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Posts
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If a player sees a boss of his level, he should probably get help...
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I have to say I dont like that statement ONE BIT!!!
I liked the fact that bosses were powerfull, had a ton of powers, were able to kill out quickly, in short were the greatest challenge on missions. I am always kinda dissappointed when a mission doesnt hold a boss. It was like the final showdown in a movie and something I worked toward to the whole mission.
If the improvement of bosses are...according to the Devs....meant to enforce teaming then I dont like them.
You could ve raised their power level abit instead of all the way.
You could ve made it so that a solo fight against a Boss keeps the same challenge but takes more time (thats what I thought would happen with the HP increase, not that you make them more powerfull at the same time).
You could ve left the decision to the player if he wanted to put in more effort or simply get a team. The PLAYERS decision
Instead you make the decision for your players and decide that we have to get a team in order to beat bosses our level.
I dont like the attitude........
Put a person at a table and let him decide what to eat. He ll be ordering what he likes and be happy with eating something to his taste.
Now rope that same person to the table, order something you THINK he likes and force-feed him. Obviously it should be the same reaction, just the removal of FREE CHOICE is different right?
See what type of reaction you get.
In conclusion.....honestly.....making bosses hit harder and have more hitpoints.....how long exactly did that take you to come up with in order to "up" the challenge? Eating a sandwich over lunch break?
The game has a lot of unique and extraordinarey features but this.....well......I bet my 8-year old cousin could ve come up with that (and does in our RPG sessions when he masters)
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I am, and I know I'm not alone.
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I will too but I will NOT ASK for help, thats not me. If I cannot do it on my own I simply dont do it at all. I team because I WANT to, not because I HAVE to, big difference for me. Sometimes soloing becomes so tedious or boring that I decide to team up even tho I COULD continue to solo. That was my own decision tho.
See the difference?
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first, forced grouping.
this seems to be a high priority for them lately. Don't ask me why, when the game was marketed and sold as solo-friendly.
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Exactly, forced teaming is the suck, why on earth would they enforce this when the most appealing thing of the game for me was it NOT HAVING it?
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Why do we even bother to fight back?
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Right with the power increase criminals get in this game you wonder how Paragon City can still stand when all it needs is a group of enemy bosses to waltz through to the reactor core of TV and blow it to bits. I know of no hero-team that could stop em. Obviously every faction in the game has more then enough bosses available to do that.
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That said: These are Statesman's changes and with his attitude, he's going to stick with them.
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I m afraid to say that with the history that guy has you are right
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Well I hope the datamining they will be doing this weekend for the monday morning meeting prove me right. That's all I have to say.
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I d LOVE to read from the devs what exactly they were doing during the testing phase of isse3 on the test server? Data mining? Balancing? (do we add 800% or 1000% damage...hummm) Please enlighten me. Cuz the way bos changes were introduced reeks of fiddeling-thumbs actions during that time.
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You said it yourself that you didn't have to defeat him to finish the mission. Defeating the bad guy wasn't needed to "win the day."
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Woot we freed the hostages by sneaking past the human dibolical monster who planned to skin them alive on TV. We win the day! Lets get out of here and wait for the next call when this evil boss does the same thing again. Yeah right!
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If you don't like that bosses are tougher, simply avoid them and go find another bossless group of mobs to kill...plain and simple. You might even find the exp faster if you do it right.
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Newsflash for you bub. Before the patch Lts were harder then minions and bosses were harder (by a great deal) then Lts. It was right that way. What the devs did was OVERDO it a bit on the power-up. People are not complaining about bosses being powerfull. THATS WHY THEY ARE BOSSES. People complain because the devs overdid it. Get it?
Oh oh, I should take a time-out. I m getting more and more agressive. While I was defending Issue3 and the devs this very morning when I logged onto the boards the more I read the more I feel the hate raising. not good.
See you all later when I calmed down some.
/hugs all -
Well I say lets blame scrappers who boasted for months how they kick around bosses for breakfast and solo Avs easily
All their fault. -
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Wrong. Seriously, reconsider. Big heals do not make up for misses - they result in deaths. Fast heals make up for misses. Seriously, try it. Three heals is all you need to be effective with it. Dump some and slot for recharge. That way, if you miss, you're able to try again sooner and that sooner is often the difference between dead and not... Seriously, bigger numbers are meaningless for transfusion - faster recharge is important. Once I made that shift, transfusion became _ENORMOUSLY_ more effective. Night and day difference. Your complaints about the power will vanish. Honest.
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Big heals making up for more misses would be correct of everybody would have "many" or "unlimited" hitpoints but for a blaster or controller or even defender a higher recharge heal is more valuable then a slow bighitter.
