Eva Destruction

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  1. Quote:
    Originally Posted by MunkiLord View Post
    Ever since I soloed the Manticore TF, I can't bring myself to fight Crey when solo. Paragon Protectors make me want to punch my computer monitor. They aren't difficult, just extremely annoying.
    At least those guys go away at 45. Of course there are only two types of Paragon Protector Elites, once again homogenizing the group. But they don't have MoG.
  2. Quote:
    Originally Posted by UberGuy View Post
    If they just unloaded a Veng casting completely outside my ability to influence the timing, I'm sure I would have a much greater dislike of them.
    If they did that, I'd add them to the DE in my list of Enemies to Avoid Because they Cheat Way Too Much.

    Quote:
    You know what's wierd? I am pretty sure they were changed to be uniform Tanks in the level 45+ game. Maybe I am misremembering, but I believe that they used to have Agents, Scientists and that whole range of mobs all the way up to 50.
    They used to cap out at 45, period. Then the devs decided to add more Crey content with i7, and came up with that stupid all-tank garbage. They are on my list of Enemies to Avoid Because They are Tedious and/or Annoying but Not Actually Hard.
  3. Quote:
    Originally Posted by EvilGeko View Post
    Powersets are not balanced around the assumption that any given player will be able to handle +2/x3 to +3/x6 solo. We know that some powersets can do that and more in the hands of a reasonably skilled player. But that's not the expectation. The expectation is that +0/x1 should be a reasonable challenge for a solo player. Castle said at one time that the base difficulty is not intended to be "easy mode." It's intended to be the standard difficulty. There should be SOME risk of defeat at that difficulty level. We all know that in practice, some characters who are well built by their player, are effectively invincible to that setting.
    Yes, and because I am effectively invincible on that setting, I turn it up. Generally, I leave my difficulty at a point where I can fight a group like the Council or Rikti in my sleep...because sometimes I have 20 minutes to play and I just want to kill something. A group like Longbow, I expect to have some difficulty with. I can't kill them in my sleep so I don't fight them when I have 20 minutes to play and just want to kill something. I will have to use inspirations, and some strategy besides "head for the nearest clump of bad guys and start stabbing." I might die; in fact it's quite likely that I will die at some point over the course of a mission. A group like DE....I will die. Not might, will. Very quickly and repeatedly. Because my secondary is useless.

    Quote:
    The standard difficulty should offer some risk of defeat. The Praetorian missions offer that. A player with little experience will face defeat and often. There's nothing wrong with that. You don't learn anything from winning all the time, you don't improve. A player tested in the fires of Praetoria is well suited to handle what the game throws at them later. IMO that's a good thing.
    You don't learn anything if you die ten times before you hit level 5, decide the game is too hard, and quit. A player who coasts through a bunch of forgiving Hellion missions, with a few Vahz or Clockwork here and there to keep them from getting too complacent and get them used to the idea that not everything will be so easy, will get used to the game, will get attached to their character, will meet people and make friends and build a solid foundation of basic skills to improve upon when they're faced with more difficult content later.


    Quote:
    Originally Posted by MunkiLord View Post
    Also, I don't mind DE and their cheating. Those are easy enough to get around using various tactics. What I have the biggest problem with is Nemesis and their stacking vengeance.
    Nemesis and their stacking vengeance is easier to get around than DE and their cheating. If you're smart, Nemesis don't start cheating until the fight is almost over, and you've already won. DE open with a cheat.
  4. Quote:
    Originally Posted by Bosstone View Post
    That's what you're saying. Venture said nothing of the sort.
    Ok, fine that's what I'm saying. Venture said he doesn't like running to the NPC.
  5. Quote:
    Originally Posted by Atomic_Woman View Post
    This post makes absolutely no sense whatsoever. Are you actually arguing that the devs should remove the difficulty slider that it took so long to get them to implement?
    No, he's saying that once you choose a difficulty setting there shouldn't be such extreme swings in the difficulty of content that you have to keep running back to the NPC to keep adjusting your difficulty for every mission.
  6. Quote:
    Originally Posted by EvilGeko View Post
    Nonsense. When I'm on a TF, there are 7 other people who normally wish to complete the content. Plus you can set other challenge goals, like finishing in 30 mins. or so.

