SuperJames Posted Sunday at 11:08 AM Posted Sunday at 11:08 AM 9 hours ago, BasiliskXVIII said: But Twinshot's just falls apart if you think about it. You get attacked by Arachnos, You track Arachnos down to Justin Sinclair, and then he reveals that the Arachnos you've fought are a bunch of actors? Even ignoring the fact that I'm tearing through the enemies with an Arsenal Assault Dominator, and you need to have a lot of faith that I'm using that thing nonlethally, you're still recruiting people to intentionally put themselves in a position to get the living crap beaten out of them? And this is a test? Manticore's supposed to be CoH's Batman. He can't just tail us fighting Skulls, or even point us in the direction of a REAL Arachnos operation somewhere? By the point I was running this, I'd done Thiery's arc, so it's no surprise that Arachnos is there... Just the idea that Manticore's idea of a test is "hey, beat up a bunch of actors in costumes"... why? This gets me, too! In a city overrun by criminal gangs, Manticore decides you should fight his friends. I do like to think that I just beat up the Freedom Phalanx in disguise. No wonder those Arachnos bosses were so strong. I guess this is because the writer wanted to set up a surprise twist at the end. It irks me when writers do this. A good twist is great, but when the set up turns into a convoluted mess then it stops looking clever and just looks contrived. Sometimes it really kills the payoff, too. Like here, you didn't really stop an Arachnos plot. It was just a simulation. Spoiler The third part of Twinshot's arc always leaves me feeling rather depressed. The plot twist tears your team apart. Good job hero, you just defeated one of your friends, and your leader is so downhearted she decides not to carry on the fight. Off you go! Also, has anyone else ever knocked out Maelstrom and then looked around to see the rest of your team is down and four bosses are converging on you? That took more than one trip to the hospital.
SuperJames Posted Sunday at 11:16 AM Posted Sunday at 11:16 AM 14 minutes ago, aethereal said: Visual interest. It must work, because I do love running around the city, despite the frustrations of getting from A to B. That's what keeps bringing me back to the game. It feels like it could be a real city. And it's a cool city, a city I want to live in. I'm playing a hero with superpowers having adventures in a cool futuristic city. It's awesome. 1
tidge Posted Sunday at 12:23 PM Posted Sunday at 12:23 PM Re: Zone maps. The most confusing thing for me about Paragon City map layouts is the water table. I really don't mind the "War Walls" choice. My least favorite 'classic' zone is probably Skyway City. I don't find it particularly easy to navigate for any travel option (doors, trams, gates) although some have it easier than others. Odd level choices and lots of things to have to navigate around. Terra Volta would be worse, but there is almost no reason to be there. I feel like the Live team learned a hard lesson with the Hollows. The Rogue Isles maps don't bother me... except a little for the highly vertical Grandville. It is obvious that was a choice, but I do find it odd how BIG the zone's footprint is given that choice.
srmalloy Posted Sunday at 02:27 PM Posted Sunday at 02:27 PM 8 hours ago, Stormwalker said: Carnie Master Illusionists. It's not because they're dangerous (they are, but I don't mind that. Challenge is not a bad thing). It's because they spend half the fight phased out and so it takes freaking forever to defeat them, And that they summon regular Illusionists, which also spend half their time phased out, dragging the fight out even more, and summon a Phantasm who summons a decoy that is invulnerable but becomes your target at annoying moments, so you have to keep checking your target window to make sure you haven't accidentally switched to the decoy and are wasting your attacks. If it weren't for the badge for defeating their summoned pets, it wouldn't be worth fighting them at all. 3
lemming Posted Sunday at 03:13 PM Posted Sunday at 03:13 PM 3 hours ago, SuperJames said: This gets me, too! In a city overrun by criminal gangs, Manticore decides you should fight his friends. I do like to think that I just beat up the Freedom Phalanx in disguise. No wonder those Arachnos bosses were so strong. One of my characters as their backstory was an employee of Manticore who got nearly killed by being put into that scenario. Nothing like being put into a live fire scenario where the people shooting at you think you work for Arachnos.
