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Cobalt Arachne

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Posts posted by Cobalt Arachne

  1. On 11/14/2021 at 3:43 AM, SuggestorK said:

    Void Hunters was/are Lieuts class, so x1 should normally spawn those, chance with +8 would be way higher of course, but im not crazy enough to up the diff on any of my kheld chars, lol.

    I'm told there's an Alignment Tip mission that has nothing but Void Hunters in it as the mission's normal enemy group, which would be the instant-best way to get that badge, I need to go check which one that is though.

     

    On 11/14/2021 at 4:20 AM, Voltor said:

    Are they going to be part of Sister Valeris missions once she offers missions?

    This is correct, we're hoping to have her arc out in January's Page 3 small Panel update which will have the Incarnate Traitors to fight; That being said, it is odd that the Incarnate Elite Bosses aren't counting, I'll check on that, I would think they should be granting credit too.

  2. 10 minutes ago, Carnifax said:

    So why did it say it hit me at 16:29:46 and 16:30:52 but I didn't take damage? Is there a "Get out" delay of X seconds before the actual boom and someone killed them or I got out of the way (probably the 1st one since it is me). 

    Not sure on that one... There are two powers at work, the one that counts down, and the explosion that fires at 0. The explosion power should be a one-time to-hit check, the individual elements within the power shouldn't be rolling separate checks if they are.

    My guess is any weirdness like that will be ironed out when it just auto-hits if you're within range when the explosion goes off vs. using a to-hit roll.

  3. 33 minutes ago, EmperorSteele said:

    So, when you say "break line of sight", does that mean someone 80 feet away but with a clear view will die, but someone around a corner 5 feet away won't? Or is there a finite blast radius?

    The Golden Brickernaut self-destruct explosion's range is 40 feet; But a warning indicator showing you exactly where that is was intentionally excluded, as the design intent was to break line of sight for surefire survival. 

    If you've got the moxie to eyeball 40 feet in-game and stand outside of it to avoid the explosion, you certainly can! 😄

    • Like 1
  4. 8 minutes ago, Carnifax said:

    So how does Power Core Meltdown work? I grepped out all the mentions of it from my Combat Log but don't really get it? ToHit rolls and damage seem mins apart. 

     

    2021-11-13 16:29:46 Golden Brickernaut MISSES! Power Core Meltdown power had a 84.50% chance to hit, but rolled a 93.08.
    2021-11-13 16:30:52 Golden Brickernaut HITS you! Power Core Meltdown power had a 95.00% chance to hit and rolled a 72.30.
    2021-11-13 16:33:03 Golden Brickernaut hits you with their Power Core Meltdown for 1800.87 points of Energy damage.
    2021-11-13 16:33:03 Golden Brickernaut hits you with their Power Core Meltdown for 1800.87 points of Fire damage.
    2021-11-13 16:33:03 Golden Brickernaut knocks you off your feet with their Power Core Meltdown!
    2021-11-13 16:33:03 Golden Brickernaut HITS you! Power Core Meltdown power had a 95.00% chance to hit and rolled a 79.92.
    2021-11-13 16:33:03 Golden Brickernaut hits you with their Power Core Meltdown for 27013.1 points of Energy damage over time.
    2021-11-13 16:52:13 Golden Brickernaut HITS you! Power Core Meltdown power had a 84.50% chance to hit and rolled a 41.57.
    2021-11-13 16:52:20 Golden Brickernaut HITS you! Power Core Meltdown power had a 95.00% chance to hit and rolled a 54.87.

    It'll be adjusted next build, but right now it has a x10 base accuracy modifier, which means it's almost guaranteed to hit you. It does a three-tick damage hit of 5-digit damage, that's basically guaranteed to kill anybody it hits.

    Golden Brickernauts are vulnerable to psionic damage, confuse, containment, phase, and teleport while counting down. The idea is you either break line of sight, kill them fast enough that they don't have a chance to explode, kill them during the countdown with psionic damage, or use one of the vulnerabilities to contain the blast.

    Next build it will just auto-hit you if you're in-range when they explode; This eliminates the 5% chance that you set-up everything perfectly for the 'Unfriendly Fire' badge against Zoe and then have it fail on a 5% chance.

