CoH: a game for Introverts, too
Even with the introduction of DA, the +2 and +3 shifts are pretty much optional extras for strict soloers - the enemies don't got above 54, and start as low as 50.
The most important things for strict soloers are the Alpha shift, and T1 for the other 4 slots.
@Golden Girl
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@Valerika
Actually, I'd say that Tier 3 Clarion Destiny is equally if not more important for soloers, because it allows for a permanent click-based mez protection for things like squishies and human-form khelds. It's incredibly useful. Same goes for Tier 3 Rebirth for chars that don't have a self-heal (like /SR, /Shield) High tier Destiny is reaaaaally useful. Hell, I'd say game-changing.
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After the initial rush of players running Dark Astoria for story content, they'll quickly figure out that the pace of the Incarnate progression is so slow compared to trials they'd be stupid to to run DA arcs more than once.
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team xp is vastly superior to solo xp
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@Valerika
I love teaming. I love soloing. I team up to hang out with friends, for more epic action and rewards, to feel like I'm taking the fight to threats that no single hero should face alone. I solo to slow down, to clear my head, to explore the world and its stories, and to immerse my characters in their own adventures--things which are their own rewards. Sound familiar? No? Then maybe you don't read comic books. Because that's kind of how a comic book super hero's life often plays out.
Some of my characters are street-level crime fighters. Others are near godlike. It's normal for me to solo a big story arc with a godlike character, when I might grab a team for that same arc on a crime-fighter character--even if the crime-fighter character was the more effective build mechanically. So, I can hear someone asking, what if I feel like teaming on a godlike character, on an minor arc? I'll find an excuse, smartypants.
People who see City of Heroes as a just a fun pile of rewards and game mechanics will not be able to relate to what I'm getting at. I understand what kind of game I'm playing, and I understand why they've prioritized raid-style mechanics for Incarnates. But Paragon Studios knows that me and others like me are here, and they're throwing us a bone. I'm satisfied with the pace at which they seem to be doing it. It's none of my business if a small portion of the playerbase is actively opposed to about 50% of the way I approach my gameplay. We all have a right to our opinions, but it doesn't change what I like, and it isn't preventing Paragon Studios from delivering it shortly.
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Actually, I'd say that Tier 3 Clarion Destiny is equally if not more important for soloers, because it allows for a permanent click-based mez protection for things like squishies and human-form khelds. It's incredibly useful. Same goes for Tier 3 Rebirth for chars that don't have a self-heal (like /SR, /Shield) High tier Destiny is reaaaaally useful. Hell, I'd say game-changing.
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Yes, you're absolutely correct. There are several areas of the game that having T4 in all 5 incarnate slots became very helpful. Before incarnate powers, fighting Arachnos at +4/x8 was very difficult. Now, not so much.
Be well, people of CoH.
What would be highest: level 50+270%, or level 51+270%?
There's a slight difference between gradually nudging yourself up from pre-hami to post-hami, and getting what in effect is another level. |
Yes, it is a form of progression to improve your stats. I give you that. But you don't get new attacks or powers from improving your stats. And not an entire new level. |
Epic gear doesn't give you level shifts, big honking super pets or big honking super splosions. |
Anyway, you're trying to refute an argument I didn't make. I never said Hamidon enhancements represented an identical progression to incarnate slots. What I was saying was that the dev team didn't just suddenly start locking content and character progression behind raids, this was something in the game from the very beginning. What's changed over time is how well the raid/trial rewards have been designed as well as the variety of raids/trials. I also said that fully slotting out with Hamidon enhancements made characters fairly powerful, to the point that facing mobs above them in level was less of a problem than it was for those who didn't have those same enhancements.
Even cheaty trial mechanics that bypass your powers existed in various ways in the Hamidon trial, and have been changed three or four times over the history of the game. The Eden Trial also bypassed powers and required the use of special inspirations to fight the Crystal Titan long before they added inspirations to buff against Hamidon. Altering game mechanics in specific fights is something the devs have been doing in trial content for a long time. I think it's ridiculous, but it's there.
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How is that different from any solo content vs team content?
team xp is vastly superior to solo xp |
The problem comes that the second 2 are currently an order of magnitude slower than they should be. Not only will you not be able to solo at a reasonable rate, you will also not be able to find a group to do the DA content, since most people not completely devoted to solo will just drop it and go back to trials.
Then they can congratulate themselves on what a good decision it was to hook themselves to the raid train since all those non-raid people didn't really mean it. Funny how data mining is worthless without a good control.
Hardcore people level cap games on 3 day pre-start weekends. That doesn't mean that it doesn't still take the sane people 6 months to do so.
The game has set a baseline expectation for how quick incarnate advancement should be. When the alternate path is 60-80 times slower than that, it doesn't look like an alternative so much as a smokescreen.
