Winterminal

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  1. In short, what Captiosus said above in his longer post: if certain powers (incarnate or otherwise) are being requested on a regular basis, you're doing it wrong. At least when compared to the rest of the game's design.

    To clarify, or to give a disclaimer:
    • The UG trial can be done without copious amounts of Clarion and/or Tactics.
    • It can even be done without chowing on Break Frees (or it's upper tier brethren).
    • Just because a number of people are calling for specifics does not mean everyone is.
    But this game has a history of allowing success for hodge-podge teams, and up until recently, those who called for specifics ATs, or discriminated against others, were generally looked down upon. Now, I cannot call anyone calling for extra Clarion/Tactics for an Underground Trial anything other than "logical."

    I wholeheartedly agree that these Incarnate-level enemies should be more of a threat than just big sacks of HP with a hard-hitting Brawl attack. In fact, I would be disappointed if they were not. And if there needs to be a gimmick to accomplish that, do it! But...

    Give us a way to overcome said gimmick from within the mission.

    The BAF's turret system is lethal if you choose to fight outside "the spot" but we have the option to disable it. The Lambda Sector's portal spawns can quickly overwhelm the league, but we have the option to grab temp powers that will close those doors.

    The 2 War Walkers in the Underground are tough, no doubt about it. But we get temp powers to take it down the first time, and the second one simply requires that you keep it isolated and stationary in order to manage the Regen Lichen spawns. Neither of those two instances requires anything special from anyone's build. Likewise, the bombs in the tunnels have a ridiculously large blast radius, but as long as we stick close to Desdemona, we're safe.

    I hate that confuse for the same reason that I hate the pulse: because there is no way to get around it from within the mission.
  2. Quote:
    Originally Posted by The_Prismist View Post
    Personally I do think its a travesty that VIPs are not receiving future powersets for free and I think this should be added to the VIP list of things they get for free. However, there are still a ton of reasons to subscribe.
    I don't think this is the case. I think we will still see the occasional power set released free for VIPs, but probably at the rate at which we used to see them. Just as Issue 21 brought a free-for-VIP power set (Time Manipulation) and purchasable powers set (Beam Rifle). I expect we'll see more power sets released per x period of time, but most will be purchasable to cover the added development/resource costs. Then we'll see a power set or two per year that are released as free for VIPs.

    I hope.


    As for the rest of this debate, I am of the mind that there has to be a middle ground rather than "all or nothing." The simple window-view of the Incarnate system will nurture a "haves vs. have nots" situation, which may be enough to inspire some Premiums to upgrade to VIPs, but will probably inspire resentment amongst the majority. Resentment usually results in either indignant complacency or outright rejection. In other words, Premiums will either feel that they are going to "stick it to the man" by deliberately not upgrading to VIP despite wanting access to the Incarnate System, or feel that they can get their ultimate power trip elsewhere and leave.

    While I do not support nor wish to be around either of those attitudes, if the Powers That Be want to entice people to upgrade to VIP status, the Premium players need a taste of what they are missing rather than just a window view. Let's be the one that actually offers a free sample of one layer of that delicious 5-layer-cake in the bakery window!
  3. Quote:
    Originally Posted by EvilGeko View Post
    While Keyes and Underground are definitely easier with three level shifts, both trials were tested with raid forces that included either NO level shifts at all or only a few people with level shifts.
    Huh, I didn't know that! Good to know.

    To clarify, I definitely think the KI and UG trials are doable without the upper tier abilities. I was more illustrating that they, being the later trials, were designed to be slightly more difficult so as to remain a challenge to those that already had high tier abilities. If future trials (particularly ones that are released with or after the next wave of abilities) are released in the same pattern, there will be a visible discrepancy between the difficulty of those later trials when compared with the early ones. And if those later trials are accessible to a beginning incarnate, they may indeed be too difficult to tackle.

    EDIT: Or, what UberGuy said... haha
  4. Quote:
    Originally Posted by UberGuy View Post
    Now, you alluded to all the above, but I don't think you covered that this mapping needs to works in reverse, as well. Indeed, considering how the reverse mapping of later Incarnate powers to earlier iTrials may be critical to understanding how the whole system fits together. Consider that we don't yet know publicly what future Incarnate slots will offer us. Genesis may offer something that makes, say, the BAF even easier than it is now. If we can use the BAF to earn iXP towards Genesis straight away, and all iXP is equal for unlocking all slots, then once we unlock Genesis we can use a Genesis-fueled BAF rampage to unlock other slots we want without facing challenges that were designed to assume access to Genesis.

