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Quote:Well first off not completing the arc doesn't mean your character will be put out to pasture, it simply means he won't be able to run all of the newer content. Now this brings me back to my original point. The Incarnate arc and the new Incarnate content is designed to have missions which require player interaction as opposed to simply being a numbers game and I don't see that changing. If you really hate content that is designed that way why are you doing it? There is plenty of other content that is simply a numbers game and I doubt the devs will stop adding to it (issues 17 and 19 included a total of 6 new arcs that don't qualify as end game content). Personally I love the player interaction content, the fun bits of Apex and Tin Mage are the BM and Director 11 fights, the rest is pretty much exactly what we've seen before.Because it's supposed to be the test that determines whether your character has a future in the game, or will be put out to pasture.
So far, I have seen an arc with a character that is tiresome to beat with a tanker. If you dump your tray and fill it with reds, and jump around from clone to clone getting maybe one or two shots on the boss in the interim, and if you chew through your tray of reds without beating it you're better off just resetting the mission. This is why I'm happy to get on my controller and solo it for you if I'm not otherwise busy. It's a tedious, unfair, and unfun chore.
Not every piece of content in the game is going to appeal to every person, so I tend to say pick the content that will appeal to you. If you don't enjoy Trapdoor you probably won't enjoy the rest of the incarnate content. If you don't enjoy the Incarnate content why are you doing it?
Quote:And, we also get two new task forces where the optimum number of tankers on the team, and for that matter the optimum number of melee characters, is zero.
If this is a new direction for the game, it's been a great six years, but so it goes.
The second time I ran Apex we had (IIRC) 5 melee characters on the team, and it went fine (in fact my defender died the most, because for some reason I just could not dodge that night) and I know people have done it with all-melee teams. In many ways I think Apex represents a reversal of previous trends. Melee characters get slightly batter base damage since range is supposed to be defensive. The devs have, over the years removed most of the defensive benefits of range so Apex tweaks the balance back a little bit. -
Quote:Eh, it's the internet if you complain about something someone else will feel a need to come in and say how easy it is.No one is expecting sympathy for not being able to solo Trapdoor, but we also don't want to hear about how easy he is and he was "no problem" with this character or that and how you can't understand why people are complaining.
Personally I don't find Trapdoor easy. I tend to favor ATs and powersets that have limited defenses and (frequently) poor single target damage (I love Assault Rifle) so I find most EBs to be very tricky and normally require inspirations and a few tries. He's definitely easier than some Elite Bosses (such as Nosferatu) but harder than others (such as Captain Castillo). On the other hand his difficulty is mostly related to player control as opposed to simple numbers game and that tends to level the playing field between different powersets.
This is part of the reason I like the mission so much. EBs like Nosferatu are annoying, I can beat them but it just becomes a case of stacking numbers. Trapdoor on the other hand does not require as much number stacking but does require me to apply some effort rather than standing there and pressing buttons and I like that.
Now this is why people complaining confuses me (and I mean that literally, I'm not trying to be insulting). The dev's intent with the incarnate content (based on this arc, and both the new TFs) seems to be to introduce content which requires effort from the player as opposed to being a simple numbers game, Trapdoor is simply the introduction to that. Now if you hate that sort of content that's fine, not everyone likes the same thing. But if you hate it why are you bashing your head against the wall doing it? -
Quote:Ok that does clarify it a bit. Still, it's not so much a case of finding a controller to solo it for you as finding someone else to help. Confuse is one method of handling Trapdoor but it's scarcely the only method. Simply upping the number of characters in the mission from one to 2 makes a huge difference. All of your problem characters are Tankers or Scrappers, well any of them should be able to tank Trapdoor just fine and deal enough damage to overcome his base regeneration which means a second person can focus on hunting down the clones and for that any character will work just fine.The others are all concept or experimental tanker builds that were either made on other servers where I know very few people, or transferred there. I don't think I have a level 50 that's not a tanker or scrapper outside of Victory. So no, I'm not really comfortable logging onto one of those servers and begging for a controller to solo it for me.
