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Quote:That definitely makes sense in Lambda. It only sometimes makes sense in BAF. I'm not sure it ever makes sense in Keyes. About the only thing the hospital timer encourages in Keyes that I think is useful is it encourages players to say "well, since I have to wait anyway, maybe I should buy some of those green things that are saving everyone else's life since there's a store for them right over there."There IS actually a purpose I can see to the hospital timer. Let's say you're having a particularly bad run. People are dropping, hitting the hospital, and running back out. The timer ensures that if the situation is REALLY bad, you at least aren't charging out one at a time, and getting picked off and sent back. Admittedly, this is something that, yes, players should be able to figure out and coordinate on their own, but hey... you know as well as I do, not everyone on a team is all that bright.
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Quote:Yes I did read it and this does not answer my question.Did you read the post where I mentioned that it would encourage people to use things like barrier buffs and ice shields more strategically, instead of just being instant doom powers? This would allow for everyone to minimize the damage they took as much as possible while still playing to the strengths of their individual At/Powerset capabilities and keeping the way survivability in the rest of the game functions in tact.. And still posing a large threat. Sure beats "U got hit with teh Wrath" in my book.
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I respect your principles but am forced to mention no one else including NCSoft is required to honor them separately. Your principles dictate you will have to wait until an alternate avenue of acquiring the codes becomes available. We all have to decide which battles are worth fighting and what price we're willing to pay to fight them.
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Quote:Only after you point out where I accused you of saying that. I said you're complaining about the method of an effect the devs have lots of other methods of inducing. So complaining about the method is like asking to not get hit by green beams in Keyes. As if the devs couldn't, if they even cared enough to listen, make the beam purple instead.Haha, alright. Please point out where I said that the attacks shouldn't be powerful?
Unresistable damage is a way for the devs to deal a level of damage that is a credible threat to ultra-high powered characters in a way that doesn't simultaneously generate impossible to survive levels of damage for everyone else. But those are the only two choices: you get hit hard and they get hit hard, or you get hit hard and then die instantly and you're eventually playing by yourself. -
Quote:I'm assuming you aren't actually asking me to be more wordy just to avoid semantic objections.If the dev motivation behind any game mechanic is "to kill you", that's likely a symptom of false challenge-difficulty equivalence.
Quote:On Keyes, we have exactly one way to avoid Rocks Fall Everyone Dies. So you figured out not hurting A-M and green number spam are required to stay alive on Keyes? Congratulations. You graduated. There's no more challenge left, except for doing that same exact thing, over, and over. Have fun. -
Quote:In other words, if you don't like taking damage, complaining about the mechanics instead of being honest about complaining about taking damage is completely worthless, unless you think the devs are too stupid to come up with another way to deal a lot of damage to you.So in other words, there are many methods that the dev's can use to completely negate the entire foundation of how we view Archetype survivability, and it's perfectly okay with you for them to use whatever means possible every time they feel like pressing the "I Win" button.
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Quote:In at least a couple ways. Without double checking the actual damage numbers directly, certainly your ablating strike numbers have to be wrong somewhere: the numbers are almost identical for Scrappers and Brutes and that can't be right.
I have to be doing the math wrong. Aren't I?
Second, you're multiplying together all the damage buff sources for the Brute and that's wrong. Damage buffs add, not multiply that way. That's acting to make the brute damage come out way higher than it should.
In other words, you're not supposed to take base damage and multiply by slotting then multiply again by BF's buff and then multiply again by Fury. You're supposed to add up all the damage buffs together, and multiply base damage by that final sum of all damage buffs. -
Quote:Consensus? People were arguing about whether the Enterprise could transport photon torpedoes onto the bridge of a Star Destroyer from a farther range than Darth Vader could kill with the Force. You're not going to build consensus around that debate.The first story I ever heard about the internet, back in the early '90's, was from a friend who recounted an "Imperial Star Destroyer vs. Starship Enterprise" debate. The consensus back then was that the Star Destroyer would win because Star Trek is "space drama," requiring actual explanations for things, while Star Wars is "space opera," merely requiring incident. Our Geek Forefathers decided that the Star Destroyer would blow up the Enterprise while its crew was still attempting to create an explanation for how it would beat the Star Destroyer.
