Oedipus_Tex

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  1. Change all timers from fail conditions to badge earning and possibly Astral conditions. You still have to bring down the bosses to pass, but you don't have to teach new people in 10 minutes or fail completely.
  2. Quote:
    Originally Posted by Atomic_Toy_Guy View Post
    Trust me time is not your problem.

    Psi is your problem, that set is a low performer no matter how you shake it. Psi only shines against enemies that have weakness to it, which is rare. The other problem is when enemies resist psi, they resist it by a wide margin. This is more common in the high game with all the robots we have to deal with.

    Would psi perform better with Kinetics, meh maybe. Anything is going to do more damage with Kinetics. Time is a stellar set and the combo you picked should do well as a team based support toon, but I wouldn't expect it to shine solo.

    I can only gather you never spent a lot of time on hero side playing defenders. As if you had, and tried anything with Psi you would have known that Psi blast just isn't that great. I've always wondered why so many people were clamoring for corruptors to get Psi, because I have played it as a defender and as a blaster and neither one ever impressed me. In all honesty I would rather have electric blast over Psi any day, and I feel like you have to be a masochist to play Electric Blast.

    This is definitely a YMMV situation. I love Psi Blast for its enormous range, huge area cover, and debuffs/control otherwise unheard of in an AoE blast set outside of perhaps Dark Blast (which I would rate about the same as Psi). My Psi/Dark Corruptor with Cardiac slotted has 120ft range on all of his single target attacks, and Psychic Scream is 82ft long. IMO it is more complicated than just looking at DPS.

    Kinetics would personally be the last set I'd pair Psi with, although I don't think it would be terrible. I really like it paired with Dark. But it work well with anything that plays at range sometimes (like pretty much everyone does in incarnate trials or anywhere there are lots of death patches, or if you want to be able to sometimes hover far above the action).

    Enemy resistance is an irritating issue, but depending on how you play a typically avoidable one. Scramble Thoughts is also pretty much a wasted power, but Time (or Dark or a few other sets) come with their own holds to replace it with. Time in particular has a hold that can handle a boss.

    EDIT: I have to add, I also love Psi Blast just to watch half the crowd get bowled over by Psychic Tornado every few seconds. Effective AND cool looking.
  3. If I were to go the sheer standard min/max route and pair each set with a different primary, I might get this layout:

    Fire/Psi
    Dark/Energy
    Radiation/Fire
    Ice/Electric
    Pistols/Dark
    Sonic/Devices

    Not that you have to use these pairings. I think there are lot of interesting ways to go. It's pretty hard to go completely wrong. Although I'm not sure I'd be up for Energy/Fire.
  4. As effective as Masterminds are... any time I end up with a Demon Summoner on my team I start looking for excuses to leave. Most. Annoying. Pets. Ever. There are some things that can't be measured, and IMO those huge pets pushing me out of the way constantly and cluttering up the screen with busy graphics is worse than a Peacebringer spamming knockback.

    But I understand why people like them. Even if I'd always prefer a non-Mastermind, and especially a non-demon summoner.
  5. The difficulty/complexity of Keyes would be more or less fine if the objective wasn't to try to make incarnate content replace existing content in the homeostasis of the game. For the game to work, players need something to do even as they approach the "end." Apex isn't the easiest thing in the world either, but we're not expected to run it as our main, every day game activity. It sits in the background as a thing to do from time to time. If I had to do Apex as often as the incarnate system wants me to do Keyes, I would hate it as well.

    To put it another way, the problem isn't just the trial, it's that the goal for it is unrealistic. You can have a challenging mission that is run occasionally or homeostatic one that is run frequently but not both at the same time. A very challenging/complex mission is actually fine as long as there are other things to do. And the incarnate content is simultaneously both very limited on options and canabilistic of existing level 50 systems. As I have said in other threads, its burning the candle at both ends. That is unlikely to stop until it's realized that the problem isn't players ignoring Keyes in order to Lambda or BAF, but with the assumption that trials should be the bread and butter of every day game play, replacing rather than adding to what was already there.
  6. I wonder if you could create a proxy incarnate trial by making a league of 24 level 10s fight a standard level 30 Nightwidow boss. Though she would need a huge defense debuff to be hittable at all.
  7. Oedipus_Tex

    Why do(es)......

