Nathic69
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page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Nathic69 replied to The Curator's topic in [Open Beta] Focused Feedback
MMs really need pets to have a speed buff and a teleport to player power or a resummon/desummon power this will solve many issues Please consider giving MMs the same HP values as corruptor, As well as corruptor support set modifiers Please remove the end tax MMs have Please give MM pets 80% AOE defense 🙏 -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Nathic69 replied to The Curator's topic in [Open Beta] Focused Feedback
Even level pets. Great ! its a start Make all pets have same HP as T3 and give them 10 knockback protection and give them all high resists and defenses, no more missing resistance or defense. increase their overall damage, decrease the pets AoE cooldown. give them a perma speedboost buff but only for movement speed. Add a new power that allows you to teleport your pets to you. Add a new power that allows you to store summoned pets and when activacted again it respawns them ( or a power that spawns all T1-3 pets fully upgraded ) Give Masterminds the same HP pool as corruptor Remove the high end cost for support sets on MM and remove the nerfed MM support sets rates Make Supremacy radius huge or make it baseline active at all times and make the pet res/def IOs on constantly This fixes 90% of MM problems MMs need to focus on survivability otherwise its just depressing to play but even when min max'd with survivability in mind your pets still feel weak outside of incarnate buffs I don't see why they can't just be straight up somewhat overpowered, every other archtype feels like a hero but MMs feel lacking and the nerfs from CoV release has not been removed (max hp reduce and support sets weaker) Its sad I see a defender kill a boss faster than me debuffing and having all 5 pets on focus. my pets should melt targets and be near immortal thats what we want. You made controllers damage better now lets make Masterminds top tier This patch feels more like a nerf than a buff -
Please make MM pets immune to knockback it straight up griefs teams when this happens and feels awful in general T1-2 pets get 1 shot already and reducing their HP even more regardless of the 40% IO will not solve this. I suggest either giving T1-2 the same HP as T3 or give pets a perma 90% AoE damage reduction. If you've ran MMs in advanced difficulty you know this is why they get 1 shot constantly. Supremacy radius is pretty low and forces you to be in melee with melee MM sets and with this patch Supremacy is a MUST and punishes the player if they let their pets go too far, I'd suggest making the radius much much larger or just making it a baseline passive buff thats on constantly, its outdated and punishing in its current state. I think its time to remove the weaker support sets modifiers that only MMs have, it feels bad and outdated and I see no reason for MMs to still have higher end cost and weaker support sets Also please give MMs the same HP as other ATs as they have the lowest HP pool and this only hurts newer or inexperienced MM players and forces MMs to baby sit in bodyguard mode just to survive Necromancy's power Soul Extraction spawns the ghosts as level 49 will they be scaled to 50 ?
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Controller (Pyrotechnic Control - Darkness Affinity) 1.mbd What I've been running, works well, you shouldn't need to cast darkest night outside of AVs as Column nukes -tohit and you should play melee to reap the full benefits of the aura. Open with Column and always spam that power off cooldown, its your tank and a huge debuffer for team. Use Sleep cone at ranged then go into melee and spam Pyro skills to increase the chance of blast off Tested in 54 x8 can Solo perfectly fine and clears well ( just make sure to set pet to aggressive ). Room for more procs if desired but I didn't feel like I needed it, If I were to proc anything it would be the cone
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Sharing thoughts on build 4 New SFX and FX is great ! Hypnotizing Lights SFX and FX feels missing and underwhelming currently and could do with a little explosive animation on hit similar to the rest of the powerset or firework missiles like Explosive Bouquet I worry Glittering Column not having a pulse taunt especially on Doms or when everything else is on cooldown as the set is very active and we only having glittering as our field / automatic control, or be melee to have -acc. The overall set is very active and I worry about end, mainly from Aura. I feel that power should have 0 end cost because not many people like to play melee on controllers and the trade off is high risk because I can't spam the sleep cone and cycle that power in my rotation at melee. Or keep Aura as it is but allow it to blast off 2 targets at a time that would make it worth the end and being in melee Catherine Wheel is still casting its AoE at ranged 🙂 Explosive Bouquet new animation is 🔥 and fits the set as a whole much more An option for min FX on Aura would be greatly appreciated for those who keep asking as I've seen many request this Another reason I worry about end is I feel to spam everything including the chain immobilize for blast off chances Overall the set is shaping up nicely looking forward to build 5 👍
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Focused Feedback: Powerset - Plant Control
Nathic69 replied to The Curator's topic in [Open Beta] Focused Feedback
Seeds need to be 16 targets go play a Dom and tell me it feels fine, I don't want to respec and be forced to take 2 more skills just to be able to CC -
Incendiary Aura be changed from 10 targets to 16. - as I find it dependant on my survival as I am in melee range Multipurpose Missiles cooldown be changed from 90s to either 60 or 45s. - Reason I find myself depending on it since cones aren't useful as I'm in melee for the Aura Instead of Multipurpose Missiles change make Hypnotizing Lights a targeted AoE not a cone so I can surivive melee more effectively as the set needs support in that department Glittering Column is great and very fun but I need a power that can help keep me alive in melee while Glittering is on cooldown - I would suggest Glittering last an additional 2-4 seconds. Reason for this is I have 8 seconds to line up my next set of powers and defense before being attacked, 8 seconds is difficult to line up a combo of primary and secondary powers The knock up effect is good for mitigation but can easily get overwhelmed hence why I suggested these changes to also help combat that issue Sparkling Chain needs stronger VFX as it's hard to tell what mob it's hit Overall fun set but these changes will help massively and make the set feel complete Also Dark FX would be wonderful and maybe increase the intensity of the skills as It needs to be more visual I would also suggest the -Res from blast off be able to stack twice and maybe lowered to 7.5% to compensate for that as this would encourge and feel additonal benefit from using more than 1 power per pack Also please allow us to have advanced pet options or aggressive mode
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Focused Feedback: Powerset - Plant Control
Nathic69 replied to The Curator's topic in [Open Beta] Focused Feedback
I play plant for damage with some control , I play illusion for damage yet illusion remains untouched when it breaks the game, you can't nerf powers in plant while illusion exists the way it does. Just revert the seed change and nerf creepers by 30% and call it a day, it doesn't need to be made useless, now plant has no identity -
Focused Feedback: Powerset - Dark Miasma
Nathic69 replied to The Curator's topic in [Open Beta] Focused Feedback
While Dark Miasma is on the menu, Can the cast time of Darkest Night match the cast time of rads debuffs. 3.17 seconds feels awfully slow and Tar Patch has the same 3.17 second cast time and makes the set feel sluggest and the epic version of Darkest Night is 1 second shorter cast time. Also Tar Patch cool down being changed to 60 seconds and duration lowered to 30 seconds will be a huge quailty of life and keep the set feeling fluid and modern Please add min FX to Fade, it makes all my teams sad they can't see their awesome costumes -
Focused Feedback: Powerset - Electric Control
Nathic69 replied to The Curator's topic in [Open Beta] Focused Feedback
All good changes BUT Synaptic Overload, It's a very important skill and one we need to have that we can cycle pack to pack with in combo with static field its our bread and butter so to speak, please revert the target cap change back to 16 and leave its CD back at 60 seconds, it doesn't play well without Synaptic as it was