Samuel Tow hates Tin Mage and all he stands for


Adeon Hawkwood

 

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Originally Posted by Necrotech_Master View Post
the downtime to swap out alpha boosts is 5 min

from the times ive done tin mage and apex tfs, i think apex is way more fun and balanced than tin mage

apex tf is actually fairly fun, challenging but not too challenging, not too much of a grindfest, ect

tin mage on the other hand was like 10x more of a PITA in my opinion and i like challenging tfs, but tin mage was just annoying not fun

the 2nd and 3rd mishs werent too bad, the final battle was pretty epic, but i do agree than bobcat being that overpowered is not exactly enjoyable, i watched a brute get 3 shotted through unstoppable fighting her. the first mish wasnt too bad until we got to director 11, hes not too hard of an AV to fight, but he is insanely annoying because he just runs around like a chicken with his head cut off even when taunted, and i also agree that lvl 54 malta are prolly 10x more annoying than lvl 54 war works. i actually feel that most of the praetorian groups are overall weaker than most enemy groups
In my experience, the "WTF THIS IS BS" reaction comes from how well the team does against two things:
The Patches of Death in Apex and the Director Jerk in Tin Mage. Everything else is fairly straight forward and not a pain, even for non-optimal teams.

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Originally Posted by Silver Gale View Post
On a story level, they need to be more powerful, your characters *need* to be struggling with them, because anything less would be anti-climatic.
No. In this case it would have made perfect sense to make the Malta look weak and pathetic for the sole reason to show off how much more powerful our characters had become. It doesn't make sense to let them be even more powerful than incarnates. They are supposed to be mostly normal people with fancy guns. They don't even have power armor. So the Praetorians got their **** together long enough to put up an invasion force, and they somehow (was there even an explanation?) weakened everyone except a few incarnates... I can believe that, I suppose. But why can't we just stomp out the Malta in a quick mission that just is there to show us how far we have already come? Why does it have to be a challenge all the time?


Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522

 

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Originally Posted by Satanic_Hamster View Post
In my experience, the "WTF THIS IS BS" reaction comes from how well the team does against two things:
The Patches of Death in Apex and the Director Jerk in Tin Mage. Everything else is fairly straight forward and not a pain, even for non-optimal teams.
i never heard anyone really having any problems with the death patches in apex as they are fairly easy to avoid, they can get annoying, but they are not bad at all compared to a lot of the junk in tin mage tf


 

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Originally Posted by Johnny_Butane View Post
Well, the fact of the matter is, I feel weaker than I did before. Before, I could almost take down Battle Maiden on my own. I could at least hold my own against her. Same with Bobcat and Neuron.

So what did the devs do? They give Bobcat uber Vengeance that can two shot my Tanker and give Battle Maiden a rapid fire unresistible nuke that will put any of the Judgment attacks to shame even when they unlock.
You feeling weaker is a matter of perspective, not so much a fact. Do you consistently fight level 54 enemies? Otherwise I don't see why you'd think you feel weaker. So Battle Maiden requires a bit more thought than "Tank and Spank." I don't see that as a bad thing, unless you're on a bad team in the first place.

Fighting Battle Maiden as a lv54, I didn't feel her that much more threatening aside from the blue fire of death and this was on my Fire Tank.

I didn't experience the Vengeanced Bobcat because one of the Tanks pulled her away while we took out Neuron and got the badge for his clones. Also, Mynx was able to 2-shot a Granite Brute back when the LRSF first came out. I'm not seeing too much difference here aside from a couple levels now.


 

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Originally Posted by Twisted Toon View Post
They did not win against the DE. If they did, there wouldn't be the constant threat of the DE surrounding the, allegedly, only human city left on the Praetorian world. They're just managing to hold their own, despite the Resistance and us pesky Primal Earthers constantly interfering with their plans.
It can't be all that's left; there isn't sufficient area to grow food for all the residents. There has to be more to Praetoria that we haven't seen.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

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Some people just need to lrn2rd, as there's enough references in the Praetorian lore that implies that Praetoria isn't the Last City on Earth.


 

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I ran Tin Mage on my very IO'd dom with a good group of people last night. While the Director 11 fight did cause us to wipe a couple of times (had no idea what the cause of all those ambushes was) everything after that was gravy. Oh and that was with 7 people. We lost one on the first mission before we even finished the AV.