BasiliskXVIII Posted Sunday at 06:05 PM Posted Sunday at 06:05 PM 5 hours ago, tidge said: Re: Zone maps. The most confusing thing for me about Paragon City map layouts is the water table. I really don't mind the "War Walls" choice. My least favorite 'classic' zone is probably Skyway City. I don't find it particularly easy to navigate for any travel option (doors, trams, gates) although some have it easier than others. Odd level choices and lots of things to have to navigate around. Terra Volta would be worse, but there is almost no reason to be there. I feel like the Live team learned a hard lesson with the Hollows. The Rogue Isles maps don't bother me... except a little for the highly vertical Grandville. It is obvious that was a choice, but I do find it odd how BIG the zone's footprint is given that choice. I feel like the worst part of this aspect is how obvious it makes it that Paragon City isn't a city but a city-themed video game level. Skyway City has all of these big elevated roads and almost nothing there for the roads to go to. Even zones that are more reasonable, like Kings Row, have weird overpasses and things that seem pretty clear that the only reason they exist is because someone in the design phase of the game was like "Oh, and you'll be running along and see a group of villains threatening someone below you, so you can jump down and be like Batman" Except, who does street sweeping? The only saving grace with Grandville, I find, is that at least they decided to build a zone with a lot of verticality and didn't fall back on "roads" as the driving force for it. What we got still doesn't make any damn sense, but at least it makes no damn sense in a decidedly Arachnos way.
Vic Raiden Posted Sunday at 08:50 PM Posted Sunday at 08:50 PM Re: Twinshot's questline I never really put much thought into the whole Spoiler "Manticore has a platoon of friends posing as Arachnos soldiers" thing, but now that you brought it up, it does kind of make no sense. But what I'm more bothered by is two other things: - The presence of Praetorian Clockwork as main enemies in the second half. As far as I understand, the player character is supposed to have never seen anything like that before, and yet at no point are they ever explained in-character. Manticore just offhandedly calls them Praetorian machines and the player's only possible response sounds as if they immediately knew what's going on. - The whole finale, which just... Spoiler Turns out Proton's actually a Praetorian mole with false memories, and it's the player character breaking these news to him after the final battle. It feels super awkward to me, having the PC just randomly completely understand things they most likely couldn't even possibly completely understand at that point. And of course, such a shaking twist leads to the entire Shining Stars team disbanding and Twinshot herself giving up, ending the scenario on an uncharacteristically somber note for something this early-game. Re: urban planning As a Pole, I'm considerably irked by certain stylistic choices across Paragon City, such as all roads being four-lanes or the only visible form of public transport (aside from buses which are at least supposed to exist) being maglev monorails instead of something more practical like trams or subways... or more importantly, the lack of any tangible transportation hubs that could lead to the wider world aside from the two harbors. For Statesman's sake, the official tourist map of Paragon has an airport marked near Boomtown's eastern wall, and yet there's not even ruins of one in the game proper! The other airport is listed as being between Skyway City and Talos Island, so out of player reach. No such thing as a railway station anywhere at all, though. Also, pleasant as Paragon looks from a distance, I just can't get myself to understand how skyscrapers could make such an overwhelming majority of buildings across the whole city.
BasiliskXVIII Posted Sunday at 10:09 PM Posted Sunday at 10:09 PM 1 hour ago, Vic Raiden said: As a Pole, I'm considerably irked by certain stylistic choices across Paragon City, such as all roads being four-lanes or the only visible form of public transport (aside from buses which are at least supposed to exist) being maglev monorails instead of something more practical like trams or subways... or more importantly, the lack of any tangible transportation hubs that could lead to the wider world aside from the two harbors. Yeah, that's just North American urban planning. /s Quote For Statesman's sake, the official tourist map of Paragon has an airport marked near Boomtown's eastern wall, and yet there's not even ruins of one in the game proper! The other airport is listed as being between Skyway City and Talos Island, so out of player reach. No such thing as a railway station anywhere at all, though. Also, pleasant as Paragon looks from a distance, I just can't get myself to understand how skyscrapers could make such an overwhelming majority of buildings across the whole city. The map from the Wiki does at least show that the zones we play the game in aren't the sum total of the city. The war walls surround specific neighbourhoods, but there's significant areas outside the walls that are still just kinda doing their thing. There's an airport between Skyway and Talos, for instance, but you're right that it's weird that they'd put a Baumton Airport in an area that it's pretty apparent that there isn't an airport in and couldn't have been one before it was ruined. But it does, at least, seem fair to say that there's probably suburban development happening outside of the parts of the city that we see. 1
Jaiclll Posted Sunday at 11:18 PM Posted Sunday at 11:18 PM Not being able to hit esc to log out, the ui in general is what turned me away and almost lost me. Luckily nintova videos helped me understand what was even going on. All powers not being useable. Example I want to make a stalker archer because the dark armor/archer theme seemed like a cool idea to me. Well I cant because stalkers are melee and its just dumb. Game has the biggest power customization I've ever played but it does suck you are still locked out of doing things like merc/thug mastermind
