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The Mastermind Wishlist: Completed, Uncut, and En Masse
Monos King replied to Monos King's topic in Suggestions & Feedback
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.- 152 replies
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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.
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The Final Frontier: Mercermind The Mercenary Archetype
Monos King replied to Monos King's topic in Suggestions & Feedback
U right -
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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[Suggestion]: Sonic Attack - Echo Mechanic
Monos King replied to Bopper's topic in Suggestions & Feedback
Don't forget on a blaster each of those longer activations get a higher defiance damage buff than its equivalents. That's besides the point though since that's exclusive to blasters, and other blasters get defiance too, which with their superior DPA offsets this advantage. I like this idea. So... No vote, you didn't call it reverberation. -
Well I did have an entire paragraph saying that. Note that I was elucidating why incarnates are perceived to be a problem. Regardless of if you want to be caught in the semantics of "incarnates isn't a problem content is the problem" phrasing though, the issues definitely stand. Why, you could even say incarnates are a problem because there is no content designed for and balanced around them. In this instance, addressing the issue will be exactly the same even if you want to word it differently because certain players concerns are the same. And my point was that this concern is "I feel like my contribution is undermined by incarnates or defined by incarnates". Still not calling for their removal. I enjoy being an incarnate. Incarnates aren't going anywhere, so anyone that thinks "man I wish incarnates would go" is really just ranting, but if you want to get everyone of one mind on how to address this whole incarnate altercation, you're gonna want to understand where they're coming from.
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I'd also just like to say I absolutely loved incarnates when they first came out because of their power, but even more because of their exclusivity. These were immense abilities, build transforming powers, and it took a LOT of effort to get them. Rightfully so, because they are, as literally described, godlike. Not everyone ran around with them, they were a real accomplishment to obtain (especially the higher tiers) and to some extent there was a stream of content to use them in. The game was different then, it was not a rush to 50 (because that was also significantly harder) and incarnates were not something you were completely expected to have. This means it wasn't seen everywhere, you did not see gods intruding on peasant teams, and there was a better balance. I still like incarnates, but it's impossible not to acknowledge they heavily contribute to the problem of other ATs having little relevance if they aren't damage. As some have already implied, damage is just what's more favorable now. Everyone having a nuke, and then even blasters having a MoG contributes to it undeniably. I also want to point out that it was not the fact that there was growing pools of incarnate content that kept incarnate players there and not in lower content, or at least not how many interpret that statement. What it really means is it was the process of expanding their incarnate powers. Unlocking, getting threads, getting components - these were all done exclusively in incarnate content. We were occupied. There were even locks and daily limits that made the process more lengthy, it was in these interludes you might have found a mighty incarnate lower themself to ordinary content, if they didn't switch to an alt to repeat the process. The fact that it is so easy to get them outside of said content is why you see them so often. Anyway, I'm not advocating for a removal of incarnates or anything but I did want to unravel why they are seen to be problematic and where that problem came from. In short, they contribute to undermining individual ATs roles and making content a damage rush.
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Not picking sides, but unless I'm missing some humor this isn't really an argument. If you consider the blasters style of play to be the only fun then you should be rolling a blaster. If anything that isn't bulldozing enemies in a second is universally un-fun, then it's a game design emergency...which is not the case. Blasters even trade-off to do all that, having no ingrained form of mitigation, and everyone else does not. Being immensely OP is most certainly fun (for most) but going down that direction of ever-increasing strength results in balance issues, which is not. Having infinite money would also be fun for a lot of people. In short, there were various reasons "why not" that are much too late to truly entertain now.
