We've updated the build on PTS which includes the following content fixes:
Critters:
-Bunker Buster Critters should no longer vanish or heal indefinitely.
-Red Winter Critters should no longer use prototype Soviet Teleportation technology to escape from players.
I recently survived (and team was victorious) against Grav with a melee toon. I wasn't the tank and I think the diff was I was Defiance which means SS Con which means more health to survive the lolcades with. Somebody did write that Con gear can make a big diff in that fight. The hard part is to work out which way she's pointing lolz with all them debuffs and stuff it's harder to find her assett shall we say.
Recently mentioned this hyper Mega D stuff to a chum who is a really good player (the kind that farmed Telieosaur for pheromones) and she at least is very excited about this.
Sigh I of course am filled with trepidation but I shall follow her moves and hopefully plastic surgery will keep me beautiful so to speak.
If it hasn't been suggested to death already might i propose a special Mega D invasion Instance - there are after all a larger number of instances in Mil Cit.
_____________
[SIGPIC][/SIGPIC]
The one who can't shut up formerly known as 4rksakes
About the @handle - it's a long story.
Profound quote.. "I'm not a complete idiot - several parts are missing."
With the way things are now Ranged dps will have higher spike damage than melee in all situations. Its unbalanced but as far as we can tell, the devs don't care.
lol I like how people mix spike and DPS damage.
They're not the same thing or the same build.
I am not sure what exactly you are saying here but I think these days, DPS (damage per sec) does not necessary have to referred to maintained attcks. Spike attacks can also be calculated for dps by averaging out the damage over time. Maintain attacks users can also have spike attacks and vice versa. Also, "range DPS" is often used to refer to toons which are focus on dealing out very high damage over time as opposed to tanks, healers, support toons. It does not matter if the range DPS uses maintains or spikes. However in general, maintains (the right ones) will out dps spike attacks except maybe if you are sanguine with an eagle blaster.
my solution to make this fight bearable and little more interesting:
1) Make the AoE bubble attack to be warned(clearly, not everybody plays on a 50'+ monitor) at least 10(kind of make up number, but enough for a melee player to get out its range) secs before releasing it.
2) Debuff MegaD against melee damage(you could say melee got in their joints or something else).
That way, melee do more damage but they have to stop for the bubble while range less but they have little downtime.
3) Nerf MegaD HP, put a dot on them or debuff their general resistance progressively through the timer. The reason is that with no way of calculating how many players are going to participate in the open mission, you want to make the fight harder at the beginning so large groups has to work and small groups have a good chance but need to fight longer.
As a general comment to Devs, we are receiving an influx of players from CoX. If you make an event were they die tenths of times they are most likely to get frustrated and leave. If a squishy midly careful die, then your design has something wrong.
I am not sure if the rewards are again a dps/heal race, but I would advise to make the rewards same quality for the first 10, 20 or 30(you decide the number), so people with suboptimal builds would feel more eager to participate.
In conclusion, make this event fun and rewarding not difficult and segregationist.
my solution to make this fight bearable and little more interesting:
1) Make the AoE bubble attack to be warned(clearly, not everybody plays on a 50'+ monitor) at least 10(kind of make up number, but enough for a melee player to get out its range) secs before releasing it.
2) Debuff MegaD against melee damage(you could say melee got in their joints or something else).
That way, melee do more damage but they have to stop for the bubble while range less but they have little downtime.
3) Nerf MegaD HP, put a dot on them or debuff their general resistance progressively through the timer. The reason is that with no way of calculating how many players are going to participate in the open mission, you want to make the fight harder at the beginning so large groups has to work and small groups have a good chance but need to fight longer.
As a general comment to Devs, we are receiving an influx of players from CoX. If you make an event were they die tenths of times they are most likely to get frustrated and leave. If a squishy midly careful die, then your design has something wrong.
I am not sure if the rewards are again a dps/heal race, but I would advise to make the rewards same quality for the first 10, 20 or 30(you decide the number), so people with suboptimal builds would feel more eager to participate.
In conclusion, make this event fun and rewarding not difficult and segregationist.
yes, nerf it so i can solo it! give no challenge!
but seriously, the destroyer wave is CLEARLY visible being charged, theres particle effects, sounds, and the destorid looking like its about to take the browns to the super bowl
yes, nerf it so i can solo it! give no challenge!
but seriously, the destroyer wave is CLEARLY visible being charged, theres particle effects, sounds, and the destorid looking like its about to take the browns to the super bowl
Again, this is an anniversary event and open mission. There should be just enough challenge to not making it trivial. A lot of people who will be doing this are new players with not much experience on how things works in CO. Do you really want to scare them away for feeling a little challenged?
I have a range dpser with sniper rifle included, so I laugh at destroyer wave but this is not about my personal situation to the event but more about the general picture on getting new players to stay in CO. The issue of challenge should be reserved for endgame lairs, this is an event.
Again, this is an anniversary event and open mission. There should be just enough challenge to not making it trivial. A lot of people who will be doing this are new players with not much experience on how things works in CO. Do you really want to scare them away for feeling a little challenged?
I don't know about you, but If I were anything but level 40 and a veteran of CO, I think I'd be a bit "scared" by a fight involving two level 60 tough mega destroids at a time. And rightfully so...
Also, it's not really an anniversary event mission, it's the return of Dr. Destroyer event, which is intended to signal dark times for the future of the earth. Nothing says dark times like a six pack of giant robots one shotting everyone who gets anywhere near them.
I don't know about you, but If I were anything but level 40 and a veteran of CO, I think I'd be a bit "scared" by a fight involving two level 60 tough mega destroids at a time. And rightfully so...
Given this is a Superhero game and not a survival horror game I'd think "Bring it ON!" then when I got promptly curbstomped I'd think "Man, this is lame, I think I'll go play something else."
Amusingly, kinda like what I'm doing with Borderlands 2 right now. Kinda regretting my purchase there, they screwed up their formula from the first game and did a few of the no-nos every game developer should avoid.
I know you as well as some others wouldn't understand this, though, so I'm almost certainly still wasting my breath. It's cool and all, though, not like we need to make a good impression or anything.
EDIT: Actually, come to think of it, action video games have come to teach us over the years that the bigger they are the harder they fall. The more and more I think about it, the less what you said makes any kind of sense. Heck, Raiden, a random secret agent dude, took multiple Metal Gears on himself. Think about that, he's just a guy with some guns and nanotech for the most part! Not a half demon, or some armed to the teeth billionaire, or a wielder of chi/ki/whatever, or a superpowered alien, etc.
