Powers to avoid on Critters?


BBQ_Pork

 

Posted

hi all,

in your experience, are there any powers that one should avoid putting on their custom critters? limit the question to minions, lts and bosses.

any feedback is appreciated.

thanks!


 

Posted

thanks!


 

Posted

Chilling Embrace on Minions is pretty dangerous to folks that have no resistance to slows.

My main arc HAD this power as the main defense for a custom minion, then I ran the mission with a few of my toons and even with only three minions surrounding you the sight of all your powers as little tiny dots was pretty common. Made the mistake of running this at +1/x3 the first time with my Emp/Elec.

In fact, just about any constant aura power can bring some serious hurt when you stack them on minions and higher settings. Damage auras from a /x8 spawn of minions, Slow Auras, debuff Auras, Status Auras (OG, CoF) etc...

The safest thing is to stick with basic attacks and basic defenses.
Ex: I gave footstomp to a custom Boss, then set my mission slider to 1-54. He was spawning as a Lt (that bug really bothers me), and was destroying my characters with footstomp. Had to remove footstomp in order to give anyone lower than level 20 a chance to beat him.

Giving AoE powers, Status Protection and Higher Tier Attacks is a sure way to make your custom critter very hard to deal with.

Also, dont remove ranged attacks from your custom mobs. The XP formulas seem to be set-up to favor giving everything at least ONE ranged attack. So when making a melee oriented character, don't turn off their sole ranged attack.


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Posted

Quote:
Originally Posted by Biospark View Post
Chilling Embrace on Minions is pretty dangerous to folks that have no resistance to slows.

My main arc HAD this power as the main defense for a custom minion, then I ran the mission with a few of my toons and even with only three minions surrounding you the sight of all your powers as little tiny dots was pretty common. Made the mistake of running this at +1/x3 the first time with my Emp/Elec.

In fact, just about any constant aura power can bring some serious hurt when you stack them on minions and higher settings. Damage auras from a /x8 spawn of minions, Slow Auras, debuff Auras, Status Auras (OG, CoF) etc...

The safest thing is to stick with basic attacks and basic defenses.
Ex: I gave footstomp to a custom Boss, then set my mission slider to 1-54. He was spawning as a Lt (that bug really bothers me), and was destroying my characters with footstomp. Had to remove footstomp in order to give anyone lower than level 20 a chance to beat him.

Giving AoE powers, Status Protection and Higher Tier Attacks is a sure way to make your custom critter very hard to deal with.

Also, dont remove ranged attacks from your custom mobs. The XP formulas seem to be set-up to favor giving everything at least ONE ranged attack. So when making a melee oriented character, don't turn off their sole ranged attack.
/this

however to add my 2 cents

on a minion i try to avoid almost ANY buff/debuff sets because of stacking

for LTs, some buff/debuff is ok, but ONLY buff/debuff *can* cause issues, usually best to dilute their spawn pool with some non-debuff

for boss, i would try to avoid tier 9s, but almost anything else is fine for them since they dont spawn in high numbers to begin with

on a final note, dont make EVERY critter in the enemy group have a mm primary with summons cause you will be overrun with pets

the best thing you can do for a custom group is variation so your not throwing too much of 1 thing at an opponent (too much debuff, too much slow, ect ect)


 

Posted

Minions' power comes from numbers. Don't give them a head start in the power department, or else they'll be stacking buffs/debuffs, heals, mezzes, or other kinds of nastiness. Save the juicy stuff for bosses or (if it's not too juicy) LTs, to reduce stacking.

Another option for reducing stacking of buff/debuff/heals/mezzes is to set the mezzing custom minion to not autospawn, then load it as a Boss detail. There'll be just one per spawn. See mission #2 of the arc in my sig for an example of no-autospawn custom buff/debuff LTs loaded as Boss details. Imagine how annoying the mission would be if multiples of those LTs were showing up in every spawn! Keep in mind the Boss detail only accepts minions and LTs if they are custom critters.

