Question: Are NPCs with God Mode Fun Killers?
So I want other players' opinions on giving NPCs these drastically modified God Mode powers. Do you find it a nice change of pace; a rare and entertaining challenge? Or does it make you wanna bang your head against the keyboard and auto complete the mission? Should such powers be left as they are or should they be modified to come with a crash or longer Recharge timers?
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It's lazy game design and I wish they'd do away with it. If they want to create a perception of difficulty they should make enemies more dangerous, not more annoying.
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There are points where it would be fine - it's something to pay attention to. It's also a bit of a kludge to get around stupid AI.
But some really need to be looked at. (Such as Valkyrie's freaking-forever invincible, rez, invincible. All you do is run around and dodge her for a few minutes, then try to knock down her HP before she fires it off again. (Normally do. Then she rezzes and hits it again, which is irritating.)
Well, one thing I do like about the use of unstoppable throughout the game is it's about the only time psi damage really feels super useful to me, haha.
Overall though I think the way the illusionists work is better; some kind of pulsing resist that lasts a short time per pulse. It forces you to time your attacks and pay attention rather than just pressing numbers constantly.
Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)
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It's worth pointing out that not all mobs get crashless "god modes" these days. A lot of more recent mobs get Unstoppable with a crash that stuns them (a throwback to a really old, old version that players got). This is a guaranteed death sentence.
There are only a few godmodes I really, really dislike on mobs.
One is the aforementioned Moment of Glory, which has full defense to all damage types (even Psi!) and lasts a really, really long time. (I'm not sure if it's the full 180 seconds of the version players used to get, but it sure feels like it.) You pretty much can't hit them with anything, which is usually just a waste of everyone's time waiting for it to expire.
Another one is the modes given to AV/EB signature characters in missions. I'm sort of OK with these in TF's (but I'll get back to that), but in story arcs, these characters get crashless godmodes that operate off really high AT modifiers and have absolutely preposterous recharge times. If an EB Wretch wants to pop Unstoppable and become damn near invulnerable to my damage for three minutes, OK, fine, I wouldn't like it, but I could stand it. But he gets to do it again like 30 seconds after it wears off (with no crash). That is frustrating.
Finally, I really, deeply and truly despise the few godmodes that combine with other powers give 100% DR to any given damage type. The Honoree in the LGTF still gets 100% lethal/smash resistance when he pops Unstoppable. I hate knowing that if I bring a character who deals L/S damage that I will stop contributing DPS at all once he pops that.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Overall though I think the way the illusionists work is better; some kind of pulsing resist that lasts a short time per pulse. It forces you to time your attacks and pay attention rather than just pressing numbers constantly.
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But overall I have to agree that they're method of adding difficulty is much better.
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But some really need to be looked at. (Such as Valkyrie's freaking-forever invincible, rez, invincible. All you do is run around and dodge her for a few minutes, then try to knock down her HP before she fires it off again. (Normally do. Then she rezzes and hits it again, which is irritating.)
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
This I can sort of agree with. Only have two issues with the way the Illusionists work. First off, when they go intangible they're not subject to "Only Affecting Self" status. They can still attack and summon. It's really only a problem with those damned Master Illusionists. Personally, I think they're overpowered. They just summon way too many other things. Also, they phase automatically regardless of any controls that may be on them. So even if you get a Hold or Stun on 'em they'll still become untouchable.
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I wonder if it's actually the same bug that has the Aspect of Rularuu attacking through his bubble in the CoP. If they fix that, it'd be nice if it fixed the Illusionists as well.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Yes, God modes on NPCs are the reason why I rarely give my custom mobs in AE God modes.
What i'd like to see is most of them reduced a bit. Maybe about half of what the players have. 50% Resistance to all execpt psi when at low health is a lot better than 95% res to all that a lot of the mobs with unstoppable have.
Elude mobs are a bit trickier... Everyone usually has diffrent opinons on how much accuracy you need. But there's a few elude mobs out there that you can't hit even if you chomp 10 yellows. I'd like to see their powers get reduced a bit so you still have somewhat of a chance to hit them.
