Scarlet Shocker

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  1. Good for him for demonstrating what a poorly designed Trial the TPN really is.
  2. Quote:
    Originally Posted by Dante View Post
    One of the things that alas, we often forget is that the Well being the source of all power is in canon and has been since the game started. But up until the Incarnate system started, it was wholly ignorable. A vague, barely even recognised artefact lost after Cole and Richter gained their powers. I liked it like that. Characters could be created, exist and never even need to acknowledge the Well as being the point of origin. We could maintain our own reasons for developing powers and not even nod in the direction of the Well.

    When the Well suddenly came to the forefront, it vainly took all credit for our powers and was set up as the only way that we could advance ourselves. Add to the mix its obvious lunacy and god like tendencies and I just had to dismiss all of it. The only characters I have who would willingly devote themselves to a mad god's service are insane themselves. To this date, I have yet to meet a roleplayer who accepts the Incarnate story wholesale and doesn't discard it outright as the piece of god-modding tripe it is.

    One of the wonderful things about CoX has always been the freedom of character creation. Unlike other, lesser MMOs I could mention, we're not forced into a backstory or reason for developing powers. We had absolute free reign to create what we wanted. With the fruit-loop Well now in the mix, that choice has been severely lessened.

    And now there's hints of a third way to advance without the Well apparently. Is it just me or does that smell like a desperate retcon to try and address some of these issues that keep on coming up on the forum again and again?

    Personally I'd welcome a chance to retcon the incarnate dogs breakfast to specifically exclude the well of the malcontents because it's such a horribly written, broken story.

    Let's not kid ourselves: This is the content we get for paying to be a VIP and it's some of the worst in the entire game. It's broken, it makes vast assumptions about our self-created characters and forces them down a path they many not wish to go.

    To me this is the Devs saying "We know what you want and you're damned well going to like it, because we know best."

    Yet most of this VIP End Game Content isn't more challenging, it's just made tougher by cheat mechanics and poor design and it's really not even very interesting. It's poor quality crud thrown at us with some shinys as an ultimate reward. Worse, it's not even interesting. There's no meat to any of the trials except the UG, just short sharp gimmicks that entirely consists of "rush here, do X, rush there, do Y, wait in the hospital for 20 seconds, rush there, wait in the hospital..."

    GR failed to deliver, and Freedom is failing even more IMO.
  3. Quote:
    Originally Posted by Golden Girl View Post
    The Well is being "directed"
    Quote:
    Originally Posted by MaestroMavius View Post
    Somehow... I think this'll end up being another one of those amazing GG predictions that turns out correct.

    Le Sigh.


    *I still think GG is actually one of the Dev's daughters or something.

    Even if this is the case, it doesn't excuse the fundamental flaw of the Well story that it is somehow lending you its power. In doing that it essentially removes any autonomy your character has.
  4. My guess is that he was trying to do something different.

    Given that most trials are at best boring and at worst a dogpile and that forming a league is a horrible waste of time and effort he was trying to keep you onside as long as possible.
  5. I solo'd a boss once and he was an easybeat. He fired me and it took ages to get a new job
  6. I've got two /traps to 50 and deleted 'em both because ultimately they are dogpile. They are totally gimped in teams and not up to much solo

    That said, my main is an all-Elec blaster and how I manged to keep Scarlet going all these years I really don't know.

    I take the point Sam's making but I think that the entire AT pool needs a serious look at and maybe that's best left to CoHII
  7. I'm amazed by this. I love Fear - I've got 2 lvl 50 mind trollers who swear by it because it's such an effective form of crowd control, and my WP/Dark Tank loves it too.

    The only thing I can think of is that you've got some kind of acc or to hit debuff acting on you and so you're struggling to hit your target.
  8. Quote:
    Originally Posted by Oedipus_Tex View Post
    I don't really agree. I think the current wave of developers are very passionate about the game. IMO what we're seeing is a clash of priorities, not passion.

    I should also probably add that very few people go into video game design for the paycheck. It's an incredibly stressful job that often involves long hours, punishing schedules, and capricious clients (that is, the players ).

    Although I have been very critical of some elements of the incarnate content, and think it needs improvements, some of the overall ideas are actually pretty good. My criticisms mainly have to do with how much of it there is--a glut of interesting ideas piled on top of each other. I feel that the concepts are interesting but don't always play out. Some of it also seems conflicted about what it is trying to be--mostly anonymous "invasion" content like a Rikti or Zombie event or organized raiding groups like seen in other games.

