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I asked myself this question a couple years ago, and came up with a few definite answers.
1) If I decided that the Going Rogue content was badly done or not to my taste.
2) If they switched over to a 'Free to Play' model and started moving toward a Pay to Win setup.
3) If they switched over to a 'Free to Play' model and started locking desirable items (costumes, special IOs, etc.) behind a variable-interval, slot machine style mechanic instead of selling them to us outright, just to wring a little more cash from the customers.
4) If the upcoming Incarnate System encouraged repetitive farming in order to advance in it.
5) If the upcoming Incarnate System revolved around player-swarm Raid Content similar to end-game content found in other MMOs.
The time since I18 has not been kind to me, as you can see - all of these changes have come to pass in some form or other. I did go on hiatus for a few months to play that new laser-swords-in-space MMO until the release of I22 and the Dark Astoria revamp, which I thought was particularly cool.
Though I'm not really pleased about the current direction of the game and don't predict that the development team will change course toward something more to my liking, this game still gets a lot right compared to others in its category. My time away certainly underscored that. I'll probably stick around until my SG finally dies or moves on to another game. -
I have loads of alts, have played a bunch of characters to 50, and genuinely enjoy them all. One stands out above the rest, though - my Fire/Fire/Fire Dominator. I tend to shelve characters after I lose interest, but I just keep coming back to this one.
How 'uber' is it? It's completely over the top. This character is so powerful, it feels like I'm cheating. It started off strong when I got to 50 years ago, but then the development team just kept adding things to the game that made my setup more and more powerful - Purple IOs, new sets that boost recharge, the ancillary pools, inherent fitness, and now Incarnate slots. Now it's at the point where I honestly wonder if player characters this beastly are intended to exist. -
Guess this means you're changing your sig?
I'm very happy about this addition and will now be purchasing the Gunslinger pack because of it.
It's half funny and half mystifying to me that people are actually complaining about being given this stuff. Oh, well. I suppose it's inevitable. There's always somebody, no matter the change - even Inherent Fitness got its share of dissenters. -
I'd guess that the devs regret Bases, PvP, and Architect. This is pure speculation, I just think that these systems share the unfortunate characteristics of being promising, imperfect, underused, and abandoned as lost causes by the developers.
I'm still glad that these systems exist, though, even if I don't use them with enough frequency to justify the (probably massive) amount of work that went into creating them. -
Well, this leaves me feeling guardedly optimistic. On the face of it, it seems to touch all the right bases. I hope they do a good job with it, and if they do, I hope they continue to add such content alongside iTrials in the future.
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I don't think they wanted to add a solo path when they first released the Incarnate system. I think the only reason they're adding one is because players have been clamoring for it since the system debuted. So, I think the solo/small team path will seem somewhat tacked on - I seriously doubt it will be used as a vehicle to advance the plot in any meaningful way for this reason.
I also expect it will involve Praetoria and the Praetorian War for plot, because they're still plugging that storyline hard and I don't think we'll see any significant variation from that until Tyrant is toppled. They want players to be involved in that story because they still want players to shell out money for Going Rogue.
I think they will still want players to focus on Trials for incarnate advancement, so the system will either be grindy or time-limited - either you'll have to run a whole lot of missions to advance, or there will be a limit in place to prevent you from earning too much incarnate loot too quickly. I'd prefer the time limit on reward tables to grind, personally.
I like the idea that the system will resemble Tips. Well, I don't like it, but I think that's a pretty good guess.
So, that's what I expect.
What I'd like to see is an Incarnate zone with a few story contacts, along with a 4-8 man repeatable mini trial or two and a newspaper-type contact for repeatable missions. Possibly also a task force. It could even be a mini-zone, like Cimerora, accessed in the same way. But that probably won't happen.
Obviously, all of this is pure speculation. -
Quote:Thanks for clarifying.1. Each arc gives to each alt one freebie Alignment Merit that doesn't count against any timer.
2. After that freebie A-Merit, then all the SSAs might as well be just one arc. It doesn't matter which ones a character runs (the same one over and over or different ones) because that character is presented with the same reward table that applies to all arcs presenting each reward on that table on a 7 day cool down.
