Praetoria - A hard fight.


Ashen_EU

 

Posted

I like the ambushes.

I just ran the Investigate Pharmatox mission - the one with 8 waves of Syndicate ambushes in a row. Running a lvl 9 Dual Pistols/Mental Blaster I took them all down, and it felt great.

My playstyle feels like its on a different level in Praetoria. I'm making more use of positioning (thank you, tier 1 immobilise) and hover blasting and switching back and forth from target to target than I ever have. I love that this is the only MMO I can think of where you can fight your way through eight consecutive ambushes before your level is into double figures, and I love that the GR mission design actually recognises that you are super powered, even in the early levels.

Clearly it's not to everyone's preference, but personally I'm loving it. I just hope that when the devs turn their attention to the incarnate content they deliver something that challenges IO'd 50s as much as GR is challenging the lowbies.


 

Posted

Quote:
Originally Posted by Judas_Ace View Post
Almost all of my issues with the difficulty would be fixed by doing 2 things:

1. Make Rest instant recharge
2. Reducing the number of ambushes
While I'm not comfortable about instant recharge for Rest, I'm not outright against it. That would be interesting.

I would also be for making more of the ambushes location-based, instead of character-based. IE, mobs would go to the spot where you were when you triggered it - not come after you no matter where you run to.


 

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Quote:
Originally Posted by Rooftop_Raider View Post
While I'm not comfortable about instant recharge for Rest, I'm not outright against it. That would be interesting.
Why so? As it is now, rest already decreases your defense by about 100%, so it can in no way be abused. It roots you, debuffs you, and imo experience, seems to draw aggro straight to you (seriously, is there a taunt mechanic in this power?).

Besides, it's just plain silly that a game should tell you, "You're too tired to rest." WTH??

As for the OP, soloing Praetoria isn't an issue for me, it's challenging yet fun. It's teaming there that really frustrates me, especially when I have trouble finding support ATs and it seems like when I do, they have more attacks than actual support powers. Drives me nuts.


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Posted

Given that every Praetorian Toon has a major mission they have to solo, it doesn't surprise me the support toons have more attacks at low levels than buffs.


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Posted

Quote:
Originally Posted by BlueBattler View Post
Given that every Praetorian Toon has a major mission they have to solo, it doesn't surprise me the support toons have more attacks at low levels than buffs.
Yeah Praetoria seems like the last place anyone would want to roll a buffbot character.


 

Posted

Quote:
Originally Posted by Rowdy View Post
Why so? As it is now, rest already decreases your defense by about 100%, so it can in no way be abused. It roots you, debuffs you, and imo experience, seems to draw aggro straight to you (seriously, is there a taunt mechanic in this power?). Besides, it's just plain silly that a game should tell you, "You're too tired to rest." WTH??
That's a good point, but there are recharge timers on a lot of powers which in theory we could use one right after the other without a break. The rest power in-game is more of a power than the ability to rest. At any time after combat you can just rest, and let your hit points and endurance bar generate normally. But to be able to rapidly bring those two bars to full - I can see why there would be some sort of recharge timer on it.

Quote:
Originally Posted by Rowdy View Post
As for the OP, soloing Praetoria isn't an issue for me, it's challenging yet fun. It's teaming there that really frustrates me, especially when I have trouble finding support ATs and it seems like when I do, they have more attacks than actual support powers. Drives me nuts.
The solo-required content does indirectly induce that problem, I agree.


 

Posted

Quote:
Originally Posted by Rooftop_Raider View Post
That's a good point, but there are recharge timers on a lot of powers which in theory we could use one right after the other without a break. The rest power in-game is more of a power than the ability to rest. At any time after combat you can just rest, and let your hit points and endurance bar generate normally. But to be able to rapidly bring those two bars to full - I can see why there would be some sort of recharge timer on it.
I have to disagree - I fail to see why it would not be exactly what the name says, and being simply resting. Break out the band-aids, stop and catch your breath - the resistance and defense debuffs {what are they, 1000% each?} imply that you're completely dropping your defenses in order to basically take a break from the fight and tend to yourself, rather than remaining on your toes and ready for a fight. If it was called, I dunno, Rapid Reconstruction or something, you might have a point, but as things stand, Rest doesn't seem to fit your premise thematically or functionally.


