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The People That Irk Me the Most in Smash Alerts

finalslapsfinalslaps Posts: 198 Arc User
edited December 2012 in Champions Online Discussion
1. Level 13 and below people
2. People that cry about the knocks, if you don't have the skill to handle knocks just admit you suck. Knock is a mechanic in the game so understand how to deal with it or keep crying I guess.
3. People that run around when they have aggro on the boss
4. People that leave early when there is very good chance of winning
5. Level 13 and below people that leave early acting like they're too good to be queued with other level 13s and below.
6. People that just have to queue for Dockside Dustup over Soul Siphon/Two-Minute Drill but end up crying about people knocking enemies through the interactive obstacles which is abundant in Dockside Dustup.
7. AFKers
Post edited by finalslaps on
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Comments

  • agentnx5agentnx5 Posts: 2,026 Arc User
    edited October 2012
    finalslaps wrote: »
    1. Level 13 and below people
    2. People that cry about the knocks, if you don't have the skill to handle knocks just admit you suck. Knock is a mechanic in the game so understand how to deal with it or keep crying I guess.
    3. People that run around when they have aggro on the boss
    4. People that leave early when there is very good chance of winning
    5. Level 13 and below people that leave early acting like they're too good to be queued with other level 13s and below.
    6. People that just have to queue for Dockside Dustup over Soul Siphon/Two-Minute Drill but end up crying about people knocking enemies through the interactive obstacles which is abundant in Dockside Dustup.
    7. AFKers
    8. People that stand around not knowing why it's not over after killing the boss. While a bunch of minions are still alive somewhere.

    1. The minium level should be level 20, in my experience. It's very easy to get to level 20 with normal leveling missions. In fact there are more missions available than you can do from 6 to 20.

    2. Lunge. Melee characters that complain about knocks NEED to get a lunge. That said, you can also not be an jerk about knocking enemies around in teamplay. One way to do this is to build up 3 quick stacks of knock resistance and THEN hit them hard. Sometimes a powerful knock can save a teammate too, like if you see a foe that is charging an attack is about to kill your team's healer. In such cases, knock them and knock them hard!

    3. Actually you're the one who need to learn to play on this one. Not everybody in an alert has a means yet (and sometimes never if they're an archetype) to drop threat and the tank is too much of a fail (combined with we're needing tanks to hold better threat in general, see the suggestion link in my signature below) to hold the threat. It is NOT the fault of the ranged DPS play to run away when the boss is trying to kill them and that boss is a melee one (i.e.: Blackfang, Bludhound, Rockjaw, Jackfool, etc.) You got a problem with that still? Pick up crippling challenge.

    4. This is the same in ALL public games, especially in FPS (first person shooter) games. Welcome to the internet, that happens. What you can do about it is be encouraging to your teammates. Always praise the victory and stay positive even in defeat. You can be constructively critical and positive. I save my biting criticisms for written forms like internet forums, rather that in-game. In-game I try to stay positive and have a good time.

    5. I'm thinking you made this one up, or are basing it on ONE isolated case. This isn't the norm.

    6. Less QQ, more pew-pew. Break the damn objects. PBAoE's are great for this. I typically have a device or a superpower that can get that job done one... well... all of my characters. Plan for the unexpected, less whining.

    7. Now THIS is an issue. And let me say it openly and honestly on the forums. At LEAST 75% of the time this occurs I look at the name of the player and they have BR in the name and/or are in a Brazilian clan. I'm truly sorry, I know how that sounds like I'm being horribly stereotyping but it's the truth of the situation. I don't know why, but I feel bad knowing that these few bad apples are making other Brazilians look bad. Brazilians like Klitty here on the forums which I've come to admire, or the ones that have been posting guide videos on YouTube. You all rock! The AFK Brazilians shame the rest of you all. I'd cuss them out in Portuguese but I don't know the language :tongue: (jk jk)

    8. This is what Alerts are doing to the game, you don't learn how to play. You don't do missions/quests much so you aren't used to the mission tracking format and where to look for clues. This is why Smash Alerts shouldn't give as much XP as they do (and frankly I wish the reward for the Shadow Colossi was added back in for when you cash the whole Resistance mission back into Defender at the end. +20g +80000 XP @ level 40, scaled down by level. It's not unreasonable, and it's already capped at 4 times per day max. 80g for spending a couple hours running Resistance 4 times is helpful but nothing that you can't exceed with other farming methods. And it's a hell of a lot more fun with a story line.
  • ashensnowashensnow Posts: 2,048 Arc User
    edited October 2012
    finalslaps wrote: »
    1. Level 13 and below people
    2. People that cry about the knocks, if you don't have the skill to handle knocks just admit you suck. Knock is a mechanic in the game so understand how to deal with it or keep crying I guess.
    3. People that run around when they have aggro on the boss
    4. People that leave early when there is very good chance of winning
    5. Level 13 and below people that leave early acting like they're too good to be queued with other level 13s and below.
    6. People that just have to queue for Dockside Dustup over Soul Siphon/Two-Minute Drill but end up crying about people knocking enemies through the interactive obstacles which is abundant in Dockside Dustup.
    7. AFKers

    I find the contradiction in #2 and 3 to be pretty funny. Other people complaining about having to chase targets (because of knocks...a mechanic in the game) are irksome to you...and then you complain about having to chase targets (because of movement...a mechanic in the game).

    Thats some good stuff right there.

    'Caine, miss you bud. Fly high.
  • itsbrou#5396 itsbrou Posts: 1,779 Arc User
    edited October 2012
    I'm not Brazilian.
    Brou in Cryptic games.
  • crypticbuxomcrypticbuxom Posts: 4,630 Arc User
    edited October 2012
    ashensnow wrote: »
    I find the contradiction in #2 and 3 to be pretty funny. Other people complaining about having to chase targets (because of knocks...a mechanic in the game) are irksome to you...and then you complain about having to chase targets (because of movement...a mechanic in the game).

    Thats some good stuff right there.

    You beat me to it.
  • mijjesticmijjestic Posts: 481 Arc User
    edited October 2012
    agentnx5 wrote: »
    Not everybody in an alert has a means yet (and sometimes never if they're an archetype) to drop threat and the tank is too much of a fail (combined with we're needing tanks to hold better threat in general, see the suggestion link in my signature below) to hold the threat. It is NOT the fault of the ranged DPS play to run away when the boss is trying to kill them and that boss is a melee one (i.e.: Blackfang, Bludhound, Rockjaw, Jackfool, etc.) You got a problem with that still? Pick up crippling challenge.

    Just to point out the other option...

    The spawn point is right there, for any timed mission. Death is the best aggro dump. Zerg. Be a true squishie. :biggrin: At least then your 'tactics' aren't screwing around with the rest of the team.

    And didn't you just say not to be a jerk knocking enemies around? By the same token, moving around reduces overall DPS of the team. It's no less 'being a jerk' by that logic.

    All this being said, though, if peeps have to play a certain way for their own enjoyment (or, say, because of AT restrictions or the like), then whatever, we might still win in spite of it anyway. Sometimes it's like an artificial challenge dealing with everyone's quirks. :tongue:
  • finalslapsfinalslaps Posts: 198 Arc User
    edited October 2012
    agentnx5 wrote: »
    1. The minium level should be level 20, in my experience. It's very easy to get to level 20 with normal leveling missions. In fact there are more missions available than you can do from 6 to 20.

    2. Lunge. Melee characters that complain about knocks NEED to get a lunge. That said, you can also not be an jerk about knocking enemies around in teamplay. One way to do this is to build up 3 quick stacks of knock resistance and THEN hit them hard. Sometimes a powerful knock can save a teammate too, like if you see a foe that is charging an attack is about to kill your team's healer. In such cases, knock them and knock them hard!

    3. Actually you're the one who need to learn to play on this one. Not everybody in an alert has a means yet (and sometimes never if they're an archetype) to drop threat and the tank is too much of a fail (combined with we're needing tanks to hold better threat in general, see the suggestion link in my signature below) to hold the threat. It is NOT the fault of the ranged DPS play to run away when the boss is trying to kill them and that boss is a melee one (i.e.: Blackfang, Bludhound, Rockjaw, Jackfool, etc.) You got a problem with that still? Pick up crippling challenge.

    4. This is the same in ALL public games, especially in FPS (first person shooter) games. Welcome to the internet, that happens. What you can do about it is be encouraging to your teammates. Always praise the victory and stay positive even in defeat. You can be constructively critical and positive. I save my biting criticisms for written forms like internet forums, rather that in-game. In-game I try to stay positive and have a good time.

    5. I'm thinking you made this one up, or are basing it on ONE isolated case. This isn't the norm.

    6. Less QQ, more pew-pew. Break the damn objects. PBAoE's are great for this. I typically have a device or a superpower that can get that job done one... well... all of my characters. Plan for the unexpected, less whining.

    7. Now THIS is an issue. And let me say it openly and honestly on the forums. At LEAST 75% of the time this occurs I look at the name of the player and they have BR in the name and/or are in a Brazilian clan. I'm truly sorry, I know how that sounds like I'm being horribly stereotyping but it's the truth of the situation. I don't know why, but I feel bad knowing that these few bad apples are making other Brazilians look bad. Brazilians like Klitty here on the forums which I've come to admire, or the ones that have been posting guide videos on YouTube. You all rock! The AFK Brazilians shame the rest of you all. I'd cuss them out in Portuguese but I don't know the language :tongue: (jk jk)

    8. This is what Alerts are doing to the game, you don't learn how to play. You don't do missions/quests much so you aren't used to the mission tracking format and where to look for clues. This is why Smash Alerts shouldn't give as much XP as they do (and frankly I wish the reward for the Shadow Colossi was added back in for when you cash the whole Resistance mission back into Defender at the end. +20g +80000 XP @ level 40, scaled down by level. It's not unreasonable, and it's already capped at 4 times per day max. 80g for spending a couple hours running Resistance 4 times is helpful but nothing that you can't exceed with other farming methods. And it's a hell of a lot more fun with a story line.

    I had to get all that off my chest.

    2. Yes knocks can interrupt certain attacks and also provide some cover mitigation or throwing an enemy off track on his way to an ally. Knocking an enemy on a wall and bouncing him there has pretty good results on that account I wish there were some walls in the Smash alerts. I was mentioning people complaining about my knocks not me hating on knockers.

    3. Are you assuming I'm a tank because I'm not. When playing melee dps crippling challenge isn't that great to spam because you have just the same defense as ranged... I'd rather not use crippling challenge. There is a problem when the boss is lunging the guy running around constantly interrupting my charge up attacks. Of course I would just "lrn2play" but these same runners are complaining about my knocks yet they're messing up the fight as well so I just decided to share my own complaint.

    And another thing there isn't always a tank around or anyone that is willing to tank regardless of them being in Protector mode or using defensive powers.

    5. Yes it has happened countless times. Very WTF

    7. Actually this part I might have fidgeted for no reason because I never really see AFKers nowadays. Strange that you find it an issue. :confused:

    8. I would like the Shadow Colossus farm back again too <_<
    ashensnow wrote: »
    I find the contradiction in #2 and 3 to be pretty funny. Other people complaining about having to chase targets (because of knocks...a mechanic in the game) are irksome to you...and then you complain about having to chase targets (because of movement...a mechanic in the game).

    Thats some good stuff right there.

    Hopefully my comment to agentnx5 could shed some light on that contradiction. I'm just pissed that people keep pointing out how my knocks are the reason Smash alerts fail and ignore the fact that they were running around.
    .
  • nephtnepht Posts: 6,898 Arc User
    edited October 2012
    finalslaps wrote: »



    Hopefully my comment to agentnx5 could shed some light on that contradiction. I'm just pissed that people keep pointing out how my knocks are the reason Smash alerts fail and ignore the fact that they were running around.
    .


    LOL freeforms can deal with knocks but a lot of of ATs cant say like a major DPS like The Unleashed because they dont have a lunge.

    I think knocks are the single most annoying thing in alerts. I think people that knock the Nem (because thats the only one that can be knocked) should be Gibbs slapped.
    nepht_siggy_v6_by_nepht-dbbz19n.jpg
    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!
  • xaogarrentxaogarrent Posts: 632 Arc User
    edited October 2012
    finalslaps wrote: »
    2. People that cry about the knocks, if you don't have the skill to handle knocks just admit you suck. Knock is a mechanic in the game so understand how to deal with it or keep crying I guess.
    3. People that run around when they have aggro on the boss

    CONTRADICTION HOOOOO!!!

    In all seriousness, the knocks are often FAR WORSE than the people running around and dragging the boss with them.

