Level 53 and weaker than a Hellion
I have to admit that although the normal TF's in general are fun, they end up being "huge sack of HP at end"... something which i *do not* find fun.
I actually want to have to move my characters, i want to have to *react* to a situation, instead of just being able to play completely drunk, unable to see the keyboard and *Still not die* |
I don't know what it is, but almost everything I've seen since Freedom and, indeed, since Going Rogue comes off like the development team can't trust us to think for ourselves and can't trust our attention span to last more than a minute, so they're constantly throwing flashing lights and quick-reaction objectives at us, yet never letting us actually play the damn game free-hand. You enter the Destroyed Galaxy City tutorial and the game starts as it means to go on by yelling at you to jump over a pit, then go stand over there, then kill three of these, then go click that, then go click this, then kill five of these, then shoot at that AND HURRY! Why? Are you worried that my brain will shut down if it's not constantly being stimulated with ground coffee dissolved into a can of Red Bull? Are you worried I might find a way to stack boxes and climb out of the game if you let me think for myself?
It's honestly not just Raids any more. The whole game feels like it's being designed by that Raid leader yelling something about Whelps on the Onyxa raid that went around YouTube a few years back. The whole game feels like someone's looking over my shoulder and constantly telling me where to go and what to do like a back seat driver.
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And you know what's really funny? Getting players to move about isn't that complicated. Pull a large herd of enemies and have someone toss Rain of Fire over them. Mission accomplished. Your enemies have scattered and your melee folk will now have to move to catch them. This isn't just a bad tactic, this is how large groups of enemies behave naturally. One of the reasons AV fights feel static is you're fighting one guy who's mostly glued to the tank who doesn't move because he's running permanent Granite Armour. Have more of them - and not necessarily as strong - and people will have to move around.
If you have to use gimmicks, turn those into mandatory objectives, as opposed to instant death sentences. Make players have to leave the fight and go kill something else before they can continue like in the Winter Trial, make players have to coordinate the destruction of specific items like in the Hydra Trial, make players have to go press a button or just plain make the AV run away ala Captain Castillo and force people to move forward to find him again. There are ways to make people move that don't involve instantly killing them if they don't.
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
Oh, and I want to take a moment to give a shout out here to anyone and everyone who has repeatedly pointed out the biggest single flaw in the Telepathist conceit which is the contradictory way in which it works inside/outside. None of the Telepathist/Rock-thrower apologists ever address this point; I assume they are conceding it, but if so there really is no point in defending any other aspect of this gimmick since even handwaving the logic of the debuff away still leaves fatal flaws that require even more stretches of twisted logic to justify them.
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I think it's a perspective thing.
From the Dev's perspective (I imagine), it's not a 'numpty with a rock' doing the, er, heavy lifting. It's the Telepathists psychically convincing you that you can be defeated by a thrown rock, which is arguably comic-book-sensible. Since they designed the trial, and this element makes total sense to them, they thought it would be self-evident to the players as well, and did not make the Telepathists' effect on the situation graphically and dramatically convincing enough to counter our own perspective on how powerful our characters should be in the narrative. If you see Superman in the comics get hurt by a thrown rock due to telepathic interference, you think, "Someone came up with an interesting way around Superman's invulnerability! Golly gee, how will he get out of this one?" But when it happens to YOU, that's not going to be your first reaction. Like Superman himself, you are going to think, "HAX!" Welll maybe Superman wouldn't think exactly that but you get the idea. It's something that often happens to writers; since they are looking at their story from the 'backstage side', they occaisionally have to be reminded that some story elements are not as obvious or convincing before you know the dark secret behind it. |
Primarily you have a group of people that get plucked from their existence in a dual dimension. Their subsequent training then allows them to be superhuman when brought back into the 'mundane' virtual. For all intents and purposes... the Incarnates (at least for the first movie) would be the Agents (who were surprised accordingly when the pre-incarnate Neo was able to fight them off (possibly the same expression when Seraph escaped them). This would be the same shock that 'Incarnate' Neo would express during the fight with the 'vampires' when they nicked his hand.
But the quote from the Matrix that most sums up the TPN is, "The mind makes it real."