 

Posted

I still don't understand whay they didn't put that difficulty slider in.

I mean look what's happening. Some player complain it's too hard. Other are fine with it.
And what we have now is a long discussion if people just can't play the game properly or if it's broken or whatever.

There is absolutely no need for this.

I just don't get Paragon Studios on this one. Guys you already have a working solution in CoH/CoV that is working perfectly fine. Use it and this will stop! Easy!


 

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Quote:
Originally Posted by SuperDonkey View Post
And what we have now is a long discussion if people just can't play the game properly or if it's broken or whatever.
Actually since the GR forum and the Suggestions forum have their own threads on exactly the same subject there's three long discussions. Sigh.

Quote:
There is absolutely no need for this.

I just don't get Paragon Studios on this one. Guys you already have a working solution in CoH/CoV that is working perfectly fine. Use it and this will stop! Easy!
This.

Absolutely this.


 

Posted

Quote:
Originally Posted by SuperDonkey View Post
I still don't understand whay they didn't put that difficulty slider in.

I mean look what's happening. Some player complain it's too hard. Other are fine with it.
And what we have now is a long discussion if people just can't play the game properly or if it's broken or whatever.

There is absolutely no need for this.

I just don't get Paragon Studios on this one. Guys you already have a working solution in CoH/CoV that is working perfectly fine. Use it and this will stop! Easy!
I agree 100%. I've been debating in this and other threads that the difficulty slider would fix the problem for me. Instead they've gone the route of directly nerfing mobs, which I honestly find quite surprising. It looks to me like just enabling the difficulty system in Praetoria would be less work for them than adjusting all those mobs.


 

Posted

Except then they'd have an even harder time when it came to balancing the starting groups. This way they get to continue to use us as playtesters in order to dial in the precise diff. level they hoped to achieve.

Once they do they'll turn on Analysts because they'll be comfortable in the knowledge that the mobs are balanced enough to not get really broken with the myriad of options we now have on the sliders.

Just my opinion though. Still waiting for confirmation.


As an aside. Am I the only one who's really, really glad the temp power raptor packs and jump jets aren't avail in Praetoria? It's so refreshing to see everyone actually out and about instead of simply zooming straight to any door. Reminds me of the good ol days.


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Posted

Quote:
Originally Posted by NightshadeLegree View Post
My playstyle feels like its on a different level in Praetoria. I'm making more use of positioning (thank you, tier 1 immobilise) and hover blasting and switching back and forth from target to target than I ever have. I love that this is the only MMO I can think of where you can fight your way through eight consecutive ambushes before your level is into double figures, and I love that the GR mission design actually recognises that you are super powered, even in the early levels.
Ironically, my big problem with it, I think, is that it makes my characters feel absolutely not superpowered. A low-level blaster, with a little strategy and use of inspirations, can wipe out hazard zone-sized spawns of Hellions or Skulls. Meanwhile, in Praetoria...

Quote:
Originally Posted by Kelenar View Post
three +1 Resistance minions can almost kill my Blaster through a purple inspiration, and this is when I'm pretty much flooring their recharge with Psychic Scream and Frost Breath and juggling one with Nemesis Staff. Just what else am I supposed to do to mitigate these guys?
this happens. I don't want the game to be a cakewalk, but needing to pull out every trick I can think of to survive three random schmucks with guns is pretty antithetical to the whole 'superhero' feeling for me.


