What abilities should demigods have?
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The problem is defining demigods in relation to gods. If gods have "infinite" power, than merely defining demigods as near the power of gods won't work, as near infinite is still infinite, and undefined. However, if we define demigods as "limitless", I think we get a better definition. A god has the power to do basically anything, and can only be compared to other gods, as they are infinitely above lesser beings. A demigod, however, is comparable to lesser beings but the capacity to outmatch any non-god or demigod.
A demigod would summon a hurricane to defeat a foe. A god would summon the great red spot of Jupiter, if they were being nice.
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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. |
If I had to define the status of a "self-made god" with a single word, that would be "prestige." These are the people whom the story should treat with reverence and who should always come off like badasses whether they win or lose. Beating an Incarnate shouldn't be a curb-stomp battle, like Marauder just stomping his foot and *poof* 20 of them get squashed flat. Even when an Incarnate loses, it should be a big deal and a great source of pride for whoever defeated him.
A big thing that I DON'T want to see is Incarnates being treated as cannon fodder. There's no point in earning the power of the gods if your enemies earned it ten times over and they still squash you like a bug. That's not godlike power. That's god damn suck. At least once in this game, I want the narrative to stop trying to invent threats that are so much bigger than us and let us be the biggest, baddest, most awesome thing around. There are ways to challenge the gods without being stronger than them in single combat.
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I've had to think hard about this.
I think in terms of the game, they should have the ability to throw a rock at somebody and one shot them.
Facetiousness aside, I think that as some have said It's just "more" - maybe they should be something above a GM.... effectively a level 56 or something like that. Hit really hard, take ages to defeat etc.
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I think that as some have said It's just "more" - maybe they should be something above a GM.... effectively a level 56 or something like that. Hit really hard, take ages to defeat etc.
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I my eyes, inventing new enemies to make our Incarnates humble is as bad as - if not worse than - getting defeated by a rock. At least with the rock, some explanation is given as to why we're normally stronger than this. With a super giant monster, no explanation is given. We simply suck compared to our enemies. It's the game telling us that no matter how strong we are, the NPCs will always be stronger. As far as I'm concerned, the point of giving us the power of the gods is to make us STRONGER than the NPCs, at least in terms of storyline.
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A big thing that I DON'T want to see is Incarnates being treated as cannon fodder. There's no point in earning the power of the gods if your enemies earned it ten times over and they still squash you like a bug. That's not godlike power. That's god damn suck. At least once in this game, I want the narrative to stop trying to invent threats that are so much bigger than us and let us be the biggest, baddest, most awesome thing around. There are ways to challenge the gods without being stronger than them in single combat.
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I was defending my earlier suggested approach (maintaining archetype-specific strengths) with this in mind. With the current Incarnate content, there really is nothing special about being in an Incarnate simply because, despite having attained more personal power, that power is diluted by up to 23 other people with the same powers fighting seemingly-ordinary enemies that are somehow strong enough to stand up against that type of force. It is counter-intuitive: Our characters get stronger in their own right, but need more people to handle the content designed for that level of strength. Had the Devs kept some specificity to archetypes in tact with these powers, characters may still feel like they did something better than anyone else, while still needing the league to overcome the obstacles in the trials.
I hope Issue 22 brings a different approach. I would love if they took to heart the last sentence I quoted above, but the current powers do not allow for that. They are based around increasing our own power/resilience, or decreasing our opponent's. We are much more likely to see enemies of increased strength, much the same way as we do on the trials. However, the mere fact that we will be able to tackle them as a single powerful being will do wonders towards making us feel like Incarnates.
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You're essentially bringing up the law of conservation of ninitsu. Since Marauder is just one guy... Or one guy out of a very small group, yet there are 24 of us, he obviously has to be more than 24 times more powerful than us, or there's no fight. Here's my question, though - WHY are our enemies so few? Why can't we face off against all of the Praetors and their lackeys at once? I'm sure Praetoria can scrounge up something like 12-14 signature characters to toss into a Trial, then toss a whole army of goons on top of them so it's still an unfair fight against us. The key here is that while it's an unfair fight, it's not because our enemies are stronger so much as because our enemies are more numerous.
Seriously, think about it. Suppose we had to face Marauder, Dominatrix, Mom, Malice, Neuron, Bobcat, Siege, Nightstar, Anti-Matter, Battle Maiden, Chimera, Black Swan, Diabolique, Infernal and, say, 10 more War Walkers on top AND a few divisions of IDF troops... Wouldn't that seem like a fight that's justified in being horribly hard and needing about 15-20 of us? I certainly wouldn't complain, because with those odds, it makes sense.
