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Sakura Tenshi

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Posts posted by Sakura Tenshi

  1. 5 minutes ago, Techwright said:

    Yours is an interesting concept.  Not to derail my own thread, but as a counterpoint to the mortality idea for Statesman,  how about the control of the Well?  We've already heard from Lady Jane that Stateman rushed to power, and "pulls his punches", so to speak, lest the Well take greater control of him.  What if that threat were front and center?  He's using his power less and less because the Well is pulling at him more and more with each fight.  He sees a point of no return looming in his future, and is guiding a new generation to take over before the Well remakes him into a being of power with no moral code, essentially becoming a major threat to hero and villain alike.  His sometimes unpleasant nature is a result of that destructive possession by the Well.

    it could work, I mostly just liked the idea of what would ultimately be Statesman's end being a quiet one a man finally able to have peace and confidence the world is a better place than they entered it. And maybe because I'm unoriginal and like the idea of using a personal Story Arc to crib Assassin's Creed Revelations.

     

    Now, getting back a bit to the original purpose of this thread: did anyone else ever want to see something done with that cape just east of Talos and north of DA?

  2. 2 minutes ago, Techwright said:

    I've always felt a COH/V 2 should not retell the story of this Paragon City again.  We've already got plenty of canon lore showing a myriad of universes, so start again with Paragon City of a different universe.  Differences between the two should allow for things such as a "city layout [that] makes a bit more sense".  It also allows for certain key dead figures to still be alive, or for that matter, for entirely different figures to take their place.  

    Kind of agreed, I've mentioned in another thread actually that if I made a 'city of heroes 2' it would probably be more of a continuity reboot and I guess alternate universe with details mentioned here.

     

  3. Basically, in this thread, I'm mostly just here to share some crazy ideas that have cropped into my head to see what you guys think because they won't leave me alone and open the forum for other dumb suggestions you guys might have but also are not seriously committed to wanting to see in game. in general, a lot of these ideas aren't based around any real or sane mechanical balance, it's all about the idea of feel.

     

    1. Auto-defeat for control powers: This would be hell to balance in any respect, but the general idea is that in movies and cartoons or comics, when a badguy or hero uses something to knock someone out, bind them up, or whatever, that dude is out of the fight unless they're serious stuff, and even then. So basic idea is that against minions and lieutenants, if you can lock them down with a single hold type (and possibly only specific holds like stun, sleep, hold, and confuse) for 15 and 20 seconds respectively, they just drop, automatically defeated regardless of HP they have left because of the implied idea that in the time they've been mezzed, you were able to do whatever work you needed for a coup de grace. This also would let doms and controllers worry more about the bigger threats.
    2. Control powers no longer need line of sight (in PvE): basically as the name says, there's no balance reason and it probably wouldn't even help all that much outside of attacking from around corners or targeting someone and running back behind a wall, but the general idea is to let control powers feel like you are a master of the environment, that you don't even need to be physically there (sort of) to start kicking ass. I guess the major balance point here thankfully is that if it's just control primary powers, than it won't amount to much more than just being about to avoid an retaliation alpha strike since secondaries for doms and controllers are a thing and a big boost to both side's DPS (maybe if you want to really cheese a boss to death), but seriously, just imagine how cool it is to imagine an enemy trying to run through a hallway to reach you but the earth itself reaches up and keeps locking them down.
    3. Turn X-ray Beam and Laser Beam Eyes into snipes: Aha! it's not all about controller and dom primaries. Nope, in this case the idea is just to let laser beam eyes feel like a powerful attack. When superman or cyclops use their eyebeams, things end up hurting. By giving them a snipe aspect, they can still be slotted for ST ranged damage, you can have it so their in-combat damage remains the same, but when you're starting up a fight, it gets that extra oomph (albeit needing extra wind up time).
    4. Super Reflexes Elude changes: Oh boy, here's a fun one, the gist is to keep the crash and maybe even make the recharge time longer (and unenhanceable) but make it really worth it.
    • In addition to the large buff to positional defenses, defense debuff, movement, and recovery, Elude now grants a substantial +50% ToHit buff and +100% to your accuracy along with a beefy 70% recharge buff. The idea is that you are moving so fast now, not only can you dodge attacks easier to dodge, enemies become easier to hit because your can see their movements and all that, on top of that, your movements just flow into one another much quicker.
    • When Elude is first activated, it hits all enemies around the user with a wide area (like 45ft radius, no line of sight) with a massive slow movement and -recharge debuff (maybe as much as -80%, unenhaceable), to sort of give that 'Fox Quicksilver'/'300 cups of Coffee Fry' feeling where you're moving so quick, weaker opponents just seem to sit there and stand still while you batter them.
    • Like 1
  4. On 5/15/2020 at 8:01 AM, Techwright said:

    Yeah, a 3-hour monorail train to the countryside? The patch may have made that canon, but I'm not buying it, especially when the canon map conflicts with the location info.  Had the canon map had an inset (like so often is done for Hawaii and Alaska) and had the train appeared differently in Croatoa, like more of a traditional commuter train, I'd be happy to buy into the idea of a distance commute, with an understanding that we just changed lines at the last stop in town.

     

    That map also points south Faultline as the location of Hamidon spawn (or at least sighting of hamidon creatures) and mentions a Baumtown Airport* when no mention is really made in-game. Closest being a small arc from Crimson saying "a passenger plane is coming into town" but never says where specifically. Also, sometimes artwork like this and the people writing the lore are not given clear communication and just do whatever than acknowledge one another's work. I personally like the idea of Croatoa being at least three hours of train riding to get there since the whole idea is the place is extremely removed from Paragon and the ravages of the Rikti War (no warwalls, no signs of buildings having been damaged, and so on). But of course, assuming the train is going even 35mph, a three hour train ride would put Croatoa over 90 miles away from Paragon when Rhode Island itself isn't even 50 miles at it's greatest dimension (not to mention Paragon's geography defies a lot of Rhode Island's actual geography).

     

    All in all, it's just the sort of stuff that makes me dream of a remade City of Heroes where, among other things, the city layout makes a bit more sense. Of course I'd also be a cheap bastard and just move Croatoa up to Maine, mash in aspects of First/Night Ward and Dark Astoria (classic) and effectively turn it into Solomon Island from The Secret World, make it so Skyway City's 'highways' actually go somewhere and the zone effectively connects to every other zone in the game via it's highway system, make it so there's different styles of War Walls** representing Rikti design, human design, and in Atlas Park's case a pre-war design made by Positron, along with a bunch of other nonsensical changes.

     

    *Baumtown Airport also need not be that large of it's not actually a fullsized airport meant for commercial flying, I live near a fairly small air field which is still considered an airport but nothing larger than small, privately owned rotoprops and helicopters ever take off or land there. Similar to the air strip seen in Neutropolis and Cap Au. However if one were to make an airport in Paragon, could always handwave the smaller size with new super-science passenger liner airplanes needing less space to take off and land.

    **According to the lore, interestingly, it seems to say both Rikti and human sides erected Warwalls. https://archive.paragonwiki.com/wiki/Rikti_War#Invasion

  5. 3 hours ago, Peacemoon said:

    To be honest my original post is completely facetious, and I was hoping it was evidently dripping in sarcasm enough for people to see that! 😆

     

    I hate the ToV earth effects. The first time I met them I was almost defeated because my screen was shaking and completely obscured by earth effects. It was like a blind power targeted on the player! It’s really over the top, especially for lieutenants. 

    I mean, there is argument to want similar powers, because, yes, admittedly, many enemies added in issue 18 and onwards have some really cool looking powers that are beyond player reach for one reason or another. I mean otherwise I picked up on the sarcasm, Ashfall and ToV lightning storm is just awful for me to deal with because my favorite characters tend to be defense based and those attacks take up a huge area and deal damage while ignoring defenses, and the visual obstruction makes it difficult to get out of.

     

    Also, I want IDF Heavy Trooper Pack powers, dammit. I too wish to unleash @#$%loads of missiles on my enemies,

  6. I hate to be that guy, but one thing I want to point out to those who want Battalion to show up: how are we going to design the Battalion. The Live Devs hadn't gotten to anything more than concept design documents and never got to artwork, nevermind actual models. As of now the closest things we have to Battalion enemies are Well Echoes (possibly) and Neo-Shivans. A whole new enemy group might call for whole new modeling, art, and animation assets, resources and ability I'm not sure the team feasibly has.