    As I previously mentioned, we aren't using auto-hit anywhere as means to mitigate defense to create artificial difficulty, but telegraphed attacks that give you the chance to respond appropriately and completely nullify them will auto-hit if you don't move or react to them at all.

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  5. 26 minutes ago, Vigilant Vergil said:

    My main issue is that I feel as though the new badges required for a Master run of the Aeon Strike Force feel as if "Really Hard Way" were a necessary element of getting a Master Run of the Magisterium incarnate trial.

    I would give try Malicious difficulty (the second level, the minimum required to earn all the badges) a try, it is nowhere near the ballpark of difficulty of Really Hard Way, in any capacity.

    It is really very quite reasonable, despite the name.

    Malicious difficulty can be played at +0, at any team size, and the only difference is that the enemies are given the additional powers needed to complete the badge challenges. Enemies do not get the additional stats and you have no restrictions. This is the difficulty to choose if you want the badges.

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  6. 14 hours ago, Vigilant Vergil said:

    3.  "Unfriendly Fire" is a bit too complex for a badge.  It requires proper timing and execution as well as necessitating having a controller, or more likely, a dominator with one of a particular powerset to pull off.  Although there are badges similar to a certain degree in the former requirement, such as "Avatar Assassin," I can't think of a single badge that requires specific team makeups, which in turn takes away from some of the casual play possible.  If a confuse mechanic were in that mission part or the Brick Juggernauts' self-destruct targeted players and critters alike, I would feel differently.

    The designed goal was that anybody who has the Rogue Alignment power can confuse the target and achieve the badge, as the content is red side. However, per feedback, we'll be adding a special +confuse component to the Golden Throwing Wrench temp power rewarded for completion of the ASF that can be used to confuse them specifically.
     

    14 hours ago, Vigilant Vergil said:

    4.  I am not keen to have most of the badges for the Aeon Task Force locked behind the new "Hard Mode."  To me, it makes "Hard Mode" far less optional then it was advertised:  to the extent that people would like to avoid what should be a completely optional part of the game, the badge requirements for "Unfriendly Fire," "Power Overwhelming," and "Can't Touch This" all muddy that distinction.

    Badges are always optional content; Anybody trying to collect all the badges already requires the player to touch all types of content, whether they enjoy it or not, such as PvP. Hard mode is no exception to that precedent that has existed almost as long as the game has. If you want every badge, expect to do every type of content that exists.

    • Like 9
  7. 5 hours ago, MrCaptainMan said:

    Making TFs soloable would be an optionable choice that would not force uber players to solo TFs.

    We've already had some internal discussions on a new 'Easy Mode' for TFs that allow them to be solo-able by any character for reduced rewards. Can't comment on any of the specifics, as it's not a Page 3 thing.

    At the very least we would have some details to nail down on the how's and what's before committing to it as a feature, but it's very possible to do and on our radar.

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  8. On 11/6/2021 at 3:51 PM, ShardWarrior said:

    Having just run the new Aeon SF at Vicious level difficulty, this statement is not at all accurate.  There were plenty of special auto-hit un-resistable damage 1 shot kill you powers being used.  Are these part of the new difficulty or just native to the new SF at normal difficulty?

     

    Assuming this is referring to the Golden Brickernaut's self-destruct.

    Telegraphed moves with a positioned warning indicator are not exactly auto-hit, they 'miss' by you moving out of the locations they are targeting. They also aren't doing special un-resistable damage, they just do unsurvivably large numbers. 😛 My statement still reads accurately.

    If any enemies have true auto-hit in any of their regular attack powers that are not telegraphed with a chance to avoid them by moving, that's likely a bug.

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  9. 50 minutes ago, Excraft said:

    Have to say this was a lot of fun.  I want to give props to whomever designed the new maps.  Beautifully done.  This runs a little too long for my taste on higher difficulty though.  The Council AV fight can be very overwhelming.  Hero 1 seems buggy to me as well.  Beyond those things, I liked it.  Nice work.  Definitely something different.

     

     

    Still going to be significantly easier/faster to farm these in BAF/Lambda than running ASF on higher difficulty.

    Easier? Definitely.

