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Everything posted by Maelwys
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I must be in the minority... rather than keep dozens of racks of old IOs in my SG base, I just keep 5 1/2 racks permanently full of boosters (one's half full of Catalysts) so that each new alt can go wild. IME it's easy enough to restock either via merits or the AH (as long as you're not using "buy it now" prices!)
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Column A tend to find KB disruptive of their playstyle. Column B tend to find it immersive and fun, apparently. Personally I'm firmly in Column A... partly because there are too many "bad" KB users around... and partly because most of the large AoE effects that inflict knockback are a less-than-100% chance; so it inevitably causes some mob scatter and I find the inconsistencies annoying. Saying to melee toons "just tap the follow key" inevitably degrades into arguments about "lost DPS" and ultimately still involves another player having to make adjustments to their playstyle to accommodate the KB'er; so it's not a panacea unfortunately. I think its fair to say that whenever one person's playstyle or power choices starts causing issues for someone else on the same team- ultimately one of them will have to make a behavioural compromise or be kicked. And some people (on both sides of this very thorny issue) really hate compromising. Meh. The real headache for me is the "enhancement tax" that I personally have to make if I wish to convert more than one of my powers from KB>KD. Overwhelming Force at least also buffs damage aspect a little, but it's unique. So subsequent abilities effectively lose an entire slot per power to a Sudden Acceleration KB>KD IO.
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IIRC that's pretty much how it works currently for regular +Knockback enhancements. They're incredibly unpopular; but they're one of the few ways to increase the magnitude of an effect rather than its duration. (if you enhance a Knockdown power enough that its Magnitude rises above 1.0-ish it'll turn into Knockback...)
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This was the last one I think? Or at least the last one that reached critical mass. (I had to buy a new cape after all the flames ruined it...) 🧯
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page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
Raising it to 50% would also help with Knockdown protection. Currently one instance of 3x Gladiators Armor translates to henchmen getting 0.4*3 = Mag 1.2 protection vs KB. so vs +4s your pets would be protected against 1.2/1.44 = Mag 0.83333 KB and below. so vs +3s your pets would be protected against 1.2/1.33 = Mag 0.90226 KB and below. so vs +2s your pets would be protected against 1.2/1.22 = Mag 0.98361 KB and below. so vs +1s your pets would be protected against 1.2/1.11 = Mag 1.08108 KB and below. If the set bonus inheritance rate was raised to 50%, that'd mean henchmen would instead be getting 0.5*3= Mag 1.5 protection vs KB per set of Gladiator's Armor. so vs +4s your pets would be protected against 1.5/1.44 = Mag 1.04167 KB and below. so vs +3s your pets would be protected against 1.5/1.33 = Mag 1.12782 KB and below. so vs +2s your pets would be protected against 1.5/1.22 = Mag 1.22951 KB and below. so vs +1s your pets would be protected against 1.5/1.11 = Mag 1.35135 KB and below. There are rather a lot lot of additional powers that clock in at mag 0.9 and Mag 1; such as Frag Grenade and Foot Stomp and Force Blast and Hand Clap etc. etc. Also the next major KB protection performance breakpoint is at Mag2; so 2x sets of Gladiator's Armor would cover that nicely. (the more KB protection the better, obviously... but the big breakpoints are Mag 0.67, Mag 0.75, Mag1, Mag 2; Mag 3 and 4... with considerably smaller ones at Mag 5, 6 and 8!) ((and of course if the devs can tweak things so that henchmen gain the benefit of Blessing of the Zephyr, Steadfast Protection and Karma KB protection IOs that'd help too!)) 🥺 -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
Honestly the Set bonuses my MMs normally tend to push are +Recharge and +MaxHP, and as the former has no benefit to pets it's a write off. MaxHP benefits the T1 henchmen pretty drastically though. And having at least a few points of Knockback Protection is a major QOL change for all henchmen. Accuracy Set bonuses might be situationally useful too, but the 40% return rate combined with the tendency for MMs to frankenslot or procbomb their attacks means it's unlikely to end up as a core pillar of your build. Same for defense and damage resistance (other than *perhaps* Fire Resistance set bonuses given how easy they are to gain from purple/winter sets). Other properties that henchmen might want to boost (such as damage? regeneration? recovery? maximum endurance? endurance discount? movement speed?) all have very small raw numbers in their set bonus effects even before the -60% inheritance tax. -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
