This alert will roflstomp any team made up of undergeared lvl 25 toons.
Fatal Error and Harmon do a pretty good job of killing undergeared level 25s too, and they won't get past DuraClad in Forum Malvanum either. Reality is, assuming there will be level 40s in an alert is reasonable.
There is not really a whole lot of reason to get past DuraClad in Malvanum though. Harmon is not that big of a deal if you are careful not to aggro everything at once and there is nothing stopping you from widdling them down over time. Fatal Error will pretty much stop you at the Fire Wall without enough energy and DPS and that part is honestly sort of BS when offered as early as it is. I have run into a number of PUGS who could not really do that because too many were healers or way too under powered. However, if they got past that part they could have beaten the Alert in time.
Ye, people are already figuring stuff out. It turns out the people who spend more time actually trying the alert than complaining about it quickly find out what they need to do to succeed in it!
People can only figure stuff out if they live long enough to try things. I got into one Alert that was full of Glass Cannons and they could hardly leave the starting area without being wiped out. Judging by what they were trying to do I think they all understood what they were supposed to do but they could not live long enough to do it. Might have hurt that it was my Nem and her minions are fire based and I know that causes a lot of frame drops for people but still... I could not really solo it on that character so they were SoL.
Another one we got through mostly because I COULD solo it but I do not consider it a good thing when you need someone to power solo an Alert for you.
Mind you: As stated above I do not believe this is a "Bad" Alert it just could use some fine tuning to come. It is a bit too spawn happy for its own good and it could do with a bit better instruction. (The Cutscenes might solve that but I do not know.) Also Zero G can happily have stayed with Crusade and never shown up again ever. Or better yet been burned in the pits of Hell. Especially considering it does not even work like real Zero G anyway.
Pluses:
No unskipable cut scene.
I didn't notice any lockouts.
if played correctly, pretty short
Negatives:
removes travel powers. No reason given.
Mission adjectives not adequately explained.
Interaction points needed for mission not clearly visible
endless waves of nemesis henchmen,
instant death via knockbacks
Zero G
quality of life mission items. You don't need to take grav belt to do this mission, but if you do it's going to take up an inventory slot.
DPS of nemesis henchmen, size of the mobs, and agro range seems very high. More than doable with a competent group of level 40 toons but this may be too much for a PUG or a team of level of 25 toons.
Figure out what? I mean, there isn't really anything to this alert outside of "survive the entire room being aggro'd and the crazy respawn rate". You don't need special instructions to know "click the glowie thing" or "kill the baddies". And most people probably know to block those big wireframe tells... If they can see them.
You don't have to beat Duraclad to "win" FM. You can complete vigilance AND the daily simply by making it to round five. One beefy level 40 can beat FE. While the big room can cause a team wipe due to the knock spam, the entire room doesn't instantly aggro'd when someone walks in for Warlord. The biggest threat from Warlord himself is a tank that doesn't know how to control the fire patches.
Ye, people are already figuring stuff out. It turns out the people who spend more time actually trying the alert than complaining about it quickly find out what they need to do to succeed in it!
Some of us don't want to spend time figuring it out simlpy because we don't like it, im glad a few people do but you and them are not all of us and you do not speak for the player base. I for 1 don't want to have to go through that crap with ATs or spend time recruiting people for 1 run to get a vigilance mission done. it's not end game content and should be seperated from the other alerts where you few can farm it and the rest of us can get on with our business.
Figure out what? I mean, there isn't really anything to this alert outside of "survive the entire room being aggro'd and the crazy respawn rate". You don't need special instructions to know "click the glowie thing" or "kill the baddies". And most people probably know to block those big wireframe tells... If they can see them.
Yep there isn't a lot to figure out but this is the first day on live and a bunch of pugs are going to have people who are going in for the first time, shouldn't take too long for people to figure it out though. Once people know what to do it is only really a matter of getting the right team together that can stick it out and finish the objectives before the final phase. After that most(not all) nemesis bosses are pretty easy to deal with and if people want to try the harder ways to finish the mission more power to them.
Some of us don't want to spend time figuring it out
And that's the problem.
PS - you don't speak for the playerbase either and with how fast this queue has been poppin' all day I think the playerbase isn't exactly rejecting the new alert.
