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Alright, then. It's been a while since I20 hit and I've done my best to experience the content as it's been designed. I can honestly say that I've given the trial experience the old college try, and it's panned out pretty much how I assumed that it would.
The trials can be fun, but in my opinion, they stop being fun and start being work long before you can accumulate enough loot to get to kit out one character with T3s. I still think that the endgame system is a massive grind as it currently exists.
I play on two servers (Pinnacle and Virtue), and I've been splitting my time between two different characters so that I can have one Incarnate on either of these servers. My aim here was to have one on each of my homes so that if and when more Incarnate TFs, story arcs, and/or zones appear, I can play with my friends on either of them. My goals were, I think, modest ones - I wanted to get to T3 on Judgment, Interface, and Destiny for those two characters. I was content to leave Lore empty, because I didn't care for the boost and don't want to spend the threads just to get another Incarnate shifts for trials yet.
Anyway, I won't deny that I had fun on a few of these. They can be a blast. The Sabotage phase of the Lambda Sector trial is just the right amount of frantic fun, especially if you're on a team of smart people whose builds can just barely handle it. Unfortunately, the third phase - the 'beg your team to turn their brains on and use the Molecular Acids' phase - is almost always frustrating in a league populated with strangers. The BAF was fun at the beginning of the issue, but as it is the easier of the two trials and can only be run with a large league, it has since become entirely automated. Probably around three quarters of the trial runs I've performed have been BAFs because it's much easier to get on teams for them. For the last five days, they have all gone off like clockwork - everyone gets in, pulls the AV to the tennis court, splits for the doors when she goes down, pulls the other AV to the courts, then mows down the pair of them for the win. Profit. Rinse and repeat for as many times as you can stand it - for me, this is usually around two or three times. In each BAF run, the vast majority of participants (myself included) never says a word in league chat. From now on, I have no doubt that BAF runs where I actually have to think about what I'm doing will be the exception and not the rule.
This was bound to happen. The incentives to run these into the ground are powerful, and the functional strategies were both consistent and simple to grasp. As predicted, failures have become far less frequent as time has passed. Indeed, I'd say that on the BAF, they're now downright rare. But running these became an absolute chore.
This weekend, I finally finished. I got to T3 on those three boosts on both of my characters, and I rejoiced. "I did it!" I said. "Oh, thank Hequat, it's over! At last, I have all of my food pellets and can get off the hamster wheel. I can finally stop farming these. I don't have to run any more of these trials! Hooray!" It then struck me that this was not a particularly good thing for me to be feeling as far as the endgame system is concerned. Frankly, I have no idea how some players were able to run enough of these to reach the fourth tier boost on all four of the new slots. I simply don't have the patience or endurance to grind any more of these for at least another month. If I never have to run another BAF again, I'll be happy - though if my friends ask, I might be convinced to queue up for a Lambda, because that one can be done with a team of eight and is more consistently active and entertaining.
::ahem::
Okay, I'm exaggerating. I probably will end up running more of these if and when the siren's song of the Incarnate slots starts calling to some of my other characters. But I'm hoping that when that happens, there are either other trials to run, or ways to earn threads outside the trials at a rate that isn't absolutely horrible. I'm pretty disappointed in the way the rewards system is currently structured.
I just want some variety in the tasks I have to perform in order to participate in the Incarnate system. The trials are fun enough for me to want to repeat them a few times per character, but my experience was that the fun ran out long before I'd even unlocked all my slots on the two characters I was participating with. They really need to add more ways to earn threads - options are good things and it'd be great if we had more of them. I don't know why the developers suddenly decided that these two new trials should be the only viable ways to progress in the system, especially when they already have so many quality gameplay options for level 50 characters in the game. Is there some reason why trials have to be the only viable path to Judgment, Interface, Lore, and Destiny?
Yes, I know they're adding new trials. I can't comment on those because they don't exist yet. I can only offer feedback on what's playable now. Still, I doubt that they will do much to alleviate the Skinner Box feel of the rewards system.
Again, I feel that this is a disappointing step for the game. I pretty much hate the rewards system as it currently exists, and I hope trial-grinding for shinies is not the sole method for earning future slots. I don't think I'm alone in my opinion and I have confidence that future issues will compromise on this.