    Now, pehaps all iXP is not equal, and only certain iTrials unlock certain slots. In that case we need to go back and look at the forward mapping. If only certain trials provide iXP that unlocks Genesis, and if that content assumes we have and Lore and Destiny unlocked (either through hard-coded gates or content design), then the iTrials themselves are enforcing the linear slot progression on us even if the Incarnate system itself does not. On the other hand, if the content to unlock Genesis does not assume Lore or Destiny, we're back to asking why they are so strong.

    I agree that there's no strict imperative that slot-to-iTrial mapping be enshrined in the progress map. The devs could let us free-form our progression, and then leave it to us to realize we perhaps need to revert back to running easier/older trials to grab some now-pivotal Incarnate power we skipper earlier because a new trial calls for it. However, I think then the iTrials we use to earn them should then be much more generic in terms of its assumptions about the Incarnate powers we are bringing to them, especially when running earlier trials to unlock later slots, which I think then translates into the strength of these powers being much less significant, because they aren't expected to be able to individually propel a league over massive mechanical challenges in later iTrials.
    First, hats-off to you for presenting both sides of the debate before deciding to make a point (which I took to be the section that I bolded).

    So far, despite Keyes Island and the Underground being more difficult trials than the BAF and Lambda Sector, there is no advertising of that. In the game, if an unaware level 30 hero tries to talk to a higher level contact (Crimson, Maria Jenkins, Statesman, etc.), that hero is unable to obtain any missions, and often told to "come back when you've reached level X." But the current trials have nothing of that nature. There is no warning stating that it is recommended that a character have certain Incarnate abilities/level shifts/etc. before attempting any of the current trials. The same unaware hero, without any incarnate powers whatsoever, can get on any current trial without any prompt from the game that the BAF and Lambda are more suited for characters just starting their incarnate careers. Of course, player advice is always present.

    Granted, perhaps that is the way the Devs want it. But if that is the case, I would say they are going to be walking a very fine line. True enough, the Devs need to continue to make more difficult trials in order to maintain the interest of the most powerful characters, i.e. the characters that have taken T3 or T4 of every available Incarnate power. But the question they have on their plates is: how do they make the content accessible to the widest demographic of players while also maintaining that challenge increase? I have no "right" answer for that.

    This topic is all about the hoarding of the current incarnate components (Threads, Astral Merits, and Empyrean Merits). Indeed, I expect the Devs to introduce new salvage/rewards for the next wave of incarnate powers and/or trials. We received Threads with the newest incarnate powers just a barely over four months after Shards were introduced. It was made clear that the Devs did not want those who had been hoarding Shards to have the powers without ever having run a single trial.

    We are now approaching six months since Thread introduction, and considering that Issue 21 just launched, any large content update is at least a couple months away. Combine that with the fact that we have already been informed that they hope to give the currently released powers a larger variety of trees before releasing any further powers (with Lore being the only treated power so far), one may assume we are unlikely to see the newer Incarnate powers until, at the earliest, the first quarter of 2012.

    It will likely be almost a full year, if not more, between the release of incarnate powers. As I said, I fully expect to see new salvage introduced, probably with new types of iXP into which to convert it. Otherwise, the hoarders will simply be able to convert their saved up Threads/Merits to Physical and/or Psychic iXP and unlock the new powers right away. I would not be surprised if we saw some sort of requirement for future trials (i.e. requiring the Destiny Unlocked and Lore Unlocked badges). In any presentable case, there is no way to know for sure. I simply hope a change/division is made when the next wave is finally released.
  5. Quote:
    Originally Posted by UberGuy View Post
    There is a balance issue with this, however. Let's say you don't bother getting your Lore and Destiny slots. Your character is going to be significantly less powerful than someone who does have those, at least on a conditional basis. If they balance the later trials on the assumption that you don't have those powers, the later trials will be much easier for people who do have them.

    Now, I understand there being a distaste for this. Until now, the sidekick system has mitigated this effect to a significant degree. There's currently no such thing as "incarnate sidekicks". But I'm specifically addressing letting us apply our iXP where we want to the extent that we get to skip slots. That creates a potential spread in power for characters in the trials that I am not sure is manageable.
    I realize the thread has progressed since this post was made, but I did want to give my response (as there was one given to my post).

