What abilities should demigods have?


Agent White

 

Posted

With a solo Incarnate path having the distinct potential of making me care about godhood for my own characters, this brings up an old question that I don't think I ever really got an answer to. See, Incarnate powers kind of break AT boundaries and kind of give Incarnates access to a little (or a lot) of everything. A full Incarnate (as far as we go so far) can buff, debuff, nuke and summon pets, and that's a good range of abilities across nearly all ATs. In the beginning, I worried that this may be blurring AT boundaries, but I've since come to expect that... Gods and demigods kind of do a little bit of everything. Hence the question:

What abilities do you believe demigods in general should possess?

Now, mind you, when I say "abilities," I'm talking in the most abstract, general sense. For instance, "large-scale attacks" in general, not "Ion Judgement" in particular, or "the ability of fast travel" in general and less so "Zone Teleport" in particular.

In fact, I recall the very first time I actually felt like a cool person on the Ramiel TF was being told to go speak with the Statesman. Him being in IP would normally have meant a trip, but not this time. I left Ouroboros and travelled directly to Independence Port very close to his ship, I spoke to him, he collapsed, I opened an Ouroboros portal 10 feet from him and calmly walked back into Ourobors almost like one of those end bosses that keep popping in in more traditional RPGs. This told me that even something as simple as having access to your own mode of travel that's independent of the city's architecture or transport system in itself came with the prestige of a "higher being," and I liked it.

But that's just one instance of one ability that's not even tied to godhood, specifically. In fact, if you look at characters with "godlike" abilities in a lot of the more fantastic stories, so very often these characters are simply not specialists in any one field. They have the Artefact of This, the Power of That, the Spirit of That Guy, control over That Force and so on. Literal gods, born and raised in true divinity... That's one thing. But what we are as Incarnates is ordinary characters who have attained power that rivals that of the gods themselves, but not necessarily through literal divinity. As such, our powers end up being more esoteric and, in some ways, more generalist.

With that explanation out of the way, here's what I feel godlike beings and physical demigods need to have access to in terms of general abilities:

*Some kind of instant travel or fast travel that's independent of the world it's used in. A demigod has the ability to be where he needs to be ahead of all of his mortal enemies, which is one reason he's so dangerous.

*A mix of abilities of all kinds. While his mortal enemies have to specialise in a field very heavily to match his power, a demigod is not necessarily stronger than them, but is as strong in far more fields. That's why he's so dangerous without necessarily being cheating powerful.

*The ability of exception. A demigod is exempt from the limitations of his enemies and immune to the dangers inherent to who they are. For instance, a regular enemy can travel through time only a set distance, but a demigod can travel to any time period. A disease which turns ordinary people into zombies simply has no effect on a demigod because his immune system is that badass.

*Authority. A demigod is a very important person, and the story recognises this. Humble people venerate the demigod while insolent people fear him, and he is the central figure of stories he shows up in. Laws make exemptions for the demigod and seemingly impossible tasks are given a chance to succeed when he attempts them.

*The combat prowess of a "boss." A demigod is a dangerous person. Whenever he enters combat, he is the most dangerous thing on the battlefield, and the only hope his enemies have of defeating him is either trickery or overwhelming numbers. In a fight, the demigod is the "boss," with enemies having to pool their forces if they have a hope of victory.

*Minions. A demigod can oppose entire armies because he is never truly alone. When necessary, he can call on help specific to his powers. This could be literal allies drawn from a pool of existing people, or otherwise constructs created or controlled by the demigod's powers. Demigods who originally specialised in minions proper get to have more and stronger such.

That's all I can think of off-hand. Keep in mind that all of this is just abstract notions and may not always correspond to what's in the game, or indeed with what even COULD be in the game. That's OK, though, because what I'm looking for is a general idea of what a demigod should "resemble," which should only afterwards inform my view of what I will ask for out of demigods in City of Heroes in particular.

If you disagree with my assessments, that's fine. It's welcome, in fact. Let me know what powers do you feel a demigod should have in your preferred story, and let me know how they differ from mine.


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Posted

I have a few ideas to add. At least some that I find typical of Demigods.

Knowledge - A Demigod usually knows things, often things not meant for mortals. Maybe he can see the future, maybe he knows of unspeakable horrors, maybe he just knows something about how the world works, or knows all there is to know about military planning, but a Demigod knows stuff. They aren't always wise enough to act on it, but that comes with the job.

