Keyes Trial Adjustment


Adeon Hawkwood

 

Posted

So I'm sitting here reading through some threads and see the complaints about the Keyes Trial. And I had a thought regarding the pulse damage.

What about adding a temporary shield power similar to what we can get in the Terra Volta trials?

It wouldn't necessarily have to protect against all the Pulse damage but help mitigate it. Maybe some protection and a minor - moderate regen buff?

If something like that were considered, I'd even propose that using the shields would disqualify from attaining the Anti-Anti-Matter badge for that run.

And also, for the last phase, they would automatically dissipate as the Pulse is no longer an issue.

Anyways, just another random thought.

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Posted

Personally, I'd rather they just made the pulse damage not autohit and unresistable. Too many things are getting that lately. Sure, give it a massive accuracy bonus and maybe increase the damage to compensate, but I'm sick of things just arbitrarily murdering me no matter how much defense or resistance I have.

That and it'd make buffs a little more useful in the Keyes trial, right now you basically have to stack the league with people who can heal rather than people with buffs, which kind of flies in the face of everything before it in which you could bring just about any team makeup and be fine. And I liked that. I liked not having to tell people I can't invite them because the league has too many tankers already and I need something else. I liked being able to tell people to bring whatever character they feel like playing, rather than what the league needs. It was one of the best things about this game to me.


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Posted

To be honest that seems kinda pointless to me. Adding a zone-wide effect and then adding something that counters it is pretty much pointless unless getting the counter is the point of the challenge. I could see it if there was a significant effort required to get the shield (i.e. a full size squad of warworks that respawns every minute guarding the shield thing) but I think in that case most people wouldn't even bother.

Quote:
Originally Posted by Rebel_Scum View Post
Personally, I'd rather they just made the pulse damage not autohit and unresistable. Too many things are getting that lately. Sure, give it a massive accuracy bonus and maybe increase the damage to compensate, but I'm sick of things just arbitrarily murdering me no matter how much defense or resistance I have.
The problem there is that if they do that and make it strong enough to be a risk to melee characters it will obliterate squishes. Making the damage independent of defense/resistance and a fraction of the character's max hit points means that it is equally damaging to all characters.


 

Posted

Why? It's not like Keyes is actually difficult. I can scrounge up groups in the dead of the AM and still easily win it. The only time it goes wrong is if you have at least eight idiots, nobody who knows how to play it, nobody who knows how to call things, or at least four griefers. The fact that people are complaining about the difficulty is just evidence of how sad some people are in this game. Just because it's a really easy game almost all the time doesn't mean the few precious moments that actually give some challenge and require basic thought should be dropped down to stupid mode.

The only thing I would see changed about Keyes, and to a lesser extent Lambda, is the rewards. Keyes ought to offer much better rewards considering the much higher time investment in starting it and running it, and so should Lambda. I would think it fair if Keyes always gave at least a Rare drop, and Lambda always gave at least an Uncommon drop. That way you're not upsetting the legions who will complain when their precious Astral farm BAFs are taken away, but still providing some reason for peopel to want the others save the novelty and the Empyreans.


 

Posted

Quote:
Originally Posted by uberschveinen View Post
Why? It's not like Keyes is actually difficult.
I love it when people roll out this tripe time and time again...

"It's not hard. *I* can do it! Why can't you? Gawd!"

Mind you, Keyes, to me, is a bigger pile of fail than the love-child of Hamidon and the Abandoned Sewer Trial. All the auto-hit insta-kill, none of the clever mechanics, none of the fun...


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Posted

Quote:
Originally Posted by Techbot Alpha View Post
I love it when people roll out this tripe time and time again...

"It's not hard. *I* can do it! Why can't you? Gawd!"

Mind you, Keyes, to me, is a bigger pile of fail than the love-child of Hamidon and the Abandoned Sewer Trial. All the auto-hit insta-kill, none of the clever mechanics, none of the fun...
And I love it when you spout off this kind of tripe.

It is exactly the same scenario from the STF, LRSF, Hami Raid, ITF, Apex, Tin Mage, BAF, and Lambda.

Every time there is someone just like you, if not you, who nerdrages over how hard it is and how the mechanics isn't fair.

And then the playerbase learns to adjust to the new mechanics and makes each of these trivially easy, and thus making your 'tripe' trivially petty.


