'Cap' Shadow Cysts


BrandX

 

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Now, the title isn't exactly very clear, so I shall explain.

Pretty much everyone knows about Shadow Cysts. If you dont, quick run-down; Shadow Cysts are the same crystals that spawn in the ITF. They appear randomly for any team that has a Kheldian in it, or a team which has a member that HAS teamed with a Kheldian within a certain number of hours (cant exactly recall)

Shadow Cysts spawn number of Unbound Nicti clouds. Lesser (minion), Unbound (Lt) and Greater (Boss).
They also spawn these damn things in ungodly large numbers. Now, one on one the fluffies arent much of a threat. When they spawn in about...I dunno, clouds of thirty? Their attacks are all neg damage with -recharge. They are HORRIBLE to fight. Even a team that is doing competantly, not steamrollering but mashing away at a nice steady pace, and even steamroller teams, tend to grind to a horrible, horrible halt when confronted with a Cyst 'Swarm' as I call them.

Now, the suggestion. Cap the number of Nicti clouds the Cyst can summon. Say about ten.
Reasoning behind that? Cysts are just another spanner in the HEAT works. Void hunters and the like are ok to deal with, as are 'Bound' Nictus, such as Dark Dwarves and Bright Novas. Cysts, on the other hand, are just plain nasty. It's a real cramp to any incentive to team with a Kheldian. Whats worse is when they spawn in the same room as, say, an AV, which happened when fighting Captain Castillo in Faultline.

Cysts are not fun as they are now, and thats not a good thing in an AT that already has an averaging rep (Not all of it true, YMMV)


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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I like the nasty cysts though.


 

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Originally Posted by Twilight_Snow View Post
I like the nasty cysts though.
Ditto. I don't see what the problem is fighting them. One of the few challenges left in the game that gives a team pause.
Capping at 10 would really make them weak since they really aren't that hard to kill.


 

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Originally Posted by Twilight_Snow View Post
I like the nasty cysts though.
Hear hear! I love these things their the main reason I love the 2nd mish in the ITF so much. Your just gonna have to deal.


 

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Originally Posted by Lucky666 View Post
Hear hear! I love these things their the main reason I love the 2nd mish in the ITF so much. Your just gonna have to deal.
The Cysts in the ITF are not 'Real' cysts, however. They are destructable mission objectives. They dont' actually spawn any Nictus, the Nictus are just there in the mission, usually as the 'Guard' mob.

The 'Real' Cysts in normal missions with a Kheldian on the team spawn a huge cloud of Nictus fluffies. And by huge I mean 20+? I couldn't actually sount the ammount we ran into last night.
If they replaced Normal Cysts with the ones from the ITF, i.e. they were a mob replacement that were all Nictus, with a Cyst at the heart, I could live with that. But the cysts as they are now certainly, to me at least, seem to break RvR


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Originally Posted by Twilight_Snow View Post
I like the nasty cysts though.
Yeah, I kinda do too. They're one of the more challenging enemies in the game, and I don't think I'd like them to go away. That said, I know a lot of people have trouble with them, so maybe make them optional?


"If I had Force powers, vacuum or not my cape/clothes/hair would always be blowing in the Dramatic Wind." - Tenzhi

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I'm on the fence on this one. There is something cool about the added 'fear' that comes with having a Kheld team-mate. Will we get a Cyst at exactly the wrong time? Can this group overcome it?

It is definitely frustrating to wipe hard and fast because of one mob and its accompanying swarm of unbound, but I think I'll take the risk over having a mob that is just 'inconvenient.' It makes me wish there were other 'random' mob hazards in missions that could throw you off like this does.


 

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I love cysts the way they are. I hope they are not messed with in any way, except perhaps to (slightly) increase the number of cysts that appear in-game.

I get that newer players would find them confounding, at first. More experienced players know that taking out the cyst itself clears out a lot of mobs, and makes the encounter easier to manage.

Vive le Chaos!!! Vive le Cyst!!


 

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I think you just lost your right to use your /facepalm picture, Techbot Alpha.

While this isn't facepalm worthy, cysts really aren't that tough to deal with, and the extra threat they offer is fun on a team. I love it when I get real cysts spawned with the ITF cysts. Lots of fun. Pop a few inspirations and blast away.


 

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Originally Posted by Tonality View Post
I think you just lost your right to use your /facepalm picture, Techbot Alpha.