Example: You create a new hero, level it up to 30. Run the Hero Morality mission and get 50 regular Merits. Then Run the Hero Morality Mission again for a Hero Merit (takes at least 4 days to run the two Morality Missions).
Now, the following takes place all on the same day... Currently there are two SSAs. So, you run the two SSAs and collect 2 Hero Merits. Those are the two freebies. Run either SSA again, and get another Hero Merit. That's the one on a timer. Run either SSA again that day... and no Hero Merit. You have to wait seven days for a Hero Merit from either (but not both) SSAs.
Now, surprise, the third SSA is just released that same day (it hasn't yet, this is just for the sake of argument). You run that and get its freebie Hero Merit. You run it again... and no Hero Merit. All the SSAs are on the same timer for the non-freebie Hero Merit.
So, you switch to a level 50 alt who has never done any SSAs (but has reinforced its Hero alignment). That alt can pick up the three freebie Hero Merits from the three SSAs and then one more from the timer by running any of the three SSAs. After that... it has to wait a week for another shot at just one Hero Merit from the shared reward table.
If the seven-day timer is still running and I run the arc again, do I still have an option to pick an award that isn't an A-Merit? Or do I not get a table at all? -
I can't remember where I read this, but I think that in the very early (like, pre-release) days of the game, enemies on the street were originally a lot less common than they are now. Crime happened in alleys and the like, but the streets were, on the surface, safe. This was changed pretty quickly because it made it very difficult for players to actually find mobs to beat up so they could advance, and it was generally unfun even if it was more realistic.
(I think this might have been in a WarWitch interview from a while ago, but I'm really not sure. It's also possible that my memory has failed me entirely, and that this was never true.)
Basically, I don't think criminals are actually as brazen in everyday life as they are when the player runs into them. It's one of these those aspects of the game that I just don't interpret literally - otherwise, I, personally, across all my characters and for all the years I've been playing this game, have more arrests on record than the entire NYPD last year. And I'm just one player. Crime is as inflated as it appears to be because players need something to defeat in order to get XP.
I think it'd be pretty cool if criminals stop spawning for players in areas that they've completely outleveled, as a symbolic show that you have made a real difference in the area's crime rate. Or if you only got spawns outside if you flagged yourself as 'On Patrol.' Then again, it's not really broken the way it is now, so there's no real reason to do a bunch of work to make it happen. -
A few quick questions about the rewards for SSA, for those more in the loop than I am:
If I choose a Hero Merit for the first arc, then immediately run the second arc, can I choose a Hero Merit again? I'm guessing 'no' - that's been implied in the thread, but if someone could explicitly clarify this for me, I'd appreciate it.
If I choose a Hero Merit for the first arc, can I still choose regular merits for the second arc while the 7-day timer is still running? Or do I just not get a reward table at all if I run the next installment while the timer is still counting down? -
I agree with pretty much all of the points in the OP. I have three characters who I've filled with T3 stuff by now, and have basically decided that the system isn't for me. The powers are really cool, but I just don't enjoy the Incarnate Trials. It's been a couple of months since I ran my last iTrial - I still haven't run the Underground yet, mostly because I haven't been able to find a league interested in braving that instead of yet another BAF or Lambda.
I agree with Smersh - there need to be some smaller trials. It's hard for me to really experience and care about the story when I can't actually run these things with my friends in character.
Also, the LFG tool needs to work. I haven't been able to use this to get on an Incarnate trial with any success since the week the system was first released. I don't know what the deal is, but that thing lies to me - it often claims to take less than five minutes to start an event, but I've sat in the queue for over an hour with no nibbles. I don't know how long it would actually take to get on an iTrial using just the LFG tool these days, because I tend to get frustrated and log off after 30-45 minutes. That said, the tool does work consistently for Death From Below and Dr. Kane's House of Horror. What's the difference? Is it a matter of seasonal popularity, or is it that these trials only take four people to run?