    Knocks that put the enemy into high orbit at a blistering velocity leave melee in a situation where they can't move with them, meaning they have to wait until they hit the ground before they can attack them again, and to make matters worse generally knock the target out of lunge range.

    With people who are dragging the boss around, most of the time it's a simple matter of dropping a slow or two on the boss and simply moving with them when you charge or tap your attacks.

    ...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
  • chaelkchaelk Posts: 7,746 Arc User
    edited October 2012
    I don't have problems with my ranged, only 2 are ground based.(and boy am I learning to turn energy slide off as soon as I get in a timed alert)
    Due to finding out what happens when a ranged grounder gets aggro, (thump squish res shoot thump squish res,, rinse and repeat as necessary) mine now get flight.

    With flight you can keep aggro while just out of their range(hopefully). The melee don't have to chase them.

    On the other hand, flight is not for everyone. People have their own concept in mind.

    I don't know about afk'ers but I've seen a lot of; turn u, do one combat and then leave people.

    Occasionally see someone standing back, I find yelling their name over zone does it.(along with a comment of , move your....)

    I find knocks or worse, scatters, annoying, as I will be winding up an aoe and suddenly find the targets all over the place and likely out of range. i love the melee, who does the "I'm her!" and then gets mobbed because its a tight group that I can stun or damage in one shot.

    Lets add to the list of other nuisances in alerts, timed or otherwise:
    ranged who gets warlords attention and then runs back and forth in front of healer, while healer is trying to res someone ,until the healer gets killed. Thats the gun attack .

    Tank who gets aggro and then blocks and carefully backs towards a ranged character to try and dump them with the boss (repeatedly)

    (timed alert but not smash)People who knock the mobs off bridge in Hipan alert and then complain about not being able to get back after being killed because they now have to fight the mobs they knocked off earlier.

    People in recruiting drive, who after we kill the front 3, run straight to the side mobs and aggro them. THEN run back to the group with them.


    damn... ranting again.... sorry, going back to coffee and biscuits.
    NOT cookies... mine all mine.... bwahahaa.. cough..:redface:
    Stuffing up Freeform builds since Mid 2011
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  • draogndraogn Posts: 1,269 Arc User
    edited October 2012
    I'd take someone who is lvl 13 or below, who knows what they are doing, over a level 30+ who doesn't know what they are doing in an alert. (Such as attacking the wrong thing, or not attacking at all)
  • vendincevendince Posts: 238 Arc User
    edited October 2012
    In most cases, I'd agree with you, though in Nemesis Dockside Dustups, the level 13's dps isn't always high enough. Otherwise, though, yeah. I'd rather have a level 13 who makes an effort than a clueless level 40.
  • fudgemonstafudgemonsta Posts: 1,532 Arc User
    edited October 2012
    I think the biggest thing that irks me in alerts altogether are people without, or with extremely limited, situation awareness.

    I've had a few times where the group has wiped in Warlord because somebody decides to aggro five groups in one room at once.

    I've been sworn out because I 'Made the team lose' a dockside dustup after I got knocked into the crates. This might not sound that bad but the crates have a nasty habit of locking you against them in a permanent fall animation, basically holding you prisoner until the crates are broken.

    Healers. Normally I'm happy with any sort of healer but those that target the new player who has been spamming their EB might need to get priorities checked. (Especially when I'm on a squishy DPS and blocking in a corner with a quarter of my health left.)

    Now, I get that not everyone is in their prime mood. Not everyone has the best build. I'll go as far to say that some flat out don't care, but please, pay attention to your surroundings. It isn't just you and your latest Zerg rush target, you have a team with you to both help out and be helped by.
    @HangingDeath

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  • vendincevendince Posts: 238 Arc User
    edited October 2012
    I think the biggest thing that irks me in alerts altogether are people without, or with extremely limited, situation awareness.

    I realized that's what annoys me the most too. I try to keep an eye on the situation and see what's happening.
  • draogndraogn Posts: 1,269 Arc User
    edited October 2012
    vendince wrote: »
    In most cases, I'd agree with you, though in Nemesis Dockside Dustups, the level 13's dps isn't always high enough. Otherwise, though, yeah. I'd rather have a level 13 who makes an effort than a clueless level 40.

    My favorite is when in trainstopping the lvl 30+ thinking he is so ba flies straight to the boss, pulling everything in the process.

    As for the more dps heavy alerts, I agree those should have some kind of lvl limit. Unfortunately though that would defeat the purpose of the smash alerts.
  • nextnametakennextnametaken Posts: 2,216 Arc User
    edited October 2012
    If you knock nemesis all over the map, seeya later, finish the alert by yourself tough guy.
    If you haven't shaved off 30% of a smash bosses health by the minute mark, adios.
    If four of you can't pull aggro from a healer, goodbye, learn to do real damage please.
    If we are down to a minute and have all the dockside minions left? That's a team full of jerks, I'm out.
    Stand in the middle of the dias surrounded by worms doing diddly for damage? Good luck on your own.
  • neuraldamageneuraldamage Posts: 590 Arc User
    edited October 2012
    chaelk wrote: »
    People in recruiting drive, who after we kill the front 3, run straight to the side mobs and aggro them. THEN run back to the group with them.

    Oh gawd yes, or run up to the podium and engage the boss right there or run back to the group with boss and henchies in tow. Pull them back to the stairs with a 100 ft. ranged attack, most every team has someone that can do it.

    And almost as bad, people who run up and intercept the pulled critter in the middle of the map thereby utterly destroying a perfectly executed pull. Those people need to be taken out and beaten in the head with their keyboards. :frown:

    Learn to play Recruitment Drives people, puh-leaze. :rolleyes:

    And yah, knock sucks. It reduces damage time and interrupts/negates buffs while people have to get back into attack range ESP. if the critter goes behind a container. And in an alert where seconds might be the difference... just don't.

    People are broken. - Lum the Mad
  • twg042370twg042370 Posts: 592 Arc User
    edited October 2012
    Many years ago I was playing a game of touch football with some other kids in my high school. Among them was a couple of kids who were on the football team. Me, being a comic book geek, fumbled more than I caught the ball.

    I remember very clearly one of the football boys on my team yelling, "If you're not playing to win stop playing!"

    I always knew he was a douchebag before this. But his words crystallized his douchiness for me. Like diamonds in the sun. He could have accepted that half his team were not on the school football team like him. He could have just used the opportunity to show off his skills as a player. Or maybe just not worrying about winning so much about it and having fun with everyone.

