Steel_Shaman

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  1. Quote:
    Originally Posted by AquaJAWS View Post
    Want and need are two different things. If you want to fly and jump REALLY high, nothing is stopping you from doing it, but its not needed for the game to be fun at this point. Before ninja run, it was almost necessary to take a travel power in order to get around quickly, not completely, it was still very possible to run around at sprint + swift speed...but not very desirable. The addition of ninja run gave you a half super-speed/half super jump free power (after the booster pack charge of course) so it made getting around reasonably much more likely without taking a travel power. Concept-wise, yes people are still gonna want to super jump or super speed or fly or teleport. But it makes the selection of those powers more for concept and less a necessary utility in getting around since there are free alternatives.
    I see your point. I admit now that I have Ninja Run I'm more willing to delay travel powers into the 20's for my own builds. Freeing up those 2 power picks below 20 can make quite the difference for some builds. That's really the reason I'm happy about this change. It will allow me to take powers I really want when I really want them, instead of feeling like I "have to" take Fitness by 20 instead.

    Quote:
    Yeah, the edit came in after I was already replying so didn't see it until I had already hit post.
    Sorry about that.
  2. Quote:
    Originally Posted by AquaJAWS View Post
    I agree that just turning them on at level 1 would be awesome, but just thinking from a developer POV, minimize the balance effects on the existing game with this one change. If something became broken and completely too easy with those at low levels, they would have to change that, and so on and so on. Changing fewer things is always preferred over changing everything.
    That's why I said what I did about Praetoria. The mobs there are tougher than many of the mobs in the original content. That makes me wonder if maybe they haven't already done what you suggest?
  3. Quote:
    Originally Posted by Bill Z Bubba View Post
    But then what was the point of increasing sprint, hover and fly's base speeds?

    Having health and stamina at level 1... yea, great. Seriously. Anyone griping about the 1 to 20 game after that is smoking crack.

    Welcome to easy mode from 1 to 50. Good thing we have a diff slider.
    So adjust your difficulty slider a few levels earlier than you normally do. Where's the problem?
  4. Quote:
    Originally Posted by AquaJAWS View Post
    So between ninja run and now the fitness pool being inherent, taking a travel pool is going to be even less necessary, since ninja run was usually coupled with sprint and hasten to make up for a lack of a travel power.
    So you don't want your super heroes to be able to fly, run faster than a speeding bullet, leap tall buildings in a single bound, or vanish in a burst of light? Funny, that's the kind of stuff that helps me feel "super" in this game.
  5. Quote:
    Originally Posted by AquaJAWS View Post
    They could, however that would increase the boost any other set bonus applies to those aspects since the percentages go from the base values, which could lead to some imbalance. Also, as inherent powers, to keep the lower levels balanced, they could say that swift/hurdle/whatever they call it turns on at level 5 or 10, health turns on at level 15 and stamina turns on at level 20, like they do with rest at level 2 and ninja run at level 4 (note, levels just a thought for a good startup point in my head, no idea how or if they will do it like this). Keeps the lower levels of the game at the same balance because the players don't all the sudden have more regen, recovery, and speed until they would have been able to previous the change.
    Honestly I think that is precisely what they DON'T need to do.
    Just give us all 4 abilities at level 1. It will finally shut up the complaints about the low levels of CoH "sucking".

    Edit: you know, since GR launch there have been people complaining that Praetoria is unbalanced on the low end (myself included). What if the Praetorian mobs were made just that little bit stronger precisely because the Devs knew they had this coming? Hmmm.
  6. Steel_Shaman

    Gravity/Energy?

    At low levels you're not going to have a lot of actual control, since Gravity is weak in that department early on. However you will have quite a bit of soft control from your Energy secondary. The playstyle of a low level Grav/Energy is very similar to a blaster. You have your hold for problematic targets, and lots of knockdown/knockback for keeping mobs out of your face.

    Overall I've found my grav/energy to be a lot of fun.
  7. Quote:
    Originally Posted by UnicyclePeon View Post
    Neat. I like the idea.

    "I will make your mind BURN! What? This here? This isn't the Stone Hammer you were looking for. Its a fluffy bunny." WHAM! "Good bunny!"

    Lewis
    Haha that's great.
  8. I'm currently leveling a Mind/Earth, which I don't think I've seen anyone talk about before. At first glance it seems like an odd pairing, but I gotta tell ya, the survivability is downright silly.
  9. Quote:
    Originally Posted by Liliaceae View Post
    I guess so. It's basically average at everything, except endurance usage, in which it excels by which I mean it can empty your blue bar in no time.

