Villains! Lets make a list!


absentimental

 

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Heroside you have lots and lots of plaques that can information about the world, it's history, tone, etc. I know that Kings Row used to be a prosperous garment district but is now a slum because of plaques.

I have no idea what Nerva Archipeligo is about even though there are STILL, after six issues, five plaques in Nerva that give blue hands but have no text attached.

I have no idea what St Martial's history is, why Black Mariah has the name it does, or what the ghost tree is about.

It's ironic that the portion of the game with more story arcs is virtually silent on backstory and context.

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Agreed. Adding more zone history into the game would be very nice. A set of history plaques in each zone with accompanying history badges would not give a better idea of what each zone is about, it would also give villains more history badges.

Heck, I wouldn't even mind some 'Rogue Isles Scholar' contacts to point you in the direction of the plaques, and maybe give a few zone history oriented missions as well.


Virtue:
Grul Doctor Pinnacle Swarm Caller Pity Fist Smashdozer Dhuuln

 

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I'm not sure if anyone mentioned this yet but the AI for mm pets need to be seriously worked on. I should not have to not upgrade my bruiser because all he will do is throw boulders if I do. Also from what I understand ninjas need to be fixed for this problem as well. I find that MM should as well not have to spawn their pets every single time they zone it makes them hard to team with and slow to solo with.


Always on Justice

 

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Heck, I wouldn't even mind some 'Rogue Isles Scholar' contacts to point you in the direction of the plaques, and maybe give a few zone history oriented missions as well.

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Ah thank you, I'd forgotten to mention that unlike hero side where you are given a mission and waypoint to go read a plaque, there is nothing to tell a new villain player that plaques even exist in the game!


 

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See, that's what I assumed MMs would get when the PPPs were announced. Possibly getting another pet? Meh. Possibly getting another upgrade for your pets? Now we're talking! It wouldn't have even had to do much, maybe just give the pets some sort of damage shield or hit point boost so they'd survive longer.


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Off the top of my head ...?

[u]Ghost Widow[u]
<ul type="square">[*] (Defensive) shield versus energy and negative energy; protection from fear;[*] (Offensive) when defeated, spawns a "Fluffy" - the essence thing warshades rip from corpses - which is set friendly to the MM, but does not respond to MM-level controls;[*] (Utility) mild stealth radius[*] (Visible aura) Black smoky tendrils[/list]
[u]Captain Mako[u]
<ul type="square">[*] (Defensive) High Pain Tolerance (straight out of willpower)[*] (Offensive) 10% to-hit buff and 10% damage buff[*] (Utility) perception boost, and some resistance to placate?[*] (Visible aura) blue-green tendrils[/list]
[u]Scirocco[u]
<ul type="square">[*] (Defensive) shield versus energy[*] (Offensive) "Lightning Field", with halve or one-third the radius and effects.[*] (Utility) boost to movement speeds (not much - 20%, maybe), attack rates (10% here)[*] (Visible aura) red lightning[/list]
[u]Black Scorpion[u]
<ul type="square">[*] (Defensive) shield vs lethal and smashing[*] (Offensive) ??[*] (Utility) ??[*] (Visible aura) ... something like TempInvul gives to brutes?[/list]
I'll admit, I choked a bit on Scorpion; I'm not sure what to do that would be universally useful for almost all pets at all grades. Note, yes, that's the plan here: it wouldn't matter WHAT primary you had, you'd get the above powers. Useful, a nice added touch (with an appropriate "aura" like effect), nonspecific enough ... and IMO, reasonably thematic.


 

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I've updated and organized the list again. If anyone has links to threads that discuss any of these issues in a constructive manner, please post them so Ex can mark them not to purge.

