I'm on the Communications section where I have to disable the propaganda billboards. Only problem is that no matter how many times I switch the billboards, nothing seems to happen. I reset to original, nothing. Is this just bugged or am I missing something?
As mentioned, it's the 1st and 3rd console... ON THE SAME WALL
There's a 4th console all the way to the left on the adjacent/perpendicular wall, that "resets" the communication again in case you were clicking the consoles randomly and screwed everything up. So if you stand far enough back you might mistake that one for the 1st console, but don't.
So looking at the wall with the big monitors and the 3 consoles, it's left then right.
Then again maybe you know this already and there's a bug. If so then it's weird because I've run the 1st half of Resistance MANY times and never encountered it.
To avoid this ill-concieved lockout mechanism, I have to either buy some device or other (either with REAL money or in-game currency) or redesign my character specifically for this mechanic.
For you to avoid the zerg, you have to... exercise self control.
Let me take a different approach here: Let's look at the lockout mechanic in the terms of what it forces a player to do to their build to get around it. Ideally, for this mechanic, every member of a team should have both a rez and a self-rez. Futher use of this mechanic and others like it along with escalating gear (Elite level gear is now even better than VH level gear) and progressively challenging content to account for the better gear will turn this into a different version of WoW, where you have people getting groups together for instances that are saying, "If you don't have X type gear and stats at such and such a level, and these two or three powers, you can't come on this run." This is the LAST thing I EVER want to see in this game and the second I do see it (seriously, I mean. I have seen it one time said as a joke) then I'm out of here. And I know quite a few people that will probably beat me to the door because that is the very reason they left WoW to begin with.
Well, for starters I will ignore your personal attacks but for one comment. Feel free to call me elitist and whatever you fancy, waiting for a round of applause. I am not calling anybody a noob, am I. I am only saying that, what I do, in games, in real life, in every aspect of my life is: when I fail, I analize what I did wrong and try to do it better next time. This simple. Complaining is the easy way out. Trying to get better is the way I like doing things. If that sounds elitist to you... well whatever, I don't give a dime tbh.
Adressing your comment: Just yesterday night I did an elite run with some mates. Only two of us were gold players. Only I had rezzes. We won anyway. I guess this invalidates your whole argument.
We do agree on one thing. Gear requirements are an horrendous thing. I have left quite a few games due to this, and I have never looked back.
To avoid this ill-concieved lockout mechanism, I have to either buy some device or other (either with REAL money or in-game currency) or redesign my character specifically for this mechanic.
For you to avoid the zerg, you have to... exercise self control.
You think these are equivalent?
You only need not to die.
If you still die, you only need one guy in team with rezzes. It's called "proper team setup".
If you still can't get one guy with a rezz, rezz devices are so dirt cheap in the AH that I just refuse to believe you don't have the resources to buy them. Not to mention you can actually craft them yourself.
You are just reinforcing the impression that I have: you just want a fight that's granted win, impossible to loose, regardless your build, your team, your level or your playing skill.
You want a zero challenge fight. I don't. This simple.
To avoid this ill-concieved lockout mechanism, I have to either buy some device or other (either with REAL money or in-game currency) or redesign my character specifically for this mechanic.
For you to avoid the zerg, you have to... exercise self control.
You think these are equivalent?
You would need an extremely inexpensive device costing in game currency thats not useful for all that many other things. Since the lockout mechanism is rare in CO the actual effect on you is so close to zero as to be nonexistant.
For him it would require giving up pugging, and would require restricting his team based play in general.
No I don think the two are comparable. You can bypass the lockout with almost no effort or cost to yourself or others. He cannot. You definately get the better deal.
I really dont think that a WoW-like gear escalation is going to happen here. Gear just doesnt play enough of a role in character power level. There is no content in the game that cant be completed on elite mode with non elite gear. CO's diminishing returns model guarantees this.
Those, such as myself, who actually farm or use the AH to get top end gear do so for even a tiny advantage in PvP, or because its something to do that feels as if we are advancing our character. We are not pursuing the gear because elite content is impossible without it.
Kaska has said, numerous times, that he supports the idea of no lockout for lower difficulty levels so that those playing casually, without a driving interest for the highest possible challenge, are not affected by the mechanism. He then suggests that, until this mechanism could be implemented variably based on difficulty, things be left as is so that challenge is not removed from a very few specific encounters throughout the game. Since bypassing the lockout is easily and cheaply (in game currency-my opinion would be very different if it required real money) done his request seems not at all unreasonable.
Long term I would like to see the lockout removed from all but elite (and perhaps VH) mode on existing content. I would also like better encounter design for future content so that lockout is not needed at all.
That would do the opposite of what a lockout does.
A lockout makes a rez power useful for once. It's also the only place on earth that a rez power is actually useful.