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Posted

Quote:
Originally Posted by Zombie Man View Post
And then the playerbase learns to adjust to the new mechanics and makes each of these trivially easy, and thus making your 'tripe' trivially petty.
The MoSTF and MoRSF might be trivially easy for some people, that doesn't mean that the badges are trivially easy for everyone. And even if the badges were trivially easy for some, that does not mean that they are well designed badges. If the badges you mention were trivially easy to get, I'd have 8 characters with all the badges, not just 1 or two.

At most, the badges are trivially easy for you. Again, that doesn't mean the badges are well designed.




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Posted

Quote:
Originally Posted by Snow Globe View Post
The MoSTF and MoRSF might be trivially easy for some people, that doesn't mean that the badges are trivially easy for everyone. And even if the badges were trivially easy for some, that does not mean that they are well designed badges. If the badges you mention were trivially easy to get, I'd have 8 characters with all the badges, not just 1 or two.

At most, the badges are trivially easy for you. Again, that doesn't mean the badges are well designed.
The Mo.. badges are harder than the TF/Trial itself. Definitely.

This thread began as a complaint of the mechanics of the Keyes Trial, not how hard the Mo.. badge requirements are. I brought up the Mo.. badges because some regarded them as 'impossible'... and yet, they are not in fact impossible seeing how they were achieved in the first week of I20.5 and are starting to be obtained more and more frequently.

The "ZOMG AUTO-HIT DAMAGE MUST GOOOO TOO HARD!!!!" hysteria is what I'm targeting as being false.

And just because you or others are saying "It may be easy *for you* but it's too hard for me," you're not realizing the opposite is just as valid...

"It may be too hard *for you*, but it's easy for me."

And if it's easy for me... and others... than it is not necessarily "too hard for everyone."

And if it's not too hard for everyone... then that's a pretty good mechanic for end game content; and it doesn't have to, and shouldn't be made easier and easier until *everyone* can do it easily.


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Posted

Quote:
Originally Posted by Zombie Man View Post
The Mo.. badges are harder than the TF/Trial itself. Definitely.

This thread began as a complaint of the mechanics of the Keyes Trial, not how hard the Mo.. badge requirements are. I brought up the Mo.. badges because some regarded them as 'impossible'... and yet, they are not in fact impossible seeing how they were achieved in the first week of I20.5 and are starting to be obtained more and more frequently.
While I agree with you about the pulses, you completely miss the point. The point is that the unresistable damage isn't fun. It doesn't add any fun to the encounter. All it does is make sure that people go to the hospital in a steady stream if the league doesn't include a taunter and several healers. So on one hand we've been told for seven years that this game ignores the MMO Trinity of Tank/DPS/Healing, and now practically requires it for a new encounter.

Also it was 2 weeks before people started getting the 2 badges that will likely prevent most players (not all, but most) from ever seeing the MoKeyes badge.

Quote:
Originally Posted by Zombie Man View Post
The "ZOMG AUTO-HIT DAMAGE MUST GOOOO TOO HARD!!!!" hysteria is what I'm targeting as being false.
Actually, in my opinion, the auto-hit damage isn't too hard. The problem with the auto-hit damage is that it is not FUN. <-Notice the distinction. Actually the trial isn't fun most of the time.

Quote:
Originally Posted by Zombie Man View Post
And if it's easy for me... and others... than it is not necessarily "too hard for everyone."
I haven't said it was too hard for everyone. I chose my words very carefully when I made my previous post.

Quote:
Originally Posted by Zombie Man View Post
And if it's not too hard for everyone... then that's a pretty good mechanic for end game content; and it doesn't have to, and shouldn't be made easier and easier until *everyone* can do it easily.
Did I say that everyone should be able to do it easily? No. However it should be easy enough for everyone to be able to do. Given the mechanics, that isn't possible at this point. If I can't see a disintegration effect on myself, the encounter is broken.

The badges were put forward as a deterministic means to gain incarnate components that bad luck with the reward tables denied them. If players can't, through how the mechanics of the encounter works, achieve those badges then there is something amiss.




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Posted

Well, fun is like taste... non disputande.