I'm quite excited about having a solo path. I would especially like to see more challenging content for regular-sized teams of level 50 characters - one of the worst things about the Incarnate system so far is that the rewards are so good, they pretty much trivialize the existing content if you have a few tricked out characters on your team. It's something of a problem in my supergroup. It would be great if the oft-suggested Incarnate Difficulty setting were a reality, or if there were a new zone designed for Incarnate-powered characters - anything to challenge such teams other than trials. -
Going to drop my thoughts here, because the thread topic is relevant.
I haven't much enjoyed the new content added to this game since I18. I don't like Praetoria at all and couldn't care less about the Praetorian War global storyline, and I find the whole Incarnate Trial system impossible to enjoy.
First Ward is the first major content addition to the game that I've enjoyed without reservation since Going Rogue came out. I really dig this zone. It doesn't seem that great for teams because you have to do a lot of talking to NPCs, but for me, it's just fine. I like the look and feel a lot and am liking the storyline, as well.
So... kudos. -
1) The lore does the job. It kept me interested in the game for the first couple years I played it, but that interest in the story did eventually fizzle out. I don't think that the world's lore is enough of a reason by itself to subscribe.
2) Yeah, it's messy and frequently vague. I'm almost grateful for that - I'm a roleplayer, and I'm more interested in playing through my own characters' arcs and experiencing my friends' plotlines than I am in the game's story. I feel like the fact that the lore is so vague in parts gives me a whole lot of options when it comes to origin stories. There has always been a ton of creative wiggle room in this game, and that's one of its strengths. The more rules of the universe that they set down in stone, the less is available to the player, so I think this lack of clarity on certain plot points is a deliberate choice.
Is it well-written? Depends. I think some story arcs make it somewhat obvious that the game's lore has had a number of different contributors. Compare Ghost Widow's dialogue in the Patron arcs with her dialogue in certain tips and morality missions - they sound like completely different characters. Some parts of the lore are good, some parts aren't. Some parts are serious, and some parts are campy. It tries to be all things to all players (until recently, at least).
I'm okay with that.
3) I don't like the current direction that the story is heading. I'm not really a fan of Praetoria in general because I feel that the writers dropped the ball on the whole 'shades of grey' theme they were going for. Cole is the villain of the story. Praetoria is an awful, dysfunctional society. In the late game, the plot doesn't even try to hide this. It's not terrible, it just wasn't at all what I thought we were going to get, and I haven't been able to get over my disappointment since it came out.
The thing is, though, many of the individual contacts and small plots of Praetoria are actually kind of neat. The missions themselves are slick and the stories are memorable, whereas many of the main game's contacts and arcs tend to blend together in my memory.
So I've spent the time since I18 ignoring Praetoria and pretending that it just isn't there, playing the game as I always have. It doesn't really work, and I've been losing interest in the game as a whole over time. I continue to hold out hope that once Praetoria is defeated and the game moves on to the Coming Storm, I'll begin to enjoy the new additions to City of Heroes again.
4) Unsure. The current story does what it's supposed to, and I'm not at all sure that tampering with it would make me enjoy the game more. Especially if they retcon a bunch of things. I do think they should spend some time revisiting the old story arcs and bringing them up to date with the tools they now have access to, like cutscenes, branching dialogue and the like. -
Yeah... I'm okay with paying for costumes, auras, emotes, and convenience. These are things that I will be happy to shell out money for. I'm not okay with buying IO recipes or levels. I basically don't think it's kosher to earn permanent, significant increases in power through any other method aside from actually playing, levelling, and earning them naturally. I think that would be a step in the wrong direction for this game.
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My girlfriend cancelled her sub a while ago, and will be coming back as a Premium player.
I haven't decided either way yet. To be honest, I've been considering dropping my sub since I18, and had more or less resolved to do so if I21 continued the trend of bringing nothing to the game that I cared to experience.
Then, they announced Freedom. This injected a whole lot of confusion into my decision-making process. I would never escape!
At first, it sounded like going Premium would be the best possible solution to me, but there's really a lot more to the choice than that. A lot depends on what the perks of being a VIP member are and what's in the store after Freedom launches. Also, many of my global friends and supergroup members are making noise about moving to the VIP server, and even though I don't play as much as I used to, I would still want to play with them. Otherwise, there's really no point in my keeping the game installed at all.
