Villains! Lets make a list!
I'd like to have the maps greyed instead of blacked in (heroside too for hazard zones). Trying to get exploration badges in CoV is kind of a pain, especially now that leveling is so fast. I blew right through Port Oakes on my brute and only revealed half the map. And holy tomatoes, Nerva is soooooo long!
Granted, that's a very minor QoL thing, but I have this obsession with being able to see everything on the map. All that black stuff makes me nuts!
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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
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I totally agree, I know not alot of people use the Shard, but it's always fun to visit, and will correct some of the high level SF issues. I don't know if I'd want it to be a PvP zone, as cool as a flying sword duel in between islands would be, and . But maybe as a contested zone?
Put the same kind of control framework in, and missions to buff/sabatoge the other side. I'd like to see this overall for a few of the hazzard zones on heroes. Is it that farstretched an idea, that we are sending operatives in to sabatage Terra Volta? or trying to build an outpost in the Hollows? or tap the magical powers of Dark Astoria?
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<ul type="square">[*]Patron Pools: Functionally and aesthetically they are vastly inferior to Hero APPs.[/list]
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My suggestion to fix the PPP as a Buffet has been widely accepted as a viable solution.
Given the ground rules set by the Devs:
1. Patron choice is permanent.
2. Patrons should be balanced and chosen on theme.
3. Patron Pool should be better than the EPP.
4. Devs have limited resources for a complete overhaul (Welcomes the new guy)
5. Nerfing the EPP is unlikely due to majority hero side backlash.
6. Simply giving access to the EPP is unlikely.
7. Devs do not want cookie cutter builds
Major Player Complaints.
1. No tier 9's
2. Can't respec.
3. Not powerful enough.
Within those parameters the best solution would be expanding each Patron's Pool to include the entire power set for that Patron. Meaning, Any AT with Black Scorpion could select from any of Black Scorpion's powers. This would give each Patron up to 15 powers to select from instead of four. This would be set up in tiers at Castle's discretion. What this does is allow the player to select more appropriate powers. Whether "appropriate" means theme, role playing, filling a hole, or simply min/max'ing is up to the player and diversifies character builds. This gives players the choice and in fact too many choices. Some thought will go into direction they want to take their character and thus more control. Instead of simply taking a Patron and taking B,C and D like everyone else powers selection could be made on the player's intention for that character.
Does that mean Brute/Stalkers would have access to a shield, MMs get another pet (boss, permanent, MM controls), Doms get a hold, and corrupters get attacks? Yes, this is exactly what I mean. No one has shown that would be any more game breaking than what the Heroes already have in the EPP. Having 12-15 power choices gives players plenty of powers to respec in and out of at their discretion. Of course, if Castle and Heroes would rather give MMs Power Boost and Mag 10 mez protection I'll gladly take that instead of another pet.
Where this does break is Mako has less powers than the rest of the Patrons so Mako would need some additional powers created. Some number buffs would still have to be done. As far as the Villains are concerned it does not give the access to the additional Tier 9 powers. That would fall to Castle and how much he is against on expanding the access to those powers. However, this does give him way out that may not include those "broken" powers and keep Villains happy. Well, at least change the complaints to having "too many good choices I can't slot them all".
Poison Pill
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(QR)
I don't know if this can be readily made into a bullet point, but it's a (somewhat) abbreviated form of a suggestion I've been developing for quite some time.
To further expand on the contact issue, I've always wanted a contact who is essentially your lackey. He hatches schemes for you, and since you have the superpowers, you do the leg work.
It could be simple, like a grovelling minion who's looking to get in good with an up-and-coming villain. Or it could be... something like Efficiency Expert Pither. I've always envisioned someone like a Villainy Consultant. He hires out to supervillains to maximize their malevolence and leverage synergies to capitalize on their core competencies. These lackeys would handle "the busy work" that we never see (recruiting minions, and so on), leaving us to do the high-profile work.
The general tenor of the missions, however the contact shakes out, would run something like this.
"Hey, boss, I've got a great lead on building a fantastic doomsaday weapon. Why don't we assemble it and hold Paragon City for ransom?"
And then you have missions like "Infiltrate Archon Burkholder's base and steal the MegaMech plans so we can copy the weapon delivery system." "Steal the Jewel of Hera to use as a focusing device for the laser." "Infiltrate Paragon City's high security whatever and steal the codes to disable the war walls." And then the arc culminates with you defending your weapon from Longbow assault, when you've driven off a few waves of Longbow, one of the signature heroes spawns to take you down (premised on the theory that he can stop the device AFTER you're in jail).