  7. 1 hour ago, ArchVileTerror said:

    I'll be a strong dissenting voice and say "Yay" to Arachnos.  They clearly already have a presence in Kallisti.  I think that should be built off of and explored more deeply.  Arachnos has a LOT of potential, but writing for them is often split between treating them like a complete joke, and taking them seriously.  I feel there's a line that can be walked down the middle.  Serious, but with enough comedic beats as to remain fresh and engaging, rather than demoralizing.

     

    In other words:  Include Arachnos, but take care and take your time in ensuring their involvement is written well.

    Thing is, we get plenty of development for Arachnos. Heroside has the Faultline Arcs, Aaron Thiery Arc, and the Miss Liberty Arc, and Redside Arachnos is shoved down your throat and up your @#$ from the Tutorial to level 50 and you can never fully get away from them except a handful of TFs and Arcs, most of which are newer stuff because the live devs realized 'oh, players don't like being facedown in Recluse's lap'.

     

    And the only time Arachnos is really written as a joke, as I can see, is Newspapers and Tip Missions. Well, that and Arachnos' ability to invade US soil with absolute impunity in flagrant ways that would get any other country nuked off the damn map.

  8. 3 hours ago, Doc_Scorpion said:

    Honestly, I find Kallisti Wharf kinda depressing...  Praetorian styled architecture is so soulless.   When people kept asking for more City zones to be revamped along Praetorian lines, I was always screaming "NOOOOOooooooo" internally.

    I kind of get what you mean, I actually like the architecture of the villain side of the Wharf more because it's all older brick style buildings in line with First/Night Ward.

     

    1 hour ago, SwitchFade said:

    No AE. We should have one normal zone with no AE building.

    Or maybe like they've done with the hospital and university, make the AE building unique in design, though I also can understand the grievances as it feels like AE buildings in general just aren't used unless it's Atlas Park, Pocket D, and maybe Mercy. Sadly the only reason I ever see other AE buildings visited was RP reasons (even if the mission wasn't supposed to be an actual AE thing)

     

    4 hours ago, GM Miss said:

    >What is your vision for KW?
    >What storylines or task forces would you like to see added?
    >What enemies would you like to see roaming the streets (if any!)

    1. My own vision for Kallisti Wharf would actually be something a bit experimental: a leveless zone. All mobs use invasion tech so they are always equal challenge to the player facing them whether they're level 1 or 50+3 (in theory at least). Secondly, I actually kind of like Kallisti Wharf being a place that's relatively crime free, so I would like it overworld spawns only happened by heroes and villains triggering them deliberately or only encountering them in missions and so fourth. Maybe even have the entire zone be indirect PvP through a long string of back and forth zone events of Heroes and Villains basically 'pushing spawns' into one another's side.

     

    2. this is gonna be a mini-list of it's own

    • NO COMING STORM/BATTALION STUFF: I know we've basically been waiting years for a followup on that story, but having started up new characters here and rerunning the storyline, holy cow, once you hit 30 you're getting smacked regularly with mentioned of 'coming storm' and 'praetoria' and 'incarnate threats', and with having returned only not too long ago, it might be nice to just break from that and refocus on super powered antics of state/province to national level.
    • More Vigilante and Rogue arcs: namely more stuff where the rogues aren't out to be malicious and just make a profit and vigilantes are just looking out for people the law won't help because of technicalities than kicking or shooting dogs.
    • A TF for each side, probably incarnate difficulty to give that more content options (contrary to what I said above a bit), maybe just an Incarnate level TF that actually lets heroes and villains kind of revel in how much stronger they've become and the amount of push and pull they can have on the world around them now. No more just being someone else's stooge or waiting for the next disaster to strike. Heroes proactively doing things to help the little guys and villains being able to stone-wall big name heroes and have it be in the glory and victory of the villains themselves, not Arachnos, not anyone else, them.
    • Repeatable faction contacts: might overlap with the one for vigilante and rogues. But I sort of like the idea of just being able to run not!radios/tips in Kallisti. Bonus points if instead of all being one-off missions sometimes you get two parters or even three part mini-arcs.
    • As mentioned above: for the stories to not just be set in kallisti wharf, but kind of explore the lore, history, and story of Kallisti.
    • Praetorian Refugee dealings: well I'd actually prefer to eek away from this, there's kind of a refugee camp right in a park that's hard to ignore.

    3.As far as roaming villains go, as mentioned, I'd like it if heroes and villains needed to basically actively spawn them, and I think making the mobs in the overworld 'level-less' could allow us to explore some groups that don't get too much exposure or development and how they've taken the shifts in things with all the new developments that have gone down. For example, the Legacy Chain and Wyvern for villains while heroes delve into the Outcasts and Family. This could include some factional power tweaks to make them more diverse and/or more powerful too.

