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arcane

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Everything posted by arcane

  1. Masterminds are already a top tier class in AV fights btw
  2. Never use this as an argument with me if you want to be taken seriously, because it’s a ludicrous illogical argument. Being able to opt out of a change doesn’t make it good. “I want my PB to not look like a PB, you don’t have to do the same so there’s no reason to disagree.” “I want a temp power that defeats every enemy on the map. You don’t have to use it or team with people that do so there’s no reason to disagree.” Stop. Using. This. Non-sensical. Argument. Thx 🙂 As for why people are telling you what they think of your idea, this is a forum for suggestions and feedback on those suggestions. Perhaps your next suggestion should be for some kind of infinite affirmation subforum if you don’t want to deal with the one where people can disagree with you.
  3. I believe all 3 changes mentioned in this post plus a Telekinesis revamp would do the trick. Poorly balanced confuses across sets, inability to reliably trigger AoE containment, and Telekinesis’ having been nerfed onto the ground are the set’s three primary struggles as I see it.
  4. I am going to address both things you have said and things you might be implying but have not said. I would agree with: (1) Fire, Plant, and Electric Control are better at AoE damage (confuses accounted for as a damage-like mechanism) than Mind Control. (2) Illusion and Dark Control are better at S/T (confuses accounted for) than Mind Control. (3) Seeds of Confusion makes Mass Confusion look less valuable than it is. I would not agree with: (4) Mind Control does the least damage (confuses accounted for), out of all Control primaries in either AoE or S/T or both AoE and S/T considered together. (5) Mind Control needs a pet. Or any implication than a pet is necessarily a control set’s be-all end-all must-have penultimate power. (6) The deficit between Seeds of Confusion and Mass Confusion should be addressed solely by buffs. (7) Plant should ever be the benchmark for performance for as long as it contains two of the best and arguably overtuned powers in the entire game. If (1) and (2) are approximately true and (4) is definitely not true, then Mind Control is around the middle of the pack - hardly a major problem so much as a set that could use minor touch-ups. You don’t achieve balance by insisting everything must be as good as the best sets; you focus on the averages. Otherwise you just create harmful power creep.
  5. Can we get one of those jranger gifs that says this for when elaboration is requested in the future.
  6. Correction: confusing enemies is a good bit better than at least half the pets. I’ll take Mass Confusion over Animate Stone, Jack Frost, Gremlins, or Fly Trap any day of the week, and I kind of doubt the others besides Phantom Army stack up either.
  7. You should really re-roll as Kinetic/Regen. Not getting your full gimp experience IMO. Fire Melee sounds positively meta by comparison.
  8. They changed it a couple times I think. One change was definitely later and closer to i13 because Telekinesis was definitely still a meta top tier amazing power in PvP for years. Very fond memories of this power between my Cold/Dark/Psy duelist, my Mind/Storm... all the Rad/Psy/Psy Defenders and Mind/Fire Doms winning tournaments. IMO they should be giving Telekinesis attention before anything else. No reason to revamp the working powers until you’ve cleaned up the dead weight. I will say again, at high risk of imminent thumbs downs, IMO the only reason people don’t appreciate Mass Confusion properly is because Seeds of Confusion is one of the most overpowered tools in the game. If people actually understood that Seeds would still be an insanely good power with double the recharge, the cooldown discrepancy with Mass Confusion wouldn’t be so material. For this reason, while I am broadly not in favor of most nerfs, a reining in of Seeds is on my shortlist of should-probably-happens. Because I understand how good Mass Confusion really is, I’m very content with it as a Dominator set, so it’s obvious to me that it primarily only needs love for (1) Controller Containment synergy and (2) Telekinesis.
  9. 1) “Godmode? Nobody said that.” Uh, yeah, *I* said it, because a very low uptime godmode style fusion of your 6 pets into 1 is the only way I would ever support Mastermind’s ever being designed to use only 1 pet. Otherwise, no, /jranger, I don’t like your idea, etc. If it’s not low uptime, it’s in conflict with how Masterminds are designed (Primary: Pet*S*). 2) Umm, every AT *does* have that general weakness and has *always* had that weakness. That is, every single AT *is* self-gimped if your ignore the function of their primaries. There is nothing inconsistent here. Petless Masterminds should be and are as self-gimped as Armorless Tanks or Attackless Scrappers are. This is literally how the game has always worked and only you don’t seem to understand it. Likewise, 1-Pet Masterminds should be about as functional as 1-Toggle Tankers or 1-Attack Blasters: aka not very optimal at all, by design. The rest of your post probably continues to deny the nature of the game’s core design (don’t get to both neglect your primary function AND be as good as everyone else). Because you are completely out of touch or in absolute denial about how the core game functions, your suggestions tend to be obvious non-starters, so there is no point in me reading further.
