Average duration of Lemurian Invasion alert from 30+ runs in March: 12 minutes.
My best time now (PUG), after the vehicle nerfs: 17 minutes (which felt exceedingly tedious).
My personal pain threshold for an alert with current reward structure is about 10-15 minutes MAX, especially considering the additional 10-15 minutes it takes for the queues to pop and/or a PQ to get (re)organized.
On the other hand, I did notice on the last cycle of Sky Command, that the duration of it seems to have been tweaked down from 20 minutes to 13 minutes. Assuming it's not a bug, thanks very much for that change, devs. I had given up on that alert, but will now run it again occasionally. Now could you please do something similar for the other "vehicle alert", Lemurian Invasion, since you opted to downgrade your previously upgraded vehicles?
LTS since 2009. Author of ACT parser module for CO. Founder of Rampagers. Resident curmudgeon.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
I did LI a couple times this morning. It did take longer than before, but I put this down to almost none of us using vehicles with PB (maybe 1/3). I'll have to try it again this evening with one of my vehicles and try to note the number of other PB equipped vehicles in the run and see how it goes.
The ideal fix is to make LI runnable in a reasonable amount of time without any vehicles at all. I'd suggest:
Fewer citizens to rescue.
Change the 'chase the Exocet' part of the Harbringer fight to something less ridiculously annoying and stupid. Such as having the Exocets attack the Barcelona, and you have to take them out so the cannon can fire without being shot at.
Possibly rather than going from 'invulnerable' to 'vulnerable', have the Harbringer go from something like '+50% all damage resistance' to '-50% all damage resistance'.
Reduce the average difficulty of the groups of Lemurians
Add higher-tier friendly NPCs, such as PRIMUS Iron Guards, Kodiak, a Champion, etc.
Leave the Exocets in, instead, add a targeting laser that a player would have to operate and keep trained on Harbinger for a set amount of time to allow the Barcelona to fire it's orbital cannon. Similar to the VB Apocalypse where you had to "shoot" Therakiel with Juryrig's energy draining device.
The problem isn't that the Exocets exist. The problem is that you have to chase them down, which is both annoying and nonsensical (there is no reason why they'd actually be blocking a shot). If instead they were attacking the Barcelona, it would (a) eliminate the need to chase them down, since they would actually be moving towards an identifiable location, and (b) actually explains why you aren't just ignoring them.
I will say that the fact that vehicle-required missions exist is the clearest sign that vehicles are overpowered. There shouldn't be any content where a vehicle is the only practical means of completing that content.
When LI first came out, NO ONE used a vehicle despite it being content for vehicles. Did the difficulty magically get bumped up when it was brought back or did everyone take off their rose glasses?
When LI first came out, NO ONE used a vehicle despite it being content for vehicles. Did the difficulty magically get bumped up when it was brought back or did everyone take off their rose glasses?
No, I think it's always been long and boring. I remember it being even longer back then. But it was new and shiny when it first came out, and no one had to grind it dozens of times for a chance of a gear token.
LTS since 2009. Author of ACT parser module for CO. Founder of Rampagers. Resident curmudgeon.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
So the whole rampage is 40% longer because of one single weapon that almost everyone relied on and required you to have when forming a team? Doesn't that scream out imbalance to you?
I won't argue the rampage being too long. Giving it a look-over and reducing critter toughness for a quicker encounter I'm fully on board with, but posts like this prove to me that there's something wrong with a "must have" weapon or power. There should always be choices, not single "clear picks."
In terms of length, a typical grab or burst alert is about 10 5-man spawn groups, then a legendary. Lemurian invasion is about 15 10-man spawn groups with an ordinary path through the middle, one mini-boss (the shapeshifter) who's probably about equal to a spawn group, a secondary boss fight (the ritualists), also about equal to a spawn group, and then a cosmic. A cosmic is normally about 5x the hp of a legendary, and would take 10 players about 2.5x as long as a legendary, except that the Exocet phase, while not actually dangerous, probably doubles the fight length.
So the whole rampage is 40% longer because of one single weapon that almost everyone relied on and required you to have when forming a team? Doesn't that scream out imbalance to you?
I won't argue the rampage being too long. Giving it a look-over and reducing critter toughness for a quicker encounter I'm fully on board with, but posts like this prove to me that there's something wrong with a "must have" weapon or power. There should always be choices, not single "clear picks."
Sure, PB was overpowered. I just think vehicles are of such limited use that it really didn't have much of an impact on gameplay other than making LI more tolerable and some people being unhappy with their scoreboard rankings on open world special events. And the reason it was so overpowered was because someone thought PB Mark 3 and Vehicles Mark 2 were a good idea back in March (how many times now have vehicles/weapons been upgraded and then retroactively nerfed?)
At any rate, that ship has sailed. My only objective here is for LI to be re-tuned to be more playable for the folks that are still interested in doing the Rampage alert cycles.
LTS since 2009. Author of ACT parser module for CO. Founder of Rampagers. Resident curmudgeon.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
At any rate, that ship has sailed. My only objective here is for LI to be re-tuned to be more playable for the folks that are still interested in doing the Rampage alert cycles.
Yeah, I think Vehicles were just hiding how obnoxious LI and SC really are. SC got tuned a bit recently I think, LI could do with some tuning as well.