PS - you don't speak for the playerbase either and with how fast this queue has been poppin' all day I think the playerbase is pretty eager to get in there.[/quote]
Im not, and i am not here looking for your suggestions. And as usual it looks like most people disagree with you. it's the same people doing it. same story with the qwz, how many go out there?? and thats where this will go. but hey at least you enjoy it.
In all due respect, "I don't want to learn how to play it" sounds like someone who wants to watch a movie instead of play a game. While I do feel the Alert got pushed out a week too soon (considering whatever cutscene instructions that are supposed to be there aren't there, plus other lingering bugs), there's been numerous successful pug runs and we're actually getting bug fixes on Nemesis content after a long drought. I guess as disclaimers:
-I did help test this and was among the people who said it needed to be slightly toned down.
-I tested with an AT since I'm usually Silver.
-I somehow wound up on one of Spinny's pugs and it did succeed (despite deaths).
"Interesting builds are born from limitations not by letting players put everything into one build."
And as usual it looks like most people disagree with you.
Oh big surprise, day one of new content and the complainers are out in full force on the forums. Meanwhile in game, the queue is still popping nonstop. Guess which metric is the more accurate one for how many people are enjoying the content?
PS - I run into other people every time I head to the qwz nowadays.
It was Super Strength/Might. Their "Throw Rock" attack might be whats causing it if it's not their numbers.
Makes sense. It's probably similar to a lot of the things like Hurricane and a few earth powers that got revamped a while back to have fewer particles and less system churning effects. Pending on how little Nemeses have been touched before recently, it might even be the original particle effects from those.
"Interesting builds are born from limitations not by letting players put everything into one build."
And as usual it looks like most people disagree with you.
Oh big surprise, day one of new content and the complainers are out in full force on the forums. Meanwhile in game, the queue is still popping nonstop. Guess which metric is the more accurate one for how many people are enjoying the content?
PS - I run into other people every time I head to the qwz nowadays.
Only until people get to frustrated with failing at the first ramp that they realize this poorly designed alert isn't worth it.
Someone pick up the d@mn phone, ordinaryplayer f^cking called it.
Anyone could call it. The fact that people are steamrolling this alert in pugs on day 1 means the complainers are in fact wrong. Hell, some of us were relishing the incoming flood of complaints days ago ( and quite frankly we're a bit disappointed, we were expecting a lot more complaining, step it up! ).
Yeah really. It's as inevitable as the tides. New content comes in, some people complain about it being too hard, some ROFL stomp it and laugh at the people who whine.
As for me... I'm reminded of something Tateklys said.... "One fight, one victory!" Yeah I only did it once today. Aside from my healer getting used as a punching bag during the entire alert.... seriously, I didn't attack anything but the enemies had a massive hard-on to kill me. Anyways, me getting smacked around the entire map was apparently adequate to keep the rest of the team from getting KOed, so yay? Mission complete!
In all due respect, "I don't want to learn how to play it" sounds like someone who wants to watch a movie instead of play a game. While I do feel the Alert got pushed out a week too soon (considering whatever cutscene instructions that are supposed to be there aren't there, plus other lingering bugs), there's been numerous successful pug runs and we're actually getting bug fixes on Nemesis content after a long drought. I guess as disclaimers:
-I did help test this and was among the people who said it needed to be slightly toned down.
-I tested with an AT since I'm usually Silver.
-I somehow wound up on one of Spinny's pugs and it did succeed (despite deaths).
If this is the run I think it was, I spent half the alert tanking half the room.
@kaizerin Why do you insist on trying to invalidate Dodge tanks at every chance you get? Why does the Turret section of the mission debuff dodge chance by 100%!? I don't see you completely negating Defiant Tanks damage resistance!
It's hard enough trying to keep 100% Dodge at Kigatilik and other Cosmics, especially after you nerfed Thundering Kick's dodge bonus from 15 seconds down to 12, but through a heck of a lot of effort and determination, I still pull it off.
But this... this is just a kick in the face. Are you trying to get me to quit this game...?
@kaizerin Why do you insist on trying to invalidate Dodge tanks at every chance you get? Why does the Turret section of the mission debuff dodge chance by 100%!? I don't see you completely negating Defiant Tanks damage resistance!
It's hard enough trying to keep 100% Dodge at Kigatilik and other Cosmics, especially after you nerfed Thundering Kick's dodge bonus from 15 seconds down to 12, but through a heck of a lot of effort and determination, I still pull it off.
But this... this is just a kick in the face. Are you trying to get me to quit this game...?
