Give Super Reflex DEf Debuff inherent Resistance


AzureSkyCiel

 

Posted

Hi:

Last night I went into a mission with a group of friends into a mission filled with Devouring Earth, no sooner we get near them, the map is saturated with eminators. Before we can get a first hit at an eminator, our acc is nearly nullified and our defense is negated as well.

Now as a Super Reflex Scrapper, my protection is situational defense. Because my main protection is situational defense, the power set offers me no significant damage resistance nor means to heal damage either. After all if I'm supposed to seldom get hit, why would I need damage mitigation and healing?

Obviously when you get to an unbalanced situation where the eminators give 100% ACC boost and 100% Defense debuff, its going to really, really impact defense based protected ATs, far more tha other ATs that have good damage and debuff resistances.

So my suggestion is to give the various positional defense powers in SR, inherent defense debuff properties to mitigate the excessive impact suffered by this particular type of defense debuff attacks. Tankers who have great damage mitigation, gets defense debuff, and they do not need defense debuff protection nearly as much as a SR Scrapper would.

Also one may want to seriously consider down tuning the effectiveness of eminators, 100% ACC and DEF Debuff? Come on, lets get real! Out of curiosity, what is a Defender's ACC debuff when they strike you with a dark blast? Should the eminators do the same and not more?

Hugs

Stormy

Ps: Other positional defense powers for other power sets should also be considered to receive defense debuff protection


 

Posted

SR already has 95% Defense Debuff Resistance.

Besides, for as awesome as SR is, I don't think it's out of line for one group to be particularly troublesome.


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Posted

Quote:
Originally Posted by Stormfront_NA View Post
Hi:

Last night I went into a mission with a group of friends into a mission filled with Devouring Earth, no sooner we get near them, the map is saturated with eminators. Before we can get a first hit at an eminator, our acc is nearly nullified and our defense is negated as well.

Now as a Super Reflex Scrapper, my protection is situational defense. Because my main protection is situational defense, the power set offers me no significant damage resistance nor means to heal damage either. After all if I'm supposed to seldom get hit, why would I need damage mitigation and healing?

Obviously when you get to an unbalanced situation where the eminators give 100% ACC boost and 100% Defense debuff, its going to really, really impact defense based protected ATs, far more tha other ATs that have good damage and debuff resistances.

So my suggestion is to give the various positional defense powers in SR, inherent defense debuff properties to mitigate the excessive impact suffered by this particular type of defense debuff attacks. Tankers who have great damage mitigation, gets defense debuff, and they do not need defense debuff protection nearly as much as a SR Scrapper would.

Also one may want to seriously consider down tuning the effectiveness of eminators, 100% ACC and DEF Debuff? Come on, lets get real! Out of curiosity, what is a Defender's ACC debuff when they strike you with a dark blast? Should the eminators do the same and not more?

Hugs

Stormy

Ps: Other positional defense powers for other power sets should also be considered to receive defense debuff protection
it actually does have defense-deubuff resistance in just about every power except PB and Quickness.
Also, other sets do tend to have defense debuff resistance, if the set as a whole makes use of it, even in odd places...
Like while Invul's first passive; Resist Physical Damage, might be a resist power, but it also grants defense debuff resistance.

Shields has defense debuff resistance as well, but not in deflection because it's pretty strong on its own since it grants positional defense, and common resistance. But Battle Agility, Active Defense, and Grant Cover all give defense debuff resistance.

This actually isn't a problem with the set, but DE emanators are far too powerful for the levels you encounter them. The Quartz grant +100% tohit buff that doesn 't care hoe much defense or defense debuff you may have, Cairns seem to grant +75% resistance to all DE, putting them at the resist cap for most critters, fungi grant 10 poitns of mez protection to all DE, and the tree of life is probably the only balanced once, giving about Fast Healing levels of regeneration bonus.


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Originally Posted by Samuel_Tow View Post
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Posted

Super Reflexes has the best DDR in the game.

What you're SR is falling victim to, is it's weakness, lots of +TOHIT.

Add on some Defense Debuff, and yeah, you're in a world of hurt if you rely on just Defense.

Every Armor set has enemies it will dread. Then again, every set has enemies it really shines against.


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Posted

Quote:
Originally Posted by IanTheM1 View Post
As for Cairns, I really wish they'd tweak their spawning/targeting/hitbox behavior back to how it was in the early days. It used to be far, far easier to target them than it is now.
I tend to walk up to them, tilt the camera down and Tab until I get a hit. And only after the pet name shows up. And I shouldn't have to.


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Originally Posted by Arcanaville View Post
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Posted

Quote:
Originally Posted by AzureSkyCiel View Post
it actually does have defense-deubuff resistance in just about every power except PB and Quickness.
Also, other sets do tend to have defense debuff resistance, if the set as a whole makes use of it, even in odd places...
Like while Invul's first passive; Resist Physical Damage, might be a resist power, but it also grants defense debuff resistance.

Shields has defense debuff resistance as well, but not in deflection because it's pretty strong on its own since it grants positional defense, and common resistance. But Battle Agility, Active Defense, and Grant Cover all give defense debuff resistance.

This actually isn't a problem with the set, but DE emanators are far too powerful for the levels you encounter them. The Quartz grant +100% tohit buff that doesn 't care hoe much defense or defense debuff you may have, Cairns seem to grant +75% resistance to all DE, putting them at the resist cap for most critters, fungi grant 10 poitns of mez protection to all DE, and the tree of life is probably the only balanced once, giving about Fast Healing levels of regeneration bonus.
actually the cairns are only +50% res, but it adds up quick if more than 1


 

Posted

Yeah, I don't think DE have any defense debuff, and I can't recall any acc or to-hit debuff either. The main dangers are the quartz emanators giving them +to-hit and the cairns giving them +resistance and the fungi giving them status protection/resistance of some sort.

I don't think I've had trouble hitting them in the past...iirc.


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----------------------------------------------------------

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Posted

Yes, SR has problems against DE.

Regen has problems against large numbers of Council Marksmen.

Invuln has problems against Psi users.

And so on and so forth. Every powerset in the game has it's foils.
In the case of Devouring Earth annihilating SR....that's an easy fix:
/bind <key> targetcustomnext Quartz
You will automatically target any Quartzes that may have been dropped so you can take them out before teh DE being buffed by them faceplant you.

Can't really do the same as easily with other sets' weaknesses.


Quote:
Originally Posted by Dechs Kaison
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Posted

Quote:
Originally Posted by ClawsandEffect View Post
Regen has problems against large numbers of Council Marksmen.
wat

Quote:
Every powerset in the game has it's foils.
In the case of Devouring Earth annihilating SR....that's an easy fix:
/bind <key> targetcustomnext Quartz
You will automatically target any Quartzes that may have been dropped so you can take them out before teh DE being buffed by them faceplant you.

Can't really do the same as easily with other sets' weaknesses.
I think we could have better balance than completely nullifying an entire form of protection, no matter how theoretically controllable it is.

Not to mention, while Invuln is weak to psychic, there are very few groups that actually do significant amounts of pure psychic damage. The only two I can think of are rare and in the endgame - Psychic Clockwork and Mother Mayhem's patients.

That's a bit different than "for the next 6 seconds, this entire mob gets to ignore your secondary completely".


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Posted

Every time a Scrapper player whines about the one enemy type they are actually *gasp* vulnerable to an angel gets its wings.


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Posted

Yes, Regen has issues with Council Marksmen if enough of them spawn in one place and agro on you. Marksmen hit you with a good amount of -recharge. If enough of them stack it on you, your heals won't recharge in time to save you, and your attacks take too long to come back so you can kill them.

My Claws/Regen is pretty tough, I can consistently run on +2/x6. But if it's a Council mission I turn it down because 5-6 Marksmen will floor my recharge, and floored recharge is a death sentence for a /Regen.

There are more enemies that use psi than people usually think about. Rikti Mesmerists for example use a large amount of Psi, and they are bosses, so they can do a significant amount of damage before you kill them. Earlier in the game there are some CoT mages that use Psi, and I'm pretty sure there is at least one Tsoo mob that does as well. And the Lost. Oh, and Carnies, don't forget about the Carnies. Even ONE psi user in a high level spawn can cut through Invuln with relative ease, especially if it's a scrapper, because they have fewer HP to soak the damage with.

Also, how exactly do you give SR a weakness without ignoring it's defense? Defense is binary, you either get hit or you don't. A softcapped SR will be nigh immortal in a large number of situations, it is perfectly fair for there to be one or two situations that will annihilate them.


