A fight against incredibly strong enemies that most ATs won't be able to beat on their own.
Yeah, I pretty much did. Unstoppable, Hasten and attack spam. And why I say I cheated is I'd used Unstoppable on the spawn before, the one with the elite boss, two bosses, four lieutenants and approximately a hundred thousand minions. So I waited. Or rather, I left the game sit idle, Alt-Tabbed and went chatting on the forums for around 15 minutes.
I call this cheating, but it's really only cheating myself, since I wasted my own time. Oh, sure, I could have downed a bunch of purples, but I lost faith in those when my SR Stalker got repeatedly killed by those same monsters while running all her SR toggles, Elude and consuming multiple purples. I realise that that ought to have put e about three times over the defence cap, but I kept getting killed by errant Head Splitters. |
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
OK, so what's your advice when I'm staring down a spawn of 12 bosses, a neat mix of Cyclops and Minotaurs plus Nictus Romulus Plus a Keres, and all of my NPC helpers are dead and my inspiration tray is completely empty? Go buy more? OK, so I go by more and go through pretty much all of them in the next two spawns. Now what? Go buy more? Right, how many times per mission do you envision me zoning out of the instance and trekking half-way across a zone to do this? My machine loads fast, but it doesn't load that fast.
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Not that Sam will see this since if you challenge his worldview long enough, he just ignores you.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
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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I imagine it's also very unrewarding since NPCs that kill each other for 100% hit points take away all rewards and drops. Or does that not apply to Incarnate content? I remember people used to do this to pass tough fight in the game back in 2004, and I remember it being not terribly different from waiting
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[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
OK, so what's your advice when I'm staring down a spawn of 12 bosses, a neat mix of Cyclops and Minotaurs plus Nictus Romulus Plus a Keres, and all of my NPC helpers are dead and my inspiration tray is completely empty?
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That mission is my favorite in the game by a large margin. It has something to challenge almost any character, even if, as in Arcanaville's solution, the thing being tested is your patience. One strategy you could use is to alternate spawns of EBs with spawns of talons: use inspirations on the tough guys, generate inspirations (carefully) against the masses. That should work well as there are approximately two spawns of talons for each EB spawn if I recall correctly.
I wouldn't run a FF/dark defender through it on 4x8, but then again I wouldn't make a character like that in the first place.
Yes, there is - NOT HAVING three licks and a break free. It's always the same story in these threads. Eventually we get to the subject of inspirations and someone goes on a self-righteous tirade about how the people complaining must not be using all of their tools and so on.
OK, so what's your advice when I'm staring down a spawn of 12 bosses, a neat mix of Cyclops and Minotaurs plus Nictus Romulus Plus a Keres, and all of my NPC helpers are dead and my inspiration tray is completely empty? Go buy more? OK, so I go by more and go through pretty much all of them in the next two spawns. Now what? Go buy more? Right, how many times per mission do you envision me zoning out of the instance and trekking half-way across a zone to do this? My machine loads fast, but it doesn't load that fast. |
Like a dork I tried that mission without NPC buddies the first time. I thought it glitched or something since there was a span of time between me accepting the mission and actually entering, so I'd forgotten that having them along was an option.
I ended up beating it after quite some time, but it didn't feel like it was "epic" to me. That's my fault however, since you're supposed to be crushing jerks with an NPC army.
Night Ward is different. Night Ward throws ridiculous challenges at you that ATs without defenses aren't going to have a lot of fun with, which is silly. Like someone said before, if you don't enable bosses then you're actually making things harder for yourself because all of your allies will be squishy lieutenants, but if you have bosses off in the first place then the game shouldn't force you to fight them as enemies. It's trying to artificially engineer difficulty but just ends up making things a bit frustrating.
tldr; version: lrn2play, noob. And I'm not generally one to say that.
