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Rudra

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Everything posted by Rudra

  1. Please be careful. You are moving into debate territory. I don't know how GMs are supposed to interact with debates, but it poses risks to do so as a GM.
  2. That's the thing though. Fixing AI pathing is every bit as important, I'd actually say more important, than fixing the MM's pet auto-recall. The AI pathing problem affects MMs, Controllers, Dominators, some VEATs, and everyone that has to escort an NPC. Fixing that would go farther for MMs than fixing the auto-recall ability and would significantly reduce the need for the auto-recall ability or your proposed command.
  3. That's fair. Though I tend to approach teams on my MMs as if they were my pets. So I find very little difference between being solo or on teams while on my MMs other than the number of pets I have to keep an eye on and support. As for MM pets not keeping up with fast moving teams, there is a small window of difference. Solo, I move fast enough for my pets to stay with me most times. On fast moving teams, I have maybe a couple seconds of no pets depending on how far we moved from the last fight. Usually, the complaints I hear about MMs and fast moving teams revolve around that window between fight start and pet arrival depending on distance traveled to next fight. (Edit: Or the MM character himself/herself/themselves/itself having to play catch up if they summon replacement pets.) Even so, game NPC pathing needs work, and that should help greatly with complaints about MM pets not keeping up.
  4. Differences in experience then. I haven't had any problems with using my pets while in a group. A fast moving team leaves me sans pet support for a little bit as my pets play catch up, which it would be nice if they didn't need to play catch up, but the MM's core ability of Supremacy works just fine in and out of teams. Here is the issue I have with the OP. Yes, pets lag behind and MMs rely on their pets for a lot. Especially their damage output. NPCs including pets have difficulty navigating maps, particularly stairs, which further slows them down on some maps. Yes, I would like for my pets to be with me as I move, especially on fast moving teams. However, the addition of a teleport pet to my character command takes away from the powers we have in the game specifically for that. Especially since we already have a game mechanic that is supposed to automatically recall our pets to us when the distance between our character and pets gets too large. I would rather that mechanic be fixed so that the distance is a known value rather than a variable range that may not even apply and pet AI or pathing be improved so the pets actually move with the MM and not get stuck on going up or down stairs. Not just for MMs, but also for escort NPCs, Controller/Dominator pets, Crabberminds, and active Lore pets. MMs need help, but at least to me, the biggest issue is a shared problem. Fix that and MMs should have much less trouble with their pets.
  5. You can actually get it for free, but yeah, only after 12 hours of leading a team. And yes, it is usable once per half hour.
  6. START vendor sells Assemble the Team. It doesn't go away after you buy it, yanks all your pets to you at once, and costs no power choices. (Edit: And I agree the MM pet auto-recall ability needs to be fixed. Among other things.) Edit again: So you understand where I am coming from, I would rather something that is broken be fixed than get a workaround built and handed out. MM pet auto-recall is broken. At the very least unstable or unreliable. That should be fixed, not ignored with a band-aid handed out to the players.
  7. If you're going the Teleport pool route, there are advantages to it. By grabbing Teleport Target, you gain the ability to recall stuck pets, yank stuck targets out of their cover, recall teammates to you, and yank targets out of difficult areas reducing the amount of mobs that come charging out to kill you. Teleport itself gets cheaper if you use it in rapid succession and it will get you anywhere you want extremely quickly. Teleport Team lets you move all your pets with you. If you're going the Flight pool route, it also has advantages. Hover gives your character more defense at low cost. Fly gives you the advantage of flight, letting you bypass entire zones without the added complication of targeting your destination like Teleport requires. And Group Fly lets you move your pets with with. And if your pets are ranged, they can sit up out of melee range of your enemies just raining death down on them. So you get a benefit from all your power selections in both those pools. Even if you opt for different power selections to get to Group Fly or Team Teleport.
  8. Please link it. I can't find it. Edit: Nevermind. Found it.
  9. That's odd, because I was on those threads. Yes, threads, the bug thread and the ATO revamp suggestion thread. I didn't see any posts saying Brutes were fine as is. Though debates were being had about the fixation of the resolution being more +recharge.
