-
Posts
2 -
Joined
-
I wouldn't call it a kick in the face. Like most missions controllers make things easier. In this case much easier. But I'm not willing to hold it against the devs, considering what they've done to Controllers.
1. Not giving them an attack power to solo with thereby forcing them to group to advance with any speed.
2. Making them go to contacts to get DO and SO enhancements.
3. being the most fragil of all the heroes.
etc... Given that they have to endure hardships from day one I'm kinda glad the are strongly encouraging the rest of us to seek them out on this high exp trail, cus they don't get many breaks.And don't forget that the trial CAN be done with out them, it's not impossible just extreamly hard.
-
Hi all just want to put my 2 influence in on this.
My friends and I went in to do the respec mission in TV. We had learned some things when we took advantage of the free respec and needed to retool our Toons. Everyone was lvl 35 and there were four of us, blaster, controler, and 2 scrappers. This is what we learned fighting freakshow bosses.
1. a regen scrapper has trouble holding her own against a boss but 2 puts her in debt in just a few swings. Damage seems high on the bosses
2. The controller was forever getting one shotted. For some reason the boss thought that the controller was a larger threat than the scrapper that had beat him down to half his HP. This was a consistant problem though out the trial
3. The blaster did alright as long as he stayed out of the way and took shots from the outside. He didn't seem to last very long aganst the bosses even at range.
4. Bosses took a long time to take down and well over half of them would stand up again fully healed. I think that this ability should be taken from the freakshow bosses. Pounding on the same guy for long time can be fun but to have him get back up and do it all over again is frustrating.
5. With only 4 TF members the lowest boss spawn rate was 2. 3 Bosses was the norm. This was way to many. Both scrappers were occupied and the 3rd boss was chasing the blaster or controller, who would die shortly thereafter. And then 3 Bosses vs 2 scrappers we didn't fair much better.
While i agree with the boss changes for the most part, I have to say that the AMOUNT of them in the Terra Volta mission should be looked at more closely.
It's hard to keep a team on the mission if they have died 5 times and you haven't even made it to the core yet. The mission quickly turned from fun into frustration.
Perhaps scaling down the damage caused by the bosses would be a better approch. Boss fights should be tough but not a slaughter of the heros. We are the good guys we are suppose to win.
Maybe a Formula based on the Arch Types in a group? 4 defenders will many ways to deal with groups of bad guys but they don't cause much damage. 4 Blasters on the other hand would cause massive amounts of damage but could not take it very well. 4 tanks could take insane amounts of damage but not dish it out very well. If these factors were taken into account for the spawn, a group of 4 blasters could encouter a boss with lots of hp but not get hit for tons of damage. This blaster boss could take 3-4 hits to put one of the blasters in debt. The type of damage the boss generated for the group of 4 tankers would be able to dish out massive amounts of damage but not have as many HP as the Blaster boss. For mixed groups you could do an average.
I know what i'm suggesting wouldn't be easy to implament but I think it could be an effective way of dealing with some AT not being able to handle the bosses in missions