Baphomet and Faultline - am I hallucinating?


Alanari

 

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Originally Posted by Eric Nelson View Post
Didn't believe me last night, huh, Hera? Tsk, tsk, tsk...
More curious to figure out if there was ever any grounds for arriving at this belief.



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Originally Posted by DarkEther View Post
The zone "monster" in Faultline used to be hunting Vahzilok for the Numina TF...it's been tamed now, and is just a fluffy puppy.
Isn't that backwards?

Hunting down the Vahz in old Faultline was a piece of cake. Dang zombies were everywhere and in huge groups. Turn a corner and you're done.

Now you're limited to small groups in a small section.


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Quote:
Originally Posted by Rush_Bolt View Post
Isn't that backwards?

Hunting down the Vahz in old Faultline was a piece of cake. Dang zombies were everywhere and in huge groups. Turn a corner and you're done.

Now you're limited to small groups in a small section.
Only at night.


 

Posted

Not only at night any more. There are daytime spawns due to the Numina TF issue.

(In Parking garage and in the NE corner are two good spots)



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Posted

Sorry for some ignorance on this question.

I was wondering do we have any info on the Faultline Trial anywhere? I have tried a quick look around and found nothing on it, so is all we know there was suppose to be one and never got put in place?


 

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The original Prima strategy guide had a little bit of info on it. I'll see if I can't dig that puppy up when I get home from work this afternoon.

Edit: Got the info posted for you below!


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Originally Posted by Mylia View Post
Sorry for some ignorance on this question.

I was wondering do we have any info on the Faultline Trial anywhere? I have tried a quick look around and found nothing on it, so is all we know there was suppose to be one and never got put in place?
It was intended to be a multi-team SG Trial.

Teams of heroes would have to defend 4 Generator thingies from waves of enemies. Y'know those 4 pillar like things that are in that back area behind the dam? That's them.

It's a bit like the Terra Volta Respec Trials, but bigger.


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Quote:
Originally Posted by Rush_Bolt View Post
It was intended to be a multi-team SG Trial.

Teams of heroes would have to defend 4 Generator thingies from waves of enemies. Y'know those 4 pillar like things that are in that back area behind the dam? That's them.

It's a bit like the Terra Volta Respec Trials, but bigger.
Sounds badass and fun. But thinking on the Terra Volta it could be long in the tooth.


 

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The other word is that Positron TF is actually an amalgimation of his own TF and the Faultline Trial hence why it's so ruddy long...


 

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Originally Posted by GuyPerfect View Post
Wow... I'd actually never seen the old Faultline before. Did they change all the music for the zone, too?

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Straight from the Prima Official Game Guide from 2004:

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The Faultline Trial is initiated by accessing the terminal in the dam at the far end of the zone from the entrance. To be able to participate in this trial, you must be at least Level 14 and you and your teammates must all be in the same Super Group. This trial is designed for twenty-five Level 19 Heroes or thirty-five Level 18 or fifty level 17 Heroes.

[Chad's Note: Back in the day, TFs and Trials didn't auto-exemp you. For a while, if you were above the level of the task in question, you simply couldn't do it with that character, and then for a much longer time, you could participate only if you were being exemplared by another character--if they crashed or quit, you would be automatically kicked. If you ever get the chance, thank the devs profusely for changing this.]

The trial room is vast -- and mostly water. Four pylons stand toward the front of the trial, connected by a pathway that zig-zags between each. A building stands on a narrow strip of land to one side of the feeder river at the far end of the trial. This building and the four pylons are subject to attacks from villains. Each structure has a set amount of hit points; at 0, they begin to smoke, and are considered "destroyed."

Waves of minions and lieutenants attack the pylons; a boss-level villain lies in wait at the far building. Depending on the size of the Super Group, the attacks will progress from one pylon to another -- until eventually the building is targeted -- or the attacks will occur simultaneously, so that the group has to spread itself thinly in order to defend each location.

You must successfully defend 3 of the 5 structures (that is, prevent them from being "destroyed") for 45 minutes.

Defeated Heroes appear at the entrance of the trial and can immediately join back in the fighting, without having to run back from the hospital.

The reward for this trial is a medal on your ID card, a large Experience Point bonus, and a special enhancement that modifies two or more powers/effects and is valid at +/- 5 levels instead of the normal 3. [Chad's Note: This guide predates the addition of badges to CoH by several months.]
After some bits about zone hunting tips...

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For the tiral, go for a good mix of melee archetypes and don't focus on the size of the group as much because the villain spawn will match the group size based on a pre-determined balance... to a point. So, if you're a level 17 Hero, you need to plan on bringing 49 Level 17 friends because the trial will be spawning enough to deal with 50 of you. You can certainly bring less, but expect the fight to be a lot rougher. Load up on Inspirations and bring folks who can fight for long periods of time on low Endurance because 45 minutes is a long time to be constantly fighting. Don't burn Inspirations or Endurance on resurrecting people, both because there's no need to do so (as they respawn just down the hall) and more importantly if you resurrect someone (or yourself) in the midst of the fighting, you're very likely to be quickly defeated again and just add more debt. Click "OK," take the free Heal and Endurance recharge, and run down the hall to rejoin the fight.
I'm torn between whether or not I'd like to see this as maybe some sort of Ouroboros or raid-style event, but I think overall they made the right decision to not actually implement this trial in the game. 45 minutes of straight fighting, suggested for melee ATs, at a level with no ability to have Stamina or half your defensive powers... no thank you!


