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Posted (edited)
10 hours ago, tidge said:

Not that long ago...

 

ZodCouncil.jpg.eb3109af255508343e4b167642f4e486.jpg

I'm not one of the "make the game harder" people, but the part of the Council buffs that got complained about was how tanky/spongey they became, especially considering some of them could rez after you finally whittled down their health bars. Bullet sponges aren't challenging, just tedious and annoying. 

Edited by FupDup

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Posted

From the close to “lowest common denominator” perspective of someone who loves playing the game but doesn’t really have any insight or understanding as to the “underlying numbers”, for me the different mob types and the difficulty sliders offer great opportunity to tailor the experience to match what I am looking for at any given time.  

On my main characters when soloing, I mostly play on +4 and then adapt team size to character resilience; on less well known characters I would start on default difficulty.

I tend to prefer “enemies” that have a more slow-scaling difficulty curve as opposed to those with “sudden death” or many “high annoyance” mechanics.

The most fun I have had in game in a long while came from doing one of the new repeatable KW missions against the new Skulls. The setting was +4 x5 and it was in one of the "new" warehouse maps, and I carelessly aggroed a whole side room that was much more populated than I had thought. The subsequent minutes of being swarmed and almost overwhelmed by enemies, but with a more slow-burning erosion of health that gave me a constant fighting chance was extremely fun and immersive, and almost took me back to those nostalgic days of 2004 patrolling KR and running into a bone daddy boss and his friends for the first time.

So – I hope this isn’t too poorly explained – but I just wanted to applaud the designer behind these new skulls as they are just perfect for someone with my (somewhat limited) skill profile!

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Posted
8 hours ago, FupDup said:

I'm not one of the "make the game harder" people, but the part of the Council buffs that got complained about was how tanky/spongey they became, especially considering some of them could rez after you finally whittled down their health bars. Bullet sponges aren't challenging, just tedious and annoying. 

 

Live FREEM or Die.

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Posted
9 hours ago, Glacier Peak said:

Big sacks of HP are just no fun. I'm looking at you, Mole Machines!!!

 

Big Sacks of HP used to be my stripper name. 🕺🤸‍♂️

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Sky-Hawke: Rad/WP Brute

Alts galore. So...soooo many alts.

Originally Pinnacle Server, then Indomitable and now Excelsior

Posted (edited)
23 hours ago, tidge said:

Not that long ago...

 

ZodCouncil.jpg.eb3109af255508343e4b167642f4e486.jpg

The archons werent challenging, but this meme, if you replace galaxy archons with HM, would be apt. HM isnt hard, I lead the new ITF HM 4 when it was released completely stoned and didnt even miss a beat.

 

You cant do that in difficult games or content. 

 

But the crowd for 4 star for the longest was this meme. 

 

I want to make the statement here, there is nothing content wise in this game that is difficult whatsoever from a mechanical standpoint. But the real difficulty? People. Literacy rates amongst those people specifically.

 

And those same people will then do like in the meme "is there nothing to challenge me?" 

 

Me? Now? Im more content just vibing and will run arcs at +1×8 most times to just stroll through em if the mood ever strikes me. 

Edited by Seed22

Aspiring show writer through AE arcs and then eventually a script 😛

 

AE Arcs: Odd Stories-Arc ID: 57289| An anthology series focusing on some of your crazier stories that you'd save for either a drunken night at Pocket D or a mindwipe from your personal psychic.|The Pariahs: Magus Gray-Arc ID: 58682| Magus Gray enlists your help in getting to the bottom of who was behind the murder of the Winter Court.|

 

 

Posted
On 7/14/2025 at 4:04 AM, MoonSheep said:

it’s an unpopular opinion but i feel it’s true: IOs broke the game

IMO IOs gave the game a layer of complexity and variety it was sorely lacking prior to them existing. We agree to disagree.

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Posted
4 minutes ago, golstat2003 said:

IMO IOs gave the game a layer of complexity and variety it was sorely lacking prior to them existing. We agree to disagree.

