If you go in guns blazing you're probably gonna die. I'm sure some people's playstyle is "charge in face first and spam aoe without thought", and they'll have to adjust too.
When I tried this out on my main, I "charged in face first and spammed aoes without thought" and did just fine.
I don't change my opinion based on what the majority of people who happen to be posting are saying. Neither did you in that thread where quite a few people told you to stop bringing your alt account into alerts with you.
Sure, if you're dumb about it like you suggest, it'll go poorly. Or you can be smart about it. Up to you really.
How can you "be smart" about stealthing if everything is given a cheap mechanic to see through it? You can't.
PS: Regarding stealthy assassination vs other "alpha strike" abilities:
I took force cascade for a spin a few days ago on my dark sorceress themed pseudo-spellcaster--yeah, it's vastly superior to anything night warrior can do in terms of a first strike move because it can 1-shot several things at once and remove others from the fight for a decent amount of time with its ridiculous knockback of 350 feet or so. I had tons of fun watching things fly off into the distance.
PS2: I guess my point is that you need to let go of Night Warrior. Leave it alone. It's fine. By moving a few mobs closer to a few of the books, the problem with it you seem to be having is solved and thus, nothing needs to be nerfed or cheapened after all.
(Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
I took force cascade for a spin a few days ago on my dark sorceress themed pseudo-spellcaster--yeah, it's vastly superior to anything night warrior can do in terms of a first strike move because it can 1-shot several things at once and remove others from the fight for a decent amount of time with its ridiculous knockback of 350 feet or so. I had tons of fun watching things fly off into the distance.
I took force cascade for a spin a few days ago on my dark sorceress themed pseudo-spellcaster--yeah, it's vastly superior to anything night warrior can do in terms of a first strike move because it can 1-shot several things at once and remove others from the fight for a decent amount of time with its ridiculous knockback of 350 feet or so. I had tons of fun watching things fly off into the distance.
You're not using Night Warrior correctly.
I'm not using Night Warrior at all because I don't feel like I need it in order to make this content easier. Hence why stealth is fine.
YES or NO:
Wouldn't moving the mobs closer to each objective eliminate the need to add stealth sight to things, since you drop stealth (and thus, get pounced) when you try to interact with something?
(Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
I took force cascade for a spin a few days ago on my dark sorceress themed pseudo-spellcaster--yeah, it's vastly superior to anything night warrior can do in terms of a first strike move because it can 1-shot several things at once and remove others from the fight for a decent amount of time with its ridiculous knockback of 350 feet or so. I had tons of fun watching things fly off into the distance.
You're not using Night Warrior correctly.
I'm not using Night Warrior at all because I don't feel like I need it in order to make this content easier. Hence why stealth is fine.
YES or NO:
Wouldn't moving the mobs closer to each objective eliminate the need to add stealth sight to things, since you drop stealth (and thus, get pounced) when you try to interact with something?
Hmm...BOTH. If the devs change the way the objective missions work and allow one person to collect them for the group, then YES. If the missions are to be left as they are and everyone has to complete each objection task (even when grouped) then NO.
At this point both sides of this debate has valid points. We will have to wait and see how the devs will perceive and move foward with it, if at all.
Bug Where: Q warzone and nightmare invasion What happens: Elder Worm sorcerers have a version of Ego Storm that doesn't hold. Fix the hold and go one step further and give them the "malevolent manifestation" advantage
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Bug Where: Q warzone and nightmare invasion What happens: Elder Worm sorcerers have a version of Ego Storm that doesn't hold. Fix the hold and go one step further and give them the "malevolent manifestation" advantage
This is actually quite common for Ego Damage based bad guys.
Post On Alert, a majority of NPCs applying "Psionic Storm" or "Ego Storm" had the hold removed because the CC system they work on is superior to players and would make their holds very very difficult to break out of.
Post On Alert, a majority of NPCs applying "Psionic Storm" or "Ego Storm" had the hold removed because the CC system they work on is superior to players and would make their holds very very difficult to break out of.