But as far as difficulty, if it seems that by I21 there aren't speed Keyes and people still haven't achieved the MoKeyes Accolade in the same rate as previous iTrials and TFs, then I will encourage the Devs to datamine that, and if it is indeed the case, I personally, will be lobbying for the Keyes mechanics to lighten up a bit.


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Posted

I like the autohit damage. It's different, difficult, and ACTUALLY REQUIRES YOU TO PAY ATTENTION, unlike almost all of the rest of the game. Plus, it strongly encourages teamwork and preparedness.


 

Posted

Quote:
Originally Posted by Snow Globe View Post
All it does is make sure that people go to the hospital in a steady stream if the league doesn't include a taunter and several healers. So on one hand we've been told for seven years that this game ignores the MMO Trinity of Tank/DPS/Healing, and now practically requires it for a new encounter.
We haven't really been told that by the devs. Changes to the blaster AT in I11 and the Vigilance change for defenders pretty much cemented that the devs very much design the game with the expectation that most teams will have Aggro controllers / DPS / Support. Designing some encounters that make a specific type of support very handy is not wrong, especially since both defense and resistance are still hugely useful in a Keyes trial. Healing is a perfectly legitimate skill that should sometimes be seen as highly desirable.

Quote:
Originally Posted by Snow Globe View Post
Did I say that everyone should be able to do it easily? No. However it should be easy enough for everyone to be able to do. Given the mechanics, that isn't possible at this point. If I can't see a disintegration effect on myself, the encounter is broken.
I haven't had any issues seeing it on myself, but I am still having trouble seeing it on allies, which makes this a bit frustrating when I am on a character who could really help someone who is being disintegrated. I hope they find a better way to notify us who the disintegrate target is.


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Posted

Don't listen to the whiners who can't handle a few deaths here n there...i play on my brute..and love it. so i die..it's the only thing in game that i have to watch my health over.

This basically:

Quote:
Originally Posted by uberschveinen View Post
I like the autohit damage. It's different, difficult, and ACTUALLY REQUIRES YOU TO PAY ATTENTION, unlike almost all of the rest of the game. Plus, it strongly encourages teamwork and preparedness.


 

Posted

i pretty much agree with snow globe on this, i dont think the keyes trial is all that difficult, but it is EXTREMELY tedious and annoying

3/5 of the phases in the trial are 99% the same, you run to reactor grab temps activate terminals (possibly having to drag an AV around) rinse and repeat till you fight him, the thing that adds to the annoyance is the massive dmg autohit pulse

even fighting AM is pretty tedious with the god awful time freeze in which you have no control to do ANYTHING

it never really made sense why freeze time applied a hold on us, it would make more sense that he was phase shifting us (if it was phasing instead of holding the dmg beam would still be able to hit us but we would still be able to move)


 

Posted

Keyes is fine the way it is.

The iTrials will be getting harder and harder - they're not designed to be handouts to stroke the ego; they're designed to test your mettle.


 

Posted

Quote:
Originally Posted by uberschveinen View Post
Why? It's not like Keyes is actually difficult. I can scrounge up groups in the dead of the AM and still easily win it. The only time it goes wrong is if you have at least eight idiots, nobody who knows how to play it, nobody who knows how to call things, or at least four griefers. The fact that people are complaining about the difficulty is just evidence of how sad some people are in this game. Just because it's a really easy game almost all the time doesn't mean the few precious moments that actually give some challenge and require basic thought should be dropped down to stupid mode.

The only thing I would see changed about Keyes, and to a lesser extent Lambda, is the rewards. Keyes ought to offer much better rewards considering the much higher time investment in starting it and running it, and so should Lambda. I would think it fair if Keyes always gave at least a Rare drop, and Lambda always gave at least an Uncommon drop. That way you're not upsetting the legions who will complain when their precious Astral farm BAFs are taken away, but still providing some reason for peopel to want the others save the novelty and the Empyreans.
It's been trending towards a double-average of BAF and Lam... I'd really think perhaps 'two' reward pools would have been nice, or perhaps have the reward pool shifted up a tier [visibly, with an explanation].


Let's Dance!

 

Posted

I can empathize with those who feel there is tedium in the Keyes with the same Reactor mechanic three times over because in the same day, I had two drastically different experiences of it:

In the first instance, it was a team of MoBadge hunters who knew exactly what they were doing. By the time AM appeared each time, two thirds of the reactor was already done. And in the last battle, no one was dying or getting hit with the Obliteration beam (well, not on the successful runs). So, this was speedy and fun.