I'm going to keep my sub for a while and reevaluate in a few months, after I've accumulated a bunch of paragon points and have experienced life as a VIP player for a while. If the benefits of VIP membership don't impress me much, or if I can buy access to the content I want for less, then I'll drop my sub. -
Quote:Part of the reason that trials seem so grindy to me is that there's this community memory effect that favors stencil-strategies like these. It makes every run feel the same.I am farming the BAF atm in order to get tier 3s slotted in all my available Incarnate slots. I play on an en/en/fire blaster. This is what i do:
1. Zone in, activate all buffs/acolades etc.
2. fly to nearest Warwork sand spam attack powers.
3. Fly to Center Court (along with everyone else) and wait for the league's puller to pull NS.
4. When NS is at center court, close to melee range and spam attack powers until she's down.
5. Fly to south choke or north choke depending on where leader sends my team. Drop bonfire, spam attack powers at passing escapees until timer runs out.
6. Fly to center court and wait till league's puller pulls Seige.
7. When Seige at center court, close to melee and spam attack powers.
8. When Seige falls and rezzes, spam attack powers and then alternate between Seige and NS, keeping them at similar damage levels.
9. When they are defeated, grab my reward, 'GJ all' and exit.
Every single BAF is exactly the same. Occasionally, a leader will ask people to congregate at the NW corner of the courts instead of the center, and occasionally, the leader doesn't give any 'team 1 to n chokes , team 2 to s chokes, team 3 to doors' instructions, and then i fly to the south center door/choke and do the escapee bit there.
There is no shuffling of the deck involved in the BAF at all in my experience. I
I'm sure that approach could be used with pretty much any Blaster, but anyone intending to get any AT toon to a fully-slotted Incarnate status will have to repeat the trials over and over with that same toon, and so will soon learn an optimum strategy.
If you want to compare the BAF to poker, it's like a poker game where you're allowed to NOT shuffle the deck if you want.
Eco.
When I20 launched, the first few runs I did were painful. Eventually, though, the community as a whole started to learn more about the task and what they needed to do to beat it, and runs started to experiment with various strategies for doing so. Some of them even worked! This was the 'sweet spot' of difficulty level. Failures still occurred, but when they happened, there was this 'oh, so close!' feeling afterwards rather than 'well, that sucked.'
Once that 'sweet spot' disappears, though, it's gone forever. The community settles on a strategy that strikes the best possible compromise between simplicity, ease of implementation, and success rate. The vast majority of league members along for the ride are familiar with the most common strategies and they know exactly what they need to do to win. Failure becomes rare because deviation from the accepted methods becomes rare. As far as the community is concerned, the need to adapt to the nonstandard objectives and mob behaviors has been met. The experimentation phase - the 'fun' bit, arguably - is over and isn't coming back. There's no reason to when the standard fare is so efficient and consistently rewarding.
If the Man from Mars gets on an average BAF, his ignorance won't affect things at all. Even though he's a complete newbie, it's still going to be a curbstomp run. With that trial in particular, his knowledge of the how or why of things is almost entirely irrelevant, since most of the rest of the league will know the steps of the dance and there's nothing that any one person could do to ruin the outcome. He's still going to leave with a component, an Empyrean merit, and a handful of Astrals. Really, if he just treated the whole affair as a grand-scale newspaper mission and followed his teammates around spamming his powers, it's unlikely that anyone would even know he was a newbie.
I don't know what they could do to prevent this from happening beyond adding some element of randomness to the events to force the league to switch tactics on the fly or design trials for smaller groups (which is probably against their design rules for these things, and is therefore unlikely to happen). -
Stalkers/Corruptors: Weirdly enough, these ATs occupy the same little niche in my mind. These are my go-to classes for 'Natural' style characters. These guys don't have the raw power to win through overwhelming force. They can't overcome their direct competitors that way - they have to use guile to win. Their style is about controlling their opponents, creating the perfect circumstances to set up the victory. They fight smarter, not harder. I use these ATs most often for cunning fighters that have no superpowers, or for characters whose powers aren't enough by themselves to win.
