Samuel_Tow

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  1. Quote:
    Originally Posted by Techbot Alpha View Post
    More work? No, it woulda just sucked, in my opinion anyway. Who says I (or anyone else) would want a PbAoE Judgement, just because I'm playing a scrapper? And the hell with 'major debuff' for defenders? My Emp/Psi doesn't want that. She wants a freaking JUDGEMENT power! My Scrapper, for one, will be loving the 'throwing giant fireballs' option.
    I'm not saying the choices presented are what I'd have picked for each AT, but it doesn't change the fact that I'd have preferred AT-specific Incarnate powers. Not just judgement, either. This blurring of the ATs is decidedly not something I enjoy, lest we give up on having ATs in general. And I don't even have a problem with ATs sharing powers, just not entire powersets, which is what we'll likely end up with by the time this is over.
  2. Quote:
    Originally Posted by Doc_Reverend View Post
    I've had an idea for that with Judgement powers. It works better, I think, for melee weapons like broadswords, katanas, dual blades, war mace, battle axe, etc. My idea was a Judgement attack where you it shows you tossing your weapon of choice, or a phantom copy of it, up in the air and a big pile of those weapons rains down on the target area. Kind of like Rain of Arrows, but with battle axes. The problem is this idea doesn't really work well with other powers, really. :-/
    I'd be happy with a power which sent "shadow clones" of me in all direction to slash at all opponents around. I can explain this away on characters who can't clone themselves as my character simply being so fast it seems like he's in all places at once.

    Quote:
    Originally Posted by Doc_Reverend View Post
    As for the debate over origins and the Well and all... I see the origin of powers as more how something very fundamental was altered in how physics and reality works in the City of Heroes universe. Many of the things superhumans do are flatly impossible... but they do it anyways. The origin isn't where you're drawing power from, but how somehow, someone tore off the big "No Funny Business" tag from reality and suddenly everything got a whole lot weirder. Cosmic rays used to make you die horribly; now they give you superpowers. Aliens started to show up (the sheer number of baby aliens with super strength and invunerability sent to Earth from dying worlds makes me feel like Earth is the back alley dumpster of the universe :P). Magic started to creep out of the shadows. Etc. A lot of this stuff was around before, but very rare and tended to keep out of the spotlight. That's been my take on it.
    This would go a long way towards SHATTERING my suspension of disbelief. The more you tie origins to the same source, the less I care overall, because it just starts to feel like one giant instance of developer godmodding. Let people decide their own origins. Don't try to tell them why they have super powers.

    Additionally, this becomes a huge blow against those of us who do prefer "No funny business!" stories. I hate how cartoony, zany, Adam West Batman the game is becoming. Run some of the older content and look at the original interpretation of the Freakshow, for instance - they're not funny, they're not cute, they're not adorable. They're cold-blooded killers who like to torture their victims and have no respect for innocent people. They are a menace, not something to laugh at.

    Even the Praetorians, goatee evil counterparts that they were, were still more serious back in the day. Now they spend their days being quirky and making Fusion/Faultline in-jokes that weren't funny to begin with.

    It's like I'm watching the Batman movies: The first one was classic, the second one was pretty dark, the third one was pretty colourful and the fourth one was Batman and Robin. I'm still waiting for our own Dark Knight to give the game some more gravitas and grounding, and make it feel like a somewhat realistic world again, rather than a Saturday morning cartoon.
  3. Quote:
    Originally Posted by Chyll View Post
    And I would have been a lot further along if a team could get together faster than paint drying (one of the great benefits of soloing being not having to wait for slow pokes)
    I want to comment on this. I often get painted as anti-social because I prefer to keep to myself, but the truth of the matter is what I mind the most is the "overhead" of a team, as it were. Yes, a team makes things faster, but a team comes with the need for organisation, with mandatory waiting times, with clashing playstyles and bossy leaders and so on. Especially when it comes to time, forming up for anything is a time sink worse than the game could ever hope to get away with. Nearly every TF I've run in recent years has included the mandatory 20 minute wait while I sit on my hands and watch TV.

    This feeds back to an idiom I like a lot: "More speed, less haste." It may or may not quite apply here, but it means that I'd sooner progress slower while actually doing something then to divide my time 50/50 between the crushing boredom of waiting and the spastic chaos of the rush to make up for said waiting. Which leaves TFs, Trials and even just regular teams with a big question mark on them - yes, they're fun once they get going, but what do I do in the meantime? Because I'd rather not twiddle my thumbs hoping for something to happen.

    This is where the LFT queue really fails - yes, it queues you for a raid, but it prevents you from doing pretty much any of the game's primary activities, because they're all instanced. If I could sign up for a team, then go run missions solo until one forms in much the same way life first formed on Earth, then I would gladly ditch my mission half-way through and join said team. Because I haven't gone out of my way to put it together and because I haven't grown a beard waiting for it, said team won't feel like such an imposition, and will instead feel no different from "your team" on any FPS server you care to join in any team-based FPS you care to name.

    Teams are as much an imposition as they are fun. The larger the team, the larger the overhead. This is why I feel that both alternate options for smaller teams and even solo players need to exist, as well as tools to help remove some of that imposition by streamlining the building process for those of us singularly unconcerned about stern leadership or clockwork planning.
  4. Quote:
    Originally Posted by Noyjitat View Post
    Level shifts don't make very much sense if they are gonna keep raising the level of npcs. Unless future levels shifts on the way. Which is still counter productive to even giving us level shifts.
    Level shifts are the perfect rat race, however. Instead of giving us actual powers that apply to core systems in general, they give us power modifiers, and they are then free to give NPCs power modifiers to negate ours. By restricting level shifts only to specific content which will assume said level shifts, you can tell people that they're progressing while at the same time exposing them to the same relative level of enemy power by having enemies counter their level shifts.

    It's conceivable for the developers to give us 100 level shifts, making ups 50(+100), and they can still negate that absurd level difference by facing us against enemies who are themselves level 54(+100). Again, it's the perfect hamster wheel, because your rise in power can be directly countered with an enemy rise in power by a simple variable. Since level shifts don't alter hit points, damage levels and other power values, they don't introduce cascading power creep in much the same way.

    And it's far easier than constantly giving people more resistance and defence, say, because both of those are hard-capped, and they start behaving erratically with high stat values. The example I like giving is that if player resistance went up by 90% to the Tanker cap, then enemy damage would have to go up by 900%, or NINE TIMES to compensate, and enemy damage nine times the normal would shred anyone without 90% damage resistance. That seems to be why WoW has gone to "ratings" for everything - because a player's final strength is the relative difference between his rating and his enemy's rating only THEN translated into percentages.

    Again, I'd rather they'd just raised the level cap. They've failed to avoid any of the problems associated with raising it as it stands, so they might as well.
  5. I lost my main rig to technicians for the day, so I tried running City of Heroes on my beefy but old-ish laptop like I used to be able to and ran into a very serious problem: screen tearing and flicker.

    Now, the laptop I'm using has an in-built GeForce Go 7900 GS video card, which was pretty heafty for a late 2006, early 2007 laptop, but the game seems to think I have old drivers for it. I don't. I checked the nVidia site and the latest drivers for my card are the drivers I'm currently using, from some time in 2009. Apparently, they disowned this thing, but whatever. I have the latest drivers, but the game still flickers.

    Let me explain.

    When I play City of Heroes, it looks like an old TV when you'd get bad signal - my screen tears in horizontal strips, and it shows... I can't tell what it is. Either black bars, or normal frames but squashed diagonally. It's not a monitor sync issue, as I tried running with and without vertical sync, but to no avail. I tried running at native resolution, a hardware-chugging 1920x1200 (on a 17'' LCD, no less), and the game kind of stutters at 30-ish FPS, but it runs fine, other than that screen tearing. And said tearing only occurs on interface items - menus, windows, the map, my powers - but not on the 3D portion of the game, at least not on native resolution.

    I'd post a pic of this, but it doesn't show up on screenshots. Whatever is causing this, it's happening after a scene is being rendered.

