Ring-a-Ding Ding!

So I’ve managed to reach an entire screen worth of folk to have dinged 50 in Homecoming / City of Heroes, and I should probably share …

Blood Charade – Sentinel (Dual Pistols / Ninjitsu) – Modeled after a table-top RPG character of mine. I love the animation on DP.
Spangled Star – Sentinel (Energy Blast / Willpower) – First (but not last) hero I did who largely permahovers, to help early on with the EB knockback. Fun toon.

 

 

 

 

Prince Shenanigans – Controller (Illusion / Time) – My “Loki” character. Illusion Control is always a blast, though 1-person confuse has become passe with other mass confuse powers.

 

 

 

 

Al McGordo – Sentinel (Rad / Rad) – I tried variations on this character a dozen times on Live, but the power combo is perfect for the Sentinel type. Also my favorite name.
Touched by Frost – Sentinel (Ice / Energy) – I do try to add some diversity to my characters. Also, I love the slow effects of Ice.

 

 

Milady Zebra – Scrapper (Martial Arts / Regen) – A rebuild of one of my favorite Live characters, and the only one I went to the effort to use Superspeed on. The MA moves look great with hooves.
Demimondelle – Blaster (Dark / Time) – I ran this half-ghost pretty continuously 1-50, and it was the first time I’d enjoyed Dark Blast. Another permahover character.
Player.One – Corruptor (Dual Pistols / Kinetics) – He thinks he’s playing the most awesome FPS ever, which makes for fun dialog with folk. One of the few Corruptors I’ve run, because it’s crazy management.
Hunter with No Name – Sentinel (Beam Rifle / Bio Armor) – My Mandalorian toon. Beam Rifle is a weird set, a ranged set that kinda requires multiple applications, making him less useful except against bosses.
Miss Crackle – Sentinel (Electrical / Electrical) – A toon I ran on Live as a (less successful) blaster. She’s actually really short, but hovering helps a lot.
Torchielle – Blaster (Fire / Energy Manip) – Another “transfer” from Live, and, like the one there, 50ed duoing with Margie’s Hildegard (Fire Tank). Fire is soooo much fun; I have some variants of her as other toons.

So, yeah, that’s a LOT of Sentinels. There are a few reasons for that:

  • It’s a great archetype: 80% the blastiness of a blaster, but much higher survivability. There’s an argument they fall off in fun post-50 (see below), but up until then, at least, the trade-off works beautifully.
  • I like being a ranged toon; it lets me be a bit more tactical, lets me avoid problems with bad PUGs, and lets me help figure out what the hell is going on in new content.
  • Ranged toons are also a lot more fun during Rikti Mothership Raids (MSR), which happen fairly often and are a great level booster.

That said, I’ve been doing some Blaster stuff as well, and the added range and blastiness is also fun. Variety!

Variety is kind of my watch word on this game, the faster leveling rate (esp. at lower levels) making it easier and more fun to try out new things. I actually have 108 characters built, with maybe a dozen of those rejects. Homecoming enables my alt addiction.

So once I hit 50, then what?

Back on Live, I never did any of the Incarnate content that rolled out very late in the game. I’ve started doing more with my post-50 toons, so when I hit that level:

  1. I consider if I need to respec the character. I’ve actually only done this with a couple of the characters; I’m not so min-maxxy that I need to have a perfectly optimal character.
  2. I start slotting sets (I begin that at 47, when I can buy 49s, which is all I buy for sets, as the incremental boost of a 50 is not worth the significant cost boost). Prior to that, I slot folk with Lvl 25 IOs (starting at 23).
  3. And now I start doing Incarnate stuff, both occasional ITrials, TinPex runs and the like, but also just normal content (PI police missions, high-end TFs, etc.). The Incarnate system is messy and ugly and weird, but I’m getting some folk with their various Incarnate lots opened up and populated.

Anyway, that’s what’s going on. Lots of other up-and-comers (and only a minority of them Sentinels!) that I’ll report on in the future. These toons are all on the Everlasting shard, which where I spend pretty much all of my time.

Before you delete that City of Heroes installation …

You might check out the Titan Icon project, which opens up the Costume Maker and lets you play CoH Paper Dolls design characters with it.

Of course, some might find it too frustrating to be able to create characters visually, but not play them.  But others might not.

Note that directly working with the CoH files may violate the CoH Terms of Service (ha!) or cause someone at NCSoft to become quite cross with you (HA!).

(h/t to ZzzzSleep)

So, besides mourning CoH, what else game-wise have I done lately?

The extended memorial service for City of Heroes, posted earlier today, aside, what’s new for me and online gaming?

Um … honestly, not a heck of a lot.

First off, it’s been a busy month or two. Margie’s been away on business. I’ve been away on business. Holidays and social butterflying and all that sort of thing. And the next month isn’t looking any better.

Secondly, yeah, I’ve been in mourning. Mercifully, Margie talked me into playing CoH one last time before it went away. But since then … really haven’t felt the yen.

And thirdly … well, I haven’t found … the thing. The game to take its place.  I’ve done some World of Warcraft solo and duoed, and likely will some more. But while it’s a decently pleasant passtime, I’m just not feeling the characters as such (something I became very aware of as I was crafting my endless memorials). There’s more variety (if of a less-rich nature) than of Lord of the Rings Online, but, honestly, I don’t feel invested in the characters in either game. With everyone wearing whatever they pick up, and the power/skill selection being fairly categorized, the players are (absent a strong social environment, which we’re not and not likely to get into) pretty much cookie cutter in nature.

(And that, I’m realizing, was one of the geniuses of CoH — that your fundamental appearance could be so different and unique, and the encouragement to have an origin story and a cool super-name to go with it, and that even your power selections could be tailored and tweaked and recombined and enhanced and respecced and recolored to make you completely individual. The focus was more on the characters than on the setting, though the setting was still pretty full of content.)

I’ve given Champions Online another go, and while some of those CoH advantages might seem to pertain, it feels both too mechanics-driven and too arduously neutral / balanced, to the point where every blast power is kind of like ever other blast power, and so forth.  And the setting starts to come into play again as feeling uneven and alternately goofy and grim. Plus, the whole game feels like a carnival in so many ways.

I haven’t retried DC Universe Online, or Star Trek Online, but I don’t recall much (or see much in current press) to make me feel they will fit any better.

Maybe we need to try D&D Online again / some more, since that has such character differentiation. There was something vaguely disjointed about what experience we had there, but we didn’t really drive things to any great conclusion.

I keep hearing encouraging words about Star Wars: The Old Republic — and highly discouraging words about it, too. But maybe that’s a possibility.

People keep suggesting to me Guild Wars 2, but aside from my fiery passion to not give another red cent to NCSoft, I hear a lot of trouble in that particular paradise, too.

So … what next?  I haven’t the foggiest. And, honestly, given the “firstly” above, I don’t expect to make any great progress until January. At least. At the earliest.

And that’s okay, right? Because it’s not like I don’t have eleventy-dozen other things going on. And while Playing Game with Margie is a lot of fun and doing-stuff-togethery, it’s not the be-all and end-all of our relationship.

I’ll — we’ll — find something that we enjoy together. And (assuming it’s a game), we’ll give it a try. And we’ll have fun. Or not, in which case we’ll move on.

