If fighting OVs was fun you would have something, but fighting an OV is nothing but a mindless button mashing grind. If you don't have a build that can survive you'll spend a lot of time being one shot either as you run back to fight to try to get a few more tokens or while recovering at the spawn point. Being one shot isn't fun imo.
I get that Onslaught is supposed to be asymmetric, but how many heroes is it supposed to take? Because with Vile Challenge, it might as well be Takofanes or the anniversary Mega-Destroids.
Choose your enemies carefully, because they will define you / Make them interesting, because in some ways they will mind you
They're not there in the beginning, but when your story ends / Gonna last with you longer than your friends
With my experience with OV more people complain about being the hero and dying...but isn't the purpose of being OV is to kill everyone?
I mean the majority of the OV will say "okay...suicide time!" and the heroes get their tokens, but the heroes are less inclined to just die and let the player get as many Villain Tokens as possible. I have to work hard to get my 50pts from my OV, I've died/expired and not achieved my daily. I mean as long as the OV dies every participating hero gets their token but when you run/fly/hide or have some freak build...what is point of being an OV?
If fighting OVs was fun you would have something, but fighting an OV is nothing but a mindless button mashing grind. If you don't have a build that can survive you'll spend a lot of time being one shot either as you run back to fight to try to get a few more tokens or while recovering at the spawn point. Being one shot isn't fun imo.
I get that Onslaught is supposed to be asymmetric, but how many heroes is it supposed to take? Because with Vile Challenge, it might as well be Takofanes or the anniversary Mega-Destroids.
Imo, it should take multiple heroes to take an OV down. Though the OV doesn't need to do so much damage they are one shotting people. (Especially if block is being rendered pretty much useless against them)
With my experience with OV more people complain about being the hero and dying...but isn't the purpose of being OV is to kill everyone?
I mean the majority of the OV will say "okay...suicide time!" and the heroes get their tokens, but the heroes are less inclined to just die and let the player get as many Villain Tokens as possible. I have to work hard to get my 50pts from my OV, I've died/expired and not achieved my daily. I mean as long as the OV dies every participating hero gets their token but when you run/fly/hide or have some freak build...what is point of being an OV?
Not everyone is getting the tokens and not everyone enjoys being one shotted. When I was actually participating there were multiple times where I was killed and while I was recovering killed again. By the time I rezzed the second time the villain had been defeated and I was rewarded with nothing.
This should be fun, I know this is subjective, and equally rewarding for both sides. They need to change how the villain tokens are awarded, make it time based like the GT for every X time you gain X number of tokens, or make it a repeatable quest defeat X number of Heroes and you get X number of tokens. The same for the heroes, help defeat X number of villains and receive X number of tokens.
Not everyone is getting the tokens and not everyone enjoys being one shotted. When I was actually participating there were multiple times where I was killed and while I was recovering killed again. By the time I rezzed the second time the villain had been defeated and I was rewarded with nothing.
This should be fun, I know this is subjective, and equally rewarding for both sides. They need to change how the villain tokens are awarded, make it time based like the GT for every X time you gain X number of tokens, or make it a repeatable quest defeat X number of Heroes and you get X number of tokens. The same for the heroes, help defeat X number of villains and receive X number of tokens.
There are issue with both sides, I'll agree. I think OV should have the ability to insta-kill but it should be when the energy bar hits max, but like Gronds rock throw shouldn't.
In the end...anyone playing a OV shouldnt have issues getting their kills. Heroes & OV need more incentive tokens during the fight and there should be some perk for Heroes to stay and fight until the end, that way death can be rewarded. I mean, 5 guardian tokens from dying isn't so bad, also you should get the tokens from the kill of the OV if he dies when you do.
It's mind numbingly easy to get all the tokens you need as an OV in ca. 6-7 minutes. Just park outside the Unity building and take out the two defenders there 5x each. All it takes is a little practice. After I get my tokens that way I hop over to the PH to let heroes bash on me. If I take a couple out in the 7-8 minutes left on my timer it's just extra gravy. Most of the time I'm surrounded by unkillable super tanks. They can't do much against me in the time available so I try to trigger a turret to give those who were willing to attack some easy tokens. Currently I don't even think of looking for heroes until I've already satisfied my daily in this way.
I'm all for NttG working on vehicles, Vile Challenge, and Stealth not working against OVs.
The only way a working Stealth is balanced against OVs is if max level tank players in general weren't so hard to kill. Even using all your powers you can't put a dent into them. So being able to remove blocks and being able to see stealthed targets is good for an OV to have. Stealth shouldn't work in crisis themed encounters after the first breaking of stealth anyways.
If players don't want their block to be removed by an OV, then don't block everything. Its up to the players to keep their block intact by only using it when its needed rather than every tick of damage coming their way. If an OV is focusing on you, then you ought to be in trouble.
If the purple incendiaries from Bloodmoon vehicles were supposed to be mk1, why were they replaced with mk2s after the first 5 days? Shouldn't the remaining purples be scaled to mk2s, not mk1s? (In all aspects)
(Unless I'm confused, and there was a problem with actual Mk1 incendiary rounds)
If players are going to have Stealth defense removed from them versus Onslaught Super Villains, as well as block, there will need to be a counter mechanic for Vile Challenge as I already said, I'll re-post it here:
2 - Create a counter mechanic to not only Vile Challenge but also to Crippling Challenge like so:
- Crippling Challenge: This mechanic now has a counter mechanic which is innate to all players called [Challenge Accepted] buff. Challenge Accepted buff prevents Crippling / Vile Challenge from removing block for 15 seconds once the effect wears off. Challenge Accepted buff will proc immediately if a player is affected by Crippling Challenge WITHOUT actively blocking.
This would address Vile Challenge being too powerful as well as making PvP more bearable.
PLEASE CONSIDER & DO THIS.
Without such an implementation of a counter mechanic, this will drive people further away from Onslaught game play.
There IS a way to do this so that it only affects targets who are blocking.
Have a look at Telekinesis Tree's Ego Blade Breach, Domineering Will advantage, applies a stun on full charge but only if said target is blocking the effect.
I also want to suggest some form of stealth counter mechanic (instead of straight stealth see through). Something like:
"If Player X uses stealth mechanics against an OSV, after being attacked from stealth, OSV gains "True Sight" for 2 minutes, allowing them to see through stealth from all sources."
So players have a fighting chance against OSV's and OSV's aren't completely locked out by stealth.
I don't find it engaging if I'm an OSV and players have zero way of countering my abilities through blocking or stealth.