I don't disagree with you that having personal specialisations is a good thing, either way. I'm just saying that while you present the situation as though we're defined by the strengths of our specialities, much more often we seem to be defined by the weakness of our drawbacks. For instance, my entire experience playing Blasters to level 50 should have been hallmarked by my extraordinary damage, but it was instead mostly defined by my dying a lot because I have no defences. What bugs me the most in this kind of class balance is that in order to make one player feel like he's making some kind of contribution, you end up having to castrate another player and outright prevent him from contributing in that specific area. That's one thing I really hope Incarnates can avoid - having crippling weaknesses that you expressly need other people to fill for you, or otherwise have to min-max to shore up a little.
I really do hope the Solo Incarnate content will help in this regard, by bringing us at least some of our dignity back and allowing us the independence of accomplishing our own goals and handling our own progress. I don't, however, agree with you that the system is not designed to handle things like this. Again, I insist that increasing the difficulty of an encounter is not only ever achieved by increasing the stats of the single enemy who comprises the encounter. It's just as legitimate to simply increase the number of enemies who comprise the encounter. Look at Mercedes Sheldon's final arc. It ends in an encounter with a boss who summons three boss ambushes, one of which summons three more boss ambushes of its own, for a total of I think six or seven bosses, plus a zillion enemies. Or look at the first Herodotus fight in the War Zone. Hro isn't all that strong in himself, but he summons two boss ambushes plus an elite boss ambush, and the elite boss ambush summons three more waves of bosses on its own. That's one HELL of a fight, and impressive when the dust settles.
I hope our Solo Incarnate arcs will treat us with the dignity and respect Incarnates deserve, but I also hope that the lessons learned from them will filter back into iTrials so as to make people feel less like losers in them. Raids don't have to end in a single giant raid boss, is what I'm saying. I don't know what to expect (I don't expect much, but I want to be wrong), but I do legitimately hope this serves as a change of narrative, because one really is needed at this point.
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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Originally Posted by Samuel_Tow
Seriously, think about it. Suppose we had to face Marauder, Dominatrix, Mom, Malice, Neuron, Bobcat, Siege, Nightstar, Anti-Matter, Battle Maiden, Chimera, Black Swan, Diabolique, Infernal and, say, 10 more War Walkers on top AND a few divisions of IDF troops... Wouldn't that seem like a fight that's justified in being horribly hard and needing about 15-20 of us? I certainly wouldn't complain, because with those odds, it makes sense.
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The Praetorian zone invasions that the Devs did had numerous (as in many more than 10) War Walkers, armies of IDF, and pretty much all those AVs (the whole group of Praetors themselves, then copies, then more copies of those copies).
It took a lot more than just 20 player characters to manage all of that, both incarnate and non. Well over twice that amount. Something that huge was a zone event for a reason.
The iTrials are targeted strikes, not one big all-out assault. Statesman doesn't have that power, Hell Emperor Cole doesn't even have that much power and he's backed by the Well. What makes you think we do, when we've just gotten halfway done with the iPowers?
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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.
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I really, really like the idea of having at least one slot in the Incarnate tree that increases the specialization and differentiation between ATs. Genesis would make sense, as it could be referring to "how you started before you were an Incarnate"
Especially if it boosted caps a bit.
My ideas would be something like this:
Tanker Core: increases Resistance cap by 1 to 4 percent, minor resist/DEF buff
Tanker Radial: increases HP cap, minor HP buff
Brute Core: Increased Damage Cap, minor increase to Fury generation
Brute Radial: Increased HP Cap, minor HP buff
Scrapper Core: Increased Damage Cap
Scrapper Radial: Increased Critical chances
Defender Core: Increased buff strength (similar to Power Boost but lower)
Defender Radial: Minor team buff auras with zero endurance cost
Blaster Core: Increased Damage Cap, range buff
Blaster Radial: Increased Defiance Buffs
Controller Core: Increased control duration / increased chance for Overpower
Controller Radial: Boosted Containment damage
Dominator Core: Increased control duration
Dominator Radial: Increased damage cap and damage buff while in Domination
Corruptor Core: Increased Scourge damage
Corruptor Radial: Increased buff / debuff strength
Stalker Core: Increased Damage cap
Stalker Radial: Self buff (Heal, +DEF, +Resist, +Dmg) for a few seconds after entering Hidden status. (makes Placate an improved tool for self-protection and setting up attacks)
Mastermind Core: Increased Supremacy aura
Mastermind Radial: Increased cap to pet damage
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The Praetorian zone invasions that the Devs did had numerous (as in many more than 10) War Walkers, armies of IDF, and pretty much all those AVs (the whole group of Praetors themselves, then copies, then more copies of those copies).