    It's also obvious to me that whoever is designing the incarnate content has a pretty decent understanding of the core game and its issues. They've created content that changes some of those expectations. If they just wanted to collect a paycheck, they could have taken the same mechanics from the core game and extended them and the whole trial could be about watching an Illusion/Cold solo a boss to stupid to fight back. They didn't do that. They created something entirely new. That something isn't perfect, but they've at least given some indication that they are willing to work with us on it.

    One thing I will say for City of Heroes as a game is that it has figured out something that every other MMO has fallen flat on their face trying to implement, and that is how to encourage players to team together as a regular activity at all. Most MMOs follow a model that works like this: spend hours and hours mostly soloing so you can reach the end game and start teaming regularly. CoH has a much more open model. If the incarnate content could capitalize on that strength I think it would be loads better than what other games offer. The same thing is true once you can do solo and small team incarnate content. It's appalling to me that with 2012 fast approaching, the MMO industry has still not caught on to the CoH team model and keeps regurgitating the outdated "individual quest" methods used by the 800 pound gorilla, but this is where we are.

    That's a fair perspective too. I'm not sure I agree but I don't disagree... but I hadn't necessarily considered at that level either, but I do stand by my assertion that the passion isn't what it used to be. But maybe that's not important.
  9. Quote:
    Originally Posted by Coyote_Seven View Post
    It sounds like you guys are saying you feel the spirit of the game has gone?

    Not so much gone, as locked away by NCSoft accountants never to see the light of day again.

    When there was a very small dev team, even under Cryptic in the bad old days, you could tell that there was a passion from within, that the devs loved the game like they loved a child.

    With the rapid influx of new developers as GR and then the Incarnate story came along and subsequently Freedom was released, that passion has been diluted - the new people don't have the emotional buy-in that the original crew did. They don't necessarily know the lore as well - and are mostly picking up a pay check.

    They don't engage with the fans to the extent that some of the original Devs did... Many of the "names" have gone, and I'm not simply talking about Jack, but Manticore, BAB, and several others have moved on to pastures new and I've noticed that War Witch herself has gone very very quiet recently.

    What that all tends to lead to is shipping product as opposed to labour of love and we're feeling the difference in the incarnate bollox.
  10. Personally I've never had an issue. On the rare occasion I have been playing solo and been asked I've not found any problem with declining. Usually a "Sorry not on for long" is sufficient.

    If this does seriously bother you, set the Search Options to not looking and use the /hide function.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    This is how I feel, as well. City of Heroes plays about as well as you can expect a game of this type to play, and it plays damn well better than most of its competitors. However, it's starting to skirt VERY close to the edge of becoming a pure arcade game. "Are you a bad enough dude to save the president?" is enough plot for a 1980s beat-em-up just because games of the time were physically incapable of being anything more, and it's something of the basis of inspiration for a story, but it is not, in itself, a story. And that's essentially what I'm seeing in City of Heroes right now. The story has BECOME the gameplay, in the sense that yes, spelling, grammar and writing style are improving, but I am continually left wanting for better ideas.

    I bring up Rick Dakan a lot, but not because the original City of Heroes stories to which he set the stage are great. They're not. I bring him up because the man and his team had great ideas. Think about it for a moment, and remember who are the most prominent, most well-developed factions in this game with the most history, backstory and personality? The Rikti, the Nemesis Army, the 5th Column, the Circle of Thorns, the Freakshow, Crey Industries. These are all age-old creations that stem from a larger world and feed back into a larger world, their stories crossing over each other into the lattice of a persistent world.

    The only - ONLY - other faction system that reaches anywhere near the same level of depth and complexity is Going Rogue era Praetorian Earth, and even then it still comes off shallow and simplistic. I don't say this to dis Praetoria, but I say this to express that on Praetorian Earth, there is only as much plot and depth as players can run across in-game and not a smidgen more. There is nothing to write Paragon Articles about, nothing to write character biographies about, nothing to really tell. There are a few diaries, yes, but again - those are still style over substance.

    Look at the history of Paragon City. It goes as far back as the 1800s, it contains tons and tons of events that happened long before the game - the story behind Superadine, the foundation of Portal Corp, the history of Hero Corps (remember them?) and so many other different events that aren't part of the running story, but nevertheless serve as the backbone of a persistent world from which to draw inspiration and on which to build stories thereafter.