tidge Posted Monday at 12:28 AM Posted Monday at 12:28 AM 1 hour ago, Jaiclll said: All powers not being useable. Example I want to make a stalker archer because the dark armor/archer theme seemed like a cool idea to me. Well I cant because stalkers are melee and its just dumb. Have you considered using Power pool choice for one of the archer classes? If you really want Dark Armor, there is a Sentinel and you could take Infiltration as early as level 4 (if you don't want to wait until level 20 for Cloak of Darkness)
Go0gleplex Posted Monday at 01:04 AM Posted Monday at 01:04 AM (edited) 5 hours ago, Vic Raiden said: Re: urban planning As a Pole, I'm considerably irked by certain stylistic choices across Paragon City, such as all roads being four-lanes or the only visible form of public transport (aside from buses which are at least supposed to exist) being maglev monorails instead of something more practical like trams or subways... or more importantly, the lack of any tangible transportation hubs that could lead to the wider world aside from the two harbors. For Statesman's sake, the official tourist map of Paragon has an airport marked near Boomtown's eastern wall, and yet there's not even ruins of one in the game proper! The other airport is listed as being between Skyway City and Talos Island, so out of player reach. No such thing as a railway station anywhere at all, though. Also, pleasant as Paragon looks from a distance, I just can't get myself to understand how skyscrapers could make such an overwhelming majority of buildings across the whole city. You think it irk's you? lol I've been in civil engineering on both sides of the permit desk and the unreal nature and just overall wrongness of Paragon's so-called-street grid and (lack of) actual zoning has my brain constantly picking things apart. Even the speed signs posted are wrong as is the channelization in many places. The suspension bridges in IP are another not really thought out sort of thing as well. I think the airport was a potential future zone and skipped due to how much memory and work would go into dealing with the various plane models and national guard type facilities. The skyscrapers mixed in with some of the other buildings make little sense especially from a zoning code standpoint. It's like having the PPD HQ in the most run down lawless neighborhood in the city rather than either near Zig or in Atlas in easy reach of the politicians and then go to a small precinct house to get the radio and all that when the main building is a couple blocks away. The majority of the bombed out burned out leaning towers of Damocles defy both actual physics and material strengths since more than a 10-15 degree lean off vertical would tear most of them apart under their own weight. Some of the villains in a few of the zones are kinda square pegs in round holes as well...like the DE around Terra Volta. But...as long as it's still fun to play I just tell my brain to shut it and deal no matter how much it grumbles. lol Edited Monday at 02:17 AM by Go0gleplex 1
Stormwalker Posted Monday at 01:24 AM Posted Monday at 01:24 AM 7 hours ago, BasiliskXVIII said: I feel like the worst part of this aspect is how obvious it makes it that Paragon City isn't a city but a city-themed video game level. Skyway City has all of these big elevated roads and almost nothing there for the roads to go to. Even zones that are more reasonable, like Kings Row, have weird overpasses and things that seem pretty clear that the only reason they exist is because someone in the design phase of the game was like "Oh, and you'll be running along and see a group of villains threatening someone below you, so you can jump down and be like Batman" Except, who does street sweeping? The only saving grace with Grandville, I find, is that at least they decided to build a zone with a lot of verticality and didn't fall back on "roads" as the driving force for it. What we got still doesn't make any damn sense, but at least it makes no damn sense in a decidedly Arachnos way. To be fair, in the early days of the game, a lot of street sweeping happened. You leveled up a lot slower then, and typically your story arcs were not enough to get you through to the next set of contacts, so you either joined other people's teams and did their arcs, or you street swept. Being someone who likes to play at my own pace and therefore mainly only teams for TF's and iTrials, I did a LOT of street sweeping back in the day. Things like reductions in how much debt you get, and Patrol XP, plus adding more story arcs to the game, changed that. As for Grandville, that zone is unforgivably obnoxious on any character using Super Speed or Infiltration. My redside 50 street samurai with Infiltration keeps a set of temp power rocket packs around because otherwise she can't get anywhere in Grandville.
Stormwalker Posted Monday at 01:26 AM Posted Monday at 01:26 AM 10 hours ago, srmalloy said: And that they summon regular Illusionists, which also spend half their time phased out, dragging the fight out even more, and summon a Phantasm who summons a decoy that is invulnerable but becomes your target at annoying moments, so you have to keep checking your target window to make sure you haven't accidentally switched to the decoy and are wasting your attacks. If it weren't for the badge for defeating their summoned pets, it wouldn't be worth fighting them at all. Yes, exactly. Master Illusionists might be even more egregious time-wasters than Paragon Protectors. And that's saying something, because Paragon Protectors are terrible (speaking as someone who recently did the Revenant Hero Project story-arc again and, yes, that's why my list included Paragon Protectors three times).
