Badge Questions


Agent_117

 

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You might need to buff Giant Monsters then. There's not one in the game that requires more than one team to defeat.

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Will do.

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Just need to make all Giant Monsters spawn waves of Mitos when they reach half health.


 

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Basically: if it was meant to be taken down by more than 1 team, it gives the badge. Mission versions are scaled down versions that are more like AV's, thus able to be defeated by a single team, and thus do not give the badge.

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You might need to buff Giant Monsters then. There's not one in the game that requires more than one team to defeat.

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Will do.

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They're supposed to require teams??!!
Crap, I've been doing it wrong!


 

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As for Accolades and Exemplaring, it might seem unfair that you lose Accolade powers when you Exemplar, but to others it seems unfair that you HAVE Accolade powers when you Exemplar. Since Exemplar is you "playing yourself at a lower level" it makes sense to take away your Accolades. I don't see this changing.

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And yet, we can keep temp powers--including temp powers like the Shivans, that we can use and re-get perpetually--right down to level one. I can and have pulled out a Shivan while teamed with a level 2 character and watched it clean out the entire end room of the mission for us with no danger to ourselves. That's certainly a lot more useful than a 5% Endurance increase or a once-every-25-minutes immobilize.

And, ironically, it's even less "fair" than keeping Accolades when exemplaring would be--because lowbies could theoretically get any accolade that doesn't require Hazard Zone exploration badges with the aid of a higher-level character--but there's no way they could get Shivans until they're able to enter Bloody Bay.

I don't think it's fair to those of us who weren't able to get the accolades until late-game (such as my Fire Tanker, who didn't get Archmage or Geas of the Kindly Ones until she hit 50) that we can't keep them when we exemplar down. They're honestly not all that great, and it's frustrating that we have to interrupt our missioning at lower levels to wheedle the aid of higher-level characters to obtain them if we want to have access to them for a wider level range.


 

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Basically: if it was meant to be taken down by more than 1 team, it gives the badge. Mission versions are scaled down versions that are more like AV's, thus able to be defeated by a single team, and thus do not give the badge.

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You might need to buff Giant Monsters then. There's not one in the game that requires more than one team to defeat.

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Will do.

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Nnnnooooooooo11!!!!!

They're all doomed to become Luscas, wandering freely NOT being slaughtered!

Edit: And is the Babbage from the Synapse TF really meant to be taken on by more than one team? I mean... he is a zone spawn, but he is triggered, and he is only there because of the team doing the TF, so he is theirs . I would hate for a lowbie Synapse team to be unable to do the 25% damage necessary to receive the GM badge from Babbage, or even able to defeat him.

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We defeated him with three people after our TF almost fell apart.. a kat/reg scrap a dm/reg scrap and a Em/psy defender.. was one fo the most fun memories of the game for me.. took 25 minutes.


 

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I hope buffing implies other then increased regen rate. Regen rate and resistance should stay the same but you could add some new powers to some of them so it becomes more interesting.

All monsters should have something more then just "raw damage" attacks. Slows, holds, immobs or something like that.

If you just up the regen you only make the monsters more of a timezink instead of a fun challenge.


 

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I'm assuming Positron was joking with his "Will do" comment, unless the devs have been working on buffing monsters all along.

However, if he is that easily persuaded, may I ask that the promised reversion of knockback be put into the *next* patch? (the current "fixed" version sucks corn dogs)

Thanks.


 

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Even if a monster requires more than one team to defeat teh experience for doing so is very horrible and not really worth it.


Take for example Lusca, our favorite octopus. Havent defeated her even once since issue 5 came out . Usually take her on with a full team and a half if not more. Just happens to be worthless to bother trying since its nothing more than a pile of uber debt waiting to happen.

The DE monsters are a bit weaker and infact dont require more than one team to take out. The problem with increasing their difficulty is that it inadvertantly makes hamidon raids exceedingly difficult. Sure there is definatly more than one team at a hamidon raid, but if the mosnter is killing 20 or 30 heros in one swing, taking the monster out probably wont happen because not even an issue 4 tank could handle something like that.

that being said - currently if i pop unstoppable i can tank any of the monsters in the game its just a matter of getting the dps to kill it in the 3 minutes i have. Now if for example, monsters were made harder than that; any non tank would not be capable of helping fight the monsters because theyd get one shotted constantly( as it is now most ATs can take 2 or 3 hits before dying, giving defenders a chance to save them).