 

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Originally Posted by Satanic_Hamster View Post
The Patches of Death in Apex and the Director Jerk in Tin Mage. Everything else is fairly straight forward and not a pain, even for non-optimal teams.
But herein lies the problem. With Director 11, I was annoyed, but the cogs in my head were turning. What can we do? Can we pin him down? Can we destroy enough mines? Can we maybe leave so he loses aggro and the mines self-destruct? It was an interesting encounter.

Everything else in the TF is "straightforward." It's just the same old slog through masses of tough enemies and kaleidoscope battles with nary an original thought in sight. It's just one long grind from beginning to end, made only LESS epic because enemies take longer to take down. Throwing stats in my face does not an interesting TF make. I'd still take a level 54 AV running around through tripmines than a Portal Corp Courtyard hosting the 2010 robot convention.

I keep hearing people talking about how much the tougher enemies pushed them and required new strategies and were somehow epic... WHAT new strategies? They have more hit points and higher level scale mods. They need more accuracy and higher buff and damage numbers. That's not pushing me in any way. That's pushing my BUILD in any way, but the build I brought to the TF is one I'd prepared earlier. The only way to "excel" at this thing is via Microsoft Excel.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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I was laughing and wondering about how you got so many deaths. Then i realised i think i was part of that tinmage. O.O


 

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Faceplanting more means you are more powerful.


At least the devs who designed these TFs seem to think so.



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Originally Posted by Johnny_Butane View Post
Faceplanting more means you are more powerful.
If you want to lord your superior power over lesser beings, Perez Park is that-away.




Character index

 

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I for one am very glad we have content at the high levels that causes multiple team wipes.

Why?

1. There is now something to strive to defeat, that cannot be walked over the first time you try it. Getting spanked and then getting revenge is fun, IMO.

2. This content forces some level of teamwork. That's right, TEAMwork. I mostly solo because I generally hate PUGs, but I love content that forces a team to work together to beat.

3. IMO, City NEEDS content that is NOT like the other content. While I love the way the game plays, I also love having new challenges, even if those challenges are 'stat-based'. While I am also very aware of the preference some players have of never seeing their characters faceplant, to the point of quitting if they do it too often (a couple of my ex-friends were like this, they all but cried every time, seriously) we need more hard challenges in City.

Personally, I cannot stand to see people cry out to change things in this game rather than finding ways to overcome the challenge.

While I am also aware that there are people that cannot team for a variety of reasons, that fact does not preclude there being team oriented content that they might never see. Just because you subscribe, it does not entitle you to automatically be able to interact with all the content and get all the rewards if you are not wiling to put in the time and energy required (by the developers).

It is, after all, City of Heroes, NOT City of SUPER Heroes. Heroes persevere through adversity. No matter what the cost, sometimes. Even Superman meets more than his match sometimes.

As for the Who argument, the Malta, even Batman beat Superman with the right equipment.

So, MajorPrankster, Loves Tin Mage and all he stands for, even if that means MajorPrankster faceplants.


"The side that is unhappy is not the side that the game was intended to make happy, or promised to make happy, or focused on making happy. The side that is unhappy is the side that is unhappy. That's all." - Arcanaville
"Surprised your guys' arteries haven't clogged with all that hatred yet." - Xzero45

 

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Originally Posted by MajorPrankster View Post
1. There is now something to strive to defeat, that cannot be walked over the first time you try it. Getting spanked and then getting revenge is fun, IMO.
Striving to overcome things is great. As long as what those things are is suitable to the challenge required. The entire seven member Justice League striving to overcome the Penguin is a little pathetic on the League's part.

We've fought Battle Maiden, Bobcat and Neuron before. We've fought Clockwork before. Hell, they've been soloed before. Them automagically becoming four levels higher than us and in many ways more powerful than the two most powerful guys on primal Earth, for incredibly dubious reasons, isn't cool.

I've taken multiple direct hits from Lord Recluse, a demigod, when he was hooked up to a freaking god machine, but Boobcat's claws two shot me because she got upset?

BULL.


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2. This content forces some level of teamwork. That's right, TEAMwork. I mostly solo because I generally hate PUGs, but I love content that forces a team to work together to beat.
There's little teamwork in Tin Mage beyond "spam heals on tank" and "drag Director 11 into a corner" and "everyone run away from death patches".

None of that feels like a super hero battle from comics and animation to me. It feels like really artificial and contrived mechanics trying to ape WoW and other MMOs and I don't like them one bit.


