Enemies ONLY the level I choose?
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Yes, because changing the game makes more sense than lowering your difficulty setting if you find it too hard...
Then whenever I ran into a level 50 group I face-planted. Sure, when we're talking about /*1, one level doesn't make that much of a difference, but at /*8 it's a different story.
So I'm with Sam on this one. Consistent difficulty over antiquated mechanics all the way. |
Sup Sam!
Hey are you sure it's not just a scaling level mish? I know you can set it that way in AE when creating, but I noticed that some missions are just like that. I run all my new brutes at -1/x3 or x4, and some missions start out blue con, but as you progress they get harder. That's not the issue here though? the only other time I've seen it do that is if I change my diff after getting the mish and I don't reset the mish.
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Really? Unjustified? Let's see...
Finally, on a side note, you have twice made unjustified comments accusing me of insulting you. I have not done so anywhere in this thread. If you can't handle even the simplest criticism, why bother posting at all?
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Because that sounds to me like you want the increased rewards of fighting larger spawns with even less risk that the current settings provide. Have you been a secret farmer all this time, Sam?
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Sure you are. You want the rewards of fighting larger groups without the risk of running into +level enemies that the current system has.
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If running into the occasional spawn that is a whopping one level higher is giving you that much trouble, I humbly suggest your effort would be better spent examining your playstyle & tactics rather than suggesting to alter longstanding game mechanics.
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And just to avoid being accused of any more scheming, let me quote myself on my difficulty from earlier in the thread:
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Well, I can't say if it's ALWAYS that way, but what prompted me to post this was facing a spawn LARGER than the -1 I had been fighting that had ended up even con nonetheless, which killed me once and came close to killing me twice. The game has the tendency to vary spawn sizes just on its own, but small spawns don't always coincide with higher levels, at least not in my experience.
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*Spawn size varies, but larger spawns are not restricted to being low level. This means larger spawns can spawn high level, making for a fight that's more difficult than the mission should have.
*I enjoy playing with many enemies of a low level because it looks much better than fighting few enemies of a high level. As such, I need a way to ensure that the enemies are low level, or their increased numbers will kill me.
*I don't give two rats about drops. I care about a game that looks cool and plays well. Wiping out large groups of enemies is what looks cool and plays well for me. All rewards that I'm aware of scale with the enemy strength and level. By refusing to fight higher level enemies, I'm consigning myself to getting less reward.
*I'm asking for an additional option for people who like LESS variety and more predictable enemy strength. Some of us actually don't play for the challenge and would very much like to walk over most of our enemies, and we're perfectly happy to give up our "mad XP" for this.
Let me know what problem you have with my arguments and do try your best to do so without accusing me of being a farmer, an exploiter or some variant poor player.
*edit*
I just want to address this:
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Yes, because changing the game makes more sense than lowering your difficulty setting if you find it too hard...
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Furthermore, you can easily run the same argument about the option to turn AVs on and off separate of level and team size. Before, you could have argued that an AV spawning with two or more people on the team at difficulty 4 was working as intended and people should just drop their difficulty, but it doesn't change the fact that people liked their difficulty, but just didn't like the AVs. Instead of throwing out the baby with the bathwater, it makes much more sense to allow people to remove only that one aspect that bothers them, instead of wholesale lowering difficulty to a level that looks bad.
For me, this was bosses. Before, I had two choices - bother with bosses and die over and over again to the more annoying ones, or play on a difficulty setting that was far too easy and, more importantly, gave me far too few enemies for me to have fun. Right now, I can have my cake and eat it, too. I can have my large spawns without them coming with high level enemies, and I can get rid of the irritating bosses that would otherwise ruin my fun. I give up on high-level enemy experience, I give up on boss experience (and large inspirations as a part of the game), but what I gain is a game that's more fun to actually PLAY.
Fun for us, irrelevant to you. Isn't that a win-win?
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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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A couple of points:
Hey are you sure it's not just a scaling level mish? I know you can set it that way in AE when creating, but I noticed that some missions are just like that. I run all my new brutes at -1/x3 or x4, and some missions start out blue con, but as you progress they get harder. That's not the issue here though? the only other time I've seen it do that is if I change my diff after getting the mish and I don't reset the mish.
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Yes, I'm positive it's not a scaling mission issue. For one, I've seen it in the Architect itself when I KNOW I've set the mission to be flat. Secondly, I've seen this in unpredictable patterns. It's not always frontloaded or backloaded. A lot of times they alternate at random. One room will have +1s, the hallway after it will have even cons, then the next room over will be even con and the next hallway will have +1.
