ClawsandEffect

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  1. I'm working on an Invuln/Dual Blades tank that, when done, should be able to solo AVs nicely. I plan on STacking the -resistance from Bruising with the occasional -resistance from the Achille's Heel proc and the Fury of the Gladiator proc.

    My attack chain will be Nimble Slash-Blinding Feint-Attack Vitals combo, with an Achille's proc in Ablating Strike and the FotG proc in Sweeping Strike. I found out what I need recharge wise to pull it off, and realized that you can run that chain with 0% global recharge necessary.

    Unfortunately, that particular tank is only level 13 at the moment, so it's going to be quite a while before I can find out if it works as well in practice as it does on paper.

    It will also be softcapped to S/L/E/N with 90% S/L resistance, so most of the AVs I plan on tackling will barely be hurting him at all. (Siege, Marauder, Chimera, etc., I'm avoiding the Psi users like the plague)
  2. Quote:
    Originally Posted by Tangler View Post

    My question is does 44.9% actually roundup to 45% and so I have nothing to worry about, or if not then is that last .1% going to really make enough of a difference?
    You will never notice that .1% below softcap that you are sitting at. You could watch the combat logs all day and probably never see a time where that .1% was the difference between being it and not being hit. Hell, even sitting at 43% you will almost never notice any difference between that and being at 45%.

    If that slot could be better used elsewhere, I would do so, 44.9% is so close to being softcapped it might as well be.
  3. Quote:
    Originally Posted by Triplash View Post
    choose).

    But in my personal opinion, I find it better to forego defense on blasters since generally you can't build up enough to survive on. If you squeeze out every available set bonus, some builds can manage around 30% defense to certain positional attacks like ranged. That's plenty helpful for a few stray shots that escape the aggro magnet, but not enough to protect you if you have constant enemy attention. A couple good mezzes or debuffs break through and the whole thing collapses.
    My Sonic/Devices hover-blaster has around 34% to ranged (that I got to without gimping him). Between defense, intelligent play, and Aid Self he is extremely survivable.

    He doesn't have Weave at the moment, but I'm planning on respeccing him to take it now that Fitness is inherent, which should be good for another 4.5% defense or so.

    If you're planning on stacking mitigation, then Tough and Weave are very much worth it. If Tough and Weave are all you're taking, then they aren't worth the end it costs to run them.
  4. Quote:
    Originally Posted by hedgehog_NA View Post
    that is why a majority of an emps powers are team buffs/heals. so they can help their scrapper team mates.
    Yes, brilliant idea. Make scrappers all but impossible to play without having an Empath in their back pocket all the time.

    And no, support characters are NOT impossible to play without an Empath, myself and several thousand other people prove that on a daily basis.

    If you strip away mez protection from scrappers, you will be relegating them to the "why would anyone play this AT?" category. Most have no way to reliably mez an opponent first, and even the ones who DO must be in melee range before they can. How exactly is that Broadsword/Shield/Body scrapper going to stop an opponent from mezzing them? Especially if it is a non-positional mez like Carnies and Rikti will throw at you.

    It sounds very much like you don't play scrappers. If you do play them, try this: Log your scrapper in and run a Malta or Carnies mission with your mez protection turned off and see how long you live. Even if you're playing one of the sets with a mez in the primary, you still have to get into melee range first.

    I have said it, and others have said it. Melee characters get mez protection because they have zero inherent ability to pre-empt a mezzing attack at range, and since they are forced into melee range, they will be getting hit with both melee and ranged mezzes. Support characters do not get mez protection because the majority of them do have the ability to pre-empt them in either their primary or secondary. Also, a support character can avoid melee mezzes completely and remain combat effective.

    Granted, support ATs do not have 100% reliable mitigation, but if you slot some accuracy, your mitigation should be at 95% against LTs and lower. And yes, I know there are enemies above LT, but you can choose to not face bosses while solo, which is where the majority of the complaints seem to be coming from.

