Arc 5299: Magic, Mystery, and Mayhem


GlaziusF

 

Posted

This is a new posting for a Arc I had on test.

Faction: Heroic; Custom Enemies
Difficulty Level: I would say medium. Fair amount of psi/mezz stuff. 2 'Boss', 1 EB in missions 3 and 4. Soloable for most ATs, I believe.
Synopsis:

You would think being a hero in Paragon City would prepare you for all sorts of Criminals. But robbers dreesed like they belong in a Magic Show? Seems that the Midnighters don't think it's so entertaining. Think you have what it takes to match wits with The Mystery Magician?

Estimated Time to Play: I'd say maybe an hour

Feedback would be welcome.

EDIT: New update post I16 Link to update

Thank you for the time...


@Travlr (Main) / @Tymers Realm (Test)

Arc 5299: Magic, Mystery, and Mayhem Updated!! 09/15/09

 

Posted

5/7/09 Update

After some feedback and playthroughs, I've gone through and tweaked some stuff in the Arc.

Custom Critters

Added a fourth Minion to the Mystery Magician Group. This 'should' help even out the placing of the Illusion/SR Female minion in larger mobs.

Note: Due to changes with the 5/5 patch, the Final version of The Mystery Magician and the Female Trained Assistant have a Confuse power among their powers. I would love to have feedback from larger groups or players running at higher difficultity if this is problematic.

Story

Gone through and worked in the CoT splash in Mission #2.

Missions

With the tweak to the Story elememnt of the CoT, changed one the Defend objectives to CoT instead of Mystery Magician. Changed the Defend object as well. Hopefully that should prevent the 'doubling up' I've seen happen in that map.

Readjusted a number of settings on Rescue and Ambush objectives.

Changed pacing of Mission #4. This should make the overall challenge better.

Otherwise, please leave feedback. Either on this thread or as a Tell reply. I know this Arc isn't perfect yet, but I want to work on getting it to a point I am comfortable with.

Thank you for the time...


@Travlr (Main) / @Tymers Realm (Test)

Arc 5299: Magic, Mystery, and Mayhem Updated!! 09/15/09

 

Posted

Live feedback from a high-40s spine/regen scrapper. Here we here we here we go.

---

Okay, so I'm looking for... an antique. I don't know what it looks like, I don't know what it does, it's just old. Can a brotha get a file photo?

"perform", not "preform".

Hey, it's Location Employee! I haven't seen him since he disappeared during Citywide Disaster! Good to know he made it out okay.

The male assistants' outfits are too low-contrast given their particle effects. It looks like they're just wearing a black bodysuit instead of the intricately patterned thing that shows up when I zoom in.

It seems like an ambush hits with no warning dialogue after I rescue Location Manager, and I suppose I deserve it since I dumped Carbonated Beverage all over her when we were celebrating Local Sports Team winning the championship.

Dude. Rage on a boss. Not cool. Dull Pain was down, and KO blow activated the one-shot protection code which then ticked down because of lingering gravity damage.

---

Apparently this guy is stealing old stage magician gear. Harry Houdini would not approve.

I enter with... the Circle of Thorns looking for something? And the magician assistants have captured a curator who's trying to cast a spell on them or something?

Later in I find a wounded group of assistants. How did that happen? The CoT patrol and the kidnap group in the opening room got on fine.

Hey, it's a talking display case! It seems to be collaborating with the CoT to get un-displayed! (This seems like a bug but is hilarious anyway.)

And another talking display case with the magician assistants!

One of the CoT battles triggers the boss early, I guess when an Air Thorn flips out and flies away.

What do you mean the props were nothing important, I was saving talking antiques! (but seriously, the CoT were after one, too. That suggests there's got to be something worthwhile there.)

---

Who's this Radiant Glinda? Maybe that should have been her name in the previous mission.

More "preform" for "perform".

Man. Aggroing two groups and having two lieutenants spam Deceive is a recipe for doing nothing.

...and the Mystery Magician shows up after I search the table? How? Why?

He tries to run, but ha ha spine poison.

His spawn is all spread out, and the defeat objective isn't complete until I poke my head into a side room and take out his assistants. He should probably be boss-only.

Even with tabbing out to type I beat this mission in under 10 minutes. Maybe you should scale it back to 15?

---

Okay, a confrontation!

...wow. Even level lieutenants with Deceive can keep it almost perma-applied.

And the Mystery Magician is... in the first room? With all his attendants on the bottom floor and himself up on a catwalk? It can't be this easy.

...is Bowen's rescue animation also spell-capture? He seems to stick in the green smoke for a while before he's ready to follow me.

Huh. It doesn't look like the objective completed. I'm betting he's actually waiting further in, but I'd like some dialogue to that effect.

Another Rage boss? Good thing I got a gravity buddy.

Still more stolen antiques. No clue what they are or why they were stolen.

I can understand why the mystery magician is an illusionist, but why the necromancy?

And... my contact has no idea why the antiques were stolen either. Okay.

---

The custom group was alright, except for the perma-deceive from the illusion elements of it. But I never really got a sense of why the Mystery Magician was taking stuff, or what he was hoping to accomplish -- or what I stopped, other than another group from horning on on the CoT's apparent monopoly on stealing artifacts from museums.

