I've never been a huge fan of Free-To-Play stuff simply because its not worth it to play for free. I played this game as a Silver and after a while you just think, "You know what? A lot of this crap would be better/easier/more fun with [Insert Gold Perk Here]. I should just go Gold."
Well that wasn't my experience at all. I played from the beggining of F2P up until the FF slot grab bag event using only archetypes and had a whole lotta fun. And this was before the game became stupid easy.
That run in and hit things technique didn't work for any of the sub level 35s in the last twelve Smash runs I just made.
In each one with someone under level 35 , one or more lowbies got killed. So if the whole team was under level 35, they'd all wipe, repeatedly.
Also in every single one of the ...Recruiting drives, I had over 10,000 damage on the boss, and pulled the boss to stairs or the cops which allowed me to hit four enemies with AOE before the other four people dealt with just the three meanies at the stairs.
In one of those alerts, two infernos ticked off the mob behind the boss as I was pulling the boss to the cops, adding four enemies to the fight, and the infernos got killed twice each.
It's slower to run into the fight, get someone knocked into extra mobs and then have to deal out extra damage or block. It's slower to use single target attacks than AoE, its slower to use AoE on scattered mobs than a tight cluster. It's slower to rely only on a few lowbies for damage instead of using the cops for help. It's slower to use sigils at the last second and never do any damage with them.
Maybe it's time to start thinking about the fact that you were the common thread in all of these failed alerts.
Maybe your min/max build after playing for a year can solo alerts, but that's even slower than using a halfway competent team and is extremely boring.
Min max build... you mean the one that has a passive, a form, a block, and the rest of the bar filled with attacks? That min max build?
Maybe you need to stop playing min max builds yourself and refamiliarize yourself with how easy the game has actually become. I think a lot of you folks are still laboring under the notion that your min max builds are required simply because you haven't tried the game without them lately.
I think a lot of you folks are still laboring under the notion that your min max builds are required simply because you haven't tried the game without them lately.
Interesting point.
I can definitely agree that familiarity breeds complacency and can see how that could apply here.
Well that wasn't my experience at all. I played from the beggining of F2P up until the FF slot grab bag event using only archetypes and had a whole lotta fun. And this was before the game became stupid easy.
Impossible combination. The game was stupid easy before F2P even existed.
Maybe it's time to start thinking about the fact that you were the common thread in all of these failed alerts.
Not a single alert I've been in for months has 'failed'. Well there was that one nemesis grab mission with the whole alert team, including me, under level 20 back in July where everyone wiped out three times in a row and I had to teach them all how to use Socrates to exit. Normally I would just leave them to their fate, but that day, since we were all lowbies, I took pity on them. They said "Thanks."
People wiped out today, but we got our two minutes of action done in under two minutes, probably because I'm level 39 and everyone else who wasn't under level 35 was above level 35.
I wasn't the two infernos who ticked off the extra five goons while two other people were fighting three guys, and I was soloing the boss.
My scourge can't heal so I don't know how I could be at fault if a level 20 is standing in AoE range of three big ugly villains and some other person made them mad enough to stand where they are and do AoE damage instead of chasing me or someone else to the cops.
If the mobs are moving, they can't stand still to pull AoE attacks, them's the rules, I don't make 'em.
I wasn't the loser up in the center of the map who got knocked into a side mob and pulled those four or five guys into the fight, I was back by the cops leading the boss into my trap, safe from such knocks. I've been 'the fool getting knocked into those mobs, two years ago, then I got fed up and have used the 'win every time' pull maneuver whenever I can get aggro before someone else. I never lose an alert. I even made a video in the first three months of On Alert of over 660 wins.
Min max build... you mean the one that has a passive, a form, a block, and the rest of the bar filled with attacks? That min max build?
I mean that you have gear that maxes out the potential of your superstats, criticals and defense and aren't wasting any points or gear on anything that doesn't help.
Most people who haven't been playing for a long time don't have access to gear that is very useful. Especially if all they do is run alerts. This crowd especially has no clue that they are not pulling their weight in alerts, because someone else is always doing the heavy work and they assume they are good enough just because alert after alert completes. I hear it from people all the time. "I don't need gear. I run alerts".
If they are new players with lowbie characters they won't even have decent mods slotted, if they have slotted gear at all.
Maybe you need to stop playing min max builds yourself and refamiliarize yourself with how easy the game has actually become. I think a lot of you folks are still laboring under the notion that your min max builds are required simply because you haven't tried the game without them lately.
I dont' play min/max builds, I have ATs with gear ten levels under their current level, and at least four advantage points unspent. I play lower level content in teams because that's where and don't really have to worry about my stats for a long time. But the lowbie I'm teamed with is taking a beating if I'm not pulling my weight. I stop to type something, and they are dead.
Game mission content is the appropriate difficulty for solo play and casual team play or people wouldn't progress without a bunch of annoying details to attend to. People play an MMO to have fun, not grind for virtual gear, not try to achieve some ego trip about soloing an entire alert and ruining it for four other people like you do. Well of course some people are jerks like that, but the majority would like a nice casual smash and grab and continue forward type of play time. That's why we have Alerts.