A weakness - It's a Demigod. Maybe it's a vulnerable heel, maybe it's stupidity, or perhaps he is just not as invincible as a full god, but for a Demigod to be interesting, he must still be possible to defeat.

A domain or specialty - A lot of Demigods are specialists in something. Hercules is the strongest there is, for instance. But it might also be light, darkness, fire, steel, or more abstract things like war, love, knowledge, magic, and so on. A Demigod has a lot of power, yes, but usually there is a focus or a theme. Something that the Incarnate system perhaps lacks by being so scattershot.

And finally: A challenge - Demigods are awesome because they can take on things mere mortals would stand no chance against. It might be monsters, it might be a logic problem, it might be an alien invasion, but whenever a Demigod exists, there's usually a counterpart to him to keep him busy. After all, it's no fun to read "Superman: Traffic Cop" for more than a single issue, is it? Actually, I probably would read that issue, sounds funny.


Aegis Rose, Forcefield/Energy Defender - Freedom
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Posted

I had a couple of musings about what the next slots might entail for Incarnates, and for some strange reason I can't tell whether I heard this information before in reality or one of my strange deja-vu dreams.

Well, Alpha is the general enhancement ability that drives your powers one level beyond what was originally possible, and the always present incarnate shift at rare seals the deal in that respect. Judgement is a powerful click AoE, Destiny is a powerful Buff for you and your allies. Lore lets you summon figments, pets that you can control. And Interface gives all your attacks proc effects to make said attacks more dangerous.

All in all, the iPowers we can get now have increased ranged, buffing, summoning, attack-boosting and power-boosting abilities. Considering how a lot of powers do those very things. It may seem like there's little else to expand on right?

Well. For Genesis and Hybrid I can see these abilities touching upon the whole cross-AT empowerment angle the iPowers are already doing but powering them up head-on!

I'd consider Genesis to be a single tree based on your own character's archetype, you build up abilities that enhance the core element of your AT's inherent powers or the fixed powerset types of that AT. A Scrapper may get enhanced critical chances against Bosses, EBs and AVs instead of just limited to 10% for Lts+. A Defender could gain more scaling buffs when their team-mates take damage.

Hybrid could be the direct cross-AT iPower which you can choose different branches of and gain the inherent abilities of other ATs to empower your character. A defender could take the Blaster tree to gain the ability to use their early powers while mezzed, or the stacking damage buff when attacking with their secondary. A Tanker could gain the Scrapper's critical ability. A Brute could get a Defender's Vigilance to discount endurance cost when their allies fall.

After writing these things down I'd be pretty bummed out if they turned out completely different. But I think Incarnate (demi-gods) would have the power to ascend their core abilities (AT inherent) to new heights. And be able to inherit the core abilities from other heroes and villains because they aren't limited to one style anymore.



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Posted

In Greek mythology...gods/demigods shapeshifted into different forms and had sex with mortal women. I say give me that ability and Ill have my way with all the NPCs I want...muhwahwahahaha.

(Im a sad, sad individual)


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Posted

Keep in mind that when we talk Demigods here, we're still trying to keep within the realm of what our characters eventually become - that is to say, we start out as ordinary characters, but reach demigod level power though other means than direct divinity. Well, at least in most cases. This is less a case of "What if you were born as Hercules?" and more a case of "What if you were born a common kid from Jersey who somehow got godlike super strength and invulnerability?" In our cases, demigod status is less inherent to our characters and more just that - a status we come into via having enormous power, not always related to the divine. For instance, my godly power could be "really big guns."

That said, literally crossing the AT divide and picking powers from another AT, as well as reinforcing the strengths of your own AT might be a pretty good idea that I didn't think of. Say you're a master swordsman who can out-fence anyone and everyone. Well, your godlike power could be that you can now outfence armoured vehicles and cut through solid steel, as well as that you can now throw your swords a great distance and stab people from far away, or you can "cut the air" and send a shockwave of destruction towards your enemies.

That does kind of fall under my "mix of abilities" banner, but I still like it as a more grounded idea when it comes to our actual game.


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Posted

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Originally Posted by Oneirohero View Post
A Defender could gain more scaling buffs when their team-mates take damage.
The godly power to suck?

Seriously, are we back to old Vigilance again?


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Posted

I must admit, when the powers for the Incarnate system were revealed, I was a little disappointed at how much they blurred the lines of the ATs. We can already do this with Inventions but the Incarnate system takes it even further. Perhaps this is deliberate.

