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  1. Jeez after reading all the way from my last post I hope I can remember all I wanted to post, lol.

    A quick comment about EQ.. it was easy the first 30 levels (especially after the 'alt toon' revamp for speedy leveling to 20th).. if you had a hard time of it then you feel my pain in the hollows. With a ranger, I could solo yellows.. yes I wrote yellows.. with an elven ranger at level 30. I was soloing yellows with my ranger at level 50 to 52 as well but I'll leave that arguement alone for the EQ challenged. That's a scrapper for the closest comparison in CoH. Yes, I too was taken out by a yellow griffawn in a zone made for twice my level once. I remember peeking into Mistmoore when I was level 10 and watched some higher levels taking out werewolves, asked about the level of the mobs and left to return 10 levels later. My ranger was never 'uber' either. Most of my friends were amazed at my successes. That was all tactics.

    Now for CoH. I have no problem with the streetsweeping aspect of The Hollows as yet since I haven't tried it beyond the first two mission you get there.

    I'll give you a couple of experiences I've had in the missions. First experience I was playing my 7th level Ice/Ice Blaster. I was teamed with a tanker though I'm not sure what his build was. He ran in and I ran around the other side of the Eel to get a clear shot. The Eel threw the tanker into diorient while I popped an accuracey and two damage insp's. With just the first two Ice blaster powers I took that red guy out before he could kill either of us.. the tanker was disoriented for the whole fight. Here is the discrepancy... the Eel just stood there watching the tanker for most of the fight (which wasn't long anyway) and only turned on me as my last shot hit him.. the shot that killed, errr.. arrested him. Luck I guess, maybe even a bug.

    Next we have my Fire/Storm controller. With a group of six we stormed in and out of all the Outcasts missions while she was level 6. First I hit all shockers and bricks with Choke to make sure they couldn't put my guys in stasis or heal, then I used my AE debuff on them (can't remember what it's called). That worked with flying colors. But the worst thing about a Fire/Storm controller is they do so little damage, soloing is almost impossible (I wrote 'almost' before you argue with me), try it and you'll see. Luck since the normal thugs were yellow most of the time with lt's orange to red and the Eel and Bedrock purple. My choke hardly ever missed. Luck? Sounds like it.

    Last fight with the Eel was with my Claws/SR Scrapper. I went through maybe three full trays of insp's till I ran out of influence. I was teamed with a blaster. The Eel would take us out fast. If the Eel landed two hits of the thunderpunch or whatever it was called I'd be leaving the hospital and did a most of the five times I died trying to defeat him. I did finally defeat him in a different group that had two defenders and another scrapper. The wierd part was the other scrapper took insp's but was stunned the whole fight. I had no insp's and resisted all stuns and the thunder hit always missed until the Eel was dead. Luck is what did it.. not tactics.

    Those are the facts of what happened. My scrapper a few levels later teamed with another scrapper to complete Positron's Task Force (after the four other group members skated on us after the first mission). That was tactics.

    Someone a bit back brought up we should know door missions in a hazard zone are gonna have the hazard difficulty. The only difference with a mission in Atlas Park and a mission in Perez Park is what you have to go through to get to the mission and sometimes your contact doesn't tell you where the mission door will be until you take it. I do not agree that door missions should be in hazard zones but if they are, they shouldn't be in red areas of hazard zones. Basically, I'm saying Hazard Zone door missions are no different than any other door mission. Moot.

    Yes, I'm known for being laquacious.

    My arguement here is not for streetsweeping at all as quotes from my post were diverted to. My arguement was that the bosses and lt.'s in the Wincott missions have a difficulty beyond the level they are given at. I personally like the +1 'bug', even at level 6 but I don't like the unbeatable bosses and the two to four lt.'s per group thug teams in the missions.

    From reading this whole thread most of the arguements not to 'dumb' down the new content seem to focus on the streetsweeping while the 'whiners' who want it easier seem to be arguing about the door missions. There are a few who stay on the path of either door missions or streetsweeping. When you make your arguement, please state which you are writing about and try not to use one to argue against the other.. they are two different games. I think I confused myself with that one.. hope you understand what I mean.

    I stick by my earlier post and there was even a Training Room tester here that more or less outlined what the changes look like and that seems to sort of make everyone happy.. keeping the Outcasts unique while making them 'easier'. I'm sure there will be complaints still since there's already a poster who thinks everyone should be the same exact skill level he/she is. Face it, democracy is here to stay... good or bad, majority rules.
  2. I agree with both Godling and Rippar.

    I like a challenge but the bosses and number of boss 'guards' are too tough for the level of mission. Just tonight I died four times trying to do the Eel mission. In this mission two of the 'roamer' groups had two healing shockers in it with hurricane going... in other words they would disorient me or knock me down and heal everyone I hurt.. including the other shocker. What happened twice? Well, I get stunned and they all unload on me killing me before I can even use one power. Tactics? Their aggro was all connected. I pulled one that wandered far from their group but on the first punch, they all came running at me. Apparently only a controller can separate them but I'm not going to waste my limited online play waiting for a controller to happen by who wants to help me.

    From reading this and doing the missions, the Hollows are apparently for groups who already know how to play.. ie powergamer alts who meet together often enough to know each others styles because there's no way new players would know their powers that well. Clarification: I'm a newish player and I'm still trying to learn what the different powers do.

    I disagree with making the Outcasts boring like Skulls or Hellions. Let them keep their elemental powers but, like mentioned, tone their damage down and/or tone down their chance to hit with Hurricane, thunderpunch, etc.... errr.. I'm mainly talking about the bosses and lt.'s. The rest are just fine.

    It just seems more like luck to try to get through the misison. By luck I mean if you're lucky enough not to get stunned, disoriented, held, or knocked down. Once you're down, get ready to click the go to hospital button.