If gear, stats and power upgrades are secondary to your gameplay, you multiply mobs in a team, play stuff of a higher level, grab all the aggro from a few mobs instead of one at time, play a non-tank role as a tank, pull aggro even when you aren't built for it, things become more difficult by your own doing.
If you can't make the game difficult then you've basically played your way to boredom and that's your own fault and your own problem, not the game's.
You basically keep playing tic-tac-toe against your four year old nephew instead of moving on to Othello versus an adult.
Which is the essence of OPs video. Hurr durr, I made the game boring for myself and now I want to share how boring it is with you.
Oh man, i just had to register an account to come on and laugh at that. PRICELESS. It sounds like you taught Snake everything he knows, or are claiming to have given him the advice in which to make his character.
Iv known him since launch he doesnt need anyones advice, he's been proving everyone about what does or doesnt exist or is or isnt possible even though yall still sit there grumbling through what is absolutely debunked and legitimately prooven, every single time some forumite comes out with junk they dont know and make a little crew to attack his character or flame a topic when he prooves it.
What he's achieved was achieved playing alone, and with what i last saw was "Snake Wildlife 312" logged in on test server, he takes no build advice even if you try :P I told him add ShadowStrike into his build and he near bit my head off.
I agree with foxi, you seem drunk and totally misunderstood my comment for the fact it was in no way talking about snake. I know snake and was around while the build was being put together. But generally the build is pretty much stacking pretty obvious buffs, the clever part of the build that snake found out is the senti healing using AoE DoT's with mental storm but still even that isn't truly "needed" to be a god in CO.
ShadowStrike wouldn't work on his build, he'd need to get energy in some way and would need bubbles to be able to SS without being interrupted. Green has done the SS tank before and it's pretty darn stupid although really easy to not ever die to especially with super jump and 100ft attacks. Snake didn't make his build for anything other than being the tankiest he possibly could, and just as a FYI he does actually talk to people and discuss builds. We used to have debates about random stuff on vent when I was last playing CO while he was making the build.
But yeah I don't know how you thought I was talking about him, good to see you made an account just to look like a bit of a fool though.
To be honest though although snake is tanky, if you want to be thinking PvP wise his build isn't optimal for anything other than ZA tanking which it's pretty much built around. I will still keep to the fact someone can play CO for a month and have general knowledge of MMO's and make one of the OP stupid builds, like seraphim's mind break build which rotated AD's with invuln to become incredibly tanky due to the buggy nature of the passive. Then using mind break he could hit a high burst while also countering other peoples AD rotations due to the power being bugged. The only way to truly counter the build without using a similar thing is to run away constantly to stop the 50ft range dots from being applied on you and / or hide and stealth a lot. It just ends up causing the duel to last forever and be pointless due to broken powers. Snake's a good guy and his build is cool, I didn't mention his build whatsoever in my previous post, I was just saying how any kind of basic build using basic things like AD rotation and resistance layer stacking could also be stupidly tanky and god like for what it really should be.
Well that wasn't my experience at all. I played from the beggining of F2P up until the FF slot grab bag event using only archetypes and had a whole lotta fun. And this was before the game became stupid easy.
Don't get me wrong, I had fun, but not nearly as much fun as I have as a subscriber. The thing is that most of the other F2P games I've tried don't give you good reasons to pay for it. They just cut you out of little things don't really matter, but this game gives you a ton of fun stuff, like costume slots, power colors, Freeforms, etc. I don't want to pay money to add things like Extra Inventory slots or more XP alone.
So on the topic of the game's difficulty, it is true that when you step away from a Min/Max build or any All-Powerful build, the game does get more interesting. Every now and then I'll try out an Inferno or Archery build and remember what its like to not be a Tank/DPS hybrid.
This isn't new. Snake was tanking the shadow collusses (collussi?) years ago. There was a highly vociferous thread between Snake and Monsterdaddy talking about the "ultimate" tank, where Snake was talking about tanking and Monsterdaddy was talking about soloing -- two roles with very different requirements.
Explain how I got my 400 death perk in record time (one week) back then.
It's perfectly possible to zerg and get yourself killed, but I knew people back at launch who tried playing without superstats or a passive to give themselves more of a challenge. Also, the game had a brief period of relative difficulty right after launch, and then they reduced everything's damage.
Turning CO into a breeze... that mega-nerf basicly made 95% of the games MILLIONS OF PLAYERS...leave, all at once.
Heh. Exaggerate much? I'm pretty sure the major cause of people quitting was "okay, I've hit level 40 and there's no endgame content to speak of, guess I'm done".
I mean that you have gear that maxes out the potential of your superstats, criticals and defense and aren't wasting any points or gear on anything that doesn't help.
I use gear that I get from doing missions. If a "new player" can't figure out to use the gear with the BRIGHT YELLOW BOLDED STATS on it... is that really a game issue?
People play an MMO to have fun, not grind for virtual gear, not try to achieve some ego trip about soloing an entire alert and ruining it for four other people like you do.