So the whole rampage is 40% longer because of one single weapon that almost everyone relied on and required you to have when forming a team? Doesn't that scream out imbalance to you?
The Leviathan was buffed in response to the original Plasma Beam issue. So when they finally fix the core problem (which they should have done in the first place) they should reverse all other fixes that were a result of dancing around the real issue.
But of course Cryptic just does what is easiest at the time. Otherwise the sweeping melee damage nerf from Aggressor existing would have been undone when they changed that power into an AO.
Entire save a citizen portion should be cut. Unnecessary and boring.
I disagree, it's storytelling. You're saving citizens from monsters; it's completely thematic. Might not be the most exciting thing ever, but I think it fits. How effective is showing a threat if you're not showing who the threat is threatening?
The Leviathan was buffed in response to the original Plasma Beam issue. So when they finally fix the core problem (which they should have done in the first place) they should reverse all other fixes that were a result of dancing around the real issue.
I'm fully behind them undoing any workarounds to Plasma Beam.
I disagree, it's storytelling. You're saving citizens from monsters; it's completely thematic. Might not be the most exciting thing ever, but I think it fits. How effective is showing a threat if you're not showing who the threat is threatening?
Unfortunately the LI was made into a rampage, which means it needs to be compared to Gravitar and Fire and Ice, which are just straight up boss fights. No matter how you tweak the Kraken fight the rampage is still going to be much longer than those two, making it less desirable.
The save a citizen portion could become a new unique alert, make the sorcerers at the end a little more beefy to constitute a boss fight.
I probably wouldn't cut out save a citizen entirely, but I'd chop it down -- say, halve the number of spawns, you rescue 5 civilians per spawn, and 30 required to clear the stage. The Harbinger fight is also problematic -- the 'chase the Exocet' portion is annoying and stupid, but without it the fight would be incredibly vanilla.
Unfortunately the LI was made into a rampage, which means it needs to be compared to Gravitar and Fire and Ice, which are just straight up boss fights. No matter how you tweak the Kraken fight the rampage is still going to be much longer than those two, making it less desirable.
The save a citizen portion could become a new unique alert, make the sorcerers at the end a little more beefy to constitute a boss fight.
That's an interesting idea. I think it would work.
But also, what about UNTIL Carrier? That one's not just a boss fight. There's several objectives to do before the big battle, which is exactly what Lemurian Invasion is. I don't think there's one strict way to label what makes a Rampage right now.
I really wouldn't mind making all Rampages just a straight-up boss battle. I think that's a cool idea.
Best time: 8:54 (4:12 harbinger) - This on a team with Vixy, Jewel, Pantagruel, Vitality and me (basically, forumites ). I distinctly remember sub 5 min runs in the past, though.
Worst time: 21:58 (13:43 harbinger) - This one was ... *sigh*
Overall, your impressions match those of mine. Harbinger needs approximately a 50% HP nerf, or something along those lines.
I probably wouldn't cut out save a citizen entirely, but I'd chop it down -- say, halve the number of spawns, you rescue 5 civilians per spawn, and 30 required to clear the stage. The Harbinger fight is also problematic -- the 'chase the Exocet' portion is annoying and stupid, but without it the fight would be incredibly vanilla.
Exocets should actively aggro and chase players. Wouldn't mind a damage buff to make them hit more than wet noodles, also. Problem solved. What point is air defense if it's not, well, defending anything?
Reduce the average difficulty of the groups of Lemurians
Add higher-tier friendly NPCs, such as PRIMUS Iron Guards, Kodiak, a Champion, etc.
Leave the Exocets in, instead, add a targeting laser that a player would have to operate and keep trained on Harbinger for a set amount of time to allow the Barcelona to fire it's orbital cannon. Similar to the VB Apocalypse where you had to "shoot" Therakiel with Juryrig's energy draining device.
I just want one change - reduce the FRICKING knocks. Esp on golems.
Or just do a modest (20-25%) HP nerf, and double the vulnerable phase from 1 minute to 2 minutes. Or if you're worried about players taking him down the 1st or 2nd blast (which is all but impossible now), make successive cannon blasts last longer and longer (1m for the 1st, 2m for the second, 3m for the third, etc.) Would accomplish the same thing.
The biggest issue with LI is not necessarily its length, but the fact it needs to be repeated. Lengthy, tedious, cutscene-filled missions do not go well with grinding.
This means that there are two possible solutions for this problem:
1) Reduce the Duration of the Rampage
This can be done by reducing the number of mobs on the way, civilians to be rescued, reducing Bleak Harbinger's health, make the vulnerability last much longer or make the invulnerability be instead a damage resistance. Just pick any of these and it will work.
OR
2) Bump Up Significantly the Drop Rates
If you want to get Justice Gear, this means running LI about 400 to 500 times. This means, on average, 9000 minutes or 150 hours fighting Harbinger and listening to the UNTIL girl's weird accent, if every LI lasts 20 minutes (which seems to be what every PUG takes). That's unreasonable and madness inducing. If the drop rates were bumped up significantly, players wouldn't have to repeat the content so many many many times.
I would do the Rampages Alerts more if the drop rate for the tokens were higher. Right now, it is too easy to get burned out over the rampages trying to get one or two pieces, then alone 4.