Also if you miss a lot I wouldnt slot for more healing but for more accuracy. The first time I put 2 slots into my Transfusion I slotted it (3 total) with 2 Acc and 1 recharge and was still even better or on par with empaths healing wise. -
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The developers of this game cannot understand that min/maxers
will always blaze through a game, but with no PvP or economy it
doesn't matter how many people hit the level cap.
One of this game's biggest appeals is making new characters.
With the way the game is set up now, who are the only people
that will take their alt to the level cap ??
Min/maxers.
What is the percentage of players that are min/maxers ?
If the playerbase is composed of a majority of min/maxers then
retaining them by slowing them down is good business.
If the majority of the playerbase is casual, or even totally new
to MMORPGS, what will retention be when those players have to
grind thousands of mobs to see character advancement ?
The game is leaning hard towards min/maxers and since that is
the case I no longer care.
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kudos to you Vegetator, you expressed what I wanted to say with even better words, damn sometimes I wish english was my native language
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Thanks for, yet again, telling us the +1 mobs weren't on purpose.
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doh so the best thing about the patch wasnt on purpose??? hahaha thats funny
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The wandering patrols i don't mind, they just make you think on your feet and plan ahead.
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I dont mind them either, just forcing you to keep your eyes open during fights and prepare to adjust. Wandering patrols are a form of challenge I like just like the +1 MoBs (which sadly is a bug /sigh). What I HATE are the impossible situations that were introduced mostly with bosses at lower levels now.
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I have to agree with this 100%. I also like the feel of the Hollows as a group-centric zone. However, this zone makes Perez look literally, like a walk in the park. I was part of a group (all good friends) that involved levels 10-11. This zone is nightmarish and the missions within it even worse. My Invulnerability tank felt like a punching bag. This was after the stun fix. Between normal melee stuns and knockdowns, there was very little I was adding to the group. I have unyielding stance... oh yeah... unyielding. So while I handle the 1 or 2 outcasts that are willing to melee, the rest of my group dies to the 8 other mobs using elemental ranged attacks. I don't have Provoke yet, I'm sure that would help... well, it would help me die faster maybe. This is a decent balanced group of Controller, Blaster, Defender, Tanker. We like to think we're fairly competent, but the entire experience was, in total, not fun. The Outcasts are throwing around lots of powers within one single group... Hurricane, Lighting, Fire and Ice, not to mention Shockers healing! This is a big departure from the Game As We Knew It(TM). Not even Boomtown was ever this aggravating, and it has a higher level range I believe. I would LOVE to see this kind of mixed attack group in the higher levels. That kind of varied assault makes grouping far more interesting and gives all archetypes and powersets a chance to shine. But at the levels of the Hollows, it's just overwhelming.
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again....what I m thinking with less agressive words
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PEOPLE, STOP HARASSING THE MAN. HE HAS UPDATE #3 TO THINK ABOUT!!!
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no, please let him fix patch 2 before he goes off to handle update 3.
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T IS GETTING FIXED.
PRE LVL22 Difficulty increase WAS NOT INTENDED !!!
PRE LVL22 Difficulty increase WAS NOT INTENDED !!!
PRE LVL22 Difficulty increase WAS NOT INTENDED !!!
PRE LVL22 Difficulty increase WAS NOT INTENDED !!!
PRE LVL22 Difficulty increase WAS NOT INTENDED !!!
PRE LVL22 Difficulty increase WAS NOT INTENDED !!!
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take some valium please, it ll help you get your life into perspective -
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Today I logged on with my 17 Scrapper for the first time since Update 2 went live, and I will not log back on with him until the difficulty settings are fixed.
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me exactly with my lv 30 blater and lv 15 scrapper. I m toying around with some low levels at the moment but am finding more and more of these fun-destroying moments right now.
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Again you have no concept of how beta testing works and if you expect bugs not to happen then I suggest you stick with console games
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lol that makes me love. By now we all know the diffrence between a bug and game-design. Well I agree with Veg that these so-called bugs are by game-design which is crippling my trust in Cryptic a lot. I mean how blind and short-sighted do you have to be to really believe that THOSE changes will make it more fun???
Some of em are great dont get me wrong but like I said in previous posts, they got a lil overboard.
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Posting mock pictures of Statesman doesn't necessarily lend you credibility. And it doesn't it make you seem funnier to the rest of us...it just makes you look petty.
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I found it funny
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5) The mobs having high level powers (which they are fixing, so I've been told. If it hasn't been fixed already).
