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Can the paragraphed descriptions of challenge levels be unified?

I'd envisage:

Challenge Level 1: Heroic (Heroes) or Villainous (Villains)
At Challenge Level 1, enemies will typically be equal to or a level above your character's level and the number of enemies will be at a base number. If you are attempting missions by yourself, bosses in the missions will instead be lieutenants with reduced hit points and power effectiveness, though they will retain the same powers as a normal boss. Similarly, Archvillains will be Elite Bosses when the team has less than six players.

Then have the list of Field Analysts and Fateweavers

Taosin 23:38, 24 April 2009 (UTC)

Challenge Level:

I have added (I hope correctly) the Challenge level settings which now appear in the in the Mission Window. To me these are a great additon, it means I (or mainly new players) don't have to remeber the difficulty order of Notoriety/Reputation

Taosin 06:16, 23 April 2009 (UTC)

I'd like to combine the list already in the article with this one. I like the article's relatively simple list though. More later. --Konoko 06:12, 30 March 2006 (PST) Originally from [1]

  • Villainous/Heroic: The mission spawns at your level (i.e. default level, which means enemies will generally spawn from -1 to +1...but usually mostly +0 and some +1). Spawn-sizes are calculated normally. If you are solo, there are no bosses encountered. AVs become Elite Bosses when team-size is three or less.
  • Malicious/Tenacious: Mission spawns at your level (i.e. default level). Team size is calculated as +1 from actual, which can make spawns slightly bigger and/or cause a higher percentage of +1s than when on Villainous/Heroic. Bosses can be encountered when you solo on this difficulty or higher. AVs become Elite Bosses when team-size is three or less.
  • Vicious/Rugged: Mission spawns at +1 to default levels (i.e. +0 to +2 mobs, but usually mostly +1 with some +2). Spawn sizes are normal. AVs become Elite Bosses when team-size is two or less.
  • Ruthless/Unstoppable: Mission spawns at +1 to default levels. Team size is calculated as +1 from actual, which can make spawns slightly bigger and/or cause a higher percentage of +2s. AVs become Elite Bosses when solo.
  • Relentless/Invincible: Mission spawns are at default levels +2 (i.e. +1 to +3 mobs, but usually mostly +2 with some +3).Spawn-size/team-size is normal.

Note: Things like story arc level limits, certain special missions, outleveled contacts, and level limits of certain enemies and groups can affect spawn sizes and enemy well as TFs and Trials. All those things can cause some odd level and spawn differences. Larger teams can also add a level to everything in the mission. The settings outlined above are just general rules of thumb for "normal" missions.

Final list of Difficulty levels

Villainous/Heroic: Malicious/Tenacious: Vicious/Rugged: Ruthless/Unstoppable Relentless/Invincible:

Changes to AV/Hero spawn

The following will need to be implemented once Issue 7 hits the live servers

Now Testing in the Training Room - 5/23/06


  • Notoriety Level 1: AV/Hero will spawn at team size 6 or greater.
  • Notoriety Level 2: AV/Hero will spawn at team size 5 or greater.
  • Notoriety Level 3: AV/Hero will spawn at team size 4 or greater.
  • Notoriety Level 4: AV/Hero will spawn at team size 3 or greater.
  • Notoriety Level 5: AV/Hero will spawn at team size 1 or greater.

--Konoko 16:43, 23 May 2006 (PDT)

Done and done

I wrote that original forum post you referenced and have corrected, updated, and refined it many times since then after exchanging a few PMs with Statesman over it. So, yesterday I updated the article with all of that information, including the Issue 7 AV/Hero spawn changes. --Dwimble 01:13, 7 July 2006 (PDT)

Excellent! --StarGeek 19:51, 7 July 2006 (PDT)

In addition...

Reputation also has to do with zone PvP. Not sure if that should be mentioned, thought I'd throw it out there.

-duff 08.19.06

Was wondering about that. Just went through and changed what was once known as Reputation to Notoriety, as that's what both the Fateweavers and Field Analysts call it. Reputation's article is now about PvP Reputation.--Konoko 16:56, 26 November 2006 (PST)
Field Analysts call it notoriety? That's weird, I know they used to call it Reputation. shrugs Oh well. Hopefully they'll change it again to something else at some point. I don't like the thought of my heroes being thought of as notorious. --TonyV 06:14, 18 December 2006 (PST)
I was under the impression that was a bug. If you install just CoH, it's called reputation. If you install just CoV, it's called Notoriety. However, if you install CoH and then CoV, both games end up calling it Notoriety, as a bug. Just like occasionally, you'll see "malefactor" and "lackey" on heroside as well. That's all from memory though, and not from any sort of official source, so I don't know if it's accurate. And maybe it's fixed by now, too... I'm not in game at the moment to check, and you guys were talking about this 6 months ago, heh. -- Sekoia 03:41, 1 July 2007 (EDT)
Trouble is, you can't just install CoH or just install CoV or install both. Any and all install methods for CoH/V will wind up with the same Game Client. Installing from the original CoH box and letting the updater run will give you a CoH branded login screen. However, if you have CoV on your account then once you login you will be able to play Villain characters.
That said, I do not doubt that Notoriety was once called Reputation in CoH before CoV came out, and that it was displayed differently during Issue 6 or 7. I wasn't as observant about such things back then, and don't have quick access to the patch notes.
I just skimmed the CoH_Manual.pdf (updated 7/25/2005), page 130 has a little 'Statesman Sez' blurb about mission difficulty. --Konoko 09:29, 1 July 2007 (EDT)
Ah HA! Patch Notes: June they called it Rep/Not, July it was just Not. [2] [3] --Konoko 09:48, 1 July 2007 (EDT)
Statesman Sez Difficulty.JPG

On a completely unrelated note, I wish the patch servers were as fast as I was able to download the 82MB CoH manual in less than 2 minutes. --Konoko 09:36, 1 July 2007 (EDT)

Missing Some Locations

Just noting that some of the locations for changing notoriety (i.e. Grandville) are missing from the list. I10 brings a new location with it as well, if memory serves correctly. --Eabrace 03:27, 1 July 2007 (EDT)

What does it do?

So, increasing the size/strength of mobs will get XP and Inf faster. Is there any advantage to it beyond that? Is it strictly linear (foes = XP), or polynomial (more/bigger at same time = more XP per foe)? Are there any other effects, such as increased drops? Frankie

No, not directly. The code for enemy drops is based on a "per enemy" calculation, which doesn't get modified by the Notoriety/Reputation. A mob of enemies on the lowest Notoriety will have the same percentage chance to drop Inspirations, Base Salvage, Invention Salvage Enhancements, Vanguard Merits etc. The only affects that Notoriety have are the increase to level (more xp) and size of the mobs (more defeated enemies = more identical chances for drops). -- Kalon 19:15, 14 August 2007 (EDT)
Increasing number/strength of enemies is, in itself, an advantage of adjusting Notoriety as well, as different players find different levels of challenge enjoyable. Also, increasing Notoriety does not necessarily produce faster XP/Inf. It produces enemies that are worth more XP/inf when defeated, but that may take longer to defeat, or not even be defeatable. Corebreach 12:12, 15 August 2007 (EDT)