I agree that gear creep is inevitable in MMOs. But in this case, I don't believe it's the best approach right now. I don't think it's necessary to supplant current content rewards with new content rewards, especially when CO's content updates are as sparse as they are. As a generalization (I realize there will always be exceptions), I predict most players will behave as such with regard to gear rewards:
If Onslaught rewards are a step above Justice rewards, players will run Onslaught instead of Rampages.
If Onslaught rewards are equal to Justice rewards, players will run either Onslaught or Rampages.
If Onslaught rewards occupy separate slots from Justice gear, players will run both Onslaught and Rampages.
I would prefer to see Option 3.
I also would prefer to see option 3. If the Onslaught gear were a set of interesting and useful secondaries (like, ones with one slot each, for instance), then people would have a reason to run Onslaught and Rampages. This would encourage more play.
I agree that gear creep is inevitable in MMOs. But in this case, I don't believe it's the best approach right now. I don't think it's necessary to supplant current content rewards with new content rewards, especially when CO's content updates are as sparse as they are. As a generalization (I realize there will always be exceptions), I predict most players will behave as such with regard to gear rewards:
If Onslaught rewards are a step above Justice rewards, players will run Onslaught instead of Rampages.
If Onslaught rewards are equal to Justice rewards, players will run either Onslaught or Rampages.
If Onslaught rewards occupy separate slots from Justice gear, players will run both Onslaught and Rampages.
I would prefer to see Option 3.
The Onslaught reward could also occupy a newly-created "Onslaught" slot, which would make it a true upgrade with no discarding of previously acquired gear/devices.
I like the idea of Onslaught Gear not replacing Justice Gear. I started a thread a few months back discussing Justice Gear and Tokens
People who participated had interesting ideas for rampages as well as opinions on Justice Gear.
Personally, I would not be inclined to use these devices to obtain gear that is one step up from Justice, it should complement Justice rather than replace it.
The pseudo power replacer/power enhancements it grants is a good start but not anywhere near necessary or good enough for me to even consider them.
The Onslaught reward could also occupy a newly-created "Onslaught" slot, which would make it a true upgrade with no discarding of previously acquired gear/devices.
Another possibility is that Onslaught rewards are Core mods, which instead puts them in competition with things like the Depleted Uranium Core.
Will you be able to combine onslaught gear and justice gear to get the set bonus?
If not, I think would be a good idea because:
1. It acknowledges people who have spent a lot of time farming justice gear.
2. It would be nice to have more than one path to the gear progression goal. It sucks to only have one rewarding thing to do when you log in. Being forced to focus exclusively on rampage or onslaught content will probably cause me to burnout faster.
Ideally, I think unity, lairs, rampage and onslaught should have a shared gear system so that people can log in and be rewarded for doing whatever strikes their mood instead of being forced to do a single thing over and over until its not fun any more.
I doubt the devs eat the same thing every day.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
When doing some tests on my lightning dps build I am not seeing any significant differences in dps on justice and onslaught/sniper gear. And onslaught/sniper gear does lower crit chance and severity a bit so conviction is going to be a little weaker, and it requires you to stay at more than 20 feet. So overall it looks like a downgrade.
Release Notes for FC.31.20150819.3:
This build is available on PTS now, 8/24/2015.
- Added a new icon for the Circus Malvanum Event.
- Added Villain & Guardian token boxes to the PTS store.
- Swallowtail Cut no longer obliterates Onslaught Villains.
- Added audio to several of Grond's powers.
- Added the following player powers: Gravitic Ripple, Nuclear Shockwave, Lance Rain
These new powers will be purchasable with villain tokens in the Onslaught store, but are not yet ready for testing. They will be available for testing, along with Endbringer's Grasp, later this week.
We are currently still parsing through all of your feedback and making iterations accordingly. We expect to have those iterations to you early next week if not sooner.
We are currently still parsing through all of your feedback and making iterations accordingly. We expect to have those iterations to you early next week if not sooner.
Sounds good, and thanks for the feedback on our feedback!
Release Notes for FC.31.20150819.3:
This build is available on PTS now, 8/24/2015.
- Added a new icon for the Circus Malvanum Event.
- Added Villain & Guardian token boxes to the PTS store.
- Swallowtail Cut no longer obliterates Onslaught Villains.
- Added audio to several of Grond's powers.
- Added the following player powers: Gravitic Ripple, Nuclear Shockwave, Lance Rain
These new powers will be purchasable with villain tokens in the Onslaught store, but are not yet ready for testing. They will be available for testing, along with Endbringer's Grasp, later this week.
We are currently still parsing through all of your feedback and making iterations accordingly. We expect to have those iterations to you early next week if not sooner.
Onslaught Gloves of the Slicer 10% of damage you deal is applied to the target as a DoT. This effect stacks.
In practice, this only applies to melee damage. If this is working as intended, recommend changing description to "10% of melee damage". After an attack hits, it adds 4 subsequent ticks of DoT damage, equaling 10% bonus damage.
Onslaught Gloves of the Sniper Attacks that strike targets more than 20' away deal bonus damage.
For a ranged DPS character, the bonus damage is rather lackluster. It does scale with a power's charge time, and crits when the power crits, but it generally ends up adding less than 200 DPS. Recommend scaling it based on attack damage, similar to Slicer. This effect does not work with separate-entity powers, like Strafing Run. It also does not work with melee attacks that hit from further than 20 feet, like Particle Smash.
Onslaught Gloves of the Defender Your attacks generate bonus threat and provide a small shield on you.
The shield lasts for about 10 seconds, and stacks when you land additional hits. The stack seems to cap at around 20 ticks. The shield value appears to be equal to 5% of base damage you deal, before the target's resistance is factored in. The shield effect does not work with separate-entity powers. The bonus threat is tough to test.
Onslaught Gloves of the Savior BUG: The description is incorrectly the same as the Defender gloves.
These gloves appear to grant nearby allies energy whenever you gain energy yourself. The energy given to each ally is about 20% of the energy you gain, and the effect seems to have a range of around 40 feet.
BUG: Multiple players with Savior gloves cause recursion, resulting in rapid-fire energy gain numbers.
EDIT: For more extensive discussion and bug reports, please visit Kaiserin's Onslaught Gear Discussion thread.
- Added the following player powers: Gravitic Ripple, Nuclear Shockwave, Lance Rain
Lance Rain is my favorite Backstreet Boy.
Even more than Twix Lachey?
"Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"
The Onslaught reward could also occupy a newly-created "Onslaught" slot, which would make it a true upgrade with no discarding of previously acquired gear/devices.
Another possibility is that Onslaught rewards are Core mods, which instead puts them in competition with things like the Depleted Uranium Core.
Why not have all these things be onslaught rewards? the more choices the better.
I would like to see perc core 5 / secondary stealth sight gear put in too but I don't thin that'll ever happen. They really are needed though. -- Also would love a CC strength utility but that isn't likely either.
On another note I recorded some stuff for the villain devices that may be of concern griefing wise. I'll post the video soon which shows it happening and what about what it is.
You could probably do this with ego sleep too which would perma hold someone playing as a villain, as long as no one hits them it'd keep the hold on them allowing you to stop the player from being able to do anything.
The fall damage test came out as not being super bad however is that the capped damage? I should have probably tested it from smaller heights.
Lastly when they activate their "TP" to get away if you use celestial cleansing (or probably any NTTG) you can remove it right away stopping it from being any use.
The Onslaught reward could also occupy a newly-created "Onslaught" slot, which would make it a true upgrade with no discarding of previously acquired gear/devices.
Another possibility is that Onslaught rewards are Core mods, which instead puts them in competition with things like the Depleted Uranium Core.
Why not have all these things be onslaught rewards? the more choices the better.
I would like to see perc core 5 / secondary stealth sight gear put in too but I don't thin that'll ever happen. They really are needed though. -- Also would love a CC strength utility but that isn't likely either.
This would be good. Some Knock resist cores or gear would be good too.
We are currently still parsing through all of your feedback and making iterations accordingly. We expect to have those iterations to you early next week if not sooner.
Thank you for the feedback on our feedback, and I look forward to reading even more feedback on the feedback-adjusted content you'll be feeding back to us.
I personally strongly disagree with the nerf to cooldown reduction. INT is pretty much a worthless stat now that cooldowns have essentially doubled especially those of us who run INT primary characters. I worked hard to get my INT up to 804 with Aura of Primal Majesty, all rank 8 Int mods, and Impact gems on a Legion Helmet of Speed so that I could have 26 second cooldowns on my Active Defenses.
I hopped onto PTS because of the nasty rumors I'd heard and couldn't believe it when I saw its now up to 56. AD cycling was my way of outsmarting my opponent and having a defense for an INT based character. Without investing a significant amount of gear and stats into accomplishing perfect AD cycling, theres always a gap between the two, and that's the strategic point when you need to strike. In order to cycle AD's back to back like I do, you sacrifice a significant level of damage, HP, healing, and other things you could be investing stats in. Its just how some of us prefer to play a bit different.
The doubled cooldowns on my Mental Leech, Shadow of Doubt, and especially Mental Storm, all went from 2, 2, and 4.5 seconds, to 3.5, 3.5, and 9.5, making it take twice as long for me to build stacks while I'm twice as vulnerable without my AD's. Sure I PvP but its not all I do. Most of the time I actually spend RPing but I love my build because I finally came up with something unique from the stereotypical defiant/enrage/unleashed rager or aura of primal majesty/concentration/ebon ruiner. My build could hold up on its own in PvP, PvE, and it was even thematically appropriate. All this nerf is doing is forcing people like me and others to have to resort to the same tried trued and beat to death tactics that every other PvPer uses.
PvP has been around for a while and its got a learning curve but people learn. I imagine the ones complaining are the ones who aren't willing to learn and invest in their build like the rest of us. And for those of us who have, its heartbreaking when a nerf like this just breaks us.
Being indestructibl in PvE is easy so I know thats not the issue here. And in PvP, AD's aren't impenetrable either. As I;ve said, most people have a gap in which theyre vulnerable, and maintiang these powers and timing your attacks when they're weak is part of the strategy. Even still, I've been killed through r3 Masterful Dodge and r3 Unbreakable. Its just yet another piece to the Rock Paper Scissors game of PvP. One build beats another and that build gets beat by another, some are better against most than others and so on. But no build beats anything and everything. But for those of us who chose to throw out INT and Cooldowns with AD's, we just got told tat we can't win against anyone anymore.
Aside from my own personal complaints, I think I can reasonably say that most people are going to be against every power and device in the game having an increased cooldown practically doubling it. If this patch actually goes through, I see most of the powers with any sort of cooldown being deemed as 'not worth it' and being entirely ignored and unused. This feels like an overly excessive fix for something that's not that big of an issue.
Maybe its just me, but this seems like a terrible idea that will most likely backlash spectacularly as people complain over how useless cooldown reduction has become. And frankly, I'm hoping it does backlash and I'm not alone on this. Its bad enough that hold are practically entirely useless. They last fractions of a second against PvPers and anyone in PvE worth trying to hold like supervillains. Charging a hold power to hold 1 of 4 weaklings that you could have just shot is pointless. I'm hoping that something like this doesn't happen to cooldown reduction turning it into a worthless thing to invest in like hold strength or duration since it'll have no practical application. I'm worried that the game is goin to slowly get picked apart and nerfed down to the point that any variance in the gameplay mechanics is dumbed down so that everything is level and fair and bland...
Is it just me, or am I the only one who thinks its a silly idea, to put the new powers behind a grind-wall?
Or will Gold, have them unlocked already?
It's better than in lockboxes don't you think?
Ehh, good point, tho the powers in the lockbox I was able to get on day-one. *sighs*
Im just lazy, too, I wonder how much tokens they will cost, or if golds can have them for free (that whuold be better)
Edit: Well, see if they are worth the grind first, in the PTS, I just still hope, that they won't be a massive grind, work, as no one likes that, even more so if your forced into PVP, that you don't enjoy as its broken as hell.
Is it just me, or am I the only one who thinks its a silly idea, to put the new powers behind a grind-wall?
If your goal for an MMO is to keep people playing, and you have a finite budget for new content, you have two choices: grinds, or PvP. There's nothing else that can keep playing a game for months or years.
Dedicate full areas of Millennium City to onslaught, maybe the outer edges. If you leave those areas you are warned to return before the device turns off. Adjust the map and locations to destroy to be balanced based on Onslaught.
Make Onslaught gear secondaries or maybe mods. That way Rampages are still useful.
Move this away from highly populated areas so it doesn't interfere with content outright. Westside is very out of place unless you place them in the desolate areas that look like a rampage has happened.
Edit: Wow, the amount of edited posts, on here is insane, Im unsure if its just people overreacting or PW, not being able to handle, the Trauma
Just you wait. If my guesses are right more changes are coming and fast. People have become very comfortable with the status quo. And all of that is about to change. If PWI really does want to update this game and put it on other platforms - we're in for massive changes. People never handle change well.
Oh man, I can't wait for all of this to go live...
You know, so the massive amounts of QQ can come pouring in, both ways.
"Onslaught Villains are OP because it took 20 heroes to kill one, nerf!" and "Onslaught Villains are too weak, my Grond just got killed by a single level 20 player!"
Thats exactly why after the cooldown reduction nerf, youre going to see a lot of people resort to perma stealth exploitation and hold-strength builds.
Crowd control powers are out of control and need a leash, and also to break stealth, like many other things. Ego Sleep isnt the only broken thing when it comes to control, but it is the worst offender.
If a hold is so strong that a breakfree power cannot help you, then there is no counter and balance once again is thrown out the window.
If you have to nerf Cooldown Reduction (which i agree with!) then Hold strength needs a nerf so that breakfree powers can actually do their job, and people arent capable of being permanently held.
If you bothered to read any of that, you'll find i SUPPORT the nerf.
However, this makes Perma-hold all the more easier for people to do. So easy to troll players with this...which is why it should be brought to dev attention. Not that they read anything either.
If you bothered to read any of that, you'll find i SUPPORT the nerf.
However, this makes Perma-hold all the more easier for people to do. So easy to troll players with this...which is why it should be brought to dev attention. Not that they read anything either.
Oh, you mean the ice grenades?, yeah, I thrown one at uh, grond, I think his name is, yeah that does need fixing, and wait CC has been nerfed?, I thought it was just the CDR? on AO/AD.
I am looking forward, to the new powers, but I hope they are worth it, also are we getting perm sidekicks, and the new hideout rooms yet?, cuz this gets reckless
Edit: Ok, didn't read the main page, so, we have to "Farm" villain tokens, but can't we have them as Onslaught Tokens instead?, also there really needs to be another way, to get them, by not JUST the Villain tokens, thought Quest Store whuold be nice too or having to farm quest, to buy tokens.
(I think that's a thing already, useing Quest, to buy tokens, Unsure)
Is the inability to use break-free a desired effect, or is it a side effect of disabling the interact key?
Maybe I should have done a video on the grond side of it to show how I would be trying to break out. Neiuso said "I am trying to break free, in fact when I'm mashing the break free buttons it seems to be longer although that could just be my imagination." The ice hold cannot be broken with break free.
The villains have the same as a player having 5 str and 5 ego it seems which is kinda stupid, if you're going to make them CC'able and knock'able give them some resistance atleast so they can't be triple FG'd or locked down forever like this. If the villains had some kind of active offense it'd mean they'd be able to break free of a hold and also they'd have something to use as a rampaging ability that could increase their damage for a bit.
Lol you know the discussion has gone to the loony bin when people are crying to have CROWD CONTROL nerfed.
Crowd Control vs player characters (whether done by PCs or NPCs) does need a nerf; against other targets it needs a buff. In the end, the value of crowd control is equal to the value of the actions it prevents, and the actions of a player character are immensely more valuable than the actions of a generic NPC (if we compare DPS, a player is worth around fifty times as much as an MV). If we compare to damaging attacks, in the time it takes to deliver a charged hold a DPS build can outright defeat a master villain.
Lol you know the discussion has gone to the loony bin when people are crying to have CROWD CONTROL nerfed.
