Elite Bosses and Arch-Villains in Dark Astoria
Now Incarnates are the AV's, and the old AV's and NPC's are the players that have to swarm us to have a chance. That's power.
I imagine that perspective shift is what it means to be an incarnate. |
Have I suddenly stopped being an incarnate when I leave DA? If so, what are all these Lore pets and Judgement powers doing in my tray?
Main Hero: Mazey - level 50 + 1 fire/fire/fire blaster.
Main Villain: Chained Bot - level 50 + 1 Robot/FF Mastermind.
BattleEngine - "And the prize for the most level headed response ever goes to Mazey"
Two, we're told over and over throughout the arc that while there are powerful beings out there, nothing can truly match the power of an incarnate. This mechanic 'forces' us to understand that, and underscores just how powerful we really are at this point. There's an AV of Requiem, Romulus, Reichsman, etc. in game, which proves to me that this is not an oversight on the dev's part. The fact these once fearsome opponents have been diminished is part of the 'working as intended' in our ascension as incarnates.
Basically, they're not less powerful, you're just that much more powerful, and the EB thing is just a game mechanic to demonstrate that. |
Additionally I hate the EB to AV mechanic. Some characters have no ****ing business ever being AVs. Arbiter Sands on the STF; he's a nobody in the grand scheme. I beat his head in solo back in Faultline. He's got no story or lore rationalization for suddenly popping up 8 times stronger than me.
A character who's roughly on peer with the player character shouldn't suddenly be able to take on 7 others. Instead of bloating them up to an AV, they should not have been used for a challenge in team content to begin with. Either give said character backup in the form of additional EBs, or have them subbed out by someone worthy of challenging eight heroes of any given level. In the case of Incarnate content, there should be very few individuals that fit the bill considering the smack down we lay on Reichsman, who as the dialogue states, is roughly on par with what Statesman used to be, meaning we're now AT that level or above.
So, as an example, if they had Tub Ci spawn EB class "Honored Ancient Spirits" to back him up in his mission when teams run it, or have additional Ravagers spawn for teams in the encounter with Mot's Avatar in Dream Doctor's arc, that'd be a-ok with me...
But, specifically for DA, I object to catering to teams on principle. Teams have a ton of trials and content to run, AND they're vastly more rewarding for the purpose of powering up Incarnates. Leave DA to the soloists and small teams and go back to running trials if DA fails to please on a large team, because trials are for that.
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Then, how come, when I leave DA and do the STF, Black Scorpion can one shot me if I'm not careful? While, if I fight him from a DA mission, I can solo him in seconds?
Have I suddenly stopped being an incarnate when I leave DA? If so, what are all these Lore pets and Judgement powers doing in my tray? |
No, it doesn't.
As I said in my previous post, enemies shouldn't be used in that way.
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At least someone gets it.
Additionally I hate the EB to AV mechanic. Some characters have no ****ing business ever being AVs. Arbiter Sands on the STF; he's a nobody in the grand scheme. I beat his head in solo back in Faultline. He's got no story or lore rationalization for suddenly popping up 8 times stronger than me. A character who's roughly on peer with the player character shouldn't suddenly be able to take on 7 others. Instead of bloating them up to an AV, they should not have been used for a challenge in team content to begin with. Either give said character backup in the form of additional EBs, or have them subbed out by someone worthy of challenging eight heroes of any given level. In the case of Incarnate content, there should be very few individuals that fit the bill considering the smack down we lay on Reichsman, who as the dialogue states, is roughly on par with what Statesman used to be, meaning we're now AT that level or above. So, as an example, if they had Tub Ci spawn EB class "Honored Ancient Spirits" to back him up in his mission when teams run it, or have additional Ravagers spawn for teams in the encounter with Mot's Avatar in Dream Doctor's arc, that'd be a-ok with me... But, specifically for DA, I object to catering to teams on principle. Teams have a ton of trials and content to run, AND they're vastly more rewarding for the purpose of powering up Incarnates. Leave DA to the soloists and small teams and go back to running trials if DA fails to please on a large team, because trials are for that. . |
It's called keeping the story interresting