In the second instance, I was pulling together a PuG of shall we say, varying degrees of skill level. We pulled through and there was no danger of failure, but it took three times as long. And there was a lot of figuring out where is AM and how can I pull him when my toon has no taunt or damage-free anchor because the Tanker on the team is lost. So, yes, that was a bit tedious.

Give Keyes time for everyone to get on board with a Standard Operating Procedure so that it can zipped through in half and hour and I'm sure you doubters will find the fun in it.


In related news, I was at a Virtue Hami Raid last night that after clearing the first bloom, everyone stayed and killed Hami ignoring the two blooms. Remember how long Hami Raids used to be?


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Posted

Quote:
Originally Posted by Snow Globe View Post
While I agree with you about the pulses, you completely miss the point. The point is that the unresistable damage isn't fun. It doesn't add any fun to the encounter. All it does is make sure that people go to the hospital in a steady stream if the league doesn't include a taunter and several healers. So on one hand we've been told for seven years that this game ignores the MMO Trinity of Tank/DPS/Healing, and now practically requires it for a new encounter.

Also it was 2 weeks before people started getting the 2 badges that will likely prevent most players (not all, but most) from ever seeing the MoKeyes badge.


Actually, in my opinion, the auto-hit damage isn't too hard. The problem with the auto-hit damage is that it is not FUN. <-Notice the distinction. Actually the trial isn't fun most of the time.


I haven't said it was too hard for everyone. I chose my words very carefully when I made my previous post.


Did I say that everyone should be able to do it easily? No. However it should be easy enough for everyone to be able to do. Given the mechanics, that isn't possible at this point. If I can't see a disintegration effect on myself, the encounter is broken.

The badges were put forward as a deterministic means to gain incarnate components that bad luck with the reward tables denied them. If players can't, through how the mechanics of the encounter works, achieve those badges then there is something amiss.
This sums it up better than I can put it (with or without people insta-labelling me as a 'waaahmbulance' crybaby or somesuch...)

I mentioned the Abandoned Sewer Trial before. That has enforced +4 mobs, none of whom (last I checked) spawned below Boss level. It also requires a team that knows what its doing and tactics to deal with the mechanics of the trial.

Is it hard? Hell yes. We ran out of time for the Hydra fight, mostly because we kept running into the Kraken Hatchlings, and didn't have a full team, and were also all completely new to it with far from optimum characters for it.

Was it Fun? Hell yes. Things like Auto-hit pulses and un-typed damages are a cheap 'quick-fix' used in lieu of actual teamwork mechanics.
Either that, or everyone is just so used to being one-person armies that the concept of coordination, teamwork and listening really ARE that alien to people, which would explain why this stuff still seems much, much harder than it should be.


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Posted

Quote:
Originally Posted by Snow Globe View Post
All it does is make sure that people go to the hospital in a steady stream if the league doesn't include a taunter and several healers
There is no reason why people should be going to the hospital in a steady stream. Before you go in, stock up on green inspirations and use them after the pulse. Between those, teammates, self heals, and destiny rebirth, a team should be able to survive long enough to get the reactors.

Now if you want to talk about the pulse when getting Anti-anti-matter, you'll have no argument from me. That pulse damage is crazy!


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Posted

Quote:
Remember how long Hami Raids used to be?
To be fair, they revamped that at one point specifically with the intention of making it not take hours to do. Alongside other goals.

Quote:
Was it Fun? Hell yes. Things like Auto-hit pulses and un-typed damages are a cheap 'quick-fix' used in lieu of actual teamwork mechanics.
This. This is why I dislike the antimatter pulse. It's not only autohit and unresistable, which I get is a balancing thing so it doesn't indiscriminately murder squishies or be unnoticable to non-squishies, but beyond that it's completely and utterly unavoidable. It's a cheap substitute for actual difficulty. It doesn't make the trial any harder. The net result of it is more people spend more time running back from the hospital cause they ran out of greens, or someone's twilight grasp missed at the wrong moment, or whatever. That's not difficulty, that's just annoyance. Stuff like the Obliteration Beam, or Marauder's Nova Fist over in Lambda, that's actual difficulty. Both of those will ruin your day more than the pulse, IF you get caught in them. But after the first few times, you shouldn't. Congratulations, you've overcome a challenge. With the pulse, there's no way of doing that aside from mechanically smashing the heal button every thirty seconds like clockwork.