Ob-la-di, ob-la-da, life goes on, brah,
La la, how the life goes on.

In Memorium – CoH – Various and Sundry

Continuing my series of City of Heroes characters …

Over the years, Margie did a lot of solo play in City of Heroes, on a variety of servers. She actually got four solo toons to 50 (including one the day before last of the game), and many others into their 30s and 40s.

One advantage of this is that it encouraged us to create SGs on all those servers, which served her purposes (base!), but also let us play new toons there as needed.

Here’s a collection of some of her major solo toons, followed by some other miscellaneous characters I wanted to write about.

Blue Point was a Broadsword scrapper that Margie soloed to 50. She played around with costumes with her quite a bit.

Day Old Shelf was one of Margie’s characters from the Devil’s Food SG on Freedom, a Zombie/Force Field Mastermind.  She actually pushed him to 50, too. Grats!

Old Star, on Pinnacle, was a Fire/Rad Controller. She one of the ones Margie got up to 50. While controllers are not high DPS, normally, this particular combo had striking Tanking abilities, and lots of AoE fire and rad control, both with damage. It was a methodical destruction of everything she encountered, but it worked.

Fantasy Enforcer was a Broadsword/Willpower Scrapper on Infinity. Margie dinged her to 50 the day before CoH went down.

Fallen Twice was another toon that Margie kept coming back to. A Defender, Kinetics/Electric, he was slow to advance, but apparently fun to play (he got up to at least 20).

Margie did a couple of versions of him. The last pic shows Second Fallen, with one of my favorite (conceptually) early toons, (“They Call Me …”) Mr. Thebes.

We never had much luck playing Kheldians, either teamed up or in mixed pairs. Which is a shame, because they were a really neat concept, just compromised in too many ways.  Above is Margie’s Cetus, who got to 22.  No idea about the pirate motif …

The Last Ice Dragon was … well, a Dragon (or, as I recall the backstory, a survivor from a primordial race of reptilians). And an Ice/Ice Blaster. She never dinged 50, but Margie played her a lot to get her to 37. Soloing with a blaster is not at all easy, but Ice, with its speed debuffs, is not a bad way to go with it.

Another Margie character, Blue Isles (Dual Pistols / Energy Manip Blaster 26).

A few miscellaneous characters, just because:  My Thyme (Scrapper 23); Darke Hope (Scrapper 24), Deep Charge (Energy Brute 21). Margie liked her High-DPS Melee Characters.

Jack a Lope made it to 29 (in her highest level version), but Margie wanted to take some Shadow Shard pictures, so here’s this mid-level Martial Arts/Invuln Scrapper … in ANOTHER DIMENSION!

Honorable mention to Margie’s toons Copper Mountain (several iterations), Ultra-Violet, Ultra-Violette, Exquisite Flame, Divine Retribution, Blue Tangerine, Crownless King, Eluwen, Lonely Angel, Lufwage, Midnight Death, Sa’Kage, Secret, Trixie J., Victorian Pride (Scrapper 12), Bad-Tough, Big Orange (Scrapper 20).

* * *

And a few last bits and bobs …

Sister Chinook was one of my original toons, an Ice Controller. I had mixed experiences with that set — lots of control, but also a lot of visual clutter.  I rolled several of them over the years.  She had a fun backstory as an Inuit student at University of Paragon who discovered she’d been gifted with powers from the Spirits of the North, etc. I liked the idea that she was wearing jeans and a gray sweatshirt for her costume.

She ran briefly with Kay, a Kim Possible scrapper that Margie rolled up.

I always liked the design here for Spangle (or Spangled, in different incarnations). I was much more into the “Civilian Costumes with a Bit of Decor” for the most part, rather than full-body Spandex.  I think I rolled her up as both a Magic-based Tank and as a Dual-Swords Scrapper. Neither went far.

Next to her is Old Saucy Jack, my Jack the Ripper reincarnated-to-make-up-for-his-sins.  Yeah, the broadsword was maybe a bit much, but I liked the red gradient on his white gloves.

Big Lungs was a Sonic/Sonic Defender. I found the power sets boring, but enjoyed the, um, character design.

OFFICER (yes, it actually stood for something) was law enforcement robot piloted by Paragon City’s Police.  Energy Blaster, as I recall. Soloed him for a while, but eventually scrapped him (so to speak) to get the slot back on whatever server it was on.

Snipehunter was another very early solo toon, another Energy Blaster, kind of my answer to Deadshot.

Suzy Atom and Star Protector were an early duo Margie and I ran, very four-color. She was an Energy Scrapper, as I recall, one of the few of those I ever ran. He was a Defender of some sort.

Cetus and Lunulata were Kheldians we rolled up. Never went anywhere, but, for the record …

For a good chunk of time, I ran with one of the on-screen add-ons that someone put together for CoH.  It tracked both buffs/debuff timing (this was before the buff markers flashed), as well as tracking experience and time to level.  This was Psi-clone (looking at the buffs and accolades), about 10 minutes from leveling to 50.

Eventually, the on-screen info provided by the game, plus the lag in this particular tool keeping track of changes between issues, and a general diminution of compulsion to know how long to level, caused me to drop this particular tool.

When you finally hit 14, you got your travel power (for many, many years). Since that was usually while running around in Steel Canyon, you usually celebrated by going to the top of the big statue in the middle of Steel Canyon, right where you leveled up.  Here’s Amorpha and Psi-clone.

Katherine ended up playing more over time, but never enough to warrent her own account. Early days, she’d play around a bit on Margie’s account (later on, on Test, since you could be signed into both).  This was her first character, Kitty Shoulder, a Defender on Guardian whom she got up to Level 6.

I think Protector (under Margie’s account) was one of the servers Kay generated a lot of test characters on …

One time when my folks were visiting, my mom asked what all the fuss was.  I walked her through building a character, Carey, a Fire Blaster. She never played it, but I kept the toon around, just because.

Kheldiel was another concept character, the idea of a Kheldian merging with an Angel, all glowy and hovering and all of that.  It would have worked beautifully, if Kheldians hadn’t been such a PitA to play.

And so, fittingly, we end on an angel …

* * *

And that’s it, a good percentage of the characters I (or Margie) cared about during our several years playing City of Heroes.  Where might they have gone on to?  Who else might have been created?

We’ll never know.

Thanks for your patience … we’ll resume regular blogging here about other games … soon …

In Memorium – CoH – Exalted

Continuing my series of City of Heroes characters, server by server …

Our toons on Exalted were a more recent phenomenon, with the server opened up for play for VIP members only with the introduction of CoH’s Free-to-Play option. We weren’t interested it for the hoity-toity VIP exclusivity so much as it was another server to populate, especially with a variety of new power sets that came out in the last year of the game.

I think we also pushed a bunch of toons onto this server before they turned off new Level Pacts being created. (LPs were one of the greatest concepts in CoH, and I was very disappointed they never got them turned back on).

One problem with Exalted was that it was introduced late enough, and our character there young enough that I don’t have much in the way of photos of them. And Margie didn’t get more than just a couple of characters snapshotted during our last week.  Darn.

I had a half-dozen Jack Byzantine variations scattered across the servers. Not to be confused with John Constantine, the rain-coated smoking magician usually was a Mastermind, especially in this last edition (up to lvl 21) as a Demons MM. Margie’s counterpart was Brimstone Bound, a Brute.

The Grey Haunt was another one I had multiple versions of, the ghost from the 1930s who is out to seek revenge as a Mind Controller (or sometimes Illusion Controller), instilling fear in the hears of others. Air/Wind secondary, as I recall. This one reached 20. He ran with Imperial Jade, a Brute.

We managed to not get pictures of either of Margie’s characters.

Morgaine Darkchilde was just an excuse to create a buxom witch with the new Dark Blast power. Plus the name was fun. She made it to 18, along with her partner, Electric Lass, a Tank.

Golden God was sort of scary fun. He was a scrapper using the short-lived Titan Weapon skill set. He was another scrapper+scrapper combo, working with Golden Temptation. They made it up to 15.  We don’t have a picture of her, unfortunately.

Rifleman was was modeled after Chuck Conner’s TV character of the same name, crossed with a Cowboys-and-Aliens twist, as some interesting gauntlets provided an alien Energy Rifle (blaster, 12).  ER was an interesting combo power set. I wish I’d had more of a chance to play with it. He didn’t bat an eye running with Troll Babe, a Brute. And, again, no pictures.

 

In the 10-and-under set, Bacchante used the new Water Blaster power, combined with power customization, to make it look like she was a Wine blaster. I believe she was paired with Margie’s (unpictured) Minutiae (a Defender).

I also had another version of Velvet, going full-out for the trailer trash look (though reminding me here of Tandy from Strangers in Paradise). She was a SS/Willpower Scrapper, this time out, which was a lot more fun. To go with her was Agent Psiren.

And there’s another version of Tyger-Tyger, the burning-bright fire/fire scrapper. Alas, he was a Red-side character, so unlikely to ever advance anywhere. Ran with El Cid, a controller. They made it to 8.

Unified Fieldman used the steampunk costumes to good effect. He was a Grav/Time controller, which seemed appropriately physical, but never got out of Praetoria. Ran with Divine Retribution, a scrapper, up to 7

Call o’ the Wild was a beast elemental (and Wolves MM). Ran with Chaotic Order, a scrapper.

Last there is Calling Timeone of Margie’s toons (Lvl 12 Defender, obviously with the Time power set).

Some of these may have eventually become big successes, but that clearly hadn’t been thrashed out yet.

Honorable Mention on this server to Shadow Moll (perfect name for a Dark scrapper who had the power “Shadow Maul”) and, along the same lines, another version of Lynne Calodo as a solo Dark/Inv scrapper.

 

In Memorium – CoH – Victory

Continuing my series of City of Heroes characters, server by server …

If Champions was our first, best server home, Victory was where we moved afterwards.  It had some of our top characters, and also represented the period when Going Rogue came out and we generated a truck-load of alts to run through Praetoria. Almost all of those ended up Blue-side after they hit 30.

Rita the Cat and Runt the Dog were modeled after the singing duo in Animaniacs (indeed, that was the name of our SG on Victory).  They both got up to Level 47 as Scrappers — Rita was Claws/Regen, Runt was Dark/Regen, and both used Super-Jump as a travel power.  They were amazingly effective and fun, and we told lots of jokes with them. I would have loved to have gotten them to 50 …

Runt stayed pretty constant in appearance, once the monster/villain costume pieces were out.  (I was never quite sure about the kilt, but …). I was never happy with Rita’s appearance, though, toying with various costume bits and facial features over the years.

Gifted Kid and Special Educator were Level 44 Masterminds.  GK was Robots/Bubbles (very high-tech), while SE was Gangs/Dark (a very dubious teacher).  They were one of the very few Red-side groups we were successful with — the dual-Mastermind powers were just too much swarmy fun, and almost made the game play like a squad-level tactical simulation (with the two actual characters as the heavy weapons from the rear lines).

Bubbles — er, Force Fields — were a greatly underestimated power set.  Not only were they an easy buff for the whole team (especially once CoH allowed you to cast them on one team member and have it apply to everyone), but the push-back-knock-down power was highly effective at knocking most Bosses on their butts. Plus, combined with MM, it was a fire-and-forget combo.

I found Dark to be an annoying Defender power, too, but Margie showed it worked quite nicely with MMs.

Another pair that would definitely have gone to 50 with time.

I’d enjoyed Kitsune-Chan on the run up to 50, as a character, that I wanted to do another one. We took the Praetorian version of her — instead of an Illusion Controller beloved by all, Kitsune-Sama became a bad girl Thugs/Pain Mastermind.  She teamed with a re-rolled (alternate universe) version of Anne Koniki, here a Spines scrapper. They got up to 40, and were definitely on their way to being Heroes of the City.

Pistol Blasters rocked. Mine, Velorio, went to 38 alongside her fellow former Praetorian, Golden Judgement, a Shield Tank.  Velorio was blind, but possessed by magical pistols of vengeance.  Woo-hoo.  We decided ultimately to make the Vigilantes rather than pure Heroes, because we could, but never saw any real effect from that.

We would have eventually taken them to 50, I have no doubt.

Another set of one-time Praetorians, Ms. Crackle was that universe’s version of my solo Electrical Blaster, Miss Crackle — except her suit was set up to make her an Electrical Controller instead.  She teamed up with Positive Force, a Kinetics/Electrical Scrapper.  The two of them were awesomely effective, with their electrical powers basically sucking the juice out of their opponents.  Fun, fun times. This pair would have made it to 50.

Yet another Eliza Dee — this was was rolled up (in Praetoria) as a Super-Strength/Invuln Brute. She ran with Fragile Package (Rad/Kinetics Corruptor). They graduated from Praetoria, but jumped to the Villain side, making it up to 28. They were semi-regularly played.


Since we had done so well with Rita and Runt, we rolled up (when the animal makeup became available) two Brutes to try out along the same vein: Rhett Bull (lvl 26 Axe/Shield) and Phoenix Reburn (lvl 26 Fire/Fire). We colloquially called them “Cow and Chicken”. They worked out very nicely, even if the Brute bar had us running around like lunatics.

I’m really sorry I didn’t get pictures of them in action. In particular, he looked awesome with the axe and shield out.

Another fun pair we would regularly come back to, even if they were Red-side.  I wanted another Fire Blaster, but Margie convinced me to try a Corruptor instead to be more offensive.  We ended up with the horribly spoiled mage Finest Jade (23 Fire/Rad Corruptor), looked after (under orders from her parents) by My Lady’s Keeper (Zombies/Dark? Mastermind),

Shishiko was a Cat-person Thief I ran in a campaign many moons ago. I loved the idea of bringing her to CoH, and tried multiple times over the years. In this instance (probably the most successful), she was a Katana/Super-Reflexes Scrapper, teamed with a re-rolled version of Arctic Sugar, an Ice Defender who was always armoring Shishiko up in Ice … which was a good thing tactically, but sort of spoiled her look. They made it to 21, but never quite “clicked”.


We tried one pair of Arachnos troops — Cyanoglobin (lvl 10 Arachnos Soldier) with Wind-Up Spider a Widow-style Arachnos. They suffered from being Red-side, and not being very … exciting at low levels.

Motivation was a Kinetics/Will Scrapper I soloed up to 14. Kinetics was a fun melee set, but I just wasn’t in the mood for low-level solo scrappers.

