Samuel_Tow

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  1. Quote:
    Originally Posted by White Hot Flash View Post
    And you're being overly dramatic to assume that what's coming next will be NOTHING but more Praetoria and Incarnate stuff.

    The truth is no one knows what's really coming down but the Devs. Yes, it's safe to assume we'll be getting more Incarnates, but beyond that is anyone's guess, and there will be more, because every Issue has had more than one focus to it.
    You know what I found funny? When I20 was still in Beta, I complained that the Issue seemed to be nothing but forced team content. People called me names and insisted "But we don't know!" Come I20, it's all forced team content.

    Fool me once, shame on you. Fool me twice, shame on me. "We don't know" no longer holds any meaning to me as an argument.
  2. I did a few tests with Fiery Embrace and it seems to add a little more than an extra 40%, actually, but overall I'm very impressed. It's an even better power than I remember it.

    It still pisses me off that it's so badly documented, though, even in its text description. Could they have changed THAT, at least? I still remember most of the powers that have wrong or non-existent real numbers on them, so every time I find a new one, it makes me that much more angry.

    It doesn't help that I was consumed with towering rage from before that, but that's another story for another time.
  3. Quote:
    Originally Posted by Elegost View Post
    1.4x your damage is what it should add. That's damage after buffs/enhancements/etc, I do believe.
    That's... Quite a lot. I'll keep an eye on my combat tab, but at least I know there's a point to taking the power now. Be nice if that were explained somewhere in-game, but oh, well. Why start now? It's not like Detonator has been without real numbers for six years. Well, at least that has a truthful text description.

    Thank you. This helps a lot.
  4. At least the information I can find practically anywhere is a lie, anyway. Let me pose a serious question here: What does Fiery Embrace actually do? I caught bits and pieces of discussions on the subject when the power was being redone, but to this day I don't know into WHAT. And right now, I really have no way of knowing what the power does. Why? Well, let's tap my sources.

    The power's in-game description says it boosts fire damage, but boosts other damage types as well. This is a lie, because that's the power's old description from when it provided a 125% fire damage buff and a 100% damage buff to everything else. This is no longer the case, that much I know.

    The power's in-game real numbers are empty. Apparently, as far as Real Numbers are concerned, Fiery Embrace does nothing but cost endurance. Huh...

    I checked City of Data in the hopes that, though outdated, it would still have the new Fiery Embrace numbers. It doesn't. Fiery Embrace is still listed as a 125% damage buff to fire and a 100% damage buff to everything else. Disappointing, disappointing.

    I normally don't use Mids' Hero Designer as a source for numbers (I use it for planning, not encyclopaedic knowledge), but I checked that in the hopes that it might have a somewhat simplified explanation of what this power does. Well, according to Mids', Fiery Embrace does "FieryEmbrace 100%." Well, that clears that.

    Each and every one of my sources LIES. Fiery Embrace is none of those things, and... To be perfectly honest, I don't know what it IS any more. What the blue ice cream does this power do?!?
  5. Quote:
    Originally Posted by Arilou View Post
    Someone suggested an Orbital Cannon blast, would be cool. (Could even be a Rain-type power, something we lack currently) or an artillery barrage.
    This is kind of why I'm growing more and more disillusioned to tying these now powers to the Well. It mandates that all these powers at least look like they're coming from the well. And it's hard to imagine that the well would give you an Orbital cannon. I mean, whose divine power is that? Schwerer Gustav, god of siege artillery? The only other explanation is that you were "inspired" to get a giant orbital laser and at that point... Did the Well really "give" it to you?

    Yes, I agree with an Orbital Laser power and with an Artillery Support power and such. Would love to see them. Not sure what we'll have to re-explain to account for them, but I want them.
  6. Quote:
    Originally Posted by Carnifax_NA View Post
    Regardless of the existance of Judgement slots or not Nukes need to be redone to remove the crash. It's just a silly limitation of those powers nowadays.
    It's not just a silly limitation nowadays. It's always been a silly limitation, and it used to be even sillier when your own nukes would super-stun you for 5-10 seconds. Happy happy joy joy happy happy joy!

    I've rarely argued for the removal of the crash from nukes, mostly because I didn't think anyone would agree with me, what with the strong status quo we have here, but I still firmly believe that these powers are unduly hamstrung by irritating limitations.

