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On the new CoT and council......the good and bad so far.


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Am I the only one that, when a doggo spawns and runs away... doesn't care?  I just move on to the next group (because I'm a warshade).

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Horizon Twilight, The Chernobyl Effect, XLR Mk8, Dodgeball, and a host of other alts all hanging out on Everlasting.

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Speaking of solo, here are some tips when fighting Council and CoT:

  • Mezzed mobs cannot transform into wolves.
    • You don't need to keep them mezzed the whole time. Start thinking about once they drop below 50% HP.
  • Galaxy are just like Super Stunners, if you move away, more than 25 I think, or break line of sight. They cannot rez.
  • Confused Council are devastating to themselves. Those AOEs hurt.

CoT solo are just harder:

  • Controls are very useful, including those holds most blasters have available.
  • Mez the bosses and keep them mezed. Confuse works too, but not as well due to Dispersion Bubble.
  • Watch for the Earthquake and Tar Patch indicators and MOVE. Breaking line sight also works.
  • Agony mages should die first, they heal the others with Absorb Pain.
  • Earthquake is not the only source of serious -damage, several mobs have -defense, including some minions.
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On 3/7/2024 at 7:11 AM, KaizenSoze said:

What power sets, maybe this should be a different thread, are you finding are suffering disproportionately more now?

 

Yeah, I think we do need the different thread, 'cause I'm just going to re-iterate that the old S/L/E defense cap meta just isn't going to carry you anymore.  My S/L/E capped blasters get toasted against nuCouncil but I can breeze through them with my elec/elec stalker with his capped resists and Power Sink.

 

So, yeah, any builds that could just cap S/L/E and call it a day are going to be suffering disproportionately.  

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Also Wolfhound, Starwave, Blue Gale, Relativity Rabbit, and many more!

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3 hours ago, skoryy said:

My S/L/E capped blasters get toasted against nuCouncil but I can breeze through them with my elec/elec stalker with his capped resists and Power Sink.

 

I've done well on one character backing off of the S/L/E cap a little and raising Ranged to 32.5%, though I can't make that a general recommendation for council in specific; I probably have more leeway on the relevant character due to some other soft control quirks of the powersets. 

Edited by Sunsette
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I have to blasters which have soft capped E/R defense which are doing fine against the new mobs. But the reason is mostly because they use secondary effects to neuter the mobs.

 

Elec/Ice blaster, everything is drained and slowed.

Dark/Tactical Arrow, tons of -tohit, lots of area control, only needs to be in melee for Blackstar.

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On 3/5/2024 at 2:00 PM, Sovera said:

Leveling and meeting the new Council left me with that sense too. They were not harder, I now just had to kill a respawned boss. Since I was soloing I just dragged it to the next spawn and went back to AoEing. But at some point I had four transformed bosses and sat down to finish whittling them since they had been softened by all the AoEs.


On my controller, soloing, I did likewise.  I often found myself with a transformed Dark Wolf following me for two additional spawns until fully downed, and by that time, the second spawns boss was joining in so I’d end up with three bosses to deal with by third spawn.  It’s not difficult, I was never in any danger, but it is annoying.  As others pointed out…the implementation here needs some work, but I’m fine with the changes, even at +4/x8.

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I'm wondering if it's an intended effect to have Boss-level rocket launcher users able to knock back on melee protections; I'm talking the standard protects like Entropy Shield, etc on Energy Aura and the like for Brute-Tanks and Scrapper-Stalkers, because on a run of them I actually got knocked down on my EA stalker which was... really surprising, to put it kindly. I could understand an AV/Hero level having enough KB mag but even Ballista can't knock me around how could a boss do that?

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Eh, I simply do not agree with the idea that the game should be balanced based on soloing x8 +3/4. If this was a post about how a full group of lvl 50 characters couldn't handle lvl 54 content, it'd be more relevant. I have felt for years that end game content in CoH has been vastly too easy akin to nuking fish in a barrel.

I welcome difficulty, but definitely can agree that annoyance =/= difficulty. 

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I kind of wish the "nu" powers the council has proportionately showed up as difficulty scales from +0/x1 to +4/x8, along both axes. I.e., so that you could have a mostly OldCOuncil experience at +0/x8 and +4/x1, but not at +4/x8. These would have the Nu-Stuff, but much less frequently.