    But he didn't. Pity.
    _________________
    Wait? Whaaaa..?
  • crusader3025crusader3025 Posts: 20 Arc User
    edited October 2012
    I've been sworn out because I 'Made the team lose' a dockside dustup after I got knocked into the crates. This might not sound that bad but the crates have a nasty habit of locking you against them in a permanent fall animation, basically holding you prisoner until the crates are broken.

    Use "/killme" when that happens., since "/stuck" doesn't work on them (unless you're standing still INSIDE one of them). You can tell Cryptic off in the report, or just put "Stuck in crates, needed to die", and respawn. Still a bit time consuming, but far better than waiting for a team mate to 'fix the problem', since many have really low situation awareness.

    Probably reported a few hundred thousand times, with 99% of those probably "asdaaanonloks" just to get the Killme Confirmation button to light up.
  • neuraldamageneuraldamage Posts: 590 Arc User
    edited October 2012
    twg042370 wrote: »
    Many years ago I was playing a game of touch football with some other kids in my high school. Among them was a couple of kids who were on the football team. Me, being a comic book geek, fumbled more than I caught the ball.

    I remember very clearly one of the football boys on my team yelling, "If you're not playing to win stop playing!"

    I always knew he was a douchebag before this. But his words crystallized his douchiness for me. Like diamonds in the sun. He could have accepted that half his team were not on the school football team like him. He could have just used the opportunity to show off his skills as a player. Or maybe just not worrying about winning so much about it and having fun with everyone.

    But he didn't. Pity.

    Douche bag eh? Nice.

    There's a big difference between being an unskillful player and an idiot who is just wasting people's time and effort.

    And I fail to see how your fumbling allows him to show off his skills as a player. Please elaborate.

    Considering that most people run alerts to gain something tangible... XPs, Qs from handing in the daily, resources or mods... perhaps those just looking to "have fun" and not really caring about achieving the goal of the alert should stay away from the alerts altogether and run missions instead?

    People are broken. - Lum the Mad
  • klittyklitty Posts: 1,540 Arc User
    edited October 2012
    I agree with the following issues: levels, quitters and afkers. Even TF2 got even Zero "Tolerance" to quitters in their MvM official maps due griefing.

    Also, I'm not from Brazil, I'm from Argentina :3 Which is the other large chunk of land in south america :B
    And thanks for the praise :* <3 Lurv you all!

    Edit: You know what? We should add a tutorial for the Alerts at level 20! And lock them for good at 20 too :3


    =^ _ ^= Kitty Lives!
  • secksegaisecksegai Posts: 1,354 Arc User
    edited October 2012
    ashensnow wrote: »
    I find the contradiction in #2 and 3 to be pretty funny. Other people complaining about having to chase targets (because of knocks...a mechanic in the game) are irksome to you...and then you complain about having to chase targets (because of movement...a mechanic in the game).

    Thats some good stuff right there.

    I found that funny.

    Considering how often my squishy dps ATS get stuck with threat (aka Tanking) and dealing damage, I'm already typically annoyed within the first few seconds of a smash.

    Having a few thousand under my belt - I know very well that knocks (other than knockup) can very well decide if a smash succeeds or fails. Experienced players will typically use a knock up to generate knock immunity on a target before using a heavy knocking power, because making folks chase a tanky boss in a smash with lots of low levels is just asking for failure.

    On the flipside, if I know an alert has leeway and I'm on a squishy AT, I'll kite the boss because I'm not going to eat deaths because I'm stuck filling two roles on the team. If I faceplant, and its not from something like psimon's shield or not seeing baron block, then the team is very likely to fail anyway.

    If not for the insanely rare costume unlocks, I'd have been done with alerts long ago.
  • cyronecyrone Posts: 1,030 Arc User
    edited October 2012
    ashensnow wrote: »
    I find the contradiction in #2 and 3 to be pretty funny. Other people complaining about having to chase targets (because of knocks...a mechanic in the game) are irksome to you...and then you complain about having to chase targets (because of movement...a mechanic in the game).

    Thats some good stuff right there.

    I love it when I'm on Nova Remnant doing alerts. It's a never ending cycle.

    "Stop with the knocks!" So I stop attacking.

    "Stop standing around!" So things go flying again.

    I love it. Generally, if I knock something, they're not getting back up.
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
  • jasinblazejasinblaze Posts: 1,366 Arc User
    edited October 2012
    this is a to-do list, right?
  • sakuratamakisakuratamaki Posts: 59 Arc User
    edited October 2012
    agentnx5 wrote: »
    [*]The minium level should be level 20, in my experience. It's very easy to get to level 20 with normal leveling missions. In fact there are more missions available than you can do from 6 to 20.
    I have seen low levels doing a better job than some 20+ . You probably should call it low levels who don't have a clue what they are doing should not do smashes.
    agentnx5 wrote: »
    [*]Lunge. Melee characters that complain about knocks NEED to get a lunge. That said, you can also not be an jerk about knocking enemies around in teamplay. One way to do this is to build up 3 quick stacks of knock resistance and THEN hit them hard. Sometimes a powerful knock can save a teammate too, like if you see a foe that is charging an attack is about to kill your team's healer. In such cases, knock them and knock them hard!
    Depends, seeing that most bosses except nemesis can't be knocked i don't see the point of this issue. Also when dealing with nemesis bosses, i don't want a certain idiot using haymakers or force cascades knocking around bosses 150+ feet away so that even my 100ft ranged characters needs to chase them.
    agentnx5 wrote: »
    [*]Actually you're the one who need to learn to play on this one. Not everybody in an alert has a means yet (and sometimes never if they're an archetype) to drop threat and the tank is too much of a fail (combined with we're needing tanks to hold better threat in general, see the suggestion link in my signature below) to hold the threat. It is NOT the fault of the ranged DPS play to run away when the boss is trying to kill them and that boss is a melee one (i.e.: Blackfang, Bludhound, Rockjaw, Jackfool, etc.) You got a problem with that still? Pick up crippling challenge.
    I agree sometimes, but it is however your fault that the smash will fail if you keep moving if the other 4 characters are melee. Because you are dropping the overall dps of the team.
  • errandrunnererrandrunner Posts: 21 Arc User
    edited October 2012
    I guess I'll defend lower level heroes joining in cause I'm usually one of them (have all my slots full and only one hero in the 20+ range (darn you altism)).