As far as the discrepancy between the outdoor and indoor portions of the mission - outside, image is everything; you're being goaded to cause civilian casualties - its a shell game for the Praetorian forces (just like the BAF plans were). Inside, you're behind the curtain of the great and powerful Oz.
All they need to do is tweak the mechanic (and/or story presentation) of the 'stone-throwing-devils' and call it good. The tactic is legitimate, mechanically sound and has precedence in any mission that involves mobs similar to GBs and Wailers (or any character that can drop a Tar Patch beneath them.
The argument that somehow wet-behind-the-ears Incarnates are above all reproach is still bollocks with me. Even the Norse gods weren't immortal.
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
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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Personally what got me started was the realization that the mission the shows you your "full incarnate" self is a damn bold faced lie. Since the level shifts mostly only happen in itrials I am -never-going to be able to fight any of the enemies they had in that mission one on one. My blaster is never going to be able to survive more that two hits from those bosses, the version of reactive they give you is almost laughably overpowered compared to the real version. -200 DoT 100% of the time? Hahahaha suuuuure, more like -10 whenever the power feels like working. And I incredibly doubt that they're going to give us a power that makes us immune to damage for any length of time without phasing us out of the fight.
They're the ones who set our expectations up so high so you can't ***** about people feeling cheated when things stay almost exactly the same halfway through after they started it all by telling you that you'd be able to walk up to the crystal titan and kick it's *** single handed no matter who you were.
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
Personally what got me started was the realization that the mission the shows you your "full incarnate" self is a damn bold faced lie. Since the level shifts mostly only happen in itrials I am -never-going to be able to fight any of the enemies they had in that mission one on one. My blaster is never going to be able to survive more that two hits from those bosses, the version of reactive they give you is almost laughably overpowered compared to the real version. -200 DoT 100% of the time? Hahahaha suuuuure, more like -10 whenever the power feels like working. And I incredibly doubt that they're going to give us a power that makes us immune to damage for any length of time without phasing us out of the fight.
They're the ones who set our expectations up so high so you can't ***** about people feeling cheated when things stay almost exactly the same halfway through after they started it all by telling you that you'd be able to walk up to the crystal titan and kick it's *** single handed no matter who you were. |
And you know what the really funny thing is? We're allowed to have that ego in the 1-50 game. Back then, people are always telling us how "You're the only one who can stop them!" and "It's tough, but I'm sure it's nothing you can't handle." Numerical power is a draw, obviously, but the power the narrative ascribes to our characters is a draw, as well, and I fear this has been quite mishandled.
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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The argument that somehow wet-behind-the-ears Incarnates are above all reproach is still bollocks with me.
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Having said that, though, a level 50 superhero is above virtually all reproach from normal civilians, a superhero with Incarnate powers even more so. They aren't invulnerable to other superpowered beings or technology that delivers massive damage potential, despite what the power set calls itself. But surely we all recognize the difference in threat potential between a Malta Titan and civilian demonstrator (irrespective of any -DEF or -Res debuffs that might be in effect).
Power, as it pertains to attack damage/effects, is a spectrum, and a very wide one at that. The existance of beings farther along that spectrum than our 50+3 Incarnate toons does not change the fact that most everything else in the CoX world is further behind. It is also not unfair to ask that we be given an iTrial experience in which we feel like near-godlike beings once in a while without having to go street sweeping Atlas Park. What some folks are asking for are trials in which parts of the story makes us feel like the rare inheritors of godlike power we are, rather than just being schooled in how inadequate the game engine can make us feel by giving everything we face more hit points, more level shifts, more non-resistable damage and/or debuffs, etc. They aren't asking for the trial AVs to be eqivalent to even-level Elite Bosses that can be trivially solo'ed by any one member of a league. They are asking for challenges that don't marginalize our position on the power spectrum. Anyone who feels that the current approach to trial design is the best (or only) way to do this is profoundly mistaken, IMO.
The more I think about it, the more I am coming to the conclusion that the solo Incarnate content may actually be what it should always have been. Stories in which individual heroes can feel like the stars of their own books, or in which regular teams can engage in epic storylines that resemble the comics. I don't know where the devs got the idea that the narrative and dramatic potential of the "Incarnate Journey" and "The Coming Storm" was best represented by WoW-style dungeon raiding, but it is clear to me that is the primary source of this disconnect many folks are feeling.
