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Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Well, you can keep doing that if this gets implemented. I'll keep suggesting to make things convenient scorp. -
Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
It'd be good to look through some of the replies here. The IOs are pretty disruptive. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Right, but that's an extreme inconvenience and it would be far funner if you didn't have to carefully plan just to enjoy storylines. Just because the means exist doesn't make them ideal or even good. Thats why we suggest qol ideas. Investing time? Definitely, that's a sacrifice inherent to them because you have to complete missions and unlock the contacts. But to find an imposed obstacle to that embedded within the act of doing the missions themselves is pretty silly. But again, if adding every mission to ouro turns out to just be a vastly better option, despite what that would do for contact progression, I'd be content. And we had a big disable XP discussion already earlier, I'm not revisiting that one hahaha. I don't think anyone in favor of this idea is too settled with that option. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Easier for players, not code, sorry about that confusion. I mentioned earlier that this idea being functionally difficult to install could be a real, and disqualifying, issue of the suggestion. I'm still of that opinion. But I think it'd be convenient and helpful, so until that gets corroborated I'm all for this idea. I'd love to just play arcs for story without worry of losing them as a byproduct of simply playing the game, and without hassle of joining an ouro taskforce. Ouro is a minor plight though, and if that's the suggestion they went with I wouldn't mind that as much either. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
That's been discussed earlier in the thread, the ouro stuff. Particularly on avoiding assumptions of what would be easier being the main argument, and just looking at what would be ideal. Pretty much, what to actually do is dev domain anyway, so let's brainstorm just see what would be most beneficial for the matter. The gap between "all of them" and what we have now, pretty big for ouro. And frankly, it just isn't the same as someone else had noted. It would be way easier for players to just not out-level contacts, while not nullifying the value of contact progression like adding every arc to ouro would. -
Monos King & Galaxy Brain: Ninjas
Monos King replied to Monos King's topic in Suggestions & Feedback
I'm really surprised to hear that. Almost every time ninja personals come up all I see are complaints about them; lack of effects, lack of damage, etc. That's pretty cool to see. I think the conservation idea is quite interesting. We had a similar idea for mercenary medics. Considering that rule, making ninjas a mastermind set in itself was probably a thematic blow; I guess they had a dojo or something of the sort in mind. On another note, what gets in the way of making smokebomb a TAoE, is ninjas insane damage. That would probably only be possible if we were to see smokebombs recharge time go way down. -
Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
Right, that feature would be what's getting removed. They don't technically despawn, but they do have the resummon effect as They teleport to you. They would begin to act like non MM pets, such as those of controllers or temporary power origin. -
Beasts/Demons/Thugs For the full details of the Monos-Brain Overhaul, please view the link below: Monos King & Galaxy Brains Mastermind Changes These mastermind primaries are functionally perfect, and need only slight changes for the sake of convenience or theme. The changes in this thread will address: Beast Masteries need for increased radius in attacks Thugs requirement for better weapons actually being better Demons need to not be punished through the use of Hell on Earth Demons need for thematic consistency on hellfire attacks for performance and logic Beast Quick Fixes Here's a chart displaying total damage , total activation time, and total damage per activation time for all the primaries. Beasts has, without any additional level 17 pets, the 3rd highest total damage and the 4th greatest total damage per activation time of every single mastermind primary, with the changes in this thread factored in. Meaning, even with only two changes for beast, they are outright damage savages. All they really need is wider range of