Samuel Tow hates Tin Mage and all he stands for
B) 'You want the game to be a walkthrough' an interpretation of your position based on your continual complaints about these TFs and the Incarnate arc being too hard.
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I wanted the Incarnate Trials for the Alpha Strike to MATCH the strength of the Incarnate Abilities of the Alpha Slot. They do not. The Alpha abilities
"If your idea of feeling more powerful is being able to walk all over the opposition, go wipe swarms of grays in Perez." is not an insult. It's an example how how you can feel powerful if you like.
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On top of that, the game can't cheat. The rules are defined by the developers, and that ends that discussion. You might not like the rules as constructed and modified on occasion, but you don't get to define them.
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An example in the Tin Mage TF are the invisible and intangible mine layers that continue to lay proximity bombs away from the AV, even if the AV is held or controlled. The mine layers are supposed to represent the AV tossing mines around. If that were the case, then the mine layers need to stop throwing mines away from the Director and stop while he is incapable of launching any attack.
Having one set of rules for the NPCs and another for the players is cheating.
This last complaint completely demonstrates you have no understanding of the term 'ad hominem'. You seem to think disputing your argument is a personal attack. It is not. I hold no particular opinion as to you personally. I just consider your arguments to be bunk.
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To expand a bit further: the encounters I enjoy on this TF are the ones that admit no solution via preparation. The only thing that works is doing the right thing, right then and there, and doing that works 100% of the time for everyone regardless of preparation. That seems supremely fair to me.
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The game demonstratively cheats. For instance, the Aspect of Rularuu shoots and debuffs through his "Only Affects Self" Personal Force Field, even though the developers could not repeat it at the time, I was able to record it actually happening. Likewise the developers are trying to make a hard challenge for the players, but in doing so they have given the NPCs and the encounters an advantage that players can't counter.
..... Having one set of rules for the NPCs and another for the players is cheating. |
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Life or death decided on positioning is a fundamental of action games, which I happen to enjoy. Victory based on careful preparation long before the fight began is a fundamental of strategy games, which I happen to dislike.
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There are a lot of threads about the Apex TF. Can you point me to the one you're thinking of?
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Your other comments bring up another point: at 40, my twitch reflexes are getting a little old and tired for action gaming. I really hope that this is not the future of CoH's endgame. (And if it is, they need to overhaul the engine so that attack animations don't root you and you truly can fire on the move.)
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The game demonstratively cheats. For instance, the Aspect of Rularuu shoots and debuffs through his "Only Affects Self" Personal Force Field, even though the developers could not repeat it at the time, I was able to record it actually happening. Likewise the developers are trying to make a hard challenge for the players, but in doing so they have given the NPCs and the encounters an advantage that players can't counter.
An example in the Tin Mage TF are the invisible and intangible mine layers that continue to lay proximity bombs away from the AV, even if the AV is held or controlled. The mine layers are supposed to represent the AV tossing mines around. If that were the case, then the mine layers need to stop throwing mines away from the Director and stop while he is incapable of launching any attack. Having one set of rules for the NPCs and another for the players is cheating. |
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
The game demonstratively cheats. For instance, the Aspect of Rularuu shoots and debuffs through his "Only Affects Self" Personal Force Field, even though the developers could not repeat it at the time, I was able to record it actually happening. Likewise the developers are trying to make a hard challenge for the players, but in doing so they have given the NPCs and the encounters an advantage that players can't counter.
Having one set of rules for the NPCs and another for the players is cheating. |
Is it something like this? In a game of chess, each side plays by the same rules, so if say black has an updated set of rules and white is playing with the standard rules, black is cheating?
And in this analogy, the AI is black and the players are white?
If that's what you are talking about, I must admit to never having thought about it that way in my life.
The game demonstratively cheats. For instance, the Aspect of Rularuu shoots and debuffs through his "Only Affects Self" Personal Force Field, even though the developers could not repeat it at the time, I was able to record it actually happening. Likewise the developers are trying to make a hard challenge for the players, but in doing so they have given the NPCs and the encounters an advantage that players can't counter.
Having one set of rules for the NPCs and another for the players is cheating. |
Also I think you're looking at a bug and seeing some sort of Dev conspiracy to make life super unfun for us.
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The issue with Rularuu was a bug and has since been fixed. However, Apex and Tin Mage are working like intended, so no, they're not cheating. Please stop with that idiotic notion.
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I can't see the fact that there are so many bombs that some of the warnings they are about to go off, thereby allowing the players to move away, is working as intended.