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Personally, I cannot stand to see people cry out to change things in this game rather than finding ways to overcome the challenge.
This kind of change is crap IMO and represents everything I want the game to distance itself from; namely tired MMO conventions, hokey mechanics and demonic spiders.

Go to hell, Tin Mage and Apex. You and all you represent.


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While I am also aware that there are people that cannot team for a variety of reasons, that fact does not preclude there being team oriented content that they might never see.
There's enough "challenging team content" in the game that almost nobody wants to do already. The Shadow Shard TFs for starters. I don't like that resources were wasted developing those and the new TFs when it's obvious the majority of players prefer stuff like the ITF and the LGTF.


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It is, after all, City of Heroes, NOT City of SUPER Heroes.
That is an incredibly idiotic notion.


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Originally Posted by Johnny_Butane View Post
Striving to overcome things is great. As long as what those things are is suitable to the challenge required. The entire seven member Justice League striving to overcome the Penguin is a little pathetic on the League's part.

We've fought Battle Maiden, Bobcat and Neuron before. We've fought Clockwork before. Hell, they've been soloed before. Them automagically becoming four levels higher than us and in many ways more powerful than the two most powerful guys on primal Earth, for incredibly dubious reasons, isn't cool.

I've taken multiple direct hits from Lord Recluse, a demigod, when he was hooked up to a freaking god machine, but Boobcat's claws two shot me because she got upset?

BULL.




There's little teamwork in Tin Mage beyond "spam heals on tank" and "drag Director 11 into a corner" and "everyone run away from death patches".

None of that feels like a super hero battle from comics and animation to me. It feels like really artificial and contrived mechanics trying to ape WoW and other MMOs and I don't like them one bit.




This kind of change is crap IMO and represents everything I want the game to distance itself from; namely tired MMO conventions, hokey mechanics and demonic spiders.

Go to hell, Tin Mage and Apex. You and all you represent.




There's enough "challenging team content" in the game that almost nobody wants to do already. The Shadow Shard TFs for starters. I don't like that resources were wasted developing those and the new TFs when it's obvious the majority of players prefer stuff like the ITF and the LGTF.




That is an incredibly idiotic notion.


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What's silly is you don't realize there is timne lapse between when you defeated them before, and when you defeated them now.

Did you solo those AVs as AVs before, or did you take them on as EBs? Or did you need a team to take them down?

Why do you think you can grow in power over all this time, but your enemies can't?


BrandX Future Staff Fighter
The BrandX Collection

 

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I have the Alpha slot unlocked on both my Ice/Ice Tanker and on my Plant/Fire Dom. I have a boost slotted on the Dom but need an ITF to finish the Tanker's. That being said, I am in no hurry whatsoever. The more feedback I read on these TF's the more they sound like the raiding scene in WoW, right down to the "not standing in fire" part courtesy of Battle Maiden.

Like Samuel and Johnny, I absolutely can't stand content that cheats. Why did I spend all that influence on my Tanker's build, turning him into a veritable juggernaut, if it is going to be negated by arbitrary mechanics? Might as well be using SO's still at that point. Make me work for aggro, fine. Force me to have good situational awareness, by all means. But making opponents that can kill me outright in a couple hits? That's not challenge, that's just stacking the deck.

I'm sure I'll get dragged into an Incarnate TF at some point, and am reserving my final judgment on this content for when I actually experience it. But take it from someone that has "been there, done that" when it comes to endgame content in other MMO's: if this is WoW, Super Hero Style, that will be the one and only time I do any of it.

Ah well, time to go to work. I can start my day now that I've had my morning rant.


 

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Originally Posted by BrandX View Post
What's silly is you don't realize there is timne lapse between when you defeated them before, and when you defeated them now.

Did you solo those AVs as AVs before, or did you take them on as EBs? Or did you need a team to take them down?

Why do you think you can grow in power over all this time, but your enemies can't?
Because he's Johnny Butane and what he really wants is a single player game with a IDKFA type code.


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"So come and get me! I'll be waiting for ye, with a whiff of the old brimstone. I'm a grim bloody fable, with an unhappy bloody end!" Demoman, TF2

 

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Lets compare Battle Maiden with our characters.


When Battle Maiden arrives from Praetoria, she streaks down from low Earth orbit, smashing into Steel Canyon like a meteor causing massive destruction.