For me, I would have liked to have seen skills that took ATs to their 'next level'. So for example, AVs are hard to debuff as they have high resistance to debuffs. So for an Incarnate Defender (or any other AT who have debuffing abilities) I would have liked to see something that could overcome even the resistances of mighty AVs. Basically something that took their abilities further. Like a power that added a few extra feet or splash damage to melee attacks so that melee ATs could truly wade through hordes of enemies like a demigod should.

Or perhaps powers that helped close some of the gaps in ATs, leaving them less vulnerable. Now we do already have those with the Destiny buffs and the Alpha slot to some degree, so in some ways, job done. But I was thinking more along those subtle lines rather than big, flashy powers.

Of course, allowing those things would mean creating new challenges for players but then that's always going to be the problem with scaling power levels. The Devs might not have added another 10 levels to the game but already we see us fighting +6 level shifted foes so I consider that a bit of an illusion.

I will say I'm not enamoured with the Incarnate system but it's more to do with the crappy storyline, confusing salvage and iTrial heavy way of gaining the abilities rather than the powers themselves. Hence why I'm holding out on the revamped Dark Astoria before deciding whether to ignore the system completely.


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Posted

Quote:
Originally Posted by DumpleBerry View Post
The godly power to suck?

Seriously, are we back to old Vigilance again?

They should just have changed that power to -endcost/+rech imo, also bring back the option of the old blaster defiance

[Goes back to topic]

From what we can all see ingame, every incarnated/demi-god character has one defining power that seperates them from everybody else.
What i would like for mine is the option of these powers.
  • Invuln - Make it so that at the bottom of the tree the resistance/recharge levels of this power is quite low [say in the 10% resis to all margin]. As you scale up the tree you get the options of different resistance levels and different recharge levels. So while one side might focus more on the resistance effectiveness, the other side will focus more on the recharge.
  • Stealth - I call this stealth but more of a Placate feel to it. Casting this at the bottom of the tree makes you cant be targetted by other npc minions for X amount of time. As you scale up the tree you can increase the number of foes it affects on one side, while the other side it increases the rank of enemies effected but keeps the target number low.
  • Regeneration - Large bursts of regeneration [not actual healing but regen] over a scale of time. Simple one this one, one side of the tree focuses on the regen values while other side more on the recharge of the power.
  • Leadership - Since pets are covered [imo] with lore we need good leadership. These buffs should affect everybody but yourself within X radius. One side of the tree should focus on damage/recovery, other side should focus on resis/rech. [You could more than likely get better combo's than those but using them as an example]
All the ones i can think of at the moment off the top of my head, those are just some of the things though i would be more than happy to have my characters use.


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Posted

It's all about scale. Demigods go big!


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

Quote:
Originally Posted by DumpleBerry View Post
The godly power to suck?

Seriously, are we back to old Vigilance again?
What do you mean 'old' Vigilance?

Quote:
Originally Posted by ParagonWiki and in-game source
The Defender's primary focus is to protect the team. When his allies are in danger, the Defender is able to look deep within him or herself and rise to the occasion. As a Defender's teammates are in danger of being defeated, the Defender gains an Endurance Discount and can activate their powers at a reduced cost. The more teammates in trouble, the greater the discount.
Vigilance ALWAYS had the endurance discount on ally injury/defeats, though more recently an additional 'damage buff when solo or in small teams' was also added to give them a bit more solo oompf in battle. Personally I would've wanted this to monitor whether allies were alive or not for more dynamic damage buff gains when they fall, but it only looks at 'players teamed with' and that's it.



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Posted

Quote:
Originally Posted by Dante View Post
I must admit, when the powers for the Incarnate system were revealed, I was a little disappointed at how much they blurred the lines of the ATs. We can already do this with Inventions but the Incarnate system takes it even further. Perhaps this is deliberate.
I do believe it is. Now, I admit, at first it had me confounded. After all, why would my super-fast young school girl be able to summon ghostly minions or shoot lightning from her hands? Well, the thing is... At some point you more or less have to. Biting the ankles of giant monsters only takes you up so far, but at some point, you have to start going to other dimensions on your own, you have to develop some way to fight incorporeal enemies, you have to find some ways to attack aliens in their space crafts in orbit, you have to find some way to get to other planets and so forth. When the scope of the story grows, the abilities your character needs to posses grow with it. Sure, you can craft artificial means into the story itself - you can't get into space, but there's a Han Solo - but then you're not really telling the story of a demigod any more. A demigod has to be able to do these things by himself.