I do what I do in alerts because it's fun for me. I like to just brute force everything and not play tiddly winks. Oh, is my notion of fun not valid to you? Good thing you don't have to log into any of my characters then
Also, I'm not sure where you get this idea that I ruin alerts. If people decide to leave an alert that's 100% guaranteed to succeed, that's not my fault.
What virtual gear is there to grind for? I get everything I need just handed to me.
An ego trip? In this easy game? I have dark souls for that. I haven't found anything to ego trip about in this game ever.
If gear, stats and power upgrades are secondary to your gameplay, you multiply mobs in a team, play stuff of a higher level, grab all the aggro from a few mobs instead of one at time, play a non-tank role as a tank, pull aggro even when you aren't built for it, things become more difficult by your own doing.
Yes I do all these things. Not to make the game challenging, but to make it less easy. Important distinction.
I think you would **** your pants if you saw the kinds of builds I actually use in game... you might also **** out all that nonsense where you think I use min/max builds, because you're clearly desperately clinging to that notion.
You basically keep playing tic-tac-toe against your four year old nephew instead of moving on to Othello versus an adult.
Because you're saying that CO is "tic-tac-toe against a four year old", and you're implying that if I want anything beyond that that I need to move on to a different game... which means it is a game issue.
Also, are you saying that "tic-tac-toe against a four year old" is your idea of a good time since you're so heavily defending this games "challenge level"?
Eh the things which made ghouls and ghosts challenging were horrible jumping controls and the fact you have to do the whole thing TWICE.
The jumping controls weren't that bad. It's the fact that you die on two hits max at any time especially with the amount of stuff being thrown at you. Megaman is a cakewalk compared to that considering that he has a life bar, gets periodic life refills from enemies and can even store extra E cans on the go that give him full life.
Really? A build that has invested into R9 mods and the best gear and has practiced the timing and invested skill into his character. You're basing how easy the game is off of the highest bar set.
Should I link dozens of other player videos of them failing over and over again on the simplest content?
Indeed. I was nearly torn apart in a thread on the old forums where someone posted a vid of them soloing that big metal dino thing using the electricity block, maxed regen and apparently lots of patience. They claimed that this was definitive proof of the broken-ness (easiness) of the difficulty across the whole game, despite the fact that such nonsense would absolutely not work against a group of even conning viper mobs containing a single Brickbuster.
I will never understand why there's always some player who's jumped through all kinds of ridiculous gameplay hoops to arm their character to the teeth, only to turn around and complain that there's something wrong with the game because they're too effective.
If the game you are playing is too easy, go and play a harder one.
The problem is mostly due to Archtypes. The content is balanced around these haphazardly pre-made builds that only a handful that can be considered passable. A Freeform however, can just decide to skip all the useless powers and min-max whatever they want, allowing for some game breaking power. If they decided to balance the game for them, then a lot of content for Silvers would either mean needing to team up with a lot of archtypes, ask one of the game breakingly strong Freeforms to help, or pay for a Freeform slot. This would alienate players however, and make people feel they need to have a Freeform to be viable, and turning away new players.
Yes, that's one thing. Another "solution" would be to nerf freeforms to the ground.... I mean to the level of ATs. You wouldn't have to read such threads for 1000s of years lol.
Anyway, currently STO is going thru this kind of treatment. With the new expansion Cryptic buffed enemies to the skies. 4 years veterans feel like dumb newbies lol.
Yes, that's one thing. Another "solution" would be to nerf freeforms to the ground.... I mean to the level of ATs. You wouldn't have to read such threads for 1000s of years lol.
Anyway, currently STO is going thru this kind of treatment. With the new expansion Cryptic buffed enemies to the skies. 4 years veterans feel like dumb newbies lol.
Because people flipping out, raging, and making "I quit" threads would be made instead.
It seems to be a "thing" with MMOs to make an expansion that buffs the bejesus out of everything. Enemies are hooked up to a steroid IV and the new junky green gear is better than your legendaries. I don't understand.
Yes, that's one thing. Another "solution" would be to nerf freeforms to the ground.... I mean to the level of ATs. You wouldn't have to read such threads for 1000s of years lol.
Hm? The game is plenty easy even at AT power levels, unless you pick one of the really horrible ATs.
Hm? The game is plenty easy even at AT power levels, unless you pick one of the really horrible ATs.
AT's shouldn't of ever even been a thing, it was one of the many dumb idea's done over time on this game. Other FTP models would of worked much better and be much more balanced for everyone.
Why is TAKOFANES, a near COSMIC level Magical threat, a total pushover for instance???
Because they never updated Bloodmoon to match everything post-On-Alert. Didn't think they needed to since Skull Level and all. Skull Level scaling sucks though, it's not potent enough in both directions.
