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Posts
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Quote:Minor correction: Crushing Uppercut's crit damage is based on combo 0, regardless of what level of combo you actually fire it at. So a crit combo-3 CU is 3.56+3.18=6.74.I did - because it was so far an outlier when compared with other powers. Stalker Eagle Claw (scale 2.92, total 5.84) was the next highest attack with a full critical, then Midnight Grasp (2.76, total 5.52); the fact that CU (base and critical value 3.18, total combo 3 value of 7.155) is allowed to hit harder than a hidden Assassin's Strike (scale 7.0) seemed a bit over the top to me. Especially given Total Focus and its incredibly small critical value in a set without any AoE damage at all. Even if Total Focus had a 100% critical it would still hit for less than a combo level 3 Crushing Uppercut (base of 3.56, full critical of 7.12). Plus CU animates faster than TF, costs less endurance, and has the same magnitude of a "better" mez (hold vs stun), with a secondary soft control and longer range being paid for with the longer base recharge.
For what it's worth I have a single Street Justice Stalker (StJ/Nin), but she's only level 29 so doesn't have CU. She'll get an ATO proc (because that's what's really causing most of the post-i22 "zomgStalkers" issues with the huge DPS numbers) eventually, but really I think that the devs were only okay with the performance - specifically of Crushing Uppercut - since it's basically a "pay-to-win" set. Because you have to spend points to get it, not everyone is going to flock to it... and the history of what gets placed on the market thus far (things like attuned IOs, but also including Titan Weapons) seems to indicate that they have no problem with giving higher performance to people willing to give them more money.
Still very high, I'm not defending the numbers or anything here. -
Quote:I can't point to the specific thread or post it was mentioned, but my understanding is that several years ago, a very similar bug manifested with the pet AI, and it was traced to an interaction with movement speed buffs applied to pets. At the time, Castle resolved the bug by simply placing a harsh cap on how much pets' move speed could be buffed.Honest, serious question here:
Is there any rational reason why people should think that the unlocking of BM (if it is for sale or not, it is in the coding already, just as Staff Fighting currently is, if I'm not mistaken) somehow creates and/or removes a bug affecting all Pet AI?
Whether or not there is a pet AI bug that is worthy of being a show-stopper is another matter... but is there any basis within reality for blaming the release of Beast Mastery as the culprit of such a bug?
That cap appears to have been relaxed with Beast Mastery's release, re-exposing the bug. -
Quote:I don't think it should be proliferated because it would lose much of its unique appeal in the transition; it's got nothing to do with balance or any of that. At a bare minimum, it would have to lose Caltrops (conflicts with scrapper APPs) and Hide (Stalker-specific). Hide would probably be replaced with some other stealth power with different numbers like Energy Cloak or Cloak of Darkness.Why?
See I can live and respect Siolfir's answer because it was honest. Why don't you think it should be proliferated? Honestly, SR with Rebirth is better at granting positional, Nin is cool because of its bag of tricks and the awesome poses that go with the animations.
Concept, and theme are what I like best about it.
I would love to hear and actual good reason why it should not be proliferated.
A good reason for, is that they are proliferating everything else, why not that? If brutes can get regen and WP, which turns them into the energizer bunny of melee, why not give scrappers nin? I mean really, a brute with regen only has to worry about running our of enemies, nothing much else.
It would likely also lose Smoke Flash due to the loss of synergy with Hide and the fact that Placate has very limited utility for scrappers. I'm not sure what would replace Caltrops or Smoke Flash, but the presence of the Weapon Mastery pool on Scrappers limits the options considerably.
Don't get me wrong, Scrapper's my favorite AT, and I'd love to see a set like Ninjitsu on scrappers. But I think the actual Ninjitsu set would lose much of its flavor in the porting. -
If anything the veteran powers likely favor the blaster over the stalker, I suspect.
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Just saying: there would not be a controversy here if not for the following facts:
- Staff Fighting was opened on the beta earlier than Beast Mastery.