We tried playing a three-player combo (with Katherine on F2P), right after the Steampunk costume sets came out.  I created a new Steampunk Mollie Magpie 12 (Grav Controller); oh, Lordy, I loved those wings.  Margie had Victorian Pride, a Scrapper of some sort.  I don’t recall Kay’s toon. We never had much success playing as a trio, and only got up to 12 with them.

Cammie Kandachi was a Lvl 14 Electrical Brute, Red Side.  I just loved the outfit, even if I never went far with her.  Margie had an early version of Anne Kojiki with her, who later would team up (rerolled) with Kitsune-sama (above).

Honorable Mention to (yet another) Jack Byzantine, and Egnarts of Rigel

In Memorium – CoH – Triumph

Continuing my series of City of Heroes characters, server by server …

Triumph was a server we didn’t do a lot on as a pair — except for one very successful duo:

If at first you succeed, then try, try, again the same way. Having had a blast running Psi-clone up to 50 as an Illusion Controller, I rolled up Kitsune-Chan, also an Illusion Controller, except with Radiation as the secondary instead of Empathy.  She was a kitsune Fox Spirit, and so convinced she was the Prettiest One There Is (with plenty of Illusions to back that up).

She was one of the two long-term characters I selected Super-Speed for as a travel power.  There was a lot of visceral thrill to SS (and a Stealth buff), but zones with a lot of vertical movement were a real pain in the butt.

Margie rolled up Ex-Terra, a Spines/Invuln Scrapper.  Aside from the whole fun of Illusion, the AoE of Radiation and Spines both made them extremely formidable.  We dinged to 50 with them with very little trouble.  They were a great pair.

I eventually rolled a somewhat different Kitsune over on Victory.

It’s kind of weird that we had a level 40 pair on Triumph but never really did that much more on the server.

I did make one last effort at the whole Rad Blaster thing with Allie McGordo (an obvious variant on the various Al McGordo’s over time), a Rad Corruptor who eventually made it up to 21 with her companion, Widow Shade. I think they eventually suffered the death of disinterest that most of our Red-side alts suffered.

I have no idea what kind of Controller Mrs. Soccer Mom was.  She only made it up to Level 12 with her counterpart from Margie’s side (Mr. Soccer Dad).

I was always fascinated by Grav Controllers — at least in the “pull in a huge object from another dimension” aspect of their powers.  Molly Magpie was a favorite for her name and costume design, and I soloed with her for a while, but soloing a Controller is a PitA, and she never got beyond 11.

The idea of a Living Egyptian Statue (Stone Tank) with a Pharaonic headpiece named [“They Call Me”] Mister Thebes was way too fun to never write up, but a boring character to solo beyond 6.

Yore was an Axe Tank. I never did anything with him, but I loved his look.

Honorable Mentions to Warbolt, Amethyst Crown, Mister Drake, Unchained Lightning, Panda Attack, and Captain Antares.

In Memorium – CoH – Virtue

Continuing my series of City of Heroes characters, server by server …

For some folks, Virtue was the server, and it was almost always pretty crowded.

Margie and I never got into Virtue as a pair, mainly because of the crowds/lag.  I think we did some Red-side gameplay, but that was about it for the two of us.

For me, though, it was the Server of Many Solo Toons.  Since what you want when you’re PUGging is a crowd, it seemed the logical thing to do.

On the other hand, since it is a soloist server (for me), I don’t have many in-action screen caps, just (as of today) selection screens.

If there had ever been a solo toon that I would have gotten up to 50, it would have been Miss Crackle.  Smiling and happy as the day is long, she was an Electrical/Energy Blaster (thanks to her hi-tech suit), and was usually pretty welcome in most PUGs.   I got her up to (the magical) 47, with no pictures. Crikey.

 The third there is Molly Morningway, a Fire/Mental Manip Blaster (35). Her backstory was, essentially, she was Harry Dresden’s apprentice, Molly, taking on his mantle after his death, complete with fireballs and Jedi mind tricks, plus his trenchcoat, hat, and a set of chainmail from her mom.  I always enjoyed fire blasters (cf. Torchielle), and while she was a bit more difficult to PUG with (fire’s AoE can make for some exciting times), I still enjoyed it.
 

Lady Zebra was a hoot to play. Taken from a character I wrote up for a NaNoWriMo comic book tale, she was a cranky alien speedster who just happened to look like a terrestrial zebra.  She was a Martial Arts/Regen scrapper (44), and I loved playing her.  The MA kicks done with hooves looked great, and while I usually played supporting roles in duos with Margie, Lady Z gave me a scrapperly outlet when I was feeling in the mood.  I also had a series of tell macros that made a lot of bad combat-related puns that centered on horses, hooves, stripes, etc. Again, a hoot.

Again, one of the very few characters I ever took Super-Speed with — the necessary fit with the character, but a pain in city zones with a lot of vertical to them.

(The one action kick with her above is, sadly, when she had “normal” boots, before the hooves pieces were available.)

Alas, we never got a horse head costume piece, so she had to wear as long-faced a helmet as I could dig up.

Unlikely Ally was another fun concept — the Demon cast out to this world to do good deeds. I loved have a max-height hulked out guy with monster demon wings (a Fire/Fire Tank, I think) on the front lines.  Never got him past 14, since soloing tanks is a bore, but I really liked his look.

Another concept that never went far was Fr. Frank, a Catholic Priest turned Adventurer.  He was, of course, an Empathy/Sonic Defender (18), though, sadly, about the time I rolled him people decided that having Healers on the team was passe. It wasn’t easy cobbling together something that looked like priestly gab, but I was pretty happy with it.

Honor the Flag was another tank — Super-Strength/Invuln — but she got a decent amount of play. Never got her past 19, though, so she’ll be forever hanging out in Faultline.  Got a lot of complements on her uniform, which I thought was fun but nothing special.

These two were relative latecomers.  Tyger-Tyger (“… burning bright …”) was a Fire/Fire Scrapper, which was fun, but I just simply rocked out over this guy’s look (the armor covering up some of the seam weaknesses of the tiger / fur skin.  He made 27.

Woe Nelly was someone I just had to roll a toon for after I thought of the name.  Basically a fear demon, she was an Illusion/Rad Controller.  She made it to 24.

Honorable Mention (built but never run up to 20): Ice of the Tiger, Rose Spectre, Winter’s Darts, Falcon Roja, Molly Mae, Mister Ravenous (another), Scritchy-Scratch, Selene, and Professor Puissant, Truly Unstable, The Blue Shield.

In Memorium – CoH – Freedom

Continuing a server-by-server look at the alts I played in City of Heroes …

In the midst of much drama llamaing, a group of us got together on the  Freedom server and created the “Hostess Heroes” — a series of snack food-inspired characters:

Bear Claws, Ginger Snap, twinkie Kid, Brownie Points, Cheesy Poof, Bazooka Josephine, Mmm Pie, Just Desserts, Oreo of Justice, Fig Neutron, Otter-Pop, Chunky Style, Creme Puff, Divinity Chu, Hot Fries, Pixie Stick, Pork Rind, Die Meiserzinger, Mooon Pie, Staypuft Marshmallow, J A W Breaker, Thin Mint, Kracker Jaxs …

And a few others, including Ho Ho, my Invuln/Axe Tank.  I was convinced that someone would register a complaint over the name, if not the concept, and I’d come back to find myself as UnnamedHero02347.  But nobody every did.

