So, I did a Sutter TF today.
How about each trial brings it's own unique and fun flair rather than just repurposing something that has already been used twice in the last couple of issues.
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Or...
New things that annoy some people but are really fun for others!
I vote for #2!!! \o/
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The BrandX Collection
I will point out that the Airstrikes are not auto-tohit like the blue patches in the Apex taskforce.
Thanks to slotting level 30 set IOs it meant I was still softcapped to smashing/lethal during the taskforce and I could walk through the airstrikes without a care.
Also get someone with high defense if you have them to go stand around the Ghouls, this was my job, I'd amble over to them, stand there, taunt aura would pick them up, they'd explode for no effect.
Trials use normal gameplay mechanics, either with a twist, or just turned up to 11 - we should probably expect some kind of escort mechanic in at least one future Trial
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"more jumping dodging"
"terrible idea"
"then you must want an escort" (implication being that was a poor substitute)
Escorting while being attacked from the air would be epic
@Golden Girl
City of Heroes comics and artwork
"3: The under-sewer fight seemed rather, rather anti-melee."
I think this is part of the "we're gonna make use of all powers" kind of thing. Hurricane, Repel, that Sonic thing like Repel, Repulsion field, etc parked next to Harbinger would keep the ghoulies away while the melee folks could beat up on him. People FREAK about knock back so much that most people skip KB powers. So here's a reason to take 'em - just like for sword scattering in Apex. Now if we could just train brutes not to lose their damn mind when a minion is knocked 20 feet away, but then, they're bruties - losing their minds is kinda their bit. Anyway, it may be a chance for some of those usually reviled KB powers to shine.
I know what people's story beef is with Kahn, but what's wrong with Barracuda?
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There's also the fiasco at the end where "You're totally an Arbiter now. Even though you're not. But you are! Except not really because you have nothing to do with being an Arbiter." that just seemed to be shoehorned in with no real research. Actually, lack of research was a problem throughout Barracuda, same as Kahn.
Top it off, a considerable portion of what pathetic story there is gets hidden behind a massive dialogue tree that only the leader gets to see anyway. The whole thing is just a disaster, both in terms of story and in terms of mechanics.
Also get someone with high defense if you have them to go stand around the Ghouls, this was my job, I'd amble over to them, stand there, taunt aura would pick them up, they'd explode for no effect.
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I was the lone tank on one of these and it was tough trying to protect my team from the AV's aggro, mobs and explody ghouls. Looking back, I had a good time and enjoyed the TF.
A few thoughts in random order:
- Any form of flight beats ghouls. Also, once someone grabs Riptide's aggro, he directs the ghouls to chase that person. Also, placeable slow/KB/repel effects work great on ghouls. Finally, a place to use Bonfire!
- On the final encounter, the times I've run it, we had considerable success when one person kept Praetorian Duray and the reinforcements busy while everyone else dogpiled Primal Duray. Airstrikes went away fast.
- Praetorian Duray and the Reinforcements would be a good name for a rock band.
- I like the airstrike mechanic. It's noticeably different from the halberd drops in many respects: the area (smaller and differently shaped), the frequency (lower), the damage delay (shorter), and the survivability (much higher, as it does not ignore resistance or defense). Halberds are there to make everyone keep moving; air strikes are a form of AV splash damage that you can choose to soak or dodge.
- I like the Sutter TF in general. It has great set pieces, a nice flow, and very little repetition. The writing is about what I've come to expect, but it doesn't get up my nose.
- I cannot discern any benefit to completing the optional objectives. That is incredibly disappointing. "Let the ship sink" is the new "kill Glacia and Infernia", I fear.
@SPTrashcan
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So, I did another Sutter TF today.
Primal Durray can take a long running jump into the fetid maw of a hellbeast to lightly roast in his own juices of being thoroughly annoying and fun-killing before being mauled to death by the withered hands of the restless dead.
His teleporting borders on the level of ADD, his air strikes miss their little arrow targets by wide marks to decimate people who for all intents and purposes -are- clear of them
The fight ruined what was an enjoyable TF. Not to mention that his brother's stupid little clones come around to screw with you if you defeat him first and then don't reward anything for taking down an EB.
"I'm going to teleport around in a way that no power in the verse can stop me, oh hey, you've almost caught up with me? BYE! Hey I'm over here you're coming over here you're almost here no you're not BYE! I'm over here now oh look airstrikes they're here they're there they're everywhere with convenient arrows but LULZ you thought you were clear but you're not and BYE! I'm over here now look at me here look at me here you're coming here you got a hit on me BYE! And now I'm out of range so you lose your targeting on me and by the time you're here where I am right now right now right now here you are BYE! I'm over here!"
Burn in righteous fire, Durray. I'm going to take your little jaunt pack and cram it sideways into a place where you probably don't want it and then I'm going to lock you in a teleport nullification room so there's only one way your annoying little gizmo is coming out.
How's that for a game mechanic, you thrice-damned, blood pressure-vexing, utterly annoying goosehat?
I feel better now.
Seriously, tone down the teleporting.
One person deals with the incoming ghouls and the rest kill harbinger who controls them..
the tp'n of the av at the end is extremely annoying. even more then the over the top air support
Some friends and I just finished up a sutter we started late Friday night last night. (Three people, one falling asleep at the keyboard = time for a break.)
Yes, the teleporting could be toned down. He's nice and easy to stack holds on, though. The other Duray we just pulled, killed, then killed off the clones. Makes it rather easy.
