And here we see another part of the problem. Y'all are arguing about how to make the enemies more difficult, but you haven't even agreed on what "difficult" means! Couple that with the build issues (and the existence of Silver players with ATs who don't deserve to get locked out of content just because you know how to make a vicious monster build and have all the latest and greatest gear loaded down with R9 mods), and it's clear that there can be no consensus on such development, or indeed whether such development should even take place.
Actually I stated a while back ago and most people know what difficult is. Just most people don't want difficult to equal something that can possibly kill them and require more than themselves involved.
The ATs wouldn't be left behind, in this instance. What would change is that people would need to start working together. Which is perhaps the greatest weakness of this player base; no one works together. And really that is the big issue not if an AT can do something. They can.
Actually I stated a while back ago and most people know what difficult is.
Then define it. "I know it when I see it" is a cop-out, not a definition, as is "You do too know what I mean!"
"Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"
Actually I stated a while back ago and most people know what difficult is.
Then define it. "I know it when I see it" is a cop-out, not a definition, as is "You do too know what I mean!"
Anything that provides a meaningful challenge that makes you use a good portion of your resources, movement and ability to detect and react to stimuli that happens and has a decent chance to kill you.Very few encounters in this game meet those criteria, let alone the criteria of an entire group.
But good job, as usual, ignoring the other part to.
Want a boss that only a team can beat? Say that Boss starts out just invulrable to all damage..and so players have to pick a special buff to do damage to the boss, not enough people there with the buff to damage the boss? the boss does not die.
Not sure if I like this idea or hate it...
Oh yeah and make sure the boss spams 1 hit kills randomly, but with a breif ground tell so people have a second or two to get out of the way..and as the fight progresses make the fighting area smaller and smaller...perhaps replaced with deadly lava, or spikes! (1 hit kill spikes!)
Want a boss that only a team can beat? Say that Boss starts out just invulrable to all damage..and so players have to pick a special buff to do damage to the boss, not enough people there with the buff to damage the boss? the boss does not die.
Not sure if I like this idea or hate it...
Oh yeah and make sure the boss spams 1 hit kills randomly, but with a breif ground tell so people have a second or two to get out of the way..and as the fight progresses make the fighting area smaller and smaller...perhaps replaced with deadly lava, or spikes! (1 hit kill spikes!)
That misses the point to. Bosses don't need to spam one hit kills to be difficult, though avoidable one hit kills as a mechanic work to. That's basically one a lot of Gravitar's attacks are designed to do, basically keep people mobile or at least defending themselves properly. The RNG nature being complained about is because the average player, to be blunt, tend to pack up like lemmings and well since cascade is an AE attack they get hit multiple times.
Sadly, I'm fair sure that boat departed years ago. Encouraging teaming is good, but trying to force it at this point wouldn't have any good effect I'd fear.
Not really. If new players, something people want, are taught this way from the ground up then it would actually become a thing.
There must be a whole bunch of antisoical reclusive veteran players out there if we've gotta worry about more team content making them all feel alienated
Yes, new players are good - but alienating too many old ones isn't.
Thus encourage, not force.
You either adapt or you don't. That's the nature of MMOs. And quite frankly, there aren't many old players left in Champions. So alienating is hardly a word I would use.
Uhh, no just no. While the complexity is not stellar the mob complexity is not below that of CoH. CoH mob complexity only had one stipulation that you had negative regeneration for Hero/Villain/Giant Monster mobs to take care of them. There were no special tactics needed to fight them beyond that point. The fights were very much wars of attrition. I know this because I hunted GM world bosses and none of them had a more complex AI than the other. In fact the most advanced AI, Deathsurge, was beat by the taunt mechanics to keep him from running all over the map.
And for me to kill a GM class monster all I needed was the -regen, and I usually had a friend who would help cause in the late days of CoH I had to do this alone. Hell, the hardest boss to fight for anyone was Positron because radiation was pretty much had all the debuffing you could ever ask for. He was the most dangerous boss in the Lord Recluse Strike Force, which was only harder by matter of proxy that you had to fight 8 level 53 Hero class bosses at once the majority of the time outside of stupid luck or you had a perma domination mind dominator, you were pulling all eight heroes at once, which the Statesman Task Force never had to deal with.
Even the Incarnate stuff still maintained basically the same tactics, they just added a few extra things to try and disguise it was still pretty much -regen to keep bosses from healing and DPS till dead.
