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  1. I believes the dev said that he's still alive.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    Wait, what?
    ...Oh dear, you didn't get that part, huh?

    So, remember that Circle Assassin you take out before Manticore kills Psyche?

    That piece of Aurora Borealis that Malaise had running amok jumped from Psyche's body before she died...into the body of the Assassin and hijacked it.

    That's right, a bat-crap insane part of Aurora Borealis is now running amok.

    Oh, and to make it better, you would ONLY know this if either:
    A) You played that part villain-side
    OR
    B) During the epilogue where it tells you what all the contacts are doing, they mention the assassin's hijacked body.
  3. An SG I was in (before they disbanded) had a beach party on the Boardwalk, I am rather surprised this didn't make the list.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    I don't know. It's more the fact that the arc's storytelling is incredibly predictable to anyone who's even the slightest genre-savvy. The MOMENT Alexis is brought up and put in a "peace conference" in enemy territory, that's a blaring red siren in my head telling me "Things will go bad and she will get kidnapped!" Because I've seen this plot a million times before, and not just in this game. It's a basic cliché of writing that if you make a point of explaining how a character is put in a dangerous situation but is still well-guarded, then that guard will fail and the character will die or be kidnapped.

    And even for those not genre-savvy among us, after the first mission in SSA1.4, it should become bludgeoningly obvious that any time something happens off-screen while we're not there, it will be a miserable failure and people will die because of it. Because it happens every time we're told to leave the scene and go do something important - people get kidnapped/killed/mindridden off-screen. It comes off like the writer REALLY wanting to keep throwing shocking surprises at the player, blissfully unaware that after the first couple or so we'll wise up and expect them. And when you're expecting a plot twist, not having one is pretty much the biggest plot twist you can introduce, but no. This is Soul Reaver all over again - twist after twist after twist, and all of them depressing, to the point where they become the status quo. I'm left expecting everything to go to **** behind my back because apparently God doesn't want me to succeed. And once I resign myself to this mindset and my expectations are proven true time and again, the story gets damn depressing right quick.

    SSA2.1 was, to me, the most surprising of all because a situation was introduced where characters might die... AND THEY DIDN'T! It was played pretty much straight in that I go there, find them beat up and save them. Wow... A simple, straightforward story surprised me! And the other rescue was even more impressive, in the sense that it was a twist, but not the damn depressing one I'd grown to expect.

    What I'm saying is you don't have to have played the game for eight years to realise that the SSA1 story is repeating itself.
    Not to mention it was CLEAR that SSA1 Redside was getting more of the plot told to them than blueside was, not to mention all the shiny temp powers as well. There were multiple instances (like the fact you don't know the piece of Aurora's personality jumped into the body of the Circle assassin UNLESS YOU PLAYED VILLAIN-SIDE or waited till the EPILOGUE IN PART SEVEN) where it was clear that plot points were being withheld for reasons I could not understand.

    But yeah the near-continuous string of "heroes fail because they have to" just about made me give up. It's only when villains get double-crossed by Wade (which again, ANY genre-savvy person would see coming a mile away) does it get interesting.

    I will continue to attest that Sister Psyche's death was utterly pointless and served only as a means to shoehorn in Penelope Yin, who didn't NEED to be shoe-horned in. If the problem was that they only wanted ONE person to fill the "psychic specialist" role, then they could've done something else to Psyche BESIDES kill her and make Manticore even more of a jerk than before.

    Which brings me to another issue: Do the writers have this obsession with jerking Manticore's chain around? They seem to do it an awful lot as of late.
  5. As Gob said, the easiest solution to Mayhems/Safeguards is to let the player still take newspaper/radio missions, but exemplar the player/team down to the appropriate level.

    So, if I'm in King's Row at level 50, and I want to do the Atlas Safeguard, I just bring up the radio, pick a mission and when I enter the map it brings me down to level 9 (one below the cap). I don't see HOW that'd be difficult to implement.

    It always somewhat bothered me that the message when you outlevel a zone is "These are beneath your notice", which felt a little alarming when I play a hero who doesn't mind helping the police.