Takofanes could perhaps use more threatening attacks. Give him some sort of Epidemic type move that applies that Necrotic Web debuff used only when his target is in Melee Range. And a Whirlwind or Snowstorm type one that does the same thing for Targets at Range. Make sure he can hit targets at 120 Feet as well. Takofanes is a Necromancer type dude right? Make his attacks apply a different debuff that causes his target to generate threat in a monstrously large radius, causing his zombies to want to attack his target. For those that think they're safe by flying... add flying enemies and make Tako's attacks apply NTTG! >:D
Simply put, the problem is not the game is easy.
The problem is the game is easy in places it shouldn't be quite often.
Actually this is my problem with the game. There's no consistency. In COX if you were able to steamroll the trash mobs in a mission or taskforce, there was a pretty good chance you'd be able to take on the boss if you paid attention, and likewise if you were struggling to defeat the trash mobs, it was a pretty good sign that you might need to go streetsweep for a couple of levels to be competetive. My rudest awakening when I defected to CO was strolling through missions absolutely crushing fools and then being utterly unable to even scratch the boss when he showed up. That Bullet for Bissel mission is a prime example. I was slapping around Viper like they owed me money, but when Viper X showed up, I literally got tired of shooting him and wandered off to go do something else.
But it's all over the map. I was able to solo the entirety of the Roinesh alert including the boss at the end easily, but I ended up in a standoff with Mechanon solo. I could clear the mobs and destroy the pillars all by myself, but I couldn't hit Mech himself hard enough, and he couldn't defeat me so long as I blocked.
Why is TAKOFANES, a near COSMIC level Magical threat, a total pushover for instance???
When is Takofanes not being beaten on by at least ten level forty characters?
There were 46 characters in the last attack I took part in, according to my demo_record file.
Indeed. I was nearly torn apart in a thread on the old forums where someone posted a vid of them soloing that big metal dino thing using the electricity block, maxed regen and apparently lots of patience. They claimed that this was definitive proof of the broken-ness (easiness) of the difficulty across the whole game, despite the fact that such nonsense would absolutely not work against a group of even conning viper mobs containing a single Brickbuster.
I will never understand why there's always some player who's jumped through all kinds of ridiculous gameplay hoops to arm their character to the teeth, only to turn around and complain that there's something wrong with the game because they're too effective.
If the game you are playing is too easy, go and play a harder one.
So how about those of us who don't jump through any gameplay hoops at all and just make regular theme characters (a passive, a form, a block, and a hotbar full of attacks) and who still find the game easy? Folks like you don't seem to understand that this isn't an issue of numbers. The game isn't too easy because enemies don't do enough damage; the game is too easy because the majority of the enemies have the tactical sensibilities of a zombie.
The fact that any "incredibly dangerous foe" could be defeated by holding down a button for twenty minutes straight is laughable.
I do play harder games, plenty of them. I'm still going to go ahead and keep playing Champions Online and pushing for them to integrate more interesting combat mechanics, thank you very much. Why? Because those other games
Yes, that's one thing. Another "solution" would be to nerf freeforms to the ground.... I mean to the level of ATs. You wouldn't have to read such threads for 1000s of years lol.
To the level of which ATs? Also, which freeforms?
Your statement boils down to "A solution would be to lower X to the value of Y where X could be any number from 1 to 1000, and Y could be any number from 1 to 500".
I have freeforms that are essentially built just like archetypes (1 passive, 1 form, 1 block, everything else is attacks), and due to the AT bug they technically do less damage than a similar archetype would. The "The game is challenging with archetypes" myth is just that.
Saying "nerf freeforms" makes me think you've maybe never played one so you're not aware of the fact that just being a freeform isn't what makes them OP. Nerfing/adjusting specific overperforming powers and stats is in fact what many of us freeform players have been asking for (in addition to buffing the hilariously underperforming ones). However, after they got done with that, then there would still be these posts because we would still be asking them to make encounters more challenging via AI and combat mechanics.
Yeah, basically Tako's going down in much the same way he was defeated at the end of the Turakian Age - every available hero leapt to attack. Of course, back then he was still corporeally present, so they also needed the sword imbued with the power of Kilbern Skyfather, and even then all they did was incapacitate him long enough to lock him into a mystically-sealed tomb (where he'd still be today, if it weren't for those Circle of the Scarlet Moon dumbasses). Now he's still working to invade our realm, he's not here yet, so he can be stymied by the efforts of a metric buttload of superheroes.
"Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"
When is Takofanes not being beaten on by at least ten level forty characters?
There were 46 characters in the last attack I took part in, according to my demo_record file.
Oh, sorry Takofanes, guess no one told you that Millenium City is full of powerful super heroes. Well, since this is your first time attacking, now you know, so make sure to be prepared next year!
When is Takofanes not being beaten on by at least ten level forty characters?
There were 46 characters in the last attack I took part in, according to my demo_record file.
I've solo'd Tako (on PTS) with a squishy dps build (no CON, no AD, for heals only r2 conviction, chained nec. elixirs and potions, and for added defense electric sheat + adv, and R3 block).
So how about those of us who don't jump through any gameplay hoops at all and just make regular theme characters (a passive, a form, a block, and a hotbar full of attacks) and who still find the game easy? Folks like you don't seem to understand that this isn't an issue of numbers. The game isn't too easy because enemies don't do enough damage; the game is too easy because the majority of the enemies have the tactical sensibilities of a zombie.