While this isn't facepalm worthy, cysts really aren't that tough to deal with, and the extra threat they offer is fun on a team. I love it when I get real cysts spawned with the ITF cysts. Lots of fun. Pop a few inspirations and blast away.
I don't really see why. I guess I just don't get why the HEATs have this added 'penalty' (which it CAN be, not always but sometimes).

Alos, sure, if you can kill the Cyst most of the mob dies. Thats IF you can get through the hail of accurate, -recharge attacks. And destroy the Cyst, which are actually quite tough.

Certainly some sort of level different versions. In the same way that certain mobs look the same higher up, but have better attacks, etc; have low level, mid level and High Level Cyst versions, with slight variation.
This was a team around the late 20s early 30s, and that hurt bad. I remember lowbie cysts really, really hurting though.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Originally Posted by Techbot Alpha View Post
Certainly some sort of level different versions. In the same way that certain mobs look the same higher up, but have better attacks, etc; have low level, mid level and High Level Cyst versions, with slight variation.
This was a team around the late 20s early 30s, and that hurt bad. I remember lowbie cysts really, really hurting though.
I think this idea is good.


 

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Going to have to disagree with this. Maybe I'm just lucky, but the few Cysts I've encountered were always dealt with easily. And they seem incredibly rare. My level 39 Peacebringer still is waiting on her first Cyst spawn.


 

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Perhaps add an additional selection to a HEAT's "difficult slider": I want to/do not want to cap the number of Shadow cysts a crystal generates.
.


 

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Originally Posted by Techbot Alpha View Post
any team that has a Kheldian in it, or a team which has a member that HAS teamed with a Kheldian within a certain number of hours (cant exactly recall)
It's not a time thing. It's a viral bug. When you team with a kheld, everyone on the team gets flagged to allow kheld enemies to spawn. And then it doesn't get reset. And then they switch teams, and the virus spreads...

(It does reset when you log out, though)


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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I was under the impression that the number of nicti that spawn was dependent on the proxmity of teammates and you send in one to deal with the cyst to limit the number of nicti that appear. Am I wrong in this line of thought?


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Originally Posted by Revanchist View Post
I was under the impression that the number of nicti that spawn was dependent on the proxmity of teammates and you send in one to deal with the cyst to limit the number of nicti that appear. Am I wrong in this line of thought?
Even if that's true, that's a really clunky mechanic.
And thanks, Whisper. I knew it was something like that, but I couldnt remember if it disabled again at any point (in the real case, logout)


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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I'm kind of torn on this one... on one hand, the challenge that Cysts pose is a good thing, yet I've seen a **** ton of them being spawned on ITF's (including Rom) that make him impossible to hit. I guess that is the only instance where I'd say a cap on the spawn amount could use some adjustment.


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I'd go a step further and say just remove all randomly spawning nicti, voids, and quantums. Keep them in the Kheldian story arcs, but get rid of them everywhere else. Voids and Cysts are the reasons I don't play Kheldians, though I'd really like to. They seem like they'd be fun, but it's just plain stupid for an already arguably weak AT to have such a weakness be so terribly commonplace.

It's like if Superman were at 5% of his normal capacity. Sure, he's still a freakin superhero and can still handle his own, he's just not that impressive. Now give all of your every day thugs guns with Kryptonite bullets. Suddenly Superman is useless on his own and has to hide in the corner until Batman beats up the Kryptonite gunmen.

I'll grant you, it's not nearly as bad as it used to be before Kheldians could resist quantum attacks, but 'not that bad' is still not okay. If you want to keep the Kryptonite bullets and give Superman his full strength, that would be fine too.


 

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honestly, i absolutely hate the void hunters/nictus that spwn because of HEATs, in fact i hate playing HEATs spcifically because of this, VEATs dont have to deal with a specific enemy mob that does an overly huge amount of dmg specifically to them.

IMO, i say get rid of all the void/nictus/cyst/quantums crud so HEATs are more fun to play.


 

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Originally Posted by Techbot Alpha View Post
I don't really see why. I guess I just don't get why the HEATs have this added 'penalty' (which it CAN be, not always but sometimes).
Storyline. And I love it.
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Alos, sure, if you can kill the Cyst most of the mob dies. Thats IF you can get through the hail of accurate, -recharge attacks. And destroy the Cyst, which are actually quite tough.
Purples, appropriately enough. And they're not noticably more accurate than anything else. The strategies for dealing with these (such as "don't have everyone rush it to limit the spawns") have been known for... well, literally years.

