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Everything posted by Cobalt Arachne
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Focused Feedback: Dr. Aeon Strike Force
Cobalt Arachne replied to Booper's topic in [Open Beta] Focused Feedback
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. 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. -
Focused Feedback: Dr. Aeon Strike Force
Cobalt Arachne replied to Booper's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Badges
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
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. 🙂 -
Focused Feedback: Badges
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Badges
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
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. 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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Focused Feedback: Dr. Aeon Strike Force
Cobalt Arachne replied to Booper's topic in [Open Beta] Focused Feedback
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) -
Focused Feedback: Badges
Cobalt Arachne replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Dr. Aeon Strike Force
Cobalt Arachne replied to Booper's topic in [Open Beta] Focused Feedback
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This is fixed in Page 3, and Jaunt will show up properly in your power listing.
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issue 27 Patch Notes for October 19, 2021
Cobalt Arachne replied to Number Six's topic in Patch Notes Discussion
There's plenty of love coming for people who are looking for new opt-in challenges. Stay tuned! >:J -
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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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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What villain group would you join?
Cobalt Arachne replied to KaizenSoze's topic in General Discussion
Longbo-hahaha! Can't say that one with a straight face. Arachnos. 😎 -
[Staging] Patch Notes for October 4th, 2021
Cobalt Arachne replied to Faultline's topic in [Staging] Patch Notes
He was also given some Halloween spirit empowerment to be worthy of a badge; He's at least 150% more spooky now! Beware! 😱 -
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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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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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. 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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There's stuff in the works. The player powers devs (of which I am not one) have some Mastermind AT adjustments in the shop; There were some planned for Page 3 but unfortunately ran into some wider system issues that need to be addressed before they can proceed and so had to be pushed back.
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This is fair and something we always consider in our design, new content will never be locked behind any higher difficulty. People who enjoy the game casually, can continue to do so, exactly as they have before. The new settings are to give options to the people who want a more engaging endgame, enjoy using their characters at their strongest (without self-handicaps) to overcome meaningful challenges, and enjoy designed difficulty since there is very little content left that is truly conducive to that style of playing the game anymore. We want everyone to be able to play City of Heroes and enjoy it how they like, which includes people looking for a challenge just as much as it includes casual players, role-players, badge hunters, PvPers, etc.
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I wouldn't say it's an 'easy version' of hard mode. All the hard mode versions activate the 'hard mode' exclusive powers on the enemies, which is where the core of the difficulty comes from. The primary difference between the three is that they will lock you into +2/x8, +3/x8, and +4/x8 respectively, regardless of team size and the overall enemy stat baseline increases with each level.
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The secret zone events of Nova Praetoria
Cobalt Arachne replied to Veracor's topic in General Discussion
It's a real thing and is active right now; Just a weird easter egg though, essentially. There's a Hamidon tentacle in Nova Praetoria that sits hiding in the trees somewhere outside the sonic fence, it waits for 12 Seers and 100 PPD to be defeated within 10 minutes of the first being defeated and if you get them all in time, it pops out of the trees and flails around a bit for awhile. If the event is successful, it goes onto a 30 minute cooldown before returning to the stage where it waits for the defeats. If the event fails, and you don't get the defeats within 10 minutes, it resets back to the stage where it waits for the defeats and the 10 minutes start again after the first new defeat. These are all internal timers, there's no way to tell in-game. As far as I can tell, kills anywhere in the zone should count. -
This is a good comparison; Hard Mode (at least on the highest level we created) will be very difficult to rush through. It's going to take a little longer and require more tactical approaches to pulls and that will conflict with a lot of common 'Go-Go-Go' playstyles that are commonly seen right now, where the only real metric for success is speed, because the content rarely is dangerous. It also means requiring more time to play the content if you do Hard Mode, since speed will get you killed. People can certainly play the new Strike Force going fast, but they're going to have a rough time thinking they can rush Hard Mode as easily. But those who do Hard Mode will walk away with a hefty amount of goodies for that time spent.
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Hard mode enemies will have higher baselines stats, but nothing unfair and no absolutes. Nothing like big special damage types or auto-hits. That being said, in a state of the game where a Defender can soft cap S/L/E defense with four power choices and minimal slotting investment, a new baseline was needed so that enemies can actually threaten players and was a requirement, but there is some new nuance and specifics regarding that, it will make more sense when the content is available on Brainstorm. Keep in mind that enemies that cannot in any meaningful way threaten a team of players means control and support roles have absolutely no value. Enemies will be dangerous again, but playing poorly is the real killer. In testing the primary culprit of most deaths was the team splitting and aggroing too many mobs at once.