The brokenness of Ghost Widow and fears of the Incarnate
It may be that your experiences with "that other game" and the people you hang around with have made you too rigid. Unless you really enjoy the "min/max super-efficiency" method, but I get the feeling most of us consider that not much fun. YMMV, of course.
But one thing I've always loved about this game is its lack of rigidity and a player-base that isn't much obsessed with such, like seems to predominate in "that other game".
If, indeed, said game is the one I'm thinking of, anyway.
Dec out.
But, they cannot contribute at full potential to one of the more difficult archvillains faced on the task force.
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Claiming that the scrapper could use a bunch of inspirations or use a temp power ranged attack instead of his or her primary .... well, I think that makes my point for me |
although it's apparently now established fact that I don't know what I am talking about. |
I'm done here. All I can say at this point, is I'm glad you're not on my server. I wouldn't want a player like you on any TF or SF I was involved with.
Heraclea why can't you just start your own teams for TFs and invite whoever you want? Why are you forced to team with these scrublords you keep describing?
Maybe a better question: Heraclea, if you formed an STF, would you invite scrappers, or would you tell people to come back on their trollers/blasters/whatevers? Basically, are you part of the problem?
The encounter is specifically designed to create problems for melee characters.
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Speaking broadly, we don't face complex issues as to which powers from our powerset work best on the next spawn, an issue even my electric/mental blaster has to consider from time to time. An enemy? Hit it with a melee attack. A mob paying attention to a character that's less tough than I am? Charge it. This is what makes me happy. |
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
There is, in some quarters, an expectation that certain missions and TFs should be done one way. I am sure that is generally the way that most people have found to be successful but it is not the only way nor is it guaranteed to be the easiest.
Apparently my experience is not widely shared. It nevertheless concerns me. During the dark ages of this game, from i5 to i9, I was mostly elsewhere. I wanted to play a DPS fighter type, a character with above average armor and damage. I found that there was no place for such a character in that other game's endgame. Melee DPS was the function of another class, stealth based and more delicate and fussy than I was interested in. Players of my class were expected to build for tanking, a build that made non-teamed play unbearably tedious. The content was "challenging": entire raids were expected to wipe and wipe again until they got the dance steps exactly right.
I took more than a year off from CoH to play this other game. There were other reasons why I left it --- loot and guild politics had even more to do with it --- but the fact that I saw that much of the content made the character I wanted to play more a liability than an asset was part of it.
Very simply, I don't want to see that experience repeated here.
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"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison