do you think +1 was a mistake... or a test?
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I'm a big fan of the harder missions, but I'm higher up on the scale than most of the pre-20's who are complaining... if they can tweak things to keep the frequent +1's for higher level players, I'd be happy... but I can see where lower level players (who wish to solo, especially) may be getting burned.
But yes, I also believe this is a bug... they are still developing their fix for late content being too easy... maybe that increased HP thing they keep mentioning.
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I'm level 41 and I hate the +1 bug. Minions and LT's to a degree aren't too much of an issue, it's the +1 level boss that you HAVE to defeat in order to finish a mission. For example +1 Carnie boss I already miss shots. She spawns a phantasm, the phantasm spawns a phantasm. She spawns three LT's then she phase shift repeadily while she attacks. So that's leave my lone level 41 defender against 6 level 42 enemies. This is the point where the game goes from being difficult to almost impossible, and I have 153K debt to prove it. Oh and before someone throws the classic line "get a another defender or controller or tanker" These guys aren't waiting on the self to be picked up.
Who do I have to *&^% around here to get more Targeted AoE recipes added?
Arc Name: Tsoo In Love
Arc ID: 413575
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Then do this if you see problems on test after the +1 fix comes out. REPORT IT. You know, /bug. Let the devs know so you all can stop complaining and thinking this was done on purpose.
This was an unintenial side effect to getting ride of front loaded missions. Deal with it. Nothing is perfect. Random bugs occur.
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A patch note on patch in testing on Training Room right now says the +1 problem has been fixed. I have tested it with two different toons copied from Guardian and can tell you it has not been fixed. The missions are still spawning exactly the same as they did on the regular server. I have filed numerous Bug Reports on the problem, but I have some real problems accepting that bug reports do any good at all. If they did, I don't think the problems with Update #2 would have happened.
It comes back to one word... credibility.
oops.
anyway; regardless, I'm glad we 'have' +1 missions at the moment... for the change.
In a month we'll look back and say "Remember when we had +1 missions? Oh man!"
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Maybe not lying per se, but the whole situation casts a lot of doubt on credibility. For instance... in testing patch notes say the fix is on the Training Room. It is not!
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Here is the Test server notes:
Tweaked mission pacing. You should see far fewer instances of villains in the final room being +1 level than do you now.
So far ALL of my experiences match that which is as stated. Missions are still more challenging as intended, but the final room and boss are not way over the level structure.
Perhaps you need some help with reading comprehension?
It would be nice if people gave up being arm-chair conspiracy theorists...
CatMan - some form on every server
Always here, there, and there again.
I read that a slider to adjust mission difficulty(most likely before you start it) is floating around as a possible solution at cryptic. Personally I'd like this. Sometimes I'd like to solo all orange or whip through an agrevation DE mission by making them green.
I'm glad they are fixing it, because I like to solo, but I did have some fun with the bug.
Couple days ago I had to take out a Devoured Lawyer. Normally I would have laughed and walked away enjoying the irony, but I had a mission to accomplish.
Well, the short of it is that at level 31, with a +1 boss, it takes a lot of patience, a little bit of tactics, and about 16 trip mines to take that MF'er out! Mwahahahaaa!!! That bastige killed me three times before I blew the snot out of him. And good riddance too, dirty bloodsucking lawyer.
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Justice server
despite how entertaining it is to look for conspiricies, they don't really exist. the reality of life is that things can only get so complicated before they collapse under their own weight.
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Intentional. There is no way this was "undiscovered" on the test server. It is way too obvious.
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Did you play on test? Did you test the patch and find this bug and report it? If not what's way too obvious is that there are too many people who think they know what they are talking about that don't. I played on Test from the time the patch went on it until it went live. I didn't even play my characters on live during that time. And I never ran into this issue on Test. With a level 10-12 controller, and a level 25-27 scrapper. Not ONE time were my mobs screwed up on Test they way they are on Live. So yes, it IS QUITE OBVIOUS that it could have been "undiscovered" on Test, and you have no clue what you are talking about.
I love the change at 25+. The old missions with white cons had zero challenge. None. I could literally run through the mission arresting non-stop and be in virtually no danger of defeat. Now there is a challenge, at least. On a couple of 9-15 alts, it's very, very difficult to solo a mission, if not impossible without a ton of inspriations.
Stygian Hand
26 Dark Melee/Regen Scrapper
Pinnacle
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I think the DEV team made the mistake of actually listening to the relatively small number (those who post) who said this game was too easy.
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A bug that appears to have fallen between the cracks and hasn't been mentioned by a red name in a week - any timeline on fixing this issue, especially for the low-level game?
Nope. The real reason is that we got rid of front loaded missions and this caused a bug.
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Personally Im REALLY going to miss it. At lvl 30+, missions are simply way too easy. I think that below lvl 20 when people are still using mostly training enhancements and having them not sloted heavily the game with even con baddies is scaled properly. You start having SO's and 4-5 of them in every power, even +1 cons were not very challenging, especially in a well balanced group. That, and having the higher lvl mobs = better exp for missions, which lack compared to running around Hazzard Zones.
Oh well