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Does anyone understand how the lights are supposed to work? The way I understand it, killing the lights is supposed to give out a temporary level shift, so that you can get up to +9 like Tyrant is. I ran my third failed Magisterium trial tonight, but this was the first one where I was monitoring my level shift to see what it was doing. I had heard someone say the level shifts from the lights were team based, so I had 2 people on each team on light duty. They were doing a great job too. The lights would go down within just a couple of seconds of spawning. However I was almost never getting any level shifts from them dying. My level shift stayed pretty constant at +3 for the majority of the trial. Every once in a while (as in 4-5 times in the entire 20 minute fight) I saw it go up to +8 or +9 for a few seconds. The only pattern I could discern was that it seemed to go up most frequently when I had just come back from the hospital.
I don't know if it's a bug, or if there's just some mechanic to it that I'm missing. Anyone know more about them? -
Quote:I just ran another one and paid closer attention. The length of time that the lightning strikes last for seems to be constant, and lasts maybe 5-8 seconds I think (I wasn't actually timing it, just trying to count seconds in my head). It does seem like the amount of time between uses of it varies some though. There were times when he'd use it after only a 10 or so second gap, and others where he would wait maybe 20.It could be variable I suppose. But I'm positive that once we had the fight down well enough for me to really pay attention to the length it was only a few seconds. Perhaps it continues ticking as long as there are player targets in the area (making it a real PUG punisher.)
Edit: Because I misspelled the word 'It.' -
I don't believe it's just a matter of perception. I'm fairly certain that the aura is going off close to half the time on average.
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Quote:Have you run it on live? Because when I ran it, the damage ticks continually as long as the lightning graphics exist, and for a couple ticks after it goes away. And the lightning seems to be in existence about half the time. It seems functionally the same as the patches in the Apex trial, and other than not growing, the same as MoM. Maybe it was different on test?Tyrant's 'crackle' isn't really a patch of death in the same style as the Battle Maiden blue and MoM pink. Those two last a good bit, the latter actually growing. Tyrant pulses for a few seconds and then it's done until the next crackle. Yes, you have to run out. But you don't have to STAY out of the area. It's so brief that I really question the usefulness of taunting him out of it.
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Quote:I think it's a false dichotomy anyway. Certainly there are other options between "patches of instant death" and "10x as many hitpoints as a normal AV". If the devs truly can't come up with anything other than those two options, maybe we need some more creative devs.Funny, I was just thinking "this fight is like Reichsman + Battle Maiden."
I actually like fighting the latter, but putting the two together makes for an incredibly unpleasant playing experience. (Especially since every league I've been on has failed once we get Tyrant to the 40% mark.) -
Quote:It wouldn't be a problem if every single person on the league left melee range every time the message came up (which I'm sure you know is never going to happen for those of us who mainly rely on PuGs for trials). It also wouldn't be a problem if the AV AI was written so that they consistently and quickly left the instant death patches when taunted, but that doesn't happen either. Which is why the best solution is to either stop using the mechanic altogether, or at best use it sparingly.As you point out, this patches-of-death problem has existed for almost two years now. If teams would learn to taunt the targets out of the death patches, instead of just standing there, it wouldn't be a problem, now, would it?
But even if we leave aside considerations of whether it screws over melee archetypes, isn't it getting boring? Wouldn't a new mechanic be more interesting? -
Quote:Melee characters can carve through 98% of the rest of the game solo like a hot knife through warm butter. For the 2% of the normal game they can't, it's just a bump in the road.
Frankly, I'm not surprised the Incarnate content is designed to give them a challenge.Quote:I look at it this way: when a Melee-based Incarnate goes back to the real game, they're going to be that much better than everything else anyway, so the raids are set up to temporarily force them to rely on teammates as a way of turning the tables for a bit.
And it doesn't give melee toons a challenge either. Walking away from the AV for a few seconds is hardly challenging. Just boring and frustrating. -
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Quote:I guess I don't really see what disadvantages range has that this supposedly balances out.Why not just consider it an advantage of range? Most ranged ATs have other disadvantages that occur throughout the whole rest of the game that melees get to shrug off and I'm sure other situations are far worse off than melee...I'm imagining it's annoying for Masterminds to recall their pets from specific ranges and/or resummoning them when they inevitably bite the dust, control powers don't often have a use in such fights, so on and so forth.
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I can accept that the hybrid 'toggles' are not supposed to be constant-use, but why make them a toggle then? Why not just make them a click power. Seems pointlessly complicated to me.
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Quote:This would help a lot. Instead of having them spawn on people, or just on the AV itself, just have them be completely random. At least then you wouldn't always have them clustered around the AV preventing access to melee range.Alternately, keep the mechanic but add an extra thing to it where the death patches appear randomly but only on targets not in melee range of the AV. Just to make it more evenly annoy people.
Really, a lot of the problem with it as it is is they flat out spawn randomly. Which is fine, but when half the league is melee and all clustered together in one spot, the chance of a damage patch not appearing there is so tiny as to be functionally impossible. Assuming it uses player positions as possible spots to drop one, which I'm pretty sure it does.
