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ShinMagmus

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ShinMagmus last won the day on February 4

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About ShinMagmus

  • Birthday 01/01/1004

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  1. That's how I read it too. Unfortunately, the thing that Smoke Canister does is uniformly less beneficial to the player than the thing that Cages does... which is an issue with the fundamental logic behind why they made the change be this way. It's just a small band-aid so confused Council don't rocket launcher each other out of the group instantly. ...A band-aid that wouldn't even be necessary if-
  2. Did you check if the enemy was also recently damaged and therefore Confused? Remember, many effects in Arse Control are needlessly tied to an "If:Then" condition that may halt them from working at all. For example, Liquid Nitrogen If Knocked : Then Deal Damage, so the power loses 100% of its dmg against enemies that are resistant or immune to KB. Smoke Canister's -KB is tied to enemies being Confused. I'm not saying that it works; I'm just pointing out that it's supposed to be tied to another condition and that condition might not be met. Feel free to test more and let us know, because it would be nice if this got fixed, but post-launch they've added even more "If:Then" conditions to Arse Control so I've completely dropped it.
  3. Imagine when this gets bugfixed and people see Arse Control at its real intended power level, without a glitch/oversight propping it up. It still needs to be fixed, but just imagine the complaints (my damage got cut in half!). The Bonfire thing is especially weird to me.
  4. You took ST Fear on the set with Terrorize: the literal best AoE fear in the game? I mean I guess Fearsome Stare is close but it's more of a tohit debuff power primarily. The ONLY situation I can see a Mind Controller wanting a ST fear is to stack Mag on Bosses, but even that's pretty low value since the effect doesn't even give you Containment. As for every Minion and Lieutenant in the fight: Terrorize should keep them all perma-Fear'd.
  5. Also Concealment's Capstone power is an AoE Placate, so it might not be feasible for there to ever be an AoE Placate in another pool powerset... for balance reasons.
  6. I think giving -Range and better values to the Provocation pool powers, but keeping them at I dunno like 75% of what Tankers and Brutes get in their primary, feels completely fair and fine. This would certainly make it more likely to get taken. I also think that a buff to the final power might be in order, and maybe Unrelenting can give a Taunt Aura while active?
  7. I specifically try to mention that the Lusca hunt will give 22 Reward Merits when I recruit, and I've seen other people start doing this as well in LFG. Though, when I'm online, I'm generally the first person to start the GM hunts in response to the Zone Event messages. I'm just saying that the interest I see in Lusca is far less than the other faster monsters.
  8. Except to not waste as much of the players' time, except for that reason.
  9. I never said I was bored. I said it's wasting everyone's time, and that other people have said it's boring. I recruit in LFG when I do GM Hunts, and people demonstratably show less interest in Lusca than in other GMs. They know it's going to take longer, and they know the hunt involves at least 8 periods of waiting around for no reason: so they just don't show up. Fast fights like Adamastor (and basically every other GM) fill with 3x as many interested players as Lusca does.
  10. If you haven't heard, all of the Giant Monsters got rebalanced and drop guaranteed Monstrous Aether (among potential other things) now. However, unique to Lusca is that each of her tentacles yields 2 Reward Merits when defeated, for a total kill bounty of 22 Reward Merits and the Monstrous Aether. That's a lot, and the fight is now very profitable. ...But it's also very long. Worse: it's very long for a bad reason that kills fun and enjoyment. Every time you kill a tentacle, Lusca submerges to respawn: in either the same spot or 1 of 2 possible near spots. The team backs up and starts looking around for Lusca to reappear so they can continue the fight. This waiting period occurs 8 times during the fight, and each time it happens: people get bored and tired of waiting. The actual forced delay of completely non-interactive non-gameplay is about 20 seconds each time. This waiting around serves no purpose in the modern version of the game, and the power level characters are currently at. Recommendation: reduce this wait period by at least 50%. I'd go as far as to say that it should only be 5 seconds total of forced waiting, before you're "allowed" to find Lusca and resume the fight. Changing this will only improve the game and reduce tedium. If there's a coding reason that this is difficult to do... well it's still a positive and important change to make so I hope the dev team can figure it out. There's no downside to this suggested change and it doesn't need to impact her global spawn timer either.
  11. Hard Mode (now Advanced Mode) is some of the most fun I have in this game. You can bring anything realistically to 1 star or 2 star, need solid builds and incarnates but not specific ATs yet for 3 star, and then finally you need a good team comp for 4 star. To go fast and smooth on a 4 star, the "meta" offensive and defensive buffs/debuffs just make the team more fast-paced and less tedious. OP could be out here getting tons of Prismatic Aethers and playing their MM on 2 stars all day: they'd just rather sit and complain.
  12. It's both. There are regular old Melee builds who can just grab some Envenomed Daggers and solo most GMs as well.
  13. I appreciate your work on the GMs. I also play on Everlasting, but I don't GM Hunt on a random character who is subject to the rules of what the enemy does. Instead, I GM Hunt on my Ill/Traps where I play by a set of unfair rules that greatly disincentivize even having something like a Tank, because they'll just overlap with my Phantom Army and be subject to taking dmg (pointlessly). I'm sure that with a more evenly balanced (or random) mix of ATs, it might be necessary to strategize like you mean and aim the Tentacle Cone for example. I definitely think that such strategies are cool in theory and appreciate the work you did on the fights. But anecdotally... I can power through and ignore the mechanics of almost every GM this patch and only have to respect 2 or attacks in any way (such as Paladin's Coil Drain, which I dodge). Even the Arachnos Flyer, which should be VERY difficult for Illu Control because of the swarm of adds, was not hard for me to solo. I haven't even finished my Incarnates all to T4 yet, nor are they truly optimized for DPS, because I still play the character on some other content. Here is a recent video of a GM that people maybe don't fight as often, Deathsurge: I am glad you're listening to the player feedback and nerfing Pumpkin Patch in relation to MM pets, and I'm glad that multiple people are getting what they want. However, I just want to make it known that against the power level of players with optimized builds... GMs are still too easy. What I personally think after hunting every GM inn the game multiple times over the past 2 weeks... I think GMs need to be buffed even more both offensively and defensively. Several of them should also have Hamidon-esque properties where they can damage Phantom Army directly or do something like forcefully phase out a Player, thus truly requiring teamwork from multiple players. It's my opinion that the ability to casually solo almost every GM in about 3 minutes still, means they have not been tuned upwards harshly enough. Is that a consensus among all players and all devs: certainly not! Yet, I feel my video speaks for itself.
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