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Fira

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  1. I was just mentioning this because poster literally mentioned that "MMs do not set any records", if you bother to read the context. I do not consider pylon testing to be relevant, no. Please leave the spot for the next person to state the obvious. Calling number 4...
  2. But why are you going by the assumption things have to be "unilaterally buffed" exactly? Also i believe "best possible MMs" were, in fact, setting the records for pylon testing, unless I missed something.
  3. i've tested it in Open World Cim and it was a big letdown because the distances involved mean you can't always hug them to remove the stealth + stealth has a big negative impact. Can see it also being really bad if you "split the party" in MSR pulling, although I moved on to another technique already. Won't blame the changes because they make sense overall, but it's still extremely annoying to get this playing niche partially neutered. Does it even actually work for mission stealthing? Because if you get too far the pets will teleport on you, and then they lose stealth...
  4. I said it before but MM changes means it's practically impossible to pull with pets now because they will stealth.
  5. Protection and Resistance aren't the same thing at all. This is going to virtually amount to much more than 1.5, probably. 'Probably' because the wiki isn't clear on what KB Res does exactly so I don't know if it's applied on the magnitude or the effective distance...
  6. FWIW when testing on Beta Pets didn't seem to get the advertised movespeed increase along the stealth when outside Supremacy
  7. Res would be better but it's a great start I'd just be concerned because it dispels on attack, and pets spawn staggered, so in practice you're gonna have to spam passive mode to apply it to them and benefit from it
  8. To do aggro control you need to use Passive too, otherwise pets will hit targets and overwrite their aggro list.
  9. No because it suppresses only for a small duration. My understanding is if you tag enemies and your pets move away, the stealth will come back up and prevent enemies from following them as far as before. Bad/Messy long distance pull on current version They latch onto the robots and follow them directly because they're within perception So you get about 40 enemies https://streamable.com/rlmzr8 Same pull but cleaner on current beta .... and yet since you can see the ones on stairs they just move around confusedly back and forth (they aren't directly following, but only trickle in to indirect aggro), you only get about 20 enemies https://streamable.com/4adu8b
  10. I like the MM changes except for one thing... The pet Stealth when getting out of Supremacy basically completely neuters any possibility to do meaningful pulling with them. This was pretty much my main gimmick and fun factor in the past years, and testing on Open Beta shows it's now simply not really working anymore. I'm not gonna blame, cause this is an exceedingly niche usage I'm sure nobody cares about, but hey.
  11. I don't want to sidetrack this post more, but you're operating off a faulty assumption regarding relevance of Def. In a situation where a Def Capped player tanks with their HP pool and toggles and barely survives an AV hit (10% hit chance) and can expect to recover until next hit, the 6 Def Capped Henchmen have neither luxury, meaning statistically 0.6 of them will get one-shot every time.
  12. Sorry, to clarify, i'm suggesting making it so pets take more damage through bodyguard to offset their increased resilience to AoE damage. I agree the mitigation on MM side should stay unchanged, it's a separate matter.
  13. I agree that pets need some form of AoE mitigation during respawn to prevent fail spiral, but as I've ranted on Discord, it really goes beyond that. I'm not getting into a 50 pages long post, but MM pets are generally speaking stupidly weak in AoE hostile environments, not just during resummoning. It's only way more telling during resummon because Aura IOs might not be active, Resistance isn't up, and your barriers aren't stacked. MMs are the only AT that can get hit 7 times per attack. Any EB/AV can nuke pets that aren't Res stacked with 10% clamped Hit chance hitting 6 targets (do the math). Pets need some kind of AoE mitigation, the likes of which have apparently ALREADY been put in some places like iTrials (personal experience, to be confirmed) in Live days. Give pets AoE mitigation, and balance it out by nerfing bodyguard damage transfer, because that part, on the other hand, is completely busted.
  14. Just figured I'd mention since apparently everyone's beeing drama'ing over nametags. The SG name in Target Window takes on *your* nametag color, not the target's. Probably been like that forever.
  15. Actually thinking about it better, that doesn't make sense either. Doing that avoids a Villain joining a Blue KW team and getting dumped when the zoning moves to Blue Side But it insteads allow a Rogue joining a Blue KW team while it's on Blueside, for them to be dumped when they return to KW Soooo, the current feature just doesn't allow doing this at all; it'll be wrong in some fashion no matter how you twist it... I dug through the alignment source code, and it hinges on couple very visible crutches that you can 99% summarize to: * Coop-Zones don't exist (they're the default), but regular zones are marked "Hero Only" or "Villain Only" * If you are currently on a zone that marks you as Villain, you are redside, otherwise you are Blueside, for almost all purposes (Arc/Missions restrictions, Encounters, Alliance settings, Player counts, Search Window, ... etc)
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