    Complaints about fighting bosses with mez powers on support ATs was addressed when they gave us the ability to downgrade them to LTs. And for the record, yes, a Freak Tank or Fake Nemesis that is downgraded to an LT DOES count towards the badges, so getting the badges you need to kill bosses for is no excuse. I frequently downgrade bosses to LTs on my support characters, because A) If they have mez powers I can mez them first, and B) They die faster so I don't have to spend so long hitting one dude.

    You don't have to fight those mezzing bosses while solo, and on a team they shouldn't be a problem.

    How exactly is stripping the mez protection from scrappers addressing your problem at all? It really doesn't, because scrappers need it to function properly, and support ATs have been getting along just fine for 6+ years without it. You're also failing to take into account the likelyhood that if support ATs are given passive mez protection, the amount of mez being thrown around in the game will increase dramatically, and no one wants that, not even me.
  5. Quote:
    Originally Posted by Aura_Familia View Post
    My only complaint is that they took away the other options to unlock it.

    I would not mind if they added more arcs that can unlock the Incarnate abilities in later issues. Running the same arc over and over and over and over and over eventually becomes mind numbingly stupid.
    Somehow, I don't think it is intended for people with 45 level 50 characters to make every single one of them an Incarnate.

    As far as I can tell, I'm doing it more or less the way they had in mind when they created the system. I think about which characters I want to be Incarnates, and how far I want them to go on that path. A few of them will be going the full path, most of the rest of them will be stopping at the Alpha slot. A couple others may be going a couple steps farther than the Alpha, but I'm not sure yet because we don't know what the rest of the Incarnate slots are yet.

    I don't see it as being much different than Accolades really. If you want those accolades, you have to run a specific mission, or kill a certain number of semi-rare enemies. To get one accolade, you are forced to run 6 TFs. Doing any of those things will get old when you do it over and over again, what makes you think the Incarnate arc will be any different?

    Another thing: It is very likely we are going to have to run something else to unlock the rest of the slots. Besides, end game content is nothing more than a time-sink, pretty much by definition, why is it so surprising that it is time consuming to do?
  6. Quote:
    Originally Posted by Flarstux View Post
    Characters do not gain godlike power in that arc. Gaining the 'godlike power' is evidently going to take months and months of playing and possibly several Issue releases.
    Show me one other thing in the game that actually makes you more powerful simply for running a single arc and then playing the game fairly normally. Everything else gives you reward merits, and as I said, reward merits in and of themselves do not make you more powerful.

    This particular arc unlocks the ability to gain the Alpha slot, which does indeed do more to make you more powerful than any other single story arc in the game. It should be more difficult than other content to reflect that.

    Personally, and I'm probably an extreme minority in this, I'd rather NONE of the missions in that arc be auto-completable. Am I going to stand on my soapbox and complain about it until they do it? No, not even a little. They allowed most of the missions in the arc to be auto-completed, and I see no reason why they should change it after the fact, but if they had not allowed it, I wouldn't be complaining either.

    I really don't get why people are complaining that end game content is too hard for them to do alone. End game content is generally defined as: Something for max level characters to do that is usually more difficult or challenging than content that comes before it. How many other games have end game content that is even soloable at all? I can't speak from experience, but I'd wager a guess that the answer is "not too damn many".

    I say, be glad that the devs even gave us the option to solo it, and auto-complete missions if need be. They could have taken a page from other games' playbooks and made the end game content a massive raid that you have to have all the best gear to complete, but that raid is where you get the best gear in the first place. (I think we know which game I'm referring to here)
  7. I solo a large percentage of the time, and I can complete the vast majority of the things I do while solo.

    That said, if I run across something that I can't solo, I don't have a problem asking someone to help me with it.

    As far as this particular arc goes (we are still talking about the Incarnate arc, right?), I think it's kind of a good thing that it is difficult to solo. I mean, do you think gaining godlike power should be so easy that any random chucklehead can get it done with no issues at all?

