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Villains want more zones.
Heroes want better zones.
Golden Girl wants co-op zones, but she can stuff it up her jumper.
If the developers can't think of story reasons to revamp hero zones, I will do it for them. For one dollar.
It's worth noting that by the time of this announcement, the plans for the new zone are almost certainly already set. It will nearly surely be in the next issue exactly as it has been planned since long before it was announced, and nothing we say here is at all likely to change whatever it is.
The fact that the developers are "thinking about" non-trial Incarnate advancement means that these plans are not set in stone and that commenting on them at this time actually has a non-zero chance of influencing their final shape. It also means there will almost certainly not be any non-trial Incarnate advancement in the next issue, and probably not in the issue after that either. Unless they semi-gluteate it, of course, which will bring issues of its own. -
It depends on the powers.
Longevity, health, and fitness? Hand 'em out.
Weapons of mass destruction? Look for countermeasures.
Things that could be either? Tough call. -
Magic in Primal Earth has been pretty well devastated as well. Omega Team was a suicide squad of the best and brightest sent to stop the first Rikti Invasion, and when the second Invasion hit, magic users were a priority target - so much so that the Midnight Squad basically erased themselves from history in order to hide from the Rikti. To say nothing of the undoubtedly terrible cost when the Midnighters drove Rularuu into the Shadow Shard. And whatever cost there was when Astoria went dark, and when Croatoa's mystic barriers weakened.
It's hard out there for a wizard. -
Exactly. The thing is, I don't actually consider that a bad thing. More importantly, it's only correct if you feel that it's important that some people be relatively more whatever than others. I look at a boost for everyone as a boost for everyone. Just because no one is now exceptional, does not mean that no one has benefitted. The phrase your'e quoting sees power as money: when everyone has more money, the value of money decreases. I'm looking at power as a tangible good: when everyone has more goods, everyone is more wealthy in a real objective sense. If I had twice the money I have now, and so did everyone else, I wouldn't be richer than I am now - but if I were twice as strong, twice as healthy, lived twice as long, and so did everyone else, I would still have a better life than I do now (though I might not be aware of it at all times - it's easy to take things like not dying of smallpox for granted).
Quote:Magnifying the pettiness and short-sightedness of the average person would not end well.
Then again, perhaps the practical short-term solution for the City of Heroes world is to reverse-engineer, mass-manufacture, and universally distribute Nullifier Rifles. Those things work *great*.
(I'll have to run a test in AE sometime to see how many Sappers it takes to bring Statesman to heel.) -
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Quote:Or: Arachnos is right. It's not that they actively hate their unexceptional citizens; they're just not important enough to matter, and unlike in Paragon City, they don't bother to pretend otherwise. You can phrase it callously, as Arachnos does - we're not going to help you because it's not important to do so - or you can phrase it diplomatically, as Paragon does - we're not handing out mediporters to everyone, because they're a limited resource, and saving heroes so they can continue to protect citizens saves more lives than using those resources to help citizens directly - but the upshot is more or less the same. All men are not created equal, and that has practical consequences.Let's face it: a world with superheroes and supervillains in it would REALLY BITE if you weren't one of them.
Weirdly, the best hope for a fair and civil society may be to empower everyone - and Arachnos is working harder on that than any "good" faction, simply because of their neverending need for foot soldiers and their willingness to rush in where angels fear to tread. Come to think of it, a lot of the antagonist factions are far more liberal in dispensing power to the people than any of the nominally righteous... -
Two things.
1. Although not specifically intended as a replacement for Granite, this mechanic did come from consideration of activity penalties in the context of Granite. The well-known problem with the way buffs and debuffs work is that although they are expressed as a percentage, they are in fact a fixed numerical value whose net effect depends heavily on what other numerical values are being applied to the stat in question. For instance, Granite Armor's -0.65 recharge penalty and -0.30 damage penalty can result in an activity penalty that ranges from more than -75% (in the extreme worst case of an attack with zero slotting and zero buffs) to literally nothing (in the extreme best case of being buffed to the damage cap and the recharge cap). In more reasonable scenarios it can range between -70% (no buffs, 95% damage enhancement) and -36% (Hasten, Rage, 95% damage and 60% recharge enhancement). Harden, on the other hand, has a fixed activity penalty that cannot be circumvented by any means - but it can be reduced in exchange for a commensurate loss in benefit.
