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  1. #31
    I have to agree on some of these points being made. Some of the mobs shield regen is ridiculous. And on non-heroic mobs, A Sniper shouldn't have to hit 6 head shots on regular mobs to take it down. I think the scaling is skewed. It goes from super easy to medium to pretty hard. It just isn't scaling with your level. And yes, I have been upgrading my weapons and installing mods.

    I do expect to die, especially when there are multiple mobs, but at least give me a chance.

  2. #32
    Member Elenoe's Avatar
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    Quote Originally Posted by Charvel View Post
    A Sniper shouldn't have to hit 6 head shots on regular mobs to take it down.
    do we even play the same game? I have green sniper rifle, currently 400 PR lower then my other gear (1600 vs 2000). And I still one shot mobs.

  3. #33
    Member SaikoTeek's Avatar
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    I played a few more missions, trying to see the game from another view. I still dont think the enemies need balancing. Yes, they are a little harder to kill than in d13, but on a 1 to 1 scale, they are fine ss long as they fall within your pr ranges.

    The biggest issue is mob spawning, which IS an issue. Any mission that involves reviving an npc, can quickly become unbearable and you can get swamped in seconds, causing a vicious cycle of never getting ahead enough to revive them, causing even more spawns. Rinse and repeat.

    For one mission, i literally just spawned a car and had to keep mowing them down to thin the crowd enough to revive, and thst mission took 20 minutes or so to solo.

    This happened in d13 as well. We just had better weapons, heal stims and spikes to make up for it.

    Best advice is grab a few buddies, otherwise you're going to have a bad time. I doubt they adjust the game enough to make everyone happy.
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  4. #34
    Member PurePlayinSerb's Avatar
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    Quote Originally Posted by Razoreddie View Post
    I dunno, I like that it's tougher. I think that's the idea, to get more folks to work together with the classes. I did notice it during the Beta that it was tougher sledding. I want a challenge so it takes a bit of skill and planning. Blacklungs are a serious pain, like chopping down a tree a pocket knife sometimes. If you don't hit the tanks on his back it does nothing.
    what i remember from the beta was maj arkfalls would have the whole server at em with all the best hardcore defiance players pumping crit mults on weak points of ark bosses for 15 min or what ever the timer is, and arkfall boss never running out of health... ppl would be like ahhh maj arks are bugged, me i was like naw they just testing to see how much DPS we can pump into that ark boss for scaling, haha
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  5. #35
    Member PurePlayinSerb's Avatar
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    Quote Originally Posted by Krapping Koala View Post
    In my opinion, the regular enemies feel good where they're at currently. Definitely tougher than oldefiance but I'm ok with that.

    The "elite" enemies like tankers, blacklungs, etc. seem to be a bit too powerful though. I'm not shying away from a challenging game, but like others have said already, when it takes almost your entire ammo pool just to drain the shields of one enemy, it's unbalanced.
    i agree about not shying from a difficult game, but im worried newbs will find game to difficult and just scrap game, but im sure if they experience a maj arkfall or siege thats all they need to experience to get hooked on defy 2050
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  6. #36
    Member PurePlayinSerb's Avatar
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    Quote Originally Posted by Valerien View Post
    Leveling should be easy. It should be an opportunity for players of various skill levels to experience the game and the story. Have an end game option of super nightmare impossible level where every trash mob one shots the player and they do 1% damage per head shot to the trash for those that want a hard experience.

    As it stands having a system where you can win by dying a lot doesn't make it a great experience, all it shows is that your more stubborn than other people and will ware the npcs down by attrition. Have a system where if you die your progress is wiped out and you have to restart, that would make it something of an achievement. But a system designed to get less stubborn people to rage quit cause dying a lot isn't fun isn't going to be getting people rushing back into game.
    i mostly agree, in todays day and age, ya need to hold these snowflakes hands along the way, i dont mind keeping this difficulty or making it even harder as an option for boost to loot drops and xp, scrip etc. though for vets of defy
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  7. #37
    Member PurePlayinSerb's Avatar
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    Quote Originally Posted by Krapping Koala View Post
    In my opinion, the regular enemies feel good where they're at currently. Definitely tougher than oldefiance but I'm ok with that.

