Living Brain 3000
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Changes to the game/IOs SOs
Living Brain 3000 replied to Living Brain 3000's topic in Suggestions & Feedback
Like I said at the top of the post keep the game the same pre lv 32 post lv 32 which is 35 Base IOs we move the game to balance around that. And for those saying I am forcing my style of place. No things like Labyrinth and Incarnate content and 4 star are forcing these changes these changes are once again running. I have run so much content on Excel that yes on excel I have looked at plenty of builds I can also look on the discord and see majority of builds use Set IOs so this argument of well people still use SOs is a weak argument when it comes to the fact of the game being again 2 generations better in play patter or playstyle. If the small minority of players who still use SOs hate it that much then let me remind those who still do that use all used to use trainings and we got better at the game when SOs came out. We can do it again stop holding the majority of the player base back. -
Changes to the game/IOs SOs
Living Brain 3000 replied to Living Brain 3000's topic in Suggestions & Feedback
again the few people who still do are not the majority of the player base slotting sets. -
Changes to the game/IOs SOs
Living Brain 3000 replied to Living Brain 3000's topic in Suggestions & Feedback
People for the most part are already slotting Set IOs in we are talking about bringing the game into the modern day. I hate to break it to you but NCSoft had a plan prior to sunset to help this issue and we as a player base didnt get to see that. -
Changes to the game/IOs SOs
Living Brain 3000 replied to Living Brain 3000's topic in Suggestions & Feedback
This game is a damage bomb when NCSoft put in IOs and then Set IOs it left them with the choice of make the game a damage bomb like we have today or balance out for either sets or base IOs. NCSoft didn't want a meta forced down on people so they never wanted set balance. We up the power scale of the game already with new powers or tougher enemies in the form of Incarnate lvs and powers this is a small way to force balance and tougher things without adding more to the game. No one cried when TOs were taken away and to the solving of DOs and SOs originally the game didnt put things like (damage) next to the name of say an SO or DO so you had to go on the color which was fine but you had to know that back on live. TOs were easy in the fact it said Training Damage. Just Strip SOs out make vendors sell Base IOs. We can even up the drop rate of Salvage and Recipes like I have addressed above. In computer terms if Trainings were version 1 DOs version 2 and SOs version 3 then most of the player base is using version 5 when the game should be balanced around version 4 instead it is based around version 3 (SOs) this change is something again that adds nothing in terms of content but makes the game less of a damage bomb and more of a balanced set. Players should and will always be stronger than the enemies because you lv faster and or run sets or even multiple Base IOs. This is strictly to modernize the game for 2024 and beyond. -
Changes to the game/IOs SOs
Living Brain 3000 replied to Living Brain 3000's topic in Suggestions & Feedback
We wouldnt even be forcing them to be using the strongest cause IO Sets exist we are talking about a version below sets we are talking base IOs. Yes its about 38.5% harder when you take in all the stats when you break it down stat to stat but this game is in a state of damage bomb in teams. If you dont keep up with a group in team play you might never hit anything this will force more damage or it is going to force us players into building better def res stats so that we dont get put into the floor like we put the mobs into the floor now. -
Changes to the game/IOs SOs
Living Brain 3000 replied to Living Brain 3000's topic in Suggestions & Feedback
you are telling me you are fine with this game having pretty much 2 "generations" (Base IOs and Set IOs) better than what the game is currently balanced for? Yo are not willing to give this game a modern look just balance around Base IOs not sets just Base IOs? Again I addressed the cash flow issues and if you are not willing to see this game change for what would be the better with a 1.5% to 4.5% stat boost to the enemies in a game where this is a damage bomb game solo and more so in teams. We would be making enemies post lv 32 slightly harder. Its already horrid that new players need to solve TOs to DOs to then SOs we are talking about cutting steps out seeing as we already cut TOs out from merchants but no one cried wolf about that and we cut DOs out too from venders and no one cried wolf about that. Get rid of SOs too make the game streamlined and more new player friendly so they can solve 1 system and then learn the system of IO Sets as they go. The argument of just "well some people still use SOs" is weak that is like telling vet players that they are stupid and unwilling to learn to be better at this game. -
Changes to the game/IOs SOs
Living Brain 3000 replied to Living Brain 3000's topic in Suggestions & Feedback
