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tidge

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Posts posted by tidge

  1. 14 hours ago, DrCereal said:

    Thank you all so much. I have a very specific question:

     

    In other games, I'd hazard a guess that abilities that continuously do damage (DOTs, AoE spells that leave a hazard) are particularly good at PROCs, since each damage instance has a chance to set off the PROC independently from others. Is this the case in CoH? For instance, my intuition would tell me that caltrops (low but continuous damage) is a great candidate for damage procs. Am I on the right path here?

     

    We might think this, but in fact the opposite is true. These types of powers are what I was referring to in my "pseudo-pets are a bad place for %procs". This is mostly because of the way 'recharge' works for the pseudo-pets' "attacks".

     

    A power like Caltrops isn't a terrible place for %damage, if you can "hit" a large number of enemies when the power is immediately "cast"... but subsequent ticks of the power aren't good for %damage.

     

    Unslotters are cheap, so I recommend experimenting with slotting pseudo-pets. There is a surprisingly wide variety of effectiveness of %damage in them.

  2. Generally, %proc friendly:

    • Inherent recharge times greater than 16 seconds (more slotted recharge lowers %proc chances)
    • AoE (AoE have lower individual %proc chances, but with more targets potentially being hit spawn clear times improve)
    • henchmen/pets, provided those have a side effect common to most of their powers
    • self-affecting %procs (and some Globals, like Kismet's +ToHiT) are best in Auto powers, or powers that will always be toggled on.

    Generally %proc are wasted in:

    • Powers with short inherent recharge times, 8-seconds or less.
    • Toggles
    • Pseudo-pets (although as near as I can tell, "on cast" %proc rates generally work as expected, provided there are actual targets affected in the cast area)
    • Low accuracy powers (including some "auto-hit" powers)

     

    Also, be aware there is a difference between a "global" effect and a "%proc" effect. Some people call things like the Luck of the Gambler Def/Global recharge a "%proc", but it is a "global".

     

    EDIT: Sometimes a power is called "proc-friendly" if it can slot a large number of different %damage pieces... but not all such powers are a good place to put %procs, see above. For example... fast-recharging single target holds can take a lot of %damage pieces, but the actually chance for %damage may be so low that some of those slots are probably better used elsewhere in a build.

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  3. On 2/2/2024 at 1:26 AM, Yomo Kimyata said:

    And I think that most people who have been on HC for awhile will tell you it's extremely easy to play a character on SOs only, or even to only slot what your enemies drop.  And that's solo.  On teams, it's pretty trivial to level all the way to 50 without having a single enhancement slotted.  You may laugh, but some people do that.

     

    It's extremely easy to play a character on SOs only, or even to only slot what your enemies drop. 

     

    Furthermore: since enough players craft IOs for badges, it is near-trivial to pick up IOs at bargain prices.

     

    Aside from the miracles that are the Homecoming Auction House, converter roulette, and fungibility of items, Homecoming has a LOT of quality-of-life tools that make self-funding/equipping characters completely viable. Some examples:

    • Fast travel options to missions/zones
    • TF / Explorations/ Giant Monster merit rewards
    • Catalysts drops

    I have been almost exclusively self-funding and self-equipping my characters since 2020. I could make MOAR Inf, and to some extent I have been doing so... just not in a planned way... but my goal is more like "steady state".  I do leverage drops to "bank" enhancements and catalysts in a SG base, and I usually have my characters dump 200 MInf for starting funds in email for future use as soon as they've made that much back from regular play... so none of my characters are starting from 'scratch', but as @Yomo Kimyata points out... only the first character really won't have this as an option.

     

    As an aside: almost all the final builds I post can look incredibly expensive... and I suppose they might be if someone wanted to buy every one of the enhancements from the AH. In practical terms, it is rare that I actually put any Inf into a character at level 50, except for crafting recipe costs and occasionally buying HO/DSyncs that I don't have lying around. Occasionally there is some piece I want that is so specific to a build that I don't have one, or the prices on the AH are simply too low to not BIN of course. Some element of planning ahead makes a HUGE difference.

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  4. 18 hours ago, Cyrickain13 said:

    I guess what I am asking is it viable to slot a character at 25(or earlier) and lay them through the game instead of rushing to 50?

