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Quote:That's fair, but in this case, the DE and their defense spanking power predated IOs. And to put words in her mouth, my beloved Queen O' Maths has stated repeatedly that the person proposing the changes has the burden of persuasion (not the burden of proof).While I don't want to put words in her mouth (lest she start getting mean and snarky at me again), I think Arcana has articulated in the past that, as tempting as it is to build threats specifically designed to counter-act the prevalence of soft-capping in the post-IO world, as long as they continue to have powersets whose sole or primary defence is based off defence, doing so enters the incredibly dangerous territory of unduly punishing those sets simply because IOs exist.
As she has also stated, if all things considered the reward earning rates of defense sets are not heavily impacted by the existence of these NPCs, then at least on one metric of balance everything is groovy. Since defense sets able to soft-cap probably are able to earn rewards at many multiples of the rate of other sets, it seems to me to be a bit unwise to do anything which even marginally increases that.
And sure it wouldn't be broken to change the DE, but as Arcanaville, our dear Incarnate of Maths has stated to many a poster (as the EvilGeko giggled) it doesn't matter whether it "breaks" anything.
My view is that the defense sets (of which several of my 50s are) on the standard difficulty are still able to maul DE missions significantly faster than average even if they are at a relative disadvantage. Arcanaville isn't wrong about anything she stated. She's absolutely right. The DE are not fair to defense sets. I concede the point. But as she has told me many times, that's not enough. -
Quote:1. Quartz summons are not interruptable.
2. Quartz summons have a +100% tohit buff.
3. Quartz summons are not exclusive of Cairns, which have a 50% resistance buff.
4. In a multiple Guardian spawn, the guardians will cast quartz eminators one after the other if the first is defeated
5. The DE in those tip missions have base 64% tohit to start even without the enimators.
6. Devouring Earth bosses don't downscale to LTs in these missions.
7. Devoured are also immune to knock and have mez protection to sleep, stun, fear, and immobilize. They have resistance to hold.
8. Devoured also have a lot of toxic damage.
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That's why those missions are so full of awesome-sauce. Normally my Fire/Shield can run around at +2/x8 and maybe have to pop a green once in awhile. Try that crap against a mission of DE and they will instruct her about how much that shield really can take.
But that's just compensation for being able to trivially soft-cap don't you think?
SR has had that ability for four years. Almost 4x longer than Regen's heyday with toggle Instant Healing. So you got what's coming to you my dearest Queen O' Maths.
STAY STRONG TIM!! Your bud with the scaly skin has your back!
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Quote:I don't think this is correct. There's some truth to it, but it's not the whole story. During Issue 19 beta, people told me over and over than the Honoree mission wasn't soloable unless you had a IOed out build and/or were playing a melee AT. I didn't buy it. And thus I and others proceeded to solo that mission with a collection of Defenders, Controllers, MMs and other squishies. Basically anything people said they couldn't do it with.There really isn't a whole lot a player can do once he's in the fray, other than whatever strategy said player has prepared in advance. I do appreciate "Press X to not die" AV fighting mechanics such as seem to be popping up recently, but they do little more than complicate the process.
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Your typical MMO actually time-shifts its "combat" in the past. You do your "fighting" in the spreadsheets, on the Market, in character planning, in crafting, in team compilation, such that by the time you're ready to go, you've already just about won. People very rarely go boldly into fights that they don't have a good faith that they're going to win. That's not to say it doesn't happen, but it's not common.
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That's why I have a problem with challenge. "Don't you want to be challenged?" people ask me, and my response is "No, I don't." Why? Because being challenged just gives me more homework. It doesn't require me to be a better player, it requires me to bring a better build. Can I fight multiple ambushes? Yes, I can. Can I fight multiple EBs? Not at present, but if I made a better build and snaggted some Inventions, I would. Can I fight +4 enemies for the new TFs? Flat no, but I could, with the right build, temps and team-mates. But that's not because I'm DOING anything special, it's because I'm simply forced to bring a bigger gun.
