Level 53 and weaker than a Hellion
I'm not gonna read through 18 pages, but only sort of fix I can figure is to change the plot slightly and replace the citizens with Power Division people instead who are starting to question what's going on. Make them all minion class, give them all random range and melee powers, keep them at either level 54 like how it is, or make them level 50 to empathize how 'powerful' you are to them. :3
Ideon's Paragonwiki page
Member of Paragon/Rogue Knights
Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller
To achieve the desired storytelling effect, without the need to have players be killed, is tricky.
I can see what they wanted to do. Get the notion of the populace being against us to be more than just a meter but I think the insta-death rocks, even when explained as being buffed with psionics, are just to jarring.
Perhaps instead of killing the players, the rocks lay on a 'only affecting self' that hits you briefly. Simulating the step back, having to think about the situation. As these rocks pelt harmlessly off you, the civi's don't care that they can't hurt you, they hate you...
Make the debuff stack, so the more rocks hit, the longer the only affecting self lasts.
We aren't plastered by a mere mortal chunking a pebble but are instead shaken by their emotional resonance.
Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!
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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It's like Spider-Man taking on the power cosmic and acting as the herald...
Only to be knocked right out by a group of lunchroom ladies throwing rolls. No amount of explaining how 'insert random psychic' is buffing them/debuffing you will make that sit right with the reader/player.
Spider-Man doesn't have to relearn how to be a Hero just because he absorbs the power cosmic. He may have to learn the new extent of his powers, but would bring years of experience to that process as well.
The in-game reason for us being choosen by The Well is because we've proven ourselves to be among the best of the best, the most elite in a city of Supers. The Well is seeking a champion, not a chump.
If 'I' was The Well... After seeing my perspective champions pwned by mortals with minerals I'd be looking elsewhere.
Fact is, most of us playing, long ago learned how to adjust our concepts in places and the lore in others, to make it fit. Sometimes it's as simple as disregarding the 'being talked down to' dialogue and inserting your own based on the concept.
Other times it gets a bit more tricky.
I'm perfectly capable of reasoning that my character isn't actually hurt by the rocks, but is instead tagged with a Teleportation chip that whisks me away to the nearest tele-pad, which happens to be the Hospital.
We can do this because we're used to it. All we're asking for here is a little help in not having to do it so often.
*disclaimer; I've never run an i-trial, so this is all conjecture on my part.
Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!
That's my point, as well. The Incarnate system should not start us over from being underdogs. We can start new characters if we wanted that. It should account for and recognise the 50 levels of adventures and empowerment that led up to it. Is the Well not said to seek out creatures of great power, after all? Is that not why it sought us out?
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It should also recognize what happens 15 seconds after the encounter with said rock thrower. Just prior to the rock throwing part, you duke it out with police officers shooting energy weapons at you. Then right after, you fight hordes of army-like people as you fight through the buildings. Not to mention I think the rock has higher DPS than a ball of fire or lightning thrown by your super powered character.
While the rock thing doesn't bother me toooo much, the trial is sort of all over the place with that. I also suspect the rock has higher DPS than the energy canon things you face in the rest of the trial. Take a look at the link to TPN in my sig if you haven't actually seen the firefight this trial actually entails.
Anyway, IMO what this trial is missing is a good set piece. A moment when there is some supercomputer or huge biological object or some other graphic effect that illustrates that TPN is much more than just a TV network. Maybe that's supposed to be there and just doesn't come through. But even just a subtle change like adding organic objects, people in test tubes, or the corpses of Devouring Earth monsters and implication that something very nasty is going on in there would add a lot to this trial at (I'm guessing but standard code rant applies) a small implementation cost. If the trial all seemed mostly normal, and then right at the end went Videodrome on you, I think it would be perfect. Praetoria is supposed to be all about veneers anyway; lets see the action start seeming mundane, then blow the lid off of it.
I might also add, what this trial and every TF is IMO missing are cut scenes featuring the player characters. Show us all standing on a cliff overlooking the field of enemies we're about to show down with. Show us being watched by the AVs via their security cameras. There is a rival game out there that has added this feature to much of its teamed content, and IMO it looks fantastic. We spend a lot of time (and money!) on our costumes; I want to see all of us up close. Plus, cut scenes that feature the PCs will always be more interesting because the team is always changing. I know I would be screenshotting it.
