Praetoria's difficulty needs to be tuned down.
It makes little sense to me.
The graphics and plot is better, but gameplay-wise there's no real reason to force this requirement on new players. Praetoria content is quite a bit harder than level 1-20 content in Paragon City or the Rogue Isles. It would actually make more sense to have players 'unlock' Praetoria by getting to level 20 as a Hero or Villain first. It seems like an 'advanced' newbie area, for people with experience in the game already. There are some difficult mechanics at play in many Praetoria missions - packs of more than a half-dozen +1 minions, sometimes with a +2 lieutenant mixed in. Waves of enemies rushing in without a moment's pause, overwhelming the player. Missions that barely give players a chance to rest or go AFK for a bit, spawning minions that continually sneak up behind the player to bug him until he completes the mission. I understand that new players only need to complete the brief tutorial to gain access to heroes and villains, but odds are they're going to remain in Praetoria for their newbie experience. They don't know the other newbie experiences are easier yet - they'll have to ask around to figure out that they'll have an easier time elsewhere. Is that really the newbie experience Paragon wants for new players? Some people like the challenge of Praetoria. That's fine with me. But if the content is designed to be challenging, why strongly nudge newbies into starting their CoX experience with it? Either make it clear that Praetoria is for advanced players, or tone down the difficulty somehow. Put in a notoriety-changing NPC. It feels like an oversight that they don't exist in Praetoria - as though the developers have already made the choice for us, and told the NPC we want to fight enemies +2 to our level and that we're as good as 3 standard heroes. Some of you are so pro that this doesn't bother you. Sincere congrats, I look up to people so skilled. But not all of us are that good, especially those of us who are just starting or coming back after a very long departure. To us, Praetoria is just frustrating. I've already used the 3-day cooldown on mission-skipping twice, not because of bugs but because of extreme difficulty. I feel like I'm playing CoH on some sort of 'hard mode'. It reminds me of how it feels when you try to solo a group quest in other MMORPGs, except Praetoria is supposed to be completely soloable. Something just doesn't add up. I'll continue banging my head against brick walls, but hopefully soon there's some sort of relief. Right now, my experience with Praetoria is akin to a tourist buying a travel package to a beach resort and being taken to a military boot camp instead. |
If there are no notoriety contacts in Praetoria (I've never had cause to look for any), then that seems like a major oversight, and they should be added ASAP.
Mmm.
Make sure Syndicate don't have spawns of nothing but Blade Adepts and take away the super-powered Brawl from Resistance under the level of five and you're golden.
What shall claim a Sky Kings' Ransom?
PPD & Resistance Epic Archetypes
/signed.
Preatoria is great, and GR is a huge success overall, IMO, but trying to introduce the game to new people over the last week has been...frustrating. The missions aren't just hard-fun, they're like those AE missions that someone made where they didn't think about balance, they just thought "My uber-tricked out Shields/electric tanker would love this!" Having massive, multiple waves of ambushes, sometimes stacking on top of each other is hard. Having minions who have firebombs of AoE damage, all stacking together, is just dumb. I was on a team running with an SR brute who had ice shields stacked on him and he was STILL biting it repeatedly because of those. Seriously. Ice shields and SR...he was sitting really high on AoE defense AND had fire resistance and the team still couldn't survive for more than five minutes at a time.
I wonder if the devs didn't do this on purpose because so many forumites call the regular CoH/V "easy mode." I can see that concern and why that would make you feel you need to notch things up a bit, but you also have to remeber three important things:
#1: Forumites are, inherent, your more dedicated, uber players. They will be, on average, twice as experienced and good as the common joe who picked up the boxed set at Best Buy. Easy Mode for them may, in fact, be perfectly balanced for the average player base CoH is trying to attract with GR.
#2: Most "easy mode" stuff comes in the late game, when your character and their teammates have a full array of powers. Early game can still be a challenge to most players.
#3: Balancing powers/missions/sets around "uber" players who trick out on IOs etc is a surefire way to cut down on a population. Look at what happened with PvP. More casual players get frustrated because they can't even get anywhere in the game, while your elite power players are now just playing the kind of challenge most players should experience. Let power players be power players, and balance the game around the casual player.
GR seems awesome, and I want to see it expanded, but it -IS- way too difficult right now. -I'M- enjoying it overall, but I know quite a few people who aren't.