Updated
Civilized List of Villain Issues, 6th Draft

Priority Issues
<ul type="square">[*]Patron Pools: Functionally and aesthetically they are vastly inferior to Hero APPs. (Suggestion: Add APPs for villains, ie you do your patron arc and get their pool (which you are locked into as usual) BUT you also get access to other APPs similar to the Heroes. Rebalance the APPs in general. Alternately, Make Patrons respec-able and add in pools for the Signature Lackeys)
[*]Stalker Teaming Issues: Stalkers need a buff to PvE team survivability and usefulness. (See stalker forums for some good suggestions)
[*]Strike Force Gap: Villains are lacking SFs in the 10-15, 30-35, and 40-45 level ranges. Also, the Silver Mantis SF should be made accessible to those without VGs or those in small VGs.
[*]Villain Accolade Requirements: Remove/Replace all PvP badge requirements. Damage and Debt badge requirements in particular are set too high. Hero-Slayer requires 100 signature heroes, while the equivalent badge heroeside (Villain Disruptor) requires only 25. A re-evaluation of villain badge requirements would be nice (This also applies heroside for things like Illusionist)
[*]Enemy Variety: Why do the Legacy Chain and Wyvern drop off the radar at level 25? Longbow is already too prevalent, lets change it up. Same goes for Arachnos. Also, Warden bosses don't get demoted to lieutenant when solo.
[*]The Black Market: Detailed thread can be found in the market forum about this. Long story short, it's broke and needs fixing[/list]
Quality of Life Issues
<ul type="square">[*]Lord Recluse Strike Force: Generally accepted that it needs reworking to be more friendly to a wider team variety. (Suggestion: Space the Freedom Phalanx further apart, so that pulling is easier. However, have the entire Phalanx aggro if Statesman is aggroed.)
[*]First Respec Trial: Many teams at the lower level requirement are not equipped to handle the number of vines and the ambushes. (Suggestion: Lower the number of vines and remove the ambushes)
[*]Grandville Elevators are not marked on the map
[*]Black Helicopters: Many Black Helicopters are parked right next to the ferries. They should be parked at the opposite ends of zones for ease of use (ie Near Thorn Isle)
[*]Mayhem Missions: Mayhem missions are far harder than Safeguards, although they are arguably more interesting as well. Reducing the size of the ambushes would go a long way towards making Mayhems more team friendly.
[*]Costume Pieces: Some way to unlock the Witch Hat and Task Force Commander costume pieces would be nice.[/list]
Major Bugs and Performance Issues
<ul type="square">[*]General Zone Performance: Get rid of the extra geometry in the zones! Grandville is particularly bad, but PO and Sharkhead have issues as well.
[*]Mastermind Pet AI: "Dumb as a post" is a good way to describe them, especially the melee pets. Attack cycling and range/melee behavior are the major complaints here.[/list]
Thematic and Content Issues
<ul type="square">[*]Theme and Atmosphere: Most of CoV is dark and gritty. While this is a nice change of pace from CoH it gets monotonous after 40+ levels. (Suggestion: Revamp some zones, or parts of zones, to get a different feel. If St. Martial is supposed to be a prosperous and popular tourist destination, it should look the part.)
[*]Mercy and Port Oakes: These zones represent about 1/3 of the zones in CoV, yet the average character spends very little time in them. (Suggestion: Expand the zones with some high level content (a la Seer Marino). This serves to provide alternate leveling routes for villains and ,if organized correctly, could turn create a more universal meeting place that CoV lacks)
[*]Secret Contacts: Many players are completely oblivious to these gems (Doc Buzzsaw or Veridian anyone?). (Suggestion: Have the contacts send a message via the newspaper when you unlock them. Also, extend their level ranges to provide more leeway for getting the badges. Remember, promoting the unlockable contacts is almost as good as adding new content.)
[*]Lack of Trials: Villains only have the three respec trials, heroes have the three respec trials plus the Hollows, Eden, and Sewer trials.
[*]Contacts: Most contacts treat the player as a mercenary. Some variety in the types of evil a character can partake in would be nice. (Suggestion: Contacts that are intimidated or coerced into working with the villain. Also more branching story arcs that allow the villain to choose how to react to a situation. More player directed evil is a good thing)[/list]


 

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Forgot all about the first respec trial. Does anyone agree that lvl 24-34 villains shouldn't have to run ALL the way out to thorn island AND dodge lvl 40 spawns to get to their mission door?

I can see it for the 34 and 44 one but wish there was an off island entrance for the first respec. Maybe closer to the hospital. I kid!


 

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Nice work Apocryha! I think I agree with the priority list as it stands.

Could add Brute fury a joke in pvp but I think the devs know enough already


 

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I've never found the Wyvern or Legacy Chain groups very compelling and wouldn't really want to see them all the way to 50.

I have enough trouble taking a token "archer" Signature Hero seriously without a small army of Errol Flynn wannabes with jetpacks lobbing arrows at my lv50. I mean seriously, it's just too kitsch-ey. It was bad enough that after defeating Special Forces, Demons, and radioactive Alien Protoplasm Monsters...some tantrum throwing unionist threw a brick at me. Wyvern are cutesy in the early levels but would really be a stretch if they appeared all through the game.

