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Probably my Earth/Fire Permadom. If getting it is a team-heavy thing, I'd go for my Rad/Rad Defender first, just because she's my favorite to play, but I don't enjoy her solo.
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Quote:I'm mostly with you here. After trying CO, I returned to CoH refreshed at its relatively gritty-feeling setting. My low-level characters was fighting drug-dealing gang members, not magical ice wolves made by dark gods or something... and even our monsters made by dark gods feel way grittier.Just tracing back to the subject of campiness . . . it certainly has its place. Personally, though, I think that place is over in Champions Online.
Not going to suggest we remove any of the campy stuff from this game, since even at its worst/campiest, this game holds great merit in its capacity to validate many varying perspectives. However, I know I would certainly be pleased with quite a bit less camp moving forward.
Which brings me to my second point. You can have James Bond-style megalomaniacs with jumpsuit-wearing henchmen and plenty of the other villain standards without it being totally campy; it's all in the presentation. The Batman example people have used earlier in the thread is a good one: He's a dude dressed like a bat who fights an evil clown, but I think you'd be hard-pressed to find anybody calling The Dark Knight campy. -
I've levelled a character to 30 or so just by running story arcs in MA, but it's not something I'd do every time around. There's a much bigger overhead:mission ratio with MA than running normal missions. First, dig through five pages of four/five-starred arcs with descriptions like 'Kill all the catgirls' or 'captn super dood needs help r u the 1 2 help him???' to find one arc with a halfway decent-sounding premise. Load it up... a good half of the time, something in the first mission sets off my idiot alarm and makes me drop it. It's not something I really do with teams unless I've pre-picked a list of arcs I know are decent, since few people have patience for 20 minutes of hunting before we find one arc we want to run.
When I have the patience for sifting through garbage to find the good stuff, though, it's a nice alternative to normal missions. There's some great stuff hidden in there, but unfortunately, 'hidden' is the key word. -
I used to have an old PC Gamer with an article on CoH written a year or two before launch. For a while there, I'd dig it out now and then to read about how we'd all have personal bases and vehicles for a laugh.
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Oh jeez, I seem to have logged into the City of /b/tards forums by mistake. Now I'll never get this smell out of my clothes.
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Quote:Still have a screenshot of my main sitting on the giant floating book with a vortex in it. That's my memory of the CoP!I'm in a coalition with an SG that managed to do the trial - so I've actually seen an IoP in the game when their leader was showing it off to everyone
... actually, they could just make the items of power effect-free base decorations if they don't plan to bring the raid back. Those things were cool-looking. -
Quote:Eh, personally, I'm in the opposite camp. I'd much rather play Kel's Hero Guy than Batman or Kel's Jedi Dude instead of Luke Skywalker (or even Darth Vader.) But then, I never understood why people rolled Wolverine clones, so what do I know.Similarly, and, to me, much more troublingly, people are likely to switch to a decent MMO based on a recognized superhero property. This is a greater threat to CoH player numbers because it is a direct competitor in the same genre. More troublingly*, though, despite all the praise creating an individual story receives on these fora, I argue that most fans of superhero stories don't really want to create their own story and characters. They want to be Batman or his allies, not MyOwnSuperheroMan and his.
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Defender #1, Brute #2, Dominator #3, Scrapper #4, then all that stuff I rarely play.
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Quote:And who hasn't wanted Renegade interrupts during some of those contact conversations?That's actually a pretty cool path to take. In a lot of ways, that's what Mass Effect does. Granted, Shepard is not an all-powerful omnipotent GOD, but he is above the law, he is VERY powerful in his own right and he's basically able to either destroy the lives of most people he meets, or improve them significantly.
Hardcase: I know you're in on it, and I'm prepared to level a considerable amount of firepower in your direction if you don't help me fix it. Oh, I can do it. You don't hunt demons for a living without picking up a few tricks. Prevent the destruction of the obelisk. Or say good-bye to life as--
Villain Renegade Interrupt: ... look, kid. I'm a supervillain. *horrible beating commences* -
You can do any of them if you get a few people to pad (usually far easier than finding team members) for long enough to start it, then have them quit. Of course, then you have to deal with the SF being scaled for more people, which may or may not be a problem. I think the Ouroboros ones are the only ones you can start with two.
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It's hard to high-five when you're made out of liquid metal.
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Not really, no. Exalted manages having player characters become some of the most powerful beings in a setting multiple times the size of Earth rather easily. The focus just changes from more powerful people antagonizing the players to what the players do with godlike power (and the scary moral choices that can come with that.) Not saying it'd work well for an MMO... but there are definitely games out there that manage to have themes and stories without requiring somebody capable of pushing the players around.
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Quote:"Evil" as such tends to be interpreted as your classic puppy-kicking, or baby-eating, as Bubba explains. It's the act of being mean and malicious and causing others harm as the motivation itself. "Villainy," on the other hand, is kind of in the same vein, but it's more the act of forwarding your own agenda in distinctly unethical ways. The focus of this kind of villainy isn't really to cause harm or malice so much as to help yourself while not shying away from crime and wrongdoing.