Folks "like me" don't really care what the specifics of your issue is, since at the end of the the day it's summed up rather succinctly by the statement "this game is too easy to hold my interest". The "Armed to the teeth" and "jumping through hoops" reference was in response to the OP, but for the record I've got the same things in my build as you do. The difference is that I'm not apparently falling asleep at my keyboard for lack of challenge, because I have a different metric for enjoyment than you do, and I don't think every game I play needs to grind my face into the dirt or else be worthy of derision. I'm nostalgic for Mega Man, Contra and Ninja Gaiden too, but I'm also nostalgic for easier games like Strider, because a game doesn't have to be hard for it to be fun.
The fact that any "incredibly dangerous foe" could be defeated by holding down a button for twenty minutes straight is laughable.
[/QUOTE]
This is an argument for plugging that obvious hole in the AI since the fact that it works quite a bit less reliably against other foes is a pretty good hint that it's not working as intended.
Folks "like me" don't really care what the specifics of your issue is, since at the end of the the day it's summed up rather succinctly by the statement "this game is too easy to hold my interest". The "Armed to the teeth" and "jumping through hoops" reference was in response to the OP, but for the record I've got the same things in my build as you do. The difference is that I'm not apparently falling asleep at my keyboard for lack of challenge, because I have a different metric for enjoyment than you do
Why do you believe that your metric for enjoyment is more valid than someone else's? Why do you believe the game has to only satisfy one very specific minority of players? Why do you believe that the game should not cater to a variety of player types? Is this not something that fits the theme of a game that is so much about customization?
These questions are all based on your philosophy of "Either enjoy the easy or leave" in case you were wondering.
and I don't think every game I play needs to grind my face into the dirt or else be worthy of derision.
Ah, this tired old strawman. Nobody said anything about making the game so difficult that it "grinds your face into the dirt". Is that really the depth of your understanding? Games are either laughably easy or punishingly difficult? I think you'll find there is an entire world of fun between those two extremes.
I'm nostalgic for Mega Man, Contra and Ninja Gaiden too, but I'm also nostalgic for easier games like Strider, because a game doesn't have to be hard for it to be fun.
Interesting you mention Strider, because that's exactly the level of action I think a game like CO should represent. However, it doesn't. And that's the actual point here that you're skirting. Strider wasn't fun because it was easy; Strider was fun because it was high action.
Why do you believe that your metric for enjoyment is more valid than someone else's?
Because you quite obviously do. That is always the crux of these "the game is too easy!" arguments. You're bored, I'm not. You want the devs to do things to change the game in ways that will decrease my enjoyment, but increase yours. I'm obviously against that. Can you imagine how it would go down if I showed up in one of the harder games you play demanding they make it easier because I'd prefer it? If the argument gets heated, you might call me a "carebear" and I might derisively call you an "ubergamer" but at the end of the day we're just two people who want different things out of the game.
Comments
Well that wasn't my experience at all. I played from the beggining of F2P up until the FF slot grab bag event using only archetypes and had a whole lotta fun. And this was before the game became stupid easy.
My super cool CC build and how to use it.
Maybe it's time to start thinking about the fact that you were the common thread in all of these failed alerts.
Min max build... you mean the one that has a passive, a form, a block, and the rest of the bar filled with attacks? That min max build?
Maybe you need to stop playing min max builds yourself and refamiliarize yourself with how easy the game has actually become. I think a lot of you folks are still laboring under the notion that your min max builds are required simply because you haven't tried the game without them lately.
My super cool CC build and how to use it.
Interesting point.
I can definitely agree that familiarity breeds complacency and can see how that could apply here.
'Caine, miss you bud. Fly high.
Epic Stronghold
Block timing explained
Not a single alert I've been in for months has 'failed'. Well there was that one nemesis grab mission with the whole alert team, including me, under level 20 back in July where everyone wiped out three times in a row and I had to teach them all how to use Socrates to exit. Normally I would just leave them to their fate, but that day, since we were all lowbies, I took pity on them. They said "Thanks."
People wiped out today, but we got our two minutes of action done in under two minutes, probably because I'm level 39 and everyone else who wasn't under level 35 was above level 35.
I wasn't the two infernos who ticked off the extra five goons while two other people were fighting three guys, and I was soloing the boss.
My scourge can't heal so I don't know how I could be at fault if a level 20 is standing in AoE range of three big ugly villains and some other person made them mad enough to stand where they are and do AoE damage instead of chasing me or someone else to the cops.
If the mobs are moving, they can't stand still to pull AoE attacks, them's the rules, I don't make 'em.
I wasn't the loser up in the center of the map who got knocked into a side mob and pulled those four or five guys into the fight, I was back by the cops leading the boss into my trap, safe from such knocks. I've been 'the fool getting knocked into those mobs, two years ago, then I got fed up and have used the 'win every time' pull maneuver whenever I can get aggro before someone else. I never lose an alert. I even made a video in the first three months of On Alert of over 660 wins.