attack, and minute increases. Lioness Claw Swipe Target Radius 7ft -> 10 ft Targets Reduced from 16 to 10 Base Damage: 46.04 -> 57.55 Available from Tame Beasts From a melee limitation like the Lioness's, 16 target max is less significant that a simple radius increase and damage bonus. This change will allow for the Lioness to access more enemies with her attacks, doing greater damage and in shorter periods of time, and hit slightly harder as well. Dire Wolf Chilling Howl Target Max: 3 -> 5 Available from Default Equipment Just like the Lioness, this change to the Dire Wolfs howl will allow it faster damage and maintain Beast's High ST-lower AoE Damage Dynamic. Thug Quick Fixes Behold. The punks, despite getting a supposed "upgrade" do the damage with their new Dual Wield Pistols, with only a lower activation time to speak for it. This is clearly unacceptable. Punks Pistols Base Damage: 19.46 -> 20 Available from Equip Thug Yeah, thugs don't need any changes at all. They are completely and utterly stacked, a model for mastermind design. Demons Quick Fixes Involving only "Summon Demons" The Hellfire Gargoyle and Ember Demon. Ember Demon Ember Demon Mod 1: Allow Ember Demon to be affected by its own Ember Shield. This might have been a long overlooked glitch, but while the Ember Demon appears to have the Ember Shield and Ember Shield Owner applied to itself, it does not. It is highly possible this is intenional, but it would do little harm to permit all of the demons to benefit from the sets notable buffs, in line with every other MM set with Henchmen AoE benefits. Ember Demon Mod 2: Increase Abyssal Reconstructions Target Cap from 7 to 255 Ember Demons group heal recharges very slowly, and is rendered completely useless in goups or with Hell on Earth active. With exactly 7 members of your Demon squad ordinarily, ANY additional members create an unreliable heal. Hell on Earth summons 9 Living Hellfire, almost guaranteeing that they will be ones recieving the the heal rather than any of the main demons. Since Ember Demon itself is an automatic one count, the chances are even more extrordinarily low you or the needing pets will be healed. The ability has a remarkably small radius as well (15ft compared to Healing Aura's 25) so combined with the long recharge, this move has been long overdue for a target cap buff. Hellfire Gargoyle Gargoyle Mod 1: Hellfire Smash Add -20% res for 5s Gargoyle Mod 2: Hellfire Burst Add -20% res for 5s These changes will bring the Hellfire Gargoyle's Smash and Burst in line with the other Hellfire named moves, ensuring there are not long periods of time where it's thematic and much needed debuff is not applied. Thugs, Beast, and Demons are in great positions, excellent at what it is they were meant to specialize in and extremely fun to play. Hopefully, future MM sets will bring to the table strong qualities with appropriate trade-offs in a similar manner to these.
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Ninjas For the full details of the Monos-Brain Overhaul, please view the link below: Monos King & Galaxy Brains Mastermind Changes Oh boy. Who doesn't want to live out the shinobi story, that feudal fairy tale that has bridged boundaries in entertainment world wide. Ninjas are a great, and iconic concept. It's a shame they're awful. The changes proposed in this thread will address function and thematic improvement through: Improving their defense (Elusivity, Defense Resistance, etc) Slightly enhancing their resistance (Lethal/Smash) Remodeling MM Personal attacks (Bow, Shuriken, Daggers) General Ninja Changes Smoke Flash | Now adds TAoE +5% Def (All). | 12s Duration | Same original Crit Stats | Stackable | 5% Elusiveness to S/L in PvP Ninjas durability must have been lost in translation. Their minor defenses can keep them alive at lower levels, but smack any of them in front of a wave of 5 +1s and they'll get shredded so swiftly you'll see them served with takoyaki. Compared to their fellow defense inherents, ninjas fall...very short. Base Values Defenses Genin Jounin Jounin (Hidden) Jounin (Unhidden) Oni Wolf Lions Dire wolf Lion's Roar Fortify Pack Smash 0 0 0 0 +12% (All) Up to +15% (All) Lethal 0 0 0 0 Cold 0 0 0 0 Fire 0 0 0 0 Toxic 0 0 0 0 Negative 0 0 0 0 Cold 0 0 0 0 Psionic 0 0 0 0 Melee 6 13.89 18.89 16.14 6 11.12 12.40 12.45 Ranged 6 13.89 18.89 16.14 6 11.12 12.40 12.45 AoE 6 13 18 16.14 6 11.12 12.40 12.45 Resistance Genin Jounin Jounin (Hidden) Jounin (Unhidden) Oni Wolves Lions Dire Wolf Dire Wolf (Will of the Wild) Smash 0 0 0 26.14 18.53 