Legacy Chain I just find uninteresting. Partly it's the fact they boil down to violent religious fanatics. They're right to operate in the Isles rather than Paragon: the heroes would shut them down! Partly it's that they're boring to fight. The *crunch-whoomp* of their rock-propel makes me sigh and just try to get it over with as fast as possible in hopes of a better enemy next time. Partly it's that they have replaced Azuria in the Isles. Need a magic book? Steal it from the Legacy Chain! Everyone does it .

It's true that the Luddites are terribly unused; I think they show up inside only two missions. Their problem though is that their reason for existence is directly tied to Cap au Diable. I certainly wouldn't mind hearing more about Padre Henri, the Children of Enos, and the spectre that the modern Henry has seen (ghost of the original padre trying to keep the demon trapped or ploy of the demon to have its bonds broken?), but they really have no reason to abandon the PTS and hand out fliers in, say, St Martial.

I would point out though, that the Coralax have almost not shown up at all. We've been teased with a truly prehistoric backstory for them, they have Lovecraftian characterization, but they only appear in one SF and as an Arch Villain that apparently prefers to operate solo. If you want to shake things up, this is a tool that hasn't been used yet. (If they do get used though, stick with the "they showed up and Merulina went silent" and "alien thoughts and inhumanely uncompassionate minds angle" for motivation. The "humanity is evil and its very existence poisons us" cliche is really tired )

I'm also surprised less is done with the Devouring Earth in the late game villain side. They show up outdoors in St Martial and Nerva and are nearby to the Second Hamidon; this should be a bastion for them. Y'know, we never have been told what the story for the appearance of The Abyss is...

Beyond that, "extending an enemy to 50" probably means just as much work to create enemies and balance them as it would to create new ones for the higher level-tiers. If that be the case, I'd just as soon see something that hasn't appeared yet. I'm not at all married to Legacy Chain and Wyvern. We just need a vacation from the anti-heroes in Longbow .


 

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See the thing is I'm not suggesting they stay the same for fifty levels, they would gain new and interesting powersets as they get more dangerous.

The reason they were suggested is they're the only heroic groups besides longbow and PPD that appear at all. Now after 50 levels of longbow I think a lot of people are tired of slug/burst, flame, sonic grenades... What makes PPD so great is they actually level as you get stronger. Starting with cops with pistols to swat and special forces with machine guns to full armoured suits to psychics and finally robots, drones and cosmic powered cops!

The Legacy Chain is a heroic group who've tasked themselves with making sure that magic does not fall into the wrong hands. They're the balance between the wars of Mu and Thorns, trying to save humanity from tampering with things we don't understand. They aren't religious fanatics they are wielders of the elements and arcane that have sworn to keep an eye on the world and our use of magic.

Legacy Chain could later get storm/sonic, leadership powers or water/ice, give their champions dual wield or swords and shields and luminescences defense powers.

Wyvern is also a funded group to hunt down villains before they get out of hand, they are a group that works behind the scene and aren't afraid to kill. They could be seen as anti-hero style assassins and could have stealth and teleport powers as well as more powerful Arch/TA attacks and maybe even some poison based daggers or other high tech equipment.

This is just my opinion naturally but I personally feel they are great groups and should have been used instead of some of the Longbow missions.


 

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The enemy I would love to see more than anything for villains is some kind of "real world" military. But not just a Council or Longbow clone. They should use large groups of disciplined infantry, sure, but in addition they should be able to call in long-range artillery strikes, air strikes, bomb runs and missile strikes. They should also have tanks that actually fire their guns. How many times has The Hulk fought the US military? That's right, I want to feel like the Hulk, bouncing around and smashing puny humans and their tanks.


Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522

 

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The Legacy Chain is a heroic group who've tasked themselves with making sure that magic does not fall into the wrong hands. They're the balance between the wars of Mu and Thorns, trying to save humanity from tampering with things we don't understand. They aren't religious fanatics they are wielders of the elements and arcane that have sworn to keep an eye on the world and our use of magic.

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They're shadowed zealots who arrogate to themselves judgment of what constitutes "misuse" of mysticism and attack anyone who uses magic in a way they disapprove of. For "their own good" of course.

They aren't a balance between the wars of Mu and Thorns either because the Thorns only started operating in 1898 and the Mu have only existed again as a people with the post-60s Arachnos breeding program. The two groups have only "clashed" in the last couple of years and not in open warfare. The Legacy Chain goes back to pre-Christian Celts.

