Discussion: First look at the Incarnate system on the Going Rogue website!


Angelxman81

 

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Originally Posted by Carnifax_NA View Post
Some of us don't particularly give a fig about "genre" and play the game simply because it's an enjoyable game to play.
I am neither here nor there on this argument, but let's be honest. For most people the "genre" is what drew them to this game in the first place. You probably would not even know how enjoyable it was to play this game if the genre had no appeal for you.


 

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Originally Posted by Diggis View Post
Umm, IO's are optional, not enhancements in general. They have been in the game from the start and the game is balanced around you having them. Try it with fully slotted SO's and you'll be fine..
I always thought the idea of enhancements was so that we could customize our powers to enhance the effects we want, but that's not how it works. If you don't put the right enhancements in your powers you end up handicapping your character. To me that sort of negates the very point of having enhancements to begin with.

As for IO's being optional; I was never particularly excited by the invention system when it came out and tried ignoring it. It became quickly apparent, however, that I was not going to be able to do that. Try running an SO slotted character in a team fully slotted with IOs and you will quickly find yourself frustrated or just plain in over your head.

I was pretty excited about the incarnate system when I first heard about it but now that we have some details... well, it's just more enhancement slots. It just means that now I'm going to be forced to run task forces in order for my level 50 characters to remain effective. I'm sorry, but it just seems like more grinding to me.

I have to admit, though, that I probably have an unfair distaste for task forces and I am actually looking forward to giving them another try. My first task force, years ago, was a horrid mess that took over 8 hours and I've never been able to get excited about them since. I've been told since then that the particular task force I ran had big problems and it has since been fixed.

Don't take this as a "rage post" or something like that. I like City of Heroes. I've played it longer than any other MMO I've tried and I think it is a very good game. I think Going Rogue was/is an awesome expansion and I'm really looking forward to inherent fitness (as anyone who has heard me complain about endurance will tell you).

You know, that just made me think of something - you know what I think a major problem with endurance is? There are lots of powers you can use if you're health is running low (self heals, defender heals, etc), but almost no powers to help when your endurance is running low. I think adding some endurance healing powers would be a good thing! Games like Dragon Age have them even though endurance isn't anywhere near as vital in that game. Maybe it could even be a new Defender power set! Who wouldn't want that kind of defender on their team! Hmm.. might go well with the end drain of the electric set too.

Sorry if this was a bit of a ramble.


 

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I plan on picking up conserve power, from the epic pools if I need endurance help, so there are options to help with endurance. Also, I don't feel weak teaming with others using SO's compared to IO's, and if they are using set bonuses, that might not be efficient if exemplared down. So the situations where an avatar is built with IO sets bonuses that can take advantage of is rare from my view. As for incarnates, there is a possibility that you can obtain shards at level 50 from mobs, so we have yet to see all the details yet.

I do agree that without IO's that it would be difficult to slot for fun enhancements using just SO's.


 

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Originally Posted by GMan3 View Post
I am neither here nor there on this argument, but let's be honest. For most people the "genre" is what drew them to this game in the first place. You probably would not even know how enjoyable it was to play this game if the genre had no appeal for you.
Well obviously the genre had some appeal, it's not like I said "Hey, I despise superheroes and everything they stand for but I'll try this anyway". But there was plenty of other MMOs (and games) from genres I also like around. The fact it's a superhero MMO isn't that much of a clincher for me (which is what Lascher is saying)

What drew me to the game chiefly was the fact my now-wife was going around the world for 6 months and I needed something to occupy myself and a friend was playing this. If he'd been playing [something-else-which-cannot-be-mentioned] I'd have tried that instead.

What's kept me playing mostly is the same sort of thing that made me throw 100s of hours into single player RPGs like [Name withheld to protect the innocent] and [Name withheld to protect the innocent], lots and lots of builds and power combos to mess with.


 

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Originally Posted by Nethergoat View Post
I no longer remember why I originally put Lascher on my ignore list, but judging by his quoted posts in this thread my judgement was sound.
The pot callin the kettle black! Lol


 

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Originally Posted by Lascher View Post
The pot callin the kettle black! Lol
Ummm yay?

Back on topic:

The Incarnate system looks great. And the tears of the casual player (LMAO, right ) are delicious.