The sad thing is that this debate apparently raged for over a year before someone decided this. Nothing has changed on the internet.
From a purely technological stand point, the only two really interesting questions from that debate were who would attack first (probably the empire) and what the numerical odds would be. Starfleet wins in a straight up one on one fight, but that's not the likely circumstance. Its more likely to be a first strike by the Empire, using hyperspace to surprise its targets, and at odds of dozens to one. -
Quote:I call it "simplification." Because I know the rules, all of the rules, and what the devs do with unresistable damage I can do without unresistable damage.I just wanted to hear some more opinions on this... Personally, I believe that *all* damage should be typed. I find it unfair that someone who invests a lot into a good build, both inf. wise and time wise, is just as likely to be one shotted by <super Incarnate NPC power> as someone who uses SO's. What some people would call challenging I would call cheating.
In fact, there's no such thing as untyped damage. That damage is normally typed "Special" or "Unique." If I wanted to hit you really hard through your expensive resistances, I can:
1. Type the damage "Special" which you have no resistance for.
2. Type the damage Radiation which you have no resistance for.**
3. Type the damage Lethal but just make it unresistable.
4. Increase the attack to Scale 20 which will hit you really hard even at capped resistances, and everyone else it will one-shot.
5. Mez you and watch your toggles fall.
Take all of those options away, and I can keep coming up with more. The fact is there's no "rules" that say critters can't hit hard, that they cannot mez you with a higher mag of mez than you have protection, that damage cannot be typed with a type you don't have resistance to. What you seem to be saying is if you build something that is indestructible, the devs have to honor that and continue to allow you to be indestructible. That the critters cannot improve along with you, and become more lethal than you become resilient.
There are no such rules. If I'm the designer and I want to bring your multi-billion incarnate build to its knees, there are no rules that can stop me. All you can do is make it take increasingly more time to design. This is not a simulation. The mechanics are there to express intent. If my intent is to kill you, the mechanics of the game can't save you. If my intent is to hit you hard enough to threaten your life with high levels of damage, the mechanics of the game can't protect you. All you're doing is choosing the method of your injury, not the magnitude. Thinking that if the damage was resistable you'd get hit less hard misses the point. The devs don't give critters damage to give them damage. They give them damage to hurt you. They will continue to increase the level of damage until they hurt you as much as they intend to, no matter what your resistances are.
** Remember: I know the rules: there is such a thing as Radiation typed damage. At the moment, nothing fires it. That doesn't mean it doesn't exist. -
Quote:True, I think the question is not "is it time for another Star Trek series" and rather "is the idea good television?" If it is, the time is right. If its not, calling it Star Trek isn't going to make it better.I guess it really sort of depends on direction the next series will take.
Quote:After reading the article I LOVE that they're willing to ignore the shenanigans J.J. Abrams created with his "new timeline" -
Quote:Hmm. Most of my Keyes runs have been on a blaster whose only heal is Rebirth. I do not usually die *that* often, and unless I'm on a zero-death master run of something, my style of play is usually somewhat on the more-aggressive-than-is-healthy-for-a-blaster side. It may not be fun to die, but Keyes shouldn't be killing you constantly. I have actually managed to get through a Keyes without dying once one or two times.Try this on an alt with no healing powers and no shields, and get back to me... rhetorically speaking.
I am well aware that one can buy greens inside the hospital. Since on a squishy, each Death Pulse takes about 50% of my hit-points, I don't find greens exceptionally useful. I can get past the first few pulses, then I'm out of greens. The next pulse will kill my squishy. Guaranteed.
Needing to carry 50 greens in order to not be continually faceplanted is crap gameplay mechanics, in my opinion, and is yet another reason why I avoid this trial like the plague. I hate it. I have run it twice and never again, i don't care HOW many Emp merits they tack on. Crap. Gameplay. Not. Fun. -
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Quote:Its kind of irrelevant to regeneration. First of all, there is no actual clock that ticks at 0.132 seconds per tick. That number is a calculated number that references the fact that combat power activations are aligned to a 0.125 second combat clock (8/sec) and power *rooting times* are aligned to a 1/30th animation clock. The interaction "beats" between the two generates the 0.132 arcanatime pseudo-clock used for power activation calculations.Lets start off on the side:
The server ticks every ~0.132 seconds, see ParagonWiki's article on ArcanaTime. But, this is largely academic wrt regeneration.
