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Difficulty Settings

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Cinnder
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Difficulty Settings

(Apologies if MWM has already spoken on this, but while searching the forum found many player comments, I couldn't find a direct answer from MWM.)

Will CoT have similar difficulty settings to those of the old game, so that we can adjust not only the level of enemies but the number of them as well, being able to mix 'n match these 2 aspects to suit our tastes?

Spurn all ye kindle.

doctor tyche
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That is the plan, plus an

That is the plan, plus an additional setting for what we call "extended challenge." If you'd recall, when discussing momentum, we talked about how momentum would enable your enemies to have additional capabilities as well. This is the setting to enable or disable this feature.

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Near the end of CoH my

Near the end of CoH my StreetJustice/Willpower Brute was nearly Unstoppable. I was level 50+3 and working on gaining the +4 incarnate elements. So I had my difficulty pushed to the max and still found a lot of missions and tasks easy.

Maybe it was just me being awesome in building an unstoppable build. Wasn't the max at damage he was max Health and End Recovery/Regen.

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You have to recall that CoH's

You have to recall that CoH's difficulty was never changed when the Invention system was introduced, so all the bonuses from IOs and IO sets made PCs more powerful without making any of the NPCs more powerful. Hence the Fire/Kin controllers, in particular, as I recall, who'd farm a team's worth of mission at max difficulty without too much trouble.

I imagine that anyone who comes into CoT expecting to perform at a similar level will be sorely disappointed.

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RottenLuck wrote:
RottenLuck wrote:

Near the end of CoH my StreetJustice/Willpower Brute was nearly Unstoppable. I was level 50+3 and working on gaining the +4 incarnate elements. So I had my difficulty pushed to the max and still found a lot of missions and tasks easy.
Maybe it was just me being awesome in building an unstoppable build. Wasn't the max at damage he was max Health and End Recovery/Regen.

Awwwww... you're making me miss my awesome'tacular brute, Blue Gem!

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50 Stone (Blue Crystals) Melee / Willpower Brute. Constantly/Daily spammed global, Running Tips on Virtue, Blue-side. (max IO'ed)
No. 1 Pick for: Positron TF's. (Or Any actually, since build was Very Good for Most TF's)
Why so good when exemp'd down? One word: Fissure! Mitigation Plus Willpower Aura that -ToHit's and +Self Heal.
And, he had Soul Mastery as well, from Ancillary. Sooooo Goooooood! ;)
Most Tanks couldn't keep alive like he did. ;D

RottenLuck
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Some may be disappointed I

Some may be disappointed I will be thrilled. My point was there was no challenge for me anymore. I'm the type who mod a game to make it harder and play at max difficulty for the thrill. I was running at top difficaulty setting before the Incarnate stuff came around.

The more things to hit the more fun for my Brute. With the focus on regen and recovery, I got lots of rage to give out to those mobs of goons.

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To play the devils advocate,

To play the devils advocate, the ability to make a true Superman-level hero/villain is not only appropriate in the Superhero genre, but was one of the things I enjoyed about CoH.

And there was always another level.

Ok, so you could solo radio missions on +4x8 (which, even if no longer highly challenging, was still fun sometimes just for the power-trip of playing a true tier 1 hero--like Superman plowing through masses of Parademons), you could still fight pylons or solo giant monsters or run a serious Taskforces solo.

These things were still challenging and they made me feel like a true flagship hero.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

RottenLuck
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Oh yeah, steamrolling over

Oh yeah, steamrolling over thugs was a blast!

Another note is not to punish for lowering difficulty. An example is Fallout 4 Survival Mode. You can activate it on any character ONCE, then if you turn it off say for a very tough boss battle you can't turn it on again. There are mods out there and hacking guides to allow you more than one activation of survival. I feel it's a punishment to me if I want to just lower it for one battle.

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Cinnder
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Thanks, Doc -- that's good to

Thanks, Doc -- that's good to know.

