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View Full Version : Longbow Nullifiers 40+, when will they be fixed ?


Baelfyre
01-19-2006, 05:59 PM
Pretty cool to have a mob with a 100 mag stun in the game. When will this be fixed to a normal stun magnitude to avoid toggle droping even if you are running Unyielding and have Thaw, Antidote, Increase Density, and Clarity on you. Yes I saw where Castle said their stun is being replaced...how about a time frame, or implementing it sooner than fixing badges ?

Zikar
01-19-2006, 06:13 PM
100 mag stun? That's nuts...

Aergonaut
01-19-2006, 06:19 PM
[ QUOTE ]
100 mag stun? That's nuts...

[/ QUOTE ]

Yup. But it's true. Longbow in the late game get extremely annoying. Nullifiers can instantly drop all toggles and Spec Ops can instantly drain all of your end. I'm really not sure what the devs were thinking when they designed the late-game Longbow powers.

MrQuizzles
01-19-2006, 06:27 PM
They were thinking something along the lines of "...carnies, Malta AND KoA in one group!"

totalpackage
01-19-2006, 10:39 PM
[ QUOTE ]
[ QUOTE ]
100 mag stun? That's nuts...

[/ QUOTE ]

Yup. But it's true. Longbow in the late game get extremely annoying. Nullifiers can instantly drop all toggles and Spec Ops can instantly drain all of your end. I'm really not sure what the devs were thinking when they designed the late-game Longbow powers.

[/ QUOTE ]

Yeah, nothing like jumping into a group of longbow getting all 7 toggles dropped, stunned, and loosing all endurance. Worse part is that every group has at least one of each with a team. With 6-8 people, each group easily has 2 nullifiers and 2 spec ops.

(actually, I'm pretty sure the stun and toggle drop are NOT the same power....but it's still bad.)

lucas
01-19-2006, 10:52 PM
[ QUOTE ]
(actually, I'm pretty sure the stun and toggle drop are NOT the same power....but it's still bad.)

[/ QUOTE ]

It's a 1/4 of a second duration 100 mag stun which cuts thru all mez drops toggles and since the duration is so short you dont even notice the stun.

(except for the dying in 1/8 of a second)

ChiTown
01-19-2006, 11:00 PM
no, they stun you, then do there 100 mag hold which last for less than a second, so after your toggles drop the stun kicks in... the stun lasts for like 10 seconds

lucas
01-19-2006, 11:30 PM
[ QUOTE ]
no, they stun you, then do there 100 mag hold which last for less than a second, so after your toggles drop the stun kicks in... the stun lasts for like 10 seconds

[/ QUOTE ]

Wrong, it's a mag 100 stun with a short duration.

Castle's post (http://boards.cityofvillains.com/showflat.php?Cat=&Board=villains&Number=4366164&Fo rum=,All_Forums,&Words=&Searchpage=0&Limit=25&Main =4333153&Search=true&where=&Name=134522&daterange= &newerval=&newertype=&olderval=&oldertype=&bodypre v=#Post4366164)

Biowraith
01-20-2006, 12:37 AM
[ QUOTE ]
[ QUOTE ]
no, they stun you, then do there 100 mag hold which last for less than a second, so after your toggles drop the stun kicks in... the stun lasts for like 10 seconds

[/ QUOTE ]

Wrong, it's a mag 100 stun with a short duration.

Castle's post (http://boards.cityofvillains.com/showflat.php?Cat=&Board=villains&Number=4366164&Fo rum=,All_Forums,&Words=&Searchpage=0&Limit=25&Main =4333153&Search=true&where=&Name=134522&daterange= &newerval=&newertype=&olderval=&oldertype=&bodypre v=#Post4366164)

[/ QUOTE ]
They have both. They have the very short duration mag 100 stun, which drops toggles. They also have beanbag (or something very close) which is a regular mag stun with regular duration. Your average brute/stalker ignores the beanbag right up until the toggle-dropper hits, at which point the beanbag gets its opening (at least if you were relying on a toggle to protect you from it).

Dawnslayer
01-20-2006, 01:09 AM
i7.

This is quality of life... so i7.

Red_Zero
01-20-2006, 01:09 AM
[ QUOTE ]
They were thinking something along the lines of "...carnies, Malta AND KoA in one group!"

