Jump to content

MUPlayer

Members
  • Posts

    14
  • Joined

  • Last visited

Reputation

3 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Thematically it makes perfect sense and I've always liked it. However, Mass Confusion is really over-penalized - it doesn't last very long, reduced accuracy, has a long recharge, it reduces the exp gained and it has a high endurance cost. It's like blaster nuke penalties from live except you don't do the damage. I really hope the dev team takes another pass at Mind Control because it lags behind the other control sets.
  2. The same reason we level up in the first place: to use new abilities/skills, do things we couldn't do before. I think for most video game players, being able to reach that next plateau is part of the fun. More importantly, it's not required to enjoy the game 🙂
  3. The good thing about this game is that you can make it as difficult as you'd like. Moreover, I'd just like to see the promise were teased years ago fulfilled. As far as power creep, there isn't really one unless you decide to join in that cycle. And, yes, similar to how 2 of our level shifts don't kick in outside incarnate zones/missions I think that restriction should continue.
  4. Another topic that's been on my mind: The remaining incarnate slots. It's already been established that the current dev team can create content that can challenge our incarnate builds. Given this, I think it's time to move the needle - open up more incarnate slots (if not all of them). Mender Ramiel's first mission gives us a roadmap for the types of boosts that should be next. Obviously, we can't be that OP (or can we? With new rating system, hmm..) but lesser versions would be great. Any other thoughts?
  5. One of the challenges with doing this is that it'd be basically copying an existing in-game faction (family, pirates, cops, snakes) and require brand new animation (kitty cats especially). I don't believe it's possible for us to add a new completely new objects/animations to the game without breaking existing stuff. Even for the henchmen, one would also need to come up with new animations/character models to differentiate them from the in-game versions. I don't think anyone would want a basic copy-n-paste job (which is probably why we don't have an Elemental mastermind set).
  6. Yes, if my suggestion had to be implemented to all sleep effects, that would be the cost of doing business. Like fighting mobs using Taunt and Confuse, its smart to have break frees on hand. However, looking at how mobs can blind us while our equivalent ability no longer has the same effect, I don't think it has to replicated to mobs (but I could be wrong).
  7. I mentioned something like this in my initial post: Mind Control - Mass Hypnosis/Sleep effects - I know there have been multiple threads on this set, so I'll try to be brief. The change to sleep abilities doesn't really address how situational it can be. I propose sleep for Mind control work a bit differently: an affected enemy (one that actually goes into sleep status) that is hit with another sleep affect goes into "deep sleep", meaning they will wake after two tics of health change AND all offensive abilities go into cooldown. If an enemy is it with 3 sleep consecutive effects, they are 'Comatose' meaning it will take four tics AND all offensive and defensive abilities go into cooldown. I think this would make sleep effects more of a threat, but it might too strong. @Zect To be clear, I never tried to imply that there is anything wrong with situational abilities. I don't think a control set should have 2, though, like Mind Control does (Telekinesis and Mass Hypnosis) unless there is a way to change it. My first character in Beta and on live was a mind control/forcefield controller. That character was my first 50, back during issue 2 (or whenever the level cap was boosted from 40 to 50). Sure, a clever player can find ways to use those abilities (I did) but none of the other control sets have this requirement for TWO of their abilities. Gravity & Fire Control used to, but the adjustment to Wormhole and KB-KD enhancements for Bonfire took care of that. I just think the same should happen for Mind Control.
  8. You have a point; about coding. It might be a nightmare have the pet's duration be checking against two values with the current code. It would be best to have it expire when the target is defeated or the pet is dismissed. I don't know if being able to miss would cause any noticeable grief, though. Plenty of abilities can miss at inopportune times (*points to Transfusion*). I think it's a chance we all take. I can also concede my idea is a form of Phantom Army. As for being able to 'copy' a boss unit, I don't think that's any worse than a typical controller pet. The pet would still do psi damage like a controller (or Dom). As for AVs and such, even if stackable confuses allow for a pet to generate, again, the pet isn't going to do any more damage than any other control Pet. Must admit though, it would be fun to see two Nemesis fighting :-). I still feel the recharge should be shorter than PA because the pet the will disappear once the target is now and will not follow the caster. I think the recharge should be comparable to, say, Enervating Field or another toggle debuff.
