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OldPenn

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Everything posted by OldPenn

  1. There are so many ways to fix MicroManagers without redesigns that require respecs. But please don't go to any trouble to make them better at higher levels for me, I already won't play anything over +2 on an MM, so +5, +6 etc.... no thanks.🙂 (Seriously, thanks! but it's not for me.) That's what Blasters, Corrupters, etc., even Tankers are for. That's just not content for my MMs. Come to think of it, that'll be like getting slaughtered in the Labyrinth, so it's not for any of my characters. Not everyone likes the same kind of challenge, I guess. I'm a bit of a wimp, I like to go through the story and feel super. (But my main badger is an MM... so I'm either tremendously stupid or I really do like a challenge! ... ok, or both.) When I build an MM I choose IOs for: +recharge - I need to chain cast heals or my pathing/AI challenged pets with low hp die... and when they die, I either fall behind my team casting re-summons, re-buffs, repeating as needed, ...or I die. No matter how I look at this I get frustrated and I can't support both the team and my pets. This is the main reason I hate teaming with my MMs - but only when the team leader chooses a difficulty over yellows. I don't like playing MMs at any difficulty over +2. Will I play at x8? Sure sign me up! But you won't catch me happy in a +4x8 - that's just not content made for me unless there are 3-8 MMs on the team that know enough to stick together. Pet non-set resist and defense IOs. +Endurance mod/End. reduction - because I have a 25% endurance cost penalty that easier-to-play ATs don't have. (My pets don't need this, I do enhance all my pets for End. Reduc., Acc, and Dam.) Most of the non-set "global" IOs for me (see above, and add +def and +res etc. since I typically have a little less than 2/3 the hp as a "glass cannon") And these won't directly aid my henchmen at all (well other than the pet specific resist and defense IOs - their End. is already managable). You'll notice I don't have a few stats on my list. Accuracy : I don't need it. I do .55% damage for +25% endurance cost. I'll let my pets do all the damage with few exceptions (Necro Spectres and self heal FTW!). Damage : See above, not worth taking, and I need to spam heals instead of attacks anyway. Set bonuses helping the pets a little did sound pretty sweet when I first read it. After I thought about it, I don't need it. It would be nice to slot the ATOs on player attacks, since their enhancement stats could be used there. It's not a bad thing, though, since we have +dam set bonuses that are essentially wasted now. I wouldn't mind seeing +Healing take the place of the +Damage, though, since that would be used. Here's a wishlist of what I can think of off the top of my head that I'd want before a change that requires a respec of all my MMs (in no particular order): I wish I could enhance my henchmen ToHit without increasing their perception. They see so far they run away from buffs and heals, and pull new groups before I'm ready for them to be pulled. What I really wish is that I could set their perception range! With teammates using Tactics and VEAT Tactics my pets are running away from me all the time. I wish I could still buff my Ninjas and tell them NOT to EVER use caltrops. The enemy pathing AI is absolutely stupid when caltrops is involved, and ruins Ninjas for me. I'd much rather give up an entire attack than give them one that they can never use properly, except by rare accident. I wish henchmen would stay where I tell them to stay (and disregard melee attacks that require movement to execute), and stay where I tell them to GoTo. When they run to my ordered spot, touch a toe to it, and then run out range of heals/buffs they frustrate me. I wish I could define a leash for my pets. Then maybe I could use Bodyguard mode. I currently don't. They are almost always on Aggressive or Passive. I can't wait for the game that uses the new "AI" that can be taught standing orders (top priority: never get farther than 60 ft. from me, if you do then cancel and come back) - but that's a wish for another game. I wish the pet defense and resist special IOs used the same range as Supremacy, if for no other reason than consistency. I wish MM ATOs weren't all geared for 6 slotted +142% damage that not only can't be used (except in part), it doesn't apply to the henchmen (well, a little bit of it will now IF they're not already at damage cap, which mine try to be). I guess I should be grateful that I don't feel like I should 6 slot them, as 2 slotting Superior Mark of Supremacy in 3 pets and 4 slotting Superior Command of the MicroManager in one of the pets (both for the +recharge%) allows the extra slots to get end. redux, acc, and dam to acceptable enhancement. I wish as an MM I could compete with the damage dealt by damage ATs, like Corrupter and Blaster. I was helping lower folk street sweep for accolade defeat