milkweasel Posted July 28, 2019 Share Posted July 28, 2019 It would probably only ever be used by incarnates, but a good team can steamroll +4 content pretty easily. Especially in DA where your tiers are putting you at +3 (limiting the content to a +1). Shouldn't be too complicated to add a few more levels to that thing. 3 Link to comment Share on other sites More sharing options...
Redlynne Posted July 28, 2019 Share Posted July 28, 2019 You're "going in the wrong direction" with that idea. Counter-proposal. What you're really looking for is a way to "clamp" the 50+ factor from Incarnates so as to limit the amount of +Factor (above 50) to achieve the same effect. Basically, rather than just keep raising the ceiling (To Infinity ... And Beyond!) you want to LOWER the ceiling that characters can reach, thereby providing the same effective level differential as difficulty factor(s). Or to put it another way ... Exemplar For Incarnate Levels ... if that makes more sense to you. Verbogeny is one of many pleasurettes afforded a creatific thinkerizer. Link to comment Share on other sites More sharing options...
Waypoint Posted July 28, 2019 Share Posted July 28, 2019 2 hours ago, Redlynne said: You're "going in the wrong direction" with that idea. Counter-proposal. What you're really looking for is a way to "clamp" the 50+ factor from Incarnates so as to limit the amount of +Factor (above 50) to achieve the same effect. Basically, rather than just keep raising the ceiling (To Infinity ... And Beyond!) you want to LOWER the ceiling that characters can reach, thereby providing the same effective level differential as difficulty factor(s). Or to put it another way ... Exemplar For Incarnate Levels ... if that makes more sense to you. No, I like my Incarnate powers. I like my build. More difficult content by increasing certain aspects (like +7) would be good. Currently, the only incarnate level zone is Dark Astoria. When I run all my content at +4x8, this is the only area in the game where the enemies con yellow/orange/red, not purple. I like fighting purple enemies, because it means my build is good and I'm rewarded for my work. 5 Link to comment Share on other sites More sharing options...
Moka Posted July 28, 2019 Share Posted July 28, 2019 4 hours ago, Waypoint said: No, I like my Incarnate powers. I like my build. More difficult content by increasing certain aspects (like +7) would be good. Currently, the only incarnate level zone is Dark Astoria. When I run all my content at +4x8, this is the only area in the game where the enemies con yellow/orange/red, not purple. I like fighting purple enemies, because it means my build is good and I'm rewarded for my work. +1 Link to comment Share on other sites More sharing options...
Bionic_Flea Posted July 28, 2019 Share Posted July 28, 2019 Suggestion: Don't fight in DA. Link to comment Share on other sites More sharing options...
Moka Posted July 28, 2019 Share Posted July 28, 2019 30 minutes ago, Bionic_Flea said: Suggestion: Don't fight in DA. Why not? Link to comment Share on other sites More sharing options...
Waypoint Posted July 28, 2019 Share Posted July 28, 2019 (edited) 48 minutes ago, Bionic_Flea said: Suggestion: Don't fight in DA. Ah, yes. I will happily go to Peregrine, where I've been fighting for many years in small, annoying caves or against Malta/Carnies draining my endurance. Or I'll go fight the same boring Council/Circle instead of newer, fresher enemies. Edited July 28, 2019 by Waypoint 1 1 Link to comment Share on other sites More sharing options...
Steampunkette Posted July 28, 2019 Share Posted July 28, 2019 I earnestly don't see a problem with it. If we keep adding incarnate level shifts in the future, it will make content more and more trivial. Let the slider go higher. I'd love to be on a level 35 team tearing through +6x8. 2 Link to comment Share on other sites More sharing options...
Sunsette Posted July 28, 2019 Share Posted July 28, 2019 (edited) 2 hours ago, Bionic_Flea said: Suggestion: Don't fight in DA. DA is much more challenging for many builds even considering the level shifts, due to the unique mechanics the enemies use. I don't go to Peregrine for a challenge at all. The toughest there for me is the Carnival, and that just means I do mop-up first while the toughest foes are phase shifted. Edited July 28, 2019 by Sunsette 2 Sundered Marches: The Website | The Official Soundtrack! | The Campaign Setting! Link to comment Share on other sites More sharing options...
Vanden Posted July 28, 2019 Share Posted July 28, 2019 We're back in the issue 4 days when fighting anything but all purples felt like a waste of time. And I think we all remember what happened back then, and it wasn't the option to spawn enemies +7 or higher. A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool Link to comment Share on other sites More sharing options...
Sunsette Posted July 29, 2019 Share Posted July 29, 2019 (edited) 28 minutes ago, Vanden said: We're back in the issue 4 days when fighting anything but all purples felt like a waste of time. And I think we all remember what happened back then, and it wasn't the option to spawn enemies +7 or higher. That would be a really bad move considering there are still a lot of builds and casual play that struggle with existing settings and cause more problems for people starting out. While there are times it must be done, it is always risky to make players weaker rather than giving tougher challenges for stronger players. Edited July 29, 2019 by Sunsette 2 1 Sundered Marches: The Website | The Official Soundtrack! | The Campaign Setting! Link to comment Share on other sites More sharing options...
