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Quote:I am inclined to lean this way as well. Although we already have multiple DE giant monsters in the game, I could see this four-legged atrocity being very different and interesting in its own right, so I would be in favor of it. But I sort of agree that full-blown dinosaurs, even if they were in a zone like Cimerora, would feel a tad out of place.Actual dinosaurs, as cool as they may be, would feel too out of place and silly to me in this game. However, I'm not at all opposed to having the new four legged rig give us some truly dinosaur-sized monstrosities. Like, which is related to your suggestion, an epic Primal DE monster emerges from Eden. Perhaps a giant beast made up of vines chunks of land, with four massive trees as legs or something similar.
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Quote:Touche` good sir!TBD for New Years? People playing drunk and not really sure whats going on....isn't that just another day on Pinn?
Everyone has their off-nights and last night was ours. An unusually low turnout (about 5 full teams), and quite the rocky start for the raid as a whole. But I have to hand it to you all, we were able to retreat, get our bearings, and come back at them with a vengeance. Way to rally and win the day, Pinnacle!
Next week is the holiday weekend, so there will be NO RAID on Sunday. I am sure some of us may still be around, but I know my schedule is still up in the air, and I imagine that may be true for many of you as well. A decision regarding whether or not to hold a raid on New Year's Day will be made by December 25th.
From me and the rest of the Talsorian Guard, Happy Holidays! -
Happy holidays to you as well, Zwill!
Enjoy the time off, see you next year! -
Quote:With you last response to my most recent post, I think I finally understood where it is your coming from. (Though, I have to say, I enjoyed the lengthy back-and-forth discussion!)I see your point. Realistically speaking, if we see the Trials as one-offs, they're not that bad, especially if we assume our characters do other things the rest of the time. But the problem is that Matt Miller and his crew didn't do that. They didn't create a pool of content with raids as the exception. They created standard MMO raid grind. They made a system intentionally designed for repeated raiding. They shouldn't have designed such a system with content that, narratively, is only supposed to happen once.
While iRaids themselves may be forgiveable in a vacuum, the system that's wrapped around them simply robs them of it.
I just have to chime in that I agree with the quote entirely! From a narrative point, it bugs the crap out of me. -
Quote:Here's where I draw the line, and why most of my characters don't use more than 1 Incarnate power a piece. (Note: "use" not "have," as a few of my characters have taken powers purely for the level shifts because I don't believe in the same Praetorians that I fought in Maria Jenkins's arc suddenly being so much stronger.) This also goes back to what I have been mentioning quite a bit in this thread already: a specialization and focus of characters. A character that I designed for "street crime" would not be an Incarnate. The Well's power hungry nature would be uninterested in his level of power, and he would not be the kind to go in search of artifacts, or make gadgets, etc., because his focus would be protecting the streets.Consider the following mental exercise. Pick one of your characters, preferably one that's designed to be more or less of a "street crime" level of power. Now imagine what powers this person would have if he became a god. That's essentially what I'm asking.
When we create our Incarnates, we're not creating new gods out of whole cloth. We are promoting already existing characters whose designs may not always be easy to fit into the storyline.
When I think up and design a character, despite taking my time and enjoying the journey as he discovers his powers, I usually have an end result in mind in terms of level of power and ability. But 99% of the time it does not involve getting to 50 and suddenly gaining unusual abilities, by any means (Well, gadgets, etc.). If I take an Incarnate ability on my character, it is because that ability is an obvious extension of their already-present powers and/or concept. For example: My ice blaster only took Cryonic Judgement, while my super soldier concept toon took the Cardiac Alpha. Some might call this a lack of imagination, but it is not that I gave up and decided that I could not justify any of the Incarnate abilities, because if I wanted their concept/story to take a paradigm shift and have them suddenly gain powers unrelated to their previous powers, I could think up a worthwhile explanation. Rather, their stories do not call for that level of power. While they live in a universe with cosmically powered beings, they themselves are not.
Coming back to the above quote, I would think that street fighter character could have whatever abilities you wanted since, as you say, he became a god. In my case, his godlike abilities would be an extension of what he is already, so maybe he's gets foresight (the ability to know an opponent's next combative action before they even make it), perhaps he gets very fast (i.e. "The Matrix" agent style fast), or maybe his strength improves to the point where each punch he lands does that much more damage. Any of those abilities could be called godlike in comparison to what he was before *insert power-granting event* happened, but he doesn't end up pulling a giant firestorm out of nowhere, nor is he suddenly casting a healing aura on allies. It is totally possible that he found an ancient stone that gave him healing abilities, but speaking from my design perspective, he wouldn't take that stone because it would not help him to more effectively do what he already does.