If we're talking about expectations here, clearly, people haven't been pre-conditioned to expect what you think they have.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
This is a superhero MMORPG. It has encounter levels. You seem to be totally ignoring that fact. This isn't MGS, or Marvel Ultimate Alliance, this is Champion Online. You can't take a level 11 toon into Andrith Ruins and expect to beat Vikorin the Blind.
CO is based off of a Pen and Paper RPG, and just like any pen and paper RPG there are some fights that certain people aren't going to live through. Personally, I enjoy challenges in my games, I'm sorry that you've been molded into a sad product of this generation of gaming's casualization.
It reminds me of my friend who rage quit playing Dark Souls in the first 5 minutes at the first "boss". I went over to his house, loaded it up, and killed it on the first try. Did the same thing for him with Ninja Gaiden on the xbox years ago... Both times he just remained in a state of silent denial for awhile.
On an only somewhat related note: I'm not seeing the Mega-Ds when I load into the PTS. Are they currently disabled, or do I just have terrible timing when it comes to going to get a looksee at them?
Whats so bad about players dieing any way? There's barely any death penalty.
As far as i can tell these things aren't unbeatable (which would be a problem) but you may die in the process of defeating them (wheres the harm in that?).
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.
Dying annoys me sometimes. Yeah, in a way I think Gravitar needs to tone it down with the constant one-shotting, but when there's hard challenges like this, I say 'okay, what can I do better'.
Generally, if it's just ridiculous, I do something else.
This is a superhero MMORPG. It has encounter levels. You seem to be totally ignoring that fact. This isn't MGS, or Marvel Ultimate Alliance, this is Champion Online. You can't take a level 11 toon into Andrith Ruins and expect to beat Vikorin the Blind.
CO is based off of a Pen and Paper RPG, and just like any pen and paper RPG there are some fights that certain people aren't going to live through. Personally, I enjoy challenges in my games, I'm sorry that you've been molded into a sad product of this generation of gaming's casualization.
It reminds me of my friend who rage quit playing Dark Souls in the first 5 minutes at the first "boss". I went over to his house, loaded it up, and killed it on the first try. Did the same thing for him with Ninja Gaiden on the xbox years ago... Both times he just remained in a state of silent denial for awhile.
The thing about games like Champions and Ninja Gaiden is such enemies would get killed easily if they didn't have huge amounts of health and/or do absurd amounts of damage. I still say fighting a skillful enemy is always the best challenge. I think one-hitting is fine, as long as it requires more skill.
Whats so bad about players dieing any way? There's barely any death penalty.
As far as i can tell these things aren't unbeatable (which would be a problem) but you may die in the process of defeating them (wheres the harm in that?).
It completely ruins the buzz of gaming, something that is supposed to be fun, when you die a bajillion times trying to beat this one thing, when that one thing is heavily stacked against you via statistical design.
It's made even worse when there's no level reset or checkpoint based loading, just a really hard boss or encounter you throw yourself at until you win.
The first kicks the fun out of the game, and isn't in any way a real challenge.
The second kicks any sense of accomplishment you MIGHT have felt over the challenge out of the game, and kills any hope of immersion.
CO manages to embody both at times, and make even more frustrating fights when they attempt to avoid it. RPGs by nature should be easier than other game types, because they're dominated by stats and random rolls. The less stats are a factor towards winning the more you're allowed to pump up difficulty, which is why the Devil May Cry games are crushingly hard, but still incredibly fun.
Getting one shot by Gravitar, I feel "What the ****. That happened. Great, now I'm dead, and there's little to nothing I could have done about that besides head to the powerhouse and change my build." Dieing in a Devil May Cry game I feel like "Had my execution been a bit faster, and I had dodged or guarded a bit better, I would have lived longer." Yes, Royal Guard is in all ways superior to Trickster, but hell if I care, I went through the game dodging everything, because ultimately it comes down to skill.
When you get right down to it, putting aside the liars and masochists, the people saying Gravitar is "hard" and this is "good" aren't really beating her because of skill, they're beating her because of either luck or build. Sometimes, she decides to spray all the tanky characters with Gravity cascades. Other times, the healers eat it over and over. Yes, you could go in there with Healers who have over 8K HP and run high resistance builds, but is that skill? No, that's build. The only thing vaguely resembling skill in her fight is dodging out of the yellow bubbles, which laughably don't work right, so people tend to put a supertank in melee and have them soak the damage.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
Know what kills the fun of gaming for me? Roflstomping all of the content because some forum members wave the nerf flag the second we get anything near a hard fight. Wtf is the point of playing a game if there's no challenge? That's not a game, it's never a game if you can't lose. Kinda makes it more of a masively multiplayer online roleplaying godmod.
Xao, tactics are skill. Like finding a super-tank that can take her crap and having them hold her down, so the squishies can hammer her. Isn't that how every mmo has ever worked since we started making em? I really don't get why co has to be any different, the constant campaign to make this mmo's difficulty a joke baffles me. That's not to say I want impossible, but right now we don't even have moderate difficulty. All but like 2 things in the whole game are a cakewalk, even on an archetype, and usually solo. I'd say "well, screw it, I'll run it on elite" but even that doesn't give any good rewards anymore because of all of the nerf herding and "wtf, why are you giving better rewards for people who take on harder challenges?!?"
Freaking trophies for participation. Ugh.
In game, I am @EvilTaco. Happily killing purple gang members since May 2008.
Almost completely irrelevant to anything at discussion here. Try again, thanks.
Also, just because you can beat something, doesn't mean it isn't badly designed and frustrating.
After reading your post, and his post, I would have to say his argument is completely relevant to the discussion in hand. When someone says what you did there, it tells me they couldn't come up with something else.
Also, imo, Champions is to easy as it is. There is no skill involved in anything we do. I'd rather see fights make people be smarter, and not just soloing things while half awake at best. Should it be possible to solo things? Yes, but you shouldn't be able to do it with ease. In fact, in reality, we shouldn't be able to solo anything really.