    I know I've played CoH on this laptop before, but I've since swapped out its RAM chips and stuck in a new hard drive as it was getting old, meaning I had to reinstall my operating system to a Windows 7 x64. I've not played CoH on the laptop since the reinstall, but other games run just fine. I've seen Left 4 Dead 2 played on it, I've seen World of Warcraft, I've seen a bit of Aion, some Alien Swarm. I mean, it's an old machine, so it chugs, but I've never seen it give me this kind of graphical corruption in any other game.

    Would anyone have any idea what this might be?
  6. Here's something to remember on the subject of "grind:"

    The 1-50 game may take a while for most people, but it has seven years of content behind it. This makes it a very BAD measuring stick for future game extensions, because those extensions come WITHOUT seven years of content behind them. To make the Incarnate system even attempt to reach the length of the 1-50 game is a capital mistake, because it does so not on the content of ~18 Issues, but rather on two Trials. There's no going around that point - the Incarnate system does not have enough content to take as long as it does, and ESPECIALLY as long as it's proposed to take.

    Years ago, Jack Emmert explained that when he and Matt Miller sat down to devise the 40-50 game, they intended for it to take as long as the 1-40 game. I know Jack considers this a mistake, and Matt must consider it such by evidence of Experience Scaling. The result of making the 40-50 game into a time sink was long, boring, repetitive stretched content in the face of To Save a Thousand Worlds, To Save a Soul, A Hero's Hero and other arcs which consist of 90% padding. The result was also mammoths of excess like World Wide Red and Division: Line, which despite being good arcs at heart are still padded out the gills.

    It resulted in the inclusion of the Shadow Shard, a zone that was as close to cutting corners as we've come before the Incarnate system. The Shadow Shard had practically ZERO content, and was instead intended to let people make their own fun by essentially farming Soldiers of Rularuu spawns. The only meaningful content there was a quartet of 8-hour TFs, obviously designed to waste our time and keep ups playing longer. And we've seen how popular those ended up being.

    Even the 1-40 game didn't have enough content to ferry us all the way through until something like I12 with Experience Scaling, because you'd run out of missions at level 38 and Numina's TF was bracketed at 35-38, in a time before the existence of exemplaring and, more importantly, in a time when exemplaring did not grant experience. And even the 40-50 game didn't have enough content at its time of introduction. The Grandville story contacts could only ever carry me up to level 44, before I had to grind Paper missions for a full 8-hour day to get to level 45.

    Giving us enough content to get from level 1 to level 50 was not done in one or two Issues, and it was not done in any one expansion. It was a long, laborious process of adding still more and more content, plugging up holes, adding alternate paths, expanding existing stories and enriching the experience (not XP, "experience"). Are we seriously proposing that we can just up and add a system which doubles that playtime within its own confines? Like... Overnight? Replicating a playtime which took YEARS to provide for overnight? Because I don't think that can work.

    Yes, people are bored of the grind already. Some faster than others. And you really shouldn't blame them, because what we have to work of for this system which is already being said to take as long as getting from 1 to 50 is, ostensibly, half an Issue's worth of content. If not a quarter of an Issue's worth, depending on whether they choose to run an Issue 20.5.

    I don't want to take anything away from those who like running and rerunning the Incarnate Trials. More power to you guys! But we have to stop kidding ourselves that there isn't a stark lack of Incarnate content, or that anything but a serious, concentrate effort can fix that. There's only so long that rewards without content can last.
  7. Quote:
    Originally Posted by Hercules View Post
    I'm thinking they should revisit this and make the power more archtype appropriate:
    Blaster = Ranged Nuke
    Melee = PBAE
    Defender = Major Debuff (perhaps combined with DOT)
    Controller = High Level AE Hold (same)
    etc.
    I definitely agree with this - AT-specific Incarnate powers should have been the way to go, in my opinion. However, it would also have meant more work, and... Well...
  8. Quote:
    Originally Posted by The_Hegemon View Post
    I don't agree with the premises here. That Judgment powers are really good and have no drawbacks isn't a compelling reason to buff nukes.
    This isn't really the argument. Judgement powers are, in my eyes, Nukes done right, and it's not hard to imagine why people would feel that after using one for the first time.

