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The Resistance in general have that curious energy attack that they seem able to pull off with no more tech than a fingerless leather glove. Without that, or with Brawl instead of that, the Resistance would be far less deadly. They'd still be more dangerous than, say, the Skulls, considering Skull Minions have one irrelevant ranged attack and one melee attack while the Resistance still have at least two ranged attacks, but they wouldn't be as far out of line. similarly, I've seen PPD Somethings who displayed at least three different melee attacks, at a level when Hellions have all of one.
It's as if we're fighting Vahzilok all the time, only without the courtesy of poor perception radius and vulnerability to lethal damage. -
Quote:Pretty much. I can ignore a lot of game faults if the story behind the game were good enough. I'd never have been able to play through the complete mess of gameplay that is the original Mass Effect if it weren't for the amazing storyline.Actually, that's exactly what some are asking for.
In lieu of that, they're asking that the not-set-in-stone figures of crafting be reduced.
If the storyline cannot be decent, however, then the gameplay shouldn't turn me off, because then I have nothing left to cling to. -
Quote:This is the last I'll say about it to avoid completely trashing my own thread: I don't need to avoid the boards in their entirety, because I have the tools given to me to avoid just you. I do not, however, want to do that, because I have more respect for you than to just up and decide you're not worth hearing from. In some small way, I hope I can make you see reason and get you to stop micromanaging the forums so much, but I don't intend to make a scene out of it if you refuse.You shouldn't give me or anyone that much power over you. As I understand it we live about five or six time zones away. Screw EvilGeko! He's a jerk. And that's not some rhetorical flourish. It's me telling you that I am a jerk and that you shouldn't feel the need to avoid the boards because of anything I say.
This is not the sort of discussion I want to have, and it is not the sort of discussion I will take part in.
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You, on the other hand, I have no such respect for. -
I disagree. "Taking sides" never makes an argument better, it just devolves into faction warfare where arguing takes over fact and opinion. I always find that an outsider's opinion, one who isn't invested in the "argument," is usually the most useful, because it isn't marred by angles and prerogatives and agendas. When a person comes in and says "Man, I love this! This and that was great!" or "This was terrible. I'm never doing this and that again." I find that to be more useful than one guy trying to convince another guy why he's wrong to feel the way he does. A developer takes nothing away from a flamewar. That's why official Feedback threads discourage direct replies.
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I was writing a Mastermind guide for a separate community recently, and there's one thing I can comment on regarding Masterminds and the Destroyers - you need to keep your henchmen off the Blast Master burn patches. This is achievable by a decent "goto" bind, and by watching Blast Masters to see when they're about to throw an incendiary bomb. Moving the henchmen as the bomb is being thrown usually lets them clear the burn patch before they take much, if any, damage.
It doesn't help with the rest, though. -
Quote:There's "so much negativity" because not everyone is as happy as you. In fact, I've never been LESS excited about City of Heroes in all of the seven years I've been with the game, and I've contemplated just cancelling my account multiple times since Going Rogue came out, precisely because the game is being made more difficult and more elitist and more raid-centric. You should know me well enough to know that I don't say these things lightly, yet you've made it a point to contradict me at practically every step, to the point where just seeing your name at the head of a post makes me apprehensive to get into it.I was not particularly happy after GR. I felt that the devs had basically ignored our request for an endgame. I was wrong. The devs have come back strong and I feel the need to defend their efforts because I'm more excited about the game than I've been since Inventions. But so much negativity because people are being asked to take tip toes out of their comfort zone.
You may or may not realise it, but your constant insistence that this is great for the game and those of us who aren't happy about it are doing it wrong or aren't trying hard enough or are somehow at fault in another way is a large part of why I don't feel like coming to the forums these days, to the point where I'm considering taking steps I don't want to take. At the very least, you need to realise the effect you - and that's you personally, not "people like you" or "your position" or anything of this nature - are having on me and at least several people like me. What you do about it is your call, but you need to realise the devastatingly negative effect you are having. You personally.
You also have to understand that, many times over, you act like you're trying to shield the development team from the feeback of people who aren't happy with things. I know that's not your intent and we both know that's not how things work, but that's how you act - like if we choose to complain about raids or difficulty or content or anything regarding the direction of the game, you "feel the need to defend [the developers'] efforts" as though you're trying to shield them from criticism for fear of them changing their minds. You don't need to police the forums like this. If you trust the developers, then trust them to make the right decision based on direct feeback, not just feedback deemed acceptable.
