1) Remove onslaught locations as a requirement for the quest. This seems awkward and like it detracts more from the experience than it adds. For me it's pretty much the boring part of the quest, cause all I do is bounce around trying to see which points haven't been blown up yet.
2) Remove all current Onslaught Agents, and instead put them in a ring just around rencen, in places like the park, in front of the hospital, and other locations just outside rencen. This way, people get a look at it as they're leaving rencen for whatever reason, and we don't have armaggedon happening for people who are just trying to keep local resteraunteurs from being harassed.
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Why not use part of the city that doesn't see much action, like on the east side of town?
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Because they have onslaught vendors in several locations in the city, but players will always gravitate to a central spot, no matter where you place them.
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Heck, most fun thing/change seems to be Monster-v-Monster, shove that in a zone (copy-paste a pvp one?) for us devs and give out some credits.
As for point 2. In the "devs don't want" / "not going to happen" category. This needed its own map, or copy of MC entirely. Open world PVP creates just too many problems. If adventurous, auto-side kick every one to 40, put a vendor with some heirloom-like gear (con boosting!?) to help the low levels.
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As a side thought, Kinda wondering out the onslaught map mixes with Blood Moon map, and the few other seasonal MC maps at this point. Destroid invasion with a Grond attack?
If this is even a permanent addition (Feels like throw away event, gear like permanent?)
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Please note that there are actually 3 Onslaught Agents located around Millennium City (note them on the overhead map): West Side, Downtown, and City Center.
You could just give a quest to Kodiak where he explains, though.
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So much of the game is now focused on Millennium City, and so much of that is in West Side. Simply taking out the West Side vendor would be great.
If you need one that low level toons could access, a vendor could be in the park, on the far corner of the Champions building, etc.
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As far as other changes:
- The gear is near worthless. There's nothing compelling about it. I wish it had been left as primary gear.
- Someone made the suggestion of replacing the UNTIL Defenders with Wandering heroes (sort of like Bloodmoon). That seems like a much more interesting idea.
- I'd like to see some "Heroic Becomes" that could be bought. So that villain tokens could be spent on them and they could be used to fight the Onslaught villains.
- Respawn points still need better protecting. The turrets aren't enough. Some great suggestions have been made. I'm fine with any of them.. just as long as something is done soon.
My thoughts:- It might lure OVs away from spawn points if the targets were worth more. Maybe make Onslaught Targets 10 Villain Tokens? I'd rather kill 5 Targets than try to find a "Battling Villains" tagged player... which is usually only reliably found in westside.
- Hate to say it, but 50 Gaurdian tokens aren't a big enough draw to battle VOs. Maybe add a tiny questionite bonus (25Q,25Q,50Q) with the tokens?
- It might be a good idea to build an "Arena" of sorts with a protected spawn point and onslaught targets. Perhaps the park near the ravens wood satellite campus?
- I dunno if it would be possible, but it would up replayability if the onslaught targets were randomly replaced with b-string heroes. I suggest at least 12 (the upper limit of human working memory). If you wanted to be awesome and generate buzz you could have another character contest. But at least do rocket hawk. I like rocket hawk. If the heroes were worth more Villain Tokens it'd be like a treasure hunt.
- Sheilds don't seem to do anything against OV attacks. Also sidethought: Can we have a force energy builder that works like radiance -hurts foes but shields friends?
- I dunno, I think healing (maybe all socery) and CC need a pass. Maybe up the AoE range for some of the healing spells so they work with large crowds. The tap effect of Vala's doesn't seem to do anything if there's no target, and the circles don't offer any protection from Gravitar's pull.
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Even if someone did manage to pull some scheme that pulls people to another location... now that's the active location and everyone will just go to that spot from now on. In the end, it kind of makes sense to actually only have one agent, hence one location where the action will be focused, since that's what's going to happen anyway.
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