Over all NEEDED improvements


Chad Gulzow-Man

 

Posted

I find the animal pack as current base to be a good start. But you cannot rightfully call it an "animal pack" without including more than 3 types of animals (cat, wolf, bird). I honestly feel cheated and ripped off here. And only about 4 patterns for each animal is just sad. An idea for improvement here would be to add more patterns, like house cat patterns. Or add a dog costume, maybe a frog or lizard, or turtle (not ninja turtle). I think an Assassin hampster would be highly entertaining. Or a heroin addicted rabbit with fleas lol....

As for the beast run, the run itself is fundamentally good, would be nice to maybe be able to choose two legged or four legged idle stances. But the primary fault im finding here is the actual jump animation. Its from beast to man beast, and is really only decently designed for those of us who feel a little werewolfie. Other than that, that particular jumping animation just does NOT "mesh" with a real animal in any regard. I just cant make a jungle cat who jumps like a man. I wanna see it jump and pounce like a cat playing with a string. Would love to see a butt wiggle before a pounce maybe.

overall, ill give the animal pack a 7 of 10 based on effort and decent starting foundation. Now lets see if they even attempt at improving it, or if this is just another idea thats blown off.

(Also, i vote we get a new base item that allows us to use the market to buy, sell, or store items. Wouldn't be all that difficult really because the same activation engine runs the vaults in the bases. Just need a specific item that's new programed to interact EXACTLY the same way the interaction programing works on the market employees in the game. Its the same code. This would create two positive things for the player base:
1.) Create an easier and less time consuming job of storing and crafting and selling items in or out of base. ie isntead of constantly waiting for zoning times through muiltple zones to accomplish only 1 goal.
2.) Deminish the world map lag due to an over flow of players in one space at one time. they can each handle their market working in the peace and quiet of their own base. Because the garbage that is AE (which has destroyed any symblance of what the game used to be) is already causing enough bulk and overflow of players in main zones such as atlas or cap au diable. )

And the Incarnet system is absolutely doomed to completely break every character in this game that has ever existed. UNLESS, the devs completely eliminate the deminishing returns system. What they are doing currently is providing people the means to make all their years of toiling into their favorite toons obsolete in every way. Because anyone who has had this game long enough to really matter at this point all has toons with "builds" of various different cost levels. The new stats introduced by incarnet only resist at max 1/3 of deminished returns. that means specificly that your toon, thats already built and is awsome for what you want it to do, has 2/3 of 33% whatever pushing them over into deminishing returns the moment the thing is slotted. So, if your actually smart about it, youll leave ALL the higher level incarnets alone, take only the lower level ones (at most), and be 100% better than the guy with a 4 billion dollar build and all the teir4 incarnets.
THEY HAVE BROKEN THEIR OWN SYSTEM.

Basically, the devs need to decide whether to keep their new babies, or keep the old mess they keep breaking because there isn't anyone left that was an original programmer for this game. And there wasn't very good notes left by the originals anyway (so I've heard)


 

Posted

Just...Wow.

The animal pack is great, in my opinion the most robust of all boosters released so far. Sure they didn't do every animal in existence, but it's a superhero game, not zoo tycoon.

Before I got it I was wondering how they possibly could've had beast run put you on all fours and attack. Their idle stance is genius, without rearing up onto the "hind legs" all power animations would have to be re-done(not gonna happen "just" for an animal pack), or look ridiculously stupid. (there's actually a booster-emote from another called "growl" if I remember right, it puts you on all-fours, does an animation, then leaves you idle on all fours)

Remote Access to the market has been discussed and re-discussed for years, one of the latest veteran rewards is remote market access.

I was very skeptical of the Incarnate system, but post-release everyone including me is overjoyed with it. It gives you a reason to do TFs and play your 50s again. If you aren't happy with the diminishing returns numbers then all you've obviously done with the system is that, look at it's numbers. In-game I have various 50s where an alpha boosts the range of their powers by 10 feet(not many people slot ranged toons with range), and damage anywhere from 30-100 depending on the power and it's slotting. It is by no means weak. You also got the "billion dollar build" scenario 100% wrong. The more inf put into a build the less it will benefit from Alpha Slotting because it's already closer to the ED cap on all goals the person wanted.

AE didn't make Atlas and Cap famous either, for various reasons they have been the "main" zones of each side since before AE was introduced. If you really have a problem with (outdoor)"map lag" then you shouldn't've picked a server with the 3 dots when you joined .