Random joke idea:
Make using a power cell on a terminal make you immune to the antimatter pulse for x seconds. Bet people would figure out how to check their temporary powers then, rather than making us wait around and/or go get more cells that we shouldn't have needed.


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Posted

Sorry, no. Nothing that reduces the difficulty of Keyes.

If some people can't do it, too bad. There is no need for the game to be balanced around the lowest common denominator. If people are missing out on badges, merits and incarnate components, too bad. There should never be a guarantee, implied or not, that every reward should be obtainable by every player.

If you want to make it less about spamming heals while maintaining the difficulty, one change I could get behind would be stronger pulses at longer intervals e.g. instead of 50% every 30s, make it start off with 80-85% every 60s. You take less damage per unit time and have a longer window where you don't need to worry about it, but the pulse is deadlier.


 

Posted

Quote:
Originally Posted by Laevateinn View Post
Sorry, no. Nothing that reduces the difficulty of Keyes.

If some people can't do it, too bad. There is no need for the game to be balanced around the lowest common denominator. If people are missing out on badges, merits and incarnate components, too bad. There should never be a guarantee, implied or not, that every reward should be obtainable by every player.

If you want to make it less about spamming heals while maintaining the difficulty, one change I could get behind would be stronger pulses at longer intervals e.g. instead of 50% every 30s, make it start off with 80-85% every 60s. You take less damage per unit time and have a longer window where you don't need to worry about it, but the pulse is deadlier.
I dunno. Even that would change dynamics a bit. The problem I see is when it starts becoming more about topping off the league than keeping the league at a healthy point.

However, with the lower hitpoint characters, I can see a fair argument that their healthy point is already Max. hp.


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Posted

Quote:
Originally Posted by Zombie Man View Post
But as far as difficulty, if it seems that by I21 there aren't speed Keyes and people still haven't achieved the MoKeyes Accolade in the same rate as previous iTrials and TFs, then I will encourage the Devs to datamine that, and if it is indeed the case, I personally, will be lobbying for the Keyes mechanics to lighten up a bit.
I asked City Info Terminal for some stats, and here is a partial list of what I got:

Master of Apex's Task Force: 1666
Master of the B.A.F.: 929
Master of the Imperious Task Force: 744
Master of the 5th Column Task Force: 591
Master of Statesman's Task Force: 580
Master of Tin Mage's Task Force: 469
Master of Lord Recluse's Strike Force: 392
Master of Lady Grey's Task Force: 383
Master of the 5th Column Strike Force: 328
Master of Lambda Sector: 271
Master of Keyes Island Reactor: 14

I'll admit that I'm actually surprised at the MoApex being the top collected "Master of" badge. I'm not surprised about MoBAF, MoITF, or MoKhan. I am kind of surprised that MoLGTF is lower than MoSTF, MoRSF, and MoTM. The placement of MoCuda and MoLambda doesn't surprise me at all.

Quote:
Originally Posted by Zombie Man View Post
In related news, I was at a Virtue Hami Raid last night that after clearing the first bloom, everyone stayed and killed Hami ignoring the two blooms. Remember how long Hami Raids used to be?
Haven't been on a Hami Raid that has happened on. Then again, I generally play on a smaller server.

Quote:
Originally Posted by Laevateinn View Post
There should never be a guarantee, implied or not, that every reward should be obtainable by every player.
I'm glad the developers have, on multiple occasions, disagreed with this statement. More to the point, that is bad game design. If you set the carrot too far out, the carrot loses its value as a motivator.




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Posted

Quote:
Originally Posted by Snow Globe View Post
I'll admit that I'm actually surprised at the MoApex being the top collected "Master of" badge.
I'm not particularly surprised, once people got the hang of the BM fight MoApex became easy to the point that I've gotten it accidentally on several characters compared with other MO badges which require you to deliberately make the mission harder Apex just requires a reasonable speed. The drones don't add much to the fight so people tend not to bother reviving them even on a non-MO run (which gets two of the three badges) and killing BM in the required time is pretty easy as long as the majority of the team are moderately experienced at the fight.