Last night was the first (monthly?) Knights Night, a Storm Knights gathering, organized by Mal. We had an amazing turn-out — at least a dozen on at one point, and some beyond that, too. Fazenda and Araware got on earlier than I’d expected, did some initial teaming in Skyway; shifted over to a team with Baron Rufus and Silver-Streak, et al., fighting Nemmies and Rikti via Portal Corp (and let me tell you — negotiating through PI at level 16 is a hoot); nearly went to the new dance club; ended up going back to Portal Corp to help Pummelcite’s team take down Psychic Babbage …
… which last was, nearly, a cakewalk. No deaths. No serious injuries. We had more trouble and took more time getting to the dude than actually taking him down. Mal spent more time Deceiving his attendant clocks and getting them to fight one another than we did in finally wiping out Psychic Babbage.
That was helped by having a lot of Controllers — the managed to lock down PB in ice for a while, and Mal even managed to Deceive him briefly — plus three bubblers of various sorts, plus a couple of folks with healing, plus plenty of damage-dealers, plus a strong tank build in Pummelcite. (The pic shows, by the way, from L-R, Starrboy, Kessa, Araware, Fazenda, Mal, Puck Bunny and Noelle Frost — Pummy is on the opposite side of the frozen PB, keeping his attention.)
Both Araware and Fazenda did end up eating dirt some four times over the course of the evening, most often in conjunction with being out of SK range whilst in PI or beyond the Portal. Way too easy to get one-shotted. In at least one case, everyone in the group went down.
It was interesting shifting, in-between battles and missions, between “energy blaster” mode and “heal spammer mode. Tried to use Faz’s “witty banter” keys, which was fun, and I think I managed to contribute pretty well. Early-on tuning of the energy blasts to avoid untoward knockback were countered by ending up on an early team that was riddled with energy blasters — Kessa (NRG/NRG) and another EMP/NRG Defender. Almost seems to be a requirement for the Knights …
It was great seeing the turn-out, and heartened me considerably.
Since the SKs are still in CC with at least some of the CU teams, I did end up hearing more chatter there — and got some nice examples of exactly the sort of thing I don’t miss having during my game sessions. I leave that to the SK management, though — I can put up with it on rare occasions. 🙂
Didn’t get into the Pocket-D club, but it’s going to be convenient having something that bridges Talos, FF, and Kings Row. We already “borrow” the FP porters to get to some of the hazard zones. Between that and Pocket-D, transport time should be even further reduced.
A good evening.
New patch today
Patch notes [And my notes]:
COMBINED NOTES
Powers:
* Updated Kinetics/Increase Density text and buff Icon. The Mez protection of Increase Density will stack, but the damage resistance and the slow debuff will not stack.
* Targeted AoE powers now properly hit moving primary targets; this includes most Tanker attacks. [Yay!]
* Fixed bug that caused power animations on some teleports to play twice [Yay!]
Training Room:
* Character transfers will now transfer Influence/Infamy to the Training Room.
Arena:
* Fixed awards for Scheduled Tournaments. It is no longer possible to actually lose ranking by winning a Tournament.
* Rated Gladiator matches now award points correctly to the match victor.
Paragon Dance Party:
* DJ Zero’s transdimensional dance club has been renovated and expanded.
Rewards:
* XP earned for defeating Archvillains/Heroes has been doubled. [Yay!!]
* Defeating an Archvillain/Hero will result in a random SO Enhancement 3 levels higher than the level of the AV being awarded to everyone who received XP (if you have inventory space). [Yay!!]
* Defeating an Archvillain/Hero will result in a random Large Inspiration being awarded to everyone who received XP (if you have inventory space). [Yay!!]
* Defeating an Archvillain/Hero while in Supergroup mode will award you a piece of Salvage 100% of the time. [Yay!!]
UI:
* Improve movement in “Free Camera” mode: Pressing up will now move the player towards the top of the screen, instead of the last direction of movement. Rotate will now rotate the player and the camera instead of just the player in. Click to move no longer cancels autorun.
