50+10? Abandoned or still planned?
They already have new merits ready to go in the game. Celestial, Cosmic, and Transcendent merits. Try linking them in the chat box some time, they're there.
|
So glad they got rid of base slavage though - that was confusing
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):
Still expecting some new type of currency for future slots though. Please feel free to make me wrong with that as well "D
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):
and round up everyone that knows more than they do"-Dylan
@Golden Girl
City of Heroes comics and artwork
If they start giving too many more shifts, they'll need to add some kind of scaled back rewards or exemplaring for the lower level Trials - like getting, say, the current Keyes Island reward table for fighting gray mobs and a green Anti-matter would be unbalanced.
|
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
The OP asked about level shifts, and ten level shifts were never to my knowledge on the table, and the marketing survey never mentions them.
The devs never considered a level shift itself to be "a level" - that's an invention of the playerbase, something I stated publicly and repeatedly many, many times. The devs originally considered each tier of the incarnate system to be a sort of progressional level, but not an explicit combat level. Level shift was just a specific kind of powerful buff within the system. Even when the real incarnate system was revealed the devs were still referring to the tiers of the system as analogous to incarnate "levels" or progress, with no specific connection to combat level shifts as such.
Both Castle and Black Scorpion confirmed independently to me that there was never any intent to give out ten shifts, or that shifts were supposed to be equated to levels. Also, Castle said it did not occur to him that the players might see incarnate slots with level shift as "a level" while slots without it as "not a level" - there was no intended connection between shifts and incarnate progress in that sense of the word.
50+10 was never planned, never abandoned, and I don't think it was ever seriously contemplated at any time. We aren't going to get it, and at no time was there ever a possibility we were going to get that, at least not in the form they currently take in the incarnate powers (that leaves open the possibility of level shifts as non-perma buffs, ala Ultimate inspirations and the lights in the Magi trial).
The devs can change their minds at any time, but as of right now I would be surprised to see more than one more level shift in the last four slots (most likely in Omega).
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
Also, Castle said it did not occur to him that the players might see incarnate slots with level shift as "a level" while slots without it as "not a level" - there was no intended connection between shifts and incarnate progress in that sense of the word.
|
Incarnate slots != Level.
Level Shifts = Level.
I'd rather have a T3/T4 Lore slot unused with nothing in Judgement than the other way around. Same goes for Destiny/Interface. I'd rather have a T3/T4 in either Lore or Destiny than build anything in the hybrid slot, and that would apply if I was actually prevented from using the Lore or Destiny powers.
Level shifts mean more than the buffs/powers themselves. If the development team hasn't figured this out by now, I have to wonder what it would take to get the developers to see what is in front of them.
Edit:
Let me be clear, if Alpha, Lore, and Destiny only granted a level shift and not anything else, I'd still value them over Judgement, Interface, and Hybrid.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
The level shifts look more like "a level" to me than the short-duration AoE buffs and moderate-use procs do.
|
I am in the opposite boat... the new powers (not the level shift) are what make me feel stronger. On my main I have gained:
Alpha: Acc/End Redux/Heal big time
Judgment: A quite handy and quite powerful "nuke" that has no discernible drawbacks.
Lore: Two very helpful pets
Interface: A proc that works on all my attacks dealing more damage and decreasing their resistance..meaning more damage.
Destiny: Permanent stun protection on a Corruptor
Hybrid: Uhmm more damage
So yeah the POWERS make me feel more than 50 not the +1.
Then they obviously didn't properly ask for player feedback. This was incredibly short-sighted on the development team's part and, if not Castle, someone else should have spoke up.
Incarnate slots != Level. Level Shifts = Level. I'd rather have a T3/T4 Lore slot unused with nothing in Judgement than the other way around. Same goes for Destiny/Interface. I'd rather have a T3/T4 in either Lore or Destiny than build anything in the hybrid slot, and that would apply if I was actually prevented from using the Lore or Destiny powers. Level shifts mean more than the buffs/powers themselves. If the development team hasn't figured this out by now, I have to wonder what it would take to get the developers to see what is in front of them. |
Going by what has been PRESENTED not PROPOSED...the incarnate system is not misleading. Remember when people assumed because Alpha gave a level shift that the others would as well....and then got all butthurt because they didn't? Nowhere have the devs stated that level shifts would occur outside of Alpha, but if you ask some players..it's always gonna be the next incarnate slot that gives another level. The boards are full of these assumptions...and you know what they say about assuming
Some people do not care for the incarnate content...the trials..etc... and a lot of people love them. Incarnate content is the only thing that keeps me paying my sub. I had grown bored with the game and actually took a small 2 month break before incarnates. I just found the "end game" quite boring. I do not suffer from altitis like most people.. I find and keep a few toons I like a lot. After 7 years I have .... 5 toons. .. A Corruptor, Scrapper, Brute, Dominator, and Controller. I have no plans on making any more toons until Water Blast comes out....in the meantime incarnate content and badges will keep me happily subbed Because...I do not assume to know where the incarnate path is going...and have no false ideas that it is something different than what we were promised/presented with in official statements
Except ya know.. only one of those "levels" applies anywhere but incarnate content.