This thread really belonged in the suggestions & ideas forum. There is no request for help, or bug reported, just complaints and personal fantasy-wishes.



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Posted

Quote:
Originally Posted by Vayek View Post
I find the animal pack as current base to be a good start. But you cannot rightfully call it an "animal pack" without including more than 3 types of animals (cat, wolf, bird). I honestly feel cheated and ripped off here.
And I'm thrilled with it. Everyone sees it differently. That doesn't make it a needed improvement.
Quote:
And the Incarnet system is absolutely doomed to completely break every character in this game that has ever existed. UNLESS, the devs completely eliminate the deminishing returns system. What they are doing currently is providing people the means to make all their years of toiling into their favorite toons obsolete in every way. Because anyone who has had this game long enough to really matter at this point all has toons with "builds" of various different cost levels. The new stats introduced by incarnet only resist at max 1/3 of deminished returns. that means specificly that your toon, thats already built and is awsome for what you want it to do, has 2/3 of 33% whatever pushing them over into deminishing returns the moment the thing is slotted. So, if your actually smart about it, youll leave ALL the higher level incarnets alone, take only the lower level ones (at most), and be 100% better than the guy with a 4 billion dollar build and all the teir4 incarnets.
THEY HAVE BROKEN THEIR OWN SYSTEM.

Basically, the devs need to decide whether to keep their new babies, or keep the old mess they keep breaking because there isn't anyone left that was an original programmer for this game. And there wasn't very good notes left by the originals anyway (so I've heard)
... ooooooookay. You do know that:
(1) Higher level alpha items are less affected by DR, and
(2) you *can* pick a path that's not maxed out in your slots, right?

Far from broken. And not everyone has a "4 billion dollar build." Oh, and
(3) Without DR, there's no way we'd ever have the invention system.

Nothing is "obsolete." No doooooooooooooooooooooooooooooooom here.


 

Posted

I think I need to take another break from the forums. Every single post I've read today has made me want to headbutt somebody.

Quote:
Originally Posted by Memphis_Bill View Post
(3) Without DR, there's no way we'd ever have the invention system.
You've fallen into the OP's misinformation trap. I'm pretty sure he meant ED, but that wall of bit...text was a little hard to comprehend.


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Posted

Quote:
Originally Posted by Vayek View Post
Its the same code.
Spoken like true armchair programmer.

It's the same code! Just cut and paste!!! 2 seconds!


 

Posted

Quote:
Originally Posted by Vayek View Post
I find the animal pack as current base to be a good start. But you cannot rightfully call it an "animal pack" without including more than 3 types of animals (cat, wolf, bird). I honestly feel cheated and ripped off here. And only about 4 patterns for each animal is just sad. An idea for improvement here would be to add more patterns, like house cat patterns. Or add a dog costume, maybe a frog or lizard, or turtle (not ninja turtle). I think an Assassin hampster would be highly entertaining. Or a heroin addicted rabbit with fleas lol....

As for the beast run, the run itself is fundamentally good, would be nice to maybe be able to choose two legged or four legged idle stances. But the primary fault im finding here is the actual jump animation. Its from beast to man beast, and is really only decently designed for those of us who feel a little werewolfie. Other than that, that particular jumping animation just does NOT "mesh" with a real animal in any regard. I just cant make a jungle cat who jumps like a man. I wanna see it jump and pounce like a cat playing with a string. Would love to see a butt wiggle before a pounce maybe.

overall, ill give the animal pack a 7 of 10 based on effort and decent starting foundation. Now lets see if they even attempt at improving it, or if this is just another idea thats blown off.

(Also, i vote we get a new base item that allows us to use the market to buy, sell, or store items. Wouldn't be all that difficult really because the same activation engine runs the vaults in the bases. Just need a specific item that's new programed to interact EXACTLY the same way the interaction programing works on the market employees in the game. Its the same code. This would create two positive things for the player base:
1.) Create an easier and less time consuming job of storing and crafting and selling items in or out of base. ie isntead of constantly waiting for zoning times through muiltple zones to accomplish only 1 goal.
2.) Deminish the world map lag due to an over flow of players in one space at one time. they can each handle their market working in the peace and quiet of their own base. Because the garbage that is AE (which has destroyed any symblance of what the game used to be) is already causing enough bulk and overflow of players in main zones such as atlas or cap au diable. )

And the Incarnet system is absolutely doomed to completely break every character in this game that has ever existed. UNLESS, the devs completely eliminate the deminishing returns system. What they are doing currently is providing people the means to make all their years of toiling into their favorite toons obsolete in every way. Because anyone who has had this game long enough to really matter at this point all has toons with "builds" of various different cost levels. The new stats introduced by incarnet only resist at max 1/3 of deminished returns. that means specificly that your toon, thats already built and is awsome for what you want it to do, has 2/3 of 33% whatever pushing them over into deminishing returns the moment the thing is slotted. So, if your actually smart about it, youll leave ALL the higher level incarnets alone, take only the lower level ones (at most), and be 100% better than the guy with a 4 billion dollar build and all the teir4 incarnets.
THEY HAVE BROKEN THEIR OWN SYSTEM.

