Deadly Apocalypse relies too much on debuffs.


brophog02

 

Posted

Short version:

The banners are too hard to defeat without debuffs. Resetting the timer to 20 minutes when they become vulnerable would fix this, while not adding time to the event if people have no interest in it.

Long version:

Now that the craziness of release has calmed down and there's not 100 people hitting the banners every time they appear, it's becoming very apparent that the event relies too much on debuffers being present. This was not evident in the Training Room runs because we all brought our "main and best" character there, so there was no shortage of debuffs. On live, though, even two teams are not enough unless there's at least one rad present.

The first phase, defeating enemies at all 4 points at once, works fine. Even when it was just one team, we managed to do it within 6 minutes, leaving 10 minutes for the banners. It's the banners themselves that are proving a problem.

I ran the event in Peregrine Island 2 with my Radiation/Sonic defender, a debuffing beast. I had one full team, and there was another team with 5 people on it. I did not see other debuffers. We destroyed the four banners incredibly easy, and had time to spare.

Then I changed to my Claws/Willpower scrapper and ran the event in Croatoa, Peregrine Island 3, and Independence Port. Every time, we failed to defeat the banners in time. In Croatoa, there were no debuffers present, but we had two full teams dishing damage. In Peregrine Island 3, we had a Sonic Resonance character using Disruption Field on me, which is a 22.5% base resistance debuff. It still was not enough, and we only got two banners down in time.

Finally, in Independence Port, we had 10 people; one full team and a duo. The full team had a dark defender and a kinetics controller. We destroyed the first 2 banners very quickly; however, I made a massive error in judgement: because the final banner was very very far from the first 3, I asked if anyone had the Team Recall power, and asked the person who said "yes" to head there and port us when blue (the third one) was down. That person, I didn't realize, was the Kinetics controller.

So after defeating the first two banners in a minute each, we spent 5 minutes on the third one, and that was still with the Dark Defender on the team. The Kinetics controller was making a huge difference with Transfusion and Fulcrum Shift.

Since the problem is that we simply ran out of time, after making the banners vulnerable, I suggest that the solution is to give us more time. When the banners become vulnerable, we usually have less than 3 minutes to defeat each banner. Resetting the timer to 20 minutes, givin us 5 minutes per banner, would make all the difference. And, if players have no interest in the event, the banners still go away, undisturbed, after the first 20 minutes.


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Posted

Quote:
Originally Posted by Leandro View Post
On live, though, even two teams are not enough unless there's at least one rad present.
Wow, it's just like giant monsters in... what was that... issue 7? The more things change...


 

Posted

Quote:
Originally Posted by Captain_Photon View Post
Wow, it's just like giant monsters in... what was that... issue 7? The more things change...
Well, this is different. You CAN defeat the banners -- it just takes too long. Back in i7 with the massive regen buff, you couldn't defeat the monsters period.


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Posted

Just pointing out that there's more to defeating the banners than just debuffs and damage. Each banner has 0-4 symbols on the ground when they become vulnerable. The more symbols, the harder it is to hurt. Also, the color is supposed to indicate the type of protection, according to the wiki, though no one seems to have figured out the meanings yet.


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Posted

I don't quite understand this thread since I can't shake a stick without hitting a rad, thermal and/or cold with the first swipe. Could just be my awesome luck. Hmmmmm <buys ticket to vegas>


 

Posted

I don't know what servers people are on who can't kill these banners, but I have still not seen a trace of this.

Even on the villainside, where populations are smaller and a little more coordination needed, I've still not seen anything remotely resembling the "need" for any such thing.


 

Posted

Quote:
Originally Posted by brophog02 View Post
I don't know what servers people are on who can't kill these banners, but I have still not seen a trace of this.
Freedom, heroside, today. But note that the problem will just become more and more apparent as the original frenzy dies down and we're down to one team doing the banners. Just ten minutes ago I was in Steel Canyon and there was no shortage of people doing it, unlike earlier at Croatoa, Faultline, Skyway, PI and IP. It can be done with one team... but we need more time.


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Posted

Quote:
Originally Posted by brophog02 View Post
I don't know what servers people are on who can't kill these banners, but I have still not seen a trace of this.

Even on the villainside, where populations are smaller and a little more coordination needed, I've still not seen anything remotely resembling the "need" for any such thing.
I agree. 3 attempts last time on CoV (freedom), all 3 were successul but I did have to start broadcasting to have everyone fight the same banner since our progress was slow. Once that happened the banners dropped like a prom dress (god, I hope I don't have a daughter).


 

Posted

Quote:
Originally Posted by StarGeek View Post
Just pointing out that there's more to defeating the banners than just debuffs and damage. Each banner has 0-4 symbols on the ground when they become vulnerable. The more symbols, the harder it is to hurt. Also, the color is supposed to indicate the type of protection, according to the wiki, though no one seems to have figured out the meanings yet.
Purple glyph - [Glyph of Defense] ~2.5% Defense per glyph.

Orange glyph - [Glyph of Resistance] ~10% Resistance per glyph.

