Glue Grenade makes me not want to run Mayhems


AkuTenshiiZero

 

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Originally Posted by all_hell View Post
I enjoy having challenges to overcome in my games.
Sam doesn't.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

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Originally Posted by AkuTenshiiZero View Post
Two things to note: Disorients/Holds are much easier to resist and/or find protection for. Pretty much every defensive set has some degree of Disorient or Hold protection. Slow resist/protection is not nearly as common, and recharge slow is even less so.

Secondly, this is not a question of "Is it imbalanced?" it's a question of "Does it make you want to punch puppies?" I can deal with a long disorient or hold, heaven only knows how many I've taken to the face over the years. But movement/recharge slows are just the biggest ***hole move in the game. Oh sure, you can still technically move and attack...If you don't mind moving like a slug on vallium. It's a matter of frustration.
Punch Puppies.... No change my strategy and take out the Swat guy first before he get to use the grenade, if possible..YES Now of course this doesn't always work and I can understand what you are saying. Its not as bad with a ranged character but moving at that speed with a Melee character can be a nightmare. Still I find by clicking on Ninja Run until the effect wears off I can move at a reasonable speed. And Yes I understand not everyone has Ninja Run but if you do its a huge help. I play with a good friend from the west coast and his answer to the problem is hover. While I am slowly moving along he hovers ahead and blows stuff up.

Now I would not be heartbroken to log on one day and discover that the glue grenades were gone but I have never found them annoying enough to keep me from doing Mayhems.

Oh and BTW guys let's not confuse Mayhems with Safeguards. Red side the main thing you battle in the streets all the way to 50 level is PPD and when the SWAT teams leave they are replaced by PSI cops and Hardsuits. Malta shows up in higher level Safeguard missions on Blue side. Now between 45-50 when the Mayhem takes place in PI the side mission mobs are Knives of Artemus, which are aligned with Malta, but we don't deal with Tac Ops or Sappers in any Mayhem.


�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon

 

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Originally Posted by Lemur Lad View Post
The ongoing complaints about the very few enemies that make life a pain for Melee are unwarranted for the simple fact that most things out there, they get to ignore.
Yeah... No. This isn't about a power that "pisses off melee." If it were, I'd be complaining about Sappers, anything Vanguard, Cimeroran Traitors, the Soldiers of Rularuu and the whole host of other enemies that piss off melee which people with an agenda always forget about when they choose to chastise melee-mostly players for being spoiled. And it's not even just melee characters that these powers bother. My Mastermind is seven times more angered by them, because not only is he slowed, but now all of his henchmen will lag behind for the next 30 seconds.

What this is about is a power with an incredibly bad design. You want to slap me with a 30-second AoE debuff? Fine. Make it a target AoE. You want it to be a patch? That's fine, too. Make the effect end when I walk out of the patch. You want it to be a target AoE AND a patch? Fine, make it both, but save the 30-second debuff just for the summoning of the patch. Because there's nothing dumber than defeating an Equaliser and his team, then turning around to head for the next spawn, slightly clipping the edge of the glue patch and being slapped with a 30-second speed debuff. To what end? So I take longer to get to the next fight? Balance by annoyance much?

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Originally Posted by Lemur Lad View Post
Lastly I'll say all this talk about one particular mob making a solo Mayhem so much more difficult is ludicrous for most of the reasons you just listed about why adding 1 person to the team isn't realistic for you.
I don't look for team-mates because I need warm bodies or extra power effects. I add team-mates because I want the company of another human being irrespective of what character that human being comes attached. When I'm not in the mood for company, I don't team. When I'm in the mood for company, I team with whoever's online at the time that I like. I refuse to treat people as objects just because it makes a single "mob" easier.

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Originally Posted by Lemur Lad View Post
Sam doesn't.
Pretty much.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Leo_G View Post
But I have to admit, there are just some characters ill-suited to handle such foes. My Inv/Kin Tanker weeps when facing guys like Rogue PPD and stuff...but then he can literally sit in the middle of 2 full spawns of them and *wait* for his powers to recharge. Yeah, it's 'annoying' that my powers are recharging at a glacial speed, but that's kind of fair considering my HP is going down at a glacial speed too.
If there's one good thing to say about Equalisers, it's that only one of them ever appears in a spawn. In Mayhem missions. In regular missions where the PPD or Rogue PPD show up, however, whatever spawning rules are in effect for Mayhems don't apply, so it's not uncommon to see two Ghosts, two Equalisers or even two Sergeants, and not just occasionally. Those spawns are a lot of fun.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Those equalizers are in one or two Mayhems. That's at most a 10 level range, then they're gone forever. And there are things to minimize their annoyance factor.

