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If the solo option is slow and restrictive enough to not even be worth it, then why have it? That's just faulty design, plain and simple. If your goal is to strong arm players into team content, just lock them out instead of hiding that intention behind a pitiful solo option.
All we're looking for is a solo option that is viable. I don't see why people who aren't interested in raids (or screwing around in Praetoria in general) need to be treated like second class citizens. The solo option does not need to be just as fast as raiding, it does not need to be supremely easier than raiding. The gap in raid versus solo time investment just needs to be tightened so that one player isn't hitting Omega level by the time another is just finishing up their Interface.
I feel bad to call it out like this, but this exact same flawed design was previously seen with Vanguard Merits. And someone even compared this to the Contaminated in Recluse's Victory. The guy behind those as well as the Incarnate system? Positron. I don't mean this as a slight against the man, I just want to know why exactly the solo player needs to marginalized so harshly in every new system. -
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Side-stepping the worrying and rather mind boggling poor design concerns, is anyone else disappointed in the plot they're pushing forward? I could maybe buy into the whole "The Well's gone mad is empowering Cole" idea...but turning Cole into a conqueror of the multiverse? We kind of already have one of those...he's called Rularuu.
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Only thing is that villain side needs its own terminals of some kind (and Praetoria while we're at it, for consistency's sake). Otherwise, I fully agree.
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Things break down to some degree because Tar Patch was originally a terrible and borderline worthless tier 2 power that was solely a slow patch which was then given its resistance debuff later without much regard to how early it came in the set.
And then Trick Arrow was designed...poorly, let's say. -
Snipes are a weird situation because I think they were designed before it became clear that teamed combat post-level 25 moves too quickly to generally make use of them. I really don't mind a situational power, but I will say they lose a lot of their punch when you're constantly damage-capped and fighting things that die lightning fast thanks to stacked buffs/debuffs.
But they do have their uses on smaller teams and while solo. A theoretically risk-less alpha-strike that gets the ball rolling both on dealing damage and building up Defiance for Blasters is not bad. And Praetoria has shown that pulling is still the tactic of choice when the game decides to spawn 60+ enemies in one room.
That said, I don't see the point in getting rid of the interrupt. Not only is it a sensible drawback, I don't really see why they need to be 100% reliable mid-combat...that's not what they're meant for and you're basically introducing a 150 foot range Tier 4 blast otherwise. An interrupt is also much more preferable to being locked down in a long, rooted animation - that can get a Blaster killed. I am not entirely unopposed to slightly upping their damage and slightly reducing the animation time, though.
As for the AoE effects...meh. I've always been highly resistant to the "single target sucks" crowd, and I don't see TAoE snipes being all that popular when they slow you down due to being a snipe and otherwise being half as good as just using your existing AoEs. Plus they add another AoE to sets that don't necessarily need it.
I'm more generally concerned with the fact that snipe debuff numbers are off in a number of places. Dark and Psy snipes only do base debuff values instead of having a bonus and apparently there's no difference in endurance drain between Blaster and Defender Zapp...except in PVP? -
I was about to say I didn't see the point, since if you got a particular recipe from, say, a mission complete...you'd kind of know.
But I also agree that the IO system is a bit of a user-unfriendly mess due to lack of full documentation of things like drop pools... -
Quote:You'll zone into Talos no matter what border of PI you cross. Helpful if you need to go back to Talos from Portal Corp - just head due east.If you follow the power lines out of PI, to the south, you'll zone into Talos, but on the wrong side of the geometry. You can explore around under the world, and attack enemies. A simple /stuck command gets you back on the right side.
Ninja Run is very... elastic on the Z-Axis. Jump against anything with the slightest incline, and you can rise until something blocks you. War walls, the zigg, etc.
As for the latter, it's another fun little physics glitch that works with any +jump power and any steeply inclined surface. -
Quote:And this is exactly what I was getting at. X3The -10 HP = death thing seems pretty out-of-place, but the other two sound pretty standard--the AoE size bit, because it's the easiest way to express such things, and the lifting thing because, well, it'd come up sooner or later. Although the lifting thing comes down to a judgment call about just how important it'd be to have non-combat rules in a CoH RPG... personally, I'd lean toward lots of them, since if you just want to simulate combat, the game tends to do that pretty well. On the other hand, super-crunchy rules for anything would be kinda out of place... now I want to check this out and see how it was handled.
In my opinion, "just how strong is strong" is largely irrelevant; characters should either be able to do a thing or not be able to do a thing. Basically I'm just hard pressed to see what benefit emerges from the GM saying "Ohhh...sorry, if only you had a few more points in Strength...then you'd be allowed to do something cool." Especially when Strength is not the only relevant stat - what about Telekinesis? Overall it just feels like its adding complexity (adding weight limits adds the need for objects to have listed weights) without adding very much depth (if the difference between individual points of Strength is a small number of pounds, why bother?).