Let people express their agreement or disagreement with the changes, and let the people whose job it is to assess these changes assess the feedback. You would have nothing to argue if you did not consistently force people to defend their right to hold an opinion they hold, because many of us would have simply stopped at "we don't like this, and we wouldn't like to see more of it" were we not pressed to explain ourselves. I shouldn't have to elbow my way past the forum linebackers before I can make my grievances known to the development team.
Again, please don't read this as a personal attack. This is what you can consider my final attempt at brokering some kind of peace between us. If this fails, then we will have to never say another word to each other ever again, because I am tired of fighting with you at every turn. You know how I feel, I know how you feel, so unless we can find something else to discuss, there's nothing left to say.
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And to stay on topic, if tangentially - "that's not what CoH is about," sums up my feelings on Praetoria neatly. It's not a question of how much more difficult it is. I've demonstrated that I can beat the content, by virtue of completing all four Praetorian arcs, and most of those at +0x2, no less. It's not a question of direct difficulty, but more a question of bottom line. There is no reason to elevate the difficulty of the low-level game, because the low-level game is not where one looks for challenges. The low-level game is the time when the game should be easier so as to allow one to familiarise himself with his character and get a grasp on the game.Quote:Praetoria ramps up the difficulty and quickly, but honestly, that's not a bit different than many MMOs. I've played MMOs that by level ten you run smack dab into a wall where you really have to learn. Sure that's not what CoH is all about, but neither then is Praetorian anywhere near that difficult. I've said it before. So many times, folks complain but when you drill down on their tactics you see deficits there that can correct the problem.
That you and I don't need to familiarise ourselves with the game after seven years is irrelevant, because you and I can't pay for the game by ourselves. We need new players, and new players need to be given a new player experience, not a jaded veteran challenge. It's bad form to put excessive difficulty in the early stages of the game, and this is something Cryptic Studios understood and rectified with the Hollows. If Praetoria were level 40-50 content, or even 30-40 content, I'd have little issue. Our characters are able to look after themselves at that point. But it's not. It's level 1 content, and this is a mistake.
Moreover, ambushes in general are badly overused. An ambush rush once in a while really isn't something I'd complain about. I might not be happy with it, but it's a challenge I can meet. Ambush rush after ambush rush, mission after mission, that is what I have a problem with. Ambushes are not an inherently fun mechanic because they take the game away from the player's hands and because they cheat. Used sparingly, they provide variety and challenge. Used irresponsibly, they create hostile, unpleasant gameplay even when you win. And I won out against all of those ambushes, even if some killed me in the process. -
Well, I have this old one:

Not a lot I can do to her with the Animal Pack, but I do intend to swap her tights for fur, and possibly give her a better tiger stripe. Haven't gotten around to her, however, and she's one of my characters who lost her trays, so that'll take a while. -
Geko, please don't read this as an insult or a personal attack, but I'm seriously starting to wonder if you're ever going to post something I want to read again. It seems like everything you've posted for the last several months has been put-downs for people who don't enjoy greater challenges, and I'm simply losing my stomach for it.
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Quote:It's like you've bugged my living room or somethingWe're talking about the absolute worst case scenario of someone that doesn't convert Vanguard merits, doesn't run the WST, doesn't run task forces that drop components, doesn't team, solos exclusively, and while solo cannot run at higher difficulty.

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My general conclusion with the entirety of the Incarnate system for pretty much the entire year has been "Sod this! I'll do something else." Earning times and gates aside, until there's something entertaining to actually DO with these Incarnate powers, earning them is pointless. It's like working a job to make money that you never get to spend on anything other than job expenses.
I'm a patient man. I'll give this game a couple of years to see where it goes with it, and provided the rest of the game isn't kneecapped to account for Evil Geko's "greater challenge" mentality, it should all be good. -
This is a simple request. When you use the Stalker Placate power from any set, it does two things - it placates an enemy (prevents the enemy from targeting you) and it puts you in your "Hidden" status. This doesn't actually hide you from other enemies attacking you, but it does mean you can score a Hidden Critical.