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Originally Posted by RoleplayerX View Post

As for IO's being optional; I was never particularly excited by the invention system when it came out and tried ignoring it. It became quickly apparent, however, that I was not going to be able to do that. Try running an SO slotted character in a team fully slotted with IOs and you will quickly find yourself frustrated or just plain in over your head.
Only about 1 or 2 of my 50s are seriously into the IO sets bizniz, not all of my other 50s (i have 9) even have IOs but still are mostly fitted with SOs still.
I run TFs all the time on characters trying to level them up, and I never once feel gimped compared to the other characters since I know we are cooperating together towards a common goal, not competing to see who gets the highest kill count.

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I have to admit, though, that I probably have an unfair distaste for task forces and I am actually looking forward to giving them another try. My first task force, years ago, was a horrid mess that took over 8 hours and I've never been able to get excited about them since. I've been told since then that the particular task force I ran had big problems and it has since been fixed.
Positron right?
yeah, that takes about 2 hours now tops to do, and even then its split up in two parts that takes about one hour each to do..

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You know, that just made me think of something - you know what I think a major problem with endurance is? There are lots of powers you can use if you're health is running low (self heals, defender heals, etc), but almost no powers to help when your endurance is running low. I think adding some endurance healing powers would be a good thing! Games like Dragon Age have them even though endurance isn't anywhere near as vital in that game. Maybe it could even be a new Defender power set! Who wouldn't want that kind of defender on their team! Hmm.. might go well with the end drain of the electric set too.
"powers that restore endurance.."

you have never teamed with a Kinetics, Radiation or Cold I hear...


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Yes, back on topic, sorry all for the bickering. Just get annoyed when people try to stop others from posting their opinions, just cause they disagree. You can disagree and state that, but to tell anyone to keep their opinion to there self is ignorant. Especially in a place meant to share ideas and opinions. If you cannot handle reading opinions you don't agree with, then a forum is not a place you should frequent.

I believe the mods would mostly agree with the above!

I will not be bickering the flames on this post either!

Again, sorry to get off topic.


 

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Originally Posted by Lascher View Post
Yes, back on topic, sorry all for the bickering. Just get annoyed when people try to stop others from posting their opinions, just cause they disagree. You can disagree and state that, but to tell anyone to keep their opinion to there self is ignorant. Especially in a place meant to share ideas and opinions. If you cannot handle reading opinions you don't agree with, then a forum is not a place you should frequent.

I believe the mods would mostly agree with the above!

I will not be bickering the flames on this post either!

Again, sorry to get off topic.
Possibly more arrogant than ignorant. But a valid point, t'be fair.

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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Originally Posted by GMan3 View Post
For most people the "genre" is what drew them to this game in the first place. You probably would not even know how enjoyable it was to play this game if the genre had no appeal for you.
It would be interesting to know how true that is, and how it's changed over the years since launch. I have zero genre interest, but I was recommended CoX as a casual-friendly game, with a very nice community, and that's how I recommend it to other people.


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Right so looking at it again.

That 'any two rare' cost for the very rare abilities could suggest that two 'rare' level Incarnate abilities are need to craft the 'very rare' Incarnate ability.

So it looks like you'll probably:

1)craft a common one by using the basic TF salvage.

2) Then create a second common one and use those two to upgrade that to uncommon.

3) Then do create another lot of TFs to create two common ones, craft those two to make a second uncommon one then craft the two uncommon ones together to get a rare one.

4) Go through the whole process (two commons, two uncommons, a rare) again to make a second rare incarnate ability and then finally get the very-rare Incarnate ability.

So you're looking at a considerable investment in time and Taskforces to get the 'very-rare' as it should be.

Though that brings in the question, where does upgrading the salvage come in to it?

The other thing I noticed on deeper inspection was that the salvage seems to be related to a specific path, namely since the Penumbra of Rularuu has "The emanations from Rularuu's Willforges can channel Alpha Incarnate abilities which affect body and bone" as its description.

So that could mean if you want to go down the +damage boost path you're going to need to defeat the Aspect of Rularuu at some point, which would just suck since it's the only non-8 man content out of the entire selection.

Edit: Though if memory serves me correctly the Gr'ai Matter served as a 'wild card' salvage and counted for any other type of incarnate salvage.


