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I'll try to make it though I'm unsure.
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Interesting.
There's a number of nuances to the Abandoned Sewer Trial. With extremely good coordination a team only needs two passes on the Hydra head and sadly Thermite Cannons sort of suck. Krackens can be permaheld. -
Quote:While rather extreme, I'm pretty sure Diabolique is actually WAI.I would have to say above all critters the number who runs away the most is the AV Diabolique. For the most part she just isnt beatable unless you trap her in the geometry of the map or you use an immobilize on her just so she cant run away. If you gonna fix it, at least start there with this AV.
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Quote:Cabal witches are explicitly one of the enemies with a high chance to run since I know they and Longbow Eagles have a power called Positioning that will randomly apply a mag 50 Fear to themselves for a short period of time. Pretty sure any sniper style enemy that's not officially of Sniper rank has this though it's much more noticeable with fliers.I ran a katie Hannon TF last night with the SG mates, you wanna talk about running. Mary in the first mission was horrible, if we didn't immob her, she was all over the place. We literally watched her run for about 5 minutes before she came back to the group.
Quote:I do think that the flee code should add a line of sight check. Every two seconds, the fleeing critter should attempt to target the player or players. If the fleeing critter cannot target any member of the player team with line of sight targeting, the critter should stop running. That's the limit of how far I think a fleeing critter should go: out of sight, so you have to nominally pursue. Not completely out of the zip code. -
It's not a new bug. Annoyingly it pops up every once and a while.
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There does seem like a rather distinct paradigm shift on enemies that someone noted and I think bears examining. In Paragon City, a lowbie team works best with a full 8 and they can basically steamroll without actually needing to know how to learn how to play the game. The threats the enemy groups present sort of don't matter unless it's a smaller team or you massively over pull. In Praetoria, teams work better with two or three members because they get a variety of abilities yet the groups haven't stacked enough yet. Essentially, it's an issue of force multiplication.
I find mention of Malta in a conversation about difficulty kind of interesting because many players avoid them. In a lot of ways I feel it's an issue of not being able to get away with scrapperlock that causes some of the discontent with some enemy groups and a lot of Praetoria. While solo Stalkers may struggle with parts of Praetoria, it really looks like the content is designed to make them more viable on a team. Kill the Blast Master before it even drops the burn patch or take a chunk out of the Big Dog even if you can't one shot it.
Not wanting to dismiss the vets because many are far far better at the game than I but I think people are being taken out of their comfort zone and not knowing how to adjust. -
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I have to wonder if Flash Arrow could have a Sleep affect added to it. It would serve some of the purposes of adding a Placate without dumping aggro on other teammates. It could also reduce the enemy's alpha if you are pulling as opposed to opening up with AOE.
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Think of Barracuda SF (redside Reichsman). Constant incoming ambushes. In AE we still can't even add a unique boss to our ambushes.
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I've also had issues with PO in addition to KR and Talos (though my problems with Talos started in I17). I wonder sound is actually the problem I17 added new ambient noise and Talos has a lot. Then again, that doesn't explain why Talos has a longer load than Steel Canyon.
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Most likely ambushes and enemy placement. Some of the tactical options you could use get limited due to this. Enemy groups have varying advantages. While they are a bit melee unfriendly others are designed to shrug off controls. Might need a smidge of fine tuning but I think Primal Earth groups, notably Hellions and Skulls, need a small buff.
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- Can't do in AE (No dialogue options)
- Can't do in AE (Ambushes are available but limited)
- Set enemy group to Empty. Upon completing X objective, create a large number of boss spawns or patrols.
- Can't do in AE (Allies can betray and become enemies but enemies can not become allies/non-hostiles)
- Can't do in AE (No branching)
- Nemesis shall not allow you to have ponies! MWAHAHAHAHAHAHA!
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Using "uncommon" enemies I think there's actually a fair amount more breathing room with LTs than listed. However, a key trick you didn't mention was recoloring standard mobs to fill in the gaps of your enemy group.
edit: BTW, PMed you -
The person starting it needs to have access. My redside base should be able to start it if I'm available.
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Quote:My worry is that while the recharge does need to be longer, it may negatively affect XP gain.In fact, Hold powers in general should have their recharge times greatly extended for AE critters. I've stopped putting hold powers on anything lower than a boss as LTs and Minions can spam and stack them very quickly, unlike non-custom critters.
Quote:Fire Control
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*tries to sneak away* -
While the Placate glitch is a longstanding issue, it's also a glitch as opposed to a "weakness" like most of this discussion has been. Oil Slick Arrow just recently got fixed and that was by one of the newer hires plus I think it existed even longer (vets correct me on this). The map glitch midway through Seer Marino's arc has been around forever too.
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In my opinion it sounds exactly like an endorsement for knowing about the need for a buff. The problem is "how soon?" Castle also knows Gravity Control is in need of a buff but it didn't get one in I18. The issue is, can he pull something out of his hat like the Dominator revamp? Same general feel to the AT with a mix of nerfs and buffs that helped the ATs performance overall and made lower level gameplay much smoother. The most interesting thing is that we almost didn't get it due to other work that was going on and got fast tracked as an addition to I15.
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See, with the exception of the bosses and key enemies I found Syndicate notably easier than many of the other enemy groups. That's why I'm sort of in "wha huh?" mode to them getting toned down.
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Then why do you continue to troll these threads? You went from reasonable concern in Beta to constant whining about wanting Ninjitsu on Scrappers--a prospect that looks less and less likely the more I look at it. While Joe and Leo do make very good points, seebs generally reflect what I see and how I play with Stalkers. Enemy A, even if they can be killed quickly (Sappers, Longbow Nullifiers, PPD Equalizers), has an annoying and or powerful effect that can be completely eliminated before they alpha. I mean, of course Stalkers are less useful some Freakshow/Council farm.
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I'm rather intrigued that Syndicate minions and LTs were the Praetorian mobs to get downpowered. I can agree with the bosses due to Leadership pool + psi damage.
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Iffy on whether I'll be free but I'd like to do both.
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If the team is half PUG then yes it is very likely to fail. Due to lag I shudder at the thought of all MM anything but a sewer trial has special considerations due to navigating the railing on the shaft. Also, it depends on if the MMs are mezz heavy so they can deal with the Krackens. A MM team that can deal with these two issues and understands how the trial works should be fine. Then again, any competent and mezz heavy team shouldn't have problems with the sewer trial.
I guess I'll admit that an all MM Eden does sounds somewhat fun but that's because I'd rather do Eden as defeat all as opposed to speed run.