GlaziusF

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  1. Quote:
    Originally Posted by Dispari View Post
    More or less. The Alpha components all match the number of tasks you can do in order to obtain the components. There are 6 commons because there are 4 task forces, a trial, and merits you can use to get them. There is only one rare because you only obtain it one way, the WST (although technically the MKSF counts, it's a one-off and only for one side). There's only one VR because you can't earn it; you have to convert up.

    As there's only one way to earn all the new components, it would make more sense if there was only one of each. It serves as much point as making 7 alternatives to the Favor of the Well when you combine Notices -- literally none. Only existing to confuse players.

    If we somehow get more ways to earn Judgement components in the future I might shut my trap. But I seriously doubt we'll get enough content to justify having 8 commons, 4 uncommons, 4 rares, and 4 very rares.
    So I take it you haven't noticed yet that you can also make Alpha abilities out of trial salvage rather than TF components and Notice/Favor.

    There are ways to get random uncommon and rare trial components that you can't control: completing the badge objectives in the new trials, and getting the mastery badge, respectively. If there's a way to get a random very rare component - say, a "Physical Incarnate Mastery" or "Psychic Incarnate Mastery" badge that you get for mastering all the trials that grant a particular type of XP - the sidegrade cost makes a little sense. (Are the random uncommon/rares split up depending on which trial you get the badge in?)

    And with talk about non-trial ways to get threads, I could easily see a pull from the random common components, or a smaller subset, as a result of completing a safeguard/mayhem type of mission assortment for Prometheus.
  2. @GlaziusF

    Running this on a high 40s ice/axe tanker, +0/x2 with bosses on.

    ---

    Aw. Little shaver wants to run with the big boys. Let’s see if we can keep hope alive, then.

    Also the picture I get from my contact might make a nice opening clue now that you can do that.

    Fairly mundane mission, up until the part where I rescue a minion from the middle of three spawns and have to escort him to the mission door through an ambush. At my levels, Arachnos use a decent selection of area attacks, so the kid gets pretty unavoidably caught up in the spray.

    I didn’t clear the area around him since I didn’t figure he’d be a combat helper. Yeah. Second time around I do, and he survives to the door.

    Just a word of warning: if you’re expecting this mission to end successfully, a single minion is probably not going to be protectable against anything more than one hero’s worth of Arachnos.

    Seems like the files I found were too small to fit into the objective clue. Maybe you could spare a little text in that clue saying something like “you’ll have time to look these over once you’re sure the kid is safe”?

    Anyway, looks like Arachnos is abducting kids with powers, not satisfied with what Haven House is putting out I suppose.

    ---

    And now, a Crey lab. They’re kind of boring at this level, but alright. Nothing interesting here aside from the very end room -- apparently a machine that overwrites brain patterns with villainous ones. Nasty.

    The boss doctor (a mind/psy custom) says something about escaping at low health, but with all the slow I put out I don’t see her running. If she actually does try to escape the navbar should say something about preventing it.

    Kyle’s an Omega mutant! And Aeon’s giving him some brainwash. This won’t end well.

    ---

    I kind of like that the contact isn’t very well-informed about what’s going on and that we’re mostly following leads on our own, but that could stand with some appropriate internal narration in the mission briefings. Like, in a different color or something.

    Oof. Arachnos base on fire. Goodbye, frame rate.

    Full of advanced sidekicks, including a whole bunch of “Boom Boy” models. This was how my original rescuee styled himself so you might want to consider a different name.

    Dr. Aeon’s experiments have predictably backfired on him, and now the sidekicks are running amuck under the leadership of “Killerwatt”, who is of course our Omega sparker.

    I get quote marks from my contact when I come back, which is kind of odd.

    ---

    And now he’s invaded the dam. Low marks for originality but I can’t fault his sense of style. (Actually surprisingly few MArcs I’ve played have used this map.)

    After I pop a super strength/invuln boss ally, the kid’s just an elec melee EB so it’s just a matter of time before he drops. (His clue comes before Armory’s so you might want to rearrange them in the window.)

    The souvenir is... a little odd here. It mentions Kyle’s idol as a hero named “Lightning Bold” and suggests that the final showdown takes place in Steel Canyon, rather than the Faultline Dam. Looks like plans for a future revision, or an incomplete past one.

    ---

    Storyline - ****. A pretty interesting contact structure for a hero arc. My hero is the one who’s doing most of the investigation and the contact is a sort of Greek chorus, reacting to the events going on but not really contributing much.

    The problem is that briefings serve both to sum up the plot to date and set up the next mission, and with only a contact who’s commenting on prior events that’s rather hard to do. We could stand to have some self-narration taking care of that.

    Design - ***. The arc kind of needs a level range. One of the missions has a lower level bound, but the rest are all-levels. That’s not a good thing. Arachnos opposition changes wildly from level to level, and depending on what feel you want out of this arc you should set the range up so that players encounter street-level Arachnos or mid-range tech troops or high-test supervillains.

    There are also a couple of objectives which are completely unheralded - keep the boy minion safe on his way to the door, and prevent the Crey researcher from escaping. Both of these benefit greatly from being forewarned, as a bit of special preparation is required to accomplish both successfully.

    Gameplay - ****. The opposition itself is either stock or manageable. The enemy group is disproportionately ranged, which means combat tends toward mopping up after the hard targets go down. Fortunately they’re generally fought in environments with plenty of corners so they can be grouped up easily. The single elite boss has a required super strength ally with rage to help you, so really it’s just a question of surviving long enough for all the damage to connect.

    Detail - ***. I was actually okay with most of the detail through the arc itself. Occasionally the arc pulls the understandable move of putting a long clue at the end of a mission, but in those cases you might just want a system message or clue saying that you’ve found something to look at later.

    But the souvenir tells a completely different story. Literally, it tells a completely different story. The location of the final showdown is different, and the inspiration for our young Omega Shock is another hero rather than me, which makes it possible to include that hero’s reactions as part of the story.

    Overall - ***. The missions pull out quite a few unwelcome surprises, and the final souvenir seems to be about a completely different story - a story that I find myself regretting that I can’t see.
  3. Tonight's random arc: Sidekicks Can Be A Pain In The Cape (28430). Verdict - ***. Review lower in this thread.

    Randoms I'd played already:My current queue:
    • Randoms!
    If anybody wants in, the instructions are in the first post. A part of these instructions, perhaps pertinent to this post: I always vote 5 in-game, as it seems a bit uncouth to ask people to jump through hoops and then bomb their rating.

    Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it hardly has to be as long as the critical monstrosities I find myself putting out now and again.
  4. Tonight's random arc: Invasion On Earth BX1132! (98943). Verdict - ****. Review in MA Forums Thread.

    Randoms I'd played already:My current queue:
    • Randoms!
    If anybody wants in, the instructions are in the first post. A part of these instructions, perhaps pertinent to this post: I always vote 5 in-game, as it seems a bit uncouth to ask people to jump through hoops and then bomb their rating.

    Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it hardly has to be as long as the critical monstrosities I find myself putting out now and again.
  5. Doing a proper review of this for the CoHMR Aggregator thread.

    @GlaziusF

    Today’s experiment involves my high-40s ice/axe tanker, +0/x2 with bosses on. And IIIIIIICE STOOOOOOOOORM.

    ---

    Doc needs a description now that you can do that.

    Anyway, that’s some good mad science we got going here. Punch aliens in their collective faces at no risk to this dimension? Sure, we all would!

    So... energy-blasting minions with shield defense who stay at range, and a mix of psiblast/emp, fireblast/thermal, and radblast/invuln(?) lieuts. ...who also stay at range.

    And some bosses from the dimensional factions as “alien warbeasts”, which is a good repurposing.

    Anyway, the boss is a fireblast/grav hybrid, who calls in some nice ambushes and screams about monkeys touching him. Clearly this Earth has never developed the devastating countermeasure known only as the “wet willie”.

    On returning... a blinking light? ALIEN NANOMACHINES ARE INVADING MY BODY?

    Ah. No. Probably a Tamagotchi or something.

    ---

    So next mission we’re going to Forrester Australia to CHANGE OF PLANS ALIEN INVASION.

    Looks like it was some kind of... dimensional beacon.

    And the aliens are here! Looks like they brought warbeasts and... Plan 9 From Outer Space. A necro commander summoning zombies. His ambush runs into a leftover Council battlegroup and gets dismantled by an Archon, which suggests perhaps a flaw in this plan.