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

 

Posted

The lack of difficulty adjustment in Praetoria is problematic, but adding difficulty adjustment would also be problematic. Right now, by playing through every mission of every contact along a single path, a soloing character tends to enter the level range of the next contact group just as they finish the prior group, and hits 20 right around the time they finish their last set of contacts. I'm pretty sure this is deliberately calibrated. Adjusting difficulty down would mean less XP per arc, and soloing characters would end up forced to either street-sweep, take additional missions from the other path in their faction (which they may be trying to avoid), or hunt down contacts of the opposite faction.

Whether difficulty adjustment is more important than XP calibration is a matter of opinion, of course, but it's an exaggeration to say that there is no reason not to have difficulty adjustment in Praetoria.


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Posted

Quote:
Adjusting difficulty down would mean less XP per arc
It wouild mean more xp. Taking away what seems like 50 deaths per mission teamed results in faster leveling. It has even struck me that even with no debt, I still seem to be leveling much more slowly in Praetoria than elsewhere.

That last may just be perceptions filtered through a haze of frustration.... who knows


 

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Quote:
Originally Posted by Bad_Influence View Post
It wouild mean more xp. Taking away what seems like 50 deaths per mission teamed results in faster leveling. It has even struck me that even with no debt, I still seem to be leveling much more slowly in Praetoria than elsewhere.

That last may just be perceptions filtered through a haze of frustration.... who knows
Key word there being "teamed", when I was talking about solo XP. But yes, debt is a factor. So is stealthing, which is a tactic I ended up resorting to quite a bit because I generally didn't have to kill everything on the map (for which I am profoundly grateful).


@SPTrashcan
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Why MA ratings should be changed from stars to "like" or "dislike"
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Posted

Quote:
Originally Posted by Bad_Influence View Post
It wouild mean more xp. Taking away what seems like 50 deaths per mission teamed results in faster leveling. It has even struck me that even with no debt, I still seem to be leveling much more slowly in Praetoria than elsewhere.
I've noticed the same thing. Still very little debt, but a lot of downtime to regain health on some missions. And I don't know how the XP bonuses for the various groups line up, but most of my hero/villain characters would be fighting at least +0/x2/bosses by level 10, where my Praetorians are slogging through +0/x1/no bosses and still taking longer.


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

 

Posted

Level 18 archery/ta corrupter vs James Noble (Elite Boss).

(Running low on inspirations - used most in the previous mission fighting yellow con ghouls.)

Entangling Arrow = useless.
Ice Arrow = useless.
Glue Arrow = at least it slows him down.
Poison Gas Arrow = ineffective? Doesn't seem to do anything to him.

Blazing Arrow, Aimed Shot, and Snap Shot (3 damage, 1 accuracy, 1 endurance reduction, except for Snap Shot which is 1 of each) = ooh, that tickles.

(Note: not using wand/staff or axe/sands.)

So, James chased my corrupter (soon drained of endurance) around the room for five or so minutes before I just gave up and took the DEFEAT. Hospital. Hello, Nurse, I'd like to fill this prescription for mass quantities of purples, reds, and greens. Thanks!

Run back to mission.

Pop four reds and three purples. Attack! Pew! Pew! Pew!

Mission Complete!

It IS a City of Inspirations.


 

Posted

Seer 1381 SOLO ****** mission to free the seers is absolutely ****** crap. I do NOT find exiting the mission, resting, entering, killing one of the 8 PDD dickwads that ALL gang up on me at the same time, exiting the mission, and repeating to be fun at all. It's rubbish.

Sort it out.

Eco.


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Quote:
Originally Posted by Samuel_Tow View Post
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Posted

Incidentally, after hitting 12 and getting DOs and Aim, my Praetorian blaster's life improved exponentially. Actually having the damage and accuracy to drop dangerous enemies before they drop me helps a ton. It's also the level range where I'd really be starting to fight enemies that could actually hurt me in Paragon, so for the moment, things are much less frustrating.


