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Steampunkette

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Everything posted by Steampunkette

  1. Oh my god. Seriously? Just let it go. The point is that not every "Street Level Hero" gets to arrest Nemesis or any other "Kingpin of Crime" character 'cause they're not written for Street Level Heroes to fight. They're written for every character to start out punching gangbangers on the streets and grow in power 'til they can tangle with the biggest and the baddest characters in the game. You can write your own reasons for your own character to be able to ignore the massive disparity between "Thug with a gun" and "Superstrong Supervillain" but that doesn't mean everyone feels comfortable ignoring that disparity. The fact that the Batman V Superman argument is still going strong after 40 something years (Not to mention Superman v Goku, -jesus-...) is perhaps the single greatest indicator of that. And if City of Heroes were a better game than it is (And it's already a pretty freaking great game) it would acknowledge that disparity in the writing by continuing the "Multiple Paths Through Leveling" trend all the way up to the End-Game by including end-game storylines that don't rely on your character being able to punch out supervillains empowered by freaking GODS. Does that mean I want the current Devs to rewrite the incarnate arcs? Hell no. Does that mean I'm going to ask the current devs to redesign the incarnate system? Hell no. Does that mean I want the current devs to consider a wider variety of power-levels in continuing content? Sure, who the hell does that harm? But maybe, -just maybe-, for some players it might be worthwhile to have a P2W Vendor Flag that disables Incarnate Drops the same way as any other drops get flagged in the system that -already exists-. You don't have to use it, -obviously-. But for them it might be better than constantly getting 'INCARNATE SHARD BONDED' in the middle of their screen.
  2. Nazi Statesman doesn't get beaten when you show him a green rock.
  3. Can't be done. The bartender is part of the game world. They'd have to remove the barkeep for every server or no server. That said, moving her off to the side would work great.
  4. For literal years. Take a look at the three encounters you can fight him on, Heroside, and tell me which one fits street level heroes and involves arresting the dude: 1) Going to an alternate reality created by the Midnight Squad to destroy his base in the Shadow Shard, Prison for Rularuu the cosmic entity who wants to destroy our world who got imprisoned in the 60s. 2) Save the world during the Rikti War arc which, by the way, involves fighting Hero1 himself and generally SAVING THE WORLD AS IT SAYS ON THE TIN. 3) Dealing with Nazi-Alternate-Reality freaking STATESMAN as a superheroic top tier fight. 'Cause, y'know, nothing says "Street Level Kingpin" like only being found in a bunch of Cosmic Level Storyarcs. Don't be insulting, Darkgob. It's not conducive to conversation or constructive at all.
  5. Oh, absolutely! If you're writing. But if you're in a shared world with other people who did the writing before you ever arrived then you are limited by that world's writing. As PaxArcana noted previously I could just stop playing the game after a certain point, or only play it within certain limitations. I could also rewrite the narrative for my personal character however I wanted to do it. But as far as everyone else is concerned my character is still in incarnate chosen by The Well of Furies. My fire blast still does fire damage instead of hellfire damage. Etc. It's up to the writer of the world to create the structures that we exist within and in many cases strain against.
  6. Why not have all three? therein lies the conundrum that I'm having here is that no one understands that you can have more than one. You can have more than three! If you wanted to create a national level hero or some similar thing that would be cool, too! But they would all kind of have to be built for from day one.
  7. One more time... This is in regards to a hypothetical City of Heroes 2. In such a game you could design this stuff from the ground up to accommodate different concepts while learning from the mistakes that City of Heroes made. Nemesis being behind everything is a great meme! But until I can arrest him it doesn't really mean a thing. It's the Xanatos Gambit which works great in TV shows for kids but terribly in video games. Meanwhile I can punch both Nazi and Conflicted Emperor versions of Statesman... And used to punch real Statesman and can even punch a Statesman Stunt Double...
  8. Personally I just like to see more endgame content that isn't fighting off Rularuu or Hamidon or whatever. Lemme fight against the Family and Tsoo and such, just on a grander scale. Introduce some Kingpin style characters who are trying to manipulate the whole city, make Supervillain freaks like Rhino, and who are overall presented as real threats. if you're going to have an incarnate system for characters it needs to be accessible to all of them, though. Maybe introduce different ways to opt into the system. They could have used origins for that with magic people getting super awesome spells and mutants exposing themselves to something that mutates them further without it all being tied to Greco-Roman myth in a singular narrative that excludes all variation. Same drops, same recipes, same crafting method, different narrative.
