Seriously all the big beasts in this game can be soloed by any player on their tod ( even ATs that know what they are doing ). I mean how many nubs do you know that beat Teliosaur then post pics of themselves standing in front of it as if they have achieved something in life?
I say add more big nasties that actually take teamwork to take down. I say add and not make the current ones harder btw. Harder open world beasts would give people more of a reason to create builds that help and foster teamwork ^_^
Give us some Monster Hunter hard baddies to smush >:D
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They all thought I was out of the game....But I'm holding all the lockboxes now..
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I know Teleiosaurus use to regen but it required a DPS threshold to beat, something anyone can do now. Since I was bored was testing actually, burned through 500,000 HP in less than 3 minutes, and that was with me blocking the foot stomp and breath attack and forgetting to use AOs and UR's regularly. So yea, high DPS isn't hard, since that was almost 2800, (2777.77...) basically. So in all took me about 15 minutes to take down Teleiosaurus solo.
Silverspar on PRIMUS
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Epic Stronghold
Block timing explained
And I already said I wanted "Monster Hunter" hard ^__^
Dare I say it stuff that requires a Tank, a DPS and a Healer I know these be bad words here but at least some permanent optional content that requires this would be great.
Heres Shev fighting Mega-T ^__^
https://www.youtube.com/watch?v=G-P78uLi7aU
Nepht and Dr Deflecto on primus
They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
My super cool CC build and how to use it.
Nepht and Dr Deflecto on primus
They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
My super cool CC build and how to use it.
I must state any super hard stuff should always be optional.
*Which is normal the case with most Spinny's posts you just have to dig deep past the no u to find it @_@ I can never get that stupid dino to die in a good place for a picture, its always got its head stuck in a rock or an AFK Punchy ._o
Nepht and Dr Deflecto on primus
They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
It is true though, that the "age of ez games" is turning over, and thanks to some very popular "hard" games there is a resurgence of the desire for games to challenge players. Just look at Mario Maker - people who make sadistically hard levels are fairly popular. CO is actually a good candidate for this type of gameplay for one specific reason - fast respawning. See, that's one thing that a lot of these games have in common; when you die, you respawn very quickly and can try again, generally without penalty. For example Super Meat Boy or No Time To Explain; you can die 60+ times in a minute in those games, and yet it feels great to play those games - specifically because you can die 60+ times in a minute.
In CO there generally aren't "raid wipes"; in the majority of content, when you die, you just get up again a short distance away with virtually no penalty ( the only penalty is the stars thing, which is basically irrelevant ), free to rush back into the fight. It's actually a great game to add some really challenging content to ( so long as it's behavior-based challenge, and not numbers-based challenge ).
But we can't have that because the scared people always show up with their torches and pitchforks and try to stamp out any chance at change! \( o3o )/
My super cool CC build and how to use it.
...
Look at what you've done.
And I will always be @DZPlayer122.
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Nepht and Dr Deflecto on primus
They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
Well tell Punchy to move. Otherwise, I figured standing in front of easily soloable content is all the rage now. If I ever get up the gump again I should solo Gravitar, but that takes too long and I don't have that kind of patience. Still don't know what drove me to fight the Teleiosaurus from beginning to end since it really isn't worth my time, even if it was on Live. But hey, I guess it's a significant statement of my skill or builds power or some such thing or something. So I guess my next goal is to make a collage of pictures showing me having defeated all the easily defeatable boss monsters solo in this game, because, damned if I know.
Also need a quote taken out of context to justify said collage.
Silverspar on PRIMUS
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But as usual, good on you for missing the sarcasm in the post Gradii.
Silverspar on PRIMUS
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Silverspar on PRIMUS
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Block timing explained
The trick is also to make a player break off and want help to. While you could go the old Teleiosaurus root before On Alert that a team not meeting the DPS threshold meant she just regen'd back to full health once she got down a 5th of her health, but people would just keep going until bored or something. On the flip if you make it where the mobs start getting stronger and hitting harder after various time allotments pass, then players might start considering they need more than themselves involved.
Silverspar on PRIMUS
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That really isn't true either.
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Nepht and Dr Deflecto on primus
They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
@dr490nbr347hi / Playing since January 25, '11
Display normal Internet behavior. Come and make fun (yes, make fun) of my PRIMUS page.
You literally make a boss that requires a team to defeat.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
You see, difficulty should NEVER be a numbers game. Math ain't difficult. Annoying to do? Sure, but not hard at all. Difficulty should be measured by the amount of strategy that is put into the fight, and considering our Lemming AI and lack of any Skillshot/Telegraph attacks with a Locked-on Targeting system, it's going to take some massive overhauls to how powers and the AI works before we can achieve any true difficulty. Right now it's all just running numbers against one another.
And I will always be @DZPlayer122.
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We actually have a skill shot telegraph system. Just most people ignore that little icon, which also designates the type of attack you will see.
Silverspar on PRIMUS
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oh and telling people to get lost.
and if you don't , they move to next to you to try an get you killed.
you could look for them but they always run in /anon
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Nepht and Dr Deflecto on primus
They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
In terms of Gravitar, the only thing she has that lacks a tell is her random force cascades. This essentially puts a lower limit on durability to remain viable in that fight, but once you exceed that threshold it's skill-based enough.
