Unanswered Pummit Questions


Adeon Hawkwood

 

Posted

For those who attended The Three Missing Panels(tm)...

1. Will the Dark Astoria Incarnate Zone offer Threads, Astrals, and Empyreans? Or just Shards? or just Threads, for that matter?

2. Does it have repeatable content or just story arcs and a new trial? "Street sweeping" was mentioned but presumably there's more.

3. What details were given about Darkness Control? Only fact we got was "no tentacles, more oily."

4. Did they say if Stalkers get Staff Fighting? (I'd assume yes, but TW didn't, so...)

5. Someone vaguely mentioned changes to Stalkers in I22. Anything specific?

Basically, we need specific details from those panels, since nobody posted anything. We have the UStreamed panels written up quite a bit, in comparison.

ONE SOLID FACT: Team Up Teleporter (LFG queue) will work inside door missions, and has other unspecified improvements to encourage using it. Courtesy of twitter.


Global @Twoflower / MA Creator & Pro Indie Game Developer.
Mission Architect Works: DIY Laser Moonbase (Dev Choice!), An Internship in the Fine Art of Revenge (2009 MA Award Winner!) and many more! Plus Brand New Arcs for Issue 21!

 

Posted

Did they mention proliferation in i22 also? I would hope Doms would get dark assault and Controllers would get Dark Miasma.


Sermon
@sermon
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Posted

Quote:
Originally Posted by Sermon View Post
Did they mention proliferation in i22 also? I would hope Doms would get dark assault and Controllers would get Dark Miasma.
More proliferation was mentioned in Von Krieger's Keynote and Opening Q & A thread.


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by Oathbound View Post
More proliferation was mentioned in Von Krieger's Keynote and Opening Q & A thread.
Ah, okay. Thanks for the confirmation.


Sermon
@sermon
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Posted

Quote:
Originally Posted by Oathbound View Post
More proliferation was mentioned in Von Krieger's Keynote and Opening Q & A thread.
I think Controller / Dark Miasma and Dominator / Dark Assault is pretty clear, but was any other proliferation mentioned?


Global @Twoflower / MA Creator & Pro Indie Game Developer.
Mission Architect Works: DIY Laser Moonbase (Dev Choice!), An Internship in the Fine Art of Revenge (2009 MA Award Winner!) and many more! Plus Brand New Arcs for Issue 21!

 

Posted

Quote:
Originally Posted by Twoflower View Post
I think Controller / Dark Miasma and Dominator / Dark Assault is pretty clear, but was any other proliferation mentioned?
No idea. All it said was "More Proliferation."

I do agree that Dark/Dark for Controllers and Doms seems highly probable.

Sadly I'm not at the Pummit, despite living within driving distance, cause I'm a poor *******.


@Oathbound & @Oathbound Too

 

Posted

Anyone know what was mentioned in the Powers panel?


Quote:
Originally Posted by Venture View Post
I'd never use a nuke in a superhero universe. You nuke a city, you kill 1.5 million people minus one. The last guy not only gets superpowers from the explosion, but ones that let him survive a nuke...and wow, is he torqued off
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Posted

Quote:
Originally Posted by kadmon View Post
anyone know what was mentioned in the powers panel?
GOD I WISH!


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@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by Twoflower View Post
4. Did they say if Stalkers get Staff Fighting? (I'd assume yes, but TW didn't, so...)

5. Someone vaguely mentioned changes to Stalkers in I22. Anything specific?

Anyone know more about these two? How come I have a feeling that most of Stalker sets are going to be reverted back to Scrapper, meaning Assassin Strike will be an inherent attack and pbaoe attacks that were taken out are going to be put back?

I say this because Staff set is going to be a pain to work right for Stalker since Stalker is currently married to Build Up (which means no Form change), Assassin and Placate. I can care less about Placate because it only replaces Taunt which I don't need. And I will definitely quit this game if they skip Staff for Stalker like they did with Titan Weapon. :P I can't see it happening so my logical guess is that Stalker primary will be re-vamped to look llike everyone else's but with Placate in place (although Claw and dual Blade will be tough with follow-ups or they may just keep build up?).

