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FC.31.20150819.6/.9 - Supervillain Onslaught Update

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  • aiqaaiqa Posts: 2,620 Arc User
    BUG: The Nightmare Generator Legacy device works for supervillains.
  • aiqaaiqa Posts: 2,620 Arc User
    edited September 2015
    gradii said:

    aiqa said:

    Another problem with the Onslaught Sniper gear in it's current form.
    Since it it piercing damage, it works much better for builds that focus on physical damage.

    That is a problem, it needs to be damage that is not specific.
    what about a smaller amount of penetrating damage?
    It should inherent the damage type of the power that activates it, or do damage that is a percentage of the damage your attack does and not have any additional damage scaling.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    aiqa said:


    It should inherent the damage type of the power that activates it, or do damage that is a percentage of the damage your attack does and not have any additional damage scaling.

    Or not be a separate damage tic at all -- just give a bonus to damage (or offense, or crit chance/severity) when the target is more than 20' away.
  • aiqaaiqa Posts: 2,620 Arc User
    edited September 2015
    That would probably be the best option and the easiest to balance too. Just add a little severity on top of what vigil gear does and you're all set. It would do a bit more damage at range, and a bit lower healing.
    Post edited by aiqa on
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Its silly, discluding that a big boulder would obviously flatten a trashcan, it hinders fair gameplay

    It's pretty widespread. You can do it in a Grab alert. A glass display case is not really going to block a Villain's attack..... but they do. Fair's fair, though - there's enough weird mechanics which work in favour of the villains (arsonists throwing molotov cocktails that lock on to the hero and go around corners, boss attacks which will go through the side of a building if they were targeted prior to your moving...)
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    The bottom line is this is not a productive area of discussion. The Devs are not going to go in and retool the entire targeting system. No matter how you feel about it, its still not doable with the resources at their disposal.
  • crypticbuxomcrypticbuxom Posts: 4,629 Arc User
    They could make Onslaught villain attacks work as long as you are targeting someone. Line of sight not required. As long as they are in range, they get hit.​​
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  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    I think an easier fix would be allowing villains to heal up when no attacker has LoS to them.

    ___________________________________________________________

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  • cyronecyrone Posts: 1,028 Arc User
    sterga said:

    Rift has open world bosses that can wipe raids. My favorite was the earth titan in Stonefield. He basically does a shockwave attack. Anyone in it gets killed in a few seconds. No target cap. It was awesome. They added more bosses that could slaughter whole raids if people weren't careful. Even in the low level zones. Doesn't seem to be hurting participation in starter zone rift events.

    Spamming 100ft ranged powers with crip c to auto taunt villains every 10 seconds sounds pretty boring. Or irritating if you're playing the villain.

    Is there any reason why you have to build a villain up? They don't exactly seem dangerous, so why not just let them have all of their powers from the start?

    Oh he certainly is a fun boss. And you're right about the participation. I've seen quite a number of level 10 and below in Freemarch go charging head first to their supposed demise during a zone invasion only to emerge victorious, while others would simply ignore that the boss had spawned.

    Agreed with the Crippling Challenge bit. It would really be a deterant for me to even participate on the Hero side if Crippling Challenge caused the player playing the villain to auto-target me. No fun. All frustration.

    And your last point...YES. So much yes. Building up to that point is just silly. Let them start off with access to the abilities.
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    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
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  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited September 2015
    Onslaught Bosses:

    I've just tried out Medusa's new damage level and I think it's rather appropriate. She feels like she's at a good level.

    For what it's worth...I do like the unlocking mechanic, but because the powers are on such a hefty CD...maybe having access to them at the start would be a point, or make requirements for unlocking them slightly lower.

    The unlocking mechanism maybe/ is likely there to stop villains from being too overwhelming initially and to ramp up, sort of like how players do.

    --

    Onslaught Gear:

    I'm going to be blunt. In their current iteration they really suck. Like seriously.

    Suggestion: Onslaught Gear Secondaries now add +20 points to ALL Super Stats, in addition to their current effects.

    --

    HERMES TURRENTS:

    These seem to have a 50ft radius? This means I can party in Ren Cen with Sapphire as Grond. I guess that is fun, it just means players have to be careful if they "Villain Up" in Ren Cen.