Think about it terms of story structure. We didn't wake up one day with a halo over our heads... Well, Vanden did, but that's besides the point. Point is, we earned our way into power comparable to that of a demigod, but (if you ignore the actual Well storyline like you should) you did so through your own means. Maybe you collected a whole host of artefacts that can do these things, maybe your inherent mutations developed further, maybe you made better tech. Who knows? The point is that you've travelled the world, faced its greatest challenges and amassed a wealth of abilities that aren't as narrowly focused as, frankly, the one thing you could do when you were just starting out.

If you look back to a lot of established heroes' stories, they really start out being able to do just one thing. For instance, maybe you can fly. Bang, you're a super hero, and that's your only power. Or you can regenerate. Great. You're a hero, and that's your power. But as you start reaching demigod levels of power, JUST that one ability isn't going to cut it, because there's only so far you can enhance it before you drop off the edge of ridiculousness and plunge into the ocean of absurdity. So you can punch people really hard. So what happens if those people shoot at you from farther than an arm's reach and there are no buildings to climb? Well, maybe you can also jump. And maybe you can shoot, too. So what if your enemies are ghosts? Well, you know of a technique to hit incorporeal things. So what if your enemies are in another dimension? Well, you have an alien artefact that can take you to another dimension. What if your enemies surround you? Well, you know of a magic spell that can summon an army of demons to your aid.

You can see how the literal need for more abilities snowballs with the scope of the story and how quickly a one-trick hero can grow into a force to be reckoned with even if said hero's power level isn't over 9000. Once you're playing in the big leagues, you kind of have to have a bag of tricks because not only will your enemies have more and more tricks, but the variety of enemies and the cheapness of their gimmicks will only get worse and worse. When you're a young hero just starting out, the universe is fair. If you can punch things, your enemies can usually be defeated by punching them or by punching something else that in turn lets you punch them. When you become a demigod, however, the universe expects you to step up and WILL throw enemies who are immune to punches at you. Then what do you do? Well, you pull out one of the tricks you're supposed to have, hence the topic subject.

Quote:
Originally Posted by EU_Damz View Post
From what we can all see ingame, every incarnated/demi-god character has one defining power that seperates them from everybody else.
I honestly think that's something of a limited interpretation of "demigods." Essentially, what you're doing is drawing on the history of mythology and pulling out genuine divine beings from there. That's an overarching problem with the Incarnate lore in general - it more or less tries to change what our characters are in order to excuse giving us more powers, and it really doesn't have to.

Personally, I interpret the Incarnate version of a demigod less as someone who literally has the power of a patron god (that would be lame) and more as someone whose powers have grown to such a level that they rival even those of the gods, themselves. I may have slacked off on my mythology, but I don't recall there being a god of guns, yet our Incarnates could have their godlike powers almost entirely revolve around guns just the same. It's not divine power or godly power, it's god-LIKE power, which is to say power on the same level as the gods, but not necessarily coming from the same source.

I recall an interesting anecdote from an old French animated show with a somewhat similar motif. Every 10 000 years, a race is held between all races in the universe, and the champion becomes the "Avatar," the all-powerful god being of the universe who can do nearly anything. The problem is that before he won, the previous Avatar was an immensely powerful sorcerer, so even though he lost his powers when his "tennure" ran out, he still had enough strength left in him to challenge the actual avatar, who was personally a very powerless little weakling without his divine intervention assistance.

That's more or less how I see our Incarnates - as people who are so powerful that they can challenge the gods of history directly, but whose power comes from their own abilities and items, rather than from their status.


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Originally Posted by Arcanaville View Post
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Posted

Ah, I have another item to add I just remembered. A demigod should have:

*Immunity from environmental limitations. A regular person diving underwater needs an air tank. A demigod can simply breathe underwater or, better yet, does not need to breath at all. A normal person jumping off a tall building would either die or suffer serious injury. A demigod is immune to falling damage. A normal person trapped in a fire burns. A demigod is immune to regular fire. A person trapped in a remote location would starve. A demigod doesn't need to eat, or otherwise has an infinite supply of nourishment in some way.

Yeah, I definitely like this one


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Originally Posted by Arcanaville View Post
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Posted

Quote:
Originally Posted by McNum View Post
A weakness - It's a Demigod. Maybe it's a vulnerable heel, maybe it's stupidity, or perhaps he is just not as invincible as a full god, but for a Demigod to be interesting, he must still be possible to defeat.

