-
Posts
1093 -
Joined
-
Days Won
1
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Monos King
-
The Problem with New Interface Abilities
Monos King replied to JayboH's topic in Suggestions & Feedback
I think those two exist already in paralytic and gravitic respectively. -
Thugs Enforcer and Bruiser Slotting Option Error
Monos King replied to Monos King's topic in Bug Reports
Update: Bruiser also cannot slot disorient sets, such as absolute amazement and stupefy. -
Changes in Pet Proccing Behavior Within i27 Page 1 and 2
Monos King replied to Monos King's topic in Bug Reports
LS and Tornado are pseudopets. This is specific to henchmen and other true pets. Interestingly though, as tornado is known to proc force feedback on the caster, it should definitely also proc soulbound. This was a manual change which makes little sense, though that's a side note. Edit: Also it isn't due to lowered recharge. I had thought maybe that was it myself, and tested it 100 times, to no avail. Dark Servant for instance still works properly, but MM henchmen do not. Upon comparing files, MM pets currently are set to not allowing procs, which they did previously. This setting refers to the summon itself, not the pets powers. -
Changes in Pet Proccing Behavior Within i27 Page 1 and 2
Monos King replied to Monos King's topic in Bug Reports
Only self-buff procs, I.E. those from the list are failing to proc for the pets. All damage procs currently work as expected. Pseudopets such as poison trap and trip mine do properly proc-on summon and provide the caster the buff, like force feedback, although pets like Acid Mortar proc on summon but themselves aren't properly receiving proc buffs. The issue is the tag shown above that requires the target be a player, as well as a separate "switch" telling powers like Protector Bot to not allow procs (which is why it won't trigger FF proc on you when you summon it now). This, however, was not the case until recently. -
Hahaha using group fly with bots is a fantastic idea, I'll have to try that out.
-
Interesting, probably inconsequential bug I noticed but I'd figure it should be documented in case someone was confused why they couldn't level up. While the Long Range Teleport is circled for quick re-activation, you are incapable of training to the next level at a trainer. Note: This was discovered on beta, and I have yet to attempt replicating it on the live server.
-
Changes in Pet Proccing Behavior Within i27 Page 1 and 2
Monos King replied to Monos King's topic in Bug Reports
Thread revamped for additional clarity. -
People say that about willpower and bio because they have higher regeneration values, but frankly it's not true. The experience of those powers is just completely different. Bio less so than WP, but ultimately...they play nothing alike. Different functions, different design goals, different results both in idealized possibility in actual application. They are better regeneration sets in terms of the City of Heroes specific attribute, but not at all in terms of regeneration the thematic power. Also both are only superior regeneration sets surrounded by enemies, otherwise they share no real commonality besides minor traits like +res and +max end.
-
This is an observation I've made between the behavior of procs pre and post the Mastermind Summon Time reductions of the recent update - notably, activation of procs on the caster. While the update was an incredible godsend portending great changes to MMs, its wake has resulted in some disruptive bugs regarding procs from the list below: Call of the Sandman Entomb Superior Entomb Force Feedback Theft of Essence Analyze Weakness Siphon Insight Prior to this installment, all of these procs would activate on the Player (and interestingly not the pet) upon the summoning of Henchmen such as the Demon Prince, Oni, Jounin, and Lich. This meant that if I activated the 'Lich' power with Superior Entomb slotted, I would receive the +absorb buff upon the successful summon...however the Lich would not. This is partially the same behavior as Soulbound Allegiance once did, where the caster would receive the Boost Up proc - the main difference here that in the case of Soulbound the slotted pets proceeding moves would actually proc the Boost Up proc, and not just the initial summoning itself. Thanks to @Bopper we seem to have discovered the source of the pets inability to trigger these procs. As seen below, all of these procs are given a potentially intentional check for if the entity is a player: Meaning that pets, like henchmen, could never proc them. This is an excellent find, however not the main issue at hand. As of right now, the procs of this list: Do not trigger on the player summoner Do not trigger on the players pet And thus have no function. Slotting them into your pets will mean that neither the pet NOR the user will receive any benefit at all. Mastermind and controller users that used their eligible summons as a place for helpful utility procs currently find the slot wasted, and their performance lowered. Those of us that deliberately exchanged pet dmg for extra personal survival are currently incapable of enjoying this trade-off in a performance decrease similar to when Soulbound was removed from affecting the caster for MMs and Storm users. The Force Feedback proc is currently most notably useless, as even if that proc had worked on pets, pets cannot benefit from recharge bonuses. The rest have similar survival related issues. It is because of these disruptions that I believe this bug is of rather high priority. The first thing I believe should be done is the removal of the shown "if source is player" proc requirement, which we believe prevents pets from triggering these procs on themselves. After that, the proc-on-summon which offers the player these procs upon activation of powers (such as Lich, Demon Prince, Oni) would also be great to see re-instated.