It should also recognize what happens 15 seconds after the encounter with said rock thrower. Just prior to the rock throwing part, you duke it out with police officers shooting energy weapons at you. Then right after, you fight hordes of army-like people as you fight through the buildings.
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How dare they say we've grown in power when, relatively, we've fallen way behind to enemies we're supposed to be fighting and used to con even to. Relative to the enemies we're facing in the story, the Incarnate content makes us weaker than we ever were. That includes getting effed up by small rocks post Atlas Park.
What's worse, the level shifted IDF makes no sense story wise considering we shut down Lambda before this. Meaning, the IDF troops shouldn't be stronger or more well armed, if they were still around at all.
Instead of level shifting the IDF, this is when they should have rotated in new and different enemies who had reason to be more powerful. That's NOT civilians with ROCKS. All the devs have demonstrated is our actions have no impact and they put zero thought into story and progression. I'll wager there will still be Seers in the trials that take place after MoM, and they too will be more powerful than ever when the opposite should be true.
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Just to get away from the debate a bit... I think that the TPN would make a good mid-level trial (25-35 range) for Praetorian characters (as suggested by another poster).
I was thinking that the Devs invested a lot of time into creating, what was supposed to be, a big world expansion but the content that's actually accessible in it is extremely limited. Making a few tweaks (NPC strength, drops, reward tables, etc) so that the TPN would be viable as a mid-level Praetorian trial would help to wash its hand of the Prometheus link (which Prometheus seems to want anyhow). It would allow the mechanics within it to come off better with the playerbase and also nestle in nicely with the established Praetorian themes.
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
To achieve the desired storytelling effect, without the need to have players be killed, is tricky.
I can see what they wanted to do. Get the notion of the populace being against us to be more than just a meter but I think the insta-death rocks, even when explained as being buffed with psionics, are just to jarring. Perhaps instead of killing the players, the rocks lay on a 'only affecting self' that hits you briefly. Simulating the step back, having to think about the situation. As these rocks pelt harmlessly off you, the civi's don't care that they can't hurt you, they hate you... Make the debuff stack, so the more rocks hit, the longer the only affecting self lasts. We aren't plastered by a mere mortal chunking a pebble but are instead shaken by their emotional resonance. |
It's like Spider-Man taking on the power cosmic and acting as the herald...
Only to be knocked right out by a group of lunchroom ladies throwing rolls. No amount of explaining how 'insert random psychic' is buffing them/debuffing you will make that sit right with the reader/player. Spider-Man doesn't have to relearn how to be a Hero just because he absorbs the power cosmic. He may have to learn the new extent of his powers, but would bring years of experience to that process as well. The in-game reason for us being choosen by The Well is because we've proven ourselves to be among the best of the best, the most elite in a city of Supers. The Well is seeking a champion, not a chump. If 'I' was The Well... After seeing my perspective champions pwned by mortals with minerals I'd be looking elsewhere. |
For that matter, we shouldn't even be facing level shifted versions of the same enemies we've been fighting all this time. Again, this is a case of our regression and nobody-enemies attaining higher levels of power for no reason. We go from fighting IDF who are level 54 to fighting the same enemies who are the equivalent to level 55 and 56, but at this point WE never grow beyond the equivalent of level 53 in the trials. They've gained more ground than we do, but it's supposed to be about us gaining godlike power.
How dare they say we've grown in power when, relatively, we've fallen way behind to enemies we're supposed to be fighting and used to con even to. Relative to the enemies we're facing in the story, the Incarnate content makes us weaker than we ever were. That includes getting effed up by small rocks post Atlas Park. What's worse, the level shifted IDF makes no sense story wise considering we shut down Lambda before this. Meaning, the IDF troops shouldn't be stronger or more well armed, if they were still around at all. Instead of level shifting the IDF, this is when they should have rotated in new and different enemies who had reason to be more powerful. That's NOT civilians with ROCKS. All the devs have demonstrated is our actions have no impact and they put zero thought into story and progression. I'll wager there will still be Seers in the trials that take place after MoM, and they too will be more powerful than ever when the opposite should be true. . |
There is one potential saving grace here: The Well promised us godlike power and showed us Echoes of some of our most fearsome enemies whom we can defeat with ease, as a teaser/taster of what was to come. We're not actually seeing this at all in the game and in fact when defeated by rocks we should be having a long conversation with the Well along these lines:
Scarlet Shocker: "OI! Well!