Making them harder also means that they are more danagerous in PI with griefers pulling them over. Even with the drones there a monster can still roam around a bit without being taken out. Ive had trouble taunting it off of the puller and getting it to drones - and if they were made harder this situation would only be worse.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

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You might need to buff Giant Monsters then. There's not one in the game that requires more than one team to defeat.

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Will do.

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Okay, first off - Lusca. She definitely needs more than one team to defeat.

But the problem is that it's rarely worth it. Just like with all those yummy giant monsters in the Hive. The only time they get attacked is when people are bored, or when some twit pulls one to Hami Rock.

You upped AV rewards, and let me tell you, it WORKED. People are lining up to take on AVs now. So how about making Giant Monsters worth fighting?


 

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Only when they appear in the world (outside of mission maps) do "Giant Monsters" count for badges. Basically: if it was meant to be taken down by more than 1 team, it gives the badge. Mission versions are scaled down versions that are more like AV's, thus able to be defeated by a single team, and thus do not give the badge.

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The CoH version of Baphomet appears only inside a mission, not as a Giant Monster. He's in one of the later Portal Corp missions, in an alternate world conquered by the Thorns. This is the only place to defeat him in City of Heroes, and the only way to receive a badge. If he was a Giant Monster in City of Heroes, I would never have questioned it. He is, however, an Archvillain there just like he's an Archvillain in CoV (scaled down to Elite Boss due to the latest patch, though you indicated that would make no difference).

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You're right... I fixed it so it works off both the CoH and CoV versions now (there are two different versions).

You may need to go back and defeat him again in CoV to get credit.

This will be in an upcoming patch.

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Positron, I hope you read this, please God don't make those of us who have done this several times, have to search endlessly for a lowbie with this mission to get this badge from. I have killed him sevel times and would really appreciate it if you data-mined that one.


 

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You might need to buff Giant Monsters then. There's not one in the game that requires more than one team to defeat.

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Will do.

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Okay, first off - Lusca. She definitely needs more than one team to defeat.

But the problem is that it's rarely worth it. Just like with all those yummy giant monsters in the Hive. The only time they get attacked is when people are bored, or when some twit pulls one to Hami Rock.

You upped AV rewards, and let me tell you, it WORKED. People are lining up to take on AVs now. So how about making Giant Monsters worth fighting?

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Bingo- Sure, up their difficulty if you must, but make sure there is an actual incentive to fight them repeatedly, so that people who already have the badge from the Giant Monster will still help the people who don't have one yet.


 

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The original way was the "unused Respec" badge unlocked him. This sucked because once you used your Respec you couldn't get the contact anymore. This was changed to the "used Respec" badge, since now if you used your Respec you could get the contact, and if you hadn't used your Respec, you could still get the contact, by using your respec. It was less gating this way, but thats not to say any less irritating. It's simply a limit of the way the contacts work.

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To translate: If you have a build you like and didn't just frivolously throw the respec away, screw you, because nothing will be done to fix it.


 

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Is it poor foresight on our part to put something like this in? Probably. Will it change in the future? Doubtful

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You had me until you got to that point.

It was probably poor foresight, but it's doubtful anything will change.


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Welcome to the world of software design, where it is SOP for users to be punished for developer incompetence.


 

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To translate: If you have a build you like and didn't just frivolously throw the respec away, screw you, because nothing will be done to fix it.

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Oh, pay attention for heaven's sake. Did you not see this, also from Positron:

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Done. All you need to do is choose the respec as the reward, and you can do Arbiter Leery whether you respeced or not. (Upcoming patch)

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How you can say 'meh, whine, nothing will be done' when something is done right in front of you in the very same thread is utterly beyond me.


 

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Bingo- Sure, up their difficulty if you must, but make sure there is an actual incentive to fight them repeatedly, so that people who already have the badge from the Giant Monster will still help the people who don't have one yet.


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heck, add in another badge too...like the X times the victor badge, have one that changes to show how many Giant Monster's you've defeated. Or make a few badges so you get one for 5 monsters, 10 monsters, etc. That's extra incentive right there to take them on whenever I see them.

e can wait on the artwork, just plop the "exploration" graphic on their and give it a nifty description like:

Monster Hunter Apprentice - You have taken down 5 of the Giant Monsters that sometimes plague Paragon City
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City Savior - You've defeated 20 Giant Monsters in your career, Tokyo officials have your number on speed dial.


 

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Seriously, I've beaten Adamastor in DA with four random strangers, with no deaths or even serious injuries. That's just sad. Two full teams literally vaporize the poor shlub.

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Darn shame what ED did to our powers.


 

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Basically: if it was meant to be taken down by more than 1 team, it gives the badge. Mission versions are scaled down versions that are more like AV's, thus able to be defeated by a single team, and thus do not give the badge.