Bases:
* Fixed bugs with Move Room function that allowed players to create rooms that are impossible to get to.
* Fixed several bugs with Base data not updating properly when a new Item of Power Mount is added to the base.
* Characters will no longer be able to rez to Base Reclaimators from the Tutorial Zones. Characters who did this and then used base telepads to enter city zones would not be given any level 1 contacts.
Miscellaneous:
* Fixed issue where the DE Eminator would sometimes not spawn. [It will be interesting to see how Eden plays now …]
CITY OF HEROES
Powers:
* Modified Blaster/Energy Manipulation/Bone Smasher. Increased its energy Damage, decreased its smashing damage (no net change). Increased its unresistable damage in PvP to its proper 30% .
City Zones:
* Independence Port and Talos Island: fixed bug that where the Ghost ship would sometimes get stuck in one location. [Boo! [Ha!] ]
CITY OF VILLAINS
Powers
* Gamblers Cut for Ninja Blade was inadvertently giving double the critical damage. This has been corrected.
* Fixed some Combat text for Mastermind/Mercenaries Player Assault Rifle. [Hopefully including the spelling “Safety” properly.]
* Fixed Mastermind/Mercenaries/Commando Grenade Launcher range. [Hopefully increasing them. 🙂 ]
* Freedom Corps Sonic Grenades no longer have an irresistible hold.
Tasks
* In Hardcase missions, wave attacks properly spawn after protection OR destruction of obelisk. Mission can now complete in either instance.
* Caleb is fixed and should spawn now. Bring on the madness!
Tailor
* Arachnos Cape unlocked by buying the Special Edition DVD for City of Villains now appears correctly in costume selection.
Return to the Rogue Isles
Finally, after way too long, broke out Mister Thorne and Undone for some CoV play. Feeling vaguely guilty, since they are SG leaders and all that.
Hrm. Granted that the super-team of PC/A can spoil one, the DPS for the pair we ran sure felt slow. Nice to see the Mastermind’s Mercs chewing up the competition, but Dark is slooooooooow (which I remember every time I create a someone with Dark Defender powers), and Stalkers are fraaaagile.
It was good to cleanse the palate, and we’re started on a fun story arc (Ghost Widow and Wretch), but I don’t see us shifting our attention away from Paragon as a standard thing, at least not with this pair. Maybe to run out Eliza Dee and Mistress Bacchante, to get them (at 10) up to the other two’s levels (16), then partner swap to see how that chemistry works.
Oh, yes … I’m the great … Defender … (woo-ooo-ooo-oo) …
A review of the Defender bug list with comments by _Castle_ about how it’s being or has been fixed (or else explanations — in far too many cases — of why it’s not going to get fixed, like Endurance costs for Rez if not accepted). Too long to quote, but required reading for Defenders.
I7 and Beyond
As several have noted, I7 features content mostly for City of Villains (levels 41 to 50, in fact). This is exactly what we did for CoH. City of Heroes will receive a cool graphics upgrade, new base items (Empowerment stations!) and access to Recluses’ Victory. It’s true that CoV received more attention, but that’s mainly because we needed to fill out the levels. I had the option of releasing I7 or waiting until we could fill out the City of Heroes content. Obviously, I chose the former. New content should get out there when it’s ready. We’ll be focusing equally as much as possible on each product moving into the future…
For those who have speculated that Newspaper missions are coming to City of Heroes, they aren’t…yet. That’s coming a little later in the year. I’d like to add something different to the CoH system…
Subtle
While there are any number of standard hero names (“Captain Megaton”) and quite a number of dubious ones (“Rectal Damage”), not to mention funny ones (see Hostess Heroes), occasionally one comes along that’s a lot more subtle.
So the other night, we ran across “Proverbs 31 Woman,” which had folks scratching their heads.
Proverbs 31:
9 Epilogue: The Wife of Noble Character
10 [c] A wife of noble character who can find?
She is worth far more than rubies.
11 Her husband has full confidence in her
and lacks nothing of value.
12 She brings him good, not harm,
all the days of her life.
13 She selects wool and flax
and works with eager hands.
