City of Warcraft?


Agent White

 

Posted

Although the previous posts have shown the OP to be...imprecise, I think I know what he's talking about.

For me though - it's not that there's too much arcane/magic stuff, but aside from Anti-Matter doing his premature gloating atop of the reactor, there's something missing for me.

Mother Mayhem doing her silly dialogue before the BAF is just, well, it's okay - but her wardrobe makes it ridiculous. Very hard to take her seriously as a threat. Siege and Nightstar seem to be more robot than human - which for me just moves it from comic book (caped crusaders) to sci-fi.

Maelstrom, when he shoots that camera in TPN, he talks about himself as a subordinate - basically a lackey. Well, okay, Galactus had the Silver Surfer, so I suppose a lackey can be formidable.

I think I got my best taste of "caped crusaders" and "heroes in Spandex" feel from this game in that Blood Coral arc, where I get empowered by the coral and at the conclusion of all the ambushes, all these heroes come in - and they look like they could be in the Avengers.

Mother Mayhem looks more like she should be part of Josie and the Pussycats.

Still, as long as my toons get to wear a cape and spandex, it's all good.


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase

 

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Alot of people are Worry about this, But it be ending soon, no more DA and Magic Theme Stuff.

I am Sure the new Content coming out in the future will be different and None Magic Theme, You just have to be patience.

What is Call Magic can be Explain by Science as Power being tap form another Universe/Dimension, The Well, Energy form the Planted itself, Etc.

Magic itself can be Explain and there for is it Magical at all?, For me It doesn't seem like Magic too me, just by understanding what it is you take away The Mystical Nature of it.


Never play another NcSoft game, If you feel pride for our game, then it as well, I Superratz am Proud of all of you Coh people, Love, Friendship will last for a lifetime.

Global:@Greenflame Ratz
Main Toons:Super Ratz, Burning B Radical, Green Flame Avenger, Tunnel Ratz, Alex Magnus

 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Right, because that's all we ever get is magic. I mean, look at it! Croatoa in Issue 5, then...

Issues 6 and 7: COV, COV bump to 50. General issue.
Issue 8: Faultline revamp. Non magical.
Issue 9: Inventions. STF. Wentworth's. Non magical.
Issue 10: Invasion. RWZ. Non magical (other than one Rikti type.)
Issue 11: Ouroboros, DB/WP. Purple sets. Non magical.
Issue 12: Midnight Hour. Introduces the Midnight Club. While a magic "themed" group, mostly noted for introduction of the (non magical) Cimerora, VEATs, powerset proliferation and the Hollows makeover. So a "Barely magical" issue. First one since issue 5.
Issue 13: Day jobs. PVP revamp. Decidedly not magical unless you count the final disappearance of people from PVP zones.
Issue 14: AE introduced. Non magical.
Issue 15: Annversary issue. Khan and Barracude TF/SF added. Dominator revamp. Some might call the last "magical," but not in the sense you mean.
Issue 16: Power customization. Non - any origin.
Issue 17: Ultra Mode. Keith Nance/Jenni Adair/Dean Macarthur/Leonard Simon. New Posi TFs. Also not magical.
Issue 18: Alignment system.
Issue 19: Incarnate System. Vincent Ross is a magical arc, investigating the leviathan. The heroside arc with Roy Cooling is not.
19.5: Expansion of alpha slots, intro of WST.
Issue 20: BAF/Lam/Sutter/Kai, 4 slots unlocked.
20.5: Keyes. More Lore pets. Non magical.
21: First ward. Concentratign on the lack of magic elsewhere in Praetoria. Also, Underground trial, DFB (non magical,) new tutorial.
21.5: TPN introduced (non magical.) Extra Incarnate choices.
22: Dark Astoria revamp. *It's a zone that's been magic themed since it came out, what did you EXPECT it to be?* And it's been asked to be revamped for YEARS. Of COURSE it's magic themed. But if you don't like that, there are four early-mid level contacts that have nothing to do with magic.
23: Finishing up Praetoria. While we have a magic zone, we have some distinctly non magic items we know about as well, such as the Magesterium.