While NPC holds do in some cases work differently from PC holds, that's usually because they're legacy; if the hold was updated it could be updated to work the same way as a PC hold. However, the other factor about NPC holds is that NPCs have much lower DPS than PCs, so a hold with identical hold health will last a lot longer on a PC.
Well the ego storm animation (rooted with arms open) leaves the NPC extremely vulnerable and also prevents it from taking more meaningful action in addition to be fairly lengthy and flashy. If the hold cant be fixed, the entire power needs to be removed because all it does now is invite death.
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Yes, there are issues with the power on NPCs...but if they were given hold capability...with the level they are and the rank, they'd become a super annoyance, I'd suggest allowing their version to apply a strong repel or a stun, instead of an incapacitate/maintained paralyze.
While NPC holds do in some cases work differently from PC holds, that's usually because they're legacy; if the hold was updated it could be updated to work the same way as a PC hold. However, the other factor about NPC holds is that NPCs have much lower DPS than PCs, so a hold with identical hold health will last a lot longer on a PC.
Well...yes, obviously.
But updating them to player standards would make them a lot weaker and easier to break out of, moreso than they already are.
The best course of action (if they were going to remain as some sort of CC power for NPCs) would probably be to have their "Psionic Storm" or "Ego Storm" apply a stacking movement debuff which eventually results in a paralyze. (which could be something which is applied to Ice with Chill stacks ~)
If not, then up the damage it deals for these specific NPCs. Not all NPCs who use this attack should be updated, because some are in timed instances (IIRC)
Bug Where: Q warzone and nightmare invasion What happens: Elder Worm sorcerers have a version of Ego Storm that doesn't hold. Fix the hold and go one step further and give them the "malevolent manifestation" advantage
Does this game really need more holds/stuns to F-mash out of?
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The best course of action (if they were going to remain as some sort of CC power for NPCs) would probably be to have their "Psionic Storm" or "Ego Storm" apply a stacking movement debuff which eventually results in a paralyze.
Honestly, that's the way the PC version should work too -- each tic applies a stack of some debuff, at 2-3 tics the subject is paralyzed (maybe variable by npc category), if the subject breaks free of the paralyze all debuff stacks are removed (so it will take several tics to be re-held) but the maintain is not canceled.
The best course of action (if they were going to remain as some sort of CC power for NPCs) would probably be to have their "Psionic Storm" or "Ego Storm" apply a stacking movement debuff which eventually results in a paralyze.
Honestly, that's the way the PC version should work too -- each tic applies a stack of some debuff, at 2-3 tics the subject is paralyzed (maybe variable by npc category), if the subject breaks free of the paralyze all debuff stacks are removed (so it will take several tics to be re-held) but the maintain is not canceled.
I think the pc ego storm has been nerfed enough already.
EDIT: This progressive debuff "ego storm" sounds like a whole new power. I think adding a whole new NPC exclusive power would probably be inefficient and impractical. If we are going to give them an AOE stun, why not just replace it with TK eruption or shadow eruption?
PVP is starving without rewards
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EDIT: This progressive debuff "ego storm" sounds like a whole new power. I think adding a whole new NPC exclusive power would probably be inefficient and impractical. If we are going to give them an AOE stun, why not just replace it with TK eruption or shadow eruption?
NPC powers/versions of stuff tend to be very different to what players can use. The one exception being the Nemesis System. As our powers get better/adjusted...so do that of our nemesis'.
Since the power does not already work the same as PC Ego Storm, the easiest thing would probably be to up it's damage, if the other idea is too time consuming.
I do wonder though if any of the mobs which are yet to be updated will make use of Mind Drain and/or Shadow Eruption.
This is actually quite common for Ego Damage based bad guys.
Post On Alert, a majority of NPCs applying "Psionic Storm" or "Ego Storm" had the hold removed because the CC system they work on is superior to players and would make their holds very very difficult to break out of.
In fact, telepathy nemesis still have this OP ego storm of ages past, I was once caught off guard by this while leveling my unleashed AT.
Speaking of Nemesis, does street sweeping in the Q war zone trigger nemesis minion ambushes? Sorry... I'm to lazy to test this my self.
EDIT: Some day I would really like to make my Nemesis and his/her minions as hard as this new endgame difficulty standard.
PVP is starving without rewards
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Not sure if this has been mentioned but the Dark Disciples are dropping the old "Dark Shard Robe" upon defeat. It's a piece of primary gear that gives %50 all paranormal damage resist and does negligible dot damage when attacked. It's very much outdated when compared to current gear we have.
(Possible) Bug: While playing with the Destroids, the Annihilator Bots (or whichever ones use the energy drain) have some weird anti-block mechanism that seems like it turns off your block, but doesn't lock you out of it or anything. Is this supposed to be messing with block?
Also, there's some nasty stuff out there. The wandering colossus is brutal (if you aggro it, you're dead 99% of the time!) and...I guess I can't solo the mega destroids or portal guardian.
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More knocks. These things hardly ever knock me when I'm going around soloing the missions. They hardly ever stun me either... do these mobs even have those abilities?
More knocks. These things hardly ever knock me when I'm going around soloing the missions. They hardly ever stun me either... do these mobs even have those abilities?
Hmm... perhaps more knockdowns. The other knocks would have too great of a chance to aggro other groups (or one of those Colossi if they are close enough) and that would cause more frustration than being fun.
More knocks. These things hardly ever knock me when I'm going around soloing the missions. They hardly ever stun me either... do these mobs even have those abilities?
Hmm... perhaps more knockdowns. The other knocks would have too great of a chance to aggro other groups (or one of those Colossi if they are close enough) and that would cause more frustration than being fun.
Bone to Pick: Dark Shield & Psi Shield are more like total invulnerability than in game shields. Shields have no HP to burn through, dark shield buff does nothing to HP as stated in mouse over.
Worms seemed over protected, aoe shields, and heals and aorp, and worm spawns. One could go away, or all could be scaled down slightly
More knocks. These things hardly ever knock me when I'm going around soloing the missions. They hardly ever stun me either... do these mobs even have those abilities?
No, it's actually great to have things that don't spam knocks and stuns. The sharkmen still seem a bit weak, but the Destroids can really pile on the damage if you're not careful. I consider them to be fairly well-done in terms of challenge, and that's without relying on excessive loss-of-control cheese.
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With the proposed updates to several mob groups which also appear in different parts of content (non end game...like ALERTS and regular missions)...how will they be affected?
I assume they are either different versions of the same mob so will have different attacks...or will be exactly the same as those within the Q Zone which means they will become a horrible nightmare for leveling squads.
Would be good to have a check on this before this all hits LIVE, because Annihilator Bots with Power Corrosion in alerts is going to cause a lot of problems.
This affects all mob groups. However, many of their new abilities (like the auras and energy drains) won't start showing up until levels 30+.
Ah I see.
Um... Adjusting the mobs is an important part of making CC viable. I know you have grown cynical over the years (as have I) but if this trend continues (along with some targeted power adjustments), controllers like your self and assassins like my self may actually be able to find work in this town some day.
Also, This update is bringing together the mobs necessary to create "epic" versions of Resistance, Aftershock and Demon Flame. Maybe Adventure Packs would be more popular if you could get GCR from them.
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.
Um... Adjusting the mobs is an important part of making CC viable. I know you have grown cynical over the years (as have I) but if this trend continues (along with some targeted power adjustments), controllers like your self and assassins like my self may actually be able to find work in this town some day.
Also, This update is bringing together the mobs necessary to create "epic" versions of Resistance, Aftershock and Demon Flame. Maybe Adventure Packs would be more popular if you could get GCR from them.
I have no problem with the mobs being updated, I don't think I implied that anywhere.
In fact I really like the fact that there is a readily accessible zone with roaming (tough) Super Villains and other assorted bad guys, it's great.