I'm pretty certain I said the exact opposite. Apparently its confusing when I support something, but oppose certain arguments in favor of it. You'd think people would be used to that by now.
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I understand the correlation you are making and I absolutely never believed that team-required content did not exist (just to make that clear).
However, I personally do not find Hami-Os to fit the bill as being similar as the entire scope of the Incarnate Tree (as well as the rewards from the Astral and Empyrean Venders). |
Enhancements are just bonuses (possibly huge benefits, but just bonuses for game mechanics). This game is completely functional without any additional bonuses and do not appeal to as many people, nor as greatly to most, as new abilities and powers. Additional percentage increments are no match for shooting flames or lightning or throwing up heals or defensive barriers or calling NPCs or Pets... Not to the masses that play this game. Absolutely some players may love bonuses more than new flashy powers... But there are certainly as many that prefer the flash, the visual options and/or the game mechanical options more than bonus percentage points. |
Hamidon enhancements were nerfed so IOs would be meaningful, or at least that's the explanation that was given at the time, despite IOs not being around for some time after (I forget the exact interval). A lot of people did find them appealing and went to great lengths to fill out some of their characters with these enhancements because the comparison to not having them was rather immense. You are right that incarnate slots are more appealing but this doesn't refute my argument at all.
I am not trying to nitpick or force any arguments with you for the sake of arguing. I just honestly don't share your opinion on that and figured I'd share mine. |
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I plan to do the DA content occassionally late at night when people aren't on to do trials, but the progression rate won't be remotely comparable to how fast you can incarnate out a toon via trials.
It's all about the cognitive dissonance.
See my reply above. I didn't make the claim they were exactly the same thing. I said they were in the same category of thing. What you're describing isn't that incarnate rewards are anything new. They're simply much improved rewards over what's been available in the past, and some (not all) of those rewards are relevant only because certain past rewards (or powersets) were nerfed. Does your forum join date reflect the time you started playing as well? I may be talking about a period of time you simply didn't experience, which means you don't know what it was like and what characters with full Hamidon slotting under the pre-enhancement diversification, pre-Hamidon enhnancement nerf, and pre-global defense reduction were capable of. Hamidon enhancements were nerfed so IOs would be meaningful, or at least that's the explanation that was given at the time, despite IOs not being around for some time after (I forget the exact interval). A lot of people did find them appealing and went to great lengths to fill out some of their characters with these enhancements because the comparison to not having them was rather immense. You are right that incarnate slots are more appealing but this doesn't refute my argument at all. I'm fairly certain it's documented fact that Hamidon enhancements represented character advancement beyond the limits of the game outside attending Hamidon trials, and such advancement actually made it fairly trivial to fight +4 mobs. The game's changed a lot since that time and the dev team is much better at designing rewards, or at least has more freedom to design better rewards, than they did then. It's not a matter of opinion that CoH had options to make your character significantly more powerful from launch. |
I do not agree that the previous Hami-O scenario qualifies your previous statement that the Incarnate Trial progression was an established design philosophy for this game.
The only pre-existing rewards that I think compare to Incarnate Powers are leveling from 1-50 and the Epic and Patron Powers.
This is why I felt all along that various paths there would be best for the broad playerbase.
For the record, I am aware of the history of the game and I was around before IOs and when the Hami-Os were the pinnacle of loot. That does not compare to the appeal, nor the nature of, the Incarnate Rewards.
Citing the Hamidon Raid and Hami-Os as being evidence of any such established design philosophy could lead one to say that the Mother Ship Raids are also such an example. After all, they reward costume parts (just like the Astral and Empyrean Venders) and some rather hefty powers.
You seem to be exceptionally focused on the game mechanic/numbers aspect of these rewards. There's nothing wrong if that is your personal appeal, but there are far more aspects to these rewards than simply the numbers.
and round up everyone that knows more than they do"-Dylan
The point is that I was saying (and believe) that the Incarnate Rewards are specifically very different than any other previous reward that was gated strictly behind teaming.
I do not agree that the previous Hami-O scenario qualifies your previous statement that the Incarnate Trial progression was an established design philosophy for this game. |
They're an evolutionary advancement over Hamidon enhancements. It's the same concept of trial rewards, but vastly improved so people will be more willing to spend their time getting them.
The only pre-existing rewards that I think compare to Incarnate Powers are leveling from 1-50 and the Epic and Patron Powers. This is why I felt all along that various paths there would be best for the broad playerbase. |
For the record, I am aware of the history of the game and I was around before IOs and when the Hami-Os were the pinnacle of loot. That does not compare to the appeal, nor the nature of, the Incarnate Rewards. |
Citing the Hamidon Raid and Hami-Os as being evidence of any such established design philosophy could lead one to say that the Mother Ship Raids are also such an example. After all, they reward costume parts (just like the Astral and Empyrean Venders) and some rather hefty powers. |
Both are currently designed to be accessible and fast, which is part of CoH's design philosophy.