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And just to respond to your most recent post: I really like all of those ideas. I think that sort of thing would do wonders for fleshing out concepts. (Why SHOULDN'T a gadgeteer/technopath be able to craft something in the field, wherever he/she may be?) But then I look at it from a development standpoint, and I do not think the ends would justify the means, because the majority of the player base would want "moar powa" and skip QoL of things like that. I am sure once people got their powers, they trial grinders would use their rewards to craft QoL powers like the ones you listed, but my point is that they would be secondary priorities for most, and therefore most likely skipped on many characters. -
Quote:Because this is a game, and they have to prolong stories. If they were to do something like this, we would only be left with our confrontation with Cole upon completion. Don't get me wrong, I'd love it if that happened because I am, frankly, ready to move on from Praetoria. As a business, though, the studio needs to prolong their story lines to keep people coming back to see what happens next.You're essentially bringing up the law of conservation of ninitsu. Since Marauder is just one guy... Or one guy out of a very small group, yet there are 24 of us, he obviously has to be more than 24 times more powerful than us, or there's no fight. Here's my question, though - WHY are our enemies so few? Why can't we face off against all of the Praetors and their lackeys at once? I'm sure Praetoria can scrounge up something like 12-14 signature characters to toss into a Trial, then toss a whole army of goons on top of them so it's still an unfair fight against us. The key here is that while it's an unfair fight, it's not because our enemies are stronger so much as because our enemies are more numerous.
Quote:Seriously, think about it. Suppose we had to face Marauder, Dominatrix, Mom, Malice, Neuron, Bobcat, Siege, Nightstar, Anti-Matter, Battle Maiden, Chimera, Black Swan, Diabolique, Infernal and, say, 10 more War Walkers on top AND a few divisions of IDF troops... Wouldn't that seem like a fight that's justified in being horribly hard and needing about 15-20 of us? I certainly wouldn't complain, because with those odds, it makes sense.
Quote:I don't disagree with you that having personal specialisations is a good thing, either way. I'm just saying that while you present the situation as though we're defined by the strengths of our specialities, much more often we seem to be defined by the weakness of our drawbacks. For instance, my entire experience playing Blasters to level 50 should have been hallmarked by my extraordinary damage, but it was instead mostly defined by my dying a lot because I have no defences. What bugs me the most in this kind of class balance is that in order to make one player feel like he's making some kind of contribution, you end up having to castrate another player and outright prevent him from contributing in that specific area. That's one thing I really hope Incarnates can avoid - having crippling weaknesses that you expressly need other people to fill for you, or otherwise have to min-max to shore up a little.
Weaknesses are essential to any video game or story. Without them, the main character could defeat anything that got in their way until there was nothing left to confront them, at which point they become uninteresting and, in the case of video games (or comic books for that matter), unprofitable. Even if one is content to merely be a god among men in a universe where they cannot be challenged, that does not hold true for the majority of the population who would, upon reaching such a height, become bored. Granted, in this game, one can always roll a new character when they get bored, but in rolling a new character, you are creating something that will most likely have at least slightly different strengths and weaknesses than the previous one, which just emphasizes my first point: dealing with a new obstacles is enthralling.
Quote:I really do hope the Solo Incarnate content will help in this regard, by bringing us at least some of our dignity back and allowing us the independence of accomplishing our own goals and handling our own progress. I don't, however, agree with you that the system is not designed to handle things like this. Again, I insist that increasing the difficulty of an encounter is not only ever achieved by increasing the stats of the single enemy who comprises the encounter. It's just as legitimate to simply increase the number of enemies who comprise the encounter. Look at Mercedes Sheldon's final arc. It ends in an encounter with a boss who summons three boss ambushes, one of which summons three more boss ambushes of its own, for a total of I think six or seven bosses, plus a zillion enemies. Or look at the first Herodotus fight in the War Zone. Hro isn't all that strong in himself, but he summons two boss ambushes plus an elite boss ambush, and the elite boss ambush summons three more waves of bosses on its own. That's one HELL of a fight, and impressive when the dust settles.