A domain or specialty - A lot of Demigods are specialists in something. Hercules is the strongest there is, for instance. But it might also be light, darkness, fire, steel, or more abstract things like war, love, knowledge, magic, and so on. A Demigod has a lot of power, yes, but usually there is a focus or a theme. Something that the Incarnate system perhaps lacks by being so scattershot.
(The above is quoted simply as a reference for the following)

For as much as I agree with you, Sam, about the design of our current Incarnate system, I am surprised by how much I disagree with your definition of an Incarnate. I blame that disagreement on your use of the word "demigod" to describe someone who has abilities on par with a god, but who came by those abilities by means other than "divine."

Hercules is possibly the most famous demigod to have existed, made so because of his god-like strength. But in the end, his strength was the only "god-like" thing about him. He could still drown, a lucky arrow could still kill him, and he still needed a ship to get from Greece to Cerce because he had no special means of travel. By that dictionary definition of "demigod," every superhero could be described as a demigod, save for the fact that demigods are typically named so because they are the offspring of one god and one human. What you are describing with this list of qualifications is an actual god, which is fine as long as that's what you are going for. The use of the word "demigod" in this context is incorrect, in that it does not allow for the "demi" prefix to be prevalent.

I quoted McNum's 2 qualifications because I believe they are at the heart of what defines demigods, and superheroes for that matter. That is where the intrigue and danger come into play, the two things that tend to enthrall us as audience and players. Consequently, those two things are now missing from many Incarnate characters. Once a character has crafted T3 and T4 Incarnate abilities, and especially if they have invested in IO sets, their weaknesses and their powers' focus have been diminished (each is inversely proportional to the other). The absence of those two qualifications are the reason the Devs have now resorted to "gimmicks" for the Incarnate content. They can no longer rely on a Blaster to be vulnerable to attacks, on a Tanker to lack the offensive capacity to deal with large groups with any amount of speed, nor on a Corruptor to be wary of certain kinds of mez attacks.

When you remove a demigod's weaknesses, thus also removing a focus on one specific area of strength, the demigod becomes a god. If that's what we're going for, great, but if that is the case there is no need for the "demi" prefix.


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Posted

Quote:
Originally Posted by CrazyJerseyan View Post
In Greek mythology...gods/demigods shapeshifted into different forms and had sex with mortal women. I say give me that ability and Ill have my way with all the NPCs I want...muhwahwahahaha.

(Im a sad, sad individual)
Heck yes. The Greek/Roman gods did things mink breeders wouldn't tolerate. Fun as that might be, I don't see it making its way into a T-rated game, though.


I used to fiddle with my back feet music for a black onyx. My entire room absorbed every echo. The music was . . . thud like. The music was . . . thud like. I usually played such things as rough-neck and thug. Opaque melodies that would bug most people. Music from the other side of the fence.

 

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Originally Posted by Winterminal View Post
For as much as I agree with you, Sam, about the design of our current Incarnate system, I am surprised by how much I disagree with your definition of an Incarnate. I blame that disagreement on your use of the word "demigod" to describe someone who has abilities on par with a god, but who came by those abilities by means other than "divine."

When you remove a demigod's weaknesses, thus also removing a focus on one specific area of strength, the demigod becomes a god. If that's what we're going for, great, but if that is the case there is no need for the "demi" prefix.
If the word bothers you, then swap it for another. I don't mind using "god" but for the mythological and religious implication, if it'll make things more consistent. Frankly, it's a question of terminology that I can be solved with a terminology swap, this it has an easy answer. I'm more looking to "describe," if you will, the sort of creature our characters turn into when they become Incarnates. It's the sort of creature which has god-like power, but which is not literally a god itself, nor born of a god, nor otherwise divine. That's not to say we can't be if that's how we want to tell it, but more that we don't have to.

What abilities would such a creature have, then?

Quote:
Originally Posted by Winterminal View Post
I quoted McNum's 2 qualifications because I believe they are at the heart of what defines demigods, and superheroes for that matter. That is where the intrigue and danger come into play, the two things that tend to enthrall us as audience and players. Consequently, those two things are now missing from many Incarnate characters.
Isn't that the point, though? We've been these things for 50 levels. Why add more levels on top of this if we're not going to go beyond where we are? I'm reminded of the outcry against Indiana Jones finding aliens, but... How else do you top finding the Arc of the Covenant and becoming immortal, really? That's kind of where we're at - we've taken down literal gods, we've saved our world and others, we've taken on entire armies... Where do you go from here if NOT into outright godhood or whatever we want to call it? Where do we go from here if not into abandoning the limitations which shaped our path thus far and becoming something more?