    --

    Action Figures:

    Request - Please remove the "MEDUSA/GROND/GRAVITAR" Tags from above their heads.

    --

    New Titles:

    I'm a fan of the new titles!

    Heroic Ideal - 10k Guardian Tokens
    City Protector - 25k Guardian Tokens
    Onslaught Guardian - 50k Guardian Tokens

    Villainous Intent - 10k Villain Tokens
    Secret Villain - 25k Villain Tokens
    Onslaught Supervillain - 50k Villain Tokens

    Onslaught Supervillain: Mentella kinda has a nice ring to it, if I do say so myself :wink:
  • theravenforcetheravenforce Posts: 7,148 Arc User
    I'm guessing we'll get a PTS update very soon?

    To address bugs like:

    Sentinel Mastery still working to heal heroes in Onslaught mode?

    Grond can do it using Nuclear Shockwave and so can Medusa using TK Spear. I suspect Gravitar can't since none of her attacks stun.

    Battling Super Villains icon/flag still stops NPCs from attacking you. This could be abused in alerts and other content.
  • I hope so...
    Psi.
  • theravenforcetheravenforce Posts: 7,148 Arc User
    One more thing...

    TK Shatter's SFX seems like a mix of Energy Wave's charge up and TK Lance's firing SFX...whilst that is fine for Medusa (since it is TK based)...

    You need to remove that SFX from Mind Break. It is atrocious. PLEASE FOR THE LOVE OF TELEPATHY. Replace it with Ego Blast's charge up and fire SFX.
  • theravenforcetheravenforce Posts: 7,148 Arc User
    Another thing...

    Why has the energy generation and damage capability of both Psi Lash & Wrist Bolter been reduced?

    They both now deal less damage and generate less energy than other energy builders, per tick.
  • kaiserin#0958 kaiserin Posts: 3,210 Cryptic Developer
    There were some fixes made for Wrist Bolter/Psi Lash a pts patch or two ago that made them more responsive, likely why.
    Suggestion: Onslaught Gear Secondaries now add +20 points to ALL Super Stats, in addition to their current effects.
    +60 total stats to the new gear? The gear already has elevated effects, not a great idea to completely dwarf Vigilante gear. It's better to add new options than just flat out better stuff. +20 main superstat or 12/12 secondary would be more in line.


    Bug: While trying to get damage values for Grond I noticed that player stars appear to affect damage output on the villains.​​
  • chaelkchaelk Posts: 7,732 Arc User
    edited September 2015
    I'm pretty sure Heroic Ideal is already a perk title.
    Heroic Idealist is 150 missions.​​
    Stuffing up Freeform builds since Mid 2011
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  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited September 2015
    Wait...is this thread locked? #LockpickingSkillz?

    @ladygadfly , lock the thread quick!
  • aiqaaiqa Posts: 2,620 Arc User
    Maybe this one is still intended for further Onslaught feedback and the other one for the new stuff they added?
  • theravenforcetheravenforce Posts: 7,148 Arc User
    aiqa said:

    Maybe this one is still intended for further Onslaught feedback and the other one for the new stuff they added?

    Probably
  • sammiefightersammiefighter Posts: 92 Arc User
    Yeh, if onslaught bugs are supposed to be here then copy/paste from V12 thread

    Bug: (V12)
    Additional threat mechanics (Bulwark-Hybrid, CC, CS) are not being taken into account with the onslaught gloves of the defender. Seems to be counter intuitive to work worse for tanks

    Suggestion:

    Now that the onslaught items are no longer high-end multi-slot items, and we have "nice fluff" in the store, combine villan/guardian tokens into single "Onslaught Token". This will help even out the farming techniques in previous threads, manage token cost better, make any loose exploits/bugs on villans more palatable.

    Subs still get the advantage of extra tokens from Villan side, FTP will still have to earn extra tokens/pay Q to unlock and play the villans which I'm sure they'll want to test if the 'villana game' is any fun.
  • xrazamaxxrazamax Posts: 979 Arc User
    Has anyone noticed any inconsistencies when applying mind break with medusa? We found some, but then had trouble reproducing the effect. It only happened SOMETIMES, but eventually we could not reproduce at all.
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited September 2015
    xrazamax said:

    Has anyone noticed any inconsistencies when applying mind break with medusa? We found some, but then had trouble reproducing the effect. It only happened SOMETIMES, but eventually we could not reproduce at all.