I'm just glad that we've received assurance that the mobs which are affected and turn up in Alert and basic content fit with how mobs are usually handled and only certain abilities appear at higher levels (much like with VIPER's higher powered Pulson Tech) instead of being in alerts and causing issues.
Also, It would be nice to get these new nightmare, worm and destroid mobs in the power house.
PVP is starving without rewards
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Suggestion: Give One of the MOB NPCS Stealth Strike + Sneak
I have fully put on my flame retardant underwear for making this suggestion. However, it would be interesting if one of the NPC groups had a member capable of being stealthy and pulling off Strikes. Preferable if that mob had lower hit points and defenses in exchange.
Elder worms are little overprotected as it is - so perhaps they would be a group to have this with. If not in this group of changes, perhaps consider it when the next group of NPC's (or a new group) is updated for the game.
-------------------------------
I actually like the mob group changes over all - controllers finally have something to do. Assassins finally have a purpose too. I'm checking my cynicism at the door and hoping the mob difficulty isn't rolled back due to epic whine. There has to be more to the game mechanics than just running in and DPS everything to death.
These new options open more options and players might just have to actually work together or think things through before rushing in.
Suggestion: Give One of the MOB NPCS Stealth Strike + Sneak
I have fully put on my flame retardant underwear for making this suggestion. However, it would be interesting if one of the NPC groups had a member capable of being stealthy and pulling off Strikes. Preferable if that mob had lower hit points and defenses in exchange.
Elder worms are little overprotected as it is - so perhaps they would be a group to have this with. If not in this group of changes, perhaps consider it when the next group of NPC's (or a new group) is updated for the game.
-------------------------------
I actually like the mob group changes over all - controllers finally have something to do. Assassins finally have a purpose too. I'm checking my cynicism at the door and hoping the mob difficulty isn't rolled back due to epic whine. There has to be more to the game mechanics than just running in and DPS everything to death.
These new options open more options and players might just have to actually work together or think things through before rushing in.
Yeah I don't think the mobs are all that much more tough. And they are much easier if you team, as you said.
Not to mention being one shotted from behind is the opposite of fun gameplay from the players point of view. this is the kind of thing players avoid pvp becuase of.
Is being one-shotted from in front any better? If you can see the ghosty version then it could actually be kind of neat - not sure about one-shotting, but if the attack does something like 75% health damage that'd be kind of neat since it takes you from "everything's fine" to "oh no" status. It'd basically be a game of watching for that ghostly one to show up while you're fighting the rest and then quickly hitting it. I mean sure aoeing is one way to deal with them, but if you make them start further away from the group so that aoeing at the start of the battle wouldn't hit them it could be an interesting thing. Sure people who are built to just aoe in a wide area the whole time wouldn't have much to worry about but eh, perk of the build.
Not to mention being one shotted from behind is the opposite of fun gameplay from the players point of view. this is the kind of thing players avoid pvp becuase of.
Is being one-shotted from in front any better? If you can see the ghosty version then it could actually be kind of neat - not sure about one-shotting, but if the attack does something like 75% health damage that'd be kind of neat since it takes you from "everything's fine" to "oh no" status. It'd basically be a game of watching for that ghostly one to show up while you're fighting the rest and then quickly hitting it. I mean sure aoeing is one way to deal with them, but if you make them start further away from the group so that aoeing at the start of the battle wouldn't hit them it could be an interesting thing. Sure people who are built to just aoe in a wide area the whole time wouldn't have much to worry about but eh, perk of the build.
As long as builds with enough INT can see them I see no issue. Perk of the build and all.
Suggestion: Give One of the MOB NPCS Stealth Strike + Sneak
I have fully put on my flame retardant underwear for making this suggestion. However, it would be interesting if one of the NPC groups had a member capable of being stealthy and pulling off Strikes. Preferable if that mob had lower hit points and defenses in exchange.
I support this 100% And before people get started... COX had this and it wasn't a big deal. In addition to "Enforcers" we could have "Stalker" class mobs.
not sure about one-shotting, but if the attack does something like 75% health damage that'd be kind of neat since it takes you from "everything's fine" to "oh no" status.