Lets address the common concerns in this post We all want the fantasy of a super hero beatem up This raises the price of IOs all around New players might have just figured out SOs The game play change is too big and or too much work for the devs SOs are a money source SOs are in place for those who have altitis People who are above 32 will just have empty slots. Buying SOs is quick and easy. Lets start with the first issue that this is a super hero beatem up fantasy. Fine but this game is already a massive damage bomb when playing with the community this puts anywhere from a 1.5% for minions all the way up to a 4.5% change to AVs due to the level rules of Minions through AVs and their lvs. Next this raises the Price of IOs all around which is true but if we are going to remove something we can up the drop rate for salvage and recipes which should offset the price point paid. Also lets be honest we all either have farmers or know someone who does that would let us sit in on their runs to get some Inf… SOs are money source I will refer you to the argument above when it comes to price, New players might have just figured out SOs. Yes that could be true and this game being balanced around SOs is part of the issue we as modern players know that IOs are better post lv 32 and beyond that sets are even better than that which makes SOs 2 “generations” behind what we are all using as modern players. The game play change is too much work or too much for free to play game devs. Come on be honest they put out bug fixes new content new power sets and even recently a new zone if the devs wanted too they could bring this game to the a “generation” prior in balance and make this game ever so slightly harder for us the players. SOs are there for those who have altitis. We all do but again most all of us have farmers or know of a person with a farmer who would let us sit in. This is the same as the money issue you have a 1000 slots for toons and most of us will focus on playing really 5-10 toons with friends and other 5-10 with just solo play. Truth is this game has so much cash flow in it that taking away 1 small form of cash flow is just silly. People above lv 32 will just have empty slots. Okay fine this happens anyways unless you are playing the game and wanting to be top of the line for X content or you put things in every time you lv up then fine you have a small counter argument there. The reality is that us vets and even new players are taking the double EXP for 8 hrs and are only making money off oranges trainings and recipes. Buying SOs is easy from the store. Fine want an in-game lore solution we say stores have modernized and are hiring the graduates from Blue (or red) side Unis and you can go as far as to but backgrounds in that say the mutant and magic stores take people from Croa. Natural takes from Founder and tech and sci take from steel. Same argument for red side. -
this guide is out of date since then yes also it does not cover the change to things like zombies and the medic in soldiers and such guide is otherwise up to date from that
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Playing by Iron Man rules. Do I live or die?
Living Brain 3000 replied to AyamSirias's topic in General Discussion
To me dead is dead you probably should have exited the mission then deleted the toon to stop the exp gain. Ironman rules dictate that a death is a death is a death no matter what or how it happens to that toon -
One aspect I wish City of Heroes would implement to enhance the game's challenge is the removal of SOs (Single-Origin Enhancements) above Enhancement Level 35. After this level, the game should be balanced around Base IOs (Invention Origin Enhancements), as the numbers indicate that Base IOs are stronger than SOs beyond level 35. The game would remain unchanged for pre-level 35 enhancements. Admittedly, this would require significant effort, but it offers a more engaging alternative to simply adding 4-star Task Forces or creating areas like the Labyrinth. Some might argue that this is a free game and the developers are unpaid. However, considering the consistent release of challenging content, such as new bosses in enemy groups like CoT or Warriors and 4-star content, it's evident that the game evolves with tougher scenarios. A common counterpoint is the extensive changes needed for several story arcs, task forces, and missions. However, adjusting enemy stats to align with IO levels shouldn't be overly complex. For example, a level 35 damage IO offers a 36.5% increase compared to a 35% increase from a level 35 SO. To balance this, enemy stats could be adjusted by approximately 1.5% to match the new enhancement levels. This minor tweak would align enemy difficulty with player capabilities without drastically altering gameplay, especially at higher levels where most players utilize sets. Balancing around sets can lead to an arms race between builders and number crunchers, but focusing on Base IOs provides a more stable foundation for game difficulty and could possibly enforce a “meta” to the game. By making the game balanced around Base IOs we don’t get that arms race and we don’t force a meta to the game which I am firmly willing to bet the devs don’t want. Let me know your thoughts or arguments down below
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If Pets are this bad, what is the point of Masterminds?
