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Talsiar

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  1. I appreciate your position that people who haven't looked at the code shouldn't make technical recommendations. Having looked at the power data I can actually now say that MM pets are specifically flagged to not accept caster mods to the power, while Bonfire is flagged to allow those mods, so at base level a toggle for the MM would actually be completely useless for their pets but successfully make their version of Bonfire overpowered. Since we are now in a situation of having to apply some amount of unique code to the solution, I feel moderately confident in saying it's no longer as simple as making a toggle power that applies % reduction to KB strength to the user and call it a day. The point remains valid that I am not versed in the code base enough to say how complicated that problem is, nor would I attempt to. I'll leave considerations for that to the development team, as well as the detailed pro's and con's for any given solution since they have both more vested interest and greater insight than most people here would. Per the stickied thread, I'm just providing feedback on a thing that is a pain point to me, and my hope that whatever solution is chosen I would like it to: 1) Help every character class, including MMs, and not be a bandaid fix that helps 90% only. This is mostly because the odds of the last 10% getting a fix are greatly diminished once the greater portion is appeased 2) Preferably a change that does not penalize people who want KB on some/all of their powers. I may not understand their preference to have such and may not use a system that allowed such, but I don't want their opinions quashed for my own play style. That said, as I'm sure the devs have read pretty much every possible suggestion or recommendation of a fix since live, I'll refrain from any further speculation and just reiterate my support for a change whenever a thread or opportunity to do so arises.
  2. My understanding (based off inference, I have by no means looked at code and am not an authority on how CoH works) is that buffs to a character, such as Damage Bonus, To Hit Bonus, Recharge Bonus prior to MM pets ignoring recharge enhancements, defense bonuses, resistances and the like, would not transfer to MM pets. Similar to how if thermal radiation hits an MM with Forge, none of the minions are getting the damage/toHit buffs because that's done as an effect to the player, not as an enhancement to the power. Likewise, I don't know that any power with a psuedo pet would actually get the effects of that toggle, because the pseudopet itself wouldn't have the toggle running, so my assumption is that Bonfire wouldn't actually have reduced KB anyway. I guess you could make the toggle an AoE similar to Supremacy, affecting only MM's owned henchmen (and other spawned pet entities like time bomb, trip mine, but exclude from bonfire?), with an exceedingly large range and no LoS check or something? Or maybe coded similar to spirit ward, a toggle that maintains the buff on all MM pets that were nearby when activated. I'm not sure, but both feel like square peg -> round hole solutions, it'll work if someone bashes it enough but it's not going to be pretty when it's done.
  3. Just adding another vote for a change, just about any at this point, to reduce the amount of slotting in KB prone power sets. Worked out a really fun NRG/MA Blaster I'm now scrapping to Rad Blast because NRG loses 5 6 piece bonuses, cutting my ranged defense by about 18% and my Melee D by 3.75%. I was able to work around it on my PB, but it feels suboptimal to have to do so. For my part, I don't think the toggle is the right way to do it, because I don't think the toggle would fix MM Bots from having ludicrous levels of KB, and Robot MMs already have a lot of slot tax problems. I also acknowledge some people want KB in certain situations, even if I don't understand it and would be just as happy if they removed it from the game. Ideally I would have wished most damage focused powers were .67 mag with KB sets having good stats and set bonuses, justifying their existence and maybe getting some occasional use, but yes realistically you'd be judged for adding/ever knocking back a target, similar to how people are judged for doing so now. I can't think of a solution that hasn't been talked/debated/shotdown/resurrected/beaten to death already, but I think ignoring the problem and/or saying just get good (functionally the exact same argument as 'turn on the anti KB toggle or quit group') isn't the right answer. There's a fundamental design flaw in how KB has been over applied to damaging powers for thematics instead of judiciously added to a couple to give sets utility, and I don't think the onus should be on players to work around the problem. Not really fair to make it the problem of the devs either at this point, but I think a fix at the code/design level is better than not.
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