But as easy as the game is, for those that do not have their toons super min/maxed and built for soloing, dieing is easy. And for the most part, that includes ATs. In reality fights should not have as many one hit ko's as they do. Nor as many aoes as some do. A toon that does not have con as a SS or on their gear, or are build to somehow survive, should have a reasonable chance at living through an attack that would one-shot them while blocking. Yet, I have found that there are plenty of fights were that is just not going to happen, and have had my toons get one hit ko'd while blocking.
As for the dieing part? Dieing is part of the game, and for some, seeing how you die is part of the fun. Is it annoying at times? Yes. But if you have the soul of a gamer (casual, hardcore, whatever), than you know that you will die eventually in a game. And you would also know that you will die lots of times. When I play games, I am prepared to die, for I know its going to happen. So all I can really say about that is this: get used to dieing, it WILL HAPPEN.
Now, as far as fighting something that basically spams one hit ko's every ten to twenty seconds? Thats a little much, I'd rather them move the CDs of those OKO's to a higher number, so that way we do not have to worry about dieing as much.
Playing a MMO is like playing Dark Souls...You...will...die.
The only real thing that kills a game for me is when the game becomes grindy. Which is why I have not really played that often in CO anymore, way to grindy for those mods and what not.
I dont think its as black and white as you make it seem. The Champions combat system is far more fast paced, and skill friendly than say, COX.
I think as a stat based game CO is more in the grey area of the stat vs skill spectrum you seem to be describing. A lot of what polarizes COs difficulty is bad mob design more so than the combat system it self.
As a fellow fan of games like DMC i find it even harder to believe you have a hard time in CO. Anyway, i don't want to get into a philosophical argument about game difficulty.
Here's basically where i stand. 1. I think the mob behavior is way too simple in this game and the fact that COX has more complex mob behavior is pretty disappointing if not embarrassing. (Hire those Paragon devs for this plz)
2. I don't like the [bag of hp + one shot attacks] strategy that Cryptic uses for Boss behavior.
I think being 1 shotted should be punishment for not playing well and not be completely unavoidable. I like the idea behind Gravitar but she fails in execution.
3. I think "cheap" hard bosses are better than easy bosses. They both make game play shallow. (CO also has plenty of the latter as well)
Number 3 is the most relevant to this conversation. I don't support the current mob design but its the lesser of 2 evils IMHO.
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.
Here's basically where i stand. 1. I think the mob behavior is way too simple in this game and the fact that COX has more complex mob behavior is pretty disappointing if not embarrassing. (Hire those Paragon devs for this plz)
2. I don't like the [bag of hp + one shot attacks] strategy that Cryptic uses for Boss behavior.
I think being 1 shotted should be punishment for not playing well and not be completely unavoidable. I like the idea behind Gravitar but she fails in execution.
3. I think "cheap" hard bosses are better than easy bosses. They both make game play shallow. (CO also has plenty of the latter as well)
Number 3 is the most relevant to this conversation. I don't support the current mob design but its the lesser of 2 evils IMHO.
Totally agree on the mob behavior department, they are really to simple. Which is also why CC in this game is almost pointless. Simple behavior makes the need for CC almost non-existent. Why take the time to CC something, when you could spend that same time murdering the things?
Also agree with the thing about the boss design. A boss's hp should be designed so the fight lasts a certain amount of time depending on the overall dps of the group. Instead, we get these overly healthy bosses that can take up to twenty minutes to kill. And half the time those bosses have way to many one hitters that make the fight not as fun. Bosses like the mega-ds should take at most 5 to 10 minutes for about 10 players smacking on it. Yet they take way longer.
Maybe the next major patch they do is a total overhaul of the mobs and bosses? Who knows? Maybe they might finally throw the water power set out...just kidding about that one. They will never make a water power set.
Well Xao... Maybe hello kitty online is more your speed then, since this one limited time open mission event that will be gone after a week will completely ruin your entire CO experience and prevent you from ever playing again.
I rolled a critical failure on my snark save, sorry everyone else.
I think that the mobs that come and support the Mega Destroid should be support and not DPS.
1. The mega Destroid itself has enough fire power. The mobs that support him should buff/heal the boss or debuff players or make them vulnerable to being 1 shotted.
Making 1shot kills dependent on an interaction with Mega D attacks and support mobs debuffs mite improve difficulty without causing whining.
2. If the Mega D is supported by actual support mobs it adds a tiny bit of depth by emphasizing targeting prioritization.
3. Players (especially squishy melee dps) will be able to contribute to the main fight without feeling overwhelmed by Mega D.
EX: with support drones spawning around Mega D. melee DPS has something to "Assassinate" or whatever and may not have to stand as close to Mega D and risk his AOEs.
4. By having support mobs buffing/healing Meag D, things like AOE holds/stuns become more useful to hold the mobs before they can heal/buff the main boss. This could help punctuate the new telepathy buffs.
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.
Like finding a super-tank that can take her crap and having them hold her down, so the squishies can hammer her.
This is not skill. And as tactics, it is absolutely the lowest form of them. Tactics past a certain point CAN be called skill, but "put tank in front of boss" isn't even close. It's one of the things that pisses me off about Borderlands, there's a few points in the game when it's obvious that they gave NO thought to the possibility someone might be playing it solo, and as a result you get COMPLETELY unengaging fights.
I. E. there's one point where you have to fight a Badass Constructor in front of an army of robots, and being a Bloodshed Speced Zero the way I had to fight him kicked all the piss out of the game for me. Basically, it boiled down to standing ALL the way back at the doorway, and sniping it to death with a pistol where it couldn't hit me.
This kind of **** is like smoke nading Gravitar, and it happens for one reason: The fight is designed SO incredibly badly, that the only way to beat it without incredible frustration or having the right build is to borderline exploit it.
It also is the way many MMOs work, and the reason most of them are terribly designed. The fact that the concept of pulling, an exploit of inexcusably stupid enemy AI, is synonymous with MMOs shows that most MMO designers don't know how to (or can't for some reason) make engaging fights. It's also defeating to real strategy, a good example of this is in Global Agenda. That game had the issue where stealth was seen through by just about every NPC that mattered, making something that could be considered a strategical gimmick completely irrelevant in PvE.
Amusingly, CoX had more engaging strategy in its fights than CO did, and most stealth (I. E. Splinter Cell) games and many First Person Shooters employ strategy on a level that puts every MMO I know of to shame. Prior to that though, you're doing Tank and Spank, or "bring X weapon to Y fight to win" and that's not skillful at all.