I don't think we are talking about the same thing. I'm not talking about AI at all. I was referring more to what kinds of tools mobs have at their disposal. The I.Q. of the mobs in COX and CO are about the same but the range of abilities that Mobs have at all ranks is more diverse and considerate in COX. Most of the mobs in CO rely on rang/melee dps. In COX mobs of all ranks had CC/debuff/buff/heal/AD/AO ect. More mobs had travel powers in COX too. You just don't see much if any of that here. There is nothing like the teleporting/healing Tsoo sorcerers in CO. In COX each mob faction had a specialty (ex:melee focused freaks v CC focused COT), in CO all mob factions feel basically the same in combat. The AI was stupid but the design was more complex and diverse.
I have no doubt that you soloed GMs in COX but that doesn't change the fact that COX mobs had access to a broader range of powers, anti-solo regen, and purple triangles. All things that CO just doesn't have. It wasn't perfect, but it was something more than what we have here.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
And your proof? There may not be many forumite grognards left, but forums are a tiny percentage of playerbase.
1. Where is your proof that improving team content will alienate anyone? 2. Lack of team content is actually what alienated me. 3. Team content is healthy and normal for an MMO 4. No one will rage quit CO because they cant solo Teleiosaurus.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
1. Not playing that game, because the usual reply is 'people say they leave but don't" "prove that".. it's all cyclical and pointless. 2. And your views must be absolutely correct and relevant, not an outlier? 3. 3. Agreed, but this isn't a standard MMO. 4. I'd hope not, but some people....
1.I wasn't trying to start a circular argument but just give a practical demonstration of where you were going by placing the burden on proof on championshewolf. It seems I was successful. 2. No, I was just providing another perspective to your "alienation" speculation. People who like teaming can be alienated just as easily as people who like soloing. 3. Action MMOs are fairly standard. I'm not sure what your trying to say here. 4. ...
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Making something take real skill to solo when said content merits taking said skill to solo (Team oriented content vs high level villains) is an improvement.
If only this game had the resources to do these kinds of things. I'm not even in here because I think the devs will ever attempt any of this. I'm just killing time because I'm stuck alone with my laptop for various RL reasons. I guess you could say this is me trolling. I digress....
SOMEONE will always solo it with some crazy build/skills
*glares at championshewolf*
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
As a practical issue, OVs are unsoloable unless they deliberately stand there and act like a punching bag. It takes 3300 dps to beat an OV in 15 minutes, and while that's perfectly attainable against unmoving targets, doing it when your opponent is actually attacking you and capable of movement is not likely.
People simultaneously complain that OVs can't kill anything, and that OVs are too hard. Any challenging content is likely to have the same problem, because there's such a wide variety of builds possible in CO.
So there are other, end game bosses that have special snowflake rules. Brilliant. And they still suffer from the same issues as Grav.
My point about the Grav fight is that it is not a good example of challenge. It requires being tank enough and a bit of paying attention to block some stuff. The more powerful a team is, the more boring the fight. Despite F&I flaws, it requires a bit more. Breaking people out of the ice prison, not running into the (glitchy) fire cage, breaking the living elements, not killing your teammates with splash damage from some attacks, keep their HP level, etc. Even a beefy-mcCakes tankity-tank is going to keel over if the team doesn't break her out of the ice cage.
CO isn't skill based, it's knowledge based. Making a good build is all about how much a player knows about powers and how they work together. After that, it's about making the stat numbers go up and pay attention during certain fights.
Having enemies not have their own rules on how to do things would be helpful. As in, mobs are built and function as if they were a FF player. A mob using laser sword attacks a whole lot slower than a player. Just think about a mob that runs behind a tree to block while their heal comes off of cooldown. Look at how many bosses hardly ever move or can't do anything to a toon flying 40ft above.
My point about the Grav fight is that it is not a good example of challenge. It requires being tank enough and a bit of paying attention to block some stuff. The more powerful a team is, the more boring the fight. Despite F&I flaws, it requires a bit more. Breaking people out of the ice prison, not running into the (glitchy) fire cage, breaking the living elements, not killing your teammates with splash damage from some attacks, keep their HP level, etc. Even a beefy-mcCakes tankity-tank is going to keel over if the team doesn't break her out of the ice cage.
Lessee... Breaking people out of ice prison: splash damage from lead tempest or epidemic Not running into fire cage: just don't move. Breaking the living elements: splash damage from lead tempest or epidemic. Not killing your teammates: okay, maintain some spacing. Does not require moving after the battle starts. Keep HP level: really, not that challenging.