    But when people are just looking for some merits and now a Notice, I'm not going to impose my view of difficulty on them. It violates the unwritten rules of behavior, the norms that have developed.
    The norms have developed because the speed-run culture promoted by people like you made them the norm. You've already imposed your views on them, to the point that when people choose to kill things for XP there is often that ******bag that TPs everyone to the end anyway.

    Aren't you the one that said my not doing speed runs sends jobs overseas and kicks puppies? I'm pretty sure it was you. So don't blame seven other people for supporting a choice you yourself publicly endorse.

    Quote:
    I like Apex and Tin Mage because you don't have a choice, but when you do, it's a group decision.
    Ah, I get it, it's ok when the devs impose difficulty on everybody, including people who don't want it, because given a choice people will choose to do what's easy....and you want hard content but can't have it because everybody else will choose to do what's easy unless the devs step in and force them to increase their difficulty? Or do you just like shooting down everyone who doesn't do everything exactly the same way you do?
  7. Quote:
    Originally Posted by Furio View Post
    Sure it does. On a TF you have the other 7 people to think about. EG may love the hard stuff, but there's other people who may not.
    There are also other people who do, or the difficulty slider wouldn't need to go so high. If the other people who like hard stuff are so few and far between that you can't find seven of them to run a TF with you, then that just proves our point that these difficulty increases are a bad idea.
  8. Quote:
    Originally Posted by EvilGeko View Post
    That's the standard difficulty. If any particular mission is too hard for you on that difficulty, then you have a right to complain. But then I don't find the real risk of defeat to be too hard. If you're saying you have some right to be able to play every mission at +1-4/x2-8, then I'll just say I disagree.
    If I can play many missions on +1/x4 with little risk of defeat, I should be able to play all missions on +1/x4 with some risk of defeat, with some encounters on +1/x4 presenting a significant risk of defeat. I should not face a significant risk of defeat on every "trash" encounter within the mission. Turning down my difficulty is about as acceptable to me as leaving a mission to buy inspirations (in this day and age of inspiration combining.)

    Quote:
    That makes no sense. Some villain groups cause me to lower my difficulty. But then, that's fair and right IMO because other than TFs I play on a higher difficult level than standard.
    Ok, so when you play content that is supposed to be harder (TFs) you deliberately make it easier? Ok you know what, that makes absolutely no sense.
  9. Quote:
    Originally Posted by EvilGeko View Post
    Not if you're normally playing beyond +0/x1. If you play on ANY difficulty higher than that, then you have no reasonable expectation that you'll be able to handle any particular mission solo.
    Yes, actually you do, because +0/x1 is the default assuming an average player with an average build using SOs. If you are anywhere above that, you should not be playing on +0/x1.
  10. Quote:
    Originally Posted by Venture View Post
    Which is another reason why spiking the punch is a bad idea: people just don't have to put up with it, so they won't. The new DE aren't "making a statement" or anything, they just tell me which tips to dismiss.
    Oh, they're making a statement all right, and that statement is "oh, so you wanna soft-cap everything? Well eat this!" Unfortunately that statement also means "oh, so your entire powerset has been balanced around having a certain level of defense? Well here's the finger, thanks for showing up, don't forget to tip your nurse on the way back from the hospital."
  11. Quote:
    Originally Posted by Arcanaville View Post
    That's just the DE. Here's my description of the Master Illusionist: A boss level critter that has 50% of its attacks bypass all my defenses, that casts three pets that have 50% of their attacks bypass all my defenses, all of which can attack while phase shifted.
    I'm not entirely 100% sure, but it seems like ALL of Malaise's attacks bypass my defenses.

    Here is my description of the Malta Gunslinger: A guy with no powers, and often with no depth perception who can hit me reliably through soft-capped defenses with a revolver held sideways. I guess they took Lrrrr's advice and instead of shooting where I was they shot where I was going to be.

    Oh, and how can we forget our dear friend, the Avalanche Shaman? Yeah, sure, you can just move, but there's no reason for that debuff to be unresistable in the first place.
  12. Doesn't an ambush, by definition, involve the element of surprise? Now, when I'm running a newer mission, every time I kill something with a name or click a blinky I'm surprised if there ISN'T an ambush. This is contrary to the basic definition of an ambush, which is an attack you're not expecting.

