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[NPC] Frank "Hunnerd Yard" McCain: Lee! Now's not the time to play yerself dead! Get up! Lee...?
D: -
Quote:I like this post a lot.There is a definite distinction between "unfair" and "hard". I don't object to things being hard, even really hard; I do object to "unfair".
I'm not sure exactly how I would define the boundary, but I think the key is, it's not the same thing as difficulty or chance of failure. A mission which is really tough, and where I would typically be able to complete it 50% of the time is unusually hard for an MMO, but it's not necessarily unfair. A mission which is cakewalk easy, except there's a 10% chance of being automatically killed without any chance to react or do something about it, is not nearly as "hard" -- but it's unfair.
I do think the tendency for absolutely all ambushes to ignore hide is "unfair" -- it violates the character premise. The game offers me a chance to play a character who picks when to fight, and then says "oh, but you don't actually get a vote in that in these missions". I would have similar feelings about, say, mobs who were completely immune to controls when playing a controller. Or if I were playing a scrapper, I'd feel that way about mobs that were somehow able to guarantee that they were always out of melee range; not just able to get out sometimes, but who could not be contained, or taunted, or anything, and were never in melee range. That wouldn't be fun anymore.
I generally figure that I come into a mission, or the game, with a baseline notion of what the terms of engagement are. Missions which violate those terms are not a fun break in routine; they're just cheating.
Imagine, if you will, that we were talking about PvP, and some players had cheats that let them break the rules. Would people be talking about how awesome it is that the game had this kind of variety, or would they just complain that it was cheating? I'd guess the latter.
I recognize that there are often alternative tools available to make it at least possible to beat these, but after stalking my way through Praetoria, and spending 5-10 minutes of many missions just hanging out near a corner waiting for the five or six ambushes to all wander through, then a couple more minutes waiting to be sure they were done... Yeah, that wasn't actually fun, it was just annoying. Timed glowy-hunt mission with insanely huge waves of ambushes if you aren't fast enough? Nope, not actually fun, because "random item that could be anywhere from here to three map changes from here" is not a fair puzzle; I think it should be at least in principle consistently possible to succeed with skilled play.
CoH is hardly the only offender here, but I think it sort of stands out for two reasons:
1. Lots of very erratic mechanics and quirks due to engine limitations.
2. Baseline experience is so very easy to begin with.
CoH can very easily tilt towards "unfair" because it's a game where you and your target RNG at one another until one of you dies. There's no dodging or aiming or tactical thought. You just stand there and if you 92.55 his 67.83 then you've done damage to him. If he 55.01s your 47.30 then you're taking the hit.
For Brutes, losing one RNG roll usually isn't a big deal. For squishier ATs, it can mean most of their health bar. Meanwhile they have to RNG a lot harder if they want to pull off a win. There's no real "skill" thing here, since what can you do aside from tilt the RNG in your favor?
Well, exploit the AI, but... You know, "skill."
And then the stalker thing, but... seebs said it best. -
Quote:Have you beaten both yet? They're manageable up until they decide they want to make things "epic" at which point they toss bosses/Elite Bosses at you whether you have them turned on or not.I'm not a fan of harder content for its own sake myself- a large part of my ambivalence toward GR was the general difficulty. Sure I could beat it, but I wasn't really enjoying myself- it played too fast and loose with the rules of engagement I'd spent years living with in the regular CoH-verse.
That said, I haven't gotten that feeling from the Wards yet. Also, generally power levels across all level ranges have been increasing for years so it makes sense that content *generally* would get tougher. Stuff like 'surprise' bosses I would still take exception to, but tough bosses as a component of a story arc, suitably labled, wouldn't bother me, whether I was playing my tank or my blaster or my corrupter.
And either I missed the warning or, for the most part, they don't actually warn you when an Elite Boss is going to show up. It's not that I wasn't expecting a hard boss, it's just that I wasn't expecting three hard bosses at the same time, and oh they can see me no matter what.