That is a bug and has already been fixed on PTS. Since we are getting another patch today I would expect that to be fixed today.
And as usual it looks like most people disagree with you.
Oh big surprise, day one of new content and the complainers are out in full force on the forums. Meanwhile in game, the queue is still popping nonstop. Guess which metric is the more accurate one for how many people are enjoying the content?
PS - I run into other people every time I head to the qwz nowadays.
The same 3 people you mean? you are so full of rubbish and lies you can't even be honest about the qwz. well clearly we are not amused how players like you guide the DEVs into making content you enjoy without considering the players base. the 1 where we see it decline massivley after a week or 2 exactly like the qwz? no1 asked you anythng, tell the devs how you enjoy it and go away and let us voice our concerns. i don't care what you think, you have an answer for everything and no1 wants to know it.
It was Super Strength/Might. Their "Throw Rock" attack might be whats causing it if it's not their numbers.
Makes sense. It's probably similar to a lot of the things like Hurricane and a few earth powers that got revamped a while back to have fewer particles and less system churning effects. Pending on how little Nemeses have been touched before recently, it might even be the original particle effects from those.
It's the pebbles, rock debris. It's cloggin the hamsterwheel.
Ask 3 Earth rockin' dudes to smash their powers. Its fuuu...u...u...u..u..n...n..n....n..
CHAMPIONS ONLINE:Join Date: Apr 2008
And playing by myself since Aug 2009 Godtier: Lifetime Subscriber
i am not interested in a single thing you have to say when you are no doubt 1 of the people who stand around with a hybrid or rubbish DPS waiting for people like me to role out and do the relevant things that get things like cosmics done and get you gcr.
Oh wow, one of those players. If anything, your posting indicates you're one of the players who stands around and does nothing by your own literal admission of not wanting to learn the content.
Also, did you at any point come onto test to try to help get this tuned better?
"Interesting builds are born from limitations not by letting players put everything into one build."
The same 3 people you mean? you are so full of rubbish and lies you can't even be honest about the qwz. well clearly we are not amused how players like you guide the DEVs into making content you enjoy without considering the players base. the 1 where we see it decline massivley after a week or 2 exactly like the qwz? no1 asked you anythng, tell the devs how you enjoy it and go away and let us voice our concerns. i don't care what you think, you have an answer for everything and no1 wants to know it.
Oh no people might end up only doing the alert once per character per Vigilance rotation... just like every other Custom Alert and I don't see people panicking about that
Only until people get to frustrated with failing at the first ramp that they realize this poorly designed alert isn't worth it.
Uuuum..would you like to elaborate on how this is poorly designed? Cause lately people have been throwing the "poorly designed" argument when they are trying to say "I personally don't like it".
A lot of MMOs have dungeons where the tank, healer or crowd controller has to kite a group of mobs while the DPS do something. In the case of CO this is even more trivialised by the fact that we have hybrid roles that can act as either tank or DPS. If you are FF you can even get a defensive passive and switch it around. So you have a lot more options on how to approach this particular point than you have in any other MMO. And all of this parts are not lock out, so if you die you can just respawn and keep on pushing.
Hell, you even have options on how to win the alert in case you are lacking a healer, DPS power or a tank, by either deactivating the consoles, killing the nemesis or destroying the core if you have all the needed roles.
Yeah, I miss being promised a lot of things and not getting half of them, and the half we did get were buggy, unfinished or completely abandoned after the initial release. Good times.
And as usual it looks like most people disagree with you.
The thing is, the people who would agree with Foxi are busy having fun running or figuring out the alert, so few come to the forums. Last night the average wait time for Nem Alert was around 20 secs, which is the fastest I've seen in a long time
The same 3 people you mean? you are so full of rubbish and lies you can't even be honest about the qwz. well clearly we are not amused how players like you guide the DEVs into making content you enjoy without considering the players base. the 1 where we see it decline massivley after a week or 2 exactly like the qwz? no1 asked you anythng, tell the devs how you enjoy it and go away and let us voice our concerns. i don't care what you think, you have an answer for everything and no1 wants to know it.
There are a lot better ways to voice your concerns than just arguing with random people you disagree with in the forums.
Since you are apparently under the delusion that the Devs do what Foxi tells them maybe you should sometime try to join a PTS test to voice your concerns.
Or if you are silver maybe even read the PTS notes and provide feedback based on what you read. Cause if you read them you would in fact have seen that Foxi and others requested some things get tuned down and the devs did so.
