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Posted (edited)

How about you have the OP mobs only appear when you specifically set difficulty to +3/+4? My fully slotted, full incarnate tanker, the same one who has little trouble tanking incarnate content and absurd AE mission AVs keeps getting owned by plain Nu Galaxy bosses at mere +2 and that's a bit ridiculous if you ask me. It's the opposite of fun.

 

Make the new deal optional and everyone will be happy. Those who want UbEr challenges can get them, and the rest of us can still go about our business.

Edited by WhiteNightingale
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AE ARCS:

Most Dangerous Game (ongoing): 16058, 16059, 16060, 4363, 15230, 22386, 23645 * The God Machine (finished): 26365 * Family Reunion (finished): 18920 * Remnants (finished): 5405, 5408, 5411, 5597 * Ball and Chain (finished): 33690 * The Scroll of the Spirit Dragon (finished): 37070 * Prime Real Estate (finished):  43979 * Lord of War (finished):  49034 * Euthanatos (ongoing): 41945, 54307, 54312, 50727

Posted (edited)

I'd rather not be forced to turn the difficulty up to +3 or +4 to experience the updated enemy groups.

Edited by Luminara
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Posted

Have you figured out why they are that much tougher for you?  They are noticeably stronger but not enough to take on a Tanker who could handle Incarnate content and absurd AE AVs (and presumably the content those AVs are in) well shouldn't be getting owned by the new council at a mere +2.

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Posted
17 minutes ago, Doomguide2005 said:

Have you figured out why they are that much tougher for you?  They are noticeably stronger but not enough to take on a Tanker who could handle Incarnate content and absurd AE AVs (and presumably the content those AVs are in) well shouldn't be getting owned by the new council at a mere +2.

 

Yeah, that was going to be my question.  I'm not necessarily opposed to the OP's suggestion.  I run at +3 or +4 most of the time, anyway.  But I can't figure out how a fully slotted, incarnate level tank is getting owned by +2 Galaxy bosses.  That particular problem could also probably be alleviated by looking at their character build and offering a few suggestions to tweak it for better performance.  Failing that, you can also just dial it down to +1 or 0.

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Posted
6 hours ago, WhiteNightingale said:

How about you have the OP mobs only appear when you specifically set difficulty to +3/+4? My fully slotted, full incarnate tanker, the same one who has little trouble tanking incarnate content and absurd AE mission AVs keeps getting owned by plain Nu Galaxy bosses at mere +2 and that's a bit ridiculous if you ask me. It's the opposite of fun.

 

Make the new deal optional and everyone will be happy. Those who want UbEr challenges can get them, and the rest of us can still go about our business.

 

This is a peculiarly specific suggestion (+2 vs +3).

 

Imma guess that this is a Tanker with no Knockback Protection/Resistance? (because FREEM!), Dark Armor IMO must specifically build to address enemy knockback because so many of the Dark Armor tanking tricks require standing adjacent to enemies.

 

If the issue is more along the lines of "enemy to hard to hurt", and somehow specific level difference is NOT an issue: you gotta build for that too, especially if you are going to solo.

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Posted
On 10/2/2024 at 8:37 AM, tidge said:

Imma guess that this is a Tanker with no Knockback Protection/Resistance?

 

You guess wrong. Also I fail to see how is KB related to anything a nu Galaxy boss does.

 

Invul/SS tanker. She has tanked itrials, she ha tanked ApeMage, both with little trouble. Those Nu Galaxy bosses either Inflict an OBSCENE amount of energy damage or have an OBSCENE RES debuff (your pick), also, they're obscene bags of hit points. I've killed EBs less time than those mobs.

 

They're not fun, I don't wan to deal with them, and now EVERYONE from lvl 25+ has to (see Citadel).

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AE ARCS:

Most Dangerous Game (ongoing): 16058, 16059, 16060, 4363, 15230, 22386, 23645 * The God Machine (finished): 26365 * Family Reunion (finished): 18920 * Remnants (finished): 5405, 5408, 5411, 5597 * Ball and Chain (finished): 33690 * The Scroll of the Spirit Dragon (finished): 37070 * Prime Real Estate (finished):  43979 * Lord of War (finished):  49034 * Euthanatos (ongoing): 41945, 54307, 54312, 50727

Posted
15 minutes ago, WhiteNightingale said:

 

You guess wrong. Also I fail to see how is KB related to anything a nu Galaxy boss does.

