PPD Ghost's I Win button


Aggelakis

 

Posted

Flashbang Grenades. Why is this one power allowed to reduce my level 23 Dominator's final to-hit chance from 75-95% down to 10-15%? Why is this one power on a level 20ish minion? And why does it last so long? I can understand making certain enemies annoying or difficult. Heck, I don't mind the likes of Sappers or Nem Lts. However, those neither A) appear at low levels and B) neuter your character for 30ish seconds without having a tray full of yellows. And did I mention this was an AoE debuff that can be very difficult to avoid landing on multiple teammates due to the SWAT's Glue Grenades (a whole 'nother issue mainly from it being that strong at that low level).

The suggestion? Please weaken this one power! There's no need for a level 20 minion to be able to say "GG" by hitting me with one power. Heck, not even being hit by a Sapper, a level 40 minion who are well renowned for being hated, is "GG". And running isn't an option because of Glue Grenades, though those suckers aren't nearly so nasty (but do compound the issue a little bit). Lower the to-hit debuff on these suckers to something like 5% and the duration to something like 10 seconds. I recall the precise debuff value (City of Data's domain expired?), but it's pretty silly high, like 40%.

Please, let's make these foes more reasonable. Things being hard is fine. I like hard. But this power is more along the lines of Nintendo Hard or Fake Difficulty.


 

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They never particularly bothered me.


 

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Seconded. The PPD Ghost Flashbang Grenade decimates Defence and To Hit far too viciously.

Add in the SWAT Equalizer glue grenades and its very easy to get stuck defenceless and unable to retaliate in any reliable way by a bunch of minion non-powered police grunts.

Playing an SR Stalker, there's no obvious target of choice to take out here, since either the Ghost or Equalizer can ruin my day quite badly.


 

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Cheap NPC powers are cheap. Over the years, I've started getting sick of all the cheap NPCs who get passed off as a challenge. I mean, who ever thought it was a good idea to give NPCs the old bugged Smoke Grenade?


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Originally Posted by Memphis_Bill View Post
Malta stuns are the same way. Those have incredibly long duration. Oy.
Darn tootin'! They should be higher mag shorter duration if they're aimed as anti-melee weapons. Getting stunned on a squishie, popping a break free and then getting stunned again 30 seconds later when the BF wears off is ridiculous!

I'll add to that pile a little known power - Malta Sappers resist Endurance Drain 100%! How dare they deny us poetic justice...


 

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Quote:
Originally Posted by Memphis_Bill View Post
Malta stuns are the same way. Those have incredibly long duration. Oy.
With Malta, it's understandable. They're solely high level content. The PPD Ghosts are hitting us while we're still learning to shoot.


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Originally Posted by Dechs Kaison View Post
With Malta, it's understandable. They're solely high level content. The PPD Ghosts are hitting us while we're still learning to shoot.
Longbow Nullifiers and their Beanbag have the same problem, and it's not a solely high-level one.

I've said it in-game, now I say it here: AI enemies should never have "I Win" buttons, even if PCs have them. The AI can't have its day ruined, its fun diminished, its enjoyment stolen. PCs can.

If your enemies have to have mezzes, they need to be short and easily broken.

Not being able to do things is Not Fun(TM).


 

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I wonder if the devs actually expect us to pack inspirations appropriately? Because I sure as hell don't. I expect my character to be able to function without them, not crutch on breakfrees and blues vs Malta or yellows and purples vs PPD at level 20 :/


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This entire post should receive some kind of award for being both hysterical and fantastic.
Well done.
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Originally Posted by Eiko-chan View Post
I've said it in-game, now I say it here: AI enemies should never have "I Win" buttons, even if PCs have them. The AI can't have its day ruined, its fun diminished, its enjoyment stolen. PCs can.
GGRRAHAHRRHGHRHRGHRHAHARHGHRHG Ghost Widow.


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Originally Posted by TwilightPhoenix View Post
There's no need for a level 20 minion to be able to say "GG" by hitting me with one power.
What is "GG"? I always thought it was "Good Game", like you say after a sports game to the other side. That doesn't make sense in this context.


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Agreed to ever cheap shot named so far, and my personal hatred of all time;

Night Widows Smoke Grenades.
The stupid thing is, it's wore at low levels. Why? Because the cheating b****s are BOSS class at low level. Freaking Boss class, with a -hit grenade that make it impossible to see anything, with Boss level defences?

Oh I hate them. I really, really hate them...