I ran it a bunch today, pulled it off in PUG, pulled it off as a preformed group. Obviously, preformed was more cohesive, but still a fun challenge. If you guys keep joining up as DPS and everyone else is a DPS, try changing your toon. Run a healer, run a tank. Make use of more than just your trash-mob-wiper and farming builds and hey, maybe you'll have a bit more fun with it. Strong mobs aren't poor design, or lazy writing, it to make you play as a team, it makes support roles feel needed. Getting overrun? Bring an AoE CC toon, or AoRP and so on. Sure pet's don't really seem that viable in there but beyond normal leveling they really arn't without buffs like AoED.
To all the people that ran it once, didn't realize the mobs keep on coming and gave up after 2 minutes and refused to play the alert again. I say the faults on you, not the dev's, not your PUG team, you gave up. People are always complaining we don't have enough challenging content in CO, the dev's give us some and you spend the day crying about it.
Is it perfect? No, this games always been a bit in flux. The alert needs a bit of fine tuning still but if we don't test things on the PTS that's our problem when the released content we demand is not seamless. It is able to beaten, but I would suggest raising the level cap to join at 40. I know that kind of throws it out of whack for Vigilance, but maybe it's better off being a Rampage with a random chance to drop any of the Justice Gear bits (Bearings, Diamonds ect). Or delay the respawn times on the mobs a tad, a few seconds wouldn't change much but it could be the time to cast that extra heal or active power.
All in all I'm pretty pleased with it, it's challenging, demands you pay attention, work as a group and gives a real feeling of satisfaction when you overcome it. The zero grav and multiple outcomes are fun, and I look forward to seeing if that will change the cut scenes at all once their working. Anyway, that's my piece on it thanks again dev's!
On a run today I and another player somehow ended up being locked out of the final room fight after a respawn. Anyone else have this problem?
Wait, so I get to add lock outs to the list of sins this alert commits? So the only terrible thing this new alert doesn't do is have long unskippable cut scenes?
So the only terrible thing this new alert doesn't do is have long unskippable cut scenes?
FOR NOW, It's gonna get cutscenes but currently they are bugged
add this to the sin list too
POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
One useful thing to remember about the repulsion bubble phase is that, if you stand next to the teleport pad, getting knocked off the platform by the repel will cause you to land on the teleport platform and NOT get electrocuted on the floor.
- I got a nemesis clue that says I have to meet other conditions to do it. I don't know if that is the previously mentioned story arc bug thing or what.
discard it immediately, you can't use it because it's not yours.
- I got a nemesis clue that says I have to meet other conditions to do it. I don't know if that is the previously mentioned story arc bug thing or what.
discard it immediately, you can't use it because it's not yours.
O.O
It really is best to get rid of that clue as soon as possible, keeping it will prevent the player who it does belong to from getting any more nemesis clues for as long as you keep it in your inventory. It is a really unfortunate bug that can keep others from ever getting another nemesis mission ever again.
I just logged in under my main, the character I did the stupid new alert with. I couldn't claim yesterday because of the bug and today it dropped the mission so I couldn't claim it. No rewards for doing this terrible mission I guess.
Wait, so I get to add lock outs to the list of sins this alert commits? So the only terrible thing this new alert doesn't do is have long unskippable cut scenes?
Didn't realize good design decisions were sins now. Reminds me of that video where they list off "sins" that Nier:Automata committed but halfway through the video you realize half the sins come from the fact that the video maker only played about a third of the game and just didn't know the explanations for things he thought didn't make sense.
Has vigilance been suspended while this new alert is up?
It seems to be bugged. Right when the alert went up the regular special alert skipped forward (it shouldn't have even rotated for another 16 hours or so), and when the normal rotation arrived it instead rotated to... nothing at all.
I ran it a bunch today, pulled it off in PUG, pulled it off as a preformed group. Obviously, preformed was more cohesive, but still a fun challenge. If you guys keep joining up as DPS and everyone else is a DPS, try changing your toon. Run a healer, run a tank. Make use of more than just your trash-mob-wiper and farming builds and hey, maybe you'll have a bit more fun with it. Strong mobs aren't poor design, or lazy writing, it to make you play as a team, it makes support roles feel needed. Getting overrun? Bring an AoE CC toon, or AoRP and so on. Sure pet's don't really seem that viable in there but beyond normal leveling they really arn't without buffs like AoED.