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Posted

Quote:
Originally Posted by Chad Gulzow-Man View Post
I'm torn between whether or not I'd like to see this as maybe some sort of Ouroboros or raid-style event, but I think overall they made the right decision to not actually implement this trial in the game. 45 minutes of straight fighting, suggested for melee ATs, at a level with no ability to have Stamina or half your defensive powers... no thank you!
I think it'd be pretty cool to see it as a Hamidon sort of raid. 50 level 45+ players defending the structures from waves upon waves of enemies.


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Posted

That could have been awesome, but capped at levle 19? No way.


 

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Quote:
Originally Posted by Dark_Respite View Post
Wow... I'd actually never seen the old Faultline before. Did they change all the music for the zone, too?
Been a while since I've been in there post-I8, but I seem to recall not all of the musics changed... The ones I labeled in the video (Subduction, Downfall, Precipice) are the little music-based regions from the old zone.


 

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Originally Posted by Rush_Bolt View Post
I think it'd be pretty cool to see it as a Hamidon sort of raid. 50 level 45+ players defending the structures from waves upon waves of enemies.
Hmmm that is nice, but I like the idea of it being at low level, Eg 20-25 lvl. Kinda at the point where you are starting to become more "powerful" of a hero and it could be a test for the character.


 

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Quote:
Originally Posted by Rush_Bolt View Post
Isn't that backwards?

Hunting down the Vahz in old Faultline was a piece of cake. Dang zombies were everywhere and in huge groups. Turn a corner and you're done.

Now you're limited to small groups in a small section.

After the revamp from the "old" Faultline, they only appeared at night and it could take you several "nights" to get that one mission done. With the recent reworking of things, the Vahz are a lot more likely to be found, including a few in the daytime that I've found, normally in the underground parking garage. So they are now relatively easy to get.


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Posted

Quote:
Originally Posted by DarkEther View Post
After the revamp from the "old" Faultline, they only appeared at night and it could take you several "nights" to get that one mission done. With the recent reworking of things, the Vahz are a lot more likely to be found, including a few in the daytime that I've found, normally in the underground parking garage. So they are now relatively easy to get.
They also come out of the sewer entrances, like in Atlas and Galaxy.


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Posted

Quote:
Originally Posted by DarkEther View Post
After the revamp from the "old" Faultline, they only appeared at night and it could take you several "nights" to get that one mission done. With the recent reworking of things, the Vahz are a lot more likely to be found, including a few in the daytime that I've found, normally in the underground parking garage. So they are now relatively easy to get.
Yes... but they were far, far, far, far easier to get in Old Faultline.

So I guess you were referring to Old New Faultline, whereas I was referring to Original Flavor Faultline?

Oh well.


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Posted

Quote:
Originally Posted by DarkEther View Post
After the revamp from the "old" Faultline, they only appeared at night and it could take you several "nights" to get that one mission done. With the recent reworking of things, the Vahz are a lot more likely to be found, including a few in the daytime that I've found, normally in the underground parking garage. So they are now relatively easy to get.
They've been changed to actually spawn while it's daylight for this reason.


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After hunting around some I found the hydra. This was definitely what I was talking about and far from being a GM...


 

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Originally Posted by Dr_Mechano View Post
The other word is that Positron TF is actually an amalgamation of his own TF and the Faultline Trial hence why it's so ruddy long...
I've heard this before, probably as a quote from Matt Miller, but it's hard for me to pick out what would have been the basic Posi TF before the Faultline story got added.

To my eyes, the Posi TF seems like an encapsulation of 3 unpublished Faultline arcs that could have resulted in the trial.

Faultline was populated with Vahz, Circle, and Clocks ... the same mobs that are in Posi.

Each group had its own agenda regarding the dam.

But in the Posi TF I don't think the story works.

If you're in Faultline, and you find there are 3 villain groups in the zone that have designs on the zone and the dam, it seems fairly logical. The villains must be there for a reason, right?

Unfortunately, when you encounter the same stories and foes in the Posi TF, it comes off as an outrageous coincidence. We're supposed to believe that the Circle, Vahz, and Clockwork all plan to destroy the same dam at the same time for their separate reasons? And they're tripping over each other in the attempt? lol

It was a weak story concept to start with. It's good that they changed things up when they revamped the zone and presented us with a more complex story that not only reached into the past of the zone, but also had tentacles extending into RWZ.


 

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The storyline changes I can definately see, but as for the physical changes to the zone, well, personally after watching the video I think the old look was way more dynamic and definately looked more like a ravaged zone instead of just another city neighborhood. I think it would have been far more fun to explore.


 

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Originally Posted by Alanari View Post
The storyline changes I can definately see, but as for the physical changes to the zone, well, personally after watching the video I think the old look was way more dynamic and definately looked more like a ravaged zone instead of just another city neighborhood. I think it would have been far more fun to explore.
I actually liked the old Faultline. The new one isn't bad, but for me the main virtue of the new one is that it had new content.

If they'd left Faultline as it was and just added new content, that would have been cool with me.


 

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Originally Posted by Flarstux View Post
The old Faultline WAS a zone monster... if you couldn't fly! I do wish we could revisit it via Ouroboros, though.
Nothing of the sort. I've made multiple trips down to the base of the dam (which is now half a mile underwater...) and back again with nothing but Super Speed. One day I even had a friend of mine watch me just because I wanted to make a point that it was easily possible to get out. He was impressed enough to remember it to this day. But to me, that's nothing special. Follow the cracks, run through the enemies (Super Speed's stealth will keep you safe) and go back to the far North where you can get out. What's the problem?

Oh, and that's JUST super speed. No Swift, no Hurdle, no Combat Jumping. MA/Inv Scrapper with only two pool powers - Hasten and Super Speed, doing this at 16 when she was first allowed to enter.


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Originally Posted by Arcanaville View Post
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