Crowd Control vs player characters (whether done by PCs or NPCs) does need a nerf; against other targets it needs a buff. In the end, the value of crowd control is equal to the value of the actions it prevents, and the actions of a player character are immensely more valuable than the actions of a generic NPC (if we compare DPS, a player is worth around fifty times as much as an MV). If we compare to damaging attacks, in the time it takes to deliver a charged hold a DPS build can outright defeat a master villain.
And this is what I've been trying to tell people for ages. <_< Very nicely explained.
Comments
I also would prefer to see option 3. If the Onslaught gear were a set of interesting and useful secondaries (like, ones with one slot each, for instance), then people would have a reason to run Onslaught and Rampages. This would encourage more play.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
I like the idea of Onslaught Gear not replacing Justice Gear. I started a thread a few months back discussing Justice Gear and Tokens
Here
People who participated had interesting ideas for rampages as well as opinions on Justice Gear.
Personally, I would not be inclined to use these devices to obtain gear that is one step up from Justice, it should complement Justice rather than replace it.
The pseudo power replacer/power enhancements it grants is a good start but not anywhere near necessary or good enough for me to even consider them.
Option 3 here would be great.
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
__________________________
Epic Stronghold
Block timing explained
If not, I think would be a good idea because:
1. It acknowledges people who have spent a lot of time farming justice gear.
2. It would be nice to have more than one path to the gear progression goal. It sucks to only have one rewarding thing to do when you log in. Being forced to focus exclusively on rampage or onslaught content will probably cause me to burnout faster.
Ideally, I think unity, lairs, rampage and onslaught should have a shared gear system so that people can log in and be rewarded for doing whatever strikes their mood instead of being forced to do a single thing over and over until its not fun any more.
I doubt the devs eat the same thing every day.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Release Notes for FC.31.20150819.3:
This build is available on PTS now, 8/24/2015.
- Added a new icon for the Circus Malvanum Event.
- Added Villain & Guardian token boxes to the PTS store.
- Swallowtail Cut no longer obliterates Onslaught Villains.
- Added audio to several of Grond's powers.
- Added the following player powers: Gravitic Ripple, Nuclear Shockwave, Lance Rain
These new powers will be purchasable with villain tokens in the Onslaught store, but are not yet ready for testing. They will be available for testing, along with Endbringer's Grasp, later this week.
We are currently still parsing through all of your feedback and making iterations accordingly. We expect to have those iterations to you early next week if not sooner.
Sounds good, and thanks for the feedback on our feedback!
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Lance Rain is my favorite Backstreet Boy.
Great work! Looking forward to it! :-)
10% of damage you deal is applied to the target as a DoT. This effect stacks.
In practice, this only applies to melee damage. If this is working as intended, recommend changing description to "10% of melee damage". After an attack hits, it adds 4 subsequent ticks of DoT damage, equaling 10% bonus damage.
Onslaught Gloves of the Sniper
Attacks that strike targets more than 20' away deal bonus damage.
For a ranged DPS character, the bonus damage is rather lackluster. It does scale with a power's charge time, and crits when the power crits, but it generally ends up adding less than 200 DPS. Recommend scaling it based on attack damage, similar to Slicer. This effect does not work with separate-entity powers, like Strafing Run. It also does not work with melee attacks that hit from further than 20 feet, like Particle Smash.
Onslaught Gloves of the Defender
Your attacks generate bonus threat and provide a small shield on you.
The shield lasts for about 10 seconds, and stacks when you land additional hits. The stack seems to cap at around 20 ticks. The shield value appears to be equal to 5% of base damage you deal, before the target's resistance is factored in. The shield effect does not work with separate-entity powers. The bonus threat is tough to test.
Onslaught Gloves of the Savior
BUG: The description is incorrectly the same as the Defender gloves.
These gloves appear to grant nearby allies energy whenever you gain energy yourself. The energy given to each ally is about 20% of the energy you gain, and the effect seems to have a range of around 40 feet.
BUG: Multiple players with Savior gloves cause recursion, resulting in rapid-fire energy gain numbers.
EDIT: For more extensive discussion and bug reports, please visit Kaiserin's Onslaught Gear Discussion thread.
- David Brin, "Those Eyes"
Get the Forums Enhancement Extension!
I would like to see perc core 5 / secondary stealth sight gear put in too but I don't thin that'll ever happen. They really are needed though. -- Also would love a CC strength utility but that isn't likely either.
On another note I recorded some stuff for the villain devices that may be of concern griefing wise. I'll post the video soon which shows it happening and what about what it is.
A Playlist of my CO PvP video's (starting from post nerf PTS team duels)
Another totally cosmetic thing: there's a seam at the edge of grond's lower arms.
Epic Stronghold
Block timing explained
You could probably do this with ego sleep too which would perma hold someone playing as a villain, as long as no one hits them it'd keep the hold on them allowing you to stop the player from being able to do anything.
The fall damage test came out as not being super bad however is that the capped damage? I should have probably tested it from smaller heights.
Lastly when they activate their "TP" to get away if you use celestial cleansing (or probably any NTTG) you can remove it right away stopping it from being any use.
A Playlist of my CO PvP video's (starting from post nerf PTS team duels)
Epic Stronghold
Block timing explained
This would be good. Some Knock resist cores or gear would be good too.
Gravitic Ripple is my N-Sync cover band name.
Thank you for the feedback on our feedback, and I look forward to reading even more feedback on the feedback-adjusted content you'll be feeding back to us.
I hopped onto PTS because of the nasty rumors I'd heard and couldn't believe it when I saw its now up to 56. AD cycling was my way of outsmarting my opponent and having a defense for an INT based character. Without investing a significant amount of gear and stats into accomplishing perfect AD cycling, theres always a gap between the two, and that's the strategic point when you need to strike. In order to cycle AD's back to back like I do, you sacrifice a significant level of damage, HP, healing, and other things you could be investing stats in. Its just how some of us prefer to play a bit different.
The doubled cooldowns on my Mental Leech, Shadow of Doubt, and especially Mental Storm, all went from 2, 2, and 4.5 seconds, to 3.5, 3.5, and 9.5, making it take twice as long for me to build stacks while I'm twice as vulnerable without my AD's. Sure I PvP but its not all I do. Most of the time I actually spend RPing but I love my build because I finally came up with something unique from the stereotypical defiant/enrage/unleashed rager or aura of primal majesty/concentration/ebon ruiner. My build could hold up on its own in PvP, PvE, and it was even thematically appropriate. All this nerf is doing is forcing people like me and others to have to resort to the same tried trued and beat to death tactics that every other PvPer uses.
PvP has been around for a while and its got a learning curve but people learn. I imagine the ones complaining are the ones who aren't willing to learn and invest in their build like the rest of us. And for those of us who have, its heartbreaking when a nerf like this just breaks us.
Being indestructibl in PvE is easy so I know thats not the issue here. And in PvP, AD's aren't impenetrable either. As I;ve said, most people have a gap in which theyre vulnerable, and maintiang these powers and timing your attacks when they're weak is part of the strategy. Even still, I've been killed through r3 Masterful Dodge and r3 Unbreakable. Its just yet another piece to the Rock Paper Scissors game of PvP. One build beats another and that build gets beat by another, some are better against most than others and so on. But no build beats anything and everything. But for those of us who chose to throw out INT and Cooldowns with AD's, we just got told tat we can't win against anyone anymore.
Aside from my own personal complaints, I think I can reasonably say that most people are going to be against every power and device in the game having an increased cooldown practically doubling it. If this patch actually goes through, I see most of the powers with any sort of cooldown being deemed as 'not worth it' and being entirely ignored and unused. This feels like an overly excessive fix for something that's not that big of an issue.
Maybe its just me, but this seems like a terrible idea that will most likely backlash spectacularly as people complain over how useless cooldown reduction has become. And frankly, I'm hoping it does backlash and I'm not alone on this. Its bad enough that hold are practically entirely useless. They last fractions of a second against PvPers and anyone in PvE worth trying to hold like supervillains. Charging a hold power to hold 1 of 4 weaklings that you could have just shot is pointless. I'm hoping that something like this doesn't happen to cooldown reduction turning it into a worthless thing to invest in like hold strength or duration since it'll have no practical application. I'm worried that the game is goin to slowly get picked apart and nerfed down to the point that any variance in the gameplay mechanics is dumbed down so that everything is level and fair and bland...