In the case of measuring AoEs, there's a far easier method - target caps and relative positioning. Obviously this shifts balance and encounter design in some ways, but as long as it's built with that in mind it can work. In CoH I don't think of Fireball as a 15 foot radius attack, I think of it as an AoE that'll hit a mob yea big, either in space or number. -
Quote:Still, my point is that there are definitely cities well beyond the borders of the Praetorian Empire.Some would say that Praetoria City itself is more or less Syndicate controlled, given that the Syndicate seems to have a controlling interest in most/all business related activities, and seems to have significant infiltration in other related activities like research. So I wouldn't directly take information regarding Syndicate controlled cities to be the Syndicate actually leading them.
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At least one of the arcs explicitly states that there are still a few Syndicate-controlled cities out there.
Also, all evidence points to Mother of Mercy being what's at the end of the "Road to Nowhere" in the south of Imperial City. -
Someday people will realize that there's a keen difference between "these encounters are too difficult considering their context" and "I want an I Win Button". Someday. Also someday people will realize that forcing difficulty on the player for the sake of it instead of giving them a choice is a dumb idea.
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And there's two versions of the heat-seeking kind, I believe. One spawns and targets one specific person on the team no matter what. Who gets picked feels like it may be attached to who triggers the ambush. IE, the Blaster getting the killing blow on the boss will get him the ambush aggro. Or the Stalker scouting ahead trips the invisible line that spawns an ambush. But I'm not 100% sure on that.
The other is the kind seen in Mayhem missions. The Longbow ambushes there will split evenly between the team. This obviously has its own problems since they'll still go after Stalkers with no problem, but it's better than a death squad coming out of nowhere to smack down a random squishy. -
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Quote:It highly depends on what system you tried to adapt it to. From what I saw and read of the official CoH PnP, it felt like a weird blend of a more traditional tabletop game and City of Heroes. Not strictly terrible, but not particularly attractive to someone like myself, who only has faint experience with such RPGs and is very easily chased off by number dumps and mechanics that I can't really see the point of.Seems like it would have been easier to simply make a new system for a CoH RPg since it'd be based on CoH rather than trying to make another system work in a way it was never meant to.
But that's just me and I know next to nothing about RPGs.
For instance, it had a DnD-style negative health system, including your standard -10 HP = death concept. That just...doesn't suit City of Heroes, in my opinion. And as I mentioned earlier, using actual, strict measurements for things - AoEs that covered so many yards, so many points of strength allow you to lift this much weight. Feels like pointless minutiae to me.
So in that regard, it felt more like a City of Heroes-flavored PnP, rather than "City of Heroes: The Tabletop Game".
Though, I will grant, converting any pre-existing idea into something else is challenging. You have to make a judgement call on what emblematic elements to distill and what you can safely ignore. And as can be seen here on the forums on a daily basis, what exactly everyone likes about City of Heroes varies wildly. -
Quote:Headshot and Griefer don't appear in the mission - they take up sniper positions and help you out with the Manslayers a little differently.Oh, great, and now my mission is bugged. I was supposed to give the cure to the "Ghoul King" and defend him from Manslayers with the help of Headshot and Griefer. Neither of the two showed up, I died to three Manslayers and went back inside. The King was up and about, I spoke with him... And my objective never changed from "Talk to the Ghoul King." Resetting the mission does not help.
But otherwise, I completely agree. I have to wonder how many people claiming the ambushes were okay played on an non-Scrapper/Brute AT or on a team.
Me and my friends took two 3-man static teams, one Loyalist, one Resistance through Praetoria and we loved the stories, but hated the mission design. The number of times we got flattened by overlapping ambushes, which sometimes included bosses, was extremely noticeable.
We also weren't a fan of how often Praetorian tilesets spawn every possible spawn they can, which didn't make missions more challenging or fun, just tedious as all get out since the groups usually didn't vary much either.
We also noticed that all of these problems suddenly multiplied once we got to levels 15-20. Ultimately, I'm under the impression that Neutropolis' higher rate of bugs, poor writing, and poor mission design stem from it being under-tested due to Going Rogue's supposed rushed schedule.
All that said, it's possible inherent Stamina might've helped. One of our biggest problems was running out of endurance since it's completely infeasible for a level 15 character to keep up against hordes of continuous enemies. (Plus all of the ways endurance can be subtly sapped at that level, such as needing to spend more endurance to put Ghouls down if you let them keep healing each other.)
Though I find it quite interesting that everyone seems to have a different group in Praetoria that they have trouble with. Our team never had a serious issue with Ghouls, actually. And PPD prior to 15-20 were fairly innocuous. Resistance and Syndicate on the other hand... -
I also played it at Origins way back when. It was a fun little romp, though our group wasn't entirely playing the real thing. The GM had us ignoring endurance entirely, for example.
I've also fussed around with the quickplay kit, and what they actually had there was rather...lacking. Even really basic explanations of what certain numbers/listings/stuff was were missing, to my dismay. And while the core D10 ruleset was actually pretty nice, I didn't like how they got into the same finicky minutiae that other RPGs get into - things like X points of strength = able to lift Y pounds of weight.
