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Kazuuk

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Posts posted by Kazuuk

  1. I don't even have any names that I'm looking for, just thinking that the further we get into this, the more it makes sense to release names, especially those sitting on level 1 toons from accounts that will never be logged into again.  Lol, I had no idea that some folks would be so insecure and combative about it.  I'm having a blast man, nothing to get over!  Maybe look for a late night internet fight elsewhere?

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  2. Given that we are now over a year and a half into the launch of Homecoming, I think it would probably be time to enforce the name holding rules.  As with any mmo, there is a certain amount of churn, and there is no exception here.  Given there are certainly a large number of inactive players from the the launch of HC that have reserved names but have not leveled those toons, I think it's perhaps time to enforce your name holding rules and release discarded character names back into the wild.

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  3. Here's a build I run.  I've made room for flight and afterburner due to personal character traits.  I'm very close to the cap on all positional defenses and most damage types (nice thing about dark, get close and you -to hit will do the rest).  This build has a lot of places you can customize to make your own, but by now, I'm sure you're seeing a theme in the powers people take and skip as well as ideas for slotting.

     

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Solar Twilight: Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Dark Blast
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(3), TchoftheN-Acc/Heal(3), TchoftheN-Acc/EndRdx/Rchg(5), TchoftheN-Acc/EndRdx/Heal/HP/Regen(5), TchoftheN-%Dam(7)
    Level 1: Dark Blast -- SprWntBit-Dmg/Rchg(A), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(9), SprWntBit-Acc/Dmg(11), SprWntBit-Rchg/SlowProc(11)
    Level 2: Gloom -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(13), SprDfnBst-Dmg/EndRdx/Rchg(13), SprDfnBst-Acc/Dmg/EndRdx(15), SprDfnBst-Acc/Dmg/EndRdx/Rchg(15), SprDfnBst-Rchg/Heal%(17)
    Level 4: Hover -- LucoftheG-Def(A), BlsoftheZ-ResKB(21), BlsoftheZ-Travel/EndRdx(23), BlsoftheZ-Travel(23), LucoftheG-Def/EndRdx(25), LucoftheG-Def/Rchg+(25)
    Level 6: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(27)
    Level 8: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Acc/ActRdx/Rng(27), StnoftheM-Dmg/EndRdx/Rchg(29), StnoftheM-Dmg/EndRdx(29), StnoftheM-Dmg/ActRdx/Rchg(31)
    Level 10: Shadow Fall -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(31), LucoftheG-Def/Rchg+(31), StdPrt-ResDam/Def+(33), ShlWal-ResDam/Re TP(33)
    Level 12: Howling Twilight -- RechRdx-I(A)
    Level 14: Afterburner -- LucoftheG-Def/Rchg+(A)
    Level 16: Fearsome Stare -- SphIns-Acc/EndRdx/Rchg(A), SphIns-ToHitDeb/EndRdx/Rchg(33), SphIns-Acc/Rchg(34), SphIns-Acc/ToHitDeb(34), SphIns-%ToHit(34), SphIns-ToHitDeb(36)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 20: Tenebrous Tentacles -- EnfOpr-Acc/Immob/Rchg(A), EnfOpr-Acc/EndRdx(36), EnfOpr-Acc/Rchg(37), EnfOpr-EndRdx/Immob(37), EnfOpr-Acc/Immob(37), EnfOpr-Immob/Rng(39)
    Level 22: Darkest Night -- DarWtcDsp-ToHitDeb(A)
    Level 24: Night Fall -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(39), SprVglAss-Dmg/EndRdx/Rchg(39), SprVglAss-Acc/Dmg/EndRdx(40), SprVglAss-Acc/Dmg/EndRdx/Rchg(40), SprVglAss-Rchg/+Absorb(40)
    Level 26: Petrifying Gaze -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(42), BslGaz-Acc/Rchg(42), BslGaz-Rchg/Hold(42)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(43)
    Level 32: Dark Servant -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(43), BslGaz-Acc/Rchg(43), BslGaz-Acc/Hold(45)
    Level 35: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(45), LucoftheG-Def/Rchg+(45)
    Level 38: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(46)
    Level 41: Dark Consumption -- PrfShf-EndMod/Acc/Rchg(A)
    Level 44: Dark Embrace -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(46), UnbGrd-Max HP%(46), UnbGrd-ResDam/EndRdx/Rchg(50)
    Level 47: Blackstar -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(50), SprAvl-Rchg/KDProc(50)
    Level 49: Tar Patch -- RechRdx-I(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance 
    Level 4: Ninja Run 
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(17)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(19), PrfShf-End%(19), PrfShf-EndMod/Rchg(21)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Quick Form 
    Level 10: Shadow Recall -- Empty(A)
    Level 50: Agility Core Paragon 
    Level 50: Barrier Core Epiphany 
    Level 50: Ion Core Final Judgement 
    Level 50: Assault Radial Embodiment 
    Level 50: Diamagnetic Radial Flawless Interface 
    Level 50: Banished Pantheon Core Superior Ally 
    ------------

  4. 47 minutes ago, Darmian said:

    Might get flamed on this one!  If Incarnates could only be used in level 50 content then lock things like the ITF to a 49 cap. Seriously, a kitted out 49 is damn tough.