badges when I realized I can do it sooo much faster on my Blaster and Corrupters. I guess since with 6 of them plus me I thought that a 50 would clear level 9-11 mobs faster, but it turned out the MM was slower. I'm not asking to be the best DPS class, but I'd like to be better than I am now when I think of how much more work goes into playing MM over the high DPS ATs (not including melee types since melee has it's own demons to deal with). Adding "don't worry, this isn't the end, we're planning on doing so much more next year" makes me want to put all my MMs on the shelf, because I hate working in Mids when I could be playing. But even so, I can't play characters that need to be respec'd. I'm not going to bother respecing for a 'part one'. Don't get me wrong, the way this game is designed and the way my brain "works" mean I honestly believe I couldn't stand to play this game without Mids. It's entirely too deep and complicated for what little brain I have left. I shudder to think how much work those people have to do to update Mids for an update that shouldn't change gameplay very much. I know you can't think that way, and I'm not asking you to. I have to since I can't play until I've respec'd, and I can't respec until the changes go live and Mids updates. With all that said, I do want to sincerely thank you for your work, work ethic, and ambition. What I think you're trying to do is absolutely Super! Even when I don't have love for 'line 22 of the patch notes' (or whatever) doesn't mean I don't have love for you! In the end keep on keepin' on, I have many other characters I like to play, too! Edit: I can't believe I forgot the most important wish! I wish MMs had an Incan power that only affects their pets! I think it should be inherent (i.e. built into Supremacy) Because pathing and agro issues are what they are (unfixable). It would be a HUGE QoL to have some control over the auto-teleport after a certain, arbitrary distance to catch up (can that distance be increased to give us control?). If I tell them to stay, I want them to stay until I tell them to follow or GoTo, not hop-scotch spawn in the middle of mobs across the entire map to get killed (even on Passive they get killed or pull extras). Even without a pet-can, I have been adding Teleport Target on all my MM builds now, and I will sit and wait so I can TP them one at a time. If they have a Stay order in place, they should stay where they are TPd, not run back to where the first order was given (I can see where Goto would make them run back to where they were told to goto). I think it would work well either as a command to make a macro/bind or if the goto order is given and the distance between MM and henchman is > x, then tp to location. I do have tools to work-around this pathing and lack of real control over pets. I can dismiss them and resummon them - and that has a HUGE time delay built in "because it shouldn't be trivial". With summon animations as they, this varies by Primary Power Set since anim times delays probably weren't designed for. (I think I read that somewhere, like about Kinetic Melee. Artists were told "make it look cool" and they did!) We have the inability to move any way other than: Wait for a TP from a teammate (now I'm a burden to the team that can't even do the same damage as a DPS AT - my buffs/debuffs are not better than a Corrupter, and neither is my damage... when I say it out loud ... why am I playing MMs?) Dismiss and re-summon, re-buff (Now the fight is over before I've summoned, buffed and the team is ready to move again - so not helpful) Steamroll everything, slowly. (THIS is the only playstyle available to normal MMs - this is where we shine!) This ^^ is why we are generally not desireable on teams (except arcs with defeat all missions, or arcs the team chooses to 'kill most' or 'kill all'). It also hit me that the playstyle should be modeled like what you've done with the Necros. Three useful atacks that are rewarded for active play (as nice as it is to let the pets do the targeting in places like the MSR, I don't think MMs should just be a farm AT). I love the spectres because even if short lived, they are worth staying active to make - and adding small abilities like on the health tap was brilliant! I'd like to see a mag 1 hold/control that could be stacked up to be useful and since we're significantly sub-damage, a dmg buff that refreshes or stacked would be incredible. I know the bots got their -1000 regen spread out over all 3 attacks to total -600 (ouch). So that was on track, but I haven't used it, since a little stun and some knockback to convert to knockdown along with crappy damage didn't appeal to me until I saw it work on the necros. I love the idea of making up to us the things that were taken away if we play actively. Endurance reduction/discount! Damage! Health! If I were going to redesign, that's where my head would be. Keep them weak like they are now when AFK, but reward them for being active. Those changes would be worth the respec time cost to me.
