Dinging to 2nd Level while still taking out Outbreak mooks, pre-Coyote.
Roots
The devs have been trying to standardize what powers root you — cause you to stop, stand in place, animate, and generally not keep traveling and/or fighting — and what powers don’t. Eventually, it will all make sense, but at the moment it’s still (as it has been) a scosh higgledy-piggledy.
Hey everyone. The changes to toggle power animations and the standardization of what does and doesn’t root you should now be up on live. I just wanted to clear up any confusion about some other changes to click powers that also happened at this time. The only intended changes to rooting were supposed to be for toggle powers at this time. We’re in the process of standardizing click powers to follow their own set of rules, but they’re not going to be slightly different than the rules for toggles.
Right now, our intent is to use these rules for click powers:
1. AOE Heals will not root
2. Self Buffs will not root
3. Self Heals will not root
4. Everything else will.You may have noticed some click powers that used to root you and now don’t. These powers snuck their way into the wrong build (see what happens when we don’t root them), and most of these will change back in the next build that makes it to live. Consider this an official head’s up.
Again, sorry for the confusion this has caused. We’ll get it all sorted out shortly and we thank you for your patience and understanding.
Rapid ascent
Rita and Runt dinged 23 last night, which makes them tied for 5th in the numerous duos Margie and I have run, and that in record time. (The roster can be seen in the sidebar.)
I’m not sure if it’s because they’re fun to play, or because two regen scrappers just kick ass so mightily (thus far). That was all mostly on Heroic, too — we just bumped up to Unyielding or whatever the middle setting is.
Anyhoo — if you have a good duoing partner with a similar Brute-like inclination toward kicking ass, the double-scrapper set is a lot of fun.
The holidays giveth …
… and the holidays taketh away.
Folks are all a-twitter that the temp powers from the Holiday Event (in particular the Rez and the Five Gold Rings), which were evidently always intended to be real-time duration, but were rolled out as game-time duration, have been changed to real-time (and poof!).
Ah, well. Having the (very short) hold was kinda handy, and the rez was okay, but, jeez, to read some posts, you’d think the Devs had pissed in their corn flakes.
There is, to be sure, some minor justification for all those folks who ground their dozen alts through all the Holiday mishes to get the powers, but, as someone noted, “12 days of game time” is 288 hours, which is enough for some folks to get to 50. Which is hardly a “temp” power.
This one (since I declined to invest all that time) get a big “Meh!” from me.
New stuff a-testing
Test stuff as of 22 Jan:
COMBINED NOTES
Powers
• Consignment House Teleporter power will no longer be issued to players upon login
• Stone Armor/Earth’s Embrace will no longer root the player while activating
• Super Reflexes/Practiced Brawler will no longer root the player while activating
• Regeneration/Instant Healing will no longer root the player while activating
• Radiation Emission/Accelerate Metabolism will no longer root the player while activating
Game
• Players will no longer be notified of Enhancement drops received by teammates.
Incorrect animations
• Some animations were flawed in the last version that went to the Training Room on 1/12/07. They have been repaired.
• Jumping straight up should play the correct animation again.
• Super Reflex/Practiced Brawler should play the correct animation again.
• Invulnerability/Unstoppable should only play the soundFX one time
• The animation for Tough should play again
• The animation for Integration should play again
• Various powers had an additional ‘hop’ animation that played afterwards. This has been fixed. (please continue to report specific powers if you still see this occurring)
CITY OF HEROES
Powers
• Chilling Embrace animation changed to better suit the power
• Ice Armor/Energy Absorption will now briefly root the player while activating
• Scrapper/Dark Armor/Cloak of Darkness will no longer root the player while activating
• Temporary Power/Wedding Band will no longer root the player while activating
CITY OF VILLAINS
Powers
• Ninjitsu/Kuji-In Rin will no longer root the player while activating
• Cold Domination/Arctic Fog will no longer root the player while activating
Faultline fray
Rita & Runt finished up the upper Faultline activities — all the Agent G and PCM and Arachnos and Hidden Tunnels bits. Some great stuff, solid story-telling, a great temp power, cool battles …
Most annoying bits were the “go find this place, and it’s down under tunnels so you really can’t use the mission reticle too much, and it’s not going to be clear which side of the Faultline Dam it is.” That got a bit irksome, but we prevailed. We are, after all, heroes.
Man, if they could revitalize every zone with some of the content they’ve put into Faultline, CoX would have an assured future. Heck, just insert some solid stories into some of the Level 1-10 stuff (Atlas/Galaxy/Kings/Hollows), and you’d see a lot more new characters (and, maybe, players) out there. Well done zone.
I9 news
Via Warcry:
Scheduled for release sometime during Spring 2007, Issue 9 “Breakthough” will introduce new depth and gameplay to the City of game setting. Players will be able to acquire and invent new toys through use of the Invention System in form of Salavage and Invention Recipes. Resulting items may be enhancements, costume pieces, powers, gadgets, and much more.