    You can do that now.  Start a group with that intent.  The problem has always been a tiny very vocal minority who have ALWAYS hated the power creep of incarnates and have wanted to force the majority of the players to adhere to there narrow vision.  You have the choice to play as you wish now.  Find like minded players.

    • Like 2
  5. 1 hour ago, Leetdeth said:

    Ok well I guess I'll throw an opinion this way

     

    What you like

        I think my answer to this is honestly the grind and the payoff. Then again, I distinctly remember the grind for the powers being way more arduous pre-shutdown. It made the strength you gain in return more valuable. Now I jumped ship right before i25 hit the live servers, so I don't know if the process was gradually more sped up or if that became the case during the lifetime of this server. I like that the Incarnate stuff makes you feel like a god. That's kind of the point. It's everywhere in the lore. Statesman was virtually unkillable (until some skinny dweeb got a new toy and plot'd him to death). It led to a lot of tension in the Freedom Phalanx as him potentially having a god complex was brought up many times. It's forgotten about nowadays, but doing the arc to unlock the Alpha made you feel like your decision to become an Incarnate was very heavy in the lore.

     

    What you don't like

       Nowadays, I think what I don't like is that the system was unfortunately unfinished. We got all of the strength but none of the content. The Incarnate stuff was never ever meant to be balanced for existing content. It was meant to be balanced for incoming content that never got made. Now, we're just all left as gods with nothing to conquer. I don't think making the grind easier was the answer to keeping the existing content engaging either. If anything, making the god stuff more achievable just made the levelling process feel more bottlenecked, even if it's not intentionally done. You can see this in new players coming into the game. They see all these crazy strong powers going off all at once in this PI radio team they joined because that's what they were told to do by others, and then they're convinced that is the true end goal, unknowing that those powers were designed for something that doesn't exist. I guess the point I'm trying to make is in our current version of the game, Incarnate powers have no place, but are so easily accessible that they became baked into core gameplay anyway. I would say this is the same case with IOs, but IOs do have a place and are strong in a different way.

     

    Balance of the sets

       I honestly feel like each type of Incarnate power does a great job in serving their respective purpose, and aside from some really stinky examples (BP Ravager, Barrier, Ion), are pretty much in line with what we were told to expect. I think it goes back to the payoff argument. How do you nerf Incarnate powers without making everyone frustrated? I'm gonna double down on making them harder to get. Just make it take little longer. Go back to only being able to get threads while doing Incarnate content. Sure, some people are going to experiment and try multiple T1's at once and it may make them take longer to fully T4 out, but I think that comes with making the decision to experiment in the first place. Vet levels giving crazy good incarnate rewards makes it go really fast as well. Personally, I can make an educated guess on what would fit my toon (either numerically or thematically) and spend one day doing steamroll ITFs and another day doing iTrials and be good to go.

     

    The crafting system

       I think it's fine. Sure, the UI is a little wonky, but you're not always looking at it. If any adjustments were to be made, I'd say let us convert shards into threads, and get rid of the cost for sidegrading components. Converting threads into merits is a pretty good idea, too.

     

    Where you'd like to see them go

       I think the biggest noise I'm gonna make about the future is please do not directly nerf the strength of the Incarnate powers. Don't add any new ones either (unless it's new Lore pets. I'm about that). I think the easiest way to make everyone happy is to make the bubble smaller. Being able to use Incarnate stuff at 45 is too good. It's crazy how much Shadow Shard TFs are trivialized by them. But in the same vein, that's not really the fault of the Shadow Shard TFs or the Incarnate powers. Also, being able to grind for Incarnate materials by doing Shadow Shard TFs is a hilarious thought. However, restricting Incarnate powers to only Incarnate content feels too heavy handed when there's barely any Incarnate content to begin with. Wouldn't restricting it to just 50 be a good middle ground? And then maybe down the line when the team feels confident enough, they can make more Incarnate content for Incarnates to do.

    Yup, great post.

    • Like 1
  6. 2 minutes ago, Taboo said:

    NO NO NO.

    frackin big ballz to post 'don't listen to folks that take the time to post'

    you get ur opinion, others get theirs.

     

    truth will be in the middle somewhere. deal with it.