Living Brain 3000 replied to Caios's topic in Mastermind
Thank you for referencing my guide from years back. I am glad it still being used while it is pretty out of date as of current patch -
unpopular opinion there needs to be a leaver penalty for people dropping in and out of leagues/teams. I get it if there is something that came up like "the dog is on fire" but just randomly dropping from the TF/Trial... its starting to get to a point at least on Excel where it is becoming an issue. If you need to go at minimum say something. Ive been running things for quite some time now and there was never an issue with people leaving randomly. If we need to make the leaver penalty you cant join a league/TF for 20 mins fine but this is getting to the point where I know im not the only one who will say that people randomly leaving Trials/TF for random reason since the HC takeover has gotten out of hand. We are in 2024 where any computer can deal with this game, a vast majority of the game population has great internet this isnt early 00s where people are still on dial up. I dont know what you do to make this issue go away or lessened but make it harsh enough people will stop doing it
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Ladies and gentlemen I am Living Brain 3000 and this will be the all inclusive guide to Master of Underground Trial. Now a bit of lore for those who would like to know where to run this in the cannon timeline The Underground Trial is the fourth Incarnate Trial, released with Issue 21: Convergence, which takes place in First Ward, Praetoria. It requires a maximum of 24 players to join this raid. The Underground.in the cannon lore, takes place after the Keyes Island Reactor Trial The all but abandoned subway and access tunnels beneath Praetoria have been the home to the Resistance for many years now, They have a plan they have been working on for a few years now it is time to implement this plan. This plan is to bring down the city and put a stop to Marcus Cole. Desdemona plans to meet a group of Incarnates and lead them through the tunnels into the belly of the beast to rescue Vanessa DeVore from the monsters that dwell alongside the Resistance. However, the passage is not without its perils and is guarded heavily by the IDF lest anyone finds out one of Praetoria's darkest secrets…. Before we talk about the badges to attain Master of Underground Trial we need to discuss common terms you might hear in the league. LoS or line of sight- to break LoS simply stand behind any object blocking your view from the AV The next abbreviation you might hear is the 20/10/5 Rule- When fighting the final At which point you will rush the Health of Hamidon to 20%. then slow down your major damage powers while still hitting the AV down to 10% once at 10% the league needs to CAREFULLY tap the AV to 5% (note 3% is the lowest you should go before getting the FEW kill order from the league leader The Badges that are needed for Master of Underground Include… Underground Seeker- You will get this badge simply by running the trial to its end. Regenerate This Badge- You will earn this badge by killing the Self-Repairing War Walker and Lichen Infested War Walker within 8 minutes of starting the fight Tour Guide- While keeping Desdemona's health above 50% Preservation Specialist badge by killing all the IDF bombs before they detonate Avatar Assassin- Defeat the Avatar of Hamidon at the same time as a Detonating Seedling After you have earned each of the badges you will earn Master of the Underground It's important to know what destiny powers players should equip. Ranged Damage dealers should bring Clarion. Debuffer/Buffers should have Barrier or Rebirth slotted depending on preference. Melee damage and Tanks should consider equipping Ageless. DO NOT HAVE INCAN SLOTTED BECAUSE DESDEMONA IS NOT TELEPORTABLE. Now let's discuss each phase in the trial DURING TRIAL PHASE 1- Desdemona Ritual The League must protect Desemona while you clear the initial groups of IDF in order to gain access to the Underground proper. Please NOTE; Olympian Guards have a stacking mag 30 stuns. Once all the initial IDF have been cleared you will go down the stairs. Once Demona is down the steps she will stand between 4 pillars and begin a ritual. While she is standing there players should deal with the two waves of approximately 10 IDF. Once this first part is done Desdemona will run to the other side of the room and you will do the exact same as before. Once you finish PHASE 1 proceed down the nearest elevator to start PHASE 2. PHASE 2- Subway Halls 1 The league must proceed down the long subway hall killing all IDF along the way. It is recommended that the league treats this section as a kill all due to Desdemona’s habit of letting her pets aggro everything. Conversely the league can proceed down the right hand side of the hallway killing only the mobs on the right side .After killing everything along the way the league should head into a room that will give you a popup counter. Once everything is dead proceed to Phase 3. NOTE: If you are a tank during this phase head into the room and find the nearest elevator