1- Kill the Equalizer first. If you're soloing on x1, there will never be more than one per spawn. If you're teamed, then get the team to help eliminate the hard targets first. If your difficulty in insreased and it's making too many Equalizers spawn - turn your difficulty down.

2- Mez the Equalizer. Not an option for everyone, but if he CAN'T act, he can't web you. If there's too many equalizers to mez, see point 1.

Sometimes they'll get off a grenade anyways, especially when they show up in ambushes. That's when you need to learn to deal with the debuff.

3- GTFO. The patch lasts 30 seconds, and pulses every 0.5 seconds, applying a 30 second debuff each time. They don't stack from the same patch, but they do refresh the duration. This means you can be debuffed for a full minute if you just stand there. Teleport is, of course, the best way out. Turning on Sprint, Ninja Run, Beast Run or Super Speed will give you a boost that will help get you out.

4- Get slow resistance. Many sets have it built in. for those that don't, you can get a Winter's Gift Slow Resist IO. You can also use sets that grant runspeed or recharge bonuses to offset the penalties.

If they get rid of or nerf Glue Grenades, then they need to do the same to a lot of other powers - Mask of Vitiation, Curse of Weakness, the disease that Vahzilok and Minotaurs cause, Sapper Rifles, Earthquake, the list goes on. Pick enemies with no debuffs or the debuffs that least affect you, and the game becomes "Press 1, 2, 3, 4 until they fall down". Pick other enemies, and it becomes a thinking man's game.


@Roderick

 

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As a mostly-melee player I hate the glue... I really, really do... But then, I hate pretty much anything that slows my movement or keeps me from being able to jump around in a fight like the perpetual-motion CJ-monkey I am.

That said, one-per-group Equalizers have never kept me from doing Mayhems. They're just the Sappers or Galaxies of their faction. The target I stomp the crap out of first. Like Sam said, though, it's when you're outside of Mayhems and start running into spawns with multiples that things go from just "annoying" to "where are those puppies >_<".

Just one example from my play-time yesterday... I was running Roy Coolings' arc solo with my lvl 24 Claws/WP Scrap. I got to the mission where you go in to find the hostage, and a regular group happened to have spawned right on top of Mr. Y, one of the bosses you have to defeat. The group included two Equalizers and a Ghost.

By the end of that fight, poor Summer Moon found himself with a double dose of Glue, he was Flashed *and* the building was on fire. With a short mission timer, just to make the glue situation even more hair-pullingly annoying.

THAT was a bit much.

I don't mind if we keep the Equalizers...
But can we please keep them down to one per spawn?


@Brightfires - @Talisander
That chick what plays the bird-things...

 

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I am normally all for potent enemy powers. Malta and KoA are two of my favorite villain groups. I am also always happy to see powers that hamper melee users, while rangers can work around the issue thanks to range attacks.

Glue Grenade is just too much, IMO. I love KoA. I love caltrops. I loathe the Glue Grenade. Glue Grenade might be an acceptable power to throw at Incarnates. It may even be OK to hit level 40+ people with it (although it is likely too strong even at those levels). But it is absolutely obscene to toss at level 20-30 characters.

It could be workable if the debuff lasted 15 seconds after leaving the patch. Or maybe have the patch be larger and the debuff lasts 5 seconds after leaving it.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

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Originally Posted by Bright View Post
I don't mind if we keep the Equalizers...
But can we please keep them down to one per spawn?
I could get behind this.


 

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I really don't mind the Glue Grenades.

Are they annoying? They sure as hell are, I'm not denying that.

But....if everything were a cakewalk in this game, it would be a lot less fun.

I mean, how long can you play Doom on godmode before it gets boring?

You start nerfing or removing annoying enemy powers and the game gets not only less dynamic, but it starts making less and less sense.

You mean to tell me in a world where superpowered metahumans exist, no one EVER devised ways to deal with them?

Those Glue Grenades are meant to be annoying, and the fact that they are just reinforces my belief that this could be a real world. A world where normal humans invent things to deal with the metahumans they can't take on toe to toe makes sense. A world where metahumans rampage over everything and anything in their path because the normals are using the same tactics on them they would use for other normals doesn't.