    Plus it would solve the problem of getting the accolade. Right now, the current leveling path basically ignores Radio/Newspapers until the 20s.
  6. Quote:
    Originally Posted by Arcanaville View Post
    The short answer is yes: if you can't play at higher difficulties you should turn down your difficulty.

    However, its a tad more complicated than that. The game balances for the average player in the playerbase. Which is none of us (well, none of most of us). Most of us forum posters have skill levels high enough that we can't tell the difference between a "good" powerset combination at 0x1 and a "bad" one. Its easy to fall into the opposite trap: if I can't see a problem, there must not be one.

    These discussions often end up talking about what players can do at higher levels of difficulty because the presumption is that if there are problems with blasters (or any other archetype) that the average player sees at 0x1 or 1x2, its a problem that will likely show up more strongly for experienced players at higher difficulty.

    The game makes no guarantee, and no promise that you'll be able to solo at +2x6. However, its *suggestive* when a player with comparable skill in two different archetypes finds they can solo easily with one archetype at +2x6 and only with much more difficulty with the other archetype. It suggests the two archetypes have very different strengths, and that difference will show up for other players at other difficulty levels.

    But whether its visible or not, the presumption is that it shouldn't exist. Higher difficulty levels are sometimes necessary as a "microscope" to magnify and see them more clearly.
    ...I think I get your point. You use higher difficulties to point out differences between what sets and ATs can do. But that still feels more like a function of the difficulty rather than the shortcoming of the AT.

    But I'll default to your judgment on this, since I'm not the math-whiz a lot of folks are. I make personal calls based on feeling rather than the math, so if your math tells you this stuff, I'll believe you.
  7. Quote:
    Originally Posted by macskull View Post
    Many Controllers are damn good duelers or team players, and with the post-I13 rules it's very difficult to beat a well-played Mastermind in a 1v1 even if they're not using a PvP build (I've had rather good results with my old PvE-built Thugs/Dark, both in duels and zone play).
    In 1v1, yes. In ZONES? Oh god no.

    Quote:
    Originally Posted by Doctor Roswell View Post
    Yep, that's the theory. But as either Albert Einstein or Yogi Berra said, "In theory there's no difference between theory and practice. In practice there is."

    See, for one thing, strike forces require a certain number of other players to even start. I play on Virtue, and that's a pretty tall order for anything that isn't the WST. On a lower-population server? I shudder to think.

    In theory, vigilantes and rogues have access to two sides' reward merits.
    In practice, vigilantes and rogues have access to blueside's reward merits.
    Really? My Rogues could get more merits by doing the redside SFs more often if I wasn't lazy about it. I just choose not to do it.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    You can't believe how much I appreciate this precise point. The downbeat, damn depressing tone of SSA1 is easily one of its worst qualities, partly because it reinforces the feeling that everything I do ultimately fails, and partly because it has absolutely no levity anywhere in it. I find that a good story, even a dramatic one, needs to strike a good balance between light and heavy theme, both so that the heavy teams can be appreciated when they show up and so I can actually breathe in-between the heavy dramatic moments.

    I must admit that I'm very soured on Penny Yin because of how she's being handled, and her being bratty about "Oh, it's no big deal I mind-controlled my team-mates, it's all in good fun!" attitude is reprehensible... But at the same time, her goofiness and her arguments with the other Phalanx members do serve to defuse the tension of the story here and there, and it keeps a nice balance all around. As I said - SSA2.1 is no less heavy and threatening than anything in SSA1, but it's handled such that we can feel the danger without necessarily being depressed by it.
    Well, SSA1 BLUESIDE specifically had the tension issues because yeah, I felt like I was forced to play an idiot (now I know how redsiders feels while running Dr. Graves' arc).

    BUT, at the same time, I recognized something too. SSA1 felt like it was designed for someone new who was just approaching the content. Most of us with seasoned characters would go "Wait, WHY am I walking into an obvious trap?" because we've seen it a million times before in all the other non-SSA content.

