Incarnate Screenshots (test server)


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Posted

Since solo content does not and evidently will never require Incarnate-level abilities, it is no loss and in fact probably for the best if solo content does not give Incarnate-level rewards.


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Posted

Quote:
Originally Posted by Venture View Post
Since solo content does not and evidently will never require Incarnate-level abilities, it is no loss and in fact probably for the best if solo content does not give Incarnate-level rewards.
What about small teams and duos?


 

Posted

Quote:
Originally Posted by Venture View Post
Since solo content does not and evidently will never require Incarnate-level abilities, it is no loss and in fact probably for the best if solo content does not give Incarnate-level rewards.
Quote:
Originally Posted by Toony View Post
What about small teams and duos?

If you could run something that gives incarnate rewards with a small team then sure.

But that will probably only work for TFs and SFs.


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Posted

Quote:
Originally Posted by Venture View Post
Since solo content does not and evidently will never require Incarnate-level abilities, it is no loss and in fact probably for the best if solo content does not give Incarnate-level rewards.
If this is indeed the Dev's intent, then I fully expect that ALL Incarnate abilities be completely disabled whenever a character isn't in an Incarnate level TF so they can't trivialize non-TF content then complain about it being "too easy".

This was the problem I had with "Raid Gear" in other games. The raiders would equip their characters with the rarest and most powerful gear they could get in order to handle the difficult raid bosses (which is perfectly reasonable). They would then use that same gear to stomp all the other content into the dirt. This lead them to loudly complain to the Devs about how boring and easy the game was and demand things be made harder. When the Devs complied, the game would then be nearly impossible for the players without raid level equipment.

If CoX is to be an Uber End Game Raid vs Normal content game, then the Incarnate abilities need to be restricted exclusively to End Game Raids and kept out of the rest of the game.


 

Posted

The breakdown screen makes me wonder if there won't be ways to get uncommon components as drops. Right now, you can only craft them from common components and shards. Breaking them down would be a loss of 1-2 shards. I suppose that could be handy if you've created an uncommon component you decide you will never actually use, but otherwise I can't see ever making use of that particular breakdown.

I should go look and see if there's a breakdown option for common components.

Edit: The same logic applies to the Favor of the Well, which currently has to be crafted from Notices (which do drop).


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
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Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by PRAF68_EU View Post
The age of the universe is "unknown". But there is good reason to believe it is 13.6 billion years.
Unless you're in the I20 Beta, I'd ask you to stop blowing hot air out of your orifices. It's not helping this situation. And I know you can't say if you are or are not in the closed beta.


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Posted

Quote:
If this is indeed the Dev's intent, then I fully expect that ALL Incarnate abilities be completely disabled whenever a character isn't in an Incarnate level TF so they can't trivialize non-TF content then complain about it being "too easy".
They'll be disabled whenever you're autoleveled below 50. Close enough, I think.


Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"

 

Posted

Will they? Right now they work 45+. Why would that change?
Or are you talking about the Rare and Very Rare levels?


Rabbits & Hares:Blue (Mind/Emp Controller)Maroon (Rad/Thermal Corruptor)and one of each AT all at 50
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Posted

If the cutoff is 45 then mea culpa; I thought it was 50. But still: you have to be 50 to get Incarnate abilities and you won't be able to use them when autoleveled below 45, so what exactly will someone "ride roughshod" over with them? High-end inventions are a bigger threat.


Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"

 

Posted

That is very strange, I am sure we were told that the Alpha Slot would only work at level 50. I have just tested it, and it definitely sticks around down to level 45. I couldn't readily test between 40 and 44, but it goes away at 40.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
The breakdown screen makes me wonder if there won't be ways to get uncommon components as drops.
I think they could make them as the reward at the end of the Apex and Tin Mage TFs, instead of the current one of 2 Shards.


