Issue 19 - Patch Notes for build 1900.201011102104.23
[/LIST][/LIST]Which Dev is getting all bothered and upset that players find an alternative way to solve a problem?
You know, in the comics, separating a foe from their power source is usually a winning tactic as much as destroying their power source. There's a pattern here. A bad one. Where other MMOs get applauded that encounters are not rigidly designed to be completed in only one way, CoH, which *used to* be like that is heading down the road of the egotistical Dungeon Master who forces players to find the *right way* or die. Rather than applauding player ingenuity in finding non-exploitive alternate solutions, they get punished. I find that reprehensible. For shame. |
a MMO is a open ended type game where people are going to solve its challenges in a wide variety of ways, if something is breaking the game I can see making changes but if players solve the challenge is an unforeseen way; celebrate that don't "fix it"
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Erm... my DB/WP scrapper couldn't beat him without lava'ing him, because Trapdoor would regen to full in the time it took for me to *FIND* his bifurcation halfway across the room (often behind an obstacle), move to it, and then actually kill it. And most of the time he would have popped another bifurcation before I could get back to him to start damaging him again.
So no, he's not hard to kill cheaply, but he's still nearly impossible to solo if you're fighting him "straight", as far as I can tell. |
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If you're dying too much, fill up half your inspiration inventory with purples and the other half with greens. If he's regenerating too fast, stock up on reds. This isn't hard.
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Reposting this here too, cuz well, it just makes sense.
Originally Posted by Arbegla
Both the plasmatic taser, and the hand grenade have KB, and both are temp powers, and they havent fixed the lava nuking his regen yet.. so.. knock him in the lava, via temp powers, and keep him there either hover blasting over his head, or immobilizing him.
really, its that simple. 1) Get trapdoor in lava 2) Keep him there 3) ??? 4) PROFIT! |
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Trapdoor is a wuss. Havn't had any problems with him on a wide array of characters.
And quite frankly, if you CAN'T handle a few EBs, you SHOULDN'T BE AN INCARNATE. Why would the Well choose you to have its power if you can't beat up a few guys?
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This x 1000, all its going to do is make me take 6 days to get an incarnate slot unlocked instead of 3. I am never doing that mission with the 2 AVs in it ever again. Its too hard for those who dont have max resists or max defense. The trap door thing is just a huge waste of time more so than it is a challenge. Just gonna drop the misison to not have to deal with that crappy frustration of it all. If they are going to do all of this then why not make it into a TF itself? I been saying that since day 1 because as it stands now it does require a group for the more squishie folk who do not abuse inspirations.
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You guys are dead-set on making the Direct 11 badge completely impossible huh?
Either that or you guys will change how the badge or encounter works in a couple months so it's actually doable again.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Squishie folk who don't abuse inspirations to overcome something difficult are dangerously stupid.
If you're dying too much, fill up half your inspiration inventory with purples and the other half with greens. If he's regenerating too fast, stock up on reds. This isn't hard. |
Still though, I do agree that it's a silly change. The director 11 one even more so.
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Main Hero: Inferno Sparky - Fire/Fire Blaster
Main Villain: Kerry Astrid - Fire/Cold Corruptor
You know, in the comics, separating a foe from their power source is usually a winning tactic as much as destroying their power source.
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He's splitting of and duplicating himself in time, thus having extra time to recover, isn't he?
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there has to be a power somewhere in some AT, primary or secondary that makes beating director 11 easier. the dev's alluded to it once before i think. maybe team fly...maybe some sort of cage or bubble power..does he have a hidden weakness?
there has to be a power somewhere in some AT, primary or secondary that makes beating director 11 easier. the dev's alluded to it once before i think. maybe team fly...maybe some sort of cage or bubble power..does he have a hidden weakness?
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have any bubblies tried the knockback bubble yet? That... might have interesting results.
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Patch notes for build 1900.201011102104.23.