Quote:- Several melee sets and all epic pools for melee ATs have ranged powers, so you're not completely useless when forced away from the AV.
Quote:- In the Apex TF, Battle Maiden can be pulled out of the damage patches easily if not immobilised. Taunt powers have a -range effect specifically for this reason, to stop targets just standing there and using ranged attacks and instead force them to actually come to you. I'd imagine the same would apply to most of the others, too.
Another good suggestion. I'd just like to see some new innovative fight mechanics used that don't favor one particular set of ATs over another, rather than just recycling the same boring damage patch mechanic. -
Quote:It's not just for 5 seconds though. Most of the fights that have the damage patch mechanic, they prevent melee characters from being able to remain in melee and fight at least 50% of the time. Some (MoM particularly) are more than that. Being unable to use your primary powerset 50% of the time or more counts as being screwed over in my book. Especially when there is no similar mechanic that prevents ranged damage users from being able to use their powers.I would hardly say that being forced to leave melee range for 5 seconds constitutes being "screwed over".
It forces you to move, but in a game where moving and attacking are mutually exclusive activities, that's not a good thing. And it hardly forces you to be intelligent. Unless you consider the switch from 'stand in front of the bad guy and hit him until he dies' to 'hit the bad guy for 10 seconds, run away and stand around with your thumb up your butt for 10 seconds, run back and hit the bad guy for 10 seconds, repeat until bad guy is dead' to be evidence of 'intelligent' tactics. -
I really enjoy melee characters. My Scrappers and Brutes have invariably been my favorite characters throughout the game, and that continues through the incarnate content. I have two characters that have maxed out their incarnate abilities (not including hybrid, since it just came out) and both are scrappers.
That being said, running incarnate content on melee characters is a huge pain in the ***. I'm not sure if the devs are doing it intentionally, or if they simply don't realize that it's happening, but a lot of the gimmicky fight mechanics in the incarnate content screw melee characters over heavily. And there are no similar mechanics targeted at ranged characters that I can think of. Some examples:
Apex TF: This is the one that started it off, with the blue auto-damage patches that for a large portion of the Battle Maiden fight make it extremely difficult for melee characters to actually get into melee so they can do damage.
Lambda Sector: This one isn't as bad, but Marauder's Nova Fist is still more detrimental to melee characters than ranged.
Keyes Island: Another trial that has the large colored patches of insta-death, forcing melee characters out of melee so they can't do damage.
TPN Campus: Maelstrom and his marked for death ability, which is avoided by, you guessed it, moving out of melee range, so melee characters can't do any damage.
Minds of Mayhem: Another trial with big auto-hit damage patches that make melee characters unable to do damage.
Magisterium Trial: Yet another trial that includes auto-hit damage patches forcing melee characters to leave melee range.
Are you seeing a pattern yet? I understand that the mechanic was originally introduced to make fights more 'dynamic' and less about just standing in one spot and hitting each other, but it doesn't really serve to do that very well. The enemies still mostly just stand in place. All it serves to do is make melee characters unable to do what their characters are built around doing. And its being horribly overused. The mechanic exists in too many trials, and the ones that it is in, it is used too frequently.
For future incarnate content, PLEASE abandon this mechanic. I'm sure the devs can find something else that makes the fights fun and interesting that isn't unfairly detrimental to melee characters. -
Is there a way to get rid of the new temp power tray on the magisterium trial? I don't really want it there.
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Quote:I actually have a couple characters like that. My fire/sr scrapper is level 50, he has all T4 incarnate abilities, he is purpled out, and his build is such that I'm unable to significantly improve on any part of it without sacrificing another part. So rewards are essentially meaningless to him. I have a dark/shield scrapper who's in the same situation.Imagine you cannot gain any XP, get no new powers, no influence, etc. Maybe you are max level, everything is slottted with purples. You have every badge. There is nothing left to buy.
With no rewards to influence what you do in game, what would you do?
Both of them, I run some incarnate trials (mostly the ones that I haven't run a billion times, like MoM, UG, and DD), I solo archvillains, I run task forces sometimes and do the occasional hami raid or MS raid. I sometimes play around in random AE missions just to check them out.
If the entire game were like that though, I'd probably have quit playing by now. -
Give WM/EA a try. It's gone from being one of the crappiest combos out there to an extremely good one. Mine's still low level at the moment, but on paper, a purpled out WM/EA is on par with my purpled out fire/sr and my dark/shield.
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I've played a lot of scrappers over the years. My favorites are my fire/sr and my dark/shield. Both of them kick a lot of ***, and take a lot of names. Both are a bit late blooming though, so I don't know if that will bother you.
My current project is a war mace/energy aura scrapper, partly in homage to Mr. Playskool's epic thread, and partly because both sets have gone from sucking to being quite good. He's only 16 at the moment, but I like him a lot already. He does great damage, has a solid single target attack chain, and decent mitigation with his shields and the stuns/knockup from war mace. His only issue is endurance usage, which many low-level toons have to deal with, and will cease to be an issue in a few more levels. I've also put together an idea for a high-end level 50 build, and found it to be very competitive in terms of survivability and DPS with my fire/sr and dark/shield. So WM/EA could be a good one to try as well. -
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I regularly use IOs, inspirations, accolades, and the buffs from DFB and DIB.