    Once upon a time, I fell in love with City of Heroes because the game inspired me. It showed consistent, believable fictional world packed full of great and innovative ideas. It filled my mind with possibilities that I was compelled to explore. The alien race of invaders trapped on our world and really victims just as much as we are, the ancient race of evil sorcerers whom history has wronged so much that they have to ask: "...after all that has been done to us, is such evil not our right?" the timeless villainous genius for whom every defeat just works into another concurrent plot... Yes, some of these may have been ciche and some of them might have been done before, but they were still good ideas.

    And I just don't see that now. I don't see the same kind of amazing ideas I could pull out of the narrative, point to and go "Yes! This is amazing! I want to write a story of my own about this!" I see complexity, I see plot twists, I see an engineered story to drive the action, but it has been a very long time since I saw a great idea which impressed me on its own merits. It's all ret-cons that twist existing stories to match ever more convoluted changes to game systems, I've seen plot Gordian knots where stories become so complex you need a graph to explain them, and I've seen writers trying so damn hard to make something so twisted and mangled that it's lost all sense of inspiration.

    It doesn't have to be this hard. It doesn't have to be this complex. It doesn't have to be so elaborate and pre-planned and twisted and meandering. A good story can be very simple and straightforward. It doesn't even have to be told all that well, so long as there's a genuine good idea at the base of it. And yet the last good idea which impressed me greatly that I can recall was the notion of the Shadow Shard as the mind of a god, where Lanaru - the madness - literally broke the world. It really was just as simple as a single phrase: "the madness broke the world." That was all it took to impress me, because that is a good idea... And it's an idea I'm not sure is even official, and an idea which hasn't been followed up on in seven years.
    You forgot Spanky Rabinowitz.
    But you make an excellent point again. When I first came to Paragon City, the city had existed long before me. I was the stranger and the interloper in an existing world.

    Now, despite the Devs claims otherwise, there is no way that I'm even close to "being the story" - I'm just some patsy that's struggling to fight numpties with rocks.

    There is no awe or mystique in this story any longer.
  12. Quote:
    Originally Posted by Kitsune9tails View Post
    I disagree.

    I am under the impression that Statesman is dying because he is the Superman of our game. He is the one that walked off a Nuke to the back of the head. He is the one that gets to pose in midair with the cape fluttering and the City of Heroes theme in the background. He is the guy whose appearance on the game box instantly lets us know what game it is.

    I agree with your subsequent point that we are probably not feeling the way we 'should' about his impending doom.

    I however disagree that the writing per se is the problem: I feel that it is the presentation, and not the plot or dialogue itself that is at issue.

    Before we lost Statesman, we needed an SSA and perhaps several missions of various types that gave him a chance to shine as an inspiring and admirable, if flawed, character. Something that cemented in our minds and hearts exactly why he comes off as arrogant and intolerant from time to time, yet gave a reason to feel sympathy.

    Maybe the next SSA will make up for lost time and opportunities.

    If we, as rumored, are to lose Recluse as well, I'll feel similarly. Recluse has a certain generic style and coolness, but far too little of the backstory and development of his rivalry/antagonism/previous friendship with Statesman has been developed for my taste.

    I always thought there was plenty of time to get around to it. But death happens, it would seem.

    You're splitting hairs.

    Writing/presentation amounts to the same thing. If the fan base actually gave a flying fig about our boy in red and blue spandex there would be no need to kill him off - he could remain the beacon for what we could aspire to be - a locus. He's being killed because he's rarely ever treated with pathos or empathy.
  13. Quote:
    Originally Posted by Melancton View Post
    WotF: /JessicaRabbit

    I'm not insane, sentient, controlling and bad... I'm just written that way.

    /JessicaRabbit

    ************************

    Incarnate Spiderman getting defeated by lunchladies with rolls, indeed.

    The Incarnate lore was already wretched in its premise, and now it appears to have taken a huge turn to the utterly laughably silly in its execution.

    You make a really interesting point. Statesman is dying not simply because of his connection with Jack Emmert but because he's been written like a dick.

    States himself could be *really* interesting and solid and actually be written like the signature character he deserves to be. Instead he's been a second rate stuffed shirt we've come to know and loathe.