    Here's what bugs me about nukes so much - they're good powers in some circumstances, but frikkin' let me use 'em! There's nothing quite as frustrating as having a good power on your roster and being unable to use it, even when it's right there, recharged and taunting you.

    I'm all for removing the 100 end crash from nukes, yes. Can we kill the interruptibility on snipes while we're at it?
  7. Quote:
    Originally Posted by HellsPixie View Post
    The problem is, for as long as I can remember, the Devs have always given the reason that they haven't raised the level cap to 60 is that the game engine won't handle it. Things start breaking down past a certain level, or something along those lines.
    Not really. The reasons given were two-fold:

    1. Any content they make for the new 10 levels will be played through within the week. That's content which will take them months if not a year to design. It's a battle that they cannot win.

    2. Players already have too many powers. Giving them even more powers and, more than anything, more slots, makes the entire build system irrelevant, as it removes any semblance of choice when you can have everything and slot it to full.

    Their solution to the former appears to he "Oh, well!" and their solution to the latter appears to be to give players more eccentric rewards than just new powers and new slots and more hit points..
  8. Quote:
    Originally Posted by BrandX View Post
    Does it help that your highly trained human with some gadgets, is still basically superhuman?
    What seems to be overlooked a lot here is that one can be superhuman WITHOUT spitting fire or conjuring lightning. Take a look at some of the more classical Greek heroes, like Heracles. The man was defined as being very, very strong and... That's about it. Or at least that's primarily it. Yet he is still capable of great feats.

    What's missing here is the ability to be super human without flashing lights, essentially. Yes, exploding into a shower of rainbow fire is exciting, I make no contest, but so is punching the ground hard enough to send enemies into space. Granted, that power already exists in Super Strength, but this doesn't seem to have stopped the developers from making Pyronic Judgement into essentially a souped-up version of Fireball (toss fire at enemy, kill in AoE around).

    What of those characters who prefer to use their hands... Or their fists?
  9. Quote:
    Originally Posted by Blue_Mourning View Post
    I don't really see the need to raise the level cap in general though. There's no zone to support it, it would require a lot more content than what they're adding, and there would be a lot less attention all the other parts of the game.
    And that's precisely why I'd have preferred a classic level cap raise over this. Because then you can't get away with two Trials and call it a day. You'd need new zones, new enemies, new missions and TFs and a lot more content. Too much to be worth the cost of investment? Most probably, but I feel a good game requires a certain minimum level of content at all places.

    That, and going with extra levels would have stopped the pedantic arguments that "You are not level 51! You are level 50 + 1!"
  10. Quote:
    Originally Posted by Hydrofoil_Zero View Post
    Not a clone. It's the primal and praetorian Duray's are working together.
    The question was an explanation of Praetorian Duray's clones that start showing up after you defeat the original.

    And as far as I know, the answer is in the Resistance Crusader arcs, where Duray comes back from the dead at the head of a corps of dead men who've all been brought back to live as sentient Ghouls.
  11. Quote:
    Originally Posted by Leo_G View Post
    Well, do these characters still go on adventures? You don't have to write it out, but that the character is not either dead or retired automatically means 'stuff' is being added to their 'background' unless they're constantly going back in time and un-writing past events.
    I treat my characters' adventures in Paragon City as filler in-between their canon adventures, which happen when I get off my lazy *** and write them a story. That story may or may not take part in Paragon City (or a city that may as well be Paragon City in all but name), but it only happens when I tell it. Again - I tell my character's stories, not the game, which is precisely why I call them "my characters."

    Maybe that's unreasonable, maybe it's inflexible, but that's what it takes for me to care. I care that Grimwall will get a bigass fireball, because it makes sense for her. I care that Inna will get the power of the gods, because she was always supposed to have that. I care that Emillia will get Vanguard Swords when that pack comes out, because they're closer to what I'd originally wanted to give her. I don't care that Sam will have to pick from four elements, or pick nothing at all. And it's when I don't care about what's happening in the game that I start to complain.

