Glue Grenade makes me not want to run Mayhems
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What!? Use strategy and knowledge when running missions? Then... then... I'd have to think and remember! This game is supposed to fun, there's not supposed to be any thinking and remembering!
When I am in a mayhem I use selective targeting to take out the guys who do me the worst first.
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Seriously, all_hell is right. Recognizing the mobs that cause you problems and immediately holding/stunning/KBing/whacking them avoids the problem. Even if you're a melee character, you can usually bounce into a spawn and use your stun attack and get the drop on the problem NPC. If you didn't take the stun/hold/KB power in your powerset because you think it's a waste of DPS, you have only brought this problem down upon yourself.
Nearly all the problematic mobs have tactics you can use to neutralize their "impossible" advantages. If there's more than one problematic mob in a spawn, your team should split up the responsibilities for who takes out what problem. All the problem mobs (sappers, Paragon Protectors, Fake Nemesis, malta stunners, PPD ghosts, etc.) can be handled with simple tactics. The challenge of the game is to learn those tactics and apply them where needed.
If you're running solo and you've set the difficulty too high and you can't deal with all the problem mobs in a spawn... well, you again brought the problem down upon yourself by virtue of the Peter Principle.
Yeah, I know these mobs are annoying. But there has to be some kind of tactics and knowledge involved in playing the game. Otherwise we're just rats pressing the button to get the food pellet.
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Not just because, no. It should also be as easy as we want it to be because we're humans playing a game, not pieces of software computing the value of pi. There should be a setting for "turn this cheaty crap off, I'm just trying to have some low-impact fun over here," just as there should be a setting for "Oh heck yeah, I'll take all your cheapass bad guys, and can you make them cheat even more?" That was, I thought, rather the point of implementing the difficulty system in the first place.
So you're saying the game should be as easy as we want it to be just because we pay to play it?
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--CP
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As far as I'm concerned, the difficulty system does just that. But by the very definition of 'game' (structured playing that involve 'goals', challenges', interaction and *RULES* meant to be physically and/or mentally stimulating), you only have so much freedom. As a player, you're BOUND to the structure of that game and cannot change its rules lightly. If you show up to court to play basketball with your buddies, just relaxed rules and nothing fancy...but then expect them to cater to your butt just because you had a bad day at work? Mine would tell me to just go sit out and watch. If I'm disabled, they have specific games for that.
Not just because, no. It should also be as easy as we want it to be because we're humans playing a game, not pieces of software computing the value of pi. There should be a setting for "turn this cheaty crap off, I'm just trying to have some low-impact fun over here," just as there should be a setting for "Oh heck yeah, I'll take all your cheapass bad guys, and can you make them cheat even more?" That was, I thought, rather the point of implementing the difficulty system in the first place.
--CP |
Yeah, anyone can appeal to the person setting the rules for your situation, most likely after some deliberation with the ones involved. Still doesn't mean you need the game structured to your every whim in all circumstances. Nor does it make you not sound like a whiny momma's boy when you don't get your way >_>
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they dont use a glue patch, they use quicksand, which only does slow and -def as well as the grounding
Glue Grenades ground flyers. It's happened to my Blaster many times. I started noticing it during Circle of Thorns missions, since Earth Thorn Casters throw down glue patches like they're going out of style.
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the glue patches they use have -speed, -rech, -jump the whole nine yards and lingers if you go out of the patch
i do have to say that quicksand is quite annoying too but moreso for the -def than the grounding but its not as bad as the glue grenades
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Oddly, I don't recall advocating that.
As far as I'm concerned, the difficulty system does just that. (...) Still doesn't mean you need the game structured to your every whim in all circumstances.
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Nor does it make you not sound like a whiny momma's boy when you don't get your way >_> |
--CP
I would call that comment he threw at you alot of things other than charming.
Internet tough guys are SRZ BZNZS!!!!!
Internet tough guys are SRZ BZNZS!!!!!
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Being slowed for 30 seconds after everything is dead makes this game more of a challenge?
I can think of better reasons to necro a 2 week gone thread.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
Let's see...one, two, three....
*+6 on Leo's 'Feeling Accomplished in normal PvE' bar*
Seriously, it needs all it can get. On regular toons that aren't IO'ed to the gills and capable of soloing GMs and runs at +4/x8 vs every enemy group...including Arachnos and Malta...the game is damn near child's play. Besides running the odd character out of my range, like a Mastermind, it's hard to feel any sort of accomplishment as is. Melee is easy. Blasting is easy. Controlling is easy...Stalking is 'skip-to-the-end' simple...Buffing/debuffing is simple...Pet sets run themselves...
This thread makes me feel like when my retro-gaming buddy whines about every enemy that knocks him off a ledge in any of the Ninja Gaidens on the NES. Lol people even think the newer NGs are 'hard'! LOL!
Yes I'm feeling L33T but it's not my fault >_>