    That said, I really like Mind/Icy and I'm prepping it for the heroic main counter to Mind/Fiery villain main (incidentally named Oedipus Tex).
    Very true about the endurance usage. My Ice/Ice has an end redux slotted in every attack, a Miracle +Recovery in Health, and a Performance Shifter +Endurance in Stamina. He still runs low on end at times with Arctic Air going.

    That being said I do find /Ice to be a fun set. But then, my first 50 hero was an Ice/Ice Tanker. I love all the ice sets in general.
  10. Quote:
    Originally Posted by Talen Lee View Post
    We give them credence, rather than the people reporting that Praetoria's too easy, right? Because that just doesn't fit the narrative.
    Was that really necessary?

    On topic: I don't think the devs are balancing around IO's. They've promised they wouldn't do this and I trust them not to go back on it, especially not without giving fair warning to the playerbase.
  11. Quote:
    Originally Posted by DitzyBlonde View Post
    Or you can go get a shivan from BB. Eat purples... eat big tier reds and 4 shot him.
    A Shivan would be complete overkill imho. In the amount of time it takes to get the Shivan you could pop some purples, finish the mission, and move on to the next.
  12. Steel_Shaman

    Mind/Fire

    Quote:
    Originally Posted by Take_It_Easy View Post
    How is it for PvE? I've heard that this was primarily used for PvP, but is it good for PvE?
    Mind/Fire is an awesome PvE combo.
    Mine can go almost an entire mission solo without taking a single point of damage.
  13. Pop 4 Lucks (purple inspirations) at the start of the fight.
    Place Static Field when the pets appear. It won't affect Sands but it will sleep them. As Happy Thoughts suggested, keep Conductive Aura running. After just a few hits you will have Sands at 0 Endurance. You will not be able to keep him from attacking entirely, but you will greatly decrease the frequency of his attacks. That's what the 4 Lucks are for.
    Proceed to slaughter Sands with great malice. This strategy worked like a charm for me.
  14. I've had an idea for a character that I just can't get out of my head.
    His concept would be accurately portrayed by either Mind/Earth or Earth/Psi.
    Problem is, between those two combo's I just can't make up my mind. My thoughts are the Mind/Earth would be more solo friendly (especially at lower levels), and Earth/Psi more team friendly.

    Is there anything I'm missing? Any particular synergy that I'm overlooking for either combination?
  15. Steel_Shaman

    Ambushes - FFS

    Quote:
    Originally Posted by Afterimage View Post
    I think these massive ambushes are a bug.

    I played through the Praetorian Resistance Warden arcs with a Brute earlier, and while I did see some massive ambushes, they came in waves with only 3 minions in each wave. The main difference there from standard CoH/CoV ambushes were the large number of waves (10 or more) and how close they came together, barely finishing one before the next arrived. There wasn't anything as massive as some of the screenshots I've seen in this thread.

    I'm wondering if ambushes in general are bugged.

    Last night I did Serge's second costume mission at level 20 with a heroic Tanker who has never been to Praetoria. The Tsoo ambush that hit me there was unusually large. I had about 12-15 attackers, I'm not certain about numbers, because there was a group I attacked just before the ambush hit me. The only adjustment I had to difficulty levels was I set it to allow bosses, I hadn't turned anything else up.
    Regarding Serge's mission: I had the exact same thing happen to me. The ambush was 5 minions. I was running on the base difficulty at the time since that was my Praetorian and I'd never even been able to touch his difficulty. Five minions isn't the end of the world, but you have to agree that isn't normal for his mission.
  16. I don't know if this is the right way to report this, but here goes: Since about 8:30 pm last night Sharkhead Isle on Liberty has been completely unplayable. Any characters in the zone get disconnected from the mapserver every five seconds or so. I was able to move a character out of the Zone with the Ouroboros portal and a lot of repeated clicking, but those low enough to not be able to use the Oro portal yet are, well, stuck.

    I figured I'd best report it somehow since the Powers that Be must not know about it, since they've let it go on for nearly 12 hours now.

    Edit: I've /bugged it in game. Would a support ticket also be necessary? Clearly the zone/server needs resetting and the server team doesn't seem to know about it.
  17. Quote:
    Originally Posted by ketch View Post
    When I first took my dom to Paragon, still a rogue but only because of tip mission limits, a defender on the team skipped me over with buffs and hostilely roleplayed against me including the suggestion that the team "watch their backs". My reply, "I'll be way ahead of you, showing you how it's done." Then, as doms do, I locked everything down so the team could steamroll them.
    Absolutely ridiculous. Someone's personal RP should not get in the way of another's enjoyment of the game, or the performance of the team. Here's to hoping the number of blue side players like that is limited.
  18. Quote:
    Originally Posted by 0verload View Post
    Can I second this?