    I, personally, don't base my argument against nuke crashes on Judgement powers at all. I base my argument on the fact that that kind of crash sucks for what these powers do, and it means an otherwise cool power becomes dreck because I never "want" to use it. Truth be told, almost 90% of the times when I've used Nukes, it's been because I felt guilty for taking and slotting the power yet never using it, figuring it had to be good for SOMETHING. And it very rarely is.

    I've never been a fan of balance by annoyance, and this is pretty much it. The idea that a power can be so good that using it must be made to suck is foreign to me, because it seems to ruin all the fun of said power. To the point, in fact, that I've far more fun with Full Auto - a power which does comparatively little damage - than I do with Inferno, simply because it isn't a pain to use.
  9. Quote:
    Originally Posted by slainsteel View Post
    Live with it or quit. The only two real options.
    Normally, I'd post some "Yeah, because the developers NEVER listen to their player base!" snark, but with both BABs and Castle gone and seeing what's being introduced recently... I don't feel up to it any more.
  10. Quote:
    Originally Posted by Forbin_Project View Post
    What's your point? It took me three years to get my first 50 and two years to get my second. So a measly two and a half years to fill out some incarnate slots isn't that big a deal.
    So, what you're saying is the Incarnate portion of the game should take as long as, if not longer than, the entire rest of the game combined? Is it any surprise why some of us have a revulsion towards classic end game models?

    Also, it took ME a year to get my first 50, if that, from May of 2004 to January of 2005. No more than about four months of that was actually spent playing Samuel Tow, because I got various other characters to about 20 and one to 34 in the meantime.

    Recently, I rerolled a level 50 MA/Inv Scrapper into a SS/Inv Brute, and it took me about two weeks to get her back up to 50 and soltted with a Common Alpha Boos (recharge), and most of that was done solo. I should check how long that took me in terms of hours, but it can't have been much more than 100. And, yes, I had quite a bit of time to sit down and play her. We had a good two weeks off from work over the Christmas holiday

    I mean this when I say it: City of Heroes really shouldn't be the kind of game where progress is measured in years. It wasn't that even when experience gains sucked, and it's only gotten faster to progress in since then.
  11. Here's an interesting thought experiment. I'm going to list all my 50s going down character select and we can see how many of them have concepts that will benefit from one of the existing Incarnate powers.

    Samuel Tow, level 50 Kat/SR/Body Scrapper. None of the Judgement powers really fit either being super fast or having a sword.

    Crash McGuire, level 50 SS/Inv/Energy Brute. None of the Hudgement powers really fit a super strong body with no "projectable" powers.

    Ezikiel Bane, level 50 Stone/Stone/Respec Brute. An Earth Judgement power does not exist.

    Xandra Jay, level 50 Energy/Energy/Fighting Brute. The Ionic Judgement is more electricity than pure energy, so I'm disinclined.

    Nathaniel Hawking, level 50 Mercs/Traps/Leadership Brute. I could probably explain some of the Judgement powers as gadgets, but for lack of weapon-based Judgements, I'm disinclined.

    Xanta, level 50 Sword/Inv/Respec Scrapper. For lack of a Judgement power based either on a weapon or on strength of arm or leg, I'm disinclined.

    Brutticus, level 50 Axe/Shield/Energy Brute. Same as above, as she is a similar concept.

    Alexander Cromwell, level 50 Axe/Will/Respec Brute. I could conceivably respec him into an Electric Epic and give him the Ionic Judgement, under the pretext that it's actually nannites acting as though they were electricity.

    Kia Blackwell, level 50 Sword/Shield/Body Scrapper. I could probably give her a more fancy Judgement power, as she uses a magical shield, but it'd be a stretch and unprecedented.

    ---

    All of this is to say that I look forward to some more Judgement powers or more customization for them, because as it stands right now, I have very few 50s that I'm motivated to put through the rat race.

