25,000 villain tokens is WAY to much for the new powers.
Should be 5,000 at most.
I think 1000 is more reasonable. The high price of the Mechanon costume unlocks is what kept me from bothering. I would rather just avoid such content if it's this soul-crushingly grindy and boring.
There's a bug where endbringer animations appear in areas when you enter them. Currently happening in the pts powerhouse test dummy room.
It appears to happen whenever you use the power, then leave the area and return.
It's also happening near the Onslaught Agent in West Side. As soon as you approach him the "Endbringer's Grasp" Animation starts to play. Even if you don't have the power slotted.
Also the animation for Gravity Ripple seems to be broken. The animation "stutters" and loops continually while the power is being maintained. It doesn't look very smooth.
It's also happening near the Onslaught Agent in West Side. As soon as you approach him the "Endbringer's Grasp" Animation starts to play. Even if you don't have the power slotted.
Obviously this is an intended side effect of granting players Endbringer's Grasp as we see here, players were forewarned of the consequences of meddling in Qliphothic forces and the advice given was not followed:
It hasn't been brought up yet, that I have seen, but those UNTIL Defenders at the Onslaught locations hit ridiculously hard. It ruins any fun that might be had. Now while this is primarily aimed at as a PvP thing, there is eventually going to be periods of time or even in the future when not as many actually participate in this. Currently, I was just hit by an UNTIL Defender for upwards of 943,000 damage. This is highly unacceptable as it makes these become devices pretty much a one shot deal against these locations that are suppose to be the goals of villains rampages.
Long term, these devices have to actually be valid when there aren't many players to face down in the future. Otherwise the grinding becomes exponentially worse.
BUG
Dying as a super villain cost me around 2.5 of my stars. While this "death penalty" is negligible at the best of times, considering the end result is suppose to be death, this is a bit of a harsh penalty.
I am assuming the power in question is Endbringer's Grasp. This power is leaving the graphical, audio and screens hake effect in a local area. The effect will appear, make noise and so forth even though it hasn't been used. This similar event occurred in Neverwinter with particular powers (most notably Control Wizards) effects that would constantly have repeated effects, and the end result was huge amount of system resources being eaten up by these effects causing slow downs and crashes.
Deathreach01 is not able to be used from by using the emote command and doesn't appear in my emote list. It appears that DeathReach02 is overriding it completely.
On new powers: Why the new powers (excluding Endbringer) should not have Cooldowns:
In CO I really feel that cooldowns on offensive powers disrupt the tempo of combat. For example in alerts, things happen so fast that cooldowns and charge times can leave you in a state of constantly being "about to do something" because mobs die before a full charge completes and/or a power activates and goes on cooldown only catching the last sliver of mob hp and is now unavailable when you really need it. This also a problem with CC in PVE. Offensive powers on cooldown work better in the slower more deliberate pace of point and click MMOs like COX or WOW.
When CO was first released it was touted as having few if any cooldowns because waiting for your attacks to come off cooldown isn't fun. Energy cost and the requirement of using your energy builder was supposed to be the thing that regulated spamming. I think this design philosophy continues to suit the pace of CO combat the best however, I feel that its ok for ultimate attacks to have cooldowns.
"Champions plays more like Diablo than World of Warcraft - with no cooldown timers on your powers holding you back, you’re free to strike as fast as you can hit the attack button." -gamesradar.com 2008
I would hope the devs will test these powers in fast paced steamroll alert situations and see if they feel readily available and immediately satisfying.
Suggestions for Gravitic Ripple:
1. Make Gravitic Ripple into a maintain like epidemic and Hurracane. Hurracane is a good example of a PBAOE maintain power that influences mob position and does respectable damage.
2. Make it so the "gravity well" status effect is only active while Gravitic Ripple is being maintained. As it currently stands "gravity well" persisting after Gravitic Ripple ends is weird if not disruptive. This will also give players more control because "gravity well" will be on when you need it and off when you don't.
3. The animation and fx need work.
Suggestions for Nuclear Shockwave:
1. Get rid of the cooldown and adjust the energy cost appropriately. Being able to tap the power without fear of cooldown will allow me to tap the power if mobs are dying too fast for a full charge.
2. Remove the root while charging the power. Melee players are often surrounded and mobs are always running around the battle field. I need to be able to move to maximize cone AOE potential when I release the charge because mobs are rarely standing in the same place that they were when I started charging the power.
3. 3. The animation and fx need work.
Post edited by sigmaseven0 on
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.
It hasn't been brought up yet, that I have seen, but those UNTIL Defenders at the Onslaught locations hit ridiculously hard. It ruins any fun that might be had. Now while this is primarily aimed at as a PvP thing, there is eventually going to be periods of time or even in the future when not as many actually participate in this. Currently, I was just hit by an UNTIL Defender for upwards of 943,000 damage. This is highly unacceptable as it makes these become devices pretty much a one shot deal against these locations that are suppose to be the goals of villains rampages.
Long term, these devices have to actually be valid when there aren't many players to face down in the future. Otherwise the grinding becomes exponentially worse.
It's been brought up plenty of times and today's patch has lowered the damage. Have you tested today and it's still high? (I haven't tested today.)
It hasn't been brought up yet, that I have seen, but those UNTIL Defenders at the Onslaught locations hit ridiculously hard. It ruins any fun that might be had. Now while this is primarily aimed at as a PvP thing, there is eventually going to be periods of time or even in the future when not as many actually participate in this. Currently, I was just hit by an UNTIL Defender for upwards of 943,000 damage. This is highly unacceptable as it makes these become devices pretty much a one shot deal against these locations that are suppose to be the goals of villains rampages.
Long term, these devices have to actually be valid when there aren't many players to face down in the future. Otherwise the grinding becomes exponentially worse.
It's been brought up plenty of times and today's patch has lowered the damage. Have you tested today and it's still high? (I haven't tested today.)
Yes, I tested this today. Else I wouldn't have posted it today I checked my logs and I was taking in excess of 943,000 damage regularly from those UNTIL Defenders. The best I could hope for, if I was efficient enough, is to take on one location and succeed. And that's if I could get that Defender down quickly. 5% of the Super Villains health should be the top most that occurs, because we are suppose to be rampaging super villains.
Updated the original post with the following notes:
Release Notes for FC.31.20150819.4:
This build is available on PTS now, 8/25/2015.
September Subscriber Bonus
- Added new September Gold Subscriber emote rewards, "DeathReach01" and "DeathReach02", to PTS & Gold Subscriber stores.
HA! This is awesome! Love it! Definitely needs a "comes-back-to-life-brushes-it-off-like-a-boss" emote to go with it.
Game gave message that both Deathreach01 and Deathreach02 were unlocked, but could not find 01.
Edit: I'm kinda miffed that awesome new powers are being kept behind this Onslaught wall (I've assumed) cause I'm not a big fan of PvP and the culture around it so I'm having meh reactions overall.
I'd still like to have access to the new stuff (namely powers) though. I hope these powers are on equip and purchasable under the new Power unlock option of the auction house?
I don't like Sigs, but I'll leave this here anyway. At least I'm not to trying to hypnotise you with moving things!
25,000 villain tokens is WAY to much for the new powers.
Should be 5,000 at most.
Thanks for bringing this up. We are currently reviewing the pricing of everything in the Villain store as well as the rate and method of acquisition of Villain Tokens. None of these prices should be considered final yet.
It better be not, it needs to be lower, even by 5,000 thank you. Also Lady, chuold you clear if the tokens are buy-able via Q Store (I can not spell the full name, to save my life)
I am obsessed with the mind control part of it. I need a telepathy version. Please *does puppy eyes*
Mind Control? In Telepathy? Who ever heard of such nonsense!
>:)
How dare you! Telepathy requires ALL the Mind Control!
Please tell me, we're getting Mind Control as a power...
Edit: Also, I do love the new power its wonderful, tho I have to agree with the control thing, also I whuold suggest toning down the effects just by a few tat bits, to avoid lag, and crashing, a cooldown whuold be nice, if it was longer to.
On top of that, you should be able to damage your mind-control person, as this will be just abused in alerts and such.
Yes, I tested this today. Else I wouldn't have posted it today I checked my logs and I was taking in excess of 943,000 damage regularly from those UNTIL Defenders. The best I could hope for, if I was efficient enough, is to take on one location and succeed. And that's if I could get that Defender down quickly. 5% of the Super Villains health should be the top most that occurs, because we are suppose to be rampaging super villains.
I tried it today. I see no evidence that the damage has changed at all.
Okeldokes, just making sure since this patch note went up: - Reduced magnitude of powers on UNTIL Defender units at Onslaught Target sites.
On paper, I'm not sure if 5% is what should be dealt. I do like the idea of having to make some sort of tactical decisions on your approach (not all villains are GROND SMASH!), but it's really going to have to be put up to practice to find out what kind of numbers are really needed. Either offer some in-game reward for testing to bring a lot of people in, or doing some live tweaking. Because what we can test on PTS right now is nowhere near what we'll see on live.
And maybe, this might be a good time to open up PTS to silvers so we can really get a large and varied test group?
I dislike having generic npcs which make one wonder "why are we bothering to have heroes". Ideally, given that this event is basically a form of PvP, I would want targets that actually resembled player targets -- say, copy the stats of an Invincible. With adequate AI that would actually be pretty challenging, because it's got a fair amount of healing and mitigation; if it was set to block at times and use Reconstructive Circuits while blocking, you'd probably have to actually work to beat them with these villains. Or toss in more than one opponent; an Inventor would be really annoying.
Yes, I tested this today. Else I wouldn't have posted it today I checked my logs and I was taking in excess of 943,000 damage regularly from those UNTIL Defenders. The best I could hope for, if I was efficient enough, is to take on one location and succeed. And that's if I could get that Defender down quickly. 5% of the Super Villains health should be the top most that occurs, because we are suppose to be rampaging super villains.
I tried it today. I see no evidence that the damage has changed at all.
Okeldokes, just making sure since this patch note went up: - Reduced magnitude of powers on UNTIL Defender units at Onslaught Target sites.
On paper, I'm not sure if 5% is what should be dealt. I do like the idea of having to make some sort of tactical decisions on your approach (not all villains are GROND SMASH!), but it's really going to have to be put up to practice to find out what kind of numbers are really needed. Either offer some in-game reward for testing to bring a lot of people in, or doing some live tweaking. Because what we can test on PTS right now is nowhere near what we'll see on live.
And maybe, this might be a good time to open up PTS to silvers so we can really get a large and varied test group?
I would agree if there was a tactical ability but there isn't that much tactics involved since no blocking can be done by the villain powers. Villains should be a threat, and when was the last time you saw a big bad villain only being taken out by the scrubs?
Lance Rain, might be TO GOOD. For it is basically a better version of TK Lance.
TK blades ult where it just kills the thing you hit with it on a twenty four hour CD (preferably with an anime cut-in of your toon along the lines of this), when please?
(I may still have animosity toward ranged TK in its entirety. Don't judge.)
I'm wishing that the onslaught rewards were slotable secondaries and interesting new mods (along with the new powers). I wish they would leave the top of the line primaries in the Rampages.
Problems:
1. Power creep
2. New gear invalidating time invested in old gear Established strengths of CO:
1. Customization
2. RP
3. Alting
Suggested solution: power replacers and/or elemental variants of physical damage powers as rewards Strengths of this solution:
1. Avoids problems 1 and 2. powers are different and not stronger.
2. Dovetails with COs strengths 1-3
3. Power replacer tech is already in game
4. Provides new options for builds to vets that have already explored all options through alts. (gives vets incentive to return)
5. Players always like new powers/build options so its a safe investment for resources. Augmenting existing powers is not as hard as making new ones.
6. (number of physical damage powers)x(number of damage types)=large amount of rewards that you could spread throughout the game.
7. Giving psychical damage types access to elemental damage and 2ndary effects will allow them to use energy unlocks other than MSA, addressing the the issue of the primacy of MSA/Intelligence.
8. This could have an interesting affect on ATs
9. Elemental melee was popular in COX
10. Each elemental power variant requires new alts, new alts reinforce player retention.
Examples:
The old psi pistol power replacer
Fire or Ice melee tanks
Fire dmg + munitions= incendiary rounds
Ice dmg+ munitions= cryo rounds
Archery + elemental dmg = trick arrows
dimensional dmg+single blade= cursed blade
Electric dmg + heavy weapons= Thor
I would like them to do this regardless of what they do with Onslaught Gear. And they should be full powers. The power replacer system was woefully unimpressive to me from day 1 of this game.
I would not like them to do it instead of.
We need other options to get top end gear instead of just the rampages.
I prefer the idea of making Onslaught Gear into secondaries.
I'm wishing that the onslaught rewards were slotable secondaries and interesting new mods (along with the new powers). I wish they would leave the top of the line primaries in the Rampages.
Thanks for the new powers. Might I suggest that more enemy powers be learnable via special perk challenges or other activity? Something as simple as Foxbat spotlight flash, Socrates' data blast attacks, or Bleak Harbinger tentacle summon would be something I would grind perks for.
Personally, I'm an advocate of adding a daily to the various Rampages, where completing X number gives a guaranteed reward of tokens. I think that'd resolve the key issue with the token system.
Do we know if a free respect is going to be given out?
Respect should always be earned.
"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!"
Not sure why there is the push for Onslaught gear to be turned into secondaries. I would like secondaries, but not in lieu of primary gear. There are multiple types of vigilante gears, and they are one of the primary sinks for all that Questionite people have.
Primary and secondary Onslaught gear sounds great, but between the two I would prefer Primary gear. Vigilante should not be replaced as top tier secondary gear.
I'm not saying that some people don't find the Rampage RNG frustrating (though I'm up to 15 full sets through that system, so it's been good to me) and SC and LI a bit of a bore (though I kind of like SC, could be a bit shorter). They could certainly use some more work. I would just hate to see Rampages become empty because much the same quality of new gear can be got through a new system. I wish we could have Rampages provide one type of useful gear and Onslaught provide something complementary, not supplementary.
I'm wishing that the onslaught rewards were slotable secondaries and interesting new mods (along with the new powers). I wish they would leave the top of the line primaries in the Rampages.
Do we know if a free respect is going to be given out?
Also, I like the idea for Onslaught gear as secondaries and an alternative to Vigilante.
Why should we get free repecs? The new powers are bought and earned. We do not automatically get them.
Apparently there were people who took INT primarily for its cooldown reduction. I wasn't even aware it contributed to CDR, but there are those who say their entire builds will now be worthless because of the CDR nerf.
I'm neutral on the question myself - in my experience, it just doesn't make a big difference when I test it. Then again, I'm not counting the fractions of a second until one power comes off CD, because I usually have three or four powers I can use in any given situation, so...
"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!"
Do we know if a free respect is going to be given out?
Also, I like the idea for Onslaught gear as secondaries and an alternative to Vigilante.
Why should we get free repecs? The new powers are bought and earned. We do not automatically get them.
Apparently there were people who took INT primarily for its cooldown reduction. I wasn't even aware it contributed to CDR, but there are those who say their entire builds will now be worthless because of the CDR nerf.
I'm neutral on the question myself - in my experience, it just doesn't make a big difference when I test it. Then again, I'm not counting the fractions of a second until one power comes off CD, because I usually have three or four powers I can use in any given situation, so...
So they want a free respec for that? Hm...their builds are not destroyed, they will work just fine with reduced CDR.
and if the RNG gremlin hates you, no matter how many rampages you do. You can forget about gear. After a while, people get sick of getting nothing and stop. How many people have given up on getting Rampage gear because they can't get a particular type of token or even any tokens? Also those people with Rampage gear, how many hours have you spent doing those alerts? How many total rampages, about, did it take? How many were on Private queues and how many on PUGS?
I'm sure someone here was up to 200 Rampages and no gear. ----------- oh and how many people saying; 'They shouldn't be in the game' 'They should be secondaries' 'They should be devices we can use with rampage gear'
"Endbringer's Grasp" doesn't seem to end? When I log in to PTS I see a rainbow of "Endbringer's Grasp"s going off on various destructables around the debugger. Moving away and going back close to them seems to set them off again.
Also, not sure the bots were actually made weaker on PTS?
and if the RNG gremlin hates you, no matter how many rampages you do. You can forget about gear. After a while, people get sick of getting nothing and stop. How many people have given up on getting Rampage gear because they can't get a particular type of token or even any tokens?
(raises hand)
"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!"
How many people have given up on getting Rampage gear because they can't get a particular type of token or even any tokens?
I've given up on getting more because I loathe LI and don't enjoy SC.
On the average, I'd say it takes an average of 4 rampages to get a token, assuming I cycle characters every 2 runs, and the total time for an item is maybe 6 hours. If you don't cycle through multiple level 40s it's much worse.
and if the RNG gremlin hates you, no matter how many rampages you do. You can forget about gear. After a while, people get sick of getting nothing and stop.
How many people have given up on getting Rampage gear because they can't get a particular type of token or even any tokens?
Pretty much this. If Rampages are abandoned, it's only because of a very poor design.
No reward = no reason to bother playing.
Also, dear Cryptic.
You DO realise that this Onslaught system must be somehow level gated (dunno, lvl 15+?) or otherwise made exploit-prof against the situation where people can simply create lvl6 alts on a different account and go mutually killing them with friends...
Therefore bypassing high prices set in tokens?
Seriously, think about it, how easy it will be to exploit that way.
You may want to either level gate it, or set a limit of tokens obtainable per day.
Otherwise sooner or later you will have to nerf it.
The three new powers cost 25,000 villain tokens each, that seems a little extreme considering you get 5 for each onslaught target and the defender at each onslaught can cut through the villains hp like a hot knife through butter.
I pretty much expect that it will become a standard for friends to log on, let one of them be a villain in one of the remoter parts of MC to get their tokens unimpeded, then stand quietly while their friends blow the villain to pieces. Rinse and repeat with another set of alts. Probably that's why the rates for new stuff are so high. It's going to be fairly simple to get stuff at this rate. And then people will complain that it's too easy.
"You DO realise that this Onslaught system must be somehow level gated (dunno, lvl 15+?) or otherwise made exploit-prof against the situation where people can simply create lvl6 alts on a different account and go mutually killing them with friends...
Therefore bypassing high prices set in tokens?