(That being said, I do think that the Animus Arcanae and the new Banshee and Siren mobs from the Talons are too generous with AoE debuffs for mere minions and lieutenants.) |
So my 31 Elec/Thorns Dom did this mission absolutely unknowing what it entailed. The Elec Confuse does NOT hit an entire mob at once, it jumps from one to another. So I can throw my two second animating single-target hold on a sword...or throw down the sleep patch that takes another few seconds and hope that sticks. But I'm being hit by Sleet, Time debuffs and all sorts of other obnoxious effects and hey...I'm not PermaDomed so I can hit my Fury and get Dom up...once. Then I get to attack with my Thorns...except Impale has the speed of a baseball pitcher and the other two are decent enough but still nowhere near Thorn Barrage (which I don't have yet).
So I can use inspirations. Fantastic! If only you resurrected in an area with an inspiration vendor. Instead you resurrect outside the Midnight Mansion and the spawns follow you, so you need to kite them and then you end up in a hedge maze where more Animus Arcana await. And that's just the first wave. And then you face off against an EB. And then seven waves of Talons. And MORE EBs.
Oh, but they give you "allies". They are as useful as free parking to a pedestrian, but they are there...for twenty-five point three seconds while the axes chop them to bits. Zombie Montague sure was helpful too, guess he doesn't come back from the dead like most zombies.
Yeah...lrn2play ends up being "Autocomplete this annoying mission that was probably made by Dr. Aeon, Positron and Zwillinger hopped up on Tahiti Treat and pig roast after they've played Diablo 3 Beta on Hell Mode."
Mmmmhmmm...
Then the argument inevitably turns around to what I'm doing with all these inspirations and how I can possibly be using them all despite me often having to blow through four lucks AND some greens to get through one large spawn out of, say, the seven I need to get out of Mot's belly after the bank (incidentally, there's no leaving this mission before it's done unless I die). Then it turns from a problem of me not using enough inspiration to me using too many inspirations and the argument loops back to "learn to play." As long as people continue to ignore the actual complaints made by the people complaining in these threads and instead chastise them for complaints no-one ever made, then I will continue to dismiss "learn to play" arguments out of hand. |
Now let him onto the Blaster feedback so we can all be entertained.
Ain't that the truth, only got a Centriole for confusing the Phalanx to death.
Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
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Champion, Pinnacle, Virtue Heroes
Ok so the inspiration trick doesn't always work cause you gotta refill after every two spawns and it's a drag to leave a mission just to refill I can dig. What about getting another team mate? Missions become usually a lot easier with just 1 or even 2 others helping out. I know able to enter the mission solo yada yada should be able to finish it solo but sometime the build in question may not have the oomp it takes and this has nothing do do with lrn2ply.
Another option may not be the best but the backup radio is kinda cool and if you can heal/buff it it can take some beatings usually. I wouldn't be adverse to an option to turn EBs into bosses but I really don't think that's gonna happen anytime if ever at this point in the game.
Originally Posted by InfamousBrad
There is almost nothing in City of Heroes you can't beat with 3 Lucks and a Break Free. City of Heroes has cheap "potions" with no cooldown, people. (Balanced by a very low stacking limit compared to other MMOs, I grant, but still.) Use your inspirations. There's a reason why the Inspirations Full light on your toolbar turns red: if it fills up and stays full, you're deliberately playing at a higher difficulty setting. The game is balanced (for most characters) around the assumption you will use your inspirations about as fast as they drop.
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Originally Posted by Samuel_Tow
OK, so what's your advice when I'm staring down a spawn of 12 bosses, a neat mix of Cyclops and Minotaurs plus Nictus Romulus Plus a Keres, and all of my NPC helpers are dead and my inspiration tray is completely empty?
