Oh god. The new Warlord alert. I don't know what to make of it.
The short story is, me and a buddy were playing as of about twenty minutes ago, and after an alert we notice the usual Red Snake Green Dragon get changed out for a new alert, featuring Harmon Labs and an opponent called Warlord. Thinking it would be a fun time I queue'd us up.
The concurrent clusterfudge that occurred left me feeling drafted and used, as if I was merely a target.
To start off, every enemy you fight is a munitions user, and you can imagine how often the shotguns and frag grenades run wild. It was literally like playing ping pong, except with our bodies. As well, compared to the original size of Red Snake Green Dragon it was nearly three or four times as long in length, which isn't a bad thing usually. However, when combined with a near unlimited stream of grenades flying you can see my annoyance. Apparently I wasn't the only one as the zone chat was filled with people ranting about the various forms of knockback. Not fun.
A neat little thing within it is the chance to pick up small boxes that award you one of three devices - A Fire All Weapons device, a Tactical Missiles device, or a Plasma Beam device. Although entertaining, the real value I see from them is that each is worth 1 g, and I pulled out four in a five minute run.
Now, hitting the boss fight was pretty cool, since you got to pick up a become device which gave you power armour abilities (Although you turn into the white ninja skin, not the hex armour skin like it shows.) However, these become devices are mediocre from our playthroughs and you only need to use it once to reach Warlord.
Warlord himself seems alright, but you have to watch yourself. He can drop some huge DPS with this flamethrower thing he has, and watch your feet as some nasty fire patches will start to pop up and roast you alive. My main tank was dropped in about three seconds while inside the patches, so I highly suggest avoiding them.
Also, if you are defeated, you get teleported out and have to watch your team.
Yes, that is right. You cannot rejoin the fight. And if your entire team is beat he escapes and you lose the grab.
The grab. A grab. You can now lose grabs.
I don't even know what the resources are like since in about five runs we haven't been able to even bring Warlord to half health yet. I hope it's good considering it feels like you can fail this one very easily. I'm also guessing that he has a costume drop or two, since his gun arm looks awesome and his helmet looks good too.
I'm personally not a fan of this alert, but determined to beat it at least once. This is just a little splerg I got from a few playthroughs. I'm not the best player, and I don't claim to be, this is just what I got from impressions. Anybody else have opinions or info on this new one?
I agree. When I first went into the mission I thought this was actually pretty cool, you had a lot of mobs to go through but that is not unusual.
However I am playing a level 40 Tempest toon and have lots of DPS. I was very disappointed in the fact that if you die while facing Warlord then you are just out of the mission. I do not agree with that at all. Just because he hits you with one or two hits takes all your health and you are completly out. I can tell you I won't be playing this one much
It's a really fun mission apart from the "sit out the rest of the fight if you die" part. 'specially as I've been one-shot by him. Or rather, I think it's the floor that's killing me (and most of my team) when it catches fire.
Seriously, any effect that is 'you don't get to play any more' doesn't belong anywhere outside a GM's toolkit.
Me and a friend were doing missions and saw it pop up and decided "Hey lets give it a shot" we regretted it when it ended in failure, which is a shame too since over all it was pretty cool aside from the annoying grunts
Being forced to sit out when defeated in a boss fight works in lairs because if the whole team gets wiped, they can simply attempt the fight again without being booted out of the lair. They also do not have to fight all enemies prior to the boss all over again: They just start at the boss area's entrance. What's being described for Warlord Alert seems to be the exact opposite of that. That doesn't sound good.
Guess I'll give it a try to see for myself when I get back home.
People being booted outta the fight doesnt help when ur with some newbs who say "OH LOOK ima like that guy/girl from MGS2" run in then get their butts handed to them buy a 20 foot Warmech with flames for hands.
I don't get whole Lock Out thing? Whats the point of it? Zerkrushing????
Superheroes usually bounce up and rejoin the fight.
I guess need to start actually carrying Selfrezzez with me. Not that i die often, but to be sure......
Ok, i said it elsewhere, but guys, lockouts, seriously?
You've never done Resistance or Therakiel's Temple or what?
