The Impossible Mr. Trapdoor and Issue 19's New Theme
Except that's not what the Alpha and these two TFs do.
The devs again throw us at Kobolds, but make them level 54 and enforce an additional -4 debuff if you don't have the Alpha. The Alpha didn't make us more powerful so we could face enemies we couldn't before; it merely partially removes an arbitrary and completely artificial gate the devs created and enforced. And, we're not fighting dragons now. We're fighting the same Battle Maiden we've fought before, that I've both soloed and duo'ed, but now I can't even stand up to her where as before I could. So who got more powerful? NOT US. In this case the rewards only lets us backslide a little less than we would without them, but we still have backslid. I used to be able to stand up to AVs. I stood up to these very same AVs. If the point of the Incarnate system is to present us with new challenges, these aren't that. They're not new; they're the guys I used to be able to go up against but I can't because the devs gave THEM the power boost along with cheating versions of Vengeance, a Lore slot that's way more powerful than players will ever get and rapid fire unresistible damage type nukes. I'll spell it out clearly: If you make player characters 5% more powerful but make the enemies 400% more powerful, you didn't really make player characters more powerful AT ALL. The challenge of the content aimed for the Alpha slot should reflect the improvement the Alpha actually brings, not what it may bring four months later when they get around to adding the rest of the tiers and not what other Incarnate slots may bring if they get released before the game goes under. . |
It's not Battle Maiden that's harder, it's the situation that's gotten harder.
It's perfectly sensible from a comic book perspective.
I just ran an Apex TF for the first time last night - it was an unsuccessful run, but I loved that last battle nonetheless. It added more than a superhero dogpile to the mix. The lack of success had to do more with the fact that we were melee heavy and we lost a couple of people before the end, and if we had been really determined, we could have pulled it off.
The only wish I had was that the ground floor part of that map was a little larger - I found myself getting cornered by the orbital swords of doom a few times.
I viewed the difference between Battle Maiden on Warrior Earth and Battle Maiden invasion leader in that, in the first case it was a hasty, thrown-together defense against a surprise attack, and the second was a calculated assault with backup.
Playing a tank meant that I had the ability to take the death patches for a few seconds if I miscalculated and the ability to recover from that miscalculation, as well as the opportunity to move her from her death patches so that the other melees could engage her.
Upgrading to fight dragons is all well and good, but that kobold chieftein you fought early on is a very credible threat later when he puts on the Hand and Eye of Vecna.
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.
-Don't just rebel, build a better world, comrade!
That's what you ARE saying. All the time and energy the devs spend time on Trapdoor and all that he represents is time and energy they won't be spending on the aspects of the game I like. So there.
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How can you say something was taken away from you....when you never had it in the first place?
That's like me being upset that my Lamborghini got taken away, even though I've never owned one.
(the rest of my post is a general comment)
This may come as a shock....but the devs are not making this game for you, and you alone.
I'm tired of arguing with people who do nothing but complain that the devs aren't bending over backwards to do things exactly how they think they should.
Yes, they did something you don't like. Get over it. I look forward to the day when all these people finally realize that they aren't going to get their way, no matter how much they whine about it, and quit.
Seriously, if you hate what they are doing to the game SO much....why the hell are you still giving them your money?!
If you don't like what they are doing, go find a game where the devs do everything you say ......oh, wait, there is no such game. No MMO will ever listen to ONE player over everyone else and do what they demand, it's just not going to happen.
Personally, I'm pretty happy with what they've done so far, and I look forward to what they do next. I'd rather just play the game than spend all my time whining about how much better it would be if they did everything my way.
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. |
Yeah I get that but in the end its going to come back and hurt the other players who are doing existing end game content who arent incarnates or even level 50 yet. They will end up doing something to negate what power we earned. It might not be a level shift but they will do something, but that something will negatively impact the non-incarnates.
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Nah, screw it. It makes far more sense to tune Posi for level 50s and screw all the level 15 people who try it.
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
That doesnt always work. Been there done that. The patch kills you as soon as you come out the door. And where are yall getting this 8 second warning thing from, its way less than that from what I can tell. Maybe 4 seconds at most before the patches start doing damage. Given that the door roots you for 3 seconds you wont always have time to get away.
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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
If you make player characters 5% more powerful but make the enemies 400% more powerful, you didn't really make player characters more powerful AT ALL.