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Quote:You're saying that you have some characters you feel are unable to solo the arc and your friends have some characters that are unable to solo the arc. Ok, we might disagree on whether that is the case or not but assume for a moment that you are correct and your characters are completely incapable of soloing it. That doesn't mean you're locked out of the content. You've helped your friends defeat the arc, surely they would be willing to help you in return? Just adding a second character makes Trapdoor trivial, one player stands there and pounds on him, the other runs around and kills the bifurcations. If the player doing the pounding is a tank you probably won't even need inspirations.I guess I have some characters that are locked out of the new content. Time to strip and delete, then.
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The controller I turn to when a friend needs Trapdoor soloed is ill/emp.
Complaining that you can't solo it and are unwilling to team to do so gets you some sympathy from me. Complaining that you you can't solo it, are unwilling to team to do so but are perfectly willing to help someone else do it doesn't. Heck, next time someone needs help with Trapdoor instead of your Ill/Emp why not take a character who needs the arc as well? -
Quote:This is where inspirations come in. For high damage ATs the clones aren't a huge issue but low damage ATs (Defenders, Controllers, Corruptors and Tankers) should really chomp a few reds during the fight and try and lure him into the lava. The reds allow you to kill the clones in fewer attacks and the lava increases your damage.Here's the trick. Kill the clones and he is a regular EB, but while you are fighting him, he's making more clones and if you don't have the damage output to make it quick, you find yourself fighting an AV. Oh and while he's held and immobed, he's still making clones.
The one case I can see having problems with the clones are MM primaries that have melee focused pets. The pets do not do a great job navigating the room to attack the clones. It's not a huge deal for ranged pets since they only need to get line of sight but I can see it being an issue for melee centric pets.
Quote:After you die and port to the hospital, he's still making clones. If you don't kill him in the first strike you can be looking at a dozen clones.
Quote:Even while he is in the lava, he's still making clones. I saw the damage ticks get lower and lower as he continues to make clones while in the lava. -
Quote:One person's challenge is another person's tedious, personally I enjoy the arc.It's not challenging. It's obnoxious, annoying, and tedious to the extreme.
Now I do think the devs had left in the original option of unlocking the slot through one of the level 50 TFs. I think that would have eliminated 90% of the complaints. -
Quote:So what, the devs should make Trapdoor's mission auto-completable and then everyone can spend 9 days becoming an incarnate by not doing the arc? What would be the point of that?For that mission, there is another option; if I got hit by the Curse of Forced 5 Minute AFK I wouldn't hesitate to use it either. I think I did once among the many times I've run through this. I ouro'ed out of there and took care of it. For characters without enough native defense, I acted preemptively.
The Trapdoor mission, for whatever reason, cannot be autocompleted. If it's going to be that way, they ought to re-enable multiple strategies for it or fix it by making the clones finite in number.
The whole purpose of the Incarnate content is to introduce new and challenging content for players who desire that sort of thing. The power boosts associated with it are, IMHO, completely incidental. The main purpose of having them is to limit the rate that people can advance through the new content (in order to give the devs at least some chance to keep up). If you enjoy challenging content then why would you skip the arc? And if you don't enjoy challenging content why bother doing the arc in the first place?
To put it another way, suppose before being allowed to participate in RP you were required to do an "RP-Unlock" arc which required you to RP as part of the arc. I don't particularly enjoy RP so I wouldn't bother to do the arc. I see Mender Ramiel's arc in the same light. It's a challenging arc that unlocks challenging content. If you don't enjoy challenging content then it's probably not worth doing. If you do enjoy doing challenging content, but only on a team, then find a team to do the arc with. Personally while I like challenging team content I actually prefer challenging solo content so I solo'd the arc. -
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Rikis covered it pretty well. The only thing I'd add is to make sure everyone has thier alpha boost slotted, you will get people who ignore that requirement. Easiest way to check is to expand the buff bar, if they have a boost slotted it will appear there.