This sounds interesting... it might keep super tanks on their toes.
PVP is starving without rewards
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2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
not sure about one-shotting, but if the attack does something like 75% health damage that'd be kind of neat since it takes you from "everything's fine" to "oh no" status.
This sounds interesting... it might keep super tanks on their toes.
The Qularr have an attack like this...it removes exactly 50% of your maximum HP and spawns a minion (which erupts out of your stomach). It does not show up on combat log (the 50% HP damage) but the attack is called "Impregnate", it deals toxic damage.
Could be an idea to use that as a template for an attack used by one of the Horror mobs.
As long as builds with enough INT can see them I see no issue. Perk of the build and all.
Well the implication in my idea is that everyone can see them. They would have stealth, just not very strong stealth.. or hell they could literally just have an aura effect on them that makes them look the way that something looks when it's stealthed but you can see it, and that literally just never goes away, and then on top of it give it weak stealth so that it is completely invisible a certain distance away but becomes visible, but still ghosty, once at a certain closeness.
As long as builds with enough INT can see them I see no issue. Perk of the build and all.
Well the implication in my idea is that everyone can see them. They would have stealth, just not very strong stealth.. or hell they could literally just have an aura effect on them that makes them look the way that something looks when it's stealthed but you can see it, and that literally just never goes away, and then on top of it give it weak stealth so that it is completely invisible a certain distance away but becomes visible, but still ghosty, once at a certain closeness.
@theravenforce I've been playing since open beta and I still didn't know that.
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However, it would be interesting if one of the NPC groups had a member capable of being stealthy and pulling off Strikes
Yup. Within reason - i.e. within the instance you find the body of a hero who's been struck down without warning in any zone where they might be operating - and with reasonable scaling to the similar hero power (which stops one-shotting villain bosses in the mid-20s).
Comments
PS: Regarding stealthy assassination vs other "alpha strike" abilities:
I took force cascade for a spin a few days ago on my dark sorceress themed pseudo-spellcaster--yeah, it's vastly superior to anything night warrior can do in terms of a first strike move because it can 1-shot several things at once and remove others from the fight for a decent amount of time with its ridiculous knockback of 350 feet or so. I had tons of fun watching things fly off into the distance.
PS2: I guess my point is that you need to let go of Night Warrior. Leave it alone. It's fine. By moving a few mobs closer to a few of the books, the problem with it you seem to be having is solved and thus, nothing needs to be nerfed or cheapened after all.
My super cool CC build and how to use it.
My super cool CC build and how to use it.
YES or NO:
Wouldn't moving the mobs closer to each objective eliminate the need to add stealth sight to things, since you drop stealth (and thus, get pounced) when you try to interact with something?
At this point both sides of this debate has valid points. We will have to wait and see how the devs will perceive and move foward with it, if at all.
Where: Q warzone and nightmare invasion
What happens: Elder Worm sorcerers have a version of Ego Storm that doesn't hold.
Fix the hold and go one step further and give them the "malevolent manifestation" advantage
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.
Post On Alert, a majority of NPCs applying "Psionic Storm" or "Ego Storm" had the hold removed because the CC system they work on is superior to players and would make their holds very very difficult to break out of.
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Epic Stronghold
Block timing explained
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But updating them to player standards would make them a lot weaker and easier to break out of, moreso than they already are.
The best course of action (if they were going to remain as some sort of CC power for NPCs) would probably be to have their "Psionic Storm" or "Ego Storm" apply a stacking movement debuff which eventually results in a paralyze. (which could be something which is applied to Ice with Chill stacks ~)
If not, then up the damage it deals for these specific NPCs. Not all NPCs who use this attack should be updated, because some are in timed instances (IIRC)
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Epic Stronghold
Block timing explained
EDIT:
This progressive debuff "ego storm" sounds like a whole new power.
I think adding a whole new NPC exclusive power would probably be inefficient and impractical. If we are going to give them an AOE stun, why not just replace it with TK eruption or shadow eruption?