    Oh. It seems they’ve called home. Er, this universe’s home. And judging by these garbled transmissions we are about to become tasty meat snacks.

    ---

    He’s broken down in the face of the imminent destruction of Earth. Time to go headbutt the problem and see if that solves things. Or maybe IIIIIIIICE STOOOOOOOOORM.

    Hmm. The boss Brutes are called “Subterranean” here, but they were “Silicon” in earlier missions.

    Anyway, there’s a nice burst of particle effects around a professor who claims to have found some more different aliens who hunt down these aliens, so let’s see what we can do to help him out. He escorts back to the entrance, fortunately cleanly.

    And then I scoop up some bosses and sweep up more enemy elite bosses and throw down with the alien leader as he calls in ambushes of normal dudes and warbeasts who run into the patrols of bosses and it’s all one crazy melee.

    Though maybe I need another flight of bounty hunters in between the aliens and warbeasts, because seven or eight of those bad boys do tend to outnumber my horde.

    ---

    And now it’s time to bend Dr. Forrester into a pretzel until he agrees to stop messing around with alternate dimensions.

    His cadre of scientists are basically a mix of possessees and scientist reflections, which are a reasonable mix.

    And he’s an AR/Dev sort with a ludicrous magenta gun. Hey, Dr. F! Time for IIIIIIIIIICE STOOOOOOOOOORM.

    Frank is presumably out at roller derby with Mother, so Dr. F gets a few good whacks and cries like a baby.

    The souvy could stand to be a bit better of a recap of the arc, but it’s not bad.

    ---

    Storyline - ****. Straightforward but simple sci-fi excursion with a generous dose of mad science. The only slight down point is Dr. Pennyweight, who kinda comes out of nowhere.

    Just off the top of my head? He’s not a respected anything. He’s considered a crackpot, because he’s made contact with the alien bounty hunters but nobody believes him because they don’t talk to anyone else as kind of a cosmic joke, since Earth is way too much of a backwater to be interesting otherwise. But now that the little green men have made landfall, he’s got an actual reason to get in touch with them and so he rings you up or otherwise provides an opening clue for the third mission.

    Design - *****. Great work on the enemy visuals. Very distinctive, good integration of stock mobs. Map choice isn’t too relevant here and there aren’t many incidental details but the story doesn’t really need them.

    About the only thing I’d suggest is giving the tank suits the Huge mesh but keeping the tiny head. Just for laughs.

    Gameplay - ***. Not for mission 3 necessarily. That’s the arc climax and a right slobberknocker. More for... well, the enemy group in general.

    I’ve talked about the problems of purely ranged minions before. They tend to turn combat into more of a mop-up affair than a proper scrum - especially these guys, who can turn on their rocket boots and pelt you from range. And the AOE powers in this game are costed with the assumption that you’ll be hitting about three things with them, on average, so a combat where nothing can be AoEd seals off most of your impressive powers, unless you like seeing an empty blue bar.

    Especially on outdoor maps, which generally don’t have much in the way of arbitrary cover or corners to pull by line of sight, fighting purely ranged enemies is a chore. Especially for missions like this one, with a focus more on effects and perhaps even combat than on plot or suspense, it’s important that combat is at the very least not an impediment to working your way through a map.

    Giving the minions an energy punch and telling them to get into melee would have eliminated all of the frustration I felt, especially on mission 3, which is a lot of seek-and-find on a sprawling outdoor map.

    Detail - ****. Enemies and other mission features are generally worth examining, and the contact’s fun to talk but not hard to understand. A proper recap of a souvenir would push this one over the top.

    Overall - ****. It’s a fun if slightly arbitrary plot, but the combat is what really drags this one down.
  6. @GlaziusF

    Running this on a sub-20 broadsword/shield scrapper, +0/x2 with bosses on.

    ---

    My contact is very... blue. Makes me wonder why. Why not give her a description?

    Especially since she’s talking like somebody’s cool grandma.

    Anyway, goin’ to bail the next generation out of an Outcast-related mess at her insistence.

    The popup message wonders where the Coolers are. I... uh, press tab and highlight one. Were they supposed to be missing from this mix?

    Anyway, hero sprung, Outcast dropped.

    ---

    Now apparently the Watchers want me to reassert the cosmic balance by setting up a villain to score some cash.

    Spring the ninja/TA right at the entrance. This should be fun.

    Heh. Just a compulsively-hoarding Coralax of very little brain guarding an ancient jar full of hunny. Them’s the low-level villain breaks.

    ---

    And now for the future.

    Okay, while red plus blue does equal purple, the royal purple autocolor is pretty terrible, because it’s rather low-contrast with the black text outline, making the whole look rather muddled.

    Anyway. Shivans! With my previous allies to help.

    I don’t know why, but this shield scrapper likes to stare down his defeated foes for way too long. I must leave him behind half a dozen times.

    Unfortunately the end boss Shivan has a lot of area attacks and completely wipes my allies out, leaving me to go it alone for the last sliver of health. Oh well.

    ---

    Storyline - ***. So I did a bunch of stuff for some of the vaguest reasons possible, but my contact assures me everything’s turned out alright in the end.

    Now, there are several scenarios in-game where heroes and villains have to work together - to drive back the Rikti, or protect the integrity of the timestream - but it’s not out of some desire for “neutrality” but to confront an external threat that doesn’t discriminate between hero and villain. The Coming Storm is certainly such a threat, but the storyline doesn’t seem to take the obvious tack: in the future these two people will survive to fight the aftermath of the storm, and it doesn’t matter what they are now, we need to see they survive. Saving a hero and a villain are set up as some sort of... karmic necessity, which really doesn’t have a lot of weight behind it.

    It’s not really clear to what degree we’re boogieing through time, either. The final mission obviously takes place in the future beyond the Coming Storm, but do the other two take place in the present-day? The recent past? The imminent future? And why exactly is the apparently arbitrary throw-down with the Shivans at the end so all-fired important?

    Design - ***. Not that the allies aren’t sensibly powered, as they are, or the maps don’t make sense, as they do.

    But this arc is, on the surface, about helping the next generation. Except it caps me at an average level of 20. At that point in my development I AM the next generation, and the allies I spring in the first couple missions are eminently capable of holding their own, so it feels more like helping out a couple of my peers.

    Also, the missions are very sparse, which would be fine if I had a clearer picture of when and why they were happening, but I don’t, so it’s not.

    Gameplay - ****. The only real hangups are probably engine bugs - the shield defense ally’s propensity to stare down an already-defeated enemy, and the by-now familiar overspawn problem on the Eleusis final map, which spawns in normal enemies behind you after you’ve defeated another set of enemies that are already there.

    It doesn’t help my allies’ general fragility that they get hung up in a couple of these overspawns and batted around for a bit before I realize what’s up and head back for them.

    Detail - **. There isn’t really much in the way of meaningful clues. Mostly they just say that you rescued the people you just rescued, which should generally be kind of obvious. Clues would be an excellent way of keeping events and rationales straight, but they’re just wasted here.

    Overall - ***. Some decent low-level combat with modestly useful helpers. It doesn’t really make any sense but the missions are simple enough that that’s no impediment to getting them done.
  7. Tonight's random arc: To Aid the Future (59346). Verdict - ***. Review lower in this thread.

    Randoms I'd played already:My current queue:
    • Randoms!
    If anybody wants in, the instructions are in the first post. A part of these instructions, perhaps pertinent to this post: I always vote 5 in-game, as it seems a bit uncouth to ask people to jump through hoops and then bomb their rating.

    Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it hardly has to be as long as the critical monstrosities I find myself putting out now and again.
  8. @GlaziusF

    Exploring this mystery with a max-level spine/regen scrapper, +1/x2 with bosses on.

    ---

    Ah. My contact is a... possibly recolored Penny Preston? No description and I can’t really make out colors with the harshest underlight in the world going on.

    (Seriously, when are they going to turn that down?)

    So this is pitched like some sort of demented children’s program. Let’s find out what an Imeco is by throwing a whole bunch of evil clones in a dumpster!

    Or, uh, the dark corner of a nice open cave system? I suppose that works too.

    So, let’s see here. Minions with Rain of Arrows and massively enhanced perception, Lieutenants with buildup and ever war mace power, an elite super strength boss with Rage. Yep. Good old wall o’ math. And either he calls a silent ambush or there’ve been some silent patrols, as when I backed into an area I cleared there were more minions waiting for me.

