Master of Lambda design flaws
So... when you've got your sonics and rads debuffing Marauder's resistance and regen, wouldn't a bunch of scrappers, stalkers, brutes and tankers be nice for damage?
Or is there something else going on? I've never tried a MoLambda.
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
So... when you've got your sonics and rads debuffing Marauder's resistance and regen, wouldn't a bunch of scrappers, stalkers, brutes and tankers be nice for damage?
Or is there something else going on? I've never tried a MoLambda. |
Granted, people of the ATs mentioned can get on MoLambda attempts... if they're a powerset with an exotic damage type, or as a last resort for adds control. S/L-based melee characters have no role but adds control, though, and plenty of other sets can do it just as well as them.
It took me a few attempts to get a pity slot on a MoLambda team with my main (dual blades) - people just do not want to take S/L-based characters on these if they have the choice, and given the design I can't blame them
EDIT: http://paragonwiki.com/wiki/Resistance_%28Mechanics%29 corroborates the point about resistance being the stat that resists resistance debuffs. (whew, tongue twister)
Fortunately there's more to the Master attempt than just killing Marauder. You still have to get all the acids/grenades, and clear the road/courtyard, and turrets, and kill off the adds. So I'm sure that all of the archetypes you mentioned will still have plenty of stuff to do.
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
Fortunately there's more to the Master attempt than just killing Marauder. You still have to get all the acids/grenades, and clear the road/courtyard, and turrets, and kill off the adds. So I'm sure that all of the archetypes you mentioned will still have plenty of stuff to do.
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So again, I ask: what use is an S/L-damage based toon on a Master of Lambda run, and why would a success-minded team leader ever take one on their team for any reason other than pity?
No, really.
If you bring along 3 or 4 S/L-focused ATs they will still have plenty of work cut out for them just killing off adds. And they are all likely to have useful Destiny, Lore, Judgement and Interface powers that can affect Marauder.
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
Fortunately there's more to the Master attempt than just killing Marauder. You still have to get all the acids/grenades, and clear the road/courtyard, and turrets, and kill off the adds. So I'm sure that all of the archetypes you mentioned will still have plenty of stuff to do.
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Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
Fortunately there's more to the Master attempt than just killing Marauder. You still have to get all the acids/grenades, and clear the road/courtyard, and turrets, and kill off the adds. So I'm sure that all of the archetypes you mentioned will still have plenty of stuff to do.
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My main badge collector is a DM/Regen Scrapper. That means that I have the "benefit" of doing a small amount of damage to Marauder until the very end of the fight with him. Once he uses Unstoppable, my badger can't hurt him at all. Other people I have helped get this badge have main badgers who deal Lethal or Smashing damage, and they do zero damage to him, period, for the whole ~20 minutes of the fight. I've been on several attempts with my badger, and only one was close. My estimation of why we weren't close enough? Not enough Psi damage or damage buffs. (I'm aware of eight tries by folks I know, of which only one succeeded. On the one that succeeded, I brought a Dark/Psi Defender.)
Edit...
Destiny, Lore, Judgement and Interface powers that can affect Marauder... |
If you've brought the powersets that you need to buff the team DPS and debuff Marauder's DR, the stacking limits make the Interface effects that work on him a spec of dust in a sandstorm of debuffs. Reactive Fire DoT works until he pops Unstoppable, then is zero DPS.
Judgment's utility is in dealing with spawns. Destiny buffs teammates, and is always helpful.
In other words, characters with the "wrong" damage types aren't literally without any use what so ever, but possibly barring a Tanker, you'd perform better with something else. If you bring Illusion Control, you could likely eschew even a Tanker.
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
The next round of incarnate slots should turn it into a joke, the same way the current set have turned MoSTF, MoITF, MoKhan, MoBarracuda, MoTinmage, MoApex into jokes, that people manage to "ACHIEVE" by accident.
It's certainly possible.