It's like all of a sudden you discover that (bad, IMO) mechanism...
I don't walk around with rebirth on all toons for fun...
Oh and Gravitar has it too, if that tips the scales in favor of moving a self-rez in the bar. ^_^
More lockouts.....it's almost as if they wanted us to use the Triumphant recoveries they keep throwing at us in the gear boxes.
Bad mechanic but frankly it's real the reason rezz powers and devices exist/get used.
I feel it's more like a cheap way to "increase challenge", by making us tip-toe / turtle around, like it makes a fight more interesting or thrilling...
I remember the /block&wait1hour strategy I had to use the first time I met the Endbringer unprepared...
Same goes for knocks everywhere... The new "challenge" trend.
*shrug*
Freeforms / experienced will just crawl through, yawning.
New players / (some) ATs will just run away screaming in frustration.
Self rez is pretty much a must for Warlord, as far as I can tell. The napalm patches do 1400 damage per tick to my Invulnerability passived gunfighter, you can't activate travel powers while in that room so it's pretty much inevitable that you'll be roasted.
Despite explaining as the alert started that if the boss 'killed' us we'd be locked out of the fight, 3 members of my team went rushing in and got promptly barbecued.
Triumphant recovery is no substitute for rebirth, I discovered. By the time I could rez again, everyone else was bouncing around behind the forcefield. Even if we all 'Recover' we still can't get back in, I can only see this as a bug.
I thought Red Winter was bad for underpowered/inept random groups, but this raises the bar considerably
(Maybe Sniper rifle and camping on the walkway is how this is meant to be done?)
All I can say is that, while the other alerts are about getting them done quickly, this one is about patience. Block his big attacks, position yourself carefully, and whittle him down little by little. Watch your health and use the reconstruction circuits on the device as needed (if you don't have a self heal).
I do want to point out that the power armor device is probably not as good as most freeform and several AT builds, so don't use it if you don't have to.
I'd also like to point out that since there's no time limit, stick together and take it slow. If someone on your team can rez, then let them hang back during the Warlord fight and make sure you have someone who can take a hit.
I feel it's more like a cheap way to "increase challenge", by making us tip-toe / turtle around, like it makes a fight more interesting or thrilling....
I'm now leaning towards the view that they have given us these triumphant recoveries, want us to use them, run out and then run to the C-Store....
Yes rebirth is better but it's so situational that many players won't have picked it, I didn't on my main healer, she relies a the stack of triumphant recoveries, servitor serums and Zombie Powder. I just have to remember to slot them all before entering a lockout.
....A neat little thing within it is the chance to pick up small boxes that award you one of three devices - A Fire All Weapons device, a Tactical Missiles device, or a Plasma Beam device. Although entertaining, the real value I see from them is that each is worth 1 g, and I pulled out four in a five minute run.
Are these devices permanent with a long cooldown (like the blood moon ones) or limited charges?
I take it these are fairly easily acquirable before hitting the boss battle.
[EDIT - and Finn ninja's the answer before I ask the question.....]
I just attempted to run this GRAB... and then logged out in disgust.
We started out as a five-man team. A minute in, however, and one of our teammates logged off. We still managed to fight our way through the grenade and shotgun blast spam, got to Warlord, and got picked off one by one. I think we got him down to about half health. One by one, we all ended up on the balcony behind the force field.
And sat there.
Apparently, the game was waiting for our fifth teammember, the one who logged out, to die. Since he wasn't there, all we could do was bash our heads in frustration against the force field. After about five minutes, we all just left the map.
So it looks like not only can't you finish with a missing member, you get punished for letting someone log out. This is really effin' stupid, and very indicative of exactly how little QA Champions Online gets. I'm really tired of it.
Honestly, I don't think it will be so bad once word gets out; it was really the not knowing about the lockout that made it a challenge. Folks going in will carry revives, and it'll be all good.
I thought this mission was actually pretty cool (even though we lost). At a certain point, I actually suggested pulling, since we kept getting knocked into additional mobs. Nobody listened, but still...it felt like a new level of challenge to even suggest it.