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Originally Posted by Zwillinger View Post
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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Originally Posted by Aggelakis View Post
What is "GG"? I always thought it was "Good Game", like you say after a sports game to the other side. That doesn't make sense in this context.
It is "Good Game." It's the bad guy telling you he's won already.

The context is telling someone "good game" before the game is actually over. It's an insult. "I've already won."


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Posted

Quote:
Originally Posted by Aggelakis View Post
What is "GG"? I always thought it was "Good Game", like you say after a sports game to the other side. That doesn't make sense in this context.
Your right, and it does.
An NPC sating 'GG' means that, wether you like it or not, its over now.


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Originally Posted by Zwillinger View Post
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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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Originally Posted by Dechs Kaison View Post
It is "Good Game." It's the bad guy telling you he's won already.

The context is telling someone "good game" before the game is actually over. It's an insult. "I've already won."
Ah-ha, this makes sense. See, my migraine-addled mind didn't even think to suggest that it might be a pre-emptive insult.


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Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

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Originally Posted by Aggelakis View Post
Ah-ha, this makes sense. See, my migraine-addled mind didn't even think to suggest that it might be a pre-emptive insult.
No, it's just a sign that you're a genuinely nice person who wouldn't think to pervert a compliment into an insult.

Or something like that.


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Posted

For the love of any and all gods, yes. I refuse to believe that Flashbang's values aren't a decimal error. There is no way that a minion showing up in the 20s should be able to literally remove your toHit and Defense. Seriously, it's 44%. At even level. Thanks to the purple patch, even yellow-cons can floor both attributes. Not even AVs and GMs get powers that can do that.


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Originally Posted by RedSwitchblade View Post
I wonder if the devs actually expect us to pack inspirations appropriately? Because I sure as hell don't. I expect my character to be able to function without them, not crutch on breakfrees and blues vs Malta or yellows and purples vs PPD at level 20 :/
They expect you to pack inspirations for tough fights. For Malta, they expect you to have the ability to deal with these tough enemies, because you're level 40 and should have chosen your powers appropriately. I do agree that Sappers having end drain resistance is just....wrong, and those grenades last far too long unless the intent is just to annoy the crap out of squishies.

No excuse for having such high debuff values with such a long duration on a minion that shows up in every spawn at level 25. None.

For that matter, what sadistic creep decided to give Mu -recovery before you have access to Stamina?


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Posted

Malta, Rikti and Carnies I expect to be a 'Higher Level' challenge.

Nemesis I expect to just get frustrated unless I take it slowly solo, or am on a well matched team of friends, because they all mimic their boss and cheat. (Whoever thought mass AoE, Snipers and multiple, stacking Vengeance was a good idea should be shot...)

But the mid-range PPD and Arachnos, I find (Night Widow Bosses...) are actually worse. Oh, and low level Mu, yes. End drain is a swine pre-stamina, and it ain't much better after.


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Originally Posted by Zwillinger View Post
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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Originally Posted by Techbot Alpha View Post
Nemesis I expect to just get frustrated unless I take it slowly solo, or am on a well matched team of friends, because they all mimic their boss and cheat. (Whoever thought mass AoE, Snipers and multiple, stacking Vengeance was a good idea should be shot...)
Personally, I must admit that Nemesis' soldiers are very much equipped like how I might expect an open field army (the style of army that would have been common in Nemesis' time) would operate if they had the technology, lots and lots of AoEs to shred apart the ranks of opposing soldiers... The stacking vengeance is indeed cheap, namely because it just works far too differently from the player version.

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Originally Posted by Eva Destruction View Post
For Malta, they expect you to have the ability to deal with these tough enemies, because you're level 40 and should have chosen your powers appropriately.
Which in of itself is a horrible Jarate-er, I mean I can practically farm malta on my /sr scrapper, but I've seen the pain countless others deal with because of them, and I've eaten it from them more than a few times on my not-/sr toons.
I mean, shouldn't this game be done with the concept of the "gimped build"? In the thread of mine I link in my Sig, Sam points out that one of the problems with the game is that sure we have diverse options of powersets, but in the end, one fire blaster will play no differently than another, and I don't think enemies that require you to "select your powers carefully" is conducive of that.

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Originally Posted by Eva Destruction View Post
No excuse for having such high debuff values with such a long duration on a minion that shows up in every spawn at level 25. None.

