A topic to go hand in hand with this one:
https://www.arcgames.com/en/forums/championsonline#/discussion/1211354/cosmic-rotation-cosmic-reward-delivery-change
So we all want new Cosmics but know that Mega/Negalodon has been stuck in development hell for a while now. In the meantime, we've been doing the same 3/4 Cosmics for almost 2 years now.
So here is my suggestion:
Anniversary Event's Mechanon, Winter Event's Clarence, Bloodmoon's Takofanes. Grab those bosses, make new beefed up versions of them, toss them into new locations and incorporate them into the Cosmic Rotation.
They already have functional animations which seems to be one of the 2 main problems with Megalodon (the other being developing a fight that properly uses the underwater gimmick). The only thing that would need to be done is to beef up their Hp/Damage and Resistance and toss in some new mechanics to the fight to keep them fresh. Heck, this way the Event fights can be used as warm-up trianing for the Cosmic fights.
The mechanics each fight have can also be used as an opportunity to train people to Eidolon's mechanic by incorporating similar elements.
So here are my 5 cent low effort ideas for each fight:
-Mechanon-
Fight area should be the Desert, maybe around Area 51 and have lore reason be "Mechanon is trying to gain access to some secret tech".
Have his missile barrage be targetted around him in a mid-long range doughnut shape (so that ranged are not safe; if doughnut AoEs cannot be implemented due to tech limitations, have him drop his missiles in 3 domes around him), and have his Sparkstorm hit melee range for same purpose.
He still has access to his Energy Wave big bubble AoE.
Have a Spider/2 Spiders/3 Spiders(depending on Hp) spawn at a 120 ft range from him at regular intervals. The Spiders have Red Orb level of Hp and Resistance and are CCable, and walk towards Mechanon. If they reach him they heal him for a huge amount and give him a temporal buff(15 seconds or so) to damage and damage resistance. Getting 3 stacks of the buff (ie. people fail to kill any of the 3 spiders) boosts his damage to Dino's level of Frenzy, resulting in a potential wipe.
-Clarence-
Fight area should be Canada...cause cold? I dunno, not familiar with Clarence's lore and Canada has a lot of empty space that could be used for the fight. The Argent Factories south of the map could be a good place maybe? The fight is in his normal form (non Mechanon/Qliphoth)
Gimmick be that he summons Toy Boxes that essentially function like Eidolon's portals, summoning Toy Minions that can overwhelm the team if not taken care of.
At some points of the fight he can set up a Force Field that has to be taken down in a certain amount of time or he regains health.
Also you can have Black Harlequin pop up at some point in the fight giving a proximity upgrade buff to Clarence, requiring an Offtank to pull Black Harlequin away.
-Takofanes-
Fight location can be a tad complicated. Ideally I would place him in Vibora Bay and have the lore reason be he was drawn by Therakiel's power and is trying to turn him into another follower of his army of the undead. However there are 2 problems with this: 1) Vibora Bay unlock quest (can be removed) 2) Not a lot of places in Vibora with enough space to host a 30+ players fight (maybe extend map boundaries? Or have the fight take place in the same place as Dockside Dustup does?)
Takofanes gains life from player's death just like Kigatilik (he is the Lord of the Undead after all), so make his mechanics work around forcing people to decide when to take damage.
For example, his player targetted dome attack (I think it's Condemn?) should do a LOT of damage, but the damage should be splittable among players. That way, contrary to what we are used to (ie. running away from the guy with the dome), this time we would have to run IN and split the damage, otherwise the player dies and gives health to Takofanes.
To maybe mix things up a bit and have people be on their toes, give Tako a 2nd player centered dome attack (the Soul Vortex Eido uses in his first phase maybe, or Planar Fracture?) with a 5 second delay that players have to drop AWAY from the raid, otherwise you risk hitting everyone with a heavy DoT that could get multiple people killed.
Some other potential Cosmic ideas would be The Harbinger from LI (completely wasted since barely no one runs that alert). Just tone his size down a bit and dump him in Lemuria (there's lots of room), but no creative ideas to what his mechanics could be.
Discuss \o/
Comments
I mean grabbing those functional bosses from those events and using them in the regular cosmic rotation as a beefed up version.
Event versions would serve as learning the ropes so that you can then fight them proper in the fights I described
Specially since ALL of the event fights end in a "I must leave now my planet needs them" with no proper kicked your **** conclusion ^^
One thing I'd like to see though, which may be too much given the level of visual clutter that can pop up on cosmic fights,
would be for the dome AoE to be maybe 30 - 40 feet, and the donut to be 40 - 120, but neither having a wireframe tell.
Instead you'd need to look at Mechanon to check if he's either glowing red (melee dome) or blue (ranged donut).
Though you could take the cybermind color change aura for this as it's fairly visible despite his size.
Clarence though. No offense but to me it seems like Dino, just with the tail swipes replaced with portals. The forcefield is essentially the dino dps check and harlequin with his proximity buff is baby. Just with less aoe's I suppose.
Intended or coincidence?
Tako is simple yet solid, no objections or changes to suggest.
(please dont)
My super cool CC build and how to use it.
SIGNATURE:
Used to be coach on the forums. Still @coach in game.
Epic Stronghold
Block timing explained
This is really good news, can't wait for Kevin Poe Cosmic.
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My characters
We already have trouble grouping up all the melees on the side of the Dino, imagine grouping 35 people around a small target.
Epic Stronghold
Block timing explained
In similar manner, imagine how awesome it would be to just expand the whole dungeon to hold 35 people. Increase the spawn sizes to fit the number of PCs and suddenly you have an epic running battle. Put a timer on the whole damn dungeon. I mean, come on, seems like this is just a matter of increasing the number of spawns, and adding to their HP and damage output and suddenly you have an epic dungeon.
SIGNATURE:
Used to be coach on the forums. Still @coach in game.
Cosmics are the most popular thing tho. Also Vikorin isn't really that interesting to be honest, barely beyond a tank-n-spank.
That sounds like a mess o3o I like it.
My super cool CC build and how to use it.
The thing is, there is currently perphaps only 1 supergroup in the game that has that amount of active players at a time for them to create a raid and enter an instance.
So what would end up happening is:
a) people pugging the instance, which would have the same result as an open world instance with the exception of kicking potential trolls
b) people not doing it cause too much effort (most likely, even if rewards were super awesome)
Most non-WoW MMOs even struggle with 20 man instances.
So the alternative is having a 10 man instance, and we already have those, Rampages and 1/2 of them are not entirely popular.
Epic Stronghold
Block timing explained