Yellow Dawn II: The Revenge of Bad Mission Design
Yes, well I think have at least.
I've learned that most of what I've learned over the past few years (what are we at now, almost seven?) that is CoH specific is mostly not applicable, my character's powersets are for the most part irrelevant after the extra buffs the enemy has received in addition to the level modifiers, the build and set bonuses I have spent time and effort planning, buying, respeccing, and slotting barley make a significant difference in my characters' ability to survive and contribute. Essentially, I am playing a different game and all my past efforts are null. All that matters is practice for two specific encounters, and building up rewards from those two specific encounters so that I can be as effective as the character was with just SOs in normal content. Yes, Hami has a lot of rules changed involved in order to make it difficult for a large group of people. Hami was also designed so that each AT could take advantage of what makes them special. Tanks aren't penalized for holding aggro well and a little support from certain buffers types working together goes a long way of making their job easier. Controllers and Dominators are given a task that they are well suited for, that they are needed for, and not now told the opposite, that their controls are useless against important targets that they would otherwise excel at containing. Every buff or debuff set can contribute meaningfully against Hami, with the buffs the enemys now have a lot of buffing sets are fairly useless and with the level difference our debuffers won't be nearly as beneficial as they need to be without the level bonuses. Maybe Recluses's Strike force was harder when it was launched, and it certainly had the same issues with level difference. It did not have stacking ambushes that were crazy powerful until you've done the SF multiple times. It did not have a timer; your team could stand back, regroup, and say "What did we do wrong? What can we try now? How do we make this team work?" With the stacking ambushes and the timer before you fail you do not have time to stand back and think, you need everyone to already know how to adapt. The locking hospital doors seem to only make the issue worse when things are going poorly as a good portion of your people are trying to get back out to help the rest of the team that are getting killed outside. People are not going to regroup so easily. We see this whenever things go poorly at a Hami Raid or a ship raid, even when someone is yelling for people to regroup they are going to see people still engaging the enemy and rejoin. |
The 1-50 game and the Incarnate content seems to be too different. Welcome to what end game raiding looks like compared to leveling content.
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Why should it be so much different now after the game has been the way it has been for so long?
I don't think it shouldn't be somewhat harder, I think it shouldn't feel like I'm playing a different game entirely.
Failed my first Lamba today on a PuG. Having experienced it and, now I actually now what to do next time, I'm fairly certain PuGs will routinely ace it within the next 2 weeks. It really isn't all that hard. Especially once people start gathering up extra incarnate powers and level shifts.
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Virtue: @Santorican
Dark/Shield Build Thread
I don't think it shouldn't be somewhat harder, I think it shouldn't feel like I'm playing a different game entirely.
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Originally Posted by Dromio
And two weeks after that all the end gamers will start complaining that they need more end game.
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Flip side is the concern, I've said before, that the "Coming storm" storyline will essentially be locked away behind this grind.
Don't like either one.
Furio--Lvl 50+3 Fire/Fire/Fire Blaster, Virtue
Megadeth--Lvl 50+3 Necro/DM/Soul MM, Virtue
Veriandros--Lvl 50+3 Crab Soldier, Virtue
"So come and get me! I'll be waiting for ye, with a whiff of the old brimstone. I'm a grim bloody fable, with an unhappy bloody end!" Demoman, TF2
And then Bill, we wait for the content producers to come up with more stuff for the content consumers. Same as always, in this game, or any other.
Furio--Lvl 50+3 Fire/Fire/Fire Blaster, Virtue
Megadeth--Lvl 50+3 Necro/DM/Soul MM, Virtue
Veriandros--Lvl 50+3 Crab Soldier, Virtue
"So come and get me! I'll be waiting for ye, with a whiff of the old brimstone. I'm a grim bloody fable, with an unhappy bloody end!" Demoman, TF2
No, it's the direction the *end game* is heading. The rest of the game will continue on as it always has. The end game subset of devs under Positron will continue to work on the end game, pushing and changing things in order to provide new challenges for those that wish such things, and the rest of the dev team under War Witch will continue to work on the rest of the game for the benefit of all from 1-50, and those that don't want anything more than what we have already, albeit with new stories.
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The "rest of the game" has been put on hold for Issue 20, probably Issue 21, and who knows how many more issues.
Basically you were wrong, and are not willing to admit it as well.
You were the one that claimed half the dev team was working on the incarnate content while the other half was working on the rest of the game. Based on what we know now, the entire dev team was working on incarnate content.
The "rest of the game" has been put on hold for Issue 20, probably Issue 21, and who knows how many more issues. Basically you were wrong, and are not willing to admit it as well. |
So, where was he wrong?
I'm hearing what sounds like people complaining about the mechanics of the trials because other players won't listen or communicate. I'm now only 1 for 6 on live. Finally completed a Lambda (on live) over lunch with a server global PUG in what could only be described as a 40 minute cakewalk. The sole reason: the players and leaders communicated. The encounter itself is pretty straight forward, but people have to listen.
All the failures I have been on suffered from either players not listening or understanding or leaders not getting the strategy across in time. On one, during phase 2, people would clear the spawns in the rooms and around the crates/canisters and not just focus on the crates and move on quickly so we ended up with very few of either temp. Another time when called to all jump on Marauder half the team was either focusing on any ambushes or off getting grenades when we didn't need any. Another time or two the leader was a first timer and didn't really know the trial so those of us with a little experience had to try and tell everyone what to do before we'd get to something and half the time people would just run ahead i.e. entering the labs when the team wasn't ready.
I agree that once the population gets used to the encounters there will be a lot more success and a lot less doom. This is far from a "lern2play" post, but I am saying "learn to communicate".
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Failure: It's the new success!
Note: You have a strange definition of success. |
Success to me is making progress towards the slots since I know completing these Trials right now is going to be few and far between.
Others are demanding that success be equal to completing the trials.
I don't consider either definition to be greater than the other.
@Golden Girl
City of Heroes comics and artwork
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
And thus more people will be getting their incarnate powers and the encounters will become easier and easier. I'm missing where the problem is. People are complaining that it's too hard, then they complain when people say 'be patient it will all get easier'.
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Nah, that couldn't possibly be it.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Which goes back to my original post about communication. If people don't want to be dragged around worthless, then listen when given strategy in the trial here in the early days pre-Level shifts and uber powers.
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Good team, someone who had run this several times. Team paid attention, worked as a unit, decent mix of ATs, etc.
Result?
"Hey, look, Marauder!" *team wipe, team wipe, team wipe*
It's not demanding instant gratification to expect that to mean something