Originally Posted by Castle
"Master of" task forces might be an exception -- I have a hard time imagining a group with enough patience for an all Stalker group to get through that, but it might be possible.
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The "Perfect" team ?????
I agree that a good team can be any team make up. As long as everyone knows how to do what needs to be done.
Now on Master runs, I find that a good tank and a Rad of some kind are very helpful in accomplishing those types of runs.
The perfect team = 8 players who:
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Holy ____ ! I got a Red name to respond to one of MY posts LOL Totally agree and pretty much what I was getting at. The Master's of are a sort of a rare, or not so rare these days, excpetion unless you want to spend incredible amounts of time trying to work through them with whatever. I did an ITF with no tank or brute just a PB in Dwarf mode and we did fine. NOT a Master of attempt but we did get a missio0n complete and had a good time. States TF is another mater or not I think sort of screams Tank but I guess with enough debuff and control you could get through that too. I actually think Ghost Widow is tougher to deal with than Lord Recluse.. Just my opinion. Master of kahn I bet could be done with any combo .. tank or no tank but a good tank on that is something I would never refuse.
�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon
The perfect team = 8 players who: * Know how to play their chosen character well * Don't do terminally stupid things * Know how to adjust and adapt tactics on the fly based on what is happening around them |
I vote we include Mr. Grubb's post here in the CoH 'tips' that come up during zone loading.
I can't COUNT the number of times I've seen a 'perfect' team flounder because of items 2 and 3 on that list.
(I've also seen a fair number of Granite Tanks refuse to play without a Kin, only to never be invited to a taskforce.)
-- Edit --
The first item can often be fixed. Ignorance is often curable, especially after time. Stupidity, however, is freakin' immortal.
How long did your team take to run the Positron ?
A properly put together team can do it in less than two hours, a well optimized small team around an hour and a half. I have even heard claims of less than an hour. I can easily understand people not wanting to take excessive time to run a TF. At higher levels that may just mean having a dead person. |
Keep in mind before the new mentoring system, and especially before Raptor packs, Positron was a nightmare to many players. No travel powers as the TF ran them over almost every lower zone in the game, long before anyone could hope to have stamina if their character NEEDED it, and two patrols including the one in Perez Park that forced those same "travel power imparred" teammates to run from one end of the zone to the other. Back then it could take 5, 6 or even 8 hours. So in MY mind a finish on that in under 3 hours is fine. :-D
�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon
I'm not sure why the OP even thinks a team with 5 buff/debuff sets should remotely have trouble. I mean, this is 2010, and RO has been breaking the game for how many years?
My favorite team of all time was 8 people who knew each other (some from RL, some from playing in game) who got together on Teamspeak once a week and played: 5xFire/Rad Controller 1xIll/Rad Controller 1xFire/Sonic Controller 1xFire/FF Controller Hardly balanced, but it was completely ridiculous. STF @46 for xp; we pulled all the AVs pre-Recluse at once (accidentally), and just burned them down. We actually had to debate whether rigging up Task Forces for +5 or +6 mobs was best. |
But... But... But... Plasma I never said I thought we'd have a problem. My point was despite what some team leaders think that unless they have some formulated team build any combo can work if the players know what they are doing and work together. I smiled at the comment one person made of 6 defenders and 2 pity spots since I have seen teams like that just breeze through missions. Hey can I alter you team a bit?
2xFire/Rad Controller
1xIll/Rad Controller
2x Plant/Rad Controller
1xFire/Sonic Controller
1xFire/FF Controller
1xIll/Emp Controller or even an Ill/Thermal (for more buffs)... hey we already have so much Rad everything will glow for days after we leave LOL
�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon
A perfect team is eight Thug MMs, with Leadership powers, who all activiate Gang War at the exact same time.
EDIT: Bonus if they are all thugs/dark, and also summon a Vanguard HVAS and a Shivan.
@Golden Girl
City of Heroes comics and artwork
Yea, what do you have against terminal stupidity?
Some might argue that Vengeance and Fallout can be incredibly useful when teammates are wise and cunning. My teammates know that failure leads to success and defeat leads to victory.
my take would be 8 night widows with their leadership powers all running. no healing, but really who the @#$% would get hit?
i recall the repeat offenders regularly destroying game balance with buff stacking tricks.
I'd like to add one more element to the 'perfect team' and that is that it can be ANY number of people. I've joined PUGs that made me want to scream, because we'd sit on our butts for 20-30 minutes, while the leader cried and pleaded for 2 more to fill the 8. 3-4 of Castle's players can do more and have more fun, than a full team of 8. Heck, 3 excellent players and a newb can have more fun, especially if they take the time to explain what they're doing to the newb.
Personally, I consider the third item on Castle's list to be of primary importance - Being able to Adapt trumps full knowledge a given AT/powerset. That adaptability is one of the keys to Learning how to use a given character well and terminal stupidity is... just one more opportunity to learn.