WotF: yes?
SS: You promised me some godlike powers right?
WotF: I did and you've been getting them.
SS: I've just been defeated by some civilians throwing stones at me.
WotF: I noticed.
SS: Hardly godlike is it? Is there something you want to be telling me?
WotF: Ummm
SS: I've got these new powers, right... those are powers you've given me, you know, Alpha, Judgement and the like.
WotF: Yes they are my gifts to you.
SS: It's not really a gift is it, if I'm weaker than I was before.
WotF: You're not weaker, you're Incarnate. Very nearly godlike.
SS: Godlike? I'm a frikcing teddybear. My enemies are getting more powerful, more quickly since I got tangled up with you! Explain that if you will.
WotF: Umm... I can't sorry.
SS: So you're saying you promised me the powers of a god but my enemies are becoming stronger than I am.
WotF: Er... well... humm... yes kinda. Sorry.
SS: Well in that case chump, you fail. That wasn't the deal. I'm better off without you and I'll go back to sticking it to Hamidon and the Honoree and Romulus. You'd better get out of my head RIGHT NOW!
WotF: Aww, please don't send me away.
SS: Are you going to stop rocks defeating me? I can catch bullets in my teeth and swords bounce of my skin but rocks go straight through me.
WotF: I don't know how to stop them hurting you.
SS: Then you've broken your promise to me. Piss off - I'll take my chances without you.
WotF:... *sniff*
Scarlet Shocker has removed her Alpha Slot.
Scarlet Shocker has removed her Destiny Slot
Scarlet Shocker has removed her Judgement Slot
Scarlet Shocker has removed her Lore Slot
Scarlet Shocker has removed her Destiny Slot
Scarlet Shocker is level 50.
SS: Ah that's better!
Thelonious Monk
To achieve the desired storytelling effect, without the need to have players be killed, is tricky.
I can see what they wanted to do. Get the notion of the populace being against us to be more than just a meter but I think the insta-death rocks, even when explained as being buffed with psionics, are just to jarring. Perhaps instead of killing the players, the rocks lay on a 'only affecting self' that hits you briefly. Simulating the step back, having to think about the situation. As these rocks pelt harmlessly off you, the civi's don't care that they can't hurt you, they hate you... Make the debuff stack, so the more rocks hit, the longer the only affecting self lasts. We aren't plastered by a mere mortal chunking a pebble but are instead shaken by their emotional resonance. |
Another option could be to change the damage dealt to something along the lines of Spectral Wounds (mind makes it worse than it actually is)
A third option would be to expand on the Spectral Wounds angle and have the civvies actually be civilian constructs (specialized Phantom Army) created by the Seers. As far as the character (and the Praetorian Television) is concerned; the civs are real - with real consequences for trying to bash their little faces in... but the Seers know what the real deal is.
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
Instead of level shifting the IDF, this is when they should have rotated in new and different enemies who had reason to be more powerful. That's NOT civilians with ROCKS. All the devs have demonstrated is our actions have no impact and they put zero thought into story and progression. I'll wager there will still be Seers in the trials that take place after MoM, and they too will be more powerful than ever when the opposite should be true.
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Some cloned Marcus Coles (in identity-concealing, mind-controlling helmets), other forms of Telepathists (foreshadowing the upcoming MoM trial), new super-powerful-but-unstable experimental War Walkers, etc
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
There is one potential saving grace here: The Well promised us godlike power and showed us Echoes of some of our most fearsome enemies whom we can defeat with ease, as a teaser/taster of what was to come. We're not actually seeing this at all in the game and in fact when defeated by rocks we should be having a long conversation with the Well along these lines:
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There's more than a couple of things that make me say this:
-The developers have said that since they started the system, the remaining 5 slots have changed from what they were originally based on seeing what we did with the first 5.