I realize that these ATs aren't conceptually limited to this, but it's how I most often use them in my own stable.
Brutes: Demigods. If I want to make a character whose power level is over the top, the sort that can go toe-to-toe with the most badass enemies the game can throw at me, a Brute is my first stop. They can be both immortal and dangerous at the same time. Other ATs can reach this point, too, but Brutes are the easiest to build with this goal in mind. So, if I want to make a character who I see as being powerful enough to go blow-for-blow with Marauder, Statesman and the like, I'll pick Brute at creation.
Dominators: I use these for characters that might be able to pass as Blasters, except they have much greater control over the element they're manipulating and can use their fire, ice, energy, etc. to do much more than blast things. Blasters have intensity, but these guys have variety. -
Quote:That last sentence is basically it for me. The BAF is quick and painless. It hardly ever fails and takes a half hour tops. It's also more rewarding than Lambda or Keyes, too, because it's easier to earn the Astrals and the turnover rate is faster.I haven't noticed any specific ATs being required. I'm doing this on an en/en/fire Blaster, so I'm there for damage obviously.
Maybe I'm missing sth important being done by other ATs? I heard some talk of 'rings', possibly there's turrets involved?
I haven't been dying more than once per run.
It's all over in half hour, easy. It's extremely repetitive and simplistic, and appears basically unfailaible as long as the teams not made of morons.
I don't understand why anyone would do it more than once ot twice if it wasn't for the Incarnate rewards.
I actually don't enjoy any of the trials, and I only participate in them for the rewards they give. BAF runs are the best and most efficient way to earn the shinies. -
First character ever was a Claws/SR Scrapper, made just after the first or second issue. At the time, both of these powersets were at the lower tier in terms of performance, and there were no respecs. I didn't really care, though. I just wanted to make Natural-style Ninja-type character.
The character had jump kick, because I thought it sounded really cool on paper. In practice... not so much. The character also lacked both Focus and Quickness, because they didn't sound all that cool. It was terrible.
I stalled at around level 33. Kept the character for years, even though the sets were still bad and I was having a lot more fun with other ATs. Eventually, I decided that they would always underperform and I needed the slot, so I deleted him. A week later, they announced buffs to both SR and Claws.
I was so mad. -
Regarding this topic...
I try and get on one trial a day after work. I'm grinding for my third Incarnate's slots, trying to be a bit more relaxed about things with this one.
I haven't been able to get on an event as a solo character using the LFG tool since the opening days of I20. It's quite frustrating. Typically, I will log in, queue up, and wait around for an 'event join' prompt to come up while I draw pictures or something. Average wait is always around five minutes or so according to the tool, yet I will often sit there for 30-40 minutes without a nibble until I give up and go do something else.
I always choose 'first available,' and I usually click 'willing to join In Progress events' when I remember. I just want to get on one and am not picky about which.
One of two things happens. Either all that time will pass, nothing will happen, and I'll eventually either give up or find a group organizing to run the things without using the LFG tool, or I'll get prompted to join an 8-man Lambda, one person will decline or time out, and we'll all be dumped back in line. Again, I have not been able to join an event this way since the opening days of the issue.
Am I using it wrong or something? Is the 'Average Wait' estimation bugged? Is the tool itself not working properly? -
Quote:It isn't elitism I'm worried about - I don't think anyone would look at me twice on a BAF run unless they think I'm AFK. Rather, it's the hard-wired requirements of the trials. If future content is designed around having the Level Shift and the two Incarnate Shifts, as some posters have suggested is likely, then I need to worry about being frozen out of those by default on characters that aren't likely to have them.I've run them maybe 20-25 times across my entire account.
So far I have Judgement, Interface, and Lore unlocked on my main, and Judgement unlocked on my "second main".
My main is sitting at tier 2 Judgement and Interface, and tier 1 Lore. The other is sitting at tier 2 Judgement.