I can't see the fact that the mine layers do not lay bombs around Director 11, but instead go to the opposite side of the map, is working as intended.
The stated reasoning that Director 11 is chucking the mines all over the place is completely bunk because the mines will still be placed while the Director is in any way mezzed. Since this goes against the stated reasons for the mines existence, this is also likely "not intended".
I'm having a lot of trouble understanding what you mean by cheating in this context.
Is it something like this? In a game of chess, each side plays by the same rules, so if say black has an updated set of rules and white is playing with the standard rules, black is cheating? And in this analogy, the AI is black and the players are white? If that's what you are talking about, I must admit to never having thought about it that way in my life. |
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This is no different then the Devs coding Earth thorns to not cast more then one quicksand per mob same with Tsoo and Caltrops. Mobs in this game operate under different rules then the players. Mobs can't slot enhancements, mobs can't use inspirations.
Also I think you're looking at a bug and seeing some sort of Dev conspiracy to make life super unfun for us. |
As to the bug, yeah, it could very well be a bug. However it is a bug that they have reinforced with the last two patches.
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Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
I just led my very first Apex TF (and only TF I've lead in about a year). The makeup was:
Me (Dual Blades/Elec Armor Brute)
Scrapper (MA/SR?)
Warshade
Defender (?/Kin)
Defender (Rad/Emp)
Defender (Rad/Emp)
Blaster (Elec/?)
Blaster (?/?)
Sure, I had three defenders, but only one person to increase our damage output leaving us a little under my preferred damage output. But I decided I wasn't going to turn anyone down, it'd be a first come first serve.
We successfully completed the task force. There were deaths, sure, several of my team mates had never done it before (and I myself was part of only one previous run, which failed to killed Battle Maiden). It took us an hour and 15 minutes to finish it, which isn't bad. Sure it's no speed run, but that wasn't my goal.
In the end, I have to say, the Battle Maiden fight is fine. It takes a little getting used to, but I was able to finish my Attack Vitals combo without taking damage from her halberds.
And for those 8 seconds, I definitely get a slight rush, and a small amount of fear. Very Visceral.
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Just as an example, fighting the Magma Dragoon (who looks like a dragon?!?) i MegaMan X4 is a rush. The guy has around three attacks that he spams, all requiring different actions to dodge, and he doesn't give even half a second's worth of warning when he's doing them. And hitting him in the head with a downward ice stab is lots of fun, too, since the ice stab doesn't extend more than a couple of pixels past Zero's feet.
The only sort of "rush" City of Heroes ever gives me is through sheer information overload. Complex encounters with complex power mechanics involving characters with many, many powers simply makes it hard to remember what I have to use and when I want to use it. I keep forgetting my Fire/Fire/Flame Blaster has Bonfire, just as an example, simply because she has something like 15 attacks of different colours.
Mind you, I like these mechanics in the new bosses. I think they're a far superior solution, as opposed to mountains of hit points and heavy damage. And while I may treat City of Heroes like an action game (i.e. flip out and kill stuff), it just doesn't have the speed or control responses to make it a true action game. Tactics like these present at best a puzzle to be solved.
*edit*
And it's always fun having a thread named after me that I didn't make myself
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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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Having one set of rules for the NPCs and another for the players is cheating.
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Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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galadiman: Pity that two of the four characters I planned to make Incarnates are tankers, then. (And one's a brute.) EDIT: Sucks for the masterminds too, I bet.
SPT: It's not that I mind the debt, or even the dying per se. I mind spending so much real time pecking an overpowered enemy to death because we can't use our more powerful attacks without getting rooted and killed. A half hour of hopping around with Taunt on auto watching one AV's health bar inch downward, interrupted by occasional wipes and near-wipes which lead to further delay, is not fun for me. (See also: Reichsman.) Charcoal: Well said. |
The longest TinMageTF I've been on was 1 hour 8mins, and that was a Master run, with setup time, sitting around talking about what we were doing before going in and getting the Bomber Badge.
Apex, have done Master twice already on it, that means less than 15mins on BM to take down.
The TFs really aren't that bad.
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Death is part of my attack chain.
The new TFs are AWESOME. That is all.
Only slight problem I have with two of the encounters (Director 11 & Battle Maiden) is that their regen should be SIGNIFICANTLY reduced. When I've done this with 1-2 players with -regen, no problems. When I've done this without, even with significant buffs (bubbles, stormies) it's been difficult to keep the AVs burned down.
That will probably change if we eventually get a level shift.
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.
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.