Quote:
Originally Posted by Winterminal View Post
Once a character has crafted T3 and T4 Incarnate abilities, and especially if they have invested in IO sets, their weaknesses and their powers' focus have been diminished (each is inversely proportional to the other). The absence of those two qualifications are the reason the Devs have now resorted to "gimmicks" for the Incarnate content. They can no longer rely on a Blaster to be vulnerable to attacks, on a Tanker to lack the offensive capacity to deal with large groups with any amount of speed, nor on a Corruptor to be wary of certain kinds of mez attacks.
Personally, I feel that the gimmicks are less necessary because of the character level of the players involved and more necessary because these events can feature 24 players. Even when they're not entirely very well built or packed with Incarnate powers, 24 player characters are amazingly powerful due to the way buffs and debuffs stack in this game.

Moreover, though, I firmly believe that an overcoming of the limitations is definitely an ability that Incarnates/Gods/Demigods should possess. And I don't just mean overcoming of the game's numerical limitations like hit points, resistance and defence, but an overcoming of narrative limitations in general. For instance, many City of Villains story arcs feature securing a ship to travel to Paragon City as its own mission, or at the very least boarding one. That's a limitation an Incarnate should not face, as an Incarnate should be able to travel from the Isles to the City... I want to say "instantly," but at least on his own.

The reason I say this is it's practically unconscionable to be to give someone the power of the gods in terms of narrative, and then still have that someone be stupid or crap in battle or unable to go anywhere. Maybe it's just a power fantasy of mine, I don't know, but being able to break 50 levels of hard limitations is kind of why I find Incarnates so exciting as a prospect even though I don't like the Well storyline or the raiding required.

To my eyes, Incarnates shouldn't be just a face in a crowd, but rather the centre of the story. They should be the important ones, the big ones, the ones everything ultimately revolves around because - like never before - they are the most powerful thing around. "In fact, the combat prowess of a boss" rule is pretty much this.


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Originally Posted by Arcanaville View Post
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Posted

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Originally Posted by Samuel_Tow View Post
To my eyes, Incarnates shouldn't be just a face in a crowd, but rather the centre of the story. They should be the important ones, the big ones, the ones everything ultimately revolves around because - like never before - they are the most powerful thing around. "In fact, the combat prowess of a boss" rule is pretty much this.
(Again, snipped for brevity and focus)

Okay, that's clarified for me, thanks for rewording it. (The Indiana Jones analogy actually helped a lot.) I also agree that there's really no place to go but to a level of divinity, and I actually have no problem with that! My problem is the lack of diversity within that level of divinity.

I completely agree with the part that I quoted, except I think the Incarnate system as-is fails to make a character stand out, almost the opposite. It is the trope of "If everyone's special, no one is." A Blaster's T1 Ion Judgement power does the same as a Defender's T1 Ion Judgement power, and that Defender's Destiny power will do the same thing when used by a Blaster. For 50 levels, our characters had something that they were specially built for (based on their archetype). That special something set us apart from other characters. Then we hit 50, seek the Incarnate level of divinity, and everyone can suddenly do the same things as everyone else, to the exact same level of effectiveness. How does that set a character apart from the rest?

At the moment, I can only think of two ways they could have made that a reality: make the powers and/or numbers unique for each archetype (based off their already existing role), or make a metric ton of equally effective powers to avoid having a majority of people with the same abilities. The problem with the latter is obvious: that's more time and effort than is feasible, plausible, or in reality, necessary. While the former option is possible, an argument you presented stands against it: Should not these beings, who have fulfilled an archetypical role for 50 levels already, be allowed to broaden their power horizons?

I suppose it is more a personal preference than anything else. Perhaps it is because I have not (yet) had an opportunity to undertake an Incarnate level challenge as a lone character. Or perhaps it is because I feel like my level 1-50 characters, when compared with their peers, seem more unique than my Incarnate characters (versus their peers). Or perhaps I need to be more patient until more slots are unlocked, thus giving more possibilities. Whatever the reason, I dislike the "one size fits all" nature of the current powers.