Concurrent with issue 18, Co-release of Going Rogue, which introduces Praetoria... which until First Ward was decidedly non magical. And as noted, First Ward was meant to kinda-sorta explain this (noted by the playerbase, as well) lack.


So, frankly, complaining it's "out of hand" is nonsense. First Ward was supposed to help explain why there's "no magic" elsewhere in the game (and it's not even heavily magic based.) DA - well, *duh,* of course it's magic based, that's the whole lore behind the zone. Has been for years. And even with all this "OMG Overwhelming" magic stuff, there's a fair amount of NON-magic-themed content thrown in with it.

So just like the four legged rig "overuse" rants, guess what. All you have to do is wait. And stop whining.
Bill, your post makes me feel pretty old right now. I remember getting back into CoH around I8.



 

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Quote:
Originally Posted by Sigium View Post
Bill, your post makes me feel pretty old right now. I remember getting back into CoH around I8.
Well, I got into it in I3.

So GET OFF MY LAWN! *shakes cane*


 

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Quote:
Originally Posted by Memphis_Bill View Post
Well, I got into it in I3.

So GET OFF MY LAWN! *shakes cane*
I played in Beta...so yea. Get off your own lawn... :P


 

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*sits back and eats popcorn* The Ancients are Dueling! :P



 

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Originally Posted by WanderingAries View Post
This thread hasn't been locked/deleted yet? There must Really be some Magic going on here. ;-)
These threads always come out on Friday evening, so they can stir stuff up all weekend while the mod staff is out of the office.


@Roderick

 

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Still it doesn't equal to 1/4 of the normal groups in this game that aren't magic.



 

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Quote:
Originally Posted by Memphis_Bill View Post
Well, I got into it in I3.

So GET OFF MY LAWN! *shakes cane*
Well, I've still got an instruction manual that's got Gravity Control's "Fold Space".

My grass is greener, so it seems.



 

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Quote:
Originally Posted by Blackleviathan View Post
Carnies? Natural/magic? Not sure if I saw those
At a guess, I'd say they're counting the Strongmen as Natural, and the rest Magic.


 

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Quote:
Originally Posted by Ukaserex View Post

I think I got my best taste of "caped crusaders" and "heroes in Spandex" feel from this game in that Blood Coral arc, where I get empowered by the coral and at the conclusion of all the ambushes, all these heroes come in - and they look like they could be in the Avengers.

Mother Mayhem looks more like she should be part of Josie and the Pussycats.

Still, as long as my toons get to wear a cape and spandex, it's all good.
while doing the exact comic staple of fighting just a few unique spandex villains is kind of impractical for the mmo setup, i reiterate, tips have a lot of the classic recurring enemies in more traditional comic costumes stuff that some people like. and some of the writing is quite clever.
Quote:
Originally Posted by Agent White View Post
At a guess, I'd say they're counting the Strongmen as Natural, and the rest Magic.
ya know.. psychics have generally been portrayed as mutant, and most of the higher up soldiers are psychic. so they kind of skate mutant and magic, maybe mutants with an interest in magical artifacts as well.


 

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Originally Posted by rian_frostdrake View Post
ya know.. psychics have generally been portrayed as mutant, and most of the higher up soldiers are psychic. so they kind of skate mutant and magic, maybe mutants with an interest in magical artifacts as well.
I'd count them as magic. The individual members may have different origins, so some may in fact be Mutant psychics, but most of their powers come from their Harlequinn masks binding them to Vanessa DeVore, who is a pretty decidedly magical psychic.