I heard that it's going to be a Stalker "change" (not really a buff), so is this too big of a change to put back those pbaoe and turn Assassin an inherent?


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Here's a question:

Who thought it was wise to film the panels that were presentation light and largely just player Q&A? I love hearing folks ramble on about PvP or their specific concept or poking at an issue that's been talked to death on the forums instead of the stuff that has been advertised for quite a while as being the big key selling points to coming to the pummit, the new content previews.


 

Posted

Quote:
Originally Posted by Agent White View Post
instead of the stuff that has been advertised for quite a while as being the big key selling points to coming to the pummit, the new content previews.
There's a big clue right there


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Golden Girl View Post
There's a big clue right there
I thought you were a dev apologist, quit encouraging people to attack them for getting money for attending this thing!


 

Posted

Quote:
Originally Posted by Twoflower View Post
....
ONE SOLID FACT: Team Up Teleporter (LFG queue) will work inside door missions, and has other unspecified improvements to encourage using it. Courtesy of twitter.

Wow...that's a very nice thing


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Posted

Quote:
Originally Posted by Twoflower View Post
ONE SOLID FACT: Team Up Teleporter (LFG queue) will work inside door missions, and has other unspecified improvements to encourage using it. Courtesy of twitter.
Looks like they've been listening to my ********.

Kudos to them for the fixes.


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Posted

It's definitely good news. I've always been in favor of the LFG teleporter actually being USED for things like Incarnate trials. I mean, that's all we do when we go to RWZ or Pocket D and broadcast "LFT!".

I just hope that the system refuses to launch until you're near the maximum capacity of the trial. That's the main reason people assemble leagues manually, because the LFG system seems to love doing 8-man Lambdas and other failtastic combos.


Global @Twoflower / MA Creator & Pro Indie Game Developer.
Mission Architect Works: DIY Laser Moonbase (Dev Choice!), An Internship in the Fine Art of Revenge (2009 MA Award Winner!) and many more! Plus Brand New Arcs for Issue 21!

 

Posted

Maybe there could be an option to choose what sized league you'd like to queue for? Like 8-12, 12-16, 16-20 or 20-24, so you might feel ok with being in a 12-16 queue for BAF, but might also prefer to be in a 20-24 queu for UGT.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
ONE SOLID FACT: Team Up Teleporter (LFG queue) will work inside door missions, and has other unspecified improvements to encourage using it. Courtesy of twitter.
Best news all day, if true.


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Of a genius smashing expectations

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Posted

Quote:
Originally Posted by Jibikao View Post
I heard that it's going to be a Stalker "change" (not really a buff), so is this too big of a change to put back those pbaoe and turn Assassin an inherent?
Why, exactly, can't Build up be an Inherent power instead? It's exactly the same for all sets, only placate has that feature as well.


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Quote:
Originally Posted by Shubbie View Post
Im very good at taking a problem and making it worse.

 

Posted

Quote:
Originally Posted by DarkSideLeague View Post
Why, exactly, can't Build up be an Inherent power instead? It's exactly the same for all sets, only placate has that feature as well.
The effects are the same, but there are different animations (they all draw their respective weapons) and are thus unique to their powerset from a technical perspective.

Making an activatable power be inherent is not a trivial task. Only time they've done it that I can think of is Domination, and that is truly universal across the AT. All the other "AT powers" are just aspects coded right into the powersets (defiance, gauntlet, scourge, etc).


Global @Twoflower / MA Creator & Pro Indie Game Developer.
Mission Architect Works: DIY Laser Moonbase (Dev Choice!), An Internship in the Fine Art of Revenge (2009 MA Award Winner!) and many more! Plus Brand New Arcs for Issue 21!