I mean, they get that NOW if you have at least one set of 3x Gladiators Armor; and since they're PVP IOs the set bonus functions when exemplared even if they're not attuned. And many MMs can slot Resistance Set IOs into their T1 upgrade; so they're available from very low level. Even a single instance of this grants the pets "Mag 1.2" KB protection; which is enough to stop most Knockdown powers dead until you're fighting higher than +3s. Same goes for 3x Fury of the Gladiator (meh). ((I'd really like to see Blessing of the Zephyr, Steadfast Protection and Karma -KB IOs be made to function with them SOONTM...)) -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
I'm pretty sure they could theoretically give MMs a toggle with an only-affecting-henchmen Mag 100+ "reverse repel" effect; so that we can choose to vacuum all the little unruly smeggers up and then deposit them somewhere else after moving... (Perhaps even with a few animation tweaks? Robotics = Voltron Combine!) -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
It's supposedly meant to be working as of this morning's patch... but the in-game info still says nope. [MM] [PET] -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
Looks promising, especially for any Beasts/ who have been struggling with their survivability. Thanks! 👍 [EDIT] - Here's an illustration of my Henchmen HP now on Live/Test: (was previously 480.99, so that's +27.0%) (was previously 678.34, so that's +18.5%) FWIW +MaxHP Set Bonuses seem particularly nice for supplementing the T1 pets survivability (Since Set Bonus inheritance use the master's base values; the same value ends up getting added to each of the pets... so the T1s with the lowest HP gain the most proportional benefit!) -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
So I managed to get my Bot/Kin into RWZ this evening for a bunch of Pylon tests on both Live and Brainstorm. The results may seem a little unusual, however I am PURPOSELY trying to benchmark the effects of Incarnate Ability procs on an endgame Lv50+1 MM build here (since I know that the devs were particularly concerned about the potential effects of the stacking of those procs on even-level MM pets) Anyway, here's the setup and the various pylon times: Build: Mastermind - Robotics - Kinetics (Bonfire).mbd Setup: Level 50+1 Robotics/Kinetics Mastermind with ED-capped damage in all pets, and an Explosive Strike proc in Drones and Assault Bot. They are intentionally *NOT* using a Damage-buffing Alpha Slot ability (T4 Agility Core Paragon instead) or a Soulbound proc. Noteworthy Passive/Toggle Buffs: Reactive Radial Flawless Interface, Supremacy, Tactics (to cap Hit Rate vs +3s) +1.01% Damage Set Bonus (TEST only) PYLON TIMES: (Note: each time is the average of 3 runs; except for the >33minute one on Test #6 when I got very very bored ran out of testing time) Test #1: vs a Levelless Pylon (Vanguard Training Pylon "Blank level Dummy") + [LIVE=04:35] [TEST=08:54] - Pets (Baseline run - no active buffs other than +Recovery/+Endurance) + [LIVE=04:03] [TEST=05:25] - Pets with Hybrid Assault Radial Embodiment repeatedly activated on cooldown. + [LIVE=02:41] [TEST=03:24] - Pets with Hybrid Assault Radial Embodiment plus Pulse Rifle Burst set to Autofire for -200% Regen Debuff. Test #2: vs a -1 Pylon (Vanguard IDC "Level 50 Dummy") + [LIVE=03:36] [TEST=03:28] - Pets with Hybrid Assault Radial Embodiment repeatedly activated on cooldown. + [LIVE=02:13] [TEST=02:05] - Pets with Hybrid Assault Radial Embodiment plus Pulse Rifle Burst set to Autofire for -200% Regen Debuff. Test #3: vs a +0 Pylon (Vanguard IDC "Level 51 Dummy") + [LIVE=05:00] [TEST=07:36] - Pets (Baseline run - no active buffs other than +Recovery/+Endurance) + [LIVE=04:34] [TEST=04:29] - Pets with Hybrid Assault Radial Embodiment repeatedly activated on cooldown. + [LIVE=02:44] [TEST=02:41] - Pets with Hybrid Assault Radial Embodiment plus Pulse Rifle Burst set to Autofire for -200% Regen Debuff. Test #4: vs a +1 Pylon (Vanguard IDC "Level 52 Dummy") + [LIVE=06:24] [TEST=06:29] - Pets with Hybrid Assault Radial Embodiment repeatedly activated on cooldown. + [LIVE=03:42] [TEST=03:29] - Pets with Hybrid Assault Radial Embodiment plus Pulse Rifle Burst set to Autofire for -200% Regen Debuff. Test #5: vs a +2 Pylon (Vanguard IDC "Level 53 Dummy") + [LIVE=15:25] [TEST=09:42] - Pets with Hybrid Assault Radial Embodiment repeatedly activated on cooldown. + [LIVE=05:58] [TEST=05:23] - Pets with Hybrid Assault Radial Embodiment plus Pulse Rifle Burst set to Autofire for -200% Regen Debuff. Test #6: vs a +3 Pylon (Vanguard IDC "Level 54 Dummy") + [LIVE=N/A] [TEST=33:24] - Pets with Hybrid Assault Radial Embodiment repeatedly activated on cooldown. + [LIVE=14:43] [TEST=08:55] - Pets with Hybrid Assault Radial Embodiment plus Pulse Rifle Burst set to Autofire for -200% Regen Debuff. (NOTE: Pet damage output was insufficient to overcome pylon regeneration on Live without any active -Regen debuffs) Observations: (i) The Live version of the toon wins comfortably on all of the "levelless" pylon runs (as expected since the T1 and T2 pets are "even-level" vs it and aren't suffering any nerfs!) (ii) The Live version of the toon is winning very comfortably on both the levelless and the even-level pylon "baseline" runs (whenever Hybrid isn't toggled on) (iii) Whenever the Hybrid is being used on cooldown; the Test and Live versions of the toon are extremely close in terms of performance (I had a few runs where their positions flipped!) until they start fighting Lv53+ pylons and the Live version of the toon apparently starts having trouble overcoming the Pylon's passive regeneration rate. This definitely suggests that if MMs are using a "75% chance of DOT" T4 interface ability there is a substantial drop in overall henchmen damage output on Test when fighting "levelless" foes like GMs; and a less-substantial-but-still-noticable drop in overall henchmen damage output when fighting even-level foes. However throwing Hybrid Ability procs into the mix seems to be able to make up some of the performance deficit vs levelless foes and effectively all of the performance deficit vs regular even-level foes... and versus higher-conning targets (somewhere between +2s and +3s) the Test version of the character will start pulling ahead of the Live version. (And since the devs are apparently intending the break-even point to be +2s for regular damage and +3s for proc damage... to my mind that all tracks rather nicely!) -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
Agreed. And the more data we can produce that proves "pet survivability has decreased compared to Live" to the devs, the more likely they are to lessen the currently-proposed HP reductions (or buff henchmen survivability later!). -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
And yet as @Bionic_Flea and @tidge have shown... whilst the damage dealt by your T1 and T2 henchmen to those GMs has dropped, it's not actually having a noticeable difference in cleartimes (at least without mixing in extreme levels of optimization and specific Incarnate Abilities). And it's a net gain vs anything that cons +3 or above. The changes ARE having a noteworthy difference on pet survivability against GMs; and on your "effective HP" in bodyguard mode (which is something I hope will be addressed sooner rather than later) but both of those are irrelevant against a Training Pylon that doesn't shoot back. -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
Personally when levelling up pre-IOs I always preferred Masterminds. And even nowadays they're still my goto ATs for GM soloing. And there are definitely Edge Cases. -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
Because players hate nerfs. Giving two apples + then taking away one of them later on gets people far more riled up than if you'd simply given them one apple to begin with. Just look here --> (and I'm going to stop looking any further back in the search results for "unfair tanker nerf" before I start facepalming so hard I knock myself unconscious. Again.) -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
Agreed. Given that there's a lengthy period between the start of the summoning animation and the newly-summoned pet being able to actually start shoot at anything; let alone them being fully upgraded; I think a short duration of immunity to damage (rather than untouchability) and possibly a +stealth effect is a very fair request. -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