    The lower level villains are so easy that you do tend to get over confident (except for some bosses/EBs). Alerts can actually teach you that you are still breakable and that you can't just run in, do big aoe, do a couple single attacks and win. You need to think before you act or you will be kissing the ground fast and a lot. I have learned how to do that through alerts. It is also a great way to level quickly for us suffering with altism that are tired of the purple gang missions for the upteen time.

    As for the alert themselves, I find the train stop the greatest to fail and second is the dockside. Once in a blue moon, I'll join a train stop one but I usually skip it. As for dockside, I only do them if they are the only smash alerts available at the time (escept when Kevin Poe is the nemesis (not sure why but I just like beating him up :P)). I do prefer the soul sifer and the recruiting drive one (longer time to complete :) ) and since there are a few different tactics for them, I do wait until the team reacts before I join in (I'm usually in the back shooting anyways).

    So remember, not all lowbies are noobs, some are talented gamers who suffer from altism :).
  • vendincevendince Posts: 238 Arc User
    edited October 2012
    Oh, I have altism myself, so I know that.

    I've just often wished that not all alerts were available right off at level 6.

    Myself, I prefer Soul Siphons, Day at the Mall and Radiation Rumble. Those are in my experience mostly foolproof. And they're short, so if things go south, it matters less. When you get up in levels a bit, Dockside Dustups are nifty.
  • finalslapsfinalslaps Posts: 198 Arc User
    edited October 2012
    Just have Questionite Boxes drop from random Smash bosses Jesus, don't force us to keep doing Nemesis....
  • vendincevendince Posts: 238 Arc User
    edited October 2012
    finalslaps wrote: »
    Just have Questionite Boxes drop from random Smash bosses Jesus, don't force us to keep doing Nemesis....

    The boxes used to drop from Black Fang, but they took that out.
  • zerojadzerojad Posts: 149 Arc User
    edited October 2012
    Yeah, i don't like much knockbacks too, that's why i haven't even try to bring the Impulse i was leveling to an Alert.

    I guess other players should already learn that in Recruting Drive should defeat the 3 henchmen then use a 100 feet single target range attack to drag the boss (unless is someone who can deal with them all in a instant).

    Also in Trainstopping Alert, tell your friend to not to start shooting the mobs before the Alert starts, making the mission fail then "blame" it was the tank who did it. xp
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  • jonsillsjonsills Posts: 6,334 Arc User
    edited October 2012
    If you knock nemesis all over the map, seeya later, finish the alert by yourself tough guy.
    If you haven't shaved off 30% of a smash bosses health by the minute mark, adios.
    If four of you can't pull aggro from a healer, goodbye, learn to do real damage please.
    If we are down to a minute and have all the dockside minions left? That's a team full of jerks, I'm out.
    Stand in the middle of the dias surrounded by worms doing diddly for damage? Good luck on your own.
    So YOU'RE the one causing my Alert teams to fail with a sliver of health on the boss that could have been beaten if somebody hadn't abandoned the Alert. Thanks loads. Really.
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  • gaelyn1gaelyn1 Posts: 193 Arc User
    edited October 2012
    jonsills wrote: »
    So YOU'RE the one causing my Alert teams to fail with a sliver of health on the boss that could have been beaten if somebody hadn't abandoned the Alert. Thanks loads. Really.

    So, YOU're one of those players who do alerts with a character under level 15 or with a poor dps causing the alerts to fail, when the alert could be a success if a level 20+ was at your place ?
    Thanks loads for the 4 others guys. Really.

    Yes, it's easy. But have you read his exemples ? Each one is due to people so useless for the alerts, they should xp with maps missions rather than forcing 4 other players to loose time and loose the alert.
    When a character can't even kill a minion in a alert in less of 30 secs, they don't have anything to do here.
    When a character pull all the mobs in the side of the map in smash alerts, the alert will be more easy without this player than with him. This is so stupid.
    When a bad squitchie have aggro and run because he can't assume the damage dealt to him, some melee with charging powers can't do damage anymore. This dps player is a dead weight for the team.
    If you have aggro, or you continue to dps because you can assume the aggro all over the alert and becomes the tank, or you stop, block and wait another player takes it.
    If you run as an idiot, others couldn't take back the aggro, you will die slowly and the loss of damage can have a lot of chances the alert is a loose (depends of the 4 others characters).

    He's right.
    One alert or two is ok. When you begins to have 3,4 or 5 alerts whis this kind of players, you quit. Win the alerts for them isn't helping them.
    And to be frank, if you can't win an alert with 4 people (without the one who had quit), the problem comes from you and the 3 others.
  • biffsmackwellbiffsmackwell Posts: 4,743 Arc User
    edited October 2012
    gaelyn1 wrote: »
    So, YOU're one of those players who do alerts with a character under level 15 or with a poor dps causing the alerts to fail, when the alert could be a success if a level 20+ was at your place ?
    Thanks loads for the 4 others guys. Really.

    [snips]

    He's right.
    One alert or two is ok. When you begins to have 3,4 or 5 alerts whis this kind of players, you quit. Win the alerts for them isn't helping them.
    And to be frank, if you can't win an alert with 4 people (without the one who had quit), the problem comes from you and the 3 others.

    Wait, you're saying that it only takes 4 people to complete an alert, but then a level 15 and under guy is going to make you lose the alert?

    That's a pretty big contradiction. If it only takes four people, then one level 15 and below guy isn't going to stop you from winning the alert.
  • gaelyn1gaelyn1 Posts: 193 Arc User
    edited October 2012
    Wait, you're saying that it only takes 4 people to complete an alert, but then a level 15 and under guy is going to make you lose the alert?

    That's a pretty big contradiction. If it only takes four people, then one level 15 and below guy isn't going to stop you from winning the alert.

    Yes, i'm even saying two level 40 players are sufficient to win an alert, if you want to know.
    And yes, i'm saying that if you queue in pug and have 4 other players who are support characters (i'm ok with that, it isn't their fault if they don't dps), low level characters who are dead weight or level 30-35 players who can't kill a mob in less of 30 secs (i don't even know how it's possible but i've seen a lot of them) , yes the alert can be a fail.
    Or this is a win because you almost do the entire job. You just have to stop your attacks and notice the difference in terms of damage on the boss' s life.