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I hate to break it to you, but stuff like the Apex and Tin Mage TFs may not be built with you in mind. For example, they probably not aimed at people who have trouble with the STF or LRSF, or even who have to do them carefully and thus more slowly. For some of us, foes who are 400% more powerful just actually might start to be a threat. Maybe.
The gate isn't there to represent you being more powerful. The gate is there to try to force you to buy Going Rogue. The gate and the TF foes' level are likely not directly functionally tied at all except in terms of lore presentation. The foes are much harder because some of us wanted that and the gate is there so people who want that have to buy the expansion to access it.
If you aren't someone who plays with people who can walk all over a STF or LRSF, then it's entirely possible that these two new TFs aren't designed with you in mind.
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
How can you say something was taken away from you....when you never had it in the first place?
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Seriously, if you hate what they are doing to the game SO much....why the hell are you still giving them your money?!
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Oh, I see, you think the game has been crap for the past 6 years but you're pretty happy with that. Gotcha.
I like the fact that people here like to argue with folks who are known not change their minds. Ever. It makes the forums a place where people will never get agree on anything.
Personally, I like the new encounters, I don't think they've gone far enough. In the beginning I thought it was too extreme, but in retrospect, it is quite easy once you understand the mechanics involved. However, it may be too extreme for the current playerbase that has been raised for the last six years on a game that has continually gotten easier instead of harder.
Without a challenge the game itself would be dying a slow and horrible death, which I think it was. Adding new gimmicks and new game play to make things at least have a modicum of threat is absolutely necessary to making the game (endgame) have any worth. Otherwise rewards without any risk aren't very rewarding in the end.
To that end, the developers must confront the fundamental question of how often they want encounters to fail, or tasks to be insurmountable, and by what percentage of the players.
This is the tricky part of game development and I know that pleasing players seeking a greater challenge may alienate other players who think the current challenge is already fine.
Everything before incarnates was always touted as being "optional". The game was balanced around SOs, and you did not need to worry about much else in order to play the game. The economy, IOs, PvP, side switching, all could be ignored and even flouted, and still play the game successfully.
The incarnate system does change that. It requires you to do the incarnate arc before even allowing you to join the new TFs and it penalizes you for not slotting your incarnate.
That gating in itself is upsetting to some folks but personally, I think it is OK as long as the developers don't abandon everyone else in favour of the endgame content only. That means that more 20-50 content should be implemented for Praetoria, but even more content needs to be introduced for the base game (Non GR, non incarnate folks).
Unlike most other MMOs, this game in particular has never been of the hardcore loot and banding of players to a level range with every expansion. It would be a shame if this game solely went to a model like that one where some dragon jumped out of the ocean like some godzilla ripoff.
Seriously who here has ever died from caltrops? No one here I bet.
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Even if they don't kill you outright, I'm absolutely certain there are a lot of players for whom KoA caltrops have been a contributing factor to getting killed. Unless you have high resistances to lethal, their trivial damage actually starts adding up fast in large numbers, and its easy to get trapped in the middle of a bunch of KoA because their AI tends to be melee-preferred.
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I wonder what they could do to prevent level 50 characters from walking all over the Positron TF. If only it were possible to make characters not as strong as they are at their "actual" level... I bet they could come up with something like that for Incarnates, too.
Nah, screw it. It makes far more sense to tune Posi for level 50s and screw all the level 15 people who try it. |
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Yet, the Battle Maiden fight isn't hard, it isn't frustrating, nor is it impossible. It's fun, it's challenging, and completely doable. In fact, I think it's easier than the last fight in the LRSF because it requires tactics more than piling debuffs.
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Edit: To be even more clear, I was responding directly to implications that it is unfair how the NPCs grow in power so much faster than the players. To that I say balderdash - the players are already much more powerful than the NPCs when it comes down to a reasonably composed team (by which I mean a good mix of buffs, debuffs, damage and yes, healing). Johnny wants each individual player character to be on par with the best of the NPCs, ignoring the fact that, acting as a team, player characters can toast whole "teams" of over-level, AV-class NPCs. The devs aren't trying to outstrip us. They're trying to catch up.
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
Actually, I got killed by caltrops a couple of weeks ago testing a build at x8. Soft-capping has weaknesses, and that's one of them.
Even if they don't kill you outright, I'm absolutely certain there are a lot of players for whom KoA caltrops have been a contributing factor to getting killed. Unless you have high resistances to lethal, their trivial damage actually starts adding up fast in large numbers, and its easy to get trapped in the middle of a bunch of KoA because their AI tends to be melee-preferred. |
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
And you'll notice I didn't say "the Battle Maiden fight". I said the two new task forces, which contain quite a bit more than the Battle Maiden fight. They are also more challenging if you are trying to earn the badges they contain, since some of those badges require you to either eschew beneficial allies (such as the drones in the Kings Row invasion) or face highly buffed AVs (Kitty's Got Claws).