Regeneration probably happens on a faster clock, and in fact we know there are processes that can occur faster than the 0.125 second clock. When Castle oopsied Indominable Will and turned it into an accidental ultra-fast heal, I measured the healing ticks as coming about 8.5 times per second, or about one every 0.115 seconds. That's how fast the game engine can apply an effect when its told "do this continuously." Its also possible regeneration ticks can occur even faster than that, because certain DoT effects occur in as little as 0.1 seconds on average - but the game sometimes does some odd averaging of the rate when things get that fast, so that might be approaching the fastest the game engine can perform a process. -
Quote:I've been wondering for a while about the feasibility and usefulness of allowing league leaders to gain the ability to direct messages directly to people's screens in a manner similar to but perhaps in-between the visibility of how the game sends trial chat or how the drop system works. Drop text is a little too obtrusive (and too large a font to send meaningful messages) and the trial chat is a little too ignorable. Something in the middle might be useful, but it would have to be limited to perhaps only league and team leaders. For it to serve the purpose intended, though, it would have to be impossible to disable, because the whole point is to make sure that while players can ignore instructions, there is never an excuse for not receiving them.Those communication tools aren't in the game. I've found that leading the Keyes that most people don't want to read what the leader does have to tell the league.
Needless to say, this is not an idea capable of skirting controversy. -
No, I did not miss it.
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Quote:You're saying that in retrospect. I'm simply saying that argument was used at the time in those cases, and no one at the time could possibly have been using then the counter-argument you're using now. The whole point is that you see a distinction today that didn't exist then, so that makes the argument weaker when used now because there's no way to know if a similar distinction won't be slapped on this situation in the future.Except that BAF and Lambda haven't had a period where players haven't run them.
Its not something I would personally hang my hat on.
Quote:The Issue 9+ Hami raids are no where near the amount of times it was run before Issue 9. Before Issue 9, Hami Raids happened nightly. Even now, on Triumph, hami raids happen 1 or 2 times a month (if that). That also tells me that the "new" hami raid isn't as liked as it was before it was changed.
Popularity is easy to engineer these days. Just give lots of stuff away for very little effort. The pre-I9 Hamidon *initially* took effort, but within a year or so from our first full defeat on Triumph Hami was an ATM machine. -
I would hesitate myself to use that argument, particularly given that it was used initially against Lambda and BAF themselves, as well as other content (I9 Hamidon comes to mind). I think even if Keyes participation was ramping upwards over time, I would still have the same critique of its design I have now. Its worth noting, but I don't think its the most telling aspect of Keyes on its face.
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Quote:That's somewhat a matter of opinion (the latter part) and Ogre does in fact meet the on-paper list I provided in a superficial sense, but its mechanics as I previously mentioned aren't quite extensible to MMO design. The fuzzy part is significant in one area: requirement one. When the power selection options involve units in a group rather than abilities on a single entity, you add a set of complicating factors that may only work when the set of powers is distributed among multiple entities in that fashion. The notion of interunit tactics exists for a set of units that doesn't exist for a single entity (at least, not in any design I've seen). And that's important because an Ogre army has some diversity due to its specific selection of units and some diversity due to the implicit interunit tactical options each set of units contains separate from per-unit tactics. When you collapse that into a single entity that interunit tactical options disappears, and the options that Ogre presents when translated into an MMO would be too limited to be interesting.I should have mentioned Ogre as a game that had freeform elements and also technically met your checklist. If you consider the force opposing the Ogre as the players representative entity it does. It doesn't meet the requirement that players not be shunted into a particular composition, mostly because Howitzers are over priced and G.E.V.S are slightly underpriced.
