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The hero always shows up after the looting, they're just being consistent.
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But in a Mayhem Mission the hero doesn't have to fight through a series of villains to get to player villain. He/She just has to get from the entrance to the vault or wherever the player villain is located.
Also, in a Mayhem, the player villain HAS to defeat the hero in order to win the mission. In a Safeguard, the villain doesn't have to stick around to defeat the player hero. Therefore, the villain in the Safeguard needs to take more time opening the vault OR the vault opens when the player hero is within about 25 feet of the vault.
[/ QUOTE ]Exactly. Unless you are standing nearby watching them, the villains cut right through that vault door. Either their damage way outclasses anything a hero has access to until later levels or that vault door is not so surprisingly given much less hit points than that which villains face in mayhems. -
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it can be reached: but only through a tunnel that is found on the side of the Overbrook Dam (loc: 915.3 -34.6 2629.0) A bit tricky, I admit. And you'll have to fight your way to get there as well (unless you have a disguise)
[/ QUOTE ]There's an entrance on the Faultline side too. -
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Trying to do an Agent G mission in faultline, 'clear 2nd...' Cannot get to the mission, following the nav pointer and checking the map, it show the entrance outside of the zone. I can stand next to the wall and it still shows me 108 yards away from it. I dropped the first mission for the same problem.
[/ QUOTE ]There is a door underground in the not-so secret Arachnos underground base. There's an entrance on the Faultline side and one on the Overbrook side.
The Overbrook side one is easier to find as there is a big Arachnos base on top of it. -
The villains in Safeguards need to take at least half as much time as us players take to break through them in Mayhems. It's unfair, that they can cut through all the rigamarole of breaking into the bank that the players have to deal with.
Granted, there are times like when I knockbacked one of the bosses(set on heroic) through the vault itself, so I had to wait for him to breakthrough the vault in order to take him out, in which it actually did take a long time for him to break in/out. But, other times it seems as if the moment I step in the bank the vault is exploding. Give us time to take out the lobby guys at a decent speed, and then to make it down to the vault in time for it to either blow open or stop them before they can actually do the damage.
And the whole +perception thing for street mobs in Safeguards is totally out of whack. Any sort of explanation as to why this is the case, other than by design, would be appreciated. But, as it stands, Clockwork mobs in Kings Row may well follow you half way across the map. How is that standard mob spawn activity?
Otherwise, they are good fun. The side missions are great hero versions of all the Villain Mayhems. And well, I love the police band missions just on general principle.
Thanks a lot for your hard work. -
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I tried two police band missions today. The first was on my level 15 tank in Faultline. As I got close to the mission, I realized it was outside of the western wall of the zone and there was no way I could get to it. The mission was "Rescue Audrey Farber".
[/ QUOTE ]One of the police band doors is located in the (maybe) not-so secret underground Arachnos base. There are two ways in, one on the Faultline side of the wall, and one on the other side of the dam. I'm currently blanking as to where the entrance to the base is on the Faultline side. But, the Dam side entrance is kind of obvious, as there's a big Arachnos structure sitting right on top of it.
I ran into this during test. It's a bit of a pain in the kiester as most of the mobs in the tunnels are level 20ish Arachnos mobs. -
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why not get rid of entangling arrow and replace it with a heal?
[/ QUOTE ]Because it's shooting arrows.
Don't make Trick Arrow like all the other Defender sets. Make it do holds and debuffs etc. better than every other set.