'Stand there, not moving, continually using the same power again and again' is not more sophisticated play than Gravitar.
Anything that provides a meaningful challenge that makes you use a good portion of your resources, movement and ability to detect and react to stimuli that happens and has a decent chance to kill you.
And for some players, Kevin Poe fulfills these criteria. For others, Therakiel Himself isn't a big deal. It depends, as I've said so often, on the build. Hell, look at the post above claiming the simplicity of F&I. Sure, that's simple - assuming people take Lead Tempest and/or Epidemic. News flash - Piqsirpoq is ice-based, doesn't use guns, doesn't cause disease, and doesn't have either Lead Tempest or Epidemic. The same applies to his lightning-based cousin Kallitaq, the robotic Happifun Security System X-4, the magic-using Dr. Destiny, and the depowered god Kilbern Skyfather. And that's just a fairly random sampling of my roster alone - what about those poor bastards who are stuck with ATs? Worse, with free ATs?
Face it, Spar - after all this time, you know how to build a powerful character. And you aren't the average CO player. If the content is made too challenging for you to solo, there are a lot of players - a lot who won't stand a chance, even in a team. Frak, a group I was in had a hell of a time with Mr. Gemini in an Alert last night, because they started focusing on the adds, forgetting that as long as the Big G is still standing he can generate infinite adds. (Finally got another guy to help me grind him down - thank the Authors nobody quit!)
"Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"
An obsession with "unsoloable" is destructive becuase SOMEONE will always solo it with some crazy build/skills then everyone points and cries "ITS NOT HARD ENOUGH!"
Precisely my point, yes.
"Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Actually you don't have a point as your other post proves and illustrates to a T. But then again, someone that claims they had to have a team to do soloable content post level 60 in Cataclysm era WoW, I will continue to take the opinion of with a grain of salt.
There's way to make the content challenging without making it too hard for one or the other. And the only issue with Champions is that there are too many over performing powers and abilities that need to be brought in line.
And for some players, Kevin Poe fulfills these criteria. For others, Therakiel Himself isn't a big deal. It depends, as I've said so often, on the build. Hell, look at the post above claiming the simplicity of F&I. Sure, that's simple - assuming people take Lead Tempest and/or Epidemic.
Or any other large spammable aoe; most cones and breaths will work. Heck, a soldier with gatling gun does a pretty solid job.
Okay, here's a thought that would make CO more challenging and skill-based with a minimum of change - and I've seen similar in both Neverwinter and Wildstar; Wildstar in particular has a lot of CO similarities I'm finding.
Remove auto-hit targeting for everyone. Players and mobs and bosses alike. In addition to warning symbols that basically translate as 'block now' (And Dazee, nothing but a tank, blocking or no, is likely to survive 2+ Gravitard Cascades in a row - especially since hey, no blocking the second - you're freakin' airborne!) regardless of what they are going to do mark the area about to be affected plainly on the ground - and if you get out of it,no damage.
Why does this increase strategy/challenge for players? Look at League of Legends, and compare characters with targeted attacks versus skillshots - and add some shot-blockers. Want to 2GM the boss? Have to get into position so your long, narrow target line both hits them and doesn't get blocked by a henchman. AoE attacks would ignore the body-blocking.
Would be a solid first step. Highly unlikely, but it's what I'd start with.
That would be a massive overhaul that would take a very long time. I believe I asked for examples that could be easily implemented, not examples that would put all other production on hold and take a year or more.
Oh and Spinny? The difference is healers can keep people alive in both, but because of the bull-malarkey cascades with no tell and random targeting, both the tank and the healer are devalued as their success can be largely luck.
Not going to argue with you any further, since all you do is troll and push whatever opinion is most-absurd 9.9/10.
Having played a healer and tank many times in Gravitar, I can assure you that you're wrong. Especially on the tank: You can't devalue someone who can prevent a complete wipe solo. Healers are also incredibly helpful: The difference between getting a heal and not getting a heal can often be a trip to the spawn bubbl - I can assure you there are many people who would have been flat on their back if I hadn't been healing them.
Go ahead and keep hiding behind the "troll" meme bluegrass. That's become the way that I tell when you start to get really scared that my points are looking much better than yours.