    Perhaps this is the root of the problem: Positron (Matt Miller)* has all these grandiose ideas that he implements without actually getting their pathos and sensitivities across to the consumer. He might have the basic ideas, but the execution turns out to be sucky. Maybe it's not a question of concept - although I've always HATED that concept - but rather that it's so poorly written because the mechanics are designing the car. By that I mean, a cool car needs an artist to conceptualise and a team of designers to engineer it into reality. What we seem to have here is the guys who are at the mechanical end doing the whole job - no checks and balances.

    I don't say that for certain because obviously I don't know - but the similarities are striking. We get to a point where the writing is plain sucky and the obvious choice is to solve the problem by removal. In the case of Statesman, I'm kind of sadly ambivalent - his time is done unless somebody can do a Claremont on him. But with the Well of the Furies, I hope with all my heart it can be put to bed at the earliest opportunity because I don't think even William Shakespeare could resurrect this turkey.



    * I want to state clearly here I'm not tilting at Matt, but he seems to be the driving force behind this and there may be others in the mix who are responsible but their voice seems to be subsumed.
  14. I'd love to do TF sized trials.

    One of the biggest problems with iTrials is not the trialling itself but waiting around while a trial gets enough people to get going. The "open" mechanic allowing anyone to join doesn't seem to work and besides, people like to play with people they know, so getting a full league together is a PITA!

    Also once you've got 24 people spamming pretty colours it becomes almost impossible to actually see anything even with gfx turned down as far as anything.

    Leagues don't actually add much to the game, in fact in many ways they detract from it and should only be used very occasionally IMO - the classic "Avengers + X-Men + FF + Inhumans team up to save the world!" scenario, and we're not doing anything of the sort in Trials.
  15. Quote:
    Originally Posted by MaestroMavius View Post
    To achieve the desired storytelling effect, without the need to have players be killed, is tricky.

    I can see what they wanted to do. Get the notion of the populace being against us to be more than just a meter but I think the insta-death rocks, even when explained as being buffed with psionics, are just to jarring.

    Perhaps instead of killing the players, the rocks lay on a 'only affecting self' that hits you briefly. Simulating the step back, having to think about the situation. As these rocks pelt harmlessly off you, the civi's don't care that they can't hurt you, they hate you...

    Make the debuff stack, so the more rocks hit, the longer the only affecting self lasts.

    We aren't plastered by a mere mortal chunking a pebble but are instead shaken by their emotional resonance.
    That's the best suggested response I've seen to a particular solution to this.

    Quote:
    Originally Posted by MaestroMavius View Post
    It's like Spider-Man taking on the power cosmic and acting as the herald...

    Only to be knocked right out by a group of lunchroom ladies throwing rolls. No amount of explaining how 'insert random psychic' is buffing them/debuffing you will make that sit right with the reader/player.


    Spider-Man doesn't have to relearn how to be a Hero just because he absorbs the power cosmic. He may have to learn the new extent of his powers, but would bring years of experience to that process as well.

    The in-game reason for us being choosen by The Well is because we've proven ourselves to be among the best of the best, the most elite in a city of Supers. The Well is seeking a champion, not a chump.

    If 'I' was The Well... After seeing my perspective champions pwned by mortals with minerals I'd be looking elsewhere.
    Well said. This is exactly how I feel and if we get downed by rocks it feels stupid and totally against the Lore we've been given to date.

    Quote:
    Originally Posted by Johnny_Butane View Post
    For that matter, we shouldn't even be facing level shifted versions of the same enemies we've been fighting all this time. Again, this is a case of our regression and nobody-enemies attaining higher levels of power for no reason. We go from fighting IDF who are level 54 to fighting the same enemies who are the equivalent to level 55 and 56, but at this point WE never grow beyond the equivalent of level 53 in the trials. They've gained more ground than we do, but it's supposed to be about us gaining godlike power.

    How dare they say we've grown in power when, relatively, we've fallen way behind to enemies we're supposed to be fighting and used to con even to. Relative to the enemies we're facing in the story, the Incarnate content makes us weaker than we ever were. That includes getting effed up by small rocks post Atlas Park.

    What's worse, the level shifted IDF makes no sense story wise considering we shut down Lambda before this. Meaning, the IDF troops shouldn't be stronger or more well armed, if they were still around at all.

    Instead of level shifting the IDF, this is when they should have rotated in new and different enemies who had reason to be more powerful. That's NOT civilians with ROCKS. All the devs have demonstrated is our actions have no impact and they put zero thought into story and progression. I'll wager there will still be Seers in the trials that take place after MoM, and they too will be more powerful than ever when the opposite should be true.
    .
    I agree. I've questioned for a while how, if being Incarnate is the only way past 50, our enemies get progressively stronger - yet we've encountered them at lower levels and they're weaker than us.


