Praetoria's difficulty needs to be tuned down.


Aquila_NA

 

Posted

Just adding my $.02... I agree with Merchant that Praetorian content is tougher than the other two CoX settings. I like it that way. I'm not as seasoned as many of the posters on here (CoX was my first -- and still my only -- MMO experience, and I'm only a 24-month vet), but I've spoken with others who say CoX is much easier than other comparable MMOs, where the player must struggle like Hercules to reach level 10.

Mostly, though, I enjoy playing new characters. I've got toons on every server, many of them below level 20. Praetoria gives me a challenge I can't get from (for example) wiping out a cluster of Clockwork in Atlas Park, or taking on a handful of Snakes in Mercy Island.

Having said that, I agree that Praetoria seems to assume a higher level of play from first-time players, but that's not out-of-line with other MMOs, from what I've heard.


 

Posted

Praetoria seems to me like it started out in-between on the nerf-nerf coaster. Most character powers have been "normalized" but some enemies have yet to be "softened". Not saying that this is right or wrong (I do have my opinions). I think that this is a cycle that we're stuck with without a difficulty adjustment system and/or as long as people don't understand it or refuse to use it realistically.

There are always going to be people who want a relaxed trip though the story arcs and others that tell them to read a book. Casual play should be just as rewarding as hard-core and vice-versa. Not everyone needs to shout for joy on an airplane to be having fun, but I guess some do.

I'll say that I agree that SOME ultra-1337 players influence the decision-making process in terms of game difficulty a tad much. Or at least it SEEMS that they do. They certainly are a vocal and "respected" segment of the community. To many of them, if something isn't hard enough that bragging about how easy it is (to them) can't impress us then it it is too easy, in general. So that's how they'll impress us: to tell us all that it is too easy and dismiss it as being some kind of joke. These players who have tweaked their builds/skills/tactics/exploits(?) to the utmost really are a "cut above" the average player or even the average group. But the Rikti Pylon Challenge, Rikti Boss Challenge, speed master runs, speed challenge TF standings, "closed" Hami runs to name a few are all born of an elitist mentality where the only fun necessary is that it stoke the e-ego. If a player engages in these activities out of preference they're not likely to give a damm(sic) about the average player's enjoyment. Their right to an opinion? ABSOLUTELY! Is their opinion RELEVANT to the question?

Basically, its on the wheel, and for better or worse, as long as the outlying players demand that their desires are all that matter (which is true, but only from a self-centered viewpoint) it will always be a pushmi- pullyu contest.


 

Posted

Praetoria is not harder than City of Heroes...well at least if you actually do the content. Vahzilok and Clockwork aren't any easier than Destroyers or err...Clockwork. And I've seen no villain group in Praetoria that compares to the Circle of Thorns in the teens. The Ghost Lts. and their ability to crash your to-hit in particular.

Praetoria's difficulty is refreshing. Leave it alone.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

My big concern: Chain-ambushes.

On one of the missions I did recently, on my stalker, I got into the building, cleared maybe one or two mobs, and then...

Got ambushed by a lt and two minions.
Got ambushed by three minions.
Got ambushed by three minions.
Got ambushed by three minions.
Got ambushed by three minions.
Got ambushed by three minions.
Got ambushed by three minions.
Got ambushed by three minions.
Got ambushed by three minions.

... Nine ambushes total. Chaining. About 10 seconds between killing the last mob of one group and the next group spawning.

And every one of these groups had the Magical Ability To See You that utterly nerfs stalkers, because the ENTIRE POINT OF THE ARCHETYPE is not being seen. So of course, the most FUN thing to do would be to have NINE AMBUSHES IN A ROW, without long enough between them for Rest to start healing you, all of which can magically attack you even though you're Hidden, even if you move into another room after they spawn.

... No, wait. Not fun. Stupid.

Sure, I beat it. I even levelled from the extra XP. Heck, this is FARMABLE, because all I have to do is reset the mission and the XP come to me. When my MM gets to that level, you better believe I'm gonna reset that mission a couple of times to get extra free XP off it.

But it's stupid. It's not fun, at least on a stalker. It violates the basic premise of the archetype, and missions should not invalidate an archetype. (And yes, let's also mention the escorts who can't follow a hidden stalker. That, too, is not fun. Let's just assume I'm talking to them so they can follow me or something.)

A couple of ambushes now and then? Fun. Chain ambushes with no downtime? Not so much fun.


 

Posted

Quote:
Originally Posted by Aquila_NA View Post
There are always going to be people who want a relaxed trip though the story arcs and others that tell them to read a book. Casual play should be just as rewarding as hard-core and vice-versa. Not everyone needs to shout for joy on an airplane to be having fun, but I guess some do.