Epic Stronghold
Block timing explained
See cause, Dark Souls isn't hard... you just have to not get hit, and hit the bosses with your sword... easy. Super Meat Boy wasn't hard either, you just have to jump and wall grab across the level to the goal. No skill required. Right?
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
The modern equivalent to "NES Hard" is call "Grind". Game were very limited and designed to kill the player with all sorts of stupid BS so that players wouldn't feel ripped off wasting $40 on a game that would be less than an hour to beat otherwise. That would be lazy design today. You keep your NES Hard. I prefer games be challenging due to intelligent, thoughtful design and not cheap gimmicks.
Dark Souls is all about careful design. If you're dying, it's because you weren't paying attention. The same can be said of Monster Hunter. You can't just rush in and button mash. It's about watching the enemy, knowing your moveset, and waiting for the right time to attack. These games are skill based, which is not how the typical MMO works.
[at]riviania Member since Aug 2009
Overly simplified mob design has been a flaw in CO since day 1. The mob complexity in this game is even a step down form COX which was released on 2004. Unfortunately this game seems to lack the resources to address these issues in any real way.
I know its pointless, but I went ahead and made this thread Why mobs should be adjusted to work as groups "trinity" style.
It may resonate with some of you...
EDIT:
If we had the foundry, we could create scenarios with a challenge level appropriate to our specific build/skill level.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
As far as cheating bastard bosses go, both Vikorin and Therakiel cheat way more than Gravitar; they just have lower numbers so nowadays they aren't recognized for just how unfair the mechanics are.
Epic Stronghold
Block timing explained
The reality is, anything that requires you to pay attention and make a decision within a time frame counts as challenging in a game. How challenging depends on the time frames involved; the more demanding the timing window combined with the number of factors that must be observed to come to a correct decision, the more challenging it is. This holds true in pretty much any game. If a game expects you to notice several things and make a decision based on them in a fraction of a second, that's definitely challenging. If a game gives you five seconds to notice a giant yellow thing that fills your screen, that's still technically a challenge, just a really easy one. If a game gives you an infinite amount of time to perform a task that only requires you to spot a single thing on your screen and click on it, that's still a challenge, just a really really easy one.
There are other challenges, but this is one that makes a game more enjoyable to me, and one that I think applies heavily to any game that has "action" in its genre title.
- F&I's ground tells are a joke. They don't actually do enough damage to warrant moving out of them, but if you decide to it's easy since they're about 2 feet wide, unlike Gravi's big ol' bubbles.
- The Living Blanks get one-shotted by one person spamming any aoe power.
- If "keep tank alive" is a skill requirement, then why aren't you giving credit to healers that heal in Gravitar? Especially since you mentioned the "stupid amounts of RNG" damage. Can't have it both ways Grass.
- Your idea of a "skill requirement" is watching two hit point bars and being able to tell which is bigger?
- How is "hoping" a skill requirement?
So, now that we've whittled F&I's list down to "Bust Tank out of Ice Prison", and Gravitar's down to "Avoid Ground Tells", and both of those are steeeewpedly easy ( either of them would be a minor part of a fight in any mmo with challenging fights ) ...what exactly was the point you were trying to make? Both of these fights are mind-numbingly easy. Was that the point? Were you pointing out how easy they were to help the argument that the game needs more challenging content?My super cool CC build and how to use it.
Moving around with Gravitar only helps avoid bubbles, if she's targeting you with a force cascade you will get hit, and so really the skill involved with fighting her comes down to building and equipping and then knowing how to play your character. If you go into the fight with a poorly designed character chances are you will do poorly, having good teammates, a good tank for example, can give you a crutch, but if you need other people's passives and heals to survive then if they fail so will you. Folks that can solo monsters like Teleiosaurus and Kigitilic clearly excel in the design and equipment portion of the game, likely even the knowing how to play their character aspect, but the difficulty of the game shouldn't be based on them as we have a whole group that have very little control over their character's design.
Uhh, no just no. While the complexity is not stellar the mob complexity is not below that of CoH. CoH mob complexity only had one stipulation that you had negative regeneration for Hero/Villain/Giant Monster mobs to take care of them. There were no special tactics needed to fight them beyond that point. The fights were very much wars of attrition. I know this because I hunted GM world bosses and none of them had a more complex AI than the other. In fact the most advanced AI, Deathsurge, was beat by the taunt mechanics to keep him from running all over the map.
And for me to kill a GM class monster all I needed was the -regen, and I usually had a friend who would help cause in the late days of CoH I had to do this alone. Hell, the hardest boss to fight for anyone was Positron because radiation was pretty much had all the debuffing you could ever ask for. He was the most dangerous boss in the Lord Recluse Strike Force, which was only harder by matter of proxy that you had to fight 8 level 53 Hero class bosses at once the majority of the time outside of stupid luck or you had a perma domination mind dominator, you were pulling all eight heroes at once, which the Statesman Task Force never had to deal with.
Even the Incarnate stuff still maintained basically the same tactics, they just added a few extra things to try and disguise it was still pretty much -regen to keep bosses from healing and DPS till dead.
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