The brokenness of Ghost Widow and fears of the Incarnate
More of this than already exists would be undesirable. |
Honest question, Heraclea.... you really just miss the days of herding entire maps into dumpsters, don't you?
Be well, people of CoH.
Ah. I need to have a tanker that blasts, a scrapper that controls, and a blaster that tanks. Gotcha. I may need more than 36 character slots per server at this rate, though.
What shocks and astounds me is that although there seems to be at least some agreement with the premises that
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The first time 5+ years ago that i encountered Malta on my DM/regen Scrapper it resulted in a very quick faceplant. i was stunned to have encountered an enemy that was actually a threat in anything less than overwhelming numbers, an enemy that could actually defeat me if i charged blindly into battle. That lasted all of a few minutes. It just took a few minutes thought, actually scanning the group before charging in and making judicious use of my control powers and/or which enemy to take down quickly. i did not start whinging on the boards about how Malta were too hard and unfair, instead i was overjoyed to find an enemy group that offered a challenge.
Of course now Malta, and Carnies, and Vanguard Sword, are all little more than a slightly greater challenge for any of my alts. Occasionally frustrating to a character whose powerset particularly weak against a given enemy group, but even then i find ways to compensate.
It doesn't seem like rocket surgery to me, but perhaps brain science is a factor.
Edit: To be fair, i must concede that i am not necessarily totally sane. When running paper/scanner missions i always prefer to take missions with Thorns, Carnies and Arachnos over the other groups. Malta not as much only because the goodies they drop aren't as nice.
Dr. Todt's theme.
i make stuff...
You can also have a defense heavy meleer separate the healing fluffy from the rest, get it around a corner and solo it while the rest of the team takes down Rom and the other two fluffies.
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The healing nictus is a wuss damage wise.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Be well, people of CoH.
All this content you keep describing as unplayable by melee types i've at worst found slightly more challenging on meleers compared to the rest of the game's challenges that my meleers barely notice.
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I don't want to face a situation where scrappers are only for soloing, more than one tanker is too many, and if you want to run team content you need to get on a defender, controller, or blaster. And I understand, at least in part, the issues that defenders, controllers, and blasters have with a lot of the content. Even my higher level defenders, controllers, or blasters have to be very, very careful about enemy group selection if they're going to try to solo. They rely heavily on stealth, and hope their endurance holds out to be able to defeat whatever it is they have to. "Defeat all" is their bane.
They don't earn tickets in the AE, and don't earn merits outside of task forces (which, I admit, is the most efficient way). I just don't enjoy playing them that much, not in comparison. At least the blasters can now do something now when they get mezzed, so they're probably not my least favorite AT. I must admit that I struggled mightily to come up with a controller I could stand playing.
If further "challenge" is added, I want it to be creative, and less obvious than "huge sack of hitpoints and regen, so bring a rad or go make a pot of coffee", "let's cut defense/regen/resistance to shreds", "let's force everyone to stay out of melee range", or "let's give it a PBAoE self heal".
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
That was my understanding of what the tradeoff is supposed to be, myself. The problem arises when mobs are designed to discourage attacking them in melee, or deny melee ATs the self-protection they are supposed to have. More of this than already exists would be undesirable.
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The thing is, I personally believe a player should always stop every now and then to ask themselves, "Do I need to change my tactics?" Generally this question gets brought up after a team wipe or something, but whatever.
But this entire thread has seemed like your assertion that, "Melee ATs should never have to change tactics." That since the question you should be asking yourself has often come up as "No," then it should always be "No."
And I think that's probably the worst possible way to look at and work with any AT, be they melee or not.
IMO, the more this game presents "Do I need to change my tactics?" situations, the better.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
Yes, yes... the game is so horribly unfair to those poor meleers. The soloing of archvillains. The soloing of TF/SFs. Soloing paper/scanners at +4/x8 difficulty. We do have it soooo hard. <sniffle>
Honest question, Heraclea.... you really just miss the days of herding entire maps into dumpsters, don't you? |
"We do not do these things because they are easy, we do them because they are hard." - paraphrasing JFK
Sign me up!
Dec out.
