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Everything posted by Monos King
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Good to have ya back!
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Update: Appears to happen most frequently the second time Lost Cure is obtained (normal way --> ouroboros). The first time obtaining the Lost Cure is more often than not a proper 50 uses, but once regained through ouroboros the buggy behavior ensues.
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When I first started playing, I was always a blaster and I had no idea about endurance resistance. In fact, I actually only learned about it in homecoming (I was only a meta player for temporary powers and accolades and few else). Malta sappers were always really exciting to go up against because I aimed to murder them before they could do a thing, or I'd just knock them away when I couldn't get to them. If not, I was pretty boned, and I reveled in the challenge. I understand that might just be me though. What I'm really saying is, If the OPs argument is "it would be nice to get end res to avoid getting end drained", that just feels like an attempt at making the game personally easier because debuffs are supposed to make the game more challenging. Which isn't something I'm in favor of for the reasons I expressed earlier. Slow is an exception, you can become immune to it (I have no idea why and actually I've been meaning to see how people feel about upping the recharge debuff cap from -75% to like -300% but thats someting else) and perhaps because it's so prevalent, devastating, and there aren't things like inspirations to easily remedy it it receives IOs. End isn't in the same boat there, and I just don't feel it would be anything other than eventually troublesome if added.
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That logic is exactly the slippery slope I'm talking about though. I kinda explained why I was against the end res with that whole paragraph too. Theme and undermining powers and stuff. I think you misunderstood me a bit. I wasn't saying that the type of mitigation itself was boring, I was saying that being able to just directly defend against all weaknesses would be boring, which this sort of thing puts us on the path of. Your statement above proves that...the next person that complains about tsoo hurricane and skulls making them miss a lot would ask for to hit resistance IO using the theoretically added -end res and slow res as a basis. And then the cycle continues.
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Actually...the slow res is actually...recharge debuff res. It includes every form of -speed. And the recharge res cap is 100% so you can build for immunity there. I'm indifferent to that in PvE but I absolutely despise it in PvP. I think the OG devs actually wanted players to become more resilient to recharge and it did inevitably become the meta so maybe that's why it has that exception.
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Because there are plenty of options in the form of the powers you choose to play and the abilities you choose to get. I really feel set bonuses should remain that; bonuses, supplementary, an expansion on what you already have or could've had and just didn't get. End drain res starts crossing into powerset specific perks and I gotta say...not really down for that. If that happened, there wouldn't be any reason to not add every other debuff res via extraneous source as well. I'm totally ok with unique procs offering those more exclusive options, but set bonuses themselves? Seems needless. I even considered the opportunity cost thing, but the issue is that things like end drain res are so exclusive, and the existing stats are so prevalent, that there actually isn't any real trade off. You can get +def, +hp, +dmg in spades from sources like incarnates, base buff, many existing IO sets, etc, so you'd lose really nothing speccing into this endurance resistance thing. There's even a soft cap for def, so anything past that's only situationally necessary. This would result in just a straight buff. I'll admit, it's possible greater issues stemming from similar mind have caused me to be less willing of ideas like this, but I think this type of idea steps on an actual slippery slope (not the fallacy), opening the door to more homogenizing notions (lets get global +secondary effect or +defense res procs!) and just undermines the more iconic aspects of powersets and mitigates the need for actually understanding the strengths of your powerset in overcoming certain adversities. If you think I'm actually succumbing to a slippery slope (the fallacy) I should remind you there is already a precedent set for this kind of thing. Set bonus increases to mez resistance were clamored for, which quickly lead to general buffs in ordinary resistance set bonuses once it was compared to defense and now maxed out players are variable tanks regardless of AT. People wanted inherent fitness (a good idea) and now they want inherent hasten (arguable idea) and automatic domination (ridiculous idea). Allowing one thing very often leads to crys for another, which occasionally actually happens, so I would really just prefer we left endurance resistance and other unique debuff res to the powersets that get it, or perhaps even unique procs. As someone else had said, you can just spec defense. Or keep the end draining enemies mezzed, kill them instantly or focus your efforts on the one that drains. Powers already have the means to combat debuffs, and sometimes it's better to not engage despite that. You know, strategize time. Straight giving resilience to those negative affects is best case boring and worst case undermining.
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Of course some ATs and powers don't have access to them. I believe a lot of people forget that the debuffs in this game are exactly that, and meant to be hurdles that you build around or overcome with your existing specialties and strengths. If one of those strengths happens to be endurance and energy resistance, then you're in a good spot against -end enemies. But we're not really supposed to just get protection/resistance against everything once we start pimping out characters, that really defeats the purpose of debuffs. Sapp Stick from Malta's Sapper has a chance for -10000 recovery, and Malta's Titans have a chance for equal helpings of -regen. They are meant to be obstacles of growing intensity. With Incarnate destiny as an exception that exists because of the different period of time with different directions and expectations of the game, but ageless still being very much accessible if you just have to get -end res (you don't) I can't really see why this should be added. Feels like unnecessarily making combat easier.
