Official Thread for Mayhem Missions


13th_Stranger

 

Posted

When set to easy level, the Mayhem mission is ridiculously easy... except for the random named hero at the end who may be a Lieutenant, Boss, EB, or Hero (random for now, Posi said he's going to change that).

So, when people complain about the other spawns in the Mayhem missions being too hard.... I'd like to know what difficulty level you're set at, because if it's anything but easy (level 1 villainous), I have absolutely no sympathy for you. It's like soloists who run on level 5 and then keep broadcasting they need help with an AV. Or groups who do Strike Forces at higher difficulty levels or bring along a low level leecher who isn't pulling their weight (but wants the xp!) and complain they're too hard.

And if anyone want to make the argument that they should be able to set their difficulty level to 3 or 5 and leave it there for every type of mission... forget about it. That argument has no traction with the devs, or with common sense.

So, if you're going to complain about a mob being too hard... tell us at what difficulty level, please.


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Posted

[ QUOTE ]
So, if you're going to complain about a mob being too hard... tell us at what difficulty level, please.

[/ QUOTE ]

There's a difference between something being too hard (to kill) and too dangerous. On Villainous, solo, my brute had a hell of a time trying to kill one Ghost and one SWAT. I was in no real danger, because their damage was pitiful and my damage resistance is pretty nice, on top of my two heals. However, I could barely dent them, because their debuffs were astronomical and stacked plenty of times. Against one Ghost and one SWAT, my accuracy was [censored] and I was crawling from one to the other through a swamp of glue. If I'd been teamed on villainous with anything other than a kinetics corruptor, I would've been there for the duration of the mission dealing with minions.

That's the only issue I have with the new mobs. In a mission where time is the key concern, adding a plethora of mobs who debuff you to ridiculous degrees and further eat up your time is unfair, especially when defeating them awards an unimpressive thirty seconds to the minute and a half you wasted on them. Other than that (and Malaise being a giant [censored] hole), I had no problem with my Mayhem Mission. I haven't had a lot of time to test lately, though, but even with decent lockdown tactics, we're talking about a lot of time wasted for a little bit of compensation.


 

Posted

I find it interesting how many speak of these glue guns that debuff, fired by SWAT guys and...ghosts? Oh, I believe all of you about them, but I have to say I've NEVER seen them, in the 6 Mayhems I've done. Perhaps I was just lucky? Or is there another factor here?

All of these are on Villainous:

3 Mayhems on my 36 Dom, solo. Of those, 2 were newspapered in St Martial, 1 in Nerva. They all actually took place in Brickstown. Enemies were Psi-Cops and PPD Shell, plus a few scattered Crey, none of whom used glue; same enemies for all 3 missions. I got a Lt, named Hero at the end of all three, and he or she was a pushover every time...the only tough thing about them was the enormous pack they came with. These guards were all basic Security Guards and some Longbow, at least 10 of them each time, none of which used glue or any other debuff. Number of side-missions done varied, from 0 to all 4, and didn't change anything that I noticed. (Got a VERY nice Energy Torrent-ish power called Plasma Stream (45 uses) in the last mission.) Helpful Villain all three times was Hollowpoint (AR/Traps, very useful when he wasn't concentrating on Civillians).

First Mayhem for my level 6 Thugs/Dark, solo. Some generic PPD police, and Security Guards, none of whom had glue. Ending Hero was a Lt, and also spawned with 10+ followers. Rather tough with just two henches, but Tar Patch and Darkest Night did wonders. Did 2 sidequests, setting bombs and kidnapping; kidnap victim was an idiot, kept running around and getting stuck on objects, but finally came along. Interestingly, no other Villain was in the police station, so I remeined solo throughout (besides my Thugs).

Two more Mayhems on my MM, both on an 8-person team. For the first I was level 11, and the second I was 12 and had my Enforcer (they own with their cones, btw). Enemies in both were some rather Prohibition-era-looking Minion and Lt PPD, some flowery-shirt-wearing "Undercover" PPD (lol, Cryptic), and the occasional Boss PPD Captain (who we all agreed looked like a hotel doorman, lol). In the first mission, we did all 4 sidequests with no trouble, and I think we still got a Lt as a Hero in the bank, because they died in SECONDS. I didn't even see who it was, they died so quick. I never saw a friendly Villain helper at all, just like level 6.