And I wasn't doing it with an IOed out build. I did it exclusively with SOs on base difficulty (didn't even cheat down to -1). It was mostly by learning the encounter. Paying attention to what the EBs were doing and how the mission spawned the enemies. I figured out a lot about how that mission worked and was able to use that to my advantage so by the 3-4th time it wasn't difficult at all. It wasn't the build, it was strategy, reflexes, all the things you're stating doesn't matter.
But you have to be open to the idea that those things matter.
EDIT: By the way, it was a hell of a lot of fun too! -
Quote:No offense, but that's a cop-out. I'm arguing the point. And again, I wasn't responding to you. Just because I refuse to accept that the game should be easier doesn't mean I don't consider your point. I don't find what you find fun. You aren't considering MY point. You ignore it.Hey, guess what Geck? Some of us play this game for fun. Not to have to treat it like the bleeding education we're already in.
I think I'm done arguing with you, simply because you clearly aren't going to give anyone else any consideration in the matter, and I sure as hell ain't budging from my own spot.
I believe that the game should have a baseline difficulty that is higher than what you would set it at. You disagree. That's OK, people can disagree. -
Not to me. I think that conversion method is a capitulation. I've always said that any solo path should require doing content that is at least as difficult as the trials, but scaled to one player. If that took 2-3 issues to deploy, so be it.
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Quote:Hopefully never. The Well keeps its own counsel on those it will grant notice and favor.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.
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Quote:Haven't you all been saying that we're trying to attract new players? Perhaps they on average have better skills?Difficulty is relative. We know the higher level of difficulty is difficult relative to our current playerbase. That makes it difficult by definition.
Agreed. We need to move quickly to deploy that level of difficulty across the whole game. The Issue 17 arcs are decent on that score. It's a rough patch of easy until the 40s however.Quote:Some MMOs are more difficult than ours are, but I would argue that Going Rogue was and is not the opportunity to fiddle with the standard difficulty model, particularly at such low levels. There's nothing to be gained by that. There's only two possibilities at the moment: it scares off new players that don't want that level of difficulty, or it attracts people that want that new level of difficulty that will then leave when they discover the rest of the game doesn't have it. 
I agree. Let's do that.Quote:Even if you think raising the bar across the entire game is a good idea, I see no logic to raising the bar an order of magnitude in the first twenty levels of an introduction section of the game only. You don't just mess with global difficulty standards haphazardly, because they are one of the foundational elements of the entire game. You can't just phase in a ton of difficulty at the beginning. You can theoretically ramp it up at the end, because there's nothing past the end. But you can't do it at 20 without doing it at 30 and 40, and making an entire leveling path that looks like it.
I do. They warned us. Nice long beta. My son goes to an elementary school where they teach two grades every year. They have an ungodly amount of homework. It's ranked as the number 1 elementary school in the State of Illinois. (yes, I'm bragging on my boy. So?!) High expectations and ramping up the difficulty creates excellence.Quote:That's assuming you want such a path, and choose to introduce it without warning anyone, and have it ramp up as fast as it does, all three of which are questionable.
I have the vet rez power and have MoG down to a great recharge. I'm not scared of you.Quote:Very very far back. I don't think you want a piece of this one.
DON'T LET HER STOP YOU TIM!
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Quote:I absolutely do. I absolutely reject the notion that any MMORPG should allow its default difficulty to be so easy that anyone can complete it. It creates a ton of problems for the game. There is really only one risk in a MMORPG and it's psychic. It's the risk of defeat. People like to say that it's about the risk of losing time, but I don't even buy that anymore. People play these games for years and it's all to waste time anyway.If we have to disagree on one major point, it appears to be on the difficulty settings, more specifically on the notion of intentionally increasing difficulty. From everything you've said so far, I infer you find some intrinsic benefit to having forced, unavoidable challenge that isn't present in challenges you opt in and can easily opt out of. At this point, I will have to disagree. I have no problem with the game being very challenging at any level, so long as I have the ability to opt out of it without the game calling me a dunce.