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Have you guys seen DCUO? They had to delete trillions, tr-tr-tr-tr-trillions of in game currency because of their terrible market control and exploiters becoming the elite and monopolizing prices, and they see 1m the way we see 100m. The money ceiling was way higher than here even after our little debacle. They even instated a tax to remove more money if they thought you had too much.
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Almost always when obtained through Ouroboros, and occasionally when obtained ordinarily from Montague the normal way, The Lost Cure temporary power disappears after a single use. Usage on a non-Lost accidentally seems to increase the chances that the Temporary Power removes itself, however this is a major issue for those attempting to do the arc as without the temporary power it is impossible to complete the cure lost mission and thus the arc. The ability is not (and should not be) an echo, and initially comes with its proper amount of 50 uses when gained through the Flashback System. However, upon usage, the power simply disappears as though it had only one use remaining. Further more, the power will also sometimes disappear when you are invited to a team -- much to my dismay. There may exist even more stipulations and triggers to the powers sudden disappearance, and it's extremely troubling. Weapon Collectors such as myself are negatively affected by this, along with the primary causality of players that actually require the missions completion.
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Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
Seems like ghost was added because they wanted to fit in a thematic addition while maintaining the general MM format, but those clashed and you end up with a practically inefficient power that doesn't feel like the life-blood of being a necromancer nor a significant pet. But speaking of traps, turning ghosts into a situationally powerful ability much like trip mines (scaling on how much death have you caused) makes it far more entertaining and useful. Becomes a hard endurance pit if not careful though. -
This punk won't lose his Open Book Icon once you render him an inactive contact, and is automatically added as a contact when you are a level 30 Vigilante. I hadn't even actually spoken to him at all, but the book stays. Open books contribute to the max amount of arcs you can have open, so this is small issue.
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If that's feasible it'd definitely be perfect. Regen has been a difficult fix for a while due to being arguably squishy in PvE and immensely overpowered in PvP due to the way PvP DR works. In regens case just outright differentiating the powerset distinctly between instances would probably end up being the only way to balance both, since it sits on this teter where a nerf for PvP sake ruins regen for PvE and a buff for PvE makes it stupid in PvP. @Naraka I would think IH toggle would just be a flat buff to regen and help mitigate the sort of immediate death from high -rech though, without real need for regen res. I think it not having regen res in the event of IH toggle returning would be fair too, as they'd have that and their click heals to rely on. It wouldn't have to be insane Telekinesis endurance cost or anything, just more than the average toggle as it would essentially be regens armor in one.
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I don't know, the only things I've ever known to change in PvP are powers effects and damage...mechanic changes might not bode so well since the PvP changes are specific to affecting other players (the changes in PvP instances don't apply to NPCs in said instances.)
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I honestly think IH should just be remade into a toggle with no changes to its buff values, given a pretty hefty endurance per sec rate, and made into an absorb tic ability in PvP. I don't see how regen with IH will ever be OP in PvE when it can be one shot or recharge doomed, just strong situationally like the other set armors should be. Passive regen would be the Regeneration armors main protection, just like resistance or defense is for other sets. If they wanted to offset that temporarily they could get rune of protection like how other sets get unrelenting.
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Yeah it actually does make them a bit too powerful, that's why on ours we only wanted the t1s to get a +1 increase. @neltharian I advise you take a look at some of the numbers we found in our Global Changes thread. I actually tested by giving the pets ultimate inspire at lower levels (15-30) on beta, and the results are nothing that could be considered overpowered in the slightest; they just didn't get dominated quickly or pop. At hyper low levels the pet efficiency is already very high, and so it makes no difference, and at mid levels the above applies.
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The Mastermind Wishlist: Completed, Uncut, and En Masse
Monos King replied to Monos King's topic in Suggestions & Feedback
Good idea to post that here, just think you'll like those changes.- 152 replies
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Between them and bots, yeah. And bots have the potential to be pretty good once you've got the full upgrades anyway.
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Uhhhh...so regen is fine. It's heals are immune to -heal, so you've got that safety net going already. Let's not even talk about PvP where it's flagrantly overpowered. I'm not opposed to anything yet but I can't see why it needs anything else. I always thought regen res was for sets that didn't already have insane regen and was an alternative; you know give them a situational one up over the similar set. Kind of like how dependent on the situation, having high slow res is superior to high recharge. Different mechanics. Regen (despite it's name) is a heal set, and the heal armor champion by far. Again, it is immune to -heal. Sentinel regen is even more crazy. I don't know why anyone is treating it like it's lacking; it has no res or def speciality in exchange for great regen and very strong and quick heals. It's not gonna cap anything because that's not its thing. Edit: Nevermind I see some reasons it needs updating.
