How many times must I die to ambushes before I can re-complain?
Well, you're really stunting the potential if you don't use the stealthing as a means of additional options. You get to choose who you want to fight with a Stalker. Run into missions vs enemies you don't like? Skip em'. That spawns got a boss that is resistant to your damage? Skip em'. The mission is timed but long? Skip em'. Running low on endurance? Skip a few spawns.
I can understand not wanting to skip things because of how you perceive it as a waste. But it really is just perception. You're not really missing much if you're having to turn xp off several missions at a time anyway. And just like skipping things is a perceived problem, so is not being able to lean on AS. Yes, it is one advantage of being a Stalker, but it isn't the only advantage nor is it a waste of a power/AT just because there are points that reduce your chances. |
So...I can't stealth them...and I can't fight them. Bloody wonderful.
But I'm not handwaving anything away, just not rubbing and aggravating the points and making them swell up with exaggerations and hyperbole. Again, I agreed that the stuff was hard and that something should be done. But by the way you speak of the issue, don't be surprised if the devs suddenly replace all Prae mobs with little carebear underling mobs using fairy wands that do 1 smashing damage with a +regen additional effect. |
With Controllers, I just hate (playing as) them. I'll team with all controllers or whatever, but they just make no sense. I've had several make it to the upper teens but ended up deleting them. They aren't particularly defensive (you hit them and they die) and yet they offer no decent means of frontal attack. Conceptually, it made no sense that my Ice/TA controller could manifest cold and ice storms with arrows yet couldn't simply form an arrowhead of ice and *shoot* someone. There are a few ATs I don't play often but only the one that I won't ever play. Yeah, they can burn. But even saying that, it doesn't sound like they need any help if you look and read through their boards. They're doing just fine. |
And they clearly do need some help (In Praetoria) if, at low levels, they have to face mobs that totally negate their entire method of defence and attack. That IS letting them go burn and, guess what? Thats BAD design implementation.
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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Well, Controllers with their non-attack-having non-mez-resist-having selves can burn. But for Doms, I *have* taken one through some of the content and you *can* defeat things that are *not* held, last I played. Oh, and you can do it *before* they kill you. I've done it and I don't consider myself a good player by any stretch of the imagination. You just have to realize how long you have to live and try to get something done before that.
And for Stalkers, you *KNOW* you're lying or else you'd be complaining about Scrappers too. By lvl 19, the difference between their HP is around 50 points which amounts to probably 1 extra attack and lower levels will have an even smaller difference. My point is, you more than make up for that small difference with burst damage and even without it, you should still have way more options to cope thanks to Placate and Hide allowing you to *run away*. |
And you bet I'm complaining about Scrappers too. I've run plenty in my time, and never has one been decked with contemptous ease by ONE LT and a minion. Kinetic/SR Scrappers obviously don't bloom until at least SOs and later levels...so WHY am I facing enemies that insist on kicking my already so-so defences repeatedly in the nads, before finishing it off with an unhealthy combination of SS and Kinetics? Seriously, that combination is broken as all hell. Giving what ammounts to a fire blaster kinetics as well equates to broken in my mind. Sure, I love the concepts. But, as of right now, their mechanical implementation is NOT what level 1-20s should be facing. Not by a long shot.
It obviously wasn't a waste if so many people wanted it. And I liked the choices as they were. The issue came with power-gaming. If the issue was the baseline, the devs could have simply altered that some, but power gamers would still be sheep and flock to stamina, resulting in a looping whine that'd get louder and louder because the idea of a baseline keeps changing. |
Thankfully the Devs listenend and fixed Jacks 'vision', which was a load of steaming turd in the first place...
From years of playing Sega, Nintendo, SNES, Atari and various retro games, i and the world has already come to the realization that *THE COMPUTER CHEATS!*. Duh, that's what they do. They *have* to cheat because our technology is too limited for the computer to simply out smart our brains. If the computer didn't cheat, we'd be able to predict what they'd do every time and even when they cheat, we can *still* predict what or how it will. The only other option is to make the input complex for the user (think fighting games and combos) to prove any type of challenge but then we'll have a whole other game here. The way I see it, Prae isn't some 'upward sliding scale of difficulty', just a couple of rough spots you have to put everything down to make it past. If you don't have enough to put down, go to an inpsiration vendor and get more to put down. Thankfully, the content isn't mandatory. There's plenty of missions that have you squashing unknowing spawns on a big council map with lots of corners and walls to hide behind. |
It's when it strays into genuine 'Computer is a Cheating *******' levels, such as the homing-bloodhound ambushes with no break between them, whole sets worth of attacks at level 18 and exotic damage and swathes of debuffs that I think someone else entirely desinged the mobs.
