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Monos King

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Everything posted by Monos King

  1. I've been told that posse originally did receive the buffs from Enforcers. @ScarySai seems to recall something of the sort as well.
  2. This event in fact does exist. I went on a different character and observed.
  3. Arena Observe Tool Rarely Works
  4. Posse summoned from Gang War are currently, and have not been for some time, receiving buffs from Enforcer leadership.
  5. I was just thinking I'd like to see Possess victims get some kind of buff. Of course, this could only be allowed when the confuse succeeds, and don't know if that can get be made into a check anyhow.
  6. Trick Arrow is bad, but I have it on good authority it's to be replaced with "Die Arrow" next update. Every arrow backfires and kills you, but in an exciting and enjoyable way. The t9 even extends this to your teammates!
  7. She's a newer on only encountered in a First or Night Ward arc. Protean is the worst though, as his Power Siphon automatically removes your end if you dont have high resistance. It also sometimes heals him to full health.
  8. Protean, any AV with electricity or psionic lightning, Lamashtu somewhat.
  9. Nah it's not only fine but it's kinda cool. Having minions that hide dangerous moves creates sort of a specialized group that make mobs threatening while not being too difficult to handle. I like it. I'd like to see dangerous minions more, like the banished pantheon and really all Dark Astoria enemies.
  10. If we're talking about P2W vendor additions, can I get a Malta Kronos Titan pet for 10bill? Just one.
  11. I don't believe I did, no. I think that if you want any chance of convincing anyone that something like this is acceptable, you'll have to examine the very real counter points I did make. Those namely being how the suggestion steers in the direction of undermining the current play-style trade off dynamic, and how the OPs second suggestion would set a harmful precedent as a result. I can't even decipher what your trying to say in regards to bringing up the PvP IOs and such, but everyone here should be ever open to being persuaded. You'll probably want to look at what we're actually complaining about first.
  12. An issue I've noticed for a while now. Zoning in does not play the neighborhood music. Zoning in music is how most even learn about the songs that play, so I'd consider it troublesome. An example of this is if you ouroboros to Sharkhead, the Port Noble music will not play.
  13. In other news, Amp Up still does not activate its intended -end + knockup proc when used on pets.
  14. As it is intended:
  15. Defibrillate is described to do -regen erroneously on the receiving end. It is clear that the affect is showing the description of discharge rather than defibrillate.
  16. You see, the "giving people freedom to play" argument can only go so far. It's awesome that this game permits so many routes to achieve and strengthen and reach 50, but there's a point where a route just objectively undermines the others. I'm sure there are people that would like to start the game at level 1 with incarnates and all their powers as well, or like a once-a-month AH discount. At the end of the day, games have confines and rules. Games are fun because of the sense of accomplishment, which comes from working within a set of confines because if you didn't you'd just be doing whatever you want and there's little fun in that. That's relevant here because we have established how you get the rewards in CoH...you play the game. It's simple. You can powerlevel to 50, we've probably all done it at least once, and then in exchange there are things you'll have to go back and do that you would've already gotten if you level traditionally. Accolades and badges are an accomplishment you just work for. This suggestion starts to teeter the trade-off...and the point.
  17. This power probably needs to add another +max absorb to not become totally useless later on. Current absorbs (especially bio) already fall into the pit of being overpotent beyond need, as ablative carapace with basic healing enhancement can overcap absorb without even putting on defensive adaptation.
  18. They do still deactivate when you get mezzed though, the toggle just keeps running.
  19. This is just not true, Patti. Being level 50 is in of itself a reward, as you've unlocked all your powers and such at this point. I guess that's somewhat undervalued since it is now so easy to reach 50, but to suggest there are no rewards from lower levels is like suggesting there is no or simply superficial progression, which is perhaps most untrue in this game compared to almost any other. I'm not even against incarnates but absolutely not. You can't obfuscate the unique privileges of being at the end game with "reason to play", that means you have been only looking at the end game; as a reference point no less. I know your trying to create greater reward (and by extension stronger progression) but things like what you just spit-balled is like the death of progression. That would just be getting rid of the uniqueness of the privileges of being upper level and homogenize the reward pool - there almost wouldn't be much special about being higher levels if the ultimate unlocks weren't even unique to end game, and then people would just demand even more from them. Not to mention there is just zero reason to do something like this.