There must be a whole bunch of antisoical reclusive veteran players out there if we've gotta worry about more team content making them all feel alienated
See that's the thing. One of the things I love about this game is how solo-friendly it is. I love that I can do stuff by myself, and even when I do group things there's no "LF2M Need Tank And Healer" for 2 hours before the run can start... just que-and-go. That's forced grouping in this game... and yet somehow we have people who are scared of forced grouping, even though it's not significantly different from doing things solo. We basically have 1 encounter in the game that strays from this.
It's almost as if these people are those same people who always think any suggestion is meant to change the entire game... i.e. "they're going to make the entire game be forced grouping like wow raids!". Silly people.
After all, if someone really really just wants to never interact with another person, there isn't actually anything stopping them from doing that. It's not as if there's any content in the game that someone has to do in order to be able to do some other solo content...
all about how much a player knows about powers and how they work together. After that, it's about making the stat numbers go up and pay attention during certain fights.
For some people it is. It can also be more skill-based than that, if you're willing to try ( many people aren't because they don't want to face the possibility that they might not be able to handle it ).
An obsession with "unsoloable" is destructive becuase SOMEONE will always solo it with some crazy build/skills then everyone points and cries "ITS NOT HARD ENOUGH!"
EVERYONE points and cries that? Well, doesn't that imply then that everyone is able to solo it... in which case, since it was intended to be team content, doesn't it mean that it is then in fact not hard enough? No caps lock required?
After all, if it's only a small minority who can solo it, then why is everyone crying that it's not hard enough?
Something with this claim of yours isn't adding up. Do you have a real life example of this occurring?
If "unsoloable" content is so destructive, then why are so many MMOs that are so heavily based around unsoloable group content doing better than ours? If we look at practice, instead of theory, it would seem that too much unchallenging content is what's destructive, as it appears to have destroyed our population quite handily over the years. If the soloable, low challenge, content was so productive... why hasn't it grown us?
Half the people here get it. The other half totally miss the optional part. What I am talking about here is not taking peoples farming away from them by making current boss monsters harder but adding an extra hard boss monster thats only reward it gives you is a good fight. Canada is mostly empty in this game its a great place to put it, more stuff in Canada would also be great as its the most pretty area of CO and it doesnt get enough love from devs ^__^
Nepht and Dr Deflecto on primus
They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
A miniature giant space yeti, with more immunity to any attack, the more you use it on them. like the passive which gives more defense the more you get damaged, the more you spam one attack the more it gets resistance to that attack.
Lessee... Breaking people out of ice prison: splash damage from lead tempest or epidemic Not running into fire cage: just don't move. Breaking the living elements: splash damage from lead tempest or epidemic. Not killing your teammates: okay, maintain some spacing. Does not require moving after the battle starts. Keep HP level: really, not that challenging.
'Stand there, not moving, continually using the same power again and again' is not more sophisticated play than Gravitar.
Did I say sophisticated? No. Did I say F&I was amazingly challenging? No. "A bit more involved" does not mean "total mastery of all the powers ever required to even que". Compared to Gravitar, F&I is more challenging because there is more to the fight but that doesn't mean it is a challenging fight. How challenging either of those fights are is open to interpretation depending on the player. You didn't refute anything I said. It really just looks like you proved my point in that F&I does require more than Grav does to succeed. But you're doing it in a way to argue. Which makes no sense.
Very few people care about fighting the good fight. They want fabulous loot and they don't want horrid drop rates for that loot.
Cryptic needs to learn how to make challenging content that isn't cheap shots / giant HP sacks first. And probably balance the game so that there aren't such huge discrepancies between different builds. F&I was an attempt to make challenging content that requires a group of high-end builds... And I don't see many people wanting to make Frosty tanks or healer.
Compared to Gravitar, F&I is more challenging.
If you're the frost tank or the healer, F&I is more challenging. For everyone else, it's less challenging.
Even that can be relative since some builds can be tanky enough that Frost is little more than a nuisance and not really need a healer. And since his resistance is so high it makes the threat bonus from CC and CS all that much stronger.
Half the people here get it. The other half totally miss the optional part. What I am talking about here is not taking peoples farming away from them by making current boss monsters harder but adding an extra hard boss monster thats only reward it gives you is a good fight. Canada is mostly empty in this game its a great place to put it, more stuff in Canada would also be great as its the most pretty area of CO and it doesnt get enough love from devs ^__^
See that's the problem Nepht. Some people are so terrified by anything that isn't an endorsement for brainless solo content that they lose the ability to read and start hallucinating things you never even typed. They're the reason these conversations always spin so wildly out of control. It's like you tell someone "I hope it rains" and they respond "WHY ARE YOU TRYING TO DROWN EVERYONE!??!? SATAN BE GONE!".