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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It's more difficult that comparable content in Paragon or the Rogue Isles, yes. It is not difficult however. I've seen similar ambush style encounters in multiple MMORPGs. MMORPGs that tend to be significantly harder on average than CoH. As I argued during beta, high expectations force you to improve.
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Some MMOs are more difficult than ours are, but I would argue that Going Rogue was and is not the opportunity to fiddle with the standard difficulty model, particularly at such low levels. There's nothing to be gained by that. There's only two possibilities at the moment: it scares off new players that don't want that level of difficulty, or it attracts people that want that new level of difficulty that will then leave when they discover the rest of the game doesn't have it.
Even if you think raising the bar across the entire game is a good idea, I see no logic to raising the bar an order of magnitude in the first twenty levels of an introduction section of the game only. You don't just mess with global difficulty standards haphazardly, because they are one of the foundational elements of the entire game. You can't just phase in a ton of difficulty at the beginning. You can theoretically ramp it up at the end, because there's nothing past the end. But you can't do it at 20 without doing it at 30 and 40, and making an entire leveling path that looks like it.
That's assuming you want such a path, and choose to introduce it without warning anyone, and have it ramp up as fast as it does, all three of which are questionable.
STAY STRONG TIM!! Your bud with the scaly skin has your back! |
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If Praetoria was not the only option for new players, I'd say don't change the difficulty. Praetoria is supposed to be a new level of asskicking; it is, after all, the setting for the Incarnate content. Praetoria's attacking Primal, and Primal's heroes need to get with the game to push them back. In that context, it makes sense for even the low levels of Praetoria to be difficult.
But it is the only option for new players. And while I don't think the new players are as put off by it as we veterans might think (after all, they can't compare it to prior content. We vets know it's tougher than blue and red, but newbies have no clue), by the same token newbies also don't have the knowledge to leverage against the game that vets do, and if they run up against a wall they don't have the prior investment in the game to help them keep pushing forward rather than say "Man, this sucks. I'm going to go back to <another game>." Also, the fact that it's an alternate dimension is entirely lost on new players, who are only just learning about the setting through the game as they play. It presents the setting in a bass-ackward way and can therefore get pretty confusing.
Praetoria really does make sense as a hard mode for veterans leveling new alts and I applaud it for achieving that goal magnificently. It breathes new life into the early game and makes me interested in the low levels again. But as an introduction to the game for brand new players, it sucks, and it sucks hard.
Edit: And player-targeted ambushes are stupid.
De minimis non curat Lex Luthor.
Difficulty is relative. We know the higher level of difficulty is difficult relative to our current playerbase. That makes it difficult by definition.
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Some MMOs are more difficult than ours are, but I would argue that Going Rogue was and is not the opportunity to fiddle with the standard difficulty model, particularly at such low levels. There's nothing to be gained by that. There's only two possibilities at the moment: it scares off new players that don't want that level of difficulty, or it attracts people that want that new level of difficulty that will then leave when they discover the rest of the game doesn't have it. |
Even if you think raising the bar across the entire game is a good idea, I see no logic to raising the bar an order of magnitude in the first twenty levels of an introduction section of the game only. You don't just mess with global difficulty standards haphazardly, because they are one of the foundational elements of the entire game. You can't just phase in a ton of difficulty at the beginning. You can theoretically ramp it up at the end, because there's nothing past the end. But you can't do it at 20 without doing it at 30 and 40, and making an entire leveling path that looks like it. |
That's assuming you want such a path, and choose to introduce it without warning anyone, and have it ramp up as fast as it does, all three of which are questionable. |
Very very far back. I don't think you want a piece of this one. |
DON'T LET HER STOP YOU TIM!
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.
Hey, guess what Geck? Some of us play this game for fun. Not to have to treat it like the bleeding education we're already in.
I think I'm done arguing with you, simply because you clearly aren't going to give anyone else any consideration in the matter, and I sure as hell ain't budging from my own spot.