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On my Blaster I had to do Boost Range pulls from a safe perch, and still died a few times. Nictus Romulus KOd me once despite the purple and orange inspirations I had popped beforehand.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
*edit*
You know what? Forget it. Anyone who resorts to a variant of "learn to play" as the sole argument is not worth arguing with. I stick to my guns - difficulty should be up to the player to choose. |
But difficulty "free to choose" works both ways - I want to be free to choose difficulty settings other than piss-easy. Removing EBs, NPC helpers, ambush spawns, and they other added complexities that you whine about, would take that away.
I really should do something about this signature.
Yes, there is - NOT HAVING three licks and a break free. It's always the same story in these threads. Eventually we get to the subject of inspirations and someone goes on a self-righteous tirade about how the people complaining must not be using all of their tools and so on.
OK, so what's your advice when I'm staring down a spawn of 12 bosses, a neat mix of Cyclops and Minotaurs plus Nictus Romulus Plus a Keres, and all of my NPC helpers are dead and my inspiration tray is completely empty? Go buy more? OK, so I go by more and go through pretty much all of them in the next two spawns. Now what? Go buy more? Right, how many times per mission do you envision me zoning out of the instance and trekking half-way across a zone to do this? My machine loads fast, but it doesn't load that fast. Then the argument inevitably turns around to what I'm doing with all these inspirations and how I can possibly be using them all despite me often having to blow through four lucks AND some greens to get through one large spawn out of, say, the seven I need to get out of Mot's belly after the bank (incidentally, there's no leaving this mission before it's done unless I die). Then it turns from a problem of me not using enough inspiration to me using too many inspirations and the argument loops back to "learn to play." As long as people continue to ignore the actual complaints made by the people complaining in these threads and instead chastise them for complaints no-one ever made, then I will continue to dismiss "learn to play" arguments out of hand. |
Out of inspirations mid mission? Don't want to have the game turn into a "run in, run out" mission over and over?
Then what you need to do is click that nice little shopping basket icon in the top right of your screen then go Buffs and Boosts -> Inspirations -> Dual, and get yourself one set of each type, only 150 points. Quick and easy inspirations, delivered instantly!
Or, to put it another way, lrn2buy.
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"
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
Removing EBs via difficulty choice doesn't take away your ability to choose to have them turned on.
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2) People who complain about EBs would still complain about ambush spawns, things that add tactical complexity, and pretty much anything that doesn't involve NPC mobs standing around like pinatas waiting to be smashed.
I really should do something about this signature.
I know which mission you're talking about, and it's clear to me that your strategy sucks if you had this problem. I've gotten through that mission twice so far and both times I had most of my companions still alive at the end. Did you try luring the monsters out one at a time with ranged attacks or did you just rush in and mash buttons?
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I'm starting to notice something of a pattern here. The people who trounce around "learn to play" seem to often be the ones not knowing how to play, if going by their advise is any indication. "Did you try fighting what's probably a couple hundred enemies one by one?" No, I did not, because that would have taken all damn day. I'd rather run out of the mission and buy 20 Purples between every two spawns than pull every single enemy out of every single spawn one by one. Waiting 10 minutes for Unstoppable to recharge between every two spawns would have been faster. I had it slotted for decent recharge and using the Spiritual Alpha, so it was down to about 8 minutes, I think.
For the last eight years, I've been listening to people beat their chests about how good they are because they:
1. Pull
and
2. Use inspirations
You'd think people would brag about their builds or such, but no, it's always the "I do the blindingly obvious thus I'm a better player and you should learn to play from me." I gotta' say, it hasn't gotten any less old since people were doing it before Issue 1, and it hasn't gotten any more of a "solution" to any particular problem, especially considering those are only mitigating factors when build still matters greatly. Someone suggested having a character who could debuff or control greatly, which ought to be quite an achievement on a Titan/Inv/Energy Brute, but that's besides the point.