(I'm sorry that this post is only partly related to this discussion thread. But there are already a million of these threads on this forum and I didn't want to add another one just for my feedback.) -
Quote:Okay, was going to make another thread on this very topic, but as it turns out, one already exists.I'd certainly not miss the LFG tool in its current form. Global channels and PD seem to be the best way to get a Trial team.
I think the LFG tool was and is a good idea, and I often try to use it when I'm looking for a trial.
The thing is, it hasn't actually worked for me since the opening days of the issue. I find myself joining the queue as I shoot up Rikti or Cimeroran spawns, only for 15-30 minutes to go by with no nibbles. My wait has never been as short as the average time advertised. Or I'll get queued for a trial where only the bare minimum required to start will be queried, one will decline, and the event will fail to initiate, at which point we all go back into the queue.
I have not been able to get onto a trial using the LFG queue alone since the first days of I20.
The only reliable way I've found to get onto a trial is to go to the RWZ where they're forming up and ask directly. While there is nothing wrong with this, I was sort of psyched for the Turnstile system when it was announced and wish it were more consistently functional.
I've no doubt that it will be tweaked and improved in the future. -
This thread makes me see patterns that probably aren't there. I think I'll burn an offering to the RNGs before my next run.
Adding my anecdotes to the fray:
I have two characters that I'm running Incarnate stuff on for now - a Fire/Fire/Fire Dominator, and a Fire/EM/Fire Blaster. The two characters are different ATs, yet they tend to play pretty much the same. Both are AoE heavy characters. The Blaster's burst AoE is significantly higher, but the Dom is able to sustain it at a high rate forever thanks to more AoE powers and a much higher recharge.
Anyway, I try to get on two or three trials a night, sometimes more if I'm on a good team farming BAFs. Just want to strike while the iron's hot, because I am in a weird timezone and anticipate greater difficulty getting on a league to run these once most of the community gets their shinies.
My Blaster has had amazing luck with these. Rares almost every run, to the point where I have all of the rare salvage I need for the character's build - one T4 slot, the rest T3, so 5 total. I just melt down all the rares I've gotten since for the threads. Even got a lucky Very Rare salvage drop on a Lambda she was on, which is the only reason I decided to shoot for T4 on her Judgment in the first place - the only thing holding me back from a full kit at this point is accumulating the necessary commons and unlocking my last slot. I expect I'll get there in a few more days, and then I'll finally be able to chill out on these.
My Dom is a different story. So far, all of her drops have been 10-threads, Common, or Uncommon. Mostly Uncommon. She's got two slots unlocked at this point, uncommons in both, and she's got threads up to her eyeballs. Again, I'm going to stick to T3s unless I get a lucky drop. So far, no dice. I feel spoiled by my Blaster.
(Both of these characters have done roughly the same number of runs - around 12-15 of them, at a guess. Maybe the Blaster's done around 20.)
Anyway, I know that the plural of 'Anecdote' is not 'Data,' but damn if it doesn't make my tin foil hat itch.
Maybe the Devs hate villains? -
I sympathize with your friend. I've felt that way myself since I18 first came out, and that feeling intensified somewhat after I completed my first trial in I20.
Remind him that the developers have a generally decent track record and are usually pretty good at taking the community's temperature with these things. I think they will eventually compromise and make the Incarnate Rewards a bit more accessible to players who aren't interested in farming the trials, though it may not happen for another issue or two.
Ultimately, I've found that a break is the best cure for burnout. Sometimes, you just need to take some time off. Keep in touch and he just might return, and sooner than you expect. -
I just got off what was probably the most frustrating Lambda Sector trial I've ever been on.
We absolutely destroyed the Sabotage part. We cleaned up all the Grenades, and the Acids hit ten out of ten just seconds later. We had a full five minutes left on the clock when Marauder showed up. We were doing great!
"Awesome," I say to myself. "We have this in the bag. We can start fighting Marauder right away, and we'll have this thing wrapped up within ten minutes."
When we all get outside, the League Leader gives the order to close those reinforcement gates. The people on our teams zip about and start closing the gates.
Five of them go down. Five are still up.
"Okay, guys, check your temp powers. Who has the last Molecular Acid?" asks the League Leader. Silence in the channel.
That's right. We scored ten acids in the Sabotage run, and at least one of our teammates refused to use them. Five of them. They were smart enough to run around using their powers and helping out, but for whatever reason, they were unwilling or unable to check their temps and see if they had a Molecular Acid. Maybe they didn't know they had the acids to use. Maybe they couldn't read English and didn't know what we were begging them to do in the channel. Maybe they were actively griefing the team, chuckling the whole time as they watched the mobs pile up around Marauder. I don't know.