     

    Yes. It is even "viable" to  play the game with lower level characters.

     

    If the original, inherent method of gaining powers isn't immediately satisfying. P2W offers lots of attacks and boosts for low-level characters.

     

    ATO, OF, Winter, and attuned PVP pieces can all be slotted at low levels. P2W offers some freebie enhancements too.

     

    DFB and DIB offer boosts, beyond XP.

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  5. I like the red side content a LOT more than blue side:

    • Contacts keep you in the same zone, generally
    • Unlockable contacts are somewhat natural
    • Writing is better
    • The zones are more creative

    (I'm not going to revisit claims involving players feeling like they lack agency, done that elsewhere)

     

    But I play more blue side, because PUG.

     

    The things about Red Side that irk me:

    • In-zone travel is more difficult

    This is a direct outcome of the clever zones, but it is annoying to (effectively) require a flight power for several of the zones (Mercy, Grandville).

    • Several arcs (or ideas) just sort of dead-end or are side-stepped or are otherwise difficult to understand what is going on in the lore.

    For example... All these years later and I have no idea what is going on in Nerva, and I feel like Sharkhead has more secrets.

    • I miss not having a nonAbyss Hazard Zone.

    I recognize that Blue HZ are generally seen as failures, yet I feel like and under-the-mountain zone had potential.

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  6. My initial reaction is that this feels like it could only be a problem for players that have either "too much" or "not enough" of whatever.

     

    If the former: Those players already have enough, why make it easier for them to accumulate MOAR? INF can get most anything in the game, and transferring (enough) Inf is trivial.

     

    If the latter: I can totally see how it would be annoying to have a small amount of stuff that you want to transfer to another server or another character without using email, SG base, whatever... but trust me: if you intend to stick around in the game, this really won't matter. The in-character limits for a lot of the 'transferable' stuff are quite high, plus there are a LOT of slots in the auction house available... so unless I was playing as a complete pack-rat and NOT wanting to have a SG base for storage I feel like I could hoard so much stuff that I couldn't even imagine wanting to transfer most of it between characters... and if I did, it would probably just be enhancement pieces and I think I would use email. If it bothered me that much I'd use a SG base.

     

    I recognize some things that can be accumulated are intended to be difficult to transfer, but those are relatively few.

  7. I think there is an unstated assumption that Supergroups and their leaders are constantly active, hive-minded cogs that all spin together as some sort of eternal machine that progresses in a uniform way towards completely agreed upon goals.

     

    That is not how it was on Live. As I mentioned above: get in a group with a more-or-less absentee SG leader, and you are working as a serf who can get kicked from the SG at any time... and you will lose your precious SG badges. Of course I suppose you can try to join another SG and instantly be granted all their badges? Yay! /s

     

    No matter what "good vibes" people are attributing to the prestige-era of SGs, it ultimately became a measuring contest.

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  8. 1 hour ago, Water said:

     

    The clue is in ' team' - the game tells everyone how to play the game. I say play how you want. If you want to solo then solo - if you want to team - then team. How hard can that be to understand?

    A couple of empirical truths about a lot of "x8" content:

     

    1) it rarely needs 8 players to complete

    2) 8 players can get in each other's way

     

    There are reasons why this might not be obvious to a new player, or for a character with less than a full kit of enhancement slots... But players not huddling up on each other isn't a wrong play style for teams.

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  9. Reporting as a long time Energy Melee/Invulnerability Tanker from back in the day when Unyielding had the player rooted...

     

    As I recall, the explanation for this AI behavior (which was mostly fixed on Live, but not entirely) goes something like this: If the AI for a mobile has that mobile on a travel vector (with some speed value) of some kind, and that mobile then gets a Disorient effect placed on them, the game keeps the mobile going on that path. This is the "baked in" effect I believe.

     

    The OP request isn't unreasonable:

    10 hours ago, Cyclone Jack said:

     I'm wondering if it would be possible to add a -100% movement or something for 0.25s (perhaps a hidden 0.25s Immobilize?) at the beginning of each Stun, or is this something that's sort of "baked in" to enemy behavior and all that.

    but I offer some words of caution... I don't know that any such effect (if implemented) would really make a difference for mobiles that already resist such things (e.g. Hypersonic War Wolves) and the queuing effect of status effects might still not have the end effect we want. There could also be an issue with allowed slotting for Disorient powers...