This is not the final version of the Alert. This is a bleed-through of an earlier version than the final one on the PTS. One example of this is that the enemy faction is "Mercenaries" where it's supposed to be "Shadow Army". The Power Armor costume was apparently also just a place holder, so that should be changed in the final version as well.
This is not the final version of the Alert. This is a bleed-through of an earlier version than the final one on the PTS. One example of this is that the enemy faction is "Mercenaries" where it's supposed to be "Shadow Army". The Power Armor costume was apparently also just a place holder, so that should be changed in the final version as well.
This is not the final version of the Alert. This is a bleed-through of an earlier version than the final one on the PTS. One example of this is that the enemy faction is "Mercenaries" where it's supposed to be "Shadow Army". The Power Armor costume was apparently also just a place holder, so that should be changed in the final version as well.
Good to see I'm not the only one who realises this isn't supposed to be live yet.
Good to see I'm not the only one who realises this isn't supposed to be live yet. It seems like the people playing these are doing it as 5 man teams too which isn't how it's intended to be played.
Wait, this was a 10-man on PTS? That makes it all even WORSE...
*EDIT* Looking at the PTS thread it appears I was definitely wrong about that, sorry!
Good to know that i was not the only one who first thought that this was the 10 person raid,
but all the "unfun" factor of this alert for me just cried : RAID
Ok, so, we've got:
- In-game calendar that shows it as going Live this week (IIRC)?
Could someone check the calendar tab in the new Events screen?
(You know, the same screen high-jacking your Journal...)
And apparently, totally not ready.
- A 5-men Alert on Live that's a bleed-through from PTS, that allows players to play through, while being designed for 10 peeps...
No matter what end I try to pick it by, it just plain sucks...
Think I should ask for a Dev to confirm just how bad the whole mess is?
On another note: THAT is 10 men? Oh boy...
Is it normal to be able to solo one side of a room, having 3 groups of mobs on me?
Ok, so, we've got:
- In-game calendar that shows it as going Live this week (IIRC)?
Could someone check the calendar tab in the new Events screen?
(You know, the same screen high-jacking your Journal...)
- A 5-men Alert on Live that's a bleed-through from PTS, that allows players to play through, while being designed for 10 peeps...
No matter what end I try to pick it by, it just plain sucks...
Think I should ask for a Dev to confirm just how bad the whole mess is?
Well... The patch maintenance is starting in half an hour, so it's definitely going up this week. Seems the automatic activation of the Alert was too early.
Well... The patch maintenance is starting in half an hour, so it's definitely going up this week. Seems the automatic activation of the Alert was too early.
Black Harlequin's foundry MKII?
*sigh*
This feels so amateur-ish...
Though I was frustrated with folks screwing up the Red Winter Alert, I really did appreciate that the alert was challenging, and not an automatic win (unlink Dockside Dustup with Black Fang).
I know that many folks worry about content getting too hard, but most of the content in the game is easy and soloable, even at "Elite" difficulty. This comes from a silver member playing non-optimized ATs--my main is a grimoire. I am happy to have alerts where victory is not assured, and teams are rewarded for coordinated group play.
Second time I did it was with an Ice-based FF character. I agree with the frustration about knockback, you do get bounced around a bit. Now the group I was with were (I think, it was a couple of hours and a few beers ago) 38, 40, 32 and 35. My character 28, so nicely placed for alerts.
We blasted through the bulk of the alert, and made it to the end boss. I was last to die to his stupid flame thing, but I was wondering why my team mates were not coming back to help out after they'd been knocked out. I diidn't find out about the lockout until later. Perhaps if I had have known I'd have played a little more defensively, as we had him down into the last third of his health.
I'll try it with a few other characters and see how they go.
I like the new alert. It makes what you do in the boss fight matter, and it makes rez powers/devices matter. If there is nothing that matters in your game, if there are no consequences for your choices for good or ill, then boredom ensues. I prefer hilarity. Or cornball japery, at least.
for the record, this is not really that hard, it's lack of communication in game that's making it hard. a half-way decently planned attempt and you'd have a really good shot at it.
I don't mind hard content at all, I like steamrolling, but having a challange now and again is a good thing. As long as the challange is do-able and not a complete monstrosity. (this fight with Warlord for example is very do-able)
Can we promist to discuss with one another in the alert BEFORE we rush in all Jenkins style?