Quote:The whole balance is skewed in the wrong direction. It's not the NPCs who should be strong and we who should band together in armies to oppose them. The reverse should be true - WE should be the strong ones and they the people who need to band together to defeat us. -
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Quote:You presented your own rebuttal to this quote in one of your earlier posts, where you said their strength/gimmicks was due to the sheer number of players involved in the trial. If Marauder (for example) didn't have powers like Nova Fist, or couldn't withstand more than a couple of hits, the players would say that he was too weak and was an unworthy opponent for a league-sized task. (Personally, I don't think Marauder in particular should require a league to defeat anyway, and I think you would agree with me there, but that is off-topic.)A big thing that I DON'T want to see is Incarnates being treated as cannon fodder. There's no point in earning the power of the gods if your enemies earned it ten times over and they still squash you like a bug. That's not godlike power. That's god damn suck. At least once in this game, I want the narrative to stop trying to invent threats that are so much bigger than us and let us be the biggest, baddest, most awesome thing around. There are ways to challenge the gods without being stronger than them in single combat.
I was defending my earlier suggested approach (maintaining archetype-specific strengths) with this in mind. With the current Incarnate content, there really is nothing special about being in an Incarnate simply because, despite having attained more personal power, that power is diluted by up to 23 other people with the same powers fighting seemingly-ordinary enemies that are somehow strong enough to stand up against that type of force. It is counter-intuitive: Our characters get stronger in their own right, but need more people to handle the content designed for that level of strength. Had the Devs kept some specificity to archetypes in tact with these powers, characters may still feel like they did something better than anyone else, while still needing the league to overcome the obstacles in the trials.
I hope Issue 22 brings a different approach. I would love if they took to heart the last sentence I quoted above, but the current powers do not allow for that. They are based around increasing our own power/resilience, or decreasing our opponent's. We are much more likely to see enemies of increased strength, much the same way as we do on the trials. However, the mere fact that we will be able to tackle them as a single powerful being will do wonders towards making us feel like Incarnates. -
Quote:An increasingly popular way to run the trial (due to its simplicity and speed) is to completely ignore the telepathists. In doing so, the entire league takes out the buildings faster in Phases 3 and 4, and you end up building Public Opinion faster than it decreases, even with converted citizens and Maelstrom hanging around. So the Telepathists buffs tend to stack here.I'm confused. The civilians are killing you?
I've run the TPN probably a half dozen times and the civilians barely hurt me at all. Granted, I'm on a tank but someone said they were two shotting tanks.
Are you letting telepathists stack?
I don't think people are annoyed in that respect, since it is logical: If you leave the telepathists, their debuffs wills stack against you. What is annoying is that, even with those debuffs, a few rocks thrown by angry citizens should not be enough to wipe out an Incarnate, even the squishier types. -
I've been staunchly against investing in Incarnate powers that did not fit the specific character's that I was playing. My Ice Blaster's concept has no room for any Destiny nor Lore powers, so I have been a (at best) +1 on every trial so far. The TPN trial gave me a shock of reality: to craft the Destiny and Lore slot powers purely for the level shift (never using them) because I was dying at the hands of Praetorians. And not even an Incarnate-Potion-Powered-Marauder, no, regular ol' citizens were taking a chunk of my health (and still are even being +3 now).
I happen to very much like the TPN trial, considering I am not a huge fan of Incarnate trials in general. I can hop on one once a week and make nice progress towards unlocking slots and crafting powers. But it is bad enough to be smacked around by the same guy I smack around in tip missions, but I also lose a chunk of xp to a rock and a Molotov cocktail?! Yeah, THAT'S making me feel like I have progressed in power... -
Quote:(Again, snipped for brevity and focus)To my eyes, Incarnates shouldn't be just a face in a crowd, but rather the centre of the story. They should be the important ones, the big ones, the ones everything ultimately revolves around because - like never before - they are the most powerful thing around. "In fact, the combat prowess of a boss" rule is pretty much this.
Okay, that's clarified for me, thanks for rewording it. (The Indiana Jones analogy actually helped a lot.) I also agree that there's really no place to go but to a level of divinity, and I actually have no problem with that! My problem is the lack of diversity within that level of divinity.
I completely agree with the part that I quoted, except I think the Incarnate system as-is fails to make a character stand out, almost the opposite. It is the trope of "If everyone's special, no one is." A Blaster's T1 Ion Judgement power does the same as a Defender's T1 Ion Judgement power, and that Defender's Destiny power will do the same thing when used by a Blaster. For 50 levels, our characters had something that they were specially built for (based on their archetype). That special something set us apart from other characters. Then we hit 50, seek the Incarnate level of divinity, and everyone can suddenly do the same things as everyone else, to the exact same level of effectiveness. How does that set a character apart from the rest?