- Staff Fighting was acknowledged by the majority of testers on the VIP beta as being clearly ready for release outside of minor FX issues as early as the end of January, as evidenced by testing data across all level ranges on the VIP beta servers, including Incarnate content. There were complaints about the set's sound effects, which were addressed, and there was an animation bug involving Assassin Strike on Staff Stalkers, which was addressed.
- Beast Mastery, in contrast, was widely acknowledged to be underperforming by a substantial percentage of the testers who were actually skillful Mastermind players and who were not too busy squeeing over the pets' appearance to actually pay attention to the numbers. Chief among the set's acknowledged issues were the fact that none of the six pets in the set have gapless attack chains (in fact, all six have large gaps), and the fact that there was an observed correlation between Beast Mastery's introduction to the beta servers and a sudden significant degradation in pet AI performance which affected all Mastermind primaries.
- The fact that the introduction of Beast Mastery to the VIP beta servers exposed a bug causing pets - Mastermind pets, Lore pets, Controller pets, any kind of pets - to uncontrollably charge mission and/or trial bosses while ignoring mastermind pet commands, including stay/heel, (most noticeable in various phases of the Underground trial, and also with Marauder at Lambda Sector, but it manifests in non-Incarnate content as well) should have been an absolute show-stopper to the set's release; there is no universe I am aware of in which an update that fundamentally breaks the functionality of one archetype and significantly inhibits the damage-dealing functionality of two other archetypes should have been considered acceptable.
- Nonetheless, Beast Mastery was released to the live servers without addressing any of its problems, in the midst of a continuous wave (which is still ongoing) of new Paragon Market items obsessively using the four-legged animation rig first introduced by the German Shepherd vanity pet. As of right now, April 3, 2012, all of the above mentioned issues, which were identified on the VIP beta in February, are still present on the live servers.
- We are then told that the timing of the release of Beast Mastery - which should not have been pushed live in this state - is the primary reason that Staff Fighting has not been released to the live servers, because "if we release too many Powersets too quickly, it could be seen as a grab at your Paragon Points, and subsequently, your money." However, either the development team apparently does not consider a black wolf vanity pet that is documented to require, on average, the purchase of over one hundred dollars in Super Packs to be a grab at our Paragon Points, or that excuse is patently devoid of truth.
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AS should be normalized. Crushing Uppercut should be left alone, and the sets that don't get 100% crits on their tier 9s should get them (hello Total Focus).
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Quote:But releasing four vanity pets, one of which is only obtainable as the rarest item in Super Packs and was demonstrated on beta and live both to require an average expenditure of over a hundred dollars, and two powersets that utilize your new four-legged rig in a very short timespan isn't a grab at our Paragon Points?If we release too many Powersets too quickly, it could be seen as a grab at your Paragon Points, and subsequently, your money. While we certainly appreciate you buying Paragon Points, we also have to be responsible with how we encourage you to spend with us.
Sorry, Zwill, I like you, but I have to call shenanigans on that claim. It's so hollow and blatantly false that it makes me angry. The fact that Beast Mastery was released to the live servers in a blatantly unready state, being universally acknowledged as severely underperforming by anyone who actually knew what they were talking about, and breaking the Mastermind pet AI in general even for the other sets makes the cash grab even more blatant.
Quote:I think releasing vanity pets at ridiculous prices can be seen as more of a grab at peoples points/money. -
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Just randomly commenting that if Ninjitsu did get proliferated to Scrappers, it would almost certainly lose Caltrops in the transition.
Personally, I don't think it should be proliferated. If it were proliferated, I'd play it rather quickly, but I don't think it should be. -
Quote:It's lag; if you hit the AS button before the server registers you've stopped moving, you'll interrupt yourself and still pay the endurance cost.I noticed that for some reason, I'm terrible at using AS while in hide. For some reason, about every third time I go to use it I'll que it in perfect position, go into the little AS stance, but then the power just won't work and I'll still have to pay the endurance cost. I'm not sure if this is WAI and I'm just bad at Stalking or if it's buggy.
I do it all the time too. -
Quote:To elaborate on this now that I'm more alert:Part of the problem here is that CoX, bluntly, has more damage ATs than there can reasonably be niches for them, especially in the melee space.
