Elite Bosses and Arch-Villains in Dark Astoria
DA should be the place where the devs focus on one priority: making the best possible solo and small team experience for incarnate progress. Anything else is a distraction from that. If better large team and incarnate power scaling was possible with no cost and no problems then fine, I would be ok with adding it. But if there are *any* issues at all, however small, this is the place where the solo and small team priority should trump everything else. This should be the one place where we do not say "adding the ability to allow larger teams and more powerful characters to better enjoy the content only adds one tiny little problem for the solo and small team players, so they can deal with it.
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Its not a question to me of what happens in DA. Its more a question of what the design priority is. And if the devs are sitting around discussing the best way to incorporate higher team scaling in DA and investigating if it can happen in a reasonable way then I think they are already wasting time that should be spent making the solo and small team experience better.
At some point, that design imperative isn't going to hold. They are not likely to focus their attention in DA to solo and small team players indefinitely, and some larger scale stuff will leak through. That's pretty much inevitable. But they should try to hold the line as long as possible, because at the moment this is the only place that sort of thinking is even allowed to happen. |
If an issue with scaling EBs and AVs would exist if applied to DA, then it applies in the places where scaling is already being used. Also, if a better method could be developed then it would not only apply for DA, but past non-DA content and all future content as well.
I'm just really getting tired of seeing "Hero" and "Arch-Villain" on the target, and not knowing if I should be ready for a fight or a nap.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
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Yeah, in future arcs, I would not mind at all if there were AVs that scale down to EBs. When I'm taking on EBs with or without Purple Triangles of Doom, I don't really notice that much of a difference. Not to mention that there is a definite demographic that likes soloing AVs. These people should be allowed to have their cake and eat it too.
So yeah, if in a future arc where you're supposed to fight someone who is very large and in charge, having him as an AV that scales down to EB would feel just right. As I said, some of us barely notice the Purple Triangles. |
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You know, I take a lot of crap for speaking my mind on these forums, but consider how often something I say sparks an important discussion or dialogue with the devs.
Just sayin'. |
A lot of people posted in this thread, with concerns on both sides of the argument that are worth discussing. You're just one guy.
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Correlation ain't causation. Just because you post in a thread that gets dev attention doesn't mean you are responsible for sparking a dialogue with the devs.
A lot of people posted in this thread, with concerns on both sides of the argument that are worth discussing. You're just one guy. |
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Well, J_B took credit for getting Invuln buffed, when actually the reverse was closer to the truth. In this case, though, while lots of people have made this sort of comment before, its likely that this time the devs happened to pick out J_B's comments from the thread. But there's no question the devs have been thinking about this sort of thing before, because unless Aeon suffered a serious brain injury recently, he should remember all of the discussion surrounding the design of interesting encounters in the AE, given that this is fearghas we're talking about.
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Johnny caused invuln to get nerfed or invuln caused Johnny to get buffed? WHICH REVERSE?

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Not previously mentioned, Hopkins at the end of Manicore's TF. (Notably, Hopkins is absolutely pathetic, possibly one of the most anticlimactic AVs anywhere, especially given that the TF he appears in requires 7 characters to start.)
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Everywhere else, we just add the option and make the vegetarians prove the option spoils their eating experience. Here in DA, where the stated purpose is to serve vegetarians, the opposite should be true.
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Moot at this point, but there it is.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
The dichotomy you claim did not need to exist needs to exist if the devs are attempting to address different player perspectives on the appropriate level of difficulty for content.
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The problem isn't the dichotomy, the problem is that the devs didn't pick bifurcation points that exist right on top of your gameplay preference. But that doesn't make the choice invalid. |
It's actually easier to defeat some of these EBs than it is to defeat Trapdoor. That just seems completely bass ackwards to me.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
In this case, though, while lots of people have made this sort of comment before, its likely that this time the devs happened to pick out J_B's comments from the thread. But there's no question the devs have been thinking about this sort of thing before, because unless Aeon suffered a serious brain injury recently, he should remember all of the discussion surrounding the design of interesting encounters in the AE, given that this is fearghas we're talking about.
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Regardless, I've been posting about my hate for the EB-AV mechanic since, well it would have to be as early as Spring '07. I remember the thread because it was only the only time a dev responded directly to anything I had to say in a post in the five years I've been here. In this case it was Statesman defending how the game presents our power progression but conceding that maybe having groups like the Family armed with tommy guns existing past the low levels wasn't all that super for players.
I was also complaining about Malta, calling them cowboys in blue pajamas and saying that for the high level they should really be outfitted with power armor for battling powerful supers. So, I have to say I was pleasantly surprised with Max's personal story. Needless to say I'm pleased with DA as a whole making us feel super powerful.
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The vegetarian analogy is a very poor one, since it was not made at all clear until late in this very thread that DA was focused not only on solo/small-team players, but a specific subset of that group. It's cool that "vegetarians" got something specifically for them, but the design intent as it was presented at first said nothing about a total absence of "meat". To further extend this analogy that I dislike, we've now got a purely vegetarian thing, and a pure carnivore thing, and I still can't get a hamburger with lettuce or a chicken salad. Which is odd, since the non-Incarnate game is a chicken-salad-and-hamburger restaurant. But seriously, can we please stop using this analogy?
Main Hero: Mazey - level 50 + 1 fire/fire/fire blaster.
Main Villain: Chained Bot - level 50 + 1 Robot/FF Mastermind.
BattleEngine - "And the prize for the most level headed response ever goes to Mazey"
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Well, not only that, but we actually did have trials already, and they aren't really like the iTrials in difficulty except in having overall time limits. Even granting that some have special team-focused division-of-labor tasks, like the Sewer Trial, they still aren't equipped with things like foes hardcoded to be level 54 (before level shifts).
I mean, for goodness' sake, the hero respecs are trials. ![]() |
Yeah I agree with you that the devs gots some splaining to do.