Basically, the devs need to decide whether to keep their new babies, or keep the old mess they keep breaking because there isn't anyone left that was an original programmer for this game. And there wasn't very good notes left by the originals anyway (so I've heard)
I told you to stop playing on virtue, and now look what happened.


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Posted

Well, honestly, I had Reptiles, Amphibians, Lions, Tigers, Werewolves, Wolfmen, Snake Creatures (without a snake lower body..grrr), Dragons, Chickens, Insects, Merpeople, Apes, etc. already.
I was really excited about the running all fours for some of these. The run isn't really right, but it's a bounding run, so I'm good with that. Jumping with it on though is like a cat thrown into a screen-mesh door. You know - they are claws all out and spread-eagle. I would have liked a more bounding leap that ended my character landing on their front paws - leaping with front paws out-stretched.
/e Savage is for monkeys and apes only. really. Which monkey and ape parts did we get? I would have liked some.
/e Hiss was my hopes at a reptile or snake hissing emote. That's a catfight in the pocket D for catgirls on Virtue. I'm okay with that, but I want a snake/reptile hiss - It's already in the game, there are NPCs that can do it...come on!
/e sniff is great. That is usable for all kinds of stuff. Heck I have characters that could use it for "I smell a pizza" emote. Usable for animals of the non-animal kind ')
I can't get 2 of the costume change emotes to work - I think they are the "fly" ones.
The featherburst (I think) didn't obsure the full character long enough during exit and reentry. Not usable as it is. It must obsure the character completely before they change to an new form and don't become visable again until the new costume is ready to be displayed.
I would like the feathers and fur to match the color of the characters feathers or fur - but I know that is not going to happen. I'm okay with that, just make sure my character is completey obsured during the costume change.
I like the savage aura. Only used it so far on a dragon for some brimstone exhaling. I think I will have some fun using this with differnt colors for different effects. Nice for use to simulate it being cold outside (frosted breath and all) or steam while a steampunk robot is in combat. Lots of ideas of use of this one.
I didn't check out the fleas. I use the vazh bug aura (can't remember the name of that one) on some Plant characters (but then this is a thread about animals. I might use the fleas on one of my werewolf characters.
I couldn't find feathery body tops or upper leg easily. I'm going to dig around more for them.
I really like the wolf faces. Very nice. Now we need good bat ones for the vampires out there.

In conclusion ::
I think alot of it could use improvement (revamping ... it's worth it to the player base to tighting things up a bit). I haven't dug through everything yet, and I've spend a full evening with it tweaking stuff.
This is a great pack for my money though. I'm having great fun with it. Can't knock that. I don't know when I'll be done setting up stuff on all my animals and various alts that could use some of this stuff. I'm still exicted about it. I'm really enjoying it.


 

Posted

Quote:
Originally Posted by Vayek View Post
I find the animal pack as current base to be a good start. But you cannot rightfully call it an "animal pack" without including more than 3 types of animals (cat, wolf, bird). I honestly feel cheated and ripped off here.
Since there was plenty of information made available about the contents of the pack, you have only yourself to blame.


Quote:
(Also, i vote we get a new base item that allows us to use the market to buy, sell, or store items.
I vote that you should have put this in the SUGGESTIONS forum. (Really, the first part also - your rant did not discuss any technical issues or bugs.)


Quote:
So, if your actually smart about it, youll leave ALL the higher level incarnets alone, take only the lower level ones (at most), and be 100% better than the guy with a 4 billion dollar build and all the teir4 incarnets.
THEY HAVE BROKEN THEIR OWN SYSTEM.
If you're actually smart about it, you'd learn how the system works before posting something completely wrong. The higher tiers give you more of a bonus which ignores ED limits. Your statement that stopping at the lower tiers would give better performance than the highest tier is demonstrably, patently false.


