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# 171
04-17-2012, 05:48 PM
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Originally Posted by SkaReKr0
This is normally where I come in and laugh at the "it's too hard crowd" but im sick of arguing either way. So I think the best route for cryptic to take would be to remove the alerts entirely and give people questionite for logging in. Problem solved and it cuts out the middle man. That's what you're asking for right?
"It's not fair that the people who actually bothered to learned the game get a reward and you dont?" That's what im hearing. Everybody should get a trophy for showing up and we don't keep score. |
that its all to hard.
# 172
04-17-2012, 06:00 PM
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Originally Posted by Dr.Sage
All "you" references in the following post are aimed at the devs:
Dedicated resurrection powers are stupid and need to be killed. Roll the rez functionality into dedicated target-able heals that cost energy (so not self-heals, not bubbles and not Iniquity/Bionic Shielding, but every other heal). Stop penalizing healers with a power point that's wasted 90% of the time (and difficult to use the 10% of the time it's needed), and reward people for taking a power to help out their teammates, even situationally. You've already proven the code can handle healing effects reviving teammates, as the Sentinel Aura bug on PTS a while back shows. |
/Signed! (again*)
*I already signed it the first time around when Sage brought this up somewhere at the PTS forums.
# 173
04-17-2012, 06:01 PM
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Originally Posted by Beldin2
Yeah .. funny how people always begged for more challenge, and if they get some, the suddenly cry again
that its all to hard. |
Ss the notes said master villains and such are harder, and I have noticed that running around back to soloing more characters up - minions are still easy, but the higher tiers of villains are definaltly taking longer to take down.
So that is a good thing - harder - but not insane.
However when you are playing a range of 1-10, deciding to turn up the dial to 30, or 50 is a bit of a jump no? I will leave it to others to decide how far past 10 the dial jumped for some of the Alerts.
The previous 'hardest part of the game' some said was Andrith. A level 41 area with 26k thugs - but that you had no 2 minute time limit to beat them in.
So the hardest level 41 benchmark is being used in a so called level 30 alert - with only 2 minutes to do it in, and one of the bosses say can one shot you if for any reason you didnt block - or have your blocking crippled say.
Yeah thats not a big jump at all.
# 174
04-17-2012, 06:54 PM
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Originally Posted by Beldin2
Yeah .. funny how people always begged for more challenge, and if they get some, the suddenly cry again
that its all to hard. |
However, some in the 'make it harder' group (like myself) appreciate the general adjustment to the world but also note that some parts have gone crazy. I've started leveling a new solo character and a new teamplay character specifically to see what it's like now, and I've definitely noticed that at least the earlier parts of the game aren't completely sleepable anymore.
That said, certain Alerts are definitely out-of-balance with the rest, to the point of being completely unreasonable. A chance of failure is good* when you can reasonably expect to succeed if you're not doin' it wrong. There are a few Smashes that are past that standard. I've only ever been able to complete Trainstopping in a premade, and the 2-minute ones with the highly defensive villains like Draconis (but not with more even-handed ones) are pretty much right out.**
*I would have liked to see more than just the Smashes have some failure condition, actually, because short chunks of action like that are usually the best places to put failure opportunities and reward success accordingly. Not, say, at a single dialogue choice at the end of a mission that just consists of long blah blah blah and running back and forth *glares at STO*
**Why is PFF uber on NPCs when it's useless to PCs? *cry*
# 175
04-17-2012, 07:09 PM
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Originally Posted by riggsmax
[i]I am sorry - what rewards? Failing gives how much XP/resources exactly? And the Other types of Alerts that succeeded - the 2 Silver/National I got really blew me away as super awesome and totally worth my time. Maybe I am missing something if you think 2 N is a really awesome reward./I]
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If it makes you feel better, I'm against Grab Alert rewards and have stated so in another thread.