    Lol at the deal with it, you guys are like a cult and have been since the live servers.  They're not going to destroy incarnate abilities because a small vocal minority have been upset about them for a decade, 🤣

  7. 21 minutes ago, Chris24601 said:

    Then we should also point out that only a statistically insignificant portion of the playerbase is even running Incarnates at a given time (seriously, compare the total number of toons to the number of level 50 toons and also that not every 50 is incarnated and even those that are aren’t universally equipped with t4s or even have all their slots unlocked).

     

    Why should we consider what this insignificant minority wants when it’s harming the game experience overall?

     

    In this latest issue they nerfed the hell out of Titan Weapons and Tactical Arrow because they felt they were unbalancing everything regardless of how many argued that keeping an 80’ range on a power wouldn’t break the game.

     

    If an extra 20’ range on a t1 power is unbalancing enough to get a nerf regardless of user sentiment then WHY THE HECK shouldn’t the single most unbalancing set of mechanics in the game NOT get a serious balance pass and wide array of nerfs?

     

    Because you happen to like it and are trying to deflect the sentiments that the incarnate powers need to be looked at by claiming its not actually representative?

     

    Nice try, but no.

     

    My first choice would be to actually cull the entire incarnate system from the game and retool the Incarnate content that does exist to account for this (remove the level shifts from the opponents for example, since players won’t have them either). At best, keep the Alpha Slot only (sans level shift) as a level 50 capstone.*

     

    My second choice would be to limit them exclusively to Incarnate content and level 50 content where an “Incarnate” difficulty toggle has been activated (and which adds level shifts and other boosts to all opponents in the missions).

     

    My third choice would be to allow only one Incarnate power to be active at a time (with a 5 minute timer on changing which is active) outside of Incarnate content.

     

    But those are my personal preferences. Frankly, I think the best thing that ever happened to City of Heroes was it being shut down before the grindy Endgame system could be fully implemented so that, for the most part, the focus of the game remains on all the content you experience on the climb to 50 rather than solely on a handful of endgame raids and the notion that 1-50 are just the dues you pay to get to the real game (note how many MMOs with that mindset have monetized bypassing the original content precisely because all their focus has been on the endless grind of max level and upping the level cap to start it all over again).

     

    My main interest in rebalancing/nerfing Incarnate powers is that their existence makes creating a full range of content nearly impossible for the current small volunteer dev team (one of the reasons I believe their new mission content has been primarily in the 15-35 level range... no incarnates and, pre-level 27 not even much IO-set slotting to speak of).

     

    Basically, I think incarnate content takes way too much work (there’s too great a disparity between a fresh 50 and a fully t4’d level 50 to figure out a sweet spot on difficulty) so I’d favor any changes needed to make new mission content in the level 45-50 range easier to develop.

     

    * I do think some of the Incarnate powers could be repurposed by rebalancing them and making them into a new Patron Power Pool (the original mission arc you used to unlock the Alpha slot becoming the Patron unlock mission for the Incarnate patron) where the five power picks are retooled Judgement, Interface, Destiny, Lore and Hybrid powers (rescaled to normal ancillary pool values) complete with slotting options.

    It was just merely a reminder to not to take extremist opinions like yours seriously. 

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  8. 4 hours ago, pyrocumulus said:

    My issue, as a player that vastly concentrates on the 1-49 leveling game (probably 90-95% of my total play time), is that incarnate powers bleed into the level 35-50 game and overshadow it badly. Playing a vanilla character in any of the capstone TFs, content that was designed for you to learn to master, feels like no matter how carefully you structure your build to squeeze every drop of efficiency out of it or how skilfully you can play your class, it still becomes the 'Stand back and watch the incarnates' show. I find leveling 40+ in any team content at all to be significantly less fun because of this. 

    You should report the exemplared to level 35 incarnates for hacking as it is literally impossible to be exemplared below 45 and using incarnate abilities.   I would suggest an edit to your post to be less hyperbolic.  

  9. I would STRONGLY urge the devs to consider that the opinion of this thread does not match the in game community at all.  Keep in mind, only a statistically insignificant portion of the player base even reads here, let alone posts.  This particular topic is one where even when the game was live, there was a small, but VERY vocal portion of the community that hated the power creep of incarnate and were always WAY oversampled in threads.  Here we are seeing that same dynamic.  I probably wouldn't add more incarnate powers unless it was feasible to add incarnate content, but I would tread very carefully before nerfing them.  

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  10. According to the loregasm 2013 AMA, the devs did have plans for a Redeemed Clockwork PEAT.  Not only would this be a wonderful way to honor Pargon's original vision, it would offer the most diverse playstyles, as clockwork range from tanks to damage to support.   Additionally it would be interesting from the perspective of what it means to be sentient and the moral dilemmas that implies.

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