[/ QUOTE ]

OH! OH! So something like a Knives of Artemis Combined Master Zeus Illusionist Titan?! That would be...

(*Red_Zero is has been sent to the Hospital before being able to finish this post.*)

Narcissus
01-20-2006, 06:40 AM
Why in god's name would they implement something like that? A toggle dropping mob group in PvE that also has the ability to drain you of almost all your endurance (which would drop your toggles anyway).

All while taking loads of damage since it is also one of the most damaging mob groups in the game?

[censored] Brilliant.

XeroShadow
01-20-2006, 06:44 AM
Why in god's name would they implement something like that? A toggle dropping mob group in PvE that also has the ability to drain you of almost all your endurance (which would drop your toggles anyway).

To give me something challenging to fight because I don't have enough debt? :p

StrangeMatter
01-20-2006, 07:35 AM
[ QUOTE ]
Why in god's name would they implement something like that? A toggle dropping mob group in PvE that also has the ability to drain you of almost all your endurance (which would drop your toggles anyway).


[/ QUOTE ]

They apparently thought that at the highest levels, players would be able to handle an intense challenge. (Though at level 40, what AT can't do a pre-emptive hold/disorient, or one-shot, I'm not sure...)

Of course, they should have learned long ago that there's a very vocal population that can't stand the thought of not plowing through every group.

Pwning_Ghost
01-20-2006, 09:01 AM
their not too tough you just have to kill them out of order is all. spec ops first then nullifiers. biggest problem is when their in larger groups with a warden and another boss.

having that boss healer makes everything that much harder they still dont make me as mad as the placating succubus and CoT in general.

Castle
01-20-2006, 11:52 AM
[ QUOTE ]
Pretty cool to have a mob with a 100 mag stun in the game. When will this be fixed to a normal stun magnitude to avoid toggle droping even if you are running Unyielding and have Thaw, Antidote, Increase Density, and Clarity on you. Yes I saw where Castle said their stun is being replaced...how about a time frame, or implementing it sooner than fixing badges ?

[/ QUOTE ]

It was fixed awhile ago. It should reach you guys in the next patch or two.

Warcabbit
01-20-2006, 12:08 PM
[ QUOTE ]
[ QUOTE ]
They were thinking something along the lines of "...carnies, Malta AND KoA in one group!"

[/ QUOTE ]

OH! OH! So something like a Knives of Artemis Combined Master Zeus Illusionist Titan?! That would be...


[/ QUOTE ]

About the same as any other opponent for SR?

Bill Z Bubba
01-20-2006, 12:15 PM
Thanks for the info, Castle.

PennyPA
01-20-2006, 12:23 PM
I can't wait to see what you put in its place. My main problem, as mentioned above, was every single group, over and over again. It just got to a point I wanted to avoid all Longbow missions since they would take about 3 to 5 times longer. The extra XP was a good incentive, but every single group on a map? In large teams, there were multiple nulls and spec ops. Maybe someone found a trick, but in the groups I was in, we couldn't take all them down fast enough before toggles dropped and end was gone.
Probably will get a few flames, but in some sense, I liked the challenge. Even said in a post some time ago that I thought some (keyword) toggle dropping should be employed. It would keep you on your toes and add a new dimension to the game. All toggles all the time made me feel that I wasted taking those powers and slotting them (b/c they would be dropped 1 sec after you enter a fight). This is like my defenders in taking toggles for the EPP. They are dropped so much that I don't even bother putting them on any more and probably will respec out of them someday. Thanks for the update Castle.

Galactiman
01-20-2006, 12:27 PM
[ QUOTE ]
It was fixed awhile ago. It should reach you guys in the next patch or two.

[/ QUOTE ]
Sweet. Now how about fixing the Wardens that can perma terrorize my entire team and kill us all unless we happen to have some break-frees?

Let's see, I can either always have a few break-frees (inspirations that, for my Brute, are a waste of a tray slot against every other mob in the game) in my tray just in case I run into one of these bozos, or I can simply avoid Longbow. Hmmm, which should I choose...

Sure, there are a few other things in the game that use fear effects, but none of them can perma-hold me with it. With these guys, it's until I'm dead.

