Please do something to discourage token feeding(standing there and giving away tokens by getting tagged and rushing a turret.) The fun is completely sucked out of the content when the only way you can get some action is standing a few feet back from Defender and trading deaths with each other.
This mutual agreement to farm each other for tokens becoming a norm has completely undermined the fun of Supervillain Onslaught.
Brou in Cryptic games.
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If people want to give away Free Guardian Tokens LET THEM DO IT, they don't harm anyone, quite the opposite they are helping people earning tokens
Being the Villain is already one-sided anyway since you can kill anyone, it's a forced psedo-pvp for pete's sake
I wish DEVs to not waste any more resource and time on that trainwreck of a system
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Most people (myself included in some instances) really hate dying on some of their characters...but need tokens on said character, so must grin and bear it.
Onslaught is based on a negative aspect of game play in any game (dying), whilst this is okay if implemented well...I think the many problems Onslaught has/had made the novelty wear off very quickly.
I managed to gain roughly 15k Villain Tokens in the first week of Onslaught (#MedusaMain) and I've never and will never farm that much in a single week of any token ever again.
Onslaught does need to be revived but perhaps the way it works in terms of rewards needs to be looked at to give it a more positive and rewarding slant.
Ideally, being in villain mode should grant VT's over the course of you running around as a villain, with token amounts increasing by a set amount whenever you kill a UNTIL Defender and a much higher amount when you kill an engaging player.
I would also suggest making Onslaught Device timers to be static until the player has completed the obtain 50 tokens & 3 Defenders mission. Once that is completed, the player has an additional 15 minutes to run around causing chaos.
But as others have pointed out, the system has its negative aspects but it also has some nice positives (I've used it for RP events etc).
Overall the system needs to be discussed between Developers and Players to come up with something that's less cringe for heroes and at least enjoyable for most.
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I don't have a problem with Villains jumping on a turret once their daily is done and giving people free tokens. The turrets didn't make the even un-fun, the numerous other issues did.
"Overall the system needs to be discussed between Developers and Players to come up with something that's less cringe for heroes and at least enjoyable for most."
Yes, it worked out so well the first time with all that testing on the PTS.
[at]riviania Member since Aug 2009
If you wanted to do it right, then you would take theravenforce's suggestion one step further: have the OVs be invisible to player characters until they had completed farming the UNTIL sites around the city. Then, and only then, when they'd completed the daily, would the OVs become visible and available to Heroes to attack. Then you let the fur fly, no holds barred - remove all the dumb OV resistances to debuffs, repels, holds, and everything they added post-launch, and just let people have an old-school PvP punch up with nothing much hanging on the result except having a laugh and maybe a smattering of XP or Guardian tokens.
Well...I have no words to reply to that, cause you're not wrong.
I do think though that in the ideal world (a perfect world ), there was a better implementation plan discussed openly between players and developers for content. It has to make sense on both sides ideally.
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@magpieuk2014
OV's have around 5% resistance to damage which diminishes as they build up charge with their mechanic, which is why we see ridiculous numbers when hitting them.
OV repel resistance must stay to avoid ruining the fun by dragging OVs into turret areas or just flat out being a nuisance.
OV immunity to holds are kind of a non factor, especially in CO where everything that matters in most instances save for several select instances recently created, is immune any way
I agree there is an element of mayhem which made OV usage fun, but I would like to see the prices in that shop reduced to something more realistic given the time investment and rewards. Either that or up the rewards given or something to make it less of a hassle to obtain.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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Nobody has to "token feed" by throwing their OV at a turret. People generally do it to be helpful to those who need guardian tokens to complete the GT daily. Do you really want the devs to spend their time finding ways to prevent people from helping each other out? Seriously?
Because it's player versus player, not charity huggle happy funtime.
A better version of Onslaught might need to be instanced, and probably needs both PvE and PvP modes. Or a hybrid -- the map has, say, one OV, a bunch of Until mooks, possibly some NPC heroes, 0-5 PC heroes, and probably reinforcements for the OV based on the number of PCs.
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Block timing explained
I get that it's not the original way the OV system was meant to be played, but I think everyone is pretty much in agreement that the OV system is a complete failure. Turret diving and giving tokens to people is the workaround people have come up with to make it work in spite of that failure.
If you want pvp, push for reform in the game's actual pvp aspects (queues, duels, etc) not a system that's barely on life support.
Epic Stronghold
Block timing explained
All the villain devices aren't even created equally. Grav has zero potential to kill even semi-beefy characters by herself, but Grond and Medusa do. Yet, the devs at the time were going on about how it was "balanced" for 1v10 or some such nonsense. It didn't even remotely work out that way once it hit live. It's like no one even thought to ask "What if 2 people play villains in the same place? Or 3? 4?"
I don't even know if you can balance OnSlaught where there are such large power discrepancies among players. Devs keep nerfing coping mechanisms players use just to be able to play content with their toons.
[at]riviania Member since Aug 2009
Map: uses the outside of Champions HQ.
NPCs: on the hero side, you have the Champions. On the villain side, in PvE mode you just have the OV. In PvP mode, add respawning Teleios minions based on the number of PCs, probably something like a Perfection of Body and a Teleioclone for every hero.
Victory Condition: the OV wins when all Champions are defeated. The heroes win when the OV is defeated.
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Block timing explained
It's not player vs player, though, it's spreadsheet king/exploiter/person who hasn't slept for three days grinding out that game-breaking item vs everyone else. And everyone else doesn't want to play, unsurprisingly.
At the moment the community has worked out a way of letting some people get something from the Onslaught content and it seems to be working for them that wants it, so leave well alone.
Personally I wouldn't waste the dev time on building instanced PvP content with OVs. No-one would play it. It wouldn't be as interesting as Cosmics to them that like that sort of content, and it would be far too hard for the rest. Allowing people to queue for an instanced smackdown would work better. A timed Grab Alert setting, with the usual NPC enemies, but with 5 player controlled villain ATs vs 5 heroes, 15 minutes long with objectives for each side, that would work.
How does this apply to OVs?
Personally I still think they should just take the OV rewards and put them on the GCR vendor.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
Villains start with all of their abilities unlocked
Villains are in "PvE" mode until they complete the Until Guardian Daily, as such they may not attack or be attacked by other players or OVs.
Timer doesn't start until after the Daily is ready for turn in, "PvP" mode. Activating an OV device with an already complete daily or without taking the daily will go straight to "PvP" mode. Dropping the daily quest will also enable "PvP" mode.
Villains may freely change zones while working on their Daily, but once it's ready for turn in they will be unable to change zones without instantly expiring the 15 minute timer.
Heroes get guardian credit for defeating Villain if the Villain changes zone after being tagged by the Heroes.
When 2 or more OVs are in close proximity to each other in "PvP" mode their resistances and damage is reduced based on the number of OVs in the immediate area.
OV's passively regenerate health out of combat in "PvE" mode.
Villain & Guardian Tokens are replaced with a single Onslaught token, and reward prices are drastically reduced.
There is an engaged buff that grants 1 GT/6s (thus, you can finish your daily by spending 300s, or 5m, engaged). The buff lasts 10s, so if not refreshed you will gain 2 GT over its duration.
Attacking an OV applies or refreshes engaged.
Being attacked by an OV applies or refreshes engaged.
Healing an engaged target applies or refreshes engaged, but with a duration equal to the duration of the buff on the target (this means self-healing will not perpetually refresh your buff).
Epic Stronghold
Block timing explained