     

    4.Some miscellaneous ideas would include possibly making a bar/club for heroes and villains on their respective sides as another RP gathering point. Have the Villainside one be a cozy speakeasy hidden in the basement that's existed since Prohibition Era of some other store while the hero bar is sort of a beer garden on the roof of a skyscrapper (like the rooftop garden building at the way north east corner). Also would like to see the geometry outside the warwalls to exist and maybe include the zone roof since as of now you can just fly over the warwalls and into the oblivion beyond, this could be a good way to recycle assets from Praetoria's 'low-res zone mockups' to present a more modern city outside the walls than just bland square boxes too, you know, assuming we wouldn't just make it open wilderness outside the walls.

     

    But that's all just my take and honestly, as you can see it's not too well fleshed out.

    • Like 3
  9. related to this, I feel like an assassin's Strike from Hide with Build Up should be an auto hit in PvE. It's really annoying to do that and end up whiffing and dealing with your strongest power combo (and what's supposed to be your opener with built in mitigation against retaliatory alpha strikes) being on cooldown. You either have to wait for it to recharge or start swinging with the next strongest attack, which in several stalker sets either has no guaranteed Crit (Golden Dragonfly and Headsplitter in Kat and BS' case) or outright does not crit period (energy transfer and concentrated strike)

    • Like 1
  10. Okay, I'm going to cut through this thread an just give my thoughts because I used to think I was so clever declaring any faction which lacked females as 'sexist' back in 2010 too. The answer is that every single damn model takes time and money to develop and effectively doubles the workload of making a faction. The Live devs even asked the playerbase "well do you mind smaller factions with less diverse powers if it means equal gender ratios" and people decided they didn't want another KoA or Croatoa mobs where there were only one type of enemy per-tier.

     

    Now it probably got a bit easier as time went on when the Developers started to make some enemies operate more on player character models and costumes and copy and paste powers they needed, but that's if the look works for such things. PPD Hardsuits and so forth are really elaborate and weird pieces if you try the dev version of icon, and they only made a male version of it because a female or huge frame would have eaten up a lot of development time.

     

    spacer.png

     

    Edit: after checking a bit more of the thread and experimenting in the costume editor (and looking up the models on Paragon Wiki) I do realize it's easily possible, in theory, to make a PPD Awakened or Psicop as all their powers and 90% of the costume pieces do exist for players (especially now) and one of the pieces females lack is easily substituted with a monocolored CoL belt. That said, there's two things unique to the PPD Awakened and Psi Cops:

    1. is Awakened have a unique glove pattern and Psicops similarly have unique sleeves, both of which are bands which presumeably are meant to be rank insignia.

    2. and this is only true for the higher ranking awakened and an interesting limitation: neither men nor women can actually wear the epaulet shoulder details with the tights upper body. (and specially in the case of the psicops, most curiously only the Lieutenants: you can't have the PPD badge insignia on your hat

     

    Included is my go at making a female awakened, using minion coloration for better color clarity as the higher ranks are really drab by comparison.

    PPDFemaleAwakenedConcept.JPG

    • Like 3
  11. This is all off-the-cuff and based on 'feeling' than any sane balance, but in my head, if I were to change up brutes and scrappers a bit, I might dust off some old ideas.

     

    Scrapper -

    • Base crit chance on all attacks is 10%
    • crit chance increases by +5% if enemy is lieutenant, boss, or elite boss
    • crit chance increases by +10% if enemy is an Archvillain or Giant Monster
    • crit chance increases is further boosted by +5% if target is +1 level above you.
    • crit chance increase is further boosted by +5% if there are three or more enemies within a 10 ft radius around your character
    • Critical hits instantly recharge the attack which proc'd the critical hit as well as refunds 100% of the power's endurance cost

    So fighting against Requiem and his cronies, you'd have a 30% chance to smack him with a critical hit, and critical hits basically encourage a Scrapper to be reckless in their survival and just continually land those critical hits.