Wait, this is supposed to be 10-man? Yeah.. suddenly I feel pretty Bad@ss about myself and that crew because, short a couple deaths early on, we had Warlord down to a little under half health on just four men...
...okay.. I didn't feel as knocked around as I did on GRAB's alert, honestly.. but then I'm flying most of the time on Star so that might[/] be a factor...
I'm calling it a Mass Effect 3 scenario.. I was loving it until the last, oh, five minutes or so.
The flame patches need toned way the hell down -- and if you die in them?
Like Meredy I tend to run Rebirth standard in all my builds, most of them anyway where it will fit thematically at all. So I had that.
Also had Triumphant Recoveries...
Used both[/b] -- and in one case died instantly after to the ****ing flame patches!
..actually both times, dying before I could escape them.
Then, lockout.
NO. Lockout is BULLSH*T in End-game runs (THerakiel's, etc.) or the like, but at least those tend to be run by dedicated, assembled teams of high level characters.
Not random PUGgers of gods know what sub-par level for this sort of crap.
It needs axed. Removed utterly, or in the very least we need a few seconds mercy-invincibility n respawn from those ****ing flame patches, which need toned way the Hell down in any event and the bug fixes preventing total team lockouts.
I was loving t, I realy was, right untl that bullsh*t through a curve at us and locked all four of us out. Also with no warning it would happen that saw personally...
...infuriating, and needs serious time with some fixes and some scissors to trim the tryhard bullsh*t out.
On the u[side however... it was great until that. The new enemies looks cool as Hel l(can we have 'em for Nem minion options? Plleeeeease?), they seem a little smarter (maybe ts just them hiding behind cover in the setup but the illusion is there if nothing else, and the pacing with Warlord's VO orders felt pretty tight and engaging. Warlord is pretty awesome too, aside his one-shot flamethrower from Hell and the obnoxious OP fire patches -- he looks Bad@ss and aside those problems I was having fun fighting him...
Did turn the device off after a couple minutes though, as they are a little underwhelming though...
Overall, when this is fixed, excised of Tryhard nonsense, and polished.. I don't know if it's going to be Red Winter caliber but it will at least be firmly in second place.
Even as is I kinda like it better that GRAB's....
Just.. fix it, Cryptic. Great start -- now finish the job.
Lockout is a form of increased difficulty without just increasing mob power level.
Ensuring that a mission cannot just be death-zerg rushed repeatedly, as so many can, until victory is not a bad thing.
I don't mind lockouts - but considering the average skill level in a pug alert, then take into account the varying character levels, it just screams unpleasant.
They really need to establish what role they want alerts to actually play, because at the moment they don't seem to cater to the casual gamer or "hardcore" gamer.
I did this twice before the downtime with PUGs and we nailed it both times for a big resource reward and lots of devices. One of the more interesting bossfights I've tanked in a while in this game. Really wasn't that tough though. Tank grabs aggro, turns him away from the group and just stays out of the fire. Rest of the team hangs out behind him filling him full of super powers.
Only had a dedicated healer on one of the runs too. More like this I say.
Just ran it again post-downtime and it's the correct version now. Mercs are now called Shadow wotsits and the Become device is the correct look now. Otherwise exactly the same though. Good fun. If your tank has no self heal and no healer in the group though you're pretty screwed.
Of course how many tanks can actually hold aggro in alerts anyway? I can see how this will be tough for the majority but screw them I'm enjoying myself.
I had the chance to run this a couple times with my healer. The first time was a dream as the PUG had a tank that could actually hold aggro. *cheers for Hollowpoint*
I was able to run up to Warlord, drop sigils of Radiant Sactuary and Ebon Weakness and then drop back to heal if needed and if not unload on Warlord. Outside of getting hit with a couple of AoEs when I got too close to the tank. Easy Peasy Lemon Squeezy.
The next time I ran it I was in the PUG from hell. People would run around without paying attention to mob placement and aggro 2 or 3 groups to start a fight and knockback would add a group more. All the knockback would send me flying about the room. With each hero fighting seperat groups and a couple of them having paper mache as their defensive passive there were a lot of deaths.