    Quote:
    First off, and this is just my opinion, you're pigeon-holing elements way too bad. Or either simplifying what is 'physical'. My fire blaster uses 'physical' fire. It's not 'meta-physical' or 'spiritual' or 'religious' or 'extra-dimensional' fire, it's physical fire. Physical fire that burns physical things.
    No, no, no! That's not what I mean When I say "physical," I don't mean "as opposed to metaphysical." I more mean "mechanical," if that makes sense. I mean attacks that don't attack with an element or an energy, but rather with direct kinetic force, and kinetic force not willed into existence, but kinetic force imparted by actions of the body. A punch is a physical attack. A stab is a physical attack. A toss is a physical attack. A flamethrower may be a "real" attack, but it's a fire attack, as it relies more on the heat and burning of fire than the direct impact of the fire jet.

    When I say "physical" attack, I mean either direct contact from one body to another, or otherwise a shockwave created by direct contact from one body to its environment. Ground Punch, Foot Stomp, Hand Clap, a world-shattering elbow drop, an "I fell from low orbit" explosion of kinetic force, that sort of thing.

    This is what we don't have - Incarnate abilities which let us use our bodies, rather than projecting things from them. I'm sure the City of Heroes mythos has plenty of gods of fire, gods of ice, gods of the netherworld and so forth, but surely we'll have at least a few gods of fisticuffs, and at least one god of guns and ammo. That's really what I'm trying to get across - even if it's possible to explain the current elemental powers away, the fact remains that non-elemental ones in addition to them would open up quite a few new doors.

    Quote:
    Originally Posted by Furio View Post
    There's one bit i don't get. Yeah, the Cryo judgement does cold damage. The only real way of knowing that if you've recolored it is to look under the hood at the combat spam. Theres nothing about what is displayed that screams out "lookie! it's cold damage!" unless one of them has a block of ice hold proc (i'm not sure, not looking at cryo for my incarnates)...and if so, don't get that one. You could totally pass off recolored cryo as flechette shards or someother non-elemental shrapnel attack.
    Not quite. Elements in City of Heroes have a few fairly standard properties, and certain enemies are fairly obviously weak or resistent to some elements. For instance, if I see a flaming fiery demon, I know for a fact that he will be weak to cold. When I see an ice demon, I know for a fact that he will be fairly resistant to cold. So when I spray a fire demon and an ice demon with a cone of "daggers" and see the demon take far more damage than the ghost, my brain immediately asks "but why?" And the answer to that is simple - I attacked them with cold damage. It hurt the fire one more because he's fire and the ice one less because he's ice.

    Personally, I don't have too much against enemy resistance to smashing and lethal damage. I liked the fact that robots and other hard targets resisted cutting and shooting but caved when pummeled on. I knew I could punch and shatter stone creatures, but not do so well against trees. I could, instead, cut trees, but just chip pebbles off stone creatures. That's where damage types come into play - they determine more than what shows up in my combat tab. They determine what's a soft target and what's a hard target.

    That's what I mean.
  12. I have right around four characters I consider my most important, and sadly... Only one of them makes sense to have a Judgement power.

    Alpha doesn't need to be justified. It's more of what you already have.

    I'm only familiar with Judgement powers, so I'll stick to them.

    Starting with the one "important" character who makes sense, Grimwall will be taking the Pyronic Judgement, and this requires no explanation. She was a Fire/Fire/Flame blaster turned Fire/Fire/Pyre Scrapper. She is a creature born of fire, bred to fight and conquer, who came into her own personal sentience and chose instead a life of protecting the innocent. Her powers consist entirely of commanding and summoning fire, so a Pyronic judgement power makes sense.

    Beyond that, we have:

    Samuel Tow: His powers are superhuman reflexes bordering on precognition and implying super-fast movements, a sword that can cut anything, and a pair of fancy handguns. The latter of the three doesn't apply to City of Heroes, obviously, but this still leaves us with a Super Reflexes + Katana fighter who relies primarily on his speed and precision. None of the Judgement powers make sense for him.

    Ezikiel Bane: His powers consist entirely of control over rocks and other crystalline structures, including the ability to transmute any material into "generic rock," including the air around him. His skills revolve around rocky armours, earthquakes and tremors, superior strength, sand and floating rocks. An Earth Judgement power does not exist.