    I've been playing since EU CoH beta and I have to say that right now, there should be a difficulty warning when you select Praetoria for a new character. Maybe advise new players that they would be better starting their first character in Paragon etc....

    I've played through weeks of the beta and found that for me the Syndicate sword mobs are really nasty and two +1's will take my toon down with one hit from each. Since most maps seem to be mostly +1's [subjective], hospital trips were way too frequent.
    I distinctly recall reading something from the Devs in which they stated that new players who buy the Going Rogue complete collection (the one that includes the original game as well) are required to start their first character in Praetoria. They actually CANNOT choose Paragon or the Isles first. If I'm not mistaken trial accounts also go there with no option for anywhere else. Really, really bad idea in my opinion.
  19. Quote:
    Originally Posted by Captain Fabulous View Post
    I might expect these things in level 41+ critters, but not at levels 1-20. And I seriously have to question how this increased difficulty is supposed to bring in new players when experienced ones are telling you (and have been for many months) that these mobs are too difficult and it's very frustrating. As an interesting aside, I was watching videos of the 2 new starting areas in the upcoming WoW expansion. And the commenter was saying how datamining showed that most people who quit WoW do so before they get to level 10. Because of this they've made the new starting areas CAKE -- like super high regeneration and energy recovery so it's absolutely impossible to die or run out of mana -- in order to make the lowbie experience as pleasant and non-frustrating as possible. Compare this to my experience yesterday of putting together a full team at level 2 and have 2 full team wipes ON THE VERY FIRST MISSION OUTSIDE THE TUTORIAL. I think that pretty much says it all.

    And yes, Vahziloks suck. That's why no one does Vahzilok missions. At least on Primal Earth you have options and it's easy enough to avoid them and fight something else. In Praetoria you don't. You either do the mission given to you or you do nothing.
    I hear you my friend. I just got done with this evening's play session, trying once again to level an Electric Dom in Praetoria. I called it a night a good hour earlier than I normally do, because quite honestly the thought of yet another mission of painful struggling didn't thrill me. After a long day at work I'm just too tired for it.

    For much of the evening I was on a three person team:
    electric/electric Dom
    electric/ff Controller
    Fire/Dark Corruptor

    There was one mission against Resistance in which at least one of us died every spawn for several spawns in a row. Why? Our powers kept missing. Holds, heals, attacks, you name it. At one point I had every single one of my powers miss in a row. That's two controls and 4 attacks, all double-slotted with Accuracy (TO's, best I can get at level 11.) I thought that was supposed to be impossible due to the streak breaker, but I guess I don't understand how the damn thing works. And we somehow kept getting more than one group even though we were trying very hard to pull and "step up our game" as so many people keep telling me to do. We were even in our SG's Vent coordinating via voice chat. It didn't matter one whit.

    So far the only character I've actually enjoyed playing in Praetoria is a Demon/Pain Mastermind. All the others have just been terrible experiences. I really like this Dom, and don't want to start him over. But once he and the MM are out of Praetoria, I won't be back. It's just not fun. If it weren't for the side switching system I would feel like I completely wasted my money on this expansion.
  20. Quote:
    Originally Posted by Creole Ned View Post
    How do you think a new player would react in the same situation?

    I can only speak for myself but if I 'died plenty' in the lowbie experience of an MMO, I'd probably quit, not because I want 'easy mode' but because I expect the lowest levels of the game, when you're learning how to play, to be gentler than the later levels, where you should have the knowledge and experience to handle tougher foes.
    Thank you!!!!
    I think that is one thing we veterans keep overlooking and you summed it up nicely. We are all so caught up in "this is our expansion" that we keep glossing over the fact that this is also the revamped new player experience. There's only so far the Dev's can go with it in terms of challenge, because part of its function is to draw in and keep new players.
  21. Quote:
    Originally Posted by SuperDonkey View Post
    I still don't understand whay they didn't put that difficulty slider in.

    I mean look what's happening. Some player complain it's too hard. Other are fine with it.
    And what we have now is a long discussion if people just can't play the game properly or if it's broken or whatever.

    There is absolutely no need for this.

    I just don't get Paragon Studios on this one. Guys you already have a working solution in CoH/CoV that is working perfectly fine. Use it and this will stop! Easy!
    I agree 100%. I've been debating in this and other threads that the difficulty slider would fix the problem for me. Instead they've gone the route of directly nerfing mobs, which I honestly find quite surprising. It looks to me like just enabling the difficulty system in Praetoria would be less work for them than adjusting all those mobs.
  22. Quote:
    Originally Posted by EvilGeko View Post
    You're putting words in my mouth. I never said "you want to never die." You said that. I offered a statement "Dying sometimes is OK." If you agree with that good. But don't try to strawman me, because I'm not arguing against something I didn't say.
    In the post I responded to, you said that it looked like people who have an issue with the mob difficulty think it's the game's problem if we get defeated. I took that to mean "you never want to die." If that isn't what you intended, my apologies.