Go light on defensive/heal/support powers, including defense and damage resistance. The custom power calculations give very little extra reward for those powers, but they'll slow players down significantly if they're high. Especially watch out for Unstoppable type powers, which will stack with all other defenses, and some critter types have a 100% resistance cap. Regeneration on a high ranked critter is pretty much the same. If you're going to do an "unkillable critter" gimmick, set that critter as an optional objective, make it clear it's optional and not intended to be killable, and give players a chance to avoid it.


 

Posted

I'd avoid using any powers from Critters 3 or 4.


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Posted

For lower tiers, stacking debuffs are awful. Dark in particular seems to be a culprit in most of the arcs I get by choosing "One Random", as is fits the theme that some of the authors want to go with and I end up with my ToHit down into the teens and below. It's Un-Fun to the point where I boycotted arcs with custom mobs for quite some time.

For minions, a simple mix of straight attacks seems best, with LT's a special trick or two.


 

Posted

Quote:
Originally Posted by BBQ_Pork View Post
For lower tiers, stacking debuffs are awful. Dark in particular seems to be a culprit in most of the arcs I get by choosing "One Random", as is fits the theme that some of the authors want to go with and I end up with my ToHit down into the teens and below. It's Un-Fun to the point where I boycotted arcs with custom mobs for quite some time.

For minions, a simple mix of straight attacks seems best, with LT's a special trick or two.
I was just going to say that about Dark powers. Yeah, in numbers they really hurt. The rule about minions and Lts. seems to work pretty well in my experience too.


 

Posted

Quote:
Originally Posted by Biospark View Post
set my mission slider to 1-54
Ew.

THAT is a "power" to avoid on critters. Do lvl 1 toons fight Malta? No? Then 1-54 makes no sense whatsoever. Level lock your arcs for the sake of improving the MA. Seriously, I wish 1-54 caused the system to regard an arc as an error and would not allow a publish until changed.


 

Posted

Quote:
Originally Posted by Zamuel View Post
Ew.

THAT is a "power" to avoid on critters. Do lvl 1 toons fight Malta? No? Then 1-54 makes no sense whatsoever. Level lock your arcs for the sake of improving the MA. Seriously, I wish 1-54 caused the system to regard an arc as an error and would not allow a publish until changed.
I agree with you completely. Thats the real challenge with custom critters; how to design ones that are challenging for as wide of a range of characters as possible. The arc in my sig is one that I am still perfecting. Just recently it was changed to level 22-54. I would prefer it was possible for all levels of play, but there was just no way to make it satisfactory for pre-SO levels.

That being said, it is my hope to get feedback on the custom critters especially, and the missions as well.


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Posted

Quote:
Originally Posted by Biospark View Post
I agree with you completely. Thats the real challenge with custom critters; how to design ones that are challenging for as wide of a range of characters as possible. The arc in my sig is one that I am still perfecting. Just recently it was changed to level 22-54. I would prefer it was possible for all levels of play, but there was just no way to make it satisfactory for pre-SO levels.
I really, really wish they would just let us set the level range of individual critters. Then it would be possible to make a 1-54 custom group, by treating them like the canon groups with wide level ranges; they spawn different critters in each range.

Of course making a varied group like this would use up a ton of file size, but it would still be preferable to what we have now, where even a 25-50 group results in critters that are either murder at the low end or a pushover at the high end.


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Posted

Quote:
Originally Posted by Biospark View Post
Thats the real challenge with custom critters; how to design ones that are challenging for as wide of a range of characters as possible. The arc in my sig is one that I am still perfecting. Just recently it was changed to level 22-54. I would prefer it was possible for all levels of play, but there was just no way to make it satisfactory for pre-SO levels.
All the regular critters have specific smaller level ranges for a reason - you cannot do a "one size fits all" here.

As Eva said, it would be nice to be able to set level ranges for individual custom critters. Or be able to set multiple power selections for a critter, each with a separate level range.

Separate level ranges for critters themselves would be more consistent with the regular critters though. If the costume parts could be set up to be shared between critters it would also save some space.


