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TheMoncrief

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Posts posted by TheMoncrief

  1. On 5/19/2022 at 12:12 PM, Zewks said:

    I know there might be many, but lets stick with your biggest thing. Its fine if people have duplicate responses. Who knows, maybe it will help the devs see areas where most would like to see improvements.

     

    For me it comes down to one primary thing:

     

    - Pets being lower level than you.

    The fact that field effects essentially turn off my entire primary power set. Nothing like trying to do a Knives of Artemis mission with a Mastermind to make you hate the game.

  2. When you have and make billions, a few thousand here and there just doesn't really register. Your time is more valuable doing real trades than going to the vendor to sell for marginally more.

  3. If your pets tend to be melee focused, Entangling is amazing. If they stay at range mostly, not so much. It can "turn off" large portions of every spawn, as long as you are staying in melee range. I play Beass/Nature, and I mostly agree with Carnifax. Lifegiving Spores are another power I feel he undervalued, though. The area heal is very useful and will keep your pets fairly topped off as long as they mostly stay in it. More important, it gives Endurance as well as Health. It keeps me and my pets well supplied with Endurance so I never run dry.

     

    Also gives my wolves and cats a nice patch to go to the bathroom, but that's not so much of an issue for your Zombies.

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  4. On 11/6/2021 at 11:15 AM, underfyre said:

    I dunno, generally a set needs a nerfing when it can be played poorly and still excel. I don't know what happened, but it doesn't sound like he excelled.

    You forgot the other condition in which a set needs nerfing: when it is Regen. Nerf Regen is not just a meme, it is a philosophy for life.

  5. On 8/15/2021 at 12:45 PM, evetsleep said:

    I absolutely love to play MM's, but once I start to run into things like caltrops and burn patches (where pets go absolutely bonkers) I quickly get frustrated.  I know I can command my pets to "stay", but that breaks bodyguard and is problematic with melee pets of a mob moves out of melee range.  Is there any trick or suggestion on how to deal with these types of attacks?  I know that some secondary's have things like a hold that could help (assuming there's only one MOB to lock down), but maybe I'm missing some approach that isn't obvious.

     

    Am I missing a good compensating strategy at higher levels?

    You may be missing the most obvious approach. Two of them. Teammates and autocomplete.

     

    Almost anything is easy with a good team. There won't be much time for your pets to head for the hills when an entire team of actual players bringing the pain. And when you don't have teammates handy, well...

     

    Some enemies and enemy groups are just not fun to fight with certain characters. Just avoid them. You have 1000 character slots per server per account. Autocomplete your way through the missions you can't avoid, and come back to actually *EXPERIENCE* them with characters who are properly equipped to handle them. No reason Superman should fight Kryptonite Midas when he can avoid it and let the Flash or Green Lantern do it.

  6. 1 hour ago, JAMMan0000 said:

    No way to create a delay in a macro that I have found. However, are hover and group fly mutually exclusive? If not, just modify your macro to leave hover on. Then during that 2 sec, hover will  keep you aloft.

    They are not. In fact none of the flight powers that I have found are mutually exclusive, except possibly Mystic Flight from the Sorcery pool - I haven't checked that one.

     

    Leaving Hover on has two problems. First, it locks me in the Hover stance, which IMHO looks stupid when I'm flying around with my robot posse. Second, it does nothing if I'm using Fly instead of Hover. Now, I rarely use Fly any more without Group Fly - Fly to me now exists only to get Afterburner to make my Group Fly faster. Thus, the second problem isn't really a problem. The former is enough of a problem that I'll instead prefer to just stick with my current macros and accept that I'll be falling down every time I turn on Group Fly.

  7. So, my Mastermind has been enjoying the Group Fly change, and all my characters have been enjoying the travel power changes in general, but I have a minor annoyance. I use macros to make sure that my jet boots costume option is active when I am using any flight power, and turn them to normal boots when I land. I also use the macros to turn off my other flight powers when I turn one on. So when I activate Hover, Fly and Group Fly are turned off, Fly turns off Hover and Group Fly, and Group Fly turns off Hover and Fly.

     

    There's just one problem - When I use the Group Fly macro, it takes 2 seconds for Group Fly to kick in, while Hover and Fly turn off instantly. Thus, I fall out of the sky for 2 seconds whenever I use the macro. This has never been fatal or even seriously damaging, but it is quite annoying. 

     

    So, is there a way to activate Group Fly, wait for the 2 seconds it takes to turn on, and only *THEN* turn off Hover and Fly? I haven't found any way, but I figure I ought to ask the experts before I give up.

     

    Thank you! Even if I don't get the answer I'd like, I at least want to know that it's impossible if it is, in fact, impossible.

  8. Sadly, it does nothing for Resistance powers, click based or not. My Beasts/Nature Mastermind was quite annoyed that her minions couldn't hit the Resist cap through using Power Boost - although to be fair, her Beasts are quite rugged anyway, in spite of them being purely melee attackers.