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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Hey, guess what Geck? Some of us play this game for fun. Not to have to treat it like the bleeding education we're already in.
I think I'm done arguing with you, simply because you clearly aren't going to give anyone else any consideration in the matter, and I sure as hell ain't budging from my own spot. |
I believe that the game should have a baseline difficulty that is higher than what you would set it at. You disagree. That's OK, people can disagree.
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.
No offense, but that's a cop-out. I'm arguing the point. And again, I wasn't responding to you. Just because I refuse to accept that the game should be easier doesn't mean I don't consider your point. I don't find what you find fun. You aren't considering MY point. You ignore it.
I believe that the game should have a baseline difficulty that is higher than what you would set it at. You disagree. That's OK, people can disagree. |
I'm also arguing that leve 1-20 in Praetoria is NOT the place for it, however. Not only is it the forced starting zone for new players, but it's also levels where characters poweres are far below the optimal. Yet there are enough debuffs and exotic damage types to put even high end content to shame.
It's hardly a cop out. You've explicitly stated where you stand. As have I. I don't see any way to convince you otherwise. So I'm going to leave it, before one or both of us starts taking it too far and this devolves from a a discussion and arguement into the likes of a back and forth flame war.
((Oh, and I''ll respond to who I damn well want, scalebelly! ))
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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No offense, but that's a cop-out. I'm arguing the point. And again, I wasn't responding to you. Just because I refuse to accept that the game should be easier doesn't mean I don't consider your point. I don't find what you find fun. You aren't considering MY point. You ignore it.
I believe that the game should have a baseline difficulty that is higher than what you would set it at. You disagree. That's OK, people can disagree. |
I believe you're a minority on this one.
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I can certainly see the argument that ambushes should be targeted at your last known location, but if that were the case then my ONLY challenge in Praetoria as a Stalker would be "Oh no, can I handle a boss and 2 minions at the same time?"
It's not an easy choice to make. Either you give one AT what amounts to a free ride, or you unfairly handicap that AT in comparison to the rest in certain circumstances.
I absolutely do. I absolutely reject the notion that any MMORPG should allow its default difficulty to be so easy that anyone can complete it. It creates a ton of problems for the game. There is really only one risk in a MMORPG and it's psychic. It's the risk of defeat. People like to say that it's about the risk of losing time, but I don't even buy that anymore. People play these games for years and it's all to waste time anyway.
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And, yes, disagree we will. I do not want to see the level of difficulty you are asking for. I am neither as ambitious nor as competitive as you are, nor do I ever want to be. That's the life I've chosen, and that's the entertainment I've chosen to have in it. I have no problem with you having your higher level of challenge. What I have a problem is your apparent need to involve me with it. Your right to swing your fists ends where my face begins, and your refusal to accept optional difficulty is a great concern to me, as it seeks to gut the only game I've managed to stick with for any period of time.
We can agree to disagree on this, but I simply do not believe that there needs to be any changes to the Praetorian content. Yes, it pushes you. I think the answer is PUSH back. I don't expect everyone to agree with that view. But my view is much more mainstream OUT of this game that I think many of you recognize. People keep talking about new players. Well new players might have more of an appetite for risk that you all give them credit for. |
You have to understand that not all players enjoy "pushing back." Some of us are looking for entertainment and relaxation, and when a game pushes us, we find another game to play. There are plenty of games out there that I could be playing which push my skills and force me to be better or drop out. I recently scored the Unreal Collection for dirt cheap on a Steam Sale, and I remembered why I stopped plying UT3 - I suck at it. I've tried to improve, but I couldn't improve by enough before I said "Sod this!" and found myself an easier game to play.
In all of this, I advocate for options, and I will continue to do so. Allowing players to control their gaming experience is central to a good game, in my experience. Spartan ideals of hurting players to build character are not something I'm interested in, or will ever be interested in, because I don't play these games to become a better person, to grow hair on my chest or to become a man. I play these games to unwind and to look for inspiration. Being dead does not inspire me.
If you cannot condone allowing people to pick their own difficulty, from easy to hard, then you and I will never see eye to eye on anything.
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 too believe that it should. But not in the freaking first 20 levels of the game. Especially NOT in something new players are FORCED into.
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So it's an issue, but it's not as large as one as you may think.