I also have a 3rd character I've been playing them with, who has otherwise been collecting dust for the past year or so. The trials give me something fun to do with him again (Fire/Fire blasters are incredibly fun on these trials)
I'm far from playing the trials obsessively, and I've managed to make decent progress at my own pace. If you take your time with them and do other stuff too, it really isn't that bad. I haven't seen any elitism as far as "You have to have tier X of power Y if you want to play with us", but maybe the server I'm on just doesn't have much of that attitude (Pinnacle, for the record)
I'm just asking if this sort of bar-raising for new trials is likely to occur. -
Quote:Another question.The system doesn't have to be repetitive. It just isn't designed to recycle older content (except for the shard-bridge from standard to end game content). If the devs could have released I20 with fifty Incarnate trials, that would have been fantastic and no one would have to repeat anything. But they just can't generate content that fast.
Although I should mention, however, that there is actually a technical reason for the system being at least *somewhat* repetitive. For raids to work, there has to be enough participation to create critical density of players wanting to do the content. So actually, if I20 released with fifty trials, we couldn't actually be doing fifty different trials because there's not enough players to do that. Instead leagues would form that would do a bunch in sequence, from one to the next. If you logged in and joined a team in the middle of such a progress, you would have little choice or opportunity in doing something other than what that team was running along doing. That diffuses the players across a lot of content, creating other problems.
*Some* minimum amount of player-density is required for the end game. And while it probably could have been lower with four trials, or maybe even six, at some point the players would have been spread too thinly. And when you concentrate the players into a smaller amount of content, you will always create some theoretical repetitiveness.
Its actually the reason we don't just keep increasing the level cap. Among other reasons, more levels scatters the players across larger combat level ranges. You actually need a certain number of players to have a certain amount of levels, because the number of high level characters has to exceed a certain amount. Part of the technical reason why CoX end game is what it is, is because the devs have the challenge of adding higher "levels" to the game while still keeping everyone close to level 50 combat performance in at least some sense. We don't have the twelve million players it takes to have an 85 level cap. And even Blizzard was judicious in adding more levels. They have over a hundred times our playerbase and only 70% more levels.
If I played the trials somewhat casually, only as much as I actually wanted to - call it twenty runs at an estimate, not per character but across my entire account - it's pretty obvious to me that I'd never get anywhere with the Incarnate Rewards. Am I likely to be left out of future Incarnate trials simply because my characters would no longer be tall enough to get on the ride? Is there likely to be a minimum strength level that I'm not going to be at because I don't want to farm? -
Quote:I have no doubt there will also be some Incarnate-only TF's as well. But other than that, yeah that's pretty much what I personally expect from it.Quote:The Incarnate system is Trial-based - it's co-op multi-team content.
...
The Coming Storm will also mostly an Incarnates thing, as it's the next step up after we've defeated Tyrant - although I'm sure there'll be some non-Incarnate tie-in missions too.
Quote:Realistically yes. There might be a few TFs inserted here and there but unless something radically changes I would expect the incarnate content to be trial focused....Quote:We're extremely likely to get more of the same. I don't think we're likely to get just more of the same, although the tendency will likely be for high-end end game content to be teamed, as it has always been in the past with trials, task forces, and zone events.
More sophisticated content will also filter down to lower levels: things like the two new task/strike forces for example. And as they add more trials there will be more opportunities to do different things to unlock the same slots and the higher slots. But fundamentally, level 41 through 50 was the same as level 31 through 40, but with different critters. If you didn't like 31-40, 41-50 was going to be more of the same. Interface through Lore is not going to be identical to the rest of the slots up through Omega, but on the other hand if you don't like the end game so far, I'm not the one to blow sunshine up your skirt and say the other slots will suddenly become magically totally different, because I don't believe that to be a true statement.
If you like and prefer the standard game, its still there and will still be added to, just like they still add level 20 content and level 40 content. They will still add level 50 content that is not an incarnate trial periodically. But level 50 has to share time and resources with the incarnate system now.
I don't understand why the system needs to be as repetitive as it is, but then, I'm not a game developer. I believe you when you say that it isn't likely to change much.