Well Xao... Maybe hello kitty online is more your speed then, since this one limited time open mission event that will be gone after a week will completely ruin your entire CO experience and prevent you from ever playing again.
I rolled a critical failure on my snark save, sorry everyone else.
*shrug*
Hey, this is the same remark used by the launch day fanbody dev cheerleader squad! That totally worked out awesome, didn't it? Not like we hemorrhaged players and people demanded Bill Roper's head on a stick or anything like that.
I'm sorry that *I* rolled a critical failure on my sarcastic reply to someone missing the obvious save.
Here's basically where i stand. 1. I think the mob behavior is way too simple in this game and the fact that COX has more complex mob behavior is pretty disappointing if not embarrassing. (Hire those Paragon devs for this plz)
2. I don't like the [bag of hp + one shot attacks] strategy that Cryptic uses for Boss behavior.
I think being 1 shotted should be punishment for not playing well and not be completely unavoidable. I like the idea behind Gravitar but she fails in execution.
3. I think "cheap" hard bosses are better than easy bosses. They both make game play shallow. (CO also has plenty of the latter as well)
Number 3 is the most relevant to this conversation. I don't support the current mob design but its the lesser of 2 evils IMHO.
Also, I can't disagree with sigma's first and second bulleted points, but I disagree with number three with a flaming passion of a million burning suns. I'd rather an easy boss and a focus on story (you know, kinda what RPGs were supposed to be about, at least originally?) than a cheap hard boss any day.
Based on this, I think it's important to think hard and realize CO's limits and that a frustrated playerbase is NOT a happy one. And an unhappy playerbase means less players and less money.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
Also, I can't disagree with sigma's first and second bulleted points,
Then both sides have found something they can agree on and this is what Cryptic should focus on. Cryptic if you walk away with anything from this discussion, it should be this:
Weak mob behavior design is causing stale game play and polarizing your player-base. It is still important that you take the intentions that created the I]imperfect[/I Gravitar (ie more complex mob behavior) and continue to refine it and proliferate it throughout the game.
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 still don't see the problem Xao, you're making it sound like this is what everything in the game from now is going to be. When this is now only the second thing ever in the game that includes instant death mechanics for non-tanky builds participating in it. (I'm not counting the "Stay out of the green sh*t." mechanics in the Hi-pan and Warlord fights.)
I can basically set up a macro on my mouse to play 95% of the content in CO while i go lay in bed. If that's what -you- like, then fine, go ahead, that's what 95% of the game already is, just keep fighting like, Draconis in serpent lantern or whatever...
So far nothing challenging (frustrating, as you seem to think it's called) has ever remained in any permanent content in CO.
The only thing vaguely resembling skill in her fight is dodging out of the yellow bubbles, which laughably don't work right, so people tend to put a supertank in melee and have them soak the damage.
Once again, you can reliably avoid those yellow bubbles, even with flight, at least you can when she doesn't suddenly centers one on herself. People not avoiding them either lack the skill for that (>90% of all people being hit), or have a build that can easily take the damage (<10% of all people being hit).
The problem in the grav fight is not the yellow bubbles, it is the cascades.
Once again, you can reliably avoid those yellow bubbles, even with flight, at least you can when she doesn't suddenly centers one on herself. People not avoiding them either lack the skill for that (>90% of all people being hit), or have a build that can easily take the damage (<10% of all people being hit).
The problem in the grav fight is not the yellow bubbles, it is the cascades.
Mostly agree, one thing i will say, there have been plenty of times where people get hit by the yellow not because of a lack of skill but because they are recovering from a knock as the bubble drops and thus cant escape in time or they have travel off such possibly due to their tp not being combat friendly. In these cases its luck and nothing but if you aren't a uber tank.
But yes bigger issue is cascades for ranged people, but i dare say bubbles for melee.
edit: bubble for melee not in survival sense but an unable to actually fight at all sense as they are running out of bubbles almost constantly and unable to attack, bonus points for cascades knocking em back too
What is it with this bubble stuff?
I been killed a lot by Grav but not by bubbles, it's the dratted lolcades!
My opinion on difficulty (fwiw) any one big threat is easier to handle than many dangerous little threats.
My good player chum of whom I spoke earlier stated that she'd duo'd Gravitar with another (reasonably competent I'm guessing) player of her acquaintance. If there is only the one baddy then there is only the one threat axis and no matter how jigged up it is it can be learned and anticipated by the competent fraternity. The key to more challenge IMO is to multiply the threat axis and give players more than they can easily handle. This means buffing up the regular mobs a bit so that they become a serious (can't be ignored) threat. Or maybe dividing the final boss into two or more (lesser HP) but potentially deadly threats.
A scenario that would be really challenging would be to fight the Avatars (that's 5 x legendaries) at the end of Demonflame. A really good team could do it... Probably/possibly!
Even I can take one legendary but in a room with 5 is prolly too much for my weary old brain to deal with.
That having been said there is no ignoring the darker side of challenge which is repeated fail and frustration at ones inabiltity to progress. I wonder sometimes if people who want challenge really understand what it really feels like.
As regards to a couple of Mega Ds at level 60 or so well... if it makes my chum and others like her happy then why not? It's not like I have to play this or solo it!
_____________
[SIGPIC][/SIGPIC]
The one who can't shut up formerly known as 4rksakes
About the @handle - it's a long story.
Profound quote.. "I'm not a complete idiot - several parts are missing."
What is it with this bubble stuff?
I been killed a lot by Grav but not by bubbles, it's the dratted lolcades!
My opinion on difficulty (fwiw) any one big threat is easier to handle than many dangerous little threats.
My good player chum of whom I spoke earlier stated that she'd duo'd Gravitar with another (reasonably competent I'm guessing) player of her acquaintance. If there is only the one baddy then there is only the one threat axis and no matter how jigged up it is it can be learned and anticipated by the competent fraternity. The key to more challenge IMO is to multiply the threat axis and give players more than they can easily handle. This means buffing up the regular mobs a bit so that they become a serious (can't be ignored) threat. Or maybe dividing the final boss into two or more (lesser HP) but potentially deadly threats.
A scenario that would be really challenging would be to fight the Avatars (that's 5 x legendaries) at the end of Demonflame. A really good team could do it... Probably/possibly!
Even I can take one legendary but in a room with 5 is prolly too much for my weary old brain to deal with.