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Posted

Quote:
Originally Posted by Eva Destruction View Post
I really, really wish they would just let us set the level range of individual critters. Then it would be possible to make a 1-54 custom group, by treating them like the canon groups with wide level ranges; they spawn different critters in each range.
Til this is possible, the next best thing is to blend custom critters with dev critters of increasing difficulty from 1 up to 54. True, this trashes the XP from the custom critters as the level goes up, but what doesn't trash XP in MA these days?


 

Posted

I also stay away from Dark powers like life drain; had it on some of my toons and it was tough to beat them. Also any stun (e.g. beanbag, etc) so that the mission is safe for defenders/trollers/doms/corrs, etc to play (too bad they can't still have offense when stunned like blasters).

I also don't use too many holds for the same reason ... oh, Total Focus in the EM powerset or energy transfer (i think thats the name); was wiping out my allies. I do use footstomp but thats only because my allies are extreme bosses as well and can take it.


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Posted

I think the other issue with critter design is that groups need to be more creative than Knives of Artemis, Crazed, and a host of other groups where everything in the enemy group plays exactly the same. Varying enemy composition not only gives you the breathing room to have the occasional powerful enemy, it also makes enemy encounters fresher and more dynamic. Spawn A has a specific LT that's problematic so a Stalker/Controller/Defender will work better while Spawn B has weak enemies that force multiply so it would be better to just toss a nuke or wade in with melee.


 

Posted

Careful, at the opposite end of that, is stuff like Rularuu, where the fact that you have to overcome a variety of different offenses and defenses in every spawn adds significantly to difficulty. Casual soloers would have to steer clear.


 

Posted

Quote:
Originally Posted by Rigel_Kent View Post
Careful, at the opposite end of that, is stuff like Rularuu, where the fact that you have to overcome a variety of different offenses and defenses in every spawn adds significantly to difficulty. Casual soloers would have to steer clear.
Rularuu are tough because the eyeballs completely bypass defense then debuff it very quickly, and the Brutes hit like Mac trucks. They are a good example of why you should avoid "I win" buttons on critters. It's like giving half the group Rage and KO Blow, then throwing in some Rad/Rads with Aim and some psi guys. Don't do that.

Arachnos is a much better example of a varied enemy group. They also have a few extreme effects that make them more difficult, and can be avoided with custom critters if you don't want to make them quite so hard (Bane Stealth Strikes, Tarantula Mistresses debuffs, -perception and -tohit, end drain, stacking slows, etc.) They are STILL easier than Rularuu because those effects aren't AS extreme as an eyeball that can hit you reliably through soft-capped defenses WHEN THEY'RE SIX LEVELS LOWER THAN YOU.


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Posted

Quote:
Originally Posted by Eva Destruction View Post
Rularuu are tough because the eyeballs completely bypass defense then debuff it very quickly, and the Brutes hit like Mac trucks. They are a good example of why you should avoid "I win" buttons on critters. It's like giving half the group Rage and KO Blow, then throwing in some Rad/Rads with Aim and some psi guys. Don't do that.
Eh, the damage buff the brutes do, although strong, can be gotten around. Only the minions cast it, and only if they're at low health and able to act. It also has a sizeable animation time. Either kill the minions really fast so they don't get a chance to activate it, or knock them down and kill them before they can activate it. Or cc them, I don't remember them having any extra cc protection. Or confuse them and take their buff for yourself.

Main issue with rularuu is the eyeballs and their hax tohit bonus, and their def/recharge debuff. They can sortof be dealt with by a character with high smash/lethal resistance, cause if I remember right they switch to only biting if in melee range, but they don't move unless forced to by LoS, making fighting a group of them annoying.

Would also like it if they removed detention field from the psychic bosses. Very annoying and only checks ranged defense. Or at least give it a type, like change it to ranged/energy or ranged/psychic. Mostly being caged and unable to attack for a while is *really* annoying.