As I've said before, most players seem to go into Rampages without even a single Servitor Serum (how many players even know they exist?). If they die and there is no rezzer they are out of the game at that point, and the team is just that much more fragile. They are regularly only 3 SCR. At the moment they are dropping like flies as rewards for Blood Moon. Anyone who dies and can't get themselves back up really has no one to blame but themselves.
Random, un-telegraphed, potentially-chained damage spikes are not challenge. They're punishing.There is no actual skill involved in dealing with them save 'hope the RNG doesn't screw you' and 'build tanky.'
All the attacks are telegraphed. Just because people refuse to pay attention doesn't mean they are not telegraphed.
When Gravitar starts shooting FC, she goes into the same stance players use when charging FC. If you pay attention you have more than enough time to start blocking.
Comments
Actually I stated a while back ago and most people know what difficult is. Just most people don't want difficult to equal something that can possibly kill them and require more than themselves involved.
The ATs wouldn't be left behind, in this instance. What would change is that people would need to start working together. Which is perhaps the greatest weakness of this player base; no one works together. And really that is the big issue not if an AT can do something. They can.
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Anything that provides a meaningful challenge that makes you use a good portion of your resources, movement and ability to detect and react to stimuli that happens and has a decent chance to kill you.Very few encounters in this game meet those criteria, let alone the criteria of an entire group.
But good job, as usual, ignoring the other part to.
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Not sure if I like this idea or hate it...
Oh yeah and make sure the boss spams 1 hit kills randomly, but with a breif ground tell so people have a second or two to get out of the way..and as the fight progresses make the fighting area smaller and smaller...perhaps replaced with deadly lava, or spikes! (1 hit kill spikes!)
That misses the point to. Bosses don't need to spam one hit kills to be difficult, though avoidable one hit kills as a mechanic work to. That's basically one a lot of Gravitar's attacks are designed to do, basically keep people mobile or at least defending themselves properly. The RNG nature being complained about is because the average player, to be blunt, tend to pack up like lemmings and well since cascade is an AE attack they get hit multiple times.
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Not really. If new players, something people want, are taught this way from the ground up then it would actually become a thing.
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You either adapt or you don't. That's the nature of MMOs. And quite frankly, there aren't many old players left in Champions. So alienating is hardly a word I would use.
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I'm not talking about AI at all. I was referring more to what kinds of tools mobs have at their disposal. The I.Q. of the mobs in COX and CO are about the same but the range of abilities that Mobs have at all ranks is more diverse and considerate in COX. Most of the mobs in CO rely on rang/melee dps. In COX mobs of all ranks had CC/debuff/buff/heal/AD/AO ect. More mobs had travel powers in COX too. You just don't see much if any of that here. There is nothing like the teleporting/healing Tsoo sorcerers in CO. In COX each mob faction had a specialty (ex:melee focused freaks v CC focused COT), in CO all mob factions feel basically the same in combat. The AI was stupid but the design was more complex and diverse.
I have no doubt that you soloed GMs in COX but that doesn't change the fact that COX mobs had access to a broader range of powers, anti-solo regen, and purple triangles. All things that CO just doesn't have.
It wasn't perfect, but it was something more than what we have here.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
2. Lack of team content is actually what alienated me.
3. Team content is healthy and normal for an MMO
4. No one will rage quit CO because they cant solo Teleiosaurus.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
2. No, I was just providing another perspective to your "alienation" speculation. People who like teaming can be alienated just as easily as people who like soloing.
3. Action MMOs are fairly standard. I'm not sure what your trying to say here.
4. ...
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
I digress.... *glares at championshewolf*
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
People simultaneously complain that OVs can't kill anything, and that OVs are too hard. Any challenging content is likely to have the same problem, because there's such a wide variety of builds possible in CO.
Epic Stronghold
Block timing explained
My point about the Grav fight is that it is not a good example of challenge. It requires being tank enough and a bit of paying attention to block some stuff. The more powerful a team is, the more boring the fight. Despite F&I flaws, it requires a bit more. Breaking people out of the ice prison, not running into the (glitchy) fire cage, breaking the living elements, not killing your teammates with splash damage from some attacks, keep their HP level, etc. Even a beefy-mcCakes tankity-tank is going to keel over if the team doesn't break her out of the ice cage.
