Discussion: First look at the Incarnate system on the Going Rogue website!
I'm curious about the Justice slot and it's associated upgradable AoE power(s). More just how they'll work. Not all of us have characters that fit throwing around big energy blasts and stuff. Natural/unpowered characters, or weapon users, etc... doesn't really fit the theme for my golden age knife-nut adventurer to suddenly whip out an energy blast. I'm hoping there will be effects or animations that feel powerful, yet fit someone who isn't all blasty.
The thought that comes to mind is like throwing a storm of shurikens or something. |
But, to focus on one part of your post in particular: "Natural/unpowered characters, or weapon users, etc... doesn't really fit the theme for my golden age knife-nut adventurer to suddenly whip out an energy blast" doesn't really apply. You're no longer unpowered--you're an Incarnate now, and you're able to do crazy things ala Statesman's overpowered lightning crashes.
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
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Posi, since you are heading the Endgame content... can you tell us if there will be new dance emotes unlocked through the Incarnate Slots?
*gives Posi a friendly, manly handshake hug*
I was wrong once.
Once!
In all seriousness... Ah, who am I kidding, I lost the ability to be that a long time ago.
Woohoo!
You know, someone else's comment calling the Incarnate levels "high-end gear" sort off sent my mind spiraling into the negative (for the first time) about all this stuff coming to CoH.
However, after a few moments, I realized that the lack of competition in acquiring the shards and whatnot really removes a lot of that negativity...
This is something we can all do on our own pace, without interruptions or the drudgery of spawn camping and whatever mmorpg staples you want to include in there... This is the character coming into their own, through their own training, focusing, building... And no farming and selling or buying and whatnot...
This seems to be covering all ground pretty well on "paper".
Nice job thus far
And I am eager to give this a try!
translation: Woohoo!! Cool!
and round up everyone that knows more than they do"-Dylan
But, to focus on one part of your post in particular: "Natural/unpowered characters, or weapon users, etc... doesn't really fit the theme for my golden age knife-nut adventurer to suddenly whip out an energy blast" doesn't really apply. You're no longer unpowered--you're an Incarnate now, and you're able to do crazy things ala Statesman's overpowered lightning crashes.
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The lore shouldn't limit things too much... This game's best attribute is its customization and I think it is always best to allow for that as much as possible.
While I get what you're saying, I hope that the Devs put in some options that allow a player's concept to take shape in some other ways that make them happier and fit their chosen concepts.
Why not, right?
EDIT:
Also... while you are building this stuff, CoH Team, try and make these things that have visuals built with Power Customization in mind.
You know that people will want it... So, if you're building something from the ground up, may as well include that aspect!
and round up everyone that knows more than they do"-Dylan
That would be the example character they built to show off the Mutant pieces for the Origins pack.
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
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While I get what you're saying, I hope that the Devs put in some options that allow a player's concept to take shape in some other ways that make them happier and fit their chosen concepts.
Why not, right? Also... while you are building this stuff, CoH Team, try and make these things that have visuals built with Power Customization in mind. You know that people will want it... So, if you're building something from the ground up, may as well include that aspect! |
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
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NOTE: On the overview page, you should be able to click on "Alpha" and go to a page which lists all the Alpha abilities. Unfortunately, the link is incorrect and you just get a 404 when you try.
Here is the right link, courtesy of Positron's Twitter feed. |
And there we have it, folks!! She tried! It failed! Get used to it! |
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The Queen's Menagerie
anything non-Invul/Granite will be pleased with those +resistance abilities
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I am REALLY hoping that one of the Incarnate abilities will allow us a resistance power, be it click, toggle or auto. My SR Scrapper is way too squishy when the hits connect, and while there's now a way for Scrappers to get a temporary defense bonus, there is no way to do the same for resistance. ;_;
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
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Personal opinion here, but I think it would be most wise of them to include options that allowed for various takes on that, beyond what you said there and jiving with allowing concepts of greater technological tools at their command.
The lore shouldn't limit things too much... This game's best attribute is its customization and I think it is always best to allow for that as much as possible. While I get what you're saying, I hope that the Devs put in some options that allow a player's concept to take shape in some other ways that make them happier and fit their chosen concepts. Why not, right? EDIT: Also... while you are building this stuff, CoH Team, try and make these things that have visuals built with Power Customization in mind. You know that people will want it... So, if you're building something from the ground up, may as well include that aspect! |
My Corner of DeviantART
The Queen's Menagerie
The whole idea of the Judgement Slot excites me, but I do hope there is a decent range of abilities, at least as many as the general ancillaries. Cold, Electricity, Fire, Force, Munitions, Psionic, Stone, Dark, Energy, and 'weapon'.
Might be unreasonable or pie in the sky, but that's what I hope for.
@Golden Girl
City of Heroes comics and artwork
Plus, just like all the other systems added to the game, the Incarnate system is totally optional, and won't affect the core game at all.
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They also said the same thing of Ultra Mode, saying everything was optional and could be turned off, but for non-supercomputers at the end of the day it still raised the requirements enough to be noticeable.
I'm still shaking my head at like 5 pages of this thread; players don't like that the "popular" rednames don't post amongst our threads often, or that when PR is done going over their announcements with a fine-tooth comb there is no emotion to it.