2. Full disclosure: If I were the King of Paragon, I would replace Rooted's penalties with a requirement that the character be on the ground for the buff to apply (as with [Electric Armor.Grounded]), and I would probably do something like this in place of Granite Armor. The former is probably within the realm of possibility, since I can't think of anyone who actually likes the Rooted runspeed penalty and the requirement to be on the ground is at worst exactly as onerous as the current -fly/-jump penalty (with one notable exception: because Rooted's -fly penalty is strong enough to beat the auto-Hover from Teleport, it actually ends up granting more mobility when used in conjunction with Teleport and enough runspeed bonuses). The latter is pretty much a fever dream. But I could see this mechanic appearing somewhere in some context. -
Quote:This might be true, and I would be interested in experimenting. However, regardless of whether it is true or not, it is certainly not explicitly noted anywhere I was looking. If indeed there are extra merits granted for completing the optional objectives, it would be nice to see them called out somewhere.I think the Sutter is fun, and correct me if I am wrong, but aren't the optional things actually purposeful? I was led to believe that if you complete ALL of the optional goals there are additional merits in it for you...
(In both the runs I've done so far, we hit the optional objectives regardless, because they were there.) -
Clearly the name needs work.
These values are specifically calibrated to let the bonus stack up to 5 times, for a total bonus of 25% resist and 12.5% defense before enhancement, or about 39% resist and 19% defense with three SOs of enhancement. Of course, these values are for illustrative purposes only - the cast time, recharge time, duration, and bonus applied could all be tweaked for balance purposes. Changing the cast/recharge from 1 and 5 to 2 and 4 would leave the stacking the same, but double the activity penalty, for instance. -
There is some master-class trolling going on in this thread.
But, just to reiterate, in case anyone missed it, I do enjoy the Sutter TF for the most part. I also do think it's a terrible mistake to add interesting optional objectives and then not have them actually do anything.
I think it's unfair to call GG a lamprey, though. She strikes me as having more of a commensal relationship with the developers: she depends on them, and they barely notice her one way or another. Just like the rest of us, pretty much. -
A while ago, there was some heavy discussion of issues with [Stone Armor.Granite Armor]. Conceptually, I like the underlying idea of this power a lot. As I see it, the intended role of Granite Armor is to offer a "defensive mode": a way to trade away a significant amount of offense and receive a significant amount of mitigation. I like having that choice available. And I was led to think about what other ways one could offer that tradeoff in a power. I thought of this:
[Harden]
Click: Self +Def, +Res
Animation time: 1 second
Recharge time: 5 seconds (Unaffected by buffs or debuffs)
(Note: total cycle time 6 seconds if used whenever available.)
Endurance Cost: 5 Endurance
Effects:
+5% Resist (Smashing, Lethal, Fire, Cold, Energy, Negative) for 30 seconds
+2.5% Defense (Smashing, Lethal, Fire, Cold, Energy, Negative) for 30 seconds
Allowed enhancements: Resistance, Defense, Endurance Reduction
Allowed sets: Defense, Resistance
In play, there are a number of ways that this power could be used. Doing fine? Don't touch it. Need a little extra mitigation? Hit it whenever it's about to expire. Need a lot of extra mitigation? Hit it whenever it's up. The penalty to activity is simple: time spent activating Harden is time spent not activating other powers, and there's no way to buff oneself out of that. If you want the maximum bonus from Harden, you will spend 1/6 of your time activating Harden.