Quote:I don't generally play defenders, as I view them as a team oriented AT and I seldom have time to team. And as noted on the main site,
(Quote about defenders)
Not that I don't think they should be able to solo, but I view this the way I view tough boss fights- if you've been warned about it, that's fair play.
The game is very up-front about the defenders support focus.
Quote:The ability of many mission encounters to nullify a stalker's primary defense has bothered me *long* before the introduction of "tougher" content. With the recent buffs I find it doesn't irritate me as much, but it's still offputting how many situations render my especiality a moot point.
I even took a Stalker through Praetoria, and despite every multi-Lt. Ambush homing in on me and commencing their attack as soon as I was nearby I managed to have a good time, escape Praetoria and even avoid making a thread on the subject.
Night Ward was doing great up until the bosses.
Quote:While I don't at all mind reloading after a defeat, or recruiting more firepower, I don't think that tough bosses should ever be a surprise in any mission.
And because I didn't have bosses enabled (which is the default), all of my NPC allies were useless.
Admittedly, I didn't know at the time that I could turn my allies into something useful with this feature, but at the same time I shouldn't have to.
It feels like nobody actually ran any QA on these arcs (Or if they did, they ran it once on a TW/WP Brute and gave it a stamp of "perfectly balanced"). -
Nope.
But you'll notice I never complained about them.
Quote:I'm not saying dark ward's content is easier, it will obviously depend on ATs and powersets. I'm just rubbishing the idea that it's any more difficult than content that has been in the game for six years.
Quote:FYI, I've completed the Wards with a blaster, a brute and a tank.
Kudos on the blaster, though. Tell me more.
Quote:Inspirations can't fix that, so I'll leave you to wallow in the impossibility of everything- best of luck!
Quote:Y'all keep ignoring readily available solutions and I'll keep dismissing your complaints- deal?
Look, maybe I should reiterate my argument.
It's not that the game itself is challenging, it's that Night Ward (and quite a bit of the new content) is poorly-calibrated for the game at large.
The dev team seems to have forgotten that classes without defensive powersets exist. All of the Ward content comes with a lot of high-damage enemies and no shortage of crowd control. They love tossing in Bosses and Elite Bosses with the thought "lol, well nobody's coming through here on a defender" (And before you say anything, if they didn't intend for Defenders to have some solo capability then they wouldn't have buffed Defiance).
It's even worse for poor Stalkers. Nearly every "epic boss fight" could see me through stealth. There goes my Assassin's Strike. Placate might work, except when I'm fighting three boss-level Malaises. And if it does, it won't be long before I'm spotted again.
Okay, so there are times when I'm going to lose in this game. I accept that, I lose plenty of times.
The problem comes from when you work so hard to make something so atmospheric and involving for the player, only to pull them right out of it by springing a surprise three-boss ambush on them and forcing them to resurrect in a hospital ("We're running out of time, you have to save us! ...Oh, but, don't worry, they'll still be here when you get back"), scour the market for large inspirations or call up someone from somewhere else to come in and help them.
It just feels sloppy to me. Save the Tag-Team Elite Bosses for the arcs where there isn't a sense of supreme urgency or a desire to bring the player into a narrative. -
Quote:And what was that character's AT?This is rubbish. I encountered a Longbow Ballista EB doing Mako's patron arc last night with a character I had taken through First and Night Wards without difficulty. It was a far far more difficult fight, and required me to put the level down to -1 for the first time.
The new content is no more difficult than content that has been in the game for many many years. -
Quote:It was late enough that nearly everyone in my globals was asleep, and I ended up being like "eh, effort" after a bit since I was also tired. I could have waited until tomorrow but I kinda wanted to finish up the arc that night.I recommend looking into your server's global channels if you haven't. Obviously not all servers are as populous as Virtue but I cannot imagine being completely unable to find any helpers even on Zukunft at NA prime time if you shout out on the globals. A die-hard or two will be around and among those who are as dedicated as that to the game there will be one willing to drop what she's doing and assist a stranger.