To reproduce interunit field tactics with interpower synergy effects in a way that would make these two situations directly analogous would be challenging to say the least. And that's why requirement one is there: I don't see a way to bypass it and get relateable results. Wargames in general are fine if there is a way to customize *units* in an interesting enough way to be analogous to the way an MMO open powers system would work, or if the wargame fields larger scale superunits that contain individual units that aren't themselves customizable and which operate atomically. That would be more analogous to an MMO open powers system. Ogre doesn't do this. -
Quote:Fair enough. Your next stop is convincing the devs that first scattering objectives in a mission, then telling everyone where they are is logical. If it actually gets that far, I'm going to be questioning their design logic strongly, and I've already given you a preview of the argument I intend to make. If you think you have the winning hand there, you have no problem. I'm not the one to tell you not to try to get a suggestion implemented, but I will oppose it if it ever gets to the point of serious consideration.Other people seem pretty capable of following it, actually. It just seems to me that you're insisting on making it into something that it's not. Having the map show mission objectives wouldn't mean you didn't still have to complete the objectives. It would just mean that you would have the option to show those things on your map, so that you could go about things a bit more efficiently if you so choose. I hardly think that is as difficult a concept to understand or potentially game breaking as you seem to think it is.
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Quote:I should point out that I have yet to fail a Keyes. I can't say that about BAF or Lambda. I have literally never been on a Keyes that has failed for any reason. That might be due to luck and it might be due to the fact that except for a couple of early ones a good percentage of the people who run Keyes at know what they are getting into and have already mastered the basics. But as I said above, I don't *personally* find the trial hard in the sense of being difficult to complete. I diverge a little from SnowGlobe in thinking that adding fun is less about making it easier and more about making the design more engaging. But I do think that you're under-estimating the problem of timestop: the problem with timestop is not timestop itself: the problem with timestop is that it can freeze players while they are being disintegrated or targeted by obliteration. Even so, that won't fail a trial on its own so its not even a threat to the league completing the trial. What it is, is a design that crosses the line from a puzzle that can kill you, to a random event that can just kill you without any reasonable way of either reacting or proactively preventing it.OK I am just gonna come out and say it. This trial is only hard because 90% of the player base is to damn lazy to pay attention to the info bar and/or follow instructions. This trial is easy if you pay attention.
The stratgey we use is easy. Kill 30 and nominate three people to collect temps. While said three people are collecting the rest stay together to form a healing bubble and move terminal to terminal so they can be taken care of.
Next reactor is just as easy. everyone targets through one person and kills the EBS. For every two done they pass temps to one person and those three collectors from last time are clearing terminals (with breaks back to the healing bubble as needed) and getting them activated. Once AM shows up same as other reactor, follow. clear and lead AM around while STAYING TOGETHER (A foreign concept I know).
Third reactor is as easy as first. Each team clears the doors and mobs and lets the collectors collect. Start on clearing each level and having collectors get what is needed as you go. Rinse and repeat for when AM shows up.
Final battle is so stupidly simple it is painful. PAY ATTENTION TO THE WINDOW!! How hard is that? Also if you are to damn stupid to not notice a HUGE GLOWING GREEN PATCH on the ground you deserve to be hit by it. As for the time stop he does that at around 80%, 50%, and 20% health. Watch his health bar and back away as needed. Why people have a hard time with this is beyond me. I just think most of the player-base wants to be on auto pilot for their rewards and do nothing that resembles a challenge.
Puzzles are fine, and difficulty is fine, to a point. Bad luck you die is something that many people find frustrating if its done too overtly, and worse if its stretched out over a period of time**, and in my opinion its not necessary. And I say this as someone that frankly doesn't care if I die a hundred times in a trial. Its not like I can't wipe the debt out in ten seconds and at this stage of the game death just kind of tickles. As a player I can, and have no problem running Keyes. But if you ask me to comment on its design, as a designer I have issues with it.
But even that is not my biggest design issue with Keyes. The other two I mention above are more problematic to me.
** Psychologically speaking, as a game designer I would sooner say "bang you're dead" and kill the player than say "bang, you're going to die and there's nothing you can do about it in five, four, three, two..." That's another feature of Obliteration that frankly I can't justify the design sensibility of.
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Quote:On the other hand, we did take it that far, culling Hamidon with such enthusiasm that sometimes when he got stuck and failed to respawn we started wondering if we completely scared him away.Do you remember that in it's original conception, that Hamidon was supposed to be the end-game? The idea was that it had to be culled regularly or else Devouring Earth would start to show up throughout the city. They never did take it that far.