The problem with this is that the Hidden status activates right at the start of the Placate animation, and considering how needlessly long that animation is, more often than not it means that your Hidden status will be broken before the animation has actually completed and you are able to move or act. To me, the solution to this is simple (discounting the one where the animation is shortened):
Move the "Hidden" effect to the end of the power animation by delaying the effect for a time equal to the activation time of the power. I don't know what the effect is actually listed as in real numbers (I think it's "Meter +1"), but let's call it "Hidden." So, change "Hidden" to "Hidden after 2.5s" Not that big of a change, but it should help a great deal. -
When that was just one SF, it was fine. When it was just that and the STF, it was fine. After all, these were supposed to be the pinnacle of challenge not meant for simple players, but for the best of the best. And I was fine with that.
I just wish all the Incarnate stuff didn't take that as a baseline. -
Quote:I have to agree with Arcana here. Praetoria is so far outside the scope of difficulty for the low-level game it's amazing, to the point where returning to Primal Earth and taking post-20 missions there feels pleasantly relaxing, and the post-20 game is supposed to be harder than the pre-20 game. And I'm not talking about SOs, even.No, Praetoria is difficult. Its actually outside the standard difficulty model. It keeps you and me on our toes. But the original stated purpose of the Going Rogue expansion was to attract new customers. People who wouldn't have the benefit of prior experience. The tutorial was lauded as a better introduction into the game than Outbreak or Breakout. Which it is. Then at level 15 the game beheads new players with a very rapidly escalating difficulty level.
Praetoria strikes me as a repeat of the Hollows - content clearly designed for not just late game, but actual END GAME, which then for various reasons was scaled down to low-level content, but with powers still designed for "complete" characters. With the Hollows, they at least had the good sense to remove the imps and the super powers from the 1-10 Hellions and Trolls, but Praetoria was never rebalanced, and it doesn't look like it ever will be.
Going Rogue's stated objective was to get new players into the game. As such, it should have been designed for new players, especially considering brand new accounts are (or at least were) forced to make a Praetorian before they could make anything else, supposedly so they could start with the good, recent content. It's really not a good idea to throw content designed with experience veterans with resources and contacts accumulated when that content is intended primarily for new players.
I've always believed that late-game content has no place in the lower-level game. The lower-level game should be there to ease us into new characters of types we may have never played, and to get us accustomed to said characters before actual challenges begin. That's why AT mods scale with level from essentially the same basic values at level 1, until they finally settle into their actual values at level 20. The low-level game is the time when the game itself should help us along so we can get used to the controls, the powers, the systems and out characters. Not the time to be tested to extremes.
The sad truth - and this is something that took me a long time to realise - is that either through shoddy design or cautious balance, Stalkers have ended up being just that: Slightly weaker Scrappers who get to fight slightly less dangerous spawns. You do have first strike capability, and Placate does help (when it doesn't get invalidated), but trying to rehide and inflict additional criticals, while possible, is so inefficient as to be pointless, especially within a team setting.Quote:A stalker is built entirely around the stealth power. Ever stalker has to take it and the whole thing about being a squishy Melee AT is that you're supposed to get the first hit and it's supposed to do a ton of damage from hide, and you are given things like placate and other powers to help you get back into hide so you can do your massive damage again, to you know, survive more than 2 baddies.
What made my Stalkers far easier to play was finally admitting to myself that I'll be spending most of my time scrapping anyway, and so trying to compress my "assassination" within the first few attacks so as to have fewer things to scrap with. It helps... Somewhat, in that ambushes notwithstanding, Stalkers still make for very solid characters. You just have to not play them how they look like they were designed to be played, because they weren't designed very well to play like that. -
The end of the Resistance Crusader arc clearly states that there are other cities and other nations still very much alive elsewhere in the world, whom Cole does not directly control as he does Praetoria City. He has a UN of sorts where delegates from all countries come to parley politics, and the final Crusader mission involves blowing them up. Well, half of them - either those loyal to Cole or those loyal to the Resistance.
However, this is proof that loyalty does enter into it, which then proves that these nations are not directly subservient to Cole, so much as his confederate allies.
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With all of that said, it's surprising to me how... Poorly the world of Praetoria is written up. There's one big bad who controls most of everything, there's the resistance who opposes that one big bad in everything and as far as morality goes, there's nothing else. When it comes to crime, there is one big syndicate which controls everything and one criminal organisation beside that which controls nothing. There's one faction of monsters and one man controlling those.