    It is the end game content that everyone and their grandmother has been clamoring for for years now. And people are complaining that it is too hard to solo it. I guess that sums it up really. People want their end game content, but it better be just as easy as everything else in the game or the complaints will start immediately. (as they seem to have done)

    It is something you do for a tangible reward that actually DOES make your character more powerful, so it stands to reason that it would be harder than just collecting a few merits is (since merits, in and of themselves, do not actually make you more powerful).
  8. The only one I have a problem with is the free slot for getting a character to 50.

    The way you said it, it implies that you lose access to that character once it hits 50, which isn't the case. In fact they just introduced new content catered specifically for level 50 characters.

    Being rewarded for something that isn't that difficult to do with something you would otherwise have to pay real money for probably (would lean more toward "definitely") isn't going to happen. You would get a free character slot for getting a character to the level cap that you can still play. Nope, not at all likely.

    Now, if the game were set up so that you lose access to the character and the slot they are in when you reach 50, it might not be a bad suggestion. But it isn't, which makes it a bad one.

    The underwater zone probably isn't going to happen either. I don't have any problem with it, it's just unlikely.

    The rest of the suggestions are solid.
  9. Quote:
    Originally Posted by Angelofvalor View Post
    I said it before and I will say it again to many insults on these forums even though most will deny it, some of you are being way to rude, the op could be simply confused but no, everyone is to busy looking for a weakness and attack it, its easy to do behind a keyboard, and espically when everyone is attacking at the same time.

    Just being so hard on the op, we all make mistakes we all get confused the only ones trolling here are you.

    It is funny how some of you appear quite intelligent but at the same time have no patience and jump to conclusions and go just as low as everyone else, true intelligence never jumps to conclusions and understands that patience and wisdom also needs to be used.
    It wasn't so much the issue he was having as it was the tone his post describing the issue had. His post came off very much as "I'm absolutely right about this and I DARE you to prove me wrong!", and when you make a post like that, you should expect a little snark in return.

    I haven't seen anyone being especially rude here, but I have seen several people being blunt about what the problem most likely is. There's a big difference between rude and blunt.
  10. Should also probably mentione that Gun Drone is a very nice DPS boost when it only has ONE target to shoot at, like in an EB/AV fight.

    Also worth mentioning, in passing at least, that if your primary is Sonic, you don't need a stealth power at all for Time Bomb, as long as there is no boss in the mob. Siren's Song will sleep the entire mob, and it lasts longer than the set up time for Time Bomb.
  11. Quote:
    Originally Posted by shaggy5 View Post
    ..and they didn't even raise merits? Seems Katie is all but a dead TF then.
    Why would they?

    Merit rewards are based on the average time of completion of the TF, which they datamine to determine. Since I'm guessing not a whole lot of people have run it with the lead out part added, they don't have enough information to determine if, and how much, the merit reward should be raised.

    If it takes a significant amount of time more, they will probably raise the reward. if it doesn't they probably won't. I highly doubt it will get higher than 12 merits or so though.
  12. Quote:
    Originally Posted by BrandX View Post
    I thought it was 20 Merits for a random roll, because they figured 74 minutes was a good average to equal the random recipe we used to get at the end of TFs.
    They were 30 in beta. I don't know what prompted the change though, nor do I know if they ever said what prompted it.
  13. Quote:
    Originally Posted by Silver Gale View Post
    This doesn't really require rethinking the entire IO system, just the Random Roll system. For example: How about making the "give me an IO of this level exactly" slider work with random rolls the same as it does with purchases?
    The problem there is: What if the recipe the random roll generates doesn't exist at that level?

    Say you set your random roll generator to level 33, and you roll in the 30-35 range. What happens if it gives you an Eradication? Eradication caps at 30. Now it could do what it does now, and give you the max level, but that would kind of defeat the purpose of "give me a recipe of exactly this level". It could end up creating a bug in which, if the recipe it rolls doesn't exist at the level you chose, you get nothing at all and still lose the merits. (for all we know, that may be exactly why it doesn't already work like you suggest)

    Besides, I think that's why random rolls are as relatively cheap as they are, because you don't get to choose the level. If you could, they would probably be more like 30-35 merits instead of 20.