    Her Mind Break is TK Shatter, all it should do aside from deal damage is "double the stacks of Mind Spikes" on a target.

    However, this does not work if the target has more than 1 or two stacks of Mind Break. And when it does attempt to double Mind Spikes stacks it invariably adds ONE stack to a target instead of doubling the value.

    I suspect it is having difficulty with the cap of 10 from Mind Spikes, since it cannot go OVER 10 from any single Medusa (multiple Medusa's can stack this effect to 100 if 10 Medusa's applied Mind Spikes to their respective max), so it doesn't want to break this.

    Also the stacks of Mind Spike it is meant to double seem to be very slow at ramping up from TK Shatter alone.

    Which actually brings me to a bug:

    Bug:
    Mind Break Rank 3 for some reason has adopted Medusa's TK Shatter SFX. This is not the case for any other rank of Mind Break. I would BEG the developers to apply the following suggestion to Mind Break.

    Suggestion:

    If the SFX for TK Shatter are linked to the GFX (which is Mind Break's Rank 3 GFX), simply change the SFX to that of EGO BLAST - Rank 3. Then apply that SFX to Mind Break (player version). The new SFX for TK Shatter may fit Medusa but they certainly do NOT fit Telepaths using Mind Break. If separating Mind Break and TK Shatter's SFX's is not possible at such a late stage, simply copy/paste Ego Blast Rank 3 SFX onto TK Shatter and Mind Break.

    PLEASE.


  • aiqaaiqa Posts: 2,620 Arc User
    edited September 2015

    -

    It can double the stacks, but it randomly does not work perfectly. We had it double, but limited at 3 for a while. And after a while it just doubled perfectly. At 10 mind spike stacks, and when timed well so that the mind break charge begins before mind stacks falls off but hit after that, it even stacked up mind spike back up to 10.
    Post edited by aiqa on
  • xrazamaxxrazamax Posts: 979 Arc User
    Pretty much^

    It is hard to reproduce it not working properly, but it seemed not to work as it should then suddenly work perfectly. Trying to figure out what exactly caused it to sometimes not work.
  • cyronecyrone Posts: 1,028 Arc User
    Why are the supervillains we can become confined to MC? Why can't we use them in the Desert or Canada? Give players another purpose to explore other parts of the game.
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
  • darqaura2darqaura2 Posts: 932 Arc User
    cyrone said:

    Why are the supervillains we can become confined to MC? Why can't we use them in the Desert or Canada? Give players another purpose to explore other parts of the game.

    How would you notify players of the Onslaughts in other zones? I think they put in MC because its most populated. Chicken and egg issue I guess.
  • cyronecyrone Posts: 1,028 Arc User
    darqaura2 said:


    cyrone said:

    Why are the supervillains we can become confined to MC? Why can't we use them in the Desert or Canada? Give players another purpose to explore other parts of the game.

    How would you notify players of the Onslaughts in other zones? I think they put in MC because its most populated. Chicken and egg issue I guess.
    I thought there was a pop up on the screen that gives a notification of when a player activates the device, along with general location. If there isn't, then this could be implemented and we could have the other zones opened up to this update.
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
  • theravenforcetheravenforce Posts: 7,148 Arc User
    cyrone said:

    darqaura2 said:


    cyrone said:

    Why are the supervillains we can become confined to MC? Why can't we use them in the Desert or Canada? Give players another purpose to explore other parts of the game.

    How would you notify players of the Onslaughts in other zones? I think they put in MC because its most populated. Chicken and egg issue I guess.
    I thought there was a pop up on the screen that gives a notification of when a player activates the device, along with general location. If there isn't, then this could be implemented and we could have the other zones opened up to this update.
    I would love to see it opened up to other zones.