I agree with pretty much all of the points raised here.
There are basically 3 issues:
1.) The LI alert is too long compared with the other Rampage alerts.
2.) The LI alert is boring compared with the other Rampage alerts (combination of no challenge, tedious repetition of tasks, and cut scenes).
3.) Token drop rate seems too low, but may just be a factor of #1 and #2.
I think a lot of the suggestions that have been posed seem viable. Hopefully the devs take note.
This may just be me, but when ONE of the Rampage alerts becomes frustrating, I tend to play all of them less, due to it becoming a blocker for tokens. (Although Gravitar and F&I have interesting enough gameplay that I enjoy popping in and playing them from time to time regardless of reward drops.)
LTS since 2009. Author of ACT parser module for CO. Founder of Rampagers. Resident curmudgeon.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
I got enough tokens for roughly 2 sets of justice gear, then I stopped running SC and LI. Too boring, no challenge, LI gives me actual headaches from the visuals. By all means I would like to earn more justice gear but those two alerts need some changes to make people actually want to play them. For fun.
Honestly, I don't mind the alert but I would make a few changes.
1. Cut off a bit of Bleak Harbinger's HP. None of the other mobs, rescuing citizens, or blah blah it that annoying IMO. The main issue I seem to be hearing about is all the phases due to how long it takes to whittle down those HP.
2. Make Exojets aggressive. What villain has a fleet of aircraft that fly around it basically looking at the buildings and not attempting to take out the heroes that are attacking their boss? IMO there would be far less complaints about catching the exojets if the jets were coming to get you like they should be in the 1st place.
3. Fix the longstanding issues with various attacks not being able to hit the Bleak Harbinger due to it's size and hitbox. I know some people who use vehicles in this not because they want to but because their super hero that made the way they wanted to has attacks which cannot actually harm the Bleak Harbinger so they must use a vehicle just to be able to fight. Bob has put up pictures and detailed information numerous times on this subject and I, personally, consider it to be the largest issue with this event.
4. Completely skipable cutscenes. I once did a STF Event in STO where you had to help Ironclad defend a space station from mirror universe bad guys. It has a kinda lengthy cutscene at the beginning but YOU COULD SKIP IT. If you chose to skip it you still had to wait until either everyone had skipped it as well or it had finished playing but you could chat, move around in the starting area, make last second ship adjustments if needed, or explain the event quickly to some newbie who hadn't run it before and was asking what to do. Heck, if I were on a pet toon I would love the chance to skip a cut scene and get onto the task of all that summoning so I could be ready to go when the event started instead of being penalized for my build.
5. Put the comic panels and such into the ending. They were made. They look cool. Please use them. Also make this skipable so after the 100th time I can just get to the loot, get out, and requeue please.
6. Just for the storyline and mechanical flow cut out that bit about tiny jets keeping a BFG from getting a clear shot at something the size of a building. Just siwtch it to, "We need you to buy us some time while we recharge the cannon." This with point 2, IMO, makes the story better.
While we're at it, a cosmetic fix: halve the size of the bleak harbinger so it's actually possible to see the thing and doesn't completely murder your frame rate when someone puts chilled, fire snake, and clinging flames on it.
If they ever retouch Rampages, they ought to make them mini zones where hoards of players can participate (like Open Missions, just the entire mini zone dedicated to it) and it has phases or specific points of interests to do with a reward at the end of it.
LI for example:
1. Starts with the initial attack, where players stop waves of Drill Tanks and Lemurian foot soldiers in RenCen. The round wraps up with missile attacks turning Downtown into its wrecked state.
2. Lemurian groups that slipped through the defenses during the chaos took people hostages. We take out the groups and help set up generators for turrets to defend against more waves of Lemurians. The round wraps up with a mini boss Lemurian who transforms into various super heroes that we need to defeat.
3. Stop the Lemurian sorcerers that have set up a ritual to bring out the Leviathan. They manage to summon it and we take it down as normal. Maybe add in a way to assist on the Sky Carrier to fire the vulnerable ray on it. The whole Rampage wraps with a nice conclusion and celebration cut scene.
Each part of the invasion has a reward drop point for everyone participating. Anyone can come into the mini zone at any time during the Rampage to assist or leave when necessary. There isn't a real failure chance as its an ongoing recycling Open Mission where people can play it as casually as they want or group together to get it done as fast as possible.
If they ever retouch Rampages, they ought to make them mini zones where hoards of players can participate (like Open Missions, just the entire mini zone dedicated to it) and it has phases or specific points of interests to do with a reward at the end of it.
LI for example:
1. Starts with the initial attack, where players stop waves of Drill Tanks and Lemurian foot soldiers in RenCen. The round wraps up with missile attacks turning Downtown into its wrecked state.
2. Lemurian groups that slipped through the defenses during the chaos took people hostages. We take out the groups and help set up generators for turrets to defend against more waves of Lemurians. The round wraps up with a mini boss Lemurian who transforms into various super heroes that we need to defeat.
3. Stop the Lemurian sorcerers that have set up a ritual to bring out the Leviathan. They manage to summon it and we take it down as normal. Maybe add in a way to assist on the Sky Carrier to fire the vulnerable ray on it. The whole Rampage wraps with a nice conclusion and celebration cut scene.