I occasionally use temp powers from missions, shivans, and warburg nukes.
I've almost never used any of the others. -
Quote:I'd log on with my stone tank and chug slowly down the street until I had spawned enough enemies to crash the server.Adding to the list:
Turn the things that irritate about invasions up to 11.
- Create a new group that does a lot of self buffing. (Think mix of, oh, Romans and Nemesis.)
- Crank up the "drop" times - if you stand still for 3 seconds, I hope you like playing at x8...
- Pre-buff, they're very resistant and somewhat hard to hit.
- On death, they do the carnie end drain mechanic (autohit, guaranteed 50% END loss.)
- ... with a twist. (And can cut your END bar down 50%.)
- Plus they have sappers.
- that also gut your recovery.
- And marksmen-like mobs with *lots* of cold attacks to hit your recharge.
- Of course, in groups they buff their defense.
- And have very effective healing mobs that spam an AOE clear mind.
- That stacks.
I'd be nice, though, and leave an AOE vulnerability...
- and completely nonexistant resistance to knockback. Brawl sends them back 50 feet.
... after which more spawn.
Oh. And they'll happily spawn under covered areas, in buildings, even in SG bases.
So, who wants an invasion?! >.> -
I much prefer option 1. Penelope Yin looks like she's straining to take a dump in option 2.
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Quote:I'd actually be pretty okay with this as long as players (i.e. pets) benefited from the improved AI too.That's not what I was thinking. It would perhaps be better to state that I have thought of ways to make the AI not do obviously stupid things, and not act consistently predictably.
For example, having the critter AI ignore taunt breaks the intent of taunt. But having taunted critters that have no melee attacks at all run up to the tanker when taunted is idiotic. In fact, running out of the county when the thing you're primarily attacking is itself a melee character is equally idiotic. It makes more sense to run thirty feet and then turn and start shooting again.
"Smarter AI" as I am thinking of it doesn't mean "figure out the best way to frustrate the player." Its more of "always act with (apparent) purpose." Why move closer if it doesn't help your offense? Why continue to run if the attackers can't hit you? Why watch the players kill something right in your line of sight? Why stand all in one place? Why patrol in a straight line without ever looking behind?
The problem is people think addressing these issues would require massive computational resources, but I don't think they do. I think you can leverage the principles of emergent behavior to engineer simple AI that generate complex results when perturbed by situational changes. -
Quote:Actually, thinking about it more, I'd probably do a mix of both.What if this could be done with a new layer/set of IOs and not just by redoing the IO system? Would that work the same?
I know by some of my comments in this thread some may thing I am a crazed +def, everything must soft capped player. If you look through my posts and posted builds it can be seen that is far from the truth.
Def is a bit broken in this game, but I think any attempt to change or fix it would cause more harm than good. Now, my recharge I will fight over.
What I would like to see is for Resistance to be made more useful, and for there to be more ways to build for it.
Some types of IOs (ranged and melee damage particularly) have a TON of sets. Those I probably wouldn't add new sets to, I'd just replace some of the already existing sets (since a lot of them suck). Other types (PBAoE, Targeted AoE, many others) need more sets, and I'd probably just add new ones rather than changing ones that already existed. I'd still probably end up changing quite a few though.
And since getting rid of the crappy sets also means getting rid of all the cheap sets, I'd make generic multi-aspect IOs. They'd work exactly like multi-aspect set IOs, they'd just give no set bonuses. Then people who just wanted to slot cheap IOs for the enhancement and don't care about set bonuses could use those cheaply.
Actually, people might not hate that so much, so I better stick with the first idea. -
Let's see, things I'd do that people would hate.
Bring back all the AE farms. Yep, all of them. I don't care if people want to farm. Some characters aren't fun during certain levels. If people want to skip those levels and get to the fun parts faster, let em.
State flat out that there will never be further work on PVP so that people can stop begging and wishing for changes. It simply isn't a large enough sub-community to be worth spending development time on (IMO).
Completely redo set bonuses from IOs. There would be considerably less defense and recharge, considerably more +damage, resistance boosts, and other boosts, so that people had the ability to build for more things, rather than just softcaps and perma-hasten. (Actually, some people would probably love this, but it's a big enough change that there would be plenty of haters too).
Change the code so if you were on a team, any knockback power would automatically become knockdown, with no option to change it back.
Cut the number of servers in half. Delete the 8 lowest-population servers. When characters had to be renamed, whoever had been subscribed longer got to keep it.
Get rid of separate alignments for rogues and vigilantes. There'd just be a single middle alignment.
That's all I can think of at the moment that would really cheese people off. -
I wasn't aware you could unlock these in the store. I'll definitely be doing that.
I still think the suggestion is valid though. There's no good reason to make people who want to unlock them in game unlock capes before auras.