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I liked Wade's "Was that so wrong?" during the cutscene, because it gave a nice window to imagine how my character would respond.
The first character I ran it with, a fairly traditional hero-type, responded "If, in the process, you endanger billions? Yes, definitely."
The second character, a jaded rogue, responded "If, in the process, you piss off people who can kill you? Yes, definitely, you ****ing idiot." -
Hm, that wasn't how I read it. Prometheus seemed to be saying "this is what will happen to YOU if we can't stop Battalion". All Incarnates draw power from the Well directly, as opposed to non-Incarnates who are barely connected and draw little or no power.
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Yes, that's correct. I think the word "oasis" was mentioned. The servers are down, so I can't grab the exact phrasing.
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According to Paragonwiki, only a few Scrapper attacks could crit originally - the ones that have bonus crit chance now. Crits were added to all attacks in issue 1, and crits as we know them, with CRITICAL text and the higher chance against Lt+ were added in issue 2. As I recall, this was presented along with dev comments that a Scrapper's role on a team was as a boss killer - that is, it was designed to fix the (perceived?) imbalance of Scrappers not having a place on a team.
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Prometheus has additional dialog as you complete more trials, so depending on the character you used to check, he might not say it to you. His dialog for the trials from i21, i21.5, and i22 is unfortunately not on Paragonwiki. I've copied the relevant part from in-game:
Quote:Originally Posted by PrometheusI suppose it is an understandable misconception. All you think when you think of the Well is a mere puddle on an island in the middle of the ocean, and I have deliberately said little to disabuse you of that notion. However, that image is a manifestation of something primal within humanity and is the means by which the presence of the Well has been visualized by that species for millennia. In reality, the Well is and always has been a personage who... agreed... to serve as the connection between humanity and something... greater.
Prometheus pauses again. He seems lost in thought, as if choosing his next words carefully.
It is time I end the charade. The Wells are not necessarily an 'it'. In fact, your Well is a 'he'. Each 'well' is capable of manifesting in whatever form is most desired or 'expected' by the species to which they are tied. Twilight Son and the Kheldians of his future, for example, saw their 'well' as an orb of pure energy... an aesthetic perfection they themselves wished they could attain. -
Quote:It's in his dialog about Battalion, which unfortunately is not on paragonwiki, I guess because nobody cares enough to attempt to transcribe his giant wall of text looping branching dialog tree. But here's the relevant bit copy-pasted from in-game, SPOILER WARNING:Could you link? I seemed to have missed this part of things. The only weakness I've heard was from the using the fast path, and being controled. LG said the weakness to the slow path was tasting power and being tempted into the Fast path.
Never saw nothing about getting cut off and dying.
He's telling you about how the Battalion eats Wells, and what would happen if they managed to consume ours.
Quote:Originally Posted by PrometheusIn regards to the fate of those who draw power from the 'well' directly....
Prometheus sighs dejectedly.
Sadly, those who are so tied to the 'well's' die an agonizing death as every shred of power is torn from their body. It is not so much the loss of this power that kills them, but the sudden "ordinariness" of their mortal form. All the many injuries that healed or were repaired miraculously, all the years of battle... they suddenly and instantly take their toll as the power of the well is undone.
The fate of Incarnates, however, is quite a rosy one compared to that which befalls those who are not, if only because the torment ends quickly. -
The option does also disappear when you run out of converters.
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I think Reppu's going about this backwards. He's railing against it out-of-character, but says he'd be dismissive of it in-character. I think OOC objections to stuff like this are spiteful and pointless, but in-character it's an interesting thing to explore.
So, a character claims the abilities in his Incarnate slots are not derived from the Well. My character thinks that's not possible... but why? Most of what we know about the Well and Incarnates comes from agents of Ouroboros, or from Prometheus. Ouroboros was founded and is led by a supervillain specifically known for his secrets and his far-reaching schemes, and the organization works openly with villains and even fast-tracks them to Incarnate power. Prometheus is very clear about how he's withholding information from us, and his motives are questionable. We have VERY good reasons, in-character, to think that what we know about the Well is incomplete, or even totally fabricated. That's a completely in-character reason to not immediately dismiss such notions.
But let's say we trust Ouroboros and Prometheus. Even if everything we know about Incarnate power is totally accurate and there's nothing more to the story, one would be totally justified in responding to claims of "I'm not using Incarnate power" with "Are you sure?" According to Prometheus, there is no such thing as power that doesn't come from the Well. And Ramiel and Lady Grey have told us that some Incarnates are not even aware of their connection. You don't have to laugh in someone's face to tell them this.