Unless this is really interesting in-and-of itself, I don’t expect to do much with it. If it turns out to be a sine qua non for real advancement (which the Devs have promised it won’t be, though they said that PvP wouldn’t affect PvE, either), then it would be a serious blow to my interest.
In addition, Wentworth’s Fine Consignments will open up in Paragon City. Serving as auction houses, players will be able to buy and sell all manner of items. In the Rogue Isles, the placement of black market trucks will serve the same purpose, allowing villains to fence and buy their ill gotten goods.
Whatever.
Heroes will receive a new Task Force titled Statesman’s Task Force. A high level mission set, this charges up to eight heroes to face and defeat some of Paragon’s greatest foes. The reward will be some of the games greatest in return for this monumental achievement.
Well, that might encourage me to break Psi-clone out for a run.
Both villain and hero alike will also find that the Hamidon has grown ever more powerful. Villains will find a new raid encounter against the gigantic leader of the Devouring Earth while heroes will see the need to change how they have kept the menace in check.
Heh. While I’m sure the Hami Raiders will soon figure out the new play book, I’m pleased that things on that end of the world will be disrupted a bit. Ideal for me, with Hami, would be something that required both strategy and tactics. There have been hints that the Hami raid might become a cooperative zone effort (i.e., something that allows and requires both Heroes and Villains). That would be nice.
As with all Issue expansions, Issue 9 will be free to all subscribers.
As always, nice.
Ding-dong


Rita and Runt hit 20 last night, which put these kind of frivolous “Hey, let’s just have fun with two scrappers” characters ahead of our “serious” new characters, Unchained Path and Idzuna. Weird.
But, let me just say, the Regen Scrapper Duo is Teh Roxxor. Highly recommended.
Meanwhile, Lady Zebra finally dinged 14 and got her Super-speed. And she’s not hurting for endurance, either. Not bad for an occasional solo pick-up character. Life is good.
I guess I am a gamer
Double XP Weekend – 26-28 January
Official word here.
Which is keen and fine and looking forward to it and all — but Doyce writes of something that they do double-XP-wise on that other game which sounds pretty keen, too.
A figure from the past
Yes, I don’t need another alt, but this one just sort of hit me from the blue: Old Saucy Jack, the latter being one
of the (self-styled) nicknames of Jack the Ripper. Which means, of course, he must be a broadsword scrapper …
I don’t know if I’ll ever pull him out to play again, but he strikes me as potentially a lot of fun.
Yay! More pointless information!
Someone noticed a change in the training room patch:
• Added team member info messages for enhancement drops.
Which, it turns out, means you’ll get to see what drops other folks on the team get. The idea being, apparently, that with the Invention System people will want to know about these things and trade them with their friends.
Um …
- Who really wants more info scrolling down their chat windows?
- Who expects a bunch of in-mission trading. “Hey, I see you got a magic range SO — wanna trade for my nat endred SO?”
- Who thinks this is a realistic simulation of heroic (or even villainous) behavior?
- Who really has memorized all the screwball names of the TO, or even SO enhancements in various origin flavors, so that the freaking thing is actually meaningful. “Hey, I see you got a magic SO Nectanebo’s Carbuncle Polish … um, what the heck does that do?”
At present (though that’s not set in stone), there’s no option to turn it off (separate from all the Rewards text). Hopefully Lighthouse (who commented in the thread) can do something about that, as it sounds wildly annoying.
I think I understand what they’re driving at with the Invention System, but, like PvP, I’m afraid we’re all going to go through a lot of gyrations for a limited number of folks who want to take advantage of it.
Defiance Defined
Spiffy post (even Castle thinks so) on how Defiance (the Blaster Damage boost when HP drop low) works — hard numbers and (proven) equations from the devs.
An interesting table the writer generates:
Current Damage Health: Bonus: Notes: 100.00% 0.55% Full health 57.00% 10.88% Assault (10.5%) 45.00% 25.00% Small rage 42.00% 30.78% Circa one-shot death from average boss 41.00% 32.99% Fortitude (31.25%) 35.00% 50.00% Large Rage (50%) 31.00% 65.98% Aim (62.5%) 28.00% 81.23% Perma Rage (80%) 25.00% 100.00% Build Up (100%) 15.00% 200.00% Circa one-shot death from average LT 9.00% 303.14% Damage Cap (assuming 3-slot damage) 8.00% 324.90% Circa one-shot death from average minion
The notes show either equivalents (at 35% health it’s the same as having a Large Rage) as well as some danger points (yeah, you get a 200% bonus when you’re at 15% — but average LTs at that level can one-shot you … numbers based on Level 50s).
