should spawns have greater variation in difficulty?


Black Zot

 

Posted

Someone commented on the new dark powerset that the power cannot be used every fight and if you don't need it every fight than you won't need it in any fight. While that is not strictly true, the variation of difficulty among spawns is pretty small. Basically +1 level or having spawns close together so you get 2 of them.

Would it be more fun to have spawns vary a bit more? Maybe 1/4 of spawns be +2 levels or be 50% larger?

Something that adds a bit more variety when grinding through a warehouse?


 

Posted

I recall the First Ward arc having Elite Bosses as casual enemies in the mobs for the bird/reptile ladies. I think DA does the wide variation in level scaling too but I haven't gotten far enough to confirm that.



http://www.virtueverse.net/wiki/Shadow_Mokadara

 

Posted

Nope. I hate the idea. Depending on build, the random +1 variation already in the system can grind my mission to an end.

But I wont complain if there is an "unpredictable tedium" option added to the difficulty options, so long as I can leave it unchecked. Heck, I would use an option that flattened out maps to be only the level I requested, tho. Call it "sunday drive" and by all means, leave it unchecked if you dont like it.

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Posted

Quote:
Originally Posted by UnicyclePeon View Post
Heck, I would use an option that flattened out maps to be only the level I requested, tho. Call it "sunday drive" and by all means, leave it unchecked if you dont like it.
Sadly as far as I know, only AE guarantees you the ability to have missions like this.



http://www.virtueverse.net/wiki/Shadow_Mokadara

 

Posted

I prefer more consistency, not less. I don't think mobs need to be vanilla, however. Tsoo, for example, can have a lot of variety in the effects they wield against you, even in their low-level versions. That tends to make each spawn a bit different from the previous. If your powers don't work uniformly against these various foes, this can introduce variability in difficulty that's specific to your character. I like that, to a point. Something like random EBs in spawns, not so much.


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Posted

That's not so much variation as much as cranking the difficulty a bit.

See, i'm not a "hardcore" gamer, and tend to play the squisher types, or the ones that don't deal much damage. A random +1 spawn can make or break them. However, when I get a +0 mission with only even conning mobs at the front and at the very very back (So everything else is +1), I start frothing at the mouth and pick up a new mission.

My suggestion would be: Two options, a) I want this setting here and nothing else or b) Gimme everything you have! Because everytime the above scenario happens, It only serves to infuriate my relaxation time (My relaxation not consisting of frantically eating inspirations on a single spawn)

In terms of enemies having varied powers? Yes. If you want a challenge, that is. I'm in the habit of making challenging enemies that aren't simply cranked to the max on steroids (I.e. minions with EXTREME powers, all of them, basically)

Example:

A mob with Trick Arrow using Oil Slick. Another mob with lots of fire AoE's ..

A minion that buffs it's teammates with force fields.

And so on.

This stems from Malta, Tsoo, Freakshow and so on, in that you have specific enemies that require defeating first (or last) due to various reasons. Enemies that prevent 'steamrolling' by doing something to seriously hinder heroes, or buff their own allies, such as popping in to 02 Boost a Boss, then popping out again.

So, with my AE groups, I try to make power combinations that compliment each other to make a challenge, like Lieutenants with -ToHit debuffs, and lots of minions with Defense sets.

All of this, as opposed to "Laser Guns, Energy Fists, Sword Arms" basically, something other than just raw damage.

TL;DR Mobs need more imaginative powers, not just "Stabby Sword"


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Posted

Quote:
Originally Posted by dugfromthearth View Post
Would it be more fun to have spawns vary a bit more? Maybe 1/4 of spawns be +2 levels or be 50% larger?
No. No. No. No. And again NO. Mooks are there to be crushed out of hand, not to pose a threat - that's what bosses are for.

Whatever idiot decided to give missions the ability to spawn mob levels and sizes other than the difficulty I select better hope I never meet them.


 

Posted

Quote:
Originally Posted by UberGuy View Post
I prefer more consistency, not less. I don't think mobs need to be vanilla, however. Tsoo, for example, can have a lot of variety in the effects they wield against you, even in their low-level versions. That tends to make each spawn a bit different from the previous. If your powers don't work uniformly against these various foes, this can introduce variability in difficulty that's specific to your character. I like that, to a point. Something like random EBs in spawns, not so much.
I'm with this Guy - I don't like wide-ranging unpredictability when all that means is some of the spawns are likely to be too hard to kill and thus no fun to fight. I'm actually one of the people who suggested an option which eliminated level drift altogether and ensured all enemies spawned at the level I chose for them to spawn at. I like having control over my own experience, and if I want my experience to be easy and monotonous, why would anyone want to argue with me?

I really don't mind having more variety in the enemies we face, just because the exact same spawn composition group after group after group is very easy to develop a static routine for. I ran a bunch of Sky Raider missions that exclusively gave me the exact same spawns every time, and my tactics were always the same - assassinate one Engineer, placate the other engineer, combo whatever's left. I like variety for the fact that it means I don't have to keep repeating the exact same algorithm every time. But I don't want more difficulty as a means to achieving this.


Quote:
Originally Posted by Arcanaville View Post
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