 

Invul/SS tanker. She has tanked itrials, she ha tanked ApeMage, both with little trouble. Those Nu Galaxy bosses either Inflict an OBSCENE amount of energy damage or have an OBSCENE RES debuff (your pick), also, they're obscene bags of hit points. I've killed EBs less time than those mobs.

 

They're not fun, I don't wan to deal with them, and now EVERYONE from lvl 25+ has to (see Citadel).

I'm not understanding how the Galaxy bosses are doing OBSCENE amounts of (negative) energy damage to your Tanker since my Elec'/Elec'/Mu Dominator is doing fine eating their attacks.

Posted

this compromise sorta already exists: if +2 is so difficult that it's not Fun, have You considered dropping your notoriety to +1, +0, or even -1 for those factions that give You too much trouble? it is a Super Useful tool for finding exactly the difficulty settings You want without anybody else being impacted.

 

i don't think anybody should feel entitled to change the game just so they can claim to run at higher difficulty settings, and i don't think anybody should feel shame for running content on a lower setting if that is more Fun for them.

 

i like the new Council just the way they are, and i won't be pleased until even the Skulls and Hellions have gotten the same satisfying difficulty increase.

 

fwiw, i solo Council radios at +3 as a lvl 50 Incarnate blaster with about half of my slots completely empty. i am a mediocre player at best. what, uh, are You guys doing?

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Posted
56 minutes ago, Owl Girl said:

this compromise sorta already exists: if +2 is so difficult that it's not Fun, have You considered dropping your notoriety to +1, +0, or even -1 for those factions that give You too much trouble?

 

Once again for those in the back: She tanks incarnate content. All incarnate content is +4 by definition.

 

Explain how there is any balance in a +2 -boss-  that is harder than a +4 arch-villain??

 

Preferably in a logical, non-condescending "git gud" way.

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AE ARCS:

Most Dangerous Game (ongoing): 16058, 16059, 16060, 4363, 15230, 22386, 23645 * The God Machine (finished): 26365 * Family Reunion (finished): 18920 * Remnants (finished): 5405, 5408, 5411, 5597 * Ball and Chain (finished): 33690 * The Scroll of the Spirit Dragon (finished): 37070 * Prime Real Estate (finished):  43979 * Lord of War (finished):  49034 * Euthanatos (ongoing): 41945, 54307, 54312, 50727

Posted (edited)
53 minutes ago, WhiteNightingale said:

 

Once again for those in the back: She tanks incarnate content. All incarnate content is +4 by definition.

 

Explain how there is any balance in a +2 -boss-  that is harder than a +4 arch-villain??

 

Preferably in a logical, non-condescending "git gud" way.

I don't recall incarnate content that has Council in it. If there is, please refresh my memory. (Also, not all incarnate content is +4. Dark Astoria is incarnate content, and it follows your difficulty settings.) (Edit: Same with Number 6. His arc is incarnate content that follows your difficulty settings.)

 

Edit again: A funny thing happened just now in the game. I wanted to test my SS/Willpower Brute against a +4 Galaxy Archon to see how bad fighting them has gotten for SS characters. With the Galaxy Archon at level 54, I trounced him. Like almost completely and overwhelmingly. He didn't even take me that long to defeat. He got my health down to half, but by then he was quite dead. (My Brute is only a 50+2 by the way. I don't even have a T1 in my Destiny slot yet.) So I have to ask, how is your Invulnerability/Super Strength Tanker built? There is no way my character can tank incarnate content for others, I'm not built for that, so I'm seeing a disconnect here. More information may help figure out what is going on.

 

Edited by Rudra
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Posted

Galaxy Archons have two attacks which deal ~700-750 Negative Energy damage (Gravity Well and Essence Drain).  At +2 (1.2x effects) and with a 10 target Sunless Mire (+125% Damage), versus an Invuln tank with Resist Energies and Unyielding both triple-slotted with +0 Resistance SOs, the net damage would be ~1425 from Essence Drain and ~1321 from Gravity Well (not including the DoT).

 

Incarnate AV Black Swan deals ~934 damage with Life Drain.  At +3 (Incarnate AVs spawn at 54 and receive a +3 level shift (Tyrant receives +5), so 1.33x), she deals ~1242 damage.  Same Invuln slotting as above would reduce that to ~855.