Quote:
Originally Posted by Dechs Kaison
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Posted

Quote:
Originally Posted by ClawsandEffect View Post
Also, how exactly do you give SR a weakness without ignoring it's defense? Defense is binary, you either get hit or you don't. A softcapped SR will be nigh immortal in a large number of situations, it is perfectly fair for there to be one or two situations that will annihilate them.
I can concede this, but at the same time, Quartz also negate part of willpower (RttC's -ToHit and Heightened Sense's +Def), about half of invulnerability, Half of Shield Defense, most of Energy aura and Ice Armor, all +def inspiration pops, Forcefield buffing, Arachnos Soldier ATs, Ninjutsu stalkers (since AS won't always one-shot a guardian and emitter summoning is uninterpretable and is usually the first thing they do after attacking.), hidden stalkers in general, and the list goes on. Hell, even a heavy resistance only toon might find themselves overwhelmed since misses still are natural damage mitigation of all ATs, but Quartz basically remove any possibility of missing, regardless of all defenses.
Hell, quartz have caused my willpower tanker to get flattened and they've given my elec/elec tanker a lot of trouble too when her goes up against them.


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Posted

I think the Quartz emanators are designed to make things difficult for ANY defense based character, it just hits SR a little harder because defense is all they have.

If you have a character with extremely high defense, you are going to be practically unkillable in most normal situations. It stands to reason that the devs would want to put something in the game to ensure that those characters aren't practically unkillable in every situation.

DE are not especially common in the game and they are pretty easily avoided, so if you don't like the fact that you have a weakness to them (and one that is easily rectified at that), you don't ever have to fight them. It's not like they are CoT, Council, Arachnos, or Longbow, or any of the enemy groups that are seemingly everywhere.


Quote:
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.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
I think the Quartz emanators are designed to make things difficult for ANY defense based character, it just hits SR a little harder because defense is all they have.

If you have a character with extremely high defense, you are going to be practically unkillable in most normal situations. It stands to reason that the devs would want to put something in the game to ensure that those characters aren't practically unkillable in every situation.

DE are not especially common in the game and they are pretty easily avoided, so if you don't like the fact that you have a weakness to them (and one that is easily rectified at that), you don't ever have to fight them. It's not like they are CoT, Council, Arachnos, or Longbow, or any of the enemy groups that are seemingly everywhere.
1) The game isn't balanced around IOs, and Quartz were designed far before their introduction. You've also destroyed your own point: SR gets to be invincible (with IOs), so it needs its kryptonite...which is completely avoidable. This is not sound balance. Moreover, the game should not actively encourage people to avoid entire enemy groups, and it regularly does this through blatantly unfair mechanics.

2) My point is not about the method, but its strength. +100% ToHit completely nullifies defense. Not reduce, not trump, not challenge. Nullify. Completely eliminated. Do you really feel that the only way to challenge defense-based sets is to bypass them entirely? The Quartz buff could be significantly weaker and still be dangerous because ToHit is always a threat to defense.


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Posted

Quote:
Originally Posted by IanTheM1 View Post
1) The game isn't balanced around IOs, and Quartz were designed far before their introduction. You've also destroyed your own point: SR gets to be invincible (with IOs), so it needs its kryptonite...which is completely avoidable. This is not sound balance. Moreover, the game should not actively encourage people to avoid entire enemy groups, and it regularly does this through blatantly unfair mechanics.

2) My point is not about the method, but its strength. +100% ToHit completely nullifies defense. Not reduce, not trump, not challenge. Nullify. Completely eliminated. Do you really feel that the only way to challenge defense-based sets is to bypass them entirely? The Quartz buff could be significantly weaker and still be dangerous because ToHit is always a threat to defense.
Agreed, and in response to what Claws and Effect said to me I still have to point out: Defense isn't just something for defense based toons, as I said the odd "miss" tends to be the savior of even resistance based powersets. The endless avalanche of successful hits becomes the bane of everyone, and while you bring up defense based toons having a kryptonite, you're still forgetting FF defenders.
Forcefield is a support set and relies strongly on teams to continue advancement. I'm not a strong advocater of nullifying the usefulness of support sets.