    Lynda "Crash" McGuier: She is a hyper-advanced indestructible super-strong cyborg from the future who was engineered to be the perfect replica of a human being, created to preserve the life of its creator's mortally wounded daughter. Her powers revolve around speed of movement, strength of strike and toughness of body, revolving around a series of implausible machines used to enable that. Crash does not use elements or energies directly, and no Physical Judgement exists for her.

    Those are the characters I "love" the most or for whom I've written large stories.
  13. Quote:
    Originally Posted by Leo_G View Post
    Shouldn't we be rewriting (or most likely, constantly adding) to our characters' stories?
    Not necessarily. I don't have the habit of writing endless plodding epics about my characters. I tend to wrap their stories up in shorter one-off stories, and most of those I've written years ago. Just as a random example, my Tale of Two Hearts (which should still be somewhere in the RP forum) was wrapped up in 2007, and it defines two of my characters with great finality. I'm not interested in writing sequels for it, especially NOT editorially-driven sequels.

    If Sam meets something which cannot be cut, then he will find a way to overcome this. If shooting it and punching it doesn't work, he will find some other way. Whatever that way may be, shooting fire out of his hands will not be it, because I'd sooner resign writing duties than do this to my namesake flagship character. This is not who and what he is, and it is not who and what I want him to be. Not when I can come up with far more interesting godlike powers for him... Which I've already done, as a point of fact. I came up with them before I even knew there would be Incarnates in the game. Indeed, before the game went up to level 50.

    I can also assure you that the moment the game allows me to use Dual Pistols as a Scrapper epic, I will respec Sam on the spot and give him as many of those powers as I can. He has a crapton of unnecessary enhancement slots as it is.

    I'm not asking for "Sam's Judgement." Far from it. I'm simply asking for a PHYSICAL judgement, i.e. a power which attacks with physical damage. Why is this so unthinkable? Not every character makes sense to have elemental powers. The Hulk doesn't have elemental powers, after all, and that doesn't stop him from punching buildings into bricks.

    I want Incarnates to accommodate a broader spectrum of concepts so I can have more freedom to tell the story that I want to tell, rather than the story I HAVE to tell lest I give up entirely.
  14. Quote:
    Originally Posted by IanTheM1 View Post
    Unless I missed something, don't stand on the big glowing targets (well, I guess they don't look very much like targets, but they effectively are) and you'll be fine.
    Which would work, if Airstrikes weren't occurring without a second of pause and if both Durays didn't constantly stand on an airstrike target. Those things have a longer range than they look like they might, so unless you have ranged attacks (and I don't), you spend most of the fight either dead or hanging back.

    I suspect somehow locking down or killing Primal Duray quickly may make the encounter less painful, but I don't have a good head for team dynamics.
  15. Quote:
    Originally Posted by Protonic_Flux View Post
    CoH does need multi team raids, it's the big thing. Every MMO has them and it's about time this game stepped up and got them.
    I disagree. Not based on the merit of multi-team raids, so much as on this "follow the leader" mentality. What "every MMO has" should never be in itself a convincing argument for adding or not adding something to one. In fact, there's nothing more depressing than an MMO which describes itself as "has loot, has market, has crafting, has pvp, has raiding, has customization." Um... Yeah, what is the MMO actually ABOUT?

    A game broken down to a collection of game mechanics is a game without a soul, to wax poetic for a moment, and it is, more than anything else, a game with nothing particularly interesting in it to care about. If one is after markets, crafting or PvP, there are other games that have done it better and that have many times the player base, as well. What sets City of Heroes apart isn't the market or the raids or or the loot. It's the super heroes and the snazzy costumes. We need to keep this in mind at all times.
  16. Samuel_Tow

    Overpowered?

    Quote:
    Originally Posted by Arilou View Post
    Because it's fun? New powers gives you new ways to use them which means the devs can devise new challenges.

    I mean, it is, after all, a game.
    Use them on what? That's my question. A lot of games gate content based on character power. You can't enter the zone of eternal darkness because those shadow spiders will eat you alive. But, sure enough, find the glowing sword and the Armadura Del Sol and you can now take on the spiders and explore their realm. Earning new powers for the sole reason of earning more new powers off the same content strikes me as an exercise in spinning your wheels.