IMO, the more this game presents "Do I need to change my tactics?" situations, the better.
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and explicit (rather than the implied) extension that to 'our' tactics on teams
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
This one jumped out at me:
mind/empathy controllers with only SO builds ought to be able to defeat Ghost Widow |
Everyone on the team Forted at least twice? Check.
Constant double RA's? Check.
Adrenaline Boost on everyone? Check.
+120% damage from 8 Assaults? Check.
Ranged damage/mez powers that deal all their damage at once instead of DoT? Check.
Ghost Widow would be TOAST against that team.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
This one jumped out at me:
8 Mind/Emps would SHRED Ghost Widow. Everyone on the team Forted at least twice? Check. Constant double RA's? Check. Adrenaline Boost on everyone? Check. +120% damage from 8 Assaults? Check. Ranged damage/mez powers that deal all their damage at once instead of DoT? Check. Ghost Widow would be TOAST against that team. |
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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What I'm actually saying is that I am somewhat unsettled by the apparent trend to add more of this "challenging" material. My perception, which I gather is not universally shared, is that some of the material seems to be squeezing out the role of melee DPS on teams.
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P.S. So far, I'm *NOT* seeing that melee AT's are getting 'squeezed out'.
Oh, hell yes!
Paragon City Search And Rescue
The Mentor Project
This has to be the greatest example of an OBTUSE OP I have EVER read on these forums.
OP must also team regularly with COMPLETE IDIOTS.
I used to think NO ONE could be this wrong.
I was wrong.
Also OP please tell my spines/regen scrapper, and bs/regen scrapper that melee DPS is being squeezed out of this game. They'll look out from the screen and laugh in your face.
Also, a complete lack of understanding of how to deal with GW does not mean the entire STF is too hard.
More foolish assumptions upon more foolish assumptions.
This thread delivers.
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This has to be the greatest example of an OBTUSE OP I have EVER read on these forums.
OP must also team regularly with COMPLETE IDIOTS. I used to think NO ONE could be this wrong. I was wrong. Also OP please tell my spines/regen scrapper, and bs/regen scrapper that melee DPS is being squeezed out of this game. They'll look out from the screen and laugh in your face. Also, a complete lack of understanding of how to deal with GW does not mean the entire STF is too hard. More foolish assumptions upon more foolish assumptions. This thread delivers. |
OP struck a nerve clearly. While I don't have anything to say about the point of the thread because I don't have the time to read it, just wanted to point out that OP is very helpful and friendly in the tanker area.
So maybe torches and pitchforks are a bit heavy.
IMO, the more this game presents "Do I need to change my tactics?" situations, the better.
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I've only led scanner teams.
I'm not sure I'd feel comfortable trying to communicate changes in tactics in Guild Wars which has minimap pings and Ctrl-clicking on anything makes you say something about it.
Since the new quickchat menu currently lacks accelerators, I've been silent on teams.
I'm suprised no-one else has, well, picked on this yet. The charitable reading is trying to be readable by being brief backfiring again; I could see some Controllers matching the description, but not Blasters. The not-charitable reading is 'Blasters don't run Weave' and other 'is the computer plugged in?'-level things.)
Meben, 38 Kat/SR NPK Stalker (Defiant)
It's about Builds.
Defenders
- Premise: Power selection and slotting for soloing a Defender is very different from the team build.
Conclusion: Defenders were broken until dual builds.
I know the above might be wrong. I know the premises might be wrong. I don't want you to care about that. Suppose someone believes it. I want you to see how they could also believe this:
Tankers
- Premise: Power selection and slotting for soloing a Tanker is very different from the team build.
Conclusion: Tankers are not broken, because dual builds exist.
- Premise: Power selection and slotting for Tankering Ghost Widow or Vanguard is very different from the normal build.
Conclusion: Tankers are broken until triple builds.
- Premise: There's already things that need a third build. They don't have to be played.
Conclusion: They could be added in ways they do have to be played, like a raid progression system.
Disclaimer: Stepping outside of the 'Let-' box; I know that Paragon Studios gives the impression, like oh say by adding SSK, they know about people who can't play six hours a day. Still, even the words 'end game' are worrying until GR's release.