    But someone who was just starting out or hadn't gotten that far content-wise wouldn't feel quite so dumb.
  9. ...I hope I don't sound like an idiot, but something I've noticed when folks make these arguments:

    I keep seeing people talking about playing at x4, x6, x8, etc.


    If you're complaining about Blasters being unable to perform at higher difficulties...then isn't it perhaps the problem of the difficulty setting, not the AT? That I'm aware of, x8 is NOT the standard by which ATs are gauged on performance.

    I can understand if the DESIRE is to play at those difficulties because otherwise the game isn't challenging enough for you, but it sounds like you want to make Blasters capable of performing as well as melee ATs at difficulties that well...are harder for a reason.

    Or maybe I'm just talking out my backside, I don't know. I've just noticed a trend in the conversations. I rarely play above x2 half the time when I solo, but that's just me. I also don't turn bosses and AVs on.
  10. Rogues and Vigilantes aren't "punished" by not getting alignment merits. Not only are Alignment Merits time-consuming to get in the first place, they can only be spent in increments of one purchase every 20 hours. While they do save in terms of Reward Merits, Reward Merits are a dime-a-dozen, almost literally. The advantage is that the in-between alignments get run TF content on BOTH sides, which allows them to practically drown in Reward Merits.

    Alignment Merits are technically a consolation prize for the pure-alignments, who only have access to one side's worth of content.
  11. I picked Positron myself.

    And yes, I love the fact that the writing is so very much UN-depressing, because honestly at times during SSA1 I felt like I was a few steps from slitting my OWN wrists over either how downbeat the atmosphere was or from the sheer enforced stupidity on the part of the PC.
  12. Why I don't PvP is largely for these reasons:

    1) Having to have a completely separate build from PvE. This right here is probably the biggest killer. Due to the mechanics of how things work in PvP (mezzes, heal decay, damage procs doing UNRESISTABLE DAMAGE), I'd have to completely rework any character to be able to operate at even an only "adequate" level of efficiency.

    2) PvP is only good for certain ATs. Controllers and Masterminds, the latter of which is an AT I obsess over, are essentially useless in a PvP zone, and Masterminds have to be built properly for 1v1 matches. There was a reason I was so bitter over the Memorial Mayhem event: Because my participating character was a Nin/Time Mastermind. In short, I do not want to be shore-horned into only playing Scrappers, Brutes, Blasters, or Corruptors (despite liking those ATs) just to be effective in PvP.

    3) The necessity of using certain powers. Basically, if you're not using both Super Speed AND Super Jump, you're boned.

    4) No real point. Before i13 changed everything, I was told PvP zones on most servers tended to run rather full, so there'd be at least some sense of team-based play (the reason I play CoX), now those zones are utterly empty outside of people getting temp powers or badges. Thus, there's no real motivation for me to get involved.

    5) The PvP community. At the risk of sounding like either a hater or a whiner, a large majority of the PvP-based community I have run into are not the sort of people I would associate with. This issue is compounded by the fact I spend almost all my time on Virtue, where people will try to use PvP as a means of RP, despite the numerous issues related to that choice.

    If they reverted the i13 changes, or at least made heavy adjustments, you'd see a resurgence.
  13. Quote:
    Originally Posted by The Havoks View Post
    Yeah, Asunder approached Red-Havok with the information she had. Red took the info, and decided not to ask the source, so as to not sabotage whatever relationship Asunder had with them. The less he knows, the better - sort of thing. (I didn't actually know it was you, but rather assumed - after the last time).

    The information was discussed in the briefing, as JT said. All that was mentioned was "our sources" or "our findings". Red was never specific with how the info was obtained. That really wasn't what was important at the moment.

    If it's something you would like included in the summary for historical reasons, then I'm sure we can add a line or two.
    Sure, I wouldn't mind Shogun's inclusion historically. Just make sure to reference the fact that no-one knew it was him.
  14. The worst low-level badges are the Safeguard ones. Not the badges for the side missions, but the badges for the maps. People tend to run DFBs until they hit DiB range, than run DiBs until they go off doing mission/radio teams.