14 She is like the merchant ships,
bringing her food from afar.
15 She gets up while it is still dark;
she provides food for her family
and portions for her servant girls.
16 She considers a field and buys it;
out of her earnings she plants a vineyard.
17 She sets about her work vigorously;
her arms are strong for her tasks.
18 She sees that her trading is profitable,
and her lamp does not go out at night.
19 In her hand she holds the distaff
and grasps the spindle with her fingers.
20 She opens her arms to the poor
and extends her hands to the needy.
21 When it snows, she has no fear for her household;
for all of them are clothed in scarlet.
22 She makes coverings for her bed;
she is clothed in fine linen and purple.
23 Her husband is respected at the city gate,
where he takes his seat among the elders of the land.
24 She makes linen garments and sells them,
and supplies the merchants with sashes.
25 She is clothed with strength and dignity;
she can laugh at the days to come.
26 She speaks with wisdom,
and faithful instruction is on her tongue.
27 She watches over the affairs of her household
and does not eat the bread of idleness.
28 Her children arise and call her blessed;
her husband also, and he praises her:
29 “Many women do noble things,
but you surpass them all.”
30 Charm is deceptive, and beauty is fleeting;
but a woman who fears the LORD is to be praised.
31 Give her the reward she has earned,
and let her works bring her praise at the city gate.
And there you have it. Don’t recall if she was clothed in scarlet, but there are some fun things in there for a hero. Not sure how you’d nickname her. “P31”?
I’d be curious to read her backstory.
From the Ridiculous to the Sublime
Had the first Official Monday Munchies night. Ho Ho and Princess Peep ding(dong)ed up to 8. I’ve never done low level missions with a full team of solid players, and that plus the jokes made for a very enjoyable time.
Next week — the Hollows. I expect we’ll have the whole zone cleaned up by the time we finish. Certainly we should plow through to Frostfire.
After that, Psi-clone and Amorpha joined up with an elite band — including Emerald Shrike, Avocet, and Seventy-Six — to bring Zephyr-Storm home to 50. Clean and tidy through Dominatrix and Infernal — indeed, it was the first Infernal mish I’d been on where nobody died. And it wasn’t that there was a full-blown Empathy Defender and a Controller with Empathy secondary. I did a fair amount of buffing, but very little healing — the team was that good.
Well done.
UPDATE: Gah! Forgot Puck Punny, even though she’s standing right there in the frelling picture. Sorry, BD.
Issue 7 details
Not yet on the boards, but here.
Mostly CoV stuff (new zones, powers, Patron stuff).
For CoH, too:
- New Base Features (Heroes and Villains) Players can take their bases to the next level with Storage Items, Empowerment Stations, Supergroup Banners, and Base Color Tinting. [Yawn.]
- Quality of Life Features: (Hereos and Villains): New Global Chat and UI features improve the overall ‘City of’ experience. [Okay, QoL stuff is always nice, and Global Chat is definitely on my radar right now …]
- CoH Art Upgrades (Heroes) City of Heroes gains reflective windows, added bump and specular mapping, a variety of higher resolution textures, and full screen depth of field effects. [Which, hopefully, will not make it unplayable for lower-end graphics machines.]
- New Costume Items – Details to follow. [Yay!]
On a clear day you can see forever
Evidently someone forgot to turn on the fog machines in Dark Astoria on Test. See what the zone really looks like while you can.
What’s interesting is how many folks are happy to see the fog gone (even if through a bug). To me, as annoying as DA is, the moodiness is very nice, and otherwise it becomes just another city neighborhood with a big graveyard in the corner.
Looking ahead
As we near 50, my own mind is turning ahead to What Next. Or, rather, Who Next.
We’ll certainly put together some Kheldians, but assuming we slow down a bit with PC/A, what duo will we start pushing forward next, and what changes will that bring?
Probably not Velvet and P-siren. Fun enough characters, but a very low DPS for them, not to mention ongoing problems with the whole FF primary for Defenders.