Primal Earth, man. Its the pecking order of the cosmos:
Hellions
Tsoo
Rikti
Kronos
Praetorian
Hamidon
Primal Earth inhabitant looking for loot
I'm surprised that when we confront Ruladek he doesn't take one look at us, cry "Primal Earth human!" and all the Rularuu jump over the edge into shardspace. The only reason the Shivans are a threat to the universe is because a) Primal Earth humans don't know the location of their home world and b) there are no merits for finding it. -
However, if the devs wish to experiment with increasing the rewards on live to 10 empyrean merits per run, in the interests of cooperating with the devs to make a better game I would be willing to make the sacrifice of helping run those.
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The problem with Alien 3 was not that the movie sucked, it was that it sucked as a sequel to Aliens. If you had never seen either of the first two movies before, that movie would have been a passable scifi monster movie. Decent, even. But when you're following one of the greatest horror films of all time and one of the biggest action movies of all time with a movie that looks like it was shot on a budget someone charged on their mastercard filmed on location at a site they passed on for Robocop and with special guest star Roc, and you *market* the movie as the best of the three, the producers should be thankful opening night audiences didn't put out a hit on them.
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Quote:Actually, I think this would make Keyes *easier* but I don't think it would make it more fun. Removing some of the frustration wouldn't make the rest of it automatically more entertaining.First off, in Issue 21 Keyes will get an extra completion merit (Empyrean for the first time in a day on a character, Astral for the rest). Personally, I doubt that will be enough to get people to do it on a regular basis.
I think the pulse damage needs to be cut by 50%. Sending players to the hospital in a steady stream isn't my idea of a good time. The Anti-Anti-Matter badge is just being sadistic.
Both the Anti-Anti-Matter badge and the Bunker Buster badge should be awarded when achieved, no later than the beginning of the last phase.
The time stop has to go or a display marker for when it will happen needs to be made. No one likes being held then attacked. I suppose everyone could be phased and take no damage or count against the badges, but that would be trickier to do.
Speaking of the beams (Disintegration and Obliteration), a VISIBLE and separate counter should be put in the info window for these so that players (if they are paying attention) move.
Disintegrations: The player being disintegrated should be clearly marked in the team/league windows so that people healing can have a chance at preventing the player from being defeated.
Time Stop should not freeze people in the hospital, but if they exit, they should be fair game.
Yes, a lot of these impact badges, but even without the badges these should be looked at to make a better experience for the player. Maybe then we will have players actually doing Keyes on some of the smaller servers.
So what would you do to make this trial more fun for you?
I personally don't have a problem with Keyes, but I do see where the flaws are in terms of it having wider appeal. I think Keyes has three fundamental problematic issues that have nothing to do with dying, difficulty, or badges per se:
1. It encourages leagues to scatter.
You're supposed to collect temps from all over the place and without someone literally assigning individual people to collect individual temps from individual spots which is unlikely, you'll just have a mass of players not sure if they should be going after the blinkies or doing something else. This has nothing to do with explaining the overall structure of the trial either: if you don't get that after one pass through, you're just an idiot. Have something shiny to play with. But that's strategy. The tactics aren't something that is coordinated with individual precision (at least not that I've ever seen) and that breeds confusion.
Plus, scattering is counter-productive to most people's fun in the iTrials, because much of our collective incarnate strength comes from cross buffing and concentrated damage: it comes from acting in groups. Lambda encourages us to split up into two teams, then rejoin. If the individual teams scatter that's their problem. BAF encourages us to split up into a few teams, then rejoin. It doesn't encourage us to scatter: rather the opposite the towers and adds encourage us to stick together in one big mass or a pair of teams or a triplicate group, depending on the strategy.
2. Its serialized.
Except for the early timer sections, the bulk of the terminal work for the last two reactors requires Antimatter to be present. That means however fast we collect temps and however many people have them, only one terminal at a time can be used. It takes a parallel task and forces it into a serialized structure. And this means it forces a lot of people to wait around for others to finish a task. And there's not much for them to do while they wait, once the terminals are cleared. Which they can be by one crazy blaster with a couple of lucks and poor impulse control (like me). It doesn't take an entire team to do that, but whole teams are waiting around to do something.
This situation does not occur in either of the other two trials, nor in TM or Apex, nor in any of the task forces in the game as far as I know, to nearly the same degree, except in a few odd cases that *themselves* are seen as bad (of course I'm talking about Numina).
