Obviously, it may take a while to fully shake out, but what are your initial impressions?
What's your first opinions of Onslaught 95 votes
Like it, but it could do with some additional work.
Has potential, but needs a lot of additional work.
Not to my tastes, but don't care.
0
Comments
Epic Stronghold
Block timing explained
The-Grand-Nagus
Join Date: Sep 2008
There are a bunch of bugs/exploits that were not addressed, the rewards need work, and I'm starting to think that making this a queueable alert might have been a better idea. It will become difficult in the future to find fights, and it would be a lot easier to balance the villains when you have a set number of players.
It's fun to beat up on each other en mass. But as a non-tank melee toon, I essentially end up getting crushed.
Using Sword Cyclone when under the spinny power effect is entertaining for the few seconds it last before dying.
Not having anything terribly interesting to spend Hero Tokens on means they'll be pilling up in my inventory.
Needing to be a villain to get anything cool is meh. Nothing terribly interesting to spend villain tokens on though.
[at]riviania Member since Aug 2009
My super cool CC build and how to use it.
My super cool CC build and how to use it.
Except when I need to get my onslaught points for the quest, then I'm gonna bounce around all sorts of crazy like in a bee-line for that point. That's actually the hardest part of this whole event.
My super cool CC build and how to use it.
Also gives me the chance to beat up Smackwell on even grounds... even though everyone runs after me once they notice I have an offensive passive.
Just kiddin', bring it on!
Once I get my Grond I'll be doing more villainous stuffs.
Over the next few days, weeks, months, the players will develop new builds, tactics, strategies to play as and against Onslaught Villains. I compare it to how we initially organised ourselves with Fire and Ice and the Mechanon event.
I believe the Devs are watching us as they work, seeing how we play the basic stuff before they add the next layer. That actually makes sense, I like this incremental, gradual, adaptive design philosophy, reacting to us as we react to them.
But fundamentally, I really like this idea. It's like how Tumerboy created the Powerhouse Theatre, then we kinda went crazy with it, regulated ourselves. This is Player Controlled Dynamic Event content. We've yet to see the best to come.
--- EDITED DUE TO SUBSEQUENT THOUGHTS ---
I'm keeping an open mind, as I do believe it's early days yet, but I have 2 things to say:
More action at Champions Online Comics @ http://co-comics.webs.com
I don't want to do PVP, and just constantly getting one-shotted as I wander around minding my own business, again and again is NOT FUN.
Put this stuff in a zone of its own or give me a non PVP flag please
They should have fixed some of the bigger stuff (like getting tagged when you don't want to participate) before releasing it so some people don't get a bad impression of it, but overall I think people like it.
Hopefully they patch things up before the more exploit-ish ways of tagging people are discovered by the community at large.
My biggest concern is that it lacks any real faction balancing mechanism, and it gets unfun if the ratio of heroes to villains is too far off in either direction.
Epic Stronghold
Block timing explained
stand on the way of their AOE attacks.
stand right next to them while in melee.
you'll get hit eventually and they are now targetable
Get the Forums Enhancement Extension!
1) The kiting started and I got tired chasing villains who run all over. Some level of "come over here" power would be nice. And I even saw one player state Medusa is going to be his go-to kiting villain.
2) I'm not sure how the villain tokens work cause I know I've damaged at least 3 villains in one area, when one flies away, I attack the other one in the area, and so on but only one registers. Does that mean I'm only supposed to stick to one villain?
3) I saw a player lanced by Medusa at the agent. Don't think he was AFK, cause he let out a "WTF".
4) And why do we only get XP for handing in the recon mission to the agent?
Honestly, I'm going to try for the powers and action figures (woohoo, I like those) then leave it alone.
Yeah it sucks, but to be honest, making me get in my vehicle puts me in the mindset of "just do strafing runs" (not the power) on them. Swoop in, lay down some Incendiary Rounds, fly up out of reach, and reload/heal. This way I'm set for my tokens and the Villain has a much lower chance of getting Villain tokens off of me. From where I sit, it makes more sense for them to not kite me, because I'll happily stick around and get clobbered by them if they just stick around and fight.