The Warlord fight went quckly. Two heroes were dropped quickly. Even full maintains of crit healing cellestial conduit were not enough to keep them standing. A third never made it into the fight. She was locked out on the balcony having never engaged Warlord. It was down to my healer and a Glacier that had turtled behind her shield. There were too many burn patches on the floor for me to be able to close and have us both hide behind sigs. I fired off a heal because she was down to 1/2 health and was 2 shotted.
Good times, good times.
Despite of how bad the fight went I really enjoyed it. If they can fix the problem of people being locked out of the fight from the start I can really get into a fight like this. The team has to work together, the mindless zergfest that works on the other alerts won't work here.
I've played the post-patch version and this gets a Not Worth It from me. Too long a slog to too difficult a boss fight for the reward, unless maybe Warlord has costume drops I don't know about.
The Harmon Labs / Warlord Alert is not a grab; it's a custom alert, as with Red Snake / Green Dragon, Red Winter and "G.R.A.B. The Money And Run." We like to use those to combine the immediate-action approach of Alerts with a more elaborate scenario experience. Because they're custom, they're usually longer, don't always follow the rules of the other alerts, and have a variety of twists (the Harmon Labs power armor, the various mechanics of the Warlord fight).
The Harmon Labs / Warlord Alert is not a grab; it's a custom alert, as with Red Snake / Green Dragon, Red Winter and "G.R.A.B. The Money And Run." We like to use those to combine the immediate-action approach of Alerts with a more elaborate scenario experience. Because they're custom, they're usually longer, don't always follow the rules of the other alerts, and have a variety of twists (the Harmon Labs power armor, the various mechanics of the Warlord fight).
But you may want to bring a rez, just in case.
Then you ought to create a new icon to indicate "Special Alerts". I cannot count how many times I've seen people asking in zonechat "How come the RedSnake/G.R.A.B./Red Winter Grab doesn't count towards the daily Grab quests?". You might want people to think of them as "Special", but you're tagging them as "A Grab that sits in the 4th alert slot for a whole week".
Comments
However I am playing a level 40 Tempest toon and have lots of DPS. I was very disappointed in the fact that if you die while facing Warlord then you are just out of the mission. I do not agree with that at all. Just because he hits you with one or two hits takes all your health and you are completly out. I can tell you I won't be playing this one much
Seriously, any effect that is 'you don't get to play any more' doesn't belong anywhere outside a GM's toolkit.
Guess I'll give it a try to see for myself when I get back home.
Superheroes usually bounce up and rejoin the fight.
I guess need to start actually carrying Selfrezzez with me. Not that i die often, but to be sure......
And whats the reward on this?
123456
You've never done Resistance or Therakiel's Temple or what?
It's like all of a sudden you discover that (bad, IMO) mechanism...
I don't walk around with rebirth on all toons for fun...
Oh and Gravitar has it too, if that tips the scales in favor of moving a self-rez in the bar. ^_^
Bad mechanic but frankly it's real the reason rezz powers and devices exist/get used.
I remember the /block&wait1hour strategy I had to use the first time I met the Endbringer unprepared...
Same goes for knocks everywhere... The new "challenge" trend.
*shrug*
Freeforms / experienced will just crawl through, yawning.
New players / (some) ATs will just run away screaming in frustration.
Despite explaining as the alert started that if the boss 'killed' us we'd be locked out of the fight, 3 members of my team went rushing in and got promptly barbecued.
Triumphant recovery is no substitute for rebirth, I discovered. By the time I could rez again, everyone else was bouncing around behind the forcefield. Even if we all 'Recover' we still can't get back in, I can only see this as a bug.
I thought Red Winter was bad for underpowered/inept random groups, but this raises the bar considerably
(Maybe Sniper rifle and camping on the walkway is how this is meant to be done?)
I do want to point out that the power armor device is probably not as good as most freeform and several AT builds, so don't use it if you don't have to.
I'd also like to point out that since there's no time limit, stick together and take it slow. If someone on your team can rez, then let them hang back during the Warlord fight and make sure you have someone who can take a hit.
