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Maris

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  1. Hell yes I can have even further trip mine/time bomb spam on critters. EDIT: Also, far as AE related fixes/changes, could we see the new mobs added in P7 added to their respective enemy group listings in AE?
  2. Maris

    Arsenal Mastery

    Also, as a bonus, you will have two pistols, a bow, AND a gun on your character model.
  3. Maris

    Arsenal Mastery

    I would personally say yes, if you're primarily blasting at range. Surveillance is a good ST debuff, LRM now functions on fast snipe rules -- out of combat it does more damage and has a longer cooldown, shorter one but less damage in combat. I could see LRM being useful to a DP just to have a stronger ranged AoE attack.
  4. To give an example -- in an arc I made, I had it end with a 3-phase AV fight, with each phase having different custom powers. I designed it, intentionally, to be challenging for the player, because I reason that I had built this boss up, throughout the entire arc, as a major, serious threat, and while I didn't want it to be annoying to fight, I also wanted the player to feel it and feel like they'd emerged from a serious, grueling battle.
  5. Honestly, I 100% agree with this.
  6. Just personal opinion, but I do think that Arsenal Assault and Control should be usable alongside Assault Rifle and Mercs in AE. They use the same weapon model, after all, and while there is some redundancy between AR and Arsenal Assault, I think it's nice for flavor on rifle-using opponents.
  7. the finest bio i have ever written was for MEAT LORD i have never played him but here it is in its entirety IN THE FUTURE OF 42069666 AD THE MEAT WARS RAGE ON MEAT AGAINST BONE MEAT AGAINST PLANT MEAT AGAINST METAL MEAT AGAINST YOUR STUPID FACE THE MEAT WARS WERE FOUGHT OVER DWINDLING MEAT SUPPLIES AND A BROKEN '68 BUICK LORD OF MEAT FLESHCRANKER SKULLCRASH BLOODCHEW SQUEEZEVEIN DECREED THAT IN ORDER TO ACQUIRE MEAT TO GAIN THE MEAT AND OLD LED ZEPPELIN RECORDS AMASSED BY AN ANCIENT SOCIETY OF STONER DADS, THEY WOULD SEND THE ELITE MEAT LORD BACK IN TIME AND FOUND A BELOVED CLASSIC ROCK COVER BAND THEN OPEN A BBQ JOINT IN SOUTH CAROLINA WHEN HALF THE BAND DIED TO OVERDOSING ON DISHWASHER DETERGENT AND DUSTED OWL PELLETS. WHO WILL WIN THE MEAT WARS PROBABLY YOUR MOM (I will screenshot the character and PROPERLY post it later)
  8. Yeah, I agree with Crane.
  9. I will also say, I think for mission bosses you plan on tying dialogue and ambushes to, in order to slow down the pace of delivery of dialogue and/or arrival rate of ambushes, it's often a good idea to make them EBs and/or slap a resistance set on them. Give the player time to read the lines rather than having everything get spat out at once with a couple heavy hits.
  10. Ah, fair enough! Some people have accused my tendencies in mob design of being moderately, uh, sadistic.
  11. Suit yourself, I guess? I think it makes them funner and more interesting to fight, they were really underpowered compared to basically every other group in that level range, at most I think you can argue the change brings them in line with that, it's not like you're having 50+ Banished Pantheon forced on you, there's no significant -res/-def/-acc, just some enemies that have to be locked down/dealt with accordingly when they transform or selfrez. I don't think having X enemy group be about as powerful as every other enemy group in Y level range is making the game overly "hardcore", unless you're going to argue that all the existing content since 2012 with the exception of the Council and certain Portal Corp groups within that level range already was too "hardcore." You're right, though, I -do- think players should absolutely be forced to play at a level where they know how to handle the majority of enemy groups that have existed within their level range for literally more than a decade (ie Crey, Nemesis, Malta, Longbow, Arachnos, the Carnival of Shadows, etc.) Groups which existed in game all well before IOs were even a thing, let alone incarnate abilities. If this is a significant concern to you, provide proof to the devs that the Council tweaks make them more difficult/out of line with the challenge other level 40-50 enemy groups give groups.
  12. i'm not like "ooooh i want them to be HARDCORE" enemies doing distinguishing things that encourage target selection, particular tactics, and approaches is called -basic game design-.
  13. it's not about arbitrary challenge it's about giving enemies personality/distinguishing features and making them more interesting.
  14. Mmm, I admit I tend to prefer to design mobs on the harder side (especially since I mostly do them for arcs that folks'll run through in teams) But some personal philosophies/preferences I use, which some might disagree with? -- Use duplicate, weaker minions so any with specialized abilities/debuffs appear in small numbers in spawns -- Know who you're making your enemy group for, and test them accordingly. Personally, I think that it's fine to go a bit heavy on buffs/debuffs if you're making enemies for the 40-50/incarnate crowd. I'd argue that having a few standout enemies designed to give players trouble in specialized ways (ie debuffs, self-rez, control) as long as you have them appear in relatively small numbers is a good move, priority targets make an enemy group interesting and memorable and discourage pure facerolling.
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