29.76 29.88 67.23 Lethal 0 0 0 26.14 18.53 29.76 29.88 67.23 Cold 0 0 0 0 18.53 29.76 29.88 67.23 Fire 0 0 0 52.29 37.35 Toxic 0 0 0 0 Negative 0 0 0 0 Cold 0 0 0 0 Psionic 0 0 0 0 00000000 00 The only Ninja that actually contends to the wolves is the Jounin, who uses a (currently unenhanceable) Stealth move to balance the scales. Beasts, on the other hand, posses enhanceable all henchmen defense buffs which immediately puts them above every ninja, inherent damage resistance, AND fortify pack to further demonstrate the vast gap; Fortify offering 15% base with max Pack Mentality Stacks and being a power that is nearly never used due to its trade-offs. This is not to even mention Thugs and Robots, which both also possess superior raw defense and higher resistance. The inclusion of a minor but stackable buff for ninjas will be the first of many additions to not only make ninjas actually compare to sets that aren't even defense focuses, but more importantly just allow them to not be utterly defenseless against stronger enemies. The existing crit/placate durations, as well as endurance cost would remain unchanged. The benefits of this power would now fully warrant the expense. Ninja Personal Attack Updates Ninjas personal attacks are relatively weak, this is true, but they also don't grasp the essence of being a ninja too much either. These changes seek to improve function as well as feel. Snap Shot: Unchanged Adition 1: Aimed Shot -> Heavy Shuriken | Uses Shuriken Model from Martial Assault: Explosive Shuriken Base Damage: 38.12 Level 50 -5% Def 25.00% chance for 1.33 magnitude knock on target Endurance: 10 Range 70.00 ft Recharge 7.5s Activation Time: 1.87s Often advocated for within the community, giving the Ninja Master some shurikens seems appropriate. The new power would offer some secondary effects to be in line with other sets, and in exchange be much slower in recharge and range than the original, somewhat boring bow attack. Addition 2: Fistful of Arrows -> Storm of Daggers | Uses Martial Assault: Shurikens animation and Envenomed Daggers Model | -5% damage 10s | 50% chance for -50% regeneration 15s Base Damage: 50 Endurance: 14 (with suggested cuts to endurance) 16.90 Range 60 ft Recharge 14s Activation time 1.87s A final attack to complete the skillset of a weapons master, this move would unleash a wave of laced kunai to weak enemies in an arc. I would imagine it operating like Crack Whip, or like Vorpal Judgement (no target needed). Genin Inherent Resistance: 6 Positional Def -> 10 Positional Def | 10 S/L/Ranged Elusivity (PvP) 0 Res -> 10 Lethal Resistance | 5 Smashing Resistance 30% Defense Debuff Resistance Available from Default Equipment This will be the theme for most of the resistance changes. Ninjas aren't going to actually reach the defense of Beast, Thugs, or Robots, not with their buffs, but they do deserve to gain a degree of self-sustain. So that they don't get whipped. Granting the Genin defense res helps to differentiate Ninjas from the others, and will prevent them from being utterly slain by those with -def due to their own poor resistance. Jounin Inherent Resistance: 13.89 Positional Def -> 13.89 Elusivity (PvP) 0 Res > 24% Lethal Resistance | 6 Smashing Resistance 35% Defense Debuff Resistance Available from Default Equipment Jounin is already in a great position, and just needs some small additions to not die. It's damage and debuffs are S-Class, so the minor resistance changes are really all it needs. Jounin Mod 1: Hide accepts defense sets Pretty simple, lets you enhance the Defense value of the Jounins Hide ability to allow greater defense. Oni Oni Mod 1: Inherent Resistance 12.5 Positional Def -> 12.5 Elusivity (PvP) 0 Res >30% Lethal Resistance | 30% Smashing Resistance 40% Defense Debuff Resistance Available from Default Equipment Oni Mod 2: Fire Sword Slash | Fire Sword Hack Now deal -2% Defense Now use appropriate respective animations from Broadsword. Available from Default Equipment | Train Ninjas The demonic swordsman is in perfect condition, lacking only small qualities that emphasize its expertise. And of course, to not be as weak as paper. Ninja's are an extremely fun set, and are actually very good at what they are supposed to be good at -- stealth, damage, and speed. The only thing they have been lacking is their supposed protective specialty; defense. The changes to ninja proposed here will not only cover that, but aso enhance the immersive experience of being an elite ninja master by providing a larger arsenal of weapons for the user to deploy.