Each part of the invasion has a reward drop point for everyone participating. Anyone can come into the mini zone at any time during the Rampage to assist or leave when necessary. There isn't a real failure chance as its an ongoing recycling Open Mission where people can play it as casually as they want or group together to get it done as fast as possible.
I REALLY like this idea. Makes it so that the only wait time is the time between missions (no queue), you can do it during low-population hours, and just-... Yes. Total yes. Not to mention it makes it more viable to have Rampages akin to the Mechanon event open mission.
Dasher@Tool-box, donning his armor to prance into battle and blitz the enemy! No joke!
Cupid@Tool-box, stunningly radiant stag ready to play matchmaker between villain and arrow!
Vixon@Tool-box, frighteningly eager to summon despair for his adversaries!
Jebin Zedalu@Tool-box, elementalist weaponmaster. ...One of these things is not like the others!
This. So much win. Please, if any of these ideas can make it in, make it so. Specifically, making it "small instance sized" (i.e. space station) would be perfect. That way it could theoretically be soloed, but go faster with a manageably-sized group (not anywhere near a mega-d blob, though).
Open mission zones (no queues) are also a great way to handle any rampage-like content in the future, BTW. Sitting in queues for 1+ hours = not compelling gameplay.
I wish they would revisit Kigatilik and Qwyjibo. I'd love to see them turned into their own Rampages on their own maps with some new mechanics. Maybe Grond could get the same treatment, only with fewer jump points. Add 1 each for Lemuria and Vibora Bay. Then you have a nice 5 event rotation. Sort of a mix of reusing old but seldom used content with some new stuff.
GROND was a good example of a Cosmic/Legendary done RIGHT.
-he fights in an area for a while, then leaps to another location. Rinse & Repeat
-his health bar is split into 3 parts. he can regen, but not beyond any bars taken down
-after he is defeated, he has a relatively short respawn CD, 10 - 20 minutes, iirc.
I'm not saying all Cosmic/Legendary should follow the exact same example, except for the respawn CD. Sure, I know some people will farm it incessantly, but not ... FOREVER. Eventually, the rest of us will SEE them and be able to give it a try.
Several of the Open Missions are done well, too. A Bullet Bound for Biselle, Mega Destroid in Millennium City, Gadroon in Canada, etc. These are good of examples of:
-done in stages
-in the open world
-has a CD when failed or completed.
Unfortunately, due to population, only Millennium City has multiple instances any more, so turning some into BANK ROBBERY-type instances would be better.
As a matter of interest, the BANK ROBBERY-type instance was what I was hoping the On Alerts were going to be, way back when.
-randomly timed to appear
-random locations around the zone (MC has multiple banks)
-instance that scales
.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=- "Okay, you're DEAD, what do you do NEXT?"
Open mission zones (no queues) are also a great way to handle any rampage-like content in the future, BTW. Sitting in queues for 1+ hours = not compelling gameplay.
This is the part where you need to ask "why doesn't the average player participate in these rampages?" Regular alerts and even custom alerts never take this long. And if by "open mission" I hope you don't mean the Mega D / Mechanon event that people outside of the One True Zone didn't even bother TRYING to complete after a few days.
Grond is not a cosmic fight done well, it's a jumping HP sack.
The biggest take away from this thread is players don't want Cryptic adding "challenge" to their game, they want their boring HP sack bosses to die faster. (Challenge is in quotes since in CO it roughly translates into "more HP / more no warning one-shots".)
CO lacks the 'action' part of AMMORPG. Would like to see ideas stolen from good ARPG fights. Things that make you pay attention to the fight and not the HP bar. If I ever think "OMG, why do you have so much HP" during a fight, it automatically fails. If I die because I was reading the chat box out of boredom and didn't see the one attack that I should block, the fight fails.
Most of the suggestions here don't address the "these fights are boring" parts. They either introduce things that are also boring or mitigate the pain of being boring.
Teleiosaurus used to be a pretty good fight, but hasn't kept up with player power level. Grond was always an aggravating chase scene. Qwyjibo could actually be dangerous due to his knock-spam but there was very little you could do to control that danger. Kigatilik has been rather boring since launch.
Btw, I'm opposed to the zone concept. Much above 10 and the game's going to start glitching, and in-genre it's rare to have a fight that's larger than a two-book crossover with maybe ten heroes.
While we're at it, a cosmetic fix: halve the size of the bleak harbinger so it's actually possible to see the thing and doesn't completely murder your frame rate when someone puts chilled, fire snake, and clinging flames on it.
Make Cosmics & Legendaries display no shader or visual FX. So that when Mega-D gets ganked, he doesn't look weird with all of the chills/negative ions/disorientate eye swirly thingies. It both makes him look silly, and makes it harder to see what he's doing - important information for whoever is tanking.
LI has seemed a bit longer but it's still pretty much a walk in the park along with Gravitar and Sky Command. Fire & Ice sticks out like a sore thimb in difficulty/coordination compared to all the others, people are really on edge on that one. Can't win for trying a lot of the time (Effortwise, I mean, I have won it but it's stressful).
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LI has seemed a bit longer but it's still pretty much a walk in the park along with Gravitar and Sky Command.