Obviously this is not likely to see the light of day as a replacement to any existing power in any existing set. But if a new set were to be created including this power or something like it, would you want to play it? For an idea of how it would work out in practice, consider [Katana.Divine Avalanche] or [Broadsword.Parry] as analogous. -
A few thoughts in random order:
- Any form of flight beats ghouls. Also, once someone grabs Riptide's aggro, he directs the ghouls to chase that person. Also, placeable slow/KB/repel effects work great on ghouls. Finally, a place to use Bonfire!
- On the final encounter, the times I've run it, we had considerable success when one person kept Praetorian Duray and the reinforcements busy while everyone else dogpiled Primal Duray. Airstrikes went away fast.
- Praetorian Duray and the Reinforcements would be a good name for a rock band.
- I like the airstrike mechanic. It's noticeably different from the halberd drops in many respects: the area (smaller and differently shaped), the frequency (lower), the damage delay (shorter), and the survivability (much higher, as it does not ignore resistance or defense). Halberds are there to make everyone keep moving; air strikes are a form of AV splash damage that you can choose to soak or dodge.
- I like the Sutter TF in general. It has great set pieces, a nice flow, and very little repetition. The writing is about what I've come to expect, but it doesn't get up my nose.
- I cannot discern any benefit to completing the optional objectives. That is incredibly disappointing. "Let the ship sink" is the new "kill Glacia and Infernia", I fear. -
When you've run out of things you want to do, you have two choices.
1. Try something you don't think you'll like, and hope to be proven wrong.
2. Stop. -
We already have a highly sophisticated system in place for determining when a player is not contributing sufficiently to success.
That system is called "the league."
If a league succeeds, it gets rewards. If a league leader sees dead weight, they kick it. If a league leader fails to kick dead weight, they lose their league. Nothing more need be done. -
No actually I was making an unsuccessful joke. Because I forgot that Kal actually does give an item (or rather, a temp power you can trade for a Notice at 50). Oh well.
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Given the character animation, I expect my Void Judgment to sound like WRYYYYYYYYY
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The more I think about it, the more I believe that the Carnival of Shadows should have a parade zone event in St. Martial, where they stage a march down through the casinos and attract a crowd of citizens who they bring to their tents. The GM is a giant levitating palanquin dragged by Strongmen. It does not attack or react to aggro, like a Rikti Raid dropship, but it can be slowed by defeating the Strongmen that move it. Its defense is hordes of Carnies, to which it gives buffs, and a strong PBAoE confuse aura.
Or something like that. -
Quote:Wait. Wait. Okay.In the first novel, the Furies explain to Marcus Cole that Paragon City as well as the other civilizations that inhabited the land previously did so because it's one of several places in the world where the threads of fate and destiny are woven (or something to that effect) and any force that controls the land may exert considerable influence over the rest of the planet. Right now, heroes control Paragon City. There's another such locus at the Rogue Isles. Guess who controls that.
Most citizens of Paragon City aren't consciously aware of this situation, but they seem to feel it somehow nonetheless: the city motto is "The Birthplace of Tomorrow"; there's a statue of Atlas holding the world up on his shoulders at the heart of the city; and, of course, villains repeatedly try to take the city for themselves.
City of Heroes is Feng Shui?
That makes... an astonishing amount of sense. -
This thread is TL;DR but is the Positron and Numina item bind on drop or can it be traded on the market?
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Quote:Speaking for myself, my animosity for Venture - and, as of late, you as well - does not stem from the fact that you are critical. I have no problem with people who have a high bar for what they find enjoyable, although I feel that having less exacting standards does make life a lot more amusing. What irritates me is that of late, neither of you can phrase your objections to what you find distasteful in a way that does not also implicitly insult everyone who doesn't find it all that bad. There is a world of difference between "I don't like this" and "This is objectively stupid and wrong," because, as I believe has already been pointed out, the latter implies that anyone who disagrees with you and finds it enjoyable or tolerable must therefore also be stupid and wrong. There are lots of occasions where I will say the former. The latter is a much stronger claim and I would not state it in any matter of taste, as it turns the debate from a disagreement over preference into a defense of one's own discernment.I have to side with Venture here, which surprises me. I've often been criticised of hating everything, and that's not the case, so I know where he's coming from. This is, essentially, the Yahtzee approach - show the bulk of the writing as the horrific mess that it is so that the few instances of true brilliance can shine by contrast.