Yes, you're superhuman. That just means the non-supers are going to devise a way to make you less of a threat.


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Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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Originally Posted by ClawsandEffect View Post
But....if everything were a cakewalk in this game, it would be a lot less fun.
That's debatable.

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Originally Posted by ClawsandEffect View Post
I mean, how long can you play Doom on godmode before it gets boring?
Only ever played that game on God Mode with the All Weapons cheat. Doom is and always has been a HORRIBLE game. At least not getting killed or running out of ammo was its one saving grace in my eyes.

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Originally Posted by ClawsandEffect View Post
Those Glue Grenades are meant to be annoying, and the fact that they are just reinforces my belief that this could be a real world. A world where normal humans invent things to deal with the metahumans they can't take on toe to toe makes sense. A world where metahumans rampage over everything and anything in their path because the normals are using the same tactics on them they would use for other normals doesn't.
"Balance by annoyance" aside, I don't think any of us are asking for Glue Grenades to be removed from the game, or "nerfed." I'm merely asking that the developers make a decision on what they want the power to be. Is it a patch or a target AoE? If it's a patch, then end the debuff when I leave the patch. If it's a target AoE, then get rid of the patch. One or the other. Both is just... Ugly.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Samuel_Tow View Post
Only ever played that game on God Mode with the All Weapons cheat. Doom is and always has been a HORRIBLE game. At least not getting killed or running out of ammo was its one saving grace in my eyes.
So you have no taste in games, it's okay, I still love you.

DOOM 2 is one of the oldest games that I still play regularly. They released it on XBox Live Arcade a while back and I wasted no time getting it. Ahh, nostalgia. There will never be an FPS as good as Doom 2, just because of the way Modern Warfare has mutated the genre into something barely recognizable.

ONTOPIC:
I find glue grenades annoying, but since I'm largely a solo player, I don't have to deal with them much. The only fix I think is fair is to reduce the frequency of the mob that has the power. Or at least a programmed block that prevents them from stacking it. THAT is just unfair and should also apply to mobs with Caltrops.


 

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I can't speak for others, but I'm able to exit Equalizer glue patches by toggling on a Raptor Pack and flying away. That's exactly what I usually do when hit by a glue patch or the ridiculous -tohit of wtfpwnsauce. I Raptor Pack my way to the entrance and exit the mission, then go make a sandwich or something. It's easy enough to get extra time in mayhem missions that the delay is not an issue.

It's not just the magnitude of the debuffs or their durations that makes them so over the top, it's the combination of the two. If the magnitudes were low enough that I felt I could put up a meaningful fight through them, I would do that. If the durations were short enough that I could wait them out, I would do that. Neither is true. I'm either not hitting anything due to -tohit, or I get to use each of my powers once, then stand around getting pummeled.

The durations are long enough that even if I fought through them, I'd be carrying them into the next fight and possibly risk getting even more stacked on me. So to me the only thing to do is wait them out before moving on. At their durations, that's basically a forced AFK. Any power that has that effect is poorly designed IMO.

I'll fight PPD in any level range other than 20-30 all day long. I think it says something about the design of the faction when a level 50 PPD is easier than a level 20 one.


 

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Originally Posted by Samuel_Tow View Post
Only ever played that game on God Mode with the All Weapons cheat. Doom is and always has been a HORRIBLE game. At least not getting killed or running out of ammo was its one saving grace in my eyes.
See, that's the major difference between us Sam.

I could play that game on God Mode for maybe 10 minutes before I was sick of it and wanted to do something else.

I like my games to have some challenge to them. And unfortunately, the way this game is designed, the only way they can really give us any real challenge is to give us mobs to fight that have annoying powers.

They only have a few options to make anything in the game challenging:

A) Send overwhelming numbers at us, but we can mostly prevent this with our difficulty settings.

B) Give us giant bags of HP to fight.

C) Give the mobs we fight annoying powers that cannot be easily circumvented.


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Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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Originally Posted by ClawsandEffect View Post
give us mobs to fight that have annoying powers.
And.... I have a new sig. >: D


@Roderick

 

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Originally Posted by Pesky View Post
So you have no taste in games, it's okay, I still love you.
Well, I still play this one.