It doesn't feel like a real, living world, it feels like a conceptual construct on which a story should be based. All aspects which could diversify this rigidly-structured world are conveniently hampered because the plot said so. -
Quote:It's a really annoying bug that's been driving me out of my skin for a long time. It's especially egregious on Stalkers, because this bug overrides the interruptible portion of Assassin's Strike, making the whole power look incredibly silly. It has a similar effect on Blaster snipes.I have seen this happen to many of my chars during battles and it drives me crazy. I suppose if your character had sunglasses and wore a suit (ala Men-In-Black), it might look normal for them to look calm and relaxed in the middle of a heated battle, but all my chars just look like clueless dolts between attack animations.
I think I've pinned it down to a particular cause, actually. It's the transition from the idle stance into Build Up or powers which share the same animation (Reconstruction, Dull Pain, inspiration use, etc.) that does this, because this animation does not appear to put the character in the correct stance when it's done, or rather seems to put the character in THE SAME stance as he was in prior to the animation, but put said character in combat mode at the same time. The result is that you are in combat mode, but in the idle stance, causing animation problems and, in fact, rooting problems.
Speaking of Rooting, this is something I've been reporting for years and it doesn't seem to get fixed. I'm pretty sure it's caused by this bug: If you start Hovering forward and hit an inspiration or build up, then you have a very good chance of being able to override all power animations and rooting and keep shooting on the move. I still have an Electric Blaster who can do that consistently, and it HAS to be due to this bug. He ends up in the wrong stance from which attacks can't find their animations, so they play no animation with no rooting and you just see the sprite effects.
Does this need to become a legitimate exploit before it's at least acknowledged? -
I don't know, I haven't tried. I can't imagine enemies who ignore stealth and interrupt Assassin's Strike will be any less annoying, however, nor will the fact that I'm forced into fighting multiple spawns at the same time a lot of the time.
But none of that addresses the problem of the development team abusing the ambush mechanic to outright absurd levels. Even the new CoV and CoH missions are rife with those. -
Oh, great, and now my mission is bugged. I was supposed to give the cure to the "Ghoul King" and defend him from Manslayers with the help of Headshot and Griefer. Neither of the two showed up, I died to three Manslayers and went back inside. The King was up and about, I spoke with him... And my objective never changed from "Talk to the Ghoul King." Resetting the mission does not help.
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Quote:And quite a few are tagged "get to this objective while ambushes are coming down on you." The mission to defeat Virgil Duray, for instance, triggers a whole load of ambushes as his health goes down, and those are IDF 2nd Division ambushes. The mission to take out the Seer centre for Dr. Steffard (not a Crusader mission) has Seer ambushes overlapping on you as you approach the final room where the experimental Seers are. The first mission from Dr. Helix requires you to click and activate 8 slow bombs, which aside from being difficult to actually spot, are also difficult to trigger with Clocwork DoT ticking on you at all times. The mission by Dr. Steffard that consists entirely of Ghoul ambushes... Consists entirely of Ghoul ambushes, the last few waves of which spawn up to three ambushes at once.At least a couple of these ambushes are rather clearly tagged as "Don't fight, RUN!"
The game does occasionally tell you "Run away, ambushes!" but more often than not it will tell you "Rescue Blood Widow Scarlet, Rescue Blood Widow Dahlia, EAT AMBUSHES, SUCKER!" I can smell them at this point. Whenever I enter a mission, the first thing I look for is NPC chat for ambushes or a timer or a suddenly-appearing objective to expect ambushes. If that doesn't happen, I look to see if the mission is empty, or if the NPCs are friendly. And even if none of those is true, I'm still pretty much guaranteed to spawn an ambush when I finish the mission just to spite me.
You know, Vincent Ross' arc had a lot of ambushes in it, but at least all of those were location-based, so I could ambush them. You know, like a Stalker ought to? -
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This is becoming ever so slightly absurd, to the point where I'm seriously considering never touching Praetoria ever again. I'm sitting in the sewers now, dead to the tenth stacking ambush of Ghouls in the tenth mission in a row. In just this mission alone, I counted nine ambushes, none of them with the decency to at least wait for the previous ambush to be done.
This is after a mission where I rescued a guy from the Ghouls, at which point I was beset by ten waves of ambushes. This is after a mission where I helped Dr. Helix infiltrate a base where I was beset by 10 ten waves of Clockwork ambushes. This is after a mission where I helped Crow defeat Virgil Duray, when I was beset by five ambushes of Clockwor and five by IDF 2nd Division. This is after a mission where I helped Fortunata Scarlet do I forget what, whereupon we were beset by wave after wave of Clockwork robots, which is after a mission where me and Fortunata Scarlet fought back waves and waves of PPD, which is after a mission where me and Crow fought back waves and waves of PPD, which was after a mission where me and Crow fought back waves and waves of ghouls.
