Arbegla
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Focused Feedback: Power Changes (Build 1)
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
The first time I got Flurry, I thought it was this. The first time I used it, it turned out to be "I tickled this guy, very quickly.." and then I felt weird taking it ever again. -
Focused Feedback: Travel Power Updates (Build 1)
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
Well, another thing to consider is that Combat Jumping also gives immobilize protection, so you might not notice it happening if you have Combat Jumping. EM gives more flight speed (rough numbers looks like double Hover base speed, plus you can use both at the same time if you really wanted) and I saw that are going to reduce the endurance cost in the next round of patches. Also, don't undervalue -fly protection. Lots of things have -fly that you don't realize, and when you go from Hover-blasting, to being stuck on the ground, things can go south very fast. I can see the use for it, but its definitely not a power gamer tool. But really, fly never was to begin with 🙂 -
General Feedback: Issue 27, Page 2
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
Short answer? yes. Long answer: This game is balanced around SOs, and only incarnate content is balanced around incarnate powers, but once you unlock them, you get access to content that isn't balanced around them. IOs are not required in any stretch of the imagination. Longer answer. This isn't the place for this discussion. -
General Feedback: Issue 27, Page 2
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
1) Because I remember the live AH, where 1 single Purple/PvP IO was 2 billion inf. 1 IO, the entire inf cap. 2) Because the HC devs hate Boosters as they are now 3) Because I love power creep, but at a price. 4) This really isn't the place for this discussion, just an idea to help make Boosters less of a 'We hates them!' that was basically inferred from the post I quoted. -
General Feedback: Issue 27, Page 2
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
Not to poke at this bear too hard, but would changing "Boosters" to be a "combination" like TOs/DOs/SOs work better? Basically, if you really want that +5 purple set, you need 36 enhancements to get there? (6 for the original set, 30 to boost all of them to +5) I would personally hate that, because Enhancement Boosters are pretty awesome as they are now, but I can understand the power creep they give, especially with an Alpha that ignores most of ED. -
Any update on the Vandel's inconsistency fixes, or incorporating the hi-res icons into something that we can mod into the game? I'd love to see these in game to just add to the Ultra mode my system can now handle.
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Focused Feedback: Power Changes (Build 1)
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
Well, its easy enough to test 🙂 The fastest a power could possibly recharge is 1/5 the recharge time. 600 second recharge, means, 120 seconds is the fastest it could come back. 90 second duration means the best you can possibly get is a 75% uptime. 60 second duration and you're looking at 50% uptime. That is also at the 400% recharge cap, which is almost impossible to get solo, but pretty easy in a group setting, especially with IOs. -
I think that's a balance issue. As the level 6 upgrade gives additional powers and mechanics to the henchmen that having at 'base' would cause imbalance issues. For example, giving the protector bots their heal right outta the gate can basically allow you to dismiss/resummon them on the fly to heal your other pets. Granted, you could do this now, but you have to at least spend the endurance, and animation times to equip them first. Thematically speaking, that makes sense as well, as things like Thugs without the equip power are not much better than Skulls or Hellions, the robots simply don't have an attack chain without the equip, and so on. I do feel that the equip/upgrade henchmen powers are very simple 1 slot wonder things that if you're lucky, you're only using once or twice a play session. Getting your henchmen trashed all the time isn't really a good thing, so being able to get them back instantly, without any downside doesn't seem like a good thing either. If your henchmen are being destroyed so often that you need to resummon and re-equip/upgrade them constantly, there are other problems going on that the automatic upgrades aren't going to fix.
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Focused Feedback: Power Changes (Build 1)
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
Getting back on topic, the Mastermind changes are great. I played with them a bit with my very high end Bot/traps MM, and I really enjoy having the pets up more often, and using less endurance to resummon/buff. I play a very high end build that relies on all 6 pets being up and active at all times, so even losing 1 pet can cause cascading failures. This change keeps me at 6 pets more often, and allows me to upgrade them in combat without worrying about my endurance tanking. So, good change and I love it. -
I'm unsure what you mean, but I also haven't played anything but Robotics in a long time. The Protector bots do just fine without the level 6 upgrade, and the Assault bot actually performs worse with it (mostly due to Flamethrower taking 6 seconds, but we know that's on the list of things to fix....)
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But.. if you're already about 150 yards away (give or take, it might be 200?) the pets will auto teleport to you, in bodyguard mode range. I hit that limit a lot with Super Speed already, I'll probably hit it even faster with the new changes.
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I get that the equip powers aren't that interesting, slot an end reduct in it, and call it a day, but its the price of admission for playing a Mastermind. Like 'Swap Ammo' is for Dual Pistols, or the Stances for Staff fighting, or Bio Armor. Pros and Cons really.