    For the record, I don't really care too much one way or the other. It just makes sense to consider why it might be the way it is. There could be a very good reason it works like this, and we just haven't been told what it is.
  14. To be perfectly honest about it, the debuff resistance was what I really wanted.

    The defense and resistance were more of a "Yeah, it'd be kinda nice, but it's not that big of an issue". If the defense and resistance were scrapped out of my suggestion, and the debuff resistance implemented, I'd be just fine with that.

    The defense only even came up because I looked at it like: Okay, Regen can't resist those debuffs, and it can't really avoid them either. If the debuff resistance happened, defense would be much less important.

    I just never really thought it was especially fair that of all the scrapper/stalker/brute/tank defensive sets, /Regen should be the only one that got no resistance to any debuffs at all.

    So, lose the defense, lose the S/L resistance on Reconstruction. Keep the debuff resistance, and maybe the addition of the other damage types to Resilience (without increasing the amount). That sound better?
  15. Quote:
    Originally Posted by Aett_Thorn View Post
    So, again, you want your support characters, which act as large force multipliers on teams, to be able to have 100% reliable protection from Mez effects like melee does, even though melee characters cannot possibly buff the team/debuff the enemy anywhere near as effectively as your support characters. Is that right?
    This is largely the point I have been making.

    Support ATs can prevent mez reliably enough that they are indeed soloable.

    Is it perfect 100% defense? No, it is not, I never said it was effective 100% of the time. "Reliable" doesn't necessarily mean "100% Effective", nor should it be considered to mean it.

    Given a team situation, things go like this: The Controller locks down the spawn, the scrapper hits something in the face. The Defender buffs their teammates, the scrapper....hits something in the face. The Corruptor debuffs the enemy, the scrapper....yup, you guessed it.....hits something in the face.

    My point? Scrappers are self contained because they are absolutely pathetic at supporting their teammates. Their response to everything is hit "something in the face". A tanker is rather the opposite, they tend to be hit in the face themselves instead.

    Support ATs can do a wide variety of things. Debuffing, buffing, healing, controlling. Melee ATs basically just hit stuff.

    So, when a melee AT becomes as versatile as a support AT, then the support AT can be as self-contained as the melee.


    Quote:
    Again, if you are consistently succumbing to the weakest mob in the field consistently, you are doing something wrong.
    Truth.
  16. First off, I'll start by saying that I love /Regen. It is the secondary of my main, and I have another one sitting at 45 (which is the first time I've used a powerset more than once on any given AT)

    That said, it has a couple glaring problems.

    First, the set has no native defense power in it, and very little resistance. That is only really a problem in that Regen only has one reliable method of mitigating incoming damage, which is letting the damage happen and healing it back.

    When you look at just about every other melee defense set, most of them have more than one source of mitigation.

    Invulnerability has a huge amount of resistance to S/L damage, sme resistance to the others, very easily built on defense, and a monster heal/HP boost (that you can make permanent with enough recharge)

    Dark Armor has resistance, defense, the best self-heal in the game, and control options.

    Willpower has regen, resistance, and defense.

    And so on. The only other set that is as much of a one trick pony as /Regen is /SR.

    So, I propose that /Regen get a small amount of defense in something, and perhaps a little more resistance. I haven't thought out exactly where yet, but I was considering something like Phalanx Fighting, which has a small amount of unenhanceable defense. Something like that would make it slightly easier to get defense on a /Regen character through pool powers and IOs.

    The second problem, which is closely related to the first, is that /Regen doesn't have any debuff resistance of any kind.

    It seems odd that a set that is completely reliant on passive regeneration and click heals should have no resistance to the debuffs that will completely nullify their mitigation. SR, which is completely reliant on defense, has the ability to resist debuffs to that defense, but Regen can't resist the debuffs that get it killed quite frequently.

