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Crystaline entity now completely broken

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I understand the reasoning behind nerfing ramming speed. It was needed. But along with the nerf needed to come a revamp of the crystaline entity.

Ramming speed was the only way to get that fleet action done without having to spend literally 2-3 hours on it. It requires to much coordination between to many random people to complete. And it lends its self to being easily greifed by simply destroying the large shards which in turn heals the entity, sometimes to near full health.

There are some possible alternatives here.

1. Make the small shards not heal the entity as much as they do, what i see now is they roughly heal 1% for each small shard.

2. Change the spawn of small shards to only when the large shards come in contact with a ship. Blowing the large shards up should not result in small shards.

3. Remove the small shards all together and come up with a different idea.

Sorry for the edit :)
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    indicas wrote:
    I understand the reasoning behind nerfing ramming speed. It was needed. But along with the nerf needed to come a revamp of the crystaline entity.

    Ramming speed was the only way to get that fleet action done without having to spend literally 2-3 hours on it. It requires to much coordination between to many random people to complete.

    Could be the idea. Just saying.

    Not saying that to be a wise guy but in CoH (also a Cryptic game), the task forces would take a few hours with a team.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Too much time....not enough payoff.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I did this for the first time yesterday, and besides people both telling me to kill the shards, and not kill the shards, once i decided to not do anything i just saw someone herd the shards around and another ramming speed it. Over in under three minutes. If anything needed a nerf, i'm guessing ramming speed did, and thought that when i saw the one guy one shot it with it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    oh, what? You need to work for your success now?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    oh, what? You need to work for your success now?

    I wouldnt mind the work if it was possible to actually team my FLEET and do this as a coordinated exercise over ventrilo. Which is exactly what this requires.

    Being forced into a instance with 30-40 other random people of varying IQ just isn't working. And that doesnt include the small percentage of people that are griefing it just for the lulz.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    They do need to do something about that Entity, it is far far too much work to get that thing. Getting it down to something like 15% health only to have it go back up to 90 odd in a few seconds and having to do it all again is such a pain.

    I don't mind putting the effort in to a mission but that one does take the michael. It really needs looking at.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    GlobalTaxi wrote: »
    Could be the idea. Just saying.

    Not saying that to be a wise guy but in CoH (also a Cryptic game), the task forces would take a few hours with a team.

    Task forces are also organized groups that run through several missions with clear cut objectives. That's not really comparable to this fleet action. Of course, you could organize a fleet who know exactly what to do and go in and do it, but that's not the majority of the players here or the way they built this game (open teaming and instanced encounters seem geared towards casual players).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    paddoxx wrote: »
    They do need to do something about that Entity, it is far far too much work to get that thing. Getting it down to something like 15% health only to have it go back up to 90 odd in a few seconds and having to do it all again is such a pain.

    I don't mind putting the effort in to a mission but that one does take the michael. It really needs looking at.

    I think that is exactly the problem. The fact that it is healing back to such a high degree. It sort of makes you feel like all the work you did getting it down was for nothing. There is no progression to it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    omCross wrote: »
    Task forces are also organized groups that run through several missions with clear cut objectives. That's not really comparable to this fleet action. Of course, you could organize a fleet who know exactly what to do and go in and do it, but that's not the majority of the players here or the way they built this game (open teaming and instanced encounters seem geared towards casual players).

    If i was able to get my entire fleet into one instance we could do it np. Thats the problem though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    indicas wrote:
    If i was able to get my entire fleet into one instance we could do it np. Thats the problem though.

    Yea, the problems seem compounded here :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Ok, I'm going to take the blame for this, I'm the one that told Cryptic how to turn CE from a pinata to a boss and how use him to set a foundation for raid-like bosses. I neglected to inform them that anything requiring organization requires a team that is organized beforehand in a group format.


    So mah bad.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    SpaceFork wrote:
    Ok, I'm going to take the blame for this, I'm the one that told Cryptic how to turn CE from a pinata to a boss and how use him to set a foundation for raid-like bosses. I neglected to inform them that anything requiring organization requires a team that is organized beforehand in a group format.


    So mah bad.

    BURN HIM!

    /10char
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Um.. destroying large shards doesn't heal the entity. Getting hit by large shards however does spawn the 3 small shards which return to the entity and heal it 1% per small shard that reaches it. Blowing up the large shards before they ram into people is a good thing. By doing so, no small shards are created and thus the entity doesn't get healed.


    It's the people that keep yelling to stop shooting the shards that ruin the fight. You have to shoot the large shards or you'll never stop it from getting massive heals from the small shards. Sure you can attack the small shards but typically they return to the entity too quickly to hit them all. At least with the pitiful targeting controls currently in the game.

    The other thing that ruins the fight is when people are right on top of the entity so when it hits 30% and starts spawning large shards they all immediately explode and small shards appear right on top of the entity leaving no time to even try to shoot them.

    I realize that the entity heals in some other way, but it's not from blowing up large shards since that healing occurs before the large shards even start appearing. I imagine it's either that it heals when a playing dies or when the regular shards explode. I haven't been able to figure out exactly which yet.