    Quote:
    Originally Posted by Arcanaville View Post
    <a bunch of reasons DE suck>
    We got rid of excessive tohit buffs in the standard content for a specific game design reason: it makes me angry.
    I like Super Reflexes too. I also like Shield Defense. Now every once in a while I expect an enemy, especially in end-game content which is supposed to be more challenging and with my difficulty cranked up as I am wont to do, to come along and smack me with the "HEY! You're not supposed to be invincible!" stick. I don't expect to be smacked repeatedly with a Mac truck.
  13. So after skimming all this discussion about shard drop rates...when are we going to be able to buy them with Reward Merits? It seems an elegant solution for the "I can't solo x8" crowd, as well as the "I can solo x8 just fine but I don't want to farm Council Empire over and over" crowd. For people who run story arcs on x8, it's extra win. I'll admit this suggestion is a bit self-serving.
  14. Quote:
    Originally Posted by Bosstone View Post
    To be honest, although constant ambushes peeve me, I consider Praetoria Easy Street compared to blue or redside. The missions flow far better and the levels are much, much easier to attain. Moreover, Praetoria is actually fun to play through.
    It is more of a cohesive storyline. There's a downside to that though, in that you have to solo or turn off XP to see the entire storyline for a path, due to the linear nature of the contact introductions. If you make another alt to go through the stuff you missed....you end up having to run through contacts you've already done, then turn off XP or solo to see the contacts you missed.
  15. Eva Destruction

    Devs Top Ten

    Here's mine, in no particular order:

    1) Mission Architect. Exploits aside, creating and playing other people's content kept me entertained for months. It's also what got me to really start participating on the forums.

    2) Inventions. So many ways to build our characters now. And I can play Dark Armor without wondering where all my end went.

    3) The expanded difficulty slider. Pretty much necessary with Inventions.

    4) Ouroboros. I never have to worry about outlevelling Spelunker again. And if I'm bored, I can always go whack some AVs for Maria.

    5) Sideswitching. So many more concepts are possible now that AT and alignment aren't locked together. Plus, I can play support characters blueside now.

    6) Power proliferation. I love my Storm Corruptor, yes I do. My Rad/MM Blaster is pretty fun too, but mostly I love having Storm Summoning for Corruptors. I guess I'd add APP proliferation to this as well.

    7) Power customization: No longer must Dark Armor make you into an amorphous ball of fluff. No longer must Invul make you glow like a lightbulb. No longer must I match my costume to my powers. Now if only we could have it for APPs....

    8) The return of the 5th. I started playing in i3, so I never got to see them before they were replaced by the Council. They're just...more fun to fight. Bonus points for the way they were brought back, with the Ouroboros mission with the room full of them.

    9) All those little QoL additions over the years. Trains to everywhere, auto-exemping for TFs, jetpacks, email with attachments, SSK....all the things that let me spend more time playing and less time preparing to play.

    10) Endgame. I may not like the current multi-team raid/Praetoria focus, but I like that after all this time I have a reason to dust off the characters I've come to love to do more than just run paper missions.
  16. Quote:
    Originally Posted by Golden Girl View Post
    And you're misinterpreting it too

    Love, beauty and sensuality doesn't = ****** clothes
    Yes, because partial female nudity has ALWAYS at all points in history been associated with promiscuity and prostitution.

    But the low-cut top in your avatar is not "****** clothes" despite the modern context.
  17. Quote:
    Originally Posted by Carnifax_NA View Post
    In general I like ambushes myself, its more realistic than "stand around and wait to be slaughtered" of traditional CoH.
    Right. Now you're the one standing around waiting to be slaughtered. It's part of why I hate them in Praetoria. The game sets the pace of combat, not me, at a level where I need to be able to control the pace of combat or die.

    Quote:
    Originally Posted by Arilou View Post
    If ambushes trigger several ta the same time you're either doing somthing wrong (eg. moving around while the first ambush is still moving towards you) or there's a bug somewhere.
    Even if they only trigger when the last one is killed, they will get to you before you can rest.

    And what about Brutes? A lowbie Brute often can't survive fighting multiple spawns at once, especially if they're hard-hitting enemies like Ghouls or the Brute still has endurance issues. So they have to wait for the ambush to show up while their fury bar dwindles back down to nothing....thereby using up MORE health and endurance beating up the ambush since it takes longer.
  18. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    ohhh yeah.....
    Just like EA needing one of those ...
    It does. It's yet another reason Super Reflexes is better.
  19. Quote:
    Originally Posted by Techbot Alpha View Post
    Unfortunately, nothing player-based will fix Masterminds pets to stop them spacking out and acting like Captain McDerpyPants, running up and attempting to brawl with a War Walker. Or from getting mown down by Clockwork AoE -Def spam.