And I thought this was interesting, too:
The interesting stuff, as you might expect, happens at or below half health. But you don’t need to be at a sliver of health to get a significant benefit. Also, in spite of conjecture to the contrary, my own testing indicates that the defiance bar lags, but defiance itself doesn’t: if you have X% health when you fire a shot, you’ll get that much defiance boost, period. If you are there when you hit the activation button, you’ll get the boost (at least as far as my testing so far indicates).
I’ve never had a good sense of Defiance on the blasters I run — if I’m around 25% health I’m a bit too busy to see what sort of damage I’m doing or where the Defiance bar is, I’m just either fleeing, popping greens, or trying to Blast Him Before He Blasts Me.
Defiance also adds a (tiny) TH bonus, but nothing to write home about.
Double Your Pleasure, Again
Woot! Double Experience weekend is coming up soon(ish).
We will be testing the double experience event on the Training Room this weekend, January 13th and 14th. And yes, if everything goes well with this test then you will be seeing a Double Experience event weekend again soon on the Live servers! Of course, we want to be sure our test of the event is good before announcing the Live event times, but you know it is coming!
No doubt it will happen during the World’s Worst Weekend for it, but still looking forward to it. Now, to consider who to run through it. My first thought is our higher characters (Hildy/Torchy), just because of the XP needs at higher levels.
Travel Powers
Got Rita to a level a few days ago that she actually had a legit travel power …
… but, to be honest, she’d been swooping around just fine prior to that for the past week with a Jingle Jet. And she had a Raptor Pack in reserve before that for special trips across hostile terrain. Both of which had made Skyway (and the Hollows before that) a lot less menacing.
And, of course, with GvE, and Superjump (said travel power), she’s got uber-jumping ability for 30 seconds at a time (good enough to cross most zones).
I find it interesting that temp travel powers (in which I’d include Pocket D (and the GvE VIP pass) and SG bases and coalition SG bases) have so significantly changed the game, albeit in an odd, incremental fashion. Back in the day, we were foot-bound until 14, and even after that were at the mercy of the Paragon Transit System. Now there are generally two or three ways to get fairly quickly from A to B. Is that a good thing? I think so — which makes me wonder whether the whole travel
power thing ought to be just recognized in some fashion outside of temp powers and SG stuff.
Animaniacal
So we’re playing Rita and Runt, and we run the Faultline mish with the Arbiter ally to rescue Fusionette (again).
And when it’s done, I’m all, “Can we keep them as a pet?”
“Which one?” Margie asks.
“I call dibs on the Arbiter. You get Fusionette.”
Which made me realize that then instead of Buttons and Mindy we’d have Buttons and Mindy.
(None of which will mean anything unless (a) you’ve watched Animaniacs and (b) you’ve done the Faultline stuff.)
Got Rita and Runt to 17, which is pretty amazing. The dual scrapper thing is a lot of fun.
A Quality Response
It’s nice that QA responded so quickly to the bug report I filed, but should I worry that the response had headings … in French?
Réponse suggérée
Thread de discussion
Unless NCSoft QA is located in Montreal, or something. 🙂
Return to Paragon City
For various reasons, during our stint in Faerie I touched not a drop of CoX. Read about it, thought about it, blogged about it, but didn’t play.
Last night, Margie and I got on, and had some nice, if brief, fun in Faultline. We saved Mr. Yin (a fun story line), which actually opens up his store to us. Glee! And aside from being visually fun, he sells SOs. In Faultline. Starting at level 13 (and continuing at other odd 5-level increments and in limited flavors). It’s very strange, and yet another bit of I8ish goodness.
Also got to play a little with a Christmas gift I got Margie and myself — the GvE pieces, in particular the Jump Jet. (haven’t yet had a chance to play with the Pocket D teleporter — we had actually parked over at the Chalet, so we reappeared inside of Pocket D. Well, not quite — Idzuna reappeared outside Pocket D for a few moments, before he game changed its mind and put her inside.) The jump jet definitely helps a Super Speed character, though it’s got this weird 30 second timer on it.
Still, it looks nice and will come in handy.
I have determined that Unchained Path needs to take Leadership, in particular for the Tactics (+10% Acc baseline). That would free up many slots that … well, that I should be able to use elsewhere. Or maybe not, given ED slot richness. I just hate double-slotting Acc on everything (or more, given that all my powers really require hitting things to be of use). Biggest problem is that there are very few powers in my Primary or Secondary that I really don’t want
to have, which makes fitting a couple more powers in there problematic.
And so it goes. Happy New Year!
Sky Raiders
New backgrounder on the Sky Raiders is up on the official site.
I like these backgrounders, and the take the CoX setting beyond what little glimpses one gets in the game (where one tends to focus as much on combat tactics as backstory) — but I wish there was even more integration between the info in them and the dialog, actions, and missions concerning these groups.
Comic relief
Bill Amend is going from doing Foxtrot daily to a Sunday-only schedule come the new year. Why? Lots of reasons, I’m sure …
In related news, QForce defeats the Secret Mastermind behind the Fir Bolg!
(the latter via BD)