So, I did a Sutter TF today.
So far it looks like Golden Girl is the only one who likes the TF.
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Actually, though it may not have come across from my post, I liked it. I'm just concerned that with a less abusive team then I was on (5 defenders) and lower level characters it would be too tough, so I'd suggest a few tweaks.
I think the Sutter is fun, and correct me if I am wrong, but aren't the optional things actually purposeful? I was led to believe that if you complete ALL of the optional goals there are additional merits in it for you...
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(In both the runs I've done so far, we hit the optional objectives regardless, because they were there.)
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This might be true, and I would be interested in experimenting. However, regardless of whether it is true or not, it is certainly not explicitly noted anywhere I was looking. If indeed there are extra merits granted for completing the optional objectives, it would be nice to see them called out somewhere.
(In both the runs I've done so far, we hit the optional objectives regardless, because they were there.) |
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@Razoras
I think the aerial attack mechanic from Sutter and Apex will show up in one or more Trials - it's too much fun not to - and having 20+ players bouncing around to avoid it will be evn more chaotic that 8
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Primal Duray can auto-teleport, regardless of how firmly he's held. You can see him standing there choking, he teleports and when you get over to him he's still standing there choking.
He can also auto-Airstrike, again regardless of status.
One or the other I could put up with, even though the mechanic works that way NOPLACE ELSE IN THE GAME. But both is just flat-out ridiculous.
I dislike the method of "adding challenge" being "we'll just ignore anything that's not flat-out damage". This is one of the things that's reviled about the Reichsman TF/SF. He's essentially just a stupidly fat sack of HP. There's nothing inventive about MORE DAKKA to win a fight.
There's also the really nasty problem in the Duray fight of AoE attacks and holds (Hot Feet, Choking Cloud, Death Shroud, etc) completely masking the telltales for the airstrikes. Are the devs demanding we just start turning key powers off now or face auto-hit death? Really?
I've run it twice now, both on relatively random teams, both with only one controller, and while we had to chase him around a lot on the first run, it was by no means impossible... full of debt for the non-50's certainly which is why I hope they slow down the teleports in a near-future patch.
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We would have one or both of them reduced to a sliver of health and move out of the way of an artillery strike and die anyhow.
Having the airstrikes spawn in the hospital was not fun. But what was even MORe fun was the fact that an entire squad of Sky Skiffs spawned in there as well!
We loaded up on purples and oranges to ameliorate damage, we were dropping everything we had on them and could never get them down past that last 5-10%. We'd get nailed through 60+% defense, then more of us would get nailed through 60+% defense + Vengeance.
We hammered on it for an hour straight and finally got fed up.
The first time I ran this on the live servers, we hit Duray so hard and so fast that he didn't manage to call in a single airstrike - which confused a few of the team, because I'd warned them before we started to expect a mini-Apex at the end
@Golden Girl
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Personally, I would vouch for a special badge for completing the optional objectives to add at least some incentive:
Above and Beyond or something along those lines. Writer's block preventing me from coming up with good description text.
to TO THE END!
Villains are those who dedicate their lives to causing mayhem. Villians are people from the planet Villia!
Regardless of the lore problems, it's still an enjoyable TF aside from the annoying teleports and airstrikes at the end.
There seem to be a growing trend of having foes completely ignore controls and I hope it's not something the Devs intend to continue doing.
@Dante EU - Union Roleplayer and Altisis Victim
The Militia: Union RP Supergroup - www.themilitia.org.uk
I have run both new TFs and I like them both.
But I do agree that the Sutter TF does need some tweeking. The airstrikes in the hospital must go. They just suck.
The last group I ran a Sutter TF with had a controller and dom but the airstrikes and TPing continued even when Duray was locked up. It was a long and painful fight filled with too much running. I don't mind game mechanics that make you move during a fight but this is alittle extreme for lvls 20+.
The rewards should be equal as well.
"God, please protect us from your followers. Amen." -Serge Storms
No they don't. Stacked holds prevents the strikes and the porting.
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Bull. See above. 7 fire/rads. SEVEN FIRE/RADS. He'd be standing there doing the classic "choke" animation showing he's held.
*TELEPORT*
We'd get over there and he'd still be in the choke pose. We'd continue, and we'd get the arrows for the airstrike. All while he's still choking.
Possible that this is a bug. But as of Monday night, stacked holds didn't prevent a damn thing.