  10. Yes. Why? Because brutes typically get stronger when mad in comics. Or more vicious. Or more feral. I don't know of any that get faster. Stronger is easy to emulate, that's just +damage. More vicious and more feral are a bit harder to emulate, but can arguably also be explained by +damage.
  11. Unless the mob is coded to be friendly, with its nice blue box, mobs are not your allies/friends. So if something has a yellow box, the target is neutral to you regardless of their faction and yours, and if they come under an offensive power effect from you, they become hostile. Damage isn't necessary, just an offensive power has to affect them. And since they aren't blue/friendly, your auras (if you have any) or other offensive powers will affect them.
  12. Mastermind stand out feature: Pets. Lots and lots of pets. Up to 7 before lores if you take the correct secondary.
  13. Revamping Brutes to a slow starter that builds momentum is a niche approach. While there may be brute characters that work that way, none come to mind. I'm also willing to bet it goes counter to the concepts of a great many brute characters in the game, so this proposal would essentially be forcing those players to re-conceptualize their characters or re-roll them as another AT. As much as I don't like fitting more +recharge into things, changing Brutes to start slow and build up speed is so much worse in my opinion. At least the previous thread's flat recharge boost from the proc' doesn't change player character concepts for them.
  14. When I checked my main, the ninjas all had the same (or slightly better) listed movement than my actual character. Bear in mind, I only had like either Sprint or Ninja Run turned on at the time. And yet, the pets still fell behind. And like by a good deal. I'm not sure what caused that other than maybe they waited too long before they started moving to catch up to me when I started moving away. So outside of like Super Speed or stacked running powers, pets should be able to keep up with the MM. But they don't. As far as teleporting hostages goes? I think, not sure but think, that was disabled so players wouldn't just sneak to where the hostages are, target them, sneak back to entrance, and then teleport them to the entrance and bypass everything. As far as sharing travel powers from their PC? That would put the last nail in the coffins of Group Fly and Team Teleport. The simplest solutions I've found so far are Teleport Target to yank pets back to you (unless they manage to get critically stuck in terrain), Assemble the Team to yank all your pets (and any teammates) to you, and unsummoning followed by re-summoning the pets as needed. I would very much like for MM pets to at least keep pace with the MM when only using Sprint or Ninja Run or Athletic Run or Beast Run, but from their combat attributes window in the game, they already should be doing so.
  15. That is a baseless assumption. For instance, my main is a Ninja/Dark MM. I only see this happen when a pet is critically stuck in an object. To the point where even Teleport Target failed to yank it back out. More commonly, you can lose control of your pets if you try dismissing them just before zoning, such as entering or exiting a mission map. Though zoning again typically fixes that. (Edit: For clarification, if you zone too soon after dismissing your pets, when you enter the new zone, you can find your pets are still with you. And sometimes, they aren't subject to your commands any more.) If Teleport Target, which my main MM has, can't pull a stuck pet out, then I'm willing to bet a recall pet command won't either.
  16. How many times are you going to go back to that after I already said you were right about it? Also, why are you telling me to "use my words, not comment deletion"? I'm not a GM. (Edit: Neither have I reported any comments or asked for any comments to be removed.) Edit: This is like the 4th time in this thread I said you were correct about that. Edit again: My other 2 comments were deleted when the GM shortened the thread, but here is one you thumbs downed with the 3rd concession highlighted:
  17. I can get behind it being a click instead.
  18. From a personal point of view, don't know about Enflame since I never used it, but as far as Spirit Ward goes, it would be nice if it didn't de-toggle the moment the person you were using it on moved past the cast range. The person you buffed with Spirit Ward used an elevator? If you didn't enter the elevator at the same time, the buff goes away. The person you buffed shifts to attack a target and their movement puts them outside of cast range? The buff goes away.
  19. Chance for fear is already a part of a redside ATO kit. I know. However, like I said, I think it would work better for Brutes. The main difference would be that the SoA ATO only triggers off the slotted power, but the Brute one could have a (lower) chance to trigger globally off the Brute's primary attacks. (Edit: Besides, @ThatGuyCDude and @PeregrineFalcon already came up with much better alternate proposals.)