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[Suggestion]: Sonic Attack - Echo Mechanic
Monos King replied to Bopper's topic in Suggestions & Feedback
I was actually under the impression sonic was one of the hardest hitters out of all the ranged moves. -
Monos and Galaxy Brain: Mercenaries
Monos King replied to Monos King's topic in Suggestions & Feedback
Although in hindsight that particular issue could be avoided by applying the same priority Serum would have. -
Monos and Galaxy Brain: Mercenaries
Monos King replied to Monos King's topic in Suggestions & Feedback
While the recoup beacon does offer regeneration, his primary heal is actually from Serum in our proposal. The beacon is what offers mez protection, and as an AoE would also offer regeneration to the user and actual teammates as well. A single target means would end up a long (and also possibly never occuring as the medic is in combat) process, and it being stationary is a good trade-off for the buffs it gives. Since it is still just one pet, I wouldn't give it absorb either as that just seems additional especially if he already has a heal. There are two reasons we did not do this. One, we do not want to encourage having the main dps get killed; it's really not worth it. Or from another perspective, avoiding punishment for keeping Commando alive. Losing the Commando tanks damage and you'd see vengeance as only a means of keeping pets alright while you resummon him rather than a valid strategy (sending pet off to die so you benefit). Not to mention, if one of the main pets had on death vengeance we would need to substantially weaken it to avoid abuse. I wouldn't mind this. Galaxy would probably be better at describing the intended effect with ours here, but Serum is definitely worth discussing any changes. I like maintaining the idea of good old resistance as well though ( I'd keep the heal however ). For their powers with just the Equip Mercenary on or default weapons? I'm feeling like that's a good addition. -
I think that's a pretty awesome idea actually; I'd be fine with either of our approaches being taken. It would depend if repel can receive the same changes knockback will be seeing, but definitely a great possibility - if not for this new mechanic then just in general. Giving controllers a higher utility is a total +1 for me, in spite of the later concerns that exist as you hit end content. In order for these features, along with ordinary AoE CC to shine, enemies must actually see a detriment from these powers. For me, this means them having some means of protection against damage storms, that the controll effects mitigate. This is why I (for those curious) am in the party of buffing enemies. This next portion is aimed at everyone reading. Being able to control the location of enemies is fantastic when they have damage patches, damage auras, or group buffs. Being able to mez them out of toggle protection is always relevant. Being able to shut them down so that damage can be done is pertinent when the enemies were stopping said thing from occuring. Fighting a mob of paragon protectors, dark astoria enemies, devouring earth (in some cases), or malta are all great examples of when diverse team work flourishes, and it is because everything each archetype brings is beneficial, counters a hostile ability, and takes enormous amounts of to be successful alone without a different ATs element being added to complete the effort. For example, malta comes with equal parts debuff equal parts damage that makes dps blitzing without tank death and tanking without support suicide. The same with incarnate banished pantheon. However, even in these instances damage will become king due to how overwhelmingly strong we all are. Without undermining the power we've earned, I'd like to see buffs added. These could be in the form of more toggles, more group buff lieutenants, or simple +6 enemy spawns, regardless without an improvement to enemy strength there will come no need for any utility outside of damage roles and one or two tanks.
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This is an interesting idea, that I assume would be given to dominators as well. Perhaps only when domination is on in their case. Also, giving the t1 abilities an outright pulling effect is probably unwarranted strength, but in accordance with the tank comparison it would be more appropriate to give the target of the control/doms single target CC a taunt around the target, or similar effect. It would be interesting if it simply caused all nearby to quickly move and gather around their prone alley - like they were investigating. This might be more difficult to install, but I imagine it looking like when one orders MM henchmen "Go-to". They would then even be less likely to stray from the targeted enemy. There are two things to note: This change would be utterly pointless in modern upper group play. If it were added as is proposed with what I presume to be vector knockback, that would simply contribute to powercreep...on paper. An unresistable (as it must be so the controller can reliably fulfill its new role) knockback that leaves enemies helpless and readies enemies for AoE death is too much. Particularly at lower level content. Unlike you believe, various people do find the game too easy. This would also undermine powers that intend to make use of said affect in the future at any rate. Luckily, even if this were promulgated as proposed, teams at the high end (where this thread truly hopes to make a difference) do not even need obey the tank go first meta that you have earlier mentioned. Once the buffs are on, it is now DPS death for everyone via nukes, glancing AoEs, and incarnates if they even need those. With tanks dps buffs, they are really just fitting into that end, and brutes already had. Both taunting and this envisioned control aggregation are little more than suggestions next to damage. I do still believe this is a great idea and concept, particularly for low level team or solo play, but I would need to discuss further on how it would truly benefit control AT relevance at upper content. It seems like you are attempting to make controlls more relevant to AoE dmg, since that is what makes them irrelevant to begin with. But as you mentioned, trollers were already meant to be up there with the tanks and dropping wide AoEs before fights. It is simply unnecessary to wait for them due to how self-sufficient and powerful each individual already is. Amongst other things, it is this excess of strength (actually the ease of acquiring it) that leads some of us to call the game "too easy". 2. Multiple controllers In some regards this is a minor issue that simple communication and coordination can solve, but the brunching/aggregation of enemies can quickly be rendered null if multiple control types are on the same mob. This will be more common in raids. How the multiple "pulls" will interact depends on how this is implemented, but if it is through vector knockback this will simply, again, be far too strong. Enemies would be perpetually juggled until their death seconds later, without any need for tactical knockback or even the AoE holds to begin with. If it is my alternative, the effect will fail altogether, or perhaps simply overwrite, but my understanding of the original would result in tug of war in some instances, assuming the enemies are not already dead from damage storms or constantly juggled from the t1 aggregating. Now, this was assuming the effect will be unresistable to bosses and EB, but it could be made to affect minions and lieutentants only, to great avail. Depending on implementation this might still undermine AoE holds, which is why I believe the pseudo taunt on target approach would be safer. This would also still work on bosses and EBs, without rendering anyone prone aside from the target of the t1 move. However, most enemies are already in groups. I can think of a few instances where it might be convenient but they mostly compose of hardly relevant line-ups for Ion Judgement, and slightly better debuff angles. In high end content, this would hold no water, as it stands - since there is still no incentive to not just eradicate everything in sight. And, in lower content, everything would be helpless against the main form of installing this feature that I am currently aware of would work. I am curious as to if you have ideas on how to solve these issues as well.