In the second mission, it was a much different story, as the Longbow spawns were not only more frequent, but generally included a Warden or two, which hadn't happened in the first. The team got split up, and due to poor communication, some of them decided to charge the bank...and got owned trying to get out. I don't remember which Hero it was, as it wasn't one of the Signature ones (or even an also-ran like Valkyrie), but I did hear the distinct sound of Quills inside the bank. (I was standing outside, waiting for the rest of the team to assemble, as I had heard the ambush spawn had been enormous.) The fallen went to jail, and by the time they got out, we had less than 2 minutes left. Somebody had gone AFK, a Brute had DCd, and long story short...we failed the second. Also no Villain help at all.

No glue on the team missions at all, at least outside the bank, and no SWAT either. I never went in the bank, though....


 

Posted

[ QUOTE ]
I find it interesting how many speak of these glue guns that debuff, fired by SWAT guys and...ghosts? Oh, I believe all of you about them, but I have to say I've NEVER seen them, in the 6 Mayhems I've done. Perhaps I was just lucky? Or is there another factor here?

[/ QUOTE ]
I suspect your Dominator has simply levelled PAST those [Elite S.W.A.T.] and [PPD Ghost] mobs. Meanwhile, your Brute hasn't yet levelled INTO them.

OTOH, my 24 Bots/FF MM got Glued into oblivion, on VILLAINOUS, in his one and ONLY Mayhem mission. A mission he failed, mind you.


 

Posted

That would be rather ironic, that higher-level missions are much easier than mid-level ones.

Not to say that isn't the case, as it very well could be.


 

Posted

Well, that is why I7 is on Test right now, right? To catch problems like this? ^_^ It'd also, of course, be why there's no default "level bump to 40" - or this stuff might never have been found out.


 

Posted

Soloed the FF mission on Relentless and it spawned Luminary as a hero. I couldnt put a dent in her with my MM. Not cool.

If I am solo, I shouldnt have to face an AV lvl mob. I dont need to be spending 335k infamy every time I get a Mayham mission to change my difficulty.

Devs need to change this before it goes live.


 

Posted

I have done quite a few(all on villianous), levels 6-13 leveled both a punk mm ff and dm/reg stalker till the last patch they were farely easy but the last couple levels and the new patch a day or 2 ago have been givin me a few problems, partly why i have a problem with a boss on the lowest dif level. a boss by herself would be fine, but when that hero comes with a longbow and lately 4-6 cops witch all seem to compleatly ignore my 'pets' and make a b-line for me. the MM is a squishy the pets are our shield, what good is a shield that the enimies all compleatly ignore. and all of the ambush mobs can ignore the 'Hide' power, intentional so they can find you from where they spawned, but takes away our def and one of our attks as a stalker, who in a straight on hand to hand fight they are a major gimp'd scrapper.

as of the new patch, insted of fixing the time on the mish's so we enter with 20 min they now tell you you have 15min for the mish, only finnished one mish after these changes and was not quite able to get the sub mish, almost, if i had the extra 5 min i would have got it. other 2 i have tried i failed, both got killed by hero, Lt. & her 5+ helpers, i wasn't able to break out of jail on one and other i made it out but not back to the bank on the other side of town to get back to kill the hero, had the loot tho shoulda counted for something, lol
I realy think if they are going to change the time on it it should not be untill at least level 14, w/o a move power its too hard to get around, and not everyone gets one at 14

so far i have gotten
the jetpack, the jump boots, a stealth suit on my stalker!!! lol what a waste,
Stealth Suit, toggle, 30min lowers move rate and give def bonus but if u attack you lose the def bonus,
Med Kit, 15 uses heal self
Cryoprojection Bracers, cold/smash DAM, Foe -recharge

and as for the randon hero, i have gotten flambox EVERY time i did one in atlas, and this spines scrapper EVERY time i go to kings row, also from port oaks.