1. Primal Durays Air Strike is similar to the Blur Patches in Apex. Just not as deadly.
2. That first mission of Apex. Start on the street, into the sewer back to the street. 2nd mission of Sutter. Start in Talos, enter sewer, Go to Skyway, Get out from under the "Rubble" Back to street level. 3. And as you mentioned the IDF. It just has too much of that "vibe". I am just glad that villains only do those as Co-ops and the devs don't waste our content on it. |
You have to really abstract the powers to away to the core basics to make such a comparison. It's close to saying "all the missions are the same- they're instanced maps and you hit things" (ok not that bad) or comparing every friggin AV fight before it as just rehashes as one another (because they DON'T have that mechanic)
The Duray mechanic is a new tech item that can break up the "stand there and hit attacks" -- it encourages maneuver. Since the tech was only recently added, I'm not surprised that they include it in more encounters to break up.
Regardless of the lore problems, it's still an enjoyable TF aside from the annoying teleports and airstrikes at the end.
There seem to be a growing trend of having foes completely ignore controls and I hope it's not something the Devs intend to continue doing. |
If foes succumb to mezzes quickly and easily, then adding new mechanics to foes becomes somewhat moot: the old method of "hold em and hit em" will always win out. However, if foes don't mezz as usual, then you've marginalize archetypes that are defined by that ability.
What they really need (but can't add to the game without an NGE-like revamp and corresponding player revolt) is a re-do of the entire mezz and mezz-management system. Rather than go by a binary "you're held or you're not" you may look at a tiered system:
- a foe resisting a hold attack may be slowed (from constantly pushing against the hold) or use more endurance to do the same action or even sustain damage over time by fighting back.
- rather than making a hold "fire and forget" you could create a "sustainment" mechanic where players can continue to strengthen or extend a hold through active involvement (some kind of minigame mechanic). heck, you could have it that if a specific mezz threshold is met the foe is totally subdued. No need to suckerpunch him then :P
Combined, you'd have foes that are resistant to various mezzes start to show other issues as they shrug off the mezz, and your mezzers could feel more actively involved in building up and maintaining the attacks. You lose the 'all or nothing' state that backs the devs into a corner, but you don't marginalize an entire archetype
The Duray mechanic is a new tech item that can break up the "stand there and hit attacks" -- it encourages maneuver. Since the tech was only recently added, I'm not surprised that they include it in more encounters to break up.
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I don't mind them use new "tech toys" in multiple areas. That is fine, but make it feel different. Sutter did not feel different from Apex/Tin Mage.
Admittedly all the old TFC and shard TFs pretty much feel the same... Cloned and repeative.
Most SFs villain side have a uniqueness to them that makes them feel different from other SF/TF. Renault being the exception with all it's zoning and 3 hunts makes me feel like I am blue side. But I do get a specail map and Cool AVs at the end.
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Its one of the core design issues in CoH, really. As Jack notoriously said once, "its no fun fighting statues" (or being statues, in case of foe holds). CoH brought many of the DIKUMud mezz concepts over and made them more commonplace than any predecessor. They fit the superhero genre (though one could question the hero-ness of sucker-punching an incapacitated foe)
If foes succumb to mezzes quickly and easily, then adding new mechanics to foes becomes somewhat moot: the old method of "hold em and hit em" will always win out. However, if foes don't mezz as usual, then you've marginalize archetypes that are defined by that ability. What they really need (but can't add to the game without an NGE-like revamp and corresponding player revolt) is a re-do of the entire mezz and mezz-management system. Rather than go by a binary "you're held or you're not" you may look at a tiered system: - a foe resisting a hold attack may be slowed (from constantly pushing against the hold) or use more endurance to do the same action or even sustain damage over time by fighting back. - rather than making a hold "fire and forget" you could create a "sustainment" mechanic where players can continue to strengthen or extend a hold through active involvement (some kind of minigame mechanic). heck, you could have it that if a specific mezz threshold is met the foe is totally subdued. No need to suckerpunch him then :P Combined, you'd have foes that are resistant to various mezzes start to show other issues as they shrug off the mezz, and your mezzers could feel more actively involved in building up and maintaining the attacks. You lose the 'all or nothing' state that backs the devs into a corner, but you don't marginalize an entire archetype |
This.
Then they need to remove the "rooting" code from many powers.
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But with these two the developlers are exploiting a game mechanic for the express purpose of killing players.