Note that folks I play with have, to my knowledge, never failed to achieve a MoApex run. I got MoTinMage by accident with them twice. We do fail to get it intentionally at times, but we also don't do everything we could (intentionally) to get it. Edit: Forgot to add, that was all before I20.
About the only mechanics I can think of that would make MoLambda significantly easier would be either just massive DPS increases, unresistable damage, or some way to modify one's own damage types.
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've been on two or three successful MoLambdas (out of six or seven attempts), and the consideration for team selection was for 1) competent players who will follow directions, 2) level 50+3 characters, 3) plenty of debuffs and 4) plenty of damage. There was no exhaustive search for illusionists and psi blasters. The players consisted of members of our SG and whoever we could dig up. Playing on a smaller server doesn't give you the opportunity to be picky. You just have to suck it up.
The problem I have with MoLambda is that there's an apparent memory leak in the game, and since it takes so long to whittle down the AV I start getting massive lag as the game thrashes, and then the game crashes before the AV is down, and the attempt fails, in part because my Fire/Dark corruptor is no longer there.
In any case, scrappers can get seers for psi damage. Just do whatever it takes to get the pets alive (destroy anything that picks on the seers) and there you go.
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've been on two or three successful MoLambdas (out of six or seven attempts), and the consideration for team selection was for 1) competent players who will follow directions, 2) level 50+3 characters, 3) plenty of debuffs and 4) plenty of damage. There was no exhaustive search for illusionists and psi blasters.
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There is a difference between getting the right mix without especially trying and not needing the right mix.
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 still think S/L ATs can contribute to a Master run but obviously they will have to do something other than beating on Marauder.
And apparently so willl everyone else who isn't dealing Psi.
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
Mechanically, you absolutely had to have had sufficient Psi damage to power through him at the end, because Psi is the only damage type that works. (Edit: Well, I think Toxic works as well, but I'm not sure anyone can pump out enough to be a significant factor.) As a weaker corollary, you had to have had a sufficiently small contribution from L/S-dealing powersets during the first 80-odd percent of his HP, because they cannot contribute damage.
There is a difference between getting the right mix without especially trying and not needing the right mix. |
That said, I don't particularly recall the makeup of the team this much later, unfortunately, but I do remember that we only had maybe 1 or 2 psi damage dealers at most.
It could be fair to say that the number of psi damage dealers you need is inversely proportional to the number of other people on the league with powers that do any S/L damage (even if the character doesn't do exclusively S/L damage on the whole).
To touch again on a point I made above, my experience in attempts at this (three total, got everything but Synchronized on the third attempt) suggests that "adds control" performed by the S/L damage dealers on the team is, at best, futile - if you have enough people on the adds to take them down at the same speed or faster than they continually spawn, you probably don't have enough people DPSing Marauder to win inside of 20 minutes. So eventually - and this was the case in all 3 of my attempts - the adds will reach a point of saturation in quantity beyond which they are uncontrollable and attempts to do so will usually result in frequent hospital visits without actually taking any down.
They can certainly contribute to some degree; the design I take issue with is that their contribution is, by design, inferior to that of someone who doesn't rely on S/L damage, and no amount of player skill will change that fact.
Interestingly, the four attempts I have been on didn't have the IDF/WarWorks mobs get completely out of hand. I think it might have happened on some I wasn't on, which were the earliest attempts by the crew I've been attending with. What we found was that AoEs directed at Marauder did a decent job of thinning them out. There was usually a crust of ranged critters (Seers, War Walkers and a few IDF soldiers) who would hang back and fire from range, and that's what we sent the L/S folks after. Since I was DM, I stayed on Marauder until he popped Unstoppable and only ran off to the adds to pop Soul Drain and/or my Void Judgment power.
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
Yep. For the most part, primarily S/L damage dealers will have a harder time getting on MoLambda runs. You're certainly going to want to get as much debuff/psi on the runs as possible, but it's not entirely dire for S/L damage dealers.