Why bother with support classes? Just bring massive DPS. That is all you really need in this Alert. Kill all the mobs faster than they can spawn, kill the turrets, kill the forcefields, and then decide how you feel like finishing it off. No AoE CC Toon is going to be anywhere near as useful as a powerful DPS AoE toon. Throw in a tank who can handle any of the damage coming their way, which I can do on tanks with pretty meh gear, and you are all set save lag or something.
Still could use to make the inner laser easier to target and Zero G is still a big middle finger to Melee fighters which is annoying.
Honestly though, this Alert is not as difficult as Cybermind and requires the same solution: More DPS.
What would help the turret room the most would be to not have enemies from across the room aggro the party. You end up collecting too much aggro from places you can't even see and that murders the lowbies fast. Or like you suggested raise the entry level to 40.
Though last night I had about 5 runs where after the ambush, or really close to just after that, we would lose 2 people. Just kept happening and they were not the same people either. That was pretty annoying. We didn't even get a shot at TRYING it before some folks were like "Eeeeh NO! Out of here!"
I was lagging on the load screen to get into the alert, and when it resolved, somebody had already entered the first hall and i got zerged by the back-spawn in the first room. That seems to be a badly designed event right there, where inherent network lag can result in somebody getting zerged by the trash before they even have a chance to get their footing.
I was lagging on the load screen to get into the alert, and when it resolved, somebody had already entered the first hall and i got zerged by the back-spawn in the first room. That seems to be a badly designed event right there, where inherent network lag can result in somebody getting zerged by the trash before they even have a chance to get their footing.
Eeeh. That can happen in many of the Alerts though. If you wait a few moments it clears out.
No AoE CC Toon is going to be anywhere near as useful as a powerful DPS AoE toon.
Stuff doesn't respawn if you don't kill off the full group; AoE CC is very effective as long as the rest of the players know they're not supposed to kill the CCed stuff.
No AoE CC Toon is going to be anywhere near as useful as a powerful DPS AoE toon.
I brought my CC toon in there and perma-stunned everything for the entire duration of the alert, and then made it so nobody's health even budged on the Nem. A good DPSer can surely make a great contribution, but a good CCer can completely neuter the entire alert.
Comments
There is not really a whole lot of reason to get past DuraClad in Malvanum though. Harmon is not that big of a deal if you are careful not to aggro everything at once and there is nothing stopping you from widdling them down over time. Fatal Error will pretty much stop you at the Fire Wall without enough energy and DPS and that part is honestly sort of BS when offered as early as it is. I have run into a number of PUGS who could not really do that because too many were healers or way too under powered. However, if they got past that part they could have beaten the Alert in time.
People can only figure stuff out if they live long enough to try things. I got into one Alert that was full of Glass Cannons and they could hardly leave the starting area without being wiped out. Judging by what they were trying to do I think they all understood what they were supposed to do but they could not live long enough to do it. Might have hurt that it was my Nem and her minions are fire based and I know that causes a lot of frame drops for people but still... I could not really solo it on that character so they were SoL.
Another one we got through mostly because I COULD solo it but I do not consider it a good thing when you need someone to power solo an Alert for you.
Mind you: As stated above I do not believe this is a "Bad" Alert it just could use some fine tuning to come. It is a bit too spawn happy for its own good and it could do with a bit better instruction. (The Cutscenes might solve that but I do not know.) Also Zero G can happily have stayed with Crusade and never shown up again ever. Or better yet been burned in the pits of Hell. Especially considering it does not even work like real Zero G anyway.
No unskipable cut scene.
I didn't notice any lockouts.
if played correctly, pretty short
Negatives:
removes travel powers. No reason given.
Mission adjectives not adequately explained.
Interaction points needed for mission not clearly visible
endless waves of nemesis henchmen,
instant death via knockbacks
Zero G
quality of life mission items. You don't need to take grav belt to do this mission, but if you do it's going to take up an inventory slot.
DPS of nemesis henchmen, size of the mobs, and agro range seems very high. More than doable with a competent group of level 40 toons but this may be too much for a PUG or a team of level of 25 toons.
You don't have to beat Duraclad to "win" FM. You can complete vigilance AND the daily simply by making it to round five. One beefy level 40 can beat FE. While the big room can cause a team wipe due to the knock spam, the entire room doesn't instantly aggro'd when someone walks in for Warlord. The biggest threat from Warlord himself is a tank that doesn't know how to control the fire patches.