With how freely players are able to transform (having Multiple OSVs around at once), players need block, stealth and other defensive mechanics to protect themselves in unfair circumstances.
If the purple incendiaries from Bloodmoon vehicles were supposed to be mk1, why were they replaced with mk2s after the first 5 days? Shouldn't the remaining purples be scaled to mk2s, not mk1s? (In all aspects)
The purple incendiaries from Bloodmoon are legacy equipment; it's what IR looked like when vehicles first came out. They aren't "Mark 1", however; there has never been a mark 1 incendiary round.
For the OV thing, I think they should change the damage of the OV's attacks to deal a percentage amount of damage that ignores defense. This will make one shotting heroes impossible (unless the OV uses their ult which should do 100% as damage unless blocked). This will also make those unkillable heroes more easily killed as their defense suddenly means nothing.
... and vehicles because other builds get roflstomped...
Hmm...main reason for my vehicle.. this just killed my melee hero participation to hit and run and hide, hit and run and hide
Cause yeah, it's more fun playing hide and seek with the jets than getting up off the floor, only to be killed 3secs later while you're dusting yourself off.
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!
Personally, I'm not upset about them giving OVs Vile Challenge, and I've seen MANY MANY people both in-game and on the forums say they need CripC on one of their powers to be effective. However, I have to say, I do see a potential problem with it. Because VC will make it easier for OCs to get kills, it will also make it harder to get tokens... to explain... anyone who's recently died can't reward the OV with tokens if they die again within 1 minute (or was it 2 minutes? havn't looked at the buff in a while) durring that period the hero is usually building back up thier stacks on their forms and getting all their buffs back up and running, its usually when your the squishiest... so for that period your often going to block at the very least to out live the buff (assuming you even care about helping the OV get tokens too)... With Vile Challenge knockin your block out your likely to die frequently while worth no tokens...
Sorry, but this is just going to kill Onslaught even more. Now it's just going to be reserved to farming villain tokens from the Onslaught spots because no one is going to want to sit there and be constantly one shotted because they can't protect themselves. Again, if the OVs didn't do ridiculous damage I could see this, but outside the defiance and dodge tanks this just means everyone else gets one shotted. And this leaves those who weren't sporting tank builds further in the dust. They won't want to participate then, plain and simple, because it just isn't fun to die over and over to skilless combat. And Crippling Challenge has always been skilless combat and needed a permanent solution ages ago like was suppose to have been investigated.
Some people already become the focal point of certain players when it comes to the OVs. Being dog piled and unable to defend yourself form them just won't be worth the time. And it's bad enough if you already got spend your time waiting on the current crop to get bored.
I think much of the problem is Medusa, and is mostly because Lance Rain makes running away super-hard -- it disables travel powers with no limit on how often it can be used, and applies an unblockable root. There's sometimes a narrow period in which you can run away because of the power's cooldown -- unless you get caught by a stun.
I think the idea of a limited amount of unblockable (or irresistible) damage seems like the best way to deal with block turtling without making it unplayable for everyone else.
The only real unresistable damage she has is 10 Mind Spikes to Stun + TK Eruption = unresistable damage (provided target isn't blocking)
It's just that it is very easy to spawn multiple OSV's in one concentrated area.
There needs to be reward hot spots ALL over MC, so that OSV's can easily get tokens as well as players without being ridiculously bunched up.
At present, aside from being marginally annoying, there is no reason to lead heroes on a merry chase around MC, nor is there any incentive to OSV up around non respawn point areas.
If there were RED/BLUE circles on the map of MC which granted tokens based on holding OSV battles in those areas in addition to kills, getting people to participate in OSV may be a little easier.
Make it time based, so:
"OSV's near City Hall/Dynamic Labs/UNTIL HQ/ Champs HQ / Westside Docks will generate 10 tokens every 30 seconds they spend within an Onslaught Circle. Heroes will also generate 10 tokens every 30 seconds they spend within an Onslaught Circle, but both factions must be in combat with an OSV/Hero or UNTIL Defender in order to benefit from Onslaught Circles. Onslaught Circles are spread out throughout the map. Having more than two Onslaught Villains in one circle for more than 10 seconds will greatly diminish the amount of Villain and Guardian Tokens that can be obtained."
If you are going to give the OVs block break then their damage has to be lowered significantly. Considering the only reason they were given high damage was because of the blocking, removing this element is just going to infuriate players because it's just going to be strings of unfair one shots. Plain and simple. And outside of Defiance/Invuln builds few of them can survive those type of hits. So you just screwed over the non-tanks big time with block breaker, and really only the dodge builds will be at peak performance.
I will put it this way; there is a supreme difference between challenging and unfair and giving OVs block breakers with their ridiculous damage now falls into the category of unfair. You can kill blockers now. They either block break or have high damage that one shots even high health tanks. They shouldn't have both.
Agreed x 100. Already interest in the OVs is dwindling to nonexistent.
Making them more of a pain in the arse to fight isn't going to help things.
I think much of the problem is Medusa, and is mostly because Lance Rain makes running away super-hard -- it disables travel powers with no limit on how often it can be used, and applies an unblockable root. There's sometimes a narrow period in which you can run away because of the power's cooldown -- unless you get caught by a stun.
I think the idea of a limited amount of unblockable (or irresistible) damage seems like the best way to deal with block turtling without making it unplayable for everyone else.
It really does seem like medusa is the one who is making this change the most hard to fathom having to play against. Gravitar doesn't do so much damage that not blocking is a guarenteed death sentence and grond's powers can be avoided by moving. Medusa however is just going to shred everyone to pieces.
Suggestion: Do not default Vile Challenge to the 1st power. Grond's Radiate Fury works as a Vile Challenge applier, but Gravitar should apply Vile Challenge via Reflective Burst (which at this point is not a very useful power. This would make it worth using and taking off that stack of gravity well) and Medusa should be given Vile Challenge on TK lunge. Most players have their Crippling Challenge adv. on their lunge attacks anyways, and this would cause there to be a 14 sec cooldown when applying Vile Challenge. Also, in the future other OVs can have their powers balanced more flexibly by giving them the advantage Vile Challenge to boost their usefulness.
Furthermore, like Grond, Medusa should have an exhaustion to her energy bar. Her design was meant to be a "tank killer" and focus on durable enemies so she could build stacks of mind spike. However, once she has enough spikes, she is pretty much going to target only the most durable heroes. Although perhaps not as severe, her Mind Spike Mechanic should act like Gronds in that you must unlock those stronger powers again. In this case, that would mean more focusing on Tank builds - which I'm sure will help take a bit of pressure off those who feel like they are getting shredded by Medusa because they are running offensive passives and thus make easy targets.