- Primarily S/L damage folks can focus on the adds.
- They can get the slot the Reactive Interface to add some fire DoT and a little bit of -res on Marauder.
- They can get Seer pets, who will be very helpful as has been mentioned.
- They can add dmg with Judgement powers. None of which, if I recall correctly, do S/L dmg.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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This is a big problem in my mind..
Not only is this now (or will be?) the only Collection-of-badges "MO" that cannot be completed in one run, it all even boils down to the exact same challenge, which is defeating marauder without using any temp powers.
It's not even really much of an additional challenge to *only* get grenades and not use them, or *only* get acid and not use them.
It's still about beating marauder without using grenades. And then doing it again. And again. Which, given you've pretty much got the only group composition capable of doing it repeatedly, isn't much of a challenge, either.
There already exist players on some servers who are excluded from trials for various reasons - why GIVE PLAYERS THE EXCUSE to do so? The exclusivity of some players is bad enough, now some content is excluding specific ATs...
Give us a worthy MO for Lambda please.
-Proud leader of Captain Planet's Magical Friends
Ok, considering this information I'm inclined to agree with the OP.
I still think S/L ATs can contribute to a Master run but obviously they will have to do something other than beating on Marauder. And apparently so willl everyone else who isn't dealing Psi. |
While true they can still be useful by killing adds, so can everyone else. We tried MoLambda three times, and just kept underestimating how much -RES you need. We started off with around 4 debuffers, and we didn't even come close. Tried with more, still failed. Our successful run had 11 -RES debuffers and 2 kins. I would say at bare minimum it takes at least half the league being debuffers to actually kill Marauder. So when you go to fill up those last spots, it's in your best interests to just add even more -RES to make totally sure. As such, there's not a lot of room for Scrappers and the like.
When it comes down to filling the spots, you could either take a Scrapper who can only deal with adds, or you could take someone who can do both. Rather than taking S/L only people it would be a better idea to just fill the league with -RES people and ask a few of them to fight off adds when possible, but try to keep their -RES on Marauder.
100% RES is an okay gimmick for some AV fights, but having 100% RES the entire time is exclusionary and not a good idea. That and the obscene amount of debuffing and/or psi damage required to actually kill Marauder means people have to be more picky about their league builds. It's not the sort of encounter you just throw 16 random people at and assume it'll work. The majority of your league has to have certain powers in order to have a slim chance of succeeding.
S/L damage dealers are going to have a hard time finding spots, because as-designed, there's no need for them to be there. They'd only be going as a pity-spot or as a friend.
And now that the badges changed, you have to do it three times.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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100% RES is an okay gimmick for some AV fights, but having 100% RES the entire time is exclusionary and not a good idea. That and the obscene amount of debuffing and/or psi damage required to actually kill Marauder means people have to be more picky about their league builds. It's not the sort of encounter you just throw 16 random people at and assume it'll work. The majority of your league has to have certain powers in order to have a slim chance of succeeding.
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Most "Master Of" badges have some sort of requirements in them that make the badges easier if you have certain ATs on the team. The Lambda badges are too heavy handed though. We've gone from "it's good to have a well balanced team to do this" to needing very specific power sets to even come close to a successful attempt. That isn't even addressing the fact that it needs to be done three separate times.
Any challenge badges that get added to the game need to be focused on player skill and not on players gaming the system. You could have the 16 best players in the game going up against him, but if they don't have the right amount of debuff or damage type, they're not going to finish it either.
This is what I'd do to change it:
1) Lower Marauder's enraged resistance. Maybe drop him down to 80% - 85% or something but keep his unstoppable the way it is now. This way teams without a metric ton of debuffs or psi damage won't get stonewalled on him when going for the badge. It would still be difficult but not to the degree it is now and wouldn't require leagues to stack the teams in their favor. Using the grenades would still be the preferred method since it drops his resistance well below that anyway.
