SherkSilver

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  1. OK, Just so everyone here know:
    I am starting work on adding this new Standardization setup to the CoH_CoV Character Builder. Now, this may take a bit, but I will get it out as soon as I can.

    The question I have for those here:
    Other than just updating for this new format (other than the current BI) how / what methods for displaying the information would you like to see ?

    Please send any ideas / Requests you might have to:
    JayTeague@sherksilver.net
  2. SherkSilver

    Boss Changes

    Thank you Statesman for the continued updates !
  3. SherkSilver

    Boss Changes

    I think the big things here are as follows:
    1) Teams were taking bosses too easily
    2) Solo players. bosses were either easy or hard depeding upon the Player and the AT choices

    A] Upping the boss levels will make things harder for a team, but they make them extreemly difficult for some players, impossible for others, and a good challenge for some.

    What I think needs to happen is a combination of 2 things:
    1) Solo should be the same as it was Pre-I3 for the DEFAULT difficulty level. Turning up the slider will add difficulty to all mobs in the mission/spawns. So all solo players can be happy here.
    2) Missions that have team entry, should up the boss difficulty as there is a Team present (I think team should in this case be 3+ players, as you really need 3 to get the most spread of powers, etc...)
    3) Team missions would also work off of the difficulty slider as well.

    The idea here is to make things harder for those that want it, more in balance for teams, and keep the difficulty slider in place to enhance all enemy mobs for those that want it.

    From my experience playing a low level alt, and my main (just Lv35) - both blasters (all be it different power sets), the low level toon has an easier time with bosses than the Lv35 (who has max slotted attacks, etc...). While I can still take bosses, I have many friends that cannot. There has to be a compromise that will make more people happy, solo players, team players, etc... all at the same time (Not just one group).
  4. SherkSilver

    Boss Changes

    Statesman, Thank you for the great explanation for why the bosses were changed. I am very glad that you are looking into the one-hit death issue (as I primarily play a squishie).
    Would it be possible to have a Solo mode on the difficulty slider ? (make things easier for the Solo player, while they are doing missions Solo, yet have it revert to standard whenever there is more than one person present in the mission ?)
    My wife ended up playing a mission that spawned 3 bosses in the final room just a few days ago, and the mission description never mentioned anything about 1 boss, let alone 3. That being the case, some of the mission descriptions need updating as well to better warn us players about the presence of a boss.

    I love the idea for a boss to have an aura effect - would really make them stand out and help prevent mistaken attacks. I do not like the idea mentioned above about having the boss lead with a hold attack. That would have the same affect as a melee 1-hit kill attack, except I would be held while the boss 1-hit me (instead of trying to back up/run quickly).

    hehe: I guess my main issues can be summed up as:
    1) 1 hit death is no fun
    2) Several minutes to take out a boss is not much fun
    3) Some mission descriptions need to be updated to indicate boss / potential boss presence.

    What I would love to see (any of these)
    1) Visual cue for bosses (like the hero aura)
    2) Eliminate possibility for an even level boss to 1 hit kill us squishies.
    3) Solo mode for missions that reduces the boss level only (if a boss is to be present) in the mission to be a Max of +0 (set up like mission slider so a player could take this mode if they want, leave it if they do not)

    Again - Thank you for the description of why the change was made, things at least make more sense now.
  5. Thank you Statesman. I for one just really want to know exactly why this change was made. Looking forward to the answer...
  6. Yes, please an answer to the BOSS part of question #5. Mission slider was always pretty well understood, it is the combination of both that most of us would like to at least hear the answer for.
  7. Frankly :
    1) I can still take the boss (if I stay out of melee range)
    2) It takes soooooo looooonnnnnggggg, it comes down to boring repetative attacks, going on, and on.
    3) Most indoor missions leave the squishy blaster without a way to stay out of melee range without resorting to shoot snipe, run away (hoping you do not forget the map and hit a dead end (did that, dirt nap)) - still boring and repetative, and severly time consuming...
    4) My fun online game CoH just lost a lot of its fun factor...