We managed to pull Defeat from the jaws of Victory and fail the trial, despite going ten for ten on both collection tasks in the second phase.
But the thing is, this isn't the first time this has happened to me, though it is the first time it's affected the outcome of the run so dramatically. I almost expect it whenever I run a Lambda, because I have yet to be on one where we don't have at least one Acid Holdout.
Is there any reason why we can't have some indicator on the league menu to tell us - or, at the very least, the League Leader - who has the mission-critical temporary powers? This trial would be so much better and less frustrating if we knew who was hoarding the Molecular Acid temps. Maybe they would wake up if we could have addressed them by name in the chat window. At the very least, it would let me know who to put on my ignore list for future events.
Pretty please? -
Quote:Since you asked...What is your "tactical consideration" for using Fireball? Not very much more than what can be scripted using Dragon Age II AI scripts:
If Enemy: Clustered >= 3 then Use skill: Fireball.
There, that's your tactical consideration. What about Blaze? Because I'd script Blaze as "If Self: Any." Really, in what situation would you NOT fire off Blaze? If the enemy is too low on health? Meh, even then, it's not that inefficient.
Re: Fireball. A great power that hits a lot of enemies, does a decent amount of damage, and fires off very quickly. The drawback here is that it gets you a lot of enemy attention. If you just use it every time the enemy is clustered, you're going to die a lot. At base difficulty, this isn't so much of an issue, but when I am fighting harder spawns filled with reds and purples, I need to be smarter and exercise good judgement in how I use this power or I am going to die a lot. You can better serve the team by saving Fireball for when you're sure you won't get enough aggro to kill you.
This is especially true in challenging content like the new Incarnate trials, Tin Mage, Apex, and the like. If you're fighting whites and yellows, I'll concede that it probably doesn't matter as much and you can just throw Fireball and Fire Breath as much as you want without having to worry about the consequences. Ditto if you're solo - you're going to be getting all that aggro, anyway, so worrying about it is unnecessary.
Blaze is a better example of the point you're trying to make. There are almost no situations that can't be improved by adding Blaze. It's a solid part of my single target attack chain and I use it almost every time that it's up, but I recognize that not every one of the powers I pick needs to be a bread-and-butter staple of the build like this.
If you care and because it is relevant to the discussion, I tend to use Inferno in three different situations:
1) If I believe I am about to die. I'm a Blaster, and this happens a lot. Inferno is my strongest attack. I'm about to run out of my HP, nevermind my endurance. If I have one move left to make, what better all-or-nothing final gambit is there than a Nuke?
2) The team has aggro'd more than one spawn, and I don't believe we can handle it. In this case, I almost always do the same thing: I'll hit defensive inspirations if I've got any, hit Build Up, Fireball/Fire Breath one spawn, and use Inferno on the other. This will almost certainly get me killed, despite the Lucks/Ruggeds I just popped (unless I had a whole lot of them), but it will kill enough of the enemies we're up against that the team might be able to handle it now.
3) If I believe it would be cool. In which case, yes, using the power this way is a gimmick.
I guess this is where we agree to disagree. I like my Nuke. I like it a lot. It's a useful power, for more than just a gimmick. I guess I wouldn't actively complain if they suddenly stripped the crash, but I feel that it's not a necessary change. They are still good powers and I do still use them for more than the occasional giggle. If they must buff classic Nukes, I'd honestly keep the crash and add more targets, more damage, or a wider area of effect. I realize that I am in the minority, here.
City of Heroes might not be as tactically complex as, say, Starcraft, but it's not whack-a-mole, either. That you need to think before you use a power doesn't necessarily make it a bad power, and sometimes, the benefits are worth the crash. -
Quote:But Nuke powers are very good.I don't know why, but I've always seen arguments in defence of situational powers to read a lot like "Well, I know the power isn't very good, but I have uses for it, so don't touch my power, please." And I've never agreed with this sort of approach to balancing.
Not only are there really no situations which call for a nuke which can't be handled about as well via other powers, but even when you opt to use it, you do so at great risk to yourself. It kills the power for me, because it constitutes an entire extra level of consideration that I don't have to go through with most other powers. There are very few situations where using Blaze is a bad idea, and in every situation where it's a good idea, I use the power. Because it has no downside. Not so with nukes. Even in situations which should technically be ideal for nukes, they still come with a downside and still constitute tactical decision, even in the most obvious, one-sided circumstances.