That said, I think a majority of the villains that should spawn as AVs should, and when needed they should gain increased power through other means, rather than downgrading to EB.
Of course I like the idea of one on one superhero fights akin to Spider-Man vs Venom. Venom wouldn't power down to an EB

And of course, it would stop people saying "so and so signature character is a pushover" when they solo them at EB, when these characters are suppossed to be tough and thusly a character should be built to solo them.
It's the difference between the comic book characters who have solo tiltes the likes of Spider-Girl, Batman, Wolverine, and those characters who are meant to be strictly team characters...Mr Immortal.
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But, specifically for DA, I object to catering to teams on principle. Teams have a ton of trials and content to run, AND they're vastly more rewarding for the purpose of powering up Incarnates. Leave DA to the soloists and small teams and go back to running trials if DA fails to please on a large team, because trials are for that.
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What about teams sized 4-6 players?
They're not small teams, they're not soloers and they can't do trials.
Are you seriously suggesting that there should be an entirely new zone for those groups because "on principle" DA isn't for them?
So, having him scale up and be in an AV in DA sometimes would fix that? Introducing more inconsistency will fix the consistency problems?
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The point is that the game is already inconsistent. Disallowing an extra option for larger teams isn't going to change that.
DA is meant to make soloists feel more powerful than any other character in game? Great, it does that fine. Giving us the option of AVs isn't going to change that.
Main Hero: Mazey - level 50 + 1 fire/fire/fire blaster.
Main Villain: Chained Bot - level 50 + 1 Robot/FF Mastermind.
BattleEngine - "And the prize for the most level headed response ever goes to Mazey"
Really, at this point, you might as well be arguing with GG or Venture. They and Butane all come from the same school of circular arguments.

Additionally I hate the EB to AV mechanic. Some characters have no ****ing business ever being AVs. Arbiter Sands on the STF; he's a nobody in the grand scheme. I beat his head in solo back in Faultline. He's got no story or lore rationalization for suddenly popping up 8 times stronger than me.
A character who's roughly on peer with the player character shouldn't suddenly be able to take on 7 others. Instead of bloating them up to an AV, they should not have been used for a challenge in team content to begin with. Either give said character backup in the form of additional EBs, or have them subbed out by someone worthy of challenging eight heroes of any given level. In the case of Incarnate content, there should be very few individuals that fit the bill considering the smack down we lay on Reichsman, who as the dialogue states, is roughly on par with what Statesman used to be, meaning we're now AT that level or above. |
I want these enemies to be as strong in DA as they would appear elsewhere. Y'know, so that I can destroy them with ease anyway. Them being weaker doesn't mean I'm more powerful, it just means they're weaker.
Although I get where Johnny is coming from, I don't see an issue with the option of being able to scale them up to AVs for teams that want it.
So again:
1. It should be an OPTION that a person can set.
2. And they should stay the DEFAULT as EBs. Period.
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But, specifically for DA, I object to catering to teams on principle. Teams have a ton of trials and content to run, AND they're vastly more rewarding for the purpose of powering up Incarnates. Leave DA to the soloists and small teams and go back to running trials if DA fails to please on a large team, because trials are for that.
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Fun logic you have there, dude. Can I borrow some of those crazy pills?

"The Hollows was a cover up; it was really caused by Blue Steel experimenting with Foot Stomp." - Steelclaw
<-- boy

I enjoy that he ignores the fact that everyone in this thread has said it should be optional, yet he insists that it will impact his own personal enjoyment of the encounters.
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And this isn't even about that DA doesn't allow teaming and locks them out like trials lock out soloists or that DA discourages teaming in some way. It's about complaining DA's content is not satisfying to powerful teams and doesn't cater to them.
Newsflash: DA is too easy for teams because it's not designed for teams. It's not designed for teams because it is intended to be the solo Incarnate tract.
Take the hint.
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Until the option exists to run the trial Incarnate path solo, there's no need to give teams more options for the DA path. They already get a whole path to themselves that is faster than the only option open to solo players.
And this isn't even about that DA doesn't allow teaming and locks them out like trials lock out soloists or that DA discourages teaming in some way. It's about complaining DA's content is not satisfying to powerful teams and doesn't cater to them. Newsflash: DA is too easy for teams because it's not designed for teams. It's not designed for teams because it is intended to be the solo Incarnate tract. Take the hint. . |