    Elite energy melee boss with build up and Energy Transfer. And Overload. Good old wall o’ math.

    Elite dark blast boss with rad emission. Wall o’ math in its alternate form of negative base to-hit. And I’m almost certain he calls a silent ambush.

    So... none of these guys are dropping any clues, so far, or even any dialogue. The other elite dark blast boss with pain dom is much the same, calling another silent ambush.

    ---

    And now I see the ordinary bosses in this enemy group. Focus Chi and Elude at low health. ...sure, why not?

    Man, not even the feature EBs have descriptions anymore. I fight an ice armor/ice melee EB, who goes into Hibernate at low health, but the animation doesn’t play and... he doesn’t come out. Like, I’m still staring at him ten minutes later and I still can’t actually damage him, nor does he actually move.

    Well, since he’s a required objective, this mission can’t be completed. What fun!

    I’m going to review this anyway, because I don’t expect what came next would change this score.

    ---

    Storyline - **. I don’t really mind a bunch of glorified boss fights so much, at least not a priori. There’s certainly space to do that kind of thing in the Mission Architect. What I do mind is an arc that tries to pretend a bunch of boss fights is something that isn’t a bunch of boss fights. There’s no investigation going on here. We both know that. It just makes the whole thing feel like a cheap fake.

    Design - **. Arbitrary maps for arbitrary boss fights. No big deal there.

    Actual big deal: if the various ranks of the custom enemy group were intended to look any different from one another, I certainly couldn’t make out the details. The minions and bosses even share particle effects. It’s very important to be able to get a visual sense of the opposition, because con colors can move up and down over the course of the mission.

    Gameplay - *. I’ve seen the Hibernate bug before on an ally. It is a bug, and needs to be fixed, but a mission that’s uncompleteable unless you manage to hold an AV-class enemy so the bugged power doesn’t go off is just plain uncompleteable.

    But even without this bug I don’t think I’d be marking this up too much. Minions with stuns and tier-9 offensive powers. Lieutenants with Build Up. Bosses with Build Up and elude. And that’s not getting into the feature bosses.

    An elite boss is challenging just by virtue of being an elite boss. Notable self-offense buffs like Build Up are challenging. Long-term defense buffs are challenging. Long-term offense buffs like Rage or effective offense buffs like Anguishing Cry or the twin radiation or poison debuffs are double challenging.

    The rank and file enemies should generally not have any of these challenging elements. They’re there to let long-duration powers recharge and build up inspirations for the tough fights. It’s good to face a single challenging element maybe two or three times a map at the outside, possibly a combination of two challenging elements once a map and maybe three to cap off an arc or present an especially notable fight.

    There’s just way too much challenge in this arc and absolutely no breathing room ever, which makes it feel more like headbutting a wall of math than doing anything exciting.

    Detail - *. No descriptions on the rank and file. Not even necessarily on the feature bosses. No callouts from ambushes either, which is the worst part. Four rain of arrow patches are probably the worst way to find out there are minions coming up behind you.

    Overall - *. An unplayably broken arc that needs more than a trivial power adjustment to be entertaining.
  9. Tonight's random arc: What Is An Imeco? (part 1) (27140). Verdict - *. Review lower in this thread.

    My current queue:
    • Randoms!
    If anybody wants in, the instructions are in the first post. A part of these instructions, perhaps pertinent to this post: I always vote 5 in-game, as it seems a bit uncouth to ask people to jump through hoops and then bomb their rating.

    Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it hardly has to be as long as the critical monstrosities I find myself putting out now and again.
  10. Quote:
    Originally Posted by Madcat_88_NA View Post
    Mediporter - You aren't removing the mediporter yourself; just attacking Mimi when a medical contact is on shift to deal with her when she arrives at the port arrival.
    Ah, alright. Coming out the gate with the emphasis on doing for yourself I wouldn't figure we'd just be trusting someone else to do all the dirty work. Probably just read that wrong then.

    Quote:
    Fake passcard - Mainly an in-joke for people who've worked at facilities that are supposed to be secure, but where you can just walk past the guards with an appropriately coloured bit of cardboard - probably a bit of self-indulgence that doesn't need to be there (or needs to be worked into a continuation arc)
    Yeah, you haven't exactly been heavy on the incidental comedy prior to this, so I figured it was being mentioned because it was important.

    Quote:
    re: Recovering from a set back, I see your point, but I didn't want to turn Alison into a damsel in distress type NPC - no one needs a villainous version of Fusionette, and it's difficult to write setbacks in arcs when you've got no way for the player to screw things up except by author fiat - You can't branch arcs except via the 'Choose your own adventure' method and you can't even do two different arc souveniers the way they do in some Dev arcs - since the player has no control over the outcome, I feel it very unfair to write bad decisions or PC instigated failures for the player unless you're upfront at the start about it.
    It's not so much that you have to make a bad decision, necessarily. I mean, you didn't decide to get your apartment burned down either, it just kind of happened and you couldn't stop it.

    I understand your reservations, but if ever there's a time to just get jacked around by forces beyond your immediate control, low-level villainy is that time, especially given the milieu of Mercy Island. And the title promised something a little gutsier, I felt, than just making a plan and following it through, and probably kicking an *** or two.
  11. @GlaziusF

    Running this on a too-high ice/fire dominator, +0/x1 with bosses on for the old-school newbie experience.

    ---

    Well, this whiteboard wasn’t designed to be viewed from the other side, but it’s a nice conceit. Could use a contact description to complete the illusion.

    Beating up a Destined One and taking their stuff. The same plan just about every two-bit schmoe in the Rogue Isles has. Let’s hope I’ve got more than two bits.

    The operation goes off smoothly, though I’d at least like to get a gooey mediport device as a clue.

    ---

    Now to set myself up in an abandoned lab left behind when some group was disappeared for having ticked off Arachnos. ...you mean like I just did?

    But... I’m not alone.

    Ah! My next-door neighbor had the same idea... and tripped some old automatic security.

    And now I have! ...this could really stand to be a single talky patrol and a bunch of other silent ones. As it is it clobbers the entire dialogue window.

    I get a clue for tripping the alarm, but no clue what happens when it shuts down.

    For some reason the debriefing thinks Arachnos is still paying attention to this base. Well, that would have been nice to find out in the mission itself.

    ---

    In fine villainous form, I send my neighbor after the active Arachnos intel site while I go after a backup. No prizes for guessing how this’ll turn out.

    Er... am I hitting the backup? The accept text would seem to indicate that, but the briefings don’t have much to say on the subject.

    In a bit of bad luck, both the Huntsmen spawn right outside the elevator. Fortunately I’ve got a bit of range.

    I pick up some passcards and... apparently I can fake one up with a proper holder and a suitably shiny object? Is that what this clue is supposed to convey?

    Anyhow, the bombs are set to take this place out.

    Oh! It seems like my neighbor was successful after all. Arachnos is kind of a bunch of chumps in this level range, aren’t they?

    ---

    Alright, now to rub elbows with some of the other up-and-comers. Try to blend in. Punch out the spinal column of the idiot who burned my house down.

    You know, villain stuff.

    Mindwrack, as an ally, pops free immediately on entry and drops his clue in my tab.

    I investigate an urn, drop some Longbow who came in and... mission over? Aw, I thought I’d get to see the rest of this junk.

    Well, I’m looking at it anyway.

    ---

    Well, the guy who burned my house down wants me as muscle for a bank job, so I’m just going to muscle in on him instead and get sweet revenge and a big payday.

    The RIP storm in after I drop him. The Legacy Chain try to recover the artifact I pull from the vault. Neither one really succeeds. And now, the world is my mollusk.

    Like all mollusks, it is impenetrable and slimy.

    The souvenir ends with “to be continued...” Actually to be continued, or just segueing into a larger life of villainy?

    ---

    Storyline - ****. Mercy Island is in many ways a crucible, full of giant vermin and people so desperate that drinking random effluent is a step up. Most villains just skim the surface, but when I saw this was a story about some random schmoe clawing out of the gutters, I expected to actually get dragged into the morass and make my way out. But nothing really went wrong.

    I mean, before the story kicked off, something definitely went wrong in a big way. And certainly there are some surprising developments, but nothing that ever really registers as a setback to this plan.