Meben, 38 Kat/SR NPK Stalker (Defiant)
This. Especially solo, scrappers and tanks are easy mode. I actually love it when I find something that really does present a challenge to my scrappers. The first time I was defeated by 2 Carnie Master Illusionists and a DRM after jumping into a x8 spawn on my Fire/Shield scrapper, I thought it was freakin' awesome.
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THE SPECIFIC BROKENNESS OF THE STATESMAN TASK FORCE
I don't want this game to start adding content for which "adequate preparation" means farming the inf to purchase large inspirations at the auction house, because that's what you need to come prepared. I've experienced this kind of raid preparation in other games. It's one of the reasons why I no longer play them. To the extent that best practice for the tanker includes stocking up on specific large inspirations in preparation for the Lord Recluse fight, and those inspirations aren't made available on the map itself, the task force is essentially telling you that you must farm first for preparation if you expect to run it in the way that your teammates will expect you to run it. |
Any game content for which Shivans or nukes are very helpful also causes problems. I haven't farmed for Shivans or nukes much since i13 made all mezzes auto-hit regardless of magnitude in PvP zones. Retoggling your several toggles with a minor offensive output like RttC or AAO is a nuisance even if you aren't simply left waiting to be killed. I don't want any situations where I'm expected to bring them. |
Also neither shivs or nukes are necessary for STF
All gimmicky and "challenging" content disadvantages certain ATs, certain powersets, and certain combinations to some extent. Most scrappers can't fight Ghost Widow: bringing one just means that one of your DPS characters has to be sidelined on an archvillain fight, which explains why melee characters are not in strong demand for the task force regardless of how good they are elsewhere. Most controllers aren't allowed to use their pets on Ghost Widow, or for that matter on the first three rounds with Romulus. If masterminds are allowed to run hero TFs, they won't be wanted here either. This is already broken, broken, broken, and will become more obviously so come Going Rogue. |
If further "challenge" is added, I want it to be creative, and less obvious than "huge sack of hitpoints and regen, so bring a rad or go make a pot of coffee", "let's cut defense/regen/resistance to shreds", "let's force everyone to stay out of melee range", or "let's give it a PBAoE self heal".
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"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."
What I'm actually saying is that I am somewhat unsettled by the apparent trend to add more of this "challenging" material.
My perception, which I gather is not universally shared, is that some of the material seems to be squeezing out the role of melee DPS on teams. |
I don't want to face a situation where scrappers are only for soloing, more than one tanker is too many, and if you want to run team content you need to get on a defender, controller, or blaster. |
And I understand, at least in part, the issues that defenders, controllers, and blasters have with a lot of the content. Even my higher level defenders, controllers, or blasters have to be very, very careful about enemy group selection if they're going to try to solo. They rely heavily on stealth, and hope their endurance holds out to be able to defeat whatever it is they have to. "Defeat all" is their bane. |
If further "challenge" is added, I want it to be creative, and less obvious than "huge sack of hitpoints and regen, so bring a rad or go make a pot of coffee", "let's cut defense/regen/resistance to shreds", "let's force everyone to stay out of melee range", or "let's give it a PBAoE self heal". |
The GDN took place years ago, as did ED. The day of "I'm going to stand in the middle of the map full of enemies and never be touched, nothing can ever harm me" are, thankfully, *over.* Most people have adjusted. It sounds, honestly, like you still need to. Adjusting your playstyle - to groups, to AT, what have you - is not a weakness or something to be ashamed of.
Unfortunately, the AI in this game is really really bad, so they only way they can make encounters "challenging" is to give NPCs brokenly good powers (or in the case of MA mobs, clones of player powers). A far, far better solution would be to rewrite the AI to make NPCs more intelligent, but then we'd never hear the end of "BAWWWWWWWWWWWWWWWWWWWW THE NPC'S AREN'T LETTING ME HERD THEM AROUND A CORNER TO AoE THEM TO DEATH."
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Ranged damage has an advantage over melee damage because it is ranged.
Melee damage has an advantage over ranged because it tends to:
A) Be stronger, single-target-wise
and
B) Come paired with another powerset that gives self protection
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison