As to the ambushes - I was running a mission earlier today with Bob (running Princess Evangelia) and Foxboy (running Hilltopper (his stalker Praetorian version of Nogi)) while I was running my Dual Pistols/Energy blaster Sassinak.
We're in a mission where we had to get a Seer out before security is called in. For various reasons (too many mobs in the way, Fox's dad having at least two different "how do I shot web" attacks), we didn't beat the clock. And security showed up just as we got to the Seer.
Security in the form of seemingly endless waves of Syndicate thugs. And we had to make it all the way to the front door with the Seer without her getting killed.
Scrapper, Stalker, Blaster - and no healer. Not an optimal combination, and no Stamina for any of us of course. Well we made it and IIRC we didn't actually have any deaths (or at least no need for hospital trips). But that was an INTENSE fight. Running right at the ragged edge of what was doable. If I'd had the time, I would've cued up the Kill Bill soundtrack. It was actually pretty damn cool.
Point I'm making here is - I think the Devs did a good job tweaking the ambush spawns. There are just enough of them per team member and the timing is set just far enough apart that you CAN recover a little bit between each wave. Having a Defender along would've made things a lot smoother of course.
I can remember a time earlier in Beta where the spawns were TOO tough. I got my ass handed to me and others did too on similar styled missions. With Seers - with Ghouls etc. And when it was brought up in the Beta forums, the Devs tweaked it until it was doable under most circumstances.
Mind - Beta is full of players who know what they are doing. I expect to hear a lot of whining in the new few weeks from players who aren't nearly as veteran.
But back to the above example - the fact that an all DPS team with no crowd control and no healing and only at level 10-11 with basic powers going can run a gauntlet like that is a good sign.
We're in a mission where we had to get a Seer out before security is called in. For various reasons (too many mobs in the way, Fox's dad having at least two different "how do I shot web" attacks), we didn't beat the clock. And security showed up just as we got to the Seer.
Security in the form of seemingly endless waves of Syndicate thugs. And we had to make it all the way to the front door with the Seer without her getting killed.
Scrapper, Stalker, Blaster - and no healer. Not an optimal combination, and no Stamina for any of us of course. Well we made it and IIRC we didn't actually have any deaths (or at least no need for hospital trips). But that was an INTENSE fight. Running right at the ragged edge of what was doable. If I'd had the time, I would've cued up the Kill Bill soundtrack. It was actually pretty damn cool.
Point I'm making here is - I think the Devs did a good job tweaking the ambush spawns. There are just enough of them per team member and the timing is set just far enough apart that you CAN recover a little bit between each wave. Having a Defender along would've made things a lot smoother of course.
I can remember a time earlier in Beta where the spawns were TOO tough. I got my ass handed to me and others did too on similar styled missions. With Seers - with Ghouls etc. And when it was brought up in the Beta forums, the Devs tweaked it until it was doable under most circumstances.
Mind - Beta is full of players who know what they are doing. I expect to hear a lot of whining in the new few weeks from players who aren't nearly as veteran.
But back to the above example - the fact that an all DPS team with no crowd control and no healing and only at level 10-11 with basic powers going can run a gauntlet like that is a good sign.