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It's not actually an Ouro TF, it just appears in the list of available Flashback missions as a story arc (similar to what they did with the old Positron TF when the new one was released).
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Here's my view on it. The missions you are referring to are specifically written for a Vigilante who is becoming a Villain. As such it makes sense that he would do things that are "evil", it's intended to show his descent from "well-meaning but a bit misguided" to out and out evil. The decisions in the missions reflect the idea that "the ends justify the means" which is the hallmark of a Vigilante slipping further into darkness.
Now I would love it if the out of town tip missions had a reaffirmation option rather than just a change alignment option but I don't think that's a problem with the missions as written, it's just a case of not providing the alternate path. -
Quote:I would say Mender Ramiel's arc is actually pretty hard, but the mission I find hard is not the one I see people complaining about. Trapdoor is (for me at least) pretty simple, he's got one trick and while it is potentially problematic it's easy to counter, my only issue with him is that if you die he doesn't reset so you end up needing to reset the mission.I wish I had the numbers for attempted and successful runs of this arc. I think it would not demonstrate a clear breakdown on archetype lines. As it is, I can only offer anecdotal evidence. I found Ray Cooling's arc harder than Mender Ramiel's.
Honoree and Holtz on the other hand I do consider challenging, especially for low defense characters. Holtz in particular has several nasty debuffs which means if you have low defense he is very nasty (Curse of Weariness in particular is annoying). Honoree is a more generic fight but his high damage causes problems for squishy characters. -
See for me this is the big clincher. I pretty much consider inspirations standard when fighting any EB. I know there are people who can solo them without it (and I have done it on occasion) but I am, for the most part, a very lazy player so if I'm facing an EB I just instinctively chomp down on inspirations before and during the fight. On a harder EB I might need to make a shopping trip to get specific inspirations but for the most part I tend to attempt it with whatever I have first.
I consider Inspiration usage to be an important part of solo play. Even soloing on x1 you get quite a few inspirations so I tend to use them up. If you crank the difficulty up (mostly once you hit x4 or above) using inspirations up so you have room for more of them becomes an important concern.
Maybe I'm unusual but for me soloing an EB without using inspirations is the exception and not the norm. I can do it in some cases but there's no benefit to doing so so why bother? I'd rather chomp down some inspirations and go to town. -
Quote:My Tanker isn't level 50 yet but I have a really hard time believing a decently built Tanker cannot solo the arc. His damage is pretty low so a Tanker should be able to just chomp down on a bunch of reds and smack him and his birfurcations. I will admit that Granite Tankers might have trouble due to the need to move and the fact that the map is not teleport friendly but other than that.These characters are not tricked out with many IO set bonuses like my mains are. My mains mostly did this during the first week the new arc went live, and as such had no issues. Now that this undroppable mission has been flagged NOT FOR TANKERS, if I wanted to run the arc on those characters it would mean standing around on an infrequently visited server begging for a controller to come in and solo the mission for me. Being reluctant to do that, I have to face that these characters are not going to unlock the alpha slot. They have no future in the game, and may as well be deleted.
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Quote:No, Calvin Scott from Primal Earth. It's an old TF from a long time ago that was removed from the game but in I19 it was added back in as an Ouroborus flashback. I've no clue how long it takes but reading the mission list I would guess about 1 to 1.5 hours depending on whether you stealth based on TFs with similar mission structures. It's got two kill alls, 3 kill boss and a couple of hunt and fed ex missions.Calvin Scott TF: Calvin Scott, from the Resistance? I wasn't aware there *was* one. Is this from beta?
http://wiki.cohtitan.com/wiki/Old_Ca...orce/Flashback -
Quote:Well all characters can solo reasonably well. The true solo powerhouses are Scrappers, Brutes and Masterminds and all are generally welcome on teams although none of them are truly team focused (Masterminds are reasonably team focused). If you want a character that is more team focused and a decent soloer I would recommend either a Corruptor, a Dominator, some Tankers or (as Neo said) a VEAT.I was wondering if anyone has a good recommendation on a Build that is sought after and powerful in groups, but can also go out on their own and level up.