    Quote:
    These mobs are new and we don't instantly, immediately know the best way to deal with them. Why is that bad?

    These mobs appear to be able to deal with the same boring steamrolling that many people use to get through this game. Why is that bad?

    These mobs actually may be harder in a full group. Soloers and small teams might have a better chance. I can see why people don't like that one, but isn't it time for some variety?
    I personally have found the level of care required for some of the Praetorian mobs (most notably the Destroyers) to be very annoying. That is why I view it as bad. It's highly subjective I know, but that's how I feel. Variety and challenge in and of themselves I view as a good thing. I just think the challenge level of the mobs in Praetoria at base is tuned just a little too high.


    Quote:
    I disagree. I've played this content with a mezzer (a dom), meleers (brutes/scrappers), and a blaster. It's difficult. It requires being more careful than some enemies groups hero/villain side (not all). You will die if you're not careful and sometimes when you are. I see none of that as bad.

    So you say you don't mind dying and you don't want easy mode. So how hard should it be? How often should an average player expect to be defeated on the way to 20? Is there no space for needing to improve to do better?
    It's difficult for me to state what the average player should be experiencing. All I can really say is what I personally find fun or not fun. For me, one or two deaths a mission is actually tolerable. If it goes beyond that I start to get annoyed. I also start to get annoyed if it becomes obvious the deck is stacked against me in a manner that I regard as unfair, as is the case with some of the ambushes. Seer 0001 was an excellent example of what I mean by that and the Devs fixed her encounter.

    As an aside, I played a Dom through a few missions in Nova Praetoria last night to test these changes. I found the Syndicate to be noticeably easier, but to still require some thought to take out. I couldn't just let them get in melee on me or they would cause some serious damage given my low health pool. That made them feel just about right. They were still obviously dangerous, but I didn't feel like I was going to need to run from 3 minions either unless I did something stupid.

    The funny thing is I haven't been arguing for the Devs to nerf the mobs directly. All I've asked for in the other threads where I've discussed this is to give us the difficulty slider in Praetoria. Apparently their data mining showed that more than just that was needed.
  23. Quote:
    Originally Posted by EvilGeko View Post
    Could be. Don't recall.

    I tested Praetoria on a Psi Blaster. Got beat down PLENTY of times. I'm not uber-elite. I'm decent. I JUST DON'T MIND DYING SOMETIMES. I don't see why that's so hard. You all appear to believe that if you get defeated that it's the game's problem. Why isn't it your problem?
    Dying sometimes is not the issue. Why must folks with your argument take everything to extremes? People say "we think some of the mobs are too strong" and you immediately jump to "you want to never die." The two statements are not even close to the same thing.

    I like a good challenge. But some of the enemies in Praetoria are not just a "good challenge," they're downright brutal. What I personally do not find fun is having to approach every single spawn like it's the end boss of the mission. That gets tedious after a while. I want my characters to occasionally feel moderately strong, y'know?

    Again, you are confusing people getting frustrated with people wanting easy mode. I doubt anyone posting in this thread wants the game to be a snooze fest. You speak of strategy, but for some AT's certain GR enemies are basically a case of "kill as much as you can, die, come back, repeat". I'm sorry, but that kind of strategy isn't fun.
  24. Steel_Shaman

    Ambushes - FFS

    Ambushes are so over-used in Praetoria that on the rare occasion I don't get one I think the mission is bugged. I was helping a friend with a mission the other night. We had a PPD ambush come at us that we started fighting. Then we suddenly had the entire Seer Network spawn behind us. At least it felt like it was all the Seers, it might not have been. There could have been a couple taking a coffee break I suppose. Two simultaneous ambushes? Really?

    I have to say it was quite effective though. They put an end to our little Resistance plot right then and there.
  25. Quote:
    Originally Posted by Kitsune9tails View Post
    There is already plenty of easier content. Variety is spice, and it's good to see some new challenging content.

    Also, when the new players get out of Praetoria at 20, they are going to feel VERY strong compared to the normal content.
    You are right in that variety is a good thing. So why then, does Praetoria not have a difficulty slider like the entire rest of the game? That way people could experience the new content in the manner that suited them.

    As it currently stands I have SG mates that have already sworn off Praetoria and refuse to play there ever again.