    I'm a fan of levelling characters up, myself, and even I'll tell you that "new powers" make up a fairly small part of a character's overall progression. Much of this progression consists of seeing new locations open up to you, meeting newer and more powerful enemies who apply more advance tactics (or, usually, just cheaper powers) and taking on more grandiose tasks. I couldn't use Greater Fire Sword against Dr. Vahzilok because I genuinely didn't need it, but now that I'm fighting the real Nemesis, I'm going to need that and more.
  17. Samuel_Tow

    Overpowered?

    Quote:
    Originally Posted by FredrikSvanberg View Post
    The whole point of the incarnate system is to become more powerful (while having fun).
    This kind of approach bugs me a little. Not the "having fun" part... Not entirely. I mean the notion that the point of the Incarnate system is to get more powerful. I know that in itself can be fun, but I keep thinking that's missing the point of getting more powerful in the broader sense. Personally, I'd like to see getting powerful have an ultimate point somewhere down the line, above and beyond giving you the ability to become even more powerful.

    It's the old "raid for gear, gear to raid with" conundrum. To what end? This reminds me of the mentality from the movie Other People's Money, where Danny DeVito explained why people got caught up in the vicious cycle of making money so they could invest and make more money over and over again: "You make as much money as you can, and whoever has the most when he dies wins." It strikes me as an exercise without a purpose, a story without an end, a perpetual cycle of power creep... But for what purpose?

    I don't know, maybe I just don't get it.
  18. You know... Oddly enough, I don't mind homogeneity of classes. I've actually been arguing for a game structure where all classes have "combat" as a mandatory speciality and then one or two other specialities beyond that. So, with that in mind, the Incarnate powers do seem to achieve that.

    What I mean is - I hate Blasters (which was quite a revelation after seven ******* years of playing them), yet I can potentially get characters who are strong fighters by design, yet still have nukes, and maybe even some support powers. That doesn't sound too bad.
  19. Quote:
    Originally Posted by Yogi_Bare View Post
    And yes, I play for fun and shinies... if there were no shinies; I wouldn't waste my time and many others wouldn't and the game would fold.
    I actually have to agree here... Partially. I've said it before that a game without rewards is pointless, and not many people like pointless games. Granted, MineCraft may beg to differ, but even in that, people stick for the long haul by giving themselves projects and aiming for milestones. If nothing gets achieved, then you have a pointless sand box, and those get old fast.

    However, the opposite is also true - a game that is only about rewards is hollow, and not many people like hollow games, as well. OK, I admit, Masters of Orion III, the game bearing a striking resemblance to doing your taxes, might disagree, but last I heard, that tanked. Rewards exist to move a game along, but they exist within the context of that game. Rewards can only enhance a game, they cannot make it, which means you need a game that is, at least on some level, fun for rewards to matter. Without a decent game on the back end, you have a hollow grind that doesn't last very long, and becomes VERY damaging if it does.

    Where exactly the right balance between game and reward is isn't really a straightforward question, but I personally believe that we're due for a little more game in the near future if we want to keep healthy.
  20. I've run the Admiral Stutter TF twice now, and about the only thing I can complain from a design standpoint is the constant gimmicks. Red warning text on my screen should signify unusually important events, so when my screen has a constant of two or three such red warnings on it at all times, it tends to diminish their importance. Also, how do I get an airstrike targeted on me underground under an overpass in the hospital area where I revive?

    That out of the way, the Admiral Stutter TF is a pretty good one, I have to admit. The large open maps call for a little coordination and organisation, lest teams devolve into unherdable cats, but that's doable, even if I always end up the one asking for, and eventually giving the instructions (loudmouth, maybe?). I enjoy that the TF presents us with secondary objectives that we could accomplish in addition to the main plot, and would have liked to see more of those in something but the first mission. I'm still not sure what, if anything, cutting off the Sky Raiders' fuel supply does, but I'm happy to do it regardless.

    However, with how many objectives the TF tends to have at the same time, it ends up with an 800 word essay in the objectives screen, which is not appreciated. Could we not have an objective which says "5 Turret Controls to destroy" with waypoints for all five, instead of drawing up each and every damn computer as its own separate invasion?

    I like the floating fortress map, though I wish it weren't over as quickly. Instead of diving into three different ships to disarm four bombs twice over, could we not have spent some more time on the actual rig, accomplishing non-repetitive objectives? I mean, sure, it's nice that we get to save both the Stout and the Cook and what was the name of the other ship? But it gets a bit redundant since they're essentially three ships of War Walkers and three hulls of Sky Raiders. I've never even seen much of the rig, and I'm the sort of guy who goes out to explore.