[at]riviania Member since Aug 2009
Some of us don't want to spend time figuring it out simlpy because we don't like it, im glad a few people do but you and them are not all of us and you do not speak for the player base. I for 1 don't want to have to go through that crap with ATs or spend time recruiting people for 1 run to get a vigilance mission done. it's not end game content and should be seperated from the other alerts where you few can farm it and the rest of us can get on with our business.
Yep there isn't a lot to figure out but this is the first day on live and a bunch of pugs are going to have people who are going in for the first time, shouldn't take too long for people to figure it out though. Once people know what to do it is only really a matter of getting the right team together that can stick it out and finish the objectives before the final phase. After that most(not all) nemesis bosses are pretty easy to deal with and if people want to try the harder ways to finish the mission more power to them.
And that's the problem.
PS - you don't speak for the playerbase either and with how fast this queue has been poppin' all day I think the playerbase isn't exactly rejecting the new alert.
My super cool CC build and how to use it.
PS - you don't speak for the playerbase either and with how fast this queue has been poppin' all day I think the playerbase is pretty eager to get in there.[/quote]
Im not, and i am not here looking for your suggestions. And as usual it looks like most people disagree with you. it's the same people doing it. same story with the qwz, how many go out there?? and thats where this will go. but hey at least you enjoy it.
-I did help test this and was among the people who said it needed to be slightly toned down.
-I tested with an AT since I'm usually Silver.
-I somehow wound up on one of Spinny's pugs and it did succeed (despite deaths).
-Sterga
Oh big surprise, day one of new content and the complainers are out in full force on the forums. Meanwhile in game, the queue is still popping nonstop. Guess which metric is the more accurate one for how many people are enjoying the content?
PS - I run into other people every time I head to the qwz nowadays.
My super cool CC build and how to use it.
Makes sense. It's probably similar to a lot of the things like Hurricane and a few earth powers that got revamped a while back to have fewer particles and less system churning effects. Pending on how little Nemeses have been touched before recently, it might even be the original particle effects from those.
-Sterga
Only until people get to frustrated with failing at the first ramp that they realize this poorly designed alert isn't worth it.
As for me... I'm reminded of something Tateklys said.... "One fight, one victory!" Yeah I only did it once today. Aside from my healer getting used as a punching bag during the entire alert.... seriously, I didn't attack anything but the enemies had a massive hard-on to kill me. Anyways, me getting smacked around the entire map was apparently adequate to keep the rest of the team from getting KOed, so yay? Mission complete! If this is the run I think it was, I spent half the alert tanking half the room.
-=-=-=-=-=-=-=-
My characters
It's hard enough trying to keep 100% Dodge at Kigatilik and other Cosmics, especially after you nerfed Thundering Kick's dodge bonus from 15 seconds down to 12, but through a heck of a lot of effort and determination, I still pull it off.
But this... this is just a kick in the face. Are you trying to get me to quit this game...?
That is a bug and has already been fixed on PTS. Since we are getting another patch today I would expect that to be fixed today.
The same 3 people you mean? you are so full of rubbish and lies you can't even be honest about the qwz. well clearly we are not amused how players like you guide the DEVs into making content you enjoy without considering the players base. the 1 where we see it decline massivley after a week or 2 exactly like the qwz? no1 asked you anythng, tell the devs how you enjoy it and go away and let us voice our concerns. i don't care what you think, you have an answer for everything and no1 wants to know it.
It's the pebbles, rock debris. It's cloggin the hamsterwheel.
Ask 3 Earth rockin' dudes to smash their powers. Its fuuu...u...u...u..u..n...n..n....n..
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
Oh wow, one of those players. If anything, your posting indicates you're one of the players who stands around and does nothing by your own literal admission of not wanting to learn the content.
Also, did you at any point come onto test to try to help get this tuned better?
-Sterga
Oh no people might end up only doing the alert once per character per Vigilance rotation... just like every other Custom Alert and I don't see people panicking about that
Relax friend, all things are as they should be.
My super cool CC build and how to use it.
Uuuum..would you like to elaborate on how this is poorly designed? Cause lately people have been throwing the "poorly designed" argument when they are trying to say "I personally don't like it".