Gravitar is reasonably challenging; people do fail at it. Sky Command is technically possible to fail, but not easy. LI can only be failed by people getting bored.
LI has seemed a bit longer but it's still pretty much a walk in the park along with Gravitar and Sky Command. Fire & Ice sticks out like a sore thimb in difficulty/coordination compared to all the others, people are really on edge on that one. Can't win for trying a lot of the time (Effortwise, I mean, I have won it but it's stressful).
F&I is more group-dependent, if, anything. Had some PUGs last night which were pretty hilarious, but still a 100% completion rate so far this time around (a few wipes, but no ditching). Then again half the team were the typical regulars, although there was no real tank ...
SC actually has a pretty good chance of failing if there are 2 or less vehicles around, and none have medic drones (yeah, it happens). I've personally been in only one failed one, because I carry around two vehicles, both with medic drones, and the healing demands in general are very low (compared to, say Gravitar or F&I, or even LI with tanking/assisting the tank).
What alex said about the VFX. Large bosses need to not display graphics for powers they've been hit with. It's framerate murdering, it blocks attack tells, sometimes can be straight up seizure inducing, and HOW EXACTLY DO YOU SET A 200 FOOT TALL MONSTER ON FIRE? It doesn't make much sense.
I feel like making the exocets offensive would be a great start for this. I love adds, adds are fantastic. They add extra dimension to a fight. I feel like if you cut back the harbinger's hp, made him constantly spawn some exocets to harass the players, and during his immune phase had a wave of em attack the Barcelona? Well, now we've got tactical awareness to worry about. Give the Barcelona an HP bar, and I feel like it'll get even more interesting.
Either way we go, I think everyone's aware that the reason those exocets are so fast is because it was early vehicle content. They wanted us buying em, and so we got an event where you pretty much needed insane speed to contribute. As it stands right now? LI is the WORST rampage for melee. You're either chasing exocets around spamming a tap attack and praying, or you're standing at the foot of the harbinger watching your screen flash 400 colors. I don't see how melee players stand it.
Like Sterga mentioned, I've never been a fan of a bag of HP. I want stuff coming in and messing with me while I'm trying to kill the boss. I want a reason not to sit there and hammer the 2 button until the thing stops twitching. For all of its faults, Sky Command at least gets this bit right. You're moving around, defending things, splitting up your forces to protect a few targets at once... I feel like if it didn't take so long, it'd probably be the best rampage.
In game, I am @EvilTaco. Happily killing purple gang members since May 2008.
I hate the Li simple because the boss is SO ******n big, you can't see wtf is going on,
my eyes literally hurts after running it a few times. So now i've stopped doing it completely.
Never any drops anyway... not gonna get a headache for something that has a 0.05% chance to drop.
I ran it about 30 times in 2 days a while ago, didn't drop any Justice-materials.. i call BS.
Harbringer is still TOO freaking big with small Hitbox!
Also the Visuals from Debuffs and DoTs (Clinging Flames, Chill, Negative Ion, Deadly Poison, Bleed e.t.c)
Even in low setting those Visuals cause EXTREME Lag against Huge Enemies like Harbringer
They should remove those Visuals from the boss, It's HORRIBLE
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!
What alex said about the VFX. Large bosses need to not display graphics for powers they've been hit with. It's framerate murdering, it blocks attack tells, sometimes can be straight up seizure inducing, and HOW EXACTLY DO YOU SET A 200 FOOT TALL MONSTER ON FIRE? It doesn't make much sense.
This should apply to visible projectiles to as its both immersion breaking and likely extra processor load to, for instance, throw out a reasonable size psychic lance and suddenly have it changed into a psychic lance the size of an 18-wheeler as it connects with the target.
Along with graphics, the sound effects of the end boss are kind of annoying. The reason for why the Until carrier being unable to fire its cannon also tends to annoy me. At least the last time I was in there they said they couldn't fire because the exocets were in the way. Why would that prevent a giant laser from firing?
As was suggested perhaps having those ships attacking the carrier so the crew has to defend it or something, that would make a lot more sense.
Lastly, it has been said before but unskippable cut scenes suck, unskippable cut scenes that other people can trigger with out you being near the trigger point are even worse.
In light of current vehicle changes, I am bumping this up yet again.
To the CN devs: The issues with this specific rampage raised here have to be addressed in light of recent vehicle changes (keeping in mind when the rampage was designed, and what vehicles were like then.) Not vehicles, not weapons, not balancing, but this specific content.
I'm sorry if anyone's build was impacted, but we really do take it seriously when abilities are overpowered or possibly causing issues. We take action for the future health of the game, because the alternative is that any future content we release gets kneecapped by these problems. It sucks, and I wish we'd gotten it right the first time, but we can't stand by idly.
The problem here is that past content, necessary for gear (Justice) that also boosts in-game Zen sales (keys/salvage), is being handicapped by these problems, right now.
CN devs should try playing LI until they get a piece of Justice Gear.
Having tried the boss fight without vehicles, I think the most obnoxious part is, as always, the Exocets. Players have a distinct shortage of 100' range mobile attacks (and some of the exceptions are PA attacks that continually cut off due to their limited arc of fire), and hunting Exocets with less range or a self-root power is an exercise in frustration. Incidentally, I discovered last night that Exocets are actually mobile enough that they can get out of aggro range and reset their hit points, if you don't one-shot them.