 

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That was my concern and gripe. For those who don't have time for tf's, the whole incarnate feature seems pretty out of reach and therefore a "meh" feature. Some said tf's are not the only way to get there, but I can't imagine the time it will take to aquire things not doing tf's. For someone that only plays a few hours a week, it SEEMS so far from what folks are saying, that you will not be getting to enjoy this new feature really.

So to us casual's....we'll still be left asking when end-game content, that we all can enjoy, will be added.


 

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Originally Posted by Lascher View Post
That was my concern and gripe. For those who don't have time for tf's, the whole incarnate feature seems pretty out of reach and therefore a "meh" feature. Some said tf's are not the only way to get there, but I can't imagine the time it will take to aquire things not doing tf's. For someone that only plays a few hours a week, it SEEMS so far from what folks are saying, that you will not be getting to enjoy this new feature really.

So to us casual's....we'll still be left asking when end-game content, that we all can enjoy, will be added.
Unlock the Alpha Slot. Do any level 50 content. Get Incarnate Shard common salvage randomly as drops. Use Incarnate Shards to create uncommon salvage, which can in turn be used to craft the Alpha Boosts.

That's how things worked in the GR beta. It sounds pretty casual-friendly to me. (I got in after they pulled the Alpha Slot out of i18, though, so I don't have first-hand experience of how it worked.)

My question to you, though, is: why do you care about how long it will take you to get said Incarnate upgrades if you're not even planning to do the content (Task Forces) they were designed for?


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Posted

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Originally Posted by Chad Gulzow-Man View Post
Unlock the Alpha Slot. Do any level 50 content. Get Incarnate Shard common salvage randomly as drops. Use Incarnate Shards to create uncommon salvage, which can in turn be used to craft the Alpha Boosts.

That's how things worked in the GR beta. It sounds pretty casual-friendly to me. (I got in after they pulled the Alpha Slot out of i18, though, so I don't have first-hand experience of how it worked.)

My question to you, though, is: why do you care about how long it will take you to get said Incarnate upgrades if you're not even planning to do the content (Task Forces) they were designed for?
Wait! Lol

So this stuff only "works" while doing certain content? Won't benefit you outside of that certain content? If that is right, then I will say thumbs down NC and will leave this thread alone!

My bad, so much speculation on this stuff I am confused!

I will forget about all this incarnate stuff then and wait for their next "content" addition!


 

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That actually is quite a good point, the Incarnate abilities are pretty much designed for the Incarnate content that is coming up.

Now as it stands for fully IO'd out purpled up mother lovers of characters, the Alpha slot adds very little, especially for scrappers/tankers/Brutes (stalkers will probably get more out of it) they will make you slightly more survivable and slightly more damaging than you were before, if your character is still using SOs then they represent a HUGE bonus.

As I mentioned before my softcapped to all but Psi invuln/SS tanker won't get much out of the Alpha slot, a little bit more defense isn't really needed, Rage is already perma so I'm not to fussed on the Recharge front, Dull Pain is rarely used and only in the most dire of emergencies (which I have unstoppable for as well) so the only thing that would do much benefit is the damage boost.

Also the Incarnate abilities are designed to have wide appeal, as such there's none that offer dedicated bonuses to purely melee types (no +damage/+defense/+resistance). Admittedly some sets, like Fire armour will make like a Bandit from the +recharge/+heal incarnate abilities and Granite will always love the additional recharge.

Side note:

Since most of my SS powers are four slotted with either Smashing Haymaker or Kinetic Combat (for the smashing/lethal defense bonus) they're quite low on the damage scale, which means I'll probably get the full 45% damage bonus for when I eventually work my way up to very rare so Damage really does provide the best utility.

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Wait! Lol

So this stuff only "works" while doing certain content? Won't benefit you outside of that certain content? If that is right, then I will say thumbs down NC and will leave this thread alone!

My bad, so much speculation on this stuff I am confused!

I will forget about all this incarnate stuff then and wait for their next "content" addition
You'll only NEED the Incarnate slot when doing the dedicated Incarnate content, that content is built around you having atleast the basic common slot, even then I imagine someone like my Tanker could probably do it without the incarnate slot should there be no 'non-incarnates get heavily debuffed' game mechanic.