  2. With this specific statement in mind could you please evaluate the time it takes to select a henchmen so that it can be buffed. It's fairly common for me to summon pets that get defeated immediately before I can even select them and buff them. I don't think I'm alone in thinking the henchmen are pretty useless without their buffs. Not as useless as player powers without slotted enhancements, but the same idea. As a Mastermind, I want to be able to select freshly summoned pets before they can be damaged so that I have a chance to buff them before they're dead. It currently does not work this way... I think the summon animation time prevents it being selected by me. I suppose it would also work if they were "untouchable/invulnerable" until they were selectable (but make it work, like against Hamidon special damage and everything - watching Phantom Army and Lore Radial pets take damage from Hami shows a fault in our current "invulnerable"). (Same behavior is noticed for NPCs; set traps/pseudopets on Seige or Nightstar in BAF before they wake up for the final fight and see how much of their health is gone before a player can even select them.) Really apparent with Demons - summon the T1s and select the demonlings... nice. Now do the same with T2 and the T3 and notice how many times you're clicking on the pet before it is actually selected. That 4-5 seconds is quite noticable to me in an eight player team fight. The animations look really cool, but being forced to wait for them is frustrating and detracts from the gameplay experience.
  3. Found a new door in St. Martial for the The Missing Maidens / Investigate Disapearance mission from Jezebel Jones (mission marker gets hijacked by zone event): Go to building /thumbtack -3202.0 -28.6 -543.7 (street level) or /thumbtack -3158.0 147.0 -634.0 (roof elevator) and then door /thumbtack -3161.4 -172.5 -637.5 I suppose it'd be hard to add a function to the zone event UI to ignore/stop displaying it. Or automagically disable zone events when a mission is actively selected? Not sure either of these is the real fix though, since Mercy Island mission marker often points to the Arachnos Base doors, instead of the mission door, and that's not a zone event. Maybe those look the same but have different triggers? At the least here's a post for another door to try in St. Martial.
  4. Patch note issue: Please clarify if this is for all powers or Melee powers (fwiw I had no idea a power could hit more targets than its limit except for with what Gauntlet grants, which this note says is immune, so this entire note is 100% confusing to me since I've never read or seen the overhit mechanic before.)
  5. HIghlighted a typo in the notes, Impenetrable Mind is called Indomitable Will in its description. This is in the top "New Powerset: Pyrotechnic Control (Controllers, Dominators)" section jut under the screenhot of Manny Gas. Edit: Verified Fixed!
  6. Hi, I'd like to request Brainstorm get updated with the Cupid's Crush enhancements. I think (maybe?) Open Beta got skipped for the Spring Fling update so it's a little behind. Thanks for your consideration! 😄
  7. Text change request for the patch notes: "Special 'Malevolent Fog' pinata enemies (no attacks, no regeneration) can be found in the labyrinth that, when defeated, increases the zone's Level Shift navigation bar meter by 50% and grants 3 Reward Merits to any who participated in downing the critter. " This sentence still has 3 Reward Merits listed, but above in the blue text it states that Malevolent Fog now only drops 2 Reward Merits each.
  8. Oh good point, I assumed that was covered by the mini monster recipe note pasted below, but I didn't think of any rewards deeper than that. "The following Giant Monsters found in city zones now have a 10% chance of dropping an invention recipe of a miniature version of themselves. This chance is rolled individually per character who received credit and is tied to the same drop table as the Reward Merits." The only other reward on Adamastor was 5 threads for incarnate players, and that was already limited to first time per day (I'm assuming it was 18 hour, also). I still can't think of any deeper rewards off the top of my head. I don't think it applies to badges, but it would suck if you went and got rewards other than the defeat badge (by your character/team not doing 10% or more damage) and then defeated another one and qualify for the badge but not get it. (Like multi spawn Titans when nobody bothers to invite the lower levels; so I'm glad that Titans are not on an 18 hour cooldown in this use case.) First defeat of Adamastor gives: [14:37] You received 10 units of Reward Merit. [14:37] You received 6 units of Reward Merit. [14:37] You received 5 units of Incarnate Thread. [14:37] You received Monstrous Aether. I'll have to wait until it can be summoned again before I can tell you what the second defeat within the 18 hour cooldown gives. *Edit: [16:19] You gain 51,000 experience and 17,000 infamy. [16:19] You received Monstrous Aether. Not sure if the Aether was intended to be rewarded if the Reward Merits are not, but there you have it. No threads nor Merits if the 18 hour reward cooldown is still in effect.