    I do not think the Devs need to nor should worry about that, as the delegation of iXP would be a conscious decision of the player. In fact, we already encounter this with the existing trials: to a character who has no incarnate powers past Alpha unlocked nor slotted, the BAF and Lambda trials are more playable than the Keyes Island and Underground Trials, thus why the latter two trials give better over-all rewards (double Empyrean Merits, and iXP towards both slots). I can personally vouch for this, as my character who has nothing more than a T3 Judgement fares far better during the BAF and Lambda than he does in the Keyes Island or Underground.

    The other thing to consider is that the vast majority of players will take and slot every available incarnate ability, because they want their character to be among the elite, or the best of the best. Nowadays, when I bring along the aforementioned character on a Trial, I have absolutely no worries about how the trial will fare because I have confidence that at least half that league is packing upper tier abilities from at least 4/5 of the powers.

    The convention is no different than anywhere else in the game. If a level 35 character goes to Peregrine Island, it will quickly become very apparent that they will need to seek out greater strength OR help from other players in order to compete with most of the enemies there. By the time a player hits 50 and gains access to incarnate content, he/she should be more than familiar with the concept of having to get stronger to take out the tougher targets.

    To use that same example: say for whatever reason (conceptual or otherwise) a player wishes for a character to remain at 35 indefinitely, and therefore turns of "Earn XP." That player is acknowledging that he will be weaker than the level 50 characters, and will probably have a much tougher time when teaming with level 50 characters and tackling the associated content. If he gets tired of it being difficult, he/she can always continue earning xp and leveling, just as an incarnate character can always build a power for that one incarnate power they skipped.

    The difference is that the progression path through the Primary and Secondary powers is fairly linear: you start with the weaker, quicker attacks, and your later powers are typically the strongest. The incarnate progression path does not follow this pattern. The individual trees within each power do, but not the path towards obtaining the powers themselves. To argue about which incarnate power is more powerful is pointless, because they all widely vary from each other, and all vary within themselves.

    The point of this long-winded post is simple: if a player wants only a Destiny power on a certain character, why should he/she have to work towards unlocking other powers first when it is clear that, by skipping these preceding powers, he/she would be leaving that character lacking certain abilities that will be useful for future content?
  6. Well-played Texas Justice, I lol'd. That is a great picture.

    Can we all also appreciate that the topic is originally started by NECROtron? Not that he did the necro-ing, just a funny coincidence.
  7. Quote:
    Originally Posted by Necrotech_Master View Post
    i like the gold name, makes me feel special lol
    "And when everyone's special, hehehe... no one will be."

    Not sure yet if I'm going to change my color, but I am glad I now know how!
  8. What I'm worried about is the "necessities" for unlocking the next round of slots. My Incarnate desires have never been more than one or two of the Incarnate powers per character (a couple don't even have anything past Alpha). None have any Lore nor Destiny powers, and only one actually has those unlocked. Based on the pattern, all of the current slots will have to be unlocked before one can access the later slots. If there are powers released in the next wave that conceptually apply to one of my characters, I could have to power through up to 4 slots worth of iXP just to access them.

    That's where that "iXP Delegation" feature would have been smart to input. People would be able to choose which slots they unlocked and which they just wanted nothing to do with. Too late now though I guess...

    I am not hoarding anything, mainly because I have no desire nor reason to play the trials any more (I only wanted about a third of the stuff they put behind Christy and Michael). If/when more powers and/or rewards are released, I'll worry about purchasing them when that time comes.
  9. Quote:
    Originally Posted by Blackleviathan View Post
    On a side tangent... Because I see a lot of them...... How do you get the gold names in the forums?! :0 I'm curious sry XD
    I believe it is a slowly-trickling-in side-effect of having your NC master account labeled as "VIP." Just a guess though...

    First off, I will agree that it sucks for returning players to return as premiums and lose out on so much, especially entire IO builds.

    That said, a player can return and play for free, which simply was not an option in the past. So for the player to expect to get everything they left behind, now at no cost, is unreasonable. The glass is half full.
  10. Found a bootdisk for Snow Leopard, updating today. Still a little annoyed considering, while running Leopard, I never encountered the problems posted by Snow Leopard users. In fact, Leopard ran the program surprisingly smoothly. But I have yet to actually try the program on Snow Leopard yet, so I could be worrying over nothing.

    Still debating whether or not to just fork over the $30 for Lion and be "up-to-date" so to speak.
  11. Winterminal

    Might buy a mac!