I don't like powers that I'm afraid to use, that's a lot of what it comes down to.
I find it very hard to see where you're coming from here. You don't think any power should have drawbacks, tradeoffs, or 'extra levels of consideration?' Ever? What about Defensive Tier 9 powers like Elude and Unstoppable? What about Absorb Pain? Do you think these are bad powers, too?
I find it perfectly acceptable that the power requires some sort of meaningful sacrifice. I like having to think about when and how I use my powers.
Quote:Even in situations which should technically be ideal for nukes, they still come with a downside and still constitute tactical decision, even in the most obvious, one-sided circumstances.
Inferno, Nova, Blizzard and the like are good powers. Even if using them is sometimes scary. -
Quote:Oh, man, I dislike Lambda on a PuG. It can be great fun if you know some of the people on it, but the whole 'hand out mission-critical temporary powers at random' mechanic makes me rage.Yah, I see a lot of people doing BAF and enjoying it. I've been enjoying it myself, for the most part. Right now, on Virtue, it doesn't take much effort to gather an entire BAF league together, with folks on the side waiting for the next open spot. Most of the trouble is in finding a zone empty enough to put everybody. So yah, BAF does seem to be a success.
Lambda, on the other hand, is a whole different story. A very different story indeed. I'm lucky to find a team of 8 for it, nevermind 16. A lot of people seem disinclined to tackle it (with strangers, anyway), and I've now seen quite a few folks on BAF leagues declaring their hate for the Lambda scenario. At this point, I've all but given up on pugging it. I'm going to have to prearrange a full league for it.
So, I'd disagree that the trials are being enjoyed. I think the BAF trial is being enjoyed. Lambda... not so much. I think it's not nearly as accessible to casual play, and my impression is that a large segment of the community, on Virtue at least, agrees with me.
Now, teams are getting more competent. I usually run this with friends, too, and I know they understand how to do it. It's not all that uncommon for me to get on one where we clean up on the Sab part, snagging all ten Acids and all ten Grenades. Yet even when this is true, I have yet to be on one of these where some moron who doesn't understand the concept of checking his temporary power list for Molecular Acids gets at least one of the damned things. Last night, I was on one where we got all ten in the second phase, and only seven doors went down when we got back to the courtyard. Whoever had the acids either wasn't paying attention to the League chat, didn't know what to do with the power, or was actively trolling the team. We had to pop three more pods to compensate for the amount of Stupid in the league.
We still won, but my goodness, this sort of thing is frustrating to me. The whole thing would be vastly improved if there was something to indicate which players had the temporary powers, so I could know who to nag. BAF is a bit more forgiving for leagues with dumber players in them. There's still some coordination involved, but the whole thing is a lot less vulnerable to one player ruining the trial for everyone. -
It is in this thread. Specifically, in the OP: "Now that Judgement exists, nukes are quickly becoming all downside with very little upside." My point is that classical Nukes and Judgment aren't mutually exclusive things, so this argument doesn't sway me. The addition of the Judgment slot to the game doesn't change Nuke powers at all.
It might allow you to drop your Nuke if you feel that you can compensate for it with the Judgment slot, sure. It does not follow that because this is true, Nukes should be buffed.
Quote:I, personally, don't base my argument against nuke crashes on Judgement powers at all. I base my argument on the fact that that kind of crash sucks for what these powers do, and it means an otherwise cool power becomes dreck because I never "want" to use it. Truth be told, almost 90% of the times when I've used Nukes, it's been because I felt guilty for taking and slotting the power yet never using it, figuring it had to be good for SOMETHING. And it very rarely is.
I've never been a fan of balance by annoyance, and this is pretty much it. The idea that a power can be so good that using it must be made to suck is foreign to me, because it seems to ruin all the fun of said power. To the point, in fact, that I've far more fun with Full Auto - a power which does comparatively little damage - than I do with Inferno, simply because it isn't a pain to use.
I don't find the crash to be crippling at all. It's a major tactical consideration and the power does come with a serious drawback, but it's not something that can't be planned around or compensated for. I don't find that it kills the power at all. Sure, it makes it more situational than say, Full Auto, but I don't find the situations that call for it are all that rare. -
I don't agree with the premises here. That Judgment powers are really good and have no drawbacks isn't a compelling reason to buff nukes.