    There is one potential saving grace here: The Well promised us godlike power and showed us Echoes of some of our most fearsome enemies whom we can defeat with ease, as a teaser/taster of what was to come. We're not actually seeing this at all in the game and in fact when defeated by rocks we should be having a long conversation with the Well along these lines:

    Scarlet Shocker: "OI! Well!
    WotF: yes?
    SS: You promised me some godlike powers right?
    WotF: I did and you've been getting them.
    SS: I've just been defeated by some civilians throwing stones at me.
    WotF: I noticed.
    SS: Hardly godlike is it? Is there something you want to be telling me?
    WotF: Ummm
    SS: I've got these new powers, right... those are powers you've given me, you know, Alpha, Judgement and the like.
    WotF: Yes they are my gifts to you.
    SS: It's not really a gift is it, if I'm weaker than I was before.
    WotF: You're not weaker, you're Incarnate. Very nearly godlike.
    SS: Godlike? I'm a frikcing teddybear. My enemies are getting more powerful, more quickly since I got tangled up with you! Explain that if you will.
    WotF: Umm... I can't sorry.
    SS: So you're saying you promised me the powers of a god but my enemies are becoming stronger than I am.
    WotF: Er... well... humm... yes kinda. Sorry.
    SS: Well in that case chump, you fail. That wasn't the deal. I'm better off without you and I'll go back to sticking it to Hamidon and the Honoree and Romulus. You'd better get out of my head RIGHT NOW!
    WotF: Aww, please don't send me away.
    SS: Are you going to stop rocks defeating me? I can catch bullets in my teeth and swords bounce of my skin but rocks go straight through me.
    WotF: I don't know how to stop them hurting you.
    SS: Then you've broken your promise to me. Piss off - I'll take my chances without you.
    WotF:... *sniff*

    Scarlet Shocker has removed her Alpha Slot.
    Scarlet Shocker has removed her Destiny Slot
    Scarlet Shocker has removed her Judgement Slot
    Scarlet Shocker has removed her Lore Slot
    Scarlet Shocker has removed her Destiny Slot

    Scarlet Shocker is level 50.

    SS: Ah that's better!
  16. Quote:
    Originally Posted by Golden Girl View Post
    We're not halfway through the story - we're only on the first chapter

    We're well into the book unless you discount the first 50 levels. And five or six trials in, when we've achieved the kind of power only AVs and named NPCs can reach, we're no better off than a Hellion in Atlas Park
  17. Whatever it is, the Storm will be knock-kneed from coming for so long
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    The Well of the Furies, the Origin of Powers and all of that is immaterial. What we were promised was "the power of the gods." That's what's in Ramiel's original arc, which is where we're supposed to be hearing about Incarnates for the first time. What people asked wasn't something something to DO, it was some way to PROGRESS, and going from being able to take on whole squads of enemy robots to getting stoned to death is not progression. It is, as a point of fact, a regression.

    As to "human" characters, it's not a matter of origin. It's a matter of power level. The Incarnate system is supposed to make us like unto gods. It's supposed to make us overpowered. If you can explain why your street-level hero is able to catch tank shells in his teeth or why your street-level hero is able crane-kick through thick armour plate, then you are more than welcome to do so and no-one will hold it against you. But if you CAN'T justify why your street-level hero is suddenly godlike, then the system simply doesn't fit you. That's not a good argument for why our characters should be losers in these stories.

    There is no reason to have an Incarnate STORYLINE if we're just going to slide around sideways until we eventually tumble over backwards into being rookies all over again, with insulting justifications like that we're starting over, as though the last 50 levels didn't matter. The story should grow bigger, grander and more cosmic, not shrink down in size to brawling with civilians.

    This is literally the same as that one Malta plot to discredit a certain heroine by knocking her out, then making it seem like she screwed up, got the building blown up, a whole bunch of civilians killed and all of it because she lost to the Skulls. The two level 15 Skulls in a level 40+ mission, clearly out of their depth judging by their conversation, are an amusing addition. But that's exactly what this is - it's one step removed from a smear campaign. Incarnates should not be fighting civilians, and if they did have to fight them for some contrived reason, then they should absolutely NOT lose to civilians. Someone who took down a Kronos titan by himself (many of my heroes have) should not go down from a rock. Not even a green rock.
    In fact we're given hints of the whole "you're going to get Godlike one day" with the Origin of Power Arc and the Flames of Prometheus.