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Why? Because it stinks of being a "bad loser". "Oh yeah? Well that ability I let you have no longer works the way it used to! So there! You'll just have to defeat the bad guy the way I want you to, and no other way is allowed!"
This is horrible game design. I'm shocked that, with Bruce Harlick, a professional pen and paper adventure designer on your team, you're not taking his advice and letting players use alternate or unanticipated but valid tactics to complete an encounter.
I want encounters that let me use my brains. If that means a deranged half-Incarnate will follow you out of his own personal "safety zone" let remain a valid tactic.
Seriously. It's *bad game design* to require that everyone follow the same tactics for every archetype in order to win an encounter.
I rate this change, and the thought process behind it, an F. For Failure.
@Sparky Jenkins || Freedom Server | Union Server
Main Hero: Inferno Sparky - Fire/Fire Blaster
Main Villain: Kerry Astrid - Fire/Cold Corruptor
This is horrible game design. I'm shocked that, with Bruce Harlick, a professional pen and paper adventure designer on your team, you're not taking his advice and letting players use alternate or unanticipated but valid tactics to complete an encounter.
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But I agree with you, we need a better Game Master making decisions over allowing multiple solutions including, you know... PULLING.
For a game that for years told those who charged into overwhelming force and kept losing and kept complaining that the foe was too hard to 'kite' their foe, to suddenly take away that very tactic of kiting is jarring.
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Patch notes for build 1900.201011102104.23.
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Firstly, as others have noted, there's the fundamental "bad GMing" feel to it; this really sounds like "you're not winning the encounter the bullheaded way we wanted you to, clever players will be slapped down".
Secondly, there's the comic book feel issue; a villain in a prepared trap at the heart of his power... while there are probably a few particularly stubborn heroes that would think "I just have to hit him harder!", the majority would be trying to figure out a way to get him out of his sweet spot.
And most seriously, this means that if you're a squishy character who has a bad day, you're totally screwed. Hospital, restock on inspirations, back into mission, run around to the lava room... previously, that was enough for him to pop out about a dozen bifurcations, but he seemed to have an upper limit and would stop. Without a limit, there's nothing stopping him from Agent Smith-ing into enough clones to crash people's clients, well beyond any winnable state.
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Anybody got pics of the new IDF armor yet?
This is an IDF Ranger I found in the first mission of Maria Jenkins' arc.
I must admit I REALLY like the new look of the IDF. I want these costume items so bad its not even funny.
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I have a BS/Regen Scrapper who did it too. No issues. So far I've soloed this on the following (with +1/x3+ settings): Dark/Dark Brute, Pistol/Kin Corr, BS/Regen Scrapper, Fire/Fire Corr, Demon/Dark MM, Stone/EM Tank, AR/NRG Blaster.
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On DB I have to pop either three decently fast attacks or one really slow attack and one fast attack to kill one reliably (either way, it's around a 5 second attack chain), so. I realize (more) inspiration use would have made it easier, but honestly, if an encounter forces you to stack the deck with inspirations, it's probably a sign that something about the design is off.
(Note: When I say "stack the deck" I mean "walk in with a specific tray full", i.e. not just using what drops)
Bruce "Horatio" Harlick is no longer with Paragon Studios.
But I agree with you, we need a better Game Master making decisions over allowing multiple solutions including, you know... PULLING. For a game that for years told those who charged into overwhelming force and kept losing and kept complaining that the foe was too hard to 'kite' their foe, to suddenly take away that very tactic of kiting is jarring. |
Now I have to use two 'auto-completes' to get this Arc done solo, because even the Weakened Honoree is totally broken against defenders and corruptors.
Yeah, that make me feel like I'm becoming an incarnate...
Thanks for making it harder, Devs!
There are still ways to kill him, and it's still easy. Hold his Bifurcations, lava him, or just KILL the bifurcations like you're SUPPOSED to. Jeez, you people are lazy. I've done this mission on squishies and smashies alike and have had no problem.
So no, he's not hard to kill cheaply, but he's still nearly impossible to solo if you're fighting him "straight", as far as I can tell.