No, my mistake wasn't not pulling or not doing whatever other "Use Tic Tacs!" cliché you can come up with. My mistake was trusting the difficulty system to be worth a crap in Incarnate gameplay, and I trusted mission design to be reasonable. And it's not. I was under the impression that bringing help would, you know, help. It didn't. It slashed my reward down to a third and the end result was a mission which was neither quicker nor easier to run than it would have been had I not had help. No, the solution was to simply disable bosses, politely tell Sister Solaris to please go to hell and run it by myself. It would have been faster, more rewarding and far more satisfying, to say nothing of considerably easier and much less annoying.
P.S.
For the record, I did try pulling enemies, and it's impossible. The only - read ONLY - ranged attack I have is the Nemesis Staff, and the moment I'd fire that at a spawn, Imperious would bumrush ahead and engage that spawn in whole where they sat. Maybe I don't have the mad skillz to pull with overzelous NPCs around, but in my experiences, that has simply never worked. Whenever I've tried using it, usually my NPC companions instead rush ahead and aggro two separate spawns.
But, hey, I guess you're better at controlling uncontrollable NPCs than I am. I'd love to hear your expert advise on how to stop them from chasing after runaway critters that run to another spawn, or how to get them to not attack enemies in the adjacent spawn, or how to get them to hold fire until a an enemy is far enough away from its spawn to not aggro them.
*edit*
And you know what the real kicker is? I still beat that mission, fair and square. I just did not enjoy a single minute of the experience. I guess I can just listen to your advise and learn to play a horribly boring version of what is an otherwise much more exciting game.
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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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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2) People who complain about EBs would still complain about ambush spawns, things that add tactical complexity, and pretty much anything that doesn't involve NPC mobs standing around like pinatas waiting to be smashed.
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I would refer immediately to Mercedes Sheldon. Oh it's great fun there. In a game that was designed and balanced around +0/+0 spawning, someone thought that 'challenge' should amount to 'just spawn a pile more enemies when an already powerful target gets hurt'. Happening once, especially in an end-of-arc showdown, this would work. What doesn't work is adding it to a Freak Tank in a standard mission, adding it to the Dirge of Chaos, adding it to a standard Family mission Boss (that spawn is even bigger than usual as well), making it required to spawn the Boss at all in a Warriors mission, adding it to a couple of Warrior Bosses in the most gruellingly grindy and poorly conceived mission I have played in years, then making it happen twice in the end-of-arc.
I would rather fight the Elite Boss. It is not a 'tactical challenge' to just drop more spawns on your face. It degenerates into sheer maths. As has been made clear by the laughable arguments you've been levelling at Samuel, you don't seem to care about well polished, consistent gameplay. No. You seem to be perfectly happy with a juddering, spiky mess that stops and starts with no clear curve or planning. Poor design is, in your largely blind eyes, a challenge to be overcome instead of just being outright poor design. Thankfully you do not make games because such consistency is a pillar of good design, which has fallen by the wayside in favour of 'everything and the kitchen sink' philosophy in CoX.
And, as usual, the ambushes are an extra special 'screw you' to Masterminds, because they are tagged onto the Mastermind, in defiance of every gameplay design element of Masterminds. And when they realised this PANCAKE they didn't bother trying to solve it by allowing ambush mobs to be affected by standard aggro, maybe by doing something incredibly complicated like making their spawn command an attack move that would see them assault any valid target whilst following you, instead of being an non-overridable 'attack the player' command. No. No. They just knocked up 'bodyguard mode', and presumably watched fools like you shout stuff like 'learn to play!' if someone pointed out that this was a badly done solution to a problem that should have been fixed and still exists. In conjunction with the above, it means a Mastermind will suddenly be personally, doggedly assaulted halfway through a boss fight. Which they can't take. At all. So they have to use bodyguard mode, which has a big lag time for your pets attacking again so FREE HITS, but it's a sheer maths game now and you, being an easily hit squishy, will slaughter all your pets unless you just plain die first.