    It's a cool TF, though, and it doesn't seem to call for a huge huge team. I'm sure there's a smarter way to handle the two Colonel Durays at the end than to die from airstrikes repeatedly, so once I figure that out this will be a complete experience.
  21. Quote:
    Originally Posted by Techbot Alpha View Post
    She has ribs around her neck. It's wierd Oo and yeah, her face looks off from the front for some reason.
    Her cheeks look ballooned, is why. It's less to do with the actual face texture and more to do with how narrow her cheek bones are. I used to make characters with very narrow cheeks for the longest time, so I've seen this kind of look often.

    And, yes, she has breasts, too. I have Sexy Beach Zero and Yuusha for that, however. Thank you, Illusion!
  22. Quote:
    Originally Posted by PoliceWoman View Post
    So, I guess I'm hoping they will add some alternate animations someday.
    This reminds me of something I wanted to add here:

    When I say "I don't intend to bother for the next couple of years," this often comes off as an underhanded insult to the system, and it really isn't... For the most part. It's more me saying that the system as it is right now really doesn't seem to have much of what I want, so I'll wait for it to gain more options and do other things in the mean time. Well, for it to gain more options, or for me to get more ideas that work with it.

    Though having seen the Pyronic Judgement, I have a hard time seeing it as a grenade, as it looks more like you're tossing fire, and it doesn't look like it blows up so much so that it just... Burns. And don't get me wrong, fire can be deadly, but it still takes some time to cook. I've had a gas oven explode in my face and singe the clothes on my body, and I ain't dead because the flash was too fast to give me more than a really bad case of sunburn And, yes, I'm serious here.

    I'm actually a little stumped, to be honest. Other than just plain vanilla fire and "tangible force of destruction which looks and acts like fire," I have a hard time seeing Pyronic Judgement, or indeed fire powers in this game as anything other than... Well, fire of different colours. And fire CAN be a whole range of different colours in real life.

    The Ice Judgement... I'm not so sure about. I haven't seen this one in person, but I have some doubt I could call it a hail of daggers. It does cold damage, doesn't it?
  23. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Yes, the incarnate system is designed to appeal to mechanics based players. The thing is if the story is not important why give it a story that is frustrating to players who either aren't into the mechanics or like a mix of mechanics and story?
    This is something that I honestly don't get. If story was as unimportant as it certainly feels it was, then why bother with such an in-depth, one-sided story? Why not just say we "overcame our limitations" and earned brand new powers, then let us figure out exactly WHY we suddenly have these powers by ourselves. Certainly those who don't care about story won't care about story and those of us who do care will come up with some reason of our own. Right now I have the Well doing its best to contradict me, and that gets in the way.

    Personally, I'm not a fan of this "devil may care" attitude when it comes to story, lore and concept. I've been ragging on the game's writing for, ooh... Five, six years now? But I've only been outright pissed off at it for the past year, if that. We certainly seem to be ignoring good storytelling in favour of more game systems for people who like game systems for the sake of game systems. And while there's nothing wrong with that - I still play MineSweeper quite regularly - I keep expecting Paragon Studios to hold themselves in higher regard than just producers of playable schlock.

    That's really not what I wanted to focus on, though, even though I was getting at it. We've had enough threads bashing the new Issue, even from my perspective. I was more looking to see if we can't come up with alternate reinterpretations of the current Incarnate powers so that they can fit into a broader range of existing characters without necessitating wholesale re-write, and to possibly narrow down what we might want to see if we wanted to broaden their scope with the biggest possible step.

    Personally, my easy favourite so far has been reinterpreting Ion as Nanomachines, and I like that for a couple of reasons. First of all, there's no reason why Nanomachines can't deal energy damage, as one could see them manipulating objects on the atomic level via tractor beams or magnetism or electricity. Secondly, a stream of nannites could indeed act like a chain induction type power by attacking one enemy, then spreading to surrounding enemies like a disease. So that's both the graphics and the effects of the power explained, and then some.

