The Respec Trial


Ad Astra

 

Posted

I'm sure this has been brought up before but I feel that a topic like this needs to be discussed every once in awhile so that hopefully the devs will take action.

The spawns in the reactor room need to be either made faster or stronger...

I can understand why the current system is what it is for the first respec trial (the one in Independence Port) as players are just diving into SOs and haven't really gotten their big hitter attacks so they may need the additional time. But for the Founder's Falls and Peregrine Island, it's absolutely pathetic at how easy and boring the reactor is. Honestly, it it were left to me, I'd do a complete overhaul of the reactor and make it something similar to the last mission of Faathim of the Kind's TF; you walk in, the enemies are already there and preparing their attack and then - madness (If you can't tell, I'm a scrapper/tank at heart) .

I'm not asking for much, just something challenging, but overall, fun. Think about it, when was the last time you actually used one of those coolant belts to heal the reactor?

Just my 2 cents of the matter.


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Posted

Quote:
Originally Posted by Rowdy View Post
Think about it, when was the last time you actually used one of those coolant belts to heal the reactor?
That would probably be the last team I was on that failed it, whenever that was.

Just as long as they never make it as hard as the villain respec TF. I've been on that one about five times and still haven't seen it successfully completed.


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Posted

I wouldn't necessarily be against making it a bit tougher or more interesting - but also recall that when the trial was set up, it was for the purpose of correcting your messed up build choices. So the characters on the trial oftentimes weren't that good at dealing with waves, etc. and sometimes needed to catch their breath between them.

I know for many, many players this isn't the case anymore, even for the level 24 respec trial, but we are still adding new players (some of whom, I'm willing to bet never come here to plan out their character's future progression) who might not be as prepared to face the respec.

In fact, from that standpoint, I could almost argue that the redside Treespec might be a little bit too hard.

So, I guess, yeah, switch it up a bit, but remember that the "primary" purpose is still really to let people fix less-than-optimal builds, not to grab some relatively easy merits.


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Posted

I think the main thing is shortening the timer length on the higher level versions. In theory, that should help the setup. Then again, with the difficulty settings being reinstated it may be solvable by the players themselves.


 

Posted

The slowness of the respec trial has been brought up from time to time and I agree, for a team that's good at fighting, the pacing is often mind-numbingly slow.

On the other hand, switching up the difficulty would, in turn, risk making it too difficult for teams who desperately do need to respec their build. Complaints about the treespec indicate as much.

And finally, one of the most frequently proposed solutions would be to implement the ability to speed up the spawn creation at the players' demand, such as having a set of simultaneous clickies spawn the next wave without waiting for the timer to expire.


 

Posted

The problem you would run into here is, what about the teams of people who are running the trial because they need to fix unintentionally gimped characters?

If it were made faster spawning or stronger foes, suddenly you would have the problem of people who really NEED a respec being unable to complete it.

Look at it this way: If you're ripping through the reactor room at such a speed that you stand around bored between spawns.....you probably don't actually need a respec that bad.


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
Look at it this way: If you're ripping through the reactor room at such a speed that you stand around bored between spawns.....you probably don't actually need a respec that bad.
Or your friends are helping you by doing most of the work so that you can get a much-needed respec for your weak character


 

Posted

What I'd like is, instead of a set amount of time between waves, have it instead be a small amount of time (30 sec? 60 sec?) from the time you killed the last member of the last spawn. And since doing this basically guarantees success unless the reactor gets overwhelmed, slap a timer on it with enough time that a reasonably bad team may have a chance of success, but not so long that every single team will succeed every single time.


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Posted

Agge, that's a good idea, and it would allow players some control over when the next spawn would start if they needed a breather.

/signed


 

Posted

/Signed, the way it is now, each one of the 4 (or more) split up and a kill a mob each, that's not right. Not to mention we have to wait for something that_seems_ like 5 minutes for the next spawn!


 

Posted

You can do the last 2 villian respecs in about 15-20 min each. This is less time than you spend waiting for mobs to spawn on the hero version yet the reward is exactly the same.

And really, when was the last time anyone was on a team full of people that had gimpped builds? It really only takes half the team, and a little brain power to do the hero trial as is. Turning the difficluty from a 2 to a 5 by speeding up the spawn time in the reactor room really should not be that big of a deal.


 

Posted

In a previous thread about this subject, someone had made a fantastic suggestion to put a button the reactor core that the team lead could press to let the next group of enemies through. This at least addresses those long pauses between waves.

-Johnny


 

Posted

Quote:
Originally Posted by Quinch View Post
...one of the most frequently proposed solutions would be to implement the ability to speed up the spawn creation at the players' demand, such as having a set of simultaneous clickies spawn the next wave without waiting for the timer to expire.
I think this is the ideal solution. I like the simultaneous click because that means everyone on the team gets a veto (by not clicking).


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Posted

Quote:
Originally Posted by Quinch View Post
And finally, one of the most frequently proposed solutions would be to implement the ability to speed up the spawn creation at the players' demand, such as having a set of simultaneous clickies spawn the next wave without waiting for the timer to expire.
That's brilliant. More than one clicky to prevent griefing, kind of like the "turn two keys simultaneously to launch the nuclear missile" security feature.


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