Will we also have control over whether major enemies spawn as AVs or EBs -- if such rankings will exist in CoT?

Spurn all ye kindle.

Empyrean
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RottenLuck wrote:
RottenLuck wrote:

Oh yeah, steamrolling over thugs was a blast!
Another note is not to punish for lowering difficulty. An example is Fallout 4 Survival Mode. You can activate it on any character ONCE, then if you turn it off say for a very tough boss battle you can't turn it on again. There are mods out there and hacking guides to allow you more than one activation of survival. I feel it's a punishment to me if I want to just lower it for one battle.

Agreed.

I liked pushing the edges of power to play at silly-high levels (at least on my main, I didn't do it on every character) simply because for me it was fun. I enjoyed the Mids work of taking my usually not-particularly-synergistic, concept-driven power choices and finding how to make them powerful anyway. I liked how getting what I needed to fulfill my build led me into gameplay (made me team more and do things I might not have done otherwise). And most of all I liked feeling like a real top-tier, god-level Superman type hero (on my main, I put less into my "street level" heroes cause they weren't all about the power trip).

BUT, many players don't enjoy extreme buildcraft, don't like messing with enhancement/augment type stuff too much, don't care what color/con their character can fight, want to be able to play alts that they can't invest as much in, etc., etc. In as far as possible, those people should not be punished for enjoying that style of gameplay.

While I do understand what people mean by "challenge"--and I remember the gameplay that was both epic AND challenging the most--we're not talking about a FPS or even an "action MMORPG" in the gameplay mechanics sense. "Challenge" in CoH came mostly from developing and implementing an underlying strategy for your build and then developing and using tactics that took advantage of both your build strategy and particular ingame situations--and CoT looks like it will work much the same way.

If your build was borked and/or your basic tactics were off, no amount of "skill" in clicking hotkeys or mashing buttons was going to save you or make you play at a higher level. The "challenge" was mainly in the planning and implementation of build strategy and gameplay tactics. The "action" was provided by the epic graphics and physics.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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For me, the most important

For me, the most important thing about a game like CoT is that we the players be allowed to decide precisely what kind of challenge we want -- and, as Empyrean points out, that we can set those parameters on a per-character basis.

Remember, some folks considered a challenge to be figuring out how to successfully play a non-optimal situation, like soloing a defender all the way to 50, or running TFs with all one AT. I never used MIDS and rarely looked at the numbers behind my powers, but for me the challenge was figuring out how to best play what I had to work with. I remember the first time my blaster soloed an AV... It was exhilarating and took a long time, but the best part was that it was my choice to do it.

I think an MMO has more potential for success when it puts the definition of challenge in the hands of the players, and luckily it looks like CoT will do this even better than our old game did.

Spurn all ye kindle.

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The ability to adjust a

The ability to adjust a character's difficulty settings was one of the greatest features of CoH.

As a person who tends to solo while still preferring support characters (What the heck kind of sense does that make?) being able to adjust mob difficulty was a godsend at the Pre-SO lower levels. Being able to adjust level, and population density separately was the cherry on top of the awesome cake. It enabled my electric controller to still feel Epic locking/whittling down large groups of -1/0s.

The flip side of that was my fully IO'd perma-hasten/chrono shift, defense soft-capped, S/L resist hard-capped, 50+3 Time/Fire Defender who ran at +4/x8 and utterly melted faces. He would have felt utterly wasted with default settings. Just recalling playing him has me smiling wistfully.

Then of course there was my Stalker, who wanted essentially the exact opposite; small numbers of tougher targets to assassinate. He still got to have it his way too.

Being able to modify settings to tailor difficulty to your character really allows you to make the most out of any build. To guarantee that you always get to FEEL super, even if your build isn't a billion dollar min/max leet spec.

(Honestly I sort of feel like CoH's difficulty settings should have been expanded when Incarnate levels were introduced, specifically to provide increased challenge options for Incarnate characters. If any similar sort of advancement system were to make it into CoT, I would hope that this would be taken into account.)