I'll say that I agree that SOME ultra-1337 players influence the decision-making process in terms of game difficulty a tad much. Or at least it SEEMS that they do. They certainly are a vocal and "respected" segment of the community. To many of them, if something isn't hard enough that bragging about how easy it is (to them) can't impress us then it it is too easy, in general. So that's how they'll impress us: to tell us all that it is too easy and dismiss it as being some kind of joke. These players who have tweaked their builds/skills/tactics/exploits(?) to the utmost really are a "cut above" the average player or even the average group. But the Rikti Pylon Challenge, Rikti Boss Challenge, speed master runs, speed challenge TF standings, "closed" Hami runs to name a few are all born of an elitist mentality where the only fun necessary is that it stoke the e-ego. If a player engages in these activities out of preference they're not likely to give a damm(sic) about the average player's enjoyment. Their right to an opinion? ABSOLUTELY! Is their opinion RELEVANT to the question?
As someone who's saying "It's fine," I'm not an "ultra- 1337" player. Veteran? Sure. If you look at most of my 50s, they've got SOs or common IOs. I don't min/max. I don't have any magic tactics. I don't tweak. If you call me "uber," I'm going to assume you're either joking or crazy. I love doms, and have exactly zero permadoms. The only things at any sort of cap are my fire tanks fire resistance, and you have to almost work at NOT doing that. I'm a lore hound (see also "Kheldian backstory guide.")

So if your point is that the people who are saying "it's fine" are only the "elite min/max type trying to impress you/stroke their ego," well... you're wrong. There are one or two things that could be tweaked, yes, and I've mentioned them before, but overall, yes, I *do* feel the difficulty level is perfectly fine. Hell, I think having Mu killing your recovery is a bigger issue redside (pre-stamina) than anything in GR.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
As someone who's saying "It's fine," I'm not an "ultra- 1337" player. Veteran? Sure. If you look at most of my 50s, they've got SOs or common IOs. I don't min/max. I don't have any magic tactics. I don't tweak. If you call me "uber," I'm going to assume you're either joking or crazy. I love doms, and have exactly zero permadoms. The only things at any sort of cap are my fire tanks fire resistance, and you have to almost work at NOT doing that. I'm a lore hound (see also "Kheldian backstory guide.")

So if your point is that the people who are saying "it's fine" are only the "elite min/max type trying to impress you/stroke their ego," well... you're wrong. There are one or two things that could be tweaked, yes, and I've mentioned them before, but overall, yes, I *do* feel the difficulty level is perfectly fine. Hell, I think having Mu killing your recovery is a bigger issue redside (pre-stamina) than anything in GR.

No Bill, I'm pretty sure (completely) that I wasn't talking about you specifically, in this case or really any other that I can recall off the top of my head. And this thread is by NO means the only one to which the "issue" applies.

There was another poster who expressed concern that the game was balanced around the uber-1337 that I mentioned. This was just my take on that question.


 

Posted

Quote:
Originally Posted by Aquila_NA View Post
No Bill, I'm pretty sure (completely) that I wasn't talking about you specifically, in this case or really any other that I can recall off the top of my head. And this thread is by NO means the only one to which the "issue" applies.

There was another poster who expressed concern that the game was balanced around the uber-1337 that I mentioned. This was just my take on that question.
Well, for every "name" or "uber/IO'd out" person there is - and yes, there are several who show up in beta - they are diluted by everyone *else* there. My point being that there's plenty of counter to the "uber" player when it comes to testing these out. That on top of the devs "balanced for SOs" philosophy (barring future Incarnate content, which we know is supposed to be endgame and balanced around its own reward.)

That's not to say they aren't listened to - after all, someone has to show just how crazy stuff can get - but their reports and opinions are balanced out.


 

Posted

<QR>
I don't feel that the difficulty in Praetoria is more difficult than CoV. I think some of the difficulty stems from our unfamiliarity with the enemies and how to deal with them.

I think both CoV and Praetoria are slightly harder than CoH enemies but nothing that cannot be overcome with strategy.


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.

 

Posted

Quote:
Originally Posted by Cyber_naut View Post
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.
I agree with this assessment.

Anecdotal or not, I just did a new mission that I had not seen during Beta where I had to find out what happened to the Seer's sister. She went with me in the mission after TP'ing me into the door. Worked our way thru to the end and found an Elite Boss. I was playing an Archer-Dark corruptor (Fully DO-slotted, helps having a rich uncle) and when the EB was down to half health we were ambushed by anywhere from 6-9 mobs. We still had the EB plus two minions left to defeat when the ambush occured. For one Corruptor solo plus a helper thats pretty extreme for base settings. We both died.

I went back and cleared every single mob before pulling the EB, died 2 more times, and loaded up on Inspies each time (Def/Heal/Dmg/BFs) and eventually defeated the EB all by myself. I would hate to imagine how hard it would have been for someone not using Dark Miasma.