for the rescue, for those who havent figured it out, you can see them in the cell if u look through the slot in the door before you waste time smashing doors (they take forever)

the last one i figured that out on i saw him from the angle i was fighting a cop, just as i finnish the fight he popped out of the door, but i never got a time bonus or any message that i saved him, or her, i dont remember, but they folowed me around untill i got outside and he proceded to attack useless $#!+ and get lost and my timer was to close so i ran for the bank to try to get my hero, was hopeing if i got there and entered the building he would appear, but never made it to find out

as for the cars and trucks, i have killed purple ones to white onees and never once gotten a time bonus for cars trucks or crates or any of that, only on phones, fire hidrents, parking meaters (5-6 in a row) mail boxes, bus stops, dumpsters, trash cans, and even once for a cardboard box. but only on either random ones or usualy just the first one of each

civies, what can i say? either take them off the tab scroll, or let me take them out.
B) I prefer M rated games and MMO's realy ought to be, kids have no place in these kinds of games (there are alwase exceptions to prove the rule, but most kids are not mature enough to 'play nice', neither are some adults...lol)
A) I am supposed to be a comic book villian, not a saturday morning cartoon villian, in comix villians kill people, even some of the mish's were worded like that, heroes arest, villians kill, hence villians. i mean sure, USUALY in comics the heros and villians didnt kill each other but it does happen, and alwase there is alot of collateral damage, and inocent people get hurt or worse. thus motivation for heores. if everyone who gets hurt is teleported to the hospital then what is the point of heroes in the first place? "oh no, i have been kidnapped, go a head, shoot me then i wont be kidnapped anymore ill be in the hospital...." why save anyone? i think i have my motivation for my scrapper to go darkside, when they let me... (not that he isnt already, dark melee)
but any way you look at it, if they come up on my target and i have to scroll through them and the npc villians(pets too) all stick to them like glue, let them die/get tp'd whatever i dont care.
maybe the civi i kill today will be the loved one that inspires the next caped crusader...
Holy hole in a doughnut batman!

i just realized something, the aracnos helm is almost identical to a villian in trigun, except he had eyes in it, but when they were closed, looked like it but a diffrent color, odd
one of the only people Vash shot at with intent to kill

oh, and one other odd thing with the intro of I7, everytieme i get to the char select screen my toons are in a difrent order. there seems to be no rhyme or reason to the order, not like last played toon on top or anything i got used to them being in the order you made them...
not a big issue but figured they should know

so far i have to say CoV is better in consept, even if they have done some realy kewl things with it all the classes seem like gimped down vertions of thier hero counterparts, except MM's and they suxers when the pet taunt dont work.
brutes would be good if they had the option of regen

wow, lot longer than i thought....

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Posted

Just tried my first Mayhem Mission. Things exploded, the PPD had no chance against me. Ran a couple of side missions, everything was going great. Until after I robbed the bank and Aurora Borealis showed up. Now, somewhere on this thread I saw the list of what the hero is supposed to be depending on number of players and difficulty. Well, I run on villanous and did the mission solo, and Aurora was an ELITE BOSS! Did everything I could think of, couldn't beat her. Came awfully close, got her down to a sliver of health, but she nailed me and by the time I got back and had my bots up again, she had regained enough health to trounce me before I could get her(which wasn't all that hard apparently, she two-shotted me, since one hit with two damage components still can take you out all at once). Was her spawning as an EB just a bug? If so, please fix that. It's annoying. Ruined what should have been (and was up to that point) an enjoyable experience.


 

Posted

Okay...Low level (lvl 8) Thug/Poison Mastermind set to Villainous experience: FUN!

Going up against the cops reminded me of a scene from Robocop, Where Murphy confronts the crooks Prior to..."Volunteering" to become Robocop. The bad guys unload their guns on him just chewing the crud out of him before administering the coup de gras.

My minions performed admirably. If they attacked civillians no big loss. I simply had them attack my target to get them back on track. I kept them on aggressive and they did a marvelous job catching ambushes I didn't see and ferreting out the Skull boss who had the key to the Arson Mission.

Didn't bother with Tab toggling through target. Far simpler and quicker to point and click

Got Flam Beaux as a Lt. in the bank mission, took down same with some concentrated ffire and a few red insp. Got the Raptor pack Temp power. Gonna make getting back to "The ear" from the submarine easier by a long shot.

Seems you get a time bonus for the first type of Item destroyed and then it's sort of a random multiple as far as I can tell. The cars were red conned (+3) but went down quick after a poison de-buff. Most everything else conned grey or Green and blowed up good.

Got dumped zoning out of the mission when time expired, but that seems to be par for course these days on the test server.