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as to wednesday sept 22nd it wasnt -
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I'm NOT afraid. Because I think he meant "up the difficulty" for the Higher levels. Hmph!
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so then we all agree that he f!!cked up royally for letting the changes designed for higher levels slip into the low level range too?
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Do you ever use the Discipline inspirations that drop constantly?
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well for one when I do door missions there are times I dont get a single inspiration for most of the mission, yeah you know I dont get an inspiration drop every arrest no sir, not me. Also I usually go for a mix of inspirations because I actually like to have 1 or 2 enrages, 2 to 4 respites and who knows what. So what do you suggest when my 2 disciplines are used?
Leave the mission cross the whole city to get 2 more then run back and rinse repeat? woot, great idea, love the downtime, very bor......errr....challenging.
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Giving the mobs in the lower levels powers: design decision
Giving them plethora of strong stuns: Design error
+1 Level mobs: bug
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So the thing that actually is great about the patch (the +1 MoBs) is a BUG while the thing that is the suck (IMO - the more powers to low levels) is a design decision? LMAO, the more I read the more I wanne cancel. -
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I hate to say it.. but it all boils down to tactics..
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no it really doesnt...for starters the "tactics" you folks refer to are childs play because most of us can manage their endurance, use inspirations and select targets carefully but there are just too many things that are simply impossible.
My lv 15 scrapper doing a door mission with +1 MoBs, I like the XP and the challenge from the minions then I come to my goal, 1 lv 16 Tsoo boss and 1 lv 16 Troll boss.
They are all alone and the last Mobs standing in the mission. They cannot be split, either by direct attacks nor by proximity pulls, they always come together.
The Tsoos distance attack does 44 damage, the troll does 87. Did I mention they hit every time? The first thing the Tsoo does is using the whirlwind power then closing in. Now as I actually HAVE to be in melee range to kill em I can enjoy the second-lasting fight from the ground most of the time. The Tsoo Boss does 115 damage with his melee attacks (okay they are specials [kick] but wheres the difference if all he does is the kick attack?) the troll does 87 damage with regular melee attacks.
I think I tried this fight 5 or 6 times every time with a different inspiration set-up. The most successfull fight I had so far lasted around 20 seconds when I popped 8 respites but still i did close to no damage.
Using defense inspirations is the same as spinkling them with water, I dont notice any difference.
Fights lasted from 5 to 20 seconds ending with me dead on the ground.
Yes....let me hear your uber tactic that noone else knows. I call this encounter impossible.
Oh getting a group you say? Yes how stupid of me, I forgot I love enforced grouping! Personally I group when I want to not when the game dictates to me that I have to thats why I loved the old pre-patch CoH better.
When you see people complaining about the difficulty I DOUBT very much they complain about the +1 and +2 MoBs in missions or the occasional hit they get more. What they are talking about is running into enemies like I described above and getting owned without so much as a single chance. What kind of tactic do you use versus a lv 6 MoB using lv 18 powers??? What tactics do you use versus lv 18 MoB using lv 32 powers? Run like hell???
When people call others impatient and call on their precious "tactics" they usually refer to the minions which ARE NO PROBLEM FOR ANYBODY!
Since patch 2 I came across enough encounters in missions designed for my level that are impossible to make aka a bug. I dont have a target choice in missions either. I was doing several missions with teams of 2-4 people and got owned anyway because some of the powers used by bosses (yes, even AoE mezz at lower levels) simply CANNOT be countered or fought. Some challenge that is.
I m sure if you were a fly and you had to go against an M1 Abrams you would also say....."hey, use tactics you know...I have fun"
/bleh -
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Hehe, a bug?
You mean like, "Hey, lets make things more dificult so people have to play longer so they stick with the game longer" then "Uh Oh, they didn't like that, boy did we screw the pooch on that one", kind of bug?
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bulls eye
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Call me a cynic but I call Shenanigans on the "bug" explanation.
When you have a mob such as Outcasts or Trolls, that are ONLY low lvl mobs, what "bug" would give them more powers.
They made these mobs with these powers and I don't think they really put much thought into how it would affect the masses.
Now we hear they are working on it. I would think every mob has a pool of powers it is programmed to be able to use. Take those powers away and the "bug" is solved.
The presence of +1 and +2 mobs may be a bug, but the powers the low levels mobs are using had to be planned.
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actually thats what I m worried about myself. The "hey lets try this out" theory and I really hope I m wrong because if I m not this is not the game I should play.
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Patch #2 has many great features but is obviously not working as intended. Whole AT's changed poorly, play = work not fun. no server stability
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I dont know if you can call issues that have been known for weeks on test a bug if you still put em life anyway.....