Another excellent way to get a helper is to /search for lower level players who are themselves looking for a team. This takes care of two problems at once: they now have a team, and you now have the back up required to handle pretty much any EB situation as long as you give them a quick briefing about inspirations they might want to quaff before the fight.
I just think it's a bit sloppy when you have to stop all the action to get someone to come help you because, you know, two EBs.
Quote:Just one thing: THEY WARN YOU.
They do tell you "THIS MISSION IS DIFFICULT YOU MIGHT WANT TO BRING A FRIEND OR SOMETHING."
The problem with this is that I tried. I couldn't even get one down, because as soon as one got low it would bail into the sky at 215 MPH. -
Quote:I'm pretty sure I have three different posts in which I said that I used inspirations for this fight and that despite using an entire tray, I still couldn't beat these two EBs.The game has inspirations for situations where your characters base power level may not be enough. You refuse to use them, then complain the obstacle is too challenging for you to overcome.
That isn't a problem with the game.
Quote:Exemplar'ed 50's have many more slots available than they would have at level 35 and those slots are filled with more powerful enhancements.
An exemplared 50 would stomp a mudhole in that mission, assuming basline SO performance.
Quote:Everyone has access to inspirations and the 'help' channel though.
Quote:How do you know they're "clearly" anything when you haven't asked?
Edit: And for that matter, why is nearly everyone doing that? Guys, stop.
Then I asked the wrong ones. Oh well. -
Quote:Actually, they gave me a very big selection of tools. I chose a wrench because it looked fun. It's not my fault they filled the arcs with nails.No, it's called intelligence.
You're like a guy trying to pound nails with your forehead making fun of everyone else for using hammers.
Quote:A level 50 using generics packs more than enough power to deal with a mid-level EB.
But again, why are they tossing these ridiculous gimmicks into missions geared toward solo play? They're forgetting that not everyone picks a brute.
I'm choosing to not demand that someone who clearly isn't interested in joining my group and traveling all the way to Night Ward to help me with a mission join my group and travel all the way to Night Ward and help me with a mission.
I did use inspirations. I used a full tray of inspirations three different times.
Oh well, guess I'm just bad. -
Quote:What's that? Hyperbole?I appreciate your position, Sam. I really do.
I just get tired of people calling it unfair when they can't button mash their way through a fight with their eyes closed.
Yes, there is a point where things can be made too hard. However, "can no longer faceroll my way through this" is NOT that point.
Thanks for posting!
Quote:I can tell you haven't tried soloing a stalker through First Ward yet...
In all seriousness, while Praetoria in general (and First Ward in particular-) aren't *impossible* for stalkers, they're not exactly what I'd call fun, either. A ton of character-targeted ambushes involving larger-than-average groups, escort allies that can't see through Hide, critter factions that make Assassin's attacks utterly useless... It's a real pain in the butt, and problematic in ways that just don't hit other ATs.
Sure, it CAN be done... I ought to know. I've gone through the whole Praetorian song and dance with three now... but at this point I really am convinced that the devs who designed First Ward had something against sneaky folk.
I could handle the possessed in First Ward, who made themselves immune to my best attack and were just generally annoying to fight, and I could handle the random bosses in both zones, and I didn't even really have a problem with the last boss in the final FW arc.
But now in Night Ward they're pulling out all of the stops, making everything really frustrating not through challenge but through dumb gimmicks like health restoration and "EBs, EBs EVERYWHERE!"
"Hey, you're the hero of Night Ward, you're the only one who can stop Malaise right now!"
"No problem man, lemme just get detected through stealth and obliterated by three bosses worth of psychic artillery while a random, infinite-spawning lt. shows up to spawn minions on top of me every time I kill it. Woo challenge!
Quote:An occasional tough boss or spawn is part of the game.
