Discussion: The Intrepid Informer: Issue #15


Angelxman81

 

Posted

Issue 21 Special Update - New Incarnate Abilities
by Jeff "Arbiter Hawk" Hamilton




Greetings, citizens of Paragon City, the Rogue Isles, and Praetoria!

My name is Jeff "Arbiter Hawk" Hamilton, and I've been working on City of Heroes for about a year and a half now. I first heard of City of Heroes back in February of 2004 - I was an avid MMO gamer, and a lot of what CoH promised got its hooks into me in a way no other game has since. The open-ended character creation, the immersive world with tales from all genres of comics and fiction, and especially the in-depth powers system all came together to inspire me to create 40+ characters across a number of servers. I still remember vividly how shocked I was when I did a cape mission at level 30 on one character and got my first hint of what Omega Level Clearance would later reveal, my first unraveling of the Terra Conspiracy, and my glee at discovering the existence of the original Praetorian story arcs.

You can imagine how thrilled I was to be given the opportunity to work on that very same game! I joined the CoH team as a QA tester and spent the majority of my time testing the Incarnate system and content, and then moved up to the Powers design team in time to help with I20: Incarnates Ascend and beyond. Black Scorpion and I did the Lore pets expansion for Issue 20, which vastly increased the number of character concepts that could fit with the Lore slot, which brings us to my topic for today's article: expanding the Alpha, Interface, Destiny, and Judgement slots of the Incarnate system with Issue 21 Special Update: Media Blitz!



New powers available in the Alpha, Interface, Judgement, and Destiny trees help complement the Lore pets added in the update to Issue 20.

Balance

The biggest challenge in making new abilities in the existing Incarnate slots is that they have to be desirable in order to be worth creating, but they can't completely supplant the existing abilities. If they were numerically superior to the original powers in the slot, we'd just be shoehorning players into taking the new powers, when our true objective is to increase the number of choices a player can make in building their character.


Judgement

Judgement powers are probably the flashiest powers in the Incarnate system. They are exciting to use, but also a lot of fun to make. I wanted to make a Judgement power which Natural-origin characters would feel comfortable using, and I wanted to make sure it was cool and unique. Judgement powers are very resource-intensive to make, since they require unique FX and animations, so we had to make sure that the one power we made would appeal to the widest swath of players possible.

The radial tree of Vorpal Judgement provides the user with a significant but short-term defense boost, which makes it an attractive choice if your character has been building defense but isn't yet at the soft-cap, or if you've started to be hit by defense debuffs and want to avoid cascade failure. The core tree provides a significant DoT on top of the power's base damage, and has the bonus of being a second damage type, so will still remain effective against enemies with high Smashing resistance.

This power is also a self-targeted cone, which is a new type of ability targeting that we're starting to work into powers. What this means is that you can use the power any time you want, regardless of whether or not you have a target, and it will hit any enemy in the cone area projected in front of your character. This requires additional attention on the part of the player, since they need to aim their character at the desired target, but it pays off by enabling attentive players to target their cone much more accurately than they could do with a traditional cone. I like to think of it as a "skillshot" - something which encourages active participation in the game and rewards the player for their positional awareness by increasing the effectiveness of their powers relative to powers which don't require that same awareness.



A large group of IDF Rangers get simultaneously kicked in the face with Vorpal Judgement.

Destiny

Incandescence Destiny was the most difficult power to design for this slot expansion. The original Destiny powers are both very powerful and exhaustive in terms of what buffs they bring to the table, so we had to come up with something completely out-of-the-box in order to make it attractive to players who already have other Destiny powers while still making it a unique tool in the player's toolkit. This ability was inspired by the notion of "Cosmic Power" - something luminous that would catch your eye if you saw someone using it anywhere nearby.

From a gameplay standpoint, I thought that providing players with an Assemble-the-team type function even when temporary powers are disabled (such as in Incarnate Trials) would certainly broaden the players' toolkits without being seen as completely necessary.

Obviously, the ability to teleport 23 of your friends into one spot can be powerful for moving them out of giant laser beams from spaaaace, but it also opened up the doors to griefing. In order to counter this, we did two things with this power: we made it obey your "Prompt Team Teleport" options setting so that you can decline Incandescences from players likely to put you in the wrong spot, and we added a pulsing sphere of knockback and disorient to the teleport location, which keeps characters safe for several seconds after their arrival.