Futurias
01-20-2006, 12:30 PM
[ QUOTE ]
[ QUOTE ]
Pretty cool to have a mob with a 100 mag stun in the game. When will this be fixed to a normal stun magnitude to avoid toggle droping even if you are running Unyielding and have Thaw, Antidote, Increase Density, and Clarity on you. Yes I saw where Castle said their stun is being replaced...how about a time frame, or implementing it sooner than fixing badges ?

[/ QUOTE ]

It was fixed awhile ago. It should reach you guys in the next patch or two.

[/ QUOTE ]

I had something similar happen to me on a 40+ Wailer mission too. As I play a defense based character though, it was hard to replicate.

BadgeHound
01-20-2006, 12:35 PM
Yes, I'm glad someone mentioned the wardens. While the nullifiers and spec ops are bad....the wardens are worse. Why are they summoning pets (and effects) that are 10 levels above them? How are level 27 AT's suppose to defend themselves against level 40 singularities and terrors?

EvilRyu
01-20-2006, 12:37 PM
[ QUOTE ]
[ QUOTE ]
Pretty cool to have a mob with a 100 mag stun in the game. When will this be fixed to a normal stun magnitude to avoid toggle droping even if you are running Unyielding and have Thaw, Antidote, Increase Density, and Clarity on you. Yes I saw where Castle said their stun is being replaced...how about a time frame, or implementing it sooner than fixing badges ?

[/ QUOTE ]

It was fixed awhile ago. It should reach you guys in the next patch or two.

[/ QUOTE ]
What about the bosses that summon spectral terrors and phantom armies +12 to the casters level??? When will those get fix? As it is now fear resist do very little against something like that. Also Family bosses are still doing that thing where they summon singularities way too high as well. Please check these bosses. I should not have to lay down +14 trip mines and pull the boss into them just to kill this boss. I feel like I am cheating when I do this.

verticalgambit
01-20-2006, 12:47 PM
[ QUOTE ]
[ QUOTE ]
Pretty cool to have a mob with a 100 mag stun in the game. When will this be fixed to a normal stun magnitude to avoid toggle droping even if you are running Unyielding and have Thaw, Antidote, Increase Density, and Clarity on you. Yes I saw where Castle said their stun is being replaced...how about a time frame, or implementing it sooner than fixing badges ?

[/ QUOTE ]

It was fixed awhile ago. It should reach you guys in the next patch or two.

[/ QUOTE ]

Thank you GOD!

MrQuizzles
01-20-2006, 12:57 PM
[ QUOTE ]
[ QUOTE ]
They were thinking something along the lines of "...carnies, Malta AND KoA in one group!"

[/ QUOTE ]

OH! OH! So something like a Knives of Artemis Combined Master Zeus Illusionist Titan?! That would be...

(*Red_Zero is has been sent to the Hospital before being able to finish this post.*)

[/ QUOTE ]

Oh wait, I already thought of better. I can't believe I forgot about it! It's a seldom-used boss with an interesting backstory behind 'em. They're some of the most deadly things I've seen in this game: The Rikti Magus.

Arc_Salvo
01-20-2006, 01:25 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
They were thinking something along the lines of "...carnies, Malta AND KoA in one group!"

[/ QUOTE ]

OH! OH! So something like a Knives of Artemis Combined Master Zeus Illusionist Titan?! That would be...


[/ QUOTE ]

About the same as any other opponent for SR?

[/ QUOTE ]

You know, I hate to say this... but except for the Caltrops (unless you hover), this is pretty much spot on.

When I meet any of those above groups, I hit Elude, and mop them up while yawning.

Earth_Goddess
01-20-2006, 01:37 PM
The 100 mag stun imo was created to prevent herding of long bows. I see any mob with over 20 in a group getting 900percent tohit buff or 100 mag stun.

_Ilr_
01-20-2006, 01:39 PM
And how about these Kinves of Artemis who always drop toggles with some kind of Stun that totally ignores Increase Density? The stun only seems to last 0.1 seconds but the fact that they're dropping our toggles 100% through multiple layers of Status Protection is something that sounds like a Bug to me.

MrQuizzles
01-20-2006, 01:44 PM
I'm pretty sure they're using sleep darts to do that. It's annoying nonetheless.

It's just mean that they gave it to Chimera, too.

