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News Discussion  » City of Villains: Patron Power Q&A: General

7 posts found
  Dana

Novice Member

Joined: 1/07/04
Posts: 2425

 
4/21/06 5:11:29 PM#1

We kick off a five part interview and screenshot series with Matt Miller, the Lead Designer of all things City of, today. The first Q&A looks at Patron Powers in general and will be followed by four more that take a close up look at the individual patrons: starting with Ghost Widow.

MMORPG.com: What exactly is a patron power?

Matt Miller: A Patron Power is a power in a power pool that is granted by one of the four lieutenants of Lord Recluse; Ghost Widow, Scirocco, Captain Mako, or Black Scorpion. They are themed power pools that tie directly in to the backstory and powers of the person who grants access to the pool.

MMORPG.com: Ok, so I’ve chosen my patron. How many different powers will I have access to?

Matt Miller: There are four powers in each pool, for each Archetype. You can choose from the first two right off the bat, but in order to get access to the third one you need one of the first two powers, and to have access to the last power in the pool, you need to have chosen two of the previous powers. 

To read the full Q&A and see two images, click here.

Dana Massey
Formerly of MMORPG.com
Currently Lead Designer for Bit Trap Studios

  Dark_Lord_13

Novice Member

Joined: 6/12/05
Posts: 248

4/22/06 6:28:46 AM#2

I like the ideas of the Patron Pools alot.  I see the only problem with them is for a player such as myself who may have a character who has nothing in common with the patron's powers.

Example: I have a Fire/Thermal Corruptor, all of his powers are based in Fire.  His story would dramaticly change if he suddenly started shooting bolts of Lightning out of his hands, because he was pledged to Scirrico. (not sure I spelled that right.)

Other than that, these powers look awesome.  Although it'll be time to use the Copy tool and test server when I get there.  I would hate getting a PERMANANT power and find out I hated it.

  Techiegal

Novice Member

Joined: 4/22/06
Posts: 4

4/22/06 8:24:05 AM#3
Now if they would just hurry up and release the thing already!

I have some characters that might not fit in with the patrol powers as well, but I am happy that my level 40s will finally get to learn something new.
jonalynne Xfire Miniprofile
  ctangel7871

Novice Member

Joined: 4/18/06
Posts: 1

4/23/06 11:16:02 AM#4
I'm just curious. Maybe I missed it somewhere but... When is Issue 7 coming out? I'm getting anxious now that my villain is close to level 40 and I'd like to know how long I'll be left waiting when I finally reach 40 before I get to see these new Patron Powers first hand. So, does anyone have any idea on when we should expect this to happen?
  chris321

Novice Member

Joined: 3/12/05
Posts: 1

4/23/06 7:11:01 PM#5

sweeeeeet.
My lvl 40 mastermind (necromancy/dark miasma) is waiting for his Ghost Widow Patroned powers..
so hurry up and release the darn thing

*edit*
to answer ctangel's question, i think i7 has a high chance of comign out the 28th, COH's birthday. (i think, everyone is going to be at Pocket D)

  clarkrw

Novice Member

Joined: 1/02/04
Posts: 7

4/24/06 2:27:05 PM#6
When I saw there was an interview with the lead designer I was hoping that I'd actually find info not available on every other game site...especially not info that's on ever other game site as of 2 weeks ago...

I'm bruised by that hard hitting journalism...

It does look cool but the CoH only people are getting bent over a table since all they get are costume options then I think most or all of them are only available if you also own CoV...

This basically works out to CoH not getting anything...well...they get to share the PvP zone...
  damian7

Apprentice Member

Joined: 4/20/06
Posts: 4514

why must i be nice to people that have no clue, are lying, or are just stupid?

4/24/06 7:08:11 PM#7

Originally posted by Dark_Lord_13

I like the ideas of the Patron Pools alot.  I see the only problem with them is for a player such as myself who may have a character who has nothing in common with the patron's powers.

Example: I have a Fire/Thermal Corruptor, all of his powers are based in Fire.  His story would dramaticly change if he suddenly started shooting bolts of Lightning out of his hands, because he was pledged to Scirrico. (not sure I spelled that right.)

Other than that, these powers look awesome.  Although it'll be time to use the Copy tool and test server when I get there.  I would hate getting a PERMANANT power and find out I hated it.



yeah, unfortunately, it seems that the patron power pools were done with as much foresight and thought as a LOT of things in coh/cov.

masterminds get no pets at all.  every AT other than MM gets 1-3 pets and possibly a semi pet or two.  none of the hero ancillary pools give pets.  so for some reason 4 out of 5 villain ATs need pets?  (given they may not be pets like MMs have, but they will be like controller pets and the dark servant of dark miasma).  but MMs (whose primary blast attacks are about 55% the power of a blaster, corruptor being 75% of a blaster i believe, which means MM blasts pretty gimped), get a bunch more attacks for themselves.  no minions, no minion buffs, no group buffs/toggles.  bleh.

not sure who thought the exact powers available in the pools were a good idea, but i know myself and a number of others would much prefer the hero ancillary pool choices to the "wonderful" patron powers. 

the hero ancillary pools give each AT choices between different powers to actually compliment their build, or a chance to just go a different route entirely.  with villains, you get the same powers no matter which patron you pick it seems, at least for MMs.  you might be able to find a powerset that fits your concept, but it might not necessarily be the patron you pictured yourself following.

too bad all the interviews i read seem to be politically correct and none of them are from players going "what the heck were you thinking?" and possibly throwing out a few numbers and putting them on the spot for previous HORRIBLE decisions.

but that's just my opinion.  i'm also of the opinion that a supergroup base should be easily built/managed by a NORMAL super group from comics (1-15 heroes/villains) and not take the army of walmart (fifty to max size) in order to build in a timely fashion and maintain the upkeep costs.  which is odd, seeing as everything in coh (aside from the ONE mission against hamidon), can be done by a single team of 8 or less.  why the contradiction?  i'd love an answer from devs for stuff like that.

i also have noticed that the universities/skills (like detective, scientist, et cetera), which were first begun ooooo half a year before cov, have been "shelved" per the lead dev of cox.  nothing like an unmarked "kill/arrest all mobs" mission that has one mob hiding in a corner.  i was hoping one of the skills would be where you could track and find those last mobs without turning a fifteen minute mission into a fourty-five minute mission like can happen on a regular basis ingame.

to summarize - coh started with a max lvl of forty, next issue raised max to fifty and i believe the next issue added the "uber" alien arch-types.  three months between issues. 

COV came out on halloween and here we are six months later waiting and waiting, while games like wow are steadily adding content for all levels every quarter (including high level content which coh CAN NOT do for some reason).  so that puts us around this halloween-Christmas for the villain uber archtypes to be released.  wow.

i'm done ranting, the best part of cox has been, and remains, the actual character creation part, after that, it's 50 levels of killing the same gang bangers (just dressed in different tshirts) ad nauseum.

a game of incredibly wasted potential continues to disappoint. 

could we please get correspondent writers and moderators, on the eve forum at mmorpg.com, who are well-versed on eve-online and aren't just passersby pushing buttons? pretty please?