-
I've noted this elsewhere in other threads, but never made an official bug report documenting the issue. Thugs Enforcers have the option for Hold sets to be slotted, as seen here. However, none of the Enforcers' abilities actually inflict a hold effect. The Bruiser on the other hand certainly does, in the form of knockout blow, but is not provided the Enhancement Set option: You can even see that an Enhanceable hold is very clearly intended for the bruiser, but it seems the Enhancement set category was erroneously given to the Enforcer many years back. This bug prevents important IO slotting options for the bruiser, and I am sure many would like to see it fixed.
-
Completion of Dr. Khan removing Dimensional Grounding Ray
Monos King replied to Monos King's topic in Bug Reports
Yeah, we should just see to it it becomes stackable. -
I think you're onto something. I haven't had much luck in thinking of ways to address the broad SS conversation, but this feels like something that could lead somewhere.
-
Possible ways to help support classes
Monos King replied to Wavicle's topic in Suggestions & Feedback
Funny enough, I think that's the exact opposite mentality of most MMOs over the last 20 years. -
Yes, I play masterminds. It's similar but ultimately a false equivalence. Each of a masterminds pets has a whole slew of abilities, assets, proc potentials, that distinguish it from being "one power", and contribute to MMs having near unrivaled Single target damage potential. Not to mention pets are not just damage vehicles. MMs are balanced (poorly) around the survivability of these potentially meat grinding pets. If everytime you used any inspiration it applied to pets, they would quickly become completely invulnerable. Pets have tank and brute res/def ceilings. While the survivability of some pets needs to be intensely revised, being able to augment all of them along with the summoner is just fast track to overperformance. However, it is true that it is currently highly inconvenient to give insps one at a time. If clicking on an insp gave the full effect to the caster, and smaller effects to the pets, it would be an overall performance increase as the buffs would become more immediate and accessible.
-
In effort to avoid a continuous beating on one's behalf and to return to form, I'll just say it's better to acknowledge these potential misconceptions rather than argue about them. It's important to consider what others might mean rather than concentrate on what you mean so as to avoid confusion. Someone that did mean that blaster snipes were buffed could've easily framed things exactly the way you did - in an attempt to convey the total universality of the buffs - so Tidges confusion is justified. It's understandable, sometimes we arent on the same page. No need to argue guys. Let's stay on topic.
-
This is nice, but would actually be exceedingly OP. The subject has come up before though, and as arcane said, their potency would have to be divided when shared in this manner.
-
I can't speak about PvE, but in PvP Illusion Controls cloak of fear ignores buffing from enhancements. -15% is the base value at level 50, and is unchanged regardless of how much enhancement is added. The Spectral Terror's Terrify ability IS supposed to ignore enhancement buffs, but Cloak of Fear should not.
-
Not sure what you mean. As of now, just clicking on either booster or Catalyst instantly applies them. I noted this earlier, but as for everyone else's suggestions: Those methods surely exist and are being used, but every other means of storage can be easily exhausted, and thus is impossible or just a hassle to use solely for this. One might already be using their other storage means for other things. It's also just impractical compared to a feature like the one suggested. So I'd still like this to be considered.
-
Elusive Mind Shares cooldown with Demonic Aura
Monos King replied to Monos King's topic in [Open Beta] Bug Report Archive
Initially, activating Magus would force Elusive into cooldown, not the other way around (which I should've specified). But, this appears to no longer be the case. -
If Whirlwind was to toss enemies up in the air though...
-
Big no to getting rid of burnout, doing that would be like consider quitting server degree of bad decisions. Yay to brainstorming ideas for speed pool though.
-
It's possible it could be a utility buff but a potency nerf for an overall performance buff. But becoming more viable in the majority of circumstances doesn't mean more viable for all. Anyway, my official stance is T9s will never be useful in PvE because of IOs unless they are supplementing something the support set doesn't have much of, like One with the Shield. And I think that because of IOs this is pointless anyway because there is zero need for t9s to make IO'ed characters more powerful because they are already ultimate in power because of IOs. IO's just render the purpose of T9s that aren't OWTS types obsolete. I think their just incompatible with the current game without changed purpose, and that's why we'll literally never find a good state for them. I'd love to be proven wrong though.
-
Yeah so the t9s are great in PvP because everyones defensive stats are nerfed, and the t9s are such huge buffs that even nerfed they give a lot of protection. Defense is a bit different in PvP because the PvP Diminishing Return nerfs render defense useless without the PvP unique attribute of Elusivity (the opposite of accuracy). Elude didn't offer elusivity, so it was pretty much useless t9. It now does give elusivity, so it's great in PvP just like Overload, which also is a t9 that gives elusivity.