    The projectile mechanics in general. More of a funny thing to me than an annoyance.

    In particular, what happens when you get hit by a power that causes knockback while super speeding. The time it takes for the projectile to connect is calculated based on your location at the time the power was cast. When it strikes you, it also knocks you in the direction of the angle between you and the enemy at the moment of the original cast. This often results in suddenly getting knock backed toward the enemy that threw the projectile as you run passt them. And since the projectile animation doesn't change speed with distance, often several seconds after that, the projectile animation itself connects.

    [However, the existence of this mechanic appears to be somewhat exploitable by players, because it is part of what lets you get away with queuing two powers back to back, and being able to hit enemies with the second attack who were actually knocked back out of the area by the first one. It's been a while since I played with this but I believe this is how it works.]
  8. Quote:
    Originally Posted by ketch View Post
    I agree. Both the sewer trial and the Halloween trial are so straight forward that there's no need to form a team before rolling in. Just about any group will be able to complete them. iTrials I can understand some concern for balance, having buffs/debuffs, and level shifts.

    Personally I also pre-form for these, just so I know what I will be getting into.

    I used the LFG tool for my first run through the Halloween trial. It ended up going like this: before I got through the third room of the mansion, one of the team members hit whatever the objective was involving zombies, before the other three members could do much of anything. The mission told us to go out of the mansion. Before we could move very far the first player used super speed to run past everything in the trial and used Assemble the Team to teleport the rest of us to the boss. Basically, he imposed a speed run on us. He didn't speak a word of text the entire run, just beelined all the objectives and teleported us wherever he wanted the rest of us to be.

    Sadly the LFG tool just doesn't have the level of granularity necessary. It assumes that leadership has no effect on the outcome of trials, when IMO the person forming the trial sets the tone for everything that will transpire.
  9. Quote:
    Originally Posted by Xzero45 View Post
    Completely agree. Less is more when it comes to costumes, in my opinion. No reason to make them overly busy.

    I do like how the art designers are belting out both simple costume parts and overly ornate stuff, so that both crowds are appeased, though.

    While I agree that is possible to make a very ornate costume, I don't find the more recent costumes overly ornate. I find them to be extremely useful pieces used in moderation. While it's true that it's possible to layer them all on top of you and make your character vanish, using just the big belt, or big shoulders, or huge chest piece, or oversized shoes creates contrast. In particular, what I like about more recent costume pieces is how easily they combine with other parts, and how many of them have unique silhouettes, which IMO is critical in a game where other players are normally only visible very small and in constant motion.

    IMO some of the best recent pieces are the barbarian arm guards (small wristband like bracers), the barbarian belt, the vampire ascot and cape-neck, and the steampunk tops for women.

    My least favorite pack is the Circle of Thorns pack, not because it is overly ornate, but because the extremely distinctive pieces (hat, belt) are missing.
  10. I actually enjoy the Underground, sort of. Not Keyes tho. I used to despise the BAF but it finally seems to have its lag under control.

    How would I change the trials? I'd remove 9/10ths of the timers. They are simply overdone.

    Would the STF have been more fun if we stuck a 10 minute "win or die" timer on the fight with Recluse? No? Then why does every single trial have this feature built into it? The Underground finale is especially egregious. That boss either tends to drop like a rock or is absolute hell to fight, and after laboring for an hour just to get there, having just 10 or whatever minutes to figure out what you need to do and do it is really asking a lot.

    PS I'll add that I really wish the Underground had been a Task Force, minus the timers. It is very well done and has the most impressive environment I've seen this game pull off. The length of the trial didn't even especially bother me, just getting to the end and fighting that killswitch of a boss.
  11. I frequently offer criticism of various aspects of the game, so it seems fair that I should pay compliments when they are due as well.