I really do like the cool shiny effect from the Starlight aura. But, since we already have so many sparkle auras I figured maybe the sparkles could be removed and if someone were to want sparkles with the shiny, they could just get the sparkles auras. Or the invincible aura.
Hm, since you actually nerf broken, abusable powers then what's about Strafing Run? 15 sec cooldown aoe nuke that does more damage than an ultimate unleashed rage and 1 shots anything and your wee doggy too...
Doesn't this power seem overpowered for you guys?
Post edited by shiningdarkness#0716 on
"If life is illusion, then I am no less an illusion, and being thus, the illusion is real to me"
(1) Nailed to the Ground shouldn't affect vehicles. How does that even work? Do they disable the engines? I mean, really?
But more directly related to game mechanics, the only reason people use vehicles so much against OVs is (a) OVs do too much damage, so its the only way a lot of characters can hope to survive more than 5s, and (b) vehicles are the only things that can keep up with kiting OVs. Letting OVs nttg vehicles means they can kite with impunity because they outrange *everybody* and now no one can catch them. I've already chased kiting OVs all over westside, and vehicles were the only thing that made that remotely possible.
This particular change is just aiding and abetting players who abuse heroes by jumping around like kangaroos. I mean, some of the other changes (vile challenge ) are going to be bad, but this is the one that will kill whatever remaining interest there is.
The only nttg fix that was needed for onslaught was allowing hero nttg to reduce OV movement to a regular walking rate/jump height.
(2) Endbringer's Grasp needs no damage nerf. Who cares if henchmen die before you can control them? No one. If it's going to be on a minute timer, it needs to deal significant damage to justify its rarity. You want it to just be another terrible control power that doesn't affect anything anyone cares about? Put it on a 15s timer like the other ones. Alternately, let it affect up to cosmics. And then you can still leave the damage where it is, because 1 minute cooldown.
(3) The ice ultimate is garbage. It is, once again, a cooldown issue. If ultimates are going to have long cooldowns, they need to have amazingly game-changing effects. If it isn't going to deal piles of damage (and since it seems designed for tanking, let's assume it won't be doing that), it either needs to be a major defense boost (+100% or more) OR needs to last an exceptionally long time (minimum 30s). A tiny boost for a tiny duration available every minute or so is totally worthless. I'd take the telepathy ultimate over that, and that's virtually unplayable.
How does that even work? Do they disable the engines? I mean, really?
Makes just as much sense as having it work on players. It should maybe be +flight gravity rather than -flight, though, so it doesn't totally immobilize the vehicle.
The only thing that needs to be looked at with Enduring Grasp is how its effects will persist in the world well beyond the end of the actual ability. The damage is fine.
Is Endbringer's Grasp overtime damage comparable to Unleashed Rage's full damage? If not than it needs a buff in damage, not a nerf. Make the Ultimate Power bar the same across the board.
Is Endbringer's Grasp overtime damage comparable to Unleashed Rage's full damage? If not than it needs a buff in damage, not a nerf. Make the Ultimate Power bar the same across the board.
I agree, ultimates should be listed as ultimates for a reason. Especially those we are expected to gamble for.
Is Endbringer's Grasp overtime damage comparable to Unleashed Rage's full damage? If not than it needs a buff in damage, not a nerf. Make the Ultimate Power bar the same across the board.
If I remember correctly it's overall damage was more than UR's when kaiserin tested it just before it came out. The power doesn't really seem to be meant for purely doing damage though while UR is mainly about dealing massive damage.
Let's say Endbringer's Grasp does more damage than intended, as people pointed out in testing--it's the big AoE damage-dealer on my main toon, btw. Then bring down the damage somewhat, maybe 10% or 20% less.
With this change, the damage is so low as to make the power forgetable. My toon will just go back to Gravity Driver, even though EG fits a chaos-mage much more.
Likewise, this first iteration of the the ice ultimate is so weak as to be pointless. Either give a very high damage resistance (like 100%) for a short time, heavily increase the damage, or give some mix. Also, make R2 and R3 worthwhile.
And yes, the graphics for Fractal Aegis are lousy. The area blast effect is nice, but the ice floaters are not.
Additional Bug Fixes
- Powers: Darkness: Endbringer's Grasp: This power no longer incorrectly ticks for much more damage than expected. It will now deal an appropriate amount of damage for its intended effect.
On the Subject of Endbringer's Grasp, DO NOT NERF the damage, its an ULTIMATE For pete's sake AN ULTIMATE WITH 1+ MINUTE COOLDOWN
Let the damage be as it is, IT'S AN ULTIMATE, if you downgrade it even more it doesn't desesrve its Ultimate-rank
the Corruption Mind Control was horrible in the first place, the only thing it does is to cause problems in (timed) Alerts where you have to eliminate the enemies
WE WERE SUPPOSED TO GET MORE USEFUL NEW ULTIMATES, NOT MORE USELESS POWERS TO MAKE MIND LINK NOT FEEL LONELY! WHAT ARE YOU DOING?
- Vehicles: Incendiary Rounds Mark 1: This power no longer erroneously performs as a Mark 3 weapon.
I don't understand if its about the existing Mark 1 ingame or the nameless Purple Incendiary Rounds which was part of the Crimson Demonwing during the first week of Bloodmoon
if its the later, boy oh boy Instead of Balance it into a proper Incendiary Rounds mark 3 mod you just gonna Bait and Nerf it eh?
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!
Likewise, this first iteration of the the ice ultimate is so weak as to be pointless. Either give a very high damage resistance (like 100%) for a short time, heavily increase the damage, or give some mix. Also, make R2 and R3 worthwhile.
And yes, the graphics for Fractal Aegis are lousy. The area blast effect is nice, but the ice floaters are not.
Yup, at the moment, it's serving more "Global Warming" than "Fractal Aegis"
EDIT: On the subject of Endbringer's damage reduction. I think this is more to enforce the utility part of the power, which is a very unique effect.
The damage reduction is likely to make targets have a higher chance of survival and then serve you. Perhaps in addition to this change in damage/ to offset it, Fear application should be above 80% per tick of damage and change conversion time from 21 seconds to 30 seconds.
Suggestion: Do not default Vile Challenge to the 1st power. Grond's Radiate Fury works as a Vile Challenge applier, but Gravitar should apply Vile Challenge via Reflective Burst (which at this point is not a very useful power. This would make it worth using and taking off that stack of gravity well) and Medusa should be given Vile Challenge on TK lunge. Most players have their Crippling Challenge adv. on their lunge attacks anyways, and this would cause there to be a 14 sec cooldown when applying Vile Challenge. Also, in the future other OVs can have their powers balanced more flexibly by giving them the advantage Vile Challenge to boost their usefulness.