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

 

Posted

I haven't really had a terrible time. Individually the enemies seem no tougher than vahz, circle of thorn, clockwork, and hellions in the same level ranges hero-side. But I am constantly surprised at the periodic mega-spawn or ambush. They seemed designed to kill. But then I think a lot of the newer content even outside Praetoria is the same - looking at you COT City Hall ambushes from hell in Posi's new TF. I figure it is in response to all the "game is too easy" posts we get a lot of around here - thanks guys.

Yesterday I ran across a perfect example. A single spawn of Destroyers in a dead-end area with 8 even-con minions. Eight? Solo? My experience teaming in Praetoria would be that adding 1 person to the team would either - double the size to 16 or turn all 8 into lieutenants, perhaps one would be a boss. Sheesh, I feel like I'm teaming red-side where the same scaling seems to exist.

Luckily I leveled fighting the next set of 3 lieutenants () and while pumped from the leveling I ran back and killed all 8 now blue minions pretty handily, but I was frankly going to leave them behind rather than try to fight them since the mission didn't require a defeat all.

Later in the same arc I came across a big office map room with 4 4-man spawns (2 of them with lieutenants) so close together that I couldn't pull one without getting them all. Of course, I've seen the same thing hero-side, especially vs Vahz, but it is more rare I think.

Do encounters seem harder? Sometimes and then it seems overwhelming. Is it relagated to Praetoria? Not necessarily. Is it a foretelling of things to come? Hard to say but all signs point to yes.


 

Posted

BTW - Don't want to leave the wrong impression. I love the new content, the stories, the new enemies, everything about it. But I think some of the spawn points in the new maps could be looked at to prevent stacking and the ambushes toned down just a wee bit.


 

Posted

I lived through Bobcat's "Crazy 88" style ambush when she sends you to "Find Shen." First time I did it, I ran, ran ran. I had never seen so many Syndicate. Then it turns out some of them you can oneshot, but it was till astounding.

It's perfect for a Katana/SR scrapper.


 

Posted

I love the stories, but I have come across way too many 'Solo only' missions that are Solo in some universe that isn't mine. At level 12, I'm not equipped to handle a spawn of 3 TEST Leaders (3 Lieutenants that do massive damage to me!) and 3x or more of their Minion followers. When did a spawn that size become 'one of those ho hum things any old lowbie can do by themselves'?

I am loving the stories of Praetoria, but I have never been so bloody furiously angry and very unhappy and NOT HAVING FUN in this game before, over anything. And this is repeatedly, mission after mission, that I feel this way.


 

Posted

Quote:
Originally Posted by MrCaptainMan View Post
Seer 1381 SOLO ****** mission to free the seers is absolutely ****** crap. I do NOT find exiting the mission, resting, entering, killing one of the 8 PDD dickwads that ALL gang up on me at the same time, exiting the mission, and repeating to be fun at all. It's rubbish.

Sort it out.

Eco.
They fixed that now. No PPD. Fewer Seers.


 

Posted

Quote:
Originally Posted by Shazzie View Post
I love the stories, but I have come across way too many 'Solo only' missions that are Solo in some universe that isn't mine. At level 12, I'm not equipped to handle a spawn of 3 TEST Leaders (3 Lieutenants that do massive damage to me!) and 3x or more of their Minion followers. When did a spawn that size become 'one of those ho hum things any old lowbie can do by themselves'?

I am loving the stories of Praetoria, but I have never been so bloody furiously angry and very unhappy and NOT HAVING FUN in this game before, over anything. And this is repeatedly, mission after mission, that I feel this way.
Do what I did: reroll your Praetorian in either the Isles or Paragon. Suddenly all the stress, the fuss, the angst is ONE HUNDRED PERCENT GONE!, and you can enjoy leveling your character again.

My re-roll is currently level 7 and he's having so much fun. Plus he has a jetpack. He's building SG prestige. He's enjoying Kinetic Melee at an appropriate level of challenge, instead of having to fight off spawns of 20 NPCs, all of whom wield boss-level powers... but they're minions.

Yup... I see nothing not to like.