3. Its meta-puzzle tricks are too gimmicky.
The autohitting turrets in BAF can be turned off. Sequestration can be managed. If you run out of grenades in Lambda you can actually earn more. If Maurader jumps out of Lambda someone on your league is an idiot. But while I believe most things are fair game if you present them correctly, even I have problems with a meta puzzle in which you can be killed by a power that you have to move away from, and the game occasionally prevents you from moving, and those two things can happen at the same time. While its *possible* to manage this in theory, I consider this particular combination to be asking too much. Its like the original Hamidon that was designed to have the players all attack from range and all simultaneously move to the same new firing spot at the same time when the mito bloom occurred, twice. Its worth noting the players actually *thought up* this solution to Hami, and mostly concluded we'd never be able to coordinate it well enough to ever be worth whatever reward Hamidon could possibly give.
If I got all my friends together in the same room to attempt a Keyes run and I could count on them to obey my instructions perfectly and without question, I think I could beat that part of the puzzle without too much difficulty by precisely timing the damage we dealt to Antimatter to prevent simultaneous Time Stop and Obliteration. I'd like to know if the devs have ever managed that feat except by accident.
So, I could do it. But it wouldn't be fun, not even for me. It would be work. I'd be working to defeat the devs' design.
As I said, I'm fine with the overall trial (still need those badges though) and I'm fine with the overall difficulty. I'm even fine with dying. But if you ask me how I would make Keyes more fun, I don't think I would be focused on simply removing the parts some find annoying, but trying to replace the parts that directly impede fun with things more entertaining. If its entertaining, people will not be upset about dying. Dying is what I think people are upset about because they aren't getting enough entertainment for their deaths.
To do that, I would try to find ways to reduce the amount of scatter the trial induces. Funny how the whole point of the hospital lock out is to prevent dead players from just diving back into the trial all by themselves when in Keyes specifically there is absolutely no advantage to that enforced grouping up at all. I'd be looking for ways to parallel-ize the trial. Brainstorming, suppose you needed to bring Antimatter to the terminal to "unlock it" with the first temp, but once energized you could apply the next two temps without him being there. But energizing the terminal summoned reinforcement guards. You could then have an Antimatter team bringing him to the terminals one at a time fast while a separate team or set of teams then clears the terminals and applies the remaining temps. You have the same basic structure, but you get more players simultaneously involved. That's not a completely thought out idea, its just what I came up with off the top of my head for illustration purposes.
And as to Obliteration, I notice if I'm actually staring at the timer, its easy to avoid (the last of your badge runs I was on, I dodged several until I saw two separate people get hit, then I stopped looking at the timer - as soon as I did, I got hit by a beam). Lets face it: CoH players are still coming up to speed on raid mechanics and having to juggle different sources of information. We will get there, see Lambda and BAF, but it will take time. In the meantime, we need to continue to provide a learning curve. Don't assume raid leaders will explain everything precisely, and don't expect players will understand them correctly when they do. Give them some help: in this case, the Obliteration beam should generate a visible and audible warning in the screen of everyone targeted at least four seconds in advance that is *impossible* to miss. Four seconds is what it will take to give ample time for a player to escape the Obliteration beam that a) doesn't notice anything until the blatant warning sounds and b) just completed activating an attack and c) has another attack queued. On average you're going to lose nearly three seconds between two roots and human reaction time, and it takes a good fraction of a second to move clear of the beam.
If you're just staring at the timer and not using *any* attacks, its trivially easy to avoid the patch. But getting twenty four people to do that every thirty seconds is an unreasonable burden, for now, for our current playerbase. In a year, it might be old hat. For now, its not.
And Time Stop should stop time. Timers stop. Disintegration stops. Obliteration stops. Everything stops but Antimatter. If AVs have purple triangles to prevent players trivializing combat by perma-holding the AVs, the devs should consider the ramifications of giving Antimatter essentially an unresistable mez through which he can use powers that can kill us instantly.
As I said, I don't mind puzzles and I don't generally complain about the meta gaming requirements of making high end challenges. So if I think its a little wonky, the devs should assume most players think it sucks donkey balls.
Oh, and just apply a mag 1000000000000 immobilize to people that are being disintegrated already. Seeing players run away from the team as fast as they can or run behind buildings or even just in circles makes me want to shoot them myself.