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Legacy Chain could later get storm/sonic, leadership powers or water/ice, give their champions dual wield or swords and shields and luminescences defense powers.

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If they're going to make all new units, I'd just as soon they be an all new faction.

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Wyvern is also a funded group to hunt down villains before they get out of hand, they are a group that works behind the scene and aren't afraid to kill. They could be seen as anti-hero style assassins and could have stealth and teleport powers as well as more powerful Arch/TA attacks and maybe even some poison based daggers or other high tech equipment.

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They're so dark that ends-justify-the-means Longbow won't acknowledge their ties to them...and they shoot arrows at super-powered threats. Arrows.

There's no way I can take that seriously when I'm supposed to now be classed as a Global Threat.

(And before someone tries to jump all over me, I'm a practiced archer and have done some bowhunting; so don't go defending the sport from a perceived attack.)


 

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They're so dark that ends-justify-the-means Longbow won't acknowledge their ties to them...and they shoot arrows at super-powered threats. Arrows.

There's no way I can take that seriously when I'm supposed to now be classed as a Global Threat.

(And before someone tries to jump all over me, I'm a practiced archer and have done some bowhunting; so don't go defending the sport from a perceived attack.)

[/ QUOTE ]Wyvern is Manticore's little private army. Secondly, Longbow and Wyvern do work together, go look in Nerva Archipelago.


 

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The enemy I would love to see more than anything for villains is some kind of "real world" military. But not just a Council or Longbow clone. They should use large groups of disciplined infantry, sure, but in addition they should be able to call in long-range artillery strikes, air strikes, bomb runs and missile strikes. They should also have tanks that actually fire their guns. How many times has The Hulk fought the US military? That's right, I want to feel like the Hulk, bouncing around and smashing puny humans and their tanks.

[/ QUOTE ]
Oh hey that sounds like fun! A complex destructible vehicle instead of a single piece with just 'standard' debris left over?

Smash the turret and hull separately?

I like the idea.


 

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Boy, all this stuff happens the first weekend I get called out of town since last October. Anyway, I don't agree with the people who think that CoV has consistently gotten the short end of the stick. I could give you a very long list of ways in which CoV is just plainly the superior game to CoH. Brawler's recent post on the APP/PPP disparity even makes sense -- grudging, despairing sense, but sense nonetheless. (APPs are overpowered; do they give villains over-powered pools to be "fair" and break the game, or do they hold the line and some day nerf the overpowered APPs? They chose the latter, okay, I get it. Don't like it, but I get it.)

One of the issues raised so far hadn't been on my list, but I guess it should have been: mayhems. I love mayhems, think they're so much more fun and so much less aggravating than safeguards that it's not even comparable. But then, I always solo mayhems. Always. For just the reason raised above: because of the way the ambushes scale, it is flatly impossible to defeat the size of ambush a large team attracts in the amount of time that defeating that ambush gives back. Solo, ambushes add time. Teamed, they cost so much time that they render the mission almost impossible to complete.

But I noticed something that got changed on the other side, in the time since safeguards were introduced, and it may be the solution. Having only just recently gone back to the hero game for a while, I only just found out that the villains inside the bank do not scale up based on team size like normal spawns do. So if the triggered outside ambushes in Mayhem missions didn't scale up anywhere nearly as fast or as far as they do, if, say, the most you could possibly get with an 8 person team would be two lieutenants and six minions, then it'd be possible to wipe out an ambush fast enough to not lose time, or not lose so much time, on the timer.

And yes, yes, yes, expletive-deleted, villains need the strike force gaps filled in. And yes, it would be nice if the co-op missions didn't all start from the presumption that villains have to become temporary heroes. But my number one issue with the villain-side game still hasn't even been brought up yet, and that's this:

Villains desperately need another level 20-25 zone of some kind. In every five-level range other than 1-5 and 20-25, if you get tired of being in the zone you're in, there's another zone in the same level range you can go over to and do some missions for a while. But from level 20 to 25, the only place a villain can get missions is in Sharkhead.

I almost don't care what the alternative would be. A villain instance of Striga would be just fine with me. Five levels' worth of missions in a villain instance of Boomtown would be good enough for me. Getting black-helicoptered into the Arachnos base in Faultline to search unsuccessfully for the PCM in the tunnels under the dam would be good enough for me. What I'd really love the most to see would be a whole new villain level 15-25 or 20-30 Hazard Zone based on the West Libertalia story line, linked to the black helicopter at the Cap au Diable airport, but really, even a smaller 5-level half-size mini-zone where we go to some generic jungle 3rd world country on Family business or as some kind of an Arachnos covert operation would be almost as good, as far as I'm concerned.

