Khan TF Problems
Apart from the setting and specific powers to my mind its not that dissimilar to the final part of STF. You put one tank and a healer onto the boss and everyone else damages the boss until you get an AV then everyone but the healer/tank kill the AV.
I suspect that once people get a handle on how the fight goes the whole thing will be too easy, much like the ITF boss fight which I remember failing several times until people worked out the best tactics.
I expected some teams to suffer abit in terms of lack of damage output. Were people having end problems? It leads to downtime of individuals. Certain players can at least remove 2 positional toggles as well as some perhaps not using unnecessary damage type toggles but not at the points where AVs become unlocked.
People should stick to their most economical single target attack chain.
Too much chatter in text box is less dps.
Even in teams where buffs have been available people can perform sub par. This is down to buffers not buffing as many as high DPS characters as possible all of the time from a lack of vigilance or unnecessarily compromising themselves in the process.
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I think I was the only one suffering from major End problems and I was the Illusion/FF troller. Towards the end I was only running my Dispersion Bubble which helped.
And we weren't chatting that much - only a couple of times when we decided to get the Shivs and then decided to call it a night.
I really do think it was because we had no buffers/debuffers/healers in the team so no real way to improve our damage output.
Although I will definitely remember this for the next time I run it (I would like to have completed it once) there is something in the back of my head that doesn't like that it can't be completed unless you have x, y, z archtype/powerset. But thats just my opinion
The 5TF is an odd beast so far - I've been on 6 live runs and most are either about 50-60 minutes or just over 2 hrs. There's only been 1 run in the middle at about 1h20.
And I've seen high damage teams coming in at 2h to 2h10.
The main difference that struck me was the (regen) debuff - in the fast runs 1 run had 2 kineticists, 1 a /rad controller and another a sole kineticist. Transfusion spamming or lingering radiation may have been great helps. Too often when shivans have been used they played up and didn't act as desired - so it looked to me like the player debuff was required.
Of course, I've not been religiously recording all details of team makeup or times - but the debuff (possibly coupled with player dmg and recovery buffs) stuck in my mind.
Heck - one of the noticeable differences in the battle itself is that when each caged AV is defeated the fast-finish teams return to Reichsman and he isn't back to anywhere near full health. That strikes me as regen debuff since it was usually just a single tank left on him. (IMO when dealing with the cage AVs it helps greatly when the regen debuffers still debuff Reichsman's regen whilst mainly focussing on the extra AV).
As PyroclasticNinja says - it'll get easy when it's been cracked.
I remember a few weeks of people complaining that the ITF was way too hard (even 'impossible' except for teams exactly matching a single setup) before it was cracked - and then it became hard, very hard in some circumstances, but generally doable - and doable by one of several ways.
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My observations thus far.
On test, we had some very high DPS toons attacking, and the thing that stumped us was that Bison ( lol ) got to about 30% hp and then spammed Unstoppable ala Honoree from LGTF, but worse.
Thankfully that portion of the fight has been sort of fixed Heroside, however;
On my initial successful run, JD brought his stoney and as each AV was released, everyone switched to pummelling those and then was back on Bison. During these AV fights, he would regen LOADS and required fighting down again.
However when we took him on with my DB/WP tanking, we had piles of -regen and transfusion, meaning that his HP could be kept in check so to speak while the others were taking down the AV's, and my DB isn't exactly high damage! So I think anything that doesn -regen, or can weaken bison and keep his HP in check is a much quicker way.
First run the fight was about 40 minutes, second run was more in the 20.
As for the SF, we had a team last night that was tearing through the AV's, the main problem lay with dealing with the ambushes in honesty.
We had problems where the ambush code that sees through Hide, was also seeing through the Mako temp and bringing people out of hide while trying to activate the lasers, ambushes that didnt stop spawning and once again issues with the other temp powers.
However, Soul Storm set his MM up to deal some pretty decent -regen, and again once we actually got to dealing damage directly against Bison, he was very manageable!

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We just ignored the other AV's and bashed him, then killed them.
Yeah, ignoring the AV's spammed heals, worked well.
Mind you, we did shoot The Big'un with those guns a lot even if it's supposed to be a one-shot deal. We all fired our guns at the same time too btw.
...and we didn't have much in the way of damage dealing really.
but it does take a looong time to get him down.
Try the lowest setting first and remember this IS supposed to be a challenge.
...on a side note: Villain version is soooo much harder!
I thought there was another post about this but for the life of me couldn't find it. I just wanted to post some of my thoughts on it.
Well just got my first oppurtunity to run the new TF blue side. We were running it on level 2 and for the most part it was enjoyable and our team managed to burn through it quite quickly until the end where we hit a bit of brick wall.
For the life of us we couldn't damage the Reich guy enough! We managed to get the first two AVs released, which took us about an hour, and then we spent another hour (including a trip Bloody Bay to get Shivs) just getting him down to less than half health again (as soon as we stopped attacking to get rid of the AV he regenerated completely). Then the 30min to servers down message came up so we decided to call it a night.
I dont think we were doing anything wrong as we were using the ray guns whenever he became untouchable.
I think our problem was that we didn't have any debuffers on our team. We were made up of two tanks, two scrappers, 3 blasters and a controller.
On top of that our two tanks and two scrappers were lethal/smashing damage toons and I think Reich was highly reistant to that.
But even when we let loose five Shivs at a time it was still a vertical climb of a slippery smooth wall.
I was the controller on the team and I was a Illusion/Force Field controller, so I had no debuffs to speak of - only buffs to keep the team alive (which reall wasn;t to much of a problem).
I will say I like a challange but the last hour and a half of the TF wasn't enjoyable. Considering we were doing it on a low level I think it is viable for the regen or resistance of Reich be tuned down so PuGs are capable of doing it but the difficulty can be raised so it is still a challenge for more 'specialist' teams.
What do other people think??
EDIT - Just read this post from the designer:
Link to US Forums
And ray guys only need to be used at the beginning and dont cause any debuff.