    The Safeguard missions, especially the first three, get overlooked almost completely.

    They NEED to just let us exemplar ourselves down and let us do the low level radio missions.
  15. >you're

    Naw naw, I kid. And ya know what, I know it will ;P That's part of the fun!

    (And honestly, villains are hilariously fun to play)
  16. Quote:
    Originally Posted by SpyralPegacyon View Post
    He's doing basically the same thing in the LGTF that he does in the beginning of the SSA. The Rikti nabbed his girlfriend, those blasted heroes are allegedly rescuing her, why of course he's going to handle this rationally. Heck, he broke into Fort Trident to save Penny from the heroes.

    I'm not saying he's Captain Stability. I'm saying he's not the Jack Nicholson Joker either.
    Oh of course. It's obvious he's not completely stable. What it is is that he's afraid of losing the one person he likes and who actually treats him like a person. I had the warm fuzzies when Penny was telling him in SSA2.1 that she was a hero now and had responsibilites, and to his credit, he sat there and listened and heard her out.

    To me currently it's probably my favorite moment of 2.1, and I honestly think the devs will be hard-pressed to match it.
  17. Quote:
    Originally Posted by SpyralPegacyon View Post

    He was never inhuman to begin with. I don't see it as much as stumbling into development as the foundation was there from the beginning: An exiled freak of society, who picked up a gallon of haterade for heroes and their society for putting him in that place to begin with.

    And then Penny comes along. Not only doe she not judge him for being a villainous monstrosity but the silly girl actually befriends him. I'm sure I've seen this story before, all that we were missing was Angela Lansbury as a singing teapot.

    Like I said upthread, I ran the SSA as Opposite Reaction, the parking violations version of Blue Steel. Law, order, and reading busted AV's rights. And even she didn't have the heart to take a swing at CK after listening to him and Penny, because for that moment he wasn't a giggling lunatic brain in a jar. Penny had actually coaxed his humanity back, and I didn't have the heart to take him in. I'm Lawful Good, not Lawful Stupid.

    And who knows? Maybe Ray Bradbury was right, love really is the answer to everything.
    This, ALLLLLLL of this. Why do people see the CK acting like a person and not a lunatic brain-in-a-jar as character derailment?
  18. Quote:
    Originally Posted by JohnnyTurbo View Post
    The information you gave actually factored into the hero briefing and AE portion. Heroes wouldn't have even understood the plot from the get-go or expected to be lead astray without your input, so you did have a bearing, it was just on a part of the event you weren't present for. I would've mentioned this in the little recap thing, but I decided against it. I didn't know if the United Underworld players were aware that Shogun's MO is to double-cross or reveal information. I didn't want to off-handedly tell everyone that on the off-chance that you, as a player, were keeping it a secret. I'm sorry if it made you feel unimportant.
    Well, this sort of renders the whole discussion moot, AND I feel like an idiot to boot for dragging this discussion out.

    For the record?

    It wasn't the "unimportant" part that bugged me so much as there was no communication one way or the other. Xanatos lead me to believe the Shogun's action would've forced a complete rewrite. If that was the case, merely PMing me in game or on the forum on an in-game email saying "Sorry, but while we appreciate your participation, we couldn't use what you did without a significant rewrite." would've changed everything and completely deflated the disagreement.

    Unfortunately, as I was never told and no attempt was made to contact me about it, I could only draw a conclusion based on what I had. I am thankful for the clarification though, Johnny.
  19. Quote:
    Originally Posted by Alevan View Post
    Your both pretty!

    Srsly. Nice event. Let's all hug now. The event ended and all that stuff. I really enjoyed myself as Dominatriea so thanks for having me there with the rest of the United Underworld!
    Indeed, wasn't trying to start drama. So on that note, we'll end it. Looking forward to Domi's event, speaking of UU

    ...Oh god I'm turning into GG >.<
  20. I'd recommend Agility Core.