Yes, I was disappointed with the nerfing of Voids. They're barely a threat now. I'd hate to see cysts wimped down, too.
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Originally Posted by Necrotech_Master View Post
IMO, i say get rid of all the void/nictus/cyst/quantums crud so HEATs are more fun to play.
Hell no.


 

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Originally Posted by Techbot Alpha View Post
Pretty much everyone knows about Shadow Cysts. If you dont, quick run-down; Shadow Cysts are the same crystals that spawn in the ITF. They appear randomly for any team that has a Kheldian in it, or a team which has a member that HAS teamed with a Kheldian within a certain number of hours (cant exactly recall)
Technically, they spawn on a TEAM that has had a Kheldian on it pretty much at any point since its creation. A team "belongs" to whoever has the star and is passed on to whoever gets it when the leader leaves. The team as an entity exists until it's left with only one person on it and that person logs out or joins someone else's team. A person leaving the team will no longer be associated with it, but even if it's just two people, the other person who didn't quit will still inherit the team and whatever else was on it.

Easy example of an old bug Zombra and I ran across a while back to illustrate this: I'm the team leader, he's the only member. He force-selects his mission by entering it, then quits the team (we'd agreed to separate from before) and I go do my own mission. Mid-way through mine, I get a Mission Complete message. It wasn't mine, since my mission is still going, and he proceeds to complain for a good 10 minutes that he can't complete his. Turns out his was already completed, but he didn't get his Mission Complete message that I received instead. Why me? Well, the mission he started had his name on it, but "belonged" to the team I inherited because it was started while he was still on it. Because I "owned" the mission and he was "just sort of there," I got the mission complete message and he got nothing.

That's more or less how these things work, and it's useful to remember when dealing with Kheldians and their "consequences."

As for the topic at hand, I don't know. I've never, ever seen a genuine Cyst, so I can't speak about that.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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I, personally, am tired of ideas being shot down as "removing the only challenge left in this game". It happens all the time. Not everything can be "the only challenge left in the game".

The fact of the matter is that Void Hunters and other Nictus-related enemies are deliberately designed (by someone that is no longer associated with this game) to be annoying hindrances to Kheldians. While a story was created to justify them, the reason they exist is to make life difficult for the supposedly powerful Kheldians.

But the simple fact is that Kheldians simply are not that powerful, and they don't need a "balance" of this sort.


 

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Originally Posted by Eiko-chan View Post
The fact of the matter is that Void Hunters and other Nictus-related enemies are deliberately designed (by someone that is no longer associated with this game) to be annoying hindrances to Kheldians. While a story was created to justify them, the reason they exist is to make life difficult for the supposedly powerful Kheldians.
Voids/Quants were designed to make life difficult for Kheldians. But not because Kheldians were powerful. Just because.

Of course, now, Voids/Quants are really just flavor... or another bag of XP... because they're really not difficult. Cysts are certainly the only remaining Kheldian challenge enemy, since the other two Kheldian challenge enemies were nerfed.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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Originally Posted by Eiko-chan View Post
I, personally, am tired of ideas being shot down as "removing the only challenge left in this game".
Fortunately not everybody is you. Some people actually DO want to have something other than a +levels AV be a threat. Most of the game is a cakewalk as it is. I was glad to see the Rogue Vanguard ops come in and actually be a threat, and I think we need more challenging mobs with more variation through more of the game. Arachnos, about halfway through, get to be a challenge for anything that relies on control. Scrapyarders can shred masterminds. It makes me feel good to know I've beaten them with the odds stacked against me by more than just "+x heroes/villains so I'm outnumbered."

There are too few mobs that make people have to stop and think for a moment, and they disappear way too fast.


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There's a difference between a fun 'tactical challenge' and 'LOLPwNs!'.

Example; people keep complaining about Malta Sappers. They are an end-game group, with a a reason why in the backstory. They are also one minion. They can die incredibly quickly. If your silly enough to ignore them, of course, you get punished for it. Usually with faceplant.

Quantums are at the right level, now. If you aren't careful, you die. A little bit of care, boom, no problem.
Cysts? They fit nicely into the second camp. I understand the concept behind them. Hell, I like the Kheldian background. Although, to be honest, why do they only spawn with Kheldians? That makes little to no sense. If anything, they should show up in Council and 5th Column missions, as THOSE are the groups they are affiliated with.
As it is, Cysts break the law of Fun. But hey, YMMV.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.