Standardise the Abandoned Sewer Trials level
I've got to admit - while I haven't run this in a while, the only thing that's tripped up teams has been either the "Don't let a 50 touch the temp powers" bug, or not communicating well enough to deal with the shield generators. The krakens were a touch irritating (and I wouldn't expect merits, given how they were farmed at one point,) but the trial itself was doable.
Then again, we had a larger team than the basic four.
It's also meant to be a trial. Hence the increased difficulty.
It's one of the trials that does not reward 'Run in and smash!' tactics.
There are enough external resources (paragonwiki, for example) to enable teams to plan ahead.
I am therefore against the idea of 'standardising' this trial.
It's also meant to be a trial. Hence the increased difficulty.
It's one of the trials that does not reward 'Run in and smash!' tactics. There are enough external resources (paragonwiki, for example) to enable teams to plan ahead. I am therefore against the idea of 'standardising' this trial. |
Except that NOWHERE on the damn thing does it say ANYTHING about +2 level with 4+ bosses per mob. If it had, I wouldnt have even attempted it with what we had. And the +2 is only applicable on the timed mission; during the 'Hunt 100 Rikti', the mobs vary in level smoothly, due to it being the Abandoned Sewers.
Nor does it say anything about 'Map Unavailable'. There is, to me at least, NO excuse for disabling the map, in any mission. Its just an added pain that doesnt add to the fun. If anything, it takes away from it. Now, the Sewer mission itself isnt that bad, cos its basically one tall room that you just go up and down. But it doesnt help any either.
Oh, and did I mention the 'All Bosses and Lts' mobs that spawn to repair the Generators? The ones that spawn within about 4 seconds of them going down? (Exaggeration, but it was incredibly fast)
The Trial might have got a makeover with the new Rikti models, and the idea behind it is great; I cant think of another fight like it in the game. But the execution is sloppy and very much what I'd expect from the likes of Jack, not the current Dev 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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I ran this Trial with a HUGELY capable 8-man team... I think we finished with a ton of time to spare. However, it wasn't easy and required vast amounts of communication, above and beyond what any other set of missions has ever required for anything in the rest of the game (granted I have never run the Eden Trial). And yes, the no map bit is quite annoying... especially when one considers just how unique the map is.
I am all for it being slightly altered (level, etc.) to make it easier to do in a PUG situation. Yes, it is a Trial, but, the concept of a Trial being a separate variety of TF/SF pretty much went the way of the dodo before CoV even came out.
It's also meant to be a trial. Hence the increased difficulty.
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It's one of the trials that does not reward 'Run in and smash!' tactics. |
There are enough external resources (paragonwiki, for example) to enable teams to plan ahead. |
I am therefore against the idea of 'standardising' this trial. |
Furthermore, flat stat increases are not the same thing as greater challenge any more so than a bag-of-hp archvillain is. It's a lazy game mechanic which craps on what is otherwise a very cool, very tense Trial.
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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I would like the Sewer trial to remain difficult. If the +2 level and the minimum team requirement is a problem, then a warning can be put in the description about the level and the difficulty. Actually, the respec trial is a bit too easy now, maybe it needs a sewer trial treatment. Teams are usually ambushing the spawns at the doors rather than the other way round.
I would like the Sewer trial to remain difficult. If the +2 level and the minimum team requirement is a problem, then a warning can be put in the description about the level and the difficulty. Actually, the respec trial is a bit too easy now, maybe it needs a sewer trial treatment. Teams are usually ambushing the spawns at the doors rather than the other way round.
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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 sewer trial in my opinion has some issues, the +2 diff default isnt that bad, only a minor annoyance but it DOES add challenge
the generators mechanic and how to defeat the hydra head, both are fine
however, in my opinion, the ONLY thing that needs to be done to the trial is increase timer, 1.5 hours is BARELY enough for most teams and a PuG is nigh impossible to complete before the time limit is down
i suggest the time limit needs to be increased, it does not have to be a lot, just adding 30 minutes to the timer would give most teams ample enough time to finish it
if you all dont want to increase the timer, then give things like hatched krakens the "safeguard" treatment and give you time back for killing them (like 15 min for each kraken, since on average thats how long it takes to kill them unless you have debuff or dmg heavy team)
Thats really counter productive. Why not simply give the thing the normal TF settings? That way, teams what want it to be difficult can set it all the way up to +4, should they so desire. And teams that want to run it as a general pick up, as we did, dont get mugged by a difficulty we didnt ask for.
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Trials are supposed to be difficult. I don't think there is right or wrong about what the baseline difficulty of a trial should be. If the dev decides to follow your suggestion, I'm ok. For the current setting, it's definitely a challenge, but I'm also fine with it. I don't think every content in the game should be easily conquered by players.
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Because Im unsure; Do you HAVE to Defeat everything on the map? The Objective certainly suggests so. If so, then something needs to be changed, even if its upping the minimum team from 4, because thats what we had. If it says 4+ people on the label, it should be doable with any 4 ATs.