A lot of MMOs have dungeons where the tank, healer or crowd controller has to kite a group of mobs while the DPS do something. In the case of CO this is even more trivialised by the fact that we have hybrid roles that can act as either tank or DPS. If you are FF you can even get a defensive passive and switch it around. So you have a lot more options on how to approach this particular point than you have in any other MMO. And all of this parts are not lock out, so if you die you can just respawn and keep on pushing.
Hell, you even have options on how to win the alert in case you are lacking a healer, DPS power or a tank, by either deactivating the consoles, killing the nemesis or destroying the core if you have all the needed roles.
So tell me again, where was this poorly designed?
Yeah, I miss being promised a lot of things and not getting half of them, and the half we did get were buggy, unfinished or completely abandoned after the initial release. Good times.
The thing is, the people who would agree with Foxi are busy having fun running or figuring out the alert, so few come to the forums. Last night the average wait time for Nem Alert was around 20 secs, which is the fastest I've seen in a long time
There are a lot better ways to voice your concerns than just arguing with random people you disagree with in the forums.
Since you are apparently under the delusion that the Devs do what Foxi tells them maybe you should sometime try to join a PTS test to voice your concerns.
Or if you are silver maybe even read the PTS notes and provide feedback based on what you read. Cause if you read them you would in fact have seen that Foxi and others requested some things get tuned down and the devs did so.
To all the people that ran it once, didn't realize the mobs keep on coming and gave up after 2 minutes and refused to play the alert again. I say the faults on you, not the dev's, not your PUG team, you gave up. People are always complaining we don't have enough challenging content in CO, the dev's give us some and you spend the day crying about it.
Is it perfect? No, this games always been a bit in flux. The alert needs a bit of fine tuning still but if we don't test things on the PTS that's our problem when the released content we demand is not seamless. It is able to beaten, but I would suggest raising the level cap to join at 40. I know that kind of throws it out of whack for Vigilance, but maybe it's better off being a Rampage with a random chance to drop any of the Justice Gear bits (Bearings, Diamonds ect). Or delay the respawn times on the mobs a tad, a few seconds wouldn't change much but it could be the time to cast that extra heal or active power.
All in all I'm pretty pleased with it, it's challenging, demands you pay attention, work as a group and gives a real feeling of satisfaction when you overcome it. The zero grav and multiple outcomes are fun, and I look forward to seeing if that will change the cut scenes at all once their working. Anyway, that's my piece on it thanks again dev's!
Wait, so I get to add lock outs to the list of sins this alert commits? So the only terrible thing this new alert doesn't do is have long unskippable cut scenes?
add this to the sin list too
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My characters
O.O
It really is best to get rid of that clue as soon as possible, keeping it will prevent the player who it does belong to from getting any more nemesis clues for as long as you keep it in your inventory. It is a really unfortunate bug that can keep others from ever getting another nemesis mission ever again.
Didn't realize good design decisions were sins now. Reminds me of that video where they list off "sins" that Nier:Automata committed but halfway through the video you realize half the sins come from the fact that the video maker only played about a third of the game and just didn't know the explanations for things he thought didn't make sense.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
Why bother with support classes? Just bring massive DPS. That is all you really need in this Alert. Kill all the mobs faster than they can spawn, kill the turrets, kill the forcefields, and then decide how you feel like finishing it off. No AoE CC Toon is going to be anywhere near as useful as a powerful DPS AoE toon. Throw in a tank who can handle any of the damage coming their way, which I can do on tanks with pretty meh gear, and you are all set save lag or something.
Still could use to make the inner laser easier to target and Zero G is still a big middle finger to Melee fighters which is annoying.
Honestly though, this Alert is not as difficult as Cybermind and requires the same solution: More DPS.
What would help the turret room the most would be to not have enemies from across the room aggro the party. You end up collecting too much aggro from places you can't even see and that murders the lowbies fast. Or like you suggested raise the entry level to 40.
Though last night I had about 5 runs where after the ambush, or really close to just after that, we would lose 2 people. Just kept happening and they were not the same people either. That was pretty annoying. We didn't even get a shot at TRYING it before some folks were like "Eeeeh NO! Out of here!"
Eeeh. That can happen in many of the Alerts though. If you wait a few moments it clears out.
Epic Stronghold
Block timing explained
I brought my CC toon in there and perma-stunned everything for the entire duration of the alert, and then made it so nobody's health even budged on the Nem. A good DPSer can surely make a great contribution, but a good CCer can completely neuter the entire alert.
My super cool CC build and how to use it.