How many times must I die to ambushes before I can re-complain?


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Originally Posted by Venture View Post
Actually it's exactly what I said.
Its tantamount to what you said. The problem is that while those that need an orderly universe believe that proper game design strictly limits what all players can do under all circumstances to a narrow window of performance, this game is not that game. It makes life easier on the devs if the system forced them to do that, but there's no reason a reasonable game cannot have significant performance variations among player characters and commensurate optional ways to scale difficulty to those levels.

I am not someone who believes proper game balance requires, as an axiom, performance homogeneity. It can have that axiom, or lack it, without automatically suffering from it.

It makes life more tricky when you lack it, but it makes life more boring when you have it.


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Originally Posted by EvilGeko View Post
Powersets are not balanced around the assumption that any given player will be able to handle +2/x3 to +3/x6 solo. We know that some powersets can do that and more in the hands of a reasonably skilled player. But that's not the expectation. The expectation is that +0/x1 should be a reasonable challenge for a solo player. Castle said at one time that the base difficulty is not intended to be "easy mode." It's intended to be the standard difficulty. There should be SOME risk of defeat at that difficulty level. We all know that in practice, some characters who are well built by their player, are effectively invincible to that setting.
Yes, and because I am effectively invincible on that setting, I turn it up. Generally, I leave my difficulty at a point where I can fight a group like the Council or Rikti in my sleep...because sometimes I have 20 minutes to play and I just want to kill something. A group like Longbow, I expect to have some difficulty with. I can't kill them in my sleep so I don't fight them when I have 20 minutes to play and just want to kill something. I will have to use inspirations, and some strategy besides "head for the nearest clump of bad guys and start stabbing." I might die; in fact it's quite likely that I will die at some point over the course of a mission. A group like DE....I will die. Not might, will. Very quickly and repeatedly. Because my secondary is useless.

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The standard difficulty should offer some risk of defeat. The Praetorian missions offer that. A player with little experience will face defeat and often. There's nothing wrong with that. You don't learn anything from winning all the time, you don't improve. A player tested in the fires of Praetoria is well suited to handle what the game throws at them later. IMO that's a good thing.
You don't learn anything if you die ten times before you hit level 5, decide the game is too hard, and quit. A player who coasts through a bunch of forgiving Hellion missions, with a few Vahz or Clockwork here and there to keep them from getting too complacent and get them used to the idea that not everything will be so easy, will get used to the game, will get attached to their character, will meet people and make friends and build a solid foundation of basic skills to improve upon when they're faced with more difficult content later.


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Originally Posted by MunkiLord View Post
Also, I don't mind DE and their cheating. Those are easy enough to get around using various tactics. What I have the biggest problem with is Nemesis and their stacking vengeance.
Nemesis and their stacking vengeance is easier to get around than DE and their cheating. If you're smart, Nemesis don't start cheating until the fight is almost over, and you've already won. DE open with a cheat.


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Originally Posted by EvilGeko View Post
The standard difficulty should offer some risk of defeat.
Define "some" risk. Is "some" risk getting defeated five times in the same mission simply because the ambushes keep coming? Because that's what happened to my Praetorian Defender.


 

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Originally Posted by Arcanaville View Post
Invulnerability is way stronger than the devs think, because it works differently than they think it does. Players figure this out before the devs do.
I remember the day Liquid and I found out that Invuln/ could have 100% S/L resist at level 26 (or maybe it was 23, something ridiculously low like that) without having it ever mentioned anywhere during the beta or to that point in release (this was pre-I1). I think my jaw was literally hanging open at the realization that nobody had thought some sort of cap on damage resistance would be a good thing, or that nobody had tested for it during the beta (and/or hadn't reported it if they had).


 

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Originally Posted by MunkiLord View Post
I couldn't agree more.

I don't see what the big deal is if a mission is incredibly hard to solo at +1/x4. That is just the way it goes.

Also, I don't mind DE and their cheating. Those are easy enough to get around using various tactics. What I have the biggest problem with is Nemesis and their stacking vengeance.