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This is the same reason I loathe the DE GMs in PI and Monster Island. They have a whopping two or three attacks (generally of the S/L variety), the only thing that makes them "difficult" is their massive HP and corresponding regeneration rate. They don't even give worthwhile rewards unless you're into stockpiling EoEs.
PenanceжTriage
The new TFs are AWESOME. That is all.
Only slight problem I have with two of the encounters (Director 11 & Battle Maiden) is that their regen should be SIGNIFICANTLY reduced. When I've done this with 1-2 players with -regen, no problems. When I've done this without, even with significant buffs (bubbles, stormies) it's been difficult to keep the AVs burned down. That will probably change if we eventually get a level shift. |
I always keep a handy Envenomed Dagger around on my brute. Sure -250% regen isn't something to brag about, but it's something. It's also ranged, so even melee characters can chug 'em if Battle Maiden refuses to leave the area of one of her halberds of death. I didn't find any particular problems with the regen of Director 11 even the successful Tin Mage team I was on only had a kin for -regen. And myself, and one other melee who also mentioned using the dagger.
It is still an insult as that is not what I've ever said. The fact that you grossly misinterpreted what I have stated, is frankly insulting.
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I wanted the Incarnate Trials for the Alpha Strike to MATCH the strength of the Incarnate Abilities of the Alpha Slot. They do not. The Alpha abilities |
The way your post reads is as a series of insults, in a very condescending manner. |
The game demonstratively cheats. For instance, the Aspect of Rularuu shoots and debuffs through his "Only Affects Self" Personal Force Field, even though the developers could not repeat it at the time, I was able to record it actually happening. Likewise the developers are trying to make a hard challenge for the players, but in doing so they have given the NPCs and the encounters an advantage that players can't counter. |
An example in the Tin Mage TF are the invisible and intangible mine layers that continue to lay proximity bombs away from the AV, even if the AV is held or controlled. The mine layers are supposed to represent the AV tossing mines around. If that were the case, then the mine layers need to stop throwing mines away from the Director and stop while he is incapable of launching any attack. |
Having one set of rules for the NPCs and another for the players is cheating. |
It isn't that you are disputing what I'm saying. It is HOW you are doing so. You are implying or stating things I've never said and attributing those statements to me. The fact that you can't see that you are launching personal attacks means that I have nothing further to say to you. |
I've followed your complaints on these TFs and the incarnate arc since the beta, and it's been a consistent series of requests that the hard parts be made easy. You've stated again and again, that the new content is just too hard. Demonstrably it is not, as plenty of people are capable of doing the TFs and arc without trouble and without tuned builds. The game has introduced 'too hard' content before and it has been solved without it having to be nerfed on the developer end. Heck, the ITF's final fight was once deemed 'too hard' and people caterwauled about it. Nowadays people breeze right through that whole TF in no time.
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I have to laugh at this, and not in a mocking sense. But it's just so endearing to hear people talking about a "rush" and "fear" in a game this frikkin' slow-paced and glacial. I cut my teeth on action games, things like the later MegaMen, Oni and Kaan: Barbarian's Blade, to say nothing of Oniblade/X-Blades. These are games that give you near-instant dash moves, oftentimes require pixel-perfect positioning and split-second timing. And even in THESE games I rarely feel "a rush" once I'm actually comfortable with the controls and confident in my abilities.
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It's also endearing to be told that something is 'not in a mocking sense', then be told that this game is, "frikkin' slow-paced and glacial," and that someone cut their teeth on "action games", "that give you near-instant dash moves, oftentimes require pixel-perfect positioning and split-second timing. And even in THESE games I rarely feel "a rush" once I'm actually comfortable with the controls and confident in my abilities."
Quick condesceding tip: In order to not sound condescending, try not to BE condescending, and especially, don't deny you're being condescending, and then tell someone how much more awesome than them you feel that you are. It's condescending.
Also, look up "condescending," to make sure you know what that means. Because I'm not sure it means what you think it means.
To further comment on games that "require pixel-perfect positioning and split-second timing:"
YAAAWWWWN.
ymmv.
Arc #6015 - Coming Unglued
"A good n00b-sauce is based on a good n00b-roux." - The Masque
So, somebody I know has already duo'd the Apex TF in just over an hour and I'm sure the same can be done with Tin Mage. Yeah, I don't think they're too hard.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
You are totally lying, that is unpossible, and DOOM.
Arc #6015 - Coming Unglued
"A good n00b-sauce is based on a good n00b-roux." - The Masque
There are a lot of threads about the Apex TF. Can you point me to the one you're thinking of?
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