I more or less open to anything beyond that.
Corruptors provide ranged damage and Bufs/Debuffs, in terms of soloing power the primary factor is your choice of secondary. Dark Miasma and Traps are probably the best soloers providing a nice mix of protection and damage boosters. Radiation Emission and Kinetics are probably next plus I've heard good things about Cold Domination although personally I can't stand it.
Dominators are Control and Damage. Most teams appreciate the ability to stun or hold an entire spawn so they are welcome there and the combination of control and damage helps them solo.
Tankers are (guess what!) Tanks. While they are technically low damage and high toughness certain Tankers can deal out a lot of damage. In particular Fiery Aura, Shield Defense and Super Strength are all generally regarded as high damage Tankers (although Super Strength matures rather late since it's only AoE attack comes at level 38). -
Quote:I considered that but actually I don't think it would be a huge problem. People already doorsit to get XP at minimal risk. Unless the person doing the farming is hugely incompetent the risk for the lowbies might as well be zero anyway.Just off the top of my head I can think of one major exploit to a phased/invulnerable until you move flag. Level 50 player and a pack of lowbies enter mission, the 50 goes off and murderizes every mob on the map, the lowbies stay and get rewards for literally zero risk. Since they're immune to all damage/status effects and whatnot they profit from the rewards disproportionately compared to someone who has to actually y'know, work (relatively speaking) for their loot and xp.
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Quote:Those all sound reasonable although regarding the Critical Boost power, is that even practical to make? My understanding is that powers that can crit essentially have a "chance to damage" proc added to the power, so wouldn't this require adding a chance to crit function to every attack in the game?Vitality booster: +20% health for one minute, five minute cool down.
Teleportation Snare: long range teleport foe (for runners), seven second cast time.
Accelerated Healing: +300% regen for 20 seconds, +100% regen for 40 seconds, +50% regen for one minutes, six minute cooldown.
Emergency Force Field: 10 second emergency PFF, 0.5 second cast, ten minute cooldown
Critical boost: next five attacks have 15% chance to crit, five minute cooldown
Temporal Accelerator: +500% recharge for five seconds, ten minute cooldown (useful to break out of super-slowed situations).
Quote:There are already players doing this. It would just make it much more convenient for them.
Perhaps if the influence scaled dependant not only upon level, but by how many copies of the same power you had on your character.
Imagine that at level 50 it takes 1 million influence to craft a Kinetic Shield recipe and get 30 minutes of time. If you wanted an hour of time, it would cost you 2 million influence to craft the second recipe. If you wanted an hour and thirty minutes of time, 6 million influence for the third. I don't think many people would pay to craft the fourth.
If the person had less than a full recipe's worth of power, it would round to the nearest side for costs. So if you had 14 minutes, 59 seconds of Kinetic Shield, you'd be charged as if you didn't have it, but at 15 minutes even, you'd be charged as if you had 30 minutes. -
It could be worse, you could have spilled it on a laptop keyboard. My mother has destroyed multiple laptops that way.
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Quote:Spines and Thorny Assault are probably the closest we'll see.Now as a side note, does anyone agree about a set all about toxic damage?
From a practical and thematic point of view there are some potential issues with a pure Toxic powerset. Primarily there is no such thing as Toxic Defense so a pure toxic damage set would either be hugely powerful against targets with typed defense but no positional defense or would need it's powers to be given an "attack type" for a damage category they don't have "probably lethal". This isn't a compelte game breaker but I can also see the devs being wary of introducing a set with high (or exclusive) toxic damage. Even with Spines the toxic damage only accounts for about a third of it's damage. -
Quote:Yeah, the problem is zoning effectively occurs in two parts. The first part is the server moving your character to the map (which includes creating a mission instance if required) and sending you any pertinent information (such as "there's a rikti raid going on") while the second part is your computer loading the zone for you. The sever doesn't really have any way to judge how long the second part takes since it's dependent on your hardware.It would be nice to have this fixed (on actual zoning, not the Apex TF), but I think it might be kind of difficult to do. It seems to me like the amount of time that you are 'in' the mission and can be attacked before you get to take control of your character isn't static. It seems to be based on how fast/slow you load the mission map. So setting up anything with a static duration might not work so well.