In keeping with the cosmic power theme, Incandescence also boosts the healing received by all players affected by a significant amount, reflecting those moments in comic narratives where a character or team's inner light burns particularly bright, allowing them to perform feats beyond their normal capabilities. I'm very curious to see how player strategies for encounters evolve over time to use this ability as damage mitigation and utility.



Preparing to teleport using the Incandescence destiny ability.



Creating a safe zone of pulsing light around the location for the teleport of their League allies. This zone stuns and knocks back nearby enemies for a short time.


Interface

As with Destiny and buffs, the original Interface powers covered such a broad suite of debuffs that there was not much left to fill in. One thing was clear from the original Interface slots - CoH players love seeing numbers appear over the heads of their enemies, making them want to play the game. All of the new Interface powers add a type of damage to the player's powers - you can choose between Energy, Negative Energy, Psionic, and Toxic. The amount of Psionic and Toxic damage is 80% that of the Energy, Negative, or Fire damage choices available, but they have the advantage of being able to reliably deal damage against enemies using tier-9 defensive powers.

Two of the new interface abilities, Cognitive and Spectral, experiment with swingier, more binary procs - status effects. While they have a much lower chance to take effect than traditional interface procs, when they do go off they will have more of a tide-turning factor in minute to minute combat. Consider a Blaster or a Dominator soloing a large group of enemies with powerful melee attacks - let's use Freakshow as the example. Where Reactive Interface would debuff the resistance of a group hit by Power Torrent, if Spectral procs twice in the group, that's two fewer enemies hitting the player with their high damage lethal powers. If Cognitive procs, those enemies have a decent chance of wasting those melee attacks against their own comrades!



An unfortunate member of the IDF is immobilized by Spectral Interface outside of TPN Campus.



This Super Strength brute drains the Endurance of his target with Preemptive Interface.



The Degenerative Interface adds a Toxic DoT to every attack.



The IDF Ranger is confused by Cognitive Interface.


Alpha

Alpha Incarnate powers are the most accessible to the greatest number of players, and have probably the biggest effect on our overall build meta-game of any of the Incarnate slots. With the new Alpha trees, I had two goals in mind: provide new boosts for archetypes and powersets which are viewed as underdogs, and provide players with a number of new tools to play with when building their characters. I've seen a lot of posts on the beta feedback forums of people saying "I want to take this ability, but not these other three!" - but the abilities named change in almost every post. This, to me, signals that we succeeded with the Alpha tree expansion.

Vigor Boost is aimed not only at ATs with Support powersets, but also at ATs with significant self-healing in some of their powersets. Empathy, Thermal, Fiery Aura, Electric Armor, and Regeneration will probably get the most out of the Core branch, while the Radial branch supplements the crowd control aspects often present-but-not-enhanced in the Melee, Blast, and Control powersets that complement these powersets.

Agility Boost provides the powerful combination Defense and Recharge within the same tree, and provides a DPS increase in the form of increased Endurance Modification. The radial branch provides a further DPS increase for any encounter which requires movement, by boosting the effect of all of your move speed increases like Swift, Hurdle, and Sprint.

Intuition Boost is designed for characters who support and control and want to do so from long-range. Boosting Holds, Defense Debuffs, Snares, and ToHit Debuffs in one tree while also increasing your damage and range is meant to be useful to many of the possible control/support types in CoH. There is a catch though - it's not meant to be equally useful to all of them, because we don't want to make one option available that's the only good choice. If a single tree boosted Hold, Immobilize, and Stun, for instance, it would become the Alpha of choice for any Controller or Dominator looking to augment their Primary powerset. We want to avoid any given tree being a no-brainer choice, and instead provide you with interesting abilities to weigh against each other for each build you make.

Last but not least, Resilient Boost offers boosts for those who wish to grab agro and survive it. Whether you're a Tanker who wants extra taunt slotted in every attack or you're a Mastermind who wishes your soft capped Bots/Traps wouldn't get hit as hard when it uses Confront and a lucky shot punches through your defense, this slot offers enhancement to many common powersets who like to hold aggro. It's also a viable choice for resistance-heavy support sets, or for control-heavy builds.