And so on -- the character could even be a recurring contact, offering you a series of plots every five levels or so, each time getting more and more grandiose. You could have an early arc allowing you to establish a "base" (clear out one of a number of mapsets depending on your preferences -- sewer, cave, tech lab, etc), which can be used in later missions when the heroes attempt to stage daring raids on your secure fortress.
That shift in tone ("do this for yourself and please don't hurt me for suggesting it") would go a long way to establish it as the story of our villains, instead of the story of our contacts, guest starring our villains.
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Exactly what I'd like to see.
And if you really could put a cherry on top, then just once, you'd have the chance to set off a major disaster in Paragon City for the Heroes to deal with, just once and it'd be something at the pinnacle of your career, invasion of zombies, giant robot and so on.
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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
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I was just checking out Monster Island earlier tonight. It got me wondering what other bits of Paragon City could also be available to villains.
The Shadow Shard is the most logical choice. For one thing, it is in serious need of an upgrade anyways. If it were to be made available to Villains, I think the best option would be a Co-op zone. The Villains could get their own base in the Shard, with some unique contacts and missions. The Shard is a big, treacherous, wilderness zone completely ruled by a powerful, alien entity. Heroes and Villains will need to team up not simply to fight back a common threat, but to survive.
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What you're describing here with a Co-op zone sounds like what we already have with the Rikti War Zone. And if we make it PvP, well, it would probably turn into a "battle over territory" kind of deal and we already have that in Recluse's Victory.
However, I agree that the Shard is the most likely place to turn into a Red & Blue zone. I just don't know what to do with it. It would probably turn into some sort of battle for the Storm Palace.
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<ul type="square">[*]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.[/list]
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Wow, you can remove that. The only problem here is just a lack of understanding on how the abmushes are triggered. It's not spread out and rush to the bank to catch the robber in the lobby.
Poison Pill
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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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My creative take on Scorpion would be Offensive Piercing, and poison, and Utility stealth, but that is me looking at a Scorpions
Updated to 6th version.
Ex
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My creative take on Scorpion would be Offensive Piercing, and poison, and Utility stealth, but that is me looking at a Scorpions
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Hmm, a toxic vomit-like attack could work - or, a toxic grenade attack. Yeah, that'd be pretty darned cool. Keep i mind, the idea is for these to work with every pet, all primaries and all tiers, equally - preferably with as little animation-difference between pet types as possible.
For utility ... since he's all about the machines ... a very short-radius Smoke Cloud (with -Accuracy / -Perception) would seem to fit. So, then:
[u]Black Scorpion[u]
<ul type="square">[*] (Defensive) shield vs lethal and smashing[*] (Offensive) Toxic grenade (small targetted AoE)[*] (Utility) Smoke Cloud (very small PBAoE, constant, -Acc/-Percep)[*] (Visible aura) ... the smoke cloud should be sufficient.[/list]
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And just to be clear on what I mean by "small" and "miniscule" and stuff, to throw some numbers out there:
[u]Ghost Widow[u]
<ul type="square">[*] (Defensive) shield versus energy and negative energy (20% resist); protection from fear (just enough magnitude to need two Fear powers applied, or a critical hit from a Dominator's Fear power);[*] (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 (say, +15')[*] (Visible aura) Black smoky tendrils[/list]
[u]Captain Mako[u]
<ul type="square">[*] (Defensive) High Pain Tolerance (straight out of willpower, same numbers)[*] (Offensive) 10% to-hit buff and 10% damage buff[*] (Utility) perception boost (+30%?), and some resistance to placate?[*] (Visible aura) blue-green tendrils[/list]
[u]Scirocco[u]
<ul type="square">[*] (Defensive) shield versus energy (30% resist)[*] (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 (20% resist)[*] (Offensive) Toxic grenade - small targetted AoE.[*] (Utility) Smoke Cloud - very small PBAoE, constant, -Acc/-Percep (-10% and -20% respectively?)[*] (Visible aura) ... the smoke cloud should be sufficient.[/list]
So, overall smallish numbers - if they look non-small, it's because you need to remember ... these aren't really slottable. Hell, set everything except the damage on actual attacks to "un-enhancable", even.