This is a false dichotomy. Nukes and Judgment Powers aren't an either/or kind of thing. You can take both, and you can even use both at the same time.
Nukes also have a few significant advantages over Judgment that are worth mentioning. First, you get them at 32 and have access to them so long as you don't exemplar below 27. They are also enhanceable. Yes, Judgment powers do more damage than many nukes, but only if you don't slot them. Most importantly, Nukes are affected by Aim/Build Up and other player buffs. If you're at the damage cap, Nukes do silly damage, but Judgment always puts out the same amount of (admittedly high) pain unless debuffs are applied.
You could argue that Judgment is better and generally more useful. You might even be right. After all, it's an 'every time it's up' sort of power because it doesn't have a crash, and its 90 second recharge seems lightning fast compared to classical nukes like Inferno. In a lot of situations, it is better. But it doesn't make classical nukes obsolete, IMO.
That Judgment allows everyone to step on a Blaster's toes a bit might be the case and could be cause for concern, but I'm not sure this is a good reason to give in to power creep. Personally, I like having two powers that do nuke-level damage and couldn't imagine dropping Inferno on my Blaster.
Now, I wouldn't necessarily oppose removing the full crash from the Blaster nukes, but I don't see what this has to do with Judgment being incredibly good. Especially since you can take both. -
Fire/Fire/Fire Dom here.
This is the only character in my stable that I spared no expense in building. She's had a number of various incarnations since I got her to 50, improving drastically each time. I've had her at peak level for a couple of years, now, and then they went and gave her access to Fireball, Rain of Fire, and Rise of the Phoenix.
Now, she's got permadom without Hasten, just over 200% recharge when Hasten is up. She does ridiculous damage, has excellent control, and is an unstoppable goddess of pain if someone casts a buff or two in her direction. She can permahold and solo AVs through the purple triangles. She can do a whole lot of things, really, except survive for very long if I miss one of my controls. But that's what RotP is for.
When I get around to running some trials with her, I can't wait to see how much chaos is unleashed when I snag her Reactive Interface Fire DoT and Pyronic Judgment. -
I did this on my Fire/EM Blaster once the Alpha slot came out. Having that extra reach from the Cardiac boost to stack with Boost Range and a bit of range slotting in some key powers makes a big difference. Fire Breath became totally insane - it's easy to fit an entire spawn into the cone width, now. I also find it's quite effective on the new Incarnate Trials - +3 IDF can rip me apart in no time at all, and being able to throw Fire Blast, Flares, and Blaze from far away means I can take out Containment Pods/Weapons Crates with relative speed and from a position of relative safety while a melee type keeps the small spawn busy. When we move on, I can drop aggro very quickly.
I quite enjoy it, to the point where I don't know if I could really get into a Blaster that didn't have access to Boost Range. I feel like EM has spoiled me.
Enjoy, OP! -
I'd like to weigh in on this thread briefly, just because this issue bothers me quite a lot.
First, I think many of the replies suggesting that the content will become easier over time as new tactics disperse throughout the PuG hivemind and new boosts fall into the hands of Incarnate characters are spot on. We know from experience (ITF, STF, LGTF, etc.) that this is true.
I think the trials are well-designed, for the most part. Except for the temp powers with the Lambda trial - I hate that they're issued randomly. The other night, I was on two different runs where we did quite well in the sabotage bit (8/10 and 9/10 acids, hooray!), only to have a mere five portals go dark when the next phase started because some idiot liked the look of the molecular acid in their power tray too much to throw it away on a random reinforcement gate. At the very least, there should be some indication of who has what temp powers when the Marauder encounter begins in order to help coordinate this part, if only so I can know who I need to nag. But that's a rant for another time.
What irritates me most about I20 is the tunnel-vision focus on the trials as the sole source of Incarnate advancement. Yes, it's a grind. If you want to advance in the system, you need to farm the hell out of these trials.
It takes around three successful runs to unlock a slot, and perhaps more if you fail the trial. That's a minimum of 12 trial runs per character to unlock the slot, without putting anything into them.