  9. Yes, Adamastor rewards only being available every 18 hours per character was specifically noted as changed in the original Page 7 notes. No, there was no mention of a complete pass on GMs, so if you can think of another that is summonable that doesn't have a reward cool down I'm sure that would be appreciated.
  10. If you know how to fix doors/hatches to still be usable when open I have two that have always given me trouble and could use the fix! Dr. Aeon SF: The hatch in the ship after you get the key and enable the in-misison hospital ability. The big hanger door in iTrial Lambda (people say there's still a spot to click that works when it's open, but I've had trouble finding it reliably). Thanks for your work, you are appreciated 🙂
  11. P41648053 Dialoge: (Page 7, Build 3) 1. Make character 2. Register character and Enter World 3. Skip Tutorial 4. Choose Villain; Arrive in Mercy 5. Choose 'no helper' tag as you run up to the The Next Big Thing exploration marker Notice the P41648053 dialoge (side issue: System text says I have not been placed in the Help channel, but Both Global and Help tab have Help set to 'on' by default - new user experience might benefit from telling folks to use the Help channel for specific questions)
  12. I think this patch note is incorrect since a Tanker uses this at a base End Cost of 0.78/s in the Live environment, and base 0.39/s on Brainstorm. The patch note says it's 0.39/s, and being reduced to 0.195/s, rather than 0.78 to 0.39.
  13. Request: Super Group Colors get an added field for cape interiors. Currently there's no way to change the Interior colors of a cape/Sybil costume part for your Super Group mode Team Color. (This would be useful for more than just the Sybil outfit, but at the least can the Interior colors be changed/slaved along with the 'Cape' field colors for uniformity?)
  14. OldPenn

    Day Jobs

    There is also a Black Helicopter in Echo Plaza at /thumbtack 399 42.4 -1303 where the Day Job:Pilot badge can be advanced.
  15. Every stat listed in the Consume power (Brute/Fiery Aura) says it requires Fiery Embrace to work. (Right-click -> Info -> Detailed Info) Activation Time:2.03s Recharge Time:1m 21s Endurance Cost:0.52 Accuracy:1.26X Available Level:20 Power Type:Click Target Type:Self Effect Area:AoE -- 20.00 ft. radius (10 targets max) Attack Types:AoE defense, fire defense 20.32 fire damage on target Only using Fiery Embrace Requires accuracy check 16.68 fire damage on target Only using Fiery Embrace Requires accuracy check 29.00 endurance on self after 0.25s delay Only using Fiery Embrace unresistable +7.25%% recovery rate for 15.00s on self after 0.25s delay Only using Fiery Embrace unresistable 72.50%% resistance to endurance for 2m 0s on self after 0.25s delay Only using Fiery Embrace unresistable 224.89 max hit points for 2m 0s on self Only using Fiery Embrace unresistable
  16. This has happened to me twice durring the 2022 Halloween Event, and cannot be classified "works as intended". Debt isn't a huge deal, but it sucks to burn an hour recharge power just to be kicked when you're down. Haven't run into it before this Event patch, is it just coincidence or could it have something to do with a recent change... there was a note about Return to Battle and the renewal of light one sharing a timer... ? In any case can there be anything done to apply the untouchable first? On further inspection I see, "10.00 magnitude untouchable for 15.00s(15.00s) on self after 0.25s delay". I'm sure there's a reason, but why would there be a .25 sec delay?!? That's like putting on a Kevlar vest after you get shot... I know it probably doesn't rank high on the priority list, and maybe nothing reasonable can be done to fix it, but it would be nice to think it was on a list somewhere.
  17. Has anyone compiled a list of the sound files needed to replace the Symphony Control powers' sounds? I'm a little excited to play with some Bill & Ted style guitar licks for each power rather than the generic non-offending original sounds that were released with it. If not, could I please request them from one of you that is set up to extract those?
  18. OldPenn

    Day Jobs

    Praetorians can get the Fashion Designer badge at the Icon in Echo Plaza (from the blue side truck in Pocket D). -edit: Access to Echo Plaza is also available via the TUNNEL Teleport.
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