Dev Discussion GU95: Survival Mode Feedback Thread

Discussion in 'Concluded' started by Millbarge, May 29, 2019.

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  1. ItsFreeToKill Active Player


    Literally horrible feedback you should be punished for wiping... it's meant for people who need to not mess up. If sm rounds had even more cp than they do now it'd be awful.
    Clearly you didnt play old sm high rounds cp were 1 3 5 7 9 then they came out with 11 15cp because they wanted it to be harder to achieve those rounds hence the whole idea of making a time consuming piece of content to run. 30min fights are better than fighting those rd15+ bosses and the only burn was really orbitals for like an hour to kill 2 bosses and ultraman isnt buggy he is scripted so easily you can read him like a book
  2. AV Loyal Player


    Christ... you're already punished for wiping... you can already lose ~30min for a wipe, don't progress, and lose chips (or their equivalent) in the form of Serum. If they want to cater to people with unlimited time on their hands who think "this is alright... but what I really want is for this to waste my entire evening cuz someone got a lag spike" then there are better ways they can do it. Having to hold your piss in (or not drinking so you don't have to piss in the first place) and ignore everything else is asinine.

    Devs: To cater to the masochists with poor taste and nothing but time to waste, simply add an "Endless" mode that can be activated once players clear the highest level. No checkpoints whatsoever, no non-aesthetic rewards, no breaks, less downtime before the next wave starts, and it goes forever until the group wipes. You can either give the special people who want this w/e (somewhat comically irreverent) crown/title you feel like a la "I didn't go to the bathroom for 5hrs and all I got was this lousy T-shirt" but the rewards should be minimal since the people who'd be doing it only would care about their perception of epeen from it anyways. Normal, non comically irreverent crowns or w/e should still be distributed to people who clear the highest levels of the non "look at how much free time I have" crowd. Let the people who think that's good game design duke it out on their own in what they'll perceive to be a competition and give the rest of us good game design without arbitrary elements designed exclusively to waste player time.

    You realize he can be both, right? Every boss is scripted.... that doesn't mean Ultraman doesn't occasionally do an invisible Swoop Attack w/o moving at all or occasionally get invisible feint lines, or have server lag **** his Heat Vision collision detection dramatically from time to time, or that US doesn't occasionally do invisible grenades etc etc. When you're grinding out bossfights for 60min on servers prone to little hiccups, **** happens. Every single boss in this has some bugs that either manifest semi-regularly or anytime the server chokes.
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  3. Danne0075 Well-Known Player

    In that case devs what you should do is remove all rewards, all msrks and everything to the noobs that can't lift a finger doesn't play this SM. That way their time won't be wasted but we still have the SM for the top 1% which nerdofprey also said that SM is meant for the top players. Then for finishing SM there could be a reward like gold crown which we already have :)
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  4. AV Loyal Player

    Feedback on the Difficulty:

    I'll do a quick breakdown of the bosses but almost all of the "challenge" in this SM is directed at the tank and is a result of an over-reliance on twitch, non-skull one-shot capability combined with the fact the servers really don't seem to be able to make them work correctly/reliably over the course of 60min of sustained combat. The true threats are bugs, crashes, and server lag. The mechanics are generally so simple you basically have a tank doing most of the work while the rest of the group has slightly less to do than they would in JLD elite content and can die infinitely without consequence. Most of the fights could be two-manned, if not for the extreme length.

    Lex Luthor: He's not terrible, given his propensity for rushing the tank non-stop and his Deadly Block. His mechanics are non-threatening but considering he's the first boss up that's ok here. His PVP is relatively diverse.

    King Shark: Could have been one of the better fights in terms of room chaos mechanics except that people can simply fly over most of it. The core challenge is for the tank due to brawling being overtuned in this SM. Diverse but heavily scripted PVP. If he was at the same tier as Ultra-Man, he would likely be the harder fight (but again... Only because lolbrawling).

    Vandal Savage: Hardest part of this fight is staying awake, thanks to his Age of Justice health pool and simple block on skull mechanic. Scripted PVP.

    Johnny Quick: Not horrible in that he at least requires some coordinated positioning. One of the better fights. Tank is almost redundant. Core challenge is based in RNG (via worst-case scenario tornado pull during tether) but is not at all unreasonable. Fun and pretty well balanced overall and he has a bit of a more reasonable health pool.

    Vampire Lord: Hands down the best boss in here. He has mechanics that require the entire group to do their part and quasi-RNG that can be strategically identified and overcome with items (ie when/where he spawns his pets and what to do if you get the worst-case scenario). He presents a good, positive gaming challenge where if you lose, it's 100% your own fault.

    Black Manta: Fun fight and passable group mechanics via bombs and eye beams. Still, bulk of the weight here falls on the tank. Reasonably diversified PVP (heavily scripted though)

    Deathstroke: Spams ranged attacks and therefore spends 90% of the fight on his ***. Fun-ish fight but pure tank and spank and not at all challenging

    Minutaur: Decent fight owing to the team coordination requirement in kiting hammers and hitting chains. Horrible for the fact he's literally incapable of blocking.

    Ultimate Soldier: Unnecessarily tanky and extremely buggy. An easy boss with little to offer anyone in the group. "Difficulty" is a direct result of the server sometimes guessing the tank's position when determining which distance based attacks to do.

    Ultraman: One of the easiest of the "I have mechanics, I swear" bosses. Does the same thing over and over and over so the only real way to lose is RNG based. The only real threat is lasso and the only reason it's threatening is because he can do it and then target that person for charge/swoop/cheese. Hardest part is the tank dealing with brawling bs combined with the way block messes with tank power mechanics and how most (all?) Tanks have bugs with their innates right now. One of those fights where you're more likely to roll your eyes after some cheesy bs than anything.


    All in all, while some of the bosses are fun and others do at least require the whole team to have a pulse, Vampire Lord is the only boss that feels polished/complete. For non-tanks, there's less responsibility and less threat in SM than there is in pretty much any elite raid.
  5. Danne0075 Well-Known Player

    Are you tanking about all rounds in general from your experience, even R29 and 30 or does your feedback come from experience in lower rounds?

    It could be good adding that in since US in R9 is a lot easier than US in R29.
  6. AV Loyal Player

    Talking about all rounds, particularly 21-30. 1-10 are all freebies. 11-20 kinda helps prepare for 21-30 but 21-30 is ultimately the meat of the SM. That said, virtually all of it is tank dependent and the mechanics aspect holds true for all of it.
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