    Quote:
    Originally Posted by SuperJubb View Post
    Thanks guys for the advice (especially the tip to wait abit for the upgraded pro!) Im going to buy one as im not a hardcore gamer just a little obsessed with coh =) PLUS the student discount is really good I think I'll save about £200! Lets just hope im one of the lucky ones who get few problems!
    I am not a hardcore gamer either. CoH is really the only video game I every play anymore, and the MacBook Pro has proven itself a fine machine to play on.

    If you encounter any "problems" in the future, will most likely be around patches and/or issue updates, and those tend to be resolved pretty quickly. If you do encounter issues, just post them up here and hopefully we'll have a work-around for ya.

    Welcome to the Mac Community!
  12. Winterminal

    A Blaster Story

    Quote:
    Originally Posted by MaestroMavius View Post
    I kind of ruined myself for the other AT's by starting out with Blasters...
    Ditto. Making a Blaster as my first toon was the best/worst decision ever. Everything else either feels too weak or too easy.

    I completely agree with you, JLane. Firing off Rain of Arrows every 30 seconds, and cleaning up any stragglers with Fistful of Arrows and Explosive Arrow is nothing short of awesome. Fair warning though, your teammates might get a little indignant once they realize that they are just along for the ride

    Archery is one of those sets that sounds simple and possibly somewhat boring on the outside, but in reality is awesome. You get 3 fantastic AoE attacks, 3 ST attacks, a snipe, Aim, and strong mitigation tool in Stunning Shot. All of that comes with fast, simple animations, and better-than-average accuracy on every attack. Now, if we can just get them to release a quiver as a back option...
  13. Soul Mastery for Blasters if pretty damn phenomenal, considering you end up with 4 cones total, 2 of which are immobilzations (which means you can even keep bosses at a distance). Of the 2 PPPs you listed, I would go with that.

    Of the APPs, I am a big fan of Cold Mastery. Snow Storm keeps things from running away, Frozen Armor is a decent defensive toggle, and Hibernate is my favorite panic button in the game. Flame Mastery isn't bad either with Rise of the Phoenix.

    All things considered, Soul Mastery probably meshes the best.
  14. Quote:
    Originally Posted by GuyPerfect View Post
    If that's an ending, I'd mark down the writer for failure to complete the essay. I know conclusions are hard, but I'd rather have work turned in late than to omit it entirely.
    Yeah, cliffhangers only work if you know there's more to come. It sucks when a TV show's season ends with a cliffhanger, but it is okay because you know in 3-4 months, the next season's premiere will add an ending.

    I don't see them posting "Shivans 2." I get that it is supposed to be a lead-up to the point when we get into the tutorial, but c'mon, leave us with "Just as the Shivans approached his position, Back Alley Brawler landed in front of him, and Ghaly knew: the supers were inbound."

    Boom, hope is given, we know that that is where we enter the tutorial, but we aren't left thinking, "Gee, while I'm running through the streets trying to find Blue Spectrum, Ghaly is most likely getting killed in one of these alley ways..."

    Give the people hope!
  15. Winterminal

    UStream notes?

    If I had to guess, Von_Krieger is doing his best to get a write-up posted asap. But that was a long UStream, so he probably has a lot to type...
  16. I am a Mac user, and I also am still using Leopard. And considering this is the first notice we are getting, that really sucks!

    Having said that, as long as I can still play the game until I get my hands on Snow Leopard or Lion, I won't take too much issue with this. I will simply request that announcements like this be made a little further in advance next time...
  17. Quote:
    Originally Posted by Necrotech_Master View Post
    i think they are fine as is

    absolutely do not like simul clicks
    To be clear, that was just an example of 1 possible alternative. The broader question about which I am curious is whether or not anyone would prefer some mechanic within the mission for getting around the Confusion (or any other type of "gimmick"), as opposed to having to bring something else (a certain power, inspiration, etc.) with you on the trial. If so, what would that be?

    Another example that comes to mind is the Eden Trial. No player needs to bring anything along on that task force because the one tool that you (arguably) need to defeat the Crystal Titan, a.k.a. the Ambrosia inspiration, is available within the mission. Yes, of course you can buy the Ambrosia inspiration at Wentworth's and front-load your assault that way, but if you don't, your team can still obtain the inspirations by killing the enemies within the task force.