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Posted

Quote:
Originally Posted by Venture View Post
If the cutoff is 45 then mea culpa; I thought it was 50. But still: you have to be 50 to get Incarnate abilities and you won't be able to use them when autoleveled below 45, so what exactly will someone "ride roughshod" over with them? High-end inventions are a bigger threat.
The "ride roughshod" part comes in when you take into account the fact that having the rare and very rare Incarnate upgrades slotted will give your character a virtual level. This determines how big of a "damage shift" the game engine gives. Once all ten Incarnate slots are unlocked, the game will treat you as being 10 levels above level 50 enemies. This would be the same as a non-Incarnate level 50 fighting level 40 NPCs. The damage and accuracy of your attacks are shifted up, while the damage and accuracy of your opponents are shifted down. And don't tell me a level 50 can't "ride roughshod" over level 40s.


 

Posted

Quote:
Originally Posted by HellsPixie View Post
The "ride roughshod" part comes in when you take into account the fact that having the rare and very rare Incarnate upgrades slotted will give your character a virtual level. This determines how big of a "damage shift" the game engine gives. Once all ten Incarnate slots are unlocked, the game will treat you as being 10 levels above level 50 enemies. This would be the same as a non-Incarnate level 50 fighting level 40 NPCs. The damage and accuracy of your attacks are shifted up, while the damage and accuracy of your opponents are shifted down. And don't tell me a level 50 can't "ride roughshod" over level 40s.
Has there been confirmation that all Incarnate slots will feature a level shift? I can't recall if so or not.


 

Posted

I for one fully expect either level 55 and over enemies in our future, or some variation with equivalent buffs, debuffs, and damage.


 

Posted

The Alpha Slot powers work exemplared down to 45. They stop working at 44 and below. That is in the patch notes and has been verified by player testing. (Originally, in Closed Beta, it was stated they wouldn't work exemplared at all, that may be where the confusion is coming from. But, that was changed shortly before Live.)

It is unknown under what conditions other slots will or won't work. Unknown. Will other slots work while exemplared? Unknown. Will other slots work with non-Incarnate End-Game content? Unknown.

We only know how the Alpha Slot works.

It is unknown whether other slots will have level shifts or not. A leak of slot info showed at least some others had it. But, like anything before it goes Live, it could change (just like the exemplaring conditions of the Alpha Slot changed in Test). Especially something that's not even in regular Closed Beta yet, but still in pre-Closed Beta. So......... unknown.


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Posted

Quote:
Originally Posted by UberGuy View Post
That is very strange, I am sure we were told that the Alpha Slot would only work at level 50. I have just tested it, and it definitely sticks around down to level 45. I couldn't readily test between 40 and 44, but it goes away at 40.
Patch notes from Alpha Strike launch:

Quote:
Systems
Incarnate System
  • Your Level 50 City of Heroes character can now unlock the beginnings of the Incarnate System via an Incarnate Introduction Story Arc, accessible from Mender Ramiel in Ouroboros. Following completion of this arc the Alpha Slot is unlocked for the character and you can begin to construct the first stages of Incarnate Abilities.
  • Incarnate Abilities follow a new power advancement system whereby you can construct higher powered versions of a power along an advancement tree instead of spending slots to enhance the power. Each Incarnate slot has a variety of ability trees which each have different flavors of power and effects as you progress deeper in the tree. Incarnate Abilities do not count against your power or enhancement specification choices and are build-independent, but do not work if exemplared below level 45 as the Well of the Furies intends the power be used by those at the pinnacle of their expertise
Bolded the relevant parts.


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MA Arcs: Apples of Contention - 3184; Zen & Relaxation - 35392; Tears of Leviathan - 121733 | All posts are rated "R" for "R-r-rrrrr, baby!"|Now, and this is very important... do you want a hug? COH Faces @Blue Rabbit

 

Posted

Quote:
The "ride roughshod" part comes in when you take into account the fact that having the rare and very rare Incarnate upgrades slotted will give your character a virtual level. This determines how big of a "damage shift" the game engine gives. Once all ten Incarnate slots are unlocked, the game will treat you as being 10 levels above level 50 enemies. This would be the same as a non-Incarnate level 50 fighting level 40 NPCs. The damage and accuracy of your attacks are shifted up, while the damage and accuracy of your opponents are shifted down. And don't tell me a level 50 can't "ride roughshod" over level 40s.
If they're working, sure. They're not going to be if you're autoleveled below 45. That means the only content you're going to be using them on is endgame content, so I say again: who cares?