    Maybe that wasn’t what you’re going for? But if you were, you could write a mission about recovering from a setback -- splitting up to take out an Arachnos base is just begging for something to go south -- and maybe compress the first two missions into one to make room for it.

    Design - ****. It’s kind of odd that in the two missions where you get a long-term ally there aren’t any bosses to fight. You don’t shy away from putting bosses in other missions, and the missions are ones that might benefit from bosses - to guarantee some non-minion opposition in mission 2 and actually provide a bit more satisfying boss punchdown in mission 5.

    I can understand not wanting to exactly threaten your ally, who doesn’t canonically have a mediporter, but at the same time it feels a bit off that you get help when you least need it.

    Gameplay - *****. There was really only one part where I had much trouble, and that was a real freaky-deak coincidence where two presumably arbitrary boss spawns managed to show up right on top of each other in the Arachnos map. Low-level, generally stock, enemies, and very reasonable customs.

    Detail - ***. Clues are notable things you pick up or events to remember. Especially for the first couple of missions, important things are missing from the clue tab - the mediporter, and whatever piece of information that makes you think Arachnos is still monitoring the abandoned base. The funny details in the auction mission are worth looking at, but the fake passcard from the third mission just seems like a random meaningless detail -- it makes an impression that at some point you’ll be using one, maybe to spring your less fortunate partner, but it’s never referenced again.

    Overall - ****. Definitely worth playing if you’re low-level and looking for something to do in Architect. The plot’s a bit shakier than the gameplay, but some of that may just be unreasonable expectations on my part.
  12. Tonight's random arc: Out of the Gutters (68054). Verdict - ****. Review lower in this thread.

    Randoms I'd played already:My current queue:
    • Randoms!
    If anybody wants in, the instructions are in the first post. A part of these instructions, perhaps pertinent to this post: I always vote 5 in-game, as it seems a bit uncouth to ask people to jump through hoops and then bomb their rating.

    Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it hardly has to be as long as the critical monstrosities I find myself putting out now and again.
  13. @GlaziusF

    Running this on a mid-40s ice/axe tanker, +0/x2 with bosses on.

    ---

    Generic Warden contact. Nice idea. Needs a bio now that that’s possible.

    Alright, so a visiting dignitary has been bum-rushed by the Council. I get informed of a time limit... after I accept the mission. Not the best time for it.

    Also not the best color for it; the royal blue autocolor doesn’t show up very well against the black text outlines.

    Hmm. Well, this is an interesting casualty of pacing: everyone cons green. Makes it rather difficult to not knock them all about the place.

    Thanks to the vagaries of overworld spawning, both hostages spawn more or less adjacent to the exit. There’s an ambush that seems like it should be targeted when the princess is rescued, but instead fires off when her escort to the exit is complete.

    ---

    Now, off to Striga to find out why the Council wanted to do this, aside from the obvious high-value target.

    Six computers to hack, but I get a clue after the first one. That’s a thing with glowies - if you have multiple glowies you get the clue after the first one. Since the only objective seems to be the glowies you might want to “maintain the suspense” by having a mission-complete clue instead.

    Pacing puts greens in the entrance again.

    Oh, now there’s something you don’t see every day, down in the basement - a flying jar of jam! Also an elec brawler. He does a credible job of running off, but I intercept him for the fun of it anyway. Don’t seem to get much in the way of clues from him, though. Pity

    ---

    Seems we’ve blundered into a bit of world politics gone bad, as the villain who was talking to the council is buddying up to an international megacorp.

    Gunner minions, swordsman lieutenants. Looks like defense debuffs are the order of the day.

    The man in charge is a mace/invuln job in a jester suit with a big wooden mallet.

    All the computers seem to have found their way into the end room with him - this may be a case of the well-documented middle for back confusion in the MA. .

    And once again I get a clue after the first of many hack attempts. Though the ambush doesn’t come until after the last of them, when there’s nothing more to do in the mission.

    So this megacorp is trying to find another time to kidnap the princess. Oh joy.

    ---

    Anyway, circus tents at Talos Island. The last surviving element of the princess’s bodyguard mentions she was taken to the Black Sand Reserve.

    Well, okay, let’s get out of-- no, still have a villain to defeat.

    Somewhere on this giant outdoor map.

    No obvious particle effects I can see.

    Running up and down narrow featureless corridors full of minions with enhanced perception who don’t clump up on anything.

    This is gonna take a while.

    Oh, it’s the jamjar again. Round 2 goes much like Round 1.

    ---

    Seems to be some warning about not letting this boss escape. Can do, can do. ...maybe.

    Looks like the Black Sand Reserve is much like Eleusis.

    The Viceroy’s bodyguard... is SS/Will. With Rage.

    Yeah, trying to deal with that hit-buff is just running into a hard wall of mathematics. Saving this for later when I can pop a Shivan.

    The Viceroy himself is a downgraded grav/energy AV, who doesn’t make much of a move to run or spout any dialogue indicating he will do so, despite the warning in the briefing.

    Anyway, the day is saved.

    ---

    Storyline - ****. The story of a sad, deluded man who believes that, even with the royalty being little more than ceremonial, restoring the proper dynasty to the throne will restore the British Empire to its former glory.

    A sad, deluded man and his private army and villainous allies, including some faction of the Council.

    What’s in it for all of them? Well, okay, his bodyguard is in many senses a Man Friday, a couple villains are easily explainable, as villains are an amoral and mercenary lot. The private army could be in it for the money or actually ‘round the bend enough to drink the kool-aid.

    But what’s in it for the Council? Money? Technology? Most favored villain group status?

    That’s about the only sticking point here.

    Design - ***. The custom enemy group are utilitarian but distinctive, what few ranks there are of them. Though going up against just three enemies for three missions in a row is putting a little too much emphasis on too little variety. The villains are a bit more fancy free, and there’s a nice trick played with a fleeing “boss” to make it look like you’ve caught someone on the way out the door from negotiations.

    There isn’t really a lot in the way of non-essential detail in any of the missions, though -- mostly it’s just the objectives that open up the next mission -- and one thing non-essential detail can really help with is fleshing out the story for people who might be curious about it.

    It would help a bit, and probably open up your enemy group selection to boot, if you picked a level range for this arc. There’s really no downside anymore since exemplaring grants full XP and other rewards.

    Also you should have a look at your pacing settings, unless you wanted green Council in the first two missions.

    Gameplay - *. The customs aren’t very fun to fight for several reasons. (Not the use of Devices. Devices is used appropriately here on a boss-rank enemy. It’s a set with a control power and shouldn’t be spammed about by minions. I felt I should call this out.)

    First, all the minions are ranged. This means they never clump up of their own volition. This means a lot of zipping around chipping down one target at a time, unless the geometry wants to cooperate, and there’s no guarantee it will on an overworld map.

    Second, cascading defense debuffs. Even if you’re a set with defense debuff resistance, it’s possible that your base defense will get whittled so low by assault rifle and broadsword that all future attacks will hit and continue to debuff your defense so that future attacks will hit and so on.

    Third, enhanced enemy group perception, especially bad on outdoor maps where there aren’t many walls about. Fighting more enemies at once means more chance of a permanent defense-buff cascade, and because all the minions hang back that means more running around cleaning things up.

    The Viceroy’s bodyguard is a pain, too. On an elite boss or higher, a long-duration buff like Rage is basically an indication to go off and find something to do until it wears off. Short-duration bursts like Build Up might be acceptable, especially on elite bosses that are supposed to be climactic fights, but I’ve always found that just the straight mix of powers, without any temporary buffing powers, are enough to get a decent scrap out of an elite boss.

    Outdoor maps are a pain to find objectives on, especially objectives without some sort of notable animation to them (usually involving particle effects). This is especially bad on the carnival map, where objectives can (and, for me, did) hide under overhangs.

    So, animate notable mobs on outdoor maps, and consider some sort of alternate setup for the minions. Maybe add some with nightsticks. Maybe use the Robotics laser rifle instead of Assault Rifle. Maybe both! If you were space constrained before, there’s a lot more room now.

    Detail - ***. The briefings talk up saving the Princess as the most important thing I have to do here, to the point that I wonder why I’m bothering with fighting the jester and the jam jar once I have the intel I need. Now, if there was, say, some sort of encrypted agenda they each had part of a key too, that’d be a good excuse to hunt them down and bring them in. But as it is the only reason to throw down with them is because the nav bar says so.