I note, though, that the list is 'unordered', so perhaps it's important to realize that each of those items is only one factor and its Importance is relative to the other factors. Completely avoiding all 'terminally stupid things' certainly makes for an effective team, given minimal levels in the other items. On the other hand, high orders of 'knowing the character' and 'adapt and adjust tactics' moves a lot of items from the 'terminally stupid' list over into the 'crazy fun' list.
I might add 'awareness and knowledge of other team AT/powers' to the list. If you are confident and knowledgeable in the buffs of the buffer (if you have one on the team), then you have a better understanding of what you can and cannot get away with. By the same token, if you know that a given teammate sometimes grabs more aggro than they can deal with, you can watch for it and compensate smoothly - no panic, no faceplant, just teamwork.
A team that can work together well, beats every other consideration.
Be Well!
Fireheart
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
T'be honest, though, 8 of any one AT will tend to be devastating, because there is so much focussed power.
Scrappers/Blasters/'Hitty' teams; so much damage output that its hard to die, cos mobs are dying so fast.
Defender/Corr teams; Buff/Debuff and blasts all combined
Tanks/Brutes; Decent damage and heavy shielding.
8 of anything that works in unison is a potentially killer combo =]
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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The perfect team = 8 players who:
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I can get about 75% behind this statement. The player makes a lot of difference.
However, I think some things really do come down to the tools the player has to work with and the situation the team is in. If success were determined purely by the player, as a player of 40 or so characters I'd have a similar success rate with all of them in every situation. I can work around a lot of things, but I can't, for example make my Ice/Thermal Controller put out damage like my other characters.
Okay, my lineup for the perfect team...
1. Me (Because it would kinda be pointless if I weren't on my own team.)
2. A friend
3. A friend
4. A friend
5. A friend
6. A friend
7. A friend
8. A friend
I think that about covers it.
I've found that you can generally make most teams work as long as the people are:
a) Intelligent
b) Awake
c) Sober
(b and c are optional)
There's only two types of person I refuse to team with.
1) Those that don't understand that team =/= run 8 different ways on a map and complain that the difficulty is too hard when they die.
2) People (of whatever AT) that go on follow and spam one or two powers without actively contributing.
Other than that, I'm good!
The world is crazy. I offer this as proof; found on a butane lighter: Warning: Flame may cause fire.
You can sleep when you die.
My perfect team would be...
One Tanker
Two Scrappers
Two Blasters
Two Controllers
One Defender
That being said in the end the game is made well enough that any combination of ATs should be able to do the mish. If given the choice I would always bring a tank to funnel aggro. Given that my main IS a tank, this isn't much of an issue.
People you have fun teaming with regardless of deaths or success.
8 Scrappers.
Sure, in terms of being the most powerful, it's not the "perfect team". But in terms of having fun, which is what actaully matters, it's the best
Just ran the two new Posi TFs...
First one: One Balster, two scrappers, one troller... FOUR defenders (Including one of my toons) One of the scrappers in the middle of the second or third mish said she was 'following the tank'. I pointed out we didn't HAVE a tank and another person called for the team to reform. I shot the idea down, pointing out that we could still do it. And we did.
Second half a few from the first were left over, but it was a much different team overall. One tank (In scrapperlock mode I might add) two defenders, one peacebringer, one scrapper, three blasters. As I said we weren't lacking for damage.
Both teams worked very, very well. I wish the tank would have waited for everyone to get in place first, but it all worked out and fun was had.
Can you ask for more?
How long did your team take to run the Positron ?
A properly put together team can do it in less than two hours, a well optimized small team around an hour and a half. I have even heard claims of less than an hour. I can easily understand people not wanting to take excessive time to run a TF. At higher levels that may just mean having a dead person. |
Since this surfaced again I was reading through and noticed your post. I should have added we had no stealth on the TF so on a number of missions where teams would skip mobs and head straight to the BOSS in question we battled through to find them plus most of the Tf were not 50 levels only looking for a quick badge and some Merits. They actually enjoyed taking out mobs and earning levels. We cut corners where we we could and considering I have heard OLD horror stories of the same, now archived, TF taking 5 hours or longer completing it in under 3 seemed pretty reasonable LOL.
I agree most people want their TFs fast and I am no exception but I am NOT a huge fan of SPEED RUNS either. I don't wait to level 50 to work on Task forces I use them to level characters so while I have no qualms about stealthing and skipping what we can I have no problem taking a little time to actually level once or twice during one either. I tanked a SPEED Manticore a while back and the leader had it down to a science even working certain missions minus one character so that person could be standing by to do the "talk to" mission that followed. He somehow lowered the difficlulty so we were facing blues and greens most of time as opposed to at least YELLOWS and ORANGES and yeah we were done in like 30 minutes but my tank hadn't even gone up half a level. I did the TF again later on another team just to get some XP. Nothing wrong with Speed runs but not everyone does a TF just for the merits and a quick badge. :-D
�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon
Speed runs are better when everyone's at level 50.
That being said, in TFs I do lean towards 'do the goal as first' as apposed to 'kill all enemies'. Not so much for the speed, but to make sure RL doesn't interfir with the TF