That having been said there is no ignoring the darker side of challenge which is repeated fail and frustration at ones inabiltity to progress. I wonder sometimes if people who want challenge really understand what it really feels like.
As regards to a couple of Mega Ds at level 60 or so well... if it makes my chum and others like her happy then why not? It's not like I have to play this or solo it!
The danger of fail and frustration can easily be surpassed by a new shiny. With great challenge should come great rewards, and in CO I see that is kind of problem.
On an only somewhat related note: I'm not seeing the Mega-Ds when I load into the PTS. Are they currently disabled, or do I just have terrible timing when it comes to going to get a looksee at them?
The devs have been manually firing them up (or were off and on on Friday) due to trying to trace down the crash to desktop bugs some people were having. It has disabled how the fight normally runs due to the force starts.
my solution to make this fight bearable and little more interesting:
1) Make the AoE bubble attack to be warned(clearly, not everybody plays on a 50'+ monitor) at least 10(kind of make up number, but enough for a melee player to get out its range) secs before releasing it.
2) Debuff MegaD against melee damage(you could say melee got in their joints or something else).
That way, melee do more damage but they have to stop for the bubble while range less but they have little downtime.
3) Nerf MegaD HP, put a dot on them or debuff their general resistance progressively through the timer. The reason is that with no way of calculating how many players are going to participate in the open mission, you want to make the fight harder at the beginning so large groups has to work and small groups have a good chance but need to fight longer.
As a general comment to Devs, we are receiving an influx of players from CoX. If you make an event were they die tenths of times they are most likely to get frustrated and leave. If a squishy midly careful die, then your design has something wrong.
I am not sure if the rewards are again a dps/heal race, but I would advise to make the rewards same quality for the first 10, 20 or 30(you decide the number), so people with suboptimal builds would feel more eager to participate.
In conclusion, make this event fun and rewarding not difficult and segregationist.
I agree with the highlighted bit, and generally most of this post, perhaps not nerfing against Melee DPS builds, gives them some sort of unfair niche, which can then be said that ranged toons do in this event as well..anyway. I like the highlighted bit the most.
Due to the heaps of lagging which may go on IF they dont make it an instance (basically a Map of MC soley for lvl 40s) it will be very difficult to know when to block as graphics etc can get quite muddled sometimes.
My own personal idea which I voiced in Zone (PSI Enthusiast here ) Was that the Champions could perhaps take turns to tell us when to block and perhaps seeing them do the same (to increase their usefulness also) would be much more appealing.
Besides...I do like Defenders BLOCK!! Voice
Just imagining Sapphire saying: YOU GHATTA BLOCK! :biggrin:
Btw...Her PFF should be the standard for all PFFs...just saying...coz standing next to her with my Impulse AT's 7.788hp PFF and her with her 109,219hp PFF...makes my eyes turn green with envy
I certainly love to be able to come in to test with you guys but the problem is the testing time is always the time I start work and by the time I get back, there is no one in PTS.
The current patch is meant for testing the mega d invasion event as it will be in live. Since there is no update of telepathy in live, it will not be available here I assume. Telepathy is still being tweaked and making the new powers available for use in PTS will probably distort the testing of the event.
The current patch is meant for testing the mega d invasion event as it will be in live. Since there is no update of telepathy in live, it will not be available here I assume. Telepathy is still being tweaked and making the new powers available for use in PTS will probably distort the testing of the event.
I know that, just saying, I think our PTS testing is done for the event, back to Telepathy :P
I know that, just saying, I think our PTS testing is done for the event, back to Telepathy :P
So what was the outcome of the testing? There was supposed to be one at 1pm and 4pm. Which equates to 4am (still sleeping) and 7am (setting out for work) for me. Have they resolved the crashing? Did they do any refinement to the invasion? When will it go live?
So what was the outcome of the testing? There was supposed to be one at 1pm and 4pm. Which equates to 4am (still sleeping) and 7am (setting out for work) for me. Have they resolved the crashing? Did they do any refinement to the invasion? When will it go live?
Its going live tomorrow if all checks out. Or at least thats what I heard.
So what was the outcome of the testing? There was supposed to be one at 1pm and 4pm. Which equates to 4am (still sleeping) and 7am (setting out for work) for me. Have they resolved the crashing? Did they do any refinement to the invasion? When will it go live?
The crashing seemed to be fixed. The only difference to the event I noticed was that only the weak destroids adds were being spawned, much like mega-d open mission.
The crashing seemed to be fixed. The only difference to the event I noticed was that only the weak destroids adds were being spawned, much like mega-d open mission.
I noticed that too, was a shame, i kinda like having those stronger robot adds too.
Now the only question that remains is, can it handle a full server though. That's the main thing that was missing for a full test, a whole server like clarence had, and it kept making him go invisible because everything else was busy being loaded that he would vanish.
The more varied adds were nice to look at, but for my melee dps this is a lot more manageable. Having to pay attention to the charge powers of the stronger adds that happened to be targeting me, and two mega-d's, was a bit much.
Comments
We've updated the build on PTS which includes the following content fixes:
Critters:
-Bunker Buster Critters should no longer vanish or heal indefinitely.
-Red Winter Critters should no longer use prototype Soviet Teleportation technology to escape from players.
That was exactly what I was doing, ninja and all! The running up part at least...
Recently mentioned this hyper Mega D stuff to a chum who is a really good player (the kind that farmed Telieosaur for pheromones) and she at least is very excited about this.
Sigh I of course am filled with trepidation but I shall follow her moves and hopefully plastic surgery will keep me beautiful so to speak.
If it hasn't been suggested to death already might i propose a special Mega D invasion Instance - there are after all a larger number of instances in Mil Cit.
[SIGPIC][/SIGPIC]
The one who can't shut up formerly known as 4rksakes
About the @handle - it's a long story.
Profound quote.. "I'm not a complete idiot - several parts are missing."
They're not the same thing or the same build.
@Scrizz :biggrin:
I am not sure what exactly you are saying here but I think these days, DPS (damage per sec) does not necessary have to referred to maintained attcks. Spike attacks can also be calculated for dps by averaging out the damage over time. Maintain attacks users can also have spike attacks and vice versa. Also, "range DPS" is often used to refer to toons which are focus on dealing out very high damage over time as opposed to tanks, healers, support toons. It does not matter if the range DPS uses maintains or spikes. However in general, maintains (the right ones) will out dps spike attacks except maybe if you are sanguine with an eagle blaster.