They also need to give the mobs the new MoG instead of the old one...
What i'd like to see is most of them reduced a bit. Maybe about half of what the players have. 50% Resistance to all execpt psi when at low health is a lot better than 95% res to all that a lot of the mobs with unstoppable have.
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Elude mobs are a bit trickier... Everyone usually has diffrent opinons on how much accuracy you need. But there's a few elude mobs out there that you can't hit even if you chomp 10 yellows. I'd like to see their powers get reduced a bit so you still have somewhat of a chance to hit them.
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Using Silent Blade as an example, she has the Ninjitsu toggles on top of Retsu. When they're all running your chance to hit drops into the single digits. It's extremely frustrating. I'd say reduce the Defense Elude provides and perhaps make it mutually exclusive to any other source of +Defense an NPC has.
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I'd like for, as suggested, these godmodes to have maybe "half" the current effectiveness they have now (which would make these actually much weaker than half when dealing with, say, resistances) ; but at the same time, have the power give some kind of offensive boost to the enemy, be it tohit, damage, recharge, or all three. So instead of being super slow to kill (which ends up just being tedious), they'd be a bit harder to kill and more threatening.
Personally I love it on the Paragon Protectors, since it forces you to use different strategies (i.e. switch to mostly singe-target based attacks to drop them before they can set it off). Same reason I love the Illusionists - it changes the game from the usual mindless 'pres butan' gameplay and forces you to think a bit about what you're doing.
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On my Widow, I've just done that mish for Abyss where you have to kill 4 Vindicators. Something seemed to be screwed up with the EB's levels as, despite me being 50, they varied from 47 to 51. Valk was the 47 and the fight was just tedious. She was no threat at all (even Headsplitter only took of ~1/3 of my health), just took ages. And then, after finally killing her, not only does she get straight back up, but then pops MoG. Fortunately, I got kill credit the first time round, so I just left her standing there looking like an idiot while everyone else in the base was dead.
I'd like for, as suggested, these godmodes to have maybe "half" the current effectiveness they have now (which would make these actually much weaker than half when dealing with, say, resistances) ; but at the same time, have the power give some kind of offensive boost to the enemy, be it tohit, damage, recharge, or all three. So instead of being super slow to kill (which ends up just being tedious), they'd be a bit harder to kill and more threatening.
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@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
I see this as no different than adding levels or numbers to make something harder. I can fight +4 enemies or the exact same enemy at +1 or +0. I miss more, hit for less, and he hits more and harder. Assuming my defenses can take the shift, the only actual change in difficulty is time required to defeat him. This turns it grindy.
On the other hand, compare fighting rularuu or malta to family or axis america. THAT is how difficulty should scale up. There are tough groups and weak groups. and I like the tough ones at +0 or +1. If I can win, I don't want to spend forever doing it. Making my numbers smaller and their numbers bigger is just frustrating compared to giving them more interesting and dangerous powers.
God modes are nothing more than this exact same thought process on steriods. Lets give them really really REALLY high numbers for a "short" period of time. Pffft. no thank you!
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
To answer Timeshadows question in a word: Yes
I think it's very much a game killer when you run up against any npc that simply does not adhere to the "natural laws" of the game universe (eg, the laws we follow, non-interruptible snipers, for example), a lot of which seem to be hold-overs from the "Statesman" era.
I think if I had to pick one thing that annoys me the most about CoH is the sheer amount of "cheater" NPCs.
... Hit it ...
Shorter weaker god modes that buff offence would be a good idea I think.
And put them on real timers, I hate nothing more than waiting for someone like statesman to drop hs god mode only for him to go right back into it!
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Nope. Not a fun killer for me.
That said, Illusionists who can still attack while phased seems unfair.