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Originally Posted by ClawsandEffect View Post
See, that's the major difference between us Sam. I could play that game on God Mode for maybe 10 minutes before I was sick of it and wanted to do something else.
Eh, so can I, but 10 minutes with IDDQD and IDKFA is better than 0 minutes without them. I honestly never liked that game. I don't think I made it past level 2. Ever.

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Originally Posted by ClawsandEffect View Post
I like my games to have some challenge to them. And unfortunately, the way this game is designed, the only way they can really give us any real challenge is to give us mobs to fight that have annoying powers.
Well... "Annoying" isn't always a challenge. Imagine fighting enemies that phase you for 30 seconds every time they die. It has a huge radius, doesn't need line of sight and is autohit and unresistable. That would be pretty damn annoying, but not exactly challenging. That's really what I'm saying.

To be honest, I don't find Glue Grenades to be very challenging at all, unless two Equalisers happen to stack them on me. As someone mentioned before, Ghost Flashbangs are FAAAR more debilitating. Most of the time I can turn on Sprint and beat the whole spawn into glue while treading Glue Grenade the entire time. That's not the issue. It's just... Irritating.

Take a Sapper, for instance. A Sapper is horribly dangerous for most characters, and yes that makes him annoying. But a Sapper is annoying because he can get me killed right fast if I don't know what I'm doing. That, I have to admit, is a challenge. But Equalisers are just god damned bats.

---

To be honest, though, you're right in that I don't appreciate challenge all that much. As long as the game requires me to use all of my powers, that's more than enough in my book, even if no encounter in the game scares me or makes me curse at the screen. So long as I get to fight enemies that the plot and the story make out to be big threats, I'm perfectly happy to have an easy time defeating them.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by ClawsandEffect View Post
The NPCs don't get to complain when we do stuff like that to them.
To be fair, the NPCs didn't pay to be here. I'm just putting it out there.

--CP


 

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Originally Posted by Samuel_Tow View Post
But Equalisers are just god damned bats.
So they should be Bosses in Mook clothing?


Considering the circumstances of the mission, that time is your enemy, it's actually *SMART* the guys decide to paste you to a wall rather than trying to obliterate you molecule by molecule. Personally, I have no problem with Equalizers and their glue grenades...but I just find the use of glue and webs over used in the game.

What would you do if you're just a guy in SWAT going up against invulnerable beings that split trucks with their bare hands and are running amuck but you have to stall them until the superheroes show up? It slows you down too much? *GOOD*! It's suppose to. So long as it doesn't equal instant fail, it's not really 'too much', IMO.
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To be honest, though, you're right in that I don't appreciate challenge all that much. As long as the game requires me to use all of my powers, that's more than enough in my book, even if no encounter in the game scares me or makes me curse at the screen. So long as I get to fight enemies that the plot and the story make out to be big threats, I'm perfectly happy to have an easy time defeating them.
Meh, if any n00b can pick up my game and breeze through it like it's nothing coughCOUghtweezeCOXcoughcough...*ahem*...there's no point bragging about accomplishing anything in that game...however, when players make a big deal out of something that goes 'too far' and makes my awareness to prevent it seem all the more stringent, it does give me a tiny sparkle of accomplishment. So thanks for that, seriously.


 

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Originally Posted by Captain_Photon View Post
To be fair, the NPCs didn't pay to be here. I'm just putting it out there.
Pretty soon we won't have to either.


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Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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Originally Posted by Leo_G View Post
So they should be Bosses in Mook clothing?
In all honesty, considering the Equalizers aren't actually all that tough once you focus fire on them, I'm tempted to say they're more like Demonic Spiders.

A proper Boss in Mook Clothing would actually be really hard to bring down on its own, and Goddamned Bats are just annoying. These guys cause way too much rage to be the latter, and not enough to be the former.

Demonic Spiders are also characterized by how unfair they seem.

Particularly relevant...
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* Prevent you from acting as they kill you.
* Frequently employ debilitating Standard Status Effects.
* Are capable of nullifying your primary methods of attack/defense.


 

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* Kill them first
* Roll /SR or /ELA that resists slows
* Kill them fast


 

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Originally Posted by ClawsandEffect View Post
Pretty soon we won't have to either.
"Pretty soon" won't be retroactive...

Besides, the NPCs have literally nothing else to do, which is not true of... well... some of us.