It took a lot more than just 20 player characters to manage all of that, both incarnate and non. Well over twice that amount. Something that huge was a zone event for a reason. |
Secondly, what you're saying is simply not true. "Something that big" is what Incarnates should be able to take on. That's the point of having the power of the gods. There's no point in having the power of the gods if your enemies have the power of the gods, too. The point of godlike power is the ascension above ordinary powers, and that doesn't happen if you give everyone else the same powers. You've increased the numbers, but no-one's power has budged relative to each other.
Finally, there is much leeway for a middle ground. While it's easy to come up with an excuse for why 24 people would need to fight a single instance of Anti-Matter, that doesn't change the fact that this is both humiliating and not what godlike power should enable us to do. It shouldn't take a zillion heroes to take on 16 Praetorian signature characters, because those Praetorian signature characters shouldn't personally have the power of the gods. It's not necessary, save for the need to have raid bosses which we don't need to have for raids to work. The War Walkers shouldn't be these unstoppable monsters. The Goliaths, maybe, but not the ordinary ones. The "Praetors" shouldn't be one-man armies. WE should be the one-man armies and they the people who need an actual, literal army to oppose us.
The whole balance is skewed in the wrong direction. It's not the NPCs who should be strong and we who should band together in armies to oppose them. The reverse should be true - WE should be the strong ones and they the people who need to band together to defeat us.
Nothing makes me think we do. I think we SHOULD. That's my point.
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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You're essentially bringing up the law of conservation of ninitsu. Since Marauder is just one guy... Or one guy out of a very small group, yet there are 24 of us, he obviously has to be more than 24 times more powerful than us, or there's no fight. Here's my question, though - WHY are our enemies so few? Why can't we face off against all of the Praetors and their lackeys at once? I'm sure Praetoria can scrounge up something like 12-14 signature characters to toss into a Trial, then toss a whole army of goons on top of them so it's still an unfair fight against us. The key here is that while it's an unfair fight, it's not because our enemies are stronger so much as because our enemies are more numerous.
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Seriously, think about it. Suppose we had to face Marauder, Dominatrix, Mom, Malice, Neuron, Bobcat, Siege, Nightstar, Anti-Matter, Battle Maiden, Chimera, Black Swan, Diabolique, Infernal and, say, 10 more War Walkers on top AND a few divisions of IDF troops... Wouldn't that seem like a fight that's justified in being horribly hard and needing about 15-20 of us? I certainly wouldn't complain, because with those odds, it makes sense.
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I don't disagree with you that having personal specialisations is a good thing, either way. I'm just saying that while you present the situation as though we're defined by the strengths of our specialities, much more often we seem to be defined by the weakness of our drawbacks. For instance, my entire experience playing Blasters to level 50 should have been hallmarked by my extraordinary damage, but it was instead mostly defined by my dying a lot because I have no defences. What bugs me the most in this kind of class balance is that in order to make one player feel like he's making some kind of contribution, you end up having to castrate another player and outright prevent him from contributing in that specific area. That's one thing I really hope Incarnates can avoid - having crippling weaknesses that you expressly need other people to fill for you, or otherwise have to min-max to shore up a little.
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Weaknesses are essential to any video game or story. Without them, the main character could defeat anything that got in their way until there was nothing left to confront them, at which point they become uninteresting and, in the case of video games (or comic books for that matter), unprofitable. Even if one is content to merely be a god among men in a universe where they cannot be challenged, that does not hold true for the majority of the population who would, upon reaching such a height, become bored. Granted, in this game, one can always roll a new character when they get bored, but in rolling a new character, you are creating something that will most likely have at least slightly different strengths and weaknesses than the previous one, which just emphasizes my first point: dealing with a new obstacles is enthralling.