  9. One more note? I was not suggesting the devs rewrite this game with that post. You actually cut out the part where I was commenting that in a perfect City of Heroes 2 such narrative distinctions would be included and then you suggested to me, like I was some kind of idiot, that I should just turn off XP at level 15 to 20. which is also hilarious in the fact that it would be more appropriate to cut off the XP somewhere around level 36 when you're still fighting the warriors and the tsoo who are both very street-level enemy groups... I mean the character I used in the example was Daredevil and you're basically suggesting barely getting high enough in level to fight The Hand or a gang from a 1970s movie. Quite humorous in retrospect!
  10. You completely misunderstood my statement... You can have two level 50 characters who represent completely different levels of super heroing by having street thugs that go all the way up to level 50 for the "street-level hero" to fight rather than just having a whole bunch of aliens and super psychics at max level. I'm not talking about the individual power level as regards game mechanics I'm referring to narrative power level. how's the game world describes your strength compared to the strength of another character or to the world itself. A level 50 blaster will have their tier 9 nuke whether they are street level or cosmic, it's just the story that would be different. And yes having multiple endgame scenarios is possible! It just means doing different writing. kind of like the entirety of City of Heroes but it's multiple different zones which have different storylines in them. You just have some storylines stay street-level and some storylines go cosmic. Hell you could start the game with cosmic storylines and instead of Atlas Park have Atlas station where your cosmic heroes are working for alien cops beating up whatever street gang works on the space station. The game has different story lines for people who follow magic tech science mutants and natural enemies. Just carry that forward into cosmic and local I guess would be the easiest way to describe it. As to the end game system itself using incarnate threads and such? Do that same system for the street level hero and just change the writing so that it's not about The Well of Furies picking the biggest and the baddest. Let them take that secret stuff twosome scientist who explains it all in more human terms and helps them to build stuff for their powers. It is all dependent on what the studio decides to do with their time... They decided to handle the entire game as an advancement from street level to cosmic while acknowledging character origins as one of five things, when instead they could have gone from low-level to high-level while instead of acknowledging characters motivations or relative power levels or any number of other things. In short: levels are in abstraction of advancement for game mechanic purposes but do not automatically have to define the story being told. I apologize for the grammatical errors and random misplaced words, I'm on my cell phone at work using speech to text and it sucks.
  11. Oh, wow... I didn't know that's how Purple IOs worked! Thought they worked like regular IOs. Learn something new every day!
  12. Honestly... Incarnates were a bad idea from day 1. Not because more power isn't great or anything. Just the way they designed it, narratively. Superheroes inhabit different narrative power levels. Whether they're Cosmic Silver Surfer types or more a neighborhood guardian Daredevil sort. And City of Heroes has never respected that both those characters inhabit the same world. Instead everyone starts street level and then grows to cosmic through the same kind of ridiculous and arbitrary method... In a perfect CoH2, characters would have different methods of getting to "End Game Content" that support different concepts, y'know? There'd also be different narrative end-games. Sure a Cosmic hero could do the Street Level end game content, or vice versa, but they wouldn't be forced to do it.
  13. Heh... Interesting throught: Scaling Damage Buff based on how many pets you have out. No pets? Full bonus! Tier 1 pets? 1/3rd smaller bonus. Tier 1 and 2 pets? 2/3rd smaller bonus. It'd be like the Defender Vigilance inherent. 30% more damage with no pets, each set of pets you summon reduces the bonus by 10%. Well. 30% at level 20+. At level 1 it's 6%.
  14. Lemme go roll up a whip corrup- oh. Seems I can't. 😛 And until Hellfire Assault gets made, that's the only place to get whips.
  15. It's not entirely true that attuning purple IOs is worthless. When purple IOs are attuned you get the full benefit of the set bonuses every level. If your only goals are PVP. And end game content then attuned purple sets are a bad idea. But if you spend a lot of time exemplaring with lower-level Friends or supergroup members it can still be worthwhile. It depends entirely on what you do with your time.