I am in the opposite boat... the new powers (not the level shift) are what make me feel stronger. On my main I have gained: Alpha: Acc/End Redux/Heal big time Judgment: A quite handy and quite powerful "nuke" that has no discernible drawbacks. Lore: Two very helpful pets Interface: A proc that works on all my attacks dealing more damage and decreasing their resistance..meaning more damage. Destiny: Permanent stun protection on a Corruptor Hybrid: Uhmm more damage So yeah the POWERS make me feel more than 50 not the +1. |
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
The other two have been working just fine for me ever since Dark Astoria happened.
The other two have been working just fine for me ever since Dark Astoria happened.
|
So how are the other two working in anywhere that isn't an INCARNATE ZONE?
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
The other two have been working just fine for me ever since Dark Astoria happened.
|
Originally Posted by I Burnt The Toast
Except ya know.. only one of those "levels" applies anywhere but incarnate content.
|
Things can change. If there are no *current* plans... then that's good for about 18 months. Or maybe never. Just none in the pipeline for what's planned.
Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides
Then they obviously didn't properly ask for player feedback. This was incredibly short-sighted on the development team's part and, if not Castle, someone else should have spoke up.
|
One, already discussed in this thread was the way the phrase was written. But it was really that in combination with the knowledge that the devs had several times referred to the Invention System as "alternate progress". That made apparent to me that they were open to means of character progress not tied to numerical level. There are clearly tiers of power one can build with Inventions, but they are complex and branching. With the way they used the phrase "Level 60", I foresaw that they might do something like that with what we now know as the Incarnate System.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
The level shifts, for me, have been inconsequential to everything except for Incarnate content and max difficulty runs. This is largely because I just increase my security level on all my toons that have a shift. So now, I fight at 50+2 instead of 50+1. The powers themselves are what pulls me through difficult situations.
Though I would be lying if I said that the level shifts didn't help me through the I-trials a lot.
TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide
The level shifts, for me, have been inconsequential to everything except for Incarnate content and max difficulty runs. This is largely because I just increase my security level on all my toons that have a shift. So now, I fight at 50+2 instead of 50+1. The powers themselves are what pulls me through difficult situations.
|
As an bonus, playing at the top of the level slider scale (+4) means I never have to worry about foes whose level varies within the mission, which actually tends to smooth my performance against any given critter faction.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
They all wound up in the game at the same time (Issue 20ish I think), so I think they were thinking they'd get to them eventually. But then people didn't respond very well to having more currencies than there are flavors of Kool-Aid.
|
FUN FACT: That burst of light when you level up is actually the effectiveness escaping from your enhancements all at once.
Perhaps another measure that could be taken in order to avoid the "player has so many level shifts that older content becomes completely trivial" would be to develop incarnate powers that emulate the effects of Black Swan's quill attack - debuffing level shifts on the most dangerous incarnate foes (even if only for a short while), with a shift "floor" of +0. As there are no special rewards (or at least I haven't noticed any) for defeating a level-shifted foe, such an incarnate power would not be especially overpowering in regular content, but would allow an Incarnate to be far more effective against extremely powerful opponents (Mot, Praetorian Hamidon, etc)
Premium accounts can't edit signatures.
Huh.
It's probably reasonable that we'll get more toys that allow temporary or conditional level shifts. Powers that boost our shifts for a short time or debuff foes with negative shifts for a short time seem quite reasonable options. Adding mechanics that do that in missions, via granted temp powers or effects like the Light of The Well are pretty good examples, because they keep the level shifts from being something you have to bring on your own.
Imagine a "level shift Build Up". Something like that might be reasonable, and yet still actually pretty powerful both defensively and offensively.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
@Golden Girl
City of Heroes comics and artwork