Any News on the return of non-wimpy TF/SF's?
Agreed. I'd also like to see higher merits for harder settings, but that can wait.
Choose foes buffed and players debuffed. That'll wake up your team.
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The members of our SG eagerly await the return of tough difficulty TF/SFs.
We used to run max difficulty LGTF races, with two teams trying their best to complete it as fast as possible, but with the difficulty of Purple mobs pounding on you.
Seeing white and yellow mobs all the time is getting boring on tfs now.
I can understand stopping people doing TFs at -1, but not allowing us to do them at tough difficulties is just plain annoying and dull.
As I recall, you can still set Players Debuffed, Enemies Buffed, No Temp Power, No Pool Powers for additional challenge. The TF difficulty panel still works just fine.
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True, but the rewards aren't there so why bother?
Be well, people of CoH.
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Without any extra reward for running on a higher difficulty? No thanks.
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If you're all about the reward, then you *don't* want to increase difficulty under the 4XP system.
A team of 8 for a TF has spawns for a team of 8 whether you have the 4XP system set to x1 or x8.
If you're bumping the level of the foes to +2 for reward... it does nothing for reward, just makes the TF harder and longer.
So, the 4XP system applied to TFs has little to do with greater rewards.
The OP wants the 4XP system back so that TFs will be more challenging, not necessarily more rewarding. I pointed out there already is a system for making TFs harder and I got negreppred for doing so and people are grousing about my suggestion because they're mixing in the off-topic point of "where's the bigger reward?!"
The Devs have said they're working on fixing 4XP so that it will work with TFs without people exploiting it for the -1 level Master runs. The OP is impatient waiting for the change. In the meantime, the OP's longing for a more challenging TF is solved with mechanics already in place.
To those who want more rewards for choosing a higher difficulty setting with 4XP or with the TF challenge mechanics: I'm with you. But, that belongs in Suggestions, and I believe the Devs are considering it. So, let's stop confusing the two issues of someone simply wanting more of a challenge and those who want a greater reward for taking on a greater challenge.
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I can understand stopping people doing TFs at -1, but not allowing us to do them at tough difficulties is just a temporary situation.
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And yes, that's official. The devs TOLD us it's temporary.
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Well, the OP was complaining about wimpiness of the task, not the dearth of reward.
If you're all about the reward, then you *don't* want to increase difficulty under the 4XP system. A team of 8 for a TF has spawns for a team of 8 whether you have the 4XP system set to x1 or x8. If you're bumping the level of the foes to +2 for reward... it does nothing for reward, just makes the TF harder and longer. . |
If it´s too easy to defeat mobs i get bored and i stop having fun. I almost considered quitting in i14 since getting stuff was too easy, Again in i15 since noone wanted to do hard stuff and went for easymode AE.
Currently tf´s just exist as a good way for leveling toons and hoarding merits for later use. Some sf´s are still fun but they are loosing their shine.
It does make something for the reward for me at least.
If it´s too easy to defeat mobs i get bored and i stop having fun. I almost considered quitting in i14 since getting stuff was too easy, Again in i15 since noone wanted to do hard stuff and went for easymode AE. Currently tf´s just exist as a good way for leveling toons and hoarding merits for later use. Some sf´s are still fun but they are loosing their shine. |
Still, this is only a temporary situation. Since Going Rogue isn't until 2010, I think we should see a fix for this before the Winter event.
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If you're all about the reward, then you *don't* want to increase difficulty under the 4XP system. A team of 8 for a TF has spawns for a team of 8 whether you have the 4XP system set to x1 or x8. If you're bumping the level of the foes to +2 for reward... it does nothing for reward, just makes the TF harder and longer. So, the 4XP system applied to TFs has little to do with greater rewards. |
A +2 minion gives more XP/inf than a +0 minion.
Be well, people of CoH.
This is all completely false.
A +2 minion gives more XP/inf than a +0 minion. |
So, the 4XP system applied to TFs has little to do with greater rewards. |
Remember that +2 level spawns take longer to kill. Yes, I know that +2 is the sweet spot for a team working well together to maximize XP, but it's not like you're going to get double or triple XP rewards per kill. And while XP gains are up (for many, but not all teams) salvage and recipe drops *go down* per unit of time.
Also, if you're going for the extra XP that comes from +2 Level spawns, then you don't get that much if you speed run, skipping as many spawns as possible. And if you treat all the missions as kill-alls so that you get the XP from the spawn-defeats, then you're slowing down the rate of mission-completion XP and TF Merits that you could get from a speed run skipping foes and fighting the rest at +0 level.
There are trade-offs for the +2 XP gains.
If you want greater rewards for greater challenges, then rattling around for 4XP to come back to TFs is not the route to go (though, it's slated to come back anyway); rather, keep suggesting to the Devs for a real reward to challenge settings.
If you want just the extra challenge, you don't have to wait for 4XP to come back since TFs have challenge settings.