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The Mentor Project

 

Posted

Honestly, i dont see how the incarnet system wont break the DR system if every (or most) slots are capable of increasing multiple stats. So by the time you have all 10, youve got about 30+ powers that are augmented by these incarnets. each increasing by 15% up to things like 33%. while 1/3 of the boosts are ignored by DR.

If each slot by teir4 boosts 4+ powers by whatever numbers, then you multiply that x10. whats the end result to the fully built end game characters? Or is everyones rebuttles here based solely off the single slot they have seen? Is there no one else who see the potential problem here?

1.) You have one system thats based entirely to set a cap limit to characters in a way that once they reach the limit, they start to actually deminish instead of just stopping.

2.) Then you introduce a brand new system thats designed to augment and boost player/character abilities in multiple ways for each one.

please explain to me how the incarnet system and DR dont conflict with each other at some point. Because im man enough to say that i just flat out dont understand, and am just speaking my mind openly so i can be corrected.

So you tell me how you dont get a clash from one system that limits, and adding one system that boosts.... i feel like im trying to paint an obvious painting here.


 

Posted

Quote:
Originally Posted by XFUNK View Post
I told you to stop playing on virtue, and now look what happened.
hahahahaha funk, and its free-dumb i went to. its a bit more lively than pinnacle lol


 

Posted

Quote:
Originally Posted by The_Alt_oholic View Post
I can't get 2 of the costume change emotes to work - I think they are the "fly" ones.
The featherburst (I think) didn't obsure the full character long enough during exit and reentry. Not usable as it is. It must obsure the character completely before they change to an new form and don't become visable again until the new costume is ready to be displayed.
I would like the feathers and fur to match the color of the characters feathers or fur - but I know that is not going to happen. I'm okay with that, just make sure my character is completey obsured during the costume change.
the feather/furfly emotes' slashcommands were changed to feather/furSPIN, thats why it isn't working for most people. I found it listed as spin in the costume change menu, and the slash command featherspin and furspin work. They really should update the store data lol.

I agree with what I made bold 110%. The bird/feather stuff was my main draw to the pack and the coolest CCE for it being timed horribly wrong(while the fur clone of it works perfect) really disappointed me .

Quote:
Originally Posted by Vayek View Post
So by the time you have all 10, youve got about 30+ powers that are augmented by these incarnets. each increasing by 15% up to things like 33%. while 1/3 of the boosts are ignored by DR.

If each slot by teir4 boosts 4+ powers by whatever numbers, then you multiply that x10. whats the end result to the fully built end game characters? Or is everyones rebuttles here based solely off the single slot they have seen? Is there no one else who see the potential problem here?

1.) You have one system thats based entirely to set a cap limit to characters in a way that once they reach the limit, they start to actually deminish instead of just stopping.

2.) Then you introduce a brand new system thats designed to augment and boost player/character abilities in multiple ways for each one.

please explain to me how the incarnet system and DR dont conflict with each other at some point. Because im man enough to say that i just flat out dont understand, and am just speaking my mind openly so i can be corrected.
The Incarnate system, with all 10 aspects available and achieved on a single level 50 will be like GodMode (Incarnate[of a God] duh).......for things like ITFs and Lord Recluse Strike Forces(which I still think will be fun to play overpowered like that).

But for each aspect of Incarnate abilities unlocked they have a new "trial" designed with incarnates with the most recent perks in mind. We got the alpha slot, and the Tin Mage and Apex taskforce's; 2 new difficult challenges that a non-incarnate would not fair well on, but it would remain an even challenge for incarnates. Issue 20 is bringing the Behavior Adjustment Facility challenges with whatever it's incarnate feature will be.


The Incarnate System isn't overriding DR/ED whatever you want to call "the part of the game that keeps everything challenging", they are just combating the new abilities with newer, more difficult challenges instead of the "old" DR/ED. That is what will keep the Incarnate System the perfect system.



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Posted

You sure have a high expectation of what $10 should be able to buy.

You could have instead posted that the pack was a start and you were really hoping for....

Turning it into a positive rather then a rant.... More chance someone, like an artist, will react to it and you get what you want.


 

Posted

Quote:
Originally Posted by Vayek View Post
Honestly, i dont see how the incarnet system wont break the DR system if every (or most) slots are capable of increasing multiple stats. So by the time you have all 10, youve got about 30+ powers that are augmented by these incarnets. each increasing by 15% up to things like 33%. while 1/3 of the boosts are ignored by DR.

...