To stay on topic, I feel Incarnates should have abilities that enhance what they already have, much like the Alpha Slot and related to some of the things you listed in you OP. Someone who took the Teleport pool should have a Mission Teleport power on a 5 minute timer as an Incarnate Ability. Or a Super Speed character that can access Cimerora from anywhere (so fast they can time travel). Those are only 2 examples and, yes, they are limited to travel powers, but that's the kind of thing I am talking about.


@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.

 

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Originally Posted by Winterminal View Post
It is the trope of "If everyone's special, no one is." A Blaster's T1 Ion Judgement power does the same as a Defender's T1 Ion Judgement power, and that Defender's Destiny power will do the same thing when used by a Blaster. For 50 levels, our characters had something that they were specially built for (based on their archetype). That special something set us apart from other characters. Then we hit 50, seek the Incarnate level of divinity, and everyone can suddenly do the same things as everyone else, to the exact same level of effectiveness. How does that set a character apart from the rest?
I have a problem with this interpretation, and it's probably based on my status as a more or less average player in a game that hosts some truly remarkable ones. Yes, our characters had the speciality of their ATs, but that really isn't a reason to shine for. All this requires is someone else playing your AT better on the same team to show you how not special you are. Hell, half the time all it takes is someone with enough Hamidon enhancements or Inventions or a very good selection of seemingly useless powers to make another AT not specialised in your field show up your specialist character.

Being shown up by other characters in-game neither interests me nor bothers me, and I don't say this to be dismissive. As far as I'm concerned, we are all the stars of our own stories, and when we team, other people are just supporting actors. That doesn't mean I want to lord my "superiority" over other people who are just as much the stars of their own stories, but more to say that I don't compare numbers with my peers. That's not interesting. When we team, what matters is we get the job done. It's when there's no-one else to help that I actually care about how I perform and that's when I start taking pride in my characters.

Realistically speaking, the problem isn't with the system - at least not a problem that's solavable - but rather with the storytelling that makes use of the system. Dump 24 Incarnates in the same instances and you damn well have to make the game cheat to challenge them. Moreover, since you have to be fair to everyone, you can't make any of them shine. It's a basic rule of computer gaming that for a happy player base, you can't afford to step on one player for the sake of making another feel good, at least not in a cooperative environment. It's also a basic rule of gaming that the computer has no feelings and it's OK to step all over that to make the player feel special. We can, in other words, be allowed to humiliate the NPCs in order to build our egos, if only the stories were designed to let us do that.

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Originally Posted by Winterminal View Post
At the moment, I can only think of two ways they could have made that a reality: make the powers and/or numbers unique for each archetype (based off their already existing role), or make a metric ton of equally effective powers to avoid having a majority of people with the same abilities. The problem with the latter is obvious: that's more time and effort than is feasible, plausible, or in reality, necessary. While the former option is possible, an argument you presented stands against it: Should not these beings, who have fulfilled an archetypical role for 50 levels already, be allowed to broaden their power horizons?
I have a confession to make - I'm not terribly interested in "roles" or diversity, especially when my characters are as defined by what they can't do as they are by what they can. That's one reason I've never been bothered by the tank-mage concept. If it can shoot, punch, defend and heal... All the better. That just means I'm not missing anything. As such, I honestly feel no need to mess with the system. And if I DID see a need to mess with it, I wouldn't mess with it to make ATs more unique so much as to make the powers with which they break their roles better tooled to the roles they aim to break.

As I said - I'm not interested in how characters stack up against each other so much as how they stack against the environment, a sort of independent view on what is otherwise PvP-by proxy in a PvE environment. I don't aim to outdo my peers, I aim to be able to do my missions. So long as I can do that, I'm happy. Incarnates, with this in mind, would give me enough power to do harder missions, and do them with more style, as well as giving me added utility with which to break a few rules and avoid a few time sinks. Because I'm an Incarnate and I'm awesome

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Originally Posted by Winterminal View Post
To stay on topic, I feel Incarnates should have abilities that enhance what they already have, much like the Alpha Slot and related to some of the things you listed in you OP. Someone who took the Teleport pool should have a Mission Teleport power on a 5 minute timer as an Incarnate Ability. Or a Super Speed character that can access Cimerora from anywhere (so fast they can time travel). Those are only 2 examples and, yes, they are limited to travel powers, but that's the kind of thing I am talking about.
See, I think we're thinking in two completely different directions. Before I accepted the main drive behind Incarnates, I used to feel the same way. In my opinion, there's one central aspect we simply have to accept when dealing with not just Incarnates in this game, but with gods and godlike powers in general (well, in fiction, at least) - there are no specialist, there are only generalists. That's kind of the point. A specialist is strong in part because he focuses on one aspect, but also because he EXCLUDES a number of other aspects, thus having more "points" to "spend" on his speciality. This is the fundamental limitation of all so-called balanced characters.