    IMO the attractiveness of the average costume I see on players in-game has dramatically improved over the past year, especially within the past 6 months. I blame two things:

    - People can now buy independent parts, making even previously reluctant players more likely to buy (two friends of mine who joined as free players bought parts before leaving the character creation screen

    - The recent costume packs have been really, really good.

    So, kudos from me. I can't speak for everyone but this is one thing that I really like about this game. I can't wait for you to take my money from me with the next costume pack.
  12. Quote:
    Originally Posted by Madadh View Post
    Tex, I get what you are saying. Totally. I'm a sucker for strategy. But, I think you are dismissing this a little bit out of hand. Rejecting the commonly held strategy ideas, especially in an evolving game, means that you are more likely to stumble upon a better (granted, or worse, if just using chance) strategy than if you only do what has worked in the past. Disregarding the strategy status quo every so often his how we improve and/or adapt our techniques...

    Obviously not every output of a totally free system will be worth anything, but some will be. Some might be even better that our currently held conventional wisdom. Maybe. I'm at least game to encourage others to try and find the upsides and downsides. I'll not discourage that. I may not experiment that much myself (but I may) but I for sure don't want to tell people not to try new things..


    And, in defense of the poster you quoted, they did say, "use all of their powers,' and at no point mentioned skipping mez protection, or anything near that radical. I'm not saying I agree with the exact sentiment the poster you quoted was advocating, but I do think you weren't totally fair in your treatment of what they actually said..

    You're right, it came off harsher than I intended.

    My point was that knockback is strategy and that using it when it just sets you back is just as bad as rocking auras or trying to tank using only passives.


    Unrelated: Suddenly I want a Empath called the Rocking Aura Picture Show.
  13. Quote:
    Originally Posted by Infernus_Hades View Post
    Here is the beauty that surpasses..............what just what happens if we LET EVERYONE USE ALL OF THEIR POWERS!

    Imagine that?

    Yes, why don't do we imagine that. I will cast Ice Arrow repeatedly and never attack, the Tanker can skip her mezz protection, and the Empath can put the heal on autofire. Strategy is completely meaningless and to even talk about it an affront to players who "dare to be having fun."
  14. Quote:
    Originally Posted by Rodion View Post
    Look at the Clarion Destiny incarnate power before going with Indomitable Will. Clarion is in many ways superior to it. Fire damage is in general better than Psionic damage, especially at higher levels.

    I'm going to have to argue here. Indom Will on a high recharge build is very competitive with Destiny Clarion. It takes a LoTG slot, is available as low as level 35, and grants enough Psi defense to take most characters to the cap, or very close to it. Moreover, Indom Will means you are free to take something other than just mezz protection for your Destiny power.

    Clarion Destiny is not weak by any means, but to call it "superior" is IMO overstatement, especially since picking Clarion means ruling out Barrier, Ageless, or Rebirth, all of which are very very good.
  15. Sonic Repulsion's endurance cost is insane--1.04 base plus additional endurance cost for each enemy knocked back. I'm not even sure what pre-Incarnate build could possibly keep it, Sonic Dispersion, and Disruption Field running at the same time and still continue to blast. I have a lot of trouble with just the latter 2. The base endurance cost from running all 3 toggles is 2.6 end/second.
  16. I could be figmenting but it seemed my Archery/Energy Blaster was extremely endurance friendly. And of course, eventually would have picked up Conserve Power had I continued with him.
  17. I personally think all of the Controller APPs are very good. For the Psi APP, World of Confusion is extremely disappointing but everything else has its pluses.