I think that's the point. The devs are actively trying to make the performance differences from T1/T2-henchmen-becoming-even-level "moot" on this patch. Taking your "Council Rocket" example... typical worst-case will be weathering a missile attack from a Boss. As per https://cod.uberguy.net./html/power.html?power=council.warcry.missile_launch&at=boss_grunt that's: 245.6772 points of Fire damage (all affected targets) 235.8501 points of Lethal damage (all affected targets) = 481.5273 damage total at Lv54. At +4; even-level pets would take 481.5273*1.44=693.4 damage; -2 pets would take 481.5273*1.66=799.3 damage; and -1 pets would take 481.5273*1.55=746.4 damage. At +5; even-level pets would take 481.5273*1.55=746.4 damage; -2 pets would take 481.5273*1.77=852.3 damage; and -1 pets would take 481.5273*1.66=799.3 damage. On Test... T1 pets currently have 448 HP (Base) and T2 pets currently have 645 HP (Base) So neither of them are going to survive a hit even from the +4 without buffs. However, most MMs will try and get the Aura IOs into the builds, which add +35% resistance to everything; and many pets have inherent resistances on top of that. With just the basic 35% resistance and zero HP buffs (from set bonuses etc); the T1s need >689 damage to kill them and the T2s need >992 damage to kill them. Meaning with very minor +HP or +Res buffs from set bonuses etc. even the T1s could survive 1 hit from a +4. And at Lv50 you won't be fighting +5s if you have a T3+ Alpha. On Live... T1 pets currently have 574 HP (Base) and T2 pets currently have 768 HP (Base) So the T2 could *just about* survive a hit from the +4 without buffs. Factoring in the basic 35% resistance from Aura IOs; the T1 henchmen would need >883 damage to kill them and the T2 henchmen >1181 damage to kill them. So greater raw survivability; however the pets would also be facing additional LevelDifferenceAcc and ToHit increases (see here) so they'll be getting hit more often. @Dispari had a nice post on the Closed Beta feedback thread that showed the breakdown of the differences in Damage Taken compared to the new HP figures... but effectively the reduction in damage taken ranges from ~18% (vs +0s) to ~12% (vs +5s) for T1 henchmen; and ~9% to 7% for T2 henchmen. However T1 Henchmen HP has been reduced by 22% and T2 by 16%. So currently it doesn't fully balance out unless you also include the +HP from Set Bonuses and the reduced likelihood of getting hit. Yeah, I'm definitely getting the vibe that Devs are currently comparatively open to future MM survivability buffs but very cautious about damage buffs. We really don't want a repeat of the whole "Tankers Need Buffed, WHOA THAT'S TOO MUCH!" thing... 🙈 -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
FWIW, there are specific MM combos that are very, VERY good. Robotics/Kinetics. Various /Time and /Dark and /Cold. Anything /Marine. The bulk of a MM's primary powerset damage is effectively "passive" (whilst you need to issue orders in order to keep the henchmen on-target and alive; dealing damage with them doesn't require you to spend ANY animation time) which means that you can concentrate almost all of your active button pressing animation-time-consuming efforts on your Secondary powerset. So powersets that require a lot of clicking to play optimally (like Dark and Marine and Kinetics) benefit. You also don't really need to bother much with careful positioning of your own character - you just need to stay within 60ft of your henchmen (Supremacy Range)... which means powersets that require careful positioning (like Dark and Marine and Kinetics) benefit. Certain primaries (like Bots and Demons) also provide the player with rather nice survivability buffs (Protector Bot +Def Bubbles, and Ember Demon's +Res Shield). In combination with Bodyguard mode, any Secondary powersets that are traditionally rather frail (like Cold and Kinetics) benefit. A lot of secondary powersets also have fast-recharging, long-duration allied defensive buffs (like Kinetics) or allied offensive buffs (like Kinetics) or allied heals (like Kinetics) and a few of them don't particularly care about MM's lower base buff/debuff scalars (like Kinetics) or benefit more from some of the rider effects on MM Primary powerset attacks such as Demons' -Res or Robotics' -Regen (like Kinetics). Playing MMs efficiently may well require a lot of micromanagement, practice and build tweaking, and up until now offensively they've definitely been much less effective than other ATs against +3/+4/+5 foes (and it's often difficult for non-speed-boosted henchmen to reliably "keep pace"!). However there are definitely a few standout powerset combinations/builds out there... did I mention Robotics/Kinetics yet? ...actually, Forget all that. All MMs are total rubbish. Especially Robotics/Kinetics. More buffs please! More seriously, whilst I'm indeed rather fond of my own Bots/Kin; most MM players seem to find /Kinetics a royal PITA on Primaries with non-melee-AI Pets because it takes a lot of effort and practice to constantly issue all the GOTO commands to reliably get the pets into position