What you are proposing would make rez powers useless. You even make a proposition to make any healing support useless.
My main uses healing support to keep his team on their feet. Having that taken away would make him completely useless.
Lockouts surely aren't the best way to do things. Something like a respawn timer where you have to wait for 30 seconds-1 minute before being able to respawn would be far better, both mechanically and conceptually. It would make zerging a lot harder, and it would make sense conceptually as you usually don't take severe damage lightly. It would also make rez powers useful to save time.
Maybe even have the timer increase as the boss fight goes on.
Finally, about that "hardcore" version with no heals and no rezzes. OMG, if I had been the one proposing it, I don't wanna know all the nice adjectives that some posters would be addressing to me, lol. Do you really think it is viable? .
In all honesty that suggestion was doped up on sarcasm and lack of sleep.
However I don't see why it couldn't be done to a degree perhaps no resurrections and some kind of heal debuff that applys to healing.
In all honesty that suggestion was doped up on sarcasm and lack of sleep.
However I don't see why it couldn't be done to a degree perhaps no resurrections and some kind of heal debuff that applys to healing.
No whatever-skill is a bad idea in my opinion. You just made me remember how much fun I had back in the days with my Vanguard Cleric (hell, I could heal but also debuff, stun and root mobs and even tank; I even had a taunt!) and how much I hated it past lvl 50 when devs systematically turned anything that wasn't a heal into a useless skill.
You already got healing debuffs in SL, tons of when you run it on elite. The /&$/($ even manage to hit you through bubbles. I welcome the challenge there, but having it all over the place in any elite lair may well be a tad too much.
When I was thinking on different mechanics for different difficulty levels I was thinking on smarter bosses and mobs with different tricks and skills, tweaked agro mechanics, and stuff like that. When they created the difficulty levels I started enjoying the game way more, becouse I do like challenge. However, I gues we'll agree that difficulty related to plain numbers (be it buffing the mobs as it is now or nerfing the players as you propose) is a bit cheap.
Edit: I don't know if you ever played Chronicles of Spellborn. In that game, some mobs were really evil and would do thing like swarm you and move all around you, use line of sight, or flee to come back with reinforcements. In some old MUD that I used to play many years ago, mobs would try to ambush you, or would recognize you as the one who killed his friends, or would try to disarm you and then get your weapon and use it against you. That is the kind of stuff I was referring to.
When I was thinking on different mechanics for different difficulty levels I was thinking on smarter bosses and mobs with different tricks and skills, tweaked agro mechanics, and stuff like that. When they created the difficulty levels I started enjoying the game way more, becouse I do like challenge. However, I gues we'll agree that difficulty related to plain numbers (be it buffing the mobs as it is now or nerfing the players as you propose) is a bit cheap.
Edit: I don't know if you ever played Chronicles of Spellborn. In that game, some mobs were really evil and would do thing like swarm you and move all around you, use line of sight, or flee to come back with reinforcements. In some old MUD that I used to play many years ago, mobs would try to ambush you, or would recognize you as the one who killed his friends, or would try to disarm you and then get your weapon and use it against you. That is the kind of stuff I was referring to.
I think nerfing/buffing has its place to a point but it can only take things so far after that point it becomes a question of mechanics. I've never played Chronicles of Spellborn but it sounds interesting the going to get help thing is in CO and it used to be the case that you could end up facing a hole room maybe more if you didn't watch for runners but that seems to have stopped (which is a bit of a shame)
Talking of other games I played city of heroes before coming to champions and one thing I do miss are the specialised mobs like sappers who could drain your end and hold you as soon as look at you.
The enemy factions having mobs like those really added character to the encounters while also making people think about tactics (also there was something amusing about seeing the tank why had survived the last 10 missions suddenly drop like a sack of bricks because he hid missed a sapper)
Apologies if this thread is too old to still post bugs to.
Not sure if this is a bug or not or what's going on exactly. My level 28 character completed Resistance on Elite and has gone to loot Endbringer as per normal. Endbringer's loot seems normal. However, I wandered over to the center of the platform, where Shadow Destroyer meets his demise and discovered that he too is dropping loot. He's dropping a Nemesis Token (not sure if that's right, but meh, easy to overlook), but the major thing that's happening that I'm worried about is that he's also dropping a level 40 piece of loot. I'm soloing this fight on Elite, but I'm still 28, and this is level 40 loot. I've repeated this twice. The first time I paricipated heavily in the fight, and the second time I was low on stars at the time (intentionally so, I was going for the crazy perk in resistance where you do all the shadow beacons without piloting the megadestroid. I failed). Anyway, because I was low on stars, and the timing wasn't the best for when Shadow Destroyer came out (almost always came out when Doctor Destroyer was regenerating health), I didn't get Endbringer's loot, (as expected when Doctor D went through 7 or more armor regens), but Shadow Destroyer still dropped loot. (small exclamation mark instead of bold orange exclamation with glowing ring).