Haaaaaaattttteeeeee!!!

Nemesis I cannot stand. Not only do they kick out an insane ammount of AoE (Flamethrower and Full Auto? On Minions? Really?), have some of the most evil snipers in the game and only two bosses that are also high up in the league of evil, but they seem to spam LTs, all of which are just as bad for turning mobs into unkillable armies.

I appreciate Nems are end-game mobs. That said, they start off at least being a bit more balanced. They have AoE units, ST units, surgeon units, and Jaegers all thrown into the mix.
By the end? Dragoons with heavy gatling-flamers, LTs by the metric crapton, and Fake Nems. Because they really needed more stacked defences.


The thing that bugs me about end-game mobs is the lack of creativity. Crey mid levels; suited agents, riot guards, power armour, heavy power armour and Protectors. High levels? Power armour. And Protectors. And thats IT. Its boring, dull and leaves no room for anything tactical. Nems are the same, only they actually trade out variety for a massive 'I Win' Button.


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Originally Posted by Zwillinger View Post
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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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Originally Posted by Eiko-chan View Post
Define "some" risk. Is "some" risk getting defeated five times in the same mission simply because the ambushes keep coming? Because that's what happened to my Praetorian Defender.
Seems to me that Praetorian ambushes may be broken. I haven't seen that behavior myself, but judging by other replies here they don't work like 'normal' ambushes. So yes, in that context I would say you shouldn't be dying that much, but not because the difficulty is too high - because the ambushes aren't 'working' correctly.


 

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Originally Posted by Atomic_Woman View Post
Seems to me that Praetorian ambushes may be broken. I haven't seen that behavior myself, but judging by other replies here they don't work like 'normal' ambushes. So yes, in that context I would say you shouldn't be dying that much, but not because the difficulty is too high - because the ambushes aren't 'working' correctly.
I can very easily believe that to be true.


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Originally Posted by Zwillinger View Post
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.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Originally Posted by MunkiLord View Post
I don't see what the big deal is if a mission is incredibly hard to solo at +1/x4. That is just the way it goes.

Also, I don't mind DE and their cheating. Those are easy enough to get around using various tactics. What I have the biggest problem with is Nemesis and their stacking vengeance.
I never complain about something being hard for me personally. Nothing is likely to be a serious impediment to me, and honestly, if I just don't *like* a tip mission, then ironically at 0x8 I earn so many tips that I can just drop the ones I don't like and as long as I have at least one I do like I'll earn more in the act of running that one. I don't even really have to *drop* tips I don't like.

If I say something is unbalanced, its because I believe its objectively unbalanced for the average player unless I say otherwise. If I find something that is "too hard" my instinct is to go beat on it until I pound it into the ground.

I was on an ITF where the team gave up and quit on the last mission and I tried for two days to figure out a way to solo complete it. On an energy blaster.** If you think I'm complaining about personal difficulty ever, you're misunderstanding. I would continue to play this game at difficulty levels that would make EvilGeko wince.


** You can range snipe the Nictus without drawing aggro from them or Romulus, and with enough damage you can kill them from range. Having them all gone would help someone solo Romulus, although my energy blaster isn't one of those things that can do that in any reasonable amount of time. Apparently.


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Originally Posted by Eva Destruction View Post

Nemesis and their stacking vengeance is easier to get around than DE and their cheating. If you're smart, Nemesis don't start cheating until the fight is almost over, and you've already won. DE open with a cheat.
I think this just comes down to preference honestly. I prefer the work around to DE cheating(and often enjoy just jumping in anyways) compared to dealing with Nemesis and leaving Lts for last.

I don't think either mob is a good way to make content harder, so if they were adjusted it wouldn't bother me much(or at all in the case of Nemesis). But I do happen to enjoy fighting DE.


 

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Originally Posted by Arcanaville View Post
I never complain about something being hard for me personally. Nothing is likely to be a serious impediment to me, and honestly, if I just don't *like* a tip mission, then ironically at 0x8 I earn so many tips that I can just drop the ones I don't like and as long as I have at least one I do like I'll earn more in the act of running that one. I don't even really have to *drop* tips I don't like.