  20. All I can tell you is if you have even a semblance of interest in PvP, roll the blaster.
  21. However, some henchmen should thematically be running faster, much like how beasts does now. 100%. This is a good idea I think should be implemented anyway, if for any reason because it gives all the pets the options for thematic runs when appropriate. Beasts will end up being literal speedsters with it, which is already fun to see. Might have to be more careful in damage patches though. I have a beast/kin and giving pets that much speed is not beneficial when you meet caltrops. Even with the go-to command they'll scatter 100 yards away with intense speed and leave you defenseless in quick successions.
  22. The addition of a "Come to me" command I suggested in the mastermind proposal thread should solve all of the movement issues. I'll recap it. -Automatic out of range henchmen teleport is removed -Pets can now stay in position no matter how far the MM goes away (including the end of a mission map) - Come to me added to advanced MM commands list -Clicking activates what the current automatic pets-out-of- range teleport automatically does, instantly teleports pets to your current location. Should work out for all instances where we see henchmen speed being problematic, and give the added bonus of stay/go to gaining greater utility.
  23. There are only contiguous elements in this mission, and though the requirements are apparently recognized to be fulfilled, AE does not let me publish or even test the mission.
  24. A runtime of over 10 years. Multitudes of threads. Thousands of deaths. Hundreds of deleted or abandoned characters. To say that mercenaries is in poor condition, is to compare an ocean of blood to a surgical scar. I have sacrificed more than you could ever know to achieve this knowledge, and even now, I am monitored. I don't know that I will survive this suggestion. But for the sake of mercenaries, I take a solemn vow. I will make known my discovery! Bear witness, community, to your salvation! New Archetype: Mercenary/Mercenary Mercermind I've ran the numbers. The only way to save mercenaries is to make more mercenaries. Two negatives are a positive. Double mercs is a masterpiece. Do you know how bad mercenaries are? You wouldn't unless you studied law because MERCENARIES ARE A CRIME! But with this new archetype, everything will be solved. City of Heroes is a game that is defined by it's accuracy and care for thematic aspects. It is in this we see why mercenaries are so bad. You cannot have a band of only 6 Mercs! There isn't any formation! People with guns can't beat people with powers if there are only 6 of them it's impossible. And when have army reinforcements ever worked in the movies!? Mercs have been thematically crippled because of CoHs own devotion to thematic accuracy. But, by simply doubling the numbers, you now have a proper army. At least 12 guys. Success. The Archetype: What it will look like Inherent: Supremacy A good Mastermind knows how to manage his Henchmen. The Mastermind imparts a bonus to his Henchmen's Accuracy and Damage only if he is nearby and has line of sight. Supremacy gives +25% Damage and +10% ToHit. It has a radius of 60'. Primary: Mercenaries Despite their reputations, Mercenaries are extremely loyal and dedicated soldiers. They are the best at what they do, and they always follow orders, exactly what a Mastermind needs. Mercenaries typically use conventional weapons and all Mercenaries have body armor that gives them resistance to smashing and lethal damage and their training makes them resistant to Confusion and Placate. Burst | Ranged, Moderate Damage(Lethal), Foe -Defense Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense. Available from Level 1 Summon Soldier Calls forth one to three Mercenary Soldiers (depending on your level) to do your bidding. The third Soldier you gain will be a Medic. All sodiers use Sub Machine Guns, but these can be upgraded. You may only have 3 Soldiers under your control at any give time. If you attempt to call Soldiers, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Available from Level 1 Slug | Ranged, High Damage(Lethal), Foe Knockback Fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a Burst, but deals more damage, is longer range, and can knock down foes. Available from Level 2 Equip Mercenary | Equip Mercenaries Equip your Mercenary Henchmen with more advanced munitions and weaponry. This power permanently bestows new weapons and abilities to one Mercenary Henchman. The powers gained are unique and dependent upon the target Mercenary Henchman. This power only works on your Mercenary Henchmen and you can only