So I was able to replicate the bug, but I'm not sure what's triggering it. Perhaps the Shadow Destroyer in Resistance has been incorrectly tagged on the loot tables as also being the Shadow Destroyer from NemCon? He is also dropping an additional piece of the correct leveled loot as well.
Also, curious to know if it's okay to sell both of the level 40 items as they are both BoEs.
Apologies if this thread is too old to still post bugs to.
Not sure if this is a bug or not or what's going on exactly. My level 28 character completed Resistance on Elite and has gone to loot Endbringer as per normal. Endbringer's loot seems normal. However, I wandered over to the center of the platform, where Shadow Destroyer meets his demise and discovered that he too is dropping loot. He's dropping a Nemesis Token (not sure if that's right, but meh, easy to overlook), but the major thing that's happening that I'm worried about is that he's also dropping a level 40 piece of loot. I'm soloing this fight on Elite, but I'm still 28, and this is level 40 loot. I've repeated this twice. The first time I paricipated heavily in the fight, and the second time I was low on stars at the time (intentionally so, I was going for the crazy perk in resistance where you do all the shadow beacons without piloting the megadestroid. I failed). Anyway, because I was low on stars, and the timing wasn't the best for when Shadow Destroyer came out (almost always came out when Doctor Destroyer was regenerating health), I didn't get Endbringer's loot, (as expected when Doctor D went through 7 or more armor regens), but Shadow Destroyer still dropped loot. (small exclamation mark instead of bold orange exclamation with glowing ring).
So I was able to replicate the bug, but I'm not sure what's triggering it. Perhaps the Shadow Destroyer in Resistance has been incorrectly tagged on the loot tables as also being the Shadow Destroyer from NemCon? He is also dropping an additional piece of the correct leveled loot as well.
Also, curious to know if it's okay to sell both of the level 40 items as they are both BoEs.
Dr D always drops loot in Resistance. He has since the beginning but most people don't know it's there. Usually, it's a Nem token.
Okay. So about the, supposedly, upcoming mob called, the "Colossi." And the perk you get for killing a ton of them. Its been a couple years since it was mentioned. When will it -actually- take form and I'll be able to receive the Custom Side Pieces for the Colossus Head Piece.
There's the Crystalline perk for killing 20 of them and the Dai Kaiju perk for defeating one without anyone in your team using a Mega D at all. As for the custom pieces you are referring to, they may be the Colossus head costume piece drop which may drop at the end from the Endbringer. There's one related to the first perk but I'm not sure which one you are referring to.
Comments
As mentioned, it's the 1st and 3rd console... ON THE SAME WALL
There's a 4th console all the way to the left on the adjacent/perpendicular wall, that "resets" the communication again in case you were clicking the consoles randomly and screwed everything up. So if you stand far enough back you might mistake that one for the 1st console, but don't.
So looking at the wall with the big monitors and the 3 consoles, it's left then right.
Then again maybe you know this already and there's a bug. If so then it's weird because I've run the 1st half of Resistance MANY times and never encountered it.
To avoid this ill-concieved lockout mechanism, I have to either buy some device or other (either with REAL money or in-game currency) or redesign my character specifically for this mechanic.
For you to avoid the zerg, you have to... exercise self control.
You think these are equivalent?
Well, for starters I will ignore your personal attacks but for one comment. Feel free to call me elitist and whatever you fancy, waiting for a round of applause. I am not calling anybody a noob, am I. I am only saying that, what I do, in games, in real life, in every aspect of my life is: when I fail, I analize what I did wrong and try to do it better next time. This simple. Complaining is the easy way out. Trying to get better is the way I like doing things. If that sounds elitist to you... well whatever, I don't give a dime tbh.
Adressing your comment: Just yesterday night I did an elite run with some mates. Only two of us were gold players. Only I had rezzes. We won anyway. I guess this invalidates your whole argument.
We do agree on one thing. Gear requirements are an horrendous thing. I have left quite a few games due to this, and I have never looked back.
You only need not to die.
If you still die, you only need one guy in team with rezzes. It's called "proper team setup".
If you still can't get one guy with a rezz, rezz devices are so dirt cheap in the AH that I just refuse to believe you don't have the resources to buy them. Not to mention you can actually craft them yourself.
You are just reinforcing the impression that I have: you just want a fight that's granted win, impossible to loose, regardless your build, your team, your level or your playing skill.
You want a zero challenge fight. I don't. This simple.
You would need an extremely inexpensive device costing in game currency thats not useful for all that many other things. Since the lockout mechanism is rare in CO the actual effect on you is so close to zero as to be nonexistant.
For him it would require giving up pugging, and would require restricting his team based play in general.
No I don think the two are comparable. You can bypass the lockout with almost no effort or cost to yourself or others. He cannot. You definately get the better deal.