    The point I am getting at is that, in terms of game mechanics, I would prefer to have to solve problems in the mission, in the moment, as opposed to having to bring something along ahead of time because I know that "that one point in the mission" is going to require it. I am wondering if people share my point of view.

    Perhaps more than that, I am wondering why the Devs included a gimmick like the confusion, when the entire trial preceding that final encounter is rife with spontaneous encounters that require in-mission tools to remove, i.e. the Lichen temp power to take down the second war walker, or Desdemona's protective aura to shield you from bomb blasts.
  18. I have leveled a Peacebringer over 50 levels, but I've never made it past level 12. Put that in your pipe and smoke it...

    I usually start a character with an imagined concept, that may or may not be available in the game, and I don't create the character unless I can get at least a close approximation of the concept. Because of that, very few of my characters get rerolled once they are created. Granted, a concept may not last until level 20 at which point I will delete it. But there have only been a couple times that I've rerolled a character, and it is usually because a more appropriate powerset came out shortly after said character's creation.

    The one example I can think of is when I created an Ice/Storm Controller, and then 1 month (and 22 levels) later, Cold Domination was released for Controllers, and thus he was rerolled as Ice/Cold.
  19. A maximum of 20 global emails can be in a mailbox at any one time, and they obviously all come with the 60-day depreciation period.

    From what I am gathering, it sounds like people see the Confounding Spores as a gimmick, one that they have to prepare for before attempting the trial. So here's another question:

    Would you rather have something that requires prior preparation in terms of what you bring along on the mission, or would you prefer something within the mission that requires strategic planning and/or coordination to conquer?

    For example, the Counfounding Spores. What if within that final room, there were 4 or 5 "Spore Pods" (that would be emitting the Confounding Spores, and thus, the confusion) that would be glowing objectives, requiring a synchronized shutdown (click), every 30 seconds OR each time a quarter mark of the avatar's life is reached (for a total of 4 clicks: 100%, 75%, 50%, 25%). Or would you rather have them in their current incarnation, requiring you to bring along some measure of confusion protection?
  20. I realize I may have been a little unclear, and (looking back at it) definitely too long-winded.

    I do not believe any specific AT is required for either one of the aforementioned trials, or any trial for that matter. I am sorry if it came across that way. I was merely trying to use current and relative in-game examples as evidence.

    I just want to know how different people define a "gimmick" and where one would draw the line between
    • An obstacle that requires forethought and strategy to overcome (as opposed to just trying to steamroll it)
    and
    • An obstacle that is implemented for the sake of difficulty, but does not necessarily require much forethought nor strategy to overcome.

    In my definition, the former would be pulling the Lichen-Infested Extinction War Walker to a corner to limit the number of Regeneration Lichens you have to manage. The latter would be the Avatar's Confounding Spores PBAoE.
  21. Quote:
    Originally Posted by UberGuy View Post
    I guess I can see how it could be a problem if you manage to put together a team without those things, but I haven't yet been on a UGT where there wasn't copious availability of Tactics and Clarion.

    But then the folks I am running the UGT with are predominantly folks already tricked out by running the BAF/Lambda a ton, which helps explain the availability of Clarion. Tactics is pretty darn ubiquitous these days, though.
    This is all very true, and I happily acknowledge it. A league with 24 people will probably have at least 4 people running Tactics or powers like it, and many people have tricked out Incarnate builds by now. I just dislike the fact that certain things are required to bring along to face certain enemies. But that's off topic for this thread and forum, and it is my fault for starting the discussion. For now, I will leave this a simple bug report.

    If that discussion is something that intrigues anyone, though, I started up a separate topic in an appropriate forum.
  22. The impetus for this post was a bugged run of the Underground Trial that I led last night, the details of which can be found here. In brief, the timer ran out during the final battle, but then continued to count positively, thus giving us enough time to complete the trial.

    Up until yesterday's run, a useful tactic had been to pull the Avatar of Hamidon from the final room into the tunnels, which seemed to eliminate or at least severely decrease the Confusion effect. This made sense in accordance with The Underground Guide, which reads as though the confusion spores are tied to that final room rather than to the Avatar itself. However, the actual move "Discordant Spores" appears to be a very-large-range PBAoE around the Avatar itself. It is possible the recent patch fixed what was previously a bug.

    In any case, the Avatar's confusion aura got me thinking: at what point does something go from a strategy-requiring obstacle to a mere gimmick for the sake of difficulty? The two examples that come to mind as "walking that fine line" are the Antimatter Pulse in the Keyes Island Trial, and the Confounding Spores of The Underground Trial. And as far as I'm concerned, they are part of two very different trials.