  10. @DreadShinobiI get snarkyhomie to consider one god damn proc for a change and you wanna ruin it smh
  11. I think you know most of the answers: don’t skip the 2 shields, dispersion bubble, or entomb/tombstone and upthrust/meteor. What I will add is that IMO Repulsion Bomb is mandatory too. It looks lackluster but the thing to remember is its exceptional proc rate means you can transform it into a mini-nuke.
  12. Hurray! From the sound of it, Yomo is reimbursing me for 2 level 53 cytos purchased last night 🙂 Messaged my global name.
  13. Maybe I’ll screenshot my FF/Seismic build for ya. It’s easily one of my worst characters because Force Field is safety and nothing else in a game that begs for offense, but it’s still plenty playable. EDIT: screenies sent
  14. Should be 90% chance to proc due to Surveillance’s recharge. As long as you keep its recharge over ~16 seconds or so. FYI: While I don’t have a more concrete answer on Electric Blast, I can give you something on Munitions: Swapping from Mace Mastery to Munitions Mastery with Surveillance slotted with Achilles’ Heel reduced my average pylon time from the 2:20 range to around 2:00. That may not sound like a ton, but it does make it my fastest blaster. Or, well, my Seismic/Earth beat it but had amplifiers on so not really. I have tons of characters in the 2:20-2:40 range between all my Blasters, Scrappers, best Corruptors/Defenders, but far fewer characters that can crack under 2:20 reliably.
  15. You didn’t even put Achilles’ Heel in Surveillance. Why do you hate me.
  16. A fair bit. I don’t know the numbers but Electric is not as good at S/T damage period, and that’s a fact BEFORE you account for Beam’s -regen and -res. I wonder how Shocked damage stacks up vs Disintegrating damage though, outside that context.
  17. But it is working as intended. If it’s boosting Arctic Fog, though, that sounds like a bug. You can say you refuse to believe it but that doesn’t change the fact that it’s a well known truth. I’d suggest working on accepting it 🙂
  18. He may have picked most of the same powers... but when it comes to IO preferences, Snarky is my opposite. I dub him Shadow Arcane.
  19. God damn Gen Z Blast
  20. How many wills do you dominate irl on your average weekday in one second apiece?
  21. Agree to disagree, I like the few niche exceptions when multiple attacks all hit in one single burst, giving the enemies fewer moments between being hit and being defeated. There’s little that survives long enough to notice what’s happening to them when you Meteor>Upthrust>Pyronic or Will Dom>Psi Lance>TK Blast. It’s not like your preference isn’t already plenty prevalent in this game 🙂 [take my toys and i’ll cut u]
  22. The distinction I made is that it would be cool *as a balanced godmode* - very low uptime being key. I’m thinking Gang War level of uptime at the very maximum. If you’re going to talk about changes with high uptime, then we have to really take a much harder look at balance. T3 pets are absolutely trivial to manage and keep alive compared to lower tiers. If you aren’t willing to manage the lower pets, we sure as hell shouldn’t be rewarding you with a more powerful T3 pet *unless* no longer having to manage the lower tier pets is accounted for and well balanced. For instance, the amount of power added to the T3 pet would have to be far far less than the amount sacrificed by forgoing T1/T2. And ofc you should be stuck with one pet’s worth of bodyguard too. In other words, no, it’s not completely out of bounds, but if I told you how little we could add to the T3 pet and still maintain balance, you’d probably no longer want it. Again, maintaining T1 and T2 pets is like the only challenge MM’s have going for them. If you want to strip that away, you should be strongly punished by the numbers because that’s how balance works. You don’t get to add features that make you stronger for less work. Less work = you will be weaker or it’s a non-starter, and this is WAY less work.
  23. Yeah you probably have to compliment Psy/Energy with an extra AoE from the APP's/PPP's. /Energy just has nothing to help with that problem even though it will make your S/T chain even more snipey and pew pew. I recommend procced out Repulsion Bomb or Electrifying Fences 🙂
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