No offense, but that's a cop-out. I'm arguing the point. And again, I wasn't responding to you. Just because I refuse to accept that the game should be easier doesn't mean I don't consider your point. I don't find what you find fun. You aren't considering MY point. You ignore it.
I believe that the game should have a baseline difficulty that is higher than what you would set it at. You disagree. That's OK, people can disagree. |
Really, though - what else do Stalkers have that Scrappers don't? Outside of Hide and the criticals it brings, I can't really think of much.
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Skip ambushes...that can and will hunt you across the whole map...and that totally ignore stealth.
So...I can't stealth them...and I can't fight them. Bloody wonderful. |
Oh yeah, I have Placate that can stop...One Minion, LT or Boss. That does sweet naff-bleeding-all against large ambushes. And oh looky, AS works in Hide...which I effectively dont HAVE because the cheating shites home in and ignore all stealth! What then, exactly, amd I meant to do in this situation? Not enter the mission?
And you bet I'm complaining about Scrappers too. I've run plenty in my time, and never has one been decked with contemptous ease by ONE LT and a minion. Kinetic/SR Scrappers obviously don't bloom until at least SOs and later levels...so WHY am I facing enemies that insist on kicking my already so-so defences repeatedly in the nads, before finishing it off with an unhealthy combination of SS and Kinetics? Seriously, that combination is broken as all hell. Giving what ammounts to a fire blaster kinetics as well equates to broken in my mind. Sure, I love the concepts. But, as of right now, their mechanical implementation is NOT what level 1-20s should be facing. Not by a long shot. |
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Well, their options are bleak here.. It's either fight or die for most power combos. Some have tricks like stealth but that's a lvl 20+ power...
Yes, and why do you think so many people took it? Hmm, maybe because outside of certain builds and heavily IO'd characters most ATs suffered without it. Having to use rest every other mob, despite good slotting, insp use and taking care with attacks suggests a lot more than just 'people whining'. If everyone has it anyway, just maybe theres a reason for that? Thankfully the Devs listenend and fixed Jacks 'vision', which was a load of steaming turd in the first place... |
I don't reprimand those that enjoy the gogogo style but that they seemed to have shoehorned this into what is 'baseline' and then turn to reprimand anything that doesn't fit does get on my nerves. But then we're getting off topic. This isn't about inherent stamina or the balance of Controllers. We're talking ambushes...
I'm playing a Stalker through Praetoria now (my first Stalker, to boot). Without magic ambushes it would be trivial, since I just find the objective and stealth back out for most missions (granted, I'm trying to see as much of the Praetorian content as possible, so I'm deliberately not killing extra stuff).
I can certainly see the argument that ambushes should be targeted at your last known location, but if that were the case then my ONLY challenge in Praetoria as a Stalker would be "Oh no, can I handle a boss and 2 minions at the same time?" It's not an easy choice to make. Either you give one AT what amounts to a free ride, or you unfairly handicap that AT in comparison to the rest in certain circumstances. |
In the missions that hacked me off last night, I was stuck with endless waves of Clockwork that, literally three seconds after the last one hit the deck, the next wave would spawn. In the mission after that one it was two simultaneous gaint spawns of Synidcate, that were scaled up Initiates that dropped no rewards at all, thus making them a giant big inspiration and debt sink. As soon as they died? Next two waves. Ad Infinitum.
Have an increased timer. Make Ambushes obey spawn laws. That, at the very leasy, would make them less totally obnoxious and more a legitimate 'extra challenge'.
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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If you cannot condone allowing people to pick their own difficulty, from easy to hard, then you and I will never see eye to eye on anything.
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And if there aren't any field agent NPCs in Praetoria (and probably specifically in Nova Praetoria) then there probably should be.
However, new players are not FORCED to play Stalkers as their first characters, and this ambush situation only applies to them (outside of reports of people getting 'triple ambushes' all at once, which I would consider/suspect to be bugs). If they choose any other AT then the fact that ambushes see through stealth is pretty much moot.
So it's an issue, but it's not as large as one as you may think. |
Well, as a Stalker, you have placate. Placate *will* hide you when you use it. For a full 10 sec no matter if the enemy got a shot in on you. This may not stop the ambush from shooting at you, but it will stop the *other* spawns from noticing you while you run. Cut a corner, go up an elevator, through a tight corridor, find a safe area, rest if you have the time or just buy time. What can the Scrapper or Brute do?