-The devs have said the remaining boosts will probably not be about pushing more raw stats, but would be more along the lines of Lore, in other words, gimmick power additions.
-Crystal Titan and some others from that mission are really GMs and were downgraded into AVs just for that mission. No amount of level shifts in the world will help you against a GM. So, if we're not getting more raw stats (and most ATs would need much more of them to fight the *real* Crystal Titan solo with such ease) and level shifts are moot, there's really no way everyone can ever get to the power level depicted in that mission.
The developers will justify the bait and switch by saying "Oh, well by going back in time you changed things so you never get THAT powerful but that's a good thing because of <insert BS story rationale>".
When we've got our Omega slot and we're still fighting IDF, only they're now 54+8, even those nameless IDF could smoke all those AVs on Ramiel's arc 1v1.
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Some especially good points here.
Some cloned Marcus Coles (in identity-concealing, mind-controlling helmets), other forms of Telepathists (foreshadowing the upcoming MoM trial), new super-powerful-but-unstable experimental War Walkers, etc |
Instead, the IDF are still there, level shifted 54+1 AND so are the Olympian EBs, introduced with zero fanfare or explanation, also level shifted. Which is why I think mechanically, the UG trial is too much of a jump in difficulty. They should have just added a some Olympians to the mix because them with the level shifts was overkill.
Especially since the devs are holding back the remaining slots. If they're not going to let us become more powerful, why should we tackle harder content? Most people seem to agree because they're sticking with the BAF and Lambda because those trials seem to be balanced for the slots we have, as opposed to the UG and everything after which seem to be balanced for stuff they wont let us have yet.
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Especially since the devs are holding back the remaining slots. If they're not going to let us become more powerful, why should we tackle harder content? Most people seem to agree because they're sticking with the BAF and Lambda because those trials seem to be balanced for the slots we have, as opposed to the UG and everything after which seem to be balanced for stuff they wont let us have yet.
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Because we rock everything the Devs throw at us, either by them underestimating us, unexpected tactics, or (to excuse the expression) whining until they make the stuff weaker.
We have enough raw power to tackle the content; it's applying that power (that is, learning to actually use tactics/recruit teams/choose Incarnate abilities tailored to the challenge) that is the current bottleneck, if any.
Compounding the problem is that we have not been given true 'breather levels' where we just walk all over the content due to our newfound power, before the next 'wake up call boss', where the bad(der) guys pull out their emergency stuff.
From the point of view of a designer, we may be doing so well compared to even MoM that slots to make us more powerful just don't seem needed yet. We may be having a much higher success rate than they were planning on at this point.
They may have been expecting a more Hamidon-like progression or one even like the early TFs, where they were bounced off of for awhile before success started to happen.
Part of the reason for this may have been the unexpectedly (by me) light Beta testing of the latest Trials.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
I think part of it is they totally overestimated how much standard raiding style content would go over. The fact of the matter is, people playing this game like a good steamroll and disengaging their brain as part of their hobby. If they didn't, they wouldn't be playing this game.
IMO, they should have learned from the ITF and why it's the most popular TF.
Because:
1. It's inclusive, being both co-op and spanning a wide level range.
2. It's fairly easy now that IOs are prevalent.
3. It lets you crush greater numbers of individually weaker enemies. This is the key to why people tell me they feel more powerful on the ITF.
The Incarnate content could have learned from this. Instead of level shifting enemies to maintain challenge, they should have gone with volume when suitable. Of course, there's the excuse that it affects server performance. Well, perhaps they should have put some more resources into addressing that instead of funneling cash into designing civilians to throw rocks and developing an ever more contrived set of hoops and cheating mechanics to force 24-32 players at a time to jump through.
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There is room in this game for brain-intensive battles with overpowering enemies. It just may not be the best fit with early Incarnate stuff ; and it ultimately will probably be somewhat less popular than TFs/SFs as a whole.