and pull the mob(s) closest to the elevator to you. Your league's tank should be one of the first few people down the elevator. Optional if your team is low on healing: The person with Desdemona can stay in the room prior to avoiding her taking damage. PHASE 3- War Walker 1 Mechanics- All War Walkers have a variety of AoE attacks that will appear as red text with the following: Crowd Dispersal, Targets Acquired and Lethal Force Authorized. If you have any of the red text by your health bar it is advised to break line of sight or LoS behind the pillars. If you are a tank it is advised to turn the War Walker away from the league to lessen the number of targets affected by the AoE Once the league is down the elevator you will encounter the first of 3 War Walkers. There is no need for Lore pets at this time however you must be this War Walker in less than 8 minutes to have a chance at Regenerate This. Once this War Walker is defeated you will proceed down the elevator closest to where the War Walker was standing. PHASE 4- Mushroom Time During PHASE 4 the party will see glowing spores as they proceed to kill everything once more. When the league reaches a room with a large boat like barge it is advised to clear this room. Optional: The league can leave Desdemona in between the four crates on the boat after PHASE 5. Simply have the Desdemona player stand in the middle of the 4 crates in the boat room. Then one league member can teleport the Desdemona person to the rest of the league. Once the boat room is clear the league will work its way down two hallways that culminate with a large metal door. DO NOT CLICK THE DOOR TILL DESDEMONA IS SAFELY AROUND THE CORNERS AND AT THE DOOR. When you enter this room you will have reached PHASE 5. NOTE; Clicking the door before Desmona is around the corner to see the big doors will trigger an ambush that has a high chance of killing her. PHASE 5- Trap Room Once the league has gotten Desdemona around the corner and near the big metal doors you will open the door and have everyone split up into the 4 corners of the room. While you get set up Desdemona will stand in the middle of the room. Desdemona cannot be healed so it is imperative to kill the adds and the crystal in each corner. Once you have cleared your crystal head to the next closest corner and help out the rest of the league. Note: the spawns of Devouring Earth are EBs that reduce the damage dealt to the crystals Once you have finished the room the league will proceed to PHASE 6. PHASE 6- Subway Hall 2 Once the league has cleared the trap room of its crystals head out the only unopened door. As you go along make sure to pick up the glowing mushrooms these will be used on the next War Walker you will fight. Once your league has cleared the room with a counter on how many enemies are left to kill, your tank should head down the elevator and proceed down the hallway where he will taunt the War Walker ( Self Repairing-War Walker) into the corner at the opposite end of the hallway. NOTE: Tanks should behave just like the prior elevator make sure you are one of the first few down this way it is easy to grab the door and rush to the War Walker. Once everyone is down the elevator proceed to summon your lore pets or any extra damage you might have on hand. As your league proceeds to kill the War Walker make sure you are hitting him with the temp power received from clicking on the glowing mushrooms along the way. This will stop his massive regen advantage. NOTE: The temp powers behave just like the nades in Lambda. All robots operate on the same targeting mechanic as before Once the first War Walker is dead you will immediately begin PHASE 7. If you killed this War Walker in less than 4 minutes you are on pace for the Regenerate This Badge NOTE: the mechanics for this War Walker are the same when it comes to targeting. PHASE 7- Lichen-infused WarWalker Immediately after the Self Repairing War Walker is dead a 2nd War Walker will spawn. While the tank pulls this War Walker up against the wall or in the corner, the rest of the league should clear any of the mushrooms next to or close to the War Walker. Once your tank has given the go ahead or there are no mushrooms close by. The league should use ALL of their damage to kill the War Walker. You will have 8 minutes to kill the First War Walker and the second War Walker. If you have congratulations you have earned the Renerate This Badge as long as you finish the Trial NOTE; This War Walker still has the targeting mechanic in play so watch out. PHASE 8- Spores and Bombs NOTE PRIOR TO PHASE 8: There are two generally accepted methods. The first method is commonly referred to as Zerging. The second method that is accepted is to do the Sniper method.This guide will explain how to do both methods Zerg Method: Once both War Walkers are dead the league should head down the elevator and clear the room. Then proceed to dismiss any and all pets as well as turning off any powers that give the players/league +speed (this includes but not limited to Speed Boost, Fly, Afterburner, Super Speed, Super Jump). Once this has been achieved the party will stand