So no, you don't want to "play the game", you want the game changed to accommodate your inability to deal with the small amount of actual challenge & adversity it presents.
I'm not disagreeing with you, though like I've said before this is the only solution to the problem and it still doesn't guarantee that the game's awful AI (no offense to the developers) or the RNG won't screw you over anyway.
Quote:I'm not saying "get a team together", I'm saying ask for help from a kitted out level 50.
That's the work of a few minutes- in my experience others are happy to lend a hand when someone is stuck.
And I was running this arc late enough where everyone was either going to bed or... preoccupied in Pocket D.
I'll say again that I'm not averse to help, but it seems silly to make a whole arc designed around solo content and then force squishy ATs to team up. -
Quote:What on Earth are you talking about?So... if I say that I did First Ward and Night Ward, solo, and beat them handily... with just brawl and WP...
That would be wrong of me, right?
/BH can't be beaten by any arc, so far.
//He can be beaten by a TPN, sure, but only because Maelstrom has that Marked for Death and I didn't understand it the first time. Now I got it. Won't die again now.
///But not an arc. Missions do not win against BH.
////*plugs ears* La la la, I don't hear you about the ITF issues, they don't count. Extenuating circumstance the second, First one was a silly test. The second I was doing fine solo, but... hadda stop for honor reasons. -
Quote:You seem to be taking this thread personally. I'd advise you to distance yourself just a little bit.Indeed. In either direction.
Random EBs in newspaper missions would help to ensure that all content was of equal difficulty.
I would have no objection to code being added to scale native EBs to bosses being added, but I don't see the point because I'm sure the small number of people complaining about difficulty would continue to complain. "We had to fight BOSSES!!!!" "We encountered an EB with purple triangles" (scaled down AV from older content) "We encountered two EBs" (final mission or RWZ has two AVs) "we where overwelmed by ambush spawns" "the Hellion looked at me in a bad way and made me cry".
Waste of developer resources trying to pander to a loud minority who will never be happy. It's PvP all over again.
I'm not worried about EBs. I can solo EBs on any of my characters.
The new arcs however are not content with one EB. They seem to be trying to one-up one another in terms of difficulty now. In First Ward, there was an EB who constantly refreshed his health for no reason other than "EBs weren't hard enough."
This was annoying, but beatable.
In Night Ward you have multiple instances of Elite Bosses either refreshing their own health or summoning help, or just having multiple, spooled-up bosses showing up in the level (that can see through stealth, might I add).
The last fight in Night Ward involves an extremely strong Elite Boss who not only refreshes some of her health but also calls in a second Elite Boss to help her.
These are all in missions that they're expecting players to take on their own since they're so heavy on narrative, but they gear them towards about a quarter of the game's total AT count.
Anyway, I'll just ask this: PRAF, sir, please stop with the hyperbole. I'm complaining about multiple, health-restoring EBs showing up in missions, not wanting to "turn AVs into minions."
Yes, I remember when AVs showed up in arcs. You get seven friends and you take them down. That was how the game was back then: Group-oriented, MMO fun with friends.
I was okay with that, in fact I loved that.
But the game has changed. They're making very big, very detailed zones and arcs with a LOT of narrative in them that are meant to be experienced by one person at a time. This is appropriate because you are a superhero, but they seem to believe that "Superhero" ends with "Superman" and so go on throwing huge, powerful enemies at players, forgetting that there are some who don't have the defenses to deal with Titan Weapon EBs or the damage output to deal with Health-Refreshers.
Your suggestion that the content is perfect and I just shouldn't play it is a bad one, but I'll let you try to puzzle out why on your own.
Also, yes, I'm aware that I can pop inspirations to max out my defenses and become unkillable (woo challenging, everyone) but it doesn't work in cases where 1) The EB can weather my DPS to the point where my inspirations wear off and I die or 2) The EB gets a lucky strike via RNG and I die.