    *edit*
    They're fewer than I thought. After deleting the Rook, Inna and Grimwall, I took a large chunk out of my 50s roster. I keep calling them "12," but they aren't that many any longer.
  12. Quote:
    Originally Posted by GreenFIame View Post
    Yeah but, you join with people all over server, you work together as an team, you make new friends and you join up Old Friend, what is the harm in any of this.
    Where's the harm in asking for an alternative? I'm not looking for new friends, as I have more than enough as it is, and the Incarnate system did not bring back even a single old friend I used to have in the game. I should know, I still keep them in my global friends list.
  13. Quote:
    Originally Posted by GreenFIame View Post
    Oh man don't be Anti-Social
    Because not wanting to hang out with 23 complete strangers is the hallmark of the anti-social. Nice straw man there.
  14. Nukes are one of the things that I take and cherish, but never "feel" like I want to use. Every time I look at a situation which could be theoretically appropriate for a nuke, I opt to nuke with apprehension, rather than the glee such a power should invoke.

    That's always a bad sign.
  15. Quote:
    Originally Posted by Gemini_2099 View Post
    It may have been mentioned, because they said the same thing about coloring powers.
    They did not. What BABs said way back when was that powers called an FX script when they activated, and power colours were hard-written into that script. Changing these scripts to read off a user-definable variable colour was always an option, but it would require recreating practically every sprite and 3D effect that existed in the entire game, at least for players, which constituted several Issues' worth of work for the entire team, during which time we would not get new NPCs, new costumes, new powers or new environments.

    The argument against power customization wasn't one of impossibility, but one of cost of investment.
  16. Quote:
    Originally Posted by tanstaafl View Post
    The way they are doing it now, means they dont have to create different powers for every AT. Instead of having to design the tier 10 for will power, then Robots, then mind control you unlock judgement etc etc.
    Which, honestly, is a bit of a disappointment to me. And that's coming from the guy who likes to play tank-mages, so that's saying something. When every character has a nuke, a large-scale support power and a pet, ATs start meaning less and less and less, and that's not necessarily a good thing. When all characters irrespective of AT have access to the same four powers, it's that much less interesting. Diversity and class balance are a big part of any self-respecting MMO.

    Yes, I realise this saves them work. It could not have been more obvious that this saves them work if they'd put a "We did this because it cost less!" banner in your objectives screen on every Trial. But that's always been my argument against end game systems - they end up screwing players over exactly BECAUSE they can't be made with enough content, and you can usually see all the rounded edges where they cut corners.

    Quote:
    Originally Posted by TrueMetal View Post
    Actually it also appeals to people like me: those who just enjoy the trial style gameplay. A group of people acting in a planned and coordinated manner to achieve their goals. They could've ditched the whole Incarnate slots thing and just have given us the trials as they are, add a handfull of reward merits or something at the end (I don't really care, but there probably should be something), and I would still run them as often as I do now, (currently 2-4 a day) just because I enjoy the actual gameplay. The whole loot thing only serves as a means to character progression for me and even that I just consider a nice bonus, not the meat of it.
    Adding more Trials, but with conventional rewards, would not have bothered me in the slightest. I'd have treated them like the STF and the RSF - content for some people's tastes that I just don't like, and probably a faster way towards the same rewards I could reasonably get from elsewhere. Not a complaint in sight. It's when they tied exclusive progress in an entirely new game system to said content that I started to grumble.
  17. Quote:
    Originally Posted by Leo_G View Post
    Either that or simply put on your 'I'm not listening' cap and leave the whole 'Boo! Screw you, well!' to the people that just love to make a spectacle of themselves.
    I tend to take the third option: Not bother until there's something in there I care about enough to put myself through the process of acquisition. People keep beating me over the head with the "It's still a work in progress!" line, and I intend to take them up on it - I'll bother with it when it's done. Rather, IF it's ever done. I'm still waiting for powerset proliferation and power customization to be "done," and I'm starting to get a tad impatient about those.
  18. Personally, I find the actual morality choices in Praetoria to be about 50/50 between pretty good and pretty horrible. The pretty good ones I don't want to comment on, because... Well, they're pretty good. The pretty bad ones, though, tend to be bad for two reasons:

    1. They all revolve around a false binary fallacy, either by reason of game mechanics limiting us to only two choices where a situation could allow for more, or because the story is strong-armed into a binary choice by ham-handed writing. This reminds me of many a bondage comic I've read, where the writer will go out of his way to suggest dozens of escape methods, and then systematically close them with exposition, leaving me with but one impression - the gods of story writing get off on said binary choice.