I mean that you have gear that maxes out the potential of your superstats, criticals and defense and aren't wasting any points or gear on anything that doesn't help.
Most people who haven't been playing for a long time don't have access to gear that is very useful. Especially if all they do is run alerts. This crowd especially has no clue that they are not pulling their weight in alerts, because someone else is always doing the heavy work and they assume they are good enough just because alert after alert completes. I hear it from people all the time. "I don't need gear. I run alerts".
If they are new players with lowbie characters they won't even have decent mods slotted, if they have slotted gear at all.
I dont' play min/max builds, I have ATs with gear ten levels under their current level, and at least four advantage points unspent. I play lower level content in teams because that's where and don't really have to worry about my stats for a long time. But the lowbie I'm teamed with is taking a beating if I'm not pulling my weight. I stop to type something, and they are dead.
Game mission content is the appropriate difficulty for solo play and casual team play or people wouldn't progress without a bunch of annoying details to attend to. People play an MMO to have fun, not grind for virtual gear, not try to achieve some ego trip about soloing an entire alert and ruining it for four other people like you do. Well of course some people are jerks like that, but the majority would like a nice casual smash and grab and continue forward type of play time. That's why we have Alerts.
If gear, stats and power upgrades are secondary to your gameplay, you multiply mobs in a team, play stuff of a higher level, grab all the aggro from a few mobs instead of one at time, play a non-tank role as a tank, pull aggro even when you aren't built for it, things become more difficult by your own doing.
If you can't make the game difficult then you've basically played your way to boredom and that's your own fault and your own problem, not the game's.
You basically keep playing tic-tac-toe against your four year old nephew instead of moving on to Othello versus an adult.
Which is the essence of OPs video. Hurr durr, I made the game boring for myself and now I want to share how boring it is with you.
10- inferno, 13- automatum, 14-inventor(?), 35 FF, 37 ff.
35 stayed at start, 37 flew to rooftops.
us 3 low levels, kept fighting until it was obvious we only had 3 people, so we teamed. left and did other alerts
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I agree with foxi, you seem drunk and totally misunderstood my comment for the fact it was in no way talking about snake. I know snake and was around while the build was being put together. But generally the build is pretty much stacking pretty obvious buffs, the clever part of the build that snake found out is the senti healing using AoE DoT's with mental storm but still even that isn't truly "needed" to be a god in CO.
ShadowStrike wouldn't work on his build, he'd need to get energy in some way and would need bubbles to be able to SS without being interrupted. Green has done the SS tank before and it's pretty darn stupid although really easy to not ever die to especially with super jump and 100ft attacks. Snake didn't make his build for anything other than being the tankiest he possibly could, and just as a FYI he does actually talk to people and discuss builds. We used to have debates about random stuff on vent when I was last playing CO while he was making the build.
But yeah I don't know how you thought I was talking about him, good to see you made an account just to look like a bit of a fool though.
To be honest though although snake is tanky, if you want to be thinking PvP wise his build isn't optimal for anything other than ZA tanking which it's pretty much built around. I will still keep to the fact someone can play CO for a month and have general knowledge of MMO's and make one of the OP stupid builds, like seraphim's mind break build which rotated AD's with invuln to become incredibly tanky due to the buggy nature of the passive. Then using mind break he could hit a high burst while also countering other peoples AD rotations due to the power being bugged. The only way to truly counter the build without using a similar thing is to run away constantly to stop the 50ft range dots from being applied on you and / or hide and stealth a lot. It just ends up causing the duel to last forever and be pointless due to broken powers. Snake's a good guy and his build is cool, I didn't mention his build whatsoever in my previous post, I was just saying how any kind of basic build using basic things like AD rotation and resistance layer stacking could also be stupidly tanky and god like for what it really should be.
... And what have I been mentioning a lot about how the game gets easier from starting harder instead of the other way around?
A Playlist of my CO PvP video's (starting from post nerf PTS team duels)
Don't get me wrong, I had fun, but not nearly as much fun as I have as a subscriber. The thing is that most of the other F2P games I've tried don't give you good reasons to pay for it. They just cut you out of little things don't really matter, but this game gives you a ton of fun stuff, like costume slots, power colors, Freeforms, etc. I don't want to pay money to add things like Extra Inventory slots or more XP alone.
So on the topic of the game's difficulty, it is true that when you step away from a Min/Max build or any All-Powerful build, the game does get more interesting. Every now and then I'll try out an Inferno or Archery build and remember what its like to not be a Tank/DPS hybrid.
Lol... I remember crushing her with the disciple. Just had someone tanking her. A behemoth I think.
"Good can be found in heights, even in the deepest pits of evil" but "The valleys of evil always exist in the mountains of good."
~me
Epic Stronghold
Block timing explained
And reduced everythings attack speed by 50%.
Turning CO into a breeze... that mega-nerf basicly made 95% of the games MILLIONS OF PLAYERS...leave, all at once.