 

Overall, I'm satisfied. I dislike certain specific elements of the implementation, but I lead radios teams with lower level players on them, and if I have a few well-built 50's on a team, we can usually sweep through them. If we're just me and seven sub-20 lowbies, we have to back way down in difficulty or try other groups. Shopping for enemy types helps too -- just based on the powers. I've had teams that could not do Council at +0 without several defeats per spawn group, but swapping to CoT we could sweep through them like a hot wind.

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On 3/12/2024 at 10:01 AM, DanaDark said:

Eh, I simply do not agree with the idea that the game should be balanced based on soloing x8 +3/4. If this was a post about how a full group of lvl 50 characters couldn't handle lvl 54 content, it'd be more relevant. I have felt for years that end game content in CoH has been vastly too easy akin to nuking fish in a barrel.

 

The only thing I was really hoping for when I heard of this change was that I'd see fewer teams running exclusively Council PI Radios... but if that's happened at all it's hard to tell.  Still see plenty of teams advertising Council-only radio groups.

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12 hours ago, ZemX said:

 

The only thing I was really hoping for when I heard of this change was that I'd see fewer teams running exclusively Council PI Radios... but if that's happened at all it's hard to tell.  Still see plenty of teams advertising Council-only radio groups.


Buffing 2 groups doesn’t make the others any less miserable. I don’t think anyone likes Malta. Carnies aren’t much better if you aren’t armored and Arachnos is still miserable with it’s -recharge spam. So most people will still just run council and thorns. It’s just made it harder on newer players.

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9 hours ago, Anput said:

Buffing 2 groups doesn’t make the others any less miserable. 

 

Doesn't have to.  The goal of ANY kind of balance is that players will look at their available choices and see them ALL as equally worthy of being chosen.  To use your word then, they didn't make Council miserable enough if people are still preferring to run exclusively Council radios.  Sounds bad when I put it that way but the goal is actually FOR players.  If you have five choices but nobody hardly ever picks four of them, then you don't really have much choice.

 

The problem still seems to be that people just mindlessly process Council.  It only takes a little longer.  They take the same "Tactics" to Arachnos or Carnie and get wiped out, then decide never to choose them because they haven't learned that just throwing yourself at every enemy and rolling your face around on the keyboard is maybe not the best way to do things.

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22 hours ago, ZemX said:

 

The only thing I was really hoping for when I heard of this change was that I'd see fewer teams running exclusively Council PI Radios... but if that's happened at all it's hard to tell.  Still see plenty of teams advertising Council-only radio groups.

 

Having run around the island doing radios as of late, I think this is just muscle memory.  Heck, I'd say that Malta's easier since they're just targets once you take out the sapper.

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Also Wolfhound, Starwave, Blue Gale, Relativity Rabbit, and many more!

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This whole discussion reminds me of two things.  The first was a forum discussion pre Sunset that the game's perceived difficulty was mostly governed by Scrappers, Tankers, and Brutes.  The other is that every powerset has it's kryptonite.  Energy drain and recharge slows seem to be the thing that terrifies most melee players...even if they can handle it.  Case in point, my Stalker wasn't bothered by Malta since Sappers are minions that are easily dealt with.  The hated enemy group for my Stalker was Knives of Artemis for outright ignoring stealth and that caltrops interfered with Hide.  Alternately, my Fire/Fire Scrapper could easily deal with KoA (even though wading through a sea of caltrops was a chore).  In this thread, it's been noted in more than one way that Council has a notable weakness to CC.  I'm wondering if the influx of newer and returning players will slowly shift things as people lead their own teams.

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7 hours ago, ZemX said:

The problem still seems to be that people just mindlessly process Council.  It only takes a little longer.  They take the same "Tactics" to Arachnos or Carnie and get wiped out, then decide never to choose them because they haven't learned that just throwing yourself at every enemy and rolling your face around on the keyboard is maybe not the best way to do things.

 I wish the player population would realize that carnies aren't hard if you have decent controls. Hate that phasing, mezz em, nasty -tohit pet, mezz em. Annoying Phantom, confuse the main pet, watch the other pet attack it.

 

Also, they are incredible weak to lethal, +20% damage from lethal attacks.

 

They are only really difficult soloing at high notoriety.

Edited by KaizenSoze
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