1) Make the AoE bubble attack to be warned(clearly, not everybody plays on a 50'+ monitor) at least 10(kind of make up number, but enough for a melee player to get out its range) secs before releasing it.
2) Debuff MegaD against melee damage(you could say melee got in their joints or something else).
That way, melee do more damage but they have to stop for the bubble while range less but they have little downtime.
3) Nerf MegaD HP, put a dot on them or debuff their general resistance progressively through the timer. The reason is that with no way of calculating how many players are going to participate in the open mission, you want to make the fight harder at the beginning so large groups has to work and small groups have a good chance but need to fight longer.
As a general comment to Devs, we are receiving an influx of players from CoX. If you make an event were they die tenths of times they are most likely to get frustrated and leave. If a squishy midly careful die, then your design has something wrong.
I am not sure if the rewards are again a dps/heal race, but I would advise to make the rewards same quality for the first 10, 20 or 30(you decide the number), so people with suboptimal builds would feel more eager to participate.
In conclusion, make this event fun and rewarding not difficult and segregationist.
yes, nerf it so i can solo it! give no challenge!
but seriously, the destroyer wave is CLEARLY visible being charged, theres particle effects, sounds, and the destorid looking like its about to take the browns to the super bowl
Again, this is an anniversary event and open mission. There should be just enough challenge to not making it trivial. A lot of people who will be doing this are new players with not much experience on how things works in CO. Do you really want to scare them away for feeling a little challenged?
I have a range dpser with sniper rifle included, so I laugh at destroyer wave but this is not about my personal situation to the event but more about the general picture on getting new players to stay in CO. The issue of challenge should be reserved for endgame lairs, this is an event.
I don't know about you, but If I were anything but level 40 and a veteran of CO, I think I'd be a bit "scared" by a fight involving two level 60 tough mega destroids at a time. And rightfully so...
Also, it's not really an anniversary event mission, it's the return of Dr. Destroyer event, which is intended to signal dark times for the future of the earth. Nothing says dark times like a six pack of giant robots one shotting everyone who gets anywhere near them.
Snark never dies.
Given this is a Superhero game and not a survival horror game I'd think "Bring it ON!" then when I got promptly curbstomped I'd think "Man, this is lame, I think I'll go play something else."
Amusingly, kinda like what I'm doing with Borderlands 2 right now. Kinda regretting my purchase there, they screwed up their formula from the first game and did a few of the no-nos every game developer should avoid.
I know you as well as some others wouldn't understand this, though, so I'm almost certainly still wasting my breath. It's cool and all, though, not like we need to make a good impression or anything.
EDIT: Actually, come to think of it, action video games have come to teach us over the years that the bigger they are the harder they fall. The more and more I think about it, the less what you said makes any kind of sense. Heck, Raiden, a random secret agent dude, took multiple Metal Gears on himself. Think about that, he's just a guy with some guns and nanotech for the most part! Not a half demon, or some armed to the teeth billionaire, or a wielder of chi/ki/whatever, or a superpowered alien, etc.
If we're talking about expectations here, clearly, people haven't been pre-conditioned to expect what you think they have.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
This is a superhero MMORPG. It has encounter levels. You seem to be totally ignoring that fact. This isn't MGS, or Marvel Ultimate Alliance, this is Champion Online. You can't take a level 11 toon into Andrith Ruins and expect to beat Vikorin the Blind.
CO is based off of a Pen and Paper RPG, and just like any pen and paper RPG there are some fights that certain people aren't going to live through. Personally, I enjoy challenges in my games, I'm sorry that you've been molded into a sad product of this generation of gaming's casualization.
It reminds me of my friend who rage quit playing Dark Souls in the first 5 minutes at the first "boss". I went over to his house, loaded it up, and killed it on the first try. Did the same thing for him with Ninja Gaiden on the xbox years ago... Both times he just remained in a state of silent denial for awhile.
Snark never dies.
As far as i can tell these things aren't unbeatable (which would be a problem) but you may die in the process of defeating them (wheres the harm in that?).
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.
Generally, if it's just ridiculous, I do something else.
Almost completely irrelevant to anything at discussion here. Try again, thanks.
Also, just because you can beat something, doesn't mean it isn't badly designed and frustrating.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
The thing about games like Champions and Ninja Gaiden is such enemies would get killed easily if they didn't have huge amounts of health and/or do absurd amounts of damage. I still say fighting a skillful enemy is always the best challenge. I think one-hitting is fine, as long as it requires more skill.
It completely ruins the buzz of gaming, something that is supposed to be fun, when you die a bajillion times trying to beat this one thing, when that one thing is heavily stacked against you via statistical design.
It's made even worse when there's no level reset or checkpoint based loading, just a really hard boss or encounter you throw yourself at until you win.
The first kicks the fun out of the game, and isn't in any way a real challenge.
The second kicks any sense of accomplishment you MIGHT have felt over the challenge out of the game, and kills any hope of immersion.
CO manages to embody both at times, and make even more frustrating fights when they attempt to avoid it. RPGs by nature should be easier than other game types, because they're dominated by stats and random rolls. The less stats are a factor towards winning the more you're allowed to pump up difficulty, which is why the Devil May Cry games are crushingly hard, but still incredibly fun.
Getting one shot by Gravitar, I feel "What the ****. That happened. Great, now I'm dead, and there's little to nothing I could have done about that besides head to the powerhouse and change my build." Dieing in a Devil May Cry game I feel like "Had my execution been a bit faster, and I had dodged or guarded a bit better, I would have lived longer." Yes, Royal Guard is in all ways superior to Trickster, but hell if I care, I went through the game dodging everything, because ultimately it comes down to skill.
When you get right down to it, putting aside the liars and masochists, the people saying Gravitar is "hard" and this is "good" aren't really beating her because of skill, they're beating her because of either luck or build. Sometimes, she decides to spray all the tanky characters with Gravity cascades. Other times, the healers eat it over and over. Yes, you could go in there with Healers who have over 8K HP and run high resistance builds, but is that skill? No, that's build. The only thing vaguely resembling skill in her fight is dodging out of the yellow bubbles, which laughably don't work right, so people tend to put a supertank in melee and have them soak the damage.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
Xao, tactics are skill. Like finding a super-tank that can take her crap and having them hold her down, so the squishies can hammer her. Isn't that how every mmo has ever worked since we started making em? I really don't get why co has to be any different, the constant campaign to make this mmo's difficulty a joke baffles me. That's not to say I want impossible, but right now we don't even have moderate difficulty. All but like 2 things in the whole game are a cakewalk, even on an archetype, and usually solo. I'd say "well, screw it, I'll run it on elite" but even that doesn't give any good rewards anymore because of all of the nerf herding and "wtf, why are you giving better rewards for people who take on harder challenges?!?"