    It has no -regen resistance, which you would think a set that revolves around healing yourself would have. Willpower got -regen resistance in a power that it shares with Regen, Fast Healing, but that -regen resistance didn't carry over to the set that the power originated in.

    So, I propose that Fast Healing and Integration both get 20% resistance to -regen, which ideally would be enhanced by slotting it for healing.

    The other thing Regen lacks is any kind of -recharge resistance. In a set that is so reliant on using click powers to stay alive, getting hit with large amounts of -recharge is a virtual death sentence. And unfortunately, there are enough enemies out there that apply sizable amounts of it (Council Marksmen, I'm looking at YOU). To make matters worse, if you've already run through your attack chain and powers are recharging when you get hit with that -recharge, it neuters your ability to actually kill the thing that is hitting you with the debuff.

    I propose that Resilience get a 20% resistance to -recharge debuffs, but just -recharge. Movement slows aren't as disastrous to Regen as -recharge is. That would give you the ability to stack it with a Winter's Gift Slow Resistance IO for a total of 40%, which would definitely help.

    I found it rather strange that Temperature Protection in Fiery Aura was given slow/recharge debuff resistance, but the set that -recharge is even MORE crippling to was overlooked.

    To make things worse on Regen (and this is the part that relates to the first point), the difficulty of acquiring sizable amounts of defense means you have very little means of avoiding those debuffs. So, Regen gets to spend it's entire career getting hit with every debuff in the game, and having every last one of them have full effect on them.

    I can't even remember the number of times I've faceplanted because I got hit with -recharge and -regen at the same time. And from what I understand, there are things in the new Incarnate TFs that apply both in large amounts. I'm actually kind of dreading running those TFs on my main, who is a Claws/Regen.

    I also considered the possibility of extending Resilience's damage resistance to the other types, and of adding the same amount of Smashing/Lethal resistance to Reconstruction as the Toxic resistance it already has (since healing set bonuses already don't affect the power, it shouldn't change the nature of it)

    I don't think any of these suggestions would overpower the set, and would perhaps put it on more of a level playing field with other powersets when it comes to dealing with heavy debuffing enemies.

    Any thoughts on it would be appreciated.
  17. Quote:
    Originally Posted by Jerikko View Post
    Without a doubt it is the newness. I just think this might have been a poor choice by the devs to not include the shard drops at least for the lower end tf for the high end characters. I totally get the concept behind the choice.
    It's not a concept issue that shards don't drop on lower level TFs, it's a mechanical issue.

    Shards will only drop from level 50+ enemies, much like you can only get a purple drop from level 47+ enemies. It's not that level 50 characters can't get shard drops in lower level TFs, it's that it is impossible for them to drop at any level below 50.
  18. Quote:
    Originally Posted by Aett_Thorn View Post
    Also, since I haven't seen it mentioned: you don't NEED to craft IOs. You can get by just fine with SOs. If you want to IO out the character, you can still buy SOs now, and work on getting the IOs in there over time.
    This.

    Even if you decide you want to completely IO a character out with all the best sets, there is nothing anywhere saying you have to do it all at once.

    I usually run on SOs until I reach a level that has a set I want to slot in it, and I slot that set then. An example would be Eradication. It has several set bonuses that are very useful to a number of characters, so I will start placing bids on them at level 25 or 26 so I can slot the max level ones when I hit level 27 (Eradication maxes out at level 30)
  19. Huge problem with it.

    There are a LOT of players who never read a single word of the windows that pop up when tey are talking to a contact. No matter how many warnings you put in it informing them that their character will be deleted at the end of the arc, there would be a huge number of people monumentally pissed that their character got deleted because they failed to actually read anything.

    Yes, it would be their own fault, but do you really want the forums to be deluged with the nerdrage of players who screwed themselves and got mad about it?
  20. ClawsandEffect

    Endurance.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Unless this is a solo-only build or will be relying on Power Boosted shields, a Force Field Defender should never, ever, ever bypass Maneuvers. Like, the game should zap you if you try.
    Quote:
    Originally Posted by Scirion View Post
    Given none of his posted builds contained shields aside from Dispersion Bubble, and I mentioned solo'ing specifically more than once in my post, yes, I was assuming solo-only.
    I'm of the opinion that no defender, of any powerset, should skip Maneuvers. Whether solo or teamed is not relevant.