More likely Torchielle and Hildegard — fire blaster and fire tank. I’ve been pleased with how they’ve worked together previously, they have a good DPS factor, and, I think, decent survivability.
It’s going to be a big change, though. PC/A work with highly planned tactics — controller lockdown of the worst in any given group, followed by scrapper tearing them apart, with Phred along for added damage if warrented. It’s a careful, intricate juggernaut, and the only time we get in trouble is when something interferes with that tactical planning — ambushes, running into something unexpected, etc. If I’m not on top of Amorpha’s buffs and healing, or if I get targetted too massively, it can all fall apart.
Still, alongside the fact that Amorpha is “frighteningly efficient” with the damage dealing, the combo of controls and Empathy and Group Invis that PC provides dictates how we handle nearly every mission.
A more “conventional” tank/blaster pairing will change that. No invis to sneak around with (let along stealth missions). No controls to pre-mitigate the worst of any encounter. No heals aside from what we carry in our pockets. We will almost certainly not run on Invincible. It will be more letting the tank lock down the attackers, then overpowering them with damage.
I suspect we’ll end up respeccing to some Medicine Pool bits. And maybe Stealth and/or Recall Friend. Some compromises in design to make the duo more duoable.
I’m looking forward to the challenge.
Of course, there’s the little bit about getting up to 50 first …
Magic Number
Hit 47 with Psi-clone and Amorpha last last week. A magic number, to be sure. Margie’s now busy researching the Praetorian arc and AVs to make sure that we know which missions we’ll need to either dial back or get help on (after our last AV encounter).
The march to 50 continues …
Monday Munchies
I don’t know if this will be a flash in the pan or something with a very long shelf life, but we’ve ended up building a small SG on Freedom called the Hostess Heroes, dedicated to heroes with a snack food theme.
*cough*
On the right are our two entries to this sorded little band, Ho Ho and Princess Peep.
I loved Ho Hos as a kid.
(I revelled in getting two separate “OMG!” messages from Doyce, the first for the character herself (“You’re going to get banned like Rushdie!”), then for the weapon (“A BATTLEAXE?!”). On the latter I opined that they didn’t have a switchblade option for tanks. On the former — well, frankly, I’ve seen a lot more annoying character names, and I actually hope it’s such a clever pun that nobody will much mind. I’m certainly not trying to be all that offensive.
(Katherine thought I was naming her “Ho Ho Ho” and was disappointed to see someone who didn’t look more like Santa.)
The idea with the Hostess Heroes is to provide a regular Monday “relaxing” team-up with a lot of laughs. With the others in the group (Ring Ding, Ginger Snap, Captain Funyun, Bear Claw, Mmm Pie, Twinkie Kid, etc.), that shouldn’t be too hard.
Disco is not dead
Got the replacement video card in for Margie last week, so that’s all good (aside from the lack of footsie under the breakfast room table while we play), but now her network connection has turned flaky as hell. Adjustments and poking and prodding and the like have failed to resolve the problem, which has made CoHing a bit less than relaxing for her, alas.
Les posts this apropos note.
Helping hands
Psi-clone and Amorpha wrapped up the Madeleine Curry story arc (which, hands-down, has some of the best contact dialog in the game) with a final assault on the Madame of Mystery, an AV.
Also known as “pound your fists against a brick wall.” As an AV, regenned damage at a furious rate, and was highly resistant to everything but psi — and despite PC having a temp psi power, he and Amorpha hammered at her for a good 20 minutes with the health bar barely nudging down below 100%, and that only for a few moments.
“If anyone can hear me, we can use some powerful help,” I /cced.
CC, in this case, stood for chirping crickets.
Fortunately, we got by with a little help from our friends. Specifically, we called in Avo and Puck Bunny, who were off on other characters, but who showed up in our contact list. Avo showed up, helped pound away for a while, then suggested some other folks. Jagoro got called in, and PB was on the way (having disconnection problems), and we’d gotten Synoptic coming in and a couple of other “New Alliance” sorts were in the wings …
… and we finally started overcoming her resistance/regen, esp. with a couple of high-level wolf whistle summons and steady pounding.