Freaking trophies for participation. Ugh.
RIP Caine
After reading your post, and his post, I would have to say his argument is completely relevant to the discussion in hand. When someone says what you did there, it tells me they couldn't come up with something else.
Also, imo, Champions is to easy as it is. There is no skill involved in anything we do. I'd rather see fights make people be smarter, and not just soloing things while half awake at best. Should it be possible to solo things? Yes, but you shouldn't be able to do it with ease. In fact, in reality, we shouldn't be able to solo anything really.
But as easy as the game is, for those that do not have their toons super min/maxed and built for soloing, dieing is easy. And for the most part, that includes ATs. In reality fights should not have as many one hit ko's as they do. Nor as many aoes as some do. A toon that does not have con as a SS or on their gear, or are build to somehow survive, should have a reasonable chance at living through an attack that would one-shot them while blocking. Yet, I have found that there are plenty of fights were that is just not going to happen, and have had my toons get one hit ko'd while blocking.
As for the dieing part? Dieing is part of the game, and for some, seeing how you die is part of the fun. Is it annoying at times? Yes. But if you have the soul of a gamer (casual, hardcore, whatever), than you know that you will die eventually in a game. And you would also know that you will die lots of times. When I play games, I am prepared to die, for I know its going to happen. So all I can really say about that is this: get used to dieing, it WILL HAPPEN.
Now, as far as fighting something that basically spams one hit ko's every ten to twenty seconds? Thats a little much, I'd rather them move the CDs of those OKO's to a higher number, so that way we do not have to worry about dieing as much.
Playing a MMO is like playing Dark Souls...You...will...die.
The only real thing that kills a game for me is when the game becomes grindy. Which is why I have not really played that often in CO anymore, way to grindy for those mods and what not.
I think as a stat based game CO is more in the grey area of the stat vs skill spectrum you seem to be describing. A lot of what polarizes COs difficulty is bad mob design more so than the combat system it self.
As a fellow fan of games like DMC i find it even harder to believe you have a hard time in CO. Anyway, i don't want to get into a philosophical argument about game difficulty.
Here's basically where i stand.
1. I think the mob behavior is way too simple in this game and the fact that COX has more complex mob behavior is pretty disappointing if not embarrassing. (Hire those Paragon devs for this plz)
2. I don't like the [bag of hp + one shot attacks] strategy that Cryptic uses for Boss behavior.
I think being 1 shotted should be punishment for not playing well and not be completely unavoidable. I like the idea behind Gravitar but she fails in execution.
3. I think "cheap" hard bosses are better than easy bosses. They both make game play shallow. (CO also has plenty of the latter as well)
Number 3 is the most relevant to this conversation. I don't support the current mob design but its the lesser of 2 evils IMHO.
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.
Totally agree on the mob behavior department, they are really to simple. Which is also why CC in this game is almost pointless. Simple behavior makes the need for CC almost non-existent. Why take the time to CC something, when you could spend that same time murdering the things?
Also agree with the thing about the boss design. A boss's hp should be designed so the fight lasts a certain amount of time depending on the overall dps of the group. Instead, we get these overly healthy bosses that can take up to twenty minutes to kill. And half the time those bosses have way to many one hitters that make the fight not as fun. Bosses like the mega-ds should take at most 5 to 10 minutes for about 10 players smacking on it. Yet they take way longer.
Maybe the next major patch they do is a total overhaul of the mobs and bosses? Who knows? Maybe they might finally throw the water power set out...just kidding about that one. They will never make a water power set.
I rolled a critical failure on my snark save, sorry everyone else.
*shrug*
Snark never dies.
I think that the mobs that come and support the Mega Destroid should be support and not DPS.
1. The mega Destroid itself has enough fire power. The mobs that support him should buff/heal the boss or debuff players or make them vulnerable to being 1 shotted.
Making 1shot kills dependent on an interaction with Mega D attacks and support mobs debuffs mite improve difficulty without causing whining.
2. If the Mega D is supported by actual support mobs it adds a tiny bit of depth by emphasizing targeting prioritization.
3. Players (especially squishy melee dps) will be able to contribute to the main fight without feeling overwhelmed by Mega D.
EX: with support drones spawning around Mega D. melee DPS has something to "Assassinate" or whatever and may not have to stand as close to Mega D and risk his AOEs.
4. By having support mobs buffing/healing Meag D, things like AOE holds/stuns become more useful to hold the mobs before they can heal/buff the main boss. This could help punctuate the new telepathy buffs.
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.
This is not skill. And as tactics, it is absolutely the lowest form of them. Tactics past a certain point CAN be called skill, but "put tank in front of boss" isn't even close. It's one of the things that pisses me off about Borderlands, there's a few points in the game when it's obvious that they gave NO thought to the possibility someone might be playing it solo, and as a result you get COMPLETELY unengaging fights.
I. E. there's one point where you have to fight a Badass Constructor in front of an army of robots, and being a Bloodshed Speced Zero the way I had to fight him kicked all the piss out of the game for me. Basically, it boiled down to standing ALL the way back at the doorway, and sniping it to death with a pistol where it couldn't hit me.
This kind of **** is like smoke nading Gravitar, and it happens for one reason: The fight is designed SO incredibly badly, that the only way to beat it without incredible frustration or having the right build is to borderline exploit it.
It also is the way many MMOs work, and the reason most of them are terribly designed. The fact that the concept of pulling, an exploit of inexcusably stupid enemy AI, is synonymous with MMOs shows that most MMO designers don't know how to (or can't for some reason) make engaging fights. It's also defeating to real strategy, a good example of this is in Global Agenda. That game had the issue where stealth was seen through by just about every NPC that mattered, making something that could be considered a strategical gimmick completely irrelevant in PvE.