    Faster? Not so sure...
    A single AV defeat in Relentless gives 3 Astral merits, which is the total of all three main objectives of the whole BAF, and the ASF has... nearly twenty possible if you do the optional ones. Also a couple of the big AVs give Empyreans instead.

    You'd have to run the BAF ~20 times within the duration of one ASF on Relentless difficulty for equal merit payout.

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  10. 7 minutes ago, Nemu said:

    Cobalt Arachne I understand that higher difficulties award more salvage but merits and salvage are accessible through other content as well. People are lazy, they will take the path of least resistance. If they can get meirts/salvage through leeching on BAF or farming burden of the past I think they will take that path rather then spend 2+ hours with multiple deaths with the risk of not completing this Strike Force. The one reward they absolutely can not shortcut are the new enhancements. And since there are a lot of new permutations to these enhancements I can see supply being very low and inaccessible to a lot of players. Given the length of this Strike Force and the commitment it requires of players I think it might be worthwhile to examine the payoff.

    There's nothing we can design in this game that can compete with the ease and speed of soloing Dark Astoria story arcs on -1 difficulty in terms of ease/payout. Trying to compete with the bottom baseline isn't a feasible benchmark. The main draw of higher difficulty is the gameplay experience.

    That being said, right now the Aeon Strike Force on the highest difficulty pays out around 300 reward merits if you take all merit options at the end, and convert all the Astrals/Empyreans into reward merits. That number is likely going to go up as well once the placeholder 40 merits on completion is adjusted later.

    I don't think it's wholly an unworthwhile payout and is only set to go up.

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  11. 11 minutes ago, Nemu said:

    40 Merits feels low for a default difficulty run

    2 hours ago, Drakwatch said:

    40 merits is NOT enough for a challenge run


    The 40 completion is a placeholder, as with all content like it, until we have an acceptable data point on average completion times to assign a proper amount.

    Also, the bulk of the challenge mode reward comes from the Astral/Empyrean merits that come from fighting the AVs. Check your salvage, if you fought everything you should walk away with a mountain of merits.
     

     

    2 hours ago, Drakwatch said:

    [REDACTED] boss fight seemed bugged.

    Ripple 3's final boss AVs are tethered to that room, and if you pull them too far from their spawn point they will reset.

    That being said, the aggro doesn't seem to be resetting with the tether, so we're looking for an alternative solution to ensure that those AVs are fought only within the confines of that room. Expect changes in the next Page 3 build.

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  12. 2 hours ago, Apparition said:

     

     

    I'm seeing the length of the Dr. Aeon SF being complained about quite a bit from others I know.  But, I'm sure it will get faster as people learn strategies and get more efficient with it.

     

    That said, I wouldn't use Hamidon raids as a baseline to compare with, because Hamidon raids are far too easily farmed as is and is a serious issue, IMO.  When you can do a Hamidon raid for 80 reward merits in five minutes (not counting time forming), compared to live when it took quite a bit longer, that's an issue.

    I want to stress the comparative measure of length is a weird scale in a game where the latest new group content is weighed against far older content.

    Existing TF content has had many years for people to memorize every facet of their maps, objectives, enemies, and challenges. Which means they've been extremely optimized.

    The Aeon Strike Force is brand new, and many people playing it are opting to play through it at a slow pace to fully immerse themselves in the new maps, new enemies, etc. Because of that, and the lack of familiarity with the content, the completion time is inflated as a result.

    I'm feeling fairly confident that a few months from now, when the content is no longer the 'brand new shiny', the average completion time will not remain that high.

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  13. 16 minutes ago, ShardWarrior said:

    Ran this with a team of 5 on Vicious difficulty.  Overall very fun and definitely something different.  Only thing I noticed that seemed buggy was the Hero 1 battle.  His constant rabbiting around and healing to 100% seems very buggy. 

    The Vanguard AVs cannot be pulled out of the room they are fought in, if you try to pull them too far away from their spawn location (about the length of the room), they will run back and reset to full health.

  14. 22 minutes ago, lemming said:

    I thought about that too, but since it takes development time to make those exploration tip missions, I'm guessing those were not done.

    This is exactly the reason. The Dr. Aeon Strike Force was my primary development task for Page 3, and it was one of the first things started and one of the last things finished. It by far took the most time to make out of all of the Page 3 additions. Since I'm also the dev that does the Tour Guide tips, they simply had to be postponed to get the ASF done, as it was a higher priority for me to be working on.