I also learned that Axe was a horribly, horribly slow power. Yes, great at knockdown, but, damn!

Margie played Princess Peep, a Rad/Rad Defender (the yellow woman in the pix above). She was awesome.

We actually had a regular team night (Mondays), and did a fair number of adventures together.  Things petered out just shy of 30, with changing participation and social circles on- and off-line.

Margie and I also created a pair of Cheetos Cheetahs, including my Chester Cheetah (teamed with Margie’s Chesty Cheetah). We never played them much, but they were still a fun concept.

The HH group, after all the other players fell away, became our default SG for additional toons on Freedom.

Maitre D’mon was a demonic French chef (Zombies/Poison Mastermind).  I loved the name. He was part of an abortive CoV counterpart to the Hostess Heroes, named, of course, “Devil’s Food”.  Margie rolled a number of characters for that, including Brussels Sprout (in the pic above, front right) and Frozen Leftovers. She also created a Zombies/Force Field Mastermind named Day Old Shelf who she ran up to 50.

Two throw-away concepts — Margie rolled up a character named Zestra (after a briefly widely-advertised sexual stimulation gel), while I created Satisfied Partner to go with her.

Kwai Havok, a Dark Melee/Willpower Scrapper I wish I’d done more with, noteworthy for both an awful name and being another Dave clone (with a ponytail, no less).  He teamed up, into the mid-teens, with a version of Margie’s Copper Mountain.

For the record, there was an Al McGordo character (Rad Controller) on this server, too.

In Memorium – CoH – Champions

The first in a server-by-server retrospective of City of Heroes characters …

Champions was my first, best server.

Well, I’m not sure if it was first. But it was the best. It’s where we got invited to supergroups first, the Freedom Phalanx — and eventually created our own, the mighty Consortium of Justice, part of the Alliance of Champions coalition, which I eventually became an officer in, and which was tons of fun until we got overrun by drama llamas).

But I digress.

Champions eventually became our secondary server, if only because we’d pushed to 50 those who were going to be.  But it still had some of my earliest (and best) alts.

These are their stories …

Psi-clone was, of course, my Mary Sue.  Hell, I even dressed like him (without the little eyeball logo on the breast pocket, of course) — or, rather, he like me (hey, I have tan slacks, red shirts, and tweed sports coats — go figure).  An Illusion/Empathy Controller, he was my first to hit 50, and he was the head (and chief financier) of Consortium.  Graeme Thorne was a venture capitalist who woke up to find himself with these strange powers; his heroic origin was a mystery (to be revealed in a to-be-completed novel, an extrapolation of the various RP tales I wove around him).

He was someone I ran in enough circumstances that he had a wide set of costumes — his suit, his shirt-sleeves (the most common), his “Indiana Jones” gear, and (for Halloween) his Golden Age awfulness.  (There’s a full-blown Silver Age suit that the PR Department worked up for him. You can get a glimpse of it below …).  After the Terra Volta Trial, he started suffering from added mutations (the glowing eyes, for one).

I loved the Illusion Controller set, and actually ran another hero up to 50 in it. It had damage, control, and pets — who could ask for anything more?  Oh, right … Confusion.  Pure comic gold …

I loved the character so much, I created a version of him in Champions Online. Not the same, of course.  Just a mind blaster, really, in that one.

 

PC ran around mostly duoed with Amorpha, Margie’s Dark/Regen Scrapper.  The two of them were pretty much unstoppable forces of nature — A could stand toe-to-toe with pretty much anyone, while PC kept things under control and cleaned up the riff-raff.  She served as second-in-command of the CoJ.

The fellow pictured there is not Psi-clone, but actually a villain — Mister Thorne — a Soldiers/Pain Mastermind, as I recall.  Yes, he looks a lot like PC.  Yes, he ran the Consortium of Injustice on CoV.  Yes, there was story there …

He was teamed (for all we ever ran them, i.e., not much at all) with Undone. We got them to 17 before getting tired of them.

Torchielle was my fire blaster (Fire/Energy, though the latter was used solely for a “go away!” knockback attack and a couple of buffs). She was the daughter of an energy-based heroine and a dragon, and spent her career dealing with both parts of her heritage (her cloak was from Uncle Fred — literally; and, of course, she eventually manifested dragon wings).

She eventually became (after dinging 50) a local college student, but still active in the hero biz.

Torchy was a classic example (to me) of how you could have a female heroine that wasn’t running around in tights or a bikini.

Torchy usually duoed up with Hildegard, a Fire/Mace Tank.  They were truly an awesome team — Hildy would tank a massive number of bad guys into a corner of the room, Torchy would buffity-buff, and BOOM all those great AoE Fire Blaster powers on their butts.  That just plain old never got old.

Lynn Calodo was a solo toon, a Dark Melee/Invuln scrapper, all gothy-goth and whappity-whappity and with an odd origin that involved winery technology and Crey Industries.

Fazenda was a stage magician who was aided by a Orion-esque energy harness, that let her fly (originally teleport, but that was the world’s most annoying power) and throw energy bolts.

For quite some time she had some odd costume quirks, including an illegal/obsolete set of fishnet stockings before they were available, and a slit skirt that was slit the wrong way.

She was an Empathy/Energy Defender, and teamed up with Araware, a sentient sand creature (and Spine/Dark Armor Scrapper). I always loved Energy Blast, but it was incredibly annoying to whomever you teamed with, due to the knockback.

They were unique in that they were part of Lorne/Mal’s “Storm Knights” SG.  Two of the last active members, in fact. We kept the rent paid …

Velvet Jones was a reformed villain, actually pulled in from an old tabletop RPG game I had.  She’d been just plain “Velvet” there, but that name was taken, so I added “Jones” (not knowing that there was a Saturday Night Live “Velvet Jones” character of a very different nature).

She was a Super-Strength/Invuln Tank, and she usually teamed up with P-siren, a Bubbles/Mind Blast Defender and former Russian spy, also based on the same tabletop game.  Unfortunately, the two of them ended up with bupkis DPS, which eventually brought them to a grinding, non-entertaining halt in the mid-30s.

For a time, though, they were our mains, part of the Freedom Phalanx SG, and so involved in all sorts of very social activities (ah, those were the days).

We eventually recycled the character concepts in much more recent play (Velvet became a SS/Willpower Brute, much more her style), but they never got out of the teens, level-wise.

Velvet was another toon with a lot of costumes — her garish super-hero one above, but a full-body suit (both in black stealth mode, and in more Christmassy colors), as well as a trailer-trash cowboy boots / jeans / tube top, as I eventually rerolled her in. Margie played around a lot with costumes for P-siren, too.

Mr. and Mrs. Azure were a pair designed around humor.  Based on Mr. and Mrs. Blue in the (vastly underrated) movie Undercover Blues, they were actually time travelers, back in modern days to have fun. They enjoyed witty banter and various supergroup/team channel hints that they knew something about the ultimate fate of anyone that they happened to be around.