     

    My take: This can be annoying, but it is far less annoying than it ever was... except for high-speed mobiles that already have inherent resists to slows and immobilizes anyway (War Wolves, Igneous Minions, etc.) which will zip away stunned or not.

     

  10. On 1/24/2024 at 10:33 AM, Scarlet Shocker said:

    I was dabbling on a Mind/Poison last night. Only low level but very potent. Psi powers are very poorly resisted by mobs, same as Poison so there's a kind of double whammy and there's a few single target powers there for better effect.

     

    Here is my Mind/Poison Build. I have fun.

     

    Spoiler

     

    Primary Power Set: Mind Control

    Secondary Power Set: Poison

    Power Pool: Fighting

    Power Pool: Force of Will

    Power Pool: Concealment

    Ancillary Pool: Primal Forces Mastery

     

    ------------

    Level 1:                 Levitate              

     (A) Gladiator's Javelin - Accuracy/Damage/End/Rech: Level 50+5

     (*) Gladiator's Javelin - Damage/Endurance/Recharge: Level 50+5

     

    Level 1:                 Envenom            

     (A) Shield Breaker - Chance for Lethal Damage: Level 30

     (*) Shield Breaker - Defense Debuff: Level 30

     (*) Shield Breaker - Accuracy/Defense Debuff: Level 30

     (*) Shield Breaker - Defense Debuff/Endurance/Recharge: Level 30

     (*) Touch of Lady Grey - Chance for Negative Damage: Level 50

     

    Level 2:                 Dominate           

     (A) HamiO:Nucleolus Exposure (Accuracy/Damage) Level 53

     (*) HamiO:Peroxisome Exposure (Damage/Mezz) Level 53

     (*) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 50

     (*) Neuronic Shutdown - Chance of Damage(Psionic): Level 30

     (*) Gladiator's Net - Chance of Damage(Lethal): Level 50

     (*) Apocalypse - Chance of Damage(Negative): Level 50

     

    Level 14:              Weaken Resolve            

     (A) HamiO:Lysosome Exposure (Accuracy / -Defense / -ToHit) Level  53

     (*) Touch of Lady Grey - Chance for Negative Damage: Level 50

     

    Level 6:                 Confuse              

     (A) Coercive Persuasion  - Confused: Level 50+5

     (*) Coercive Persuasion  - Confused/Recharge: Level 50

     (*) Coercive Persuasion  - Accuracy/Confused/Recharge: Level 50

     (*) Coercive Persuasion  - Accuracy/Recharge: Level 50

     (*) Coercive Persuasion  - Confused/Endurance: Level 50+5

     (*) Coercive Persuasion  - Contagious Confusion: Level 50

     

    Level 8:                 Mass Hypnosis

     (A) Fortunata Hypnosis - Accuracy/Recharge: Level 50

     (*) Fortunata Hypnosis - Sleep/Endurance: Level 50+5

     (*) Fortunata Hypnosis - Sleep/Recharge: Level 50

     (*) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50

     (*) Fortunata Hypnosis - Chance for Placate: Level 50

     (*) Call of the Sandman - Chance of Heal Self: Level 50

     

    Level 10:              Boxing 

     (A) Gladiator's Strike - Accuracy/Damage: Level 50+5

     

    Level 12:              Mighty Leap      

     (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50

     

    Level 14:              Wall of Force    

     (A) HamiO:Centriole Exposure (Damage/Range)Level  53

     (*) D-Sync: Guidance (Accuracy/Range) Level 53

     (*) Positron's Blast - Chance of Damage(Energy): Level 50

     (*) Bombardment - Chance of Damage(Fire): Level 50

     (*) Javelin Volley - Chance of Damage(Lethal): Level 50

     (*) Explosive Strike - Chance for Smashing Damage: Level 20

     

    Level 16:              Elixir of Life       

     (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50

     