Is Endbringer's Grasp overtime damage comparable to Unleashed Rage's full damage? If not than it needs a buff in damage, not a nerf. Make the Ultimate Power bar the same across the board.
If I remember correctly it's overall damage was more than UR's when kaiserin tested it just before it came out. The power doesn't really seem to be meant for purely doing damage though while UR is mainly about dealing massive damage.
It's cd is longer than UR too though. How does the dps stack up when you include cd?
(UR has a shorter cd than most ultimates, which is a definite advantage)
(1) Nailed to the Ground shouldn't affect vehicles.
Yeah it should. The reasons are the same as having it work on players.
Vehicles should be different, not just glorified travel powers. Note that NttG doesn't work on villain vehicles (nor should it). That includes not only stone, but the drone fighters in SC, and similar airplane gunships in other areas (Viper has some in Serpent Lantern at least).
Nor is vehicle flight a 'travel power' that can be disabled. It's the default mode of movement for the vehicle.
And for specific gameplay reasons, (1)nttg shouldn't work on vehicles because vehicles are the only counter to OVs kiting. (2) No reciprocity. Vehicles don't carry any way to inflict NttG themselves. It's ability to work on players is generally checked by those players being able to inflict it on their adversary in turn.
Random Idea: Maybe make it so heroes get 1 Guardian token upon death as long as they don't have the defeated debuff? That would solve the problem of heroes not wanting to take the first strike as well as tanks not liking getting defeated. You could reduce the bonus of defeating a OV to 15.
The 'utility' of EG is useless in most scenarios. Nerfing its damage will only cause players to stop using it.
The super roid confuse (Faction Conversion) would probably be more useful if it was restricted to the appropriate classes of targets that CC (sans Manipulator Form) can affect.
Currently it is locked at Henchmen and Villain (possibly because this is all that it has been designed to affect since it's a new effect).
In light of this damage alteration, I would like to see the super confuse extended to 30 seconds AND towards the following targets (in Bold):
"Henchmen, Villain, Enforcer and Master Villain"
The intention of Endbringer's was to bring a brand new effect into CO, and because of the damage Endbringer's deals, this effect is not as noticeable.
I think that increasing the rank of targets it can affect to the boundaries of normal CC effects (don't bother with allowing it to affect SV's even with Manipulator) and increasing the converted time would be great and would be a very pleasing trade off for loss in damage potential.*
Not every Ultimate needs to deal more damage or kill faster (but they shouldn't be flat out useless or highly situational either *looks at Mind Link, Energy Storm and Planar Fracture*). I'm glad to see at least in terms of Endbringer's and Fractal Aegis (even though FA needs VFX help and function help IMO), the focus is being shifted away from straight up damage and more into Utility Powers and Defensive Abilities.
* = I don't see Endbringer's being adjusted to include Enforcer and MVs but it would be great and I'd be more than happy to see that included and thus be proved wrong.
(1) Nailed to the Ground shouldn't affect vehicles.
Yeah it should. The reasons are the same as having it work on players.
Vehicles should be different, not just glorified travel powers. Note that NttG doesn't work on villain vehicles (nor should it). That includes not only stone, but the drone fighters in SC, and similar airplane gunships in other areas (Viper has some in Serpent Lantern at least).
Nor is vehicle flight a 'travel power' that can be disabled. It's the default mode of movement for the vehicle.
And for specific gameplay reasons, (1)nttg shouldn't work on vehicles because vehicles are the only counter to OVs kiting. (2) No reciprocity. Vehicles don't carry any way to inflict NttG themselves. It's ability to work on players is generally checked by those players being able to inflict it on their adversary in turn.
I have to agree with Pantagruel here, on the NTTG working on Vehicles thing.
More and more players are hopping into Vehicles and using a "hit and run" tactic on OSVs, now if more players adopt that strategy, where does an OSV get tokens outside of hunting down UNTIL targets? Which I might add, are annoying to get to (on foot constantly) and are far and few between.
In an effort to track down a vehicle (which can blast off at high speeds), a player could drag themselves into turret fire and the vehicle user gets their tokens and moves on.
I think that having NTTG affect heroes in vehicles is an excellent idea. People won't be so quick to use them in masses and troll OSV Grond and Medusa.
I'm not sure if Gravity Well is still strong enough to drag in vehicles and keep them close but, I shouldn't be able to just fly off whenever and hit and run an OSV.
The other alternative would be to give each OSV the Mechanon Treatment and have them all have an Anti Vehicular Beam style power:
TK Crush - This ability is a 200ft ability which deals constant powerful damage to all vehicles within range and partially ignores their resistance values.
Irradiated Waves - This ability is a 200ft ability which deals constant powerful damage to all vehicles within range and partially ignores their resistance values.
Putting the G in Gravity - This ability is a 200ft ability which deals constant powerful damage to all vehicles within range and partially ignores their resistance values.
There are still purple vehicle powers in the Drifter Store vehicles, if you're interested in fixing those.
Can we have more varieties of vehicle weapon in the Q store, btw? R1-3 of all the generally available weapons would be nice.
The Onslaught changes are ludicrous, btw. Not that it matters. The whole event is now a grinding circle - there's very little gameplay involved, you've got a small group of players who are doing very little except putting up heroes and villains to be defeated; as long as everyone gets their turn at each role then they all get the tokens they want. Pointless.
I find it really sad that people are treating Onslaught as any other PvP event... it's really not... yes it's a PvP event, but it's not designed as a "Kill them before they kill you" brawl-fest like Hero Games are... There's not a "winner" or a "loser" there's simply a Villain & Heroes... It's design (due to how the tokens are rewarded) is more of a Cooperative PvP mini-game where Heroes fight to take out a powerful villain, and the Villain tries to take out as many of the heroes as they can. Both sides are meant to have deaths in Onslaught.
Suck it up and fight to the death and let the OV get their tokens, you'll still get yours when they die (and the vast majority of them will suicide on a turret anyway)
If your using vehicles to fight OVs then you deserve to have NTTG hit you. Face it, you know its true.
Well, there is some cause and effect to OVs kiting. OVs should have lower base speed and jump height but should have better tavel powers. Their travel powers have such terrible cooldowns and last for so little time in comparison. Plus, Medusa's teleport honestly feels slower then her base run speed. Fixing that would have some ripple effect to the whole setup.