The best thing, IMO, is that for an MM? There's really an element of "Which one do I really want?" involved. Melee types might favor Scirocco for that lightning field, but ANYone might like it for the speed and attack-rate boosts. Flipside, the stealth from Ghost Widow is nice, and folks with "delicate" pets that die frequently would love the "spawns a fluffy when defeated" bit. Mako is the sort of "all around useful" option there, while Scorpion (thanks for hte inspiration, Ex!) gives a whole extra attack, of a nice damage type and an AoE.
So there's no particular "you're gimp if you pick him" choice, and no particular "you're gimp if you DON'T pick him" choice either. And that ... would make, for MMs at least, the choice of Patron ...
<ul type="square">[*] A meaningful choice, because each Patron would favor a different Tactical style vis-a-vis employing the Minions;[*] Something to look forward to, because it continues to improve the pets that, for most MMS, are the focus of their power and levelling[/list]
Does it march in lockstep with the idea of "fill in the gaps" ...? No - but I think that PPPs shouldn't be about filling in gaps. Remember, that Villain Archetypes are already very broad, very "jack of all trades", in nature. They don't tend to HAVE lots of gaps, and especially not the kind that need filling.
Brutes would probably love additional resistance or defense, maybe some recovery and self-healing - the less downtime they have, the more SMASH! they get to do.
Corruptors would probably love another couple buffs and another pet to lay the Buff Love down on (and for a PPP, if they aren't "Everyone gets 'em" ... I'd say, give them full MM-level controls, but no upgrades or Bodyguard).
Dominators ... maybe some buffs for their pets (and themselves), some debuffs for the enemy? Another AoE-ish Hold, to help lock stuff down, would likely be appreciated.
Stalkers ... well heck, a second Placate would never be unwelcome, I suspect. Self-buffs, especially a Focussed Accuracy-like power, would certainly be well received. And, why not - a second Assassin Strike type of power. We are talking EPIC Stalkes here, yes?
Masterminds ... some control, the pet upgrades detailed above, maybe a bit of personal defense/buffs, and ... well, I'd be happy with that. And my main is, you guessed it, an MM.
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My creative take on Scorpion would be Offensive Piercing, and poison, and Utility stealth, but that is me looking at a Scorpions
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You're Doing it Wrong
Castle sez too much Toxic iz bad 4 teh game.
...unless it's a SuperArachnoid (atleast 50% Toxic damage /w BIG hits) paired with another boss that Buffs that SuperArachnioid in a defeat-all mission in the "water room". Oh, and the other Boss haz Bull_Shyft so he'll just phase @ will if U try to kil him 1st. I got that ruuvvry mission rast night and went through atleast 3 uses of Liquefy. LIQUEFY, a power I only have down to a 180 sec RCH. What a rediculously drawn out fight, only b/c there's NO WAY to reliably get Toxic Resistance either. It might as well have been an AV fight at that point ....Oh, did I mention it was TIMED TOO and failing it would totally suck b/c it wuz part of Efficiency Expert?
...hmm, what was i talkin about again??
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My creative take on Scorpion would be Offensive Piercing, and poison, and Utility stealth, but that is me looking at a Scorpions
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Hmm, a toxic vomit-like attack could work - or, a toxic grenade attack. Yeah, that'd be pretty darned cool. Keep i mind, the idea is for these to work with every pet, all primaries and all tiers, equally - preferably with as little animation-difference between pet types as possible.
For utility ... since he's all about the machines ... a very short-radius Smoke Cloud (with -Accuracy / -Perception) would seem to fit. So, then:
[u]Black Scorpion[u]
<ul type="square">[*] (Defensive) shield vs lethal and smashing[*] (Offensive) Toxic grenade (small targetted AoE)[*] (Utility) Smoke Cloud (very small PBAoE, constant, -Acc/-Percep)[*] (Visible aura) ... the smoke cloud should be sufficient.[/list]
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Usually not one to go against the Forum Cartel, I think that Smoke Cloud would count as a PBAoE defensive field no?
MY FAREWELL GIFT
It is never truly gone, as long as there is someone left to remember.
It could, but then, there's nothign wrong with Scorpion being the "lots of defense" option. I mean, "powered ARMOR" is his big schtick, after all ...
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It could, but then, there's nothign wrong with Scorpion being the "lots of defense" option. I mean, "powered ARMOR" is his big schtick, after all ...