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You might need to buff Giant Monsters then. There's not one in the game that requires more than one team to defeat.

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Will do.

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Oh man, please don't do this. I regularly play during off-hours, such as 3-7 AM Eastern, and due to the lower server load during these times I see Giant Monsters often. But that same lack of server load means it's tough to get teams together to take them down. I rarely end up with even one full team of 8. With the exception of Lusca, we can usually prevail. If Giant Monsters are buffed, I'll never be able to defeat any of them, simply because there won't be enough interested people online.


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when is issue seven coming out does anyopne know


 

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when is issue seven coming out does anyopne know

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It should get onto the live servers on April...
otherwise, only the Devs know.


 

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With a balanced team and a small bit of patience, Lusca can be taken down by one team, dont it multiple times. The key thing a LOT of people don't pay attention to on Lusca Ive found is that there's nearly always one tentacle "alone" where you won't aggro another.

You need a decent tank/defender that heals ((And no, Im not saying defenders are healers, but in this encounter, debuffing/buffing isn't enough)), and a few scrappers/blasters.


 

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Buffs I'd like to see for Giant Monster encounters:
<ul type="square">[*]Increase their size so they are, you know, actually Giant Monsters instead of Andre the Giant Monsters. A good hundred feet tall or so should do it.[*]Give them that super knockback ability a lot of us have been wanting. Also give them the ability to deform the environment.[*]Give us special abilities while fighting them. Like the ability to fly into them at high speeds, increase the range of ranged attacks, make the environment destructable so we can make a building fall over on them or make the ground beneath their feet collapse. You know, stuff to make the battle more widespread and epic.[*]Increase the reward and give it to everyone who participates, not just teams who do at least 25% damage.[/list]Yeah, none of this will ever happen, but a guy can dream can't he?


 

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In my experience, Giant Monsters are difficult to defeat as compared to the reward gained, with a single team of levels appropriate to the spawn zone, unless you are just attempting to hit the debt cap. And the risk / reward means that giant monsters aren't really worth fighting currently. That's IP almost always has multiple Lusca's hanging around scaring the bejeebus out of the dock workers.

On a side issue, I have NEVER seen the Hydra spawn in Perez Park on Triumph. Is there something I'm missing here?

And the Giant DE, woah nelly, those guys are tough. Even before I gimped my Rad/Rad {hint, never drink and respec} {hint 2, you don't really need 3 travel power pools, no matter how cool Teleport / Super Jump / Super Speed sounds} {hint 3, Diminishing returns for ED need to diminish less steeply}

Buffing them to make them more difficult would also make them not fun. I don't think they need to be debuffed (in most cases), but the rewards need to be more significant.

Maybe split the difference between current Giant Monsters and Winter Lord?


 

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"Veluta Lunata requiring the first ghost-hunting badge will not change, but the number of ghosts needed for that first badge will."

The issue is not the number of ghosts, the issue is the level 15 elite boss and friends that pop-out of the ghost trap and murder you. Veluta is a 5-14 contact.


 

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Seriously, I've beaten Adamastor in DA with four random strangers, with no deaths or even serious injuries. That's just sad. Two full teams literally vaporize the poor shlub.

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Darn shame what ED did to our powers.

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No matter what ED did or did not do, it is still a horrible cludge of an approach at doing something.

It does *nothing* for diversification of either powers or slotting.


I've already forgotten about most of you

 

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Veluta has 2 arcs. The first is 5-10, the second has no level limit although the mobs cap at level 15. This leads to the impression she's 5-15, but if you get her after 10 you only get 3 of her missions.

Still, the level difference between the roaming ghosts and the trap-sprung ghosts means that no one hunts roaming ghosts until they're grey-con. That's kinda silly, IMHO.


 

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You might need to buff Giant Monsters then. There's not one in the game that requires more than one team to defeat.

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Will do.

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Um, assuming this wasn't a smart-alecky reply... what about KRONOS? I mean, he's a Giant Monster in that outside encounter. But he's also an ambush.. and a fast approaching one, at that. If the hero's group can take him on, cause it now requires more than one group, then hoo-boy... is Founders Falls gonna have a some free-roaming KRONOS about...

... then again, there would be those happy with such a thing. &gt;_&gt;

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Pre-I6, Stargazer and I duoed the ambush version of the Kronos Titan with my D4 and her Ice/Storm controller. It took a while, and we gathered a nice crowd watching (thanks to Xelgadis for helping to keep others from jumping in), but it was FUN! &lt;grin&gt;