Villains! Lets make a list!


absentimental

 

Posted

I kinow this has been said before and that it applies to blue- as well as red-side, but I would be happy if the next update had ZERO new content in it - just lots and lots of small QoL and bug fixing. Blow off the next round of power set porting if need be, just *please* clean up some of the pre-existing messes, many of which are mentioned in this thread already.

I'd even buy another "wedding pack"-like thing for this.


 

Posted

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Leading me to my next point about Stalkers, in PvE ONLY their AS should do line of sight damage like Headsplitter. Meaning, if you have a group of guys in a line, you should be able to chain through about 3-4 max and unlike headsplitter, the damage for stalkers should do less each successful chained NPC. Meaning that the first NPC, the origional target should take the brunt of the AS damage, the one next to him half and so on and so forth.

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Make AS a single-target power PLUS a 5-degree cone (like Headsplitter). Only the single enemy targeted by the Stalker receives the full Assassin Strike damage. Anyone else hit by the cone receives a critical of the base Assassin Strike power (so x2 as opposed to x6, or whatever the full AS bonus is). Note that this would only work conceptually with sets that do lethal damage.

That said, Tyranny, I'm not sure exactly why you suggest this. Why do you like the idea?


Virtue:
Grul Doctor Pinnacle Swarm Caller Pity Fist Smashdozer Dhuuln

 

Posted

More Mastermind Primaries should be added to the game, for several reasons.

One, with Powerset Proliferation coming up, Masterminds will have fewer choices in their primary than any other AT in either their primary or secondary. Additionally, Masterminds are highly unlikely to ever gain any new primaries from Proliferation, which will make the disparity even more noticeable in later rounds.

Two, Masterminds seem to be the most played Villain AT. While I'm glad that the new sets that will be available in Issue 12 will encourage people to play ATs other than Masterminds, I also think that Masterminds should have greater diversity considering their numbers.

Three, Henchmen sets have almost unlimited possibilities for new themes. Demons, Ghosts, Cultists, Pirates, Circus, Mobsters, Junkbots, Abberations, Mystics, Elementals, Elite Troopers, etc. Just look at the Praetorians, who almost all have their own custom minions. Unlike most other types of sets, in which the powers simply become part of the player character's concept, Henchmen sets also introduce six other minor characters, each of whom has its own concept-defining powers. Since it would be impractical to ask for the ability to custom-choose the costumes and powers of each henchman, I think more sets are important.


Virtue:
Grul Doctor Pinnacle Swarm Caller Pity Fist Smashdozer Dhuuln

 

Posted

I suggested the idea because other then adding a good PvE shield for Stalkers, the only other good thing I could think of was allowing their best attack to chain multiple targets. Honestly, you've made an improvement to what I suggested anyways. Which is why I threw it out there.

As for your MM statement, OH HELL YEAH! :P


- Bow �o �he Reaper of Souls�
- 68 Unique Characters / Fifteen Level 50s & Counting! Damn you alt-itis!!!!!!!

 

Posted

More MM Primaries sounds like a good idea to me.


 

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Speaking as mad scientist in real life myself (No really ^_^), they would leap at the chance to show their superiority and proselytize in class. All onerous teaching responsibilities can be dropped on underling slaves (i.e. grad students).

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I am a grad student and can vouch for this. The only thing that makes researchers happier than doing their research or experimenters happier than doing their experiments is lording it over the unwashed masses...I'm pretty sure some of them actually orgasm from telling entire auditoriums of students that they are stupid.


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Uhhh... you two need to change labs. Seriously. Discovering something new is what should make a scientist do the squeeee, not ego-stroking.


 

Posted

Just thought I'd note that "variety" seems to be a recurring theme here. Not enough variety in enemies. Not enough variety in settings. Not enough variety in motives.

And for the devs, I know this is a hard type of content to do. It requires a lot of time to revise zones and add content.

But I bought CoV before CoH--I LIKE playing the villain role. And for several months, I wasn't interested in even looking blueside. But once I rolled one hero, I've rarely gone back to the redside--there's just so much more available to DO blueside. I haven't even done all the low-level story arcs heroside, with several heroes running. Villainside, if I have to get a lousy snake skin for Burke one more time... x.x

So I would ask the devs to consider how variety and playerbase interact. If the perspective has become "well, there's nobody playing villainside, so no point in putting more content there", it's self-fulfilling. People don't spend their time there because there's not enough new, and there's not enough new because people stay out.

I hope that the VEATs are the start of a change in this dynamic.


 

Posted

Villains only have 15 zones to play in while Heroes have 35 zones. In the next update I haven't heard anything at all about villain zones, but the hollows is getting a revamp. Hollows is good for one thing and one thing only, the FrostFire arc, which takes a whole of 2 hours to get to and complete. Sure, there are a few other things in there, but FF is all anyone ever really does anymore.

We need more villain zones! Something like the sewers for lowbie toons, some mayhem like zones where we can blow the hell out of the furniture. I don't know, these guys here are more knowledgeable than I am in villainside stuff, I stopped playing after I strained for a year and a half to get my villain to 50, then went to heroes and said "WOW! This is way too easy now!"