If I got some hints at, like, using the spirits of the dead stage magicians that lingered in their gear as part of a plot to put on the greatest magic show and work in a subliminal illusion to control the minds of half the city?

Or whatever the actual plan was here. That'd really help enormously.


Up with the overworld! Up with exploration! | Want a review of your arc?

My arcs: Dream Paper (ID: 1874) | Bricked Electronics (ID: 2180) | The Bravuran Jobs (ID: 5073) | Backwards Day (ID: 329000) | Operation Fair Trade (ID: 391172)

 

Posted

5/28/09 Update (Redux on test)

Now that I15 is on Test, I've taken this Arc back over onto Test. The Arc's gone through a number of changes from when I brought it from the Test to the mains, I figured it was better to just republish it on test.

While the older version is still on test (# 17321), I am looking for feedback on some of the Critter Changes I15 is allowing. The new Arc Version, tagged (Redux from Mains) is # 22673.

Arc updates

  • Circle of Thorns still show up in mission #2. I have been able to select the Group as a whole now.
  • Made custom setting for a number of Critters in Mystery Magician and The Mystery Magician Groups. There should be less problems with Confuse powers now.
  • Bowen Alacard (Ally in Missions #2 & 4) Does not have Speed Boost any longer.
  • Made Mission Level Ranges 5 - 54 for now (Same as what CoT's Range).

I most likely be moving the minimum Level range up to like 15 - 16 because of the over amount of mezzes the Critters put out.

I would like feedback from solo and 4+ sized groups.

Thank you for the time...


@Travlr (Main) / @Tymers Realm (Test)

Arc 5299: Magic, Mystery, and Mayhem Updated!! 09/15/09

 

Posted

6/13/09 Update (Post 6/12 patch)

Quote:
5/28/09 Update (Redux on test)

Now that I15 is on Test, I've taken this Arc back over onto Test. The Arc's gone through a number of changes from when I brought it from the Test to the mains, I figured it was better to just republish it on test.

While the older version is still on test (# 17321), I am looking for feedback on some of the Critter Changes I15 is allowing. The new Arc Version, tagged (Redux from Mains) is # 22673.
Okey...
Forget paragraph #2. Since the Devs finally got their copy of the Main's MArc server over to test, the info in the second paragraph is now moot.

Quote:

Arc updates
  • Circle of Thorns still show up in mission #2. I have been able to select the Group as a whole now.
  • Made custom setting for a number of Critters in Mystery Magician and The Mystery Magician Groups. There should be less problems with Confuse powers now.
  • Bowen Alacard (Ally in Missions #2 & 4) Does not have Speed Boost any longer.
  • Made Mission Level Ranges 5 - 54 for now (Same as what CoT's Range).
The Circle splash I forgot to double check on, but I didn't get the error, so it should be ok. The alterations to a number of the Custom Critters 'should be' still in place. I forgot to set the mission range to 5 - 54. The missions should show 1 - 54.

Quote:

I most likely be moving the minimum Level range up to like 15 - 16 because of the over amount of mezzes the Critters put out.

I would like feedback from solo and 4+ sized groups.

I'm still looking on setting the Mission ranges maybe to this level. Hard to say at this time.
I would like feedback from large groups and/or characters running on higher difficultity.

Thank you for the time...


@Travlr (Main) / @Tymers Realm (Test)

Arc 5299: Magic, Mystery, and Mayhem Updated!! 09/15/09

 

Posted

With the release of I16, I have gone through and tweaked the Arc.

Known Issues

  • The Two Defend items in Mission #2 still seem to merge together
  • The Collection Glowies in Mission #2, while set for Middle, always appear in the final room of Level 2 of the Map

Custom Critters

With the changes done to the way Custom Critters give XP, All of the Customs in this Arc are a minimum of Standard/Standard, with a number of them being either Custom/Hard or Custom/Custom. Also, both Custom Villain Groups have at least one Minion/Lt./Boss, so you should get at least 75% XP per Critter.

General Notes

  • Added [SFMA / MLMA] tag to Arc Description
  • Added Group listing and Description to Arc Contact
  • Cleaned up a couple of typos across the Arc

Missions

Mission 1
  • Changed trigger on one ambush
  • Removed a triggered patrol and increased the number of non-triggered patrols
Mission 2
  • Made sure all CoT references were for actual CoT Standard Goup
  • Tweaked Ally Rescued Clue
  • Adjusted Ally Rescued Emote
  • Pulled Kiosk Glowie (It was doing nothing at this time)
  • Adjusted Curator placement
Mission 3
  • Added Defeat Clue to Boss Fight
  • As mentioned above, a Minion and Lt. Critter have been added to "The Mystery Magician" Group. They will be with the Placed Bosses of "The Mystery Magician" Group.
Mission 4
  • Added a Defeat Clue to first Mystery Magician encounter
  • Tweaked Radiant Glinda's encounter
  • Adjusted Ally Rescued Clue and Rescued Emote

As always, feedback is welcomed.

Thank you for the time...


@Travlr (Main) / @Tymers Realm (Test)

Arc 5299: Magic, Mystery, and Mayhem Updated!! 09/15/09