My complaint here isn't 'It takes a long time to unlock the slots and I want my rewards NOW! Why can't I get my very rare in an afternoon?' Really, it isn't. It's supposed to take a long time. I accept that. Rather, my beef here is that 12 (at a minimum) is a lot of times to run the same thing over and over again. They had it right with the Alpha slot. You could advance a little bit just by playing the game normally. Sure, there are more efficient ways to go about getting shards - teaming is faster than soloing, endgame TFs are faster still, and going out of your way to run the WST is even faster than that. If you make a point to farm for shards, you will earn them faster. But it's optional. You can still become an Incarnate by playing normally.
Now, farming and grinding is pretty much mandatory if you want to advance in the incarnate system.
They did add the shards-to-threads conversion and a thread reward for the Tin Mage and Apex TFs, yes, but this is a tacked-on technicality. If you want to unlock a single slot, you would need to run these TFs 15-23 times depending on what slot you're trying to access. Or you would need to spend what would ordinarily be enough shards to slot the Uncommon alpha boost. Unlocking the slot and putting a common boost in it would cost 90 shards, 45 Tin Mage/Apex runs, or some combination of both.
In other words, it's technically possible, but it's so inefficient that it's pretty much never going to happen naturally.
You'd have to farm for it. And any player willing to farm is just going to run the trials, unless they have some weird grudge against trial content and absolutely refuse to run any. With that kind of effort, you could have all your very rares if you'd spent the time grinding Lambdas instead of Apex.
In I20, they added a bunch of cool, well-designed, and varied advancement options that are certainly worth the time to chase. Then, they erected a Great Wall of Grind around the Incarnate community to keep out anyone unwilling to grind the trials repeatedly. I feel like this is a strange departure from Paragon Studios' normal operating methods - they usually go to great lengths to limit farming. This time, they embraced it. I don't think this is a positive thing.
Don't get me wrong. I like the trials well enough, and the experience of them is fun for now, but the shine is going to wear off long before I've unlocked all my slots and put common boosts in everything on one character.
I haven't been this disappointed with an issue in a while. Ever, maybe. -
Quote:My opinion is that yes, it's a grind.Now looking at the situation of the endgame.
It is begining to look like it's slipping into the age old method of the gear grinding mechanic that is familiar to just above every other MMO out there besides Eve online (which has a 'skills waiting' mechanic instead).
...
It looks like grind, the worst kind of grind but am I just percieving it that way.
The Incarnate boosts themselves strike me as being really, really cool and worth pursuing. I think they will add a lot to my characters and will certainly be doing what I need to do in order to use them. They seem worth the effort.
The Incarnate trials also seem entertaining enough to be worth my time. I'm intrigued by the league concept and turnstile system, and with luck, I will be able to participate in them on demand. I'm in favor of anything that makes it easier to participate in large-team content like this. The trials themselves also seem pretty cool, and I'm glad that content like this is making its way into the game.
That said, I'm kind of disappointed that this issue's new Incarnate Currencies are all centered on the trials. There are only two of them, after all. The fact that there will eventually be more in several months isn't really a comfort to me. Besides, given what we know about how they intend to combat shard hoarding, new trials will likely drop some other flavor of Incarnate Spooge that we'll need for the new slots instead of Threads. I get why they're doing it - they want to force people to play the new content, and they want to ensure that there are always enough interested players to form a league. I still don't like this. I enjoy having options. I had them with Alpha, and I don't with the new slots.
For the immediate future, we have just two trials to work with, and the way the currencies are set up means that players interested in the Incarnate System will have to grind them at length. Even though the trials themselves are cool, I feel that this is a step back. But I will still be participating, and probably would even if I had other decent options to obtain threads besides just the trials. -
Depends on a couple of judgement calls for me. I lean toward 'cool,' but performance isn't irrelevant to me, either. A lot depends on whether or not other people in the gameworld get the same choice.
Can I have a decently competitive character if I skipped the Power option? Would my character be considered gimped by the choice? Would I feel gimp compared to other players? Would my choosing Cool instead of Power affect my ability to run challenging content? Would I be passed over for teams for skipping the Power option?
Is the Cool power a bad power? Does the Cool power pick have no other redeeming features other than its coolness (Whirlwind, I'm looking at you), or does it have real use? Is it less effective than similar powers of its type but still functional, like Propel and Hail of Bullets?
If I'm making the choice for the whole game - as in, I get to choose one power to add to the game for everyone, and the choice is between a power that is cool or a power that provides a high performance boost - I'd choose Cool over Powerful. If everyone got to make the choice individually... it'd be a much harder decision and would depend on many subjective factors.