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
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
It's even been suggested that Goliath was Nephilim. So a demi-god being brought down by a rock is not unheard of.
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Sticks and stones won't break a normal hero's bones but incarnates must run for cover.
Balder (a god) was killed by mistletoe, so our incarnates should be afraid of twigs too.
Sticks and stones won't break a normal hero's bones but incarnates must run for cover. |
Baldur could've been actually killed by anything prior to the quest to make him invulnerable to all things; if Loki wouldn't have intervened then Baldur could well have been Norse mythology's only immortal.
And
Sticks and stones will and do break normal heroes' bones (especially if you're a squishy) otherwise, the Staff Fighting powerset would kind of be a moot point (I move to strike development on it on the basis that its just a stick, and as such, not a legitimate tool for the super that's serious about actually causing bodily harm (and restrict players that use it from ever becoming an Incarnate, again, because its a stick); then there's the whole Scrapyarders, Dockworkers and Luddite thing.
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
Staff fighting will be how the Battalion takes down our incarnates, duh.
Before Incarnating my WP Tanker could be knee deep in RPGs and Missiles and not see his health drop. Now that he's "stronger", rocks, from Hellion-fodder civvies, are a threat while the anti-tank missiles are just as weak as before, ON THE SAME MISSION.
Staff fighting will be how the Battalion takes down our incarnates, duh.
Before Incarnating my WP Tanker could be knee deep in RPGs and Missiles and not see his health drop. Now that he's "stronger", rocks, from Hellion-fodder civvies, are a threat while the anti-tank missiles are just as weak as before, ON THE SAME MISSION. |
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
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
Then if anti-tank missiles can't hurt your pacified squishy WHY SHOULD MERE ROCKS EVEN BE A CONCERN?
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I was fortunate enough to be on a good team for our first few runs and our issue was never getting put down by rocks or even getting curb-stomped by Maelstrom. Our issue was us not killing the civilians.
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
...I move to strike development on it on the basis that its just a stick, and as such, not a legitimate tool for the super that's serious about actually causing bodily harm (and restrict players that use it from ever becoming an Incarnate, again, because its a stick); then there's the whole Scrapyarders, Dockworkers and Luddite thing.
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I get what the intent was even if the mechanics behind it needs to be tweaked (as I've already stated multiple times) or even its presentation (as others have pointed out) or a bit of both. I've chosen not to let the mechanics get in the way of what the intent was on having the civvies in the mish in the first place. Selective suspension of disbelief.
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NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
(I move to strike development on it on the basis that its just a stick, and as such, not a legitimate tool for the super that's serious about actually causing bodily harm (and restrict players that use it from ever becoming an Incarnate, again, because its a stick); then there's the whole Scrapyarders, Dockworkers and Luddite thing.
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The rocks are made of a rare ore found on Praetoria, Primalite. All beings from Primal Earth are highly vulnerable to them, Incarnate or no. The next trial will be us trying to shut down the mining operation that provided the civilian with this deadly weapon.
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@Golden Girl
City of Heroes comics and artwork
I have to admit that although the normal TF's in general are fun, they end up being "huge sack of HP at end"... something which i *do not* find fun.
I actually want to have to move my characters, i want to have to *react* to a situation, instead of just being able to play completely drunk, unable to see the keyboard and *Still not die* [1]
This is why i do actually like the iTrials... Hell if it takes gimmicks to get people to move around the place (and yes i do include Apex/Tin Mage as the better TF's for this), then i am all for them.
[1] Yes, i have actually done this... i did have a huge drink problem a few years ago, and was still able to play the game without dying due to how basic the combat was...
1. brought up a point that I'm in agreement on; more dimension to what basically amounts to a "pretty button masher"
2. revisited a position I've seen before; more challenge =/= a bigger sack of schlitz.
Hell, if that's all people want is more HP wrapped in a prettier, bigger or more twisted package then just cut the BS and give them a bunch of basic chumps with more DEF, RES, HP and Regen (and make them hit for more and more damage) with no gimmicks available to overcome these progressively larger 'challenges' (or just let all the Incarnate content revolve around spitting out maps full of EBs, AVs and GMs)
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