for Fulcrum Shift/Transfusion/etc. All that micromanagement definitely isn't for everyone; and IMO it balances out because the more "cruise control" MM powerset combinations simply don't have as high a potential performance ceiling. And they've been nerfed already anyway. I imagine part of the reason Neiska is so salty here is that Robotics used to be EXTREMELY good at AoE damage; then the rework in i27p5 resulted in a moderate damage gain for their Single Target damage plus an incredibly severe reduction to their AoE damage ceiling. I really miss killing mapfuls of mobs with multiple overlapping Incendiary Swarm Missiles; even if I can objectively-speaking recognise that all of that runaway damage stacking was definitely overpowered and unintentional. Other pet sets like Necro have gotten straight buffs. The result is that Beasts is the only standout underperforming Primary on Live at present; so that's probably a good thing, nostalgia notwithstanding... 🤷♂️ -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
It varies wildly depending on what you're fighting, and that's kinda the problem. Because of the Purple Patch scaling; the damage does not drop off linearly, but exponentially as you start fighting foes that are vastly higher level than you. https://homecoming.wiki/wiki/Purple_Patch - note the uneven progression there whenever you are BELOW the target. Whenever you're fighting "higher level" targets you don't just lose 10% damage per level difference; instead it goes 100%->90%->80%->65%->48%->30%->15%->8% etc. This severe dropoff in damage matters the most for balancing whenever you're up against +3s or over... at that point the damage inflicted by a MM's T1 Henchmen will be less than half of the damage inflicted by their T3 Henchmen, even if their attacks are completely identical (x0.3 damage modifier compared to x0.65). - - - - - - - - - - As a very straightforward example... ...let's say all your pets just each have a single attack (Heavy Brawl!) that does 100 damage. How different would the damage output be if you just made the T1 and T2 pets even-level? (i) If you're fighting an even-level foe... currently the T1s would each inflict 0.8*100=80 damage; and the T2s 0.9*100=90 damage; and the T3 100 damage. For 3x80+2x90+1x100=520 damage total... whereas if your pets were even-level they'd all inflict 100; for 6x100=600 total. 600/520=1.153846; so making pets even-level in that case would it'd result in 15.4% additional damage. (ii) If you're fighting a +1 foe... currently the T1s would each inflict 0.65*100=65 damage; and the T2s 0.8*100=80 damage; and the T3 0.9*100=90 damage. For 3x65+2x80+1x90=445 damage total... whereas if your pets were even-level they'd all inflict 90; for 6x90=540 total. 540/445=1.213483; so making pets even-level in that case would it'd result in 21.3% additional damage. ...fighting +2s; it'd be 3x48+2x65+1x80=354 damage versus 6*80=480; 480/354=1.35593 for 35.6% additional damage. ...fighting +3s; it'd be 3x30+2x48+1x65=251 damage versus 6*65=390; 390/251=1.55378 for 55.4% additional damage. ...fighting +4s; it'd be 3x15+2x30+1x48=153 damage versus 6*48=288; 288/153=1.88235 for 88.2% additional damage. ...fighting +5s; it'd be 3x8+2x15+1x30=84 damage versus 6*30=180; 180/84=2.14286 for 114.3% additional damage. So you really have to pick a single point to balance around. The difficulty scale in CoH allows you to choose to fight -1s through to +4s (now +5s!) That's seven possible "mob levels": [-1], [+0], [+1], [+2], [+3], [+4], [+5] so balancing around [+2] is slap bang in the middle. On a regular mid-to-late-game team, it's rare that you're fighting anything less than +1s/+2s. Most higher tier players when soloing will also be setting their difficulty sliders higher (+3/+4) which will result in them fighting +2s and above. At level 50 with the T3 Alpha +1 level shift... you'll end up fighting at most +4s (the new level 55 mobs) outside of Incarnate content. Sure; many toons will start out fighting even-level foes. But that tends to be a short-term thing; and even looooooooong before IOs were available; all the ATs were capable of aiming higher. Even "pre-IO, pre-sustain, old defiance" Blasters of mine were fighting +1s by level 32. All of my Masterminds (I had several, but my favourites were Bot/Traps, Bots/Dark and Demons/FF) were fighting +2 or higher by the time they were able to slot SOs. There are certainly some powerset combinations which struggle more (see /Poison MMs) but by and large MMs were always one of the easiest ATs to solo with. So whilst they might be dealing a little less damage[1] versus +0s and +1s now; the fact that they're dealing more damage versus +3s, +4s and +5s is most welcome IMO. [1] And it is only a little less in practice; because the T1 henchmen are the worst affected (inflicting at most ~25% lower damage than before vs +0s) however they typically contribute much less damage than your other pets anyway. As you can see from the pylon times already posted; the difference in overall damage output is almost negligible. (and please don't get me wrong here - I'd also PREFER it if the break-even point was set lower than +2s; but I can at least UNDERSTAND why they've done it this way!) 