 

So Galaxy Archons are conditionally stronger than AVs.  The condition is Sunless Mire's buff, which requires defeated friendly targets (friendly to the enemy, so other Council), only lasts 30s, has a fixed 120s recharge time and a radius of 15', leaving several tactical methods of handling the enemy.  Mez it (they have no status protection), defeat it first, fight it where there aren't any defeated Council, increase Negative Energy or Melee Defense, use Unstoppable (which would reduce its maximum damage to ~200 for those attacks), or back off until the buff expires.

 

With that many options for handling this enemy, I'm comfortable with them as they are.

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Posted

I wouldn't say that the Council updates are harder.  Annoyingly tedious is a better description I think.  Personally, I'd have preferred a new enemy faction that's a bit on the tougher side and left the Council alone.  Sometimes it's just fun to mindlessly punch bad guys in the face and steamroll them. 

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Posted

I'm not sure what's going on.   I do have a decent Inv/Ax Tank and blew thru it at +2/x8.   At +4/x8, I think I could have died if I tried harder?

 

I'm typing this while fighting the boss in this PI Council mission.  just have Axe Cyclone on auto in the meantime, when I started, it was 3 groups.   I will say they are annoying large bag of hitpoints, but they are not more difficult.  

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Posted (edited)
1 hour ago, Luminara said:

So Galaxy Archons are conditionally stronger than AVs.

 

So they're basically "puzzle monsters" (for those of us not great at number crunching)... ok, I can live with puzzle monsters now that I can identify 'em as such and that I know there is a strategy to nullify them.

 

Thanks.

Edited by WhiteNightingale
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AE ARCS:

Most Dangerous Game (ongoing): 16058, 16059, 16060, 4363, 15230, 22386, 23645 * The God Machine (finished): 26365 * Family Reunion (finished): 18920 * Remnants (finished): 5405, 5408, 5411, 5597 * Ball and Chain (finished): 33690 * The Scroll of the Spirit Dragon (finished): 37070 * Prime Real Estate (finished):  43979 * Lord of War (finished):  49034 * Euthanatos (ongoing): 41945, 54307, 54312, 50727

Posted
8 hours ago, WhiteNightingale said:

 

Once again for those in the back: She tanks incarnate content. All incarnate content is +4 by definition.

 

Explain how there is any balance in a +2 -boss-  that is harder than a +4 arch-villain??

 

Preferably in a logical, non-condescending "git gud" way.

that's why i asked what You are doing. my Blaster sure can't tank Incarnate content or AV. why is Council harder for You than for me, when You are a stronger player than i am?

g_d's lil' monster ❤️

 

 

Posted
12 hours ago, WhiteNightingale said:

You guess wrong. Also I fail to see how is KB related to anything a nu Galaxy boss does.

 

The stockpiling FREEM (at x8 with lots of attacks, and +4 for better ToHit) was the number-one source of surprise for many Tankers.

 

12 hours ago, WhiteNightingale said:

Invul/SS tanker. She has tanked itrials, she ha tanked ApeMage, both with little trouble. Those Nu Galaxy bosses either Inflict an OBSCENE amount of energy damage or have an OBSCENE RES debuff (your pick), also, they're obscene bags of hit points. I've killed EBs less time than those mobs.

 

11 hours ago, WhiteNightingale said:

Once again for those in the back: She tanks incarnate content. All incarnate content is +4 by definition.

 

Explain how there is any balance in a +2 -boss-  that is harder than a +4 arch-villain??

 

Preferably in a logical, non-condescending "git gud" way.

 

Without seeing the build, I'm head-scratching why an Invulnerable Tanker is having so much trouble. There is no good reason (IMO) for skipping (or delaying past level 30) choosing/slotting each of the Resistance Auto/Toggle powers, and with a Taunt and Invincibility there ought to be plenty of Defense in play. I can't predict when/if Dull Pain is taken, but I rarely use except in extreme content, but I have to believe that it was taken and slotted before level 30.

 

FWIW, Dull Pain was the level 20 pick on my Invulnerability Tanker. I mention this because I recognize it is possible to delay more than one of the Tanker primary powers because they simply aren't needed at low levels. I definitely think that by level 32 an Invulnerable Tanker ought to try have the first 8 primary powers. That same Tanker delayed taking Resist Energies until level 28 and delayed Resist Elements until level 35 for quality-of-life reasons, so it's not like my guy is rocking the full suite of resistance coverage as soon at each is available.

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