Bottom line, I love a challenge. But the ambushes should probably be toned down to fewer mobs or more time between waves. We are talking about players that do not have SOs yet, unless..... There are future plans we don't know about.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by SwellGuy View Post
<QR>
I don't feel that the difficulty in Praetoria is more difficult than CoV. I think some of the difficulty stems from our unfamiliarity with the enemies and how to deal with them.

I think both CoV and Praetoria are slightly harder than CoH enemies but nothing that cannot be overcome with strategy.
Oh I dont know. Destroyers with Hurl and Footstomp against non-status protected characters by level 10. Seers using chain knockback. Thats a challenge

I learned the hard way from doing MA custom mobs that Footstomp (in particular) is a definite "no-no" on missions designed for anyone under level 20, and still pretty obnoxious at higher levels.

I will say this though, having the choice between excessive KB/KD as opposed to excessive -Def, I would choose KB every time. I can IO away that weakness.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

/unsigned. I like the extra challenge of the new content and I would hate to see it changed because that would lessen my fun.


 

Posted

Just add the difficulty contacts.
That way everyones happy. *shrug*


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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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NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Biospark View Post
Oh I dont know. Destroyers with Hurl and Footstomp against non-status protected characters by level 10. Seers using chain knockback. Thats a challenge

I learned the hard way from doing MA custom mobs that Footstomp (in particular) is a definite "no-no" on missions designed for anyone under level 20, and still pretty obnoxious at higher levels.

I will say this though, having the choice between excessive KB/KD as opposed to excessive -Def, I would choose KB every time. I can IO away that weakness.
Which is not one bit different from Council's excessive knockbacks for the kheldian arcs which sends me scrambling for a KB Prot IO at level 7 nor dealing with Arachnos and Longbow for villains nor dealing with Tesla Clockwork nor CoT mages nor trolls and pumicites in the Hollows, etc.


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.

 

Posted

Mmmm...

Interesting and informing posts...

In general the mobs are a bit moe potent than CoH or CoV mobs, they seem to have better ranges to begin with, can take a beating and keep on ticking better also or at least appear to, and they tend to hurt more, at least so it seems.

Now is the above bad? Frankly I don't think so, it does add to the challenge. Now is the challenge equally increased among all the AT types? Or some ATs experience the challenge a bit more than others? I believe support gets it far worse than melee, despite that, is it bad? I see support ATs as a "pseudo handicapped" set of ATs (once more I am not judging them one way or the other) the benefit, in a way, is that support ATs are much greatly challenged to play and require much more skill and care than a melee; thus their excessive vulnerability to damage and status effects are actually the challenge and thus the enterteinment value of playing them, thus succeeding in an enterprise is by far more rewarding than achieving it with say a tanker who never was in mortal danger, never suffered significant damage, never came close to be status effected, etc. So from that aspect GR is an improvement, and increase in challenge.

Now what I feel is the problem with GR?

1) Ambushes: They are silent, no warning
2) Ambushes: They spawn and reset very quickly
3) Ambushes: The are very persistent in chasing you and killing you
4) Ambushes: Never stop spawning, never ending supply of ambushes
5) Ambushes: Too large a spawn for team size
5) Mob Group Placement: Too many mobs per room, too closely spaced

One could say, this is challenge, and thus ok. On the other hand water is good for you; until you drown.

I really like the feel and ambiance of GR, its really cool, but the 6 problems above does need to be looked at and somehow mitigated. I suggest limit ambushes to no more than 3 waves; scale the ambush size to the team size; and the spawn no less than 3 min from each other or as fast as say it happens at the Terra Volta respec mission. Half the number of mobs groups per room, or at least double the distance between them.

A little bit of sanity check on mostly mob group placement and ambush management can make the difference from a great time to a "you just torqued me off" experience.

Hugs

Stormfront


 

Posted

So I ran a new character from 1-10 yesterday in Preatoria, and stuck either solo or with really small teams. I also did Loyalist as opposed to Resistance, and I have to say, TOTALLY different experience than I'd had before.

Yesterday the enemies were less painful (much more melee/smashing/lethal attacks) and the smaller mobs only occassionally were +1, and I didn't have to face any destroyers. :-)
I was on an Ice tanker who only had his HP boost/heal and his initial smash/lethal armor for most of the time, and was only dying occassionally. It felt "balanced." I was teamed up, occassionally, with a dark miasma sonic corr and a fire/kin tanker. The fire kin was having a much harder time than I was. Regardless...

This leads to wonder 2 things: first, am I on to something when I say that the real problem with preatoria comes when you're teaming with 4+ people, since the benefits you get at that level don't balance well with the disadvantages of the increased mob sizes spamming attacks which most lowbies are ill equipped to deal with, and second, is your experience in preatoria highly dependent on what kind of powersets you have (even more so than the regular game)?