#3: Balancing powers/missions/sets around "uber" players who trick out on IOs etc is a surefire way to cut down on a population. Look at what happened with PvP. More casual players get frustrated because they can't even get anywhere in the game, while your elite power players are now just playing the kind of challenge most players should experience. Let power players be power players, and balance the game around the casual player. |
/signed.
Preatoria is great, and GR is a huge success overall, IMO, but trying to introduce the game to new people over the last week has been...frustrating. The missions aren't just hard-fun, they're like those AE missions that someone made where they didn't think about balance, they just thought "My uber-tricked out Shields/electric tanker would love this!" Having massive, multiple waves of ambushes, sometimes stacking on top of each other is hard. Having minions who have firebombs of AoE damage, all stacking together, is just dumb. I was on a team running with an SR brute who had ice shields stacked on him and he was STILL biting it repeatedly because of those. Seriously. Ice shields and SR...he was sitting really high on AoE defense AND had fire resistance and the team still couldn't survive for more than five minutes at a time. I wonder if the devs didn't do this on purpose because so many forumites call the regular CoH/V "easy mode." I can see that concern and why that would make you feel you need to notch things up a bit, but you also have to remeber three important things: #1: Forumites are, inherent, your more dedicated, uber players. They will be, on average, twice as experienced and good as the common joe who picked up the boxed set at Best Buy. Easy Mode for them may, in fact, be perfectly balanced for the average player base CoH is trying to attract with GR. #2: Most "easy mode" stuff comes in the late game, when your character and their teammates have a full array of powers. Early game can still be a challenge to most players. #3: Balancing powers/missions/sets around "uber" players who trick out on IOs etc is a surefire way to cut down on a population. Look at what happened with PvP. More casual players get frustrated because they can't even get anywhere in the game, while your elite power players are now just playing the kind of challenge most players should experience. Let power players be power players, and balance the game around the casual player. GR seems awesome, and I want to see it expanded, but it -IS- way too difficult right now. -I'M- enjoying it overall, but I know quite a few people who aren't. |
I think you overestimate the skill of the average forum goer. I've teamed with some of these so-called forum superstars and it's an underwhelming experience. I'd put myself in the same category - my characters get killed like anybody else's.
Difficulty in this game really comes in patches. There are some low level mobs that are obnoxiously tough: Vahzilok, CoT ghost and some high level ones that put those to utter shame: Malta, KoA, Arachnos.
Also, the game *is* balanced around SOs. I know of many players who successfully play all the way to 50 with just SOs.
Keep in mind I've PvPed less than a dozen times in my five+ years on CoH. I'm simply suggesting that this be remember when balancing things like mission difficulty/power performances, etc. Sure, some people might invest a billion inf and weeks of their lives to make it so that shield charge is up every fight, or Domination never goes down, but balancing around that ends up hurting the 95% of people who wont.
As I said, though, I love GR. I just agree with the OP that right now, the difficulty seems a little skewed.
It's also possible that the difficulty level is set high on purpose so that it can be gradually nerfed down. I think if they had gone the other way (making it a bit too easy), there wouldn't be such an out pouring of people making comments and it would be less likely that groups got buffed. Of course, some folks would complain if there was a setting so that CoH spat out money while you played... but that is beside the point.
I do find "gold side" a little tougher than red or blue, but I like it that way.
Open the pod bay doors, Hal.
Honestly, I haven't found it any harder than any other low-level missions, unless I'm playing a Melee character.
Why? The Primary damage type of most Praetorian enemies (PPD and Resistance) is Energy, rather than smashing/lethal.
If you're playing anything -but- a scrapper, brute, stalker, or tanker they're throwing off roughly normal damage compared to other NPC villains of similar level. But because it's an "Exotic" damage type the first tier defensive powers for Damage resistance or typed defenses are no protection against it.
Which means low-level melee characters can't stand up to the damage like they normally can, which leads to the anecdotal conclusion that everything is more difficult.
I will admit, though, that the ambushes can be a tad excessive without a control-character on the team.
For contrast, try playing a character with Vectored defense values (Shields/SR) and team with a vector-boosting ally (Bubbles) to see how shockingly easy the fighting becomes. Or try an Energy Aura brute and do a quick compare and contrast after you receive your energy defense toggle.
-Rachel-
I don't think it's the baddies that are more challenging so much as their arrangements. It seems like there are bigger groups and more ambushes launching more rapidly.
That being said, I would certainly balk at using the words "hard" or "difficult" to describe Praetoria. My wife and I have cruised through on a KM/FA x2 scrapper duo and the only mission (that I've done so far) that I would say was hard was the one with the "kill 100 destroyer" ambushes, and that only because the baddies didn't drop rewards (loves me my insps) .