CO isn't skill based, it's knowledge based. Making a good build is all about how much a player knows about powers and how they work together. After that, it's about making the stat numbers go up and pay attention during certain fights.
Having enemies not have their own rules on how to do things would be helpful. As in, mobs are built and function as if they were a FF player. A mob using laser sword attacks a whole lot slower than a player. Just think about a mob that runs behind a tree to block while their heal comes off of cooldown. Look at how many bosses hardly ever move or can't do anything to a toon flying 40ft above.
[at]riviania Member since Aug 2009
Breaking people out of ice prison: splash damage from lead tempest or epidemic
Not running into fire cage: just don't move.
Breaking the living elements: splash damage from lead tempest or epidemic.
Not killing your teammates: okay, maintain some spacing. Does not require moving after the battle starts.
Keep HP level: really, not that challenging.
'Stand there, not moving, continually using the same power again and again' is not more sophisticated play than Gravitar.
Epic Stronghold
Block timing explained
Face it, Spar - after all this time, you know how to build a powerful character. And you aren't the average CO player. If the content is made too challenging for you to solo, there are a lot of players - a lot who won't stand a chance, even in a team. Frak, a group I was in had a hell of a time with Mr. Gemini in an Alert last night, because they started focusing on the adds, forgetting that as long as the Big G is still standing he can generate infinite adds. (Finally got another guy to help me grind him down - thank the Authors nobody quit!)
- David Brin, "Those Eyes"
Get the Forums Enhancement Extension!
- David Brin, "Those Eyes"
Get the Forums Enhancement Extension!
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Actually you don't have a point as your other post proves and illustrates to a T. But then again, someone that claims they had to have a team to do soloable content post level 60 in Cataclysm era WoW, I will continue to take the opinion of with a grain of salt.
There's way to make the content challenging without making it too hard for one or the other. And the only issue with Champions is that there are too many over performing powers and abilities that need to be brought in line.
Silverspar on PRIMUS
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Epic Stronghold
Block timing explained
Go ahead and keep hiding behind the "troll" meme bluegrass. That's become the way that I tell when you start to get really scared that my points are looking much better than yours.
My super cool CC build and how to use it.
It's almost as if these people are those same people who always think any suggestion is meant to change the entire game... i.e. "they're going to make the entire game be forced grouping like wow raids!". Silly people.
After all, if someone really really just wants to never interact with another person, there isn't actually anything stopping them from doing that. It's not as if there's any content in the game that someone has to do in order to be able to do some other solo content...
My super cool CC build and how to use it.
My super cool CC build and how to use it.
After all, if it's only a small minority who can solo it, then why is everyone crying that it's not hard enough?
Something with this claim of yours isn't adding up. Do you have a real life example of this occurring?
If "unsoloable" content is so destructive, then why are so many MMOs that are so heavily based around unsoloable group content doing better than ours? If we look at practice, instead of theory, it would seem that too much unchallenging content is what's destructive, as it appears to have destroyed our population quite handily over the years. If the soloable, low challenge, content was so productive... why hasn't it grown us?
My super cool CC build and how to use it.
Nepht and Dr Deflecto on primus
They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
like the passive which gives more defense the more you get damaged, the more you spam one attack the more it gets resistance to that attack.
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Very few people care about fighting the good fight. They want fabulous loot and they don't want horrid drop rates for that loot.
Cryptic needs to learn how to make challenging content that isn't cheap shots / giant HP sacks first. And probably balance the game so that there aren't such huge discrepancies between different builds. F&I was an attempt to make challenging content that requires a group of high-end builds... And I don't see many people wanting to make Frosty tanks or healer.
[at]riviania Member since Aug 2009
Epic Stronghold
Block timing explained
Even that can be relative since some builds can be tanky enough that Frost is little more than a nuisance and not really need a healer. And since his resistance is so high it makes the threat bonus from CC and CS all that much stronger.
Silverspar on PRIMUS
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My super cool CC build and how to use it.
My super cool CC build and how to use it.
My super cool CC build and how to use it.
All the attacks are telegraphed. Just because people refuse to pay attention doesn't mean they are not telegraphed.
Silverspar on PRIMUS
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Group B:"NO!"
Devs: "zzzzz...huh wha? Go play Super Villain Onslaught!!"