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Originally Posted by riggsmax
As for the me soloing part - you apparently are choosing to interpret that as meaning I picked a random AT, spent no time at all learning the game or testing out builds, and steamrolled through every mission in the game.
Since you got that part utterly wrong, but chose to make a big old slam on me and everything I posted - how about a reply then. I did everything on normal for one. Two - I spent a massive amount of time reading builds, reading guides, watching videos of other people 'soloing elite content' to try and find out what works and what doesnt. I spent a massive amount of time every 3 levels trying out new powers and redoing old powers and spending like 2 hours in the powerhouse trying to decide what is going to work for the next few levels. Four I have been playing a game for the last 6 years that yes, is a lot harder than CO is - but I build for being survivable, not needing a cleric, or being able to survive the many bad ones out there - so being able to self heal 2-3 different ways is going to be a part of any build I make. |
Personally, I've not yet tried Smash Alerts with characters below level 30 yet, so I'll relent and say that perhaps they can be overwhelming, especially for ATs without adequate healing power. Other than that I view them as a significant and worthy challenge for level 30s and above.
And please stop using the victim card. No one's asking you to leave to the other game that does it wayyyyyy better. If you wanted to you'd have already done so. Stop using it as some sort of threat to just to boast your sense of self worth. No one's trivializing your opinion because you're a new player either.
# 176
04-18-2012, 08:53 AM
ಠ_ಠ Still not seeing too much difficulty here.
Heavy Haley (L10 Freeform with Decimate, Bludgeon, Cleave, and Invulnerability) partially tanked (because I was in Hybrid and don't have Challenging Strikes, DPS got aggro pretty fast; I did end up tanking him for at least 60% of the whole fight, though, and was almost always #2 on aggro) Jack without dying in a Soul Siphon, got it done before the counter hit 7. And he was one of the ones I was worried about just straight one-shotting her. I had to burn a HoT bot to keep standing, but I had those on me anyway as a matter of course.
I still agree that some of them need to be looked at, but I'm still not sure what else I have to do to make these harder for me.
Heavy Haley (L10 Freeform with Decimate, Bludgeon, Cleave, and Invulnerability) partially tanked (because I was in Hybrid and don't have Challenging Strikes, DPS got aggro pretty fast; I did end up tanking him for at least 60% of the whole fight, though, and was almost always #2 on aggro) Jack without dying in a Soul Siphon, got it done before the counter hit 7. And he was one of the ones I was worried about just straight one-shotting her. I had to burn a HoT bot to keep standing, but I had those on me anyway as a matter of course.
I still agree that some of them need to be looked at, but I'm still not sure what else I have to do to make these harder for me.
# 177
04-18-2012, 08:56 AM
Still not having issues with any alerts. The only time I lost was a Smash against VIPER-X since the team decided the tank loved getting debuffed by Brickbusters.
# 178
04-18-2012, 09:10 AM
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Originally Posted by Sekimen
Still not having issues with any alerts. The only time I lost was a Smash against VIPER-X since the team decided the tank loved getting debuffed by Brickbusters.
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# 179
04-18-2012, 09:12 AM
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Originally Posted by XaoGarrent
Welcome to 50% of my teams since F2P.
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# 180
04-18-2012, 02:45 PM
I'm seeing modet improvements. Now it seems no one but DPSers pour in on SMASH, so those are going a bit better, now mainly losing on things like Trainstopping where more than once time ran out while trying to finish off overly-buff henchmen, after the boss was down...
Now its just all DPS.
Going better, but that's still not making it any better-balanced, just a playerbase adapting to an imbalance.
Also as said, I strongly suspect the Tryhards clamoring for it to be harder are the ones who are finding the broken difficulty to be objectionable. Masochistic lot, that subset...
Now its just all DPS.
Going better, but that's still not making it any better-balanced, just a playerbase adapting to an imbalance.
Also as said, I strongly suspect the Tryhards clamoring for it to be harder are the ones who are finding the broken difficulty to be objectionable. Masochistic lot, that subset...
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