    Also, just as a rule of thumb, try to keep character descriptions to four or five lines. Otherwise they all tend to run together.

    Overall - **. Not intended as an average. On outdoor maps, the enemy fights had better be able to carry the map, since objectives are randomly placed and combat is the only thing you can count on. But this enemy group is monotonous, prone to defense debuff cascades, and worse when multiple groups aggro on you at once, which thanks to enhanced perception happens very often.

    The plot is generally solid but could stand a few more details here and there; it’s dealing with the custom enemies that’s really frustrating, and the arc features them in great quantities.
  14. Tonight's random arc: Legacy of the White Rose (181358). Verdict - **. Review lower in this thread.

    My current queue:
    • Randoms!
    If anybody wants in, the instructions are in the first post. A part of these instructions, perhaps pertinent to this post: I always vote 5 in-game, as it seems a bit uncouth to ask people to jump through hoops and then bomb their rating.

    Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it hardly has to be as long as the critical monstrosities I find myself putting out now and again.
  15. @GlaziusF

    Running this on a mid-40s ice/axe tanker, +0/x2 with bosses on.

    ---

    Contact has no bio. That’s a thing you can give ‘em now.

    Looks like this is gonna be an enemy group showcase mission, because the story the contact’s giving me is “villain here, go smash”.

    And the enemy group are apparently a bunch of thugs who’ve been given period costume. No clue how common thugs got psyblasts (Austen) and dark melee (Chaucer), but the gunners are alright, as are the sword and shillelagh versions.

    Literatura is... a super strength boss? I suppose since she doesn’t really have any facility with the written word sheer power is appropriate.

    Apparently she’s snuck her books into the publisher’s shipments anyway.

    ---

    Pff. Okay, judging by the navbar there were some thesauruses in with this lot.

    And... man, she doesn’t even come up with new beatdown quotes for the refight?

    The terrible pun book titles show up in the interaction prompt, but they should really show up in the system text, especially since prompt text is kinda small and difficult to make out, and it only shows up once.

    Well, at least they’re in the souvy.

    ---

    Storyline - ****. Very like the story of a less serious Batman villain, someone who tries to make up for deficiencies in merit (artistic or otherwise) with main force. Nothing earthshaking here, but nothing offensive either.

    Design - ****. Call this 6 - 2. Very in keeping with the story, these are hired thugs in funny suits -- in this case, period costume -- and the look’s rather solid. As are... most of the powersets, except for the dark melee and psy blast. To me, “hired thug” doesn’t fit very well with particle effects that don’t come from some sort of obvious weapon.

    While I can understand the desire to go from 1-50 with the enemy group, generally you’re better off for picking a 5-level range and sticking with it. Exemplaring down even gets you full XP now. And if that level range is anything above level 25 or so Literatura could stand to be an elite boss at some point -- she’ll come down to a boss for people who can’t casually fight bosses so no worries there; it’s just a bit odd to think of her as anything special when because of my difficulty settings I’m mowing down ordinary bosses left and right.

    Gameplay - *****. Hired thugs generally aren’t terribly difficult to carve through and these are no exception. There’s also not a lot of hunting around or backtracking.

    Detail - ***. Generally pretty solid, though not really laugh-out-loud parodical. The book titles would be that, but since they show up in the interaction prompt and not the system text they take a bit of eyestrain to suss out.

    Overall - ****. Pretty solid work that would benefit from a slight relocation of the interaction details, maybe a little power set reshuffling, and a narrower suggested level range.
  16. Tonight's random arc: Fine Literature (136522). Verdict - ****. Review lower in this thread.

    Randoms I'd played already:My current queue:
    • Randoms!
    If anybody wants in, the instructions are in the first post. A part of these instructions, perhaps pertinent to this post: I always vote 5 in-game, as it seems a bit uncouth to ask people to jump through hoops and then bomb their rating.

    Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it hardly has to be as long as the critical monstrosities I find myself putting out now and again.
  17. Tonight's random arc: The Cracked Mirror (159922). Verdict - ***. Review in MA Forums thread.

    Randoms I'd played already:My current queue:
    • Randoms!
    If anybody wants in, the instructions are in the first post. A part of these instructions, perhaps pertinent to this post: I always vote 5 in-game, as it seems a bit uncouth to ask people to jump through hoops and then bomb their rating.

    Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it hardly has to be as long as the critical monstrosities I find myself putting out now and again.
  18. Quote:
    Originally Posted by OzzieArcane View Post
    Arc Name: Agent Thunder Task Force: The Cracked Mirror
    Arc ID: 159922
    Faction: Heroic
    Author: @Ozzie Arcane
    Level: 45+
    Length: 5 Missions
    Enemy Groups: Freakshow, Wrongbow(Custom Longbow), Custom Standard enemies
    Synopsis: Villains from an alternate earth are attacking Paragon. Do you have what it takes to stop Wrongbow and the Domination Phalanx?
    Updates: Wrongbow has a decrease in custom mobs since I could alter regular Longbow now, however a few were kept for flavor. Also AVs now show up for the story faction they are in rather then Praetorians or Freedom Phalanx. Plus many of them have had color changes.
    Review done as part of the CoHMR Aggregator project.

    @GlaziusF

    Running this on a mid-40s ice/axe tanker, +0/x2 with bosses on.

    ---

    My contact is a government agent working for... the CIA? The FBSA? Hmm. Looks like some hero he used to work with has flipped.

    Hmm. Were you using pacing? One day it suddenly started working and caught a lot of people off-guard. There’s a -2 door guard out here.

    Oh hey, a guy from the Mirror Universe! That’s actually a thing that there makes sense to be now!

    And he calls in ambushes of “Wrongbow”, the evil mirror-universe Longbow that beat up all the villains and took their stuff. Well, mostly the 5th judging by the costuming. Still, delightfully schlock.

    ---

    Okay, now they’re raiding Atlas Park. Dark Valk is basically Hrist, who summons spirits of dead “Einherjar” to back her up. Stock Battle Maiden and Spirit troops, could stand with some custom name and bio work like you’ve done for the patrolling Destroyers.

    “Diabolic Girl”, who I take for Diabolique but who looks like another mirror-universe author creation like Showtime, is next up. Looks like stock super strength/invuln. No Rage, which is appreciated.

    Ha! And of course Recluse is the brave freedom fighter holing up in the Rogue Isles. Just a word of warning, he still summons Bane Spiders with their usual descriptions. Maybe you could just replace him with a boss Crab Spider?

    Lastly... oh, figured the leader of the masked troops was Mirror Manticore or something, but nope, another mirror author creation.

    ---

    And now Mirror Manticore has taken Liberty and Psyche captive, it would seem? Ms. Mirror Lib is out front with some renamed Carnies.

    Little deeper in is Sis Psyche - apparently Mirror Manti liked his wife better before her ‘accident’ so he’s looking for either a body duplicate or brainjack fodder. Also: our Ms. Lib, and a flaming jock. Pretty nice fight with him - is that Build Up or Fiery Embrace going off? - but there’s pretty much no reason for him to have Rise of the Phoenix since the objective completes when he goes down once.

    ...Mirror Sis Psyche is a brain in a jar, according to Mirror Manti. ...that’s gonna be all kinds of wonderful. I can hardly wait. Mirror Manti’s got Chimera’s stock escorts around him, though.

    Apparently he was just a pampered rich boy who got himself a bunch of bodyguards and GENUINE HANZO STEEL FOLDED TWENTY THOUSAND TIMES.

    ---

    Anyway, time to lock down the portal in. No apparent intel on what sorts are guarding it.

    More villains in here! First up, a ‘hyperactive version of Fusionette’. ...which is kind of like having a wet version of water.

    Next... yep, Clockwork Psyche and her army of mindjacked ladies.

    Then, Mirror Faultline... who has a different display name than his detail says he has.

    Lastly, Mirror Positron and his squad of stock Storm Elementals.

    If it sounds like I’m just listing off bossfights, it’s because this mission is just four boss fights, and the occasional patrol for color.

    ---

    Looks like States ran in to finish this personally, but he doesn’t seem to have succeeded.

    Ah. He’s right in the entrance, and being drained of his power by some dark ritual.

    ...at least, I assume that’s why he’s running out the door. He really doesn’t say anything either way. Maybe they’re only serving breakfast at Up-N-Away for another five minutes.