Comments
Epic Stronghold
Block timing explained
Reduce the number of cutscenes.
Reduce the number of groups of Lemurians.
Reduce the average difficulty of the groups of Lemurians
Add higher-tier friendly NPCs, such as PRIMUS Iron Guards, Kodiak, a Champion, etc.
Leave the Exocets in, instead, add a targeting laser that a player would have to operate and keep trained on Harbinger for a set amount of time to allow the Barcelona to fire it's orbital cannon. Similar to the VB Apocalypse where you had to "shoot" Therakiel with Juryrig's energy draining device.
I will say that the fact that vehicle-required missions exist is the clearest sign that vehicles are overpowered. There shouldn't be any content where a vehicle is the only practical means of completing that content.
Epic Stronghold
Block timing explained
[at]riviania Member since Aug 2009
No, I think it's always been long and boring. I remember it being even longer back then. But it was new and shiny when it first came out, and no one had to grind it dozens of times for a chance of a gear token.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
I won't argue the rampage being too long. Giving it a look-over and reducing critter toughness for a quicker encounter I'm fully on board with, but posts like this prove to me that there's something wrong with a "must have" weapon or power. There should always be choices, not single "clear picks."
Epic Stronghold
Block timing explained
Sure, PB was overpowered. I just think vehicles are of such limited use that it really didn't have much of an impact on gameplay other than making LI more tolerable and some people being unhappy with their scoreboard rankings on open world special events. And the reason it was so overpowered was because someone thought PB Mark 3 and Vehicles Mark 2 were a good idea back in March (how many times now have vehicles/weapons been upgraded and then retroactively nerfed?)
At any rate, that ship has sailed. My only objective here is for LI to be re-tuned to be more playable for the folks that are still interested in doing the Rampage alert cycles.
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The Leviathan was buffed in response to the original Plasma Beam issue. So when they finally fix the core problem (which they should have done in the first place) they should reverse all other fixes that were a result of dancing around the real issue.
But of course Cryptic just does what is easiest at the time. Otherwise the sweeping melee damage nerf from Aggressor existing would have been undone when they changed that power into an AO.
I disagree, it's storytelling. You're saving citizens from monsters; it's completely thematic. Might not be the most exciting thing ever, but I think it fits. How effective is showing a threat if you're not showing who the threat is threatening?
I'm fully behind them undoing any workarounds to Plasma Beam.
Unfortunately the LI was made into a rampage, which means it needs to be compared to Gravitar and Fire and Ice, which are just straight up boss fights. No matter how you tweak the Kraken fight the rampage is still going to be much longer than those two, making it less desirable.
The save a citizen portion could become a new unique alert, make the sorcerers at the end a little more beefy to constitute a boss fight.
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That's an interesting idea. I think it would work.
But also, what about UNTIL Carrier? That one's not just a boss fight. There's several objectives to do before the big battle, which is exactly what Lemurian Invasion is. I don't think there's one strict way to label what makes a Rampage right now.
I really wouldn't mind making all Rampages just a straight-up boss battle. I think that's a cool idea.
HURR WE CAN'T GET CLEAR SHOT!
That part should be removed from the dang alert, just let people kill the boss.
and japanese schoolgrrls WATCH OUT FOR THOSE TENTACLES!
[SIGPIC][/SIGPIC]
@Pallih in game
or do you still get free damage by stacking stacks while it is invulnerable?
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Best time: 8:54 (4:12 harbinger) - This on a team with Vixy, Jewel, Pantagruel, Vitality and me (basically, forumites ). I distinctly remember sub 5 min runs in the past, though.
Worst time: 21:58 (13:43 harbinger) - This one was ... *sigh*
Overall, your impressions match those of mine. Harbinger needs approximately a 50% HP nerf, or something along those lines.
Exocets should actively aggro and chase players. Wouldn't mind a damage buff to make them hit more than wet noodles, also. Problem solved. What point is air defense if it's not, well, defending anything?
I just want one change - reduce the FRICKING knocks. Esp on golems.
Or just do a modest (20-25%) HP nerf, and double the vulnerable phase from 1 minute to 2 minutes. Or if you're worried about players taking him down the 1st or 2nd blast (which is all but impossible now), make successive cannon blasts last longer and longer (1m for the 1st, 2m for the second, 3m for the third, etc.) Would accomplish the same thing.
This means that there are two possible solutions for this problem:
1) Reduce the Duration of the Rampage
This can be done by reducing the number of mobs on the way, civilians to be rescued, reducing Bleak Harbinger's health, make the vulnerability last much longer or make the invulnerability be instead a damage resistance. Just pick any of these and it will work.
OR
2) Bump Up Significantly the Drop Rates
If you want to get Justice Gear, this means running LI about 400 to 500 times. This means, on average, 9000 minutes or 150 hours fighting Harbinger and listening to the UNTIL girl's weird accent, if every LI lasts 20 minutes (which seems to be what every PUG takes). That's unreasonable and madness inducing. If the drop rates were bumped up significantly, players wouldn't have to repeat the content so many many many times.
Maybe tweak the mobs and/or get rid of the vehicles.
Then take the Kraken battle, make some adjustments to that, and turn it into the actual rampage.