    I don't know where you see contradictions. But if some of you wants to think those who quits are the bad guys and those who can't win an alert when they are 4 are the good one, and don't want to adress the real problem, i'm ok. Do like you want.
    But if you don't want to be judged on your usefull/useless possibility, don't judge those who quits.
  • biffsmackwellbiffsmackwell Posts: 4,743 Arc User
    edited October 2012
    The contradiction is that you say that a single level 15 will fail an alert, but then you say you only need four people. So four 16+ characters should be able to finish an alert just fine, otherwise you're a bad player. So if this is true, and the 15 and under guy is what causes the alert, which is true - level 15s fail alerts, or the other four are bad players?

    I've done enough smashes to know that low level players are not always the cause for a failure. For instance, completing an alert while level 33, with 4 level 11 to 20s on my team (pug). I've also seen an alert fail with 4 people with the boss having just a sliver of health left. That makes me a bad player then? I've also seen alerts where I'm the only one in a DPS role (two tanks and two support) and the alert was a success.

    And no, it's not me using a super awesome build or a totally geared level 40. Ask anyone, my builds are pretty much average. I go for concept.

    That said, most of the time I'm in one of these alerts, I'm usually the one holding aggro.

    So, what's the story? Only takes four people to do an alert? A single level 15 guy can ruin an alert? You can win an alert with 4 people level 11 to 20? Bad players ruin alerts regardless of level? Bad luck of the draw when everyone shows up in support role?

    I just don't think you can pinpoint and say for sure "Do THIS THING, and the alert is a failure for sure." There are too many factors involved. I'll happily team up with and not complain about low level characters. To me, it's the player, not the level, that wins the alert.
  • itsbrou#5396 itsbrou Posts: 1,779 Arc User
    edited October 2012
    Oh, you.

    Alerts are for EVERYONE! :D


    But not everyone is for alerts.
    Brou in Cryptic games.
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited October 2012
    Oh, you.

    Alerts are for EVERYONE! :D


    But not everyone is for alerts.

    \O/

    Bad doggie. :biggrin:
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  • gaelyn1gaelyn1 Posts: 193 Arc User
    edited October 2012
    The contradiction is that you say that a single level 15 will fail an alert, but then you say you only need four people. So four 16+ characters should be able to finish an alert just fine, otherwise you're a bad player. So if this is true, and the 15 and under guy is what causes the alert, which is true - level 15s fail alerts, or the other four are bad players?

    No, i said than 2 good levels 40 are sufficient to win an alert. And the players below level 15-20 are useless and only leeching others because, they're here or not don't make a difference. And i said that those in the list of the op are uselees and he's right.

    I repeat:
    Two level 40 are sufficient to win an alert.
    If 4 players can't, yes they have a problem. They perhaps do concept characters but poorly concept characters. Or they are too much low levels, or they're playing bad, i'm sorry.
    Whateverthe reason, it's their problem, not mine.
    They can do the character they want, play as they want, queue in alert knowing they are useless, they can do all of this.
    The people who quits because it's boring to see that 9 on 10 alerts, too.
    I've done enough smashes to know that low level players are not always the cause for a failure. For instance, completing an alert while level 33, with 4 level 11 to 20s on my team (pug). I've also seen an alert fail with 4 people with the boss having just a sliver of health left. That makes me a bad player then? I've also seen alerts where I'm the only one in a DPS role (two tanks and two support) and the alert was a success.


    And no, it's not me using a super awesome build or a totally geared level 40. Ask anyone, my builds are pretty much average. I go for concept.

    That said, most of the time I'm in one of these alerts, I'm usually the one holding aggro.

    If we must have to up the "kikimeter" (tm)
    I've done more than 3M questionite with alerts only. I think, as you, i've done enough alerts to know that a lot of players plays bad on this game (bad pulls, people who runs when they just have to block and stop dps for a few seconds) but that the low levels are the major cause of failure.

    And the fact you are the one usually having the agro in your alerts (as i have it 99,99% on my alert) or the fact we're doing concept characters (my characters are too) is a sufficient factor to say that others characters have a problem.
    This is a good thing the game don't have really any challenging content. if this was the case, there will be a lot of whine on theses forums (oh wait, as the first resistance, or gravitar perhaps)
    So, what's the story? Only takes four people to do an alert? A single level 15 guy can ruin an alert? You can win an alert with 4 people level 11 to 20? Bad players ruin alerts regardless of level? Bad luck of the draw when everyone shows up in support role?

    I just don't think you can pinpoint and say for sure "Do THIS THING, and the alert is a failure for sure." There are too many factors involved. I'll happily team up with and not complain about low level characters. To me, it's the player, not the level, that wins the alert.

    What's the story ? Each character below level 15 is a chance that an alert will be a fail.
    When you have 4 of them in an alert, you have two choices.
    1) you do the job with your level 40 and help them to leech questionite with daily quests.
    2) you quit and you're waiting an another alert with people between level 20 and 40 until people understand that before level 20 they are useless in alerts and go play missions on map, or queue alerts in sg group to not inflict fail to others if they can't be usefull.

    But as i don't think anyone is able to understand the point of view of others, the low levels, dps who pull the entire maps, etc... will continue to whine after those who quit and do moralizing threads.
    And those who quits when they see people do the same mistakes or be useless, will continue to quit, and sometimes dio moralizing post too.
    But nothing will change, because everyone see only his "own" pleasure and his "own" point of view.
    I don't have problem with this. And you ?
  • biffsmackwellbiffsmackwell Posts: 4,743 Arc User
    edited October 2012
    For people to quit in the middle of it? I think that's a weak tactic. I mean, it's just another minute or so, why not stick it through?
    What's the story ? Each character below level 15 is a chance that an alert will be a fail.
    When you have 4 of them in an alert, you have two choices.
    1) you do the job with your level 40 and help them to leech questionite with daily quests.
    2) you quit and you're waiting an another alert with people between level 20 and 40 until people understand that before level 20 they are useless in alerts and go play missions on map, or queue alerts in sg group to not inflict fail to others if they can't be usefull.

    See, in my experience, "Each character is a chance that an alert will be a fail." I've seen low levels do good, high levels do bad.

    Leaving an alert just because there's some low levels there is stupid. Instead of going in there and trying, you're saving yourself a couple of minutes and wasting four other people's times

    I regularly do alerts with others (not exactly SG mates but close enough) and it's basically a no-fail affair. So how do I feel about people who suck, or people who bring in low-levels? Just fine. Get in there, have fun, as long as you're trying, I'm cool with it. If you quit in the middle of the match, that's crappy.