Remember when Gadroon Uppercut would take off 2/3rds of your HP if you didnt block? good times. Teaches a fool to block.
I recall 'Canada #114' as a population example.
Epic Stronghold
Block timing explained
Then there goes your theory that the game is challenging, doesn't it?
I use gear that I get from doing missions. If a "new player" can't figure out to use the gear with the BRIGHT YELLOW BOLDED STATS on it... is that really a game issue?
And you haven't failed an alert in months. You just shot another big hole in your theory, didn't you?
I do what I do in alerts because it's fun for me. I like to just brute force everything and not play tiddly winks. Oh, is my notion of fun not valid to you? Good thing you don't have to log into any of my characters then
Also, I'm not sure where you get this idea that I ruin alerts. If people decide to leave an alert that's 100% guaranteed to succeed, that's not my fault.
What virtual gear is there to grind for? I get everything I need just handed to me.
An ego trip? In this easy game? I have dark souls for that. I haven't found anything to ego trip about in this game ever.
Yes I do all these things. Not to make the game challenging, but to make it less easy. Important distinction.
I think you would **** your pants if you saw the kinds of builds I actually use in game... you might also **** out all that nonsense where you think I use min/max builds, because you're clearly desperately clinging to that notion.
This is interesting when compared to:
Because you're saying that CO is "tic-tac-toe against a four year old", and you're implying that if I want anything beyond that that I need to move on to a different game... which means it is a game issue.
Also, are you saying that "tic-tac-toe against a four year old" is your idea of a good time since you're so heavily defending this games "challenge level"?
Players can only do what the game makers allow them to do.
My super cool CC build and how to use it.
Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
You're wearing a mask that means you have acne u3u
My super cool CC build and how to use it.
Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
Yeah. Cry. u3u
My super cool CC build and how to use it.
sounds like wow raids u.u
#MOREBRICKBUSTERS
#COUNTERAGENTS
My super cool CC build and how to use it.
In regards to "we're gonna keep trying this thing and not get any sleep" they do
My super cool CC build and how to use it.
My super cool CC build and how to use it.
The jumping controls weren't that bad. It's the fact that you die on two hits max at any time especially with the amount of stuff being thrown at you. Megaman is a cakewalk compared to that considering that he has a life bar, gets periodic life refills from enemies and can even store extra E cans on the go that give him full life.
Are you at +4 yet? Did you beat Neo Khidr yet?
OVER THE TOP!!! :biggrin:
PS - Don't tell me if there's more than +4, that's just where I left off and I feel that this is not a cruel world where there would exist a +5.
Haven't played in a while, only beat regular Khidr and came out of the fight near dead.
*Watches gamplay video of Neo Khidr fight*
ahmygawd...
Indeed. I was nearly torn apart in a thread on the old forums where someone posted a vid of them soloing that big metal dino thing using the electricity block, maxed regen and apparently lots of patience. They claimed that this was definitive proof of the broken-ness (easiness) of the difficulty across the whole game, despite the fact that such nonsense would absolutely not work against a group of even conning viper mobs containing a single Brickbuster.
I will never understand why there's always some player who's jumped through all kinds of ridiculous gameplay hoops to arm their character to the teeth, only to turn around and complain that there's something wrong with the game because they're too effective.
If the game you are playing is too easy, go and play a harder one.
Yes, that's one thing. Another "solution" would be to nerf freeforms to the ground.... I mean to the level of ATs. You wouldn't have to read such threads for 1000s of years lol.
Anyway, currently STO is going thru this kind of treatment. With the new expansion Cryptic buffed enemies to the skies. 4 years veterans feel like dumb newbies lol.
Because people flipping out, raging, and making "I quit" threads would be made instead.
It seems to be a "thing" with MMOs to make an expansion that buffs the bejesus out of everything. Enemies are hooked up to a steroid IV and the new junky green gear is better than your legendaries. I don't understand.
I do, but it doesn't have a Pretty, Pretty Princess Clothing Store like this one does. So I stick around.
[at]riviania Member since Aug 2009
Epic Stronghold
Block timing explained
AT's shouldn't of ever even been a thing, it was one of the many dumb idea's done over time on this game. Other FTP models would of worked much better and be much more balanced for everyone.
A Playlist of my CO PvP video's (starting from post nerf PTS team duels)
Because they never updated Bloodmoon to match everything post-On-Alert. Didn't think they needed to since Skull Level and all. Skull Level scaling sucks though, it's not potent enough in both directions.
Takofanes could perhaps use more threatening attacks. Give him some sort of Epidemic type move that applies that Necrotic Web debuff used only when his target is in Melee Range. And a Whirlwind or Snowstorm type one that does the same thing for Targets at Range. Make sure he can hit targets at 120 Feet as well. Takofanes is a Necromancer type dude right? Make his attacks apply a different debuff that causes his target to generate threat in a monstrously large radius, causing his zombies to want to attack his target. For those that think they're safe by flying... add flying enemies and make Tako's attacks apply NTTG! >:D
And I will always be @DZPlayer122.
