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SaxyGuitar

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Everything posted by SaxyGuitar

  1. I like the idea of this just a mix bag of Survivors, and maybe each minions is different. You could fit in a junky Looking medic bot, some animal, mad scientist, etc
  2. Sorry I should of clarified I just mean the rewards. Not the monster themselves.
  3. Hey if the dev don't want people farming GM why not just put all of them on an 18 hour timer?
  4. I'm out of the loop thank you!
  5. I ran a MM only moonfire yesterday with 6 mm and didn't get the badge. So I think it's still bugged.
  6. I would like to see an inherent rework. I like playing my warshade from time to time, and I forgot that I even have it. I'd personally like the inherent to do different things depending on what stance I'm in. If it stayed as teammates buff it could be cool if pb also gave their buffs to the team as well as them to stay with the protection theme, and ws maybe get stronger buffs for themselves to keep with their feeding theme. Either way something for playing solo would be a nice add on. Make it like the Defender where there's a couple of stacks and it gets smaller each teammate you have.
  7. I thought I imagined it when it happen to me in the beta, but the trainers do not show up on the map if they are covered by the Fog of War. I was playing a Villain each time this happen.
  8. So, I did some math to see if it could stack possess what I could get it to and I'm showing 3ish stacks at 178% global rech and 97% rech in the power. While at a 107% increase to duration. Gets the power to 6-7 sec recharge and a 19-20 duration. With these numbers you could confuse a hard mode enemy under a boss for 2 sec. This is assume a 6:20 ratio, each attack hit, the enemy is at your level, and they don't have any form of resistance. I'm unsure how I feel about that massive 22% tohit debuff as well. If I was trying to help a Control class confuse a big target they might not want me to help with that. I think where you have the recharge and confuse time is good for the epic penalty. But the not stacking is a lot. And it breaking stealth makes me a little sad.
  9. I would recommend at less added a note to the power that let's people know that it can break stealth. Maybe also that it can't stack because that is so out of the norm for powers like this.
  10. This is true. My Banes biggest down fall is survivability. Mostly from no DDR but if I remember right just looking at there base unenhanced survivability numbers between them its big. Most of that is mind link, but they still have more defense overall then a Bane. I can fix that defense difference with IOs and that might be my cost for good debuffs. But that ddr still gets me killed more.
  11. Ive been test out Masterminds Possess in dark mastery off and on today, and it was a little sad. It didn't stack, and it breaks stealth. I'm assuming this is a bug so I did reported it.
  12. So that -tohit only happens if the target is confuse so that would be a weird trade off.
  13. I Tried out Possess in the Beta server and I noticed that it didn't Stack, doesn't work with Control Hybrid, and I don't think the Chance of Confuse IO worked either. Also seems to break stealth. I've added a video of me testing on a random mob. -Edit after more testing IO Confuse does work. Second test with a larger group and showing how it breaks my stealth.
  14. This is true, funny or sick badge names do make me more likely to get it.
  15. It'd be cool if we can get something like this for MM in all the other tutorials. It explains a lot about MMs, and new players will never see it if we recommend them to go to with Red or Blues side at the start of the game. City of Heroes is the only MMO like this with a pet class like this so I bet people would want to try it out, and this would help.
  16. I'll Spawn him solo my self when I'm waiting for the SF in Cap to be put together, and this time it was just weird. I've never had it take any where near this long before. Part of me thought maybe the clockwork at the stations were taking there spawns up north, but I don't think it works that way. The southern ones where spawning how they should from what I could tell. The 1st 30mins we didn't see any up north. I started killing the Clockworks in the stations and I watch a group of gremlins spawn in about a min. I assume this is just a coincidence, but I just wanted to note it here with the monster update feedback just incase there was something weird going on.
  17. I was killing GM last night on live with a group of people and we went to fight deathserge. But it took an hour or more just to Spawn him. It felt like the gremlins spawns were being more difficult then normal. I don't fully know how there spawns work but is there a way to make their spawns more consistent or increase there Spawn rate some? Like we fought Caleb after and that was so much easier with 3 of us.
  18. I agree this would be an issue. I might have a miss understanding on how taunt works in the game. If the Bruiser has a 1 mag taunt on attack, does that out do someone with a 3 mag on attack/aura, or someone that can do a higher mag taunt on repeat before the last ones duration ends?
  19. How did I forget attack! I think I'm to use to it being on middle mouse click.
  20. I am strongly for this! This is one of the 1st things I change when I start a new MM. If I redid what buttons the MM had at start I'd go; Defensive/Follow, goto, Aggressive(/maybe follow). If I could get more then just 3, and didn't think it was info overload I'd go; Defensive, Aggressive, goto, follow. I like passive/follow but really the only times I use my passive binds are in Itrails. This it true you'd kill 1 or 2 mobs, on the next the 1st is respawning. And you're only like 50-100ft away from the respawning mob. So you see it all.
  21. So I was talking with people on the discord and we realized that Thug is the only MM primary that can't heal its self in some way. One backwards idea on a way to help with this, is give the Bruiser a small AoE 1-2 mag taunt that last a couple of secs on attack. Something small enough to pull things off other thugs but not fight with a tank. Then maybe give him a small dull pain or a heal. But the taunt might be enough, it'd be hard to tell with out testing. And can Enforcers leadership work on everyone on the team. There dmg is clearly balances around having two Assaults, and Tactics otherwise you'd think their overall dps would be higher. Then maneuvers you loose to many slots if you enhance the def, so its really just 10% defense from the two. It also wouldnt be the 1st mm pet that can buff other people. Or if it just worked on all pets on the team/league kinda like how my Enforcers can buff other peoples thugs. That would be cool too! Yeah I understand this one might be a push but I wanted to ask. I'm curious if anyone else has thought of interesting or small changes you could do to the Thug Primary. Free free to list them here!
  22. This is true. Then I'm playing my Thug/Cold putting the ice armors on Gang War just make me happy for some reason.
  23. We talked a little about it on the discord a week or two ago. I was testing on a lvl 20 though 24 thug/cold, and i did a little at lvl 50 as well. But that alt was only lvl 20 on main servers. I will still most likely get this thug to max level to add to my every growing collection of lvl 50 thug mm.
  24. The absorb was better for my Thug mm so I am a sad to see it get rolled back. Even with my t1s low max health, it kept my Arsonist alive better then the +Max health vision in live.
  25. You used a pylon for testing, so your pets are even con to it. You wouldn't have the level difference on top of just being a lower level. But that only explains the difference on minions not on ffg or mortar.
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