At the moment, I can only think of two ways they could have made that a reality: make the powers and/or numbers unique for each archetype (based off their already existing role), or make a metric ton of equally effective powers to avoid having a majority of people with the same abilities. The problem with the latter is obvious: that's more time and effort than is feasible, plausible, or in reality, necessary. While the former option is possible, an argument you presented stands against it: Should not these beings, who have fulfilled an archetypical role for 50 levels already, be allowed to broaden their power horizons?
I suppose it is more a personal preference than anything else. Perhaps it is because I have not (yet) had an opportunity to undertake an Incarnate level challenge as a lone character. Or perhaps it is because I feel like my level 1-50 characters, when compared with their peers, seem more unique than my Incarnate characters (versus their peers). Or perhaps I need to be more patient until more slots are unlocked, thus giving more possibilities. Whatever the reason, I dislike the "one size fits all" nature of the current powers.
To stay on topic, I feel Incarnates should have abilities that enhance what they already have, much like the Alpha Slot and related to some of the things you listed in you OP. Someone who took the Teleport pool should have a Mission Teleport power on a 5 minute timer as an Incarnate Ability. Or a Super Speed character that can access Cimerora from anywhere (so fast they can time travel). Those are only 2 examples and, yes, they are limited to travel powers, but that's the kind of thing I am talking about. -
Quote:I abbreviated this post due to length, including the parts I feel bear repetition, but consider the whole thing quoted because I agree with all of it. I love single team content, simply because it allows for socialization. Characters are stopping here and there to contribute to conversation, which you cannot do on a trial due to danger and time constraints.The most fun I've had playing the game was when the incarnate Alpha slot and WSTs came out. I dusted off my (appx) gazillion 50's that I never played (I only played them UP to 50, then started a new one), and jumped into all sorts of task forces. Teaming was way up, Task Forces were no longer for the 12 people who knew them inside and out, because everyone else was intimidated by the perceived elitist attitude of those 12. Suddenly, TF's were for everyone, and team leaders were patient with noobs, and everyone laughed a lot, and didn't take any of it too terribly seriously. It was just FUN! And the rewards were great, too. It took a lot of TF's, but you could balance out unbalanced powersets, or min/max to your heart's content. Those Dark Armor toons got ... playable! Holy CRAP!...
...I realized Trials didn't have the same camaraderie I loved, that the smaller-sized TF's do. I'm sure they're full of the same nice people I did TF's with, but it was too big, too depersonalized. I found them to be just a grind - and the reason I never played 50's pre-incarnate, was because I despise grinding...
...The other slots just give us big, whammy "stuff". Not things that enhance the actual character, but disparate "stuff" to add on top of the character. More endurance for my DA characters makes sense. More pets than a MM on that DA is just "more stuff"...
I totally relate to the third section (though, I would argue that Interface is less "whammy" than the other three). I still stick to a rigid concept on all of my characters. If I am taking a Lore power on my Blaster, it is because I need it for the level shift. Those pets may as well not even exist. -
Quote:(The above is quoted simply as a reference for the following)A weakness - It's a Demigod. Maybe it's a vulnerable heel, maybe it's stupidity, or perhaps he is just not as invincible as a full god, but for a Demigod to be interesting, he must still be possible to defeat.
A domain or specialty - A lot of Demigods are specialists in something. Hercules is the strongest there is, for instance. But it might also be light, darkness, fire, steel, or more abstract things like war, love, knowledge, magic, and so on. A Demigod has a lot of power, yes, but usually there is a focus or a theme. Something that the Incarnate system perhaps lacks by being so scattershot.
For as much as I agree with you, Sam, about the design of our current Incarnate system, I am surprised by how much I disagree with your definition of an Incarnate. I blame that disagreement on your use of the word "demigod" to describe someone who has abilities on par with a god, but who came by those abilities by means other than "divine."
Hercules is possibly the most famous demigod to have existed, made so because of his god-like strength. But in the end, his strength was the only "god-like" thing about him. He could still drown, a lucky arrow could still kill him, and he still needed a ship to get from Greece to Cerce because he had no special means of travel. By that dictionary definition of "demigod," every superhero could be described as a demigod, save for the fact that demigods are typically named so because they are the offspring of one god and one human. What you are describing with this list of qualifications is an actual god, which is fine as long as that's what you are going for. The use of the word "demigod" in this context is incorrect, in that it does not allow for the "demi" prefix to be prevalent.
