So is Redside really harder than Blueside?
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Blueside has a marginally better difficulty curve, but is poorly written/implemented.
Redside has better writing and implementation, but suffers occasionally from over-EBness and stuff. Mostly, difficulty wise, they even out. Although PPD Swat are evil incarnate. And then theres Praetoria. Which is the best written of them all...and which punishes all without mercy and distinction. Difficulty level; Praetoria > Red/Blue |
Even things like navigation and the hazards traveling to and from mission doors seemed "harder". Shortcuts we've learned in travel, play style, attack strategies, targeting order, etc. are different enough that we can feel uncomfortable. Play is no longer "mindless", running on autopilot to complete a mission and cash out for the evening.
It's kind of like driving to work and the highway is shut down for some major accident and you now have to find a way around it, forcing you to take an unfamiliar route. It's not that it's actually harder, it's just you have to think about what you are doing a lot more.
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Again, I believe that's only because our play styles have become so second nature that when they no longer work we perceive that as "hard". CoV seemed "hard" compared to CoH when it first came out especially to those who played CoH longer.
Even things like navigation and the hazards traveling to and from mission doors seemed "harder". Shortcuts we've learned in travel, play style, attack strategies, targeting order, etc. are different enough that we can feel uncomfortable. Play is no longer "mindless", running on autopilot to complete a mission and cash out for the evening. It's kind of like driving to work and the highway is shut down for some major accident and you now have to find a way around it, forcing you to take an unfamiliar route. It's not that it's actually harder, it's just you have to think about what you are doing a lot more. |
At a level for level comparison, Praetorians have far more powers available and much more potent stats than any Primal mob of that range barring Vahzilok with their toxic damage and speed/rech debuffs. Any other Primal mob, at a design level, will be far better balanced for the level it spawns.
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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Strange. Sunstorm must really have it in for my lowbie Peacebringer, because he keeps sending him after Vahzilok (one reason why he's still a lowbie) The last time I ran a low level Warshade it was mostly Clockwork as I recall.
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That said, my Peacebringers still managed to faceplant the zombies thrown at them before they could get into spew range.
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Interesting the succubi don't leak over as well.

I don't find much practical difference between red and blueside. I dont log into either 'thinking this will be easier' etc.
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):
I find red side easier with good team, but much harder to find good team.
"If you want to win you must not lose."
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"Better strategic retreat than dishonorable defeat"
It depends on what you are after as to the "ease" of any of the sides (red/blue/gold).
I find that it is much easier to get a team together blue side (more players).
I find it much easier to "trick out" a SG base red side (fewer TP beacons).
The most engaging low-level content is gold side (newness, devs have had more practice, etc.)
I have played the game, on and off, since beta, and it has always been fun. Being a villain, a rogue, a vigilante, a hero, a loyalist, a resistance member... these are all cool ways to interact with the content that were not available in 2004. As the game progesses, we learn. We get better at things. Who would have DREAMED of a Lady Grey Task Force in under 20 minutes when they first came out? Folks make it their mission on the game to figure out the most expeditious and thorough ways to get things done.
So, now, the oldest stuff has had the most practice. True, there are some beasties that require a bit more prep than others, but generally they are newer to us.

"I used to make diddly squat, but I've been with the company for 16 years and have had plenty of great raises. Now I just make squat" -- Me
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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.
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
There's a difference between concept and execution. In general, CoV has what I consider a poor concept but better execution of that concept. Better plot flow, better dialog, more use of arcs rather than one-off missions. All of that may be predicated on a flawed premise: that we are all willing to be flunkies of Arachnos, but how it is actually executed is broadly still superior to the generally themeless hero stories we find in CoH, IMO.
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When you chart out the lifespan of the game, it's actually kind of amazing that V-side content is as good as it is. Subjectively, I'd say that the V-side story arcs are far closer to the Praetorian story arcs in terms of polish and execution than they are to the Hero-side story arcs -- and yet, City of Villains is far closer on the calendar to the CoH launch than it is to GR launch.
So whatever flaws the original Hero content has (and there are frankly too many to list), the devs learned the important lessons fairly early on.
The only thing that kinda rankles me about CoV story-arc content is that the devs were clearly way, way too enamored with the (then-new) escort mission when they were designing CoV.