We also don't know how many Incarnate abilities are going to grant level shifts (my bet is they won't go past +4).

The issue here was whether or not soloists have any expectation of being able to get top-end Incarnate abilities (they can already get up to an Uncommon Alpha). My thesis is if Incarnate content is intended for teams of minimum size X then a team of that size must be capable of obtaining Incarnate abilities. As long as X > 1 it doesn't matter if soloists can get Incarnate abilities and it's probably for the best if they can't. Soloists will never actually need them and will be overpowered (in content that allows for Incarnate ability use) if they get them.


Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"

 

Posted

Quote:
Originally Posted by Me
Given that only level 50 give shards, breaking them down is also a way to get shard for doing non-50 content, as long as its the TF of the week.

Seems like a good idea.

Quote:
Originally Posted by Aura_Familia View Post
Errrr the way I read Black Scorpion's announcement it seems like COMPLETING the tf of the week will give you the NOTICE, and the other RARE component. NO where did I see it say that shards will start to drop from non-50 content/tfs. Seeing as how shards AREN'T currently a reward option at the end of regular 50 tfs, I think you're assuming just a bit too much.

The only reward (until confirmed) from non-50 WTS tfs would probably be the DOUBLE merit rewards of those tfs/sfs.
What I meant was: Run a TF of the week. The run itself yields no Shards if its lower level, but you get the Notice. THEN break apart the Notice for shards. Breaking a Notice of the Well yields 4-6 shards. That how much you get on average TF runs.

It would be a way for those that do not want the notice to get some shards.



 

Posted

Quote:
Originally Posted by Blue Rabbit View Post
Patch notes from Alpha Strike launch:

Bolded the relevant parts.
Yeah, I missed that and was going off of info from the beta.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Tormentoso View Post
What I meant was: Run a TF of the week. The run itself yields no Shards if its lower level, but you get the Notice. THEN break apart the Notice for shards. Breaking a Notice of the Well yields 4-6 shards. That how much you get on average TF runs.

It would be a way for those that do not want the notice to get some shards.
Ahhh. Yeah that would be one way to do it.


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Posted

Those breakdown exchange rates are pretty horrible. Do they have any for the common components, or just uncommon and higher? (Uncommons netting 2-3 should mean commons, if they can be broken down, would yield 0-1, I think. I suspect "no breakdown" is far more likely.)


 

Posted

Commons yield 1


Quote:
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.
Quote:
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.

 

Posted

Quote:
Originally Posted by Tormentoso View Post
What I meant was: Run a TF of the week. The run itself yields no Shards if its lower level, but you get the Notice. THEN break apart the Notice for shards. Breaking a Notice of the Well yields 4-6 shards. That how much you get on average TF runs.

It would be a way for those that do not want the notice to get some shards.
Your math is off. A level 50 TF yealds 4-6 shards (more like 4-9 IMO, but lets not quible), plus a common or uncommon component, which itself can be broken down for more shards.

So you are better of doing a regular level 50 TF than a sub-50 weekly strike target.


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Posted

Quote:
Originally Posted by Venture View Post
We also don't know how many Incarnate abilities are going to grant level shifts (my bet is they won't go past +4).
We've already got an idea of how high it goes because of what happens in the very first mission in the arc, so I think you're correct. We're fighting even-level AVs and Monsters and they still con yellow. The point of that mission is to show you what you have to look forward to so ff we were going to get a level shift with every slot then we'd be fighting things that were conning green and blue.


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