Equip your Mercenary Henchmen once with this power. Available from Level 6 M30 Grenade | Ranged (Targeted Area of Effect), Moderate Damage(Lethal/Smash), Knockback Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back. Available from Level 8 Spec Ops | Summon Spec Ops You can enlist one to two highly skilled Spec Ops Mercenaries (depending on your level). Spec Ops weapons are highly accurate and long ranged, and they are adept in many different tactical weapons. Like all Henchmen, Spec Ops can be equipped with even deadlier munitions. You may only have 2 Spec Ops under your control at any given time. If you attempt to summon more Spec Ops, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Available from Level 12 Serum | Ranged Buff | Kill Pet Special You can use a special Serum to turn one mercenary into a virtually Unstoppable walking corpse for a short time. Once the Mercenary is injected with this Serum, his Damage, chance to hit, Endurance Recovery, and Damage Resistance to all damage except Psionics, will be greatly increased. The target Mercenary will also be virtually immune to controlling effects including Disorient, Sleep, Hold, Immobilize, and Knockback. After the Serum wears off, the Mercenary will die Available from Level 18 Commando | Summon Commando Enlists one highly trained Commando. The Commando is a seasoned professional who favors heavy assault weapons. He is simply a one man army that can leave a wake of destruction in his path. In addition to standard Soldier resistance, the Commando's experience also makes him resistant to Fear and his rugged advanced training makes him slightly resistant to Fire, Cold, and Toxic Damage. You may only have 1 Commando under your control at any given time. If you attempt to summon another Commando, the power will fail. Available from Level 26 Tactical Upgrade | Upgrade Mercenaries Permanently Upgrade the most advanced tactical weapons and gears to all of your Mercenary Henchman. The Tactically Upgraded Mercenaries will gain powers, weapons, and munitions. The powers gained are unique and dependent upon the target Mercenary Henchman that is Upgraded. This power only works on your Mercenary Henchmen and you can only Upgrade your Mercenary Henchmen once with this power Available from Level 32 Secondary: Mercenaries Despite their reputations, Mercenaries are extremely loyal and dedicated soldiers. They are the best at what they do, and they always follow orders, but they are in grave danger. Mercenaries typically use ineffective conventional weapons and all Mercenaries have body armor that gives them resistance to and their training makes them resistant to Confusion and Placate. Like all mercenaries, they are more powerful the more of them in a unit- after all, there is strength in numbers. Other Burst | Ranged, Moderate Damage(Lethal), Foe -Defense Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense. Available from Level 1 Second Soldier | Summon Soldier Calls forth one to three Mercenary Soldiers (depending on your level) to do your bidding. The third Soldier you gain will be a Medic. All sodiers use Sub Machine Guns, but these can be upgraded. You may only have 3 Soldiers under your control at any give time. If you attempt to call Soldiers, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Available from Level 2 Second Slug | Ranged, High Damage(Lethal), Foe Knockback Fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a Burst, but deals more damage, is longer range, and can knock down foes. Available from Level 4 Equip Mercenary | Equip Mercenaries Equip your Mercenary Henchmen with more advanced munitions and weaponry. This power permanently bestows new weapons and abilities to one Mercenary Henchman. The powers gained are unique and dependant upon the target Mercenary Henchman. This power only works on your Mercenary Henchmen and you can only Equip your Mercenary Henchmen once with this power. Available from Level 10 Moar M30 Grenade | Ranged (Targeted Area of Effect), Moderate Damage(Lethal/Smash), Knockback Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back. Available from Level 16 Several Spec Ops | Summon Spec Ops You can enlist one to two highly skilled Spec Ops Mercenaries (depending on your level). Spec Ops weapons are highly accurate and long ranged, and they are adept in many advanced tactical weapons. Like all Henchmen, Spec Ops can be eqipped with even deadlier munitions. You may only have 2 Spec Ops under your control at any given time. If you attempt to summon more Spec Ops, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Available from Level 20 Super Serum | Ranged Buff | Buff Mercenary +Damage, +Resistance, +To