Love Mayhem missions

Crimewave, Thugmaster Extroidinaire'


 

Posted

The Glue Problem: If the problem is that two mobs can stack multiple slows and floor your ToHit, then yes, that is a bug that should be /bugged in game. Afterall, they stopped the Earth Mage's Mudpots from stacking.


Ambush Agro: Keep /bugging it everytime an ambush ignores pets and teammates to focus on you. That should not be happening. We all know they can code CoV ambushes to work like the old CoH out-of-mission ambushes that seek you across a zone, but their agro can be grabbed from their target.


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Posted

[ QUOTE ]
Soloed the FF mission on Relentless and it spawned Luminary as a hero. I couldnt put a dent in her with my MM. Not cool.

If I am solo, I shouldnt have to face an AV lvl mob. I dont need to be spending 335k infamy every time I get a Mayham mission to change my difficulty.

Devs need to change this before it goes live.

[/ QUOTE ]
Umm, regular missions do this too. If a mission in a regular story arc has a Hero or Archvillain in it, and you're set to anything above +1 difficulty, you get them at full strength. The only way to guarantee that your mission doesn't spawn anything above an Elite Boss is to play with a team size of 1 or 2 and a difficulty of lowest or second-lowest. It's been that way since, what, October?


 

Posted

[ QUOTE ]
[ QUOTE ]
Soloed the FF mission on Relentless and it spawned Luminary as a hero. I couldnt put a dent in her with my MM. Not cool.

If I am solo, I shouldnt have to face an AV lvl mob. I dont need to be spending 335k infamy every time I get a Mayham mission to change my difficulty.

Devs need to change this before it goes live.

[/ QUOTE ]
Umm, regular missions do this too. If a mission in a regular story arc has a Hero or Archvillain in it, and you're set to anything above +1 difficulty, you get them at full strength. The only way to guarantee that your mission doesn't spawn anything above an Elite Boss is to play with a team size of 1 or 2 and a difficulty of lowest or second-lowest. It's been that way since, what, October?

[/ QUOTE ]

Yes, but AVs are (from most contacts and most of the game) a rare occurrance. Mayhem missions are going to be a regular occurrance.


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Posted

[ QUOTE ]
oh yah, and none of the badges from the mayhem mish's seem to be tracking, defeat heroes, cops, cars/trucks, vault doors.
i see them in the list but none of them have the progress bar, not sure if that intentional

[/ QUOTE ]
They are tracking, you just haven't done enough. I think it was during my 6th mayhem mission that I got the first ones for destroying cars and trucks and for destroying random objects. And while I didn't keep count, I gather the one for bank vaults goes off at about 15 of them. After about 20 Mayhem Missions I still don't have the one for the cops, which somewhat surprises me in light of how low the first two were, but then I just got my Villain badge for defeating Longbow, too.


 

Posted

Yeah playing on villainous with my lvl 22 mm Valkyie an Elite Boss appeared at the end. This only happened once so far so Im thinking its a bug that needs to be addressed.

Your only going to encounter the glue jerks in the sharkhead mayhems or mid 20 mayhem missions. Believe it or not I've done 35+ lvl mayhems and they are far easier then the mid 20 ones. When I fought Valkyie she came with 2 glue guys and flamethrowers. I was slowed to a crawl while everyone bypassed my pets and killed me in one massive blast. Rez came back and she killed all my pets and gangwar with one aoe attack. The glue guys slowed me so I couldnt run away then she hit me for 165 pts of damage, and immediately followed with another attack of 185 before I could heal. I remind you this was on villainous.

The fact that your slowed so imensely for so long and it stacks is a major problem. I want to have the swat sergent addressed as well. Maybe no one understands this but they have a boss power in full auto. So in a typical mob you encounter something like this:
from front
1. a glue guy with glue gun
2. a sergent with full auto
3. 2 regular swat with burst
from behind
1. longbow flamethrower
2. longbow minigun
3. longbow nulifier or eagle

all of which completely ignore pets and will just attack you. While you cant fly or run away.

Also Im noticing a lot more enemies running away. Its cool if its the last enemy in a mob. But after landing one or two attacks enemies are running away. It becomes tedious chasing enemy after enemy. a small problem but something thats annoying none the less. I mean were suppose to be facing heroes what hero turns and flees in the middle of battle.