Games shouldn't be so hard that only 1% of your playerbase can advance, but by the same token a game shouldn't be so easy that players become bored. I very often read about this game on other sites, and the #1 mark against it is that it becomes boring.
I think the whole game should have a decent level of challenge to all players. Frankly, I find Praetoria just as easy as Paragon from 1-20. But I recognize that there are tasks and missions that press just a bit harder on the player. Not as much as is being stated here. Some of the Vaz missions in Paragon are wickedly hard at low level.
We can agree to disagree on this, but I simply do not believe that there needs to be any changes to the Praetorian content. Yes, it pushes you. I think the answer is PUSH back. I don't expect everyone to agree with that view. But my view is much more mainstream OUT of this game that I think many of you recognize. People keep talking about new players. Well new players might have more of an appetite for risk that you all give them credit for. -
Quote:I've said it more times than I can count. Adding more NPCs and upping their levels doesn't make the encounter more interesting. Yes, it makes it 'harder' but not in a good way. Not in a way that is memorable.If that were changed, you would still have the option to have the difficulty you crave. Increase the mobsize or mob power as you see fit. The only option for the flipside players is to lower the diff to -1 (and even then I don't know if that would do it in some cases...)
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Quote:You shouldn't give me or anyone that much power over you. As I understand it we live about five or six time zones away. Screw EvilGeko! He's a jerk. And that's not some rhetorical flourish. It's me telling you that I am a jerk and that you shouldn't feel the need to avoid the boards because of anything I say.There's "so much negativity" because not everyone is as happy as you. In fact, I've never been LESS excited about City of Heroes in all of the seven years I've been with the game, and I've contemplated just cancelling my account multiple times since Going Rogue came out, precisely because the game is being made more difficult and more elitist and more raid-centric. You should know me well enough to know that I don't say these things lightly, yet you've made it a point to contradict me at practically every step, to the point where just seeing your name at the head of a post makes me apprehensive to get into it.
The folks that were telling me to wait for the endgame, that Going Rogue is great for casual gamers made me feel the same. I didn't retreat though, I continued to press for what I wanted for the game as I did on multiple issues over their years.Quote:You may or may not realise it, but your constant insistence that this is great for the game and those of us who aren't happy about it are doing it wrong or aren't trying hard enough or are somehow at fault in another way is a large part of why I don't feel like coming to the forums these days, to the point where I'm considering taking steps I don't want to take. At the very least, you need to realise the effect you - and that's you personally, not "people like you" or "your position" or anything of this nature - are having on me and at least several people like me. What you do about it is your call, but you need to realise the devastatingly negative effect you are having. You personally.
I get that you don't like the new content, but again, I do feel strongly that you're not opening yourself up to the possibility that the Incarnate trials aren't for you. This last issue added an arc from Ray Cooling from 20-29. I finally did that in Ouro last weekend. Most boring crap I've ever played. But you know. It wasn't made for me, so I'm not going to complain about it. I'm tired of that kind of content. I like what the devs are doing. So yes, I'm going to argue against you and others when you try to turn it into content that I don't like. Why can't we all have some things we like in the game?
Of course, but by the same token, the devs need to know that not everyone feels the same way as you all do. Typically, I believe the devs actually discuss these things and I'm sure that there are constituencies arguing for your position and for mine in Paragon Studios. I argue as I do because the folks arguing for a vibrant, difficult endgame, need to see that people on the boards support them too. If all the devs get are, "Oh this is too hard." "The game is cheating, stop it." Then they are going to act accordingly. By contrast if they see that there is a substantial number of people who are having a good time, then perhaps they will act to allow BOTH types of playstyles to exist.Quote:You also have to understand that, many times over, you act like you're trying to shield the development team from the feeback of people who aren't happy with things. I know that's not your intent and we both know that's not how things work, but that's how you act - like if we choose to complain about raids or difficulty or content or anything regarding the direction of the game, you "feel the need to defend [the developers'] efforts" as though you're trying to shield them from criticism for fear of them changing their minds. You don't need to police the forums like this. If you trust the developers, then trust them to make the right decision based on direct feeback, not just feedback deemed acceptable.