 

Posted

I didn't watch the videos, did anyone ask if they were going to stop with the godawful pretinting of costume pieces?


 

Posted

What a failure.

The biggest piece of news from the whole debacle turns out to be the terrible "super packs" being added to the market.

And next to no solid information on anything else mentioned in the keynote. I'd be alot more excited for the upcomming features if we get some answers like they were hyping this up to be providing.


 

Posted

Hey all,

Stopping in here to answer some questions:

Quote:
For those who attended The Three Missing Panels(tm)...

1. Will the Dark Astoria Incarnate Zone offer Threads, Astrals, and Empyreans? Or just Shards? or just Threads, for that matter?
Dark Astoria critters and mission content will provide threads, components, and both Astral and Empyrean merits.

Quote:
2. Does it have repeatable content or just story arcs and a new trial? "Street sweeping" was mentioned but presumably there's more.
Dark Astoria has Incarnate story arc, repeatable mission content, and level 50 to 54 npc enemies from several villain groups if you feel like street sweeping.

Quote:
4. Did they say if Stalkers get Staff Fighting? (I'd assume yes, but TW didn't, so...)
Staff Fighting will be available for Stalkers, Brutes, Tankers, and Scrappers.

Quote:
5. Someone vaguely mentioned changes to Stalkers in I22. Anything specific?
We're testing three improvements to stalkers in i22:
-Assassin's Strike: using Assassin's Strike outside of hide will be an uninterruptible attack with no windup time, dealing Superior damage. This will allow Stalkers to do very competitive dps.
-All Stalker attacks that are not Assassin's Strike will build stacks of a buff called Assassin's Focus. Assassin's Focus increases your chance to critically strike with the out-of-hide Assassin's Strike.
-Stalker Buffed Max HP will be increased by about 400. This should allow them to fully benefit from powers like dull pain, hoarfrost, etc.
-These changes to Stalkers should make them very competitive top-end damage dealers, and help them with their early attack chain since they can use Assassin's Strike mid-combat.


 

Posted

Thank you so much!

I was worried these questions would get lost in the shuffle, from the Three Dark and Mysterious Unknowable Panels. Good to hear -- the zone offering up everything we normally get in trials is great, as are the Stalker changes! Can't wait to test it all!


Global @Twoflower / MA Creator & Pro Indie Game Developer.
Mission Architect Works: DIY Laser Moonbase (Dev Choice!), An Internship in the Fine Art of Revenge (2009 MA Award Winner!) and many more! Plus Brand New Arcs for Issue 21!

 

Posted

Quote:
Originally Posted by Arbiter Hawk View Post
We're testing three improvements to stalkers in i22:
-Assassin's Strike: using Assassin's Strike outside of hide will be an uninterruptible attack with no windup time, dealing Superior damage. This will allow Stalkers to do very competitive dps.
-All Stalker attacks that are not Assassin's Strike will build stacks of a buff called Assassin's Focus. Assassin's Focus increases your chance to critically strike with the out-of-hide Assassin's Strike.
-Stalker Buffed Max HP will be increased by about 400. This should allow them to fully benefit from powers like dull pain, hoarfrost, etc.
-These changes to Stalkers should make them very competitive top-end damage dealers, and help them with their early attack chain since they can use Assassin's Strike mid-combat.
That first one is eeeeeehnteresting. I'd assume it'd only have a "normal" crit, in that case, rather than the the current form of dealing crit damage equivalent to out of hide?

Second buff might also be interesting. Or it might be a flop. Will have to see it in action. I still think it'd just be more sensible (and easier) to give them slightly higher base damage. But we'll see.

Third'll be situationally useful, but I don't see much beyond that. I'd rather Dull Pain-type powers just increased the cap on their own, the same way Afterburner currently does for the flight speed cap.


 

Posted

Was there any news given on incarnate slots, either more new abilities for those unlocked, or information on the upcoming 5?

Also thank you.