Arbegla
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Everything posted by Arbegla
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50 Malta in PI comes to mind...
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I like both the 'knock the rescue person out and throw them over your shoulder' and the 'Announce the $name that I am following' option. I think both would be MASSIVE improvements over what is currently used. Also, I really think all non-combat hostages should have a perception boost so they can see through stealth.
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I would love for the 'point' system that has been implemented for the badges to count for the hunt missions, so if you defeat a boss, it counts as 3 (or something) so you can clear the hunts faster by fighting the tougher mobs.
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Note: Standing around in Pocket D for an hour (I think) gives you the VIP Pass badge (and the teleport option on the Long Range Teleport thing)
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Isn't the in game logic behind 'bodies vanishing' is they are being teleported to the Zig? So it makes sense for behemoths (and really anyone..) to continue breathing once their hit points reach 0.
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Mastermind Pet Summoning QOL issues that should be fixed
Arbegla replied to plainguy's topic in Suggestions & Feedback
Well, another solution to this problem, is to make the equip/upgrades PBAoE instead of the psuedo-Targeted AOE that they are now. This will prevent the need to have to target the pets, which isn't possible during the 'spawning' time, and allow you to quickly upgrade them all even if they are spawning. Granted, I'm not sure how it will affect the animation, unless there is a 'animate out of combat only' option, though I do notice that currently only the pet I am targeting gets hit with the 'animation' issue, even if the other pets are in range of the equip/upgrade powers. I would LOVE either a temp invuln or huge def/res boost when the pets are first summoned, but I can see that being exploited a bit... -
Huh, I almost always use Sprint at all times, and build my characters around it being active 24/7. Granted, its the first thing I detoggle when i don't need to move around, but I wanna go fast. Its interesting how different people play. The combat mobility of Sprint + Combat Jumping (and +5 swift/hurdle) is just nice to have for all of my characters.
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This is the worst part. I didn't realize that A/C isn't really a thing on the upper North West states, as its literally against the law to NOT have an A/C unit in New Mexico.
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Welcome to New Mexico Weather. We're not sorry that you're experiencing our weather, while we get yours (its a nice balmy 74 and overcast today in Northern New Mexico)
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I mean, a dev literally summoned, and then murdered 1000s of mobs and proved that the Random Number Generator, is indeed random (within the realm of however random computers can actually be..) What more do you want?
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I think treating traps like a "Fire and Forget" powerset is the best bet honestly. Trip Mine and Time Bomb/Detonator aren't really that useful, especially with the interrupt they have. Teams are just too fast, and unless you know exactly where a spawn is going to pop up (Katie Hannon TF, some ambushes, etc) the setup isn't really worth the time invested in my opinion.
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What do consider “Soloing AVs” to mean?
Arbegla replied to Yomo Kimyata's topic in General Discussion
I mean, why solo 1 AV, when you can solo all the AVs! There's a handful of V side missions where you can face multiple AVs either all at once, or in quick succession. I love missions like that, where you have multiple big bads, and you need to come out on top. -
The Mastermind Tax is the fact that all of the secondary powers cost 25% more endurance for a Mastermind than they do for other classes, with the same set, for the same or lower value. I can't remember if the MM buff/debuff numbers are even on par with Corruptors, but I thought they were lower than Controllers for sure. That 25% endurance cost is pretty nasty, because its BASE endurance cost, so even with equal slotting, the powers still cost so much more to use.
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Not to throw a wrench in this thought process or anything, but Issue 6 was City of Villains. (released to the live servers 11/27/05) Bodyguard Mode, as we know it today, was in Issue 7. Which interestingly enough, was released 6/6/06, a bit over 6 months later. https://hcwiki.cityofheroes.dev/wiki/Mastermind_Strategy#Bodyguard
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Another thing is that Originally in City of Villains the developers wanted Masterminds to be the 'Tank' class, not Brutes. Which is why Masterminds have bodyguard mode. But it just didn't work out that way, mostly because Brutes and Tankers have similar powersets, and Masterminds have the lowest base hit points.
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issue 27 [Beta] Patch Notes for June 6th, 2021
Arbegla replied to Faultline's topic in [Open Beta] Patch Notes
Umm.. "actual combat" is literally dice rolls... -
I remember when the LRSF first came out that it was literally 1 Stone Brute, and 7 corruptors (not MMs, no Dominators, no Stalkers...) Because noone knew how to take out all the AVs without that level of durability and support. On Liberty, my Bot/traps was one of the first Masterminds to be dragged around on a LRSF, before people knew the power of what /traps can do. Things changed with the times, its really that simple. When the game first came out, people were used to certain things so they did certain things, and once they realized that those certain things didn't need to happen, and actually, running an all Controller team, or all Defender team was MORE effective then you're typical 'Tank/DPS/Heals' group.
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Interestingly enough, I replaced it with a Razer Death Adder. The performance was about on par, but I really haven't been gaming as much as I used to, so I haven't had it die on me yet.