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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Trials are supposed to be difficult. I don't think there is right or wrong about what the baseline difficulty of a trial should be. If the dev decides to follow your suggestion, I'm ok. For the current setting, it's definitely a challenge, but I'm also fine with it. I don't think every content in the game should be easily conquered by players.
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No-one is asking that your challenge be removed. We're asking for options so everyone can have their way without this either/or rhetoric.
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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Because Im unsure; Do you HAVE to Defeat everything on the map? The Objective certainly suggests so. If so, then something needs to be changed, even if its upping the minimum team from 4, because thats what we had. If it says 4+ people on the label, it should be doable with any 4 ATs.
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I tried this for the first time this week. It wasn't fun because you need to follow a carefully worked out plan or "cookbook", and it ended up feeling more like baking a cake under time pressure than it felt like being heroic. Some of the stuff you need to memorize and do in particular ways is just arbitrary, and I found myself thinking "We do what and why?" multiple times during the trial. Examples include who gets what temp weapons and what each temp weapon does, the careful timing with generators, what to fight and what to avoid, and so on.
If I was to ever do it again, I would like to see the timing be a little more generous. In the trial we did we had one or two teammates who knew what they were doing and a few like me who had never done the trial before. The leader had a rough time of it, and probably ended up not having much fun, because it was a *lot* of work for the leader to educate the first timers while working against a strict time limit.
I wasn't bothered by the levels in a significant way, and neither were my teammates.
Tyger (50), Mutation-Controller Mind/FF - oldest Mind/FF on Union
And I only recall 2 Krakens in the basin when I ran it last, so I suspect their location is random. And I know you don't need to defeat them, because we skipped most of the Krakens in the catwalks.
I don't think the level difference, Krakens, or the timer are what really makes this trial difficult (or at least, not when I've run it). It's how the Hydra itself hits like a mac truck loaded with nitroglycerin. Psychic nitroglycerin.
http://www.fimfiction.net/story/36641/My-Little-Exalt
Thats for making me read blue text on a teal background at 8:32am, you *******!!
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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FWIW: It's not a defeat-all. I don't recall whether defeating the Rikti around the shield generators is required (maybe, maybe not; don't remember, but it's probably a good idea anyway), and defeating the Hydra Head without defeating the tentacles is impractical to say the least, but it's not a defeat all.
And I only recall 2 Krakens in the basin when I ran it last, so I suspect their location is random. And I know you don't need to defeat them, because we skipped most of the Krakens in the catwalks. I don't think the level difference, Krakens, or the timer are what really makes this trial difficult (or at least, not when I've run it). It's how the Hydra itself hits like a mac truck loaded with nitroglycerin. Psychic nitroglycerin. |
As for the Krakens, they are a problem when they spawn in the basin, due to very limited room to maneuver. And yes, as if all the tentacles weren't bad enough (the ones that respawn really damn fast as soon as they die) Hydra itself is dag nasty.
My suggestion for the basin;
Make it so that the generators, once dead, stay dead UNTIL a certain point of Hydras health. Then they respawn, with a 'repair team' if necessary. That negates the horrible 'simul-click' feel of that part of the Trial, and at least gives smaller teams a much better shot at it than they do now, where simul-kill is nigh impossible.
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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Pretty simple really, right now the Sewer Trial is capped at level 40, right? Simple enough, you'd think. Minimum team is 4. No problem...
The mobs on a level 40 team spawn at level 42.
They are incredibly Boss heavy. Like, 3-4 bosses per mob. And these are Rikti; they hit hard. Really damn hard.
Now, that in itself wouldnt be a problem either. We on a team of four, with a scrapper, blaster, defender and a controller. We'd managed to do fairly well so far. While it wasnt fast, it also wasnt by any means a struggle.
Except the 'Defeat Hydra Head' mission is timed. Oh, and its a defeat all. And did I mention? There are multiple Hatched Krakens in the level, 4 alone in the Hydra Head basin. All monster class, all at +2, all capable of wiping the team in a very short ammount of time. The only reason we were able to defeat them was because my blaster was AR/Ice and the controller was Gravity. We managed to spam enough holds to keep the things locked down solid while we whittled away their health.
So, I'm rambling now. What is the suggestion?
-Get rid of the +2 lock. That in itself makes the trial less fun and much more of a chore.
-Cut down the Krakens to about 2. They dont give Merits or anything, their just a massive roadbump.
If none of that is 'possible', then;
-Increase the time limit.
Or, even;
-Raise the minimum level of people. Because it says 4+ people should be able to do it. And thats simply not true. Certainly not at a +2 setting no one asked for.
tl;dr
Make the Sewer Trial work like every other TF/Trial and obey the level settings or the Team Leader. Stop the Rikti and Hydra being cheating little [Bleep]s