    Anyway, I’m expecting a Tyrant recolor for the master here, but it seems more like this is the politician sort of Statesman. With a sweet cape. SS/Inv, which is alright but he could at least be energy melee. We already fought one SS/Inv in Diabolic Girl, and he doesn’t have any real differences from that fight. Except maybe Footstomp?

    Anyhow, arc’s over. No souvenir, but it’s not like there were ever any clues either.

    ---

    Storyline - ***. For a long time, Praetoria was to me the mirror universe, where up was down, black was white, and we hated losing so they must have loved it. With Going Rogue, that all changed -- it became a more detailed alternate history with characters and interest groups with their own motivations, not limited to reflections of Paragon City. So it’s a little bit of nostalgia to go back to the schlocky old mirror universe and fight the nefarious forces of Wrongbow.

    That said, the plot is paper-thin all the same. The only really glaring spot in it is the setup for mission 3, where my contact intuits based on reports of some dude who looks like Manticore that we should head for some old Longbow base to find some kidnapped people. I mean, just say Sister Psyche gets a mind-shout out before she gets psycho-dampened and go from there. It’s also never really explained how Wrongbow can disable Sis Psyche, Ms. Lib, and Statesman, but all it needs is a little spackle - Sis Psyche is locked in a contest of wills with her mirror, and Mirror Statesman has worked out a ritual warding that jams Ms. Lib and Statesman from the powers of the Well.

    Significant (to me) plot threads are raised and then forgotten - based on the first mission, it seems like the heroes my contact has worked with previously are being “replaced” by their mirror versions. Have they been kidnapped? Killed? We never find out. And Mirror Recluse shows up to help in the second mission but just seems to vanish with nary a trace nor mention after that.

    Lastly, Mirror Psyche regards herself as a hideous abomination longing only for the sweet release of death, which is kind of off-tone from the general campy atmosphere. Okay, she’s a brain in a jar, but she’s got a collection of hundreds of bodies to mind-ride into. You want to camp that up, you could go with, say, she regards them in perhaps the same way as a fashionista regards outfits, and regrets not bringing anyone along who looks good in chiffon.

    Design - ****. There isn’t a lot of incidental detail in the missions, but the easily dozen enemy groups used are all used very well to realize the mirror world and the ways it operates and its movers and shakers surround themselves with minions. About the only power choice I really disagree with is the SS on the end boss, for reasons I’ve detailed above.

    Gameplay - *****. Pretty much an inventive mix of stock enemies, aside from a few custom bosses who generally don’t have any really problematic power selections. Despite the warning in the description on CoH Mission Review there’s really no reason to shy away from this arc if you have a character who can solo downgraded AVs.

    Detail - **. Only about half of the stock groups are actually appropriately renamed and redescripted to suit their purpose. That’s not terribly jarring unless you pay close attention, but these days it’s not hard to have enough space to give every repurposed stock critter its own little name, title, and blurb.

    More jarring: there are absolutely no clues, and not even a souvenir. Granted, the missions are pretty straightforward facebreaking exercises and the plot doesn’t really need to be explained in a fundamental way, but clues are a great way to find the room to wrap up the more incidental details.

    Overall - ***. On the high end of three, but it doesn’t round up, mostly thanks to the inconsistent detailing on the repurposed stock characters and the lack of souvenir. Even if there aren’t clues, it’s always nice to get a souvy to remember the arc by. That said, this is more an arc about fighting a disparate group of enemies shot through with EBs and reveling in the schlock than it is about following a story, so while the story’s got some room for improvement it doesn’t really drag the whole thing down.
  19. @GlaziusF

    Running this on a max-level spine/regen scrapper, +1/x2 with bosses on (but not AVs).

    ---

    Ah, a little Shulkie-style comedy. Let’s rassle some cards!

    (Watch that accept text. First, it’s long to the point of overlapping the window. Second, as accept text it’s only visible by the team leader, as upposed to comedy in the briefing which the whole team could see.)

    Oh hey, it’s Swan, right at the start of this little Eleusis. Let’s get some help. She’s guarded by... entirely bosses. Oh dear. Seems to be dual-offense dual blades/dark melee.

    ...and she won’t stick around to help, either. Hoo boy.

    ...wait a second. All these AVs have an escort of Negative Thought bosses. Since I’m at x2 that means like three to five of them.

    Okay. Resetting to +0/x1 no bosses as that’s the only way I’ll probably get through this.

    So, let’s see. The Tower is strength/shields, with... rage. Aw lord, Rage. Extra 33% damage, boosted to-hit, lasts for-freakin-ever. Actually engaging during this time is not necessarily an option.

    Strength is claws/regen. With Moment of Glory and... Instant Healing, which basically nullifies my damage output. Also she revives, but I don’t have to beat her a second time.

    The Moon is grav/kin. Now this I can rassle with! Well, up until he dimension-shifts me for a little time-out.

    Death is necro-dark. Like being terrorized and unable to do anything? Tired of positive to-hit percentages? Then you’ll like Death.

    The Hermit likes to detention field me and then heal himself. Over, and over, and over.

    The Empress... stacks Deceive rapid-fire. For when Fearsome Stare wasn’t quite enough not being able to do anything, though you can heal yourself, which is a boon of dubious worth. Gonna need some double-layered Break Frees for this one. She’s also got Trick Arrow going, which is nice for a patch that slows you and kills defenses so you get even more deceived.

    The Emperor is Electric Blast/Axe, with both Aim and Buildup, and the voltaic sentinel at this enemy rank is like a Sapper you can never hit, dodge, or stop. Oh, and he uses Thunderous Blast on low health, just in case you though you were going to do something with your endurance.

    The Fool is Mind/Psy. He doesn’t seem to pull out Terrify, but Confuse is there, though not as long-lasting or spammable as Deceive.

    The Sun is a twisted firestarter. Also fire blast/fire melee with both Aim and Build Up for maximum alpha strike. Fortunately he’s just got damage on his side.

    The Devil shows up on the same little island the Moon was on, but I know I didn’t see him there then. Looks like the old overspawn problem where an outdoor spawn doesn’t trigger until another one at about the same spot dies. He’s fire control/fire armor, with a lot of autodamage but not much else.

    When he’s down, I break the altar, and summon the end boss Swan was talking about, and her escorts who have no descriptions. And her fancy hat! And her... odd similarity to my contact?

    Anyway, her escorts spawn Carrion Creepers, which are kinda bugged in that they stick around for a while and continually spawn vines even after their originals are dead, and she’s a pretty standard storm-elec, but what that means in practice is that if you resist Knockback her tornado hugs you and triple-kicks your defense into the “always hit” range, and then you get sapped, and then you die.

    Fortunately I make my own whirlwind, or she’d not only kick my *** but manage to get away on low health, which is a really nasty trick to pull when you’re running a power that kills both accuracy and attack range.

    ---

    Storyline - ***. This is a showcase for a big ol’ slugfest with custom bosses. If there was something made from the end boss’s resemblance to my contact, I didn’t really notice.

    Design - ***. It’s a good choice of map for a generally free-roaming throwdown. The Emperor and Empress hung out right on top of each other, but that may just have been my bad luck - there’s generally enough space here for a good boss fight in more-or-less isolation.

    The problem is that I make a lot out of the overspawn problem for outdoor maps, but this is really the only one I can remember it happening consistently, even dramatically, on. I’m not saying it will necessarily happen, but it’s worth considering, and perhaps picking a different map.

    I wonder if it would work to replace the Negative Thoughts with, say, renamed Black Swan Shadows. They certainly fit the idea.

    The Major Arcana designs are generally pretty nice, but I’d be careful with armor powers as even at max height the particle effects can be rather obscuring. And speaking of max-height, while I don’t like to comment on the deck when there have been so many visual iterations of the design, but I don’t think I’ve ever seen the Sun as anything other than a baby, or at best a young child. Max-height Sun seems a little strange.

    Gameplay - *. I don’t have two to seven very best friends who are willing to hang out with me and put up with my stopping now and again to take notes. I don’t have the scratch for the really high-end inventions, to pull off soft-capped defense or permahasten. I go solo with what sets I can, and I think I may be on the high end of a generalized intended audience, and there are certain things that are just a little too much to deal with.

    Aim and Build Up can be reasonable when they’re on a single marquee “end boss”. Not necessarily on boss after boss, and generally not in the long-lasting form that is Rage. Crazy survivability boosts like Unstoppable or Instant Healing can be worth powering through on bosses, but with the enhanced regen of an EB there’s pretty much no way to make headway and no reason to do anything other than disengage and wait for it to run down. Confuse and Fear are much more rarely resisted than other sorts of status effects and much more disabling, especially when they’re spammed as frequently as Deceive is. And the severe to-hit debuffs of the entirety of Necro/Dark connecting, or the defense debuffs of oil slick or a triple-stacked Tornado are no walk in the park either. And the combination of to-hit debuff and range debuff from Hurricane with the sapper thundercloud, when you’re trying to stop a boss who’s getting away, is just kind of cruel.

    And intangibility powers against a solo hero are all the fun of Ascendant/Fake Nemesis intangibility with none of the catharsis of running around smacking other things while you wait for them to wear off. (I’m aware the Wisp bosses pull this off, but they generally only have the hit points to do it once.)

    Overall, while turning powersets up to extreme may make for a single memorable end boss, when it’s done with a high number of “boss fights” in quick succession things get tedious rather fast.

    Detail - ***. Good introduction of the idea of the Arcana and some common readings of the cards, but again, this is a big ol’ slugfest and any non-slugging is at best tangential.

    Overall - **. Not an average. This arc is set up to stand or fall on the strength of its combat, and that’s pretty lacking.
  20. Tonight's random arc: Attack of the Angry Tarot (81701). Verdict - **. Review lower in this thread.

    Randoms I'd played already: (hoo boy)
    My current queue:
    • Randoms!
    If anybody wants in, the instructions are in the first post. A part of these instructions, perhaps pertinent to this post: I always vote 5 in-game, as it seems a bit uncouth to ask people to jump through hoops and then bomb their rating.

    Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it hardly has to be as long as the critical monstrosities I find myself putting out now and again.
  21. Quote:
    Originally Posted by Coulomb2 View Post
    I agree with you. My motivation for her was vigilante. That was the intent from the beginning. And I don't think the authorities would allow her to get away with it if they found out. Heck, if it was possible to do so, I would give you the option of turning her in for it. But it's not, so I don't worry about it, and simply accept that other people will prefer giving her a different motivation.
    Oh! Okay, sorry, I guess the original comment was unclear.

    It was basically along the lines of "if this arc is vigilante aligned this is a presentation of a character who a vigilante could sympathize with" and "if this arc is hero aligned this is a presentation of a character who is taking a tremendous risk for a dubious reward". As far as I know, both vigilante and hero alignment missions are written so that what you wind up doing is satisfying and the narration is somewhat sympathetic. Having a vigilante choice "work out" in a hero narrative seems to play against intent.
  22. Quote:
    Originally Posted by Coulomb2 View Post
    Good! Hibold's ambushes are the key to the design of the encounter - Hibold's just a lt. rank-wise, so he relies on the ambushes to make the fight a challenge. Even though Susan's text hints that the 'intended' strategy to fight him is to spawn each ambush in turn, and deal with them before continuing to take down Hibold, like a good D&D game, the players *never* do things the way the DM was intending - almost everybody who plays the arc just offs Hibold immediately and then deals with the ambush swarm afterward.
    Well, some ambush points are close to their trigger, some ambush points are farther away. I don't know how the game works out where to bring in the ambushers, though. The ablatives spawned in outside of the room and around at least one bend in the corridor - I actually waited around for them to show up because all the not-yet-active boxes had me nervous about what would happen after Hibold went down and I didn't want them gunking up the works.

    Quote:
    Very interesting point. For what it's worth, when writing the arc, the motivation I assigned her for ordering the mind scan was the second one. She's doing what she does because she's eager to swiftly and decisively get this gang off the street, and she's willing to do something she wouldn't normally to do so - even if it puts her (and your) career at risk. Truth to be told, she doesn't think it's likely she'll be caught, which makes the choice easier. But if she is, she's hoping that the authorities will see that the ends justified the means. Of course, at the moment, all of that's academic because it isn't spelled out in the arc (at least I don't think it is - I might need to go back and look), and it's very possible that someone playing the arc would assign the other motivation to her actions.
    Heck, I'm assigning the other motivation to her actions based on reading your justification of not assigning her that motive. The hero alignment missions aren't about the ends justifying the means, they're about the means being just, whatever the ends are. Malta using a hostage as obvious bait for you? Take the bait and save the hostage anyway. Found a lead on Nemesis? Let it pass, save some cops. Dockworkers striking? Stand down, use your words, even if it looks like they're all going to flip on you while they have you surrounded.

    "Only following the laws when you think they're a good idea is just the same as not following the laws at all." The distinction's never necessarily drawn in game, but in my mind that's the far hero end of the hero/vigilante spectrum, with "do evil to evil" at the far vigilante end.

    Quote:
    Yeah, it bugs me too. At the moment, the clues are meant to actually 'fill in' for the lack of an objective after the mission completes, but it isn't coming off that way (and you're not the first person to note this).
    No, it came off that way. It's just ridiculously inconvenient to pop open the clue window and scroll down looking for the clue, just to get a cheap knockoff version of what the navbar would have done for you anyway.

    Unfortunately it looks like that if you have to manually exit the map, it still clobbers other objectives in the navbar. Thought that'd be an easy out.

    Quote:
    Actually, I've created a whole bunch of actual 1st level characters to take them through the arc, and it's less of a problem than you'd think. Most of the time when my health was much too low to risk starting the next fight, Rest was available. There were only a few times where I had to do the 'standing around waiting to heal' thing. Like you, I'm not fond of having to do that, but I did at least note I wasn't having to do it more often than I would in standard game content (at low levels).
    While I bow to your experience, standing around waiting to heal is bar-none the worst part of standard game content at low levels. You may or may not notice based on the reviews upthread, but I mention things as absolutes, not relative to standard game content, and I'll ding for things that I know are bugs in map design or Architect. Even if you can't help something, that doesn't automatically make it any easier to deal with.
  23. @GlaziusF

    Running this on my low-20s Peacebringer, +0/x1 with bosses on for the old-style newbie experience.

    ---

    Little typo in the intro - “Altas Park” for “Atlas”. The idea’s pretty solid, and this is part of ELITE’s parvenu, I imagine. Low-level not-necessarily-powered gangs.

    Time for them to say hello to Space Squid.

    Alright, decent job of replicating the low-level powers. And it looks like XP is on-par, too.

    ---

    Interesting idea here. I don’t think I’ll explore it, but I appreciate the nod to the alignment system, as new heroes/villains only find out about it much, much later.

    I scoop up advanced tech, body armor, ritual stuff. Looks like these guys are trying to get themselves some power by any means possible.

    ...they’re planning to hit Crey? I almost feel bad for these guys. Unless Blake’s got connections somewhere. Well, let’s see what his face has to say after I fill it full of squid rays.

    Hmm. Judging from the schedule I lifted from Blake, it seems like the raid took place while I was clearing out this hideout.

    ---

    Yeah, they did hit Crey. Huh. That’s a little strange, since even given Crey’s history of whitewashing you’d figure they’d be more up on things than this.

    Well well. Looks like Crey black ops is on the case. (Though again, I have never actually seen a battle kick off when I got there or started firing into it. The battle started when I loaded into the map, and I didn’t even see the “undercover agent” who seems to have noticed me.)

    Huh. Seems like Crey is actually getting the better of the Blue Devils, which is surprising considering they’re actually, what, Rippers? Private security?

    The Blue Devils have gotten some combat armor and laser rifles, which would make them a little more threatening to most armor sets at least.

    Wow. I’m not sure how you got the assault bot to spawn in with these guys, but it’s a pretty spiffy effect.

    So apparently the higher-ups in this gang include “Hibold”, a tech-head, “Azul”, perhaps the ultimate leader, and “SA”, who a captured scientist called a stage magician who could summon demons.

    ---

    Ah. “SA” is Azul. Okay. And it looks like we’re in a very watered-down version of 20th Century Boys, except there’s nobody innocent involved.

    Seems like Hibold puts people he doesn’t like on duty as ablative armor. I let one of the guys bolt.

    Hmm. Looks like a bunch of boxes I can’t interact with yet. Wonder what that’s about.