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Actually this is my problem with the game. There's no consistency. In COX if you were able to steamroll the trash mobs in a mission or taskforce, there was a pretty good chance you'd be able to take on the boss if you paid attention, and likewise if you were struggling to defeat the trash mobs, it was a pretty good sign that you might need to go streetsweep for a couple of levels to be competetive. My rudest awakening when I defected to CO was strolling through missions absolutely crushing fools and then being utterly unable to even scratch the boss when he showed up. That Bullet for Bissel mission is a prime example. I was slapping around Viper like they owed me money, but when Viper X showed up, I literally got tired of shooting him and wandered off to go do something else.
But it's all over the map. I was able to solo the entirety of the Roinesh alert including the boss at the end easily, but I ended up in a standoff with Mechanon solo. I could clear the mobs and destroy the pillars all by myself, but I couldn't hit Mech himself hard enough, and he couldn't defeat me so long as I blocked.
When is Takofanes not being beaten on by at least ten level forty characters?
There were 46 characters in the last attack I took part in, according to my demo_record file.
So how about those of us who don't jump through any gameplay hoops at all and just make regular theme characters (a passive, a form, a block, and a hotbar full of attacks) and who still find the game easy? Folks like you don't seem to understand that this isn't an issue of numbers. The game isn't too easy because enemies don't do enough damage; the game is too easy because the majority of the enemies have the tactical sensibilities of a zombie.
The fact that any "incredibly dangerous foe" could be defeated by holding down a button for twenty minutes straight is laughable.
I do play harder games, plenty of them. I'm still going to go ahead and keep playing Champions Online and pushing for them to integrate more interesting combat mechanics, thank you very much. Why? Because those other games
And while the costume creator is great, this was advertised as an action game.
To the level of which ATs? Also, which freeforms?
Your statement boils down to "A solution would be to lower X to the value of Y where X could be any number from 1 to 1000, and Y could be any number from 1 to 500".
I have freeforms that are essentially built just like archetypes (1 passive, 1 form, 1 block, everything else is attacks), and due to the AT bug they technically do less damage than a similar archetype would. The "The game is challenging with archetypes" myth is just that.
Saying "nerf freeforms" makes me think you've maybe never played one so you're not aware of the fact that just being a freeform isn't what makes them OP. Nerfing/adjusting specific overperforming powers and stats is in fact what many of us freeform players have been asking for (in addition to buffing the hilariously underperforming ones). However, after they got done with that, then there would still be these posts because we would still be asking them to make encounters more challenging via AI and combat mechanics.
My super cool CC build and how to use it.
- David Brin, "Those Eyes"
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Oh, sorry Takofanes, guess no one told you that Millenium City is full of powerful super heroes. Well, since this is your first time attacking, now you know, so make sure to be prepared next year!
My super cool CC build and how to use it.
I've solo'd Tako (on PTS) with a squishy dps build (no CON, no AD, for heals only r2 conviction, chained nec. elixirs and potions, and for added defense electric sheat + adv, and R3 block).
Folks "like me" don't really care what the specifics of your issue is, since at the end of the the day it's summed up rather succinctly by the statement "this game is too easy to hold my interest". The "Armed to the teeth" and "jumping through hoops" reference was in response to the OP, but for the record I've got the same things in my build as you do. The difference is that I'm not apparently falling asleep at my keyboard for lack of challenge, because I have a different metric for enjoyment than you do, and I don't think every game I play needs to grind my face into the dirt or else be worthy of derision. I'm nostalgic for Mega Man, Contra and Ninja Gaiden too, but I'm also nostalgic for easier games like Strider, because a game doesn't have to be hard for it to be fun.
[/QUOTE]
This is an argument for plugging that obvious hole in the AI since the fact that it works quite a bit less reliably against other foes is a pretty good hint that it's not working as intended.
Why do you believe that your metric for enjoyment is more valid than someone else's? Why do you believe the game has to only satisfy one very specific minority of players? Why do you believe that the game should not cater to a variety of player types? Is this not something that fits the theme of a game that is so much about customization?
These questions are all based on your philosophy of "Either enjoy the easy or leave" in case you were wondering.
Ah, this tired old strawman. Nobody said anything about making the game so difficult that it "grinds your face into the dirt". Is that really the depth of your understanding? Games are either laughably easy or punishingly difficult? I think you'll find there is an entire world of fun between those two extremes.
Interesting you mention Strider, because that's exactly the level of action I think a game like CO should represent. However, it doesn't. And that's the actual point here that you're skirting. Strider wasn't fun because it was easy; Strider was fun because it was high action.
My super cool CC build and how to use it.
Because you quite obviously do. That is always the crux of these "the game is too easy!" arguments. You're bored, I'm not. You want the devs to do things to change the game in ways that will decrease my enjoyment, but increase yours. I'm obviously against that. Can you imagine how it would go down if I showed up in one of the harder games you play demanding they make it easier because I'd prefer it? If the argument gets heated, you might call me a "carebear" and I might derisively call you an "ubergamer" but at the end of the day we're just two people who want different things out of the game.