Well, that's a wrap! I hope that you continue to have fun with new Incarnate powers and trials, and that they empower you to do things with your character that would have been impossible before your fateful rendezvous with Mender Ramiel. I look forward to seeing new builds and strategies coming out of the community with these new additions to your powers!

Jeff "Arbiter Hawk" Hamilton


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Posted

I think this is a terrific job all around. I am glad more things are getting added in for natural characters and balancing concept with power creation. I will still have to wait and see exactly which powers from which trees I will be branching into, but they all seem pretty handy. My only complaint(kinda unrelated) is that we now have a power that can assemble an entire league, place them nicely, buff them, and create a knockback field, but Wormhole can't put enemies in one spot. I got a feeling that the technology exists or is starting to exist but it's not gonna get changed. I know not everyone wants it changed, but it would be completion for my incarnate Gravity/Storm controller .


 

Posted

I'm a bit confused. You say here:

Quote:
Originally Posted by Arbiter Hawk View Post
Last but not least, Resilient Boost offers boosts for those who wish to grab agro and survive it. Whether you're a Tanker who wants extra taunt slotted in every attack or you're a Mastermind who wishes your soft capped Bots/Traps wouldn't get hit as hard when it uses Confront and a lucky shot punches through your defense, this slot offers enhancement to many common powersets who like to hold aggro. It's also a viable choice for resistance-heavy support sets, or for control-heavy builds.
(emphasis added)

How exactly would Resilient Boost help a mastermind when taunting? Bots/Traps doesn't have any +res to self. Any resistance the bots have is irrelevant when taunting, since the MM takes damage directly and pet resistance doesn't apply to bodyguard mode damage distribution.

Are you assuming Tough, or an epic shield power?


Quote:
Originally Posted by Arcanaville View Post
Softcapping an Invuln is fantastic. Softcapping a Willpower is amazing. Softcapping SR is kissing your sister.

 

Posted

An interesting little writeup. Nice especially to know what the thought process was behind some of the new Alphas. One thing though sorta made me scratch my head:

Quote:
Originally Posted by Avatea View Post
From a gameplay standpoint, I thought that providing players with an Assemble-the-team type function even when temporary powers are disabled (such as in Incarnate Trials) would certainly broaden the players' toolkits without being seen as completely necessary.
So first, you create an artificial limitation, then you create a new power so that people aren't limited by that artificial limitation? My own opinions on the power level of the ability aside...why not just, y'know, not disable Assemble the Team, if that was the goal?


 

Posted

The "self-targeting cone" has me a bit concerned. It's not the difficulty of using it that concerns me, but rather more so that my character has to be facing in the direction I want to aim the attack, therefore facing his or her back towards me. I go to great lengths to rotate my camera around my battlefield as I fight so I'm not constantly staring at my character's back, and this could potentially upset this.

That said, Judgement powers are on too long a timer for an occasional quirk like that to make much of a difference.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Void_Huntress View Post
How exactly would Resilient Boost help a mastermind when taunting? Bots/Traps doesn't have any +res to self. Any resistance the bots have is irrelevant when taunting, since the MM takes damage directly and pet resistance doesn't apply to bodyguard mode damage distribution.
I haven't checked to see, but is it possible Resilient will boost pet default resistances? IIRC, that was possible very early, but deemed too powerful in general practice. Maybe the idea here would be to allow it under specific circumstances?


 

Posted

Quote:
Originally Posted by Lazarillo View Post
I haven't checked to see, but is it possible Resilient will boost pet default resistances? IIRC, that was possible very early, but deemed too powerful in general practice. Maybe the idea here would be to allow it under specific circumstances?
Please re-read my post. The part you quoted has the relevant bit.

Pet resistances are not relevant in the taunting scenario.


Quote:
Originally Posted by Arcanaville View Post
Softcapping an Invuln is fantastic. Softcapping a Willpower is amazing. Softcapping SR is kissing your sister.

 

Posted

Quote:
Originally Posted by Void_Huntress View Post
I'm a bit confused. You say here:



(emphasis added)

How exactly would Resilient Boost help a mastermind when taunting? Bots/Traps doesn't have any +res to self. Any resistance the bots have is irrelevant when taunting, since the MM takes damage directly and pet resistance doesn't apply to bodyguard mode damage distribution.