As it is now, the mission is pretty much unfailable, and I think that some risk of failure should always be there.
But that is just my opinion.
There are basically 3 issues:
1.) The LI alert is too long compared with the other Rampage alerts.
2.) The LI alert is boring compared with the other Rampage alerts (combination of no challenge, tedious repetition of tasks, and cut scenes).
3.) Token drop rate seems too low, but may just be a factor of #1 and #2.
I think a lot of the suggestions that have been posed seem viable. Hopefully the devs take note.
This may just be me, but when ONE of the Rampage alerts becomes frustrating, I tend to play all of them less, due to it becoming a blocker for tokens. (Although Gravitar and F&I have interesting enough gameplay that I enjoy popping in and playing them from time to time regardless of reward drops.)
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ok that was snarky, going to get breakfast now
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1. Cut off a bit of Bleak Harbinger's HP. None of the other mobs, rescuing citizens, or blah blah it that annoying IMO. The main issue I seem to be hearing about is all the phases due to how long it takes to whittle down those HP.
2. Make Exojets aggressive. What villain has a fleet of aircraft that fly around it basically looking at the buildings and not attempting to take out the heroes that are attacking their boss? IMO there would be far less complaints about catching the exojets if the jets were coming to get you like they should be in the 1st place.
3. Fix the longstanding issues with various attacks not being able to hit the Bleak Harbinger due to it's size and hitbox. I know some people who use vehicles in this not because they want to but because their super hero that made the way they wanted to has attacks which cannot actually harm the Bleak Harbinger so they must use a vehicle just to be able to fight. Bob has put up pictures and detailed information numerous times on this subject and I, personally, consider it to be the largest issue with this event.
4. Completely skipable cutscenes. I once did a STF Event in STO where you had to help Ironclad defend a space station from mirror universe bad guys. It has a kinda lengthy cutscene at the beginning but YOU COULD SKIP IT. If you chose to skip it you still had to wait until either everyone had skipped it as well or it had finished playing but you could chat, move around in the starting area, make last second ship adjustments if needed, or explain the event quickly to some newbie who hadn't run it before and was asking what to do. Heck, if I were on a pet toon I would love the chance to skip a cut scene and get onto the task of all that summoning so I could be ready to go when the event started instead of being penalized for my build.
5. Put the comic panels and such into the ending. They were made. They look cool. Please use them. Also make this skipable so after the 100th time I can just get to the loot, get out, and requeue please.
6. Just for the storyline and mechanical flow cut out that bit about tiny jets keeping a BFG from getting a clear shot at something the size of a building. Just siwtch it to, "We need you to buy us some time while we recharge the cannon." This with point 2, IMO, makes the story better.
And that's about how I see it.
Join Date: Aug 2009 | Title: Devslayer
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LI for example:
1. Starts with the initial attack, where players stop waves of Drill Tanks and Lemurian foot soldiers in RenCen. The round wraps up with missile attacks turning Downtown into its wrecked state.
2. Lemurian groups that slipped through the defenses during the chaos took people hostages. We take out the groups and help set up generators for turrets to defend against more waves of Lemurians. The round wraps up with a mini boss Lemurian who transforms into various super heroes that we need to defeat.
3. Stop the Lemurian sorcerers that have set up a ritual to bring out the Leviathan. They manage to summon it and we take it down as normal. Maybe add in a way to assist on the Sky Carrier to fire the vulnerable ray on it. The whole Rampage wraps with a nice conclusion and celebration cut scene.
Each part of the invasion has a reward drop point for everyone participating. Anyone can come into the mini zone at any time during the Rampage to assist or leave when necessary. There isn't a real failure chance as its an ongoing recycling Open Mission where people can play it as casually as they want or group together to get it done as fast as possible.
I REALLY like this idea. Makes it so that the only wait time is the time between missions (no queue), you can do it during low-population hours, and just-... Yes. Total yes. Not to mention it makes it more viable to have Rampages akin to the Mechanon event open mission.
Cupid@Tool-box, stunningly radiant stag ready to play matchmaker between villain and arrow!
Vixon@Tool-box, frighteningly eager to summon despair for his adversaries!
Jebin Zedalu@Tool-box, elementalist weaponmaster. ...One of these things is not like the others!
This. So much win. Please, if any of these ideas can make it in, make it so. Specifically, making it "small instance sized" (i.e. space station) would be perfect. That way it could theoretically be soloed, but go faster with a manageably-sized group (not anywhere near a mega-d blob, though).
Open mission zones (no queues) are also a great way to handle any rampage-like content in the future, BTW. Sitting in queues for 1+ hours = not compelling gameplay.
-he fights in an area for a while, then leaps to another location. Rinse & Repeat
-his health bar is split into 3 parts. he can regen, but not beyond any bars taken down
-after he is defeated, he has a relatively short respawn CD, 10 - 20 minutes, iirc.
I'm not saying all Cosmic/Legendary should follow the exact same example, except for the respawn CD. Sure, I know some people will farm it incessantly, but not ... FOREVER. Eventually, the rest of us will SEE them and be able to give it a try.
Several of the Open Missions are done well, too. A Bullet Bound for Biselle, Mega Destroid in Millennium City, Gadroon in Canada, etc. These are good of examples of:
-done in stages
-in the open world
-has a CD when failed or completed.