Stormwalker Posted Monday at 01:29 AM Posted Monday at 01:29 AM (edited) 2 hours ago, Jaiclll said: Not being able to hit esc to log out, the ui in general is what turned me away and almost lost me. Luckily nintova videos helped me understand what was even going on. All powers not being useable. Example I want to make a stalker archer because the dark armor/archer theme seemed like a cool idea to me. Well I cant because stalkers are melee and its just dumb. Game has the biggest power customization I've ever played but it does suck you are still locked out of doing things like merc/thug mastermind They actually tried this originally, where you could just select any two powersets you wanted. The reason they went away from it and created AT's was it was way too easy to make completely unplayable builds, to the point that it was basically a trap for players. Edited Monday at 01:30 AM by Stormwalker how many typos can I make in two sentences?
Stormwalker Posted Monday at 05:40 AM Posted Monday at 05:40 AM On 1/25/2025 at 3:46 PM, Octogoat said: Wheel of destruction turn turn turn show is the lesson that we should learn.... The lessons we should learn are "Don't listen to Azuria" and "Don't assemble dangerous magical artifacts that were presumably broken up and scattered for reasons." 1
srmalloy Posted Monday at 06:10 PM Posted Monday at 06:10 PM 16 hours ago, Stormwalker said: Yes, exactly. Master Illusionists might be even more egregious time-wasters than Paragon Protectors. And that's saying something, because Paragon Protectors are terrible (speaking as someone who recently did the Revenant Hero Project story-arc again and, yes, that's why my list included Paragon Protectors three times). It depends a lot on the flavor of Paragon Protector; the claws scrappers don't get significantly harder when they pop their MoG, nor are the healers. It's the energy blasters that go full-on unhittable if they're allowed to get their MoG off. On 1/25/2025 at 1:46 PM, Octogoat said: Wheel of destruction turn turn turn show is the lesson that we should learn.... Back on live, I picked up the habit of saying "Hello, Azuria? I'd like to have this piece of the Wheel of Destruction filed under 'Will Call' for the Banished Pantheon, please" as a recognition of the existence of a hidden walk-up window outside the MAGI vault for enemy groups to show up and collect items from the vault. 1
aethereal Posted Monday at 06:13 PM Posted Monday at 06:13 PM 2 minutes ago, srmalloy said: It depends a lot on the flavor of Paragon Protector; the claws scrappers don't get significantly harder when they pop their MoG, nor are the healers. It's the energy blasters that go full-on unhittable if they're allowed to get their MoG off. Some Protectors have Unstoppable, not Moment of Glory.
Stormwalker Posted Monday at 06:48 PM Posted Monday at 06:48 PM (edited) 36 minutes ago, aethereal said: Some Protectors have Unstoppable, not Moment of Glory. Yep. The ones with Unstoppable are easier to hit (they just don't take very much damage). It's the ones with old pre-Regen-nerfs MoG with waaaaay too much duration that are really obnoxious. Focused Accuracy helps, but unless you're exemp'ing down for that story arc, you're unlikely to have that power since the earliest you can possibly get it is 35 (and I usually don't take it until one of my last two power slots, so it's right out for me) I have been at times tempted to put a "Nerf Regen (for Paragon Protectors, that is)" thread in the suggestions forum. If we as players only get 15-second MoG, then Paragon Protectors should only get 15-second MoG! Edited Monday at 06:51 PM by Stormwalker
BasiliskXVIII Posted Monday at 06:59 PM Posted Monday at 06:59 PM 36 minutes ago, aethereal said: Some Protectors have Unstoppable, not Moment of Glory. Claws gets unstoppable, Spines gets Elude, and Energy gets MoG. Elude and Unstoppable aren't too bad to deal with. For Elude, throw enough attacks, and eventually one gets through their defence and they go down, since they're already at low health, it's even easier if you have autohit powers or big -def debuffs. Unstoppable is likewise not too tricky, since it usually just means landing a few more hits. MoG is really the only one that's bad, since the combination of the two means that you can't hit them and when you do, it does no damage. Then, they also go into "afraid" mode and proceed to haul ass away from you at fly speed, buzzing around the entire map like a directionally-challenged housefly, only to eventually saunter back, and there's still entirely too long left on MoG. 1
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