2) Change the badges so that they can all be gained in one run if the team is experienced enough.
- Antacid: Collect all 10 Molecular Acid grenades before collecting any Pacification Grenades OR collect all 10 Molecular Acid Grenades after collecting all 10 Pacification Grenades
- Well-Sticked: Collect all 10 Pacification Grenades before collecting any Molecular Acid Grenades OR collect all 10 Pacification Grenades after collecting all 10 Molecular Acid Grenades
- Lambda Looter: Defeat Marauder without using any Molecular Acid or Pacification Grenades
@Cassie
Cassandra Storm - Ice/Storm Controller
Co-Leader of Legends of Justice
A similar suggestion that got a bit lost in the larger discussion:
I think the design of doing three separate runs to get all the badges to be a bad design.
Additionally, it is far too easy to cause grief from someone destroying either the weapons cache or containment chamber in the courtyard. A much preferable design for these badges are:
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Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
1) Lower Marauder's enraged resistance. Maybe drop him down to 80% - 85% or something but keep his unstoppable the way it is now. This way teams without a metric ton of debuffs or psi damage won't get stonewalled on him when going for the badge. It would still be difficult but not to the degree it is now and wouldn't require leagues to stack the teams in their favor. Using the grenades would still be the preferred method since it drops his resistance well below that anyway.
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Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Note: This post has nothing to do with the mutual exclusivity of the badges. That point has been raised in other threads ad nauseam, and while it is a good point to make, I think it will distract from the real reason I'm making this thread.
What I want to know is why the conditions to acquire the Master of Lambda Sector badge as currently written essentially render five entire Archetypes and host of powersets in other archetypes a waste of a team slot. How are players of these archetypes and powersets supposed to acquire the badge when they are not capable of meaningfully contributing to the effort and teams will not take them except out of pity?
Take Scrappers for instance - out of Scrapper's 10 primary powersets, six of them cannot do any meaningful damage to Marauder on a Master run. (Five can't do any at all; the sixth, Spines, does only very token damage with its DoTs.) The four remaining sets all do damage at significantly reduced efficiency. Why would you take a Scrapper?
How about Brutes? Same thing - six of Brute's eleven primaries are wholly incapable of damaging Marauder on a Master run, and again, the five that remain all suffer significantly reduced efficiency. A brute isn't going to tank Marauder very well either, so why would you take one?
Stalkers? Same situation as Scrappers. Assassin Strike isn't a plus either - in all the stalker primaries that do have any exotic damage, the assassin strike does 2/3 of its damage as smashing. So stalkers here come off even worse than scrappers, most likely, and we've already established that scrappers are of questionable utility in a master run. I thought Stalkers were _supposed_ to be better at taking out single hard targets...
Tankers? Well, they're perhaps a little better off in some ways, and not in others. On the one hand, you pretty much need a tanker to, well, tank Marauder. On the other hand, five of Tanker's secondaries are incapable of damaging Marauder, which means they're also incapable of generating any meaningful threat, which means they're incapable of actually tanking Marauder. They still have the problem of reduced efficiency, but bottom line, you're probably going to need *some* kind of tanker for running this. Unfortunately, five of the sets are useless, and one of those five just happens to be the most popular tanker melee set in the game. Oops.
That brings us to the last AT I was going to single out, and that's the Soldier of Arachnos. While you can point out that the SoA's leadership buffs do provide a significant benefit to the team, a Bane Spider is in more or less the same position as a Spines scrapper or stalker when it comes to damaging Marauder (slightly better, if you took Poisonous Ray, at least); Crab Spiders are at badly reduced efficiency, but still marginally functional; and Huntsman builds are screwed.
It goes further than these five ATs, too. What about all the Archery, Assault Rifle, and Dual Pistols blasters/defenders/corruptors? What about Earth, Gravity, and Plant Control for controllers and dominators? What about Earth and Thorny Assault for dominators? What about Ninjas, Thugs, and Mercenaries masterminds?