 

Posted

I agree with the idea that Villains need more Villain-exclusive Strike Forces. Not combined ones. I've said this before and I'll say it again... why can't we use Lord Recluse's lieutenants as individual SF contacts. Why not have a Ghost Widow SF, Black Scorpion SF or maybe... maybe even a Lord Nemesis SF. On this note, we need more signature villains as SF contacts.


 

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I agree with the idea that Villains need more Villain-exclusive Strike Forces. Not combined ones. I've said this before and I'll say it again... why can't we use Lord Recluse's lieutenants as individual SF contacts. Why not have a Ghost Widow SF, Black Scorpion SF or maybe... maybe even a Lord Nemesis SF. On this note, we need more signature villains as SF contacts.

[/ QUOTE ]The Patrons can't serve as Strike Force content, because currently they give out the missions to not only get our patron powers, but also for the Usurper badge which is needed to start the LRSF.

Furthermore, Nemesis has tried, on quite a number of occassions, to clone our charaacter, as well as the heads of Arachnos with his Automatons.


 

Posted

Excellent thread and some good suggestions for making Villains more player friendly. Especially the points about a bit more diversity in enemies (endless longbow missions gets really old, even more so when they have the same mob types at 25 as they do at 45). Open up the hidden contacts - why not just add them to the list of regular contacts rather than having to jump through hoops for some of them, eg the Slot Machine. Parity in the accolade requirements with heroes is badly needed, the PvP requirements have got to go and be replaced with something thematically linked with the accolade, as it is, they just seem like a number of badges were pulled out of a hat at random.

Just a couple more small QoL queries:

How about an extended awning over the Black Market trucks and putting Arbiter Lupin, the respec guy inside a building, it's not much fun to get bombed / attacked by invading Rikti when you're trying to sort out your auctions or stuck in the respec screen. And while we're at it, maybe move Lupin somewhere slightly more friendly for lower level villains who wish to use a vetspec.


 

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How about an extended awning over the Black Market trucks and putting Arbiter Lupin, the respec guy inside a building, it's not much fun to get bombed / attacked by invading Rikti when you're trying to sort out your auctions or stuck in the respec screen. And while we're at it, maybe move Lupin somewhere slightly more friendly for lower level villains who wish to use a vetspec.

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This is good.


MisterPiggins!

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Posted

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How about an extended awning over the Black Market trucks and putting Arbiter Lupin, the respec guy inside a building, it's not much fun to get bombed / attacked by invading Rikti when you're trying to sort out your auctions or stuck in the respec screen. And while we're at it, maybe move Lupin somewhere slightly more friendly for lower level villains who wish to use a vetspec.

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This is good.

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Indeed, I've added it to my list. I'll update in the next few days.


 

Posted

QoL ideas:
Setup a story that would allow us to use the portal(By SF guy) in Cap to go to Naylors portal in Nerva and vice versa.

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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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I remeber when the last mission of Sister Psyches Task Force was in Brickstown. They eventually fixed that. An easy fix to this issue is to have the waypoint at one of the various Tugboats in Nerva.


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You have enemies? Good. That means you've stood up for something, sometime in your life. Winston Churchill

 

Posted

more zones is most important, and a "universal meeting place for villains" would be nice, like an atlas park sort of thing, however i dont agree with making bank missions easier.
Other than that everything you said is quite well put.


 

Posted

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Just thought I'd note that "variety" seems to be a recurring theme here. Not enough variety in enemies. Not enough variety in settings. Not enough variety in motives.

And for the devs, I know this is a hard type of content to do. It requires a lot of time to revise zones and add content.

But I bought CoV before CoH--I LIKE playing the villain role. And for several months, I wasn't interested in even looking blueside. But once I rolled one hero, I've rarely gone back to the redside--there's just so much more available to DO blueside. I haven't even done all the low-level story arcs heroside, with several heroes running. Villainside, if I have to get a lousy snake skin for Burke one more time... x.x

So I would ask the devs to consider how variety and playerbase interact. If the perspective has become "well, there's nobody playing villainside, so no point in putting more content there", it's self-fulfilling. People don't spend their time there because there's not enough new, and there's not enough new because people stay out.

I hope that the VEATs are the start of a change in this dynamic.

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To me the theory isn't that the Dev are not saying "people don't play villians, let not give them more content because it a waste of time." but rather heroes players being unwilling to allow a largely Villains Issue frome take place because of their outcry against it. Hense why new zones are quite often Co-op.

I have to say that Villians do need more zones barring that more low level contact for arcs. The second tear could have moe than one arc for example.


Doom/Batman in 2012

The Resistance has boobs too, and better hair!

 

Posted

ya, i hate haveing the same contact over and over and over. there needs to be some new contacts for villains. and i sombody else said that the new maps could be the little islands on the zone map that are not zones, this is a good idea.


 

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Given the ground rules set by the Devs:

1. Patron choice is permanent.

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As far as I'm concerned, this ground rule simply has to change.