 

Posted

Heres a thought with Civvies, why not make them part of the mechanism that determines how powerful a hero is when they show (i don't mean Lt. Boss EB AV)I mean in terms of names (generic whoever, Positron, Statesman). Generic villian is stealing money okay send monkeyboy hero to deal with it, Ravager of Darkness (or whoever) is attacking and killing (teleporting, phasing, whatever you want to have happen to them)then a bigger named hero has to show up.

It would be even nice if that could play into the mechanism of escaping, Here comes the hero who is going to frag me, let me knock those civvies on a fire (that I placed ) So he will be temporarily distracted saving the civvies while I make a run for the door. Look in the comics (Our BIBLES!) Often times when the villians get in trouble they do something that puts the ordinary people in harms way so that it will distract the hero so they can get away.

Given the magnitude of this idea I realize that the coding of this would be a nightmare (I do code so I have a little experience in this stuff not just talking out of my hairball )
But it would allow for some tactics, and possibly change up the narrative on some of these heroes. As far as game balance goes even if using the civvies as a distraction to attack the hero that would be fine, how many 1-shots have you gotten on an EB lately

Just some thoughts........(chases ball of yarn.)


 

Posted

[ QUOTE ]
[ QUOTE ]
Soloed the FF mission on Relentless and it spawned Luminary as a hero. I couldnt put a dent in her with my MM. Not cool.

If I am solo, I shouldnt have to face an AV lvl mob. I dont need to be spending 335k infamy every time I get a Mayham mission to change my difficulty.

Devs need to change this before it goes live.

[/ QUOTE ]
Umm, regular missions do this too. If a mission in a regular story arc has a Hero or Archvillain in it, and you're set to anything above +1 difficulty, you get them at full strength.

[/ QUOTE ]

Ummm... no. If you're solo, only diff level 5 keeps the AV/Hero. Below 5, they are demoted to Elite Boss.

IOW, For a solo player, demotion of an AV/Hero occurs at diff levels 1-4.

For two players, demotion occurs at diff level 1-3.

For three players, demotion only occurs at level 1.

In addition, there's another kind of demotion, if you're solo at diff level 1, Bosses become Lieutenants.

=======

Addressing other posters: Right now, the above demotion scheme does not apply to mayhem missions. Positron posted above (yes, even if the thread is long, read it before posting!) that the named Hero at the end is random. They're going to change that. So stop posting, "They should change that!"

If you want to make your point and if you're soloing a mayhem mission on anything but level 5 and you get a Hero, then /bug it in game.


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Posted

Ran several Mayhem missions last night (10 total, using the reset trick). The badges for vaults and arsons require 10 sub-missions (5 for the vaults if you also do the bank vault, but then you can't reset the mission). I got the cars badge on about my 4th mission in Founder's (that handy little parking lot is great for getting about 20 cars). Got the destroy objects badge on the 6 or 7th iteration. Still haven't gotten the cops badge, only one I'm missing.
All said, I wound up with 4 of the 5 achievement badges, 1 explore badge, 10 lvl 43 SOs (I'm lvl 40, and they were all recharge), and 10 temp powers (Med Kit, Cryobracers, web grenade, stun grenade, wave inducer (special damage to Clockwork), Life Insurance, Claymore, Kinetic Shield, Cryonic Armor, and a Heavy Rock). Not a bad night's work...


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Soloed the FF mission on Relentless and it spawned Luminary as a hero. I couldnt put a dent in her with my MM. Not cool.

If I am solo, I shouldnt have to face an AV lvl mob. I dont need to be spending 335k infamy every time I get a Mayham mission to change my difficulty.

Devs need to change this before it goes live.

[/ QUOTE ]
Umm, regular missions do this too. If a mission in a regular story arc has a Hero or Archvillain in it, and you're set to anything above +1 difficulty, you get them at full strength.

[/ QUOTE ]

Ummm... no. If you're solo, only diff level 5 keeps the AV/Hero. Below 5, they are demoted to Elite Boss.

IOW, For a solo player, demotion of an AV/Hero occurs at diff levels 1-4.

For two players, demotion occurs at diff level 1-3.

For three players, demotion only occurs at level 1.

In addition, there's another kind of demotion, if you're solo at diff level 1, Bosses become Lieutenants.