Seriously, Cryptic, you could come off with that cyberninja sword, the gun from the cyberpunk set, and the augmented skin any day.
Yes rebirth is better but it's so situational that many players won't have picked it, I didn't on my main healer, she relies a the stack of triumphant recoveries, servitor serums and Zombie Powder. I just have to remember to slot them all before entering a lockout.
Drops from Labs are PA power devices. Got hand rocket thing, plasma beam and FAW so far. 3 use per device.
I take it these are fairly easily acquirable before hitting the boss battle.
[EDIT - and Finn ninja's the answer before I ask the question.....]
On the other hand, the Radiant AT gets a revive, right?
Ensuring that a mission cannot just be death-zerg rushed repeatedly, as so many can, until victory is not a bad thing.
We started out as a five-man team. A minute in, however, and one of our teammates logged off. We still managed to fight our way through the grenade and shotgun blast spam, got to Warlord, and got picked off one by one. I think we got him down to about half health. One by one, we all ended up on the balcony behind the force field.
And sat there.
Apparently, the game was waiting for our fifth teammember, the one who logged out, to die. Since he wasn't there, all we could do was bash our heads in frustration against the force field. After about five minutes, we all just left the map.
So it looks like not only can't you finish with a missing member, you get punished for letting someone log out. This is really effin' stupid, and very indicative of exactly how little QA Champions Online gets. I'm really tired of it.
It seems just a tad bit raw still?
I thought this mission was actually pretty cool (even though we lost). At a certain point, I actually suggested pulling, since we kept getting knocked into additional mobs. Nobody listened, but still...it felt like a new level of challenge to even suggest it.
...
Attachment not found.
...
Someone...
Please...
Tell me it isn't true...
Good to see I'm not the only one who realises this isn't supposed to be live yet.
I could but I'd be lying.
You sound surprised.
And I'm a little disappointed I'm not.
I assumed so, I could be wrong though as I haven't played it and I'm failing to remember why I thought it was in the first place now that you ask.
*EDIT* Looking at the PTS thread it appears I was definitely wrong about that, sorry!
Good to know that i was not the only one who first thought that this was the 10 person raid,
but all the "unfun" factor of this alert for me just cried : RAID
- In-game calendar that shows it as going Live this week (IIRC)?
(You know, the same screen high-jacking your Journal...)
And apparently, totally not ready.
No matter what end I try to pick it by, it just plain sucks...
Think I should ask for a Dev to confirm just how bad the whole mess is?
On another note: THAT is 10 men? Oh boy...
Is it normal to be able to solo one side of a room, having 3 groups of mobs on me?
*sigh*
This feels so amateur-ish...
I know that many folks worry about content getting too hard, but most of the content in the game is easy and soloable, even at "Elite" difficulty. This comes from a silver member playing non-optimized ATs--my main is a grimoire. I am happy to have alerts where victory is not assured, and teams are rewarded for coordinated group play.
We blasted through the bulk of the alert, and made it to the end boss. I was last to die to his stupid flame thing, but I was wondering why my team mates were not coming back to help out after they'd been knocked out. I diidn't find out about the lockout until later. Perhaps if I had have known I'd have played a little more defensively, as we had him down into the last third of his health.
I'll try it with a few other characters and see how they go.
I don't mind hard content at all, I like steamrolling, but having a challange now and again is a good thing. As long as the challange is do-able and not a complete monstrosity. (this fight with Warlord for example is very do-able)
Can we promist to discuss with one another in the alert BEFORE we rush in all Jenkins style?
...okay.. I didn't feel as knocked around as I did on GRAB's alert, honestly.. but then I'm flying most of the time on Star so that might[/] be a factor...
I'm calling it a Mass Effect 3 scenario.. I was loving it until the last, oh, five minutes or so.
The flame patches need toned way the hell down -- and if you die in them?
Like Meredy I tend to run Rebirth standard in all my builds, most of them anyway where it will fit thematically at all. So I had that.
Also had Triumphant Recoveries...
Used both[/b] -- and in one case died instantly after to the ****ing flame patches!
..actually both times, dying before I could escape them.
Then, lockout.