    Although, side note - I once had an entire team quit in a GRAB the Money and Run scenario before the bosses were pulled. I ended up finishing it on my own, and it was one of the most fun experiences I've had in the game - so I thank those particular quitters! :P
  • ashensnowashensnow Posts: 2,048 Arc User
    edited October 2012
    Although, side note - I once had an entire team quit in a GRAB the Money and Run scenario before the bosses were pulled. I ended up finishing it on my own, and it was one of the most fun experiences I've had in the game - so I thank those particular quitters! :P

    I had the same experience. It was amazingly fun.

    'Caine, miss you bud. Fly high.
  • gaelyn1gaelyn1 Posts: 193 Arc User
    edited October 2012
    For people to quit in the middle of it? I think that's a weak tactic. I mean, it's just another minute or so, why not stick it through?

    I never said in the middle of it. This isn't profitable. If i quit, it's before the alert begins (when i see the level of others) or just in the first pull when i saw a stupid dps explodes at the first contact.
    See, in my experience, "Each character is a chance that an alert will be a fail." I've seen low levels do good, high levels do bad.

    Leaving an alert just because there's some low levels there is stupid. Instead of going in there and trying, you're saving yourself a couple of minutes and wasting four other people's times

    I regularly do alerts with others (not exactly SG mates but close enough) and it's basically a no-fail affair. So how do I feel about people who suck, or people who bring in low-levels? Just fine. Get in there, have fun, as long as you're trying, I'm cool with it. If you quit in the middle of the match, that's crappy.

    You'd never seen a different ratio between low levels characteres and high levels characters with all the alerts you've done ?
    Some high levels do bad, sure. But saying low levels do good... If the fact they do the same damage with their attacks than your energy builder is doing good, perhaps.

    Sir, i've done alerts for fun with others low level characters for many months. i've done my "quota" (this words exists in english?)
    Now, i don't have fun anymore to see 4 players fighting a boss and don't see his HP down if the level 40 doesn't attack.
    Since April, they had time to buy the nemesis stuff (or questionite one) and be stuffed while their levelling. They had time to do some try at the PH for their powers. they had time to understand that in the 2 mns alert (Mc one) if they pull the mobs on the side, this is a mistake. And more if they can't kill a mob in less of 30 secs, because more than one, they pathetically die and the team takes all the mobs on them after that.
    If they used all of their time in the tailor and didn't try to do some progress, for them AND others, i don't have any remorse to quit. Sorry.
    Although, side note - I once had an entire team quit in a GRAB the Money and Run scenario before the bosses were pulled. I ended up finishing it on my own, and it was one of the most fun experiences I've had in the game - so I thank those particular quitters! :P

    Yes, i had the same experience with gravitar or teleiosaurus, this was fun. Long, especially for the teleiosaurus, but fun.
    you see, finally the quitters are a good guys, without them, you should have lost a good experience. :)
  • dragonblueydragonbluey Posts: 56 Arc User
    edited October 2012
    I've been sworn out because I 'Made the team lose' a dockside dustup after I got knocked into the crates. This might not sound that bad but the crates have a nasty habit of locking you against them in a permanent fall animation, basically holding you prisoner until the crates are broken.
    That happened to me too last night. No one called me out on it, which was nice, but the magical black hole shipping containers have got to go.

    I think what bothers me the most in smash alerts are infernal nemeses. Look, you've got 170,000 health. You no longer have the right to heal, so put your damn devour essence away.
  • cyronecyrone Posts: 1,030 Arc User
    edited October 2012
    Just wanted to jump in on the side of low level players. You know, the ones being accused of losing alerts.

    Took a level 7 character, Tesseract, into Smash alerts ever since I hit level 7 so that I could at least have rank 2 on Elec Form.

    His only attacks were Elec Bolts and Lightning Arc. I do have the Electric Storm device on him which was used at the start of the fight. Not only did I tear aggro away from the other team members but maintained it (Until I died, of course). Every alert that I've done with this character has been a success and he's only level 12 now.

    Saying that a lowbie is incapable of pumping out enough DPS to be useful is a load of dung.

    Just my two cents worth.
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  • canadascottcanadascott Posts: 1,257 Arc User
    edited October 2012
    I try not to alert until I'm level 15. Even then, a few builds are pretty weak, especially as I grapple with some unaccustomed power sets.

    On Dockside Nemesis alerts, I've had to learn the art of building an opponent's knock res stacks. My main is Might, and I've found four or five extremely lightly charged uppercuts will usually do the trick (and a 10-20% charge won't move the nemesis out of melee range, so this won't interrupt the rest of the team). It is still a good idea to test it with a half charged uppercut before going all out (I use the uppercut/haymaker combo a lot), and even then you occasionally get some KB.

    If you're on an alert, try to be a team player. Don't deny other players the ability to add to DPS unless you're wlling to pick up their slack. One or two knocks during a nemesis alert are fine. Constant knocks, and constant kiting, however, isn't. I have lunge. It's still not enough when my best attacks require a charge time when your knocks move them out of melee range before I can land them.

    Ultimately, it boils down to two things. Knock/kite the nemesis, or lose. If you do your best and lose, I won't get too upset. If you knock/kite and win, fine. But don't deny me a chance to contribute that costs me the alert.
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  • biffsmackwellbiffsmackwell Posts: 4,743 Arc User
    edited October 2012
    gaelyn1 wrote: »
    I never said in the middle of it. This isn't profitable. If i quit, it's before the alert begins (when i see the level of others) or just in the first pull when i saw a stupid dps explodes at the first contact.

    Either way, you're just wasting people's time. You'd be surprised at how a low level team can actually clean up an alert. Sure, not all the time, but it happens.
    You'd never seen a different ratio between low levels characteres and high levels characters with all the alerts you've done ?
    Some high levels do bad, sure. But saying low levels do good... If the fact they do the same damage with their attacks than your energy builder is doing good, perhaps.