Seriously, think about it, how easy it will be to exploit that way.
You may want to either level gate it, or set a limit of tokens obtainable per day.
Otherwise sooner or later you will have to nerf it. "
- Reduced magnitude of powers on UNTIL Defender units at Onslaught Target sites.
Feels a bit better, Heat cannon might need a review (the freem attack)
UNTIL Defender deals 980492 Fire Damage to you with an unknown ability.
UNTIL Defender deals 953456 Fire Damage to you with UNTIL Heat Cannon.
UNTIL Defender deals 985095 Fire Damage to you with an unknown ability.
UNTIL Defender deals 923842 (970033) Fire Damage to you with UNTIL Heat Cannon.
Unless you are Grond this is 1/3 of your health. For reference other attacks were 350k, and 100k. (raw) If we could block this it would also be less of an issue If "working as intended" can we play the full 15 minutes if we get "freemed" instead of loosing the device?
Bug - As seen above some Defenders seem to often ignore defense (one by Kodiac seemed worst), change is significant - Happened on some normal enemies, but change is minor and chance was rare - Medusa defence seemed to be ignored the most of the time, Grond worked 90% of the time, Gravitr 80%. (Needs more testing)
Edit: Reading above the issue with defense may be the enemies having one of the exploited attacks?
I'd just eliminate the entire concept of UNTIL Defenders. If you visit Ren Cen, drop a couple of Backups on the villain, which will make them go away; for other sites, I suggest just having multiple foes. The Pilot a Mega-Destroid segment of Multifarian Resistance would probably be my favored model.
Can we have less intrusive UNTIL Protectors in RenCen? Maybe a retextured Support Drones that path around a little and warps you back to Superjet or defeats you when you get too near?
I pretty much expect that it will become a standard for friends to log on, let one of them be a villain in one of the remoter parts of MC to get their tokens unimpeded, then stand quietly while their friends blow the villain to pieces.
Nah, the standard as it currently works (since you want villain tokens) is that you get a level 6 squishy, transform into villain, stand on top of a respawn point, and spam kill/respawn. Takes 6-8s a cycle. The token methods in general need some work.
I think the mechanics of this power do not quite fit CO. Large parts of the pve content is "kill all those mobs" before you finish this mission, or before you are allowed to go through that door. And since pve builds are usually not just made to win but to win fast, most fights like that are very quick on CO. Endbringer's Grasp converting NPC's to your faction slows this down hugely, to the point of me preferring it not be used at all.
Also the controlled NPC's are not really all that useful, NPC damage is very low compared to player damage and even more so since the control effect only works on feared targets. So in effect it only removes the controled NPC's from the fight for a while, but Endbringer's Grasp does more than enough damage to have killed any targets that are vulnerable to the control effects, which would have been far better for almost any fight.
I think a "normal" confuse effect were you can still attack any confused targets would work much better, and maybe have the faction changing effect on a adv for the people who don't really care about how the power performs in actual content and just want to play around with controlling NPC's.
How many people have given up on getting Rampage gear because they can't get a particular type of token or even any tokens?
I've given up on getting more because I loathe LI and don't enjoy SC.
On the average, I'd say it takes an average of 4 rampages to get a token, assuming I cycle characters every 2 runs, and the total time for an item is maybe 6 hours. If you don't cycle through multiple level 40s it's much worse.
30-40 rampages before i gave up. 2 tokens. one from sky command before the drop rate got lowered. One from lemurian invasion.Gravitar the one I've done the most with various characters, zero. I've only done Fire and Ice a few times sucessfully, so it's not fair to call a bad drop for me on that one.
for the mass kill exploit;
1. Have under level 15's non targetable regardless. Onslaught acceptance needs to be a buff state that you don't get access to till 15.
2. Have a " not right now " timer like some powers have, when you use the power and then can't use it on that person again for a period of time.
IN this case, you kill one person as a villain, you can't kill that person again for 5 minutes.
3. The 'instagib' function from NW PvP, instituted due to the determined spawn camping, spawn riding in, spawn riding and jumping in.
Your villain goes within attack distance of a respawn point, you get a warning like the Icewind dale PvP area one, you stay there and you get one shotted.
4. Level requirement for player kills, if they are more than 5 levels below you, they don't count.
For villain kills;
if the villain doesn't attack with more than their EB for a certain amount of times, it's death doesn't register. Attacks must be regular, which means getting rid of the CC problem.
Perma stealth- villains like white rhino and the likes of the ones in Andrithal can see through stealth. These villains should be able to , as well.
I must admit the UNTIL Defenders and MCPD Protectors do feel a bit dystopian. Why not replace them with some generic flying heroes instead? Certainty UNTIL and the MPCD have super-powered officers in their employ? Having capes patrol rencen and as targets at the UNTIL checkpoints would probably look pretty cool and be more in line with the feel of the game.
Do we know if a free respect is going to be given out?
Also, I like the idea for Onslaught gear as secondaries and an alternative to Vigilante.
I am curious as to why? It's like 50 whole global to change super stats. And the other part is people using speed gear and CDR mods.
I like free things. Duh. And full respecs are more than 50g. The respec things Cryptic gives out stack to one, the vet ones do not. If they give out a token, I want to use that one first. It's a simple planning thing. It would be dumb to respect now if a token will be given out. So, I'm asking.
Comments
I think 1000 is more reasonable. The high price of the Mechanon costume unlocks is what kept me from bothering. I would rather just avoid such content if it's this soul-crushingly grindy and boring.
It's also happening near the Onslaught Agent in West Side. As soon as you approach him the "Endbringer's Grasp" Animation starts to play. Even if you don't have the power slotted.
Also the animation for Gravity Ripple seems to be broken. The animation "stutters" and loops continually while the power is being maintained. It doesn't look very smooth.
Obviously this is an intended side effect of granting players Endbringer's Grasp as we see here, players were forewarned of the consequences of meddling in Qliphothic forces and the advice given was not followed:
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
__________________________
It hasn't been brought up yet, that I have seen, but those UNTIL Defenders at the Onslaught locations hit ridiculously hard. It ruins any fun that might be had. Now while this is primarily aimed at as a PvP thing, there is eventually going to be periods of time or even in the future when not as many actually participate in this. Currently, I was just hit by an UNTIL Defender for upwards of 943,000 damage. This is highly unacceptable as it makes these become devices pretty much a one shot deal against these locations that are suppose to be the goals of villains rampages.
Long term, these devices have to actually be valid when there aren't many players to face down in the future. Otherwise the grinding becomes exponentially worse.
BUG
Dying as a super villain cost me around 2.5 of my stars. While this "death penalty" is negligible at the best of times, considering the end result is suppose to be death, this is a bit of a harsh penalty.
I am assuming the power in question is Endbringer's Grasp. This power is leaving the graphical, audio and screens hake effect in a local area. The effect will appear, make noise and so forth even though it hasn't been used. This similar event occurred in Neverwinter with particular powers (most notably Control Wizards) effects that would constantly have repeated effects, and the end result was huge amount of system resources being eaten up by these effects causing slow downs and crashes.
Deathreach01 is not able to be used from by using the emote command and doesn't appear in my emote list. It appears that DeathReach02 is overriding it completely.
Silverspar on PRIMUS
Get the Forums Enhancement Extension!
Why the new powers (excluding Endbringer) should not have Cooldowns:
In CO I really feel that cooldowns on offensive powers disrupt the tempo of combat. For example in alerts, things happen so fast that cooldowns and charge times can leave you in a state of constantly being "about to do something" because mobs die before a full charge completes and/or a power activates and goes on cooldown only catching the last sliver of mob hp and is now unavailable when you really need it. This also a problem with CC in PVE. Offensive powers on cooldown work better in the slower more deliberate pace of point and click MMOs like COX or WOW.
When CO was first released it was touted as having few if any cooldowns because waiting for your attacks to come off cooldown isn't fun. Energy cost and the requirement of using your energy builder was supposed to be the thing that regulated spamming. I think this design philosophy continues to suit the pace of CO combat the best however, I feel that its ok for ultimate attacks to have cooldowns.
"Champions plays more like Diablo than World of Warcraft - with no cooldown timers on your powers holding you back, you’re free to strike as fast as you can hit the attack button."
-gamesradar.com 2008
I would hope the devs will test these powers in fast paced steamroll alert situations and see if they feel readily available and immediately satisfying.
Suggestions for Gravitic Ripple:
1. Make Gravitic Ripple into a maintain like epidemic and Hurracane. Hurracane is a good example of a PBAOE maintain power that influences mob position and does respectable damage.
2. Make it so the "gravity well" status effect is only active while Gravitic Ripple is being maintained. As it currently stands "gravity well" persisting after Gravitic Ripple ends is weird if not disruptive. This will also give players more control because "gravity well" will be on when you need it and off when you don't.
3. The animation and fx need work.
Suggestions for Nuclear Shockwave:
1. Get rid of the cooldown and adjust the energy cost appropriately. Being able to tap the power without fear of cooldown will allow me to tap the power if mobs are dying too fast for a full charge.
2. Remove the root while charging the power. Melee players are often surrounded and mobs are always running around the battle field. I need to be able to move to maximize cone AOE potential when I release the charge because mobs are rarely standing in the same place that they were when I started charging the power.