Secondly, I don't think your difficulty should affect your mission. Once upon a time, team size affected a mission without resetting it, but difficulty did not. I'm not sure why that was exactly, but I suspect it was because difficulty set the mission's LEVEL, and then basically treated you as two people, if you picked 2 or 4. Right now, you have similar situation. The level of enemies you've chose will affect the level at which the mission spawns, and you can see this in the Missions window. Picking enemies -1 will actually drop your mission's level by 1 when you start it.
Beyond that, spawn size works, I assume, like how TFs have an absolute floor of people who need to be on, such that even if people logged out, spawns would not reduce in size.
Basically, picking -1x3 will drop your mission's level by one as soon as you enter it, and will make it so enemy spawn sizes never fall below three people's worth, even if you're alone.
There's a bit of a loophole in this, in that if you invite a second person with you, you won't get four people's worth of spawns (i.e. not you*3 + team-mate), but will rather still remain at three peoples' worth of spawns. That's because the game doesn't count you as three people, it just sets a minimum spawn size. You can go ABOVE that and still increase spawn sizes by being on a team of four or more.
All of that said, your difficulty settings shouldn't affect your enemies' LEVELS, as their levels are set to the mission, which you can't alter without resetting.
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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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Sam: In the interest of civility, let's just agree to disagree here and move on. You seem to be taking this way too personal...
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huh.....didn't know that one.
There's a bit of a loophole in this, in that if you invite a second person with you, you won't get four people's worth of spawns (i.e. not you*3 + team-mate), but will rather still remain at three peoples' worth of spawns. That's because the game doesn't count you as three people, it just sets a minimum spawn size. You can go ABOVE that and still increase spawn sizes by being on a team of four or more.
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Last one, I promise
So out of boredom I decided to do a mission on my level 50 Bane Spider. I set my mission to -1/*8 just to see how it goes (and because I needed the Infiltrator badge and I was looking for alternatives to the Fab). It was a bumpy right, but manageable thanks to the inspirations that came streaming in from the countless enemies.
Then whenever I ran into a level 50 group I face-planted. Sure, when we're talking about /*1, one level doesn't make that much of a difference, but at /*8 it's a different story. So I'm with Sam on this one. Consistent difficulty over antiquated mechanics all the way. |

That's pretty much where I am right now. My Blasters, when solo, are a lot harder to play than, say, my Scrappers or my Masterminds. I picked this difficulty specifically to give them something that was comparable to what my more powerful characters could face easily, yet still wasn't so overwhelming that I was pulling my hair out and punching my screen. And for the most part, it works.
My Blasters (who use no Set Inventions, so please keep your "softcapped defence" comments to yourself, everybody) can handle -1x3 fairly easily, which is to say without dying (obviously) and without being put in a position of having to rest after every single fight. Certain enemy groups are harder than others, but by and large, it's manageable. However, when I get hit with two even con lieutenants plus over half a dozen minions, which is what a standard -1x3 spawn is, things go really ugly, really fast. ESPECIALLY if it's a nasty enemy group like the CoT or the Rikti. Anything with flying lieutenants and/or serious ranged damage is dangerous in this way.
I don't WANT Inventions. I don't WANT a better build. The build I have is perfectly capable of handling he difficulty I've given it, which is -1x3. My build cannot handle +0x3. It was never designed to handle +0x3. Not even with the old difficulty settings would I have considered that, nor would I have been able to achieve it. Not even my Scrappers are designed for +0x3 (though they could probably handle it anyway). I don't want to play against +0x3 spawns. That ought to be kind of evident from the fact that I didn't choose +0x3, but rather -1x3. If I had to go +0, I wouldn't go against +0x2, mirroring the old Tenacious.
As Tenzhi said:
I'm not asking for the game to be made even easier. The difficulty settings I'm being offered are plenty easy enough. I want the game to be made more consistent with the difficulty setting I've chosen. When I pick -1x3, I don't expect to see x4 spawns or x2 spawns, do I? I'd rather not have to worry about fighting spawns that aren't -1, either. Certain missions where enemies can't spawn -1 to me, that I can understand, but when they CAN, I'd really like to have an option to ensure they will.
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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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More personal anecdote time! Isn't it exciting?
So out of boredom I decided to do a mission on my level 50 Bane Spider. I set my mission to -1/*8 just to see how it goes (and because I needed the Infiltrator badge and I was looking for alternatives to the Fab). It was a bumpy right, but manageable thanks to the inspirations that came streaming in from the countless enemies.
Then whenever I ran into a level 50 group I face-planted. Sure, when we're talking about /*1, one level doesn't make that much of a difference, but at /*8 it's a different story.
So I'm with Sam on this one. Consistent difficulty over antiquated mechanics all the way.