Praetoria - A hard fight.
2. Add way for teams to read dialogue and what the leader clicked.
|
--NT
They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!
If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville
Have you considered a slightly riskier playstyle? let them live until they are all near death and hope your AoE hits them all.
|
Remember, This is my Rad/Nrg blaster, meaning, I don't get a purdy heal to use or any extra +defense. I pop candy when I need to as well, but thats not something you should be relying on is it?
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
Based on my experiences so far:
While I agree the fights are generally more challenging, there's not as many significantly-difficult challenges as there are for heroes. So far I feel I've been debuffed more, but controlled less (a fair compromise), and mobs are often one level higher (which I am fine with, actually) than I usually see hero or villain-side.
That's about it, as near as I can tell so far. I have very rarely fought more than 3 mobs in a spawn, most frequently 2 mobs, or 1LT and 1min. Rest is available after 3 fights or so, and I don't feel like it needs to be immediate. I've only had to run out of a mission twice in about 4 days of play, so far. The ambushes have so far been well-timed, but I can see how some people might have a problem is they aren't adapting to them. The only peeve I have is that some missions you apparently _have_ to solo to complete, which I am not sure how that will work out once I start grouping in earnest.
Actually, the only other peeve I have is knowing where to find contacts, if they aren't fed to me. I lucked into Ricochet, I believe her name is, only after someone else already had her, and once I went to her, I suddenly had her. I have no idea how I am supposed to know about her beforehand, or how many other contacts I am missing simply because I don't know they exist. But I digress.
Challenges make you stronger, citizen - and strength brings security.
You do want security, don't you, citizen? |
Oh, and happy pre-21st!
We've been saving Paragon City for eight and a half years. It's time to do it one more time.
(If you love this game as much as I do, please read that post.)
On topic, I like that it's a bit tougher. I feel that a lot of veterans have gotten--how to delicately put this?--mamby pamby.
No good game is supposed to be a cakewalk. No one promised that you'll never get defeated. I think that a lot of people have gotten so used to waltzing through every mission without ever getting defeated (unless deliberately pursuing a badge) that when they do get defeated, they assume that it's some kind of design flaw with the game.
I had a mission last night in which ten waves--ten waves!--of ambushes came at me, one after another. I was burning through inspirations left and right, taking a knee and sometimes having to cut the rest time short to keep from getting killed, using every trick in my book to last just one... more... wave... And I made it! It was an awesome feeling. It wasn't the number of enemies that I had piled up at my feet that made it that way, either. During the days of "burn tankers," you could stand there and defeat a thousand people at the same time without actually doing anything. The sense of accomplishment came from knowing that I successfully pulled off something genuinely hard.
Granted, sometimes I get defeated. A few times, I've waved the dead chicken at my monitor and said, "Are you KIDDING me!!?" I don't want all missions to be like that. Fortunately, all of them aren't. Some of them are really easy. The "find x and get out within two minutes" mission was awesome, too. No complicated thinking about it, just run like hell.
All in all, I really like the new missions, easy, hard, and everything in between.
We've been saving Paragon City for eight and a half years. It's time to do it one more time.
(If you love this game as much as I do, please read that post.)
I agree with Tony. I've been playing almost excusively on my scrapper, so learning to play as a squishy Corrupter (albeit an awesome one) is a new experience for me and it has been difficult. However, that difficulty has sort of driven me to try harder, and work for my mission complete. Thank god, (as I put it) that at least "I have a cavalry to call in times of need".
I don't know about hard. I've died once on my stalker - I stubbornly refused to buy inspirations before the mission(laziness).
Then I died once on my kin/energy brute due to a team wipe involving clockwork with -def beams. Which is kryptonite for a /energy brute anyway.
My dominator hasn't died yet. And that's about it.
When starting a new toon I immediately turn the difficulty to +1 anyway. And that equates to +2s in the normal game. No difficulty settings in Praetoria that I have seen so it's been nice and smooth for the most part.
If you're a vet player and find these missions hard...then I have no idea what to say other than...use inspirations and play a bit smarter.
This post was anticipated and we made many suggestions in beta to alleviate this. If this is what existing players are experiencing, I think newer players must have it that much harder.
I'm hoping the devs will consider making some changes. |
Out of curiosity, did the Devs ever respond to these observations in beta? I'm curious as to what their stance is, because frankly I'm having trouble understanding how they thought it was a good idea.
While I have no issue with overall difficulty, there are probably a few missions that could be tweaked a little, especially when it comes to mob placement or the timing of some ambushes. There's been a few times when I've been mobbed by 9 Syndicate Sword Adepts. I don't care how many inspirations you chug or what kind of AT you are, 9 Sword Adepts will down you in seconds unless you happen to have Ethereal Shift handy.
Stuff like this is sooo not fun:
I helped out a newbie with a mission involving killing Maxine under 5 mins (before reinforcements showed up). That mission involved finding a NPC in the middle of a Praetorian lab map (chock full of Syndicate) and then facing off against a Lt accompanied by a Syndicate. The newbie was extremely frustrated and her level 8 dom could not get past the first large room before dying. By the time, I joined her, reinforcements had of course already arrived.