NO. Lockout is BULLSH*T in End-game runs (THerakiel's, etc.) or the like, but at least those tend to be run by dedicated, assembled teams of high level characters.
Not random PUGgers of gods know what sub-par level for this sort of crap.
It needs axed. Removed utterly, or in the very least we need a few seconds mercy-invincibility n respawn from those ****ing flame patches, which need toned way the Hell down in any event and the bug fixes preventing total team lockouts.
I was loving t, I realy was, right untl that bullsh*t through a curve at us and locked all four of us out. Also with no warning it would happen that saw personally...
...infuriating, and needs serious time with some fixes and some scissors to trim the tryhard bullsh*t out.
On the u[side however... it was great until that. The new enemies looks cool as Hel l(can we have 'em for Nem minion options? Plleeeeease?), they seem a little smarter (maybe ts just them hiding behind cover in the setup but the illusion is there if nothing else, and the pacing with Warlord's VO orders felt pretty tight and engaging. Warlord is pretty awesome too, aside his one-shot flamethrower from Hell and the obnoxious OP fire patches -- he looks Bad@ss and aside those problems I was having fun fighting him...
Did turn the device off after a couple minutes though, as they are a little underwhelming though...
Overall, when this is fixed, excised of Tryhard nonsense, and polished.. I don't know if it's going to be Red Winter caliber but it will at least be firmly in second place.
Even as is I kinda like it better that GRAB's....
Just.. fix it, Cryptic. Great start -- now finish the job.
I don't mind lockouts - but considering the average skill level in a pug alert, then take into account the varying character levels, it just screams unpleasant.
They really need to establish what role they want alerts to actually play, because at the moment they don't seem to cater to the casual gamer or "hardcore" gamer.
I think you would have a better chance of seeing a man-bear-pig. OH WAIT!
Only had a dedicated healer on one of the runs too. More like this I say.
Oh joy oh joy oh joy oh joy!!
*happy dance*
6 hours and 20 minutes. Hrmmm...perhaps i should just go home sick. *cough* *cough*
Of course how many tanks can actually hold aggro in alerts anyway? I can see how this will be tough for the majority but screw them I'm enjoying myself.
I was able to run up to Warlord, drop sigils of Radiant Sactuary and Ebon Weakness and then drop back to heal if needed and if not unload on Warlord. Outside of getting hit with a couple of AoEs when I got too close to the tank. Easy Peasy Lemon Squeezy.
The next time I ran it I was in the PUG from hell. People would run around without paying attention to mob placement and aggro 2 or 3 groups to start a fight and knockback would add a group more. All the knockback would send me flying about the room. With each hero fighting seperat groups and a couple of them having paper mache as their defensive passive there were a lot of deaths.
The Warlord fight went quckly. Two heroes were dropped quickly. Even full maintains of crit healing cellestial conduit were not enough to keep them standing. A third never made it into the fight. She was locked out on the balcony having never engaged Warlord. It was down to my healer and a Glacier that had turtled behind her shield. There were too many burn patches on the floor for me to be able to close and have us both hide behind sigs. I fired off a heal because she was down to 1/2 health and was 2 shotted.
Good times, good times.
Despite of how bad the fight went I really enjoyed it. If they can fix the problem of people being locked out of the fight from the start I can really get into a fight like this. The team has to work together, the mindless zergfest that works on the other alerts won't work here.
The Harmon Labs / Warlord Alert is not a grab; it's a custom alert, as with Red Snake / Green Dragon, Red Winter and "G.R.A.B. The Money And Run." We like to use those to combine the immediate-action approach of Alerts with a more elaborate scenario experience. Because they're custom, they're usually longer, don't always follow the rules of the other alerts, and have a variety of twists (the Harmon Labs power armor, the various mechanics of the Warlord fight).
But you may want to bring a rez, just in case.
Then you ought to create a new icon to indicate "Special Alerts". I cannot count how many times I've seen people asking in zonechat "How come the RedSnake/G.R.A.B./Red Winter Grab doesn't count towards the daily Grab quests?". You might want people to think of them as "Special", but you're tagging them as "A Grab that sits in the 4th alert slot for a whole week".