“Re-Up ” is mostly meaningless, stop focusing on it

Perks matter. Even Demolitions with ammo perk maxed out can get by with no / 1 locker. I prefer being mobile and not tied down.

Also, leveling your perks means you aren’t immediately screwed if you have to abandon a base.

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Me and my group madea record today on daily asylum.
But i have to say it was only inconceivable, we deactivated the 1000% slower ulti recharge.
We builded nothing, we had only the 4 taps and the fabricator and reached in wave 50 over 1 million energy.

I’m surprised anyone even wants to play 50 waves with some of these mods. Like seriously, I would not be able to stand something like Aggressive Enemies, Shielded Heavies/Grenadiers or Reflective Shell Grenadiers for a whole 2-3 hour match. Seems more like torture than fun.

We did the daily yesterday on river on master with aggressive enemies and the first ten waves the DBs came, the beginning was hard.

Impresive mate, I think 50 waves with horde frenzy challanges is harder then regular horde’s master difficulty. I had never chance to finish 50 waves on master without barriers

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Thank you Claw.

It’s good to see other legit PVE players finally being vocal.
People wonder why they get kicked and here’s the reason.
Heroic skins and Dailies is the WORST thing Coalition could have done to PVE.

I hope they delete Overload and ban Clock/Surge runs to force players to get good.

100%.

Perks is a bonus. Anyone perking before any basic base and lockers are established needs to go back to play on lower difficulties.

hope they delete Overload and ban Clock/Surge runs to force players to get good.

And remove overload or at least modify the spawns to make it harder it’s a shame how the 1st players in the world leaderboards only plays there…

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I think I’ve asked you before but could you post your class-playtime for Horde and Horde Frenzy?

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Add me as a friend and see my stats that way.

I personally despise the speedruns on these maps and the bad habits they teach, but I have to say I really do enjoy playing them ‘properly’ AKA killing everything on Surge and taking the second saferoom on Clock.

Venom Run should be the speedrun map, darn it.

I don’t understand what the bad habits are?

Venom Run has too many ways to get killed and only one chapter / act, so it doesn’t get 5 cards.

I’m sure a majority of players would still recieve 5 cards if the old bonus-cards weren’t broken now. And while a majority of the classes would be viable for VR, all of them require at the very least basic understanding of how to play them. Unlike Surge/Clock were can you beat it with bruteforce eventually.

Tackling Venom Run with brute force seems doable on Inconceivable if turned off 4x times venom speed. That way, it would give us more time to tackle on the enemies with Shotguns, Boomshot, Frags, Mulcher.

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True, VR without 4x Venom feels like a different hive. Would be cool if they could add Venom brakes to give more options while remaining Master-difficulty. Which is obviously never gonna happen. Haven’t even fixed Forever yet…

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This 100%. There is life in this PVE community.
I hope Michael Shannon sees this in time for OP6.

I would say we stop discussing with those players, they will never learn how this game works.
I stopped joining lobbies where i am not the host if i play alone because i get branded as a noob and get kicked because i am perking.
ME, the one who nearly played every day with a group since launch and has a normal horde playtime of 55 days, that’s 1320 hours.
Those are the people who figured out the systems of horde, what different playstyles every character has, which character combinations are good and all this stuff.

The biggest problem is that these players think they are the best and they know how everything works, but they are to stupid to kill bosses as JD as one example.

One day i had a frenzy master round on traininggrounds as Lizzy with a unknown group, they played together and i was the random for them.
First problem: they hided like babbies at the spawn (in our matches we hold minimum 50% of the map, every lane gets blocked by one or two of us)
In wave 3 in this match we nearly get vibed out but thank god i filled my silverback in the last second to kill the rest.
I thought at the beginning, ok give them abit of the energy and don’t use all for perks because you can get kicked.
After wave 3 i used all energy for perks to get silverback refilled with 3-4 dropshot shots.
In wave 12, matriarch and 4 other enemies was left, running into the “base” because JD had so low skills that he couldn’t kill the matriarch in the normal needed 15-30 seconds.
My plan was to get my 2nd drop from the locker, because mine on hand was empty, run away and refill the SB with it to kill everyone and revive killed teammates,but no i couldnt get the 2nd drop because the locker was in red and to put it in blue and taking the ammo had killed me too.
So the only thing i could do to win this is run away with a empty drop and a half filled SB.
End of this we failed because my own teammates handicapped me.
After this i wrote them an xbox message to say them what they did wrong and why we failed.
For this they called me an arrogant noob.
Yes the one who saved them in wave 3 and carried 4 people to wave 12 is the noob,ok.
And i only wanted to say them, what they can do better and what they have to learn to easily win master hordes and get a better experience for all of us, but no they are all learn resistant.

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This is why I stopped bothering with randoms. The second you point out their mistakes they usually quit the game and start typing furiously.

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Randumbs never cease to disappoint.

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Well, I mean from a design standpoint. Both Clock and Surge are meant to have players fight it out on the way to the end. But instead you now have the majority of the player base thinking that the whole point of Escape is to just blindy run to the exit, which has not only made it so that real Clock and Surge playthroughs are now rare, but now this mindset infects other maps as people just try to run instead of play, further ruining public lobbies.

As opposed to Venom Run, where the Dev’s entire literal point of the map is to run past things to get to the exit ASAP. There are some things that ruin it’s potential though, like having Stopping Power work contradictory to the map’s gameplay, and things like the final Mulcher not always getting stunned because of occasionally dud Flashbangs.

To be honest I would love a bit of a rework to the three hives mentioned to better encourage Venom Run as the defacto speedrun map. If it means nerfing the difficulty of getting through it, and/or somehow giving it permanent bonus XP and cards, so be it. Just please get players off of Surge and Clock for that IMO.

This is all just a pet peeve I have. But what can I do.

It’s a two sided issue. If a developer makes their game super grindy, then the players will adopt super grindy behaviours.

In many ways it’s actually incredibly interesting as a slightly older gamer (I’m in my 30s - not old, but I’m not a spring chicken anymore!) who has been gaming since around the age of 6 and watching the way gaming has evolved in the last 20-30 odd years.

I think the advent of “achievements” around the XB360 era (and the equivalent “trophies” on the PS-whatever - PS3 maybe?) started this trend. We had developers setting goals and creating this kind of artificial New Game+ system which encouraged players to do certain things and in return, they are rewarded some extra numbers (Gamer Score) to their Gamertag. It kinda feeds into the age-old completionist fandom mentality which obviously predates the XB360 and also extends to other things too like collecting baseball cards; completing sticker albums; collecting stamps etc. Some people want to complete things, and for them it’s kinda like investing time into something that they’re invested time in. It creates a bit of a cycle.

Anyway, grind levelling up works on the same functioning level I guess. People pursue ever increasing numbers by doing repetitive things.

What I find interesting is that pre-XB360, I and my friends (and no doubt many other gamers) would have to be creative with in-game challenges which were outside of what was already there like completing it on the hardest setting. We’d come up with challenges like 100% everything - in shooters it would be accuracy; we’d up the ante by setting rules like “only use your starting pistol”; and obviously there is the world of speedruns and score runs which date back decades. Now with achievements and grindier games, it’s just developers setting us the targets. In many ways it’s a bit sad because it’s kinda corroded player’s creativity and our desire to have fun. Instead we just grind.