  9. On 7/3/2021 at 12:25 PM, Galaxy Brain said:

    Great replies! Something that stood out tho... it seems like Opportunity isn't on anyone's radar?

    There are inherents that define how the AT plays, and inherents that, well, don't. Fury or Domination are AT defining. Opportunity, self evidently, is not. Nobody plays Blasters for Defiance or Masterminds for Supremacy. One of those is actually a really good inherent, but it's entirely in the background. The other is and has always been kind of lackluster.

     

    I don't think any realistic change to Opportunity is going to make it an AT-defining inherent. But they might manage to make it a good inherent that just happens to be operate in the background.

  10. 6 hours ago, UltraAlt said:

     

    I love the fact that I'm seeing no villains explaining why they like to play red side and so many people are posting about why they don't.

     

    I guess there maybe a couple that I have on ignore that are commenting on how glorious it is to be a villain, but those are the people that tend to get threads locked <-- which they seem to be doing intentionally which is pretty villainous in my book.

     

    Thread title: "Why is it so hard for me to play Red Side?"

     

    I think that explains why people are responding with reasons why they don't play Red Side. Possibly. I may be giving basic literacy too much credit though.

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  11. I don't think the game structurally fits well with villains. Heroes, sure, they run around, talk to people who they know to be well informed, learn what the bad guys are doing, and stop them. Heroism is fundamentally a reactive endeavor.

     

    As a villain, they other folks should be reacting to *ME*. Certainly I shouldn't be taking marching orders from random dudes I'm sent to by a "broker." Some of the villain missions do overcome this structural problem, but in the end, I tend to feel more like a lackey or henchman than a true independent villain.

     

    The redside writing, however, is much better than blueside. Few of the blueside contacts feel like anything other than random computer terminals I get in AE. The redside contacts, at least some of them, are written as real characters. Golden Roller, Doc Buzzsaw, the Radio and the Television, all are more memorable as characters than anybody I encountered blueside.

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  12. I'd like to know this too. I really liked the old rainbow aura for Invulnerability powers, but I significantly prefer Brutes over Tankers or Scrappers for the set on a play style basis.

  13. On 5/26/2021 at 12:51 AM, kelika2 said:

    it works and hits home.  thats why i do it.

    And that is exactly why you shouldn't do it. There are very few "wrong" ways to play City of Heroes. The pure empath concept is famous because it is one of them. It is a build and play philosophy that absolutely requires a team to support, and provides extremely minimal support to that team in response, because it is based on the unfounded belief that providing healing (and only healing) to your teammates is essential in all circumstances, when it is usually not even helpful.

     

    A Mastermind with no personal attacks is usually perfectly self sufficient and contributes well to a team. It is an entirely functional build for any content where a Mastermind is going to be useful. No team will fail to defeat its targets and clear its missions because the Mastermind was not contributing personal damage - in order to come even close to that mark, it has to be playing so close to the edge of viability that failure is an expected outcome whether the Mastermind is attacking or not.

     

    Playing a Mastermind without attacks is not a wrong way to play. And leveling personal insults against people who prefer to play that way is not a good way to make your point.

     

    Regardless, I'm out. If you think you are engaging in constructive debate and have "won," go for it. You asked why people consider the MM primary attacks pointless, I explained, you insulted me and everybody who has ever reached a similar conclusion, I asked you to tone it down, you doubled down. There is nowhere this conversation has left to go.

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  14. 49 minutes ago, kelika2 said:

    And out of my 14 or so masterminds, all have the personal attacks while still getting pets to or around softcap def.

    But, unless you are doing "pure emp" things like taking tactics, veng, victory rush and other filler stuff like fighting pool before level 20 or thinking you need EVERYTHING in medicine.. then we just plain flat out build differently and at the risk of starting this thread on fire, stop thinking like a pure emp.  half the stuff you bought you probably dont even need.

     

    Fight without Tactics on for example, your tier1s are more accurate than people make it out to be, and there is just only so much you can bounce back from the -5 zone.

     

    But I am going to go back to whipping, shooting, throwing bees, dark balls and my boxing/kick/cross punch focused ninja/sonic named Street Ninja

    Please don't compare a Mastermind who chooses to play to the AT's strengths to a "pure emp" who thinks being a dedicated healer is actually useful in CoX and likely ignores the really great powers in Empathy like Clear Mind and Fortitude because they aren't heals. I have nothing against personal attacks in your Mastermind builds - or even in my own Mastermind builds sometimes - but you don't need to be bringing them to the forums.

     

    Not everybody enjoys playing the same way as you. Nor should they. They are not wrong. Neither are you. The case that one way of playing or the other is better in some objective sense can probably be made, but it doesn't need to be. Both ways work fine.

     

    I have edited this several times to avoid saying anything truly offensive. I don't object to your arguments supporting the use of Mastermind primary and pool attacks - merely to your dismissive attitude toward those who don't agree with you.

    • Like 1
  15. On 5/23/2021 at 12:21 PM, kelika2 said:

    I will never understand this train of thought.  the personal attacks are in addition to total damage, not instead of.