🙂 - - - - - - - - - - I'm more concerned with Henchmen survivability. The -HP debuffs on the T1 and T2 henchmen are almost exactly cancelling out the fact they're taking less damage and being hit less often as a result of becoming even-level. So if MMs were only ever fighting regular foes and taking damage that way, then there'd be no problem. However; that's not the entire picture. @tidge noted earlier in this thread that some of the GMs they were fighting on Test took about the same amount of time as they did on Live... but others took much longer; mainly because their pets died more often (more resummonings required). Whilst the fact that some of these GM fights took the same time to defeat is good news (alongside the pylon testing it helps prove that pet damage output hasn't been lowered too much), the fact that pets were dying more often here is a bit concerning... even if it's not exactly unexpected. GMs are effectively "levelless" - they treat everything that they're fighting as even-level. This means that on both Live and Test, a GM should be hitting all of your henchmen for exactly the same amount of damage; however T1/T2 henchmen on Test have lower HP so it will take less damage to kill them. "Levelless" GM encounters should be the only time this happens (a non-levelless foe on Live would have had its damage multiplied by 1.22 against T1 henchmen and by 1.11 against T2 henchmen - which is offset by the HP differences!) but they're quite tough fights and a favourite pastime of many players. And then there's Bodyguard mode. A lot of soloing MMs place themselves in Bodyguard mode for survivability... however if the share of bodyguard damage absorbed by T1/T2 pets remains the same as before but those pets have lower HP pools (on Test) then the MM's survivability becomes lower. Which is why I think THIS ROUND OF CHANGES IS PROBABLY OK; if it's purely to establish a new performance baseline... but why I also think that SURVIVABILITY BUFFS ARE NEEDED IN THE NEAR FUTURE (ideally raising henchmen base HP across the board) alongside Hit Rate buffs to T1/T2 pets; and ideally also a higher potential damage ceiling for henchmen (so that MM become more attractive damage-dealers to teams and can draw a little closer to the 500%-damage-cap ATs). There are certainly other things on my MM wishlist - ATOs being slottable into their personal attacks; higher base damage scalars on all the pets (I still think their damage output is a little low in general unless you have a secondary powerset that can stack noteworthy -res debuffs or +damage buffs); Inspiration inheritance (so single-target inspirations consumed by the MM at least partially affect the henchmen), various other AI tweaks and QOL changes (like mid-air upgrades/summonings) etc. etc... but those are all "wants" rather than "needs". The biggest QOL change would probably be finding a way for all pets (but MM henchmen in particular) to reliably keep up with fast-paced teams ...however as mentioned previously, I know the Devs are keenly aware of that issue, so it's likely to be a question of how and when rather than if. /essay -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
I'd be happier if it was possible to just trigger the upgrades on a henchmen that was not on the ground. Whenever I have to resummon one pet on a MM that has Group Fly running... they have to fly down far enough to target a patch of ground to summon that pet, then also direct a second pet to fly to the ground in order to trigger both upgrades on that second pet (so that the resummoned pet ends up having the upgrades by the time it finishes spawning and becomes targetable)... 🍝 😵💫 -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
FWIW the patch that landed this afternoon apparently also fixed a bug with Direwolf "Will of the Wild" damage resistances being unboostable, in case you tried that Beasts/Traps run beforehand and/or haven't adjusted your Tame Beasts slotting yet. -
Actually... Sept 22 2021. 10 positive responses, no negatives. Disclaimer: I already knew it existed and still had to spend nearly 20mins squelching through the muck looking for it. But still.