If I say something is unbalanced, its because I believe its objectively unbalanced for the average player unless I say otherwise. If I find something that is "too hard" my instinct is to go beat on it until I pound it into the ground.

I was on an ITF where the team gave up and quit on the last mission and I tried for two days to figure out a way to solo complete it. On an energy blaster.** If you think I'm complaining about personal difficulty ever, you're misunderstanding. I would continue to play this game at difficulty levels that would make EvilGeko wince.


** You can range snipe the Nictus without drawing aggro from them or Romulus, and with enough damage you can kill them from range. Having them all gone would help someone solo Romulus, although my energy blaster isn't one of those things that can do that in any reasonable amount of time. Apparently.
I get what you're saying, and I agree. I know you weren't complaining about difficulty. I've played your Scrapper challenges. Well I did shortly after AE was released(those challenges still around?).

DE and Nemesis have issues with their design. I happen to enjoy DE, but I'm probably in the minority here, so I wouldn't throw a fit if they were fixed.


 

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Originally Posted by MunkiLord View Post
I think this just comes down to preference honestly. I prefer the work around to DE cheating(and often enjoy just jumping in anyways) compared to dealing with Nemesis and leaving Lts for last.

I don't think either mob is a good way to make content harder, so if they were adjusted it wouldn't bother me much(or at all in the case of Nemesis). But I do happen to enjoy fighting DE.
I tend to find Nemesis easier to deal with simply because their Vengeance isn't a real 'screw you' until it's stacked 3 or 4 times, at least. One single quartz emanator will totally negate any defense you have. But yeah, I guess it does come down to preference.


 

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Originally Posted by Techbot Alpha View Post
By the end? Dragoons with heavy gatling-flamers, LTs by the metric crapton, and Fake Nems. Because they really needed more stacked defences.
It's interesting, because while I can appreciate why so many people dislike them, I honestly shrug at Nemesis, and I play L50s on nothing less than +2/x5, which gets you 3-4 LTs per spawn. I think that my personal ability to accept them has to do with the fact that, other than the bubbles from Fakes, I have some say in how fast they get to stack their +defense. Most of my characters can largely ignore one Vengeance on a +2 foe, and two is mostly manageable, and I can usually time what I'm doing to keep more than two from being laid out at once.

If they just unloaded a Veng casting completely outside my ability to influence the timing, I'm sure I would have a much greater dislike of them.

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The thing that bugs me about end-game mobs is the lack of creativity. Crey mid levels; suited agents, riot guards, power armour, heavy power armour and Protectors. High levels? Power armour. And Protectors. And thats IT. Its boring, dull and leaves no room for anything tactical.
You know what's wierd? I am pretty sure they were changed to be uniform Tanks in the level 45+ game. Maybe I am misremembering, but I believe that they used to have Agents, Scientists and that whole range of mobs all the way up to 50.


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
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Originally Posted by Atomic_Woman View Post
I tend to find Nemesis easier to deal with simply because their Vengeance isn't a real 'screw you' until it's stacked 3 or 4 times, at least. One single quartz emanator will totally negate any defense you have. But yeah, I guess it does come down to preference.
I like to open up with Build Up and AoE all I can, so that gets me destroyed pretty quickly when I fight Nemesis. I don't mind herding mobs at all when solo, so that helps with DE.

edit: I should note my statements reflect nothing more than opinion and how I play the game. Which is typically at level 50 with several billion invested in my build. So I do not expect my experience to be the norm.


 

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Originally Posted by MunkiLord View Post
I like to open up with Build Up and AoE all I can, so that gets me destroyed pretty quickly when I fight Nemesis. I don't mind herding mobs at all when solo, so that helps with DE.
Ah, see, my 'main' is MA/Inv, so I basically have no choice but to kick their butts one at a time. I can see how if you're just leaping in and AOEing (which is awesome for 95% of stuff) then catching multiple Vengeances stacking would be an issue.


