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i ahve a friend who LOVES the enemy toggles so perhaps a faster activation time on them would be great but please dont remove the enemy toggles
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page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Chrome replied to The Curator's topic in [Open Beta] Focused Feedback
I am not sure what the other guy was talking about but these changes seem like they are being made to keep MMs "AS THEY ARE" but to keep them viable in the additional difficulty levels. The changes you have done have not accomplished this or rather have made them worse in many other areas of the game. the issues that MMs have in most content is directly related to pets being able to effectively hit there targets while maintaining some amount of survival. I may not be the average MM player per se, but there are a few things that are going on that many others are talking about, including global procs (3%def, 7.5% hp, etc.) not being included in the enhancement changes, reducing over all damage of the pets, and nerfing capabilities that they are currently able to do(solo GM) and many other little things that make up for the fact that MMs currently take x% more micro management for very little reward. So the end result is that MMs are actually WORSE than current live in moderate content, and are in the new higher difficulties actually are "AS THEY ARE NOW" which isnt great. Making changes to MMs is something any MM player has wanted, and making them more viable in current group content +4*8 TF/radio/ contact missions is what really needed to happen. I feel that simply allowing ALL MM pets to be at level of caster, all incarnate level shifts to apply to the pets without nerfs at all, and remove the enhancement interactions that you have added. is the place to start. let us see how this plays and if it actually is to OP during that content. pylon tests and what not ARE NOT VIABLE TESTING for the MM to show its effectiveness. IF it turns out that the very best players and builds can out shine a Corruptor in damage with a same level of build and skill then GOOD! No other AT has to manage and control there weapons that an MM has to and a well played high skill character SHOULD have some benefit to playing it. if i can keep my pets alive and fighting what and where i want them to, and still support my team of 7 other players i should be rewarded for doing so. If at the end of the day the changes are actually over the top and need to be toned down then gradually tone down the damage that MMs do. If survivability is still not where it needs to be then try changes like increasing range of supremacy, increase pet HP or heck even MM HP to appropriate levels. These changes that are currently on BETA seemed like you are trying to keep MMs at the STATUS QUO for the new difficulty but MMs arent good at the current stuff, comparatively to other ATs, so when you are making these current changes to MMs it feels like you are overall making MMs worse and at the highest level of content they finally feel like now? this is why the above guy probably feels like that. This is an opportunity to make MMs solid in current content and scalable to newer content, be bold make MMs strong for once. -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Chrome replied to The Curator's topic in [Open Beta] Focused Feedback
And this is also a thing i agree with, although GM hunting is not my cup of tea so i dont have anything to say about this for or against. I also think that leveling with any AT is fun and engaging including MMs, but i guess i am specifically talking about TFs, I trials, and max diff radios/tips/contact missions. these are what i end up spending most of my time doing in game. And not to ignore the other guy talking about pylon times/stationary targets: i dont find that relatively helpful outside baseline number comparisons. because in the content i play and i would say a lot of others do as well, those numbers do not stay the same as a scrapper or corrupter would. not to take anything away form your testing as it is useful but MMs cannot use this as say a brute or tanker can, because no group of mobs is going to kill two thirds of your Shield charge in one or two AOE attacks. -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Chrome replied to The Curator's topic in [Open Beta] Focused Feedback
Sure, yes i agree with this people hate nerfs, but people will complain regardless no matter what, even me, even you, i am sure. The point still stands that objectively Masterminds have never been good. there has never been a time when i was like man i wish i had a master mind for this <insert content here>. Maybe i am wrong, maybe Mastermind mains out there LIKE being at the bottom, with kinetic melee and other sets out there, but maybe the devs can get MMs to like an Electric melee on Stalkers level of good. -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Chrome replied to The Curator's topic in [Open Beta] Focused Feedback
And my point is why not? MMs have never been good let alone strong outside very rare outliers (which were nerfed). If i can successfully navigate the pet control system as it is currently, then I feel MMs should be a strong class and if they over buff GREAT! i would rather MMs get a chance in all group content from mothership raids to i trials to +7 missions. and if they over buff then tune them slowly down after, this to me is the preferred cycle as opposed to this "Making MMs mediocre again" mentality. -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Chrome replied to The Curator's topic in [Open Beta] Focused Feedback