I like to argue. As you all know. And look on the bright side. I'm bumping your thread!Quote:Let people express their agreement or disagreement with the changes, and let the people whose job it is to assess these changes assess the feedback. You would have nothing to argue if you did not consistently force people to defend their right to hold an opinion they hold, because many of us would have simply stopped at "we don't like this, and we wouldn't like to see more of it" were we not pressed to explain ourselves. I shouldn't have to elbow my way past the forum linebackers before I can make my grievances known to the development team.
If you're tired of fighting with me, then don't respond to me. Listen, Arcanaville and I have had EPIC fights when we've disagreed in the past. Oftentimes only ending when one or the other decides to stop talking.Quote:Again, please don't read this as a personal attack. This is what you can consider my final attempt at brokering some kind of peace between us. If this fails, then we will have to never say another word to each other ever again, because I am tired of fighting with you at every turn. You know how I feel, I know how you feel, so unless we can find something else to discuss, there's nothing left to say.
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But know, that I will respond to any thread I see that I disagree with. As I said I'm an unrepentant jerk. I certainly wouldn't allow myself to get angry at anything that jerk EvilGeko says, but only you control your emotions, not I. -
Quote:The Praetorian encounters aren't too hard for their context and I didn't say anyone wanted an "I Win" button. People are asking for the difficulty to be lowered by lowering, removing or changing the ambushes. Which would make it significantly easier. I do not wish to see that happen. I don't mind being defeated once in awhile. I do mind having content so easy that defeat is barely even possible.Someday people will realize that there's a keen difference between "these encounters are too difficult considering their context" and "I want an I Win Button". Someday. Also someday people will realize that forcing difficulty on the player for the sake of it instead of giving them a choice is a dumb idea.
The difficulty slider is not legitimate fix for that. That ups the numbers, not the difficulty. The difficulty is basically a side effect of creating more and higher level enemies. Debuffs, ambushes, interesting encounters are fun difficulty. -
Gear has always been a progression metric in MMOs. Incarnates are more of an alternate advancement system than leveling. So far the Alpha slot doesn't have near as much effect on a character than a decent IO build.
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Quote:Frankly, I'm starting to feel similarly. I haven't put anyone down. Read the quote again. I insult no one. I'm responding to the suggestion that this has anything to do with casual gamers or soloers. Just because someone is a soloer or a casual game doesn't mean they want an easy game. You're reading insult into my vigorous disagreement with that idea.Geko, please don't read this as an insult or a personal attack, but I'm seriously starting to wonder if you're ever going to post something I want to read again. It seems like everything you've posted for the last several months has been put-downs for people who don't enjoy greater challenges, and I'm simply losing my stomach for it.
I was not particularly happy after GR. I felt that the devs had basically ignored our request for an endgame. I was wrong. The devs have come back strong and I feel the need to defend their efforts because I'm more excited about the game than I've been since Inventions. But so much negativity because people are being asked to take tip toes out of their comfort zone.
Praetoria ramps up the difficulty and quickly, but honestly, that's not a bit different than many MMOs. I've played MMOs that by level ten you run smack dab into a wall where you really have to learn. Sure that's not what CoH is all about, but neither then is Praetorian anywhere near that difficult. I've said it before. So many times, folks complain but when you drill down on their tactics you see deficits there that can correct the problem. -
Quote:It's more difficult that comparable content in Paragon or the Rogue Isles, yes. It is not difficult however. I've seen similar ambush style encounters in multiple MMORPGs. MMORPGs that tend to be significantly harder on average than CoH. As I argued during beta, high expectations force you to improve.No, Praetoria is difficult. Its actually outside the standard difficulty model. It keeps you and me on our toes. But the original stated purpose of the Going Rogue expansion was to attract new customers. People who wouldn't have the benefit of prior experience. The tutorial was lauded as a better introduction into the game than Outbreak or Breakout. Which it is. Then at level 15 the game beheads new players with a very rapidly escalating difficulty level.