    2. What might otherwise have been a decent choice of morality comes down to a choice of allegiance. What might have been a choice between right and wrong or a choice between idealism and pragmatism instead devolves into a choice between the Resistance and the Loyalists. Because the developers hamstrung themselves into every choice being either Resistance or Loyalists, this has resulted in some moral choices being awkwardly "square peg in a round hole" hammered into the Resistance/Loyalists duality, even when neither faction really came into play in the story leading up to said moral choice.

    Frankly, morality is a pretty hard thing to write for, and I don't feel that our writers did a very good job of it.
  19. Quote:
    Originally Posted by Arilou View Post
    But the thing, is we've *always* been restricted in certain ways: Your origin is a *gameplay element* as well as a lore element. These two things aren't separate, but they imapact a few things in the game.
    Well... No and no. Origin has always been a mostly cosmetic element, and up to a certain point in time, was just about a purely cosmetic one. The only place it still matters these days is what buff you get for which veteran power, but you can still pick which you get. You don't get stronger powers for being Mutation and you don't get more powers for being Natural as you used to back in pre-Beta.

    As far as Origin being a "lore" element? Only in the Origins of Power storyline, and I can say with absolute certainty that this is the most universally reviled piece of writing in the entire game. And I'm counting things like the Shadow Shard TFs, the old Positron TF, the Bastion TF, the To Save a Thousand Worlds arc, the old Hero's Hero arc. There's a lot of crappy writing to choose from, and yet this one is the one I've never, ever seen anyone actually like. The best praise I've seen for that storyline is that it's not HORRIBLE (it is) and that you can sort of ignore it if you squint really hard because it doesn't come into play anywhere.

    So it hasn't "always" been like this. It's been getting like this for some time, and I've dreaded every step along the way, because this is hands-down bad writing, and a great shame on the game as a whole.
  20. Quote:
    Originally Posted by LISAR View Post
    When the issue page is put up "we don't know" is a rather silly argument. But seeing as I haven't seen a post as to what I21 will be about yet...
    Didn't stop people from arguing that "Well, they often leave features off the features page. Remember those I19 story arcs? They weren't on the features page."

    No, we don't know what I21 will be yet, but I saw what I19 was and what I19.5 was and what I20 was, so let's just say I'm sceptical. More so than usual.
  21. Quote:
    Originally Posted by Leo_G View Post
    I dunno, I actually feel establishing the lore of your universe is necessary when you have so many participating and interlocking characters (the NPCs, not us) and when I'm creating characters, it's kind of fun actually making a character that actually fits. No, you don't have to slide in like a good, obedient little puzzle piece, but taking the story and going with it can be just as creatively intense as writing up your own lore and universe for your characters to exist in.
    This is really one of those "to each their own" subjects. Some people like bouncing off established lore and extending their own story from that, and there's nothing wrong with that. I respect it. I, however, am not among those people. To me, using someone else's established fiction both feels like plagiarism and feels like it demeans me as a writer for being unable to come up with fiction of my own that's just as good while being uniquely my own. I want characters that I can be proud of and that I can show off to people even if they aren't familiar with City of Heroes. Characters I came up with on my own.

    This is, to a large extent, my own undoing. I've said it many times before, but I approach City of Heroes less like a player and more like a writer. I appreciate the open, accommodating setting and the "anything goes" attitude. This gives me a welcoming environment which fosters creativity without saddling it with backstory continuity. Yes, there are a few things one must still be aware of, such as what year it is and what things happened in the past (not a good idea to set up a football match in the middle of the first Rikti War, say), but most of those can still be sidestepped shuffling events around or, worse come to worst, by translocating your character off-world and only Initiating his City story from the moment he starts fighting crime in Paragon City, with all backstory taking place "somewhere else."