My point though is that The same can be said for Corrupters and they are FAR FAR FAR better than there MM counterparts, and much easier to get said effective damage, and a /Dark controller???? do not get me started. what MMs really need is a moment to shine. to bring it back to the focused feed back, any nerf to current live HP makes any buffs virtually useless , even if they start to do solid damage at +4 and higher one Council rocket at those levels is going to decimate your t1 pets and that makes your remaining pets squishier and less survivable for the next rocket. I imagine the damage will scale higher with each level above +4 as it does from +1 and up so LOWERING max hp makes whatever increases they get moot. since the same rocket at +5 will probably now kill all t1 and a t2 pet, if not more. -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Chrome replied to The Curator's topic in [Open Beta] Focused Feedback
and my response to this would be why wouldn't you want to buff them for regular content? IMO and those of my small circle of friends is that MMs are just plain worse at everything with more hassle. IF you can keep your pets close and alive and on defensive and IF the MM takes damage and your pets DECIDE to all attack the same target one at a time then MMs feel pretty good, but as soon as you take them out of defensive or the pets start attacking all separate targets or the MM doesnt take any damage (while they are in defensive ) you are effectively useless. this doesnt even begin to touch the level differences and main part of this focused feed back. if for a few months or pages or what have you MMs became the Meta why would that be bad. I think that there is some idea somewhere that MMs are on an even playing field with other ATs, and this is just wrong objectively. If simply making MM Pets even level with the MM will put them slightly higher damage than a Dominator, so be it! let them have a chance to shine after having such a very long time in the doghouse. This is very confusing, it feels like they are trying to keep the MM at the bottom instead of taking this opportunity to bring them up to snuff while at the same time also adjusting them for the newer content they are making. I say let MMs be "plant control" for a bit and let them have a chance to be needed/wanted in groups. then slowly tune it down over time if needed. -
so this is probably my final build unless you all see something very game breaking, i understand you guys don't like my slotting in the defensive powers but i am pretty fond of getting 12.5 recharge from one power relatively cheaply at that. but i did grab energy and dropped some of the other defenses and tuned cloaking device. swapped my alpha to vigor for accuracy healing and end reduction. i grabbed flashbang and got rid of the fighting pool entirely. I also added some slots to the tri cannon but kept the resist aura in since 90 is better than 80 right? good for tanks anyhow :). with power boost my defenses are great and since i got rid of fighting pool i was able to grab conserve power as well for even more endurance savings since none of my damaging attacks have any reduction. Chrono shift is hundredths of seconds from perma and im certain +5 will push it over. ill attach the build for your perusal i think its a winner but more critiques are welcome! Controller (Arsenal Control - Time Manipulation) NEW IDEAS.mbd
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I had a late night inspiration and tweaked it a bit updated link below Controller (Arsenal Control - Time Manipulation).mbd
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fortunately the character in question is already level 47 and has already done the villain patron arc so i wont be using that pool i put a link in and this is what i come up with 🙂 in the link what do you guys think?
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thanks ill do that ok this is much cleaner Controller (Arsenal Control - Time Manipulation).mbd
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i have no idea how to add an actual link with mids anymore if you can read all that formatting or help me post a real link that would be great
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Thanks for your help ! made some changes to my build and this is what i have, i know its expensive and i wasnt able to get flash bang but i dont plan on dropping down in level very often . and yes i know i could drop the stealth and tp pool and get combat jumpin with super jump for a travel power and its better in combat but my friends are reckless sometimes so i wanted the tp to save them. edited posted build a few posts down from here
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So single target holds in arsenal and time are good for damage proccing and the placeable abilities are not is that correct? i am trying to remember and that feels right.
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I have been gone a few years and recently came back, when i left Proc monster trollers were all over the forums but i am looking for recent strategies specifically regarding a build i am enjoying a bunch. Arsenal control/ Time Manipulation so far seems insanely awesome for my playstyle and while my initial thoughts are to slot for perma Farsight. i am wondering if proc mosntering abilities is still a thing and some example slotting and which ones are good for damage proc slotting in arsenal or time