(And of course, the other reason why a level 20-25 alternative is so badly needed is that no other 5-level range in the whole villain game has as many completely screwed up missions as there are in level 20-25 in Sharkhead. I wonder how many villain players we lose as soon as people get to level 22 or so and have all three of their story arc in progress slots jammed with virtually impossible missions.)


 

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it's not so bad now i only have to wait three days to "drop" them and move on to the next one


Unit 609-1231 mk VII lvl 50 Stalker claws/EA
BlazingWing lvl 50 Blaster Fire/Fire/Fire

 

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&lt;QR&gt;

Although it's very nice that the dev's (or at least the community reps) are taking notice of this thread/sticky, I can't help but notice how many of these ideas and comments I've seen before on these boards. I mean really, it takes THIS list for the development team to realize that Patron pools are meh and Grandville is laggy? Nice to see that all the feedback given over the last almost 2 and half years was apparently falling on either deaf ears, or the dev's suddenly came down with laryngitis.


Ok now that I've gotten my cynical side out of the way, let me add something to the unlockable contact feedback: A complete reevaluation of their requirements. Personally I find it difficult not to outlevel Doc Buzzsaw (3rd infamy badge), especially if you play in sg mode. In addition, many of the unlockables require hunting / farming of mobs far outside of normal play. Hunting paragon protectors, marcone capos, toxic tarantulas and tsoo sorcerers really loses it's appeal the 3rd time around. For example, if you wanted to unlock #204, you would have to spend much of your time at level 44 and 45 just to try to get the badge hunting in GV.


"Can play" is not a binary. It's a float.
There are some pretty low values of "can play" out there.
--Fulmens

The truth will set you free, but first it will piss you off

 

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After such a great list I almost feel guilty for asking for something as large as an entire new leveling path heh. Another zone to replace shark or the really irritating lul in martial would be nice.

And I don't mean to sorta derail things but look up the legacy on ParagonWiki. There's a lot more potential there and *okay so my 'balance' analogy wasn't the best* but a 'good' version to all the Circle missions would just be appreciated. Also look at one of Manticor's powers, he can teleport one of those silly arrows into your brain &gt;.&gt; I guess what I'm saying is that CoX is plagued by waaaaaay too many villain/hero groups that are either gunners or energy user *yeah i know I'm exaggerating but still*

Anyway it's unlikely that any of the listed stuff will happen for quite some time but the idea is that with what sounds like double to maybe triple original staff, they'll be able to look at the list and try to nip something small now and then or see it as a 'Hrmm what can we add since we still have time for this new Issue.'

Here's hoping, great list!


 

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To sum up:
<ul type="square">[*]Not everything has to be depressing in the Isles; make some conspicuously wealthy and strong for players to covet.[*]Not everyone has to be stupid in the Isles; make some competent and dangerous[*]If zone reworks are far down the line, clean up the Hospital maps in wealthy zones and refurbish the Vanguard offices. Vault Reserve could do with some higher Watt lightbulbs too.[*]Create more Signature Villains and please make them competent threats rather than savage retards.[*]Explain better to new players what Arachnos is about and what it does in the Islands[*]Explain better to new players that they are '*potentially* important to Arachnos' future' and that's why Arachnos broke them out, but that's as far as they go and after getting a quick look in Mercy Arachnos will have nothing more to do with them directly until and unless they become so powerful that they prove they are one of the Destined (Destined for what they don't have to say.) It's up to the player to make something of themself.[*]Explain what the Hospital Porters are and where they came from; this is in the Hero tutorial but shows up nowhere redside.[*]Patrons need to not be locked in and a non-Patron option needs to exist.[/list]
[/ QUOTE ]

I'm not sure where or how I found this, so take it with a huge grain of salt, because it could just be the fabrication of my sleep deprived mind.

The medi-port network villain side is due to Dr Aeon's work with the PTS. I want to say it comes up in the story arc [not the TF] involving the PTS, but that may be wrong, and well, if that's the case, it's very easy to miss.

-- and apologies for multiquoting, it's easier for me this way though
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Then it's different in Flashback than it is in standard play. It's not part of the arc outside of Ouro.

Look carefully at the Wiki. It's not part of the arc there.