I have to agree with Pantagruel here, on the NTTG working on Vehicles thing.
More and more players are hopping into Vehicles and using a "hit and run" tactic on OSVs, now if more players adopt that strategy, where does an OSV get tokens outside of hunting down UNTIL targets? Which I might add, are annoying to get to (on foot constantly) and are far and few between.
Ignoring that its perfectly easy to farm 50 tokens of targets in less than 5 minutes right now, and not that annoying. But yes, let's focus on making OV vs. player fights.
In an effort to track down a vehicle (which can blast off at high speeds), a player could drag themselves into turret fire and the vehicle user gets their tokens and moves on.
Of course, you and pentagruel are both completely ignoring that its already possible for the OV to take off at high speeds, and if they can nttg the only hero options capable of keeping up with them, they'll be impossible to fight.
If nothing else, no hero nerf on movement speed is justified unless OVs get their movement similarly nerfed while in combat with heroes. OVs at least have the option of hunting targets, heroes can only get GTs by dealing substantial damage to OVs.
I think that having NTTG affect heroes in vehicles is an excellent idea. People won't be so quick to use them in masses and troll OSV Grond and Medusa.
Ignoring that the only reason so many people use vehicles is because OVs were trolling players by jumping around like rabbits and moving all over westside faster than combat-level R3 flying travel powers. Yes, let's penalize the heroes for doing what they needed to do to actually be able to fight an enemy that has 2x their range and is faster than them.
Also note: a vehicle that's nttg won't be able to use charged attacks against a villain that's just jumping up and down in place - they jump more than 120' straight up.
I'm not sure if Gravity Well is still strong enough to drag in vehicles and keep them close but, I shouldn't be able to just fly off whenever and hit and run an OSV.
It is.
Also, the gravity ripple effect stops vehicles from moving much at all for *several minutes* even after the power application ends. (Chasing a fleeing gravitar who knows what she's doing is already impossible).
The other alternative would be to give each OSV the Mechanon Treatment and have them all have an Anti Vehicular Beam style power:
TK Crush - This ability is a 200ft ability which deals constant powerful damage to all vehicles within range and partially ignores their resistance values.
Irradiated Waves - This ability is a 200ft ability which deals constant powerful damage to all vehicles within range and partially ignores their resistance values.
Putting the G in Gravity - This ability is a 200ft ability which deals constant powerful damage to all vehicles within range and partially ignores their resistance values.
Once again, a bad idea because it just encourages and rewards OVs that troll players by kiting.
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The big problem isn't heroes using vehicles, it's OVs crazy basic movement. They need combat/out of combat movement distinctions, at least vs. heroes, with the in-combat movement being significantly curtailed from current. Until that happens, there's no justification for making hero movement any more restricted against OVs.
But meh, if you want to make onslaught unplayable, be my guest. It's already hard to find OVs at all much of the time. And I pretty much only show up for OVs who are going to commit suicide these days. And as an OV, i get all my tokens off targets before offering up my GT for free to any hero who wants them. The gameplay is already sufficiently unengaging to make it no fun for heroes. The only buff that is at all warranted here is the perception one, and that's because OVs who stand in one place were being unfairly penalized by smoke grenades and the like. Since we should *want* OVs to stand in one place (so melee heroes can actually do something), making OVs immune to perception debuff actually encourages fun gameplay. Contrast that with the rest of the changes, like the nttg change which further encourages OV trolling.
Decide what you want OV gameplay to be like first, then make changes which accomplish that. The NttG change has terrible affects on OV gameplay as it stands now.
Of course, you and pentagruel are both completely ignoring that its already possible for the OV to take off at high speeds, and if they can nttg the only hero options capable of keeping up with them, they'll be impossible to fight.
OVs are already impossible to fight if they decide to leave. Fix is to make NttG do something to OVs.
Ignoring that the only reason so many people use vehicles is because OVs were trolling players by jumping around like rabbits and moving all over westside faster than combat-level R3 flying travel powers.
Urr.. if that was the case, people wouldn't use vehicles against OVs who don't move around.
My stance is basically this, on the whole NTTG thing:
OSV's need NTTG to work on vehicles, especially with the coming Vile Challenge changes (IF they don't implement the Challenge Accepted Buff I proposed).
Does this mean that OSV's should potentially have lowered movement capability? Possibly. Perhaps have a converse debuff on application of NTTG on OSV's, which slows them down for 5 seconds whilst NTTG is active, but then that would make the change useless.
You are forgetting that when NTTG is applied, you just have reduced movement. You can still run around and LoS OSVs and Freedom will allow you to jet off at high speeds again and NTTG does not last forever (like VC will if they don't make a counter to it), it lasts 5 seconds and has a 15 second cooldown.
I will say that I do not agree with the stealth changes, in light of Vile Challenge and NTTG additions, it seems like a major overkill.
I guess this means that more support style builds will be coming out of the wood works to pitch in on this event. Whilst this is good, I'm fundamentally against OSV's having block breaker, because it is such a basic mechanic to rely on.
But since the changes are here, offering alternatives or suggestions to make them less harsh is all that anyone (save the Devs) can do and that's what forum users and myself have been doing.
At the end of the day, "everyone" wants progression in terms of gear and the only way to do that is through tokens, so unless "everyone" in CO, starts playing nice and just allowing OSV's to get kills then the OSV's allow players to tag them then run at turrets, these changes will be needed. *shrug*
Some players seem to not understand that the OSV user needs tokens like they do, so whilst it's nice to be a super tank or survive heavy impacts, allowing an OSV user to kill you when there's an overwhelming amount of players and one OSV, it helps, but not everyone is so charitable so yeah
EDIT: @squirrelloid , because one stupid player decides to run constantly when on low HP, doesn't mean that all OSV's do it.
When I am in OSV mode, generally speaking I need to stay in one place and it's my TARGETS who move more than I do.
Gravitar is ranged and can keep people at range which is why staying close to her is probably quite important.
Medusa is less powerful at long ranges, since she needs melee enemies to build up and then kill, so jumping around as her is silly as far as I am concerned.
Grond, needs to jump around to get the drop on enemies sometimes and line up his attacks, but an OSV Grond User shouldn't be jumping around the place all the time.
You know, what if the current OSV run speed and jump speed was taken away and put as a toggle travel power which OSV's could activate outside of combat for as long as they liked, but when IN combat, it went on a 1:30 minute cool down and could only be activated in 6 second bursts whilst fighting PLAYERS and ONLY PLAYERS (not sure if that is possible, if not drastically reduce the damage UNTIL Defenders deal to compensate for loss of movement on the OSV vs UNTIL side of things).