I really do hope the Solo Incarnate content will help in this regard, by bringing us at least some of our dignity back and allowing us the independence of accomplishing our own goals and handling our own progress. I don't, however, agree with you that the system is not designed to handle things like this. Again, I insist that increasing the difficulty of an encounter is not only ever achieved by increasing the stats of the single enemy who comprises the encounter. It's just as legitimate to simply increase the number of enemies who comprise the encounter. Look at Mercedes Sheldon's final arc. It ends in an encounter with a boss who summons three boss ambushes, one of which summons three more boss ambushes of its own, for a total of I think six or seven bosses, plus a zillion enemies. Or look at the first Herodotus fight in the War Zone. Hro isn't all that strong in himself, but he summons two boss ambushes plus an elite boss ambush, and the elite boss ambush summons three more waves of bosses on its own. That's one HELL of a fight, and impressive when the dust settles.
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The whole balance is skewed in the wrong direction. It's not the NPCs who should be strong and we who should band together in armies to oppose them. The reverse should be true - WE should be the strong ones and they the people who need to band together to defeat us.
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@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
Because this is a game, and they have to prolong stories. If they were to do something like this, we would only be left with our confrontation with Cole upon completion. Don't get me wrong, I'd love it if that happened because I am, frankly, ready to move on from Praetoria. As a business, though, the studio needs to prolong their story lines to keep people coming back to see what happens next.
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Example time again: Suppose our goal is not to find the tallest bad guy in the lot and punch him in the face. Suppose our goal is to take over a facility and assert control over it. This would mean fighting its entire security force, breaking down its hard fortifications, circumventing its security installations and, all told, waging war in its courtyard. You don't need to have signature characters who appear strong enough to take over a world on their own to head the charge. That doesn't mean you can't have them, but have them be there as "minibosses," where the real trouble is that there's a frikkin' army in the way, not that there's an authority equals asskicking head of command that's stronger than his entire army combined.
I just feel that as godlike Incarnates, we should spend more time fighting armies and less time being the underdogs.
To be fair, this is standard for a superhero universe. The X-Men, Fantastic Four, Avengers, Justice League, they are all interesting to the majority of readers because one member brings something to the table other than that of their respective teammates (at least not all of them). Yes, powers overlap here and there, and many of them accomplish the same things with different tools (Superman is bulletproof, Flash is fast enough to dodge bullets, Wonder Woman deflects them with her bracers, etc.).
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The crux of my argument is that when we ascend into godhood, we shouldn't just become numerically more powerful. The scope of our adventures should change, as well. Like how the prince from Katamari Damaci pulls back farther and farther away from his ball as it becomes bigger, going up from rolling up thumb tacks and dice to rolling up cars and people to rolling up buildings to continents to entire planets, so our perspective and the scope of our adventures need to pull back and approach conflicts on a much broader, larger scale. And doing commando raids on Praetorian installations and being beaten down by rocks thrown by civilians just doesn't have the scope I have in mind.
Weaknesses are essential to any video game or story. Without them, the main character could defeat anything that got in their way until there was nothing left to confront them, at which point they become uninteresting and, in the case of video games (or comic books for that matter), unprofitable. Even if one is content to merely be a god among men in a universe where they cannot be challenged, that does not hold true for the majority of the population who would, upon reaching such a height, become bored. Granted, in this game, one can always roll a new character when they get bored, but in rolling a new character, you are creating something that will most likely have at least slightly different strengths and weaknesses than the previous one, which just emphasizes my first point: dealing with a new obstacles is enthralling.
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I get that MMOs don't like to admit they have an "end," but I've always preferred a story that ends because it reached its ending than a story which ends because I got sick of endless sequels, remakes and never-ending ruined ending episodes. I'd rather reach an end and declare a hero "complete" (provided I can still play him regardless) than to be mired in an endless time sink grind that drives me away because I lose patience with it. Yes, true godlike status is boring, but it's also a good finish for a hero's career. I really don't want to worry about what happens at the end of my hero's career. I want to enjoy the journey to that eventual end, and being an unstoppable badass is a good bit of fun towards the end.
And here is the crux. What you just described is a single player game. It is also the reason we have the ability to choose our difficulty: so that you can build your character to be able to go into a mission, alone, and be outnumbered by enemies that are above your level. I have no doubt that Issue 22 will bring some options for Incarnates to do this as well. But in an MMO, where the ability to socialize with a community is a big chunk of the allure, exclusively creating single-character encounters goes against the business model.