In the grand scheme of things, we have four melee ATs. One (tanker) is the designated tank; they're primarily focused on defense and, well, tanking things, and their damage suffers as a result. One (brute) is slanted towards defense (evidenced in that brutes get tanker resist caps), but can generate higher damage over time (fury), but have low initial damage. One (scrapper) is slanted towards offense, but doesn't throw team defense to the wind (confront exists, some but not all scrapper secondaries have taunt auras). And the last (stalker) is primarily focused on offense and has no tools to protect a team.
It stands to reason that, on average, Stalkers should outdamage all of them consistently, with Scrappers being very slightly ahead of Brutes (given Brutes have slightly more off-tanking utility) and Tankers being at the bottom (sorry J_B).
I agree that Scrappers should have something unique to them, but power-wise they're quite fine where they are. And as long as Stalkers have less HP than the other three types and no tanking tools, they should have the highest damage of the four melee classes.
And, while it's not particularly pertinent to this thread, Blasters should beat all four of them handily, regardless of whether they're in range or melee, because they have stalker HP, lower HP cap, no tanking tools, few self-defense tools, and range is not an adequate defense in CoX.
If you asked me how the various "pure" damage-dealing ATs should rank in ST and AoE damage, I'd come up with something like this. (I'm not going to try and place Corruptors or Dominators here; I'm not honestly sure where they should go and Corruptor Scourge is hard to eyeball like this.)
ST: Blaster ~= Stalker > Scrapper > Brute > Tanker
AoE: Blaster > Scrapper ~= Brute > Stalker ~= Tanker -
Part of the problem here is that CoX, bluntly, has more damage ATs than there can reasonably be niches for them, especially in the melee space.
In the grand scheme of things, we have four melee ATs. One (tanker) is the designated tank; they're primarily focused on defense and, well, tanking things, and their damage suffers as a result. One (brute) is slanted towards defense (evidenced in that brutes get tanker resist caps), but can generate higher damage over time (fury), but have low initial damage. One (scrapper) is slanted towards offense, but doesn't throw team defense to the wind (confront exists, some but not all scrapper secondaries have taunt auras). And the last (stalker) is primarily focused on offense and has no tools to protect a team.
It stands to reason that, on average, Stalkers should outdamage all of them consistently, with Scrappers being very slightly ahead of Brutes (given Brutes have slightly more off-tanking utility) and Tankers being at the bottom (sorry J_B).
I agree that Scrappers should have something unique to them, but power-wise they're quite fine where they are. And as long as Stalkers have less HP than the other three types and no tanking tools, they should have the highest damage of the four melee classes.
And, while it's not particularly pertinent to this thread, Blasters should beat all four of them handily, regardless of whether they're in range or melee, because they have stalker HP, lower HP cap, no tanking tools, few self-defense tools, and range is not an adequate defense in CoX. -
You weren't called stupid, your argument was. >_>
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Prometheus also gives additional info if you've cleared the entire Who Will Die? chain.
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Quote:This, pretty much. It takes two to tango, and you're tangoing quite well.Reppu, Dechs hasn't insulted you in the slightest. Additionally, you shouldn't act SHOCKED when someone vehemently disagrees with your opinions - you admit in your own signature that your posts are HIGHLY opinionated and aggressive!
Don't put words in his mouth saying he attacked you ad hominem, and then call him "an angry child" in the next few paragraphs. -
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Quote:That death risk seems to call out the "fast track" specifically though.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: <quote snipped>
He's telling you about how the Battalion eats Wells, and what would happen if they managed to consume ours. -
Very interested in seeing how this pans out.
Quote:This is a good question, actually. I'd personally opine that for a strictly solo Corruptor, Dark may be a better choice - Dark Miasma only has one power that has no application for a solo player while Cold Domination has three. Tar Patch duplicates the most important part of Sleet (the -RES), Shadow Fall's resistances are arguably slightly more useful than Arctic Fog's, Dark Miasma has two mezzes (one soft, one hard), and Dark Miasma's -regen has better uptime (if I'm right about you being able to use Howling Twilight without dead allies present).Why would you pick /Dark instead of /Cold if you wanted a super-corruptor?
