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Everything posted by Monos King
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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.
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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.
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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.
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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.
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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.
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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...
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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.
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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.
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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.
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I think you summarized my concerns on potency pretty well, so I agree there. Omn some of the powers should be enhanced, and some toned down a bit. The power needs more support. But you also highlighted a lot of cautions here, some of which I have had in other threads as well. If I'm being honest, I personally am a bit fed up with such concerns. I feel as though they stifle creativity. I'm fond of Omnibus' threads because of the uniqueness of the mechanics I see. For all of homecomings graces, fresh mechanics are few and new powersets are nearly non-existent. Rather than clip the possibilities of newer mechanics out of fear from potential inconvenience, I'm much more interested in the profoundness of the play. Inconveniences can be worked around easily, but an exciting new powerset is much more scarce. I love love love the idea of getting temporary powers from another powerset. Unique, fun, makes me feel truly empowered by someone else. @OmnibusOmnh some of the powers might be too powerful to be applicable so they'd need to be reigned in a bit, but it's a great idea. That being said, a pop up tray can definitely fill up so you should just let them be granted temporary powers, with perhaps an auto power showing up in the bar alerting the target they have been Enlightened. Redirection in particular comes up often, but just because it seems unconventional or unintuitive to install doesn't mean it should be given up on if it's popular. Far too often I see interesting ideas dismissed out of "impossibility" when it could certainly be worked on or at the very least approximated to near function. Here is one throw away idea. Redirection is added to the game as a tag for the eponymous power and future similar effects. What the tag does is temporarily make damaging attacks target the owner of the attack, simulating reflection. Something like that. Is that feasible? I am not sure. Probably more feasible than raw redirection. But I am extremely against calling things impossible and discouraging the imagination of ideas. Let's just note that it is difficult or does not currently exist, and that that is something we will have to brainstorm. That's funny, but hardly the concern of the power itself. People proc everything, that's a separate matter. In total I think the idea behind the powerset is great. It could stand to cement if its a buff, debuff, or hybrid set, as that identity isn't really clear. But I wouldn't have any issue with something as meager as server tray management if it meant I was getting cool empowerments and abilities.
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- powerset suggestion
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Move some of the PvP mini games to RV - Buff/Debuff
Monos King replied to Troo's topic in Suggestions & Feedback
Yeah angel doesn't speak for all PvPers, mostly arena types. I in particular like having dynamic elements to spice up the scene in certain places. But both your suggestions have been strong misses so far, they just don't make sense. -
Note: This is still an issue (for Warwolf Whistle at the very least)
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Correct.
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Same, but this would be more convenient. You also might have other stuff stored in AH, or have an absurd amount of undeletable catalysts, so this would still be pretty useful as even a few catalysts rusk messing things up.
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Noting that for some reason Superpacks, along with the other normally seeded salvage, are not currently available via the AH on the beta servers for whatever reason. I consistently use these for testing, so would like to see them returned. Edit: If appropriate, move to Bug Reports. I'm not sure if posters can move topic locations.
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Yeah it happens on beta as of this comment.
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Wasn't sure if the booster changes had been moved to live yet haha
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So it really sucked before if you accidentally catalysted something you just spent time +5 boosting because it gets rid of all those boosters, or prevents you from boosting the enhancement if you hadn't boosted it at all. Now that both catalysts and boosters are instantly applied (which is an awesome convenience), there isn't even a way to prevent this from happening if you catch yourself in the act...essentially wasting all of your boosters or even the enhancement itself. Catalysts also aren't deletable. I would like the option to suppress catalysts so they don't show up in the enhancement screen and risk messing things up.
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A note on Rune of Protection changes
Monos King replied to Captain Powerhouse's topic in Open Beta Testing
I don't think it's good that the conversation keeps end up being reduced to one about mez. A power shouldn't suffer solely because of one attribute. Rune offered more than just mez protection, and frankly I don't see 90s of mez protection to be even that good. I surely didn't take it for that...I know of far superior means to address it than spending 3 whole power picks to serve that end. I took it for a wacky regen build, actually. As I labored to point out in the "give squishies epic armor mez prot" thread, wholeheartedly I agree that those ATs that are meant to suffer mez shouldn't be able to invalidate it. Luckily, 90s of mez prot at the expense of high pool investment does no such thing. In fact, 120s of mez prot at the expense of low pool investment would not even reach such a hefty definition as to invalidate mez. It's just not accurate. Potent? Naturally. Overpotent? Well, I think we'd need some anecdotals of insane things done to verify that in our eyes. Regardless, if the mez is such an issue, than maybe that alone can be reduced to 60s and the resistance can stay at 90. Or using it as a break free reduces all buffs duration, or increases recharge, or some other alternative. But frankly, as someone who is against power creep, I have to say whether or not the duration is 60s or 90s...Rune isn't the cause of anything crazy. The gods will remain gods either way, all that's changed is Rune now just isn't the pick for some more nuanced or uncommon circumstances. -
A note on Rune of Protection changes
Monos King replied to Captain Powerhouse's topic in Open Beta Testing
I spent a long time explaining to a certain someone the numerous mez options in another thread, so I in particular am quite aware. It's worth noting this rune change is frowned upon for various other reasons other than whatever mez application it might've had, and I see many posts talking about that. If you think that addressing mez alone will convince others that the nerf isn't that troublesome, you'd be wrong as a result. -
A note on Rune of Protection changes
Monos King replied to Captain Powerhouse's topic in Open Beta Testing
I don't see how this change fixes your problem. Are you suggesting because it was nerfed, now additional attention will be given to mez protection options where they are lacking? I don't see why this would transpire as a result of runes nerf, nor why this couldn't happen while rune was stronger. -
A note on Rune of Protection changes
Monos King replied to Captain Powerhouse's topic in Open Beta Testing
What I'm reading is "we have an official stance on the strength of pool powers, and that is that they cannot be that good." Am I getting that right? Because if that's how you guys feel, it'll surely guide a lot of conversations that take place on these forums. Nows a good time to clear that stance up. Side note, but I'll just go ahead and say the discussions between the 'value and strength of powers', and 'lack of challenge' in this game are two different conversations, and your conflating them needlessly here.- 417 replies
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Well it's a lot closer to useless in PvP after the duration reduction so not at all a fan.