Red glyph - [Glyph of Might] ~25% Damage buff to nearby Defensers per glyph.

Green glyph - Unknown. It doesn't show up on the Banner or the Defenders using the Mk III Analyzer. I'm going to go out on limb and guess it buffs the Regen or HP of the Banner or Defenders.

The more players at a banner, the more glyphs show up. I've never seen all four circles be filled with glyphs. Also, the glyphs are all the same at a particular Banner... there's no Red Glyph showing up with a Green Glyph at the same Banner.


Also, the Banners have very low Regen. Just a single Twilight Grasp can shut it down. But they do have lots of HP.


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Posted

Quote:
Originally Posted by Leandro View Post
Freedom, heroside, today. But note that the problem will just become more and more apparent as the original frenzy dies down and we're down to one team doing the banners. Just ten minutes ago I was in Steel Canyon and there was no shortage of people doing it, unlike earlier at Croatoa, Faultline, Skyway, PI and IP. It can be done with one team... but we need more time.
There is still a host of people that have yet to try out the event. Remember, this event kicked off mid week and the weekend is still upon us. I've done this event about 6 times now and I still have a host fo heroes/villains to take part, and those are my debuffers!


 

Posted

Quote:
Originally Posted by Zombie Man View Post
Also, the Banners have very low Regen. Just a single Twilight Grasp can shut it down. But they do have lots of HP.
Thanks for the info. I edited my first post, as it's obvious now that the Kinetic's Fulcrum Shift was doing all the difference, and not Transfusion.


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Posted

*remembers union - atlas's first attempt at a banner invasion*

the horror . . . . . . . . . Entire zone didnt have a clue what to do Great fun though! I was at one of the banners and was defeating the mobs surrounding it solo on my fire/dark scrapper, then a passing emp joined in on the battle too before gradually every 30 seconds another hero kept joining in on the battle!

Think in the end no-one bothered with the banner and we just went on the mob surrounding it Sod the zone! We wants our xp!


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Posted

Quote:
Originally Posted by Leandro View Post
Well, this is different. You CAN defeat the banners -- it just takes too long. Back in i7 with the massive regen buff, you couldn't defeat the monsters period.
Ah, nostalgia. That was a deeply irritating period for my Rad/Rad Defender, because he had things to do and was constantly getting tells from total strangers to the effect of:

"r u rad? JOIN OUR TEAM NOW!!1!"

People were occasionally petitioning him for declining to join; the perception that Rad/ was indispensable actually drove some people to believe that characters who had that power set had a duty to show up and just stand at the back throwing Lingering Radiation, and that refusing to do so was in some way against the rules.


 

Posted

Quote:
Originally Posted by Zombie Man View Post
Green glyph - Unknown. It doesn't show up on the Banner or the Defenders using the Mk III Analyzer. I'm going to go out on limb and guess it buffs the Regen or HP of the Banner or Defenders.
Ah, thanks for that. That gave me the clue needed to find some info on the green glyph.

[Glyph of Restoration]
The Mystic Banner gains power by having more creatures near it. It is currently drawing a small amount of additional energy from nearby creatures granting it a minor healing ability it can use every 15 seconds.
Activation Time: 2.03s
Recharge Time:10.00s
Accuracy:1.00X
Power Type:Toggle
Target Type:Self
Effect Area:AoE -- 50.00 ft. radius


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Posted

Quote:
Originally Posted by Leandro View Post
On live, though, even two teams are not enough unless there's at least one rad present.
Last night, on Justice, at ~2am EST, I was running the event in IP with my Sonic/Sonic Defender. With about 1 full team or less at a banner they dropped pretty quickly. Massive -res 0wnz -regen.

We missed the last banner in IP (purple), due somewhat to it being way down south, then went to Talos. Banners were mobbed and dropped as quickly as would be expected.


 

Posted

Quote:
Originally Posted by LordSquigie View Post
Last night, on Justice, at ~2am EST, I was running the event in IP with my Sonic/Sonic Defender. With about 1 full team or less at a banner they dropped pretty quickly. Massive -res 0wnz -regen.
And I agree. Like I said, when I was on my rad/sonic defender, they dropped crazy fast. Radiation does -Res too. Point stands, without at least a debuffer, it's quite hard to finish off the banners in the time allowed.


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Posted

Quote:
Originally Posted by Leandro View Post
And I agree. Like I said, when I was on my rad/sonic defender, they dropped crazy fast. Radiation does -Res too. Point stands, without at least a debuffer, it's quite hard to finish off the banners in the time allowed.
I have done this with just pure dps team and knocked it down. The only debuffs were coming from my widow, and other off shoots nothing too drastic. All that is needed it coordination, that one person leads the charge and informs other where to strike and what banner is next etc.


 

Posted

Quote:
Originally Posted by brophog02 View Post
I don't know what servers people are on who can't kill these banners, but I have still not seen a trace of this.

Even on the villainside, where populations are smaller and a little more coordination needed, I've still not seen anything remotely resembling the "need" for any such thing.
Have done the event blue and redside repeatedly without fail, I know it was only 2 teams one time.

I have no idea what the complaint here is....


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