Terra Volta Timers
I just did the 24-33 Terra Volta trial last week...it has probably been a few years since I have ran it (Thank you Vet Specs etc)...it was a PITA! Redside respec tf has it soooooo much easier. I literally almost fell asleep during the final reactor phase....
All it would take would be making the waves use the same code as almost every ambush in the game and just spawn some amount of time after the last one dies rather than on static several minute timers even if you murder them all in ten seconds. Just make the next one pop up for example thirty seconds after the last mob in the previous one dies.
And to those who would say what about the people who really need the respec cause they managed to gimp their characters that badly (In itself something you almost need to be deliberately trying to do, in this game), I would point out that's still longer than most ambush timers by quite a lot, normal ones in other missions are more like 5-10 seconds between waves.
[Admin] Emperor Marcus Cole: STOP!
[Admin] Emperor Marcus Cole: WAIT ONE SECOND!
[Admin] Emperor Marcus Cole: WHAT IS A SEAGULL DOING ON MY THRONE!?!?
All it would take would be making the waves use the same code as almost every ambush in the game and just spawn some amount of time after the last one dies rather than on static several minute timers even if you murder them all in ten seconds. Just make the next one pop up for example thirty seconds after the last mob in the previous one dies.
And to those who would say what about the people who really need the respec cause they managed to gimp their characters that badly (In itself something you almost need to be deliberately trying to do, in this game), I would point out that's still longer than most ambush timers by quite a lot, normal ones in other missions are more like 5-10 seconds between waves. |
See, I never really need the actual respec either. I do however like to get the badges and Notices when it's the correct week. I tend to audibly groan when I see it's a respec TF week just because of that mission.
Arc ID: 475246, "Bringing a Lord to Power"
"I'm only a simple man trying to cling to my tomorrow. Every day. By any means necessary."
-Caldwell B. Cladwell
I wouldn't be too surprised if this has been requested quite a bit, but could we get another look taken at the wave spawns in the last mission of the 3 Terra Volta Trials? Because it has come to a point where I (and others) will avoid doing it simply because of how simply "not fun" it is to sit around and wait for those spawns.
When the trial was first released, it was hectic. You tended to fail it as often as succeeded it, and in those days, failing it really sucked because "ghosting" wasn't exactly prevalent, nor did you have the fancy team teleports to get people bussed from place to place as needed. So after some time, the developers increased the times between waves to give teams a little more of a chance to breathe.
But since then we've been given exemplaring, auto sidekicking and exemplaring, Invention Origins, Set Bonuses, Temp powers out the wazzoo and a general strengthening of player characters over NPCs. Heck, more often than not, you don't even need the Coolant Belts. So what started off as maybe a slight overshot in relief has now created agonizingly long gaps in this mission, even with the most... fresh... of teams.
I'm not calling for the waves to be made harder or the reactor more squishy by any means. This trial takes more effort of the team's part to intentionally fail it than it does to complete it, and that's fine by me. I just want to not be bored and alt-tabbing to the forum to write a post about how overtly long the wait time between wave spawns is to kill time until the next one.
Arc ID: 475246, "Bringing a Lord to Power"
"I'm only a simple man trying to cling to my tomorrow. Every day. By any means necessary."
-Caldwell B. Cladwell