He was a Martial Arts/Super-Reflexes Scrapper. She … fought crime. [UPDATE: She was a Grav controller]

Mister Ravenous (Super-Strength/Invuln Brute) was a favorite of mine.  When City of Villains came out, he became one of my lead villains in the CoI (“Strength in Numbers … Profit in Cooperation”), a War Wolf gone rogue.  He was impeccable in speech and dress, and had a deep stack of pre-programmed tells all of which had to do with eating his opponents.

Amusingly enough, his suit was always subject to various clipping gaps — which made it look like he was ripping out the seams, which was excellent.

His duo was with Margie’s Charity at Home. Their relationship was unnatural, but Platonic. They eventually made it to 23 before we got tired of Red-side.

There were multiple Al McGordo characters over the years.  The idea of the cowboy who happened to get too close to the radioactive remains of an H-Bomb test was too good to leave alone. It was always about Radiation in one form or another — Rad/Rad Defenders, Controllers, that sort of thing.  He was generally a solo character, never going too far in levels, but I just plain old love the name …

A version of him ran a bit with Christmas Present, one of the best uses of that particular strappy costume I ever saw (Invuln/Ice Tank).  Margie enjoyed pulling her back out on a regular basis to play, eventually getting her to 19.  (Note the last pic, with a copy of Margie’s UI layout.)

Eliza Dee was a Crey experiment who broke free and went off to the Rogue Isles to be on her own, violent, ownsome.  She was modeled after Galatea (the Power Girl variant) clone of Supergirl in the Justice League Unlimited cartoon.  (Galatea was the statue that Pygmalion brought to life; “Pygmalion” was the title of the Shaw play that was adapted as My Fair Lady, with the name of the crude woman brought to civilization of “Eliza Doolittle”).

Anyway, she was a SS/Invuln Brute, who ran around a bit with Margie’s Bacchante, but never amounted to much.  She actually got rerolled on another server, a bit more effectively (to be posted about later).

Unchained Path was created after the CoV costume parts became available hero-side.  She was a Kin/Ice Controller, which meant that she basically slowed the entire bad guy group down to zero.  She had some very angsty, tragic, monastic-obsessive story line, but, ultimately, she was so good at locking down bad guys, in so many ways, it almost became boring.  She hung out with Idzuna, a katana scrapper. They got up to 20.

What I’m looking for from my next MMORPG

Okay, while I’m still in mourning about City of Heroes, I want to set down what’s made it so special, in a way that looks forward to the next MMO Margie and I get involved in.

Because, yes, while there are any number of pragmatic reasons why this provides a good opportunity to kick the habit and turn all those hours into something more “productive” … playing CoH has been such a very nice thing for Margie and me to do together that I want to maintain that experience. Though, obviously, sadly, in a different game.

So … here’s what I’m looking for the next thing (and, it goes without saying, I’m looking for specific suggestions from my vast reading audience as to what that next thing should be based on that).

1. It needs to be soloable and duoable. That’s how we play. If the significant content and advancement requires you to belong to a guild of some sort in order to access it, that’s not for us.  I don’t mind mass events or the options to do such a thing, but this is about Me and Us time.

2. I’d prefer minimal grinding. One thing CoH got away from over the years were a lot of the “Go shake down 20 Council and find out their next target” kind of things. Those missions still existed, but they were a minimal part of the action in more modern content.  That sort of busy-work was one of the things I disliked about LotRO, too (“Collect 30 Neek-a-breeker wings! Great. Now go out and collect 40 Fruit Bat Eyeballs!”).  That leads into …

3. I want to be a big damn hero. This was another place where I always felt LotRO fell short. I never felt heroic, in the sense of being a person of extraordinary skill and ability, able to do incredible things (and faced with incredible things to do).  Sure, I was a cool character with a sword, but I was fighting other guys who were also cool and who could take me down at any moment. I’m not asking for a walk in the park, but feeling extraordinary, not just another guy with a sharp axe, is important to me. Travel powers are definitely a part of that (something LotRO has partially solved with more pony-power options) — if I spend the majority of my time running across the landscape to the next content, I’m not being heroic, just persistent. And bored.

4. I’m an alt-aholic. The system has to have a high “paper doll” factor in terms of letting me try a wide array of both appearances and abilities.  And I don’t want to be limited to just a few of those as my sole build(s) (“Man, I’d really like to try this character concept, but I only get four slots so I’d have to drop someone else.”) And, by definition, that means a high replayability factor in terms of content and approaches to tackling it.

5. Instanced missions are okay. In fact, preferred. One thing I always disliked with Champions Online was the “Okay, go defeat XYZ” … who is standing in the open and thus gets gacked by a series of people on the same mission and you have to stand around and wait for your turn to do it.  Going through a mission door and being on our own to defeat the bad guy(s) is a big improvement, in my opinion.

6. Decent scaling. I seem to recall LotRO had (has?) this problem — a very narrow band of mission levels suitable for your character. Take one a level or two too hard, and you’re dead meat. A level or two too easy and it’s drop-dead boring.  CoH, over the years, really added a lot of flexibility to tackle content above and below with appropriate scaling, as well as being able to set global difficulties for your character (bump up/down the opponents X levels, multiply the villains X much).  As a sidebar to this, appropriately scaled missions are also important — Champs Online felt way too uneven, as though one mission was way easy, then the next nigh-impossible.  I like a constant and consistent challenge.

7. Not so much with the crafting, please. Though I eventually got used to it on CoH and enjoyed playing games with it, in most systems crafting is (a) a time sync, (b) a way to keep you from exhausting content, and too often (c) a requirement for advancement. I don’t like any of those options.  If I want to worry about a day job, I’ll worry about my real one. This was another place where LotRO failed for me.

8. I’m investing my time and, probably money. Likewise, please. So now I’m skittish about getting involved in a game only to have it yanked out from underneath me.  Call it commitment anxiety.  My inclination is for a game with something of a track record, and certainly from a company that’s doing well.

9. Trying things out. I don’t mind a subscription model. In fact, I’ve kind of liked that with CoH.  I wouldn’t mind starting out on a F2P format and be able to graduate to a playing player once I’m convinced the game style is what I want.  But I’m open to a variety of options, as long as it’s not too microstransactional (“Welcome to Level 5. Please deposit 35 BlastCorp Bucks to continue playing!”).

10. I’m looking for RP Lite. In line with the Solo/Duo thing (and the Alt-aholic thing) above, I don’t need something that’s highly social, but I would like to stand out a bit in a crowd, and have a backstory concept that’s reflected in how I can behave. I want to feel at least some level of role-playing in the design and naming of the characters. If every toon is simply a set of characteristics and standard abilities, and there’s a sense of  “Oh yeah, well, every Blue Elf is like every other Blue Elf,” then it’s just mixing and matching numbers and not nearly as much fun.

I’m not particularly tied to any genre — I’ve done a lot of supers, obviously, but fantasy or SF or whatever are certainly viable settings.

I suspect it’s not going to be easy to find these things all in one bundle. They’re what I’ve loved most about CoH, and obviously no other game is going to have quite the same level set in these attributes. But, as I said, options and opinions are welcome.

COH Signature Story Arcs

Okay, I admit it — I have a bit of Obsessive-Compulsive Behavior viz City of Heroes. Such that, as the various Signature Story Arcs have come out, I’ve been insistent on our running through them with all of our alts who qualify.