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Furthermore, running from ambushes is pointless. They will follow you to the ends of the earth. They'll open doors, ride elevators, use emergency staircases and they WILL find you. You need to travel pretty much the full length of an entire instance if you want to put enough distance between them and you so you can rest. And even if you manage to do that (I found a ceiling pipe that was out of reach of the Ghouls), you'll get one shot at the ambushes. When you get damaged THEN, you are out of options but to leave the instance.
Leaving the instance, by the way, cuts aggro to even permanent ambushes and makes them wander back to their spawn point, which may be a usable tactic... But feels pretty cheap. Beyond that, however, these ambushes have the tendency to strike when you're escorting an NPC, at which point not only can you not Hide for fear of losing the NPC, but they can kill the NPC, as well. I barely got Dr. Helix out alive (all the while wondering why she has Kheldian powers).
Again - I admit that options exist, but they're not as good as they may seem.
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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Why play a Stalker over a Scrapper? There's lots of reasons but the situation with ambushes can be one. In the higher levels, I suppose it can be a problem for a Stalker of certain builds, but in the low levels? At least the Stalker has options. You may *feel* like you're not losing out on anything as a Scrap but you really had nothing to gain either.
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I'm just confused as to what point exactly your trying to make with Scrapper/Stalker here, of which one your....yeah, Im just lost.
Well, as a Stalker, you have placate. Placate *will* hide you when you use it. For a full 10 sec no matter if the enemy got a shot in on you. This may not stop the ambush from shooting at you, but it will stop the *other* spawns from noticing you while you run. Cut a corner, go up an elevator, through a tight corridor, find a safe area, rest if you have the time or just buy time. What can the Scrapper or Brute do? ... Well, their options are bleak here.. It's either fight or die for most power combos. Some have tricks like stealth but that's a lvl 20+ power... |
You do realise that Placate is a ST effect only? And that as soon as you take ANY damage its effects on the placated enemy are broken and you are unhidden? Sure, Placate will hide you! From one out a ten strong mob, who will then proceed to plaster your sorry corpse across the floor and walls.
Scrappers at least have higher crit chance, generally better defences at that level, and slightly higher HP (IIRC). Brutes have Fury, which even at those level can even the field, higher HP and generally stronger armour too. So, in fact, they'd likely survive...because they don't rely on the stealth Stalkers do that is subsequently negated.
I don't think the Fitness pool was somehow a legacy vision of Jack's. Really, it's just the evolving expectations of the players who happened to whine enough to get what they wanted. Or perhaps it was in foresight of the new Praetoria content putting a crunch on your downtime. Personally, I find it interesting that the notion of using Rest when it's recharged somehow means you're weak. Or that slow automatically means bad. It's that idea of a gogogo style that seems to have dominated over all others. Because of it, volume is more important than all and has broken other aspect of the game that require time or planning. I don't reprimand those that enjoy the gogogo style but that they seemed to have shoehorned this into what is 'baseline' and then turn to reprimand anything that doesn't fit does get on my nerves. But then we're getting off topic. This isn't about inherent stamina or the balance of Controllers. We're talking ambushes... |
Strangely enough, I don't find sitting around twiddling my thumbs while I have to wait to heal much fun. YMMV.
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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However, new players are not FORCED to play Stalkers as their first characters, and this ambush situation only applies to them (outside of reports of people getting 'triple ambushes' all at once, which I would consider/suspect to be bugs). If they choose any other AT then the fact that ambushes see through stealth is pretty much moot.
So it's an issue, but it's not as large as one as you may think. |
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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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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Games shouldn't be so hard that only 1% of your playerbase can advance, but by the same token a game shouldn't be so easy that players become bored. I very often read about this game on other sites, and the #1 mark against it is that it becomes boring.
I think the whole game should have a decent level of challenge to all players. Frankly, I find Praetoria just as easy as Paragon from 1-20. But I recognize that there are tasks and missions that press just a bit harder on the player. Not as much as is being stated here. Some of the Vaz missions in Paragon are wickedly hard at low level.
We can agree to disagree on this, but I simply do not believe that there needs to be any changes to the Praetorian content. Yes, it pushes you. I think the answer is PUSH back. I don't expect everyone to agree with that view. But my view is much more mainstream OUT of this game that I think many of you recognize. People keep talking about new players. Well new players might have more of an appetite for risk that you all give them credit for.
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.