Squirreloid, your ignoring the fact that most OVs stand in one spot 90% of the time and only move if the only killable targets keep running away from them. OVs need tokens just as much as you do and they don't get a large lump sum at the end of the fight, they only get a handful for every hero kill they get and more often than not they are surrounded by unkillables. While I may not exactly agree with the changes 100% I do accept them as necessary (though any number of alternative solutions would have likely been better). What I do agree with 100% though is that vehicles have no place in Onslaught. OVs are not meant to be solo'd by a vehicle and when an OV runs off they usually fall in one of the following categories 1) hunting OV targets, 2) looking for a group that they can actually get some kills off of, or 3) trolling... if they are Trolling then just ignore them (and maybe report them). If they are hunting OV targets, let them go, they will most likely hop over to the PH or something and let you and everyone else tag them before suiciding. If they are looking for a different group to get kills from, re-evaluate what your doing and play nice when/if you follow them, they are trying to earn tokens just like you are, stop cheating them out of their tokens.
I find it really sad that people are treating Onslaught as any other PvP event... it's really not... yes it's a PvP event, but it's not designed as a "Kill them before they kill you" brawl-fest like Hero Games are... There's not a "winner" or a "loser" there's simply a Villain & Heroes... It's design (due to how the tokens are rewarded) is more of a Cooperative PvP mini-game where Heroes fight to take out a powerful villain, and the Villain tries to take out as many of the heroes as they can. Both sides are meant to have deaths in Onslaught.
Suck it up and fight to the death and let the OV get their tokens, you'll still get yours when they die (and the vast majority of them will suicide on a turret anyway)
If your using vehicles to fight OVs then you deserve to have NTTG hit you. Face it, you know its true.
Wow.. you are 100% right.
I think we're all forgetting that Hero's are supposed to die in Onslaught. And the OV's main job is to kill as many heroes as possible before his/her timer runs out. There's zero penalty to dying as a Hero and you still get tokens when a particular "Onlsaught" is over.
We've just become very used to "never dying" or losing in any way shape or form. So I think it's been hard for CO players to grasp Onslaught. It really is a fun and farmable event... which is exactly what it's supposed to be. But there so many other factors at play here.. things are getting cloudy.
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They're not there in the beginning, but when your story ends / Gonna last with you longer than your friends
I mean the majority of the OV will say "okay...suicide time!" and the heroes get their tokens, but the heroes are less inclined to just die and let the player get as many Villain Tokens as possible. I have to work hard to get my 50pts from my OV, I've died/expired and not achieved my daily. I mean as long as the OV dies every participating hero gets their token but when you run/fly/hide or have some freak build...what is point of being an OV?
This should be fun, I know this is subjective, and equally rewarding for both sides. They need to change how the villain tokens are awarded, make it time based like the GT for every X time you gain X number of tokens, or make it a repeatable quest defeat X number of Heroes and you get X number of tokens. The same for the heroes, help defeat X number of villains and receive X number of tokens.
In the end...anyone playing a OV shouldnt have issues getting their kills. Heroes & OV need more incentive tokens during the fight and there should be some perk for Heroes to stay and fight until the end, that way death can be rewarded. I mean, 5 guardian tokens from dying isn't so bad, also you should get the tokens from the kill of the OV if he dies when you do.
The only way a working Stealth is balanced against OVs is if max level tank players in general weren't so hard to kill. Even using all your powers you can't put a dent into them. So being able to remove blocks and being able to see stealthed targets is good for an OV to have. Stealth shouldn't work in crisis themed encounters after the first breaking of stealth anyways.
If players don't want their block to be removed by an OV, then don't block everything. Its up to the players to keep their block intact by only using it when its needed rather than every tick of damage coming their way. If an OV is focusing on you, then you ought to be in trouble.
(Unless I'm confused, and there was a problem with actual Mk1 incendiary rounds)
"If Player X uses stealth mechanics against an OSV, after being attacked from stealth, OSV gains "True Sight" for 2 minutes, allowing them to see through stealth from all sources."
So players have a fighting chance against OSV's and OSV's aren't completely locked out by stealth.
I don't find it engaging if I'm an OSV and players have zero way of countering my abilities through blocking or stealth.
With how freely players are able to transform (having Multiple OSVs around at once), players need block, stealth and other defensive mechanics to protect themselves in unfair circumstances.
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Block timing explained
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Cause yeah, it's more fun playing hide and seek with the jets than getting up off the floor, only to be killed 3secs later while you're dusting yourself off.
Some people already become the focal point of certain players when it comes to the OVs. Being dog piled and unable to defend yourself form them just won't be worth the time. And it's bad enough if you already got spend your time waiting on the current crop to get bored.
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I think the idea of a limited amount of unblockable (or irresistible) damage seems like the best way to deal with block turtling without making it unplayable for everyone else.
Epic Stronghold
Block timing explained
The only real unresistable damage she has is 10 Mind Spikes to Stun + TK Eruption = unresistable damage (provided target isn't blocking)
It's just that it is very easy to spawn multiple OSV's in one concentrated area.
There needs to be reward hot spots ALL over MC, so that OSV's can easily get tokens as well as players without being ridiculously bunched up.
At present, aside from being marginally annoying, there is no reason to lead heroes on a merry chase around MC, nor is there any incentive to OSV up around non respawn point areas.
If there were RED/BLUE circles on the map of MC which granted tokens based on holding OSV battles in those areas in addition to kills, getting people to participate in OSV may be a little easier.
Make it time based, so:
"OSV's near City Hall/Dynamic Labs/UNTIL HQ/ Champs HQ / Westside Docks will generate 10 tokens every 30 seconds they spend within an Onslaught Circle. Heroes will also generate 10 tokens every 30 seconds they spend within an Onslaught Circle, but both factions must be in combat with an OSV/Hero or UNTIL Defender in order to benefit from Onslaught Circles. Onslaught Circles are spread out throughout the map. Having more than two Onslaught Villains in one circle for more than 10 seconds will greatly diminish the amount of Villain and Guardian Tokens that can be obtained."
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Making them more of a pain in the arse to fight isn't going to help things.
Suggestion: Do not default Vile Challenge to the 1st power. Grond's Radiate Fury works as a Vile Challenge applier, but Gravitar should apply Vile Challenge via Reflective Burst (which at this point is not a very useful power. This would make it worth using and taking off that stack of gravity well) and Medusa should be given Vile Challenge on TK lunge. Most players have their Crippling Challenge adv. on their lunge attacks anyways, and this would cause there to be a 14 sec cooldown when applying Vile Challenge. Also, in the future other OVs can have their powers balanced more flexibly by giving them the advantage Vile Challenge to boost their usefulness.