For everything else SOs and IOs are fine.

The abilities will work outside of Incarnate content though, just that they're overkill for anything else.


 

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Good point! I said before, how powerful do we need to be? Some of my decked out toons have no trouble with anything already.

I am just still let down that end content finally gets attention and it is mostly tf oriented, which for me don't mean much, cause I don't have comitted time usually for tf's.

Oh well! Lol


 

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Originally Posted by Cuffzter View Post
Only about 1 or 2 of my 50s are seriously into the IO sets bizniz, not all of my other 50s (i have 9) even have IOs but still are mostly fitted with SOs still.
I run TFs all the time on characters trying to level them up, and I never once feel gimped compared to the other characters since I know we are cooperating together towards a common goal, not competing to see who gets the highest kill count.
I'm not the sort to worry about kill counts. I just remember (and yes, this was quite awhile ago - it's been years since IOs came out) wondering why the heck I was having such a hard time compared to my friends. When I switched to IOs the problem was solved. Sometimes a few percent can make a difference, not to mention the periods when SOs start to fade before you can get new ones.


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Originally Posted by Cuffzter View Post
Positron right?
yeah, that takes about 2 hours now tops to do, and even then its split up in two parts that takes about one hour each to do..
I think it was.

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Originally Posted by Cuffzter View Post
"powers that restore endurance.."

you have never teamed with a Kinetics, Radiation or Cold I hear...
Read what I wrote again - I am specifically referring to powers like "heal." Yes, there are lots of powers that can help with endurance recovery and some that let you steal endurance from your target(s), but I'm not aware of a single power that is just a "click and recover" power like a regen scrapper's heals or an empath's heals.

(and yes, Kin is wonderful.)


 

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So, wait...wow! From what I'm reading on this site, there's an enhancement that boosts both accuracy AND defense in powers?

That means people could pull a slot or two from any attack power that isn't giving them a specific full set bonus they need and put it somewhere else, and that they don't have to slot all the way to the ED barrier for defense buffs before factoring in IO bonuses.

Now, granted people are probably right that a big boost like this won't work in lower content, but I do remember reading something before GR came out that it doesn't exemplar, but is still useful in everything that you can do at 50. Was probably in the GR beta forums though.

I wonder just how much extra damage those top-tier Muscular boosts will really add when coupled with an ED-capped attack chain, what with 2/3 bypassing ED. That's not even considering the other bonuses to other aspects, and Musculature Radial Paragon looks like it's tailored specifically for those people that were complaining about Elec Control having subpar damage what with altering Damage, Immob, and Endmod in powers. My Elec/Elec dominator will probably LOVE that one.

This is a real game-changer. Small-scale, but the possibilities are astounding already!


 

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On the Incarnate (Alpha) system (presuming things stay the same as in the i18/GR beta):

  • It is specifically designed for, and only will work with, end-game content. That means any lvl 50 mission or TF.
  • Any lvl 50 mob has a chance to drop a shard. The chance to drop is higher for bosses, EBs and AVs
  • The chance to drop was determined to be roughly equivalent to rare salvage drops
  • You do not have to run any TFs to craft the Alpha slot abilities. TFs drop a specific piece of incarnate salvage, and thus can help you get to where you want quicker, but you can craft those salvage pieces with 4 (IIRC) shards.
  • Due to these mechanics, a casual player can unlock the alpha slot (soloable mish), continue to run content as before, and can craft a common ability in a "relatively" short amount of time. Crafting the uncommon, rare and ultra-rare abilities will require more time, just like "purple-/IO-ing out" a character currently takes more time for a casual player. This is as it should be.
  • This system is extremely solo-/casual-friendly compared to other MMOs. This is also as it should be.

On a side note, re:

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Originally Posted by RoleplayerX View Post
Read what I wrote again - I am specifically referring to powers like "heal." Yes, there are lots of powers that can help with endurance recovery and some that let you steal endurance from your target(s), but I'm not aware of a single power that is just a "click and recover" power like a regen scrapper's heals or an empath's heals.
Overall, you tend to get more use out of a long-term recovery boost power, than a short-term "endurance heal", especially if we're talking about a (theoretical) single-target power. Just about the only situation in which a "end-heal" would be more useful than a rec boost is when dealing with end-sapping foes (like sappers). However, given that anyone can carry a blue or two for those situations, I don't think people would like that type of "end-heal" power as much as you think. Now if there were an auto-hit all teammates version...