How is it any different from the player discovered exploits we've seen closed? Jousting was a way to attack without being in any danger and it got removed. The various AE farms have been abusing exploits to level extremely rapidly with little effort. They were shut down. Every player abuse of the system gets fixed, and that's exactly how it should be.
Now the Devs are apparently okay with forcing us to use powers that prevent movement while requiring that we move. Yes, you can still beat both TFs. But it's still the abuse of a game mechanic over which players have zero control.
"Mastermind Pets operate...differently, and aren't as easily fixed. Especially the Bruiser. I want to take him out behind the woodshed and pull an "old yeller" on him at times." - Castle
Bull. See above. 7 fire/rads. SEVEN FIRE/RADS. He'd be standing there doing the classic "choke" animation showing he's held.
*TELEPORT* We'd get over there and he'd still be in the choke pose. We'd continue, and we'd get the arrows for the airstrike. All while he's still choking. Possible that this is a bug. But as of Monday night, stacked holds didn't prevent a damn thing. |
edit: this was over the weekend (further edit: April 23rd, I think)
I should add that I also really like Sutter. It's rapidly becoming one of my favourite TFs but I also recognise there are huge problems with it.
I mostly play controllers and blasters and they don't have a problem getting around too much, especially with fly or a jetpack but being ranged are more flexible than others. I think I'd probably HATE to take on the Duray bros with an MM though. It is significantly tougher for lower level characters - I've done it a few times and if on my IO'd 50s, it's a fun whizzthrough. If it's on a level 20 or thereabouts it's a seriously tough challenge that requires commitment and forethought. And when I first saw the carnage in Skyway I was seriously taken aback - I was like "look what the bastards did to our home" - and that could be a serious story breaker because Skyway is fine the moment you come out of the mission. But now, players into RP would want to take the Skyraiders apart so we have a situation where the players are encouraged to move the story forward but unable to. GG is kind of right, in that it does give the feel of our home being under threat - that atmosphere is very well created (even bombing the hospital - personally that's just another challenge to be avoided and it's easy enough to do as a non-pet player but I think MMs and some trollers could find it a problem) but once complete it's like it never happened. |
Still here, even after all this time!
Its one of the core design issues in CoH, really. As Jack notoriously said once, "its no fun fighting statues" (or being statues, in case of foe holds). CoH brought many of the DIKUMud mezz concepts over and made them more commonplace than any predecessor. They fit the superhero genre (though one could question the hero-ness of sucker-punching an incapacitated foe)
If foes succumb to mezzes quickly and easily, then adding new mechanics to foes becomes somewhat moot: the old method of "hold em and hit em" will always win out. However, if foes don't mezz as usual, then you've marginalize archetypes that are defined by that ability. What they really need (but can't add to the game without an NGE-like revamp and corresponding player revolt) is a re-do of the entire mezz and mezz-management system. Rather than go by a binary "you're held or you're not" you may look at a tiered system: - a foe resisting a hold attack may be slowed (from constantly pushing against the hold) or use more endurance to do the same action or even sustain damage over time by fighting back. - rather than making a hold "fire and forget" you could create a "sustainment" mechanic where players can continue to strengthen or extend a hold through active involvement (some kind of minigame mechanic). heck, you could have it that if a specific mezz threshold is met the foe is totally subdued. No need to suckerpunch him then :P Combined, you'd have foes that are resistant to various mezzes start to show other issues as they shrug off the mezz, and your mezzers could feel more actively involved in building up and maintaining the attacks. You lose the 'all or nothing' state that backs the devs into a corner, but you don't marginalize an entire archetype |
I'm not sure if that already happens (I know most AVs are weak to immobilize for example) but I can already see the downsides to it by having team leaders pick and choose what powersets they want on the TF... I don't know, I'm not a developer but I find it irritating when an AV (or any NPC for that matter) just shrugs off my Controls for no clear reason.
@Dante EU - Union Roleplayer and Altisis Victim
The Militia: Union RP Supergroup - www.themilitia.org.uk
And when I first saw the carnage in Skyway I was seriously taken aback - I was like "look what the bastards did to our home"
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But then I've always hated Skyway City. It's always struck me as a completely ridiculous zone (eight lane superhighways that go all of two miles and have no ramps except at the ends!) and is annoying to traverse on foot.
I think the Sutter is fun, and correct me if I am wrong, but aren't the optional things actually purposeful? I was led to believe that if you complete ALL of the optional goals there are additional merits in it for you...