Aw, who am I kidding? I would pick Powerful, but would then whine on the Forums that Cool should be a viable option. -
Hello Architects.
I'm writing an MA arc for my supergroup to play through - just a one-off story tailored specifically for the group. I'm comfortable enough with the tools to use them properly and get it done, but I did have some specific questions that I could use quick answers to. I haven't used the system at all since shortly after it first came out, and some things have changed a bit while I wasn't looking. I apologize if the answers seem obvious. I couldn't find them with simple searches.
- Am I able to use the Portal Corp. Courtyard map in my arc? If so, what category would I find it under? If not, are there any Portal Corp themed maps available at all?
- Am I able to use the WarWorks or the IDF enemy groups in my mission arc?
Thanks in advance. -
It depends on the Blaster, I guess.
My Blaster is Fire/EM, and I built her under the assumption that I didn't want to spend too much, and that I would team with her as much as possible.
When I was designing her IO build, I focused on getting the powers I wanted and giving them decent enhancement values before worrying about bonuses. I built for moderate defense and recharge values, too, but I made up my mind not to make any sacrifices on the base values just to squeeze in more recharge or ranged defense. The amount of recharge I gave her is enough to be significant - around 60% or so. She's also got over 20% defense to Ranged, which isn't a lot to write home about by itself, but it becomes incredibly useful on teams, where there are likely to be ally defense buffs or friends to take the aggro.
I used many uncommon sets to accomplish this goal - 6 Thunderstrikes in my three ST blasts, 5 Crushing Impacts in my melee attacks for the recharge, accuracy, and HP. I used five slots of Positron's Blast (all but the proc) in my targeted AoEs for the recharge and accuracy, and I used the sixth slot to round out the enhancement values because that set has terrible recharge values. I used 3-4 Eradications in my PBAoEs - two sets, because I slotted Rise of the Phoenix like an attack. I used the Steadfast unique in my resistance shield.
I used the Cardiac alpha boost, because it gives me essentially limitless endurance (even after I specced into Leadership) and also a nice boost to the range of all my powers. The fact that I'm Energy Manipulation means that I can stack Boost Range with this for absurd reach on my attacks, and this is especially orgasmic with Fire Breath.
Results were quite excellent. The character is dangerous and pretty survivable for a Blaster, and the build didn't break the bank. If I need to build a Blaster again in the future, I'd definitely stick to the same principles - go for broad, moderate bonuses to recharge, ranged defense, and HP, don't sacrifice too much for any one aspect of the build and don't bother with procs.
If I were building a solo-focused build, I might have done things a little differently, though. -
Any character with Group Teleport and Phase Shift.
Ask if the team is ready. If you get no response within five seconds, use group teleport to force the team to get into the action. Surprise! Then, phase shift and type /e teabag. Watch how quickly you get kicked.
You could also be Grav/Kin and use Wormhole a lot, and also throw lots of Increase Density around without applying SB. -
Quote:Probably because much of its damage is lethal, it doesn't have Aim, and sentences the player to lots of redraw. The last point is the killer for me... I don't like having to constantly whip out my weapon in a fight, though that's more of an aesthetic complaint.Aww, but Ignite is just so fun! And it has more AoEs than any other similar sets!
(seriously though, why do people dislike AR?)
I wouldn't put it among the 'worst of the worst,' though. It's quite good in a lot of situations. I just don't have the patience to play it long enough to get and slot the fun powers in the set.
Let's see, worst of the worst...
Put my vote in for Electric Blast. I've played an Elec/Elec Blaster to 38, and the whole experience was just painful to me. Endurance Drain is cool on paper, but unwieldy, unreliable, and almost invisible in practice (Electric Control does a much better job with this effect, I feel). Short Circuit seemed highly overrated. Voltaic Sentinel... ugh. The developers' insistence that this is an awesome, set-defining power has always mystified me.
Or maybe Trick Arrow. I tried to like this set - really, I did. I have an Archery/TA Corruptor at 31, and he feels like a complete leech on teams. Archery was cool, but TA just seemed to lack any game-changing powers. I keep the character because unlike my Electric Blaster, I can imagine a future where this one will one day be good. Still, on most characters, I start to feel a little bit badass by 30. My archer still needs training wheels. -
I actually went with Endurance on my Blaster (Fire/EM, full IO build).
