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Cobalt Arachne

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Posts posted by Cobalt Arachne

  1. 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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  2. 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.

  3. 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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  4. 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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  5. 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.

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  6. 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.
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  7. 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.

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  8. 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
  9. 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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  10. 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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  11. 17 minutes ago, Andreah said:

    If a player has purchased several hours worth of a temporary power (for example an Offense Amplifier from a P2W Vendor, which can stack up to eight hours), and enters into content running at Ruthless or Relentless, is the power suppressed or suspended and then resumes its effect and duration countdown afterwards; or is it cancelled, in which case the player has lost potentially several million Inf worth of purchase?

    I need to check, but I think there was a plan to turn the amplifiers into toggles so you could use them when and where you want.

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  12. 16 minutes ago, SuperPlyx said:

    So much info to digest......and it's the Inspiration change that jumps out at me. Because that one is gonna seriously hurt all my toons without a heal.

     

    The goal of the mode is relying more on the team vs. eight individually self-sufficient players all soloing the same content at once. It gives support characters more chances to make a difference. Additionally, this was needed as a measure to mitigate mass spamming of Super/Team Inspirations for balance purposes.

    We're looking to find a solution in the future that lets you use Inspirations but on a limited basis in these difficulty modes (something like using Inspiration causes you to go on a 30 second cooldown before you can use another). That won't be on Page 3 though, expect it go live where it currently is.
     

     

    16 minutes ago, SuperPlyx said:

    Doesn't it strike you as...I don't ...wrong.. to give an Incarnate Component as reward for completing a task without Incarnates.

    The higher difficulties were balanced around level 50s using Incarnate powers and IO enhancements. It's not 'Incarnate' content in that there are Incarnate Shifts or it has to do with the Well, but it's absolutely endgame content, warranting an endgame tier reward.

    It's also not without precedent, several of the max level TFs give Incarnate Salvage Components even though they don't deal strictly with Incarnates. It just seemed like the lesser option to make a brand new Alpha Slot Component for the ASF for parity when those were already superseded by the Incarnate Thread components.

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  13. 10 minutes ago, jojogladco said:

    The large spider EBs in mission one have no status protection. Seems off since you'd figure EBs to have the standard suite of status protection. Same for the EB at the end of mission one. Haven't gotten any further than that yet. That was on +4/8 and +4/1 while solo, didn't try any other combinations to confirm if it was always the same or not. 

    They don't have the base Elite Boss status protection values? Should be mag 6 on most types of mezzes. (Those don't show up in Combat Attributes)

  14. 23 minutes ago, Coyotedancer said:

    Call of the Void isn't going to be fun to get... unless Quantums also count. Actual Void Hunters are pretty few and far between.  

    Void Hunters are currently found in specific Kheldian arcs and in the Dr. Aeon Strike Force; That being said they're poised to feature prominently in some planned future story arc content, so you can choose to grind it out now, or do it later when it's easier.

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  15. 9 minutes ago, arcane said:

    Did you just publicly state that we definitely won’t see patch notes until November?

    If you're referring specifically to patch notes for the Page 3 content update going to Brainstorm for public testing, Our goal is November.

    Today's small patch was a fix for the Sinister Summoner badge art at low graphic settings and reducing Black Whip to an AV class enemy so he is quicker to defeat for players who want to get that badge on large numbers of their characters.

    A forum post for today's patch notes should be coming shortly.

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  16. This is the inevitable result of there being different servers. Every server is going to have their own interpretation of the game's future and what they feel City of Heroes should be.

    That being said... We've been extremely busy ourselves! We're gearing up to draw back the curtain on the Page 3 update after the Halloween event concludes, which does includes some new costume pieces, as well as a LOT of other content.

    It's shaped up to be one of our biggest content drops yet, and it should have something for every type of player.

    Stay tuned!

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  17. 42 minutes ago, skoryy said:

    Will there also be an option for this in Statesman's Task Force?

    Hmmm, possible, but there would be less reason to do it there. Between Statesman and Miss Liberty I don't think the mission content actually changed at all? The old version of the Lord Recluse Strike Force is quite different from the version currently offered in-game.

    The LRSF had numerous nerfs over time, the Hero AV's levels were dropped several times, some Hero AV's were removed, and some were not replaced. The final map is also different between the two.

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  18. On 10/3/2021 at 11:16 AM, GM Impervium said:

    Though there might end up being an exception...

    Before anyone worries about this, what's being referred to is a new badge that's being added in Page 3 for completing the original un-nerfed version of Lord Recluse's Strike Force that's being added to Ouroboros with Incarnates disabled for the 'old school challenge'.

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  19. 6 hours ago, Shadeknight said:

    I think the 'hard mode' stuff can't reward anything super-duper cool (though this is by opinion and is not factual) - the game is limiting in what it rewards. Badges, merits, salvage, enhancements, and temp powers - that's the limit of it. HC won't lock costume pieces behind anything as far as I've heard. So the reward loop is gonna be...small.

    There's a new reward category we're working on and there is one of these new rewards locked behind the newer difficulty in Page 3 (not a badge); We're aware of issues regarding meaningful reward diversity and we've got stuff being worked on. It won't appeal to everybody, but very little can that is able to be locked behind higher difficulty without it becoming something more casual players will feel forced to do.

    There are also a number of challenge badges that can only be done in Hard Mode. But badge collecting is by its nature 'do everything', and these don't grant anything players will feel compelled to obtain for progression either.
     

     

    6 hours ago, Shadeknight said:

    I'm sure no one will disagree there, but I could see a...couple issues that the forums would set themselves on fire over - which is how much something is rewarded. Specifically merits - but we'll have to see what happens when the next big patch hits Brainstorm.

    Doing Hard Mode will reward a much higher merit count than doing it normally, but even considering that, it still won't approach the time/merits/ease/efficiency of just running Heather Townshend's first Dark Astoria arc at -1 on repeat for 20 reward merits per complete.

    There's little room to complain when the easiest current farming method for their time is a competitive option for far less effort. Getting a character to fully built in this game is currently extremely accessible no matter how you play.

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