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Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
Appreciate the contributions, I'll be sure to look at those tables you added! It's important to note that we absolutely cannot be balancing off of IOs (procs included), and that masterminds actual source of damage is not currently very slottable, however. Enforcers is a nice exception, but not every powerset has the secondary effects to making proc blasting viable or even possible for the pets. Damage alone is not the sole concern as well, as auras currently occupy high priority in slotting because it doesn't matter how much damage you do if you are dead. Any set can do decent damage with procs, but if you would rather slot for endurance and recharge (which with MMs end penalty is definitely something you will want to do for viable attacking) proc space is an eerily painful route to go if you aren't an uber incarnate IO'd monster that can handle it. I personally have little issue with the current damage of mastermind attacks, but various people that play masterminds do, and I see where they are coming from. The primaries are definitely not comparable to overall pet damage either at higher levels, so they are about as good as people consider them to be. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Yeah that sounds perfect, I'd like those terms. I'm sure a lot of other people would too (although I'm sure there'd be the odd few that insists on getting the full extent of rewards). -
There has actually been precious little discussion there (because our proposals were so perfect?) so that'd be cool to see.
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Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
You're 100% right, and actually that was pretty effective then. And I loved the storylines in this game, that's why I want to open up these storylines to other people with suggestions like the OPs. It's just that that role of Ouro just doesn't really hold up anymore. Not in Homecoming anyway. I mean you're able to unlock post-Tyrant defeat arcs from Mr. G at the 30s, the timeline progression concern is kind of dead. Earnestly, I actually think that's dumb, but Mr. G isn't the only instance anyway. So, let's remove the contact out-leveling mechanism. We've seen from various people its outright harmful, annoying, inhibiting and every reason it's still here is now archaic. In the process of innovating, it would be possible to clear up certain things for new players that weren't cleared up before; the fact that your enemies might not scale with your level and that you have outgrown the difficulty of the contact, and that you won't be given the same extent of rewards for completing the content as you would during the initial levels. There were some suggestions on how to do that earlier in the thread. Adding that explanation to the tutorials in blue text from your first contact for instance. Hell, even before Homecoming if the issue was that it would be confusing to the timeline, that could still be addressed pretty easily while implementing this suggestion. Progression is not impeded by opening up the entirety of a contacts arcs to you while you are progressing. Progression is impeded by it literally being ceased by losing access to a contact. Being forced to go to another contact isn't progress, it's subversion. A lot of people have never liked that aspect, I suppose you're just hearing it now. If anything this proposal assures it, by ensuring the aspect of arc progression is intact, moving through the missions and stories without a sudden cut off. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Or we could remove some of those drawbacks because they're silly, and make praetoria somewhat appealing so that people actually want to play it unlike in the OG game. Good old improvement. People were so sick of playing praetoria and praetorian limitations that they just opted to not. Why introduce an entire new world just to give it nothing the other two alignments get and a lot more difficulty doing the things they do get for nothing more? That could at least be fixed. But.... @Oubliette_Red On the matter of ouroboros though, it'd be nice if praetorians could unlock it at level 20 or so through their encounters with the primal earthers, this suggestion aside. The devs kind of gave up on Praetoria and just made it a transitional space so choosing to play as it solely comes with a bunch of disadvantages that are consequences of the fact. It sucks, but praetoria is so not developed to stand on it's own that you'll be bound to run into even more problems if you are taking that route. Anyhow. Ouro is a good supplementary feature but it can't continuously be alluded to as an actual solution to elements that should be apart of ordinary gameplay. If it were, why even have contacts when ouro was made, could've just added everything there from the get-go. You can level up doing other things, who needs contact progression? That's what the end ideology of what I keep hearing. Ouro is there to repeat arcs you liked, to do arcs you simply could not do through ordinary contact progression (even if you had XP disabled the contact choices simply disavow you from getting those arcs) and to get badges you missed or aren't able to get on your own, and not to compensate for doing what contacts are supposed to do in the first place -- giving missions. Ouroboros is additional, not fundamental, so when a fundamental issue comes up like I literally cannot complete or gain these missions and arcs when the point of missions and arcs is to be gained and completed, we have an issue. That's really for other people/devs Snow, I already know how you feel about this one. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Fair, it'd have to be higher priority or already being discussed by them. Hopefully it shows up in a weekly discussion pin or something so it can be deliberated or rested. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Really hoping to hear on if either the Outlevel removal or Installation of all missions or arcs into Ouro is plausible. I have strong preference for the first option for aforementioned reasons but either would solve the main issue.