Cold does have more -RES debuffs, but one of them only has 50% uptime at best on SOs, and three of its powers are skips for a solo-only corruptor. It's also relatively light on debuffs which reduce your enemy's ability to hurt you, which is where Dark excels with all the stacking -tohit and -dmg.
On a team, though, Cold Domination is likely miles better, and the inclusion of IOs would slant things further in Cold's favor I think.
Still, I'm not confident enough to say that Dark is better for soloing with conviction. I think it stands a solid chance of being more survivable but also probably does a little less raw dps. -
Quote:1) Yes.So, curiosity on two things.
Is it possible for SSers to get up the ships?
What happens if you get smacked with the Apocalypse Beam?
Also, I am very glad for boost range and snipes, since while waiting to be ported out in mission 3, some of the natterlings decided to hide outside of normal snipe range and promptly sit there and do nothing.
2) On my L50 StJ/WP Stalker, it did a little over 900 damage and hit me with a roughly -100% recharge debuff. (Mission was run on +1/x8.)
I was a bit disappointed that Rulu-Wade spawned as an EB even though our team had set AVs to on, especially since Ghost Widow spawned as an AV in the first mission.
Still, liked the ending. -
Quote:I should hope that you know your own PC, yes.Heh, missed this one. If this was on virtue, I think I know who that was
Quote: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.
Quote: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. -
Quote:While this is a typically-blunt statement by Reppu, the general sentiment of it is more or less what some people in this thread have been saying: when you RP within a closed group, and have over time developed your own 'fanon' within that group which deviates from the game's standard canon like the previous example given by Alef, that's fine and perfectly cool. It's when you interact with others in the shared world who aren't part of your closed group that it falls apart; they can only act upon what the shared world at large and its gamemasters (i.e. Paragon Studios' writers) tell them, or upon their *own* fanon - they don't have the means to know your personal fanon, nor (unless they're also a member of your closed group) any reason to believe that your version of events that differs from what the game itself is telling them is 'true'.And no, I don't accept the playstyles of others in public roleplay if they bend and twist lore into a shape that isn't remotely close to source. I respect their choice to do so, but will still ICly laugh at them, call them a lunatic, and walk off.
Play by the setting or lock yourself back up in your base. Deal with my choice, because you don't have a say in that. Done!
To a certain extent, the game's own structure makes "personal fanon" necessary; there are many story arcs in the game which, plausibly, can only happen once, especially where zone arcs are concerned, and in general the game at large seems to assume that most of those arcs have not been completed. Case in point: the Rikti War Zone - at the end of the final mission in the final story arc in Rikti War Zone, you have (perhaps singlehandedly) defeated Hro'Dtohz and stopped the renewed Rikti Invasion. The game world at large, however, does not reflect this; two or three years later, there are still gaggles of Rikti swarming the zone, Rikti Mothership raids still happen, Rikti still occasionally invade city zones, and the Lady Grey TF can still be undertaken repeatedly. A bit of suspension of disbelief is necessary here, for sure; the game has told us our characters have stopped all this! Another good (and much lower-level) example would be the newbie arcs that were added with the Atlas Park revamp. What happened to Aaron Thiery? The game explicitly gives you a choice of his fate - to arrest him and send him to the Zig, or to kill him, and the gameworld at large gives no indication as to which is the "canon" path of that storyline (and, due to phasing, doesn't need to). Some of my characters have killed him, some of them arrested him. Neither is globally "correct" in a shared world sense.
Getting back to the core point here is that yes, when you try to introduce elements of a closed-group fanon in an open roleplay with the shared world at large, generally speaking most other players' characters will have no good reason to believe your characters if their claims are incompatible with the "official" version of events presented by the game, leading to the aforementioned regarding of your characters as delusional. I hope that's clear; regarding those characters as 'delusional' isn't intended to be insulting or disrespectful, but simply a natural reaction on the behalf of other people's characters to someone telling them something incompatible with their knowledge.
tl;dr: when RPing "in the open", in the world we all share, it's best to try and stick as close to the game canon as possible, because that's all any of our characters not involved in your closed groups can know. But what you do in your SG bases or private teams is your business and perfectly fine as long as it's not violating the TOS </obligatory ERP is never acceptable disclaimer>.