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.
Epic Stronghold
Block timing explained
But that's not for here...
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Since the power does not already work the same as PC Ego Storm, the easiest thing would probably be to up it's damage, if the other idea is too time consuming.
I do wonder though if any of the mobs which are yet to be updated will make use of Mind Drain and/or Shadow Eruption.
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Sorry... I'm to lazy to test this my self.
EDIT:
Some day I would really like to make my Nemesis and his/her minions as hard as this new endgame difficulty standard.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
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Not sure if this has been mentioned but the Dark Disciples are dropping the old "Dark Shard Robe" upon defeat. It's a piece of primary gear that gives %50 all paranormal damage resist and does negligible dot damage when attacked. It's very much outdated when compared to current gear we have.
Also, there's some nasty stuff out there. The wandering colossus is brutal (if you aggro it, you're dead 99% of the time!) and...I guess I can't solo the mega destroids or portal guardian.
My super cool CC build and how to use it.
My super cool CC build and how to use it.
Worms seemed over protected, aoe shields, and heals and aorp, and worm spawns. One could go away, or all could be scaled down slightly
With the proposed updates to several mob groups which also appear in different parts of content (non end game...like ALERTS and regular missions)...how will they be affected?
I assume they are either different versions of the same mob so will have different attacks...or will be exactly the same as those within the Q Zone which means they will become a horrible nightmare for leveling squads.
Would be good to have a check on this before this all hits LIVE, because Annihilator Bots with Power Corrosion in alerts is going to cause a lot of problems.
Not to mention the updated Horror Squad....
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Adjusting the mobs is an important part of making CC viable. I know you have grown cynical over the years (as have I) but if this trend continues (along with some targeted power adjustments), controllers like your self and assassins like my self may actually be able to find work in this town some day.
Also, This update is bringing together the mobs necessary to create "epic" versions of Resistance, Aftershock and Demon Flame. Maybe Adventure Packs would be more popular if you could get GCR from them.
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.
In fact I really like the fact that there is a readily accessible zone with roaming (tough) Super Villains and other assorted bad guys, it's great.
I'm just glad that we've received assurance that the mobs which are affected and turn up in Alert and basic content fit with how mobs are usually handled and only certain abilities appear at higher levels (much like with VIPER's higher powered Pulson Tech) instead of being in alerts and causing issues.
My Characters on PRIMUS
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My super cool CC build and how to use it.
"Ah I see."
I just thought that response was kinda "meh" relative to the implications of this change.
Maybe I'm just over excited because these changes remind me of the "Why mobs should be adjusted to work as groups "trinity" style." suggestion thread I made (one of many).
Also, It would be nice to get these new nightmare, worm and destroid mobs in the power house.
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 have fully put on my flame retardant underwear for making this suggestion. However, it would be interesting if one of the NPC groups had a member capable of being stealthy and pulling off Strikes. Preferable if that mob had lower hit points and defenses in exchange.
Elder worms are little overprotected as it is - so perhaps they would be a group to have this with. If not in this group of changes, perhaps consider it when the next group of NPC's (or a new group) is updated for the game.
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I actually like the mob group changes over all - controllers finally have something to do. Assassins finally have a purpose too. I'm checking my cynicism at the door and hoping the mob difficulty isn't rolled back due to epic whine. There has to be more to the game mechanics than just running in and DPS everything to death.
These new options open more options and players might just have to actually work together or think things through before rushing in.
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
And before people get started... COX had this and it wasn't a big deal.
In addition to "Enforcers" we could have "Stalker" class mobs. This sounds interesting... it might keep super tanks on their toes.
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.
Could be an idea to use that as a template for an attack used by one of the Horror mobs.
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My super cool CC build and how to use it.
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.
Yup. Within reason - i.e. within the instance you find the body of a hero who's been struck down without warning in any zone where they might be operating - and with reasonable scaling to the similar hero power (which stops one-shotting villain bosses in the mid-20s).
Epic Stronghold
Block timing explained