I really dont think that a WoW-like gear escalation is going to happen here. Gear just doesnt play enough of a role in character power level. There is no content in the game that cant be completed on elite mode with non elite gear. CO's diminishing returns model guarantees this.
Those, such as myself, who actually farm or use the AH to get top end gear do so for even a tiny advantage in PvP, or because its something to do that feels as if we are advancing our character. We are not pursuing the gear because elite content is impossible without it.
Kaska has said, numerous times, that he supports the idea of no lockout for lower difficulty levels so that those playing casually, without a driving interest for the highest possible challenge, are not affected by the mechanism. He then suggests that, until this mechanism could be implemented variably based on difficulty, things be left as is so that challenge is not removed from a very few specific encounters throughout the game. Since bypassing the lockout is easily and cheaply (in game currency-my opinion would be very different if it required real money) done his request seems not at all unreasonable.
Long term I would like to see the lockout removed from all but elite (and perhaps VH) mode on existing content. I would also like better encounter design for future content so that lockout is not needed at all.
I'll admit that most of that post is sarcasm.
In all honesty that suggestion was doped up on sarcasm and lack of sleep.
However I don't see why it couldn't be done to a degree perhaps no resurrections and some kind of heal debuff that applys to healing.
No whatever-skill is a bad idea in my opinion. You just made me remember how much fun I had back in the days with my Vanguard Cleric (hell, I could heal but also debuff, stun and root mobs and even tank; I even had a taunt!) and how much I hated it past lvl 50 when devs systematically turned anything that wasn't a heal into a useless skill.
You already got healing debuffs in SL, tons of when you run it on elite. The /&$/($ even manage to hit you through bubbles. I welcome the challenge there, but having it all over the place in any elite lair may well be a tad too much.
When I was thinking on different mechanics for different difficulty levels I was thinking on smarter bosses and mobs with different tricks and skills, tweaked agro mechanics, and stuff like that. When they created the difficulty levels I started enjoying the game way more, becouse I do like challenge. However, I gues we'll agree that difficulty related to plain numbers (be it buffing the mobs as it is now or nerfing the players as you propose) is a bit cheap.
Edit: I don't know if you ever played Chronicles of Spellborn. In that game, some mobs were really evil and would do thing like swarm you and move all around you, use line of sight, or flee to come back with reinforcements. In some old MUD that I used to play many years ago, mobs would try to ambush you, or would recognize you as the one who killed his friends, or would try to disarm you and then get your weapon and use it against you. That is the kind of stuff I was referring to.
I think nerfing/buffing has its place to a point but it can only take things so far after that point it becomes a question of mechanics. I've never played Chronicles of Spellborn but it sounds interesting the going to get help thing is in CO and it used to be the case that you could end up facing a hole room maybe more if you didn't watch for runners but that seems to have stopped (which is a bit of a shame)
Talking of other games I played city of heroes before coming to champions and one thing I do miss are the specialised mobs like sappers who could drain your end and hold you as soon as look at you.
The enemy factions having mobs like those really added character to the encounters while also making people think about tactics (also there was something amusing about seeing the tank why had survived the last 10 missions suddenly drop like a sack of bricks because he hid missed a sapper)
Not sure if this is a bug or not or what's going on exactly. My level 28 character completed Resistance on Elite and has gone to loot Endbringer as per normal. Endbringer's loot seems normal. However, I wandered over to the center of the platform, where Shadow Destroyer meets his demise and discovered that he too is dropping loot. He's dropping a Nemesis Token (not sure if that's right, but meh, easy to overlook), but the major thing that's happening that I'm worried about is that he's also dropping a level 40 piece of loot. I'm soloing this fight on Elite, but I'm still 28, and this is level 40 loot. I've repeated this twice. The first time I paricipated heavily in the fight, and the second time I was low on stars at the time (intentionally so, I was going for the crazy perk in resistance where you do all the shadow beacons without piloting the megadestroid. I failed). Anyway, because I was low on stars, and the timing wasn't the best for when Shadow Destroyer came out (almost always came out when Doctor Destroyer was regenerating health), I didn't get Endbringer's loot, (as expected when Doctor D went through 7 or more armor regens), but Shadow Destroyer still dropped loot. (small exclamation mark instead of bold orange exclamation with glowing ring).
So I was able to replicate the bug, but I'm not sure what's triggering it. Perhaps the Shadow Destroyer in Resistance has been incorrectly tagged on the loot tables as also being the Shadow Destroyer from NemCon? He is also dropping an additional piece of the correct leveled loot as well.
Also, curious to know if it's okay to sell both of the level 40 items as they are both BoEs.
Dr D always drops loot in Resistance. He has since the beginning but most people don't know it's there. Usually, it's a Nem token.
The level thing might be a bug though.