    Currently messing around with more macros and even more stringent control of the flipping blighters, but Id much prefer someone to actually FIX the little pissants...
    So would I, and I don't even play the AT. Each dead or just braindead pet is taking away from the MM's contribution to the team.
  20. Quote:
    Originally Posted by MrHassenpheffer View Post
    With so many striving to turn Incarnate, the RMT's will have good reason to show up in force should something that expensive go live.

    ...Also see "Unified Front"

    Q: Is it possible for RMT's to delay game updates/production because resources from other departments would have to reroute to the anti-RMT squad?

    Q: How would this affect the in-game economy with that many RMT's <?unknown number?> manipulating things?

    I'm asking because in the fantasy game, I found alot of my guildies turning to RMT's to "buy a motorcycle" because of PRICE...
    Oh geez, this again? Look, tons of people want purples, and have no way to get them besides spending tons of inf. Tons of people want uber builds and have no way to get them besides spending tons of inf. There ARE other ways to get a notice without spending what is, compared to purples and even a purple-free decent build, chump change. And if you do choose to craft a notice from shards, even if the amount required is cut in half you'll probably earn the 100 mil just in the course of getting the shards, unless you never use the market at all for anything, and maybe even then.

    Every time something that costs a lot of inf is added to the game the RMT strawman comes up, and every time their effects on the in-game economy are negligible.
  21. Quote:
    Originally Posted by Vanden View Post
    EDIT: A Scrapper stealing aggro from a Tanker is only really a problem for the Scrapper, though. Remember that I'm arguing that taunt auras on a Scrappers is not good for the Scrapper.
    No, it isn't. If a Scrapper has a taunt aura but sees their role as "kill stuff" not "grab aggro," (ie, if the Scrapper plays as if they didn't have a taunt aura) it can actually be detrimental to their squishier teammates. Example: A Scrapper positions themselves opposite the tank in order to avoid AV cone attacks, pulls the aggro from the tank, and onto the squishies. Not that this should ever happen with a good tank, but it does happen, I have had it happen, especially with Brutes who see aggro management as a secondary role and aren't slotted for it. A Shield Scrapper who doesn't care about protecting squishies is a detriment to any team they're on, unless the tank is very very good and doesn't mind constantly compensating for a loose cannon.

    Not that I'm arguing against Scrapper taunt auras here, only that they shouldn't be as strong as a tank's. If Scrappers weren't meant to hold aggro at all they wouldn't have a taunt component in ANY of their auras, and they wouldn't have Confront.
  22. Eva Destruction

    Shards

    We've all been kind of assuming they would but thanks for finally confirming it.
  23. Quote:
    Originally Posted by Goliath Bird Eater View Post
    Our devs have a history of starting out at the extreme and dialing it back to more reasonable levels based upon feedback and datamining.
    And that's why I'm not reacting with "88 shards? They must be out of their freaking minds!!!!! This is totally insane!!!!!"

    It's also why I'm pointing out that 100 million is not unreasonable, since I don't want them to dial back the inf cost. I'll gladly pay it, and no, I'm not a multi-billionaire.
  24. You know what I don't understand? Why do teams with a perfectly good Brute (sturdy secondary, Taunt, set bonuses that increase their survivability) still try to specifically find a tank? Is it a blueside thing? Do mostly-hero players see Brutes as just Scrappers on crack?
  25. I am not going to read this entire thread because the little I have read has mostly amounted to "that's a lot" and "suck it soloers." You are saying nothing new.

    The shard amount required is...much along the lines of that one Contaminated spawning in RV. Also the fact that it's mostly Shards with very few components required bothers me. If you do a bunch of TFs that aren't the WST but give components you will still need 72 Shards. The shard cost should be lower, and a larger percentage should be payable in components. More commons, fewer uncommons. Components encourage running TFs that aren't the "TF of the week," and encourage teaming among people who are tired of running the same task over and over or just don't like that week's WST. Shards encourage Council Empire farming.

    100 million inf is not unreasonable and is a much-needed inf sink. I hope they don't lower that.

    Oh and by the way, I just finished a successful Baraccuda SF and it still sucks. It gave me a Notice but it is still a bad SF. Adding shinies to the garbage doesn't change the fact that it stinks.