    Okay, Hibold’s a nice acrobatic-shootin’ cowboy-feelin’ gentleman. He calls in more ablatives as he goes down, but they’re not much threat. Apparently there’s another boss-type Devil guarding something that prevents us from getting out of here?

    Yeah. He drops and I’m out. And all the crates light up. There’s another vigilante objective here, but since dropping the boss completes the mission, it doesn’t really show up in the navbar.

    ---

    Anyway, time to put a good old-fashioned kibosh on the power behind the throne.

    I like that we have the option of leading Mind Shadow to the exit and keeping him out the way. Map’s small enough as it is, certainly too small to make finding him actually optional.

    Azul looks like a summoner with just a Demon Prince to his name, which is an interesting conceit, and it’s a shame you can’t name it.

    The demon himself is dressed up like a Behemoth in the end room, and does a nice job of playing the tempter, but I’m afraid this little magic soul box has to go boom now.

    Predictably, the demon flips, and so ends his last incarnation on the plane of the living.

    ---

    Storyline - ****. Part of this is due to the difference between Hero and Vigilante, as proper nouns. Is Mrs. Davies’ ordering of a covert mind-scan at the end the act of someone who believes good deeds should be done swiftly, even if it means bucking the system, or someone who’s risking her own career and that of a fledgling hero to bring in a defanged villain group just a bit faster?

    In a heroic arc, it’s the latter. In a vigilante arc, it’s the former. I realize you’re offering “vigilante options” but those can exist even in a vigilante arc, casting the player as someone willing to work outside the system but leaving them the decision whether or not to go full Punisher.

    Also I realize it would probably not be practical to actually site a mission tracking the Crey convoy for various reasons, but it kind of bugs me that it’s presented as something that will inevitably happen rather than something that’s already happened but Crey’s covering it up.

    Design - ****. This isn’t about enemy design. That’s pretty great, though everybody does tend to look just a little alike. Admittedly you’re kinda limited there because this is just a gang of normals with delusions of grandeur.

    But when a mission completes the navbar vanishes, replaced by MISSION COMPLETE (exit). In at least one case (the Hibold mission) this clobbers a novel objective, and in the first mission it’s very easy to complete the mission before you even see any of the optional glowies. In an arc that’s about offering various options, having them up in the navbar is by far the easiest way to make players aware of them. Hibold’s the only case where it really rankles, though.

    The fifth mission has a very nice and fitting map, but not one that makes freeing the ally optional if you don’t want to have enemies stabbing you in the back when you run by. I realize the objective may be technically optional, and ditching the ally at the entrance anyway is a nice touch, but in that case it’s ditching the ally alone that should be explicitly marked as optional.

    Gameplay - *****. Pretty reasonable low-level enemy group, and as far as I could tell they all awarded full XP. Their alpha-strike potential seems a bit high but that may just be a function of my squidly fragility. The problem is that genuine lowbies may not have a lot of ways to heal up, but this may not be so much a problem that you’re capable of addressing within the constraints you’ve set for yourself. Missions were generally pretty reasonable and didn’t have a lot in the way of backtracking “dead time” to them.

    Detail - *****. The descriptions and dialogue are very well done and paint a good picture of what’s going on and what’s worth paying attention to.

    Overall - *****. My concerns about the storyline and design are pretty minor in the grand scale. The arc’s well put together, has some interesting visual elements, and has some nice mechanical tweaks to it as well.
  24. Tonight's arc: The Blue Devils (468738). Verdict - *****. Review lower in this thread.

    My current queue:
    • Randoms!
    If anybody wants in, the instructions are in the first post. A part of these instructions, perhaps pertinent to this post: I always vote 5 in-game, as it seems a bit uncouth to ask people to jump through hoops and then bomb their rating.

    Something that isn't in the instructions but could stand to be said: CoH Mission Review isn't my private site. It's not even my site. Anybody's welcome to leave a review on anything, and it hardly has to be as long as the critical monstrosities I find myself putting out now and again.
  25. @GlaziusF

    Playing this on a mid-40s ice/axe tanker, +0/x2 with bosses on.

    ---

    Walk up to a random mystic-lookin’ guy, get shanghaied into a story. Ain’t that always the way?

    Anyhow, saving a museum from... a grav controller, maybe? We’ll see.

    It seems the mummies are out in force. So not the grav controller variety of using the environment as a weapon. ...it also seems the mummies con green. Might want to look into that, since from my experience the pacing settings work but only downward.

    Defeat all on a 5-floor map. At least most of the floors are small.

    I spring an ally with... way too long of a bio, compared to the mummies we’ve been pasting.

    The mummies are dark/dark minions, broadsword/something lieutenants, and earth control/storm bosses who can shave a giant amount off your to-hit between earthquake and hurricane.

    The free-willed mummy and the end boss are right next to each other in the tiny end room. Coupled with my ally’s massive perception radius I’m in the middle of a mummy mob in short order. The custom boss is a standard necro type, pretty fitting, and the mission’s not over until I grab a few final minions unfortunate enough to wander into a dead end.

    Apparently it was just enough to run the custom boss off, in fine old superhero cartoon fashion, and now he’s wreaking havoc outside?

    ---

    A defeat all, on an outdoor map, timed, with an end boss who chains off another elite boss.

    Said end boss summons an ambush squad made of entirely boss-class enemies with build up and battle axe. Seriously, there’s like eight of them.

    After several deaths, a lot of pulling, and several Shivans, I manage to take out the end boss and the EIGHT BOSSES WITH BUILD UP and clear the map out with seconds left to spare.

    ---

    Storyline - ***. For a story where you play background character to somebody else’s origin story it’s not bad. Uses the well-worn plot device of some random inscrutable mystic bodily transporting you into the action. Not that it’s necessarily a good plot device, but for a reason to get involved in some other guy’s life story it’s expedient. It avoids a lot of hoop-jumping.

    Without what I assume are SG cameos you could pitch it as just a generic bit of action that needs resolving, but it doesn’t seem like getting involved in the story is necessarily as important to this arc as getting the story across, and maybe showing off the custom group.

    Design - **. But if you were intending to show off the custom group, a single minion/lieutenant/boss mix of enemies is kind of anemic. It’s kind of anemic in general since the custom group is really the only enemy group. It’s easy enough to tell the ranks apart, no problem there, and even the feature group of mummy brutes looks pretty visually keen, but the fights don’t seem that varied.

    The closing brawl in the city block is, well, a city block, but the opening office could use some detail to really sell the whole museum angle. Maybe some exhibits to examine or something. You may also want to choose an end room that’s slightly larger for the museum if you want to put both the boss and ally in it, as that’ll help cut down on the chances of them nigh-on overlapping.

    Gameplay - *. A defeat all on an outdoor map. A timed defeat all on an outdoor map. With a boss who chains into another boss who could turn up anywhere on the outdoor map. And the second boss summons a squad of eight boss-class mummies with Battle Axe and Build Up, and Shield at least to Against All Odds, the power that dampens your attack the more copies of it are out there running. The mummies had no trouble landing a few lucky shots through the ice armor with their odds and then just thoroughly dismantling my help, and I had to resort to clever pulling and my remaining Shivans in order to have a chance of clearing the map in a reasonable amount of time.

    If you want the brute squad, and they’re certainly very nice, consider adding a copy of them scaled down a bit as a lieutenants. They’ll sub in for the minions instead of the bosses, but the bosses will still show up for a big enough team. And peel off Build Up. Surprise burst damage ain’t nothing but a heartbreaker. I’d also consider either lifting the defeat all requirement or doing away with the time limit, and I’d suggest the former. Mobs can get spawned in all kinds of crazy spread-out hidden-away places on that Steel Canyon map, and I didn’t notice the helpful arrows that you get when you’ve got almost all the enemies on a map defeated.

    Also you might want to consider taking Earthquake or Hurricane away from the regular boss mummies, because those powers working together take an enormous chunk out of accuracy.

    Detail - ***. Nothing jarring, certainly, but there’s really just enough to set up the bare bones of this story. The ending trailer seems to indicate that somehow the new hero and the end boss are related somehow, but there’s pretty much nothing in the missions that points to that connection. Putting some appropriate hieroglyphic tablets or similar artifacts on display in the museum would be a great way to foreshadow that relationship without seeming too forced about it.

    Overall - **. A serviceable “somebody else’s origin story” arc, weighed down by the overblown demands of the last map and the absolutely punishing ambush.