 

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Originally Posted by UberGuy View Post

You know what's wierd? I am pretty sure they were changed to be uniform Tanks in the level 45+ game. Maybe I am misremembering, but I believe that they used to have Agents, Scientists and that whole range of mobs all the way up to 50.
If they weren't scaling up well I can see why...but why not replace them with Armoured Science Units, Rapid Response Guard forces and Elite Cyborg Agents that are pretty much like Arnie-eque Terminators wearing fake skin? Add some variety to the mobs at least, not make them bland and as boring as all hell...


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Originally Posted by Zwillinger View Post
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.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

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Originally Posted by Techbot Alpha View Post
If they weren't scaling up well I can see why...but why not replace them with Armoured Science Units, Rapid Response Guard forces and Elite Cyborg Agents that are pretty much like Arnie-eque Terminators wearing fake skin? Add some variety to the mobs at least, not make them bland and as boring as all hell...
The need for new art assets, I would assume? I agree though, Crey is boring to fight at high levels, variety would be nice.

Although I'm glad that Circle ghosts stop showing up after a while. Hate them.


 

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Originally Posted by Atomic_Woman View Post
Ah, see, my 'main' is MA/Inv, so I basically have no choice but to kick their butts one at a time. I can see how if you're just leaping in and AOEing (which is awesome for 95% of stuff) then catching multiple Vengeances stacking would be an issue.
My problem with Nems is...I'm a Bots MM. I literally get no choice except AoE falvoured death. And I like to fight on x8 because, well...I have the build, I have the Alpha slot, it's really the only thing thats above a boardwalk for me on Alpha now.

I don't honestly mind Nems and such so much, other than the fact I find them mind-numbingly dull from a design perspective. As someone who takes a great interest in that side of game-making an design as a whole, I honestly do think I could do a better job of it, too


Quote:
Originally Posted by Zwillinger View Post
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.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

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Originally Posted by Atomic_Woman View Post
Ah, see, my 'main' is MA/Inv, so I basically have no choice but to kick their butts one at a time. I can see how if you're just leaping in and AOEing (which is awesome for 95% of stuff) then catching multiple Vengeances stacking would be an issue.
I know I don't have to do it that way, but I kinda enjoy it. I'm weird though. I enjoy debt and was saddened when it was made trivial.

But I'm much more careful with Nemesis if I'm playing MunkiLord(dm/sr). But lately I'm playing a lot more AoE centric characters than ST.


 

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Originally Posted by UberGuy View Post
If they just unloaded a Veng casting completely outside my ability to influence the timing, I'm sure I would have a much greater dislike of them.
If they did that, I'd add them to the DE in my list of Enemies to Avoid Because they Cheat Way Too Much.

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You know what's wierd? I am pretty sure they were changed to be uniform Tanks in the level 45+ game. Maybe I am misremembering, but I believe that they used to have Agents, Scientists and that whole range of mobs all the way up to 50.
They used to cap out at 45, period. Then the devs decided to add more Crey content with i7, and came up with that stupid all-tank garbage. They are on my list of Enemies to Avoid Because They are Tedious and/or Annoying but Not Actually Hard.


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Originally Posted by Atomic_Woman View Post
The need for new art assets, I would assume? I agree though, Crey is boring to fight at high levels, variety would be nice.

Although I'm glad that Circle ghosts stop showing up after a while. Hate them.
Oh god, CoT ghosts and Ruin mages. I utterly despise the 12-24 ish range on CoT, simply because, for what you are using at the time, they have so much cheatyHax to throw about that it's unreal.