 

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Quote:
Originally Posted by Techbot Alpha View Post
Just add the difficulty contacts.
That way everyones happy. *shrug*
This.

I actually expect the devs to do this eventually. Currently they are probably datamining the difficult and how long it takes to complete arcs.

That way they can adjust the merit rewards and THEN place in a difficulty slider.


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Posted

That's great, but the mission that finally made me give up on Praetoria, where I died 4 times to the same mob before defeating them, was against Resistance. Suppose they'll be no easier after the patch. Ugh.

EDIT: Make that 5 times now.


"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...

 

Posted

Quote:
Originally Posted by DarkGob View Post
That's great, but the mission that finally made me give up on Praetoria, where I died 4 times to the same mob before defeating them, was against Resistance. Suppose they'll be no easier after the patch. Ugh.

EDIT: Make that 5 times now.
That Brawl of theirs is pretty harsh.


 

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Quote:
Originally Posted by Starstryke View Post
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.
The problem is, at low levels, challenging = tedious for most combinations. Getting through a fight by the skin of your teeth is thrilling and interesting... until you realize you have to wait three minutes to heal since you just used Rest after the last fight. Doing a whole mission like this just gets really annoying after a while, and some groups can pretty consistently do it to me--Destroyers, with mezz-resistant lieutenants/bosses every few mobs, like kicking the teeth out of my characters who rely on mezzes for defense.

That said, I'm thinking I might experiment with some new build tactics and see how that goes. It seems like Praetorian characters would get better-than-average relative performance out of debuffs, soft mezzes, knockback, and Hover.


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Posted

Quote:
Originally Posted by Aquila_NA View Post
That Brawl of theirs is pretty harsh.
It's actually their weapons that are getting to me. Which wouldn't even be so bad if my attacks and mezzes would just freakin' HIT. Seems like they either hit too hard, attack too often, or their attacks are more accurate than player attacks at that level. Honestly, I give up at this point. I'll continue to take my existing Primal toons through Tip content until the devs get this mess sorted out.


"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...

 

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Quote:
Originally Posted by Kelenar View Post
The problem is, at low levels, challenging = tedious for most combinations. Getting through a fight by the skin of your teeth is thrilling and interesting... until you realize you have to wait three minutes to heal since you just used Rest after the last fight.
There is very little that's wrong with Praetoria, or the lower level game elsewhere, in general, that would not be fixed simply by making Rest recharge in thirty seconds. Surviving a battle by the skin of your teeth is not intolerable. Having to wait three minutes to move on to the next is.

I don't see a downside, really? OMG REST IS OVERPOWERED??? Give me a break.



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Quote:
Originally Posted by DarkGob View Post
It's actually their weapons that are getting to me. Which wouldn't even be so bad if my attacks and mezzes would just freakin' HIT. Seems like they either hit too hard, attack too often, or their attacks are more accurate than player attacks at that level. Honestly, I give up at this point. I'll continue to take my existing Primal toons through Tip content until the devs get this mess sorted out.
Resistance attacks love to debuff defense, because whoever designed them apparently forgot what a bad idea that was from the original 1-20 content. Not to mention that it seems like they just copied the same broken values from that old content. Because having your level 5 SR Scrapper's defense completely negated in one shot from a minion is fun!

Quote:
Originally Posted by Heraclea View Post
There is very little that's wrong with Praetoria, or the lower level game elsewhere, in general, that would not be fixed simply by making Rest recharge in thirty seconds. Surviving a battle by the skin of your teeth is not intolerable. Having to wait three minutes to move on to the next is.

I don't see a downside, really? OMG REST IS OVERPOWERED??? Give me a break.
Thirty seconds? There's literally no downside to making Rest recharge instantly. As an added bonus, it would help reduce dependency on Stamina further for all characters.


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Posted

I think Praetoria's difficulty stems from two things...

1) Unfamiliarity. Clockwork, Ghouls, PPD, et cetera all kicked my butt pretty easily until I figured out how they worked. It's a bit of a surprise the first time a Ghoul dies and heals his friends, breaking the sleeps you had on them. By the tenth time you know either to spread them out so that death heal hits less or none or to time your mez so it resleeps right after they wake.


2) Ambushes. Praetoria's would be perfectly fine against my higher level toons who would simply cackle in glee and go to town against the 9+ chained ambushes all coming en masse at once. Lowbies though... entirely different story. I don't mind ambushes in general, but in 1-20 they kind of need to be timed farther apart. Sometimes I could barely clear an ambush wave before the next said hello. Then there were times when the next ambush popped up before I could even do that. I'm not even going to mention the time my team of five had a third ambush show up before we finished the first.


But, aside from a few specific missions, most of Praetoria was fine. Granted, I was playing a Mind/Fire Dom and was pretty liberal about mezzing everyone around me and could sleep most bosses in one shot, so maybe I just had an advantage there?