    For a defender, Maneuvers is one of the single best sources of defense available. If I recall correctly, defender modifiers for Leadership powers will give Maneuvers a slotted total of almost 8% defense, that's a huge amount for just about any build.
  21. Quote:
    Originally Posted by Purge View Post
    Also, can you specify why it's a bad suggestion?
    Yes.

    A lot of powersets are balanced around the fact that they start out weak and get really powerful later.

    If a full powerset respec were possible, you could level as a Willpower tank, and respec into Stone Armor at level 34 (which is when you could have Granite fully slotted by). If you did that, you would get the good part of Stone Armor without having to play through the weaker part first.

    Or you could level a Katana/Regen scrapper and switch to Fire Melee/Shield Defense at 40. You get the smooth leveling curve of the regen, and the high level power of the Fire/Shield.

    Since the high level performance of those sets is balanced around being relatively weaker at low levels, allowing people to skip over the low levels with them just wouldn't be fair.

    There's also the point of enhancement slotting. We are probably never going to get the ability to hold more than 10 enhancements at once. What happens if you switch from Super Reflexes (which takes defense enhancements) to Dark Armor (which you need resistance enhancements for)? SInce you suddenly are not even capable of slotting more than half your enhancements, and can't hold more than 10, you are potentially flushing hundreds of millions of influence worth of IOs down the drain because you have no choice in the matter.

    Furthermore, the devs have always encouraged people to play more than one character. This is beneficial for a few reasons.

    First, it keeps people interested in the game. I have a lot of fun figuring out what my new character can do, and I imagine a lot of people feel the same about it. With inherent Fitness, the biggest complaint about leveling a new character is gone. No matter what you roll, you can find SOMETHING fun to do at low levels.

    Second, how are new players going to get involved in the community of the game if they are at level 5 and everyone else is at level 50 because they have no reason to roll a new character. A lot of new players get hooked after running a few missions with a veteran player and they see what you can do once you know what's going on. If players roll one character and just keep switching powersets when they feel like playing something else, those new players are going to be on their own, and might not stick around very long if they get frustrated with something and there is no one to ask about it.

    And let's not forget, this is one of a very small number of things the devs have outright said will NEVER happen. It's not because they haven't figured it out yet, and it's not because they don't have enough people. They aren't going to do it because they just don't want us doing this.

    Positron gave their official stance as being "If we did that it would undermine all the work we have done over the past 6 years making the game alt-friendly." (Paraphrasing there, I don't recall his exact words, but it was saying the same basic thing.)
  22. Quote:
    Originally Posted by Airhammer View Post
    Thanks I didnt even think to look under " For Fun "
    It got moved down there a few years back.

    Used to be in "Development", but there were huge problems with people taking it too seriously. You think the flamewars that break out on weekends now are bad? Should have seen it then.

    Problem was, people would think that just because they'd suggest something, it meant the devs HAD to do it, so they got bent out of shape anytime someone told them it was a bad idea (and about 95% of the stuff in there is a bad idea). On the reverse side, people that disagreed with a suggestion were under the impression that because it was in "Development" it meant that the idea they hated was definitely going to happen. Both groups were being dumb, but it led to some of the worst flamewars these forums have seen before or since.

    There were other things that contributed to it's being moved, but those were the major ones.
  23. Quote:
    Originally Posted by Succulent_Abyss View Post
    Tier 8: Mud Pots
    Blasters won't be getting Mud Pots.

    I can explain why. The existence of Oppressive Gloom in Soul Mastery would give them the equivalent of an AoE hold in toggle powers. It would only affect minions, that much is true, but you could run at x8 and not be in any real danger from anything but LTs (which most blasters can kill quickly if they focus on them)

    Mud Pots is a damage aura and also an AoE immobilize. Combine that with Oppressive Gloom and you have a power combination that removes minions from the equation completely. Pair it with something like Ice, which has 2 single target holds in it (which will mez LTs in one application) and you have WAY more mitigation than the devs are ever going to allow a blaster access to.