Do you have a response to people (such as myself) who want AVs as an option in Dark Astoria as a solo feature?
I don't need or want the devs to handle me with kid gloves so I can pretend I'm more powerful as an Incarnate. That's just patronizing. I actually am more powerful as an Incarnate, so bring on the stuff that was too hard before. Let me flex these Incarnate muscles and show what I can really do.
Heroes don't look powerful when they defeat pushovers. They look powerful when they defeat powerful enemies.
Until the option exists to run the trial Incarnate path solo, there's no need to give teams more options for the DA path. They already get a whole path to themselves that is faster than the only option open to solo players.
And this isn't even about that DA doesn't allow teaming and locks them out like trials lock out soloists or that DA discourages teaming in some way. It's about complaining DA's content is not satisfying to powerful teams and doesn't cater to them. Newsflash: DA is too easy for teams because it's not designed for teams. It's not designed for teams because it is intended to be the solo Incarnate tract. Take the hint. . |
Entitlement and spite to not make good design decisions.
"The Hollows was a cover up; it was really caused by Blue Steel experimenting with Foot Stomp." - Steelclaw
<-- boy
Do you have a response to people (such as myself) who want AVs as an option in Dark Astoria as a solo feature?
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But hey, as long you want the devs to cater to extreme minorities, I know a Tanker player who thinks they have damage issues. He'd like that looked into so they could do things like solo AVs as well as some melee ATs can.
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Yes. You are an outlier that doesn't reflect the majority of players who probably still can't solo AVs.
But hey, as long you want the devs to cater to extreme minorities, I know a Tanker player who thinks they have damage issues. He'd like that looked into so they could do things like solo AVs as well as some melee ATs can. . |

Yes. You are an outlier that doesn't reflect the majority of players who probably still can't solo AVs.
But hey, as long you want the devs to cater to extreme minorities, I know a Tanker player who thinks they have damage issues. He'd like that looked into so they could do things like solo AVs as well as some melee ATs can. . |
If they can't get the mechanics right to balance the classes versus the silly regeneration of AVs and GMs, balance the monsters. I can see why this would be a deliberate choice on the Devs part, if it is.
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Steel Canyon, Virtue
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@Paladin
Yes. You are an outlier that doesn't reflect the majority of players who probably still can't solo AVs.
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Anyway, an option doesn't hurt anything. Especially an option that ALREADY EXISTS, but is just not being applied.
I'd like to hear a good reason why they shouldn't scale, but I don't believe a good reason exists, but no one has given a good reason yet.
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#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
Except from my standpoint, tankers are fine.

The Paladin
Steel Canyon, Virtue
Exalted
@Paladin
I would love to see broadsword proliferated to tankers. It's kind of a no-brainer that they should have it.

I think that makes his responses something people should be able to empathize with, if not necessarily agree with. When you put in AVs, then suddenly the tougher enemy is the "real" one - the EBs are just watered down versions for those who aren't up to snuff. Granted, they are anyway, but it's just the pretense that's at stake. A pretense that's in the heart of the Dark Astoria solo storyline.
If they can't get the mechanics right to balance the classes versus the silly regeneration of AVs and GMs, balance the monsters. I can see why this would be a deliberate choice on the Devs part, if it is. |
Basically, they're not less powerful, you're just that much more powerful, and the EB thing is just a game mechanic to demonstrate that.
Ultimately, I don't care either way, but I don't think it's a bug or oversight, and working just as they intended it to be...
So that way we can't complain when they sic the really nasty pancakes on us in the next installment... As demonstrated in a couple misisons (a particular Cimeroran one comes to mind...). I'm thinking they're going to focus on 'strength in numbers' against us vs singular powerful opponents. This can make us 'feel' even more powerful than fighting a single thing that's more powerful than us.
Now Incarnates are the AV's, and the old AV's and NPC's are the players that have to swarm us to have a chance. That's power.
I imagine that perspective shift is what it means to be an incarnate.
If Requiem and Reich are EBs, then the Bosses should be Lts, the Lts minions, and the Minions Underlings.
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