Primantis Posted July 29, 2019 Share Posted July 29, 2019 (edited) Cant mobs also get the +1/+2/+3 modifiers? Been awhile since I've ran iTrials but I swear I remember that being a thing. So, perhaps there can be an option for the player to choose these boosts for mobs within DA missions. So you wouldn't be fighting a 'Level 57', but a '54 + 3', which turns out to be the same thing as far as number crunching is concerned.. (Well I suppose their base HP/Dmg values would remain the same. But the purple patch would apply at least) Edited July 29, 2019 by Primantis 4 Link to comment Share on other sites More sharing options...
ed_anger Posted July 29, 2019 Share Posted July 29, 2019 1 hour ago, Vanden said: We're back in the issue 4 days when fighting anything but all purples felt like a waste of time. And I think we all remember what happened back then, and it wasn't the option to spawn enemies +7 or higher. So sassy, so cryptic. See what I did there? 1 Link to comment Share on other sites More sharing options...
AerialAssault Posted July 29, 2019 Share Posted July 29, 2019 16 hours ago, Sunsette said: That would be a really bad move considering there are still a lot of builds and casual play that struggle with existing settings and cause more problems for people starting out. While there are times it must be done, it is always risky to make players weaker rather than giving tougher challenges for stronger players. I always like to point to Praetoria for this. It's no small secret that Praetoria is absolute hell for some AT's/Power Combinations, particularly anything with Crowd Control as many of the enemy groups bosses (which get bumped down to LTs) are virtually immune to crowd control. It's believed this is because Praetoria was initially envisaged as end-game content only, and indeed at level 50 these same factions are chump change compared to Arachnos. Further end-game enemy factions continue this trend of having dozens of debuff types per attack, don't even get me started on the Knives of Vengeance. I think in that era the Devs struggled to contain the power of high-end characters, instead opting to make every enemy ridiculously powerful. What they ended up doing was making another roadbump for those characters while making it hell for others. A higher notoriety level would provide a decent stop-gap for those wanting a challenge. If we were ever to see more incarnate-level enemy groups in the game I hope they go down the route of intelligent enemy design and not just "lol Deadly Slash does -ToHit, -Regen, -Recovery, -Def, -Res, -End, a Slow and a 30 second DoT haha so funny so challenge" 3 Oh? You like City of Heroes? Name every player character. I'll be waiting in my PMs. Link to comment Share on other sites More sharing options...
Moka Posted July 29, 2019 Share Posted July 29, 2019 17 hours ago, Primantis said: Cant mobs also get the +1/+2/+3 modifiers? Been awhile since I've ran iTrials but I swear I remember that being a thing. So, perhaps there can be an option for the player to choose these boosts for mobs within DA missions. So you wouldn't be fighting a 'Level 57', but a '54 + 3', which turns out to be the same thing as far as number crunching is concerned.. (Well I suppose their base HP/Dmg values would remain the same. But the purple patch would apply at least) This would be a good way to do it. I wonder if there's anyway to spawn them like this. 2 Link to comment Share on other sites More sharing options...
Primantis Posted July 30, 2019 Share Posted July 30, 2019 9 hours ago, AerialAssault said: I think in that era the Devs struggled to contain the power of high-end characters, instead opting to make every enemy ridiculously powerful. What they ended up doing was making another roadbump for those characters while making it hell for others. A higher notoriety level would provide a decent stop-gap for those wanting a challenge. If we were ever to see more incarnate-level enemy groups in the game I hope they go down the route of intelligent enemy design and not just "lol Deadly Slash does -ToHit, -Regen, -Recovery, -Def, -Res, -End, a Slow and a 30 second DoT haha so funny so challenge" It's gotta be tough to balance standard mission mobs around the power yielded by incarnate teams. Especially without resorting to cheap/gimicky stuff. iTrials pulled it off by pumping their stats to 11 and introducing actual raid mechanics. But that's not as easily carried over to the standard mission formats. 1 Link to comment Share on other sites More sharing options...
DSorrow Posted July 30, 2019 Share Posted July 30, 2019 16 hours ago, Primantis said: It's gotta be tough to balance standard mission mobs around the power yielded by incarnate teams. Especially without resorting to cheap/gimicky stuff. iTrials pulled it off by pumping their stats to 11 and introducing actual raid mechanics. But that's not as easily carried over to the standard mission formats. True, but it would already be better to have a mix of different gimmicky or cheap enemies rather than having all enemies do every kind of debuff out there. What if we had some enemies that were incredibly mez resistant, others that did debuffs, ones that buff, tanky enemies that use taunt and so on within one mob? Already much more interesting than "haha every attack from these guys does every type of debuff" and instead of priority targeting depending on your team comp, it's just Judgement cycling because nuking is the only counter to an enemy who makes all your stats melt in even a short engagement. 1 Torchbearer: Sunsinger - Fire/Time Corruptor Cursebreaker - TW/Elec Brute Coldheart - Ill/Cold Controller Mythoclast - Rad/SD Scrapper Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime. Link to comment Share on other sites More sharing options...
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