FWIW, I can't stand leveling hero-side anymore, even though Paragon is more visually attractive, and even though teams are easier to find. As for whether Red is harder than Blue, eh, probably a very little bit harder, but it's honestly hard to tell these days given all of the various tools we're given to ease the discomforts of leveling.
There's a difference between concept and execution. In general, CoV has what I consider a poor concept but better execution of that concept. Better plot flow, better dialog, more use of arcs rather than one-off missions. All of that may be predicated on a flawed premise: that we are all willing to be flunkies of Arachnos, but how it is actually executed is broadly still superior to the generally themeless hero stories we find in CoH, IMO.
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I disagree with both the execution and the concept being any better than CoH. CoV spoon feeds you the story in bite sized chuncks. It's like the chicken nuggets of content. In CoH, you're slowly learning the mysteries of the City while dealing with small scale threats by the various villain groups. Even the Faultline arcs, which post-date CoV maintain this form of pacing. The overall plot of that zone isn't made clear until the third arc. It's similar to the slow reveal of the Rikti origin, the Circle of Thorns, MoM, Countess Crey. By contrast, in CoV most of the time it's fairly obvious what's going on the second you talk to the content. See e.g. Kelly Uqua. The Praetorian arcs don't do this either. Each of the paths has a story where you fall further down the rabbit hole, learning more about the bad and the good of the paths you choose to walk.
CoV is further harmed IMO, by a foundational bit of inanity. The fact that it is a City of Villains separate and apart from a civil society. With the fact that crime is all but rewarded in law, it's hard to believe they could keep the lights on (even with a demon powering them). They should have never separated heroes and villains in the way that they did. It made the CoV story all the more silly.
I could go on. Of course this is all a matter of opinion, but CoV isn't very much fun. I much rather do tips, while on CoH I sprinkle in my favorite arcs (like Freakalympics). But to each his own.
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.
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.
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
I disagree with both the execution and the concept being any better than CoH. CoV spoon feeds you the story in bite sized chuncks. It's like the chicken nuggets of content. In CoH, you're slowly learning the mysteries of the City while dealing with small scale threats by the various villain groups. Even the Faultline arcs, which post-date CoV maintain this form of pacing. The overall plot of that zone isn't made clear until the third arc. It's similar to the slow reveal of the Rikti origin, the Circle of Thorns, MoM, Countess Crey. By contrast, in CoV most of the time it's fairly obvious what's going on the second you talk to the content. See e.g. Kelly Uqua. The Praetorian arcs don't do this either. Each of the paths has a story where you fall further down the rabbit hole, learning more about the bad and the good of the paths you choose to walk.
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That said, each Villain arc is, if not more tightly paced, then at least more obviously self-relevant from start to finish. There aren't (as a rule) gratuitously repetitive filler missions padding each and every one.
I'm sure a lot of this has to do with play style. If, for example, you only have an hour to play at a time, you're less likely to be able to complete a hero-side arc in one sitting. In my case, I can go literally weeks between sessions in a given hero arc. So whatever admirable pacing is written into the story is lost on me, because I'm lucky if I even remember what the heck is going on by the time I pick it up again.
By contrast, I can typically play at least one whole villain arc in a one-hour play session. Ditto for Praetoria.
Even ignoring game time constraints, given the speed with which characters level these days, given that you could join a team in the middle of any arc (and particularly any hero arc) and come back to find you've out-leveled it, I find the hero-side arcs are just too long.
It honestly never occurred to me that anyone would defend original hero content on the basis of implementation, but hey, variety is the spice of life. Thanks for sharing an interesting point of view.

Originally Posted by Geko again
CoV is further harmed IMO, by a foundational bit of inanity. The fact that it is a City of Villains separate and apart from a civil society. With the fact that crime is all but rewarded in law, it's hard to believe they could keep the lights on (even with a demon powering them). They should have never separated heroes and villains in the way that they did. It made the CoV story all the more silly.
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Originally Posted by Uberguy
I still level characters on their "native" side. I don't go Rogue until I'm 50. Then again, I level almost exclusively solo and don't team a lot, usually TFs, until I'm near 50. I find this harder to do, in general, in CoV, because of the foes. (Vahz are nasty, but you outlevel them very quickly.) I find it more engaging in CoV and very tedious in CoH. Especially the zoning.