Anyway though, here's more own suggestion for what could be done to with Quartz:

PBAoE +20% ToHit for only a 30 feet around it, but in a massive, 100ft radius, buffs the Perception of all DE around it.
This maintains the challenge to defensed based characters through statistical probability they depend on. While they will get hit more often by a single mob, it's not a always going to hit. Rather the big problem comes from the fact that other mobs will now be likely to notice you and join into the fight.


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Quote:
Originally Posted by Samuel_Tow View Post
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Posted

Hey, you gotta have a weakness somewhere (unless your willpower... totally op).

Invuln has Psionic damage,
Dark has Energy
Electric has Toxic
Energy has everything

you get the idea.


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Posted

Quote:
Originally Posted by IanTheM1 View Post
1) The game isn't balanced around IOs, and Quartz were designed far before their introduction. You've also destroyed your own point: SR gets to be invincible (with IOs), so it needs its kryptonite...which is completely avoidable. This is not sound balance. Moreover, the game should not actively encourage people to avoid entire enemy groups, and it regularly does this through blatantly unfair mechanics.
Couple points.

- DE were designed when it was possible to have perma-Elude, which was a great deal more overpowered than IOs can make SR now.

- How exactly is their accuracy being buffed by an easily targeted and killed pet blatantly unfair? If the emanator were untargetable I would agree. But it takes no more than 3 hits to kill one, and they are easy to hit. If you choose not to kill the Quartz it's your own fault. That's like complaining about Sappers, but never killing them.

Quote:
2) My point is not about the method, but its strength. +100% ToHit completely nullifies defense. Not reduce, not trump, not challenge. Nullify. Completely eliminated. Do you really feel that the only way to challenge defense-based sets is to bypass them entirely? The Quartz buff could be significantly weaker and still be dangerous because ToHit is always a threat to defense.
Again, it was designed when it was possible to have over 100% defense pretty much all the time.

And again, it is a buff pet that is EASILY KILLED. It's not like it's an EB level enemy that's buffing them, or an untargetable enemy. Kill the damn thing before they kill you and they lose the buff. Why is that so frigging difficult to do?

/bind <key> target_custom_next Quartz

Use it and you will automatically target any Quartz that may have been dropped. It really is NOT that hard to eliminate the threat of the ridiculous to-hit.


Quote:
Originally Posted by Dechs Kaison
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Posted

Quote:
Originally Posted by ClawsandEffect View Post
Couple points.

- DE were designed when it was possible to have perma-Elude, which was a great deal more overpowered than IOs can make SR now.
So you're outright saying that their design is based on outdated norms. Sounds like another really good reason to fix them.

Then again, if that was their intention, then it was hideously flawed, since I'm pretty sure you needed to be level 40 to get perma-Elude rolling and Quartz appear well before that. (And well before level 38, as well.)

Quote:
- How exactly is their accuracy being buffed by an easily targeted and killed pet blatantly unfair? If the emanator were untargetable I would agree. But it takes no more than 3 hits to kill one, and they are easy to hit. If you choose not to kill the Quartz it's your own fault. That's like complaining about Sappers, but never killing them.
First off, cut the strawman. Nobody said anything about choosing not to kill the Quartz.

While they may be relatively easy to kill, three attacks is a long enough opening to get ganked by a Quartz-buffed boss. Plus, AFAIK, their buff has no target cap, which means that its power over a defense-based character goes up the larger the mob is. I believe they can also be buffed by Cairns as well, allowing them to stay up longer.

Additionally, you can have multiple Guardians in a group, and if I recall how their AI works correctly, they will summon a fresh Quartz as soon as the first is killed (unless under the effects of control for 100% of their lifespan). One per Guardian, always.

This wouldn't be so bad if Guardians were limited in some way, but no, they are very common lieutenants, which means this sort of thing can and will happen nearly every mob.

Quartz are extremely easy to deal with...in a complete vacuum.


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Posted

Quote:
Originally Posted by IanTheM1 View Post
Plus, AFAIK, their buff has no target cap
Currently, they have a 255 target cap, which might as well be unlimited. (I believe it was unlimited before the broad-spectrum target capping in I17.)


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Posted

Quote:
Originally Posted by IanTheM1 View Post
1) The game isn't balanced around IOs, and Quartz were designed far before their introduction. You've also destroyed your own point: SR gets to be invincible (with IOs), so it needs its kryptonite...which is completely avoidable. This is not sound balance. Moreover, the game should not actively encourage people to avoid entire enemy groups, and it regularly does this through blatantly unfair mechanics.