And we won.
Whew.
It was interesting, and a nice demonstration of why burning of bridges is rarely a good idea. Even if I support what happened with the Alliance break-up (which I do, in principle), there are any number of individual players and their characters on the “other” side I’d be happy to go to the assistance of, and, clearly, vice-versa.
We are, after all, supposed to be heroes.
And that may well come in handy, as we start marching into the AV wars in the road up to level 50.
Honor the Flag

I’ve been doing more with odd solo characters here and there. Yesterday I rolled up Honor the Flag, and have gotten her up to 9 today. INV/Energy tanker, she’s the first real “patriotic” character I’ve come up with, and I’ve fielded any number of unsolicited complements on the costume.
By solo character, I mean one who can do PUGs, too, and tankers are, I understand, in high demand. And, to be sure, she’s been on teams since 3. More importantly, as a tank, she’s pretty survivable. And she’s just fun to play.
Now on Test
Latest Test Server notes, at least those I think worth highlighting:
* Updated Kinetics/Increase Density text and buff Icon. The Mez protection of Increase Density will stack, but the damage resistance and the slow debuff will not stack.
Haven’t done much with Kinetics, but this sounds fairly significant.
* Targeted AoE powers now properly hit moving primary targets; this includes most Tanker attacks.
Yay. Heard a lot of complaints about this. Though I don’t have any AoE powers with Velvet right this second.
* Fixed bug that caused power animations on some teleports to play twice
On behalf of P-siren, thank you.
* Character transfers will now transfer Influence/Infamy to the Training Room.
Yay.
* DJ Zero’s transdimensional dance club has been renovated and expanded.
Oh boy. I think I’ve been in the PDP, oh, twice? As a rendezvous? About as attractive to me as, oh, the Arena. Some folks, though, are excited.
* XP earned for defeating Archvillains/Heroes has been doubled.
* Defeating an Archvillain/Hero will result in a random SO Enhancement 3 levels higher than the level of the AV being awarded to everyone who recieved XP (if you have inventory space).
* Defeating an Archvillain/Hero will result in a random Large Inspiration being awarded to everyone who received XP (if you have inventory space).
* Defeating an Archvillain/Hero while in Supergroup mode will award you a piece of Salvage 100% of the time.
Yay! Just in time for PC/A to hit their Praetorian arc.
*Fixed issue where the DE Eminator would sometimes not spawn.
“Sometimes” as in “always.” Sounds like it’s time to get those last “easy” Eden trials in.
* Modified Blaster/Energy Manipulation/Bone Smasher. Increased its energy Damage, decreased its smashing damage (no net change). Increased its unresistable damage in PvP to its proper 30% .
I respecced out of this with Torchielle, just because I needed the slot. Never thought it was it was all that bad, or good, as was.
* Independence Port and Talos Island: fixed bug that where the Ghost ship would sometimes get stuck in one location.
Quick! Get that ghosthunter badge while you can!
I’ve omitted several CoV thangs, since I haven’t been doing much of that.
Overall, fixes some longstanding (Ghost Ship, DE Eminators) glitches. Nothing ED-class in scope, fortunately, but I’m sure folks will find somethign to kvetch about.
Palely loitering
I have a weird bug going on (and, yes, I’ve /bugged it) with Velvet, where costume parts show up as white. That is, I buy them in color, and they show up in the Costume command as being in color, but when she actually wears them, they show up as white.
So, for example, her “classic” costume (actually in slot #2 right now) is all white when she wears it. Ditto her new (third) outfit, short shorts and tube top and heels and short gloves — only the shorts are in color.
Mildly irritating. I mean, it’s not like Velvet’s pure as driven snow or anything …
(Noticing her Creation Date, I see I’m a month short of my CoH anniversary, by the way.)
Gratz to Avocet!
“I can see clearly now ..”
After many dangers, toils and snares, Margie’s video card warranty replacement is back, installed, and working.
She seemed very happy by this, although I will miss her being on the opposite side of the breakfast table from me while we play.
Dork Tower on CoH
Heh.