I don't like the idea of intentionally leaving a hole in Damage, Recharge, or Accuracy in my build in case I decide to exemplar, so any bonus had to be tacked on to my well-rounded IO build. Therefore, I'd only really get use out of the Damage or Recharge boosts if and when I got them to Rare or Ultra Rare status and a significant chunk of the boosts weren't affected by ED.
Endurance isn't that great for me, either. I don't have endurance issues on this character. Range, however, is fantastic. With a little bit of range in my slotting on certain powers, Boost Range, and the End/Range Alpha Boost, my Fire Breath has become a death cone. It's trivial to hit the target cap with it. I can also throw Fireball from extremely far away. It's pretty neat.
Plus, I'd just respecced into Leadership for lack of other things in my Primary, Secondary, or Epic to take, and the End boost allowed me to compensate for having those extra toggles and then some. I simply don't run out of endurance in natural gameplay conditions... unless I use Inferno, that is. -
I'll say 8 or 9 for Pools/Epics. If you've changed your primary or secondary powers to fit a theme, having your epics forced to the default color scheme despite being along the same theme sort of scuppers it. I want Incarnates before I want pool customization, but care about pool customization more than I care about basically everything else, including more Praetoria content.
3 for Kheldians, though. Their backstories are far more limited than the normal ATs, and their colors are somewhat tied to that. If it did happen, though, I'd offer no real objection. -
Quote:1) EBs, certainly. AVs and GMs, indifferent.
So, my questions to you are;
1. Do you favour the idea of being able to solo EBs/AVs/GMs, if so/not, why?
2. Have you ever soloed an EB/AV/GM, and if so how did you feel afterward?
3. Do you think the dynamic will change after the implementation of the Incarnate system?
4. Whatever else you wish to add.
I think it should be allowed, because the alternative is to nerf player characters or make AVs more challenging, neither of which is particularly desirable. Soloing an AV requires specific combinations of sets to accomplish. Having a Controller with Rad Emission isn't enough by itself - you have to have a primary to support it. It's not a matter of individual sets overperforming, I think, so I'm sure it would be annoying to try to prevent. Any such fixes will likely come with unintended and undesirable consequences.
2) I have, on a couple of different characters. I usually try it on completed builds just to see if I can. If I can, it feels great... once. Then I stop, because it's really just not that interesting or fun. Soloing AVs consists of pressing the same buttons over and over again, occasionally using disaster management tactics to keep myself alive. There's nothing especially challenging about it - more depends on the strength of my build than on my intelligence as a player, so I tend not to care after I've done two or three on a particular character.
3) No, I don't think so, but that opinion is fragile. There's much about the incarnates system that we just don't know - too much to have an informed opinion on the subject just yet. -
Quote:Yes, I think so. It's my experience that Blaster damage is incredibly good and remains that way throughout the game. I did not notice a bump in difficulty after level 30 - if anything, the game got easier as I started to integrate IOs into my build.So how about it folks? Are people over-exaggerating the situation?
(In case it matters, I would prefer to play an Energy blaster for concept purposes.)
No, Blasters can't solo as well as Scrappers and Brutes. Those classes can put out high damage and take a lot of punishment. But Blasters have more and better area damage, and most combinations have access to both Aim and Build Up. On a team with high survivability, when a Blaster's weak points are covered, they usually have the edge. These situations are not that rare.
I team a lot on my Blaster, and I often play with competent, intelligent players piloting well-built melee ATs. I always feel like the primary source of damage on the team. I've only ever felt like another AT was stepping on my toes when a friend of mine brings out his Fire/Kinetics Corr.
I think the 'problem' with Blasters lies with some of their sets and not with the AT itself. The Primaries seem decently balanced, but some of the secondary sets are just plain better than the others. Is there a reason besides concept to pick a secondary other than Energy or Mental?
I think that the gap between the top-tier combinations and the worst possible pairings is wider for Blasters than it is for other ATs. The difference between, say, Fire/EM and Elec/Devices is enormous. You can pick Blaster combinations that feel like they suck. By contrast, any Scrapper or Brute combo is okay. -
I really like my True Nukes and tend to take them on basically any character that has access to them. I don't find the crash to be all that crippling. It can be mitigated with a Catch A Breath or two.
I get why some people prefer the mini-nukes, but I like my Nuke powers to be flashy, spectacular, and situational.