Our devs are TIGER MOMS!
Brutes are pretty easy mode there as well.Quote:I have veteran attacks, seven years experience, and so much knowledge about the game I know what the AI is going to do two seconds before the server does. I think Praetoria is significantly more difficult. If it wasn't for inherent fitness, I'd consider only playing it by emailing resources to the lowbees to outfit them with maximum enhancements and inspirations constantly. And I never, ever do that now. That, or only playing masterminds there.
A little frustration is good.Quote:They really should consider having a lower level difficulty story path for new players that buy Going Rogue. I don't mind the existence of the newer more challenging path: for people like me its just that: a challenge. For most people, I suspect its an exercise in frustration.
STAY STRONG TIM!!Quote:Like those damn DE in the tip missions. Seriously, once Black Scorpion gets out from under I20, he and I are going to have a long talk about those. In fact, Zwillinger, you can tell Tim that I'm a comin', and hell's a comin' with me.
Your bud with the scaly skin has your back! -
I soloed through Praetoria with multiple squishies. What does that have to do with anything?
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Quote:Didn't say you did. I don't recall responding to your posts.I have nothing against harder stuff. Why else would I solo at x8 on my 50 and run LGTFs and ITFs at +4?
Praetoria isn't difficult. It teaches you QUICKLY to stay on your toes. +0/x1 shouldn't be a snoozefest. The only quarrel I have about Praetoria is that it does make the slowest part of the game slower. The fitness changes help with that. There are other things I would do. Lowering the difficulty isn't one of them.Quote:I'm not asking for something stupidly pathetic, like level 1-20 Hellions.
I'm just asking that Praetorians don't treat me the same as level 1-6 Vahzilok do, shooting you so full of debuffs you can't move before letting their bosses spank you to death. This isn't end game, this is level 1-20 for pity sakes.
Hard mode is fine...but NOT when your set to +0/x0! That's what difficulty settings are there for. -
Please pass along that some of us relish the added difficulty of the Praetorian content and greatly wish that it would be extended to the upper levels.
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Quote:My teams often sit the team leader next to LG in the first mission. You save at least 10-15 seconds over the Self-Destruct strategy!TIP: Leader uses [Self Destruct] at mission complete of the first mission. Leader then goes to Hospitol, which is right next to Lady Grey.
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Today I've done the following tasks:
LGTF
ITF
Kahn TF
Not one of them took longer than 30 minutes. Can every player expect that? No. Not all the time. But some of the time you can. Playing the WST ensures you're going to be playing at the same time as powergamers who know every trick for shortening these tasks. The casual option is clear to me. -
Where is the cut-off between "encouraging teaming" and "forced teaming?"
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Given all the reports of 30 min. or less Kahn's this week, not buying that excuse. Not all are powergamer teams either. The powergamer teams are beating 20 min.
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Serious question. Do you think they should just remove the second option? Would some option that's doable solo be better than no option. I'm not trying to set up a false dilemma. I recognize that the devs have set the bar very, very high. Perhaps too high. But assuming they aren't willing to budge, do you truly believe that this is worse than nothing?
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Quote:Good luck with that. As has been explained over and over again, that wouldn't be a particularly ideal balance point. It would lead to devaluing the WST and over-rewarding team based players.That actually sounds like it'd be a great place for things to be. "Hmm - I don't like this week's WST, but I could run it anyway in a couple hours and get my Notice and be done, or I could do this other stuff I actually like doing, spend a bit more time at it, and get my Notice that way." I would think that would actually be the ideal balance point for such things.