     

    Brute -

    • Brute fury cap returned to a maximum +200% damage
    • Restore Brute ability to cap their fury on their own (Alignment power simply halts fury degeneration for 30 seconds)
    • Brute damage cap restored to previous +850%
    • Upon reaching 85% of their maximum fury gauge, all Brute AoEs gain an irresistable knockdown proc (affects only lieutenants or lower) while their ST attacks gain a chance to deal a portion of their damage to up to 2 additional targets

    The idea driving this is to let Brutes be sort of juggernauts who, after reaching a tipping point with their attacks where they just brutalize everything around them and the sheer overwhelming force of their attacks manages to either floor everything or hurt everything. often both.

    • Like 2
  12. I do want to make some kind of snide remark, but there is an interesting point in the OP: The States/Miss Lib and Recluse TFs ARE supposed to be sort of pinnacle difficulty content.

     

    Now I know something like this has been suggested for TFs before and it's a bit too resource intensive to make one for all of them (shoot, even FFXIV doesn't do this for all it's dungeons) but what if we made a "Hard mode" for these two which were designed more to account for fully specced out incarnate players?

    • Like 1
  13. Honestly, a bit related to farming, but I'd like the EXP curve based on power selection for custom critters to be adjusted. I hate the idea of going through all the effort to make a cool story and cool enemies to fight only to find out if I want players to not be screwed out of EXP, my street-level thug is suddenly gonna have to carry what's supposed to be an SMG that can basically fire twenty different kinds of munitions like some high-tech super military grade gear instead of the Hellion expy they're supposed to be.

    • Like 1
  14. I feel like the only ones mechanically viable of those would be pets/control (and that's from personal experience when I made a thugs/mind AV in AE, so NPC modifiers might affect it), everything else seems like it's either going to be a slog to play or extremely difficult to make functional without making them overpowered as possible. Even Pets/Armor which might be a cool idea suffers because MM pets are weak as hell without constant support of a support secondary (or in the case of the example I mentioned: enemy offense being negated via hard controls). This is a bit of a shame since I'd love to otherwise do a staff/nature affinity character (THE ARCHDRUID!)

     

    Now, admittedly, this is just thinking about the powersets as they are, it could be viable if the powersets were tweaked a bit, and some might need to be to avoid redundancies with some of the other sets they get paired with, and then there's how their inherent power and modifiers might play out. (melee/support might be more helpful if they had tanker mods for self-defense and self-resistance, making Epic pools and power pools that much more helpful.)

  15. 53 minutes ago, Darkneblade said:

    That made me lol. I agree AI needs to change or get smarter at least for doppelgangers.

    I don't see an easy way to fix that, it might be why ancillary and epic powers don't get copied over. as is, I think blasters Dopplegangers probably go nuts, but I haven't seen it myself, so testing would need to be done.

  16. honestly, I'd love for there to be scaleable dopplegangers and such, not sure how easily it would be done with picking up set bonuses, but something like you said:

     

    • The regular boss versions we have now that just mimic our primary and secondary
    • Elite boss versions who mimic primary, secondary, as well as pool powers including epics and patrons
    • And lastly, AVs who will take on our full abilities (kind of and-then-some given the entire sets seem to be given to them) of primary, secondary, pools, epic pools, Incarnate selections, and even set bonuses (since those are considered powers)

    That said, the issue I could see is that the AV would get bogged down with the insane number of power choices players get and you'd deal with a version of yourself who not only matches you power for power, but has a few more things you couldn't take due to selection limitations and they have AV statblocks... But dude to AI attack rotation issues they're just spamming the fighting pool on you.

    • Like 1
  17. For the weaboo in all of us:

    • O-yoroi Osode: large, square/rectangular shoulder guards (probably about ten to twenty percent large than the ones currently available). These might need to be back pieces actually as in my ideal form, they'd be animated so they rest over the shoulder while out of combat, but in combat, they slide and hang from the back, and to my knowledge back pieces are the only animated costume pieces or things which occupy the back slot.
    • Haori coats over armor and robes: These long coats could probably done as a jacket item with the samurai chestpieces and martial arts robe made into a chest detail to fit under it.
    • Hadate Skirt option: a type of armored skirt worn under the thigh/hip plates.
    • Full Kote sleeves as a jacket option: to compliment the haori (and because haori worn over armor seemed to be sleeveless*) a jacket sleeve which could be the kote which included not only forearm protection as the in-game set shows, but also upper arm protection with smaller metal plates and chain.
    • For the female version of the Kusazuri to not look like a mini-skirt version and actually cover the damn thighs.
    • Nanban armor: The single steel chestpiece brought to the samurai from the Portuguese (thus the name 'nanban gusouku' or 'foreign armor'), the benefit of this one is that because it's basically lifted from 16th century European curaisses at the time, it's conceptually flexible and could just be introduced as a Portuguese armor.
    • Tall half-helmets: as seen in one of the pictures, samurai also sometimes wore tall helmets designed to deflect blows to the top of the head, I believe it's also borrowed from Portuguese design. The tall Cone-head could actually work well as a basic half-helmet option.
    • Another Men-po design: currently, the only options for men-po are the martial arts pack oni-mask and the Samurai set's men-po which is lion-design. Would be nice to have the traditional old-man face with the mustache and maybe even the proper neck protector bib (shikoro).
    • Give men and women proper Hakama-esque pant: Hopefully not much, but for men all I'd want is the Japanese pants with some modeled creases on it, ideally I'd prefer the women's shorts 3 option and extend it down to the ankles (this would apply for the women too
    • Tucked in robes: basically the martial arts robes but with no overhang, so they can look tucked into the pants as they are in some styles. (or in the martial arts robe 2, 4, and 5's case, used as a normal frog fastened Chinese shirt)
    • Samurai Tsubo Suneate options: basically Basically versions of the samurai sandals that are just the sandals without the armored shin guards (and back straps). Coming in two varieties: one with socks and one with bare feet so at last, men and women can have sort of flipflops.

    I'd honestly go on all day but I think I've suggested City of Samurai enough and will banish myself back to For Honor.

    1374479796450.jpg

    1412082062790.jpg

    1381016978502.jpg

    nanban armor.png

    • Like 4
  18. think ubisoft would be cool if for these kinds of powersets we used animations from For Honor?

     

     

    (Well, as long as we make the animations ourselves, the motions can't be copywritten since a bulk of them are taken from old HEMA and EAMA manuscripts and teachings)

  19. I think part of the trick with all this is that masterminds can simultaneously highly invested in their powersets to be functional as an AT while simultaneously not.

     

    You basically need five powers from the primary set to be considered functional as an MM, these powers are so quintessential that it's not entirely undue to call anyone who skips a pet (nevermind upgrades) to be called masochistic if not outright insane. But simultaneously tier one pets are so laughably weak as you get into things like Incarnate content you might as well not even bother, ad the only reason tier two pets hold value when they die nearly as quickly is their support functions which often make or break the set more than the tier 3. On top of that, MM pets, even with changes can feel obstructive and obnoxious to other players, frustrating to command because that attack you NEED them to use that should be recharged isn't used, and they put a greater strain on the server than any other archetype. It all really does not feel worth it no matter how hard you try, and those five powers are basically required to make the Archetype function per it's intended purpose. In some ways it's as absurd, if not moreso, than the ability to opt out of assassin's strike on a stalker (feasible because most attacks will give stealth-strike bonus, and programming wise each AS would function differently enough that actually including them in the sets is not unreasonable)

     

    on the flipside, three to four powers on an MM primary can be so laughable both in the damage output and their costs that you wonder why the live devs even bothered to put them there to begin with. While I would wager heavily the MM was not intended to be the main source of damage per-my earlier post, I also am certain the developers both here and live never intended for the powers to feel completely worthless. But there does feel like an underlying message shouting "this is a trap choice. do not pick it!"

     

    So in my opinion, the mastermind Archetype does need fixes. I have my own ideas but there's at least two whole threads of wishlists already and posts made by more informed players than me. If you asked me though, the starting point would include eliminating the level gap, giving all pets an inherent 30% AoE defense (back on live I watched an MM friend feel pretty useless beyond being a buffbot around Nemesis, and having tried to play an MM once through praetoria and fighting destroyers is just a nightmare.) and a 10-20% increase in HP.

    • Like 4
  20. I always thought live devs imagined MMs would be attacking alongside their pets. I mean it's part of why the last two MM sets added actually directly synergized with the set itself (Beast and to a lesser extent demons), heck you could argue Robotics actually synergizes well with it's set as you add to the knockback your battledrones and protector bots and the photon grenade stacking with the latter pets' own so the three of you could collectively stun bosses.

     

    The whole "MMs not taking any attacks" was an unintended style of play developed as players realized the DPS contributions an MM could make were insufficient to focusing more on supporting their pets.

    • Like 2
    • Thanks 1
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