I guess it would require new art asssets, yeah. However, given the recent trend for what seems like combining existing parts with other NPC parts (Look at Leonard the contact redside. He has Dr Aeon's gloves, an Arachnos shoulder chest plate and other, non-unique parts made into one mesh.) I wouldn't have thought it would require that much effort....I may well be wrong, though. Otherwise we'd have seen mobs get a much needed graphical update by now...right?
/tangent


Quote:
Originally Posted by Zwillinger View Post
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.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Originally Posted by Atomic_Woman View Post
Funnily enough, I soloed a DE tip the other day (the one about defusing bombs) at lvl 50, +0x8. My MA/Inv has pretty good defense (roughly 31% S/L and 35% E/N/F/C before factoring in Invincibility) but at that setting I was seeing up to 3 Guardians per spawn. I did get beaten down once (mostly because I was getting cocky) but I finished the mission, because as annoying as the emanators are there are ways to negate them (kill them first, drag mobs away from them, etc). But then again that specific character is extremely tweaked for performance, and not many characters that haven't had 1.5 billion Inf* pumped into them could have done the same. Being able to do that is the 'reward' for spending so much time/Inf* kitting out one character, as I see it.
Taking out the Quartz ASAP, and pulling them away from them helps a ton.

However, one of those Quartz provides enough +Def to almost negate your entire 1.5 billion inf build (since bulk of it is +Def) and anything Invincibility can offer, and put them at the tohit cap. If you soloed a x8 DE Tip mission with only one death, it was because you have over 70% S/L resistance due to stacking Tough on Invuln, and DE are, with the exception of Devoured spit and mushroom holds, entirely S/L. It's not the inf and time that you spent. Sorry, Atomic.


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Originally Posted by Eva Destruction View Post


They used to cap out at 45, period. Then the devs decided to add more Crey content with i7, and came up with that stupid all-tank garbage. They are on my list of Enemies to Avoid Because They are Tedious and/or Annoying but Not Actually Hard.
Ever since I soloed the Manticore TF, I can't bring myself to fight Crey when solo. Paragon Protectors make me want to punch my computer monitor. They aren't difficult, just extremely annoying.


 

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Originally Posted by Atomic_Woman View Post
I remember the day Liquid and I found out that Invuln/ could have 100% S/L resist at level 26 (or maybe it was 23, something ridiculously low like that) without having it ever mentioned anywhere during the beta or to that point in release (this was pre-I1). I think my jaw was literally hanging open at the realization that nobody had thought some sort of cap on damage resistance would be a good thing, or that nobody had tested for it during the beta (and/or hadn't reported it if they had).
And I remember Havok insisting that I was wrong, and saying that the game engine was rounding down to get 0 for the display, on attacks that did more than 100 damage.

And it was level 22-- as soon as I got SOs.


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Originally Posted by MunkiLord View Post
those challenges still around?
They are, and I keep meaning to update them because I have better ideas, and because the AE now allows more ambushes and other elements to make it more interesting.


The important thing about that challenge mission, by the way, was that its easy to make a mission that *no one* can do. Its not easy to make a mission that *only the highest performance can do*. Its the ultra high end example of how tricky it is to make content that is properly scaled to the intended target. My estimate is that about one in eight attempts by people who took a serious swing at it with a viably strong build succeeded back in I14 and I15 based on feedback. What I got out of it was some good practice designing custom critters and a much more precise understanding of what the best of the best can do in theory.


The original version of it, by the way, would make Tin Mage look like tin foil. The original beta version, or rather the Ultra2 version of it, is here being attempted by pohsyb on a dev controller that has all of the controller powersets combined. Although that setting was explicitly intended to kill anyone that thought they couldn't be killed. That mission had three possible settings which you could choose to run by clicking on computers in the mission: Medium, High, and Ultra(2). The current scrapper challenge mission on live is roughly between Medium and High on that scale.

The RWZ challenge wouldn't make Medium on that scale.


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Originally Posted by Bosstone View Post
It was not until this post that I finally realized you guys haven't been talking about EvilGeko.
My screen name wasn't always EvilGeko. I'll just be upfront. I thought the original powers dev, Geko was an idiot. There were posts he made that literally had my jaw dropping at the amount of stupid.

The fact that he didn't accept PMs from the beginning and seemed impervious to common sense did not endear him to me. It was a wonderful day for this game when Castle took over.


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