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So, I had a look at the challenge settings and to be honest they really aren't that useful. The buffs don't seem to effect enemy survivability so the same attacks that dropped the wimpy white conning mobs still drop them, they hit a bit harder but without the buff of being higher con to weaken our effects they don't survive.
So I turned to the debuff players challenge setting in the hope of helping, -ACC, -Dam, -Mez in hefty chunks. Some builds are going to virtually ignore this, 50% global accuracy buff is far from unreasonable so the IO'd toons are fine but at lower levels and/or on an SO'd toon -50% can be absolutely devestating.
The problem is that it's so binary at 50 with a high powered toon the challenge settings create very little change against everything but AV's and at lower un-IO'd levels it's way too much, far more than the difference between a +1/+2 mob. It's not just enhancement levels where the difference comes in, a team backed by an Emp/bubbler is fine, if they're relying on control or to-hit check buffs/debuffs they can be crippled.
I don't think it's impatience either, it's been a while since this "temporary fix" went live (it went on training room a month ago but I don't know when it went live) but i've watched and heard the interest in TF's drop in that time because of the lack of challenge and the nature of the buffs debuffs mean that unless you start cherry picking what members/toons can sign up the odds of at least some members getting frustrated as the debuff turns them into an observer increases.
They aren't even a stopgap measure due to their nature and inability to be adjusted. +1/+2 mean that a non-optimal team could have a decent challange without worrying about composition. Now you either have to be bored by +0's, or start dictating team composition. The sliding scale of difficulty was one of the best things about the game, you could tailor your experience to the power of the team and the game is severely lessened by losing it on TF's.
The pellet with the poisons in the Vessel with the Pessel, the Chalice from the Palace has the brew that is true...
...but i've watched and heard the interest in TF's drop in that time because of the lack of challenge...
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This has seriously imbalanced few TFs, especially the ones that used to be limited to level 30 and 35, since they now grant access to t9 powers for primaries and secondaries respectively.
Yeah they did, and life was really good for a while there, more lower TF's were being run by people above the level range still getting XP and we had an increase in TF activity, we had a 50 ding on our first Posi run after the changes but now you can end up on a TF for example with a max level with +5 levels of powers on top fighting +0's who is on cruise control. Do you debuff yourselves and buff enemies for those people while potentially nerfing a chunk of the team to observers or just let them practically solo the TF?
Difficulty settings on TF's are, I will go as far as to say, essential, to the point that now where I would sign up for events and respond to PUG TF's I find myself wondering what else I could be doing and logging off as the challenge and thus entertainment will be limited due to enemies who pose virtually zero threat.
The pellet with the poisons in the Vessel with the Pessel, the Chalice from the Palace has the brew that is true...
Difficulty settings on TF's are, I will go as far as to say, essential, to the point that now where I would sign up for events and respond to PUG TF's I find myself wondering what else I could be doing and logging off as the challenge and thus entertainment will be limited due to enemies who pose virtually zero threat.
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Luckily the implication is that these settings will return eventually, so I'm waiting patiently
So seriously anything on this? Devs? Anyone?
This is starting to look like a non-temporary solution and it's having a massive effect on the number of people interested in TF's. Can't we at least get the old settings back for TF's?
When you introduce a system like inventions where toons can solo high plus con 8 man spawns and give them 5 extra levels in exemp power having TF's that can only be run at +0 is hugely insufficient.
Flashbacks are working, great, but the TF's and SF's were ideal events for casuals and this locked difficulty thing is butchering interest from SG's and randoms alike.
The pellet with the poisons in the Vessel with the Pessel, the Chalice from the Palace has the brew that is true...
Yeah I'd love a dev comment on this, even if it's just 'we're working on it',
Soon(tm)
I thought this did work for a short bit but I just ran a +2 (or tried to) and got +0s.
Here's GF on the -1 TF problem:
http://boards.cityofheroes.com/showt...28#post2397828
I thought this did work for a short bit but I just ran a +2 (or tried to) and got +0s.
Here's GF on the -1 TF problem: http://boards.cityofheroes.com/showt...28#post2397828 |
Wasn't sure which forum this belonged in but I guess the original cause is a bug so, meh.
Questions in the title, it's getting a little uninspiring running TF's on mega wimpy difficulty and while it's still possible to run normal content or flashbacks the TF's made for a nice session of play where we knew pretty much how long people needed to commit for, we got a nice merit reward at the end and it made a good SG event at +2-4 mobs or even running a max difficulty run to really give our toons a decent run out.
At the moment though a half decent team sleepwalks though them, if your team happens to contain a high powered poewerset combo or heaven forbid a heavily IO'd out character or two then it's rare you even see anyone take damage of note, let alone be defeated.
Has there been any word of a fix on this? Combined with wacky AV's levels in regular/flashback content it's hard to find content that sits at the right difficulty (ie not one shotted by shield charge and not containing a +4 AV)
The pellet with the poisons in the Vessel with the Pessel, the Chalice from the Palace has the brew that is true...