    You can do the same thing with the AoE immobilizes in Patron Pools, but that wouldn't be as reliable as having the same ability in two toggles. Run Stealth and hop into a crowd, and bam, instant removal of any threat from minions before they even realize you are there. At least with the AoE immobilizes there is a small chance of you not getting it off in time, or not making it into the mob to stun them.
  24. Quote:
    Originally Posted by Local_Man View Post
    I have been playing with the same group of guys for years. One of them has felt uncomfortable going Red-side, so we didn't go red-side. (I have 19 level 50s, and only one of them is Red-side, a MM I mostly soloed.) He just doesn't like being a villain. He doesn't like the feel of being a bad guy. And he is not an "idiot."

    No, playing a villain does not make you a bad person, but some people are uncomfortable with pretending to be a bad person. You might consider such persons "overly sensative" maybe, but not "idiots."
    Not saying he, in particular, is one.

    The ones I feel are idiots are the ones that believe that if they play an evil character, it automatically means they are an evil person in real life.

    There is a difference between just not enjoying playing characters like that, and believing that if you do it somehow reflects on your real life morality. The latter are the ones I think are being silly about it.

    Quote:
    Originally Posted by Aett_Thorn View Post
    While I do agree with most of your points, I also see it more like this:

    When I come up with a character concept for a game called City of Heroes, most of them tend to be more heroic in nature. Certainly, the other half of the game is called City of Villains, but the base game is still regarded, in my mind at least, as City of Heroes. As such, the majority of my characters would never be evil. It's just not how I see them. Certainly, if I want them to get a patron pool, or some badge over on villain-side, I might take them over there briefly, but for most of their career they will be hero-side.

    I think that a lot of people play this game to be heroic, and so make more heroes. The corollary to that is actually a game like Grand Theft Auto, where you play it to be villainous for the most part, so you don't mind doing evil things.

    Certainly, everyone is entitled to their own opinion on this, just wanted to throw out another point of view.
    And I appreciate other viewpoints. That is why I made a point of stressing that it is my opinion, and not necessarily something that is universally true.

    Quote:
    Originally Posted by Silver Gale View Post
    How about "I don't like the story arcs villainside because most are written for an evil character, and I don't enjoy playing evil characters"?
    As I said in response to Local Man:

    There is a difference between not enjoying playing an evil character, and believing that playing one means you are evil.

    The first I can respect, as it is a personal preference, just like my opinion on the matter.

    The second is a pretty silly way of going through life. If everyone thought like that, television and movies would end up being pretty boring because no one would be willing to play villainous characters.
  25. Quote:
    Originally Posted by StabBot View Post
    Sure, but that's not what they advertised. When you go to the Going Rogue website they advertise the Incarnate system as part of the expansion. It says that all but one of the slots haven't been unlocked yet, but there's absolutely no implication that it's meant to be a 1-2 year long process.
    They never said that we were going to get everything all at once either.

    If they DO drop it on us all at once, you're going to see a monstrous gap between this and the next issue. It is not only possible, but highly likely that at this point they don't have more than the next couple slots ready to go.

    They can do it one of two ways: Give us a piece at a time over the next couple years, or make us wait for the next couple years and drop the whole thing on us at once.

    The more stuff they add to an issue, the longer the beta testing process will be by sheer necessity. Even if the entire Incarnate system was in beta already it would STILL be a year or more before it's ready to be released.

    It makes more sense to do things in blocks that are manageable by the staff that are doing them, rather than force them to work on everything simultaneously. The more stuff the Paragon Studios staff has to work on at once, the more bugs are going to make it to the live servers simply because they got overwhelmed and overlooked things.

    So, I'm guessing we will see small pieces of it released between issues, and larger chunks of it coinciding with issue releases.