    I imagine that in time it'll be opened up to other zones, along with associated defensive measures (such as the HERMES TURRETS in MC) to stop players from interfering with players who are levelling etc.
  • xrazamaxxrazamax Posts: 979 Arc User
    cyrone said:

    Why are the supervillains we can become confined to MC? Why can't we use them in the Desert or Canada? Give players another purpose to explore other parts of the game.

    The reasoning is that if a player purchases an onslaught token for Q or uses their daily in a zone like Vibora, there may not be enough heroes that engage them. Therefore, they may feel like they just wasted their token. So basically, it comes down to low population in other zones, but I think during the live stream they said they may revisit the idea in the future.

  • carrionbaggagecarrionbaggage Posts: 729 Community Moderator
    Are there any more Onslaught updates scheduled before it goes Live?
  • avianosavianos Posts: 6,195 Arc User
    I have a bad feeling about this​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    Yeah, there just seems like polishing that's needed and can't possibly happen for a release on the 17th. The big problem is this: the incentives to Onslaught do not encourage playing Onslaught in a way that's fun.

    The fun way to play Onslaught is to spend your time brawling with a small group of other players. There are two problems with this:
    • You won't manage to hit your 3 Onslaught sites, and therefore won't get mission rewards, and thus your total reward will be very poor.
    • The way rewards for heroes work, you're much better off using a large group and melting the villain's face off -- every involved hero gets a full reward (so total rewards for twice the team size are twice as large), and it takes less time.
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User

    Yeah, there just seems like polishing that's needed and can't possibly happen for a release on the 17th. The big problem is this: the incentives to Onslaught do not encourage playing Onslaught in a way that's fun.

    The fun way to play Onslaught is to spend your time brawling with a small group of other players. There are two problems with this:

    • You won't manage to hit your 3 Onslaught sites, and therefore won't get mission rewards, and thus your total reward will be very poor.
    • The way rewards for heroes work, you're much better off using a large group and melting the villain's face off -- every involved hero gets a full reward (so total rewards for twice the team size are twice as large), and it takes less time.
    I am very concerned that this is going to be a debacle. In its current state, tokens will be very tough to earn as a villain. Also, the onslaught gear isn't quite good enough.

    Finally, the current setup makes this a dream for many griefers. I'm thinking of those with PvP builds that are simply going to unload on Onslaught villains with unbeatable combos while the villain player tries to build up enough stacks to be able to use effective powers.


    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User


    Finally, the current setup makes this a dream for many griefers. I'm thinking of those with PvP builds that are simply going to unload on Onslaught villains with unbeatable combos while the villain player tries to build up enough stacks to be able to use effective powers.

    You actually kinda want PvE builds on Onslaught villains, other than the interrupt problem (devs: Interrupt and Repel resistance for Onslaught villains, plz); they're a giant pile of hit points, not something that needs to be spiked. Not that there's that much difference between PvP and PvE builds, but there's some.
  • theravenforcetheravenforce Posts: 7,148 Arc User
    I reckon that there may be fixes AFTER it is released...mind you, Cryptic have held back the release of content before and pushed the release date back in light of player feedback, so it's a possibility that they'll hold back to another date, depending on how much work needs to be done.

    Here's hoping they at least fix the Battling Supervillains buff icon issue or there's going to be a variety of issues.
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User


    You actually kinda want PvE builds on Onslaught villains, other than the interrupt problem (devs: Interrupt and Repel resistance for Onslaught villains, plz); they're a giant pile of hit points, not something that needs to be spiked. Not that there's that much difference between PvP and PvE builds, but there's some.

    There are some build differences, but the bigger difference is in playstyle and attitude. That is what concerns me.
    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
  • riveroceanriverocean Posts: 1,690 Arc User
    edited September 2015

    I reckon that there may be fixes AFTER it is released...mind you, Cryptic have held back the release of content before and pushed the release date back in light of player feedback, so it's a possibility that they'll hold back to another date, depending on how much work needs to be done.

    Here's hoping they at least fix the Battling Supervillains buff icon issue or there's going to be a variety of issues.

    Yah I agree. The phrase "slow your roll" comes to mind. But at least fixing the Battling Supervillains buff issues would be a step in the right direction.

    Personally, I hope it's delayed for a bit more testing and tweaking.
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