The actually GOOD storylines come up rather very rarely, so there's very little context for me, at least, to talk about them. And I do talk about them in almost every context, but people somehow end up forgetting that I keep praising specific arcs and overfocus on the things I hate. I see the same happening to Venture and I find it rather distasteful. It's gotten to the point where people ignore the fact that he DOES make good points for the ad-hominem attack of "Well, you hate everything so your opinion doesn't matter." It does.
You can claim I'm misquoting or misrepresenting you, but if that's not the impression you wanted to convey, then you failed to convey your sentiments effectively, at least to me.
Ironically, I actually agree with you and Venture on the substance of the issue. The game's writers lean heavily on second-person narration, it's been an ongoing complaint for years, and it's not difficult to avoid. But I've reached an understanding with them, and I think a lot of other players have as well: if they don't care enough to write well, then I don't care enough to read. -
Hm. A tangential thought: the perceived unusually high number of melee ATs looking for Leagues could be due to the fact that all the melee ATs are now actually LFT because they can't solo their way to Incarnate.
It could also be that people have heard "the trials are tough" and took this to mean "bring something survivable." My own reasoning was just the opposite: I heard "the trials are tough" and thought "roll out the buffs and debuffs!" Then again, I've been on support-heavy teams that started steamrolling +2/+3 at level 12. Support is crazy in this game. -
Quote:I was thinking more along the lines of converting HVAMs into Empyreals 1:1, at first, but frankly Rogues and Vigilantes get screwed enough on rewards already (especially considering that Rogue is explicitly the mercenary alignment). Those extra ten reward merits they earn in lieu of HVAMs would be more use with your suggestion. I'd tack on an inf cost as well, though; soloing is good for the wallet, and we could use more inf sinks.Honestly, I think the devs should just just close their eyes, ignore the consequences to their precious intentions, and make reward merits convertible into astral merits (20 to 1).
Also, allow Astral merits to be convertible into either a single shard or 4 threads.
Though frankly, I'd rather just have all-new, all-brutal solo or small team Incarnate content. And a pony. -
Quote:Did it with eight, none with Lore/Destiny shifts, one of whom dropped out after the street sweep and another of whom dropped out after the lab clear (taking 3 temp powers with them).True. But it's damned difficult unless those 8 players are already Incarnates with all 3 level shifts.
Results not typical for a PUG, I'll grant... -
Four to mention:
- Worm that Walks, a Fire/Dark Corruptor, has her powers colored a dark sickly green, resembling clouds of toxic spores.
- Chris MK, an Elec/Earth Dom, uses the Crystal geometry and blue and white coloration to turn her Earth attacks into comets/glaciers.
- Basalisque, a Spines/Regen Stalker, uses the Organic Armor pieces in conjunction with dark-red Slate spines and red-black Regen coloration to portray her blood crystallizing on contact with air.
- Sublime Razor, a Plant/Elec Dom, has her Plant powers colored blue-black to simulate the tentacles of her pet subterranean eldritch horror, Tickles. -
I tend to compare Blasters to Dominators, myself. Just as Corruptors and Defenders can be described as ranged damage/support and support/ranged damage respectively, Blasters and Doms are paired as damage/active mitigation and active mitigation/damage.
My personal preference is for Doms, these days; the damage is somewhat less (for the most part, though I believe the current theoretical highest sustained ST DPS is on a Fire/Fire Dom), but the active mitigation is much, much better (again, with exceptions - Son/EM blasters are sick puppies). Blasters need looked at, in my opinion.