Are they gonna raise the level cap
Supposedly, future Incarnate content will feature NPCs with level shifts.
I think you'll find the Coming Storm will be quite tough
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The problem with starting to give enemies level shifts is that progression becomes gated behind rare Incarnate powers. I'm pretty sure the theory, at least, is that rares aren't supposed to be a "necessary" thing.
Mind you, my faith in this system is low enough, though, that at this point, I wouldn't be surprised if the Devs did it anyway.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
"Be a beacon?"
Blue Mourning: lvl. 50 Katana/DA
Bree the Barricade: lvl 50 Stone/Axe
Last Chance for Eden: lvl 50 Fire/Kin
Myra the Grey: lvl 50 Bots/Traps
1 Minute to Midnight lvl 50 Spines/DA
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
The stuff that, if you were simply a higher level you'd lose the benefits of being higher level for by exemping down anyway?
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Arbitrarily raising the level cap might work for some games, but I doubt it would work for this one. The way they've done it they have added progression but not trivialized things like the Story Arcs from 45 - 50, the zones that have level 50+ enemies in them (Grandville, the Hive, PI, RWZ, Cimerora) and they would be trivialized on the first or second day because likely people would run AE into the ground, and they would have to because as it stands right now there isn't enough content to support it.
The way it is now there's progression with powerful abilities, but very little "leveling" and the bulk of those only exist in certain content. It's a lot easier to balance around and it provides a great deal of incentive to not abandon the rest of the game that isn't incarnate content. If ti had been just a simple max level, then we wouldn't likely have the new 20 - 40 TF's because the entire dev team would still be trying to hammer out new content.
"Be a beacon?"
Blue Mourning: lvl. 50 Katana/DA
Bree the Barricade: lvl 50 Stone/Axe
Last Chance for Eden: lvl 50 Fire/Kin
Myra the Grey: lvl 50 Bots/Traps
1 Minute to Midnight lvl 50 Spines/DA
The problem with starting to give enemies level shifts is that progression becomes gated behind rare Incarnate powers. I'm pretty sure the theory, at least, is that rares aren't supposed to be a "necessary" thing.
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Level shifts may make high-level content easier, but they're hardly essential.
I don't really see the need to raise the level cap in general though. There's no zone to support it, it would require a lot more content than what they're adding, and there would be a lot less attention all the other parts of the game.
Arbitrarily raising the level cap might work for some games, but I doubt it would work for this one. The way they've done it they have added progression but not trivialized things like the Story Arcs from 45 - 50, the zones that have level 50+ enemies in them (Grandville, the Hive, PI, RWZ, Cimerora) and they would be trivialized on the first or second day because likely people would run AE into the ground, and they would have to because as it stands right now there isn't enough content to support it. The way it is now there's progression with powerful abilities, but very little "leveling" and the bulk of those only exist in certain content. It's a lot easier to balance around and it provides a great deal of incentive to not abandon the rest of the game that isn't incarnate content. If ti had been just a simple max level, then we wouldn't likely have the new 20 - 40 TF's because the entire dev team would still be trying to hammer out new content. |
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
Supposedly, future Incarnate content will feature NPCs with level shifts.
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Now, for the Final Five Incarnate Powers, then I agree that it shouldn't be gated so simply allow two of the new Trials for that "sector" to not be Level Shifted more than L54+1 (hence straight L54 for anyone with a Rare Alpha - an easy enough task using the WST).
That'd be good in my book for me and my alts.
There'll be anti-shifts, were 1, 2, 3 or more of your level shifts become nullified (and thus make you acquire 4, 5, and 6, which are only active if 1, 2 or 3 get nullified), etc...
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If they turn and raise the level cap for future content, then the incarnate raids have become mandatory, and no longer optional, like everyone keeps saying they are.
for mobs? I got my 3 level shifts and level 54s are feeling pretty trivial.
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2 of your 3 levels shifts only affect 2 trials. So no
No, and no, and once more.....for the record....no
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"Congratulations, Vanden! You've hit level 50+3! Now what are you going to do?"
"I'm going to... complain on the forums!"
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
How so? They could just as easily have you get those next levels by repeating the same two trials. There is nothing that intrinsically ties leveling up to running a variety of content, otherwise nobody would have ever reached 50 without ever having fought anything but the Dreck mission or Fire Ambush Farm #234298.
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"Be a beacon?"
Blue Mourning: lvl. 50 Katana/DA
Bree the Barricade: lvl 50 Stone/Axe
Last Chance for Eden: lvl 50 Fire/Kin
Myra the Grey: lvl 50 Bots/Traps
1 Minute to Midnight lvl 50 Spines/DA
The problem with starting to give enemies level shifts is that progression becomes gated behind rare Incarnate powers. I'm pretty sure the theory, at least, is that rares aren't supposed to be a "necessary" thing.
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Now, I can see this perhaps being a problem in regular content, because it would be pretty incompatible with the way SSK works. However, inside Incarnate specific content, which is level gated at 50 anyway, it only separates people who have different degrees of level shift. I'm not immediately concerned about that prospect.
For those of you considering Incarnate stuff "optional," I don't think that means what it sounds like you think it means. I don't think there's any promise on the table that you aren't going to need some existing Incarnate progress to be useful (if granted access at all) for future Incarnate content. It's "optional" in the sense that other, non-Incarnate content exists and will continue to be created, but I don't think it's safe to assume it will be optional internal to the Incarnate content itself.
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
For those of you considering Incarnate stuff "optional," I don't think that means what it sounds like you think it means. I don't think there's any promise on the table that you aren't going to need some existing Incarnate progress to be useful (if granted access at all) for future Incarnate content. It's "optional" in the sense that other, non-Incarnate content exists and will continue to be created, but I don't think it's safe to assume it will be optional internal to the Incarnate content itself.
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I don't really see the need to raise the level cap in general though. There's no zone to support it, it would require a lot more content than what they're adding, and there would be a lot less attention all the other parts of the game.
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That, and going with extra levels would have stopped the pedantic arguments that "You are not level 51! You are level 50 + 1!"
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
The problem is, for as long as I can remember, the Devs have always given the reason that they haven't raised the level cap to 60 is that the game engine won't handle it. Things start breaking down past a certain level, or something along those lines.
for mobs? I got my 3 level shifts and level 54s are feeling pretty trivial.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.