EDIT: As a general point this game has ALWAYS had different AVs and EBs with different levels of power, even in the same class. One EB can be weaker or stronger than the same type of EB. I don't think difficulties issues related to that are limited to Incarnate content.
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!

I've soloed EBs with Purple Triangles on dominators, still didn't notice the triangles, so pardon me while I play you the world's smallest violin.
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You or I (PTOD also don't matter to me on my control toons) being more hardcore is irrelevant.
/shrug.
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!

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But now that explanation has been undercut, because we have another part of the "end game" that is in important ways mechanically easier than standard, non "end-game" content.
It's actually easier to defeat some of these EBs than it is to defeat Trapdoor. That just seems completely bass ackwards to me. |
I mean, I LOVED the DA arcs. I loved that I could roll through the missions on my uber-squishy zero-defense blaster, smashing my way through ranks of blue-conning EBs. I have never felt as much that my character was a real Incarnate anywhere else in the game. I beat a GOD, and he didn't stand a chance. When Ellie stood there in her Incarnate armour in the end cut-scene, it was one of the most satisfying moments I've had playing this game.
BUT, that's only my personal preference as a soloist. I know I'm lucky, in that most of the time my play preferences do seem to line up with the dev's design preferences. If there are ways of expanding the options in DA to improve the experience for other solo players, while keeping the current experience intact, I would be all in favour of that.
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Death is part of my attack chain.
BUT, that's only my personal preference as a soloist. I know I'm lucky, in that most of the time my play preferences do seem to line up with the dev's design preferences. If there are ways of expanding the options in DA to improve the experience for other solo players, while keeping the current experience intact, I would be all in favour of that.
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As noted (not least of all by a dev), DA probably is what it is and won't change, but I definitely hope they provide a better difficulty spectrum in future content.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Quote:
Not previously mentioned, Hopkins at the end of Manicore's TF. (Notably, Hopkins is absolutely pathetic, possibly one of the most anticlimactic AVs anywhere, especially given that the TF he appears in requires 7 characters to start.) |
And the point is really that they don't *have to* have the PTOD. These are typically implemented in a power called Resistance, and if you don't want the EB/AV to have PTOD, simply don't give them such a power.
edit: Oh, right. Also Sunstorm and, I believe (it's been a while), Indigo in the high-level CoV arcs.
Based on the developer response, I am extremely disappointed in our devs for creating a dichotomy in difficulty that did not need to exist and, in my opinion, should have been avoided. That dichotomy is between these two situations.
- "Raid"-sized content in the form of iTrials, which is explicitly designed to be harder than normal content. Everything about iTrials, from the levels of the foes to the special mechanics of the trials, to the simple fact that they are timed, has been repeatedly explained in terms of "end game" content representing a fundamental difficulty break from the 1-50 content preceeding it.
- "Small Team"/solo content. This content, on the basis of the confirmation that DA is Working As Intended, is easier than the rest of the 1-50 game. You face "story bosses" who are EBs almost exclusively instead of the more typical AVs found in the 1-50 game. Facing foes above level 50 is almost entirely optional.
So if I want to experience what I consider challenging content on characters I am pursuing Incarnates with, I must seek it only on iTrials, which require me to join oversized teams, face an abundance of special mechanics, and operate under a time limit. I cannot experience what I consider challenging non-raid Incarnate content, even as an option. If I don't want a raid, am left facing content that is, by many if not most standards, easier than what I would have faced as a non-incarnate level 50.So on a difficulty scale of 1-10, I have a choice between 1 and 11.
I now question the validity of everything that has been used to defend all the exceptional challenge mechanics included in the iTrials. If Dark Astoria is aimed at being gentle on soloists, how is exceptional difficulty (by CoH standards) justified on iTrials?
The problem isn't the dichotomy, the problem is that the devs didn't pick bifurcation points that exist right on top of your gameplay preference. But that doesn't make the choice invalid.
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