=======

Addressing other posters: Right now, the above demotion scheme does not apply to mayhem missions. Positron posted above (yes, even if the thread is long, read it before posting!) that the named Hero at the end is random. They're going to change that. So stop posting, "They should change that!"

If you want to make your point and if you're soloing a mayhem mission on anything but level 5 and you get a Hero, then /bug it in game.

[/ QUOTE ]

You sure? I know it's random, but I still figured that if you were solo at heroic and randomly pulled a boss, the boss would become a lieutenant, if you randomly pulled a Hero and met the qualifications, the Hero would become an elite boss.


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Posted

[ QUOTE ]
Now, somewhere on this thread I saw the list of what the hero is supposed to be depending on number of players and difficulty.

[/ QUOTE ]

You saw that but missed Posi's post?

1) That was a player's list.
2) If it's the list I think you're referring to, it was a suggestion!
3) Posi said the end hero is a totally random spawn and will be adjusted.


 

Posted

[ QUOTE ]
You sure? I know it's random, but I still figured that if you were solo at heroic and randomly pulled a boss, the boss would become a lieutenant, if you randomly pulled a Hero and met the qualifications, the Hero would become an elite boss.

[/ QUOTE ]

Yes we're sure.

If you read the posts here there is absolutely no ryhme or reason why person a got this and person b got that. It's random just like Posi said.

And I quoteth :
[ QUOTE ]
Just a heads up:

I have several devs reading this thread, and are working on the bugs you guys are finding, and on ways to improve the Mayhem Missions (such as making the end Hero non-random; currently the end Hero you get is totally random, and has nothing to do with anything you did in the mission, we are looking into changing that).

[/ QUOTE ]


 

Posted

I'm glad to see that our testing community has commented on the chain mezzing/hold/etc. occurring in the mayhem missions. I, for the fun of it, ran one the other day with a friend. In addition to being chain held for almost the duration of the mission timer, we spawned a great deal of bosses--despite numbering only two and both set at villainous. We easily failed it... Keep up the good work, y'all.
j


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Posted

Positron isn't commenting on the AV downgrade code, just that the ending hero/boss is completely random.

When Positron was randomly selected as my hero, he was still downgraded from a Hero to an Elite Boss because I was set to villainous.


 

Posted

So here's something that I've noticed, and I imagine I'm not the only one. I was running missions the other day with a full team of rather competent players. Everyone knew their job. There were no psychos on the team that would run off and get themselves in trouble and have to be bailed out. We played several missions, and everything was going really well. Then someone got a Mayhem Mission, and naturally, everyone was like, "Yeah, let's go do that," so we did. The mish was set to vicious so mobs ranged about a level or two above us, no big thing, we'd already done a bunch of +3 mishes by that point with no real trouble.

Verily, we begin to smash everything in sight and 'lo and and behold, we are not earning crap for bonus time. The clock's ticking, we're nowhere near the bank, and everyone begins to get antsy. We suffer a casualty. No big thing. I have Recall Friend so as soon as he busts out of his cell, I tp him back to the group. But antsiness is steadily building into all-out panic. Folks begin running willy-nilly trying to get to the bank before time expires, and everybody's bringing their own personal pissed off mob to the bank door. We start dropping like flies. I'm trying to find a safe place to tp people so we can regroup. Longbow's breathing down our neck. Our time is depleting rapidly. One guy suddenly can't grasp the concept that he has to break out of his cell before I can tp him back and he starts yelling at me. Another guy is unaccounted for, and a quick glance at the team window shows him to be in trouble; his health is dropping rapidly. Is he in jail, trying to fight his way out, waiting for me to tp him to safety but unable to drop his guard long enough to type? I have no idea. I tp him. Then he starts screaming: "[censored]! I WAS IN THE BANK!" The guy hanging out in the cell is like, "tp plz! tp plz! tp plz! tp plz!...." I'm trying to apologize to one guy and explain to the other that I CANNOT TP YOU OUT OF A PRISON CELL, BREAK DOWN THE DAMN DOOR!! and the timer runs dry. Booted to submarine entrance, everyone is pissed, team disbands, blah-blah-blah-yadda-yadda.

This is one of the more extreme instances, but it's not the first time I've seen a team completely fall apart in one of these mishes. Is it just me, or were Mayhem Missions designed to turn fully-functioning, competent teams into a gaggle of blithering idiots?


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