    Level 18:              Total Domination           

     (A) Superior Will of the Controller - Accuracy/Mezz: Level 50

     (*) Superior Will of the Controller - Mezz/Recharge: Level 50

     (*) Superior Will of the Controller - Endurance/Recharge: Level 50

     (*) Superior Will of the Controller - Accuracy/Mezz/Endurance: Level 50

     (*) Superior Will of the Controller - Accuracy/Mezz/Endurance/Recharge: Level 50

     (*) Superior Will of the Controller - Recharge/Chance for Psionic Damage: Level 50

     

    Level 20:              Tough  

     (A) Unbreakable Guard - +Max HP: Level 50

     (*) Unbreakable Guard - Resistance/Endurance: Level 50+5

     

    Level 22:              Terrify 

    (A) HamiO:Centriole Exposure (Damage/Range)Level  53

    (*) Bombardment (Accuracy/Endurance/Recharge): Level 50

    (*) Bombardment - Chance of Damage(Fire): Level 50

    (*) Positron's Blast - Chance of Damage(Energy): Level 50

    (*) Glimpse of the Abyss - Chance of Damage(Psionic): Level 50

    (*) Javelin Volley - Chance of Damage(Lethal): Level 50

     

    Level 24:              Paralytic Poison              

     (A) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 30

     (*) Neuronic Shutdown - Chance of Damage(Psionic): Level 30

     (*) Unbreakable Constraint - Chance for Smashing Damage: Level 50

     (*) Gladiator's Net - Accuracy/Hold: Level 50+5

     (*) Gladiator's Net - Accuracy/Endurance/Recharge/Hold: Level 50+5

     (*) Gladiator's Net - Chance of Damage(Lethal): Level 50

     

    Level 26:              Mass Confusion              

     (A) Cacophany - Chance of Damage(Energy): Level 30

     (*) Malaise's Illusions - Chance of Damage(Psionic): Level 50

     (*) Superior Overpowering Presence - Accuracy/Mezz/Endurance/RechargeTime: Level 50

     (*) Superior Overpowering Presence - RechargeTime/Energy Font: Level 50

     (*) Superior Overpowering Presence - Endurance/RechargeTime: Level 50

     (*) Superior Overpowering Presence - Accuracy/Mezz/Endurance: Level 50

     

    Level 28:              Weave

     (A) Luck of the Gambler - Recharge Speed: Level 50

     (*) Reactive Defenses - Scaling Resist Damage: Level 50

     (*) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50

     (*) Shield Wall - Defense: Level 50+5

     (*) Shield Wall - Defense/Endurance: Level 50+5

     

    Level 30:              Poison Trap       

     (A) Unbreakable Constraint - Hold: Level 50+5

     (*) Unbreakable Constraint - Hold/Recharge: Level 50+5

     (*) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50+5

     (*) Unbreakable Constraint - Accuracy/Recharge: Level 50+5

     (*) Unbreakable Constraint - Endurance/Hold: Level 50+5

     

    Level 32:              Alkaloid              

     (A) Preventive Medicine - %Absorb: Level 50

     

    Level 35:              Power Blast       

     (A) Apocalypse - Damage: Level 50+5

     (*) Apocalypse - Damage/Recharge: Level 50

     (*) Apocalypse - Accuracy/Damage/Recharge: Level 50

     (*) Apocalypse - Accuracy/Recharge: Level 50

     (*) Apocalypse - Damage/Endurance: Level 50+5

     (*) Gladiator's Javelin - Chance of Damage(Toxic): Level 50

     

    Level 38:              Temp Invulnerability    

     (A) Steadfast Protection - Resistance/+Def 3%: Level 30

     

    Level 41:              Energy Torrent 

    (A) HamiO:Centriole Exposure (Damage/Range)Level  53

    (*) D-Sync: Guidance (Accuracy/Range) Level 53

    (*) Positron's Blast - Chance of Damage(Energy): Level 50

    (*) Bombardment - Chance of Damage(Fire): Level 50

    (*) Javelin Volley - Chance of Damage(Lethal): Level 50

    (*) Explosive Strike - Chance for Smashing Damage: Level 20

     

    Level 44:              Unleash Potential          

     (A) Luck of the Gambler - Recharge Speed: Level 50

     

     

    Level 47:              Stealth

     (A) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 49:              Maneuvers        

     (A) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 1: Brawl    

     (A) Empty

     