Amusingly, CoX had more engaging strategy in its fights than CO did, and most stealth (I. E. Splinter Cell) games and many First Person Shooters employ strategy on a level that puts every MMO I know of to shame. Prior to that though, you're doing Tank and Spank, or "bring X weapon to Y fight to win" and that's not skillful at all.
Hey, this is the same remark used by the launch day fanbody dev cheerleader squad! That totally worked out awesome, didn't it? Not like we hemorrhaged players and people demanded Bill Roper's head on a stick or anything like that.
I'm sorry that *I* rolled a critical failure on my sarcastic reply to someone missing the obvious save.
Also, I can't disagree with sigma's first and second bulleted points, but I disagree with number three with a flaming passion of a million burning suns. I'd rather an easy boss and a focus on story (you know, kinda what RPGs were supposed to be about, at least originally?) than a cheap hard boss any day.
Based on this, I think it's important to think hard and realize CO's limits and that a frustrated playerbase is NOT a happy one. And an unhappy playerbase means less players and less money.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
Then both sides have found something they can agree on and this is what Cryptic should focus on.
Cryptic if you walk away with anything from this discussion, it should be this:
Weak mob behavior design is causing stale game play and polarizing your player-base. It is still important that you take the intentions that created the I]imperfect[/I Gravitar (ie more complex mob behavior) and continue to refine it and proliferate it throughout the game.
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 can basically set up a macro on my mouse to play 95% of the content in CO while i go lay in bed. If that's what -you- like, then fine, go ahead, that's what 95% of the game already is, just keep fighting like, Draconis in serpent lantern or whatever...
So far nothing challenging (frustrating, as you seem to think it's called) has ever remained in any permanent content in CO.
Snark never dies.
Once again, you can reliably avoid those yellow bubbles, even with flight, at least you can when she doesn't suddenly centers one on herself. People not avoiding them either lack the skill for that (>90% of all people being hit), or have a build that can easily take the damage (<10% of all people being hit).
The problem in the grav fight is not the yellow bubbles, it is the cascades.
But yes bigger issue is cascades for ranged people, but i dare say bubbles for melee.
edit: bubble for melee not in survival sense but an unable to actually fight at all sense as they are running out of bubbles almost constantly and unable to attack, bonus points for cascades knocking em back too
I hate those cascades! Yellow bubble? Avoid. Cascade? Die.
HATE THEM HATE THEM HATE THEM!
I been killed a lot by Grav but not by bubbles, it's the dratted lolcades!
My opinion on difficulty (fwiw) any one big threat is easier to handle than many dangerous little threats.
My good player chum of whom I spoke earlier stated that she'd duo'd Gravitar with another (reasonably competent I'm guessing) player of her acquaintance. If there is only the one baddy then there is only the one threat axis and no matter how jigged up it is it can be learned and anticipated by the competent fraternity. The key to more challenge IMO is to multiply the threat axis and give players more than they can easily handle. This means buffing up the regular mobs a bit so that they become a serious (can't be ignored) threat. Or maybe dividing the final boss into two or more (lesser HP) but potentially deadly threats.
A scenario that would be really challenging would be to fight the Avatars (that's 5 x legendaries) at the end of Demonflame. A really good team could do it... Probably/possibly!
Even I can take one legendary but in a room with 5 is prolly too much for my weary old brain to deal with.
That having been said there is no ignoring the darker side of challenge which is repeated fail and frustration at ones inabiltity to progress. I wonder sometimes if people who want challenge really understand what it really feels like.
As regards to a couple of Mega Ds at level 60 or so well... if it makes my chum and others like her happy then why not? It's not like I have to play this or solo it!
[SIGPIC][/SIGPIC]
The one who can't shut up formerly known as 4rksakes
About the @handle - it's a long story.
Profound quote.. "I'm not a complete idiot - several parts are missing."
The danger of fail and frustration can easily be surpassed by a new shiny. With great challenge should come great rewards, and in CO I see that is kind of problem.
The devs have been manually firing them up (or were off and on on Friday) due to trying to trace down the crash to desktop bugs some people were having. It has disabled how the fight normally runs due to the force starts.
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I agree with the highlighted bit, and generally most of this post, perhaps not nerfing against Melee DPS builds, gives them some sort of unfair niche, which can then be said that ranged toons do in this event as well..anyway. I like the highlighted bit the most.
Due to the heaps of lagging which may go on IF they dont make it an instance (basically a Map of MC soley for lvl 40s) it will be very difficult to know when to block as graphics etc can get quite muddled sometimes.
My own personal idea which I voiced in Zone (PSI Enthusiast here ) Was that the Champions could perhaps take turns to tell us when to block and perhaps seeing them do the same (to increase their usefulness also) would be much more appealing.
Besides...I do like Defenders BLOCK!! Voice
Just imagining Sapphire saying: YOU GHATTA BLOCK! :biggrin:
Btw...Her PFF should be the standard for all PFFs...just saying...coz standing next to her with my Impulse AT's 7.788hp PFF and her with her 109,219hp PFF...makes my eyes turn green with envy
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Hopefully a number of you will be able to make it!
Is that 8:30 pm PDT?
Generally when the devs don't quote any times, they mean server time (or yes, PDT). That said, I hear it's running right now.
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Kept getting down to 1 destroid left with 4-5 of us doing it, but never won.
Snark never dies.
I know my freeform builds are horrific (understatement of the century ) But in a few hrs I'll be on PTS helping out ^_^.
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The current patch is meant for testing the mega d invasion event as it will be in live. Since there is no update of telepathy in live, it will not be available here I assume. Telepathy is still being tweaked and making the new powers available for use in PTS will probably distort the testing of the event.
I know that, just saying, I think our PTS testing is done for the event, back to Telepathy :P
So what was the outcome of the testing? There was supposed to be one at 1pm and 4pm. Which equates to 4am (still sleeping) and 7am (setting out for work) for me. Have they resolved the crashing? Did they do any refinement to the invasion? When will it go live?
Its going live tomorrow if all checks out. Or at least thats what I heard.
The crashing seemed to be fixed. The only difference to the event I noticed was that only the weak destroids adds were being spawned, much like mega-d open mission.
I noticed that too, was a shame, i kinda like having those stronger robot adds too.
Now the only question that remains is, can it handle a full server though. That's the main thing that was missing for a full test, a whole server like clarence had, and it kept making him go invisible because everything else was busy being loaded that he would vanish.