I think the choice being permanent was a bad idea for a lot of reasons, but the real clincher for me was being railroaded, story-wise, into choices my character just wouldn't have made. Nevermind the issues of comparative weakness and lack of flexibility in character building (though those are significant). Strictly from an RPG perspective, PPPs are simply awful.

If immersion is as big a concern as has recently been claimed, I think PPPs need to be entirely rewritten. We need to be able to respec out of them, or there needs to be choices a character can make during the related story arcs, so they're not forced to act counter to the reason they chose the patron in the first place. Something needs to be done.

I do like your idea, PP, as an elaborate bandaid. But, after finally getting a character to the point where the PPP stuff could be experienced, I can honestly say it was the most disappointing and frustrating content I've yet encountered in this game. It was bad. Surprisingly so.

I made my patron choice based on the character and on the story that character had experienced. Had I known it was going to go the way it went--and that I'd have no choice in the matter--I wouldn't have made the choice I made. Now I feel as though I've been conned and that the integrity of my character has been damaged. In short, immersion was trampled.

Next time I'll make the choice based on game advantage alone. From a standpoint where immersion is a priority, that's a very clear failure.

So, at this point, I'd call PPPs a complete botch. I never cared for the approach to them, but now, after experiencing them firsthand and getting the complete picture, I really believe they just need to be scrapped and entirely redone.


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Posted

I'm someone who'd rather not see new zones redside. I like the streamlined nature of the Rogue Isles. A lot of the zones on blueside are superfluous and completely wasted. Even back when there was far less choice in content, and street sweeping was more common a pursuit, zones like Boomtown and Faultline were still mostly empty.

That said, I do believe redside needs more content, specifically more options. The whole mercenary path started by Burke, for example, could be expanded upon, right up to and including a couple-few mercenary patron choices (I'm sure that's been suggested before, it's too obvious not to have been).

And I do think some sort of sewer/catacomb zone attached to Mercy could help address a lot of complaints. It'd be something to do other than Burke and Kalinda, and could also be nice just as an alternative means to get around. After watching what goes on in Atlas with sewer teams, I think such an addition would get plenty enough use to make it worth creating.


The Cape Radio: You're not super until you put on the Cape!
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Posted

I prefer vills side but feel like I'm nothing more than a lackey or stooge until I get the nod of Recluse or one of his flunkies at the higher levels. I'd like a contact that's completely not associated with Recluse or Arachnos. I'd like to have a villain that has no ties/connection or association with Arachnos. Villains need diversity and not to be lumped in with Arachnos or once associated with them etc. Villains really needs some new main characters and diversity. It's tiring being told Recluse is the man when I know my toon is! Anyway, it's high time for a new villain group (not just Recluse and his gang). Villain side could also face a new group of heroes or have a new hero group as another main opposition force.

I've mentioned a few other things as well (hire a lackey, arms dealer etc) in other parts of the forums. The story is cool but we need more direct changes to game play and new angles. The upcoming create a mission feature should help.


 

Posted

well all my villains have skipped the Patron Power Pools, do I miss them NO. eaiset badge I ever got was the no patron powers in the flashback ,:-)
I do hope that now with the re-org things will get better,


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Posted

Just popping in to say that I'm still compiling suggestions.
So far nothing major has come up, so I think the List is complete (for now anyway).

Hopefully the patron/ancillary issue get sorted out in i13...


 

Posted

this is just a chime here for both sides really...

More nutral zones (under 35+) or more contacts in Pocket D. I mean... come on we only go there on holidays and umm... To do some arena?(alt. arena access in PO and the casino in St Martial)

Also the alt. arena access points are also maps with Pocket D access points(I think aside from sharhead not sure.)

Thankyou for putting up with my lil out of key chime here

Tracer


 

Posted

Ok, after creating a few vills so I can check out other servers I have to say heroes need more contacts and missions in the lower levels. The servers I was checking out seem rather dead so I was doing some contact missions....wow...not too many options. We don't need new zones but more contacts, missions and tilesets for the missions. We can use the existing zones and go from there.

The number 1 priority, IMHO, for this game should be the ability for heroes and vills to trek into each other's environments so we can access each other's content. Make it time limited and grant the ability to do this as a reward for a mission etc. That would give us way more zones, way more contacts and up the player population.

If you're compiling a list please add a reference to the thread discussing the ability to go freely into the other zones (heroes into vills and vicer versa....an absolutely brilliant idea).


 

Posted

<QR>

New content from 1-20 is desperately needed.

Kalinda or Burke. Burke or Kalinda. No quick sewers to completely bypass Mercy Island. Cave full of snakes after cave full of snakes.

The first time you go 1-50, the streamlined nature of CoV is nice. Its nice to know exactly where you are going next, because its your only option.

There really needs to be an alternate leveling path between 1-20, maybe 35 even. Once you hit 35, you suddenly have St. Martial, RWZ, and now Cimerora. Prior to that its Mercy -> Port Oakes -> Cap Au Diable -> Sharkhead -> Nerva. Every time. Same contacts. Every time.