    Level 1: Containment    

     

    Level 1: Prestige Power Slide     

     (A) Empty

     

    Level 1: Sprint   

     (A) Unbounded Leap - +Stealth: Level 50

     

    Level 2: Rest      

     (A) Interrupt Reduction IO: Level 50+5

     

    Level 1: Athletic Run      

     

    Level 2: Swift    

     (A) Run Speed IO: Level 50+5

     

    Level 2: Health 

     (A) Panacea - +Hit Points/Endurance: Level 50

     (*) Miracle - +Recovery: Level 40

     

    Level 2: Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Stamina              

     (A) Performance Shifter - Chance for +End: Level 50

     (*)Performance Shifter - Endurance Modification: Level 50

     

     

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  11. 7 minutes ago, sykoholic001 said:

     

    I think that is what Earth Dragon is wanting... the leaderboard or something similar... a measuring stick of some sort by which one could, from a role-playing perspective, determine the effect an SG's effort and activities are supposedly having on the game world. It's unclear to me whether Earth Dragon wants this "measuring stick" to be public or private but personally, I think such a thing should be kept private so that only members of the SG could see the SG's rating... so as to avoid the overly-competitive "p*issing contest" nonsense that happened with the Prestige leaderboard back in the day.

     

    I just got off the phone with my totally real Canadian BFF GM (you don't know them) and they checked the logs of the super-secret SG prestige that was implemented on the "page 23" (I was into it before it was cool) and I was informed that my SG "Flicking Fetch Plastic Heathers" has MOAR SG prestige than anybody else, and that it will be mathematically impossible for anyone to ever exceed our totals, because that is simply NOT how things work in this high school server.

     

    giphy.gif

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  12. 58 minutes ago, sykoholic001 said:

     

    Not exactly what I personally would consider a "worthwhile" long term goal but hey... to each their own. 😋

     

    I hear ya. There are easily dozens of things a SG can do. Not just for themselves and their members but also for other players: Hosting leagues, earning merits for Purples/ATOs, running arcs, going to PVP zones... I just don't see what "SG Prestige" is necessary to:

     

    12 hours ago, Earth Dragon said:

    ... give groups goals, and bring about a consolidation of the player base, allowing us to organize better!!  And I mean put in plenty of badges.

     

     I'm just asking that groups that wish to consolidate get goals and perks they can work for once again which can help build teams to do events, in particular on redside.  And Prestige was just a cool metric as to how much mileage your group had and how much "damage" you had dealt to the gangs and organizations of Paragon City and the Rogue Isles.

     

    I know the players and SGs that have the most impact on Torchbearer because I play in their regularly hosted content and team with them. I know the kewl base builders because they advertise and/or have invited me. I don't need to have some arbitrary "leaderboard" added to the game, and if this was added back to the game, I would never check it.

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  13. 3 minutes ago, sykoholic001 said:

     

    I believe they mean something in-game, like an Achievement or Accomplishment Badge for the SG that the whole SG works towards.

     

    The entire SG could collect Prismatic Aether's and parade around in a common costume... Of course that has already been done...

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  14. I certainly remember working for SG prestige back on Live, and then the SG leader went incommunicado and the rest of us were pretty much SoL. It isn't like we could take our prestige with us.

     

    In one case, it took sooo long for the auto-promotion to kick in so that I could do anything with the base, the salvage racks were bugged because they still had base crafting salvage in them!

     

    Asking for a return to Prestige is asking for a whole lot of pain we haven't had to deal with for four years of Homecoming.

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  15. Do you offer any evidence that people aren't already playing the way you would prefer, or evidence that people aren't already building bases like you want?

     

    If not, this has the "solution in search of a problem" feel to it.

     

    EDIT: I can go ahead and report that at least one redside group exists, with their own custom base on Torchbearer, that regularly runs content as a team. As near as I can tell we are doing it for the comradery and the love of the game.

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  16. 1 hour ago, Earth Dragon said:

    This doesn't have to be the old system.  It doesn't need to be attached to the base components.  But turning SG mode on and gaining Prestige (not necessarily taking away from Infamy, but the 50% metric would still be acceptable) while allowing you to contribute to Group badges again would be great, give groups goals, and bring about a consolidation of the player base, allowing us to organize better!!  And I mean put in plenty of badges.  Ideas for badges could include:

     

    ...