But the Devs can't win; if they had come out with button-mashing stuff for the early Incarnate content, people would have been saying they were unimaginative and wondering why we can't have cool bosses like in that one other game
And they have already upgraded the servers several times. I don't know how many enemies the engine/lower-end systems can throw at us at once before it becomes screenshot city before too many people, but I'd like to see a mission where that was the point maybe that's the Reichsman mission?
But I still beleive most of it is presentation; one ploy they can get away with a few times is the Godzilla Threshold. The situation is so bad, they are throwing their failed, too-dangerous-to-use stuff at us.
And please: destructible instanced environments. I want to go to a facility like the BAF, say, "knock knock" and literally blow the wall down.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
The Incarnate content could have learned from this. Instead of level shifting enemies to maintain challenge, they should have gone with volume when suitable. Of course, there's the excuse that it affects server performance. Well, perhaps they should have put some more resources into addressing that instead of funneling cash into designing civilians to throw rocks and developing an ever more contrived set of hoops and cheating mechanics to force 24-32 players at a time to jump through.
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Let me tell you what I love. Vincent Ross's story arc, namely the final mission where you are auto-buffed with Blood Coral Empowerment, become nigh invincible, obscenely strong, and have to crush 200 Legacy Chain in a massive, non-stop display of excessive power. That is what I think of when I envision godlike power in a game, the ability to mow down 200 people and not care.
Do you know what game does this perfectly? Dynasty Warriors. They have a perfect model that has kept the series/spinoffs popular game after game: thousands of nameless, pathetic mooks to dispatch, alongside a dozen-or-so named enemies who are a little tougher, and 3-5 unique enemies who provide a serious threat. The difficulty is almost exclusively in those unique foes, as well as events which effect the battle flow. Now, CoH is pretty similar to this, but recent they've started making the nameless mooks a bit more powerful than they need to be, while giving us fewer one-man threats to deal with.
Basically, here's what I'd love to see: Hundreds of mooks who just get mauled in the crossfire and hardly even register as a threat, lead by a dozen-or-so Elite Boss mooks who act as roadblocks to make the team focus their efforts a bit, and then 3-5 story-oriented AVs spread through the mission. Keep the goals of these missions intact, but again just shift power away from the cannon fodder and channel it into the leaders, effectively keeping the challenge the same while allowing us to gleefully obliterate countless nobodies like the almighty demigods we have become.
The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)
Virtue Forever.
I think another downside is that some ATs frankly get the shaft in the incarnate trials and powers. The only reason my blaster can still do decent numbers of damage is becuase I have judgement. By some miracle I managed to get my snipe off in stage 1 of MoM on malaise, my snipe, with buildup and a few stacks of assault might as well have just ricocheted off him for the sorry amount of damage it did to him. When they first introduced the incarnate idea I thought it was going to help us shore up our character's weak points so that when the tougher things came we wouldn't have such glaring downsides to some sets, thats obviously not what has happened. I may be off in some places but I'm going to try and list my opinion about how ATs are faring post 50.
Tankers/Brutes: Pretty much required for any trial, they've done okay. Most of the incarnate powers either give them extra utility or let them build on their strengths.
Scrappers/Stalkers: Some have fared better than others, since most of the main bosses have massive AoE damage and the cannon fodder has gotten a big upgrade they can end up dead pretty fast if a lucky shot gets through all their DEF or they take a few hits before they can get a heal.
Controllers/Dominators: Their primary strength is sadly wiped out on trials mostly because the level shifts make their holds and status effects give out much faster or decrease the effects. Trial stage bosses are all but immune to them, controller pets end up getting chewed up fairly easily as well.
MasterMinds: Which segways into this, they're dependent on the well being of their pets. MMs can keep themselves alive fairly well by staying far from the battle but if their pets are constantly dying they aren't able to contribute as they spend time resummoning all their pets and rebuffing them.
Defenders/Corrupters: Both again are almost essential for a trial but again because of the level shifts and the trial bosses getting higher and higher stats you often need multiple stacks of similar buffs/debuffs to notice any difference. I once used an empathy defender to allow a blaster to solo lvl 50 AV Nemesis, it felt more epic than any trial fight so far and that same emp would be next to worthless in a trial because they could only buff 3 people out of 24/32 every 2 minutes since the devs added such high recharge times to their best powers. Corrupters have the same problem but they have the advantage of after dropping their buffs/debuffs they can switch to dishing out higher amounts of damage than a defender could.