Open the pod bay doors, Hal.
Honestly, I haven't found it any harder than any other low-level missions, unless I'm playing a Melee character.
Why? The Primary damage type of most Praetorian enemies (PPD and Resistance) is Energy, rather than smashing/lethal. If you're playing anything -but- a scrapper, brute, stalker, or tanker they're throwing off roughly normal damage compared to other NPC villains of similar level. But because it's an "Exotic" damage type the first tier defensive powers for Damage resistance or typed defenses are no protection against it. Which means low-level melee characters can't stand up to the damage like they normally can, which leads to the anecdotal conclusion that everything is more difficult. I will admit, though, that the ambushes can be a tad excessive without a control-character on the team. For contrast, try playing a character with Vectored defense values (Shields/SR) and team with a vector-boosting ally (Bubbles) to see how shockingly easy the fighting becomes. Or try an Energy Aura brute and do a quick compare and contrast after you receive your energy defense toggle. -Rachel- |
It's also possible that the difficulty level is set high on purpose so that it can be gradually nerfed down. I think if they had gone the other way (making it a bit too easy), there wouldn't be such an out pouring of people making comments and it would be less likely that groups got buffed. Of course, some folks would complain if there was a setting so that CoH spat out money while you played... but that is beside the point.
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Did you miss where I stated I've been with the game for over 5 years, and where I said I was playing the game with new players I'd brought in over the last week? Im about as big a fan of CoH and the Devs as one can be and still be realistic.
That doesn't mean I don't echo the concerns of the OP when it comes to Preatoria. The fact that you recognize there being an "outpouring" of complaint should support the fact that there may be a balance issue, not detract from it.
What I wonder is, if Preatoria was balanced more for soloing/smaller teams. Small 1-2 man ambushes for soloing isn't that bad, and even ambushes of 4-5 minions and a luit for small teams would be managable. It's when you have ambushes of 8-10, including several luits and some bosses that the death begins. Teams at the lower levels don't have enough damage or defense/resistance to withstand that much carnage even when there are 8 people around ticking away, especially when much of that damage comes in the form of AoE attacks and less resisted damage types. Given the nature of the storyline and resistance/loyalist factions, that reasoning is entirely possible. If that's the case, I would support it, though I would suggest that they make it clear in the game that higher teams in preatoria face much greater challenges.
That being said, an easy way to placate EVERYONE in this thread would be to add the ability to adjust mission difficulty in preatoria.
Problem solved.
Throwing in my observations, taken from a static 3-man team going through the Loyalist content:
1) Too many ambushes. Period. I know they're a good way of adding tension, but it's a little silly how many missions involve loads of ambushes, especially more than the usual 3 or 5 waves. Of note is one particular Syndicate mission that spawns ambushes right on your back multiple times without warning. Let's also keep in mind that due to how the ambush code works (AFAIK), they spawn locked onto a particular team member, which can be the squishy.
2) In an equal fight, the Resistance beats PPD every time. I know there's a vague in-story explanation for this, but that's really no excuse. The few times Loyalists have the opportunity to fight PPD, they're about what you'd expect from a 1-20 group, if a little easy. Whereas Resistance get to spray much more damage at you from range, and they debuff your defense too. Oh, and why the heck do they get to do good damage at both range and melee? I will say that by levels 16-20, they don't feel quite so rough anymore, but before that...
3) Destroyer issues:
a) Blast Masters need to be toned down. Their ability to spread lots of fire patches around stinks, even if the individual damage ticks aren't that strong. I think this is largely because they like to spawn three to a mob on teams.
b) Mad Dogs are immune to mez and knockdown/back. Really? Really...? An all-melee boss that's immune to control. Yeah. Sorry, but no.
4) Syndicate issue: Sword Masters are quite possibly one of the worst bosses ever designed. A boss-level enemy that can use a melee attack at range. That, many a time, would instantly drop my Dominator to 50% health. At range. No. And that's on top of their rather fast attack chain that piles on even more damage in melee.
Edit: And, just a small nitpick not directly related to difficulty - there's a touch too many Syndicate along the Loyalist arcs. In fact, I'm pretty sure you fight more Syndicate than you do Resistance.
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You must have missed where I stated that I was on a team with 2, yes 2, ice dom corruptors, which had both their melee and ranged buffing shields and energy defense, and we were still team wiping. This was inspite of the fact that the other ice dom was also an electric controller.