    Sir, i've done alerts for fun with others low level characters for many months. i've done my "quota" (this words exists in english?)
    Now, i don't have fun anymore to see 4 players fighting a boss and don't see his HP down if the level 40 doesn't attack.
    Since April, they had time to buy the nemesis stuff (or questionite one) and be stuffed while their levelling. They had time to do some try at the PH for their powers. they had time to understand that in the 2 mns alert (Mc one) if they pull the mobs on the side, this is a mistake. And more if they can't kill a mob in less of 30 secs, because more than one, they pathetically die and the team takes all the mobs on them after that.
    If they used all of their time in the tailor and didn't try to do some progress, for them AND others, i don't have any remorse to quit. Sorry.

    When I used to check people's levels before an alert, I'd notice that it's usually a decent spread, from 20 to 39. Sometimes you'd get those pesky under-20s. Sure. But, alerts have been lost with all sorts of numbers.

    I'm not saying that a group of all level 6 guys is going to clean up the house, but that's never happened to me. I'm just saying - I stopped checking everyone's levels beforehand because it just didn't give me any conclusive data. Sure, you'll lose more with low level characters, but it's not guaranteed, and that's enough to get me to at least try, instead of giving up at Jump Street and leave the rest of the team hanging.
  • nephtnepht Posts: 6,898 Arc User
    edited October 2012
    gaelyn1 wrote: »
    So, YOU're one of those players who do alerts with a character under level 15 or with a poor dps causing the alerts to fail, when the alert could be a success if a level 20+ was at your place ?
    Thanks loads for the 4 others guys. Really.

    Yes, it's easy. But have you read his exemples ? Each one is due to people so useless for the alerts, they should xp with maps missions rather than forcing 4 other players to loose time and loose the alert.
    When a character can't even kill a minion in a alert in less of 30 secs, they don't have anything to do here.
    When a character pull all the mobs in the side of the map in smash alerts, the alert will be more easy without this player than with him. This is so stupid.
    When a bad squitchie have aggro and run because he can't assume the damage dealt to him, some melee with charging powers can't do damage anymore. This dps player is a dead weight for the team.
    If you have aggro, or you continue to dps because you can assume the aggro all over the alert and becomes the tank, or you stop, block and wait another player takes it.
    If you run as an idiot, others couldn't take back the aggro, you will die slowly and the loss of damage can have a lot of chances the alert is a loose (depends of the 4 others characters).

    He's right.
    One alert or two is ok. When you begins to have 3,4 or 5 alerts whis this kind of players, you quit. Win the alerts for them isn't helping them.
    And to be frank, if you can't win an alert with 4 people (without the one who had quit), the problem comes from you and the 3 others.

    Ive argued with Jonsills enough for this next statement not to be biased.

    Been in alerts a few times with the guy and hes is a competent player I am pretty sure the guy could solo these things.
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  • gaelyn1gaelyn1 Posts: 193 Arc User
    edited October 2012
    nepht wrote: »
    Been in alerts a few times with the guy and hes is a competent player I am pretty sure the guy could solo these things.

    Then there is no pb when a player quit the alert. He can solo the alert and there is no fail. Nobody fail his alert. I'm doing a mistake when i read his post then. All is ok. :biggrin:
    Either way, you're just wasting people's time. You'd be surprised at how a low level team can actually clean up an alert. Sure, not all the time, but it happens.

    Not more than they're wasting others players 's time themself. Because you know, i've never seen 5 level 40 players fail an alert. Never.
    You're right, i'd be surprised to see a low level team clean up a smash alert in less of 2 mns. A sg team i've already see that, every time to be frank. But a low level pug team, yeah, i'd be surprised. I'd never seen that, especially the vibora train alert. :biggrin:

    I will stop here this dicussion. It's time.
    (And this will change nothing, tomorrow will be as today, as yesterday. All of us will stay in their stance).
    Good night.

    Ps: 30 mns ago, level 6 , level 9, level 11, level 26, and me (level 40 of course) alert. It was very interesting to see them TRY to kill the minions. I'm not sure they had stars after 30 secs. Don't need to say what did it happens. ;)
  • jonsillsjonsills Posts: 6,334 Arc User
    edited October 2012
    gaelyn1 wrote: »
    Ps: 30 mns ago, level 6 , level 9, level 11, level 26, and me (level 40 of course) alert. It was very interesting to see them TRY to kill the minions. I'm not sure they had stars after 30 secs. Don't need to say what did it happens. ;)
    You quit because it's too much trouble to actually act like a hero and give it your best?
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  • man515drakeman515drake Posts: 182 Arc User
    edited October 2012
    I love people saying low levels mean a failed alert and high level toons are always wonderful. My last three alerts for example the first had a level spread of 8,12,20,21 and me at level 25 and we rocked it clearing it in good time. The next two alerts had the same two level 40's and we failed miserably with my level 25 pet build having to reset my gun turrets with 100' range because one of the 40's kept knocking the Nemesis and the other 40 who was dps couldn't kill anything his damage was just pitiful and he kept dying.

    I have never logged out of an alert unless real life has caused me to stop playing. Sometimes the team fails and sometimes we pull off impossible last second victories and those alerts are my favourite. I mean there is nothing more heroic than staring into the jaws of defeat and clawing back the win with seconds to spare. There is nothing heroic in going this alert looks like it may not be a success so I will save myself two minutes by logging off and leaving the team to struggle and probably fail.
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  • vendincevendince Posts: 238 Arc User
    edited October 2012
    cyrone wrote: »


    Saying that a lowbie is incapable of pumping out enough DPS to be useful is a load of dung.

    Just my two cents worth.

    You're one of those who know what he's doing. I don't mind those. Unfortunately they seem to be a bit on the rare side. At least in my experience.

    But then, not knowing what you're doing seems to transcend levels...

    I'm just not too fond of the low levels in Nemesis Dockside Dustups, but then that's because in my experience, some of those nemesises (nemesi?) can be very, very hard to beat. But if you can pull that off, my hat's off to you.
  • chaoswolf820chaoswolf820 Posts: 756 Arc User
    edited October 2012
    vendince wrote: »
    I'm just not too fond of the low levels in Nemesis Dockside Dustups, but then that's because in my experience, some of those nemesises (nemesi?) can be very, very hard to beat. But if you can pull that off, my hat's off to you.

    The only thing about DD Nem alert that irritates me, is how they tend to throw in those randomized "stock" nems, when you know, since they obviously check to see players' nems so they can be put in the fight, they could easily use an existing nem. "But what if nobody in the group has a nemesis?", you ask? No problem - have the game group up people so there's at least one person with a nemesis, and use it. Really, there's no reason at all those annoying random-stock ones should even exist.
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