So far, being disintegrated seems to be as lame as it sounded on paper
If you heal the two moderate ticks, which isn't problematic, the last one won't kill the one being disintegrated, unless they do something stupid, like stay near Anti-Matter.
A tray full of greens makes this iTrial relatively easy.
Knowing that Regen and Heal is king in the KIR (like it is in the Hami Raid), you make sure you keep up a healing bubble, fill your tray with greens, and you slot Rebirth.
Or, on day one of a new Trial/TF are we going to get the usual "Too HARD!!!" rants (I know the OP is just talking about this one mechanic, but, really, it falls under the same rubric).
In a week people will be advertising 'Speed KIRs'.
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I don't see any other task in the game where the success is tied to a specific mechanic only found in a select few powersets or specific incarnate powers (you all make it sound like Rebirth is the only valid Destiny choice ; it doesn't seem unreasonable to craft one specifically for Keyes, but it's not the only option), save for maybe Hamidon, which I dislike for that very reason, but at least Hamidon tries to involve most characters with the melee/ranged/hold/heal differences.
Oh no, NO, I'll have to use strategy?
This sounds far too difficult. |
Disintegration does not allow for strategy. Defense can't overcome Disintegration. Resistance doesn't stop it. Control has no ability to counter it.
"Bring heals or go home" isn't a strategy. It's stupidity.
We'll always have Paragon.
"This is NOT going to be a rant about the Keyes trial being supposedly impossible to complete or even too hard."
"I mean, I can see that I could carry greens for myself and spam as needed to survive, but what about all those other guys being disintegrated? Not a chance everyone or even half of them are going to pop insps, in a PUG."
Some have missed these, but you're the first to manage to miss all two while adding absolutely nothing else to the discussion on your very first reply, Zombie Man. Congratulations on not being able to read anything that isn't glowing praise of the game - I knew if anyone could make it, it would be you.
the only mechanic i dislike in the keyes trial is the antimatter pulse, its another deal with unavoidable unresistable dmg but it hits the entire league
Strategy implies the potential for multiple choices. It means that the player will have to use all the tools at his disposal to overcome the challenge. It offers the player a method of victory that involves him using any and all of his skills to the best of his ability.
Disintegration does not allow for strategy. Defense can't overcome Disintegration. Resistance doesn't stop it. Control has no ability to counter it. "Bring heals or go home" isn't a strategy. It's stupidity. |
Most encounters can be solved with enough defence to add to your damage. This one can't. This forces you to try a different strategy (in this case, healing) just like BAF required you to coordinate DPS, or Apex required you to learn how to move away from the death patches.
EDIT: Honestly, if the devs *weren't* looking at what we were doing and designing encounters to take advantage of the holes in our playstyles they're not doing their jobs right.
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
"This is NOT going to be a rant about the Keyes trial being supposedly impossible to complete or even too hard."
"I mean, I can see that I could carry greens for myself and spam as needed to survive, but what about all those other guys being disintegrated? Not a chance everyone or even half of them are going to pop insps, in a PUG." Some have missed these, but you're the first to manage to miss all two while adding absolutely nothing else to the discussion on your very first reply, Zombie Man. Congratulations on not being able to read anything that isn't glowing praise of the game - I knew if anyone could make it, it would be you. |
It is what it is. Preemptively saying it can't be criticized for X because it's not X, when, in fact, it is X is not a valid inoculation from criticism.
Oh, yea, that's right. Almost forgot to add in the needless personalization. Let's see, how did you do it? OK, here it is:
I should have expected from you Nihilii that you'd be overly defensive.
There, did I do it right?
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Knowing that Regen and Heal is king in the KIR (like it is in the Hami Raid), you make sure you keep up a healing bubble, fill your tray with greens, and you slot Rebirth.
|
(Seriously though, I wonder how many players will be generalists - they acquire tools to aid in each trial - and how many will stay specialists that are best-suited to a particular trial and primarily stick to that trial.)
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So really, the devs can keep developing raids that encourage the building different incarnate abilities for each slot, requiring players to keep repeating the trials. Devious.
(Seriously though, I wonder how many players will be generalists - they acquire tools to aid in each trial - and how many will stay specialists that are best-suited to a particular trial and primarily stick to that trial.) |
My main has the goal of getting at least tier 2 of EVERY incarnate power with the ones i will use often as tier 3 and the ones i use most as tier 4s.
I like to be able to change my playstyle to suit each trial/tf
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Every trial/TF seems to get called 'too hard' or needing specific powers on launch day and for a few weeks after.
Every trial/TF later seems to have multiple ways to success once people get used to it.
There's nothing in Keyes that can't be countered in several ways -be it incarnate abilities, insps, healing powers - hell even aid other/self or personal witch temps.
