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weewoozesty

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Everything posted by weewoozesty

  1. I wouldn't mind the LRM's cast time being what it is if the payload it delivered was worth the wait. Here's my idea with LRM. Boost the damage, increase it's recharge and endurance cost. maintain it's current cast time replace it's explosive FX with the mushroom cloud you get in Radiation attacks. That's right, I'm suggesting that it be turned into a nuke launcher.
  2. How about just instruments as weapons as well. I find it insulting that we do not have a electric guitar as an axe. An axe for axes.
  3. I do the complete opposite here. As my hero gets more powerful he has less clothes until I have a nearly naked man completely obliterating everything in his path at level 50.
  4. I just like Croatoa as a zone to begin with. The enemies are interesting the environments are nice as well.
  5. It was a Quality of Life improvement though.... For the enemies.
  6. Yup, which is why I think that 50k isnt that big of an issue. It at the very least allows the new player to get them selves some DOs. SOs probably not. Since from a completely new player perspective they might not feel initially inclined to just farm DFB runs. They might want to just go through story missions and contact missions. The biggest reason I don't want someething that would outright encourage players to ask others for the money directly is because while people like helping others. There's a limit to generosity. If one player comes up to you and asks you for 50,000. No big deal. Another. Still no big deal. But lets say a year from now you are still getting people all the time in /help and /general begging for influence etc it'll grate on people's nerves. Funny thing is while typing this. What if instead of giving them 50,000 outright if that isnt ok with people. Simply increasing the monetary rewards from the early contact missions found around Atlas. If they do that, people still have to earn it. But it would give a new player more than enough to get a set of SOs for their powers until they are able to buy SO's which even then are really expensive for new players but by that time the player should know the market etc enough to know that they can sell salvage on the auction house for easy influence specially if an orange comes along.
  7. They can resummon pets. But without taking the time to also rebuff them. Those resummoned pets are pretty much useless. The problem with the pet survival as you mentioned above isn't so much that the mastermind can buff them it's that the pet levels are so low compared to stuff you'll be fighting in high end content that the enemies usually just blow straight through the defenses. While the pets them selves struggle to land attacks. Even in low end content to some degree they can struggle. Controlling the pets is imperative yes. And it should be on the forefront. But the issue comes up when you are trying to juggle your self as a support and babysit them. Specially against enemies that run fast that's not as detrimental though as the other stuff. It's a bit of a complicated problem to fix entirely, but a simple and effective solution would be simply increasing the level of the tier 1 pets so that they atleast get a fighting chance and better balance a mastermind across the board. The tier 2 pets arent that bad and the tier 3 pets are usually alright where they are. But tier 1 pets beyond all else are outright useless in some cases.
  8. I'm not saying to make them good at +4 difficulty, so much as I am saying to make them a competent member of a team and not a liability. Sure you can play them as a support. But by that point you're effectively just a handicapped Defender/Controller/Corruptor who has to babysit their pets to make sure they don't run rampant and aggro an entire room or instantly die. And then by that time they are instantly dead before you can even heal them. Look at it this way. A Mastermind's pet is their lifeblood. Literally. Since Bodyguard Mode is their bread and butter. Imagine if as a tank every time something attacked you that your toggles turned off. It's the same with a mastermind who has to keep resummoning their minions every single fight only for them to instantly die again anyways. There's a very good reason most people flock to certain mastermind primaries. Because they are the only ones that have some self preservation. Robots got the protector drones and that repair droid or what ever it's called to bolster defenses to some degree. Then you have the newly no longer useless Mercenaries who are somewhat competent now, but at the very least had Serum when your pets needed a defensive boost. The others don't fully get that benefit. Yes. Necromancy gets dark attacks that can lower enemy +tohit. but that's neglected by the fact that the pets them selves tend to fall over like a house of cards. The masterminds need help. As fun as they are to play. They are usually just seen as a liability in high end content and get glossed over for other support classes.
  9. This here is one of the few things you mention that I disagree with. Sure they shouldn't be designed to be able to clear +4 content. But they should at the very least have a fighting chance. In +4 content your Tier 1 pets are absolutely worthless. They serve no purpose. They just die instantly. And because the enemies are 6 levels above them, rarely land their attacks. This makes Masterminds among their grocery list of issues even less desirable than say another Controller/Dom/Corr etc who brings viable utility and actual good pets into combat. The mastermind's pets need to have their level scaled up if for any reason so that they have even a remote chance of surviving. Because as it stands, if a t1 pet so much as gets hit by a bead of sweat off of a +4 enemy. They just die pretty much instantly. Specially when it is pets that depend on melee like beasts/zombies/genin. Something needs to be done so that the pets aren't completely worthless against anything above oranges and reds.
