What are you expecting for a solo Incarnate path?
What are you expecting for a solo Incarnate path? |
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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I personally think that's not such a smart thing to overdo in this game seven years down the road. As other posters have mentioned, this game has a charm of its own, and to my perceptions, one of the most oft-repeated features about this game that made it a haven for people who didn't play other MMOs was the avoidance of the so-called "holy trinity" of character classes. While it may not have been intentional, a team made of all DPS or all "support" or even all meat shields will all do fine at the vast majority of content.
This feeds into what I think is one of the most subtle and unique aspects of CoH - the investment we make in our characters. I don't (just) mean investment in time, money (real or virtual) or other "currencies" - I mean the degree to which we personally become attached to or "invested in" our characters. The vast number of unique combinations available via the game's costume editor and the free-form "background" text box are part of this, as are thing like power choices, slotting and even choice of IO builds, where appropriate. We have the ability to make our characters uniquely our own in a way almost no other MMOs allow, and that allows those of us prone to such things to become very attached to our characters as something we "created".
But how the game actually plays also serves to empower our attachment. It's likely that not all builds are equally prone to this, but the game's relaxed approach to meta-gaming of teams and so forth allows us to take our latest "creation" and go do lots of different things with them, pretty much no matter what it is they actually contribute to a team. If we happen to favor or enjoy a particular character and want to take them on some content, that's probably fine, because they aren't likely at all to be the "one to many" of whatever they happen to be.
All content does not need to be like this for the game to overwhelmingly support it overall. Some content can be such that a bit more care is required in team makeup without losing this nature. Still, the nature of introducing the "end game" creates two challenges I can think of for the devs with respect to preserving this "open" nature of most prior content.
The first challenge is that, almost by definition, harder content is going to constrain this nature of the game. If something is harder, it often takes more planning and care by the players. Planning and care is pretty much the opposite of "take whoever comes". Designing something that requires some attention to team composition without falling completely into the holy trinity approach takes some care.
The second challenge is that, by nature, the iTrials/endgame system are clumped together both in time-of-delivery and in overall concept. If you're taking your characters through end-game progress, it's likely the main thing that character is going to see is a string of end-game content. If this content is all more prone to make people care about what's on their team/league, that then makes the entire ongoing experience perhaps feel more exclusive overall, even though other, more inclusive content still exists.
Combining these two things and you can feel like the focus of the game is shifting away from something that I think ties closely with its open, "play what you like" nature. Taking a character through the end-game can potentially make you feel like you can't just bring whatever you currently happen to enjoy playing, because the challenges in the trial-du-jour might be a poor fit for what your character does. That can be hard to swallow after 50 levels of being fine bringing that character to whatever most of the time.
Now, personally, I don't think the iTrials completely throw the baby out with the bathwater on this. As Arcanaville I believe mentioned up-thread, the design expectation of the leagues is that, given 12-24 people, a league probably gets "enough" of the things that it really does need in a core of something like 6-8 of the people, and the other 6-12 of them can pretty much be anything, at least most of the time. The other thing they helps, in my opinion at least, is the AT-agnostic nature of the Incarnate powers themselves. While people have pointed out (not just in this thread) that this has the effect of homogenizing characters, it also helps make sure that they can, at least potentially, give the league some basic things it might need in the form of buffs, healing, damage, etc. even when the league's AT/powerset composition may not suggest it would be strong in these areas.
So, following this winding road back to the part of your post I quoted, I do not want to see a greater shift towards a need for "strategic" composition of teams or leagues. I believe that could undercut one of these game's greatest niche attractions - that you can play whatever you want most of the time. I'm OK with the iTrials being harder, and therefore almost certainly requiring some attention to league composition. But I believe the devs have a fine line to walk if they want to avoid the "end game" and the rest of the game having two radically divergent philosophies about being able to bring your favorite characters on "anything". I believe that, as much as possible, the end game should try to preserve the things that kept so many people involved in it for so long to date. Doing so will help make the end-game environment richer in players and more healthy as a result.
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
Taking a character through the end-game can potentially make you feel like you can't just bring whatever you currently happen to enjoy playing, because the challenges in the trial-du-jour might be a poor fit for what your character does.
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If there's an AT that you like that doesn't seem to perform so well on a Trial that you run a lot, just target power unlocks to suit that Trial.
@Golden Girl
City of Heroes comics and artwork
I mentioned that.
Bear in mind, though, that what incarnate power people are working on (for theme, because it makes their character solo better, or is just what they thought would help most in general) is not necessarily whatever power the league thinks helps most. Clarion in the UGT is our only strong current example, but Rebirth in Keyes certainly was before they changed it.
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
I mentioned that.
Bear in mind, though, that what incarnate power people are working on (for theme, because it makes their character solo better, or is just what they thought would help most in general) is not necessarily whatever power the league thinks helps most. Clarion in the UGT is our only strong current example, but Rebirth in Keyes certainly was before they changed it. |
@Golden Girl
City of Heroes comics and artwork
I've seen plenty of people talking about various "useless" non-Incanrate powers that "no one" ever takes, even though they must fit with plenty of themes - so building for effectiveness ahead of theme isn't really something that's only started with the Incarnate system.