_Ilr_
01-20-2006, 01:48 PM
No, it kept happeneing when they threw something at us. ...wasn't standing on caltrops either, so I would have stayed asleep. I'm sure I'll get more chances to see what's going on though, and sleep protection is easy enough to get...

Dementor_NA
01-20-2006, 02:20 PM
What about the exponential "Ignite" power that the Flamethrowers can do?

I know the new pet AI is supposed to be the "fix" for that, but with one ignite patch spawning for each minion, my Bots/Traps MM still loses every minion in one shot... no time for them to run.

They do, howeve,r have time to run away from the little harmless clouds of monkey gas, or caltrops... things I don't CARE if they stand in or not.

MrYukon
01-20-2006, 02:25 PM
[ QUOTE ]

It was fixed awhile ago. It should reach you guys in the next patch or two.

[/ QUOTE ]

suddenly each and every single miscommunication between Dev's and the Forum community becomes clearly explained.

VivianSteel
01-20-2006, 02:32 PM
[ QUOTE ]
[ QUOTE ]

It was fixed awhile ago. It should reach you guys in the next patch or two.

[/ QUOTE ]

suddenly each and every single miscommunication between Dev's and the Forum community becomes clearly explained.

[/ QUOTE ]
Not really, it was perfectly clear to many of us that the devs have an internal test server nearly two years ago, and people still insist upon misunderstanding.

EvilRyu
01-20-2006, 02:40 PM
[ QUOTE ]
The 100 mag stun imo was created to prevent herding of long bows. I see any mob with over 20 in a group getting 900percent tohit buff or 100 mag stun.

[/ QUOTE ] I just cant see how this was true, there is now way anyone can survive more than 5 of them so herding is out of the question. You come out better as an invul trying to herd master illusionist. :confused:

Baelfyre
01-20-2006, 02:53 PM
Good to know, and thank you for the reply Castle.

MowDownJoe
01-20-2006, 04:19 PM
[ QUOTE ]
The 100 mag stun imo was created to prevent herding of long bows. I see any mob with over 20 in a group getting 900percent tohit buff or 100 mag stun.

[/ QUOTE ]
Really? Ya think a Mag 100 stun was added to prevent herding? What about the Spec-Ops with their Sapper Grenades? The lv. 50 Spectral Terrors? Hell, any boss that flings around Fears?

InfamousBrad
01-21-2006, 05:09 PM
[ QUOTE ]
Let's see, I can either always have a few break-frees (inspirations that, for my Brute, are a waste of a tray slot against every other mob in the game) in my tray just in case I run into one of these bozos, or I can simply avoid Longbow.

[/ QUOTE ]
You can "simply" avoid Longbow? Dear God, man, tell me your secret! I am so (self-censored) (self-censored) tired of those (self-censored) (self-censored) boring red and white uniforms and massively over-powered minions and useless-to-me mutant-only enhancement drops that I'd pay good money to be able to go more than two missions in a row without having to fight Longbow, let alone to be able to avoid them altogether!

As it is, they haunt every other or every third mission, all the PvP zone missions, and are all over the ground in every PvP zone. I've tried every trick I could come up with to fight anything other than them, even just for a while, for a break. (Self-censored)'s Bells, after all the (self-censored) Longbow I got to the point where fighting the Circle of Thorns was almost a relief. (Almost, anyway.)

If Issue 7 gets here and I find out that Longbow makes up more than a tiny percentage of the level 40 to 50 content, I may quit City of Villains altogether. I love this game, but I'm just that sick of them.

Arbane
01-30-2006, 04:04 AM
[ QUOTE ]
(Self-censored)'s Bells, after all the (self-censored) Longbow I got to the point where fighting the Circle of Thorns was almost a relief. (Almost, anyway.)


[/ QUOTE ]

What he said. At level 40, for me at least, the Circle are _LESS_ annoying than Longbow. (Aside from those useless portal rooms, anyway.) For bad status inflicting, Succubi and Death Mages pale into insignifcance next to Longbow Wardens and Spec Ops, or even those infernal ten-second stun grenades the rank and file throw.

Also, let's have the OTHER hero groups show back up. Once I left Nerva, it seems like the Legacy Chain and Wyvern dropped completely off the map. Do they just not have any level 40 members yet?