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With 26% Melee, Ranged and AoE defense just from the shields and a further 13.8% defense from your SR powers you were sitting pretty at 39.8% defenses to each vector, presuming there were no TOs or DOs in use at the time.
That means even con minions had a 10.2% chance to hit you, initially.
Pop a Purple and call it a day. On a team with an Ice/Ice tanker, an Illusion/FF controller, and a Psi/Mind blaster (static team, Loyalists) I'm not having any trouble fighting. And the tanker doesn't even have his Energy defense power.
On my other two static teams it's a Kin/Invuln scrapper with a Pistols/Pain corruptor. No problems at all, and a Kin/Will brute with an Empath/Sonic. Again, no issues, though they are resistance and tend to fight PPD...
Change tactics, move on, and stop going on the offensive when people present you with facts to your anecdotal evidence.
-Rachel-
On my other two static teams it's a Kin/Invuln scrapper with a Pistols/Pain corruptor. No problems at all, and a Kin/Will brute with an Empath/Sonic. Again, no issues, though they are resistance and tend to fight PPD...
Change tactics, move on, and stop going on the offensive when people present you with facts to your anecdotal evidence. -Rachel - |
First, this only supports my question about whether a large part of it has to do with team size. Secondly, noone here has been on the offensive but you. The OP stated that Preatoria seems unbalanced when it comes to difficulty, especially for new players and/or low level toons. Others agreed, and I posted my own experience backing it up with -factual- events from a team I was on. You called me a liar, which is both laughable and sad. Regardless, others since then have voiced concerns similar exactly to what I've stated (I especially loved the post aove about the AoE madness of the destroyers bomb masters and of bosses in the preatoria, both of which you encounter more in a large team, btw.)
And for the record, I actually STATED how surprised I was that a team with two ice doms and a defense based brute were having so much trouble and even being hit in the first place.
Oh...and last I checked, most of the damage from the Destroyers isn't energy based, so an ice tank would actually do even BETTER against their heavy fire damage.
At any rate, rant away. Call me a liar. I stand by what I, the OP, and others in here have said and suggest that the Devs have a look at the difficulty of many of the Preatoria missions. Hopefully they do so before new people like the ones I brought in to show the game get too frustrated.
First, this only supports my question about whether a large part of it has to do with team size.
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Bullspit. "You must have missed" is an inflammatory statement. It puts yourself on a high horse talking down to whomever you say it to. Next time try stating "I did say.." and repeat what you said, rather than talking down to people.
The OP stated that Preatoria seems unbalanced when it comes to difficulty, especially for new players and/or low level toons.
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Others agreed, and I posted my own experience backing it up with -factual- events from a team I was on.
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Based on your story (SR Brute with Ice Dominator support from two sources) something 'Seemed" wrong with your statement. Checking through the numbers I provided you with an accurate representation of your defense values. You had a 10% chance, per attack, of getting hit plus or minus any debuff or buff you might have from any enemy attacks or purples you've popped. To believe that you repeatedly died without thinking to change your tactics at all or pop a purple before the defense debuffs brought on Cascade failure seems laughable. If that -is- the case then I must have given you too much credit.
Regardless, others since then have voiced concerns similar exactly to what I've stated (I especially loved the post aove about the AoE madness of the destroyers bomb masters and of bosses in the preatoria, both of which you encounter more in a large team, btw.)
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And for the record, I actually STATED how surprised I was that a team with two ice doms and a defense based brute were having so much trouble and even being hit in the first place.
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Oh...and last I checked, most of the damage from the Destroyers isn't energy based, so an ice tank would actually do even BETTER against their heavy fire damage.
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At any rate, rant away. Call me a liar. I stand by what I, the OP, and others in here have said and suggest that the Devs have a look at the difficulty of many of the Preatoria missions. Hopefully they do so before new people like the ones I brought in to show the game get too frustrated.
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I'm sorry you think saying "I don't believe you" is equal to "I believe you are intentionally deceiving me". If you read the statements I put forth without negative bias, you'd realize that I was giving numerical evidence which disprove that your statement could be the normal exchange for that team. Either you had the single worst run of luck in the history of City of Heroes, or you simply weren't paying attention to what was happening and utilizing the tools at your disposal. I'm inclined to believe the latter.
-Rachel-
With 26% Melee, Ranged and AoE defense just from the shields and a further 13.8% defense from your SR powers you were sitting pretty at 39.8% defenses to each vector, presuming there were no TOs or DOs in use at the time.