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Well, it's not like I've leveled a lot of characters lately, but I can't imagine myself not going to Praetoria first, and from there there really isn't a so-called native side. The beauty of Praetoria is that even good-hearted characters could plausibly fool themselves into going to the Rogue Isles, simply out of a distrust of Marcus Cole.
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My core concept for character origination is Primal Earth. I don't mind having some characters from Praetorean Earth, because that's really not much weirder than a few of my characters who ostensibly have roots in Primal Earth. (If you're a fae/elemental being, how anchored, really, are you in what we think of as human-centric earth society?) All of them? Not so much. And I care enough about concept that I'm not going to start something in Praetorea and then "retcon" its orgin as not having come from there.
Given all that, I'm not going to create everything in CoCole from now on. I'll create most stuff in its "native" original side. I may be a powergamer at heart, but I do slave myself to concept in some ways.
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
Redside has the crappiest writing in the game, bar none. 50 levels of being a flunky does not good writing make.
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Some of the red side arcs are just funny as hell. From the Radio to Doc Buzzsaw to Vernon Von Grun. As someone who has dabbled in writing all my life, there's nothing harder (IMO) that writing something that's actually funny. I give the red side content bonus points for some good laughs.
Yes, I find Redside harder...to enjoy.
Heh, yeah, wasn't there actually a quote from a former CoH developer basically laughing at the absurdity of a self-contained City of Villains? A quote from long before even CoH launched, if I recall.
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Here is the relevant paragraph (emphasis mine):
Originally Posted by Rick Dakan
Now, before you say anything, I know there are other ways to do player versus player in a more controlled manner. You can have safe zones for new folks and/or danger zones where such combat takes place. Dark Age of Camelot seems to be using this latter strategy fairly well. But that kind of solution doesn't work for City of Heroes. Maybe if we had two cities - one full of villains, the other full of heroes - warring with one another, it might work. But that would be a very different and, in my opinion, very silly game indeed.
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Beyond the potential social crises that would arise from such a game, it would require a great deal of extra content for it to be a good game. I think about all the content we're putting in to support our players' heroic activities. We'd have to do just as much extra work to make the villain game as much fun, and that's just not feasible for all the reasons you can imagine. Alternately, I suppose, we could spend half of our time on each and then they could both suck. Hmmmm, maybe we'll do that... |
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Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
Death for Dollars! (ID 1050)
Dr. Duplicate's Dastardly Dare (ID 1218)
Win the Past, Own the Future (ID 1429)
Praetorea's nice and all, but my take on it is that it's something I experience for it's own sake. From a concept perspective, I have absolutely zero interest in having all my future characters hail from Praetorea. I create Praetoreans because (a) I want to experience the story arcs there and (b) I specifically decided that I wanted something that has its story origin in Praetorea.
My core concept for character origination is Primal Earth. I don't mind having some characters from Praetorean Earth, because that's really not much weirder than a few of my characters who ostensibly have roots in Primal Earth. |
I dusted off an old level 8 tank the other night and actually found it to be refreshing. I even took him to the Hollows, something I hadn't done with a character since oh, 2005. I don't mind the lower levels, there's something comforting about doing some early street-sweeping in Galaxy, then Steel, mixing in newspaper missions and an arc here or there. I spent a couple of years focusing on villains and had gotten a little tired of the Isles. It is dingy, and after a while I do get sick of Arachnos.
My perception is that Gold > Red > Blue on the difficulty scale, at least solo. There are dangerous mixes of foes in both of the first two that seem harder to avoid than blue-side.
* I do wish we had the ability to create any AT in any starting point, especially after the shiny of Praetoria/side-switching has worn off a bit. I'd like to take a level 5 MM around Galaxy, or a level 10 blaster through Port Oakes.
Suggestions:
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I've never heard the idea of 'redside is harder' before this thread.
Back in the day I made my first toon, he was blaster that got abandoned at about level 12 because I had made the very unfortunate choice to check out the Hollows (this was pre-revamp). Sure, I was inexperienced and so on, but man I hated that. My next few toons were other heroes that never got off the ground, then I made a stalker redside (also before stalker-buffs) and sailed away.
So I would say no.