    As a Mastermind, you should probably be taking Clarion as your Destiny to compensate for the complete lack of ANY Mez protection the AT has (one of the AT's few glaring weaknesses). Especially since it only takes T3 Clarion to make the protection permanent, as opposed to barrier, which requires T4.

    Given the ridiculous attack speed of Ninjas as well, perhaps Assault Hybrid would work, unless you specifically wanted Support for your "double bonus on pets"
  21. Quote:
    Originally Posted by Kurrent View Post
    One part of OP's post that hasn't been touched on is the damage portion of Rise, which has been essentially neutered due to the lag between rezzing and the game recognizing a character's level shifts. My fire tank has Rise slotted for damage and recharge, and she uses it as a weapon frequently. Against Incarnate-level enemies she's going to see a large reduction in accuracy and damage, because the level shifts won't reactivate until a few seconds after Rise's blast occurs.

    I honestly have no idea why that delay in level shifts going back into effect even exists. Most of the time it's simply an annoyance, but with Rise it negates a significant part of what makes Rise a unique self-rez.
    But that I'm aware of, the damage in RotP is like the Damage in Bonfire, it CAN'T miss. The damage is seemingly auto-hit.

    Also, 0.25 seconds is an INCREDIBLY small window to get killed in. Exactly what are you fighting that:

    A) Doesn't get knocked away or stunned by RotP's effect (I assume the AVs of a trial)

    And

    B) Is nailing you -exactly- during that quarter of a second window before Untouchable kicks in
  22. Quote:
    Originally Posted by Haetron View Post
    Bolding the wildly unlikely part here. Assuming you're a Ninja/Storm MM like your char was in that AE arc awhile back (Symphony of Madness?), even if you made that char the first day it was possible to do so, Devilfish is still about 2 years older than your character.

    Granted, I dunno what "length of character playtime" matters -at all- but Devilfish isnt just some new plot NPC made up for stuff, if thats what you're implying.
    Actually, the "Shogun" in that arc wasn't the real Shogun, but in fact a very detailed robotic duplicate. Why? Because the character is Ninja/TIME, a powerset the AE arc doesn't currently allow. While disappointed, I made use of the fact the set wasn't available as a hint that the Shogun in the arc wasn't the real thing (a fact later confirmed when, upon defeat, the Shogun's clue indicated it was just an automoton the actual Shogun used to make sure he wouldn't risk getting captured).

    If you're right (and it seems most likely that you are), there's still the fact Devilfish had little to no involvement in the arc or the events of the arcs at the time.

    I drew my conclusion of non-existance from the fact I only ever encountered Devilfish AFTER a number of the United Underworld's arcs were underway, making me draw the reasonable conclusion that Devilfish was a relatively new character the player had made for whatever reasons players have to make new characters.

    TL;DR version: The character somehow had specific knowledge of events I know for a fact he had little to no involvement or participation in, leading me to conclude the player is meta-gaming, especially considering that the ACTUAL involved parties at NO point ICly made Shogun's actions public.

    Therefore it's very suspicious for a character who wasn't being used or wasn't active in those events to know those details.
  23. I think the ACTUAL issue is that people have this unusual expectation of CoX emulating real life. I mean, I've never heard of a villain NOT just going to straight to the Zig BEFORE going on trial, and I believe stuffing someone in maximum security prison before a conviction is a violation of some rights.

    Or the fact that Lord Recluse has made an open declaration of war against the USA and there's been absolutely zero reprisals.

    I could go on.
  24. Quote:
    Originally Posted by Premonitions View Post
    This is kind of interesting, because double-crossing the villains to try and save Foxy(and then act like it was an accident or purely selfish intentions) was exactly the kind of thing Mobilise would have done, but I just opted not to go for that for a lot of reasons.
    As I said, I was tempted to have Shogun try and make a beeline for the bomb itself and interfere with the plot, but I was too busy getting butchered to try. I was sort of surprised no one else tried either, but then I guess villains double-crossing villains is more uncommon than it seems.