    We are promised from an early stage in the game now that we will be able to right the wrongs of the world and take the ultimate power for ourselves to do with as we will.

    We've yet to fight Galactus and halfway through the story, after being felled by a rock, I'm not sure I want to.
  19. Thanks for the input.

    I've not yet done a Mids yet, I was hoping for "general principle" I guess but I could certainly do that.
  20. Quote:
    Originally Posted by Wing_Leader View Post
    I agree that on some level this is a failure of presentation, but that isn't the same as believing that the problem is merely one of insufficient explanation. Some here seem to feel that the Rock Problem would be simply solved with a clearer explanation of what's happening (with the Telepathists).

    Well, count me among those who feel that there is no amount of explanatory text or dialog that makes civilian-thrown rocks an acceptible method for bringing down an Incarnate. And I don't care how you couch the Incarnate's Journey, crawl-before-you-walk or we-are-all-goliaths-to-someone's-david or we-all-have-mental-debuffing-as-our-Kryptonite, the degree of disatisfaction it engenders can't just be handwaved away as "Well, superhero comics are full of such dumb, assinine disbelief-suspending nonsense, so what are you complaining about?" The truth is there is a lot of brain-dead plotting to be found in comics and I don't exactly endorse that either.

    As this thread develops, I'm coming down more heavily on this side, but that wasn't my original position. If the civilians had managed to "raid" a warehouse (read, been given by the Praetorians) and gotten a cache of weapons and were then being directed to attack by the Telepathists who debuffed us, I'd shrug and say "ok, it's crap writing but I can understand it."

    But it does seem that there's a massive disconnect between what Incarnates claims to deliver and what it actually does. We're promised the opportunity to become godlike, and against existing content that's very true. Stuff that was once a challenge is a pushover for an Incarnate team. But as we progress through the iTrials, we fail to win squat, (as Elemental Fury points out above) and yet our enemies become tougher.

    Zwillinger's position of "learning to run before we walk" is actually very condescending in this context. That's what the first 50 levels are for and we're at least half-way through the whole Praetoria thing. If by this time teams of 24 Incarnate heroes with three level shifts apiece are being felled by normals with stones, even with the debuffs from Telepathists, That doesn't tell me this is a challenge, or that it's story progression. Rather it tells me the Dev story team has lost the plot and is bereft of ideas and have to bring in yet another cheat mechanism to meet their perception of "exciting."
  21. I've built a Rad/Ice Defender, Angel of Mons who recently dinged 50.

    I'm not good with fenders - she's only my 3rd defender 50 but I like the concept and it seems to be well received on teams - but is highly end heavy

    I've got loads of respecs left and a reasonable stack of inf for a good build - but I'm not intending to make an "uber" build or purple it out... a reasonable mix of support, damage and survivabilty - something I'd not achieved much on the way to 50. She's squishy (could be my playstyle)

    Any thoughts/input welcome
  22. Angel of Mons

    She's my tribute to the WWI legend - and moved to Exalted at around lvl 30 and is a rad/ice defender
  23. Thanks for running this CL

    Sadly Snowfreak crashed out before the end but it was fun
  24. Quote:
    Originally Posted by Yogi_Bare View Post
    You don't honestly believe that do you? I can point out at least two industries that say otherwise.

    The argument here is the same as it was when the content first came out, "My toon is too uber to be taken down by anyone unless its the Lord Savior JC himself (or acceptable equivalent).

    Blaming the story is a strawman in itself being that most of the writing is a rehash of a rehash based in flights of nonsensical fancy and limited by mechanics, game balance and having to be merely satisfactory to tens of thousands of players at once.

    Unless the Devs are able to update, progress and publish both current and future canon to satisfy mechanics, balance, gameplay and player aesthetics on a daily (or even a weekly) basis (while doing coding, design, promotions, PR, etc) don't expect literature level work.

    I do honestly believe it. If you produced a superhero comic today, with the same quality of art and story as was produced in the Golden Age it would be laughed off the stand - and would crash and burn because in the subsequent 60ish years, the medium has grown and improved - to put the original works in the shade.

    Again you miss the point - nobody is saying "We're too uber..." We're saying this is a jarringly inconsistent and stupid plot device that simply doesn't work. That's not simply one voice - it's true for many of us judging by the voices in this thread.