I'll take your word that it's part of the arc in Ouro. I've never bothered to do the arc there because I knew that's not where it was normally.

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It's part of the Arc in base too, I had the little notebook on wheeler when I completed the mission two days ago [not Ouro]. I think a big part of the problem is it seems that Tomax's [and I guess the Paragon Wiki] are only showing the last 3 missions of the arc.

[ edit ]
Ah, it only appears that the clues/story arc notes appear in the clues tab on that 3rd mission, which is kinda appropiate if you realize you're being setup the entire time .


Let's Dance!

 

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The unlockable contact idea is a good one.

The contact total and zone total have been pressing issues since day one. I consistently ran out of missions while leveling up my first brute. I had paper missions of course, but even that got really old really fast.

Oh, access to the shadow shard! It's a freaking cool area with a mix of drop types for 40+ characters. I don't care if it's a PvP area... just don't make it co-op. Heck, just make a hero one and a villain one. Identical except that we can't meet each other there. That's would be fine. I needs my shard


@bpphantom
The Defenders of Paragon
KGB Special Section 8

 

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Forgot all about the first respec trial. Does anyone agree that lvl 24-34 villains shouldn't have to run ALL the way out to thorn island AND dodge lvl 40 spawns to get to their mission door?

I can see it for the 34 and 44 one but wish there was an off island entrance for the first respec. Maybe closer to the hospital. I kid!

[/ QUOTE ]

They could always use a tug boat as entrance. Similar to the Sub in STF. It becomes and instanced zone map at that point.


@Blood Beret(2)Twitter
I am a bad speeler, use poorer grammar, and am a frequent typoist.
MA ArcID: 1197
You have enemies? Good. That means you've stood up for something, sometime in your life. Winston Churchill

 

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This thread has some good ideas, even if I don't agree with all of them.

The only thing I have to add (forgive me if this was mentioned and I missed it) is that heroes can unlock the Witch Hat costume piece, while villains cannot.

[/ QUOTE ]

Yes, let's not miss this one, please.

There should be no costume pieces villains cannot get if heroes can get them. I am unaware of any that villains can get that heroes cannot.


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.

 

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I'm not sure where or how I found this, so take it with a huge grain of salt, because it could just be the fabrication of my sleep deprived mind.

The medi-port network villain side is due to Dr Aeon's work with the PTS. I want to say it comes up in the story arc [not the TF] involving the PTS, but that may be wrong, and well, if that's the case, it's very easy to miss.

[/ QUOTE ]
There's a clue or plaque or something that says Dr Aeon invented the villain mediport system immediately after inventing the PTS (not because of the PTS). But the PTS predates the Rikti War by twelve years so that would have meant Aeon completely replicated Rikti teleport technology in parallel but the rest of the world didn't adopt it for a decade. The claim never appears anywhere else and I think this is a continuity "oops".

Regardless, Villains don't have the hosp-port system explained to them in tutorial or when they pop out in Mercy. Indeed, the first porters they see aren't even part of an actual clinic or field hospital. They're just open air.


 

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[ QUOTE ]
It's part of the Arc in base too, I had the little notebook on wheeler when I completed the mission two days ago [not Ouro]. I think a big part of the problem is it seems that Tomax's [and I guess the Paragon Wiki] are only showing the last 3 missions of the arc.

[/ QUOTE ]

I am not basing my statements on websites. I am basing my statements on in-game experience, repeated multiple times. I mentioned the websites because they reinforce my statements.

It is impossible for this mission to be part of his arc (outside of Ouro) when I have done it as Willy's very first mission.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

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[ QUOTE ]
The unlockable contact idea is a good one.

The contact total and zone total have been pressing issues since day one. I consistently ran out of missions while leveling up my first brute. I had paper missions of course, but even that got really old really fast.

Oh, access to the shadow shard! It's a freaking cool area with a mix of drop types for 40+ characters. I don't care if it's a PvP area... just don't make it co-op. Heck, just make a hero one and a villain one. Identical except that we can't meet each other there. That's would be fine. I needs my shard

[/ QUOTE ]

I've always thought the Shadow Shard would be a great place to add cooperative content. If they added better story lines, revamped the existing TFs (made them shorter and coop), and improved the travel options (special Shard temp jetpack?), it could be a fantastic setting for 40-50. Hell, I would much rather go from 40-50 on a villain in the Shard than in Grandville.

I love the Shard, but it really doesn't live up to its potential right now. I really hope it gets some significant work in upcoming issues.