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Well I've done both TFs and have had an easier time with them than the LRSF. In fact, I've gotten the MoApex, inadvertently too since I wasn't going for it and had even warned my team to not give up as the BM fight might be a bit long. The only badge I'm missing for MoTM is Midnight Dodger, but that's the only badge that requires excessive pre-planning. And I'm fine with that, at least one of the badges should be hard. Kitty's Got Claws is tough, but only because of yet another round of huge numbers thrown at us in the game. In my opinion, the drone badges don't make that battle all that much tougher, since the drones only seem to affect the Clockwork who are a cakewalk to begin with.
Except that's not what the Alpha and these two TFs do.
The devs again throw us at Kobolds, but make them level 54 and enforce an additional -4 debuff if you don't have the Alpha. The Alpha didn't make us more powerful so we could face enemies we couldn't before; it merely partially removes an arbitrary and completely artificial gate the devs created and enforced. And, we're not fighting dragons now. We're fighting the same Battle Maiden we've fought before, that I've both soloed and duo'ed, but now I can't even stand up to her where as before I could. So who got more powerful? NOT US. In this case the rewards only lets us backslide a little less than we would without them, but we still have backslid. I used to be able to stand up to AVs. I stood up to these very same AVs. If the point of the Incarnate system is to present us with new challenges, these aren't that. They're not new; they're the guys I used to be able to go up against but I can't because the devs gave THEM the power boost along with cheating versions of Vengeance, a Lore slot that's way more powerful than players will ever get and rapid fire unresistible damage type nukes. I'll spell it out clearly: If you make player characters 5% more powerful but make the enemies 400% more powerful, you didn't really make player characters more powerful AT ALL. The challenge of the content aimed for the Alpha slot should reflect the improvement the Alpha actually brings, not what it may bring four months later when they get around to adding the rest of the tiers and not what other Incarnate slots may bring if they get released before the game goes under. . |
By the way, you forgot something:
If you make player characters 5% more powerful but make the enemies 400% more powerful, you didn't really make player characters more powerful AT ALL YOU ONLY MADE TANKERS MORE USELESS.
Glad to be of help.
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Let me see if I get this straight. You've already beaten Battle Maiden, so that's it. She can't come back in later content stronger, because that's just cheating. We're supposed to get increasingly stronger until she's completely impotent, meanwhile if the devs want to add more difficult content they have to invent all new characters you've never seen before, because once you've beaten the existing characters, they are supposed to run away and never come back.
By the way, you forgot something: If you make player characters 5% more powerful but make the enemies 400% more powerful, you didn't really make player characters more powerful AT ALL YOU ONLY MADE TANKERS MORE USELESS. Glad to be of help. |
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Well I've done both TFs and have had an easier time with them than the LRSF. In fact, I've gotten the MoApex, inadvertently too since I wasn't going for it and had even warned my team to not give up as the BM fight might be a bit long. The only badge I'm missing for MoTM is Midnight Dodger, but that's the only badge that requires excessive pre-planning. And I'm fine with that, at least one of the badges should be hard. Kitty's Got Claws is tough, but only because of yet another round of huge numbers thrown at us in the game. In my opinion, the drone badges don't make that battle all that much tougher, since the drones only seem to affect the Clockwork who are a cakewalk to begin with.
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Given that I play with people who can regularly steamroll the last fight of the LRSF, do you think most of other stuff in that TF is particularly challenging? My point is that the baseline level of challenge of the "mundane" foes in the Apex and Tin Mage TFs are significantly higher than the baseline for something like the LRSF, assuming you don't crank up the LRSF's difficulty. Of course, we could have cranked up the LRSF, but that's not always popular because the team has different, competing reason for running it, and raw speed is often a factor. I like the fact that there's no choice in the new TFs. You get 54s no matter what.
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
Perhaps I should have been clearer. Yes, I do believe that the toughest part of the LRSF is harder than the toughest part of the new TFs. Not as a whole, no.
No worries, I wasn't terribly specific either. Thus my explanations above.
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
If you aren't someone who plays with people who can walk all over a STF or LRSF, then it's entirely possible that these two new TFs aren't designed with you in mind.