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I actually have an even better example from the recent Space Marine game. Multiple times, the badass machismo of the Ultramarines shines through. "The Orks have infested this structure thoroughly, but we can still clear them out!" "If we had a week, perhaps." or "We are Space Marines! Orks are no trouble!" "By the time we are finished, they will have killed everyone on this planet. We cannot let that happen!" At every step, care is taken to demonstrate that it is neither the power of the Space Marines nor their proficiency that is letting them down, but rather they will fail because the enemy is too numerous and there is too little time. Give them a week and they will win any war, but they simply do not have a week.
My qualm is almost entirely one of storytelling and encounter design, honestly. I prefer ego trip storylines that put me against odds which would be impossible for a normal person, but which I soundly defeat with flying colours. And when I am to lose as part of the story, I lose not because I failed but simply because no amount of godlike power could have allowed me to achieve that goal within the time given. I faced overwhelming odds, I was caught in the wrong place to help, I was delayed. This, really, is what separates the gods from the men. A man you can fight and defeat. The best you can hope to do to a god is delay him until he's too late to undo what you have done.
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Well one ability demigods should definitely have is not falling down because they took a rock to the knee.
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Originally Posted by Samuel_Tow
The whole balance is skewed in the wrong direction. It's not the NPCs who should be strong and we who should band together in armies to oppose them. The reverse should be true - WE should be the strong ones and they the people who need to band together to defeat us.
Nothing makes me think we do. I think we SHOULD. That's my point. |
Over the top response aside, we're already more powerful than 90% of the game. You can already play a god. Go wipe out half of the Council army and almost all of their inner circle of super-powered commanders on your lunch break. Go beat up aspects of a being that devours dimensions for his breakfast because a man in a lab coat asked you to and you have nothing better to do that day.
But as for the iTrials? You're in Godhood 101. You are at level 1 as far as the Endgame goes. You've bested all the threats in Primal Earth, but Praetoria and the Well is the bigger fish that swam on up. The Hero has to overcome in the face of adversity, that's the point of the 'superhero' story.
I don't doubt we'll get more things like what you've suggested as our characters get even stronger, but right now? We just started accessing this power and are only somewhat better than we were at level 50. Once we get around to the Omega slot? I can easily see what you're talking about come up in-game.
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But as for the iTrials? You're in Godhood 101. You are at level 1 as far as the Endgame goes. You've bested all the threats in Primal Earth, but Praetoria and the Well is the bigger fish that swam on up. The Hero has to overcome in the face of adversity, that's the point of the 'superhero' story.
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My general point is that we're done with the trials and tribulations and being pathetic back when we were at a genuine level one. We don't need to be made humble, we don't need to be shocked awake and we don't need to be shown that no matter how much we've grown, we still suck. From a narrative standpoint, by level 50 we should be done with the "rookie ****."
I'm well aware of how you can spin it to make sense. What I'm saying is that I'm not looking for a justification for this. I just don't want it to happen. There are few things more depressing to watch than taking what is an otherwise competent, accomplished authority figure and dumping him into a field he hasn't the faintest idea what to do with. I know Michael Jordon is a great basketball player, but I DO NOT want to watch the mane play baseball. "Godhood" is not the perfect opportunity for our characters to be kicked back to level 1, comparatively speaking.
I guess that's my big problem with the Incarnate system. It should have been an opportunity for us to reach even greater heights, and instead the development team seem to have taken that opportunity to reset the game and flush us back down to bumbling rookie status. This is not what should happen at the pinnacle of one's powers.
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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You could always go solo a +4/x8 ITF on your 50++++ Defender to feel godlike if incarnate content makes you feel like a bumbling rookie.
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Personally, I don't mind sometimes being shown that there are still bigger fish out there. Even characters like Superman, or better yet Thor who is an actual god, still sometimes have to finesse their way around problems that outclass them. But they also get chances to solve some of their own problems using their absurd power - Superman doesn't have to hop over to Gotham and help Batman with street crime to remind himself and readers that he's really powerful.
Currently, the ONLY real thing to do endgame is the iTrials, where the main enemies just plain outclass us and it takes a dozen people to accomplish something. Hopefully Dark Astoria and other future content will let us feel more personally accomplished. Even Tin Mage felt good to me, despite needing eight people and fighting enemies stronger than myself, because although I was outclassed, it was still made clear that my team and I were the only ones who could hope to complete the task - as seen when the whole Freedom Phalanx and Vindicators wait at the portal as the backup plan.