3. 3. The animation and fx need work.
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.
It's been brought up plenty of times and today's patch has lowered the damage. Have you tested today and it's still high? (I haven't tested today.)
Yes, I tested this today. Else I wouldn't have posted it today I checked my logs and I was taking in excess of 943,000 damage regularly from those UNTIL Defenders. The best I could hope for, if I was efficient enough, is to take on one location and succeed. And that's if I could get that Defender down quickly. 5% of the Super Villains health should be the top most that occurs, because we are suppose to be rampaging super villains.
Silverspar on PRIMUS
Get the Forums Enhancement Extension!
Epic Stronghold
Block timing explained
HA! This is awesome! Love it! Definitely needs a "comes-back-to-life-brushes-it-off-like-a-boss" emote to go with it.
Game gave message that both Deathreach01 and Deathreach02 were unlocked, but could not find 01.
Edit: I'm kinda miffed that awesome new powers are being kept behind this Onslaught wall (I've assumed) cause I'm not a big fan of PvP and the culture around it so I'm having meh reactions overall.
I'd still like to have access to the new stuff (namely powers) though. I hope these powers are on equip and purchasable under the new Power unlock option of the auction house?
Also, I like the idea for Onslaught gear as secondaries and an alternative to Vigilante.
[at]riviania Member since Aug 2009
It better be not, it needs to be lower, even by 5,000 thank you. Also Lady, chuold you clear if the tokens are buy-able via Q Store (I can not spell the full name, to save my life)
Please tell me, we're getting Mind Control as a power...
Edit: Also, I do love the new power its wonderful, tho I have to agree with the control thing, also I whuold suggest toning down the effects just by a few tat bits, to avoid lag, and crashing, a cooldown whuold be nice, if it was longer to.
On top of that, you should be able to damage your mind-control person, as this will be just abused in alerts and such.
Most of what I can say
Okeldokes, just making sure since this patch note went up: - Reduced magnitude of powers on UNTIL Defender units at Onslaught Target sites.
On paper, I'm not sure if 5% is what should be dealt. I do like the idea of having to make some sort of tactical decisions on your approach (not all villains are GROND SMASH!), but it's really going to have to be put up to practice to find out what kind of numbers are really needed. Either offer some in-game reward for testing to bring a lot of people in, or doing some live tweaking. Because what we can test on PTS right now is nowhere near what we'll see on live.
And maybe, this might be a good time to open up PTS to silvers so we can really get a large and varied test group?
I am curious as to why? It's like 50 whole global to change super stats. And the other part is people using speed gear and CDR mods.
Silverspar on PRIMUS
Get the Forums Enhancement Extension!
Epic Stronghold
Block timing explained
I would agree if there was a tactical ability but there isn't that much tactics involved since no blocking can be done by the villain powers. Villains should be a threat, and when was the last time you saw a big bad villain only being taken out by the scrubs?
Silverspar on PRIMUS
Get the Forums Enhancement Extension!
TK blades ult where it just kills the thing you hit with it on a twenty four hour CD (preferably with an anime cut-in of your toon along the lines of this), when please?
(I may still have animosity toward ranged TK in its entirety. Don't judge.)
Snark never dies.
I would like them to do this regardless of what they do with Onslaught Gear. And they should be full powers. The power replacer system was woefully unimpressive to me from day 1 of this game.
I would not like them to do it instead of.
We need other options to get top end gear instead of just the rampages.
I prefer the idea of making Onslaught Gear into secondaries.
Or increase the drop rate related to Rampage tokens.
- David Brin, "Those Eyes"
Get the Forums Enhancement Extension!
If so, I can see how that's an issue for him starting out...Medusa and Gravitar can lay waste to them easily.
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
__________________________
Why should we get free repecs? The new powers are bought and earned. We do not automatically get them.
Primary and secondary Onslaught gear sounds great, but between the two I would prefer Primary gear. Vigilante should not be replaced as top tier secondary gear.
But rampage rewards are only "earned" by playing the RNG lottery. Fix the Rampage token system to be more like the Onslaught one first.
I'm neutral on the question myself - in my experience, it just doesn't make a big difference when I test it. Then again, I'm not counting the fractions of a second until one power comes off CD, because I usually have three or four powers I can use in any given situation, so...
- David Brin, "Those Eyes"
Get the Forums Enhancement Extension!
How many people have given up on getting Rampage gear because they can't get a particular type of token or even any tokens?
Also those people with Rampage gear, how many hours have you spent doing those alerts?
How many total rampages, about, did it take?
How many were on Private queues and how many on PUGS?
I'm sure someone here was up to 200 Rampages and no gear.