And even if our knowledge of Incarnates is complete and accurate, and this other character nevertheless really did somehow gain power completely unconnected to the Well, so what? That's not the Incarnate power we're seeking. Judgement and Destiny are cheap parlor tricks compared to the power we had in Ramiel's flash-forward, where the info on [Limitless Radial Freeeem] tells us our power is beyond comprehension. And that power was STILL not enough to turn back the Coming Storm. Maybe your faux-Incarnates are keeping up right now, but don't be too proud over turning your staff into a snake, you're still completely unprepared for the plagues that are coming*. The superhero business has always been about doing good things despite high personal risk; balking at some vague loss of freedom that can be prevented with proper self-discipline, when the planet is at stake, is both ridiculous and selfish.
Those are the ways I would consider objecting, completely in character, to anyone claiming they aren't an Incarnate. Out of character, I as a player have no objection at all to anyone explaining their powers however they want. In fact, I as a player might find such an exchange quite enjoyable.
*Please please please do not use this analogy to drag religion into the discussion. That was not my intent. It's just a really good metaphor for the situation. -
Apparently, I have missed a lot of information on this topic! ...at least I guessed right, though.
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From most to least useful, IMO...
Recovery Serum - especially excellent at low levels, or in the face of debuffs/drain.
Envenomed Dagger - ranged, fast, decent damage, good debuff for AVs.
Resuscitator - very frequently useful on teams. Admittedly, this one is less meaningful now that I have a bunch of the ally rez in my email from super packs.
Med Pack - some characters don't get a heal until higher levels, if at all, so this can be nice.
Kinetic Dampener - Defense bonus for when my insp tray is empty, and some extra energy resist. Used sparingly, but when I want it I'm glad I have it.
Hand Grenade - used mostly by my lowbie brutes to augment AoE. Fury makes it pretty impressive.
Backup Radio - occasionally helpful for extra damage or to absorb a few hits.
Jet pack - for the occasional character that misses the bank mission in the 5-10 level range, but doesn't want to walk through PI at level 12. Also handy when starting in Praetoria.
So... I don't use ALL of them, and I definitely use far less of the things than I get as drops, but they are definitely handy. -
Consume was changed, in fact, long after this thread first appeared, but long before you necro'ed it. It got the recovery buff and the endurance drain resistance, and still has a huge radius and costs far less to activate than Power Sink.
And yeah, necroooooooooooo -
Quote:In the first game that springs to mind (it's a big one), I in fact had Placate, except it was even better because it didn't cancel when I attacked.Respectfully this is an artifact of this game being so darn easy. I can think of 5 games off the top of my head, where I know a significant portion of the playerbase would kill their own mother with a broken lawn chair for Placate.
Moreover, talking about how strong an ability from this game would be in other games is kinda silly. People in most games would consider our unlimited 3D movement absurdly broken, but here it's nothing special. -
Tier 4 Core pets get "Lore Power", which buffs their damage by 25%. It's listed in their powers in detailed info, but unfortunately it does not expand to show what it does, so you have to type it in chat or summon them and look at their combat attributes.
On the main topic, I find that t4 for most powers is not worth it. There are a few, like the Destinies that do not become perma until t4, and Pyronic where you can't get the DoT and the large radius together without t4, where it's meaningfully better, but for many powers the difference is so minor that I don't sweat over not having it. I only have one character with full t4s, and I'm slowly working on a second, because I really like playing those characters so I had the components anyway, but I'm completely satisfied with the rest of my Incarnates having a single t4, or none at all. -
I would guess it will share a timer with the first series, unless it has totally different rewards or something, but AFAIK there has been nothing resembling an official statement on the matter. We don't know the name of SSA2 yet, much less the mechanics of its rewards.
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I seem to recall Marauder actually being vulnerable (as in, negative resistance) to psi, but I haven't looked in a long time.
Also, is Anti-Matter actually energy sealed in his suit? That happened to Positron after he was injured in the Rikti war. AM of course could have had the same thing happen in some other way, but I don't recall anything saying he is or isn't sealed in the suit. His romantic pursuits would seem to imply not. -
I guess, but you'd think it would make him no more resistant to it than he is to energy, or than the non-biological robots are to poison.