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OathboundOne wrote:
OathboundOne wrote:

The ability to adjust a character's difficulty settings was one of the greatest features of CoH.
As a person who tends to solo while still preferring support characters (What the heck kind of sense does that make?)

None, but here I am, exactly the same. Granted, I didn't have a prayer of taking down an EB solo most of the time with my defender, but if I was careful with my inspirations and gameplay tactics, I managed to pull down some with my squishy blaster. That's why the difficulty really is so important. If only to scale down the biggest baddies to levels I can manage with caution. Sure, I'll suffer EXP loss, but you know... sometimes I just lowered the difficulty on purpose so I wouldn't outlevel the story.

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Difficulty settings kept my

Difficulty settings kept my friend and his wife playing CoH, for opposing reasons. He loses interest in games with no challenge. She hates dying, and doesn't have twitch skills. CoH let each of them choose the difficulty they wanted, and let them play together even when they chose wildly different difficulty settings.

I'm very glad to hear that you're planning to have similar difficulty settings in CoT.

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When they changed the game

When they changed the game where you could turn xp i Just started running on maximum opponents not necessarily the difficulty. It was quite fun to see all the different enemies and some cases the challenge of the different types. I got smashed a few times a mission but you slowly built up to the point where you just wade through the enimies and eat inspirations as fast as they dropped to see how far it would take you. Tha was one of the best things of COH it was the game balance you chose for yourself.

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Godling wrote:
Godling wrote:

When they changed the game where you could turn xp i Just started running on maximum opponents not necessarily the difficulty. It was quite fun to see all the different enemies and some cases the challenge of the different types. I got smashed a few times a mission but you slowly built up to the point where you just wade through the enimies and eat inspirations as fast as they dropped to see how far it would take you. Tha was one of the best things of COH it was the game balance you chose for yourself.

I only just remembered, but I really liked how you could up the difficulty in stages where every other stage was "more enemies" then "tougher enemies" then "more tougher enemies". It was really useful because some of my characters had great crowd control and some were great at single-target damage.

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What I want to know is if and

What I want to know is if and when this is going to happen.

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I cannot express my happiness

I cannot adequately express my happiness in reading that there will be adjustable difficulties in CoT! Since CoH went away, I've been so frustrated by games that are too easy. They all seem to be designed to cater to solo players, so my group just sleepwalks through quests. Instances & adjustable difficulties will make this game fantastic!

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Blue Ox wrote:
Blue Ox wrote:

I cannot adequately express my happiness in reading that there will be adjustable difficulties in CoT! Since CoH went away, I've been so frustrated by games that are too easy. They all seem to be designed to cater to solo players, so my group just sleepwalks through quests. Instances & adjustable difficulties will make this game fantastic!

I couldn't agree more. I really feel like CoH got the difficulty thing "right" as far as that goes. I was primarily a solo player, but the base difficulty of stuff was such that some things you had to either group up or reduce the difficulty to have a shot at handling. But you also had the option to INCREASE difficulty if you REALLY wanted to be on the edge of your seat.

There are so many things about CoH that I have gone to other games and though "why isnt this element here?" Difficulty settings (and not tailoring your base difficulty to solo play) was one of them

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GW2 has a responsive design

GW2 has a responsive design on some missions. It took me a long time to figure this out. I was doing a particular tough mission solo and kept biting it. I hadn't yet encountered a particular boss and figured out how to defeat it. But I did notice that the longer I played the slower it would attack, I died so many times that eventually it seemed like it was just standing there taking the beating. It's not a bad design choice in that anyone can finish the content...eventually. But if things are going really poorly, it can be demoralizing.

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FFXIV does this too. If you

FFXIV does this too. If you don't beat something the first time, it reduces the difficulty for subsequent attempts. More times than not, however, I've found myself wishing it didn't do that because I know I could beat it if I just did something a little bit different. I'd have liked the option to accept or decline the difficulty reduction.

All this will be moot if we have a difficulty settings like CoH did.

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