Furthermore, like Grond, Medusa should have an exhaustion to her energy bar. Her design was meant to be a "tank killer" and focus on durable enemies so she could build stacks of mind spike. However, once she has enough spikes, she is pretty much going to target only the most durable heroes. Although perhaps not as severe, her Mind Spike Mechanic should act like Gronds in that you must unlock those stronger powers again. In this case, that would mean more focusing on Tank builds - which I'm sure will help take a bit of pressure off those who feel like they are getting shredded by Medusa because they are running offensive passives and thus make easy targets.
I really do like the cool shiny effect from the Starlight aura. But, since we already have so many sparkle auras I figured maybe the sparkles could be removed and if someone were to want sparkles with the shiny, they could just get the sparkles auras. Or the invincible aura.
Doesn't this power seem overpowered for you guys?
But more directly related to game mechanics, the only reason people use vehicles so much against OVs is (a) OVs do too much damage, so its the only way a lot of characters can hope to survive more than 5s, and (b) vehicles are the only things that can keep up with kiting OVs. Letting OVs nttg vehicles means they can kite with impunity because they outrange *everybody* and now no one can catch them. I've already chased kiting OVs all over westside, and vehicles were the only thing that made that remotely possible.
This particular change is just aiding and abetting players who abuse heroes by jumping around like kangaroos. I mean, some of the other changes (vile challenge ) are going to be bad, but this is the one that will kill whatever remaining interest there is.
The only nttg fix that was needed for onslaught was allowing hero nttg to reduce OV movement to a regular walking rate/jump height.
(2) Endbringer's Grasp needs no damage nerf. Who cares if henchmen die before you can control them? No one. If it's going to be on a minute timer, it needs to deal significant damage to justify its rarity. You want it to just be another terrible control power that doesn't affect anything anyone cares about? Put it on a 15s timer like the other ones. Alternately, let it affect up to cosmics. And then you can still leave the damage where it is, because 1 minute cooldown.
(3) The ice ultimate is garbage. It is, once again, a cooldown issue. If ultimates are going to have long cooldowns, they need to have amazingly game-changing effects. If it isn't going to deal piles of damage (and since it seems designed for tanking, let's assume it won't be doing that), it either needs to be a major defense boost (+100% or more) OR needs to last an exceptionally long time (minimum 30s). A tiny boost for a tiny duration available every minute or so is totally worthless. I'd take the telepathy ultimate over that, and that's virtually unplayable.
Uhh whoops.
Yeah, I was going to post this on the other topic, not this one.
Oh well, but hay thanks!
But, hay we got the sidekick stuff, and a "XP boost", so that's a start!
Epic Stronghold
Block timing explained
A Playlist of my CO PvP video's (starting from post nerf PTS team duels)
With this change, the damage is so low as to make the power forgetable. My toon will just go back to Gravity Driver, even though EG fits a chaos-mage much more.
Likewise, this first iteration of the the ice ultimate is so weak as to be pointless. Either give a very high damage resistance (like 100%) for a short time, heavily increase the damage, or give some mix. Also, make R2 and R3 worthwhile.
And yes, the graphics for Fractal Aegis are lousy. The area blast effect is nice, but the ice floaters are not.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
it should be only on 1 specific OSV Power which has Cooldown, not in a power which can be spammed all the time
On the Subject of Endbringer's Grasp, DO NOT NERF the damage, its an ULTIMATE For pete's sake AN ULTIMATE WITH 1+ MINUTE COOLDOWN
Let the damage be as it is, IT'S AN ULTIMATE, if you downgrade it even more it doesn't desesrve its Ultimate-rank
the Corruption Mind Control was horrible in the first place, the only thing it does is to cause problems in (timed) Alerts where you have to eliminate the enemies
WE WERE SUPPOSED TO GET MORE USEFUL NEW ULTIMATES, NOT MORE USELESS POWERS TO MAKE MIND LINK NOT FEEL LONELY! WHAT ARE YOU DOING?
I don't understand if its about the existing Mark 1 ingame or the nameless Purple Incendiary Rounds which was part of the Crimson Demonwing during the first week of Bloodmoon
if its the later, boy oh boy Instead of Balance it into a proper Incendiary Rounds mark 3 mod you just gonna Bait and Nerf it eh?
EDIT: On the subject of Endbringer's damage reduction. I think this is more to enforce the utility part of the power, which is a very unique effect.
The damage reduction is likely to make targets have a higher chance of survival and then serve you. Perhaps in addition to this change in damage/ to offset it, Fear application should be above 80% per tick of damage and change conversion time from 21 seconds to 30 seconds.
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This is a really good suggestion
(UR has a shorter cd than most ultimates, which is a definite advantage)
Nor is vehicle flight a 'travel power' that can be disabled. It's the default mode of movement for the vehicle.
And for specific gameplay reasons, (1)nttg shouldn't work on vehicles because vehicles are the only counter to OVs kiting. (2) No reciprocity. Vehicles don't carry any way to inflict NttG themselves. It's ability to work on players is generally checked by those players being able to inflict it on their adversary in turn.
Epic Stronghold
Block timing explained
Currently it is locked at Henchmen and Villain (possibly because this is all that it has been designed to affect since it's a new effect).
In light of this damage alteration, I would like to see the super confuse extended to 30 seconds AND towards the following targets (in Bold):
"Henchmen, Villain, Enforcer and Master Villain"
The intention of Endbringer's was to bring a brand new effect into CO, and because of the damage Endbringer's deals, this effect is not as noticeable.
I think that increasing the rank of targets it can affect to the boundaries of normal CC effects (don't bother with allowing it to affect SV's even with Manipulator) and increasing the converted time would be great and would be a very pleasing trade off for loss in damage potential.*
Not every Ultimate needs to deal more damage or kill faster (but they shouldn't be flat out useless or highly situational either *looks at Mind Link, Energy Storm and Planar Fracture*). I'm glad to see at least in terms of Endbringer's and Fractal Aegis (even though FA needs VFX help and function help IMO), the focus is being shifted away from straight up damage and more into Utility Powers and Defensive Abilities.
* = I don't see Endbringer's being adjusted to include Enforcer and MVs but it would be great and I'd be more than happy to see that included and thus be proved wrong.
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More and more players are hopping into Vehicles and using a "hit and run" tactic on OSVs, now if more players adopt that strategy, where does an OSV get tokens outside of hunting down UNTIL targets? Which I might add, are annoying to get to (on foot constantly) and are far and few between.