    Psionic Tornado has a longer cast animation than Fireball, but has a very large radius and blast size--100ft range and 20ft radius. Most radial AoE blasts average 80/15. A 5ft radial increase may sound small, but the actual area of the resulting sphere is more than twice the size (about 2.3 times) of Fireball or Ball Lightning. Of course, Ice Storm is even bigger (25 ft radius) but isn't spammable like Psi-nado is. Psinado also packs -Recharge, which, combined with Sleet, floors the recharge of any same level enemy. Surprisingly, Psi-nado has better -Recharge than Ice Storm (-37.5 vs -10).

    The one power I can't stand for personal reasons is Hibernate. I've tried very hard to like it and just can't. I guess it could be useful for hiding out until your powers recharge. Often by the time I am desperate enough to trigger this power I am already dead. It can be useful as in-combat Rest sometimes.

    IMO the best thing about the Fire APP is Rise of the Phoenix. I love love love that power. That may something about my play style. But IMO RotP is a total game changer. It's basically a get out jail free card allowing you to play recklessly until you bite off more than you can chew, then maybe you play more carefully for a while while it recharges, then back to psycho. It is also VERY useful on iTrials.
  18. Quote:
    Originally Posted by srmalloy View Post
    Although that would make an entertaining jokename character -- take your pick of archetypes/powersets that would be appropriate for a soldier, make up the body with the typical soldier's uniform, with the bell-jar head, and name them 'Jarhead'...

    Make it a Fire Dominator... Charhead.
  19. Either works but I personally really enjoy /Fiery paired with Ice Control. The extra damage and the endurance cushion in Consume really helps out. However, Power Boost is very nice power in its own right. If Chilling Embrace worked on Dominators the way it does on other archetypes I think I'd have a harder time picking.

    Ice Control itself is usually regarded as somewhat weaker than the other Control sets, although the weakest Control sets are still pretty effective. I like the set because it is different and, compared to a few other sets, relies less on fighting statues.
  20. Going for completely random here:

    - Robot built to advertise tupperware, turned on its makers (rad/fire )

    - An unruly vampire who angered the wrong people and had its head removed to prevent it from biting people, still alive because of blood transfusions

    - The case houses a miniature city, whose inhabitants are mostly unaware of the organism in which their tiny world resides

    - The jar is a light tube and the character's face exists only as a television broadcast last seen over a decade ago; she now searches for an archive of it

    - Alien astronaut thought to have once had a body inside the suit, but now lives apparantly as only a walking spacesuit, following a conversion to human religion

    - "The Fish Tanker" (...yeah, maybe not)

    - A traveling base and attack tank for a group of shrinking Mastermind Mercenaries, who enter and exit the base freely and "drive" it around for travel purposes
  21. I personally think the LFG tool would work 100 times better if the automation was removed entirely (or at least not expanded on) and we used a billboard system that was just the reverse of the old Looking for Team panel. Give players a second comment field to write whatever they want for people they are looking to recruit and people looking for teams could just search for them that way.

    The issue I have with the LFG panel is that it has no flexibility. It doesn't even bother to tell you whether other people out there are interested in the same trial you are and how many of them are waiting. And I do think it's kind of odd/funny that we are excited to get trials that lack the options and feature set of Task Forces. A step backward, IMO, just to justify the simplistic LFG tool. You just aren't going to be able to make the LFG tool handle masters runs, +level runs, or really anything other than very basic mechanics.

    In any case, the way the LFG tool works right now is incompatible with the current mechanics of Task Forces. The tool makes the (IMO pretty much fatal) assumption that any random person can be selected as leader and everything is just as well. This is part of why the tool isn't popular for incarnate trials. But the technical issue with Task Forces is that they are tied to the leader's level. If you throw a random person in as leader you end up changing the level of the team. "Trials" only work because they level lock you and remove the possibility of any options or settings.