2. You're not ever tagged to just one villain. Fight as many as you want; one, three, seven, you'll get credit for all of them when they're lowered in health and when they are defeated.
3. Some powers are bugged and can flag players for Onslaught play. It can happen, and it sucks, and hopefully it will be fixed.
Also I can see myself getting bored really fast for Grinding for Villain Tokens, the Onslaugh Store prices are HORRIBLE! It feels that the whole farming is hopeless
I'm really happy that they also allowed the Daily with the Become on players who bought FreeForm Slot as well (but only with the FF character, NO ATs) it's a REALLY generous move and I appreciate it!
Features like that makes the FF slot's Full price almost worth it... almost
Unfortenly I will have to farm for Villain Tokens with ONLY and only 1 character... I see no point doing it with multiply characters since the tokens are bound
It doesn't help that the Daily for Destroying onslaugh targets around the city is obnoxious! The NPCs take forever to spawn
I want this darn Lance Rain!
The gear is crap, not even gonna bother
Epic Stronghold
Block timing explained
__________________________________________________________________
Alts:
Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
- - - - - -
Feel free to visit my websites!^^:
DeviantART|FurAffinity|
Twitter
It is annoying as the Villain to get to your targets due to long CD on travel power. Also it is silly looking that all of them sort of super jump. It is also annoying accidentally coming across spawn turrets as your Villain and being blasted. Can't they fail to shoot you until after you have attacked in their range?
It can get pretty dull having to run down a Super Villain who does not want to fight, especially when no control powers really work.
The players wanted to play thier supervillains against 'good guy' PvE quests, but we get a system where we must play, and presumably 'lern tu git gud at', thier supervillains against other players. Dreadful.
When the novelty wears off this one goes in the dustbin with Hero Games.
And I will always be @DZPlayer122.
Get the Forums Enhancement Extension!
Current character roaster: The Iconica, Lady Mythica, Black Jackal, Omni-Woman, Fantomask
Currently waiting for: Moar comics! And maybe City of Titans, too. Hopefully!
My only interest in Onslaught is that I need to grind the hell out of it to get the unlockable powers. Once I have done that, I will never play it again. Considering the slow place of getting tokens, and the massive amounts I need, it will seem like I really like playing Onslaught, since I'll focus on it for some time. With the third power unlocked, I will be done with Onslaught.
Also, the mass of people fighting in the new toon area is just an unacceptable mess for new toons, especially new players.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
- first fix the bugs and give players a proper self flag ability instead of auto flag.
- next, better document and explain the process of Hero Tokens, Villian Tokens and Onslaught Tokens.
- and make those tokens currencies rather than items in inventory, tradable to our alts in the Hideout.
- then do something about the lackluster rewards.
- and do something about mass villain clusters.
I get that this sort of thing can be tough to balance. Maybe a custom alert thing with a defined number of hero players and villains would have been better as @kaizerin suggested, but may I suggest for the moment, a stacking Damage Debuff on villains within a certain distance of one another that only affect the damage they deal to heroes? It should be a weak debuff at first, getting exponentially stronger as the number of villains in the same vicinity increases.This way if they cluster together for teamwork a few at a time it's fine, but as more players pop onto villains and snipe at heroes from the sidelines by surprise [a popular tactic on Grav and Medusa I've seen and been annoyed by], the damage debuff would get stronger and stronger until it would be better for them to split into at least two smaller clusters of villains.
I don't really know what would be a fair debuff value but maybe;
- 10% at three villains
- 25% at four,
- 50% at five
- 70% at six
or more villains clustered in one area?I'd say just two villains working together probably don't warrant a debuff.
Epic Stronghold
Block timing explained
Go up to a big fight, 5.1 surround sound, no sound effects, big old Grond throwing debris, ninja quiet, several Gravitars doing something super silently.
The combat is just a big hot steaming mess of character names.
Then its a repeat of enter combat, hold down the 3 key, die before the first full use of a sustain attack.