Unfortunately, due to population, only Millennium City has multiple instances any more, so turning some into BANK ROBBERY-type instances would be better.
As a matter of interest, the BANK ROBBERY-type instance was what I was hoping the On Alerts were going to be, way back when.
-randomly timed to appear
-random locations around the zone (MC has multiple banks)
-instance that scales
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
This is the part where you need to ask "why doesn't the average player participate in these rampages?" Regular alerts and even custom alerts never take this long. And if by "open mission" I hope you don't mean the Mega D / Mechanon event that people outside of the One True Zone didn't even bother TRYING to complete after a few days.
Grond is not a cosmic fight done well, it's a jumping HP sack.
The biggest take away from this thread is players don't want Cryptic adding "challenge" to their game, they want their boring HP sack bosses to die faster. (Challenge is in quotes since in CO it roughly translates into "more HP / more no warning one-shots".)
CO lacks the 'action' part of AMMORPG. Would like to see ideas stolen from good ARPG fights. Things that make you pay attention to the fight and not the HP bar. If I ever think "OMG, why do you have so much HP" during a fight, it automatically fails. If I die because I was reading the chat box out of boredom and didn't see the one attack that I should block, the fight fails.
Most of the suggestions here don't address the "these fights are boring" parts. They either introduce things that are also boring or mitigate the pain of being boring.
[at]riviania Member since Aug 2009
Btw, I'm opposed to the zone concept. Much above 10 and the game's going to start glitching, and in-genre it's rare to have a fight that's larger than a two-book crossover with maybe ten heroes.
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Make Cosmics & Legendaries display no shader or visual FX. So that when Mega-D gets ganked, he doesn't look weird with all of the chills/negative ions/disorientate eye swirly thingies. It both makes him look silly, and makes it harder to see what he's doing - important information for whoever is tanking.
See me ingame under the following secret identities:
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Dodgeball Kara - Support and Ebon Ruin (40)
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Rear Window - Homage - Icy Disposition (20)
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F&I is more group-dependent, if, anything. Had some PUGs last night which were pretty hilarious, but still a 100% completion rate so far this time around (a few wipes, but no ditching). Then again half the team were the typical regulars, although there was no real tank ...
SC actually has a pretty good chance of failing if there are 2 or less vehicles around, and none have medic drones (yeah, it happens). I've personally been in only one failed one, because I carry around two vehicles, both with medic drones, and the healing demands in general are very low (compared to, say Gravitar or F&I, or even LI with tanking/assisting the tank).
I feel like making the exocets offensive would be a great start for this. I love adds, adds are fantastic. They add extra dimension to a fight. I feel like if you cut back the harbinger's hp, made him constantly spawn some exocets to harass the players, and during his immune phase had a wave of em attack the Barcelona? Well, now we've got tactical awareness to worry about. Give the Barcelona an HP bar, and I feel like it'll get even more interesting.
Either way we go, I think everyone's aware that the reason those exocets are so fast is because it was early vehicle content. They wanted us buying em, and so we got an event where you pretty much needed insane speed to contribute. As it stands right now? LI is the WORST rampage for melee. You're either chasing exocets around spamming a tap attack and praying, or you're standing at the foot of the harbinger watching your screen flash 400 colors. I don't see how melee players stand it.
Like Sterga mentioned, I've never been a fan of a bag of HP. I want stuff coming in and messing with me while I'm trying to kill the boss. I want a reason not to sit there and hammer the 2 button until the thing stops twitching. For all of its faults, Sky Command at least gets this bit right. You're moving around, defending things, splitting up your forces to protect a few targets at once... I feel like if it didn't take so long, it'd probably be the best rampage.
RIP Caine
my eyes literally hurts after running it a few times. So now i've stopped doing it completely.
Never any drops anyway... not gonna get a headache for something that has a 0.05% chance to drop.
I ran it about 30 times in 2 days a while ago, didn't drop any Justice-materials.. i call BS.
Also the Visuals from Debuffs and DoTs (Clinging Flames, Chill, Negative Ion, Deadly Poison, Bleed e.t.c)
Even in low setting those Visuals cause EXTREME Lag against Huge Enemies like Harbringer
They should remove those Visuals from the boss, It's HORRIBLE
This should apply to visible projectiles to as its both immersion breaking and likely extra processor load to, for instance, throw out a reasonable size psychic lance and suddenly have it changed into a psychic lance the size of an 18-wheeler as it connects with the target.
As was suggested perhaps having those ships attacking the carrier so the crew has to defend it or something, that would make a lot more sense.
Lastly, it has been said before but unskippable cut scenes suck, unskippable cut scenes that other people can trigger with out you being near the trigger point are even worse.
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To the CN devs: The issues with this specific rampage raised here have to be addressed in light of recent vehicle changes (keeping in mind when the rampage was designed, and what vehicles were like then.) Not vehicles, not weapons, not balancing, but this specific content.
You mentioned:
The problem here is that past content, necessary for gear (Justice) that also boosts in-game Zen sales (keys/salvage), is being handicapped by these problems, right now.
I said this when it was releaed. This is the number one reason I only played this content once. Super annoying sound effects.
CN devs should try playing LI until they get a piece of Justice Gear.
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