Are you assuming Tough, or an epic shield power?
Presumably that does assume either Tough, a resist based patron / epic shield, or pet-granted resists (presumably Resilient will boost the Ember Demon's resist aura). It'll be nice on Bots/Traps or Bots/FF since they can softcap and still take a resist based shield power but not so great for MMs who softcap by using Scorpion Shield or Frozen Armor.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

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Posted

Quote:
Originally Posted by Golden Girl View Post
I sense that I21.5 is getting very close to launching
Particularly with a live server publish popping up today...


 

Posted

Interesting article!
Nice to see some new worth Interface powers, and natural based Judgment.
But:

Quote:
Originally Posted by Avatea View Post
Issue 21 Special Update - New Incarnate Abilities
by Jeff "Arbiter Hawk" Hamilton

Judgement powers are very resource-intensive to make, since they require unique FX and animations, so we had to make sure that the one power we made would appeal to the widest swath of players possible.
Jeff "Arbiter Hawk" Hamilton
Maybe Im wrong but, got any of the Incarnate powers got a unique animation YET?
I think they use common existing animation (One of the big cons of Incarnate powers, at least to me)


 

Posted

Quote:
Originally Posted by Angelxman81 View Post
Interesting article!
Nice to see some new worth Interface powers, and natural based Judgment.
But:



Maybe Im wrong but, got any of the Incarnate powers got a unique animation YET?
I think they use common existing animation (One of the big cons of Incarnate powers, at least to me)
Maybe not so much animation for the power; but the FX for the powers themselves...the Pyronic judgement was definitely different than other fire powers. The same could be said for all the other judgement powers too (with maybe the exception of Ion; not sure if that chain FX is the same from other electric "chain" powers).


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Posted

Im talking about unique animations, VFX are obviously new, and awesome.


 

Posted

Quote:
Originally Posted by Angelxman81 View Post
Im talking about unique animations, VFX are obviously new, and awesome.
None of the original four Judgement powers have a unique motion for the character, no. Vorpal does though, near as I can tell.


 

Posted

Are these new Incarnate powers still going to require additional cost/unlocking per character, above and beyond the usual unlocking of the appropriate slot and crafting the power, or has that changed?

If that additional cost to unlock the option for these new incarnate powers (in addition to unlocking the slot) before we can craft them is still in place, the reception for them is going to be considerably less enthusiastic than one would expect otherwise.


 

Posted

Quote:
Originally Posted by Kurrent View Post
Are these new Incarnate powers still going to require additional cost/unlocking per character, above and beyond the usual unlocking of the appropriate slot and crafting the power, or has that changed?

If that additional cost to unlock the option for these new incarnate powers (in addition to unlocking the slot) before we can craft them is still in place, the reception for them is going to be considerably less enthusiastic than one would expect otherwise.
The cost to unlock the powers has been removed. They are unlocked right along with all the other powers.


 

Posted

Quote:
Originally Posted by Lazarillo View Post
An interesting little writeup. Nice especially to know what the thought process was behind some of the new Alphas. One thing though sorta made me scratch my head:



So first, you create an artificial limitation, then you create a new power so that people aren't limited by that artificial limitation? My own opinions on the power level of the ability aside...why not just, y'know, not disable Assemble the Team, if that was the goal?
Because Assemble the Team is a Veteran Reward (sorry, Paragon Reward) power?




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Posted

Not to mention that Assemble the Team has a long cooldown. If Incandescence has the same recharge time as other Destiny buffs it will be useable a heck of a lot more often than AtT even in non-league content. Having a stealther who can summon the whole team to the boss room every mission without having to use up a pool choice to get Recall Friend will be very handy on certain TFs.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

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Posted

Quote:
Originally Posted by StrykerX View Post
Not to mention that Assemble the Team has a long cooldown. If Incandescence has the same recharge time as other Destiny buffs it will be useable a heck of a lot more often than AtT even in non-league content. Having a stealther who can summon the whole team to the boss room every mission without having to use up a pool choice to get Recall Friend will be very handy on certain TFs.
Really nice thing about Incandescence is that even the Tier 1 version has that Assemble the Team effect.

I honestly plan to add a T1 Incandescence to every one of my Incarnate characters, no matter what their "main" Destiny is. I can switch to it for use on L45-50 mission and TF teams. The nice thing is, outside of Incarnate content, it won't matter that it's not a T3 since its level shift only affects Incarnate content.