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Because they felt Fiery Aura needed a buff, and Fiery Assault didn't, I guess. They didn't just forget to change the Dom version, they specifically renamed the Dominator version and left its effect the same, to distinguish it from the new melee version.
Also, the Dom version still lasts 30 seconds instead of 20, so it's not just worse in every way. -
Quote:Yes, to a far lesser degree than SS. SS has the largest and most persistent damage bonus; the other sets provide bonuses that are much smaller and/or not permanent.Not just SS. It's cutting into KM, Shield (Fire thankfully only formerly), and any Tanker using Build Up, Musculature/Intuition and Leadership toggles.
Quote:Yeah, it's more of a Tanker problem because it's not an issue for SS Brutes even if they do Rage stack.
Quote:How else would it work?
And no thanks. I don't want the devs going near SS at all, thank you. If you think I go on about Tanker damage now, gutting SS (which is sure to happen if/when they ever turn their attention to it) will send me nuclear. -
Right, because you're playing Super Strength with stacked Rage, iirc. Having very little room to benefit from further damage buffs is a SS problem specifically, not a Tanker problem in general. And hey, if you want to campaign for SS being less reliant on a huge damage buff from Rage, I'd support that.
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Quote:Definitely not. Nevertheless, that is the situation you usually choose to talk about, so that is what I am addressing. If you'd like to talk about something more representative of actual play, I would be thrilled.Tell me, do you have to reach every defensive cap to survive?
Quote:So you have to wait until the building catches fire before you install sprinklers?
And, to further run with that analogy, my building is already smouldering.
You also have not yet convinced me that your building is smoldering. That has, after all, been rather the point of this whole exchange. Stating it again does not make it more convincing. -
Quote:That would be a strong objection if my statement was true only for Tankers. It isn't. When I play brutes, or any other AT really, I can reach the damage cap far more often and far more easily than reaching every defensive cap.*facepalm* That's only because the Tanker cap is so damn low.
It's worth noting that your worries about Tanker damage having a very low ceiling for Incarnate powers have so far not really been borne out. Judgement attacks, Interface DoTs, Lore pets, and level shifts all increase Tanker damage in ways unrelated to the damage cap. If future Incarnate powers make it an issue (like a hypothetical +damage Destiny you once posited), you'll have a point; with current trends, you do not.
Edit: Quoted while editing; Johnny didn't misquote me down below, I changed my message after he started composing his reply. -
Quote:Yes, there's still a bit of room, if Fulcrum Shift is the only buff present. But that is a much weaker statement than the one I was replying to, which said Tankers were the only melee AT that would "even come close" to the damage cap with a single Kin on the team, rather than a single Fulcrum Shift.60% may be near the cap, but there's still room for their Build Ups to matter at all. The Tanker will be smashed right into theirs 100% worth of damage buffs before that.
Quote:Then if it's pretty much irrelevant, as you claim, why NOT bring the Tanker's cap in line with Brutes? -
Quote:I'm far from convinced of that, but since I'm not the one using its current function I will try to give you the benefit of the doubt here. If, say, the -range was increased to -99%, forcing the enemy to get even closer and making it more effective against higher-level foes, that seems like it should be at least as useful as it is now. Or adding a -damage effect. Or something else, I duno, I'm not particularly campaigning for Confront changes here (or any changes, for that matter), so I'm just idly tossing out ideas.It could not be improved without in some way impairing its current function.
Quote:I recommend you give it another try, Hopeling, because I don't see how you'd do quite a few things that I consider commonplace without it. For example, being the only melee on a STF or RSF. Who else is going to bunch up the AVs in missions two and three respectively? Likewise for Kahn. How will you keep Battle Maiden from ever standing in a blue patch on Apex?
That's the obvious stuff though. Its real use is for finesse. Blending spawns together at the rate that your TF team can handle, rather than in huge clumps. Isolating AVs until they're ready to be dealt with.
Or I guess everyone could just toggle up and press buttons until the mans fall over! We're scrappers, y'all. -
Quote:That is simply not true. 240% from a Controller/Corruptor Fulcrum Shift (Defenders give even more) will put any halfway-competently-slotted Scrapper, Blaster, or Stalker at or near the damage cap, before even considering Siphon Power or leadership buffs, much less Build Up powers and red inspirations.Of all the melee ATs, Tankers are the only one that a single Kin will even come close to letting them hit their cap.
Because offense and defense are not the same thing. Because theoretical maximum potential with unlimited buffs is far less relevant than actual in-game performance.