    I also like reinterpreting Void as psychic energy. I have a psychic character inspired partly from FEAR's Alma, partly from a story I wrote on request a few years before I played that game and partly based on a Naruto filler arc, whose whole shtick is that she's an immensely powerful psychic who accidentally sealed a demon of darkness inside her soul. As such, I can easily re-interpret all of her psychic powers as dealing Negative Energy damage. I'm not sure how appropriate this would be for more conventional psychics, but I'm sure that psychic energy can be changed into negative energy with enough pain and anger applied.

    Those two already give me two ready answers for two characters I was uncertain about. And not just that, but it gives me a good idea of what I want to pick as said characters' epics.
  24. Quote:
    Originally Posted by Olantern View Post
    Am I really the only one who read the Mender Ramiel story arc like the above-quoted language is what is, indeed, happening? (Which is why the "you summon a dead Praetorian from Well" seemed like such a jarring explanation of the Lore pets to me.) I must just be better at reading "elastically" than most players.
    You're not, actually. That's how I read his original arc. And when all we knew of Incarnates was what was in the Alpha slot, it seemed plausible. After all, more enhancements just makes us better at what we do, because they enhance our existing powers.

    But now that we're getting extra powers, the people who argue that we're borrowing powers and that we're all suddenly of the Magic origin have a lot more to back themselves up. After all, an Earth wielder has no Judgement option which could serve as an extension of his Earth powers, so he has to think sideways and find one which could be explained away as such, or otherwise just go with whatever has the best stats.

    This is a problem with Epics as well, somewhat. When Scrappers got Fire for the first time, people wanted a Fire epic. We did get it, eventually, and I'm already using it on a few. However, when Scrappers got Electric powers, a corresponding Epic was not introduced. I'm still not sure what to do about that, to be honest. However, at least Scrappers still have access to Body Mastery, which is an easy out every time there isn't anything more appropriate available. I must have used Body/Energy for over half my Scrappers and Brutes, come to think of it.

    Either way, I intend to interpret Incarnate powers are "my powers, only more strongerer"
  25. Quote:
    Originally Posted by Irish Fury View Post
    This is a fair point. I suppose as a relatively new player (9 months), it is easier to build my characters around the lore, but I can certainly understand the frustration of a player who has developed a character over seven years now being told where their power originates. Point conceded. Samuel Tow- 1 ; Irish Fury- 0.
    I apologise for coming off as strong as I did. It's just a point I want to make as definitively as possible, because it's the cornerstone of why I got into City of Heroes to begin with, and why I'm still here - the ability to play characters who feel truly my own.

    Over the years, I've relented and written my characters into the city's setting quite a bit more permanently, establishing lives, businesses, secret bases, ambitious plots and such. But even so, there's an absolute limit to how far I'm willing to stretch a concept, and redefining who and what a character is quite a fair way past that line.

    When I play, say, Diablo, I don't really much care what my Barbarian's story is, what he's fighting for and where he comes from. He's a Barbarian, he kills things, and the extent of his personality that I care about is he can dual-wield two-handed weapons. But that's because the game forces me to choose one of five pre-made characters that I don't get much say in. Even something like Mass Effect isn't quite the same. I picked a male Shepard, but even so, he's Shepard. He has one of a select few pre-made backstories, he has his own personality and morality. He's Shepard. Whether Renegade Shepard or Paragon Shepard, he's still who he is, so I let him be who he is and fixate on the gameplay, instead.

    The reason I've stayed in City of Heroes for this long is because I've been able to tell my stories with my characters, even if they exist in a pre-made world. Most of mine are removed from their original home, so they've had to learn to live in a City of Heroes. But they are still who they are, and they still do what they do. Over the years, I haven't stopped coming up with newer and newer stories. And every time I log one of my characters in, I keep thinking: "I can't believe I can actually play out my own story!" City of Heroes is the action figure I always wanted as a kid, because it's my imagination working to my rules.

    I know that's not always true and I have indeed had to make quite a few concessions, but the fewer those are and the less extreme they are, the easier they are to swallow. Pretending black fire is a tangible force of destruction is a small price to pay for a cool cosmic horror. Rewriting my "is very tough" giant woman into having supernatural powers, by contrast, is too high a price to pay for performance.

    So I look for excuses and explanations, and where such don't exist, I wait for new additions to enable them.