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Posted

After checking the numbers to make sure they haven't been patched, it's with some sadness that I add the following powers to the list:

Impale: 2.46 damage + 0.75 DoT, immob, -fly, -movespd, -recharge, 8s recharge
Shuriken: 1.98 damage + 0.75 DoT, 8s recharge
Hurl/Hurl Boulder: 2.46 damage, 50% knockback, -fly, 8s recharge
Focus: 2.085 damage, 100% knockdown, 6.4s recharge

Some blasts in melee sets are direct ports of ranged blasts, but these five are stronger than tier 3 blasts and have faster recharge timers. Impale outdamages a sniper blast, even, and Shuriken comes within 2% of a sniper blast. You can use these sparingly, since their Alpha values are a little higher than average, but playtest the critter carefully for difficulty.

For comparison:
Sniper blast: 2.76 damage, 3s interrupt, 12s recharge
Tier 3 blast: 1.96 damage, 10s recharge
Tier 2 blast: 1.64 damage, 8s recharge

To avoid these powers without invoking the 40% XP cap, pair the melee set with a second melee set without these powers, or a blast, control, summon, assault, or manipulation set, and grab a ranged attack from that other set.

For example, you can take a Martial Arts custom critter and avoid the Shuriken-o-doom by pairing it with the Broad Sword set and only Throwing Knives from that set. The critter won't draw a sword to use Throwing Knives, and will do only a bit more damage than a Tier 2 blast every 8 seconds, instead of a bit more damage than a sniper every 8 seconds.


 

Posted

Quote:
Originally Posted by Eva Destruction View Post
Arachnos is a much better example of a varied enemy group. They also have a few extreme effects that make them more difficult, and can be avoided with custom critters if you don't want to make them quite so hard (Bane Stealth Strikes, Tarantula Mistresses debuffs, -perception and -tohit, end drain, stacking slows, etc.) They are STILL easier than Rularuu because those effects aren't AS extreme as an eyeball that can hit you reliably through soft-capped defenses WHEN THEY'RE SIX LEVELS LOWER THAN YOU.
Arachnos is a great example of a varied enemy group that provides a challenge without passing into "F**K THIS GAME!!!" territory. They carry substantial damage along with several effective secondary abilities that force you to think about what you're doing before you engage them. At the same time, none of their regular members have an "I Win" button.

To add to the list of enemy groups to avoid emulating I'd like to point out the Vanguard. I love their story and all but man are they a pain to go up against. They hit hard and have a plethora of debuffs to tag you with. And they feature the Curse of Weariness, perhaps one of the most debilitating NPC powers in the game. A single Vanguard member with this power can be difficult. Add one of them in a spawn with the others and their debuffs and you'll wanna rip your hair out. Crowd Control makes them much easier to handle but it does the same with everything else. If you wanna make an arc that everyone can enjoy be mindful of this sorta thing.


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Posted

Quote:
Originally Posted by Timeshadow View Post
Arachnos is a great example of a varied enemy group that provides a challenge without passing into "F**K THIS GAME!!!" territory. They carry substantial damage along with several effective secondary abilities that force you to think about what you're doing before you engage them. At the same time, none of their regular members have an "I Win" button.
They do however all have an "I'm going to **** you up" button for one powerset or another. The trick is that all the critters have a different button. No one powerset is completely useless, but no one powerset is completely safe.

As opposed to Longbow. They have ONE lieutenant, which makes resistance-based armors almost useless. Not only do they take away all your resistance, but there's a very good chance they'll stun you right through your mez protection if you face them in numbers. And they all spam that stupid stun to kill squishies. Whereas if you've got high defense, they're a total joke.

The point: Make more than one lieutenant.

Quote:
To add to the list of enemy groups to avoid emulating I'd like to point out the Vanguard. I love their story and all but man are they a pain to go up against. They hit hard and have a plethora of debuffs to tag you with. And they feature the Curse of Weariness, perhaps one of the most debilitating NPC powers in the game. A single Vanguard member with this power can be difficult. Add one of them in a spawn with the others and their debuffs and you'll wanna rip your hair out. Crowd Control makes them much easier to handle but it does the same with everything else. If you wanna make an arc that everyone can enjoy be mindful of this sorta thing.

Yeah, well it's a good thing authors don't have access to 15-minute debuffs that persist through death for the custom critters. Otherwise you can be sure some authors would be using them on every critter in the name of "challenge."