 

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Originally Posted by Antares_NA View Post
* Kill them first
* Roll /SR or /ELA that resists slows
* Kill them fast
Ice Armor also resists slows which will soon be available as a secondary. I think Consume from Fiery Aura give resistance to slow (or maybe that's endurance drain) as well as temperature protection. Energy Aura will soon have resistance to -recharge, unsure about -movement.

And yeah, I guess they would be considered Demonic Spiders. I just wanted to make a link to TV tropes and be cool like everyone else


 

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Originally Posted by Captain_Photon View Post
"Pretty soon" won't be retroactive...

Besides, the NPCs have literally nothing else to do, which is not true of... well... some of us.
So you're saying the game should be as easy as we want it to be just because we pay to play it?

Sorry, annoying enemies is just part of game design. I can't think of a single game of any genre that doesn't include problematic enemies or annoying game mechanics.

Can you think of a game in which every enemy is easy to beat and there isn't a single annoying mechanic to be found?


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Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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My experience of Equalisers is... go for them first. In the same way that, unless you're after the badge, down the Raider Engineer first. Or the Comms Officer, or the Dark Servant and Phantasm from a Master Illusionist.

Equalisers do serve a purpose in slowing down Villainous ATs that they were originally designed to go up against (and only them). So a Brute would lose its Fury, A MM would find itself alone as its pets are gunned down (depending on the pets of course), and...

Well Stalkers have the benefit of taking them out in one hit, Domis can mez (and they're minions, remember, so only one hold required), and Corruptors can keep out of range/buff/debuff.

And has been said before, certain powersets have certain inbuilt ways of dealing with -recharge and/or -slow.

Even your TA/Psi Defender would be able to turn the Equalizer's recharge to putty whilst also destroying its ToHit. Of course, it might take you longer to defeat it, and in the meantime a Sergeant will run at you and down you in three hits, but still...

Also the point raised earlier about Melee toons and Cimerorans - what planet was the Poster on? They're blinking easy with a /SR Scrapper. Or at least I find them easy with my /SR scrapper. Sure they have a higher ToHit but so what? Just means that defence-based toons need to work harder but not really by much at all.

Rikti are also hilariously easy. Yes, running on +4 x8 will make them tricky, but you changes your rep, you takes your choice.

And finally, SWAT exist for 2 Mayhems. If Mayhems were the only way of levelling and/or earning other rewards then fine, reconsider the powers of the critters. But as it stands, Equalisers provide a challenge in the same way that lots of other mobs in different factions provide a challenge.

(PS I personally try to avoid Bane Spider Scouts AND Tarantula Mistresses in the same mish because I always seem to end up KOd. Same goes for too many Gunslingers, or too many Dark Ring Mistresses. But sometimes one must suffer a slower run through because of these obstacles.)


 

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Originally Posted by ClawsandEffect View Post
So you're saying the game should be as easy as we want it to be just because we pay to play it?

Sorry, annoying enemies is just part of game design. I can't think of a single game of any genre that doesn't include problematic enemies or annoying game mechanics.

Can you think of a game in which every enemy is easy to beat and there isn't a single annoying mechanic to be found?
Anything being 'annoying' in a game is a big fat hell no, or should be.

Challenging? Yes, sure. That's the entire point. Heck, even reflexy stuff is ok, because it's challenging you, not an insta-hax that numbers and RNG dictate you can't avoid.

Ghost flashbangs, Glue nades, Malta stuns and Knives Caltrops are all examples of major annoyances.
Ghost flashbangs? Huge defence debuff, and you can't hit anything, even after popping yellows. No, I have been there, I have popped up to and inluding a T3 yellow and about 3 normal ones and STILL not been able to hit the broad side of a barn from the inside.
Glue is a fake Locational, in that it's an AoE but has a duration outside of the AoE. A pointlessly long one, that stops you even jumping over a curb, a design point I find ludicrous.
Knives caltrops are even more annoying, because EVERY KoA can and will spam them, resulting in anyone unable to teleport effectively rooted in place to be cut up at will.
And Malta stuns are just annoyingly long. Sure, use a break free. Well, fighting Malta can often drain your insp pool rather fast. Teamed, as usual, it's less of an issue. But solo you can be very dead very fast.

Being killed by a challenge (Sappers, Titans, Boss's and things like Romans/VG) is fine. They're, you know...a challenge. They can be worked around and overcome.
Flashbangs and glue nades can't. If you get hit by them, you are hit by them and unable to do jack. So says the RNG, and that's a major annoyance.


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.