    This is "pure emp" train of thinking right there

    Power picks and enhancement slots are in strictly limited supply. Masterminds have such a low damage scale that spending them on direct attacks is easy to consider a waste of resources, unless you are playing a primary where the attacks have more utility than just doing damage.

     

    Most Masterminds have plenty of things to use power picks and enhancement slots on that contribute considerably more to their arsenal than their direct attacks. At least until they need to mule a good set, but by then you're usually done or nearly done leveling, and depending on the secondary they still may not find a chance to use them. Some secondaries are very busy, others are very endurance hungry. Either can interfere with your chances to actually use those attacks even if you take them to hold a nice set.

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  16. 1 hour ago, BZRKR said:

    In my opinion, unless you are doing something specific and special, the primary "skippable" powers in the Mastermind Primaries are the attacks. The Summoning Powers and the Upgrades are core to building a Mastermind the "normal" way.

    Depending on the specific primary, the "extra" power may be skippable too. Serum for Mercenaries or Repair Robot for Robotics are easily skipped. On the other hand, skipping Hell on Earth for Demons or Gang War for Thugs may well earn you a diagnosis for clinical insanity.

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  17. So, umm, why the heck does the Command of the Mastermind ATO set have so much Recharge enhancement? Don't Mastermind pets specifically ignore any kind of Recharge buff or enhancement? I suppose for sets like Thugs it helps things like Gang War, but it seems kind of weird considering that many Mastermind primaries have no pet powers except the major three that can take the ATO's.

     

    I suppose it helped a little back when MM pet summon powers had long recharge times, but it seems painfully obsolete now. I don't really expect it to change, I'm just sharing my head-scratching confusion here.

  18. On 4/2/2021 at 2:48 PM, HachiMan2015 said:

    Do you mean a boost to damage or accuracy if we fulfill a certain requirement? What types of things were you thinking? I'm curious now. 

     

    Or are you saying that MM pets performance is poor to begin with and you wouldn't mind a long recharge as long they had a buff in the future rather than a deceased recharge time?

     

    Not trolling just genuinely curious

     

    Personally I'd settle for keeping all the pets at the MM's level. It's already happening in Incarnate content, and MM's still aren't ruling the roost there. The level reduction for low tier pets is super painful when going against content that is common at high levels - ie, +4/x8. Or +4/xanything.

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  19. Can anybody with a Robotics MM on the test server say whether Full Auto Laser was included in the list of changes to all versions of Full Auto for a shortened activation time? It won't do anything about Flamethrower on the Assault Bot, but it'd be nice to have it not root my other bots for so long.

  20. 11 hours ago, TygerDarkstorm said:

    This would be a neat work around for the current method of upgrading some tiers of pets over others.

    I'd prefer it if pet upgrades were never downgrades to pet firepower, personally. The fact that my Assault Bot does more damage if I skip the first upgrade on it is awful design. Fixing Flamethrower's animation time would be a huge help here, but I don't know what other pets from different sets might be better off without.

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  21. 35 minutes ago, Coyote said:

     

    Eh. The comparison to BU/Aim was well-reasoned and introduced for good and logical arguments.

    Because powers whose use should be timed and which cannot be made permanent by any means are totally comparable to powers that are permanently active without any form of enhancement and which are intended to be used once and then forgotten indefinitely?

     

    Making Aim and Build Up auto would utterly change their nature, and dramatically increase their power unless other changes were made. Making MM pet upgrades auto would be a significant convenience with at most a trivial increase to their power. They aren't even really comparable to toggles, since at least some toggles can be forcibly disabled without actually having to kill anything - but that would still be a better comparison than Aim and Build Up.

     

    MM pet upgrades are essentially part of summoning the pets and getting them ready for combat. You can argue that this is an intended and important balancing mechanic and making them auto would remove one of the intended balancing mechanic keeping Masterminds from being utterly OP. I don't personally agree, but at least it's a rational argument that can be made. You can argue that Masterminds are fine, possibly even before considering the upcoming changes to MM pet summoning powers, and it is therefore pointless to ask for more. You cannot - or at least have not so far - argue rationally that Aim and Build Up are even remotely comparable to MM pet upgrade powers. The differences in use case render the comparison about as valid as comparing Unyielding from Invulnerability to Elude from Super Reflexes.

     

    I'm agnostic about the discussion of making MM pet upgrade powers auto powers. If it happens, sweet. I suspect there are mechanical reasons it's not happening beyond just "We don't want to do that," but still, it'd be sweet and allow my Masterminds to actually contribute useful damage to fast moving teams at least some of the time. If it doesn't happen, that's fine. I mostly play Masterminds solo anyway, or else in dedicated Mastermind-only groups, where everybody naturally understands the joy of herding cats. But I'd like the debate on the subject to be carried out on a basis that cannot just as reasonably be used to argue that Unyielding should be given a 10 minute cooldown because that works fine for Elude.

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