The devs get to cheat so they can make us go get temp powers. Fortunately, we don't get to cheat.


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Posted

Quote:
Originally Posted by Biospark View Post
Ex: I gave footstomp to a custom Boss, then set my mission slider to 1-54. He was spawning as a Lt (that bug really bothers me), and was destroying my characters with footstomp. Had to remove footstomp in order to give anyone lower than level 20 a chance to beat him.
This leads into a little ProTip: choose a level range for your arc and balance your critters for that range. Trying to make an arc that goes all the way from 1 to 54 is a PAIN. It also excludes you from including most of the existing villain groups in the game.

Make it easier on yourself and balance over a smaller range like 10-20 levels. If Footstomp is too powerful for level 20 players, then set the minimum level higher than that so they know that they might be getting in over their head if they try to run it on a character who is below the recommended minimum.

Quote:
Originally Posted by Zamuel View Post
Do lvl 1 toons fight Malta? No? Then 1-54 makes no sense whatsoever. Level lock your arcs for the sake of improving the MA. Seriously, I wish 1-54 caused the system to regard an arc as an error and would not allow a publish until changed.
Not to mention that 1-54 arcs also break the arc search since they don't let us set a level range for the search, only "Arcs my level" that picks up every damn 1-54 arc out there.

Quote:
Originally Posted by Timeshadow View Post
Arachnos is a great example of a varied enemy group that provides a challenge without passing into "F**K THIS GAME!!!" territory. They carry substantial damage along with several effective secondary abilities that force you to think about what you're doing before you engage them. At the same time, none of their regular members have an "I Win" button.
Quote:
Originally Posted by Eva Destruction View Post
They do however all have an "I'm going to **** you up" button for one powerset or another. The trick is that all the critters have a different button. No one powerset is completely useless, but no one powerset is completely safe.
I'll admit that Arachnos did serve as a bit of a model for when I built my big "infamous" Nagans group. Their abilities vary wildly and it's rather certain that Spawns A, B, C, and onward will each have a different mix of powers. They're definitely a love-it-or-hate-it group, I seem to get just as many complaints as I do compliments.

Of course every arc with them has the Challenging flag on it, but most of the complainers apparently don't bother to read those flags at all.

Quote:
Originally Posted by Eva Destruction View Post
As opposed to Longbow. They have ONE lieutenant, which makes resistance-based armors almost useless. Not only do they take away all your resistance, but there's a very good chance they'll stun you right through your mez protection if you face them in numbers. And they all spam that stupid stun to kill squishies. Whereas if you've got high defense, they're a total joke.
Longbow is a fine example of how NOT to make a enemy group. They are boring, boring, and monotonous. They all look the same and aside from the bosses have mostly the same powers, falling into a small range of damage types.

Quote:
Originally Posted by Eva Destruction View Post
The point: Make more than one lieutenant.
Make more than one of everything, you have plenty of room for it now. I prefer to use the 3-minions:2-lieutenants:1-boss ratio as a basis for any custom group.

As for making multiple bosses, I wouldn't bother if you don't expect the player to either run your arc with a team or plan to spawn them manually via details. Plus if you're only going to use the group for a single mission then more than one boss will probably be unnecessary as well.


 

Posted

Longbow is intriguing in that their variance is top heavy. They have a lot of cool bosses but as mentioned there's just one LT and the minions mostly blend together. Tsoo may be the only other group with as much boss variance but they do much better with LTs.


 

Posted

Quote:
Originally Posted by Zamuel View Post
Longbow is intriguing in that their variance is top heavy. They have a lot of cool bosses but as mentioned there's just one LT and the minions mostly blend together. Tsoo may be the only other group with as much boss variance but they do much better with LTs.
The problem with that is that you never see that variety unless you're on a big team or on a high difficulty.

Tsoo also run into the problem of having very little variety in their minions except in the lower end of their level range. Which again leads to stacking debuff spam and is an example of what not to do.


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Arc ID#161629 Freaks, Geeks, and Men in Black
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