Tabletop analogy: My usual D&D playgroup might well think it is funny and hilarious to play a warforged in a 3.5e Forgotten Realms game (because of how out of place such a thing is), but I wouldn't walk up to a gaming table full of people I've never met running a Forgotten Realms game and demand to play a warforged in it, because they don't exist in FR canon.
This never, ever ends well. Just saying. Story and gameplay segregation, etc. Our characters routinely do lots of crap the lore dictates should be impossible. Statesman survived a direct hit from a nuclear ICBM but is somehow routinely beaten back in the middle of Atlas Park by eight non-incarnate supers with seven of his friends backing him up?
Game mechanics really need to stay out of this argument.
Quote:2) You don't accept the Incarnate System's LORE, which is what I was saying. And even if you do, let me stop you for a moment and point out that you are saying you have in-character superior alternatives to the Incarnate Power and the risks that path takes. Let me point out, as well, not only is this Mary/Gary of you, depending on character gender obviously, but a huge slap in the face.
The known alternatives that grant Incarnate Power and are recent enough to matter are 1) The Tsoo Soul Ink and 2) The Furies. Both have HUGE draw backs and are WORSE alternatives to the Incarnate Path. The drawbacks of YOUR alternatives should be comparable to those two, or else you did "I HAVE INCARNATE POWER WITH OUT THE RISKS ^_^". Which is a tool-decision.
However, I also get to point out a flaw in Reppu's argument - she missed a couple alternatives. The full list of Incarnate power sources we know to this point are:
1) roughly speaking, the entity we know as the Well of the Furies, by the 'fast path', e.g. drinking directly from a physical manifestation of the Well. Four characters we know of on Primal Earth have gotten Incarnate powers in this fashion: Statesman, Lord Recluse, Hero 1, and Stheno. Lady Grey tells us this is a path of constant servitude (to the Well).
2) roughly speaking, the entity we know as the Well of the Furies, by the 'slow path'. This is the path the game canon tells us we are taking.
3) the Tsoo's spirit ink. We are told in the Dark Astoria arcs that this is empowered by the Tsoo's Ancestor Spirits, and that its use actively prevents the spirits of the Tsoo's ancestors from passing on to the afterlife; this is implied to be a great offense in their culture. Big drawback.
4) direct contact with the Furies, the path taken by the Knives/Talons of Vengeance as I understand. Obvious physical transformation drawback.
5) Rularuu, who is, according to Prometheus, another Well. As far as we can tell, this is probably where Darrin Wade is getting his power, likely via the 'fast path'.
There are likely others I'm not aware of offhand. -
Quote:This is pretty much, IMHO, doing it exactly right.The small group I mainly RP with have pretty much rewritten and retconned a fair bit of game lore in our personal canon. A fair bit of it was lore we considered poorly written.
For example, in-lore, a non-Incarnate can totally punk an Incarnate and steal their powers with a deus ex machina ritual. Kinda makes that special status less special! But then again, the Well of Furies is pretty much deus ex machina in its own ways. Deus ex machina gives, deus ex machina takes away. (That's a big clue to why I don't particularly care where people say their Incarnate powers come from. If they want to make up their own unique deus ex machina or even just make it a personal story about a slow journey to cosmic levels of power, it doesn't bother me.)
The group I play with pretty much rewrote much of that plot to be more plausible (espeically considering that the staff writer who wrote that one ignored some game lore that would've made the events of that overall arc easier to swallow).
But, anyway, so I'm used to not taking game lore for granted. I wouldn't roleplay our own divigent variant of history outside this group, mind. A lot of things happened differently due to a number of major in-group plots we ran. For example in our personal timeline, Crey's been pretty much broken up, but that was after a very long running story arc with them as the primary antagonist, spanning a lot of RP and multiple AE arcs.