Or will Gold, have them unlocked already?
Ehh, good point, tho the powers in the lockbox I was able to get on day-one. *sighs*
Im just lazy, too, I wonder how much tokens they will cost, or if golds can have them for free (that whuold be better)
Edit: Well, see if they are worth the grind first, in the PTS, I just still hope, that they won't be a massive grind, work, as no one likes that, even more so if your forced into PVP, that you don't enjoy as its broken as hell.
Epic Stronghold
Block timing explained
Make Onslaught gear secondaries or maybe mods. That way Rampages are still useful.
Move this away from highly populated areas so it doesn't interfere with content outright. Westside is very out of place unless you place them in the desolate areas that look like a rampage has happened.
Just you wait. If my guesses are right more changes are coming and fast. People have become very comfortable with the status quo. And all of that is about to change. If PWI really does want to update this game and put it on other platforms - we're in for massive changes. People never handle change well.
Hold on to your hats folks.
You know, so the massive amounts of QQ can come pouring in, both ways.
"Onslaught Villains are OP because it took 20 heroes to kill one, nerf!" and "Onslaught Villains are too weak, my Grond just got killed by a single level 20 player!"
And then the burning and looting will commence.
Crowd control powers are out of control and need a leash, and also to break stealth, like many other things. Ego Sleep isnt the only broken thing when it comes to control, but it is the worst offender.
If a hold is so strong that a breakfree power cannot help you, then there is no counter and balance once again is thrown out the window.
If you have to nerf Cooldown Reduction (which i agree with!) then Hold strength needs a nerf so that breakfree powers can actually do their job, and people arent capable of being permanently held.
However, this makes Perma-hold all the more easier for people to do. So easy to troll players with this...which is why it should be brought to dev attention. Not that they read anything either.
Oh, you mean the ice grenades?, yeah, I thrown one at uh, grond, I think his name is, yeah that does need fixing, and wait CC has been nerfed?, I thought it was just the CDR? on AO/AD.
I am looking forward, to the new powers, but I hope they are worth it, also are we getting perm sidekicks, and the new hideout rooms yet?, cuz this gets reckless
Edit: Ok, didn't read the main page, so, we have to "Farm" villain tokens, but can't we have them as Onslaught Tokens instead?, also there really needs to be another way, to get them, by not JUST the Villain tokens, thought Quest Store whuold be nice too or having to farm quest, to buy tokens.
(I think that's a thing already, useing Quest, to buy tokens, Unsure)
Maybe I should have done a video on the grond side of it to show how I would be trying to break out. Neiuso said "I am trying to break free, in fact when I'm mashing the break free buttons it seems to be longer although that could just be my imagination." The ice hold cannot be broken with break free.
The villains have the same as a player having 5 str and 5 ego it seems which is kinda stupid, if you're going to make them CC'able and knock'able give them some resistance atleast so they can't be triple FG'd or locked down forever like this. If the villains had some kind of active offense it'd mean they'd be able to break free of a hold and also they'd have something to use as a rampaging ability that could increase their damage for a bit.
A Playlist of my CO PvP video's (starting from post nerf PTS team duels)
Of all the things that DOES NOT IN ANY WAY SHAPE OR FORM need a nerf it's CROWD CONTROL. That's just . . . insane.
With that said the Onslaughts clearly need help and redesigning in some areas as has been shown.
Thanksfully the devs are reading all our feedback.
I wouldn't be surprised if player-versions of them are eventually coming. It's just such an obvious thing . . .
Stay Classy, Millennium City.
This post has been edited to remove content which violates the PWE Community Rules and Policies -Kaiserin
Can see that yeah, hopefully they will be.
Epic Stronghold
Block timing explained
And this is what I've been trying to tell people for ages. <_< Very nicely explained.
A Playlist of my CO PvP video's (starting from post nerf PTS team duels)