As far as the airstrikes, the only thing I find irritating about them is having them show up in the hospital if you happen to get killed and rez at the wrong time.
And yes, the clones should give *something.* They're easy to kill, true, but there's not an infinite number of them, so it's not like they'd be farmable.
I'm not liking the trend in TFs where you have to constantly watch where you are standing and then have to move quickly to avoid whatever is about to happen.
It's bad enough trying to take on 2 AVs at the same time with one constantly teleporting, plus handling reinforcements showing up. Then having to deal with air strikes on top of that? Not cool. Same with the constant waves of ghouls when you are taking on (again) 2 AVs in the sewers. Is this really necessary? I could see taking on X number of waves and then have the AVs show up. Having done this TF with the minimum of 4 players is an exercise in frustration. I'm not sure I would want to run this with lower level toons because of all the debt they would incur. |
If the Ghouls were slowed down just a bit, they would not be that bad.
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@Golden Girl
City of Heroes comics and artwork
Did the Suffer....er...Sutter TF a couple times now, and although I'm VERy impressed with the art and maps, I am not impressed by the TF's mission dynamics.
<<<<<<<SPOILER ALERT>>>>>
Biggest irritation: last mish; two Durray AV's to fight (one CONTSTANTLY teleporting), artillery, clones, etc, on top of getting bombed when coming out of hospital. Argh.
I know there is a patch coming to fix the hospital bombing, but damn, Primal Durray was nothing short of being any annoying TPing Pain in the **** (PITA).
First run of this TF, 8 players - 1/2 team gave up when they experienced the countless waves of explodo-ghouls, other 1/2 gave up and quit at last mish due to obnoxious TPing Durray, artillery and hospital bombing; on the second team of 8, after loosing the only guy with holds (we think he DCed) on the last mish, everyone agreed it was undoable and quit.
I'm disappointed that a TF at the 20-40 level is THIS overpowered against players. I did the Mortimer Kal SF a few times and thoroughly enjoyed that one; this one, I don't think I'll ever do this TF again unless they cutback on the artillery effects and frequency, having Primal Durray only TP 1/2 as much as he does now, and the explodo-ghouls are metered out slower for players to catch a couple second's breath to rez and regroup. It's not worth the frustration and over-the-top dynamics.
The only redeeming value of this TF is the art. Damn. The ship interiors, the maps, busted-up Skyway; just...Damn. Well done, Art team!
If I don't enjoy it, it's not worth playing. Not saying I don't want the challenge, but let's gage it to something closer to 50% fun/50% challenge; not negative 10% fun/110% challenge, IMHO.
@Golden Girl
City of Heroes comics and artwork
And a few things surprised me. if you're also late to doing it, like me, there may be some spoilers.
1: There were lots of optional things to get done, but from my position as a team member rather than a team leader, completing them didn't actually seem to do anything. No badges or anything. It threw me a little. 2: In the Apex/Tin Mage TF's, the IDF were presented as a force that defeated the Freedom Phalanx in the opening salvo, and took Incarnate-awakened heroes to even begin to match them as they attacked Paragon. In this TF, people from level 20-40 could face them with no problem. That seems a little odd to me. Does the alpha slot penalty for not having it unlocked still exist in the two Praetorian TF's? 3: The under-sewer fight seemed rather, rather anti-melee. The constant flood of exploding ghouls, delivering a fair wallop of damage? The fact they come from several directions made me wonder how it could be possible to distract them while the AV summoning them was taken down. We took a lot of injury and defeats, and I was only safe due to being able to hover outside of their blast zone, them having no other attacks. 4: Primal Durray's teleporting seemed rather excessive, especially coupled with his air strikes, and then the spawns of Sky Raiders getting involved as well. I enjoyed it, but... these things jab at me, and I was wondering if anyone else has noticed them too. |
It's either that or grind mindlessly for threads and other stupid salvage.
Thelonious Monk
"If there's anything worse than being sacrificed, it's being sacrificed incompetantly."
I really like the Sutter TF but the whole Incarnate/GR thing is the accountants at NCSoft saying "Make it work like WoW"
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The same pressure is going to build for tougher Incarnate content after we get the first 10 slots - only this time, the devs are already planning for that
@Golden Girl
City of Heroes comics and artwork
This is also not Incarnate content, but it sure has all the same new shiny mechanics of that content, which is being routinely utilized at Level 50+ play.
I intend to play for the fun and challenge gaged against other TFs of equitable content, not get zerged by explodo-ghouls and zone-shafted by Going Rogue 'over-the-top' game mechanics.
As such, for myself, this TF is not for me in its current state. Others may enjoy it; I'm not. To each their own.
If the devs are so set on warzones, just make one for Praetorians and get it overwith. Boomtown is an underutilized zone, and most of the map is nothing but destruction; perfect place for this.
<Sarcasm> Durray as a Mastermind sure is fun. </Sarcasm>
Seriously. Masterminds cannot fight these random drop, mega AoE bosses. It's frustrating to try get my pets to behave long enough to not get splatted by AoE's. In the end I had to pull them back on passive and wait for him to give it a rest with the airstrikes before going back in thus missing about half the fight.
Which is about as fun as it sounds. Not at all.
The rest of it was good! The bomb ghouls didn't give me the trouble I thought they would. But Sutter was just irritating.
And why don't the Heroes get a buff from this TF? The Villains do, it'd seem only fair!
@Golden Girl
City of Heroes comics and artwork