This is everything I've seen of Neutropolis from a Crusader's viewpoint so far, and that's after running a morality mission in Imperial City which consisted of fighting through waves and waves of TEST ambushes after missions where I fought through waves and waves of Ghouls, PPD, Syndicate, TEST, Seers and there may have been a mission about waves of Destroyers, too. The ambushes start to blend together after a point.
Who designed this? Who thought it was a good idea to make every god damn mission consist of two thirds fighting off upwards of 10 ambushes that end up stacking with each other, all of whom aggro on you before they even spawn, will never lose aggro and will ignore stealth? Did anyone consider that I might choose to play a Stalker in Praetoria? Remember Stalkers? You know, those characters whose performance centres around surprise attacks, first strike capability and STEALTH? They still exist. People haven't stopped making them since CoV went Live.
Before doing this mission, I literally played through an ENTIRE arc which ended in ambushes with the "Find Mission Exit" objective at the end. Five or six missions of that, in addition to the ones where you get beset by ambushes before you do anything, or the ones where you get hit with ambushes but can just click "Exit." And I'm starting to get a little sick of it, especially since it's completely and utterly ruining what is otherwise a pretty well-written story. I know for a fact - FOR A FACT - that I am never going to touch the Crusader storyline with a ten foot pole ever again. It's a good story, but it's like sitting down to read a good book while a small child kicks you in the shins the entire time - it tends to mar the experience.
Dear developers, if you are reading this, would you kindly STOP ADDING AMBUSHES TO EVERYTHING? Trust me, you've already added enough to saturate three games. You've added enough that if you never added a single one, we'd still have far too many frikkin' ambushes. Please, find a different way to make missions "interesting."
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And just to top it off, my mission ended abruptly mid-ambush. I don't know what happened. I guess I killed something I was supposed to kill which was in one of the ambushes, but with a dozen Ghouls around me and my trying to lead them around the map and hide around corners so I don't get bumrushed and killed, I have no idea who or what it was that I killed. I had to wait for the in-progress souvenir to tell me what it was that I had just done, because for all I knew, I'd just died to three stacked ambushes with a Manslayer or two. -
Quote:I went through pretty much the same thing. However, to me, the mere fact that I considered it and actually looked for other games I could be playing was very, very scary. Not because I'm afraid to play other games, but more because I don't like feeling that way about a game I like.I eventually hit a stage of crisis - possibly more than a little denial in there facing the possibility that I might have to stop my subscription, CoH and Paragon Studios has inspired that much brand loyalty - worked it out that it was currently not very fun for me, and figured out a solution I could live with in the process of venting.
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Personal base is not the same thing as a personal room. I would personally be very happy if we got personal bases that were unique only to ourselves and were paid out of our own pocket, as opposed to out of group coffers. I'd even be happy to use that without any practical benefits, the same way I create costumes.
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I'd like to see them give us more personal customization of a character's core animations. I'm talking about:
*Run style: regular run, ninja run, beast run, really fast walk, constant hover
*Idle animation: breathing, not breathing, hunched over, crouching, floating
*Death animation: regular, ragdoll, Carnival-style "soul escape," fading like a ghost, exploding like a Tarantula.
Those three should do it. -
Quote:So you'd thinkAs with past content I've joined in or lead, I plan on doing an All Scrapper run for this BAF Trial. Now that would be a far cry from "perfect team" status.


Seriously, though, I know it's probably possible, especially given your Scrappers. My above assessment came with the caveat "to get back up to 95% to-hit," which you probably won't be able to do on an all-Scrapper TF. Or you may be able to do it, I don't know. Depends on what boosts Inventions Sets provide and how many level shifts you have.
Which is something I have to wonder, as well. Presumably, we won't have all of 10 level shifts since level 60 enemies don't exist in the game. However, one can infer that we'll have at least four, taking us up to the maximum level of scales available in the game. My question is "what then?" When the cheap and cheesy way to add fake challenge is gone, will the developers not be forced to create actually decent content, as opposed to relying on jacked-up enemy levels? Or will they simply invent level 60 enemies and go with that?