Hit, +Recover You can use a special Serum to turn one mercenary into a virtually Unstoppable walking corpse for a short time. Once the Mercenary is injected with this Serum, his Damage, chance to hit, Endurance Recovery, and Damage Resistance to all damage except Psionics, will be greatly increased. The target Mercenary will also be virtually immune to controlling effects including Disorient, Sleep, Hold, Immobilize, and Knockback. After the Serum wears off, the Mercenary will still die Available from Level 28 Commando | Summon Commando Enlists one highly trained Commando. The Commando is a seasoned professional who favors heavy assault weapons. He is simply a one man army that can leave a wake of destruction in his path. In addition to standard Soldier resistance, the Commando's experience also makes him resistant to Fear and his rugged advanced training makes him slightly resistant to Fire, Cold, and Toxic Damage. You may only have 1 Commando under your control at any given time. If you attempt to summon another Commando, the power will fail. Available from Level 35 Tactical Upgrade| Upgrade Mercenaries Permanently Upgrade the most advanced tactical weapons and gears to all of your Mercenary Henchman. The Tactically Upgraded Mercenaries will gain powers, weapons, and munitions. The powers gained are unique and dependent upon the target Mercenary Henchman that is Upgraded. This power only works on your Mercenary Henchmen and you can only Upgrade your Mercenary Henchmen once with this power. Available from Level 38 Unique Epic Power Pool: Heavy Ammunitions Your ever increasing funds and knowledge have allowed you access to cutting-edge weaponry and protections that you may apply to both yourself and your squadron. Sublime Strategy | Passive AoE +elusivity | Click Moderate +Defense, +Regen 1.5m A great leader can command his subordinates even in combat. Selecting this power offers a moderate increase to elusivity to you and all nearby pets, and activating it will provide some defense and regeneration for a short time. Heavy Cannon | Ranged (Targeted Area of Effect), Heavy Damage(Smash/Fire), DoT (Fire) -Speed, Knockback. | Recharge 3 minutes You unleash a blast of smoldering lead and fire. Afflicted enemies will suffer from damage over time and reduced recharge, and may be knocked back. LRM Missile | Ranged (Targeted Area of Effect) Superior Damage(Smashing, Lethal), Foe: Knockback The LRM Rocket is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. You must be level 41 and have Heavy Cannon or Sublime Strategy before selecting this power. Heavy Fortification | Passive + res (all), +debuff resistance | Click Moderate +Res, + HP 1.5min. | Recharge 3 minutes Your experience and funds have afforded you access to intense environmental protection. Acquiring this power offers you and your pets a moderate increase to resistances to damage and debuffs, and activating it will increase your resistance further for a short time. Summon Sylvester | Click + minor res (all), +debuff resistance, +def (all), +HP for 5m | 4m duration | 15m recharge You summon the ultimate soldier. Sylvester will aid you in combat employing an arsenal of tactical weaponry, advanced strategy, and brute force. Sylvester's presence alone will offer you improved defenses for a short time, but his loyalties do not lie with you. While he will follow you through zones, the sounds of battle elsewhere will soon avert his attention. Sylvester Willie Pete Round | Ranged (Targeted Area of Effect), Lethal/Smashing, Knockback | DoT (Fire) Base Damage: 98.8 10% chance for Mag 1.65 knock Recharge 10s Heavy Cannon | Ranged (Targeted Area of Effect), Heavy Damage(Smash/Fire), DoT (Fire) -Speed, Knockback. Base Damage: 78.8 10% chance for Mag 1.65 knock Recharge 1m Smash | Melee, Smashing, Knockback Base Damage 88.8 Mag 0.65 knock Recharge 15s Unleash Potential | Self, +Regen, +Recovery, +Defense Duration: 30s Rech 10m Inherent Resistance 28.00 S/L 9 F/T/C What's that? Why is there duplicates of Tactical Upgrade and Equip mercenary in the secondary set? Because I ran the numbers. If this timeline wants mercs to survive, it needs this to happen. You believe that this is useless because you have nearly no means of supporting the weakest of the masterminds with a support secondary, and that even with a 12 pet supremacy you are bound to die instantly? Unequivocally false. And there you have it. The great secret. Appreciate this information, because the suits are about to kill me for it. I will be accepting tribute and money via discord for my noble sacrifice, and look forward to becoming the new idol of your worship.
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