So you tell me how you dont get a clash from one system that limits, and adding one system that boosts.... i feel like im trying to paint an obvious painting here.
Only the Alpha Slot acts as a global enhancement. Every other Incarnate Slot that we know now about is a power. Judgement is an AoE attack. Lore is a Praetorian pet. Neither of them enhance your powers across the board, because that's Alpha's thing. Further down the line, we'll get access to a slot that enables you to equip a buff/heal power, and another that allows you to add various debuffs to your damage powers. That's the short version of everything that we currently know about the future of the Incarnate system (and is of course subject to change).

You think you're "painting an obvious picture," but really you're just finger-painting a smiley face and trying to pass it off as a Rembrandt, and your "paint" seems to have come from a male cow's rectum. If you're going to complain about something, try actually learning about it in depth instead of passing judgment based on the preliminary information.


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-----
Quote:
Originally Posted by Nethergoat View Post
it's NEVER too late to pad your /ignore list!

 

Posted

Quote:
And the Incarnet system is absolutely doomed to completely break every character in this game that has ever existed. UNLESS, the devs completely eliminate the deminishing returns system. What they are doing currently is providing people the means to make all their years of toiling into their favorite toons obsolete in every way. Because anyone who has had this game long enough to really matter at this point all has toons with "builds" of various different cost levels. The new stats introduced by incarnet only resist at max 1/3 of deminished returns. that means specificly that your toon, thats already built and is awsome for what you want it to do, has 2/3 of 33% whatever pushing them over into deminishing returns the moment the thing is slotted. So, if your actually smart about it, youll leave ALL the higher level incarnets alone, take only the lower level ones (at most), and be 100% better than the guy with a 4 billion dollar build and all the teir4 incarnets.
THEY HAVE BROKEN THEIR OWN SYSTEM.
I love this quote so much I want to post just to quote it.


 

Posted

Gone to the Americans?


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Posted

Are we dupin rares now??


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Posted

Quote:
Originally Posted by Vayek View Post
Honestly, i dont see how the incarnet system wont break the DR system if every (or most) slots are capable of increasing multiple stats. So by the time you have all 10, youve got about 30+ powers that are augmented by these incarnets.
I'll quote myself to reply:
Quote:
Originally Posted by Ironblade View Post
If you're actually smart about it, you'd learn how the system works before posting something completely wrong.
As someone else explains:
Quote:
Originally Posted by Chad Gulzow-Man View Post
Only the Alpha Slot acts as a global enhancement. Every other Incarnate Slot that we know now about is a power.
So, once again, your entire point is based on incorrect 'facts'. If you want to paint an obvious painting, put my quote in big block letters. Wait and see how the system actually works before you try to explain why it's broken.


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Posted

Quote:
Originally Posted by Vayek View Post
I find the animal pack as current base to be a good start. But you cannot rightfully call it an "animal pack" without including more than 3 types of animals (cat, wolf, bird). I honestly feel cheated and ripped off here. And only about 4 patterns for each animal is just sad. An idea for improvement here would be to add more patterns, like house cat patterns. Or add a dog costume, maybe a frog or lizard, or turtle (not ninja turtle). I think an Assassin hampster would be highly entertaining. Or a heroin addicted rabbit with fleas lol....
There are 4 animal types. You forgot the Cow/Bull head and tail.
There's about the same amount of stuff in this pack than in the previous super boosters, more than in some actually. It's perfectly in line with previous releases. Not having unrealistic expectations helps with dissapointment. If you feel ripped off, it's your own fault to be blunt. The pack was on test + you could read up on what was actually in it before purchasing. Inform yourself.


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Posted

Quote:
Originally Posted by Vayek View Post
Honestly, i dont see how the incarnet system wont break the DR system if every (or most) slots are capable of increasing multiple stats. So by the time you have all 10, youve got about 30+ powers that are augmented by these incarnets. each increasing by 15% up to things like 33%. while 1/3 of the boosts are ignored by DR.

If each slot by teir4 boosts 4+ powers by whatever numbers, then you multiply that x10. whats the end result to the fully built end game characters? Or is everyones rebuttles here based solely off the single slot they have seen? Is there no one else who see the potential problem here?

1.) You have one system thats based entirely to set a cap limit to characters in a way that once they reach the limit, they start to actually deminish instead of just stopping.

2.) Then you introduce a brand new system thats designed to augment and boost player/character abilities in multiple ways for each one.

please explain to me how the incarnet system and DR dont conflict with each other at some point. Because im man enough to say that i just flat out dont understand, and am just speaking my mind openly so i can be corrected.