    Edit: I should note that the reason kiting never works is because there's too much going on and everything gets spread out. This ultimately leads to the kiter eventually getting blown up, which starts the chain reaction because the shards' next target typically doesn't realize it until it's too late. Also there are usually two people kiting them in opposite directions so someone always ends up caught in the middle.

    They need to slow the movement of the shards slightly and maybe make their targeting a bit less strict. Or make the amount of healing the entity gets per small shard a little less so it doesn't heal so much so quickly.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I'm guessing when the system for defeating the entity is more commonly known, organizing the zone will get easier. Right now, for every 5 people in a zone that knows whats going on because they played beta, theres 20 others who have never been to that particular instance or mission.

    I'll use K7 and the Borg Hulk/Hub mission as a good example of new players and "vet" players not being able to form groups

    Also, the 'Hami' raids consisted, at times of 5 teams of 8 organizing before combat begins. I'm guessing that's why they have a timer. You know, so people can gather and team before going out to take on something larger than your entire fleet.

    Not to mention all the Monsters roaming around that 30+ random players could pound on without teaming.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    indicas wrote:
    I think that is exactly the problem. The fact that it is healing back to such a high degree. It sort of makes you feel like all the work you did getting it down was for nothing. There is no progression to it.

    Yes. There's been many times it's happened and I've been left thinking, what's the point? I mean, if its just going to heal itself that much, then why do the mission?

    We want a mission thats going to take a while to do, thats going to be a challenge, but not one thats going to leave us thinking, man, I wish this would just end already.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    100% agree. I went into this instance in my first few days and gave up after about an hour of doing it over and over without finishing. Make this better. Fix it devs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    People dont know how to find Sulu or where to deposit Egg's sample still, so any hope of this fight becoming common knowledge any time soon is out the window.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    CE problems:

    It fires too many large shards. The large shards has too much HP. When there's x ships shooting at CE and it fires almost equal amounts of large shards as the ships and no ship is able to solo a large shard before the shard reaches the ship - even when it's 10km. Which means some of the shards will hit ships and kill them AT BEST, and then the small shards travels back to fast for people to be able to shoot them down before they reach CE again.

    The worst part is when the CE travels to the spawn area and just spews out large shards; ships get killed, they respawn with no power, get killed again, CE refills its hp untill it has enough to stop shooting large shards.

    And when I say no ship solos the large shards, I mean no commander ships - and the mission is given out at LC7, they don't stand a chance.

    Last of 2 CE events I did ended only because someone was able to successfully ramming speed it and knock it dead instantly from 30% hp. They lasted for over an hour and only ended in 2nd place or lower because the ramming speed people got top places. 1 hour plus alot of "wtf!? what the heck just happened" frustrating deaths for some item worth 2k and 100 skill points at LC8 is not worth it.

    Decrease the amount of large shards it shoots. Or Decrease the HP of the shards. Then it's fine.

    4 players killing a scimitar dread is more fun than this, aside from that the dread offers no payoff either.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Lotti wrote:
    1 hour plus alot of "wtf!? what the heck just happened" frustrating deaths for some item worth 2k and 100 skill points at LC8 is not worth it.

    if the rewards were high enough i wouldn't complain i supose.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Croake wrote:
    Um.. destroying large shards doesn't heal the entity. Getting hit by large shards however does spawn the 3 small shards which return to the entity and heal it 1% per small shard that reaches it. Blowing up the large shards before they ram into people is a good thing. By doing so, no small shards are created and thus the entity doesn't get healed.

    Wrong, My Fleet/Guild and I tested this. Shooting the Large Shards dead caused Small Shards to spawn. No matter which way you decide to kill the large shards within 15k of the Entity it spawned small shards.

    I set up a mine field 20k away and a Fleet member brought some large shards to it and they exploded and no small shards spawned. We were going to try and keep doing this but the F$%#ing pugs in our instance kept messing up our plan. Even if they had spawned Small shards at 20k we would have been able to kill them before they made it back but the pugs kept pulling shards off our members that were dragging them to our mine fields.

    One of the major problems with this Fleet Action is that orginized Fleets cannot make our own instances. We can't even make raid groups which is TRIBBLE. I don't care how hard they made this FA just give us the option to make raid groups and have our own instance to be able to figure this out without the pugs ruining it for us. We couldn't even get all our members in the same instance because it got filled with random noobs.

    Cryptic you better fix this fast if you wish to keep established Fleets around for much longer.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Spazzin wrote:
    Cryptic you better fix this fast if you wish to keep established Fleets around for much longer.

    I seriously doubt people will be leaving the game or disbanding fleets over a fleet action thats only worth while for like 10 levels..

    But what i do notice from other threads is that people are intentionally griefing that zone now for teh lulz. Which is bad.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    indicas wrote:
    I But what i do notice from other threads is that people are intentionally griefing that zone now for teh lulz. Which is bad.

    There's loot??? I have spent a couple of hours with the CE, and found no satisfaction, no completion, and definitely no reward of any kind.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    It's so mind numbingly boring. It's best to just not do the CE. What's the reward for it anyway? I don't think it would be worth the time spent.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Hardin4188 wrote: »
    It's so mind numbingly boring. It's best to just not do the CE. What's the reward for it anyway? I don't think it would be worth the time spent.

    Random blue mk iv item. Console, weapon deflector etc..

    If your top dps anyway.
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