behind the LEAGUE LEADER until they give the kill command. At which point the whole league should use short animation powers to destroy the demolition charge. Once the first 2 bombs are down the league will have a debuff applied that does sustained toxic damage as well as a -Range Debuff. The league comes to a side room the league leader should give the kill command and rush the bombs and any added leftovers. Sniper Method: The league leader as well as Blasters and or Corruptors WITH SNIPE GREATER THAN 150FT should proceed down the hallways and use ONLY their sniper power to kill the demolition charge. If the league leader does not have heals it is advised to bring 1 healer to keep the party full life. Once the first 2 bombs are down the league will have a debuff applied that does sustained toxic damage as well as a -Range Debuff. NOTE: Both methods have their downside and is up to the league leader’s discretion on what method they use. NOTE: In both methods it is advised to NOT CHASE the mobs that run away from you to lessen the chance of accidentally setting off a demolition charge NOTE: Any devouring earth left in the side rooms will count as a fail due to them being counted as part of the bomb. Once the league encounters a group of runners down a hallway after the bomb you will have finished PHASE 8 and procced into PHASE 9 PHASE 9- Zig Zag Bombs As the league clears the adds they will come to a large room. The league leader should have any player with a snipe power greater than 150ft (45.72 Meters) head into the next hallway where they will see more bombs set up in a zig zag pattern. The leader should inform the snipers to ONLY USE THEIR SNIPE POWER. Once the 8 bombs are cleared in the hallway their are two more bombs. NOTE: Advise your snipers to hug the right hand side wall to see the left bomb at the end of the hallway The final bomb is at the end of the hallway inside the room on the right hand side in view. Once all 10 bombs are destroyed you have earned :Peservation Specialist Badge as long as you finish the trial. You league should now proceed into PHASE 10 PHASE 10- Hami Time Mechanics- Discordant Spores: This is a PBAoE confuse with a 600 foot radius. This power is a mag 20 confuse that does not require line of sight and is used every 20 seconds. The confusion lasts for 10 seconds. Will of the Earth (Grasp of Gaea): This power works like the other powers that use a targeting selection system. The player that is targeted by Will of the Earth has 6 seconds to move away from the rest of the league before players near them are damaged and the Avatar heals. The damage scales based on how many players are caught in the attack. It will hit for a minimum of 15% damage and increase by 5% per additional player. Up to a maximum of 50% damage. The Avatar heals 2% per character affected by the attack. Cripple: This is a cone attack that the Avatar uses to drain players of endurance. A target is chosen at random, and a few seconds later the Avatar fires the attack at the location where the target was when they were selected. You can avoid being hit by this attack by continually staying to the back of the Avatar. Devour: This is a PBAoE buff that has a 40 foot radius will buff the damage and to-hit for the Avatar. Infection: This is a PBAoE debuff (40 foot radius) lowers resistance and defense by 33%. Once all the bombs are clear the league leader should inform the person Desdemona is attached to that they need to stay put in the large room with Desdemona. As the league proceeds to the final PHASE they will be greeted with a cutscene with Desdemona and Hamidon. After the Cutscene the tanks and melee toons should stand on the bluish of Hamidon while squishy players should stay on the more spore-covered side of Hamidon. As you are fighting Hamidon the league should follow the 20% 10% 5% Rule. OAfter the Cutscene the tanks and melee toons should stand on the bluish of Hamidon while squishy players should stay on the more spore-covered side of Hamidon. As you are fighting Hamidon the league should follow the 20% 10% 5% Rule. Once Hamidon is at 10% the league leader should go into field general mode advising the league to STOP OR KILL.. The league should time up Hamidon’s Death with a Seedling Detonation to earn Avatar Assassin Badge as well as Master of Underground Badge. NOTE: If your league is light on damage then go to 3% before killing NOTE: Tanks and melee toons should use Ageless to counter Hamidon’s Cripple Attack. Ranged Damage should use Clarion to avoid having someone on the team being hit by Discordant Spores. POST TRIAL After defeating Extinction War Walkers and a score of the IDF, the allies find that Vanessa DeVore has already been slain, and that an Avatar of Hamidon killed her to keep her silent. However, Desdemona dons her fallen mask when the beast has been defeated and finds out that Emperor Cole made a deal with Hamidon to keep it at bay, a deal that forced Praetoria's Marcus Cole to attempt the destruction of Primal Earth to keep his end of the bargain!. Thank you for watching and the next trial guide will be about TPN Campus. Don’t forget to like and comment.