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Focused Feedback: Travel Power Updates (Build 1)
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
I really like this idea as it gives more power customization and lets you decide if you want to burn more endurance to have the larger movement speed and the bonuses, or retain the individual bonuses at a lower endurance cost, as the travel powers themselves usually cost more than the 'bonus' powers. Hover end cost vs Fly end cost, Cj vs Sj, etc. -
Focused Feedback: Power Changes (Build 1)
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
I can agree with standardizing the duration of the Origin based power pool powers, as those are meant to be a 'special' power pool where you can't double dip into another origin based power pool. I'm not a fan of standardizing across ALL power pool powers. From my understanding, the Origin based power pools are intentionally meant to have a bit more 'power' to them compared to the other power pools available to everyone. I could be way off mark though. -
Focused Feedback: Power Changes (Build 1)
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
Call me even crazier, but isn't the fast version only active with certain +tohit values? -
1) 80% isn't 100%, wanna try again? Also, brutes damage caps were nerfed in the patch you're referencing. 2) Defenders have the same damage cap as Dominators, but one is a buff class, and the other is a control/damage class. Why is that? 3) Why aren't breakfrees instantly used when Blasters get mezzed? Also, if your early leveling inspiration tray is BFs, you're doing it wrong. the T1 and T2 primary are usable while mezzed, and the T1 secondary is as well. Purples will give you more bang for your buck then break frees will. Reactive vs Proactive mitigation bud. 4) Still the same caps, and ALL controllers can get access to Temp Invulnerability, why don't Scrappers get the same level of access to Smash/Lethal resistance that Controllers get? Controllers also don't get containment on Fear or Confuse. 5) Scourge is the Corrupter's inherent. They do double damage on their attacks, but it only has a chance to happen when an enemy has 50% or less hit points. You literally proved my point about not knowing enough about the game as a whole to speak freely about changing something inherent to an AT. 6) Actually, the last time Regen got looked at severely, it got buffed (Look at new MoG vs old MoG). Also if you want to compare Stone armor to Regen, you really don't have any idea how the two power sets work. I'd personally take MoG over granite armor any day of the week.
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I mean, it basically boils down to "L2p MMs kthxbye" which is a very fair assessment. Masterminds in City of Heroes is a very unique class, built around pet management in a way that literally no other MMO, and even very few single player games have done. Masterminds not just get Supremacy, which is a pretty nice +tohit/+Dam buff to their pets at all times, but they also get Bodyguard mode, which is a damage split mechanic that allows a Mastermind to have a substantially larger effective hit point pool than any other AT. With the right IOs, and recharge, you can tank anything that does resistible damage, and interestingly enough, bodyguard mode still protects you from un-resistible damage types as well, like Hamidon (though that's kinda a bad example, due to all of Hamidon's attacks being AoEs, but you get the idea). It also applies any defense/resistance you have before the split, so you double dip in ways that make most DoTs just tickle. With layered mitigation, and the fact that bodyguard mode activates before the pets are even target-able, you can 'refresh' your bodyguard mode on the fly. Upgrading the pets just allows your meat shields to actually deal decent damage, and have a true attack chain.
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Focused Feedback: Power Changes (Build 1)
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
I mentioned this previously, but this forum has a slightly larger audience. With the changes to the Recharge of Mastermind pets, and the fact that neither the power itself, nor the pets accept or use Recharge enhancements, can the "Command of the Mastermind" ATO be looked at? Also, can we get a better 2 piece set bonus? +damage is simply wasted on a Mastermind, especially with the fact it doesn't transfer to the pets at all, and most Masterminds don't even take the personal attacks. Just my two cents. -
Followup questions, why aren't brutes at max fury right off the bat? Why do defenders lose damage in groups? Why can't blasters use their AoEs while mezzed? Why are scrappers resistance cap the same as a controller? Why do controllers only get containment on certain mezzed mobs? Why can't corruptors scourge until the mob is at half health? Why hasn't Regen been nerfed more? Seriously, you simply don't know enough, or are too lazy to ask the real questions.
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While I approach masterminds differently then @TheSpiritFox, he has some pretty solid points. if you're having issues playing masterminds at high levels, you're simply doing it wrong. Out of the box, without IOs, masterminds have 75% resistance via bodyguard mode. Once you get the auras, and literally JUST the auras, you have softcapped defenses for bots, thugs, and beasts. Without your secondary doing anything at all. Zombies are also effectively softcapped due to their -tohit. And that's again, without using your secondary. I play a tanker-mind, and I can tank better than any Tanker/Brute that lives simply because pets ignore the aggro cap, and pull aggro off the mastermind even with Provoke. I've face tanked the LRSF, and got all the way to the last mission Solo, without deaths. That's face tanking the Vindicators and the future freedom phalanx, all as AVs just cuz I could. we don't need auto upgrades, and the Recharge/End changes help a lot already.
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Aside from the fact that you don't want certain pets to have access to an their powers (Arsonist is an example already, but the Assault Not actually loses DPS getting the first upgrade, due to the flamethrower being just so slow, and the Bruiser with handclap used to be a running joke) doing the upgrades doesn't take long, and it's permanent for the life of the pets. With the 6 auras, and a good secondary, you can literally go hours without having to resummon pets, so it's very much a "one and done" power. What other AT has access to that level of cost benefit? Even with full IOs?
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I have an odd question, and the attributes from City of Data didn't really clarify it much. For /traps Poison Trap, what is the duration of the cloud? According to the information posted, when the power triggers, it creates two effects, one initial, and one after, that both have a hold aspect, but only the 'after' has the -regen/-rech, which lasts for 10 seconds. Is that 10 seconds from the time of the trap exploding, or 10 seconds from someone entering the 'cloud' that is created? I might've just been missing something. I also didn't see a trigger for the 'vomit' animation that happens, just a 2% chance for an extra mag 3 hold, though the vomit doesn't seem to be an actual hold, just an animation. Any clarity would be appreciated from someone smart than me.
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In the last mission for Doc Delilah, "Find the recording" she spawned as a level 20 pet, even though I was level 24 during the mission. Needless to say, she died very quickly. As her level range is 20-24, shouldn't she spawn higher then level 20?
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Short question. Why?
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More customization for weapons and pets. I want the Resistance Pulse Rilfe for both my beam rifle characters, and my Bots/ MMs. I want the sky raiders FFG as an option for the /traps. Make it unlockable from a badge or something, but please gimme that cool looking hovering generator. Customization for pets in general, at the bare minimum let us color them. Having the same ''Dull metal gray" for the robots, or the "I'm in old style Fatigues" that the Mercs have is just boring, especially when you face the MM pets as Shadows/clones/AE stuff. I also wanna color my laser blast for my pulse rifle.. please?