She proceeds to dispatch all of the heroes and defense forces in the area, after all, Steel Canyon is only a level 20 zone at max. She does this solo for the most part (I consider her Warriors being part of her Lore Incarnate slot, pets if you will).

It takes eight proto-Incarnates to bring her down, yet her attacks can and will devastate any of them.



When we arrive in Praetoria, we crawl out of the sewer. We cause zero damage; Neuron's plaza remains pristine on the mission map as if we have no impact or signigance at all.

We proceed to struggle against nameless nobody enemies who are automagically level 54, in Neutropolis, a level 20 max zone.

With the help of seven allies, we only face two heroes, and their powers are superior to ours in every way. Compared to how we fared against BM's attacks, they laugh off ours. It takes one lazy catgirl to bring down any of us and the only reason we win is by it being 8 on 1 (or 4 on 1 depending) like cowards.


Who comes across as more epic and powerful in these two examples? NOT US in my opinion. I don't feel more powerful. I don't feel like I'm "on the way to being seen as a peer to the NPCs." I feel like I've been reduced in power, because before I could at least stand up to any of them. Now I have to run away like an ant being chased by a magnifying glass, kite like a coward and fight legions of demonic spiders because of a sadistic GM.



.


 

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Content that cheats? Lol. It's not as hard as some are making it out to be, try being less bad.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

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Originally Posted by MajorPrankster View Post
... It is, after all, City of Heroes, NOT City of SUPER Heroes ...
Actually NCSoft and Paragon Studios probably can't call it City of Super Heroes because Marvel and DC have a joint copyright ownership on that word.



Paragon Unleashed Forums
Twitter: @Alpha_Ryvius

 

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Originally Posted by Necrotech_Master View Post
i never heard anyone really having any problems with the death patches in apex as they are fairly easy to avoid
Eh, the Dominator I ran Apex on has some long-animation powers I was using... I got killed by them a few times when I started one and queued the other, thus getting rooted in the spot for about six seconds while a patch sprung up under me. Or alternatively, dodging into one while running for my life from a horde of +4 flying swords that could each kill me in about five seconds. With as much junk as is usually flying around on the screen in any given fight on a team of eight, I found it rather hard to keep track of just where the safe areas were. (Maybe this is why I suck at all things Touhou.)


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Why do you think you can grow in power over all this time, but your enemies can't?
No one expects enemies not to grow in power. What vastly annoys players are cheats.

An unresistable nuke spammed endlessly [Battle Maiden] is a cheat. Sorry. Its a cheat when it can spawn in three dimensions, so if you fly underneath it it will still kill you. It's a CHEAT when I cant even fire off certain attacks because the animation freezes me in place and I'll get blue-light-specialled to death.... and so all we can ever do is kite an ARCH VILLAIN. That'll overcome her +regen, you bet...!

I'll be running these two Tfs once each to get the badge, and then they will never see me again. I am glad a few of you are sticking up for this ridiculous content. Me, I'm back to the ITF and that's where I will stay.... I call epic fail. It was all good till the final mission - and then things fell apart like a Cold War era Soviet spacecraft falling back to earth.... with the Cosmonauts still in it.

Amd last but not least, this mind-boggling statement:

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... It is, after all, City of Heroes, NOT City of SUPER Heroes ...
If I wanted to be playing a regular person, I would be over in The Sims or some game like that. I am here, in this game to be a metahuman.


 

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So, I was reserving judgement on the new Task Forces--which seems to be what we've branched off into discussing--until I tried one last night. It wasn't Tin Mage Mk II, though. My team and I attempted a run at Apex last night. You'll note the use of the word "attempted." We didn't succeed for a few different reasons (it was late and a lot of the team had to go to bed), but I know it wasn't because of the caliber of my teammates: I've teamed with all of them before, and I know they're intelligent players capable of pretty shrewd action when the situation merits.

On reflection, the largest reason we didn't quite make it would be team composition. We brought what Incarnates we had slotted, and that meant we didn't have a lot of flexibility in what Archetypes were available. In fact, we wound up with about the worst possible team for this particular challenge: we were heavy in melee damage, without much support. I can see Battle Maiden falling fairly easily to a Tanker or Brute and a mixture of ranged damage and support, using a strategy not unlike what might be employed to beat Ghost Widow on the Statesman Task Force (i.e., dragging Battle Maiden around the map by her ego while the rest of the team takes pot shots), but that was an option we flatly didn't have with the players on hand.