The philosophy I'm using Hamidon enhancements to support is the idea of having superior rewards for raid content. That's it. And in that regard, incarnate rewards were not a change from past design. Incarnate rewards are handled differently from past awards in that you need XP to unlock the the incarnate slots and you need shards (for Alpha) or threads (for any) to build the powers you put in those slots. They're also not tradeable, can blur the lines between ATs by giving everyone access to self-buffs, team buffs, and pets, can boost existing powers in effectiveness just from the alpha slot, and in general are much more interesting and fun than trying to slot 6 nucleolus exposures in every attack.
You seem to be exceptionally focused on the game mechanic/numbers aspect of these rewards. There's nothing wrong if that is your personal appeal, but there are far more aspects to these rewards than simply the numbers. |
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Well of course not, that'd be tantamount to saying you're wrong.
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You and I disagree about this, mainly because we're looking at it differently. It was basically a miniscule point of difference that I thought could easily be acknowledged by both parties, but... anyway. I come here for feedback and interesting conversation.
Comments and attitudes like that won't bring anything worthwhile.
EDIT: This has been cleared up and all is good!
and round up everyone that knows more than they do"-Dylan
Oh, goodie. Now we've moved from "days" as your scale to "weeks". Still far away from "hours" of actual play time which would be meaningful for someone not trying to be manipulative with misrepresented data points.
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Although, going by the DA testing, it loks like +3 should come sooner than that.
And if you want to break it down into hours, then soloing DA isn't too far from the Trial pace - it's the 20 hour cooldowns that spread it out - the solo path doesn't involve spending hours each day playing the DA content - it only needs about 45 minutes each day.
@Golden Girl
City of Heroes comics and artwork
Still far away from "hours" of actual play time which would be meaningful for someone not trying to be manipulative.
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TERRIBLE. TERRIBLE TERRIBLE TERRIBLE.
I am SO NERDILY EXCITED for solo (or small team-optional) Incarnate content, but the rewards SHOULD be crappy compared to what leagues see on trials. Even Golden Girl's quote seems a little over-generous to me.
Oftentimes I solo because I DON'T want to power level myself to the stars in one evening. Oftentimes I TURN XP OFF when I join teams to prevent myself from out-leveling all the content at my current level (do not even mention Ouroboros, it's just what power gamers suggest to those of us who are actually invested in the game universe).
I don't think Paragon Studios will ever give this to us anyway ("this" meaning "hours"), but I just want to make it clear that not all "pro-solo" players are begging for "solo farms".
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Wow, that's rather obnoxious. I was going to add some more replies to this in order to continue an actual discussion, but I'm not going to waste my time with responses like that. You have no idea who I am to assume I'm some *** that wouldn't admit being wrong.
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The point is that I was saying (and believe) that the Incarnate Rewards are specifically very different than any other previous reward that was gated strictly behind teaming.
I do not agree that the previous Hami-O scenario qualifies your previous statement that the Incarnate Trial progression was an established design philosophy for this game. |
While the Incarnate system is definitely a much more developed and intricate system, that's a matter of detail. The question for the players themselves has always been is there an identifiable end game progression mechanism, and is it gated? Its clear to me that HOs do satisfy the notion that the devs were willing to tell players that some elements of the end game would be gated behind teamed content. That willingness to say it is the best indicator of their design philosophy, not the comparison to raw numbers.
Moreover, they said it more clearly when the LRSF was released. There, they actually used the words end game, and stated that while this game (at the time) was not a game with an involved end game, they felt it was reasonable to have some end game content for the highest performance players, and that end game content was going to be teamed as that was the most obvious way to create high end and high difficulty content at the time.
If people are looking for proof that the devs in the past have been willing to lock what they call end game content behind teamed tasks, the LRSF is unambiguous proof of that. The incarnate system is vastly larger and qualitatively different of course, but that doesn't change the fact that the LRSF was proof the devs were *willing* to lock some end game stuff behind teamed content. And until the markets showed up the only way to get HOs was from large raids or teamed task forces, or have someone give one to you. There was no way for a solo player to get them on their own.
That means the sum total of the Hamidon encounter and the LRSF and STF are proof the devs have in the past have been willing to create an end game, albeit a small one, which was predominantly locked behind teamed content. Whether that was the right decision or not doesn't change the fact that they did make it once before.
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Although, to be a bit more fair, I can see someone losing track on your stance of this based on some of your stated rules of design philosophy within this thread.
Not that you have said anything that contradicted your stance on allowing a reasonable solo Incarnate path... Just that some of what you said could be mistakenly read as someone who would prefer it remain team-only.
*shrugs*
They're still mistaken, of course... but I had a few words to type before reaching my quota, so there we are.
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