So you tell me how you dont get a clash from one system that limits, and adding one system that boosts.... i feel like im trying to paint an obvious painting here.
The 4th tier incarnate powers also are providing Level shifts (not sure how many will), but that also increases your power by raising your effective level by 1. So with the first alpha slot level shift you are basically level 51 and so are your powers.


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Posted

Quote:
Originally Posted by Vayek View Post
Honestly, i dont see how the incarnet system wont break the DR system if every (or most) slots are capable of increasing multiple stats. So by the time you have all 10, youve got about 30+ powers that are augmented by these incarnets. each increasing by 15% up to things like 33%. while 1/3 of the boosts are ignored by DR.

If each slot by teir4 boosts 4+ powers by whatever numbers, then you multiply that x10. whats the end result to the fully built end game characters? Or is everyones rebuttles here based solely off the single slot they have seen? Is there no one else who see the potential problem here?

1.) You have one system thats based entirely to set a cap limit to characters in a way that once they reach the limit, they start to actually deminish instead of just stopping.

2.) Then you introduce a brand new system thats designed to augment and boost player/character abilities in multiple ways for each one.

please explain to me how the incarnet system and DR dont conflict with each other at some point. Because im man enough to say that i just flat out dont understand, and am just speaking my mind openly so i can be corrected.

So you tell me how you dont get a clash from one system that limits, and adding one system that boosts.... i feel like im trying to paint an obvious painting here.
You mean ED not DR don't you? Otherwise, I'm confused.


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Posted

This thread has everything! ...all wrong.

The entire point of the Incarnate system is to make our characters more powerful. The entire point of the Incarnate system is to break our characters compared to pre-Incarnate content. However, not all level shifts will work in non-Incarnate content, and I suspect that some or all of the last 5 Incarnate slots won't work at all outside of Incarnate content (although this vastly depends on what they actually do). Hey, speaking of which...

Quote:
Originally Posted by Vayek
If each slot by teir4 boosts 4+ powers by whatever numbers, then you multiply that x10. whats the end result to the fully built end game characters? Or is everyones rebuttles here based solely off the single slot they have seen? Is there no one else who see the potential problem here?
I do see the problem here. You're making a horribly inaccurate assumption then accusing others of making the exact same assumption but drawing a different conclusion. As others have already said, only the first Incarnate slot is a global enhancement. So what are the other Incarnate slots? All you need to do is check the wiki:

Quote:
  1. Judgment: Will grant characters new upgradeable multi-target attack powers, which can take the form of a Fire Targeted AoE, Cold Cone, Energy Chain, or a Negative Energy PBAoE. Judgment is not affected by buffs or set bonuses but is affected by Alpha and Interface Slot modifiers, except for the Spiritual Boost Recharge Reduction[1]. Recharges in 90-120 seconds.
  2. Interface: Will provide the player with a Permanent Proc effect, that will affect enemies with each hostile attack. Base percentages of Procs firing is variable depending on choice chosen, with some allowing two procs going off at the same time. Pet powers including the Lore pet will also trigger Interface procs.
  3. Lore: Will be a Very Long Recharge power that allows the user to summon a Praetorian Clockwork, Warwork, Seer, or IDF Trooper pet.
  4. Destiny: Will be a Very Long Recharge power that allows the user to buff a large amount of team mates for 120 Seconds. Tier 4 powers allow for increasing of Resistances to 90% etc.
None of which affect slotting of powers. Two of them offer a level shift, but that shift only works in the Incarnate Trials being introduced next issue and beyond. So you're completely wrong on this front too.


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Posted

I was hoping to have the option to have animal heads with hats. The Egyptian hat would be awesome with any of the animal faces. You could have an Egyptian god theme then


 

Posted

Quote:
Originally Posted by Kamikeru View Post
I was hoping to have the option to have animal heads with hats. The Egyptian hat would be awesome with any of the animal faces. You could have an Egyptian god theme then
I wouldn't mind more birdie heads. I'm dying to make The Wild Turkey. Of course to keep with a WKRP theme he won't be able to fly, he'll just jump off of tall building and fall flat on his face.

GobbleGobbleGobbleGobble . . . SPLAT!


 

Posted

I agree that the Animal Pack really should have had more animal types, (Simian with Apes & Monkeys body patterns for example) but I have to strongly disagree with the OPs statements about the Incarnate System. For me it has breathed new life on my 50s who were all semi-retired as there was nothing new left for them as I saw it. Now I have a reason to play them again, in fact I have been playing my 50s almost exclusively since the Incarnate System debuted.