I agree. If I'm not mistaken trial accounts are now forced to start in Praetoria. In light of that making the content more challenging than the original lowbie zones makes no sense at all to me.
Out of curiosity, did the Devs ever respond to these observations in beta? I'm curious as to what their stance is, because frankly I'm having trouble understanding how they thought it was a good idea. |
Seriously? The starting levels seem that hard? I just don't see it...
|
Some mob types would be extremely difficult under that scenario. In particular, the Syndicate and the Destroyers.
No good game is supposed to be a cakewalk. No one promised that you'll never get defeated. I think that a lot of people have gotten so used to waltzing through every mission without ever getting defeated (unless deliberately pursuing a badge) that when they do get defeated, they assume that it's some kind of design flaw with the game.
|
And like Fury Flechette said, it's one thing to laugh at veterans who have gone soft, but a newbie approaching this game might get frustrated very very quickly. Yeah, debt is basically meaningless now, but it's demoralizing to make no or slow progress on something.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
You need to take off the veteran glasses for a sec, and see how a newbie may play it. They may not know when to pull, they may open with an AoE (pulling multiple mobs), they may horde inspirations not knowing when the next set will drop. Also, consider that they may pick a squishy as a starting AT.
Some mob types would be extremely difficult under that scenario. In particular, the Syndicate and the Destroyers. |
I'd say Praetoria is probably more forgiving than a lot of other MMOs are. Well except maybe for WoW...and I'm sure we'd all want the game to be more like that.
You want to know where I think they could improve things? Better descriptions of what mobs do when you click on the info link. Including some hints at what they are weak and strong against in terms of damage types and possibly what range they prefer to engage their targets at(oh wait...ALL mobs are now melee specialists...even those with practically no melee attacks).
Even if you want to hold info back until a player has engaged a few mobs and then update the descriptions, that would be nice. I like games that keep a 'bestiary' of sorts that I can consult to see what makes a particular type of enemy tick and what doesn't. It's time to have an updateable encyclopedia in the game that players can consult about lore and NPC groups.
Other than that, I'm not sure they need to make the starting game more trivial.
The newbies have more info available now than when I started the game. And I started with a squishy elec/elec blaster and did a lot of soloing.
I'd say Praetoria is probably more forgiving than a lot of other MMOs are. Well except maybe for WoW...and I'm sure we'd all want the game to be more like that. You want to know where I think they could improve things? Better descriptions of what mobs do when you click on the info link. Including some hints at what they are weak and strong against in terms of damage types and possibly what range they prefer to engage their targets at(oh wait...ALL mobs are now melee specialists...even those with practically no melee attacks). Even if you want to hold info back until a player has engaged a few mobs and then update the descriptions, that would be nice. I like games that keep a 'bestiary' of sorts that I can consult to see what makes a particular type of enemy tick and what doesn't. It's time to have an updateable encyclopedia in the game that players can consult about lore and NPC groups. Other than that, I'm not sure they need to make the starting game more trivial. |
I'd suggest instead that mob types should be tweaked a bit. In each faction there are mobs that are outliers that increase difficulty. Syndicate sword adepts and Destorer Blast Masters. Those standout quite a bit, especially if you have multiples in a mob. I haven't found the Resistance, Ghouls or Clockwork as bad. I have yet to encounter Seers in any quantity.
Seriously? The starting levels seem that hard? I just don't see it...
|
After that? Yes.
I keep seeing people say things like, "well what you need to do is pull right, use LOS, use Hover blasting." Honestly the lowbie levels shouldn't be that hard, and they aren't in the other two 1-20 areas of the game.
Every single spawn shouldn't be a life or death struggle.
1-5? No.
After that? Yes. I keep seeing people say things like, "well what you need to do is pull right, use LOS, use Hover blasting." Honestly the lowbie levels shouldn't be that hard, and they aren't in the other two 1-20 areas of the game. Every single spawn shouldn't be a life or death struggle. |
I have a level 11 brute that teamed for most of his life and have not had a very bad time of things.
I suppose I'll let you know how my elec/elec dom works out once he gets a bit higher. And my ninja blade/ninjitsu stalker.
Although it may just be my playstyle. I approach each spawn on its own merit and consider who to hit first and the best way to take them down. I've always played like that. I never rush into anything...even when playing brutes, I carefully choose where to strike first.
Are we talking teaming or solo here where the biggest problems are?
I have a level 11 brute that teamed for most of his life and have not had a very bad time of things. I suppose I'll let you know how my elec/elec dom works out once he gets a bit higher. And my ninja blade/ninjitsu stalker. Although it may just be my playstyle. I approach each spawn on its own merit and consider who to hit first and the best way to take them down. I've always played like that. I never rush into anything...even when playing brutes, I carefully choose where to strike first. |
I play pretty much the same way as you, but in Praetoria it doesn't much matter if you're a squishy soloing. For example, it's not uncommon for a single destroyer spawn when solo to have 4 mobs, 3 of them the ones that sling dynamite (sorry I'm tired and can't recall their proper name right now). How exactly is a squishy supposed to deal (at level 10) with multiple burn patches, explosions, and KB? Inspirations aren't the answer, because their supply is finite. And I would argue that needing inspirations to finish the majority of the spawns is indicative of a problem.