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Oh what I would give for a real powered exo-suit AT.... *sigh*
since that is not in the foreseeable future, perhaps a TAoE sticky glue patch? It seems more in line with the "yucky insect" motif mentioned by ExLib. Color it green and give it a minor DoT (1 tic/sec). Call it "Toxic Mire" or somesuch. Not real creative at the moment, I have yet to sleep after my Night Audit...
MY FAREWELL GIFT
It is never truly gone, as long as there is someone left to remember.
sadly, this thread is a waste of time.
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sadly, this thread is a waste of time.
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I do not waste my time.
I squander it!
MY FAREWELL GIFT
It is never truly gone, as long as there is someone left to remember.
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sadly, this thread is a waste of time.
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We have redname attention already. If you think it's a waste of time - go. We won't miss you.
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sadly, this thread is a waste of time.
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We have redname attention already. If you think it's a waste of time - go. We won't miss you.
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DualBlades for Stalkers had 2 or 3 redname's 'attentions' in Beta.
I'm not saying this IS pointless, I'm just pointing out that any Time-Frame for fixes, puts those fixes so far into the Future as to be Chronologically Pointless.
An_forum_Analogy might be: "what if i got 2 bang Kathy Ireland 30 years from now?"
-- it's takes pure win, but corrupts it by adding 2much Blue-Book Devalue (and Wrinkles!).
...but I won't go there cuz I know it makes B.a.B.y Jebus cry.
It did get their attention, but it didn't get much of a change.
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It did get their attention, but it didn't get much of a change.
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Because they were supposed to implement the ideas in this thread on Sunday afternoon?
"I believe you find life such a problem because you think there are the good people and the bad people. You're wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides." Lord Vetinari, Guards! Guards! by Terry Pratchett.
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An_forum_Analogy might be: "what if i got 2 bang Kathy Ireland 30 years from now?"
-- it's takes pure win, but corrupts it by adding 2much Blue-Book Devalue (and Wrinkles!).
...but I won't go there cuz I know it makes B.a.B.y Jebus cry.
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It would be more apt if you said you got to bang Chloe Ireland (her daughter) in 30 years. In other words, "It's a leap of faith as to whether she'll turn out as hawt as mom, but it's a good chance and you'll be old then anyway!
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
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It did get their attention, but it didn't get much of a change.
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So - instant gratification, or don't bother?
Sorry, I can't agree with that. If you don't want to make constructive contributions to the thread ... if you think it's all a waste fo time ... well, here's an idea: don't wast your time ... the door's that-a-way.
OTOH, if you want to voice yur dissatisfaction with X or Y feature on redside, and give sme decent details? Or even just comment on other suggestions / complaints (either to agree or disagree) ...? Great, welcome aboard, glad to have you!
Good point... *goes to camp out Cloe's door for the next 3 decades*
"Awwwwriiight!" </quagmire>
Fix the LRSF
The Tech is broken. And the final mission is generally regarded as significantly more difficult than the STF.
Fix the Respec trial
The Terra Volta trial has been watered down to the point where people who really need a respec can actually do it. That isn't the case with the villain one yet.
Real rewards
I'm tired of the usual "the check is in the mail." It seems more like City of Mercs than City of Villains. Heroes are usually altruistic, while villains are the exact opposite. Villains want loot, power, lackeys, more loot, more power, etc. There should be more rewards for finishing arcs or specific missions. I'd like to see more Temp Powers, because you pocket some gadget while stealing something for someone else. Extra Inf bonuses when you rob banks or do Mayhems. Free costume change token in one or two Vahzilok missions. Rare Arcane Invention Salvage when you do certain Arcane missions. More mission oriented badges. In fact you might want to add Money as a real system, where villains actually get paid for stuff and can buy stuff with money.
Reward based missions
Villains are ALL about taking what they want. Have missions or entire arcs that let villains choose their reward. Maybe newspaper mini-arcs that let them get crafted Common IOs rather than the usual Inf reward, or full arcs for random Rare Salvage or Uncommon crafted IO.
Portal missions
Visit alternate futures while helping out with Operation Destiny. Go to alternate dimensions to kidnap people or steal stuff that isn't so well guarded.
Hazard Zones
Mercy Sewers, Level 1-10, filled with Snakes, Infected, Longbow, Arachnos, etc.
Cap Au Diable Backside, Level 10-25, filled with Gremlins, Luddites, CoT, Goldbricker base, Arachnos, Legacy Chain base, etc.