Edit: By the way, as to the thread's original question, I think that a demigod should be able to do SOMETHING that a mere mortal cannot. Exactly what that is can vary for each one, but there should be something about them that stands distinctly apart from lesser beings.
Edit: By the way, as to the thread's original question, I think that a demigod should be able to do SOMETHING that a mere mortal cannot. Exactly what that is can vary for each one, but there should be something about them that stands distinctly apart from lesser beings.
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When I first saw the original design behind Incarnates, I was puzzled. How would I explain all my characters being able to do all these things? Xanta's powers are toughness and strength. How the XXX can she summon shadows? Well... The truth is that when we become Incarnates, I think we're supposed to grow into something more. Either we can submit to the story railroad and say we sprouted "I can't believe it's not magic!" powers, or we can say that our characters amassed a wide collection of artefacts, gadgets, spells, techniques or whatever, and they are thus now able to do so much more. HOW we got these powers is immaterial - we can always explain it. What matters is admitting that we DO have these powers.
To expand on my anecdote, Xanta's original design was just that - she's big, she's tough, she has a big sword. But when I started thinking big, I realised that JUST a big sword wasn't enough, so I ret-conned it into a magic sword that her adoptive father - the "mystic smith" - created for her. I then further expanded this to include magical armour, for the most part, so if I have to include summons and a reason why slashing with a sword causes people to catch on fire, then "magic artefacts" is what I'll use.
Like I said, explaining why we have these powers isn't the problem. It's making that first step and accepting that you now have these frankly abnormal powers that may really only make sense with a godlike character concept. But once I've accepted this, a question naturally rises: Just how deep does the rabbit hole go? Just how many different kinds of unusual powers should a demigod have? What kind of powers are we even talking?
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Consider the following mental exercise. Pick one of your characters, preferably one that's designed to be more or less of a "street crime" level of power. Now imagine what powers this person would have if he became a god. That's essentially what I'm asking.
When we create our Incarnates, we're not creating new gods out of whole cloth. We are promoting already existing characters whose designs may not always be easy to fit into the storyline.
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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Should demigods be able to do something - i.e. one thing - that ordinary heroes and villains can't, or should said demigod instead be able to do lots of things that lots of different people can, but not at the same time?
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Demigods should generally be good at lots of things, but with just that, you're still simply a mortal with a broad skill set. There should be something, at least one thing, they can do that says "I wield divine power." Unfortunately, for lots of characters this wouldn't be a combat ability. Superhuman wisdom or foresight, for example.
In the context of us as players, I think the Judgement slot captures this the best. An eighty-foot-wide fireball that drops enemies by the dozen really says ULTIMATE COSMIC POWER, at least to me. The other slots are mechanically great, and most of them have more impact on your character's performance, but Judgement is the "I am an Incarnate" power, in my mind.
Overall, do the Incarnate powers we have capture the essence of being a demigod? Yes and no. Alpha, Interface, and the level shifts make us "good at everything", and the activated powers are all things that non-Incarnates can't do, so that's good. And like I said, I think Judgement is cool and thematic, but Destiny and Lore are a bit... odd. Conjuring ghosts and force fields aren't the first things I'd choose when giving my characters godlike powers.
In the context of us as players, I think the Judgement slot captures this the best. An eighty-foot-wide fireball that drops enemies by the dozen really says ULTIMATE COSMIC POWER, at least to me. The other slots are mechanically great, and most of them have more impact on your character's performance, but Judgement is the "I am an Incarnate" power, in my mind.
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Now, I get that this is a combat-centric game so naturally combat prowess is what'll be the most visually impressive, but consider the following abilities which a god might possess:
*The ability to train other players to the next level personally without them needing an NPC trainer.
*The ability to speak with contacts directly irrespective of the contact's relationship bar.
*The ability to access any vendor in the game from anywhere (except on an instance).
*The ability to alter people's costumes in the field.
*The ability to set up his own difficulty settings personally without needing a representative.
*The ability to have a base all of his own without rent or the need for "prestige," where he could store items and resurrect.
*The ability to create Inventions without the need for a crafting table, as well as the ability to create (soulbound) components for them out of his "influence."
*Special dialogue options in all dialogue trees, highlighting either great respect or supernatural knowledge.
*The ability to be immune from harm for a short period of time - a literal god mode.
And that's just off the top of my head.
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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@Golden Girl
City of Heroes comics and artwork