In my eyes, once you become a god, this is the first limitation that should go. You are no longer defined by NOT being able to do something at all or only having the most basic pointless skills in it. As a god, you should be able to travel and punch and shoot and summon minions and not die and know lots of secrets. That, more than anything else, is what sets godlike beings apart from the rest of us, especially those at least somewhat balanced against the more common folk. A new god may not be that much more powerful at shooting lighting than the world's strongest Electricity Blaster, but he can shoot lighting AND punch with lightning AND defend with lighting AND teleport with lightning AND read people's minds with lightning AND make golems out of lightning AND heal from lighting, just off the top of my head.

Our characters are limited by the constraints of practicality, as expressed by game balance. There isn't enough time in the day to be good at everything. A god shouldn't be limited like this. A god SHOULD be good at everything, and possibly GREAT at a few things, too. "I can do everything you can do, as well as so much more." A god should be the kind of combatant who can scrap it out with the fighter, win a firefight with the ranger, match magics with the wizard and backstab the thief, because he's something more. It's a power fantasy taken up to 11, but not by making one aspect pointlessly strong while still leaving the god weak and vulnerable to another, but by making that god that much more well-rounded. All of our ATs are designed to miss something, and in so doing identify themselves. By no longer missing that something, I dare say they are thus redefined as gods.

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I have another example, actually: Hellsing's Alucard. No, he's not a god, but he's still an overpowered mess. He's functionally immortal up to and including letting Andersen cut his head off for kicks, he's immensely dangerous either through his absurd guns or his dark powers, he can transform into monsters, he can summon minions, he can teleport and walk through walls, he can control people's minds and from what I can tell, and from what I can tell he never loses his evil grin. AND he always shows up in a red coat, a wide-brimmed hat and scary shiny glasses even when blown to bits the previous scene. No, he's not a literal god, but with as much power as he has... He might as well be.

That's what I want for my characters, too - the ability to treat ordinary dangers with an air of bored bemusement, confident that no matter what your enemy does, you have the abilities necessary to counter it well before it becomes a danger. That's actually something I wish we had more often in City of Heroes - missions which are intentionally written in storyline to be easy. The missions themselves don't have to have a lower difficulty as long as the narrative tells of how you had it all under control and your enemies never had a chance.

I find it a profound misunderstanding of what godlike power should "feel" like, in my opinion, to try and come up with ever greater challenges to make us feel even more feeble than before we had this. In words and numbers, we have more power, but to me at least, it feels like we're weaker because our enemies got ten times as much as we did. Godlike power "feels" the most obvious when we can use it to overpower enemies clearly our inferior with, enemies who would have been problematic before. That, in my eyes, is what godlike power should be used for the most often.

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Again - all that means is I expect Incarnates to be less sepcialised and more broadly capable, to have abilities of all types and all kinds. Why they have this is an exercise for the owner of the character to explain, so long as we have these. Our Incarnate characters should not be limited by things they can't have, because there should be nothing gods can't have. Difficulty is one thing, but outright lack of a certain ability, that I don't think is applicable.

This notion more or less informs all the others I've listed.


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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.

 

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Intangibility. Lots of it.


 

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Originally Posted by Golden Girl View Post
That's not an easy concept to grasp.
hey I'm being as transparent as I can about the idea.


 

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Originally Posted by Samuel_Tow View Post
What abilities would such a creature have, then?
Long, flowing hair.


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Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

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Well, I remember in the old D&D books demigods and gods had a slew of abilities:

They went first in combat.
They had massive travel speeds.
They could control weather (not so relevant here).
They could summon huge allies (think the most elevated "angels").
They had precognitive abiltiies so they gained an Initiative bonus, if they didn't just precede you in combat.
They had a slew of combat buffs.
They had a variety of "spell-like abilities" on top of all that (Magic Missile X times per day, Dispel Magic X times per day, etc. etc).
They could (in some cases) grant wishes.


In other words, they were pretty OP.

Basically, demigods should have abilities that make them numerically better than normal players of the game but not so much that they are undefeatable.


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