-----------
oh and how many people saying;
'They shouldn't be in the game'
'They should be secondaries'
'They should be devices we can use with rampage gear'
Have rampage gear and how many don't?
Get the Forums Enhancement Extension!
Also, not sure the bots were actually made weaker on PTS?
- David Brin, "Those Eyes"
Get the Forums Enhancement Extension!
On the average, I'd say it takes an average of 4 rampages to get a token, assuming I cycle characters every 2 runs, and the total time for an item is maybe 6 hours. If you don't cycle through multiple level 40s it's much worse.
Epic Stronghold
Block timing explained
No reward = no reason to bother playing.
Also, dear Cryptic.
You DO realise that this Onslaught system must be somehow level gated (dunno, lvl 15+?) or otherwise made exploit-prof against the situation where people can simply create lvl6 alts on a different account and go mutually killing them with friends...
Therefore bypassing high prices set in tokens?
Seriously, think about it, how easy it will be to exploit that way.
You may want to either level gate it, or set a limit of tokens obtainable per day.
Otherwise sooner or later you will have to nerf it.
UNTIL Defender deals 980492 Fire Damage to you with an unknown ability. UNTIL Defender deals 953456 Fire Damage to you with UNTIL Heat Cannon. UNTIL Defender deals 985095 Fire Damage to you with an unknown ability. UNTIL Defender deals 923842 (970033) Fire Damage to you with UNTIL Heat Cannon.
Unless you are Grond this is 1/3 of your health. For reference other attacks were 350k, and 100k. (raw)
If we could block this it would also be less of an issue
If "working as intended" can we play the full 15 minutes if we get "freemed" instead of loosing the device?
Bug
- As seen above some Defenders seem to often ignore defense (one by Kodiac seemed worst), change is significant
- Happened on some normal enemies, but change is minor and chance was rare
- Medusa defence seemed to be ignored the most of the time, Grond worked 90% of the time, Gravitr 80%. (Needs more testing)
Edit: Reading above the issue with defense may be the enemies having one of the exploited attacks?
Epic Stronghold
Block timing explained
Epic Stronghold
Block timing explained
I think the mechanics of this power do not quite fit CO. Large parts of the pve content is "kill all those mobs" before you finish this mission, or before you are allowed to go through that door. And since pve builds are usually not just made to win but to win fast, most fights like that are very quick on CO. Endbringer's Grasp converting NPC's to your faction slows this down hugely, to the point of me preferring it not be used at all.
Also the controlled NPC's are not really all that useful, NPC damage is very low compared to player damage and even more so since the control effect only works on feared targets. So in effect it only removes the controled NPC's from the fight for a while, but Endbringer's Grasp does more than enough damage to have killed any targets that are vulnerable to the control effects, which would have been far better for almost any fight.
I think a "normal" confuse effect were you can still attack any confused targets would work much better, and maybe have the faction changing effect on a adv for the people who don't really care about how the power performs in actual content and just want to play around with controlling NPC's.
30-40 rampages before i gave up. 2 tokens. one from sky command before the drop rate got lowered. One from lemurian invasion.Gravitar the one I've done the most with various characters, zero. I've only done Fire and Ice a few times sucessfully, so it's not fair to call a bad drop for me on that one.
Get the Forums Enhancement Extension!
1. Have under level 15's non targetable regardless. Onslaught acceptance needs to be a buff state that you don't get access to till 15.
2. Have a " not right now " timer like some powers have, when you use the power and then can't use it on that person again for a period of time.
IN this case, you kill one person as a villain, you can't kill that person again for 5 minutes.
3. The 'instagib' function from NW PvP, instituted due to the determined spawn camping, spawn riding in, spawn riding and jumping in.
Your villain goes within attack distance of a respawn point, you get a warning like the Icewind dale PvP area one, you stay there and you get one shotted.
4. Level requirement for player kills, if they are more than 5 levels below you, they don't count.
For villain kills;
if the villain doesn't attack with more than their EB for a certain amount of times, it's death doesn't register. Attacks must be regular, which means getting rid of the CC problem.
Perma stealth- villains like white rhino and the likes of the ones in Andrithal can see through stealth. These villains should be able to , as well.
Get the Forums Enhancement Extension!
Epic Stronghold
Block timing explained
I am curious as to why? It's like 50 whole global to change super stats. And the other part is people using speed gear and CDR mods.
I like free things. Duh. And full respecs are more than 50g. The respec things Cryptic gives out stack to one, the vet ones do not. If they give out a token, I want to use that one first. It's a simple planning thing. It would be dumb to respect now if a token will be given out. So, I'm asking.
Autocorrect is my friend, except when it's not.
[at]riviania Member since Aug 2009