Posi jumped in here responding to a joke about one of his statements being wrong, and there are now 5 pages attacking his manners/etiquette. It was done in good fun, after a comment he took as a joke involving him. Sure if it was the annual address it wouldn't have been fitting, but it's just a comment on a thread. And if someone really is that upset about "dance emotes" not being in an issue promised there are more issues than Posi's grammar lol.
The point being 5 pages of attacks over nothing is what pushes the devs into hiding, and then we are upset we don't hear from them enough
10 50's To Date! Check out Titan Sentinel; it got my CoH presence synced online
Well that's not true. It might not affect non-50s, but it certainly is tying up future Issues with Incarnate bonuses over other things for people who don't jump into the incarnate system. People say the same thing about the enhancement system we have now, but how many times have you run a mission at lv50 (enemies being anything) with your enhancement screen 100% empty and landed a hit, had it do noticeable damage, or kept from endcrashing lol? The current invention system might not have meant to make the game harder but it did, at least for content after it came out (which now at issue 18 live, is the majority of it), people purpled out complain things are too easy and the devs make new stuff harder, so it is literally impossible to survive on an unslotted character at level 50, or any of the high ones(not saying I've ever tried it, or that "on the perfect team" it would matter, but solo? Yes. It did cause changes to the core game.) |
The Devs might be "ignoring" regular content to put in Incarnate stuff, but that's only because they've been "ignoring" end game content since the game came out. They decided that now is a good time to rectify the situation. And if you've noticed, they've put in content at several level ranges for the last few Issues at least. I don't see that changing anytime soon, even if the Issue's theme is Incarnate stuff.
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
I can't wait to solo every single possible thing in the game, set to +4/x8 and on a defender!!!! Welcome to City of Gods!
yay!
@Golden Girl
City of Heroes comics and artwork
Query: The web page says "Unlike Enhancements, crafted Incarnate abilities can be replaced or removed without destroying the ability."
So- if you remove an Incarnate Enhancement to slot something else... where do you put it? Are we going to get an Incarnate Tray to keep them in?
Query: The web page says "Unlike Enhancements, crafted Incarnate abilities can be replaced or removed without destroying the ability."
So- if you remove an Incarnate Enhancement to slot something else... where do you put it? Are we going to get an Incarnate Tray to keep them in? |
Hmm nothing really there for the one I actually intend to take Incarnate, my Invuln/SS tanker.
I get that they're trying to make the slots as broad as possible but...damn...nothing pops out at me as 'must have!' I don't have hasten and Rage is perma so +recharge one is out. Being softcapped defenses wise to all but Psi and rocking atleast 30% resistance to everything but Psi means the resistance one doesn't appeal (even at 2/3rds the enhancement ignore ED still only going to get an additional 5-10% resistance).
Looks like the raw damage one is the way to the go (45% damage enhancement ignoring 2/3rds of ED which means it gives an overall 30% damage increase, nice)!
Edit: It also looks like they've actually reduced the grinding required from the original incarnation shown during Going Rogue.
The 'very rare' Incarnate abilities require 'any 2 rare incarnate salvage' whereas in the Going Rogue version it required very specific components and worked a hell of a lot like the Invention system (so you'd need 1 very rare salvage, 1 rare salvage, 1 uncommon salvage and a large number of incarnate shards (like 50) to unlock the very rare slot).
If memory serves me correctly the TF reward salvage was already uncommon so upgrading it would turn it into a rare.
Also in that incarnate the drops from the Taskforces were actually completely pointless since none of the good recipes (i.e. above uncommon) actually used them and instead used 'very rare' salvage that was the equivilent of a purple drop (dropped from any level 50 enemies but good luck actually getting the one you want within the timeframe of a year without massive farming).
Hmm nothing really there for the one I actually intend to take Incarnate, my Invuln/SS tanker.
I get that they're trying to make the slots as broad as possible but...damn...nothing pops out at me as 'must have!' I don't have hasten and Rage is perma so +recharge one is out. Being softcapped defenses wise to all but Psi and rocking atleast 30% resistance to everything but Psi means the resistance one doesn't appeal (even at 2/3rds the enhancement ignore ED still only going to get an additional 5-10% resistance). Looks like the raw damage one is the way to the go (45% damage enhancement ignoring 2/3rds of ED which means it gives an overall 30% damage increase, nice)! Edit: It also looks like they've actually reduced the grinding required from the original incarnation shown during Going Rogue. The 'very rare' Incarnate abilities require 'any 2 rare incarnate salvage' whereas in the Going Rogue version it required very specific components and worked a hell of a lot like the Invention system (so you'd need 1 very rare salvage, 1 rare salvage, 1 uncommon salvage and a large number of incarnate shards (like 50) to unlock the very rare slot). If memory serves me correctly the TF reward salvage was already uncommon so upgrading it would turn it into a rare. Also in that incarnate the drops from the Taskforces were actually completely pointless since none of the good recipes (i.e. above uncommon) actually used them and instead used 'very rare' salvage that was the equivilent of a purple drop (dropped from any level 50 enemies but good luck actually getting the one you want within the timeframe of a year without massive farming). |
And there we have it, folks!!
She tried! It failed! Get used to it!
and round up everyone that knows more than they do"-Dylan