    The Keyes Island Trial is fairly formulaic by design. Each of the three reactors requires you to grab temp powers and kite Anti-Matter around to the individual terminals in order to deactivate them. Yes, the manner in which you obtain the temp powers varies with each reactor, but way in which you take down each reactor is the same for all three. Then you fight Anti-Matter at the end. And all the while, you are dealing with a damage pulse every 30 seconds.

    The Underground Trial, by contrast, is chock-full of variable strategy. Each of the War Walkers requires a slightly variable strategy to defeat (in addition to your classic debuff-and-attack strategy). Every stage is something new: the crystal trap, the long DoT-Spore-Infested tunnel with the bombs that require you to either stay way back or next to Desdemona, etc. And it all culminates in an large-scale showdown with a huge monster, which happens to have a mag-20, 600ft. radius Confuse PBAoE.

    In my opinion, a gimmick is something that nigh-requires a certain type of power, inspiration, etc., to defeat. A league running the Keyes Island trial needs to be able to heal, whether that is through slotted up "Health," green inspirations, Rebirth Destiny powers, or simply healing powers from your primary and/or secondary. If you cannot out-regenerate that pulse every 30 seconds, much of the league will spend an equal amount of time both in hospital and in combat. A league running the Underground Trial needs to be able to get past that confusion at the end, whether that's through Clarion Destiny powers, Tactics and powers like it, or Break Free class inspirations. If you cannot, the league can end up spending a chunk of time harming their allies around them, or at the very least, not affecting the Avatar in any way.

    Now, some would call that front-loading strategy. If you know ahead of time that a certain enemy will require a certain ability to defeat, it is only logical that you would bring that ability with you. I would like to read about how you justify one over the other.

    As a final thought: The Underground Trial's strategy, with the exception of the final battle, is completely self-contained. That is to say, you do not need any specific ability to tackle 95% of the trial, which cannot be said for Keyes Island as the Pulse triggers every 30 seconds.

    I have a very open mind about this, and while I have given my opinion (as any good discussion should start), it can always be swayed. I want to know where you draw the line and why.
  23. Quote:
    Originally Posted by Tylerst View Post
    The power description suggests that it is centered around the Avatar.

    Discordant Spores
    Well, I guess that means it is now working as intended, which is unfortunate.

    The rest of that trial is pretty damn great: lots of changing dynamics, which require (sometimes rapid) switches in strategy. But then it is cheapened by the end battle basically requiring a team to bring along a certain something. In this case, it is plenty of Clarion, Tactics, and/or Break Free-class inspirations. Much like how Keyes really requires some serious regen, healing, or green inspirations. I could go on a rant, but I would rather just say that a gimmick like that at the end of a very epic-feeling, saga-like trial is disappointing.
  24. From The Underground Guide on the main site:

    Quote:
    Originally Posted by Chris "Baryonix" Behrens
    Confounding Spores: While in the Avatar's chamber, everyone in your League is susceptible to a Confusion effect. This effect can be protected against and can be broken if you are prepared.
    That sounds like it is an effect originating from the chamber itself, rather than a power of the Avatar, and thus why I reported it as a bug. If the confuse is indeed a massive PBAoE power of the Avatar, then I recommend the text on the guide be changed.
  25. I led an Underground Trial this evening, and we succeeded where we should have failed.

    First, we decided to pull the Avatar out of the room, into the tunnels, to fight the Avatar without having to deal with the Confuse effect. However, the confusion followed us to the tunnels. This tactic had been most effective up until today's patch. I am curious to know if this was working as intended, and is now bugged, or if today's patch "fixed" that and it is now working as intended.

    Now the other bug. Due to our assumption that we would not be dealing with the confuse, we did not do so well once we had the Avatar in the tunnel, and eventually, I watched with despair as the last few seconds of the "Time Until Defeat" clock ticked away. It had been a damn good run up until then. But then, the clock hit zero... And then the clock started to tick upward, in a positive direction. Everyone was still on map, nobody had "failed." So, we all committed suicide, loaded up on Break Frees in the hospital, took down the Avatar, and got our merits.

    TL;DR version: The Underground Trial did not fail when the clock hit zero during the fight with the Avatar, and the mass Confuse followed the Avatar out of the final room. Is the latter working as intended?