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Shin Magmus last won the day on December 22 2024
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1485 ExcellentAbout Shin Magmus
- Birthday January 1
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Presents and Winter Lord spawns
Shin Magmus replied to Display Name's topic in Suggestions & Feedback
I also got this badge with no effort. First someone kindly advertised a present cus they already had it, and after that I knew what they looked like. Went to a less popular zone like FF and got it almost instantly. Keep in mind that there's A LOT OF ZONES including PvP like Macskull said, you can definitely get it if you want it. You can also help someone else get it. -
There's a startling lack of being excellent to each other going on here. Most of you need to take a time-out. Suggest actual improvements to the game like reducing Ground Zero and Meltdown needlessly long animation times, instead of pointlessly bickering.
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Yep, Fire Imps need the level penalty removed + damage slightly adjusted to compensate + Containment bonus damage increased to account for the DoT (it is currently too low on Controllers).
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Implement MM on-summon buffs to prevent pet deathloops.
Shin Magmus replied to Shin Magmus's topic in Suggestions & Feedback
While we wait, an AT is relegated to being a useless sack of shit: a half-strength Defender with no attacks. But it's okay because MMs are "strong" on really easy content that presented no challenge, and we can't buff them too much or they might be OP on easy content. -
Implement MM on-summon buffs to prevent pet deathloops.
Shin Magmus replied to Shin Magmus's topic in Suggestions & Feedback
My friend solo'd the final fight on his Brute while I did nothing but give him World of Pain and Painbringer. We are strong players, even with my character neutered and almost completely ineffective, he was more than capable of defeating the multiple Nemesis AVs. -
I completed the the new Zoe Langston TF on Advanced Mode, blind, 2-man with my friend as usual. Since MMs have been "buffed" in this patch I decided to do it with my MM. We did finish, but the entire TF is incredibly anti-MM and the last mission in particular has the most forced, unavoidable, autohit, wide-ranging AoE dmg I think I've ever seen in this game; It is overwhelmingly anti-MM. This highlights a significant problem, because while you can theoretically be allowed to play the game while maintaining perfect uptime on 90% Res buffs and supported by tons of Regen buffs and heals, the instant a pet dies once you are no longer allowed to play. There is no safe area, no gap, no time to realistically resummon a pet and be able to apply your Upgrade Powers and any other buffs to the pets before they die again. This is the MM pet deathloop. The MM pet deathloop can occur in other content, but it's never been as prevalent and completely unbeatable as it is in the Zoe Langston TF. I'm not exaggerating for comedic effect, it's "literally unplayable" unless you run away from the encounter and summon somewhere else, far from your team and the actual battle. You can try to teleport back to your team and perfectly time some Barriers + Wild Growth + World of Pain etc. and maybe your pets won't die in less than 2 seconds, maybe... big maybe. So, since this last update started to address MM issues, I would like to make a suggestion for further improvements. Holy Mission: To Defeat the evils of Mastermind Pet Deathloops All MM Henchmen should have a buff on summon that works like a hyper-condensed version of Barrier Destiny, with short-lived depreciating buffs. The purpose of this power is to give any MM player just enough time to cast 3-4 powers on their MM reliably: both Upgrade Powers and then either some shields/buffs in their secondary (Deflection Shield) or Barrier Destiny. The detailed information of this power is below: "TENACITY" Henchmen are the strength of the Mastermind, and cannot be so easily defeated. We get knocked down, we get back up again. +18% Damage Resistance (All) / +9% Defense (All), unresistable, for 3 seconds (90% / 45%) +18% Damage Resistance (All) / +9% Defense (All), unresistable, for 4 seconds (72% / 36%) +18% Damage Resistance (All) / +9% Defense (All), unresistable, for 5 seconds (54% / 27%) +18% Damage Resistance (All) / +9% Defense (All), unresistable, for 6 seconds (36% / 18%) +18% Damage Resistance (All) / +9% Defense (All), unresistable, for 7 seconds (18% / 9%) 🙂 Being allowed to play the game is much more fun than not being allowed to play the game.🙂
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Return difficulty settings to chat bubble
Shin Magmus replied to macskull's topic in Tools, Utilities & Downloads
If not dev, why dev-shaped?- 1 reply
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
These are literally the kinds of changes that make a set less annoying to play, and are therefore among the most impactful to the average player. Finally, if you see a boss you want to start Attune on, you can do it without walking up to kiss them on the mouth, saving time and enabling you to stay in the middle of the pack for Deafening Wave placement. Making the startup of the Toggle be as fast as possible reduces both the literal downtime and the tedium of having to repeatedly toggle Attune on multiple enemies in a fight. These are the kinds of things I would've made as fast and friction-less for the player as possible before committing to the concept of Attune at all. We have now successfully accomplished Step 1 of Sonic Melee. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
Sai, I know the point you're trying to make, but the casuals here will just see all the other optimization you did and summarize that the set "looks fine to me" or point out how you're still killing enemies so it "feels fine to me", while the HC Devs will see this as even more evidence that Bio needs to be nerfed. To make the point in a way that mattered, you'd have to make a side-by-side video just like this but with Sonic Melee swapped out for Axe or another good set. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
The smaller number of ticks but for higher damage will not only be less laggy, but make the set feel more impactful. And now that every power contributes to Attune, the option to skip more attacks is back on the menu. This should improve the set's performance, but its issues in terms of playing it will be about the same as before. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
I did re-read the most current patch notes, the issue is that they are still wrong. One position the HC staff clearly needs is an Editor, because they leave in blatantly wrong text and/or typos in patch notes or in-game extremely often. Remember how we all thought Sonic Thrust did a Repel cus they forgot to proofread their text and change that? So next time, they need to fix the patch notes to say Attune is boosted by all Sonic Melee attacks if that's how it works. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
This was brought up, but quickly refuted by the fact that level 1 lasts approximately 30s and you have Brawl + Origin Power + Vet Powers + Temp Powers, so it's a non-issue. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
Sonic Assault's -Res effect scalars and durations are incorrect and do not match the values Doms should have relative to all other ATs, specifically after the Sonic Attack recent changes. I already made the thread on the Suggestions forum. As for buffing the melee attacks... well maybe, but only if they still have parity with Sonic Melee in whatever form it takes. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
Well Earsplitter is a shared attack from some other sets so it's just using the same animation as those. If they made an alternate animation for it, I'd like to see that backported to Sonic Manipulation and Sonic Assault as well. Ultimately, I don't think the animations are ever going to please most people because you are in fact just yelling at people with this set. The animation doesn't bother me as much as the more pressing mechanical issues. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Shin Magmus replied to The Curator's topic in [Open Beta] Focused Feedback
Good job compiling that Wravis. I think it's fine to actually just call this out right now: specific ideas become set in stone very early in Homecoming testing/feedback cycles and then all feedback requesting changes to those ideas functionally gets ignored. They don't want us to bring up previous powersets or patches but this is a pattern of behavior. This has happened before, multiple times, and we are justified in bringing it up. Don't let Sonic Melee end up like Cone Devour Psyche on Psy Armor Scrappers. Psy Armor players universally hate dealing with it as a cone AND it has mechanical anti-synergy with the rest of the armorset: you need to hit the enemies in melee range first to utilize the bonus effect of Mask Presence, then jump back out of melee range to try and line up the cone Devour Psyche... that's genuinely bad design and it's because 2 ideas are clashing with each other. It's okay to admit you were wrong.