    A sort of compromise would be if when you went into the LFG tool you saw a list of all the people who have volunteered to *lead* a trial/TF and could directly sign up for the team there. But if you do that, you would have done even better to just not have the group recruitment mechanic be forcibly tied to any specific TF or trial and just let it be used for everything, hence my statement above about why a billboard system would be more effective.
  22. IMO Time's Juncture is very similar to Choking Cloud in Radiation in the sense that it's potentially useful but skippable. The main argument against such powers, IMO, is on characters who use invisibility a lot. The debuff isn't awful but it's also not really game changing. I do have it on my Earth/Time for example but don't really turn it on often. I consider Combat Jumping at least equally powerful to Time's Juncture for the Immobilize protection, air control (useful for leaping backward quickly away from danger), low endurance cost, and the fact that it doesn't announce your presence.

    For a soloist specifically it would be a power I'd mull over skipping just because Power Boost + Farsight grants defense at any range and comes saddled with a cone AoE.
  23. IMO the build is actually pretty good with some power selection tweaks.

    I would drop the Fighting pool and replace with a few more control-y powers. Time's Juncture is an "up to you" power.

    While I agree that an Illusion Controller doesn't technically need defense IMO its not totally wasted either, and for Time the opportunity cost is low.


    Possible revision below to use as a template:



    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), HO:Perox(9), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(40), Dmg-I(43)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(3), CoPers-Acc/Rchg(3), CoPers-Conf/EndRdx(13), CoPers-Conf%(15), CoPers-Conf(15)
    Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(13)
    Level 6: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(36)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 10: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(39)
    Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(17)
    Level 16: Distortion Field -- ImpSwft-Dam%(A), UbrkCons-Dam%(17), NrncSD-Dam%(19), G'Wdw-Dam%(40), Lock-%Hold(43)
    Level 18: Phantom Army -- S'bndAl-Dmg/Rchg(A), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(23), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(23)
    Level 22: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(31), EoCur-Acc/Hold/Rchg(46)
    Level 24: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Rchg(25), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(34)
    Level 26: Spectral Terror -- Acc-I(A)
    Level 28: Farsight -- LkGmblr-Rchg+(A), DefBuff-I(29), DefBuff-I(29)
    Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-+Res(Pets)(37)
    Level 35: Slowed Response -- Acc-I(A), RechRdx-I(36)
    Level 38: Chrono Shift -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(39), Dct'dW-Heal/Rchg(39)
    Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Dmg/Rchg(50)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Rise of the Phoenix -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
    Level 49: Fire Shield -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(40), EndMod-I(43)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Heal-I(A)
    Level 4: Ninja Run



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  24. In my eyes Poison fails mostly because of Venomous Gas. The power is just not a good fit for Corruptors, Controllers, or (eventually) Defenders. The suggestion made a few times in open beta was to have the duration of the debuff last 10 seconds instead of 1 so that sets with cones could occasionally make use of it. Or make it bigger. It works ok with a few blast and control sets and rots with most others: not good for a power of this particular type, in a "debuff" set such small radii debuffs, and little to no personal survivability.

    [That power, however, would make an excellent APP power for Blasters, Dominators, or a melee AT, even at greatly reduced efficiency.]
  25. Quote:
    Originally Posted by Vanden View Post
    Honestly, I find this a pretty easy trial. It's the badges that are hard.

    Confession: I consider myself fairly good or at least somewhat competent at many aspects of this game, but still have no idea how the reactor phase of Keyes works even after 5 or 6 runs. My gut tells me that if a CoH addict like me doesn't understand what is happening, that at least a quarter of an average pick up league has no idea as well. People give and have written directions, sure, but what any of that means in the context of the actual game is lost on me. I still have never failed this segment because, I assume, a few competent people carry the group.

    The green explosion thing is actually the least of my worries. My biggest pet peeve here is the vertical element of the reactors which makes it extremely easy to lose your team on the map once you die and have to run back or even just when the group heads off. I spend almost all my time in this trial disoriented, usually running into at least 5 or 6 other players who are just running around doing nothing like I am. If I have heals or buffs I use those if I can, but in terms of engaging most of the actual trial--no, not really at all. Especially not with the chance of death being sky high due to damage pulses and very dangerous enemies.