     

    To be clear: I'm not asking for everyone to lose their bases for solo play and make them pay for everything again and what not if they want to keep them.  I'm just asking that groups that wish to consolidate get goals and perks they can work for once again which can help build teams to do events, in particular on redside.  And Prestige was just a cool metric as to how much mileage your group had and how much "damage" you had dealt to the gangs and organizations of Paragon City and the Rogue Isles.

     

     

    I don't understand. This request seems to be "can I have some feelz pleez?" There are plenty of badges that invite team play, if that is what you really want.

     

    Whatever this request really is, restricting base building is not a cool approach, any more than it would be to restrict costume options.

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  17. Setting aside the "Dark" of it all...

     

    Generally it is a good idea to help out the henchmen with defenses (first) and resistances (second). Aside from the various global unique enhancements that buff these when they are close to the Mastermind, it is rare that slotting the henchmen themselves for defense/resistance IOs (not counting those globals) is that valuable.

     

    /Dark has historically been a strong MM secondary because it offers two things, plus a third thing (in the era of enhancement sets)

    1. It offers PBAoE Healing, Defenses, and Resistances to support the henches
    2. It offers debuffs and controls to make the henches job easier.
    3. Dark Fluffy

    The Dark Servant should be able to take some of those global enhancement pieces... If it made sense you could probably just slot the Servant with an Accuracy IO and use the rest of the slots for mules.

     

    My own recommendations for the secondary lean to this (I have played lots of Dark, but not as a MM since live):

     

    T1 Tar Patch <- take it, 2xRecharge and use it all the time.

    T2 Twilight Grasp <- This is the heal for the henches

    T3 Darkest Night <- Eventually you want it, but it can be delayed. It needs no slots

    T4 Howling Twilight <- I love spamming this, but on MMs I'd probably skip it.

    T5 Shadow Fall <- A must take. This is your best power for protecting the henches.

    T6 Fearsome Stare <- A more reliable control attack than Howling Twilight

    T7 Petrifying Gaze <- I'm not a fan of late choice single-target Holds. If you take this, slot it for Accuracy, Recharge and Hold. Don't fool yourself into thinking of it as a source of %proc damage for a MM.

    T8 Black Hole <- I'd skip this

    T9 Dark Servant <- take it. It's good to have a pet (not a henchman) that will also try to spam heals.

     

    I'd recommend leveraging the Leadership pool as well.

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  18. I am very casual these days and only noticed a couple of things:

     

    The uncommon salvage market has overcome the pricing silliness. Thanks farmers!

     

    It took longer than I expected to sell some of my wares. I am guessing that it took some time for new players to get comfortable with slotting their characters.

  19. I plead guilty to grabbing aggro from some other spawn, especially if the PUG has been advertised as a "Kill Most". Occasionally I get $#!+ about it, but I only do it if I know both I and the team can handle it. I will also branch off of large map mission where the objective is to "defeat all", again: if we can handle splitting the party. By "handling" I mean both being able to clear spawns quickly and survive spawns. I see little point in running off solo if the encountered mobs (by 'solo' or a 'pack' of players) aren't being defeated. Scattering mobiles can be a real time waster.

     

    I grok that sometimes people aren't in the mood for this, and I make an effort to pay attention to PUGmates to see if they are exemplared down, have a lotta slots, etc. so as to not have them be overwhelmed. But FFS, a team of 8 level 50s on a Penny Yin can handle an extra spawn or two (or more).  I've never seen anyone run a Penny Yin with any actual limits on players, besides time and number of defeats. I've seen PY 'speed' runs that involved destroying doors in the police station, and 'kill most' that involved skipping all the Freaks on the way to Clamor!

     

    Speeding to the end objective is a different beast. I'll only do this if the team lead has said that this is the way, and I am playing a character that can actually get to the end objective without aggroing the entire map. Otherwise I am perfectly happy to hang back and defeat spawns. When I lead PUG, I always announce I don't mind speed if that is anyone's jam. The Manticore TF for example has a few missions in which I think the whole team would have to be in a very particular head-space to want to clear all those maps.

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