Yeah I can agree - the closet thing would've been from HOs prior to the introduction of the Invention System. 

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Posted (edited)
3 hours ago, Major_Decoy said:

What's your stripper name now? Big Sacks of Endurance?

 

I see my reputation precedes me. 

Edited by Skyhawke

Sky-Hawke: Rad/WP Brute

Alts galore. So...soooo many alts.

Originally Pinnacle Server, then Indomitable and now Excelsior

Posted
On 7/14/2025 at 4:04 AM, MoonSheep said:

it’s an unpopular opinion but i feel it’s true: IOs broke the game

 

How we use IOs now was always the intended goal.  Both Cryptic and Paragon were convinced that the key to the game's longevity was lateral progression, allowing players to continue to develop their characters without level cap increases and content churn.  Seeing as we're here, now, playing the game and still talking about it after 20+ years, they were clearly on to something.

 

The enormous difficulty of acquiring IOs back then, though, seriously hindered their plans.  Hyperinflation skewed prices within days of IOs and the player market being added to the game, and they were positively sluggish in their response.  They spent the remainder of the game's live run adding things or making adjustments, then spending long periods just... waiting, hoping the problem would fix itself.  It never did, until HC picked up the gauntlet and made some major changes.

 

So did HC's changes "break the game"?  No, not really.  Easier access to converters/catalysts, bucketing in the market, these things definitely made IOs significantly more accessible, but all they really did was remove the hyperinflation barrier that kept most players from using them.  And they were right to do so, because as I said, this was always the plan.  We weren't supposed to be at the mercy of flippers who kept driving prices upward on cornered IOs and recipes.  Character growth wasn't supposed to be restricted to the wealthiest or luckiest.  Unchecked inflation wasn't supposed to be a control on IO accessibility.

 

If anything has broken the game, it's time.  We're all older now, we've had decades to play, plan out builds, refine strategies, perfect our characters.  We know so much more than we did back then.  We've been through every mission more times than we can count, and can do some of them in our sleep.  We've learned to use IOs effectively.  They didn't change, and they didn't break the game, we changed and we mastered the game.

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Get busy living... or get busy dying.  That's goddamn right.

Posted
22 minutes ago, Luminara said:

 

How we use IOs now was always the intended goal.  Both Cryptic and Paragon were convinced that the key to the game's longevity was lateral progression, allowing players to continue to develop their characters without level cap increases and content churn.  Seeing as we're here, now, playing the game and still talking about it after 20+ years, they were clearly on to something.

 

The enormous difficulty of acquiring IOs back then, though, seriously hindered their plans.  Hyperinflation skewed prices within days of IOs and the player market being added to the game, and they were positively sluggish in their response.  They spent the remainder of the game's live run adding things or making adjustments, then spending long periods just... waiting, hoping the problem would fix itself.  It never did, until HC picked up the gauntlet and made some major changes.

 

So did HC's changes "break the game"?  No, not really.  Easier access to converters/catalysts, bucketing in the market, these things definitely made IOs significantly more accessible, but all they really did was remove the hyperinflation barrier that kept most players from using them.  And they were right to do so, because as I said, this was always the plan.  We weren't supposed to be at the mercy of flippers who kept driving prices upward on cornered IOs and recipes.  Character growth wasn't supposed to be restricted to the wealthiest or luckiest.  Unchecked inflation wasn't supposed to be a control on IO accessibility.

 

If anything has broken the game, it's time.  We're all older now, we've had decades to play, plan out builds, refine strategies, perfect our characters.  We know so much more than we did back then.  We've been through every mission more times than we can count, and can do some of them in our sleep.  We've learned to use IOs effectively.  They didn't change, and they didn't break the game, we changed and we mastered the game.

This reminds me of the line about the person who mastered a thousand techniques was not to be feared, but the one who practiced one technique a thousand times was scary. 

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