I have been watching to join an Eidolon run for weeks now, keeping an eye on the zone population and watching for calls for a Eddy-run from anybody.
It seems that since the launch requirements were made more severe, very few (if any) runs have been staged. Because of the odd hours I work, I am on at variety of hours throughout the day, nigh-daily, but have had no luck spotting, let alone joining, an Eidolon team.
Considering this is no longer the latest content, softening the launch requirements to encourage participation seems apropriate, especially considering the GCR store requirements for purchasing many of the Eidolon costume pieces and QWZ devices require second and third tier perks that are impossible to get without teams successfully completing the Eidolon on a regular basis.
Generally in MMOs, power gamers rush out the complete content and earn new items and unlocks hastily after implementation. Because of that, most MMOs have steep difficulty and purchase requirements on initial release; then lowering those requirements later as interest wanes, to encourage more casual players to explore the content and earn the rewards, making the most of the development dollar by increasing the period of active interest in the expansion.
By increasing the difficulty and purchase requirements AFTER the power-gamers had already burned out on it, you have effectively turned the QWZ into a graveyard, cheapening the development dollar value for the project, and frustrating casual gamers who are interested in the content but lack the intensity to tackle the increased difficulty.
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The problem is the lack of organization, with no one to lead the groups, they don't even attempt to step up, or bother with it at all anymore. Until someone gets in to lead it, it's unlikely to happen.
For those who have already earned the perks and rewards they were interested in, the extra effort involved is time and energy poorly spent, when the same GCR can be earned on any other Cosmic, with far less effort or organization. =(
This will take a lot of time and effort on your part, but that is what the previous group of folks spent. They did Eidolon dozens of times, with many, many failures. They noted what went wrong, tried to make corrections, and even uploaded guides to these forums.
I'm not a fan of organizing Cosmic runs myself--only have organized Kiga/Ape/Dino a couple times each, and not for many months. I have never organized OMs or Eido runs. I would like to run some more, but I accept that I'll have to wait and wait.
Acceptance or action
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
My action is posting this here as a call to aleviate the rigourous and excessive requirements of simply starting the Eidolon Cosmic fight to make it more accessable to a broader class of players.
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- The meteors seems to be a bit of a problem for many players. In particular the first hit could use a slightly more forgiving timing, or there could be something else to warm you they are coming.
- Three green orbs at stage 3 of the fight can not be handled by any group I have seen lately. It's a full 50% increase in damage required over previous stages. So only groups that have stomped all over the previous stages have any chance at destroying all 3 somewhat reliable.
Then once we get Eido opened, and the rest of the server is allowed to fill, it becomes nearly impossible to finish. Since the latest update, I think I have been on one successful Eido run and a few failed runs. I would have been on more failed runs, I'm sure, but attempts are so few and far between these days. I have yet to see a fully secret Eido run. Every one I've been on has included the greater population in the final Eido battle. Personally, I think this speaks to the quality of our pro players.
From what I've seen, the first 2/3rds of Eido are relatively doable is most people listen to instructions and have at least marginally decent builds. It is really the addition of the 3rd Green orb that seems to be the doom of most runs. The amount of DPS required to put all 3 down before explosion seems to be beyond the capabilities of the playerbase.
I have discussed some alternative tactics, such as not attacking the greens and just blocking through their explosions. The general consensus is that this would result in more healing than most groups could overcome. Or, even just focusing on two and letting the other blow. The problem there is coordination of which two to attack. Without names, there isn't really a way to coordinate that effectively. And again, there is the issue of Eido healing. The commonly held theory is that he heals 1,000,000 HP per green that explodes.
So, yeah, basically, all of the newer players that did not get their perks and/or gear when he first came out are basically SOL. I'd be happy to help do Eido runs if I thought they'd have a decent chance of succeeding, even though I pretty much have all the Eido stuff that I want. But, since they really don't have much of a chance to succeed, I do not pretty to run them. I get plenty of GCR/SCR from Cosmics and such.
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Note that these mechanics are somewhat synergistic; in particular, making the red orbs or meteors easier would make the green orbs less difficult because of fewer dead dps.
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If the problem driving people off the mission is the encounter itself, it should be retuned to a level that encourages or at least does not discourage people from participating.
If that is the case, then some vigilance would allow one to participate still, 'invited' or not.
Epic Stronghold
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"Secret runs" are generally too small to happen, unless it's the weekend or something. So they don't. When there's an attempt about to be made, then there's an announcement once Eido has been unlocked and the minimum required roles are present in the instance. The announcement is not about charity or being nice, it's made because there is a need for a larger number of players doing great DPS and providing great auras.
Right now attempts are not being made on a regular basis because no one's willing to organize them on a regular basis. I used to do it, but am taking a break from organizing since I have everything there is to have. Speaking for myself only, I will resume organizing runs when there is enticing and difficult to get rewards for Eido.
When a run gets organized, then people do join in and frequently fill the zone really fast. So it's not about no one wanting to do Eido in general. It's more that no one wants to organize runs on a consistent basis because that's exhausting relative to the reward.
For now the only change I'd suggest beyond better rewards would be to color/name the Enervating Crystals differently so that they can be distinguished from each other. This will make it easier to implement strategies for taking them down in time. Regarding going from 2 orbs to 3, I think it's a fine transition because when the orbs end up spawning closer together we blow through them just as fast if they were 2, but spread apart. This introduces a bit of uncertainty that keeps the fight engaging even after wipes/fails. Because when we've kept at it for long enough we've gotten sets of lucky orb spawns that have pushed us to finish at the last 5-10 minutes on the clock.