  10. Might be beneficial for a little bit but it would also create a bit of resentment between new and old players. After a while older players would just look at new players like a bunch of beggars. 50,000 influence is perfect for a new player to get started. Gives them influence to be able to afford enhancements which are far more expensive than the old training origins were. And it's evident that way because the enemies at lower levels don't drop influence that scales with that. The 50,000 is a way to give new players a stipend to get enhancements beyond all else. You can't expect a new player to know the ins and outs and ways to make easy influence early on or have a main they can just use to give them selves influence. Maybe to avoid heavy exploitation and other stuff that surely somebody out there will do and ruin it for us. Make it so that it's for your first few characters and then it no longer gets sent to you. By the time you've made 6 characters you should have a sugar daddy character of some kind.
  11. This is a suggestion for a new blast/ranged set based on the ranged stuff from Beast Masterminds and Savage Assault. Swarm, etc. This suggestion is to expand on it with new stuff like instead of a rain power the entire area becomes a large flock of bees or a murder of crows circling the area. It could have the ability to behave just like savage stuff does already with a large portion of it's damage being high DoT damage.
  12. To add to this, it needs to have this sound effect.
  13. I've seen it done by other ones which will not be named. So I know that it "is" possible to do. I just can't get into more detail than that aside from saying yes it is possible.
  14. This suggestion is for a massive QoL change for masterminds. Allow the pets to autoscale so that every time the team's level changes the masterminds pets don't just instantly die. It's extremely annoying and just brings every single mastermind on a team to a screeching halt in terms of progress. The mastermind already gets the short end of the stick in high end content because their tier 1 pets are 2 levels below and can't land hits on +6 enemies to save their lives. But that's beside the point. The least a mastermind can get is to have their pets level scale automatically to the team instead of instantly dying and screwing over a mastermind. Imagine if every single time a team's level changed the tank/brute/stalker/scrapper/sentinel's toggles all instantly turned off and went into cooldown. They'd be screwed over. This is how Masterminds feel every single time that they need to sit there and resummon their pets and rebuff them for no good reason. This issue was made even more prevalent during the Trick or Treat events where every time the team level changed due to the leaders leaving or teams being moved around the pets were just instantly killed.
  15. I've already previously suggested the idea for a Taxi Cab based travel power that can take us to mission doors. Now I'm here to suggest another travel power if possible. Not a super serious all powerful travel power. Just a bicycle. A hero or villain riding into battle against the mighty Hamidon riding a bicycle. Bonus points if you can make certain mastermind pets able to use it when the mastermind is. Picture a thug mastermind with a bunch of so called "Gangsters" riding into battle to curb stomp some fool longbow who's trying to muscle in on their turf riding into battle Detroit style. Or ninjas riding bicycles. That image should sell it self.
  16. It could be varied. For the red side version the villain has the option to cheat the cab driver and not pay the fair, but incur a much longer cooldown. While a hero has the option to "tip" the driver to reduce the cooldown for the next taxi.
  17. I just hatched the ultimate idea for a travel power that's similar to the ones that teleport you to mission doors. Are you ready for this idea? Make sure you are sitting down before reading this. Here's the idea. "Call a Taxi" That's right. Your hero/villain whips out a phone and calls a taxi to take them to the Rikti Warzone etc. It can take 20 seconds to cast much like the other long range teleports. You are probably asking your self. "What would this power look like?" You toggle the power, your hero whips out a phone via the emote or even the power that summons the Mercenaries. And 20 seconds later, a taxi pops up at your location in the same way when you teleport a temporary "portal" pops up. A taxi pops up at the destination where the hero/villain calmly walks out and prepares to do the deed. As far as I know there are already taxi models contained in the game files. And if there isn't and this idea gains traction I could whip one up but editing the already existing vehicle models in the game that drive around. And to further this idea, there could be a "team teleport" version where a bus picks up the whole team instead of a taxi. What could be more heroic than taking public transit into a monster infested Eden? What could be more villainous than taking a taxi to a bank robbery? It would give credence to people who prefer non superpowered playstyles such as Natural Origin gun blasters or Willpower melees and such.
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