  20. You see the core problem then. Before Proliferation, Brutes were the Tankers for red side. (Yes, there are claims that MMs were, but MMs couldn't pull it off until they got Bodyguard Mode added after the fact.) So Scrappers out-damage Brutes(, and some Tankers out-damage them too). So if you want damage, go play a Scrapper (or Stalker). Tankers and Brutes have the same damage resist caps, but Tankers start with better base stats for their resists. So if you want to be durable, go play a Tanker. You can't improve Brute's damage without stepping on Scrapper toes and you can't improve Brute's resilience without stepping on Tanker toes. So how do you break out Brutes in a manner that works for all Brute character concepts? (Edit again: Also, please bear in mind that I do play Brutes. I have more Brute characters than any other melee AT. So I'm not dumping on Brutes, I'm trying to illustrate their dilemma.) Edit yet again: Melee AT breakdown (at least from my point of view): Stalker: Assassin AT. Sneak around and gank. Lots of fun. Scrapper: Damage AT. In your face maul-fest. Lots of fun. Tanker: Soak AT. Can take a pounding and not care. Lots of fun (for others). Brute: The not a Scrapper or Tanker AT. Still lots of fun, but lacks a standout identity.
  21. Good luck with the damage. I mean, I get the current devs are not the same dev team as back on Live, so maybe they will be on board with addressing it in a manner that isn't a sidegrade middle finger that they call a buff like the Live devs did. (Yeah, I'm still upset about that. Sorry.) At least addressing it from that angle isn't just another more +recharge request. And I understand @CrusaderDroid's goal of getting a unique ID for Brutes rather than hybrid Scrapper-Tanker that isn't either. Maybe tweaking Brute's identity as an AT will help them break out from where they are. And yes, I understand @CrusaderDroid's point about how +recharge can actually do that. I just disagree that +recharge is the only or even the best way to do so. What is the best way? I don't know. I've given my ideas on possible options, even leaving several examples open-ended so others can hopefully come up with better variations or ideas for it, but to say that is unpopular is an understatement. I don't understand the +recharge fixation. Yes, a Brute can be a fast attacker rather than a skilled one, but so can a Scrapper. So where do we go from here?
  22. I don't know. Maybe a global chance for fear, so Brutes are scarier to enemies than other ATs. Maybe a ToHit or ACC debuff, again because enemies are more scared of the Brute than other ATs. (I think the fear component would work better on Brutes than it does on Soldiers of Arachnos at least.) Hells, maybe a proc that for that power lets the Brute hit a higher damage cap than the Brute currently can. I'm just tired of +recharge being the go to any time someone thinks something needs to be buffed.
  23. I see your points, but those were just thrown out there to show there are other options beyond yet more +recharge. If the devs decide to improve Brute's ATOs and they go the +recharge route, then at least Brutes finally got some love. It wouldn't be my preferred solution, but at least they finally got some.
  24. Nope, still wrong. If the comment is wrong, then prove it, because your response does not. A chain is very much developed the way I said. A chain can be changed as power availability changes, like I said. And I already conceded that you were correct about me being able to simply not change my chain and so go unaffected. So your continued argument against that makes no sense. I can not want more +recharge fit into everything just as much as you can want more +recharge fit into everything. That makes it a question of preferences. You would prefer more +recharge, I would prefer more variety in improvements. Edit: Example: a character has attacks 1, 2, 3, 4, and 5. The character runs a chain going 1, 5, 3, 2, 4, 1, 3, 2, 4, 1, 5, 3, 2, 4, 1, 3, 2, 4 and so on. Now those powers become available more frequently. So the player decides to change the chain to just be 1, 5, 3, 2, 4, 1, 5, 3, 2, 4. Power 5 is used more frequently in the chain, so the chain has changed. (Edit again: To remove power 8 since I forgot to put it in the example sequences.)
  25. Then maybe the devs can see about fixing that instead. Make it so that when the pets are a set distance away from the MM, they automatically teleport to the MM so we can stop wondering if they will teleport to our character or slowly run across the map/zone.
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