But it is quite timely that there's some interest in City of Heroes PnP RPG stuff. And that's all I'll say for now. -
Quote:How about the negative impact towards every other character in the entire game? Defense debuffs affect all characters, not just those with defense.
The developers can seed more NPC groups with enemies that debuff defense, thus countering the rise of the IO soft-capped builds, without negatively impacting power-sets that rely on Defense as their primary application.
I'm also still having trouble fathoming why we need a convoluted new system when the obvious and easy answer has always been to nerf IOs. -
Quote:Efforts have already been undertaken to reduce this, and I suspect eventually it will be fully fixed without the need for a vet reward. Many contacts already cough up their phone number after 1 mission.How about a badge/power called "Little Black Book" that contains the unlisted numbers of all the NPC contacts so as a veteran you can call them from the start rather than waiting for them to finally give you their phone number after 4-5 missions. This would really be nice on those low level TFs where you exemp below your travel power, or for the annoying contacts like Madeline Casey who sends you to a million different zones.
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Funny thing about ectoplasm...
Quote:The Shadow Shard is not Faathim's reality, as I understand the matter. Faathim--and the other Aspects we have encountered, I believe--are analogs of Rularuu from various alternate worlds that the Ravager has subsumed and enslaved. The Shard is simply the place in which Rularuu was trapped when he was prevented from ravaging the Primal, not Faathim's home.
(I have a pet theory that the Shard actually is Rularuu, but the weirdness is thick enough here already.)
Quote:Let's not forget all of the Incarnates we saw in the cut scene before the end of the mission. Would any of them have the motives & means?I don't think they really count.
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Quote:But one wouldn't say someone was "all too familiar with", I dunno, Matt Miller if all you knew was his name, right? Heck, we don't even entirely know what the Storm does yet, outside of potentially rain meteor(s) on Atlas Park.Regarding this part, at least, I think he's more referring to the concept of the Storm in general. Keep in mind, at the level range of Dean's arc, it's possible our characters are not yet familiar with Ouroboros, or even the notion of their goals (as the introduction to the letter also points out).
As for why the letter-writer would want Ajax's help...well, he wants our characters' help, right? As he said, he's assembling a team. It's always nice to have a good tank, right? There's probably not much more to it than that, in this case at least.
With Ajax, I just find that interesting because an invincible guy would largely only be useful in some kind of physical conflict. It speaks to what the Storm could be. -
Quote:This is Nemesis. It's stated in the Web of Arachnos novel that the very first thing he accomplished with an automaton is killing his own brother. A hundred lifetimes is obvious enough, as is taking the nation with his foiled Washington DC plot. Within a portal he found a pawn in the form of the Rikti, tricking them into attacking Primal Earth."Man kills brother; sets into motion, a hundred lifetimes of commotion, Meticulous manipulation, attempts to take this very nation, Within mirrors glow he finds a pawn, his trick forces them to take us on, We shall fall for his games no longer, that which challenges makes us stronger."
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And nearly forgot this from the story on the GR site...
Quote:I don't have much to say on this, other than that once again the prophecy is infuriatingly vague, if only because we have a dimension of mirrors and storms already, on top of the connotations to Praetoria."Statesman and Lord Recluse will not be the only ones possessing Incarnate abilities. The most powerful individuals from this point forward will struggle to unlock their inner Incarnate and discover new powers. These new Incarnates have affected the Storm, but we of Ouroboros may have created a different threat through our efforts."
"You can't mean Arachnos?" asked Mender Silos. Apparently, this was a concern of his that had leapt to mind immediately.
"No," said Ramiel. "Something you will find difficult to foresee in this timeline, because it is not from this timeline," Ramiel smugly declared.
Mender Silos thought for literally a second. It was a hundred times longer than he needed.
"So the prophecy is coming to pass?" asked Silos.
"If that is how you would interpret the prophecy, then yes."
"As the tempest dies, so the lightning shatters the mirror, and as the storm skies clear, the reflective shards cut and bleed those who handle them," intoned Silos.
"Yes, I know the prophecy. You made us memorize it, remember?" gritted Ramiel.
"Yet here we are. Alternate dimensions will begin wreaking havoc on this one, spoiling any victory we could ask for over the Coming Storm."
"I hope you have a plan, Silos," said Ramiel.
"Always. We can recruit allies within these parallel worlds, and perhaps bolster our own numbers with alternate versions of super-powered beings, or even alternate Ouroboroses."
"Do not fool yourself into thinking that alternate Ouroboroses will be as benevolent as this one. They could be led by an insane version of yourself for all we know," warned Ramiel.
"Time will tell, Ramiel--time will tell," Silos trailed off.
"While you ponder, Silos, I have a favor to repay. Excuse me for a moment," said Ramiel.
And yet it seems the Praetorian invasion and possibly even the Coming Storm itself are only ancillary to whatever this looming threat is, one that Ouroboros may have unintentionally helped create.
Though the thought of alternate Ouroboroses = squeeee.