Now, as the people in my circle of friends level up more and more characters, we'll get the dynamic teams that we need to take diverse challenges like this. However, I'm led to wonder about how well one of the game's oldest design paradigms fares in the face of new content. You see, historically, what any of us, the players, brought to any particular challenge was determined primarily by what we wanted to bring. Statesman and Recluse both have challenges that entail a little more thought than that with most players, but there have been, say, all-Stalker LRSFs.

This worries me a little more than, say, "arbitrarily" god-moded NPCs or gimmicky fights. Enemy NPCs will always do what plot and game mechanics dictate they should, after all, and we shouldn't kid ourselves by thinking that they're a steady barometer of anything other than what the developers intend the next challenge to be. As much as I, personally, don't care much for gimmicky fights, I understand that they appeal to a large portion of the playerbase, so I can stow my gripes and tell myself it's fun until it is.

No, what worries me is that we may be inching down a slippery slope. I hope I never see the day when someone tells my Rad Corruptor something like "You didn't six-slot EMP? We're doooooomed! <kick>." It also makes me worry that I may feel compelled to level, say, my Defenders and Corruptors just for specific Task Forces. It's one thing to want to play these characters because they're fun--and they can be--but it's another to feel like the devs are sitting behind your chair, wringing their hands and twirling their mustaches while they mutter things like "Yessss... Now, level a /Resonance Controller next, or your friends will never finish the Operative Jenkins Strike Force."*

I'd be interested in hearing what others think about this: is having tighter team "requirements" bad?

*Hyperbole added for comedic effect.


Quote:
Newton: I observed Mercury's perihelion moving 43 arc-seconds per century more than it should. Is this WAI?
--Einstein

 

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Originally Posted by vulpish_one View Post
Statesman and Recluse both have challenges that entail a little more thought than that with most players, but there have been, say, all-Stalker LRSFs.

No, what worries me is that we may be inching down a slippery slope. I hope I never see the day when someone tells my Rad Corruptor something like "You didn't six-slot EMP? We're doooooomed! <kick>." It also makes me worry that I may feel compelled to level, say, my Defenders and Corruptors just for specific Task Forces.
See, here's the thing - we've already seen this specific "slippery slope" with the STF and the LRSF. *Twice*.

When they were introduced, and players found that the usual method of "go straight in and beat up everything" only worked if you had a very specific high-debuff team with a Stone Tanker. There were cries of "I don't like where this is going, if you are not a Radiation Defender/Corrupter or a Stone Tank/Brute you will only ever get the pity spot".

Eventually players adapted and found tactics to beat them both on any team, mostly involving Warburg nukes, Shivian summons and Vengeance.

So then the Master Of... series of badges made their first appearance. When it was first announced that to get them you had to beat the TFs with no temp powers (so no nukes or Shivians) and no deaths (so no Vengeance), there were cries of "I don't like where this is going, this badge is basically impossible to get on anyone who isn't a Radiation Defender/Corrupter or a Stone Tank/Brute."

But eventually players adapted and found tactics that allowed any reasonably balanced and competent team to beat either TF with the Master Of... restrictions. (The team I was on when I finally got it on my Stormie included a Stone/ tank, a Fire/ tank, a Scrapper, and a last-minute addition of a Peacebringer.)

So now that there's a new TF that people are telling me is too difficult and only specific ATs and powersets will be able to beat it, well, let's just say I'm not too worried.

Edit: For reference, here's the lineup on my team that completed Apex and Tin Mage on Saturday:
Fire/Stone Tank
Inv/SS Tank
MA/SR Scrapper
Traps/DP Defender
Strom/Elec Defender
Mind/FF Controller
Ill/Rad Controller
Warshade

The Inv/SS Tank had been on one failed Apex, and the Scrapper had been on one successful Tin Mage. The Ill/Rad is fundamentally opposed to spoilers and had gone in cold. The rest of us were moderately spoiled by Beta and guides.




Character index

 

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Originally Posted by Satanic_Hamster View Post
This time around, we were having a HORRIBLE time keeping him locked down. He's go running around at random, people would chase him into a mine field and we kept having stacking casualties from the mines.

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When I ran TM with my Dark/Fire corr, I noticed he ran a lot when I had my debuff toggle on him. Once I decided not to use it at all he settled down.


Who do I have to *&^% around here to get more Targeted AoE recipes added?

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