In an effort to track down a vehicle (which can blast off at high speeds), a player could drag themselves into turret fire and the vehicle user gets their tokens and moves on.
I think that having NTTG affect heroes in vehicles is an excellent idea. People won't be so quick to use them in masses and troll OSV Grond and Medusa.
I'm not sure if Gravity Well is still strong enough to drag in vehicles and keep them close but, I shouldn't be able to just fly off whenever and hit and run an OSV.
The other alternative would be to give each OSV the Mechanon Treatment and have them all have an Anti Vehicular Beam style power:
TK Crush - This ability is a 200ft ability which deals constant powerful damage to all vehicles within range and partially ignores their resistance values.
Irradiated Waves - This ability is a 200ft ability which deals constant powerful damage to all vehicles within range and partially ignores their resistance values.
Putting the G in Gravity - This ability is a 200ft ability which deals constant powerful damage to all vehicles within range and partially ignores their resistance values.
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Can we have more varieties of vehicle weapon in the Q store, btw? R1-3 of all the generally available weapons would be nice.
The Onslaught changes are ludicrous, btw. Not that it matters. The whole event is now a grinding circle - there's very little gameplay involved, you've got a small group of players who are doing very little except putting up heroes and villains to be defeated; as long as everyone gets their turn at each role then they all get the tokens they want. Pointless.
Suck it up and fight to the death and let the OV get their tokens, you'll still get yours when they die (and the vast majority of them will suicide on a turret anyway)
If your using vehicles to fight OVs then you deserve to have NTTG hit you. Face it, you know its true.
-Sterga
If nothing else, no hero nerf on movement speed is justified unless OVs get their movement similarly nerfed while in combat with heroes. OVs at least have the option of hunting targets, heroes can only get GTs by dealing substantial damage to OVs. Ignoring that the only reason so many people use vehicles is because OVs were trolling players by jumping around like rabbits and moving all over westside faster than combat-level R3 flying travel powers. Yes, let's penalize the heroes for doing what they needed to do to actually be able to fight an enemy that has 2x their range and is faster than them.
Also note: a vehicle that's nttg won't be able to use charged attacks against a villain that's just jumping up and down in place - they jump more than 120' straight up. It is.
Also, the gravity ripple effect stops vehicles from moving much at all for *several minutes* even after the power application ends. (Chasing a fleeing gravitar who knows what she's doing is already impossible). Once again, a bad idea because it just encourages and rewards OVs that troll players by kiting.
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The big problem isn't heroes using vehicles, it's OVs crazy basic movement. They need combat/out of combat movement distinctions, at least vs. heroes, with the in-combat movement being significantly curtailed from current. Until that happens, there's no justification for making hero movement any more restricted against OVs.
But meh, if you want to make onslaught unplayable, be my guest. It's already hard to find OVs at all much of the time. And I pretty much only show up for OVs who are going to commit suicide these days. And as an OV, i get all my tokens off targets before offering up my GT for free to any hero who wants them. The gameplay is already sufficiently unengaging to make it no fun for heroes. The only buff that is at all warranted here is the perception one, and that's because OVs who stand in one place were being unfairly penalized by smoke grenades and the like. Since we should *want* OVs to stand in one place (so melee heroes can actually do something), making OVs immune to perception debuff actually encourages fun gameplay. Contrast that with the rest of the changes, like the nttg change which further encourages OV trolling.
Decide what you want OV gameplay to be like first, then make changes which accomplish that. The NttG change has terrible affects on OV gameplay as it stands now.
Epic Stronghold
Block timing explained
OSV's need NTTG to work on vehicles, especially with the coming Vile Challenge changes (IF they don't implement the Challenge Accepted Buff I proposed).
Does this mean that OSV's should potentially have lowered movement capability? Possibly. Perhaps have a converse debuff on application of NTTG on OSV's, which slows them down for 5 seconds whilst NTTG is active, but then that would make the change useless.
You are forgetting that when NTTG is applied, you just have reduced movement. You can still run around and LoS OSVs and Freedom will allow you to jet off at high speeds again and NTTG does not last forever (like VC will if they don't make a counter to it), it lasts 5 seconds and has a 15 second cooldown.
I will say that I do not agree with the stealth changes, in light of Vile Challenge and NTTG additions, it seems like a major overkill.
I guess this means that more support style builds will be coming out of the wood works to pitch in on this event. Whilst this is good, I'm fundamentally against OSV's having block breaker, because it is such a basic mechanic to rely on.
But since the changes are here, offering alternatives or suggestions to make them less harsh is all that anyone (save the Devs) can do and that's what forum users and myself have been doing.
At the end of the day, "everyone" wants progression in terms of gear and the only way to do that is through tokens, so unless "everyone" in CO, starts playing nice and just allowing OSV's to get kills then the OSV's allow players to tag them then run at turrets, these changes will be needed. *shrug*
Some players seem to not understand that the OSV user needs tokens like they do, so whilst it's nice to be a super tank or survive heavy impacts, allowing an OSV user to kill you when there's an overwhelming amount of players and one OSV, it helps, but not everyone is so charitable so yeah
EDIT: @squirrelloid , because one stupid player decides to run constantly when on low HP, doesn't mean that all OSV's do it.
When I am in OSV mode, generally speaking I need to stay in one place and it's my TARGETS who move more than I do.
Gravitar is ranged and can keep people at range which is why staying close to her is probably quite important.
Medusa is less powerful at long ranges, since she needs melee enemies to build up and then kill, so jumping around as her is silly as far as I am concerned.
Grond, needs to jump around to get the drop on enemies sometimes and line up his attacks, but an OSV Grond User shouldn't be jumping around the place all the time.
You know, what if the current OSV run speed and jump speed was taken away and put as a toggle travel power which OSV's could activate outside of combat for as long as they liked, but when IN combat, it went on a 1:30 minute cool down and could only be activated in 6 second bursts whilst fighting PLAYERS and ONLY PLAYERS (not sure if that is possible, if not drastically reduce the damage UNTIL Defenders deal to compensate for loss of movement on the OSV vs UNTIL side of things).
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I think we're all forgetting that Hero's are supposed to die in Onslaught. And the OV's main job is to kill as many heroes as possible before his/her timer runs out. There's zero penalty to dying as a Hero and you still get tokens when a particular "Onlsaught" is over.
We've just become very used to "never dying" or losing in any way shape or form. So I think it's been hard for CO players to grasp Onslaught. It really is a fun and farmable event... which is exactly what it's supposed to be. But there so many other factors at play here.. things are getting cloudy.