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Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
I'm pretty content with the animation/activation changes highlighted in the Merc proposal thread myself. -
Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
It's not even just damage; if their CC capabilities were even moderate they would be fine where they are in exchange. Every aspect of mercs is just failing to accomplish it's assumed specialty. Any of the particularly effective secondaries like time or dark can at the very least give them survivability, as they would any primary. Mercs don't have particularly noteworthy compatibility besides perhaps traps for the layered debuffs and CC. -
Definitely for the AoE specified commando changes, seems very appropriate and probably what it should've always been.
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I think you're misunderstanding what I'm saying quite a bit, as I'm probably one of the biggest "don't base changes off of IOs base on SOs" people around. I'm a bit confused as to what you're getting at as well, but my main point is that Triage beacon isn't very strong, so maintaining its ability to stack through some of these suggestions is something to be wary of.
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I'm curious what you mean by that. You're saying you have an alternative where Triage can see 600% regen and also have Faraday mechanisms?
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If a support power didn't do more than a non-armor sets minor self buff, it wouldn't even qualify as a support power. The fact that it's even being compared to a blasters sustain is a pretty bad sign for Triage Beacon. People view healing to be the most ineffective form of mitigation, which while is somewhat debatable, puts regeneration in very poor consideration. It takes high level regen to even be viable on its own, and high level regen is nothing more than moderate-high heal over time dependent on your HP. Luckily, traps focus is not healing at all, and beacon is really just a flavorful addition to a set that was intended to specialize on other things, so it's overlookable regen values aren't much concern. What we need is a way to make it at the very least do said moderate regen in team content, and the mobile drone idea does this well. Giving it Faraday mechanisms would also work (and make sense thematically), but this would come at the cost of a period of +600% regen - which would actually be of benefit. Essentially it's keeping the capacity for meaningful regeneration and being able to stick with the group (drone) or Sticking with the group but losing out on the 600% regen capability (Faraday or Spore mechanism). If it's the triage model you wish to preserve, maybe applying something similar to Jaunt could work; allowing quick recharge for the Triage up to two times, and then giving it the normal recharge once two Beacons are out. Summoning a 3rd beacon would then reset the other two and start you off from one again.
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You'll want to recheck your values; base Triage beacon gives 150% regen and can only reach 300% optimally enhanced. Integration + fast healing is base 225% on all ATs and 400% optimally enhanced due to the unenhanceable portions. The other buffs of the party will simply overshine what triage beacon offers; it's hardly enough to truly work in junction. Creating a triage drone with the same stats as triage beacon should address everyones concerns, as Zepp and others suggested. And it will make the proposed field medic more unique! I assume it will be stackable though not certain if attackable.
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I'm totally down for the idea to give seeker drones spammable recharge. Things to note: Giving Faraday Cage treatment to triage beacon is a silent nerf since it removes stacking from an already low benefit power Detonate is in even worst condition than Time Bomb (though the ability to on-demand off an pet has present and future uses) Traps is an offense oriented set that shines with high recharge Pretty much I agree with most of the suggestions. Right now I'd like to see the offense attribute maintained in a manner that expands it's specialty to team play. Throwing trip mines is a cool idea. Keeping their activation time bit making them not interruptible might help as well. Don't remember if detonator does more damage based on rank of the henchmen but it needs to. I discussed with someone a suggestion to make detonator a moderate recharge click where throughout the abilities duration, should the pet ever die the power activates (much like the Warhulks death explosion) and using the move on the same henchman twice explodes all Detonated henchmen. Ideally dismissing an Detonate-equipped henchman would also cause it to go off, leaving the pets body behind. It would also be possible to make it so that detonating a henchman twice is the sole criteria to control when the henchman explodes. In regards to Triage beacon, I wonder what just flat halfing it's recharge but giving it aid self level interrupt would do for the power.
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Damage slotting bug in Dire Wolf - resistance instead of damage
Monos King replied to shrikefire's topic in Bug Reports
It happens with ember demon too, it's a weird result of how damage and resistance interact. Both ember and dire have an ability that increases resistance (Will of the Wild in your case) so this occurs. As you said, doesn't actually enhance the resistance though. -
I think we should make a 4th expansion called City of Caves where you're hooked on Superadine and you hallucinate every map to be one of four caves.
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I think you mistake my intentions; I did acknowledge that subjectivity was involved. But it is kind of a well known issue that has been discussed in numerous threads. It is a meta thread after all, mentality is bound to be brought up. I just thought I'd address it since it was mentioned.
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Well, the challenge as well as the rewards is one of the big reasons people do big team content, so if adding the EBs and boss modifications creates a sense of challenge, that would be one reason to make them longer. That depends on the already demonstrated subjectivity of challenge though. But really, that impatience is born from the environment of damage domination and immense tactical ease that results. People are too used to blowing away enemies without any difficulty, that norm makes people quit when TFs were always meant to be at the very least moderately arduous, and thus lengthy, endeavors. People erroneously believe that the altercation should resolve in "speed run time" always.