2) My point is not about the method, but its strength. +100% ToHit completely nullifies defense. Not reduce, not trump, not challenge. Nullify. Completely eliminated. Do you really feel that the only way to challenge defense-based sets is to bypass them entirely? The Quartz buff could be significantly weaker and still be dangerous because ToHit is always a threat to defense.
Exactly right. One quartz in a group with just a few mobs can tear down a SR toon in a hurry, even while they try to kill said quartz. A small handfull of psi mobs are not a big deal for invuln because they have Dull pain to boost their HP and heal. Or they can pop 2 medium purples and not get hit. You can also slot for psi resist to plug that hole. This is one thing the entirely negates SR. There is no one thing that entirely negates any other melee armor with just one use.

Yes there are things that SR should be weak against, but +100% to hit is overkill. +50% is more realistic as it can be overcome with just 2 medium inspirations instead of 4.


 

Posted

Quote:
Originally Posted by IanTheM1 View Post
First off, cut the strawman. Nobody said anything about choosing not to kill the Quartz.

While they may be relatively easy to kill, three attacks is a long enough opening to get ganked by a Quartz-buffed boss. Plus, AFAIK, their buff has no target cap, which means that its power over a defense-based character goes up the larger the mob is. I believe they can also be buffed by Cairns as well, allowing them to stay up longer.

Additionally, you can have multiple Guardians in a group, and if I recall how their AI works correctly, they will summon a fresh Quartz as soon as the first is killed (unless under the effects of control for 100% of their lifespan). One per Guardian, always.

This wouldn't be so bad if Guardians were limited in some way, but no, they are very common lieutenants, which means this sort of thing can and will happen nearly every mob.

Quartz are extremely easy to deal with...in a complete vacuum.
That's funny.

My DM/SR brute got annihilated by a DE mob simply because I hadn't fought them in a while and had forgotten about the Quartz dropping LTs.

After I remembered about them and started killing the Quartz as soon as I could target it, I haven't been killed by them since. The only time I EVER die to a DE mob anymore is if I don't notice a Quartz that got dropped, which I consider to be my own fault because they have the name floating over it all the time.

My wife's DB/SR had similar problems until I reminded her about the Quartzes, after that it was smooth sailing for her too.

The to-hit was left as high as it is simply because Elude still exists. Sure, you can't make it permanent anymore, but you can still get your defense well over 100% for a couple minutes at a time. Seems like the devs left the to-hit as high as it is so SR doesn't have a way to simply ignore something that was intended to make things difficult for them (and other defense based characters). A 50% to-hit buff will still be floored by Elude, a 100% to-hit buff won't be.

They threw us a bone by making sure that Quartz are easy to kill, and easy to spot. And if you actually pay attention to what your enemy is doing, you can kill the Quartz before it really starts buffing them. I know that when that Guardian raises his hand in the air, I should get ready to kill a Quartz, and anyone not blindly mashing buttons while staring off into space should be able to tell the exact same thing. Try backing your camera off if you find that they are dropping them outside your field of view.

It is common knowledge that when fighting Nemesis on a defense based character you should kill LTs last, because they will pop Vengeance as soon as they die. 3-4 Vegeances on a spawn of Nemesis and your defenses are nonexistent, no different than a Quartz.

So, if the common wisdom is to kill Nemesis LTs last, it makes just as much sense to kill DE emanators FIRST.


Quote:
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.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
That's funny.

My DM/SR brute got annihilated by a DE mob simply because I hadn't fought them in a while and had forgotten about the Quartz dropping LTs.

After I remembered about them and started killing the Quartz as soon as I could target it, I haven't been killed by them since. The only time I EVER die to a DE mob anymore is if I don't notice a Quartz that got dropped, which I consider to be my own fault because they have the name floating over it all the time.

My wife's DB/SR had similar problems until I reminded her about the Quartzes, after that it was smooth sailing for her too.

The to-hit was left as high as it is simply because Elude still exists. Sure, you can't make it permanent anymore, but you can still get your defense well over 100% for a couple minutes at a time. Seems like the devs left the to-hit as high as it is so SR doesn't have a way to simply ignore something that was intended to make things difficult for them (and other defense based characters). A 50% to-hit buff will still be floored by Elude, a 100% to-hit buff won't be.