 

Posted

its complicate. givanna scaldi, the original posessor of the power, was a mutant. her soul was trapped in the mask as a safeguard by her lover, an occultist. the mask was then found by her ancestor, vanessa devore, who was able to, with no training hold her off when she tried to possess her. now nessa is kind of a wildcard, as they dont explicitly say she had psychic powers, but a shared bloodline with a mutant, compounded with the fact that she coudl resist her powerful ancestor indicates she is a mutant too. furthermore, the rest of the carnies are puppets used by her to gather souls to feed her. so mutant still seems to be the main theme, but with a magic ritual by a third party serving as the bridge to bring giovanna and venessa together.

heres the official write up. http://na.cityofheroes.com/en/game_i...of_shadows.php


 

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Cant get enough magic,I love it!
I wish we got some kind of ancient China or feudal Japan zone...soon?


 

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Quote:
Originally Posted by DMystic View Post
Yeah couple of disagreements.

Longbow Wardens have been presented as Mutants not Magic.
The game universe presents Psionics/Psychics as Mutant so Syndicate wouldn't be magical

Now adding more

Carnival Mutant/Magic mix
Malta are Natural/Tech
Croatoa groups 4x magic

so 42 groups now
Magic: 11
Actually Wardens are Science, they use superserums to give them powers.
They're Natural psychics (like fortunatas, widows and bane spiders) but they are very scarce and they need a lot of training to performance like a common mutant psychic.



 

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Either way, they're not actually magic


 

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You forgot one on my favorite groups, the Wailers! I think their supposed to be magical, gremlin type things.

You also forgot DE and Coralax, but I think their Natural/Science/Mutant anyway.


Rockshock (Druid Tanker), Medicat (Combat Medic), Dwarf From the North (Ice Mage), Rocket Gal (Energy Blaster), Graveborn (Undead Mastermind), Streeker (Punching Speedster), Op. Sidewinder (Recluse's pet Spider)

 

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Quote:
Originally Posted by Rockshock View Post
You forgot one on my favorite groups, the Wailers! I think their supposed to be magical, gremlin type things.
The Wailers are the demons that Johnny Sonata sold his soul to. They're in St Martial to collect his end of the deal.


@Roderick

 

Posted

I thought that they were more Demons than magical (wailers) but lord...I better not stir that pot.



 

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Quote:
Originally Posted by Rockshock View Post
You forgot one on my favorite groups, the Wailers! I think their supposed to be magical, gremlin type things.

You also forgot DE and Coralax, but I think their Natural/Science/Mutant anyway.
Didn't forget, stopped at 20ish. Though, come to think of it, Coralax are in the Hollows. The Shapers would be - I'd put them in as magic, they're priests, after all. The rank-and-file that we see would be... hmm, not sure where to put them. They are mutated humans or hybrids, from what I recall of many of them, but we don't know fi they were mutated by Coralax version of science or by magic.

The wailers are demons. Which is going to bring up an argument. They're brougth here by magic - but the abilities would be natural to a wailer, so the way I see them, they're natural. (The abilities are native to the species, not given by magic.)


 

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Quote:
Originally Posted by Memphis_Bill View Post

The wailers are demons. Which is going to bring up an argument. They're brougth here by magic - but the abilities would be natural to a wailer, so the way I see them, they're natural. (The abilities are native to the species, not given by magic.)
I think it's safe to put Wailers in the magic group as the story lines around them involve magic. Heck part of the reason the Giza was designed the way it was, involves creating a magical barrier to keep the Wailers out.
Basically acknowledge that their abilities are natural to them, but since the story lines all involve magic it's safe to out them in the Magic category for purposes of this thread.


 

Posted

Quote:
Originally Posted by DMystic View Post
I think it's safe to put Wailers in the magic group as the story lines around them involve magic. Heck part of the reason the Giza was designed the way it was, involves creating a magical barrier to keep the Wailers out.
Basically acknowledge that their abilities are natural to them, but since the story lines all involve magic it's safe to out them in the Magic category for purposes of this thread.
However, that doesn't make them a magic *group.* There's a storyline about the Circle of Thorns magically separating a Warshade from its host - that doesn't make the Warshade magic. The Rikti are (99.9%) tech/science, yet their storylines talk about them being cut off from their world by a magic barrier, by their weakness to (and attempts to start destroying) magic - but, again, that doesn't make them a magic group.

And that's where I stand with definitions on that listing.