  9. In truth, I was hoping to replicate the effect of Mass confusion but as a pet. It doesn't even necessarily have to be a replacement for Mass Confusion; it could be an 'either or' option, like the Super Reflexes options for Sentinels. Even now, Bosses and stronger enemies aren't effected by Mass Confusion (unless domination is active and even certain mobs still take multiple hits). So, I think the concerns around Bosses/EBs/AVs/GMs, etc., wouldn't be an issue. Unlike PA, Super Ego pets aren't following the caster and are only holding aggro on their host. This means unaffected enemies will still attack as normal. Super Ego would work like a confuse ability and be required to check against that flag (so it can miss). If the target is no longer confused, the pet goes away. If a target has high enough resistance/protection, the pet never spawns (a 'miss', basically). Now, if enough people stack it could it temporarily break a mob's protection? Sure, depending on the enemy but that's true of most status protection. Even then, the effect is short. I'd like to understand your concerns around recharge. Under my suggestion, the pet effect isn't stackable so once there is a pet from an enemy another can't be generated. Also, the attack can simply miss, like any other. Is there something else to consider?
  10. I figured there had to be other threads on stuff like this. Thanks for pointing the threads out to me! Here's hoping the powers-that-be are seeing them. I had another idea for a Mind Control pet - replace Mass Confusion or Mass Hypnosis with a new ability that would create a copy of the enemy. I call it Super Ego and have the ghostly appearance like echoes from the Shadow Shard. The copy would act like the Carnival Phantasm, in that it would initially attack the person to whom it was linked and would disappear once the target was defeated, or after 30 secs, whichever is longer. No more than one copy per enemy and if the host is defeated in less than 30 sec, the copy would attack the nearest enemy. The copy would only do moderate psi dmg of course and if the host person has confusion protection, a copy wouldn't spawn. This would prevent copies of Giant Monsters, Hamidon and most AVs. Given the pet wouldn't always be available (wouldn't work against objects, for example) I suggest a low recharge. Thoughts?
  11. I believe there are some old topics on a few of the things I'm going to mention but my search-fu isn't the best. So, forgive me if I'm being redundant.. Martial Combat as a full ranged damage set - I believe this could be done fairly easily. The melee attacks currently available for Doms could be swapped out for ranged attacks using the grenade and dagger throw animations. The only challenge might be with the large AOE, but I see parts of some Dual Blade animations could be utilized. Thoughts, anyone? Mind Control - Mass Hypnosis/Sleep effects - I know there have been multiple threads on this set, so I'll try to be brief. The change to sleep abilities doesn't really address how situational it can be. I propose sleep for Mind control work a bit differently: an affected enemy (one that actually goes into sleep status) that is hit with another sleep affect goes into "deep sleep", meaning they will wake after two tics of health change AND all offensive abilities go into cooldown. If an enemy is it with 3 sleep consecutive effects, they are 'Comatose' meaning it will take four tics AND all offensive and defensive abilities go into cooldown. I think this would make sleep effects more of a threat, but it might too strong. Thoughts? Poison - Thematically, I like the set but even with the ranged debuffs getting a little 'splash effect' it still underperforms. Given that the heal animation is an underhand throw, I'd like to see it become a targeted AoE heal with those on the outer range of the AoE receiving less healing. As for the ranged debuffs with 'splash', just make them true cones. Lastly, I think the slow cone (can't recall the power name) should have an additional effect, something making it unique to the set. Since the set already has -res,-acc, -dam, -def, and -regen in other abilities, how about a periodic KD? The rationale would be the substance is slick, making it hard to keep balance. Thoughts? Sorry for the long post but I am curious what others think.
  12. Mind was one of the original control sets and the devs were afraid it was OP, even back then. I remember when you used to get full exp when confused enemies defeated someone! Since then, other control sets have surpassed it in control and overall utility. Here are my thoughts on how to make it better: Mesmerize and Mass Hypnosis - If the effect is broken before it normally wears off, all of the target's abilities are on a 7 sec cooldown. It's similar to temporarily being out of endurance. The explanation? The target was in a temporary coma the body needs to readjust. Telekinesis - instead of a repel and hold, make this a wide cone immobilize with a -tohit. The user has temporarily taken control of the synapses of affected target, preventing them moving and making it hard to focus Confuse - to make if different than illusion's, this now causes the target to fall repeatedly, similar to ice patch (and same duration) but only for the target. Call it Neural Misfire? Terrorize - This is now a mobile pet. In addition to its current fear cone, it will have a single target mesmerize. It'll function like Voltaic Sentinel; can't be targeted but doesn't last long Thoughts?
  13. I'd like to see a throwing blades ranged powerset. We already have shuriken and throwing dagger animation. We just need to re-purpose them from martial assault and the ancillary power pools. Heck some of the animations from dual blades (notably thousand cuts) could be used for the last, big damage attack.
×
×
  • Create New...