They threw us a bone by making sure that Quartz are easy to kill, and easy to spot. And if you actually pay attention to what your enemy is doing, you can kill the Quartz before it really starts buffing them. I know that when that Guardian raises his hand in the air, I should get ready to kill a Quartz, and anyone not blindly mashing buttons while staring off into space should be able to tell the exact same thing. Try backing your camera off if you find that they are dropping them outside your field of view.

It is common knowledge that when fighting Nemesis on a defense based character you should kill LTs last, because they will pop Vengeance as soon as they die. 3-4 Vegeances on a spawn of Nemesis and your defenses are nonexistent, no different than a Quartz.

So, if the common wisdom is to kill Nemesis LTs last, it makes just as much sense to kill DE emanators FIRST.
I think you are preaching to the choir about tactics, which is nothing new to us. I have to wonder, what were the circumstances you claim to do so well? Were you alone, did you had a group of buff bots and healers in tow?, where you fighgting DE at -1/+0/No/No.

I found in a group of 8 players, with a mission set at +2 difficulty, the eminators were being spawned like candy in a state fair. I saw no less than 2 quartz, 2 mushrooms, and 2 tree of lives all simultaneously casted and doing there thing. With so much buffing in their side, the so obvious go kill quarts, became not so easy to do.

Incidentally, if I am soloing, DE are no threat to my MA/SR; they just can not lay it so thick to become truly dangerous, not even mildly dangerous, at best they are a minor annoyance at +0/x1/Y/Y difficulty.

Stormy


 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
I think you are preaching to the choir about tactics, which is nothing new to us. I have to wonder, what were the circumstances you claim to do so well? Were you alone, did you had a group of buff bots and healers in tow?, where you fighgting DE at -1/+0/No/No.
I was fighting them solo at +0/x8/bosses, which is what I usually run my DM/SR brute at. I got destroyed because I had forgotten about the Quartz dropping LTs. I remembered them and dropped my difficulty to +0/x6/no bosses, and had no more problems. And I have a bind set to automatically target Quartzes, which means I can target and destroy them the second they are dropped, because I watch for the animation the Guardians go into when they drop them. I have similar binds for the priority targets of any enemy group I fight, makes it much easier to take them out quickly before they become a problem.

Quote:
I found in a group of 8 players, with a mission set at +2 difficulty, the eminators were being spawned like candy in a state fair. I saw no less than 2 quartz, 2 mushrooms, and 2 tree of lives all simultaneously casted and doing there thing. With so much buffing in their side, the so obvious go kill quarts, became not so easy to do.
If I'm on a team fighting DE, I will usually designate one person to kill emanators if I'm the leader. If I am NOT the leader, I will frequently take it upon myself to do so. If one team member is specifically targeting and killing them, they won't get a chance to have too many piled up at once.

Quote:
Incidentally, if I am soloing, DE are no threat to my MA/SR; they just can not lay it so thick to become truly dangerous, not even mildly dangerous, at best they are a minor annoyance at +0/x1/Y/Y difficulty.
See, if you're soloing on the default difficulty setting, they are no problem. That is what the game is balanced around.

My issue here is that people are complaining about multiple Quartz emanators being dropped at once. Well, that only happens when you increase your difficulty, or are running on a large team. Sorry, folks, the game is NOT balanced around your softcapped character being able to mindlessly button mash their way through +4/x8 missions.

You increased your difficulty and the game got harder?! Imagine that!

Complaining because you can't solo your way through content set for large teams is just plain ridiculous. That's like saying the game isn't balanced because my tank can't solo Lusca. If you increase your difficulty, you may find that you've bitten off more than you can chew, which is both working as intended and completely FAIR.

There are a few groups that are designed for high defense characters to not be able to effortlessly blow through. Fortunately, if you adjust your tactics you can eliminate the threat posed by them and get past them just fine.
The thing that makes them dangerous (Emanators, Vengeance, etc.) is able to be easily rectified.

If they got these buffs and you were unable to prevent or eliminate them, I might be inclined to agree that it needs fixed. But as it currently stands, you can prevent or eliminate them, which makes it perfectly fair to me.


Quote:
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.