    This is why I balk whenever the game's writing presumes to tell me what integral parts of my characters should be, and then mandates this presumption via hardwired story.

    In fact, here's a good practical example: Do you remember that part in Automatic Villainy where it seems like your character is actually a Nemesis Automaton with fake memories and malfunctioning emotional chips while the real you is rotting in a Nemesis Army brig? For just one moment, I got a tad concerned when I ran this one, but immediately reassured myself that Cryptic (at the time) would not write such a personally invasive storyline. And, sure enough, it turns out that you were the real you all along and the whole thing was a Nemesis plot to draw you into an ambush with fake capture reports, doctored video files and lies from Nemesis soldiers.

    Now imagine for a second that it had turned out the whole thing was true and your character from that point onward was a Nemesis automaton, and the entire story henceforth built off that assumption. Just imagine how colossal of an interference against concept and backstory this would be. Suddenly, none of what you wrote for your character mattered, because what you were playing was no longer your character.

    This, to me, is what "Origin of Powers meets the Well of the Furies" is to me.

    Quote:
    I guess if you don't like the idea of the well distributing you god powers, you could always have your character create this new power themselves and just explain why your character is just *now* gaining it during the incarnate content. That you're faced with escalating challenge could be the well's way of opening that path of power rather than outright giving it to you.
    That's what I've done for Arachnos Patron pools so far, but it's been hard to make work, just because the Arachnos powers are so specific. Mu Lightning is fairly easy, granted - it's just red lightning. That can work. But Fish Mastery? That takes some work. Mace Mastery? Those are suspiciously Arachnos-looking maces. What about Ghost Widow's pastel "darkness?" Sometimes it works, sometimes it doesn't.

    Hence, the point of this thread, I assume - sometimes the Incarnate powers work for us to pretend they were really ours all along, sometimes they don't. So, it would be nice to either have more of them, or have more customization options for the ones we have. Bright darkness, better colour choices for ice, the ability to shoot them out of guns, a physical Judgement and so forth. There are options, and I honestly do hope they add to the list at some point.
  22. Quote:
    Originally Posted by bAss_ackwards View Post
    But you do agree that a Lore expansion of demon pets would be quite nice, right?
    A Lore expansion into ANYTHING else would be quite nice, yes, and that includes demons. Seriously, the Lore pets have to be the worst. It's Arachnos Patron summons all over again, and I know we all loved those.
  23. Quote:
    Originally Posted by Furio View Post
    Ah, that's another problem, that's still mostly under the hood. I rarely pay attention to how much relative damage my attacks are doing from mob to mob. I know my heavy hitting attacks vs my lighter attacks, but exactly *how* much damage it's doing from enemy group to different enemy group....eh.

    Obviously, after 7 yrs here, (and a lifetime of gaming in general) I'm aware of who's got what resistances to what attacks, but that's so way in the back of my head during normal gameplay as to not even matter.
    It's not a question of looking at damage numbers, not for me anyway. I play a lot of this game by "feel." I tend to have a good sense of how strong a character is in general and about how easily he should be able to take down specific enemies. When enemies drop unexpectedly fast, this catches my attention and makes me wonder why. Why is that? Was it a critical hit? Was I under the effect of strong damage buffs? Did I hit someone who was damaged beforehand? Why is this happening? Similarly, when I keep hitting an enemy and said enemy isn't dropping, it makes me wonder what I'm doing wrong.

    As for knowing who has what resistances - a lot of the time it's obvious. If someone is on fire or uses fire powers, he'll usually be resistant to fire and weak to cold. Ghosts of all varieties tend to resist the brand of negative energy that they wield, but are weak to "positive energy." The Freakshow are weak to energy attacks because it says so in their bios, but the Tanks are strong against cutting and stabbing attacks because they're made of metal. Walking trees and mushrooms are weak to cutting and burning attacks, but strong against blunt trauma, because they're plants with no internal organs. By contrast, rock monsters are resistant to cutting because they're made of rock, but are weak to blunt attacks because rock shatters.