Yes, I can invite other players. Unless, you know, it's late and I can't find anyone in the zone, or anyone who wants to travel all the way to the zone to help me kill two EBs. But that isn't the point. Why should I have to summon help for a mission intended to be experienced by one player? -
Quote:Alright, I'm not sure if you guys are trolling me at this point, or if this is a willful effort to be incredibly dense.So to rephrase your request, you want them to never force you to fight anything tougher than a lieutenant. That'd be just about the only way to ensure that squishies were guaranteed to win the fight without even kiting at all. Maybe they didn't get the memo that the only fun content is that which you can blow away in three attacks?
I don't want the content to be "facerollingly easy."
Read that last sentence again, just to be sure you've got it. Got it? Okay, let's proceed.
I don't want to be killed in three hits after being seen through stealth.
I don't want to have to empty my entire inspiration tray only to still lose the fight to an RNG fluke, or even just having the big bad run screaming from me at 10% health, taking to the sky, and then not returning until they've regenned a chunk of health and my buffs have worn off.
I don't want to have to play a scrapper or a brute to be able to solo pre-50 content.
I also don't want to have to exploit the AI to win.
There are ways to make things challenging without also making them frustrating.
I've been playing this game since launch and I haven't had a problem with "difficulty" in all that time, but the new direction in which they're taking their story arcs is a little problematic.
The advice I'm hearing, i.e. "spam inspirations so that you can't be killed, that's what a challenge is oh but I guess you hate challenge you carebear scrub," is poor and to be honest a bit stupid.
Don't get me wrong, I'm glad some of you guys didn't have a problem. We're all really proud of you. I just think it's a bad direction to take content that, up until now, has been mostly solo-friendly.
Also I'll go ahead and say this now, because I know it's coming: No, I'm not averse to teaming up with other players. In fact, I love doing so. What I don't love is teaming up with other players while running story-intensive areas like First/Night Ward. It kinda cheapens the experience (and ruins the mood), though that's my opinion.
And on a related note: The other day, someone needed my help in Blind Makwa's First Ward arc, specifically the mission where you have to set up those spirit wards or, whatever they were. Because we teamed up, the mission actually became almost impossible due to Makwa being a lt. and getting absolutely crushed by the two-man spawns. There wasn't anything we could do, me being a Stalker and him being a Dominator. And if Makwa didn't die, Nadia sure would. We ran the mission four times and still couldn't get it because despite all of his control and my DPS, the NPCs would still generate their own agro from the nearly endless ambushes and get killed. A mission that becomes exponentially harder the more people playing it? That's poor design. -
The only time large spawns were a problem for me were on two occasions:
1) Running Sister Solaris' final mission without NPC help. That was my fault for being dumb.
2) Night Ward's mission to assault Bedlam with a group of Black Knight allies. This was a problem because my difficulty setting made my allies Lts. and thus they were destroyed before they even reached the mansion.
Since I was unaware that enabling bosses would make my allies bosses as well, I assumed this was just extremely poor mission design.
And honestly, it is poor mission design. If they can make enemy bosses spawn by default (which they should not) then they can make allies spawn as bosses by default.
The real problem I had with Night Ward was the overuse of Elite Bosses in place of actual fun content. A fight that squishy ATs can't win without massively liberal use of inspirations and kiting is poor design. -
I feel like I should stress that I'm not looking to breeze through all the content without any sort of challenge, I just don't want the challenge to be "beat down big sacks of HP while you spam inspirations to become unkillable."
An actual challenge would be nice, not a pair of elite bosses that can two/three-shot squishy ATs.
Also, if you're someone who mains a brute or a scrapper, could you possibly refrain from talking about how easy you find the game? -
The Eternal Prison bothered me as well. I was kinda geared up to finally see this spooky, legendary prison and then I get in there and... Oh. Office Building.