Solo.
I play pretty much the same way as you, but in Praetoria it doesn't much matter if you're a squishy soloing. For example, it's not uncommon for a single destroyer spawn when solo to have 4 mobs, 3 of them the ones that sling dynamite (sorry I'm tired and can't recall their proper name right now). How exactly is a squishy supposed to deal (at level 10) with multiple burn patches, explosions, and KB? Inspirations aren't the answer, because their supply is finite. And I would argue that needing inspirations to finish the majority of the spawns is indicative of a problem. |
Actually, the only other peeve I have is knowing where to find contacts, if they aren't fed to me. I lucked into Ricochet, I believe her name is, only after someone else already had her, and once I went to her, I suddenly had her. I have no idea how I am supposed to know about her beforehand, or how many other contacts I am missing simply because I don't know they exist. But I digress.
|
When you reach level 4 as a resistance member, Calvin will let you call him and he'll give you a task to talk to one of two contacts (as close to good vs. evil as you'll see in praetoria). In this instance, Ricochet is one of your two options. The quirk here is you have to click on the contact again after you first speak to him/her in order to have that contact. If you select the other contact, you'll never be given Ricochet's location.
While you may be able to get both contacts if you know where they are, I believe the intent is for you to have only one series of contacts. Most praetorian contacts will be unavailable even if you find them simply because of which side you actually belong to (loyalty/resistance). Seeing all of the praetorian content in less than 4 beginning-to-end runs isn't likely to happen. The morality choices intentionally force you to 'miss contacts'.
Yeah my only complaint on that issue is that there was a contact that I guess falls under the Hidden Contacts list, that you apparently have to go to, in order to get. I clicked all my inactive contacts a few times (there were like 4 at the time) and none of them gave me her. I leveled up once, still no dice. Then some person had me join her for a duo, and she went to the contact, and I clicked the contact too, and now I had her. I just don't know why she wasn't introduced to me from a previous, existing contact, now that I completed all solo missions. I didn't' even have to do anything to get her. Just click on her.
Regarding the issue of the screenshot above, it looks like the player engaged all the mobs, instead of just pulling one of them. Even if you have no vet powers or ranged attacks, you have a ranged minor damage attack depending on what origin you have, that can be used to pull. I don't believe this is vet-level knowledge, personally. There's no way you are going to pull 9 adepts (or anything similar) in a room unless you just jump right in.
Pulling is a basic MMORPG skill, in my opinion. Even if you pull multiple groups, when you come back to pull one, you're not going to pull all the groups. You will pull the one and those linked to it, if the pulled mob is close enough, or in sight.
Regarding the issue of the screenshot above, it looks like the player engaged all the mobs, instead of just pulling one of them. Even if you have no vet powers or ranged attacks, you have a ranged minor damage attack depending on what origin you have, that can be used to pull. I don't believe this is vet-level knowledge, personally. There's no way you are going to pull 9 adepts (or anything similar) in a room unless you just jump right in.
|
I find it silly that the common argument to the difficulty essentially boils down to "learn2play" even though I and others can provide examples where Praetoria at times can be overly hard to a new player.
And yes, I know how to pull, and am pretty good at reading / examining mobs, etc. Let's not get insulting here. Kind of silly, and there's no benefit to me to cook the evidence. I wouldn't go that far just win a point in a Internet forum.
I've not had too much of a hard time yet in Praetoria with my praetorian, but then I'm only level 12 and on a brute (haven't tried other AT).
I am trying Maria's arc on my Ill/TA though, and good GRAVY was fighting resistance something else (+0/x2). Nothing but a web of targeting drones (at least I think that's what they were) and mobs that all become invisible every five seconds. It was like fighting a mission filled with Illusionists. Thankfully PA could see them better and a lit OSA doesn't care. Fighting Nightstar at the end was the easiest part of the mission.
And one tip mission I was taken out by Malta (while reading text). Came back from the hospital to find a pack of about 40 of them. Nothing a few deceives couldn't take care of, but probably a bit of overkill.
Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
It must be the vet in me but my Energy/Energy Blaster hasn't had any issues yet. I've even wanted to crank it up for solo bosses.
I never team.
Granted, I learned years ago how to utilize KB to be a very effective mitigation tool. I also use my vetspec at 20 to get stamina, thus allowing me to play up to that point without sacrificing useful powers for the pre-reqs.
I'm sure having build up from level 4 has helped as well! Not to mention sands and staff and wand...
So far the only time I've had trouble was underground with the Ghouls, these things are like Snyder zombies, bum rushing from all directions. I love it.
That said, looking past my experience level, I think new players may feel somewhat outgunned. Even more so for that new player that doesn't know any better and tries to solo a FF defender or other support based toon. Though, I've only seen 1 actual new player this week...
Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!
As I was playing last night several times it felt as though when the mobs were designed, the dev's forgot we'd be fighting them at the TO/DO level.
Oddly enough building a few low level generic IO's has helped in some situations.