    None of these conclusions required me to do more than look at an enemy, or at most read said enemy's text description. And when I've actually fought an enemy for some time, I get a good sense of what works and what doesn't. For instance, I've fought enough Malta Auto Turrets to know that swords and bullets take ages to kill them, but fire works very, very well. I've also fought enough Mek Men to know that swords and bullets are not effective, but punches kill them fast.

    I have a feel for how combat works, and I have a good sense for patterns and cause-effect relationships. That's why I've gone on the record as saying that I'll eventually grow to "like" my stronger powers, for the simple fact that my brain associates what works with pleasant memories and what doesn't work with unpleasant memories. Attacking ghosts with swords, fists, guns, cold and darkness powers brings back VERY unpleasant memories, indeed, as does attacking fire demons with fire attacks. It's not hard to tell that isn't working very well.
  24. Quote:
    Originally Posted by Shadow State View Post
    The Machine God, all hail the Omnisiah!

    I'm sure that once upon a time people thought it weird gods might use the new fangled swords. Times change, so do concepts of gods.
    Truth be told, I've had a lot of fun coming up with fictional gods of traditionally ungodly concepts, like guns, siege artillery, micro circuitry, mass communication and so forth. Especially coming up with appropriate names

    So, yeah, definitely not saying that such gods can't exist, more that we haven't really seen even a nod towards less conventional gods with powers other than "the power of the divine," as War Witch (the character) explains it, which usually manifests in forms "like magic."

    It's a somewhat limiting concept when it comes to gods, actually, stuck with pre-medieval theology as we are. I mean, sure, I can understand some gods' powers being the ability to command lightning or volcanoes... But why can't we have a god whose power is "having a Death Star?" Hell, even ancient Roman smith Daedalus acts like he has high-tech gadgets but ends up just shooting radiation out of his hands. I know he's supposed to be a Roman Positron, but come on, now. Give us some more decent tech!

    Quote:
    Originally Posted by Blood_Beret View Post
    I'd prefer just some alternate animations that work with weapons. AR, DP, Katana, BroadSword, Mace, Axe, etc
    I've said it before and I will say it again - THAT is the one last big breakthrough we have left to implement into the character designer. Once we have the ability to fire weapon powers out of our hands or out of different classes of weapons, as well as fire non-weapon powers out of weapons, there will be not much left to add to the costume creator other than to expand sideways with more items and options.

    That's kind of what I was hoping would happen with Incarnate powers, but I knew better than to expect it. But consider how cool it would be if I could snag, say, Ice Judgement, but instead of shooting forth a spray of icicles, I do a series of slashes with the sword I have already equpped. Or shoot the spray out of the barrel of my gun. Or project it from my shield.

    Yes, I'm aware of the technical limitations, and yes, I'm aware of the workload, but you know what? I would take THAT tech and that content over Incarnates any day.

    Quote:
    Originally Posted by AzureSkyCiel View Post
    Who says anything about one of the most poorly handled pieces of lore giving me anything? SCREW THE WELL OF FURIES LORE! I'M AN RPER!
    And then there's that. I almost cried when I read bAss' post on how the Well is the source of all power, because if I were to actually accept that (I'm still in stubborn denial), it would mean the utter defilement of every single character I have, and such a colossal destruction of anything even resembling story in this game that I would be forced to throw my hands in the air and just give up. On the spot.

    This is an unbelievably bad idea and a horrible example of god-mode writing in an environment where player choice and design used to reign supreme. "Player choice" is why a lot of us are here. Hell, the one thing which convinced me to give City of Heroes a try was that among all the screenshots I saw of the game, I could never find two even similar characters. This rewriting of our characters needs to stop.

    So, yeah, I'm more than willing to just ignore the "well was the source of my power to begin with" angle and just pretend the powers I'm getting from the Trials were mine to begin with. The problem isn't that I can't accept weird god with weird powers, but more so that the writers have written themselves into a corner that they appear either unable or unwilling to work themselves out of.