Which, given that they tend to ramp up in level, has limited the scope.  We have 13 “high-level” alt pairs that we run — defined, loosely, as level 25 or higher.  Some are Legacy Consortium Heroes on Champion, and a few high-levelers on a some other servers. Several were part of the Great Praetorian Boom. Still other were the Final Level Pact Rush.

But 25 or so only gets you (on the Pandora’s Box SSA) so far.  I think the first installment is level 30, and the second was 35. The third (just out) is 40+, which restricts us to six duos to run (we’ve now done four), though we hae twom ore that are in the 38-39 range and could be advanced with a bit of focus.

What’s actually cool about the SSAs is that they play quite differently depending on who’s going in on them. We have an array of variations in our duos (scrapper-or-brute/troller of various flavors, blaster-or-corruptor/tank ditto, scrapper duos, mastermind duos) as well as variations on their difficulty settings.  Given that we can usually plow through one of the SSA installments in an hour (after the first hero and villain run-throughs, where we actually read the dialog), that’s not too bad a way to kill an evening.

The current installment (2.3) is actually pretty darned good.  Malta is always a challenging mix of firepower and debuffs, but the final installment does a nice job triggering some status quo changes that are due out with I24.

I look forward to the third SSA. And, as well, to our herd of level 5-20 duos we have growing up on Exalted qualifying for these adventures …

What’s the Matter with Penelope Yin?

The Paragon Studios team does a “Freedom Friday” weekly quasi-chat on Google Plus, answering questions that people pose, etc.  Today, after getting my actual game question answer, I made the following observation:

Just some feedback on the current splash screen, btw: it’s awful.  Not only am I less than thrilled with young Penelope Yin going from t-shirted and jeans-wearing teen to not-quite-dominatrix-geared hero, but you have her up there in one of those stereotypical super-heroine twisted-spine positions so that the viewer can conveniently see both her butt and her boobs.

Bad show. I expect better from Paragon.

Here’s the image (reversed, as it’s the current background for the cityofheroes.com site):

So some background. Penelope Yin first shows up in the game as the heroes are hitting level 15 or so, in Faultline.  She’s a t-shirt-and-jeans teenager trying to deal with some problems in that zone. She also can psychically control Clockwork.

Over time it’s developed that Penelope is one of the most powerful psychics in the world, and with recent events she’s joined the Freedom Phalanx as a full-blown hero.

She’s also managed to pick up an awful costume. It’s not quite dominatrix-wear.  Not quite.  But between the thigh-high red high-heeled boots, the not-really-bare stockinged legs under a red bikini bottom, and the gartered crop-top bare-belly look above the waist … it’s just a silly costume, almost as though she were trying to find a parody of a Sexy Super-Heroine Outfit to show off in.

And then there’s the picture above.

On the splash screen (which I couldn’t find an image of), she’s  leaping forward to go toe to toe with some villain (on the web page, he’s off facing the other direction to match her).  But look at it.  First off, her legs are impossibly long. But secondly, she’s in that all-too-stereotypically awful Contorted Female Super-Hero Display Pose.  The one where, through a twist of the spine, she manages to be pointing both her butt and her boobs toward you.

And this was a teenaged girl not very long ago, and now is one of Paragon’s pre-eminent heroes.  A role model, in-game and potentially for other teens (or tweens) in real life.

And this is now the splash screen that pops up for the next N months (until the next issue) every time you go into the game or change servers.

As Margie phrased it, “Probably not appropriate and an ugly costume.”

As Isaac Sher, a commenter on the same thread, put it:

Again, let’s set aside how her costume looks — her face does not say “I’m about to fight a dangerous foe”, it says to me “Tee Hee, I’m posing for a swimsuit issue photo shoot!  YAY!”  It’s really out of place.   Also, her body is, as others have said, twist so that she’s thrusting both her posterior and her breasts towards the camera, and it just looks grotesque and unnatural — and just seems like she’s there to Look Sexy For Male Players rather than Be An Awesome Hero For Justice.

Yeah, I actually engendered a reaction — a couple of commenters and some +1s on my remarks.

Now, I certainly don’t mind a bit of cheesecake (mmmmmm, cheesecake), though in general my heroines tend to be a bit more covered up.  But there’s two things going on here that bug me, and they’re somewhat intertwined:

Penelope in her more teen-aged, less thigh-high-boots days.
Penelope's new outfit, as rendered in the game.

First off, it’s just an ugly costume. And silly.  I mean, thigh-highs, and the bikini/stockings, and the armor bits on her arms and shoulders and face … and then a bare midriff (with straps holding up her pants?).   Nice costume pieces, but the whole is much less than the parts.  And it — especially as painted (and posed) above, just comes off as a tawdry sexualization.

Which even then wouldn’t be horrific (just a scosh distasteful in some fashion), except I still think of Penelope as a teenager.  I have no idea whether she is or not (she’s a “teenager” and a “girl” in the Faultline thread, and it’s ostensibly now 4-5 years later — though you can still find her there, I believe), and certainly she has gone through a lot of big experiences since then.  But I still associate her with being younger than I should be leching after (or being hinted that I should be leching after).

And even if it’s just “I knew her when she was young and innocent,” it still just jars seeing her in that splash screen every time I fire up the game, angling her butt and boobs at the viewer.

And what did Paragon have to say?

Thanks for the feedback! We’ll convey your thoughts on the art back to the dev team. We’re extremely happy and lucky to have a team of talented artists working on City of Heroes Freedom, and we’re grateful for all the hard work they put in to make City of Heroes an even greater game than ever before.

Um …

To which I replied:

The art team’s certainly talented, and that’s part of what makes the game a deserved success.  I just think in this case (and esp. for something as pervasive as the splash screen) there was some bad judgment (aesthetic and otherwise) involved.

Which, apparently, was ’nuff said, since the conversation faded out after that.

For more on this kind of contorted female posing thing, check out More super-hero posing goodness and Contorting a dead, sexy horse, two entries on my main blog from a few months back.

CoH: And I Want to Paint It Black

You would never have guessed that I22 came out yesterday, with the new Darkness Controller/Dominator power set.

I mean, there I was, standing in front of Ms. Liberty, and around me were:

  • Dark Mistress
  • Battle Shade
  • Sorceress of Shadows
  • Dark Spirit
  • Dark Wanderer

Of course, I was there with my new (well, re-rolled) toon, the Grey Haunt, so I have no basis for complaint.  But at least I color shifted the power a bit …

Cow and Chicken

It always makes Margie laugh when I refer to this new duo as that.

In reality, they are Rhett Bull (Axe/Shield Brute) and Phoenix Reburn (Claws/Fire Brute). Much balls-to-the-walls fun to play.

(Yes, I have been playing a wee bit of CoX. Just not writing about it much, I fear.)

(And, yes, we’re enjoying the Animal Pack.)

CoH Animal Pack

(Hey, look! A live post! Treat it gently kids — you don’t want to scare it off!)

So of course I purchased the new Animal Pack for City of Heroes. NCSoft makes it so seductively easy …

And what did I get for my $10?

Well, I guess I got my $10 worth. It’s neither as lame as I might have feared, nor as cool as it might have been.