Respawn, repeat.
50% health loss before I was out of the respawn circle, nice.
Just watched 8 people die inside of the respawn.
Guy next to me at 10% health as soon as he spawned.
From the level six guy getting murdered trying to talk to Kodiak "What the hell?"
This was CO's big chance to make a good impression, the most players they have had online in four years and it fell flat.
Look where they put the Onslaught Agent, in a back alley like trash.
It's nice to get a feel for what it's like to be an Open World boss and to also encourage players to group together and fight off a threat.
But there are areas which I think require work:
- The divorcing of player and Onslaught powers SFX is necessary, so that I don't sound like Medusa or Gravitar when I use Mind Break/Lance Rain or Gravitic Ripple/Force Cascade.
- Repel Immunity for Onslaught SV's would be useful.
- Death via Onslaught Supervillain, in addition to what it currently does, should result in the following:
*Immunity to Onslaught Supervillain damage for the duration of the buff (equally whilst the buff is active Onslaught Supervillains do not qualify as valid targets for players).
*Total wipe of "Battling Supervillains" status, meaning that players will have to fulfil conditions for Battling Supervillain status again to participate.
- Onslaught Vendor in Westside needs to be moved from his current location to closer to Purple Reign mission or Cobra Lords/Westside Prison, to allow for the newbie area to be less congested with Onslaught villains constantly fighting. (An alternative would be to reward Onslaught Supervillains with X Villain Tokens every X minutes for travelling to & remaining in specific areas in MC with heavy focus on Downtown/City Centre & Furthest parts of Westside.)
- As mentioned multiple times in the PTS threads...Gravitar's debuff needs toning down (in terms of the effect it has on player movement, the spinning is waaay too much) or a slight rework to stop it being such a pain. Most players don't have the time or desire to keep track of debuffs on other players in order to avoid them.
- Onslaught Villain and Guardian Tokens need to be bound to account so that they can be placed in shared hideouts.
- Levelling as an Onslaught Supervillain should not cause you to switch factions (become friendly). I'd also consider upping the Level requirement for participating in the events.
- I'd also like to see a return of more Onslaught Points of Interest (for villains and heroes), the UNTIL PA's and crews either need to appear at more locations OR need to respawn a lot faster.
- Player Specializations & Devices need to be switched OFF when in Onslaught Mode, so I don't heal for 150-270k or have defense penetration on my attacks or be able to summon dinosaurs or Nightmares whilst in Onslaught mode.
- I'd like to see the timer on these devices extended to 45 minutes
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
And the path to making it really great seems fairly straightforward.
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
Spectre beats Eido in an SG run: VIDEO HERE
Most of the time my big Grond had one attack beside a power builder.
The full power bar would appear briefly available and then go dark instantly.
Gravitar's attack sucks all the onslaught villains into her central area, creating a big ugly clump of onslaught villains titles and super hero titles. Looks horrible, and I already have everyone's health bars turned off and the damage spam turned off, so with the defaults on it must be ultra crappy.
Why not give her a zero G lift power like that psi bubble hold that then slams everyone down in place?
Without all the big bubbles, maybe tiny gravity bubbles around everyones feet or armpits would look nice.
I used a free token to get Medusa and immediately had someone in a vehicle at max range with stealth target me.
your sign above your head gets in the way of targeting.
auto target goes for the nearest mob.
I got rid of them by ducking under things and getting them with the ranged attacks.
2 targets killed before I got killed.
target a little guy in the barrucade, bomb the lot, then target the defender.
Get the Forums Enhancement Extension!
What about moving telios to the ravenwood academy area? Or by the fountain near the ramp leading to westside? Close enough that new players can see sh-- going down, far enough away not to get accidentally pwd by bugs. Even if they do die, the respawns are farther away and less likely to be camped. In addition, give respawn circles a dome stopping enemies, including onslaught villains, from entering, targeting, or attacking anyone inside. Conversely, no one I side can attack out either.
[at]riviania Member since Aug 2009