Blasters: I'm going to have a longer opinion here because my trialer has been a blaster. Short version, I feel damn useless in any trial. The level shifts and their habit of pumping more and more HP and resistance into bosses has lowered my damage output to the point that it might as well be animating my energy blasts just bouncing off them. That's if I'm even alive, if I don't have a huge stack of +def on me, a few minions will tear me apart. If I'm unlucky enough to have a trial boss glance at me I explode. Pre-incarnate I was still made of paper but if I did what I was supposed to and stayed at a distance I was fine, even then if I ran at infernal to total focus him and managed to catch whirling axe I was still left alive with enough HP to jump back and lick my wounds, and I could handle it just fine if I got a few minions or an LT on me. On trials like MoM I am actually more damaging to the team being there than if they had just left my spot empty. Even if I jump out of a pink patch as soon it spawns on me I'll be left with under 25% hp. Just the load time into the second part the storm will already have eaten away a sizeable chunk of my health. If bosses continue to get more and more resistance and HP and I have no way to counteract it doing trials will become pointless to me. I'll end up being a leech who can shoot pretty lights.
Both kheldians: Dwarfs can be pretty decent tanks, human and nova forms suffer from being fairly fragile against all the new hulked out enemies.
Widows/Soldiers: Not much experience but from the trials I've seen they tend to also be unluckily fragile if they don't have a large amount of buffs on them.
Personally unless the new incarnate powers allow me to increase my damage output even more and maybe raise my resistance to damage to around scrapper levels (which sadly looks like not the case) There will be little incentive for a team to take me on a trial in the future if this is what they consider "learning to walk".
There is a difference between retreating and giving up.
"A good evil villian kills with style"-Galgarion
"Ha you're more full of yourself than I am!"-Jack Spicer
@Golden Girl
City of Heroes comics and artwork
Scrappers already do Blaster damage. More, in fact, since they do just as much in melee AND ranged as a Blaster does ranged.
There is a difference between retreating and giving up.
"A good evil villian kills with style"-Galgarion
"Ha you're more full of yourself than I am!"-Jack Spicer
Bingo, with incarnate powers all the melee classes had their most glaring weakness negated, the ability to damage things far away and with the new batch of alphas a way to increase their survivability even more. As a blaster I still have all the exact same downsides as I did before incarnates and am actually finding my one strength, ranged damage, to be getting weaker and weaker as the trials progress, and my weaknesses to be getting worse and worse.
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That mission was, frankly, a lie to get us to buy into the Incarnate system.
There's more than a couple of things that make me say this: -The developers have said that since they started the system, the remaining 5 slots have changed from what they were originally based on seeing what we did with the first 5. -The devs have said the remaining boosts will probably not be about pushing more raw stats, but would be more along the lines of Lore, in other words, gimmick power additions. -Crystal Titan and some others from that mission are really GMs and were downgraded into AVs just for that mission. No amount of level shifts in the world will help you against a GM. So, if we're not getting more raw stats (and most ATs would need much more of them to fight the *real* Crystal Titan solo with such ease) and level shifts are moot, there's really no way everyone can ever get to the power level depicted in that mission. The developers will justify the bait and switch by saying "Oh, well by going back in time you changed things so you never get THAT powerful but that's a good thing because of <insert BS story rationale>". When we've got our Omega slot and we're still fighting IDF, only they're now 54+8, even those nameless IDF could smoke all those AVs on Ramiel's arc 1v1. . |
The other hope is better writing and themes for the trials. These should be epic and at super levels. Civilians should not be able to stone us to death (or to the hospital). I really think future trials need to have different themes to them as well; enough of Praetoria - it has been done to death and it is DULL!
So, yeah, give me a trial where we have to take down a new, unique enemy (maybe like a Galactus) with his super army. Oh, and make it super-heroish...not D&D-ish
It's a debuff to your character that makes you weak, very weak, and it's not obvious, but should be. I'm talking full screen effects like the drunk effect in wow. That should be what's going on.