  16. Just what it says on the tin. Give Mastermind attacks, but not Mastermind pet attacks, a little bit more damage. It won't have much effect on overall DPS of masterminds but it would allow players to make petless or few pet builds that are slightly more effective than whispering violence to NPCs. Yes I know, masterminds are supposed to have pets. And blasters aren't supposed to blap, but we do anyway!
  17. I introduce: Supernaturelle! My Whip-Only Pain Domination Mastermind.
  18. Poked at it in Mids. With a -fairly- middling build cost I could wind up on Demons/Pain with: 75% S/L resist at all times 48.6 Neg resist at all times 35% Toxic resist at all times Everything else 23% or lower Then have Rune of Protection every 110 seconds for 90 seconds of +25% resistance to everything. My lowest being Psi resistance at 41% resisted. 539% Regen and a constant 40% damage bonus with spikes here and there up to 160% (Two Build Up Procs) That leaves me with 2 pets (for Bodyguard and more damage) Hell on Earth (More Whip!) and 4 personal attacks that deal between 177 and 260 damage each. Nothing to write home about, really, but still pretty nifty that I'll be able to pull that all out.
  19. I hang with a team of people at all times. I'm never solo 'cause I have a husband and close friends and also an active Supergroup... So I'm revisiting this idea a little bit with the idea of going for Whip/Sorcery powers as the 'Core Attacks', along with Soul Tentacles and Soul Storm because those powers look great. My main choice, now, is whether to aim for /Dark and be a Fearing-Debuffer with a powerful group heal... Or /Pain to increase my own damage output while going for a Regenish type build. If I do /Dark I wind up with Fighting and Maneuvers to get myself a decent (But not capped) ranged defense so I can use Fearsome Stare to diffuse the alpha, then drop Darkest Night to 'essentially' be softcapped before the actual fighting starts. If I do /Pain I have no idea what other power pools to take since I won't be aiming for solid defenses. In either case I intend to take Hasten and Rune of Protection. I know I'll never get it Perma but it's a great little panic button for if things go south! I am also planning to take the Lieutenants only, so she'll have some extra damage output and also Bodyguard. But no big demon and no babies. Help me Master mind Kenobi! You're my only hope!
  20. I'd like to see a system that allows players to create an AE Enemy Group which must have (insert list of requirements, here) then creates an "Enemy" tag for that specific group. The player then goes about their regular business, but Paper/Radio missions gain a new variable at all level ranges: Enemy Wind up rescuing Lois Parker from your personal Nemesis Group once in a while. Have the "Named Entity" mob -always- spawn the current Elite Boss in the Enemy Group Requirement unless you're set to AVs while Solo, in which case you get that group's AV. It'd be a great way to expand our personal canon into the game world. And we all know AE Enemies with Player Powersets are more dangerous than generic Council or whatever (Unless you specifically design them to suck compared to your character, obviously), so that could increase the difficulty a bit for 50 +4x8 teams with Incarnates.
  21. Thank you so much!
  22. Can has on Live pls? Seriously, these changes look amazing, across the board. You've made some A-Game changes, here, and I eagerly await the chance to see what people do with the new base items and costume changes. Do you have a general timeline of implementation or is this all 'On Test 'til we have X quantity of mined data on each powerset change'?
  23. A Zoomer is like a Corruptor with Melee attacks and no support powers and also some control effects. An Infiltrator is kind of like a Wolf Spider, S'truth! The Instigator is like a Brute or Scrapper with less defenses and Ranged attacks. It would be more accurate to compare them to Sentinels (since they'd share the same defensive sets) but a Tankier Sentinel that has more reason to get into melee than their Ult or the occasionally PBAoE. But a Dominator is like a Controller without the Buffs. So long as you're willing to ignore the things that make them different they're basically the same thing!
  24. Also: Simple Pleasures are some of the best! I get to make Leaf-tornadoes! Also Bullet-Tornadoes and Garbage-Tornadoes. Quick! Someone Trow Fish at me so we can make a Sharknado!
  25. I have to vote for the Instigator. I love the idea of the Infested Infiltrator but it's so hard to structure... The secondary Powersets were going to focus on Emanators, by the way. Ground targeted area of effect buffs and such. With defensive powers for the rest of the secondary. And the Zoomer is way better in my mind than the Paladin, though I still feel like it'd need a lot more than "Primary Sustain" to reasonably survive and deal damage!
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