I actually think the success rate is about right. When we ran them consistently it was about 60-70% and it made winning feel super awesome. I don't think the mechanics of the fight need to be made easier at all.
Maybe I believe in the playerbase a bit more than others. I think that if people have enough incentive + information then they will improve. Right now there is not enough incentive to *get better* at this fight. It should remain super difficult because it's only thing left in the game that's not on complete total farm status. It's something to strive for.....well not yet....not until it has rewards to match. Then it will be actually something to strive for.
Then people will put in the effort to figure it out, adapt, and organize to get things back on track.
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Spectre beats Eido in an SG run: VIDEO HERE
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Block timing explained
Yeah DEVs, that was a GREAT idea, see how it turned out
oh YES, they were, they even suggested 100 Perk requirements for vendor item
supposedly to "increase" the Endgame participation, motivate people and get more players into fight
I was complety against the idea, I was even labeled as "casual" to believe the 10 perk was more down to earth requirement
Nice Job breaking it Devs, see how it went
I'm glad I bought Eidolon chest and shoulderpads before the price hijack
Especially considering the previous requirements to unlock the fight itself. Sometimes, from the outside looking in it's like:
"Here is the content. We'll make it harder so there is even less room for error despite it taking a very long time any way. This appears to reduce desire to play developed content...mission accomplished?"
I've honestly only bothered with Eidolon once or twice, so I've saved myself the pain of multiple runs it seems and I accept that my experience with it, isn't as great as others so my question is:
Was Eidolon simply beatable in a good time frame which is why it's difficulty was increased, or was it actually too weak?
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the other cosmics are just too easy by comparison. why step out of the ezmode farm cycle of kigaapedino? the solution is obvious of course, even if many people won't like it.
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Concluding that the one cosmic that is hardly being touched is the right design, is not very pragmatical. The current situation is enough proof that the Eidolon fight itself has a few design flaws that make it unattractive.
I am aware that with a sufficiently strong team the fight is still very much possible, but getting such a team from CO's small population is very difficult and not exactly fun. And after the last changes I don't remember any win without at least one Fist AT.
This is a game, its supposed to be fun... for as many people as possible...
They are doable by a good team, but not easy.
Eido requires and exceptional team. That is unreasonable.
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I outlined in the guide why the last destroyer failed, and it really wasn't due to anything but the players having builds that don't support the demands of the battle, and people failing to think ahead to what's coming next. On this battle, you have to anticipate what's going to happen, and always be ready for it. Once it goes down hill at all, it's better to just stop, and start over so everyone can recompose.
My super cool CC build and how to use it.
My super cool CC build and how to use it.
I know I would not have enjoyed your hypothetical sacks of potatoes, and I am sure quite a few others wouldn't either.
Now I do agree the fights should be made in a way that keeps them from being to dull. Things need to happen that keep you on your toes, which doesn't happen enough on the easier three cosmics for my tastes. But that should not be quite as overtuned as Eido, the mechanics need to be doable for most people.
I think Panta raised a very valid point in questioning how much time do you think it's reasonable to spend on 1 fight before you get a win. Even the 1/3 win ratio (counting by the time he gets unlocked, if you go by the actual win ratio it's far lower) on Eidolon is not nearly achieved at the moment, but lets go with that for now. If that is the intended for a cosmic fight, you spend 3 hours for 10GCR. Looking at the GCR store, for a fully geared character you need over 1000GCR just for the gear. And that is not counting any mods you might want (need, to really do your part in fights at the level of Eido). So that would be a minimum of 300 hours for 1 character, and easily twice (or three times for tanks) that much when really trying to optimize things.
I don't know what you think is reasonable, but 500 to 1000 hours of playtime to optimize the gear on 1 character doesn't seem very reasonable to me.
Firstly, you haven't moved on.
Secondly it's not what CO considers, it's what player do. I have never seen anything else in CO that has been bringing players together in such high numbers, for such a long time.
My super cool CC build and how to use it.
One experiment the devs could try is take off the timer on Eido and see if more attempts are made.
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Block timing explained
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These fights shouldn't be "Do-able if your build's good enough." Because this means that silver players and their ATs are excluded.
The benchmark for these fights should be if a team of ATs with okay gear can do them. Not needing specialized tailor built toons.
And just so it's clear: I'm a member of this game's player base. I've seriously been disappointed with the Cosmic content. So, so disappointed.
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Spectre beats Eido in an SG run: VIDEO HERE
It still won't be worthwhile even if the Eido fight itself is made easier. What takes time and effort is gathering and organizing people to unlock him.
It's the people organizing and unlocking that need more incentive....that's what has been abandoned. And if you consider how many people consistently did that even when the final fight was a guaranteed easy win, you could still argue that this part of the fight has been largely abandoned for a long time.
The final fight is not abandoned at all.
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Spectre beats Eido in an SG run: VIDEO HERE
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They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
But, be that as it may, the Qzone is largely abandoned now. Most times I check there are only a couple people there. Of course, this is also the case with Lemuria and Vibora Bay, but those are much older content. Maybe the Devs are done with Qzone and are moving on, with no looking back. I'm really just curious about their intent. I imagine it must be frustrating to put a lot of work into something that people end up not using.