Of course, public RP is different, yes. You're playing in a shared world. That requires common consensus, and the game lore forms a baseline for that.
But the thing is, this shared world's far more open than most MMORPG worlds. There's all kinds of weird stuff, and it pretty much follows the superhero tradition of throwing in everything but the kitchen sink. And it'd be a boring comic universe if everyone got their powers from the same source, which is what the Incarnate storyline pretty much does.
Quote:In the end, I don't care too much about concept reflavoring. On the extreme end, it does stretch my credibility if someone turns into a squid/crab and then claims they aren't a Kheldian, but I can pretty much accept people who play human-form-only Kheldians and claim they aren't Kheldians. And I've seen at least one person with an interesting bio about how they got Kheldian-like capabilities from a Kheldian-based source without necessarily becoming a Kheldian. In other words, acknowledging the lore but doing their own spin on that.
For things like that, I prefer conceptual flexibility. The flexibility of the superhero setting is one thing I do appreciate about it. And it's pretty much impossible to fully recapture that flexibility in a game like City of Heroes.
Are you going to insist that someone's Water Blast character is really an Energy Blast character, or that their Sand Armor or Spore Armor character is really a Dark Armor character? That's the same kind of conceptual rigidity you're advocating here.
Quote:Furthermore, in a world as open as CoH's (given how it's connected to multiple universes), it absolutely beggars my mind to think that the Well of Furies is the single, sole source of Incarnate-level power in the entire multiverse. -
Quote:To play devil's advocate for a moment here, and I apologize if this comes off as harsh - really, I don't take RP that seriously here, honest:That's an incredibly harsh, intolerant, and arrogant opinion if ever I've seen one.
It's not a matter of "can't" work in that story, it's a specific desire not to.
If I am infinitely and immeasurably weaker than your incarnate pather, we can either decide that in the arena or by some contest of how fast we can defeat enemies. If your acceptance of the incarnate path makes you more powerful than my character but you cannot demonstrate that in game, then it's no better than saying your car is faster than anything on the road because you have Formula 1 stickers on it.
My character doesn't need the well of furies to be stronger than yours. I'm sorry to burst your bubble.
City of Heroes is both the game we play, and the established setting in which we're all playing that game. These facts fundamentally shift the argument as regards roleplaying, I think. There's an analogy to be made to tabletop RPing here (bear with me for a moment); City of Heroes is something like most White Wolf tabletop products in the sense that the game system (mechanically) is inextricably tied to the setting and lore, and fundamentally unlike Dungeons & Dragons, where the game system (d20) is independent from the lore.
However, City of Heroes does throw an additional wrench into the mix: we have, canonically, a multidimensional universe. So while normally I would stop here and say unconditionally that playing a character that ignores the game's established lore is outside the principles of good roleplaying, the multidimensional aspect of the game's canon is necessarily inclusive of "visitors" from other settings, with the technical caveat that those settings ought to be the player's original concept, not a copyrighted franchise.
Like Reppu, though, I do draw the line there at the basic ten archetypes. Unlike Reppu, though, I would also make another point: I, personally, am not concerned with how people roleplay their characters within closed groups of like-minded people. If you have a consistent roleplay group and you all want to ignore the game's lore for Kheldians as presented, well, more power to you and I'm not going to fault you for doing that within your group.
On the other hand, if you're playing a "Kheldian who is not really a Kheldian!" with the general public, then my own public RP characters reserve the right to consider yours to be delusional, because to them, Kheldians are Kheldians. :P I consider the whole "not really Kheldian" or "not really Arachnos" thing to be no different than joining a Forgotten Realms D&D game and insisting on playing an Eberron character.
Disclaimer: All of the above should not be taken to reflect my personal judgment on the quality of the specific lore in question - I personally am not a fan of the Incarnate or VEAT lore either, but it is what it is.
Oh, and for the record: with my natural-origin dual blades/willpower non-powered character, I just roleplay her as not understanding (or caring) where her incarnate abilities come from. Perhaps it's a bit of a cop-out, but she's very much the type of character not to look a gift horse in the mouth - it's useful power, she sees no reason to question it.