That means even con minions had a 10.2% chance to hit you, initially. -Rachel- |
Also your numbers are off. On an ice dom corr, the base value for glacial shield and Ice are 11.25%. That means they would be sitting at 23% positionaldefense before SR, not 26%.
Also, have you noticed that Preatoria missions often spawn +1 enemies, not even level? Which goes back to there being no way to adjust mission difficulty in preatoria.
Also, when you brought up your two static teams, what exactly where the numbers you threw out to make it more valuable?
As for the "step out of the burn patch" comment, yeah that would work if the burn patches weren't littering the entire floor, because minions have the ability to cast them and spawn about 3 or four per mob.
It's a little funny for someone who says that "you must have missed" is somehow inflammatory telling me not to see "I don't believe you" as such.
As for the "seems" bit, of COURSE we're talking about perceptions here. No one has suggested anything else, except you, who then goes on to bring up their perceptions of too many ambushes overwhelming "prepared" teams, both ancedotal and based on your own perceptions. Somehow what I'm getting here is that a)anyone else's experiences are not really valid evidence, b) your experiences are valid evidence, c)you can be rude to people but there's no reason for people to be rude to you in a conversation.
Got it. Thanks.
I think the posters who feel the difficulty isn't so bad are probably primarily soloers or on very small teams. Soloing, I've had very littel problem with the praetoria missions.
However as teams get larger, the difficulty gets RIDICULOUSLY too high. I don't mean slightly too hard, I mean stupid hard. Going to the hospital after every other spawn (or countless ambush...)hard. I don't know why they went away from the difficulty slider mechanic, but I strongly suggest they go back to it.
I can imagine new players trying this and thinking its some kind of emergency room simulation.
Some players like hard, and thats fine, but hard was attainable by pumping up the difficulty slider. A lot of people like to feel powerful and not visit the hospital every five minutes, so the base difficulty should be easy. This way more people are happy becuase there are more options instead of the only option you have in praetoria, which most seem to agree, is too difficult, especially for toons that are such low level, with minimal powers and slotting.
Personally, I think it's not so bad. This running a pair of control characters as well as a Kin/SR brute (defenses not slotted yet.) Don't think I've died yet on that character - once at most - or more than I have in "classic" COH or COV.
It's not "harder" to me. It's new. I don't know what specific mobs do by heart yet. This could very well make it seem "harder." (Similarly, it "feels" like Acc is off - but running herostats still shows me at 87-94% overall, even on TOs.)
Now, there are a few things that need tweaking, yes. There's a spawn point *right* by one of the Resistance contacts/entrances that always seems to spawn a good size group of destroyers. That spawn point... well, simply needs to go away. I tend to zone quickly, but even then I've had a good third of my health gone by the time I've shown up (and mopped up the group so others coming out could get out of the way.) And the burn patches - they're easy enough to get out of, yes, but they're a PITA for Masterminds in the late teens-early 20s with Demolitionists. *Why* do we see them so much in the single digit levels? Almost seems like they had it out for MMs. (Haven't had an issue with them on anything else I've played so far, but for low levels... eh.)
Honestly, the most annoying things so far have been (a) having to turn off tips time and time again and (b) having to verify that, yes, I KNOW this is a resistance entrance and have to "enter my passcode" - twice - each time I go to the underground.
I agree with the original post 100%.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
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b) Mad Dogs are immune to mez and knockdown/back. Really? Really...? An all-melee boss that's immune to control. Yeah. Sorry, but no.
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My wife and I are both playing doms atm, and if we both focus on one with ST holds, we can lock one down for short periods of time. With domination up, I've controlled one myself by triple stacking my ST hold on him.
I'm not disagreeing that their mez resistance needs turned down a bit, but they aren't immune.
On the original topic, another thing I've noticed in Praetoria is that at least the increased difficulty seems to come with greater xp rewards. I don't remember ever leveling that fast outside of farm missions in either CoH or CoV.
Mmm
Praetoria is beautiful, and so clean too. I love the manicured parks and the overall look of the zone. The plots are actually interesting, and for a change intelligently conceived; they actually make sense.