    The "elite" enemies like tankers, blacklungs, etc. seem to be a bit too powerful though. I'm not shying away from a challenging game, but like others have said already, when it takes almost your entire ammo pool just to drain the shields of one enemy, it's unbalanced.
    i agree about mob bosses being too spongey, i would prefer the game have it where 1 AR mag once leveled up proper mows down 2-3 enemies with about 70% accuracy, i think defiance would be better if they added more cannon fodder enemies added to each mission, and if they nerf mob bosses, add more of them, then game difficulty will be more difficult but fun cause ya taking out like 50-100 enemies instead of 15-25 ya do now. thats how i think game should scale difficulty, and i know engine can run it cause i see some sieges with like 100 enemies on screen at once, and that was also with about 10 real people there too, so missions should be able to handle huge increases to mobs

    also this would make $20 demolitionist more appealing cause its the Area Of Effect/Splash Damage class (wink, wink)
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  8. #38
    Member neko_gunner's Avatar
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    I agree with those who say enemies need some touching up. At the very least a Nerf bat taken to the following enemy health bars:

    - Tankers
    - Black Lungs
    - Forges
    - Volge Viscera
    - Nim Shondu

    I hate to potentially be the one to point this out on the forums, and the one who gets flak if the devs "fix" the only solution to them right now, but VEHICLES, are the best method to kill them right now. It's simply not fun to use my clearly bugged vehicle to RAM these guys to death. Unfortunately, it's the most effective, time efficient, and least frustrating method. Ram for damage, back up, and repeat. Please see below for my thoughts in fire fights:

    Bulwarks are particularly frustrating because if you leave them alone for 5 seconds or so, they regenerate their shields extremely quickly. This combined with there large health is infuriating because a solo player with par or below par power level gear will be spending all their ammo depleting said shield. By the time they refill their ammo, all their work is wasted and they are back to square one. At the least, the delay before a Bulwark shields Regen should be increased. If not, lower their total shield HP. It's waaaay too high right now when combined with the Regen and damage they dish out.

    Tankers wouldn't be such a pain if not for the fact that they don't seem to take a knee as reliably as they used to. Whatever coding dictates the threshold for them to do this seems broken. I've killed several without them dropping to pop open their helmet to shoot them in the face. This leaves them with the most annoying hit box to go after if you are soloing them. Rockets and detonators are very effective at getting around this, but if you don't have either of these as a weapon at the time, you are in for a rediculously protracted fight. All other enemies you can spray anywhere and do damage, no matter how small. Tankers are the exception. Recommend an armor bar Nerf here as well as a long analysis of the pop a squat coding.

    Black Lungs are probably the least annoying to fight but still suffer from the same shield fault the bulwark has. You need to get the shield down completely and damage his backpack. After that, it's a cake walk. Until then, if you leave him alone for a few seconds, his shield starts regenerating fast. Shield regen delay needs to be increased or a Nerf to shield health.

    Volge Viscera needs the same nerfing a bulwark needs. Shields Regen too soon and are too high on the HP side.

    Nim Shondu. This guy hits too hard and has too much health for when you are due to fight him. I completed ALL the side missions and had several arkfalls, co-op maps, and sieges under my characters belt by the time I faced him. He is at power rating 2000. I was around 1300. Thankfully we have a clan member who is well geared for this encounter (2500+ power level) and willing to run with multiple members and carry us through. I'm thinking his power level, along with some of San Francisco are a bit higher than what they should be. His power level and HP should scale with whatever the player has or the average of the group fighting him.
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  9. #39
    Member Elenoe's Avatar
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    Quote Originally Posted by neko_gunner View Post
    I've killed several without them dropping to pop open their helmet to shoot them in the face.
    might be mechanic. It gets down at random for me. It's not HP threshold for sure. But I was fighting 4 of them at once with some other guy and the one hit was aiming was down all the time. I mean all the time. When he got up, he went down again after one or two shots. So it seems there is something that could be done.

    Quote Originally Posted by neko_gunner View Post
    Rockets and detonators are very effective at getting around this, but if you don't have either of these as a weapon at the time
    snipers and AR are fine solo, only with SMG it's bad.

    Quote Originally Posted by neko_gunner View Post
    I completed ALL the side missions and had several arkfalls, co-op maps, and sieges under my characters belt by the time I faced him. He is at power rating 2000. I was around 1300.
    I do the same and am 2k before San Francisco. Just doing missions and two sieges/majors a day to boost power a bit. Everything in San Francisco has minimum 2k, they scale with you otherwise. Was there around 1.1k when I hit EGO 50, doing contract quest.

    I think the rating "problem" is actually more caused by you (like individual). It is bound to grow over time. You could help and direct it, but it will naturally grow the more time you spend doing anything. So while you have obviously done with story while I'm not it also suggests your rating will be underpowered. You can't "carry" noobs here like you can in other games. The reason why we can't trade weapons ever as long as they remain their PR.

  10. #40
    Member TheNeoReaper's Avatar
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    i'm having no problem doing the story solo.
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