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the only god mode type power that i hate on mobs is MoG, i can fully understand the crashless stuff, but even with unstop we can still at least hit, debuff, and dmg them during their god mode
elude isnt too bad if you get tons of def debuffs on them, but almost every enemy i seen with elude its never a really strong version, but the only god mode power i absolutely hate is MoG because you cant even hit the baddies to do much of anything
also, since PPs and valkyrie use the old version of MoG, they inflict a large amount of self dmg, thus reducing rewards for the kill after they hit their god mode
IMO, i think MoG is the only "god mode" type power which needs to be looked at because it overpoweres the baddy using it by allowing them to hardly get hit and take almost 0 dmg for the duration (PPs usually are a little weaker in terms of the numbers for MoG and thus can usually be killed before it wears out, but valkyries usually lasts the entire 180 sec because she has higher numbers on the MoG and a TON more hp)
also as mentioned the baddies that use unstop usually do have a -end and stun crash (ive spent plenty of time watching the longbow wardens with it)
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
So I want other players' opinions on giving NPCs these drastically modified God Mode powers. Do you find it a nice change of pace; a rare and entertaining challenge? Or does it make you wanna bang your head against the keyboard and auto complete the mission? Should such powers be left as they are or should they be modified to come with a crash or longer Recharge timers?
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And I'm sorry, but the power is called MOMENT of Glory ... not MINUTES (plural!) of Glory.
The way I look at it is ... if any of these God Mode Powers were available to players, those players would be insta-banned for hacking the game. The fact that these God Mode Powers are available to NPCs does not make them less offensive to my gaming sensibilities. These are h4xx0r cheats that do not provide challenge, they're merely "nyah nyah!" obnoxiousness.
Silent Blade can hit Kuji-in Retsu and simply outlast whatever's thrown against her.
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It was funny when I was playing my (softcapped) Elec/Nin through the Hero Alignment mission - the only damage either of us did for a couple of minutes was due to Caltrops, and the rare hit that Sha took care of immediately. Finally, her Retsu crashed; shortly thereafter, so did her hp bar.
Also, PP MoG doesn't bother me all that much since if it goes off, I know that I let them hit it - it also doesn't last the full duration. Sure it's annoying, but you can stop it. On the other hand, Rise of the Valkyrie sucks - especially with the "can't target while rezzing" code that prevents me from hitting her with debuffs (like Benumb) before it goes off like I used to.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
I enjoy the godmodes on PPs. Gives Benumb's -special some nice uses in PvE, makes ST controls more useful, all-around make debuffs more useful, and lets bosses last more than 2 seconds on steamrolling teams. It can get a little tedious if you're on a mission with dozens of them and nobody on the team has the right tools to keep them from going invincible, but that's rare, in my experience.
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We've all seen it before. You're on a team and run across several Paragon Protectors or an EB/AV. You don't have sufficient control or can't kill 'em fast enough and they hit Unstoppable, Elude, MoG, etc. Now you're forced to spend extra time and Endurance swinging/blasting away until it drops.
There's nothing inherently wrong with giving NPCs these kinds of powers; they need something to give 'em an edge because, by design, their weaker than player characters. Problem is the NPC versions or Tier 9s aren't the same as the ones we get. They're crashless and have much lower Recharge times. That means Statesman can resist almost all of a team's damage just about all the time. Silent Blade can hit Kuji-in Retsu and simply outlast whatever's thrown against her. This isn't unfair but it can certainly be annoying. Especially since, depending on rank, such NPCs have greatly increased Regneration, self-heals or both. So not only are they nigh unkillable for most of a fight after a certain point, they can also effectively recover their Hit Points and make a team repeat the process of whittling them down all over again.
So I want other players' opinions on giving NPCs these drastically modified God Mode powers. Do you find it a nice change of pace; a rare and entertaining challenge? Or does it make you wanna bang your head against the keyboard and auto complete the mission? Should such powers be left as they are or should they be modified to come with a crash or longer Recharge timers?
Wanna play a Peacebringer? Don't believe the hype. Check out my guide and get the real truth:
PEACEBRINGERS SUCK!!! (Now fully up to date for i21+ )