The use in excess of ambushes, reduced the enjoyment and immersion of the story basically to nothing. I made the error to try Praetoria for the first time with a Defender, it was death after death after death. The ambushes see through stealth, they never give up chasing you, their accuracy is terrific, and their ranged attacks made my snipe feel like a short ranged attack; I never been in a situation where we had so many complete team wipe outs; and my fellow players were all game veterans of many years. We knew, what we were doing. In one mission, we just gave up trying to do the mission, and simply waited at a distance from the door and chose to farm the ambushes as they came; we had little choice left to us; that turned out to work really well for us, we gained levels quickly and then were able to easily complete the mission. But somehow, I would believe, that is not the intent of the game or the developers :<)
What I believe made the Praetorian ambushes so lethal, is the lack of warning. In CoH or CoV, ambushes always had a warning, a leader would always say something, such as "get the itnruders" so if we are paying attention to NPC chat, we at least can somewhat prepare; Praetorian ambushes are totally quiet, no NPC chat. I also noticed that the ranged attacks of Praetorian ambushers can out-range snipe, for I was being struck by their attacks well beyond my snipe range; perhaps this should be looked at.
Also the ambushers chase us till dead or left mission, very persistent, which denied teams from retreating and reforming. This much, I do not object, I do consider it fair challenge.
I do believe these mobs are too tough for entry level characters, would love to see them though against our upper level alts. At low levels, we essentially have no significant defense, not much resistances, and preciously little endurance. Also at low levels there is not much IOg going on either, nor do we have high level alts being level lowered either.
I do like Praetoria, but the mobs need to be toned down, ambushes need to be re-looked at, perhaps even limited to no more than 3 waves, to avoid farming, and also to let the team do the mission with some level of enjoyment. I believe if the mobs themselves are toned down, the mob spawn numbers would not be so rough and perhaps the ambushes less ultra-lethal, also maybe looking at the spacing between mobs should also be considered; I believe they are too closely placed in many situations; yet not a major issue with the zone, if we pull with ranged attacks.
Hugs
Stormy
Personally, I LIKE the fact that it's hard as hell to get through in one piece.
I was on the verge of quitting because the game became "Press button = Gain xp"
Then Praetoria came along and it was "Holy crap! I actually have to pay attention again!"
And on the bright side, any new player who makes it through Praetoria is much less likely to become a level 50 perma-noob.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
"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...
And on the bright side, any new player who makes it through Praetoria is much less likely to become a level 50 perma-noob.
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So far from what my personal experience (and the opinions of the posters here would agree on) is that on small teams and soloing is not obnoxiously hard, but challenging. Large teams though have to be well constructed and balanced as well as competently played to stand a snowball's chance. THAT I think is what everyone can agree on.
It makes little sense to me.
The graphics and plot is better, but gameplay-wise there's no real reason to force this requirement on new players.
Praetoria content is quite a bit harder than level 1-20 content in Paragon City or the Rogue Isles. It would actually make more sense to have players 'unlock' Praetoria by getting to level 20 as a Hero or Villain first. It seems like an 'advanced' newbie area, for people with experience in the game already.
There are some difficult mechanics at play in many Praetoria missions - packs of more than a half-dozen +1 minions, sometimes with a +2 lieutenant mixed in. Waves of enemies rushing in without a moment's pause, overwhelming the player. Missions that barely give players a chance to rest or go AFK for a bit, spawning minions that continually sneak up behind the player to bug him until he completes the mission.
I understand that new players only need to complete the brief tutorial to gain access to heroes and villains, but odds are they're going to remain in Praetoria for their newbie experience. They don't know the other newbie experiences are easier yet - they'll have to ask around to figure out that they'll have an easier time elsewhere. Is that really the newbie experience Paragon wants for new players?
Some people like the challenge of Praetoria. That's fine with me. But if the content is designed to be challenging, why strongly nudge newbies into starting their CoX experience with it? Either make it clear that Praetoria is for advanced players, or tone down the difficulty somehow. Put in a notoriety-changing NPC. It feels like an oversight that they don't exist in Praetoria - as though the developers have already made the choice for us, and told the NPC we want to fight enemies +2 to our level and that we're as good as 3 standard heroes.
Some of you are so pro that this doesn't bother you. Sincere congrats, I look up to people so skilled. But not all of us are that good, especially those of us who are just starting or coming back after a very long departure.
To us, Praetoria is just frustrating. I've already used the 3-day cooldown on mission-skipping twice, not because of bugs but because of extreme difficulty. I feel like I'm playing CoH on some sort of 'hard mode'. It reminds me of how it feels when you try to solo a group quest in other MMORPGs, except Praetoria is supposed to be completely soloable. Something just doesn't add up.
I'll continue banging my head against brick walls, but hopefully soon there's some sort of relief. Right now, my experience with Praetoria is akin to a tourist buying a travel package to a beach resort and being taken to a military boot camp instead.