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"Sorry, but you just aren't good enough to enjoy the new content, or the content that's likely to follow it. You're not fast enough, skilled enough, and so on. You've muddled through thus far, but at this point you might as well give up. All this cool new stuff? It's not for you."
*sigh*
My characters at Virtueverse
Faces of the City
I hate to break it to you, but stuff like the Apex and Tin Mage TFs may not be built with you in mind. For example, they probably not aimed at people who have trouble with the STF or LRSF, or even who have to do them carefully and thus more slowly. For some of us, foes who are 400% more powerful just actually might start to be a threat.
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How about the people who crave all this "challenge" leave.
Leave this game for one that does challenge you and where you can find the people to marvel at your leet skills at pressing buttons and envy your lewt proper.
Because maybe this game wasn't built with you in mind.
This has always been a casual friendly game. I didn't ask for a difficulty increase. I don't want a difficulty increase. I don't think the game needs a difficulty increase.
I think that people with Mids and too much time on their hands need to get smacked the hell down and be told to turn up their difficulty, deactivate their enhancers and play debuffed if they think things are too easy.
If this game isn't enough challenge then, it never will be and I'm not going to sit quietly while the devs waste time and resources to please power gamers who want the game to be a second job and who need to get over themselves.
.
"Sorry, but you just aren't good enough to enjoy the new content, or the content that's likely to follow it. You're not fast enough, skilled enough, and so on. You've muddled through thus far, but at this point you might as well give up. All this cool new stuff? It's not for you."
*sigh* |
While player skill has some bearing on this, skills can be learned. While character gear has some bearing on this, we all start the game with the same potential to earn that gear.
What matters most is drive. If a given player doesn't want to learn new skills, they won't advance as far. If they don't have the interest or drive to take advantage of our common earning potential, they won't earn as much gear.
As Pum pointed out, end-game performance may not have the same level of assumptions about "optional" stuff that the game has until now. Personally, I doubt the devs will go whole-hog down the path of assuming everyone in their end game is a hyper-optimized, IO'd beast, but I am willing to bet they will assume it's more likely than they do for other content.
For a while, the devs spent a fair bit of a few issues working on PvP. I personally think the results were disastrous for PvP, but even if they had been really successful, that time spent would not have been fruitful for a large portion of the player base, because a large portion of the player base here wouldn't want to play in even a really well-executed PvP environment. But had it been successful, I think it would have been good for the overall health of the game, because whether you personally like PvP or not, it does seem to attract subs, and whether or not you think you want those particular people subbed to the game, their subs help keep the parts of the game you do like alive.
I really don't think the new "end game" is going to as severely segregate the community as PvP does/did, but I do think there are elements of simply having an "end game" that's at odds with what some people like about CoH. I don't think that can be helped - the devs can either create an end game and try to tap into the interest of people who want one, or they can cater to the folks who don't want one. It's a pretty binary choice, because the two are almost totally mutually exclusive. An end game that's not harder and thus more exclusionary isn't an "end game" in the sense of what the people asking for it have been asking for.
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 whole thread can be summed up thusly;
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Let me see if I get this straight. You've already beaten Battle Maiden, so that's it. She can't come back in later content stronger, because that's just cheating.
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meanwhile if the devs want to add more difficult content they have to invent all new characters you've never seen before |
Or hey, let's fight the Contaminated and Skulls again at level 50 as Monster cons. Let's prop up Kurse as a Double Incarnate Giant Monster and give him level 54 EB hobo helpers.
I hear Arbiter Sands complained about the STF so the devs are making him the center of a new raid. It'll take 20-30 Incarnate players just to dent his health bar.
I feel so powerful now.
.
The devs again throw us at Kobolds, but make them level 54 and enforce an additional -4 debuff if you don't have the Alpha.
The Alpha didn't make us more powerful so we could face enemies we couldn't before; it merely partially removes an arbitrary and completely artificial gate the devs created and enforced.
And, we're not fighting dragons now. We're fighting the same Battle Maiden we've fought before, that I've both soloed and duo'ed, but now I can't even stand up to her where as before I could.
So who got more powerful? NOT US.
I'll spell it out clearly:
If you make player characters 5% more powerful but make the enemies 400% more powerful, you didn't really make player characters more powerful AT ALL.
The challenge of the content aimed for the Alpha slot should reflect the improvement the Alpha actually brings, not what it may bring four months later when they get around to adding the rest of the tiers and not what other Incarnate slots may bring if they get released before the game goes under.
.