    Expect the remaining zones to get their Tour Guide tips in Page 4 though!

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  15. 3 minutes ago, EnjoyTheJourney said:

    There is a potential downside to forcing team play based on roles, in case that's presently being set aside as a concern. 

    Even at Relentless, the difficulty is not so extreme that you MUST have any role, only that it was balanced so that having each will make a noticeable and appreciable difference.

    -If you don't have a tank, expect to do more ranged pulls around corners to mitigate enemy alphas.

    -If you don't have damage, expect things to take longer to die, and thus being exposed to dangerous enemies longer.

    -If you don't have any control, expect aggro management to be much more critical and to avoid overpulling.

    -If you don't have any support, expect everything to require a higher degree of coordination and less leeway on mistakes.

    I've done many many runs of the Aeon Strike Force with many very different team compositions, none of which I vetted with any kind of 'you must bring X or Y' and they all completed Relentless, but every role felt valuable, and the runs where we were missing types of ATs had noticeable differences.

    The goal wasn't to require any role, but to ensure every role felt like they properly contributed to the success of the team.

     

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  16. 41 minutes ago, KeepDistance said:

    I think you misunderstood the original question:

    Ah, yes I did!

    I didn't realize they had wrapped up the Master of Challenge changes into this feedback post, thought it was solely the new ASF difficulty options. That's fair then, we could swap out the reward for a non-incarnate reward, maybe we could give empyrean merits equal to the system buying price of that incarnate salvage.

    Good feedback, I'll bring it up for discussion.

    • Like 1
  17. 38 minutes ago, Shadeknight said:

    I don't believe I saw an Incarnate reward table. I need to run it again.

    Let me know on that... I was told we can do two reward tables and they simply queue up and you select the first and then second, if the second isn't coming up, that's not working as intended.

     

    47 minutes ago, KeepDistance said:

    That doesn't match the description given in the patch notes. According to the notes, AVs drop astrals, but not empyreans; those come at the end:

    This is in reference to running the content on Relentless:

    • Arch-villain ranked enemies will reward 3 Astral merits per defeat.
    • Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 1 Empyrean merits per defeat.
    • Like 1
  18. 15 hours ago, KeepDistance said:

    I read Aeon's initial text over a few times, which was difficult because my eyes kept glazing over, and I'm pretty sure he never actually says why he needs the player's help or what the first mission is supposed to be about. It reads as if there's some other exchange that already happened.

    I'm unsure what this is supposed to mean, can you provide more specific details on what is hard to understand or read? How you described it reads like you didn't understand it because you weren't trying to read it? I'm happy to adjust the text if it needs adjusting, but need more information.

    Dr. Aeon hires you to raid Aeon Corp to teach his research staff that he's the only reason they get to enjoy a safe work environment, while also finding out what secrets his head of R&D was selling and to who, since that's illegal by Arachnos law.

    • Like 1
  19. 2 hours ago, Dispari said:

    Makes me wonder how many minos and cyclopses are in an ITF.

    In the new expanded Cimerora areas, there are many Cycopses and Minotaurs wandering around for zone hunting.

    Try the mountains to the northwest of where you fight Romulus in the last ITF mission. One of the new exploration badges is found there as well. 🙂

    • Like 4
  20. 7 minutes ago, KeepDistance said:

    I really hate the name of this badge. Are we first graders?

    With over 1500 badge titles, you don't have to use that one if you don't like it. There are plenty to choose from.

    There are a lot of sewage-themed characters who've already expressed their excitement to use this badge title.

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  21. 8 hours ago, Kai Moon said:

    Does "they" refer to the confused elite boss, the final objective boss, or both?

    21 minutes ago, KeepDistance said:

    lolwut?

     

    This badge description gives me a headache. If it takes this long to explain, it's too fiddly.

    The badge descriptions in the patch notes are more vague because we obscured the proper names of things so that people reading the patch notes that haven't played the ASF aren't completely spoiled on who they fight.


    The hints in-game that unlock after you have done the ASF once are much more succinct, using the exact names of everything you need to do.

     

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