To my eyes, the game shouldn't be shooting for an M rating with blood, violence and psychological torture, so much as it should be shooting at letting our villains feel more like the classic comic book bad guys with an agenda. Rule the world, save my wife, be the richest man on Earth, invent a death ray, avenge my father's death. That sort of thing. The game should be shooting at letting us be less like lackies and aimless monsters and more like driven villains with a mark to make on the world.Quote:Arachnos is a terrible protagonist group. They're fine as generic cheesy enemies for heroes to fight, but their primary role is as an organization some of the game text, most of the zone themes, and most annoyingly, patron pools!, practically declare you part of.Quote:The trouble that I, and I think on some level other people have is this: CoV villains do NOT do their own thing. They receive orders. And their orders? These do not result in chaos and destruction that makes others frown upon them, or respect their might. Rather, their orders are to bring respect or fear to those giving them orders..it's all directly going in the face of what super-villains are about.
That said, I've mostly changed things so that the villains I make sort-of-almost fit what CoV does--which is to say, most of my villain characters now are mercenaries of some sort without many overarching goals beyond 'beat people up and/or get rich.' I kept trying to make world domination types after CoV came out, but I just had to handwave too many of the 'durr hurr, i kill u for rachnos!!!!' missions.
Personally, I'd like to be able to have characters do some pretty ruthless stuff, but for me, it would need to be optional. A lot of missions are already more evil than some of my characters are willing to sink--stuff like the mission to deliver Rikti serum to the Lost, or practically anything from Westin Phipps. I have villains who will torture people or assassinate innocents... I also have villains who are just in it for the cash and are really uncomfortable with that sort of thing. The option to just outright turn down missions would go a long way for me (on both sides, since some of my heroes are against things you have to do over there, too.)
Quote:I suppose though that we can't get something like Dungeon keeper for villains.... err my mind is drifting.
I want the secret lair in or not in a volcano, the lacky's of my own to guard the place and do my bidding. I want to build said theme up so that as we get up the levels, we have our secret lair, the lacky's, the oppertunities (say mission computer), the invasions of our lair (mission computer or alarm), the various politicing with governments or emneties of rival villain groups. The missions we send our our lackys for and they sometimes get beaten the tar out of heroes.
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My Spines/Regen stalker got a Demon Summoning/Illusion clone. Only saw the clone use the two holds and Spectral Terror, I think, but between those two sets, it was a good distraction for Ajax and Wyvern. The other time I ran it on the same character, it was Mercs/something, but I didn't pay enough attention to see its secondary.
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The encounter with the clone in that mission was awesome. It made me hopeful for GR's moral system. Working stuff like that into a decent percent of arcs and having them have repercussions later could go a long way toward making playthrough #32498659 a lot more interesting.
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Quote:Not to mention that you can get hit with a huge pile of ToHit debuffs (think CoT ghosts), hit Aim, and be back at a good chance to hit again for long enough to smack down the problem critters.I'd reccomend looking at it from a different angle. Yes, Build Up and Aim are 'only' ten seconds long. But the base recharge is 90 seconds. With 3 Recharge IOs, its up 10 seconds out of every 45 seconds, that's 22% of your time buffed (+62.5% or +100% damage) if you are constantly fighting.
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Probably Earth/Fire Dominator, with Rad/Rad Defender a close second.
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Quote:This pretty much expresses my situation. I occasionally run MA arcs for a few levels to escape the tedium of doing a set of contacts for the umpteenth time, but that's usually discouraged by the difficulty I have finding decent missions in AE. I used to casually PvP a few times a week, but don't care to after the overhaul. As for badges, I think I saw one of those once. PvE > MA > PvP > doing the dishes > badgesAll three are fairly low on my list of fun things to do. It would probably look something like this:
MA > PvP > Badges.
I like MA, but the rewards system incentivizes farming over using it as designed. Ticket caps that vary by map size, specifically, was a really bad idea. It is also my experience that arc authors tend not to playtest their arcs much and the system makes it way too easy to crank a custom group's challenge level up to unplayable highs, so I never solo in AE unless I'm farming. Or if I'm in the mood to play a fully-IO'd level 50 character alone, which is rare.
But out of the three choices, MA is still the one I use most simply because I use it at all.
I used to care about PvP and would do it once in a while, but haven't been bothered since they changed the system. I used to understand it fairly well and could perform at mediocre levels against experienced players. I tended to win against other newbs. Now, I just don't get it any more and haven't yet decided to figure out how the new system works. I've PvPed maybe twice since the system's been in place and haven't really enjoyed it much.
I don't care about Badges and never have, except accolades. -
Quote:This is pretty much how I run it these days. When I can avoid an entire avenue of levelling on a character, I'm glad, because it means it will feel less tired with I run it on my next character. I've already seen every arc/TF/trial except the slot machine and Viridian, anyway.I can see the interest and appeal, but I go by just the opposite mentality--
I like the idea that the devs have provided so many avenues of advancement that my characters can take rather different career paths. Sure, I still usually hit the "storied" zones (Hollows, Faultline, Striga, Croatoa) with most of them, but in between, they can take very different advancement choices. The less overlap, the better. -
Quote:The complaints I've seen on ST knockback come more from situations where people Crane Kick a guy... who happens to be the debuff anchor. Into a pit. Full of +3 enemies.I never understood the complaints about single-target knockback. If I Crane-Kick a guy and for some reason forgot to aim him into a wall, I will go chase him down and finish him -- I'm a Scrapper, I kill stuff, it's my problem, why would that bother anyone? Yet I have heard complaints about that, weirdly.
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