I'd hoped that this was just the beginning, and that it might have become more accessible and varied over time, but I have a sneaking suspicion that every new issue with Incarnate content is going to be like this, isn't it? We get stronger, only to participate in slightly tougher trials so we can collect rebranded Incarnate Salvage along with newer, better merits, all so we can one day be a part of a swarm of heroes that Tyrant can brag to his cronies about soloing.
Sorry if I'm reading too much into it, but I can't help but feel a little bit bummed. I really want to like the system, but I find little to recommend it as it currently exists. The simple answer is to opt out if I really don't enjoy it, but then I will be opting out of all the future stories this game has to tell, at least as far as the endgame is concerned. -
Quote:Are you saying that we're likely to just get more of the same in the future - more choreographed multi-team trials, repeated a dozen or more times to unlock and slot new boosts? Is this sort of thing all I can expect from the future Incarnate content?Alpha was intended to be a bridge to the new end game, which is why you can make progress in it with any level 50 content. But the new end game was going to be different than all the other level 50 content. If all the devs wanted to do was to make more rewards for players to earn while playing *any* of the end game content, there would be no need for a new end game system. The moment the devs said they were working on a new end game system, the one thing that everyone was supposed to be absolutely certain of was that it wasn't going to be indistinguishable from the current level 50 content, which is not really an end game system so much as it is the highest level standard content that happens to exist.
Understand this: if you don't like or want an end game system, that's a personal preference choice, and that's fine. But if you are saying you wouldn't mind the end game system if it would allow you to play the standard level 50 content and still make the same progress, you're actually asking for something that is contradictory on a fundamental design level with the notion of actually adding a distinct end game system. The end game system you want, we already had, and still have, which was just more of the same. The current end game system is for players who wanted more than just more of the same. -
Quote:It took me around 12 runs total to unlock all the slots on my Blaster. I failed a few, got onto many successful Lambdas where no Astrals were earned, and tended to save the threads I got in order to craft and slot my boosts. It took me a few more than that to slot commons in the slots I cared about.12 is not a big number. The fact that some players want to do all twelve in one sitting does not make the system itself hardcore. A player who does two on saturday and two on sunday and spends the rest of the week doing something else or nothing else entirely would be 2/3rds of the way done with slotting commons in all four slots of a character. In terms of *speed* of progress you really cannot ask for anything better than that. Or rather, you can ask, but you won't get. It is actually too casual to function as an end game system for any MMO except probably this one.
I disagree when you say that 12 successful runs per character is not a big number. That's probably more than I have run any single Task Force on a single character throughout my entire stay in this game. In my opinion, that's a lot of times to run one set of content just to slot the most basic set of boosts. I did this with two characters, so roughly 24 runs just to get the starter set. Indeed, I ended up running them more than this because I wanted more than the T1 boost on three of those slots. That's a lot of times to watch Mother's rant, a lot of times to listen to Marauder chide the league for being on the ground again. I have a third Alpha-slotted character I'd intended to continue on the path to Incarnate with, but the thought of doing it all again really isn't appealing.
I realize that endgame systems in other MMOs are even more grindy than this, and that we have it easy with City of Heroes. But I don't subscribe to those games, I subscribe to this one.
I like variety. We had it with the Alpha slot - literally any endgame TFs or missions offered significant progress toward it, and I found myself progressing just by playing my Alpha-unlocked characters. I found myself progressing a lot if I went out of my way to run the WST once in a while.
I take no issue with the trials themselves. I take issue with having to run them and only them in order to make real progress. Really, my favorite task force in the game would start to annoy me if I had to run it twelve times to get a reward I wanted. I enjoyed the trials the first eight times or so, after which point I'd unlocked a couple slots on one character and didn't have any boosts in. Soon, it became apparent to me that I would have to either hold my nose and keep going despite a general lack of enjoyment, or opt out of the incredibly cool and attractive Incarnate Boosts. I don't like this. -
Yeah, but you only have to run the ITF twice if you want the associated rewards. Add up all the successful Trial runs you need to perform if you want the rewards there and you start to see why people think it's hardcore.