I quoted McNum's 2 qualifications because I believe they are at the heart of what defines demigods, and superheroes for that matter. That is where the intrigue and danger come into play, the two things that tend to enthrall us as audience and players. Consequently, those two things are now missing from many Incarnate characters. Once a character has crafted T3 and T4 Incarnate abilities, and especially if they have invested in IO sets, their weaknesses and their powers' focus have been diminished (each is inversely proportional to the other). The absence of those two qualifications are the reason the Devs have now resorted to "gimmicks" for the Incarnate content. They can no longer rely on a Blaster to be vulnerable to attacks, on a Tanker to lack the offensive capacity to deal with large groups with any amount of speed, nor on a Corruptor to be wary of certain kinds of mez attacks.
When you remove a demigod's weaknesses, thus also removing a focus on one specific area of strength, the demigod becomes a god. If that's what we're going for, great, but if that is the case there is no need for the "demi" prefix. -
I purposefully only slot my alpha power while doing Incarnate content. I purposefully don't use more than one Incarnate ability per Incarnate character during regular content. I like the fact that I cannot just stand/hover there and shoot people, that I have to use active defense, that I may get knocked back onto my butt every now and again.
So I will agree, the QoL stuff is what increases my enjoyment long-term. -
Quote:I agree with this, and I actually do not think it will be a problem. There is a lot more work to do to fully remove an integrated character (like Statesman) from a video game than there is from a comic book. It is a slim possibility that the Devs would go back and undo all of the changes they are most likely working on currently. While I totally respect the time that goes into creating a comic book, I have a feeling writing a comic about Johnny Storm coming back takes less time (and thus costs less money) than it does to remove and/or reintroduce a character in an MMO universe.Killing off a character and bringing them back is just a cheap excuse to make a quick buck and then continue to profit from the character later. Whoever it is you're killing (I'm not entirely convinced the spoiler isn't a red herring to throw us off), they need to stay dead.
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I think you're half right. The contact effects on the enemies (the dummies in your vid) definitely look delayed. Most of the arcs and "swoosh" effects that you are asking about seem, to me, to be simulating the sheer mass of these weapons, and actually look correct to me for the most part.
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I am betting this is classic misdirection. That's what I thought when I read the announcement, and I feel it is solidified by Zwill's post earlier on this page. ("...we wanted you to know this.")
Take The Dark Knight for example: When Gordon got shot in the middle of the film, for all we knew (as the audience) he was dead. It made no sense given the prominence of "Commissioner Gordon" in the Batman universe, but for a while there, it did not look like he was coming back. I am betting this is a similar device.
It appears Statesman will die, but I hardly think that's it. I think it is more likely that someone else will die as opposed to Statesman returning, but I do not see enough evidence to strongly sway my opinion in one direction or the other. -
Rikti Ship Raids (I usually lead the scheduled Sunday night raids on Pinnacle), a few mission arcs, multiple instances of the SSA, tip missions, and an average of one iTrial a night. I have had a lot of evenings to myself the past couple weeks, but I do not in the near future, so I expect a drastic change during the latter half of this month.
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Awww!
Bye Avatea! You are going to be sorely missed. Zwill aptly sums up my thoughts. I wish you all the best and hope you'll pop back into the CoH universe from time to time! -
I saw yesterday's spoiler for the "Who Will Die?" arc, and one of the first things that popped into my head was, "Oh @#$%, what's going to happen in Prophecy and Dreams?"
Aside from wanting to know that, I am also curious when we will find out what happens next? -
What happened to the "new chapter ever 2-3 days" initiative??
Not serious of course, just hoping for more of the story in the near future! -
Quote:Voices, look, mannerisms, slapstick- all DEAD ON!
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Ye gods, its worth it for the Snooki eye-poke alone!Quote:Hopefully they didn't show all the comedy scenes in the movie on this trailer. -
Quote:This holds true for my main.Playing on my ice/ice character, I always find it amusing when fire is used as a device to move you along quickly (For example, the Roy Cooling arc, or the Protean arc redside). Really, fire? I can put out fires in Steel Canyon, but somehow I can't in missions?
I also agree with the scenario of, "I might look the other way when Manticore came for Malaise's head." -
I could definitely see completion of the Who Will Die part 7 unlocking a certain ability (or abilities) for existing Incarnate slots, via some version of the lore you suggested, especially since I expect that last part to require level 50. So, as you said, upon completion of the last part, you now have access to another Judgement tree. (Access, mind you, so the unlocking of judgement and crafting of powers still has to be done the same way.) I do not see them unlocking an entirely new slot that way though.
I also do not see them giving us a "fast track," slave to the well or not, after being so adamant about "becoming an incarnate will not be a fast process." Speaking purely from a business stand point, a fast track would not be logical because the goal is to keep the players playing.