This was a problem because of how ugly it ended up looking. Removing all of the textures does a lot to highlight how blocky the levels are. While we normally have props to distract us from all of the flatness, the Eternal Prison had nothing except particle effects and it made the whole thing really underwhelming, unsatisfying and unattractive.
I don't know what the resources required are for developing new areas, but it doesn't seem like it should be so intensive as to be nearly impossible. Especially considering they made a brand-new "level" for the last Halloween event, and it looked great. Hell I would have been fine with them just re-texturing Dr. What's-His-Face's mansion.
The office re-textures just look ugly and give me the impression that they just didn't care enough to do anything special with this major plot-thing. Sure we only get to visit it once, but there are a lot of cool, unique things we only see a few times and I feel like they could have spared the effort. But to be honest, most of Night Ward feels pretty copy-and-pasted. -
Quote:Please tell us more about tackling challenges on your brute/scrapper.It is - you can choose not to play story arcs. Which, your selective memory seems to forget, have ALWAYS featured strong opponents (AVs initially). Why do you think you get reward merits for arcs and not for newspaper missions? Higher difficulty = higher rewards.
But difficulty "free to choose" works both ways - I want to be free to choose difficulty settings other than piss-easy. Removing EBs, NPC helpers, ambush spawns, and they other added complexities that you whine about, would take that away. -
Like a dork I tried that mission without NPC buddies the first time. I thought it glitched or something since there was a span of time between me accepting the mission and actually entering, so I'd forgotten that having them along was an option.
I ended up beating it after quite some time, but it didn't feel like it was "epic" to me. That's my fault however, since you're supposed to be crushing jerks with an NPC army.
Night Ward is different. Night Ward throws ridiculous challenges at you that ATs without defenses aren't going to have a lot of fun with, which is silly. Like someone said before, if you don't enable bosses then you're actually making things harder for yourself because all of your allies will be squishy lieutenants, but if you have bosses off in the first place then the game shouldn't force you to fight them as enemies. It's trying to artificially engineer difficulty but just ends up making things a bit frustrating. -
Quote:If you're ever curious about why you aren't a game designer, I'll be sure to mail you a copy of this post.The answer is simple:
If you don't want to face a range of different tactical challenges, stick to newspaper missions.
Quote:Emphasis added.
Just about everybody I've seen who complains about the difficulty of missions set in Praetoria has this in common: they fill up their inspiration tray, stack them neatly by color so that they look just right, and then never touches them. Or, at most, they only use green inspirations to heal.
There is almost nothing in City of Heroes you can't beat with 3 Lucks and a Break Free. City of Heroes has cheap "potions" with no cooldown, people. (Balanced by a very low stacking limit compared to other MMOs, I grant, but still.) Use your inspirations. There's a reason why the Inspirations Full light on your toolbar turns red: if it fills up and stays full, you're deliberately playing at a higher difficulty setting. The game is balanced (for most characters) around the assumption you will use your inspirations about as fast as they drop.
tldr; version: lrn2play, noob. And I'm not generally one to say that.
(That being said, I do think that the Animus Arcanae and the new Banshee and Siren mobs from the Talons are too generous with AoE debuffs for mere minions and lieutenants.)
The problem is that I, as a Stalker, was detected as soon as I entered the area. They saw through my hide, and instantly one of my biggest sources of damage was kind of null. I used my inspirations, but as soon as I got one of the EBs low on health they took to the sky.
They also hit like trucks, and soundly wiped out my NPC support almost before the fight even began.
I don't normally have trouble with any of the content in this game, but lately they seem to want to make every fight "epic" by giving enemies big damage and big health pools. I'm not averse to challenge, but I am averse to frustration and doubly so in a video game where the idea is to have fun with your time, not struggle against numbers. -
because your boss will be a colossal brass abomination driven by a charred corpse in a suspension tank.
-
Every time I see one of those rare staff fighting NPCs I cry and I just keep crying until I log off.
That can take up to several hours.
Devs please help