 

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Ty Hallowed, very simple clear info! Seems a bit better than I gathered.....tho everyone seems to have different info! Lol (ie: someone said incarnate abilities will only function during special incarnate content)

Still tho....if reaching the full potential is comparable to purple io'ing out a toon, some of us will still maybe never achieve this. I do understand they don't wanna make it easy.....but like purple io'ing out a toon, would take me a year to do this....which for purples, I never felt the need, considering the time vs payoff.


 

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Originally Posted by Carnifax_NA View Post
Well obviously the genre had some appeal, it's not like I said "Hey, I despise superheroes and everything they stand for but I'll try this anyway". But there was plenty of other MMOs (and games) from genres I also like around. The fact it's a superhero MMO isn't that much of a clincher for me (which is what Lascher is saying)

What drew me to the game chiefly was the fact my now-wife was going around the world for 6 months and I needed something to occupy myself and a friend was playing this. If he'd been playing [something-else-which-cannot-be-mentioned] I'd have tried that instead.

What's kept me playing mostly is the same sort of thing that made me throw 100s of hours into single player RPGs like [Name withheld to protect the innocent] and [Name withheld to protect the innocent], lots and lots of builds and power combos to mess with.
Fair enough. I was just trying to say that the genre is more important than you were giving it credit for. I have one particular game, that was given to me, that for ease of play and general scope can be fun. Only problem is I do not like the overall genre and play it maybe once every other year or so IF I can't find something else I want to play OR find a decent book to read. I will also admit though, that the genre WILL NOT keep me playing a game if it is not fun to play either though.


 

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Originally Posted by Lascher View Post
Ty Hallowed, very simple clear info! Seems a bit better than I gathered.....tho everyone seems to have different info! Lol (ie: someone said incarnate abilities will only function during special incarnate content)

Still tho....if reaching the full potential is comparable to purple io'ing out a toon, some of us will still maybe never achieve this. I do understand they don't wanna make it easy.....but like purple io'ing out a toon, would take me a year to do this....which for purples, I never felt the need, considering the time vs payoff.
Let me clarify/answer your questions:
  • The incarnate slot/abilities are intended for incarnate/end-game use, but function at any time that you are running at lvl 50 (in other words, they will not work if exemped)
  • Getting an ultra rare enhancement should not take anywhere near as long as "purpling out" a toon. I was simply saying it takes a casual player longer to purple out a toon, and it also takes a casual player longer to get incarnate abilities. It should take you roughly as long to get an incarnate ability (common/uncommon) as it does to get 1-3 dozen pieces of rare salvage. Rare and ultra-rare will take longer.


 

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Originally Posted by Hydrofoil_Zero View Post
Isn't "tough" resistance.
A whopping 19% maximum resistance to only Smashing and Lethal damage which requires me to first take an under-powered attack that, if I use it at all, forces weapon redraw. You'll excuse me if I'm not overly thrilled with that as an option.

Oh, and it costs ¼ more endurance than Invulnerability's "Temp Invulnerability" power while providing exactly half the resistance bonus. Yeah, that sounds fair.


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Tough is a power pool ability available to all characters at level 14. Temp Invuln is a power available to one powerset and to only certain ATs at as an APP in their 40s.

Why would you expect them to be equal?


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Posted

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Originally Posted by Chad Gulzow-Man View Post
A whopping 19% maximum resistance to only Smashing and Lethal damage which requires me to first take an under-powered attack that, if I use it at all, forces weapon redraw. You'll excuse me if I'm not overly thrilled with that as an option.

Oh, and it costs ¼ more endurance than Invulnerability's "Temp Invulnerability" power while providing exactly half the resistance bonus. Yeah, that sounds fair.
Aren't you glad that you will have 3 more power slots now, so you can "waste" one on the attack?

Also, pool powers are intended to be inferior to comparable primary/secondary powers. [Not that there are not some noticeable exceptions]

Defensive pool powers are intended to either give minor def/resist to those that normally have none, or to stack on top of existing defenses.