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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
Is that what the devs want us to do? Get more than one ability for slots? Are we suuposed to be collecting ALL the incarnate abilities?
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Destiny is the one slot that benefits from having multiple abilities but even there it's not critical. The thing to keep in mind is that most situations where you want a specific Destiny a T3 destiny will be fine and T3 powers are easy to make. I wouldn't be aiming for having all T4 Destiny's but I can definitely see making a few extra T3s (especially Clarion for UGT and Incandescence for a few special cases).
Destiny is the one slot that benefits from having multiple abilities but even there it's not critical. The thing to keep in mind is that most situations where you want a specific Destiny a T3 destiny will be fine and T3 powers are easy to make. I wouldn't be aiming for having all T4 Destiny's but I can definitely see making a few extra T3s (especially Clarion for UGT and Incandescence for a few special cases).
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Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
It's a little schizophrenic.
Everyone can have whatever combination of Incarnate abilities they want, and it's okay because someone probably has what they need. In fact, the very grindiness of the trials by design steers you away from everyone having every ability.
However, on the other hand, everyone can have every ability, so they can design trials with the assumption that the League has access to a certain amount of healing, Clarity, etc.
I think that will be the big challenge in solo Incarnate stuff. Do you design a mission with the assumption that a character has Rebirth-level healing because they can just go get it if they need it? Or do you assume they don't have it and design around that, leading to it possibly being a snoozer if they do?
What would you do if we had the AE tools to build Incarnate stuff? I think you would assume the player had 'x' ability, and then label the mission appropriately.
Therefore you'd see missions that were designed for Lore 3+, Judgement 4, or 3+ shifts and what not. The devs may go the same route.
Ironically, the post-50 game is essentially the Archetype-less free power pick system certain segments of the populace have been clamoring for since day one.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
On the subject of grindiness...
Isn't the entire point of the endgame system to give us stuff to do forever?
Mental Exercise:
What if each iTrial gave 5x the rewards they do now the first time you did them in a 20-hour period, and 1/5 the rewards the rest of the time. Would that make the Trials feel less grindy by encouraging you to cycle through them rather than rerun the same ones over and over?
I personally beleive the true endgame system, however, is the AE. It just needs a little fixing.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
On the subject of grindiness...
Isn't the entire point of the endgame system to give us stuff to do forever? Mental Exercise: What if each iTrial gave 5x the rewards they do now the first time you did them in a 20-hour period, and 1/5 the rewards the rest of the time. Would that make the Trials feel less grindy by encouraging you to cycle through them rather than rerun the same ones over and over? |
Eco
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
There are a lot of things about the iTrials and incarnate system in general I think are flawed. The degree to which they are "grindy" is part of that. I have to wonder if the whole system wouldn't have been better received if we had gotten at least four trials plus a zone like DA up front.
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But you seem to think that grinding for progress as its own sake is something new around here. It's not. |
While end-game raiding has not been a core of this game, grinding for loot has been a large subtext for a long time. Ever since Issue 9, and inventions. |
Yeah, but you don't have to think. BAF is something that goes on in the background while you watch Mythbusters.
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
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
I don't mind the trials. Sure, they're repetitive, but what content isn't to some degree?
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For a mission BAF is actually quite good I think, in that it has a range of tasks suited to different ATs. Nice work Devs! But I've done it about 6-10 times and I am sick to death of it. Some of you in this thread have done it a whole magnitude of times more. I couldn't face that to be honest.
ps: spent 45 minutes in Pocket D tonight, looking for UG or Keyes, then gave up. On the plus side I helped some people in the Help channel while I waited.
This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04
This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04
doing them again and again and again AND it seems like that is the Devs intent.
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In a couple of months a new level 50 will have at least 6 trials to play plus a whole zone of arcs, critters, and repeatable content. With that much stuff to do the amount of repetition will drop precipitously. And they will keep adding more.
Look at the big picture, not just what things have been like since the introduction of Incarnates.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
People keep repeating this and I think if you look at the emerging pattern it is clearly not the case.
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It frees up resources (including time) for the story content to be worked on in detail.
The only problem is players choosing to burn themselves out with the grind before more content can be added, but the AE is the only potential solution to outracing player desire for content that I have seen.
The AE and potentially, PvP.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
But you seem to think that grinding for progress as its own sake is something new around here. It's not. While end-game raiding has not been a core of this game, grinding for loot has been a large subtext for a long time. Ever since Issue 9, and inventions. And frankly, a lot of people do enjoy that. I am quite certain that, without that long-term goal to chase, I would have wandered off a long time ago - not to some other MMO, but to spending more time on "real-life" hobbies and entertainment. Not all my friends and acquaintances in game share that with me, but most of them do pursue IOs, and most of them do consider it a mini game that provides its own end, not purely a means to other ends.
Chasing IOs isn't something you do for anything but its own sake. No character needs the benefits of IOs, but for a lot of us, they sure are fun. What do you do with the benefits? For me, its to keep chasing more IOs, of course.
I think the devs are not blindly chasing the orc and elf paradigm. I suspect they are, to some degree, making a logical (if extreme) extension of things they have found a significant chunk of their players did enjoy. Whether or how the iTrials achieve that is a topic with a lot of room for discussion, complaint and even some praise, but I really don't think it's something they bolted on completely out of the blue.
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