The basic costume piece additions — the whole purpose of the upgrade — are okay. Two sizes of cat heads (ferocious, not cuddly), with some variations for tigers, lions, etc., and for patterning and a couple of ear styles and for (optional) sabre-teeth. A new wolf’s head (not the kind of mutant werewolf style previous available) with some variants. Additional tiger striping. Minotaur heads, with three different styles of horns (plus hornless) and four (!) styles of nose rings.

There are bird heads, too — eagle, hawk, vulture. Cue the Egyptian costumes …

They’ve also added cat feet and bird feet for the monstrous feet costume slots, and a minotaur tail and shaggy wolf tail.

What’s there is good, though the heads feel too small in proportion. Of course, the human heads sometimes feel a bit small on normal bodies. The effect is worse with the monstrous lower body, which still looks monstrously large/long compared to the rest of the form. I did a little experimentation, and the minotaur on the huge body doesn’t look bad.

(Apparently in the UK the pronounce minotaur with a long I — my-notaur — as opposed to the short I we use here in the States. Ran across that the other day on TV. Weird.)

Another new costume feature are some animal-specific auras. I didn’t play with the “fleas” aura, but there’s a beastly anger one that you can focus on different body parts (including breath), perpetually or just in combat. You know how bulls have that stereotypical steamy breath? Yeah, you can do that with your minotaur.

There are some nice costume change emotes.

I did not get a chance to play with the beastly running power. I’m hoping it’s as good as the Champs Online one.

So, is it a huge game changer? Nah. I don’t see Paragon (et al.) being overrun by cat girls or minotaurs or wolf-men, though it’s nice that there are now those options for those who want them. I may retrofit a couple of my feline characters to use the new heads, but not in all cases. And there are a lot of other possibilities here — I (or Lady Zebra) would love to see a horse head, for example, and certainly a monkey/gorilla would be used by some.

Good fun. Now if I can carve out some time to play for the next few weeks …

CoX: Late News from PAX on I19, I20

Margie was poking around the Boards, and ran across some threads from PAX (around 9/4 or 9/5), which made us guh-WHUBBLE?

The first and biggest is that, in I19 (Fall 2010):

  • The Fitness Pool becomes inherent (like Sprint, Rest), available at levels 1 or 2.
  • You can add up to 5 more slots.
  • Existing characters can respec … but (per Castle) “will only get the Inherent Fitness powers if they do not have any of them in their build. Conversely, if you don’t you get them as Inherents and never get the option to select them as pool powers.”  Which I think means that existing characters get a little bit screwed in terms of power slots, but … c’est la vie.

Wow.

So for new characters, Swift, Hurdle, Health, and FITNESS will be inherent, from (nearly) ground zero?

On the one hand, that’s like INCREDIBLY AWESOME because we’ll all be faster, jumpier, healthier, and endurancier!  Because … woot!

On the other hand, I have to think that we’re going to see some balancing as to what these powers actually do.

It makes these powers go from nearly-always-necessary to … “Well, when do I want to slot them, vs. other things?”  Sort of like the Veteran early-travel-power scenario.  It certainly opens up a wider variety of builds.

Consensus in the threads is that it won’t actually make things easier, but make things faster (no pausing between melees to build up the blue bar, or unwanted End Red slotting early days).

We’ll see.  But … damn.


Other things tweeted (and I’m sure there’s been subsequent news, so feel free to clue me in in my utter cluelessness.

  1. Issue 19 will be called “Alpha Strike”
  2. Released in Fall 2010
  3. Alpha Incarnate slot which will be story driven and ties to the game lore
  4. ‘Alpha Strike’ task force for Alpha enabled characters – Apex is the contact
  5. Primal earth characters can enter Praetoria
  6. More tip missions
  7. Incarnate content will be included in every issue
  8. Issue 20 closed beta starts in a week (with signed NDA) [Hmmm … early and with a signed NDA? wonder what that’s about?]
  9. Mission maps will get a minor update
  10. Changing character without logging out has not been implemented and has no timeline
  11. ‘Will Paragon and Rogue Isles get yellow targets?’ ‘Probably not but maybe’
  12. No new news on hero/villain coalitions or base access for tourists
  13. No new news on personal bases, but they are talking about it
  14. Old zones may see an update to make them look nicer
  15. There will be ‘casual paths and new features’
  16. They have been looking into animated facial features and fingers but it won’t be any time soon
  17. Alternate animations might be coming in a bit
  18. Praetorian Epic ATs may be coming
  19. They are working on updating old costumes and new costume sets but Sexy Jay is apparently overwhelmed
  20. Tip missions will be getting a bit of a tone update
  21. They have looked at taking down the Paragon war walls but won’t happen anytime soon
  22. ‘Will hero get more arachnos missions in Paragon?’ ‘Yes we can do that’
  23. ‘Will we get and automatic team finder? Maybe?’ (I’m not sure who said what here)
  24. Cross server teaming exists on a priority list no more details
  25. ‘Are power pools going to be expanded?’ ‘It’s been discussed but no timeline’
  26. Power pool customization is on the radar but not a priority
  27. Ouroborus mission to explore what happened to Dark Astoria? Very possible to do; may happen
  28. So, 75% (approx) of the player base have made Praetorians. That’s pretty good. It means GR has sold well.

It also appears that shifting  Villains to Heroes has been much more popular than shifting Heroes to Villains.  I’m unsure if that’s a content-preference thing, or an inherent morality thing.

So this was all in the PAX notes, but except for a couple of very early Castle comments, there hasn’t been much more from the Devs, just lots of discussing / kvetching from the boards.

If nothing else, the changes in I19 (especially the Fitness ones) will render a lot more Players Guides obsolete.

CoX: Reflections and Shadows

I’m including this picture here for two reasons. First, I’m very pleased with how Eliza Dee (my Power Girl / Galatea-inspired Crusader) has worked out, costume-wise.

Second, look at the puddle (click on the pic for the full effect). Wavy puddles of water, with distorted reflections. The new Ultra Graphics mode is awesome in a dozen subtle and obvious fashions.

Okay, here are two more — not quite so impressive, but still cool.  Reflective windows. Flying shadows.  Nothing that’s necessary, but stuff that adds verisimilitude.

I like.

Been a few years since I went to this sort of trouble

Emperor Cole and Eliza Dee

I’ve remained familiar and comfortable enough with the various ATs I usually play to just sort of go with the flow.  But I’ve never (well, not recently) done a Brute (SS/WP) before like Eliza Dee.

So I broke down today and found an online CoX toon planner (CoHPlanner) to lay out where I want her to go through at least Level 20.

CoHPlanner is pretty simple to use, and since what I’m interested in charting out is basic power choices and slots (and not which enhancement sets I’m going to build/buy, etc.), it does the job just fine.  And now when we ding, I won’t have to worry that I’m completely forgetting about a power I really, really wanted.

I used to use various planning and build software on all my toons.  Of late, I’ve not worried about it.  It’s kind of interesting to be back into doing that.

(Side note: It’s very cool that I have the Vet award that lets me take my main travel power at 6, rather than 14. On the other hand, it makes the rest of the build feel like it’s a tick or two behind.)

(Side  note 2: Praetoria is pretty damned flat. Aside from some minor jumping downs along the river bank, there’s none of the multi-story retaining walls or fortifications that are so characteristic of Paragon or the Rogue Isles. That’s kind of nice.)