The only solution I can see would be that when you zone in you are phased (or otherwise invincible) until you move or attack but I'm sure if the devs implemented it someone would find a way to abuse it.
I think it goes without saying that I'm fine with the Apex door. -
Quote:According to RedTomax Scorpion Shield is tagged as not being affected by buffs so Obscure Blade is correct (unless RedTomax is incorrect).Mids shows that it affects the amount of defense that it provides (actually, that could be affecting the FFG and Maneuvers). If I have it running with my current build, I get ~58% S/L def. Also helps w/ Tactics I believe. If nothing else, I'll just try it out and see if I like it. I think this build will be a lot of fun to try while offering plenty of options of how to defeat the enemy. I'll have to double check on what Power Boost helps.
As a side note, I'm surprised that Scorpion Shield was implemented that way. The "not affected by buffs" tag is only required on powers that accept Resistance Enhancements. Power that have non-enhanceable resistance buffs (such as Deflection Shield) normally do benefit from external buffs. Since Scorpion Shield doesn't use resistance enhancements it was possible for the devs to let it use external buffs and simply tag the resistance bonuses to not use buffs or enhancements. -
Quote:Some debuffs are (virtually) worthless against end game AVs. Including AV resistance and the purple patch they have about 93.7% resistance to -RunSpeed, -Recharge, -Endurance, -ToHit, -Defense, -Perception, -Regeneration, and -Recovery. Now most of those types of debuffs are, virtually, worthless against AVs due to the resistance, the exception being -Regeneration which is, due to the extremely high magnitudes of the power, still very useful despite the resistance.... and here is where you get it all wrong. All the -tohit abilities are worthless against high level mobs and especially useless against ArchVillains -- AV's resist something like 87% -- there is a wiki article around that describes it. But it'll do nothing to them. So you can't effect their ability to hit you a noticeable amount, you have to be able to get out of their way yourself. Your math only works *at all* against *+0 Minions* LT's, Bosses, AV's, monsters, etc will all resist to some extent. It'll vary a bit between most mobs but by the time you get to the +54 AV's of the end-game TF's your debuffs are completely, utterly, worthless. (Thats why poison is the worst secondary)
In addition there are some important holes in that resistance. Damage and Resistance debuffs are not specifically resisted by AVs beyond the normal resistance all enemies have for resistance debuffs, they are just subject to the purple patch. This means that they are "only" reduced to 48% efficiency against +4 AVs. However because of the way enhancements work 1% resistance debuff pre-purple patch is equivalent to approximately 1% damage buff (except for Brutes, to whom -res is more valuable). The use of -damage is more AV specific since it's usefulness depends in part on whether they have damage buffs.
Now to come back to your assertion that Traps and Force Field are the only useful secondaries end game. While +Defense is the most useful manner of mitigating the AVs attacks it is hardly the only useful power to use against AVs.
Traps is probably the most useful MM secondary against AVs since it combine -regen, -resistance and +defnese helping out against them both offensively and defensively but all of the other secondaries are useful in some form. The important thing to remember when it comes to AV fights is that the relative importance of powers can shift for particular sets.
For example Dark cannot rely on it's to hit debuffs to protect the team but it is still providing -damage, -resistance, -regen and healing. Trick Arrow provides lots of -resistance and some -damage. All of Thermal Radiation's powers are useful in an AV fight. I could go on but I think that's enough for now.
tl;dr version:
Traps is the most powerful MM secondary against AVs, but all of the others are useful. If you want to try and solo AVs Traps is probably the best option since it's very well rounded but for general group play all secondaries can contribute effectively against a +4 AV, the only difference is what buff/debuffs you'll find most useful from your teammates. -
It's your own fault for dodging. Healing Arrow is a suppository, you dodged and I missed.