Abyss Site B, Level 25-40, filled with DE, CoT, Longbow, Arachnos, Crey, BP, etc.
Monster Island, level 40+, give us a reason to go there other than for EoE Inspirations and the Zookeeper badge
Shadow Shard access would be nice.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
I was talking about the reference to dual blades on stalkers, not all the ideas on this thread. THere are a lot of good ones.
It's still a total mess.
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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
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I was just checking out Monster Island earlier tonight. It got me wondering what other bits of Paragon City could also be available to villains.
The Shadow Shard is the most logical choice. For one thing, it is in serious need of an upgrade anyways. If it were to be made available to Villains, I think the best option would be a Co-op zone. The Villains could get their own base in the Shard, with some unique contacts and missions. The Shard is a big, treacherous, wilderness zone completely ruled by a powerful, alien entity. Heroes and Villains will need to team up not simply to fight back a common threat, but to survive.
Striga Isle is already a great zone and it doesn't really need any improvements. That said, not only is there no reason villains would be physically unable to land on Striga, Arachnos already has an interest in it (but to avoid spoilers, I won't say how). Striga is already shady; the Heroes feel a bit out of their jurisdiction. By making the content a little more neutral, Striga could become a great, lower-level cooperative meeting ground for Heroes and Villains.
Faultline is the only place inside Paragon City to have an above-ground Arachnos base. I think Villains should get access to instanced outdoor missions in Faultline. Giving Villains access to the Hero instance of the zone would be problematic since Heroes and Villains are at cross-purposes in the zone, so Co-Op is not an option, and turning Faultline into a PvP zone goes against the CoX design strategy of isolating PvP zones from PvE content. The other options would be to create a Villain instance of the zone separate from the Hero instance, or making Faultline a "non-cooperative" zone, in which Heroes and Villains can see each other but cannot attack or aid each other (like the 30 second non-PvP period in PvP zones). While these are interesting options, they are also problematic. For one, the zone would be backwards for Villains, with the higher level content at the beginning. Secondly, Faultline is a Hero City zone, with an open highway tunnel leading directly into Skyway.
One possibility is to make a Villain instance of Overbrook Dam, but not allow access to the rest of Faultline. Yes, it would be a small zone, but it could have some decent level 20-25 missions to get Villains into the very interesting Faultline story. The more I think about this option, the more I like it.
Boomtown will probably (hopefully) be getting the Faultine treatment eventually, so it's hard to comment. As it is now, it would seem a little difficult for Villains to get into since it's surrounded by War Walls. And, honestly, until it gets upgraded there's not much reason they should want to except to street-hunt.
Dark Astoria faces the same issues as Boomtown. If Arachnos makes its way into either or both of these zones, there is more reason for Villains to have access to parts or all of these zones, or at least instanced missions of them.
Croatoa just plain doesn't work for Villains. The missions are all about saving a small town from being overwhelmed by malevolent, otherworldly forces. There's no real incentive for Villains to be there. That said, there's no reason to think that some of the enemy groups aren't active in other parts of the world. It would be interesting to see the Cabal somewhere in the Isles.
The Hollows has the same problem as Croatoa; no reason for Villains to care.
I don't see any of the Other Hazard-Zones being updated any time soon. As it is, they're part of the reason people complained about Paragon City being too big. They end up being places no one goes except for street hunting and mission doors. City of Villains does not need this.
It's apparently not too difficult for Villains to get into the Sewers and, by extension the Abandoned Sewers, but would you really want to take a helicopter all the way to another city just so you could run around in its sewers? Some Sewer-type zones under a few of the Isles would be a better option. For instance: Snake Warrens in Mercy Island, Mines in Sharkhead, Oranbegan Ruins under the Primeva in Nerva, and Arachnoid Tunnels in Grandville.
The Circe, Scylla, and Ithaca Islands north of Talos Island always reminded me a little of the islands north of Peregrine Island that eventually became Monster Island. They are distant from the main part of the zone and only inhabited by enemies. Unlike the islands north of Peregrine, these three are surrounded by war walls (how they built giant walls in the middle of the ocean I'll never know, but whatever). It wouldn't be too much hassle to port and instance of this area over to villains, although they would need to get some content for there to be any point in doing so.
Virtue:
Grul Doctor Pinnacle Swarm Caller Pity Fist Smashdozer Dhuuln