For that matter, what sadistic creep decided to give Mu -recovery before you have access to Stamina?
One can admit one thing, the PPD SWAT are as capable as you might realistically expect such an organization to be when faced with their odds.
...
But also a long time ago I learned that reality =/= fun.
we play video games for entertainment, and while it make sense my lethal damage dealing toons will always deal Jarate poor damage against everything (comparatively, even things that are weak against lethal (5%-10%) compared to how weak things are to other damage types (20%-50%)) it is NOT fun, because it makes me realize that for damage, I'm always going to be punished for following a character concept (as well as there being no warning in the character creation screen that lethal powers are commonly highly resisted) compared to the guy that carefully selected his powers to where he can go the whole game without once fighting anything nearly as highly resistant to the the damage type he uses compared to mine.

Sorry, that really went into a rant.

But in summary, yes, I think NPC enemies sorely need their powers looked over.


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Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

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Originally Posted by AzureSkyCiel View Post
Personally, I must admit that Nemesis' soldiers are very much equipped like how I might expect an open field army (the style of army that would have been common in Nemesis' time) would operate if they had the technology, lots and lots of AoEs to shred apart the ranks of opposing soldiers... The stacking vengeance is indeed cheap, namely because it just works far too differently from the player version.
I think the thing that bugs me most about Nems is just how...dull they get after a while.
Its like high level Crey. At lowever levels you have the suited, deadpan and slightly creepy Agents ("Mr Anderson, we meet again!"), the slightly inhuman scientists, who never show their faces and have all their high tech, the power armoured Tanks and the Security Forces, and the Blue and Yellow scourge that are the Paragon Protectors.

At high levels? You have Tanks. And Elite Protectors. And...more tanks. And thats IT. The fun and soul of the group just vanishes, replaced by cheap tricks (Looking at YOU old style MoG) and boring, samey mobs.

Its the same with Nemesis. The high level mobs are ALL Dragoons or one of their clones, with Full Auto and Flamethrower, two of the nastiest AoEs in game. With LTs and Snipers that ALL stack Vengeance. Oh, and the odd Jaegar, but they seem to die out a bit too.

Malta manages to avoid that whole hassle, because it has diversity. You have the Tactical Operatives, you have the Engineers, you have the ever present evil of the Sappers, you have LT Gunslingers, Boss Gunslingers, LT titans, big @ss Boss Titans, Commanders... Its not a huge gap in diversity, but its enough to keep it more interesting than 'Spam AoE and cheat with stacking Vengeance.' If anything, the stacked vengeance seems to be a poor excuse or stand in for more diverse mobs, which backfires by making ALL the mobs have stupidly high levels of accuracy, damage, self heal and defence, on a level that Players wouldnt get away with for five seconds.


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Originally Posted by Zwillinger View Post
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.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

You know, Techbot, I was going to quote you, but there's no real need since I pretty much agree with everything ya said. A long butt time ago I made a series of posts about updating various villain groups... It sadly never caught on since I had wanted others to contribute to and no one did.
Man... Crey just makes me think it should also be filled with Bioshock-like baddies.
A Big Daddy here, a little sister you have to rescue, a horde of splicers of all types, then suddenly: "Mr. B, Big Sister doesn't want us to play anymore..."
And possibly all manner of twisted but still weaponized experiments. (Afterall, the Council's willing to use uncontrollable Warwolves, so why can't Crey's standards be a bit lower?)

Nemesis? Totally needs Super Sized Boss Jaegers, a human boss, get back their field medics, Possibly have the Lt.s and human boss stop firing their rifles when you close into melee and draw out sabers to cut you with.
Oh, and change it around so that each of the tiers get kind of their own leadership power, like give the human bosses Vengeance, the minions give them maneuvers (but like Rikti comm officiers and Malta Engies, only one per mob uses it), Lt.s give Assault, and snipers give Tactics.


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Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

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Originally Posted by Eva Destruction View Post
For that matter, what sadistic creep decided to give Mu -recovery before you have access to Stamina?
Argh. The worst is when a minion manages to completely drain you, and all you can do is try to get an attack in every ten seconds or so while they slowly peck you to death with their one ranged attack.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Originally Posted by AzureSkyCiel View Post
The stacking vengeance is indeed cheap, namely because it just works far too differently from the player version.
Well, it works exactly like the player version used to

(Okay, not 100% exactly. The player version used to be usable while you're dead, the Nemesis version activates on death. But the player version could be activated multiple times, and a player could conceivably activate it immediately on dying.)

Also, if Nemesis Vengeance worked like the player versions, you'd be even more screwed. Right now, it only happens with a lieutenant dies. If they had our version, you'd get it when anything Nemesis died, so long as a lieutenant was standing.


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