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Monos King

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Everything posted by Monos King

  1. I see it more as letting them earn it, since they aren't supposed to be there anyway. Conditions apply, and all that. This doesn't actually propose for new contacts and missions to be added in hero zones for villains and vice versa, so I can't see it being an issue theoretically.
  2. Those numbers are things we considered in the mercs thread @Galaxy Brain and I did a bit back. It's an improvement but they need both that and some power animation shaved off to do adequate damage. They also need some power changes outright. They'll never be up to demon or thug damage because that isn't their specialty and it shouldn't be, but the performance of their damage and debuffs in junction could shine with the right modifications.
  3. I'd prefer if the amplifiers were like they were in NCSoft era: rare drop recipes or obtainable by chance via super packs. Super packs aren't for real money anymore and have better chances to get the amplifiers so it would still be an improvement from those days anyhow. Things so potent and useful should take a bit more effort/luck to obtain, but I don't know that we still do that whole "shackled by limitations" thing these days.
  4. Now now, there's no need for such hostility, not every post will be backed by data and dictionary. It's not the best suggestion, but disagreement alone is fine I'd think.
  5. Scroll to the bottom of this, I think we can do something really special here.
  6. Beasts are actually one of the most well-off of the mastermind pets in terms of survivability and protection. They have significantly better resistance and defenses than the likes of mercenaries and ninja, and even zombies before the -to hit is factored in. There are a plethora of threads outside of this one that compare the attributes of the henchmen and have already had all of these conversations hosted on them. I would suggest visiting some of them for more information; two are linked in my signature.
  7. @Xanatos Jinx!
  8. It should because that's the intentional weakness of the power and it isn't meant to be a full on alternative to existing self-heals. The entire medicine pool is already very valuable to those without healing, and it becomes even better with field medic. Much like how all interruptable powers are besides rest, if you use them poorly they still cost endurance. If you enhance the interrupt time this issue does become negligible in most situations, however.
  9. @TheSpiritFox That is also a good point by Myr. MMs are definitely on the dev radar now, so there isn't much need to erect entire new threads, as much as I support the concern. It would be best just to give suggestions on existing threads.
  10. That'd be interesting. What server was this?
  11. Can agree with everything but the phrasing on this since it's mostly a qol change with the AoE application. Repair definitely needs reworking. I do disagree with the "sets need a pet IO mule" idea. It needs to go a step further. MMs shouldn't need to devote 6 slots to those IOs to begin with. We need those buffs integrated into all MMs naturally either via supremacy or another means, and scaled in strength to your level.
  12. I agree greatly with the desires to give TA greater mitigation. Giving it additional weakening in powers like entangling or glue arrow would go a long way.
  13. What do you mean? I'd like an example of this phenomenon for perspective.
  14. @Hopestar I DMed the good Dr. as to why I feel that way, but I'll be reiterating in an easier to read format on the forums across two threads, one talking about why it is lackluster, and one giving a simple fix to cement it's identity and role (one of the issues with the power).
  15. I've said this before, but I liked when concentrated strike hit hard enough to leave people with 5 health remaining in PvP. We should just do that again, I'm sure it is balanced.
  16. I could see people accidentally unattuning their enhancements pretty easily and thus wasting a catalyst. Would probably just be better to let people choose to unattune for free if this is something that was widely desired.
  17. At some point in this very thread it was stated I had an appreciation for electrical affinity, particularly on MMs. At the time this was true, but I have since utterly relinquished that opinion. While it is definitely MM friendly, the powerset itself has a plethora of problems, which I will address in the future.
  18. @Ukase Actually, there are a lot of powers that accept both res/def and healing outside of things like healing flames because HP and regen boosts also take heal enhancements. Overload would take heal/def, as would unleash potential. White dwarf would accept res/heal, as would True Grit from shield defense. And a conventional heal+res move would be wild growth. This wouldn't be that obscure at all, it would be pretty coveted really.
  19. That would be a bug on it's own as that is simply not supposed to ever ever happen, but some of my SG mates upon running it the first time with zero of the temps finished as empty handed as they began.
  20. Endurance Modification is listed under allowed enhancements, but not able to be slotted for enhancement sets.
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  21. Evidently Age old Spelling Mistake In Science Origin Power: Should be "you now have access".
  22. I don't disagree with any of that actually, and the impact of assault you specified there were pretty informative, but yeah I'd stick to aim if I'm a beginner (or don't even know why one would select Aim to begin with). All of the above assumes you don't miss, which Aim would practically guaranteed. And in the event of having a nuke, your practical damage is just higher, as you clear enemies with a stronger burst. Damage over time is again, relevant in longer duration scenarios, but most encountered enemies don't have the health for that to be relevant, thus Aims short duration dmg buff is king, and it's eventual inferiority to Assault rarely surfaces. I think we gave enough feedback to the OP on our opinions with aim, but if you have more to say about my stance I wouldn't mind learning more about your hyper min-max results via DM to be sure, sounds interesting.
  23. I haven't had it explained to me yet actually, @Tyrannical perhaps you can or send me a link to a comment doing so. Why is illusion as is too strong for doms? I couldn't see it being worst than the existing OPness when controllers have it.
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