Oh but they should be using a vast pile of inspirations which is always perfectly tailored to this specific situation...you know, learn to play. Real players are psychic*, not average people playing a game ostensibly for fun who won't be impressed by 'run back and forth gaming the pull mechanics' mission design. When loopholes have to be exploited for players to beat your content, you have failed. If Samuel has to leave the mission and get smashed on Luck inspirations like purple drugs constantly, you have failed.
In short, your 'learn to play' nonsense is exactly that. It is the statement of a fool using it to brush over a more legitimate complaint of 'learn to design'.
*and also chest thumping, loudmouth forum apologists.
Chairman of the Charity of Pain; accepting donations of blood and guts.
Prophet of the Creamy Truth; "If it's empty, fill it with cream."
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Y'know, I made this thread too. Mine was dismissed as rage. Granted, I make no effort to conceal my temper or foul attitude around here. Someone has to tell it like it is and not hold back.
I play on at least 2x players. I know my limits. But the level of my difficulty is inconsequential, because 2x in NW is much harder that 2x in any pre-GR, non-TF content. EBs are not something that you throw in every three missions. Even Bosses are not designed to be used like PANCAKEing Zerglings. If I want the game to be harder, I'll make that decision. I run 2x because I like to have 5-6-man spawns with 1-2 LTs each, and it's worked out fine for years. Now running on 2x gets me multiple Bosses and EBs at once.
And I'm not even going to get into the horrifyingly bad power balance these things have. There's a reason why Pre-GR enemies have unique, mob-only powers or heavily nerfed versions of player powers, and that is that we are FRENCH TOASTing overpowered. This game was ALWAYS about throwing larger numbers of weak targets against the player, to make you feel like an unstoppable superhero. In the end, it all balances out and is very enjoyable. But now they've taken all those weaklings and given them some serious teeth. This wouldn't be a problem except for the fact that there are still a ton of them, turning a "one man army" game into a "gang beating" game.
I've been at this for 6 years now. It's not because I'm an ignorant noob that I hate the direction the difficulty is going in. It's because I know the way the game was before Going Rogue DELICIOUS BELGIAN WAFFLEd over everything, and I really miss the way things were back then.
The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)
Virtue Forever.
On my time/energy defender I died once during the final battle in the last Night Ward arc. And I chalk that up to my own lack of paying attention and refreshing my insp buffs which fell off and I got clobbered. Of course I hit return to battle immediately and finished off that last bit of health the boss had.
Incidentally... a tip for those having trouble... Wreck Serene first... when she goes down you win. Serene's goddess buddy goes all *swoon* "Scott!" and collapses in a heap of uselessness (ok not really but she does stop attacking) once you beat her.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
All my controllers do well against trapdoor. it's melee in particular who have trouble with him.
I did the first ard arc on a blaster (BR/dev) en with no real problem (all on the same level though) and i used my staff/wp scrapper on the Night Ward without any serious problems (also on same level)
On my Ice/Energy Blaster with no level shifts; and only uncommon IOs, I split the spawns by kiting, using my slows, using Boost Range. It was slow, almost tedious, but that character never accepted help and it was some of the most fun I've had in awhile.
Not that Sam will see this since if you challenge his worldview long enough, he just ignores you. |
Everyone's idea of fun is one of those YMMV things.
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!
All my controllers do well against trapdoor. it's melee in particular who have trouble with him.
I did the first ard arc on a blaster (BR/dev) en with no real problem (all on the same level though) and i used my staff/wp scrapper on the Night Ward without any serious problems (also on same level) |
I stopped when other ways to unlock alpha came about.
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!
People still run that mission?
I stopped when other ways to unlock alpha came about. |
That's how I see it anyways. To each their own!
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
I call this cheating, but it's really only cheating myself, since I wasted my own time. Oh, sure, I could have downed a bunch of purples, but I lost faith in those when my SR Stalker got repeatedly killed by those same monsters while running all her SR toggles, Elude and consuming multiple purples. I realise that that ought to have put e about three times over the defence cap, but I kept getting killed by errant Head Splitters.