It's good to see that the old style of a challenging AV equalling mega-HP and regen has finally gone and the newer trials/TF big bads have a wider variety of interesting powers/tactics.
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If you heal the two moderate ticks, which isn't problematic, the last one won't kill the one being disintegrated, unless they do something stupid, like stay near Anti-Matter.
A tray full of greens makes this iTrial relatively easy. Knowing that Regen and Heal is king in the KIR (like it is in the Hami Raid), you make sure you keep up a healing bubble, fill your tray with greens, and you slot Rebirth. Or, on day one of a new Trial/TF are we going to get the usual "Too HARD!!!" rants (I know the OP is just talking about this one mechanic, but, really, it falls under the same rubric). In a week people will be advertising 'Speed KIRs'. |
Actually I just thought it was tedious and badly designed, and I doubt I'll be doing it again so I'l just stick with that.
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Thanks for the warning, Nihilii!
I try to be a good healer for my team, but I only have my single "bread and butter" heal (400 HP), along with the Incarnate 1100 HP heal which goes off when *it* wants to.
I concur that the whole idea of Anti-Matter healing himself from *us* is a bit ... uninspired.
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So here's my opinion:
This trial tips the balance from:
"As long as I do my part, we can't go that far wrong"
To
"If anyone screws up even a little bit we're back to square one"
This is the sort of thing that has people screaming "FIFTY DKP MINUS" down teamspeak/vent.
And that is too annoying for me to devote my game time to. I'll run quick BAF/Lambs if I need parts, It's not that the trial is hard, it's just annoying.
So here's my opinion:
This trial tips the balance from: "As long as I do my part, we can't go that far wrong" To "If anyone screws up even a little bit we're back to square one" |
The KIR can be accomplished with whole teams wiping out, a constant train of dead people running back from the hospital, and Anti-Matter healing back up to full five times before being brought down.
This is *NOT* a one-person's-mistake-ruins-it-for-all mechanic.
Granted, while folks are new to this new iTrial, they won't be very efficient and things will be touch and go making it seem like one person's inattention ruined everything. But once the standard procedures become well know, this iTrial will be sped run just like all the others before it.
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But once the standard procedures become well know, this iTrial will be sped run just like all the others before it. |
So now we can farm three trials a night. K. I'd still rather farm stuff solo.
Be well, people of CoH.
Every trial/TF seems to get called 'too hard' or needing specific powers on launch day and for a few weeks after.
Every trial/TF later seems to have multiple ways to success once people get used to it. There's nothing in Keyes that can't be countered in several ways -be it incarnate abilities, insps, healing powers - hell even aid other/self or personal witch temps. It's good to see that the old style of a challenging AV equalling mega-HP and regen has finally gone and the newer trials/TF big bads have a wider variety of interesting powers/tactics. |
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
I wonder if that depresses game designers.
So now we can farm three trials a night. K. I'd still rather farm stuff solo. |
Considering I just ran a BAF (first trial in two and a half weeks) and earned 4% towards Judgment, it definitely depresses me. "Only" 24 more speed runs before I can start working on Lore.
I agree, I'd rather farm solo (and I'm not much of a farmer). At least there would be no 30 minute waits between missions.
I can appreciate a good rant, and it can be frustrating to get knocked down often. But the only real threat that surrounds these trials is cascading morale failure - when one person complains that it's too hard due to a hiccup, then someone else thinks it's doomed so they stop playing, etc., etc. Like with nearly all content in this game, you can fall and pick yourself up like nothing happened - and only be out of a minute and a half of your time.
Given how the game's favored buffs/debuffs for so long, I can't say I'm surprised or unpleased to see an encounter that favors healing for a change. Mixing things up isn't a bad thing as long as it doesn't invalidate other content.
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Considering I just ran a BAF (first trial in two and a half weeks) and earned 4% towards Judgment, it definitely depresses me. "Only" 24 more speed runs before I can start working on Lore.
I agree, I'd rather farm solo (and I'm not much of a farmer). At least there would be no 30 minute waits between missions. |
This thread amuses me. Please continue adding to its glory so that we may revisit it in the near future to chuckle over how silly we all were.
For those who have all tried it once and have sworn off ever doing it again, how many of you have been devorced at least once? Have we all forgotten the threads that appeared when the BAF and Lambda went live? Do the posts in this thread not smack of deja vu?
Hunt for any of my posts complaining about AVs having too high HP or requiring too high DPS. Good luck.
There's plenty of ways for AVs to be powerful without requiring gimmicks that specifically tie the success of the whole fight to a select few. As I said, for example, remove the heal part of disintegration and increase his resistances/HP/regen rate to compensate.
Plus, this is an incarnate trial and we already have incarnate teams with so much destiny buffs flying around that saying we forgot to bring a healer is like running the STF and saying everyone forgot to slot enhancements.
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