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Mercenaries For the full details of the Monos-Brain Overhaul, please view the link below: Monos King & Galaxy Brains Mastermind Changes Mercenaries are the absolute poorest of all the MM primaries, so let's just open fire. Not only do they suck, but there is a degree of lacking with the expected theme of different ammunitions and real fire power. With pitiful single target damage, recharge times, AoE damage, the WORST t7 pet buff, and even a t1 equip glitch gone unnoticed for several years, the changes proposed in this thread will address these through: Slightly Improving damage Significantly modifying existing pets Substantially lowering recharge and activation times General Mercenary Changes Serum -> Field Specialist Lasts 5 minutes | Gives Serum to Mercenaries | Support Class Pet | 10 minute recharge The most major change to mercenaries, this proposal adds a field specialist pet that will replace the medic given amongst the Soldiers, allowing for another combat soldier amongst the t1 summons. Being a pet, its section will be below. Field Specialist Serum | ST Boost, Special Debuff Base Heal: 157.42 +100% Recovery 30s +15% Resistance (all but psy) 30s +30% Damage/Tohit 30s After 30s delay -50% Recovery 15s -7.5 Resistance 15s -15% Damage/Tohit 15s Activation Time: 1.3s Recharge: 10s This change is an attempt to keep the heart of serum while not rendering it useless. The Field Specialist will be launching out serums amongst the pets, acting as a replacement for aid other and simultaneously buffing the pets up. While the damage resistance, healing, tohit, and endurance portions of the boost are enhanceable, their debuff analogues are not. This permits great benefit from enhancement, similar to Phantom Army. Much like aid other, serum would be dispensed as a priority based heal before anything else, but will be quickly distributed to all the pets throughout the battle. While the buff can stack, the debuff will not. Recuperation Beacon | 255 targets max | 40ft radius (Triage Beacon Clone) 100% regeneration 1m 32s Mag 5 CC Protection 1m 32s Recharge: 1m A triage beacon clone that comes with stimulant effects for the use of the Field Specialist. Just like Stimulant, the CC benefits do not include knockback. Suppressive Fire | 45 degree arc cone Base Damage 26.86 at level 49 10 Targets -10% Def/Tohit/Dmg for 5s Activaton Time: 2.67s Recharge Time: 6s The Field Specialists sole attack. This move offers effective debuffs and pushes to further equalize mercenaries damage. Vengeance | Post-Death AoE Team Buff | 12 targets | Does Not Stack With Other Medic | Stacks with Player Vengeance Base Heal: 117.18 +28% Damage/Tohit 120s +25% Def (All) 120s Status Protection Essentially the Nemesis officer version of vengeance, this offers the opportunity to, rather than use the specialist for its Serum buffs and heals, sacrifice them for a moderate lasting group buff. Soldiers *Now spawns 3 soldiers* With the field specialist in play, mercenary masterminds are now free to have a third primary combatant, rather than a Field Medic. This inclusion increases their damage, although slightly reduces the soldiers AoE potential. Assault Rifle Auto Fire 6s Activation Time -> 4s Activation Time Now has 10% Chance for 14.42 damage lucky shot (unresistable in PvE) Available from Default Equipment Lowering activation or recharge time is pretty much the theme of this thread. The Auto Fire is being updated to normal Full Auto abilities, including the chance for additional damage to help them out further. Spec Ops *Now spawns Two Spec Ops armed with unique SCAR Weaponry* Spec Ops Mod 1: Scar Burst -> Scar Suppression Base Damage: 21.77 -2.5% Def 5s -5% Special 5s Available from Default Equipment Spec Ops Mod 2: Scar Heavy Burst -> Scar Heavy Suppression Base Damage: 34.53 -2.5% Def 5s -5% Special 5s Available from Default Equipment Web Grenade -> Toxic Web Grenade Base Damage: 19.12 (Toxic DoT) 30s Recharge -> 22.5s Recharge -50% Recharge 15s Available from Default Equipment Spec Ops Mod 3: New Power: Charring Rounds (Replaces Rifle Butt) Base Damage: 19.12 (Fire) Activation Time: 1.87s Recharge Time: 20s Available from Equip Mercenary The Spec Ops can unleash a volcanic aerosol capsule from his SCAR Rifle, holding the enemy temporarily. Brawl -> Rifle Butt Base Damage: 25.69 Recharge Time: 16s -> 22s 3 Mag Stun for 8.88s at Level 49 Available from Default Equipment A primarily aesthetic change, encouraged by mercs ranged focus. Spec Ops Mod 4: Scar Snipe -> Electro Snipe Base Damage: 49.05 10% Chance for 3 Mag Stun for 6s 15.15 Bonus Energy Damage (only while Hidden) Available from Tactical Upgrade A change made to not only spice up the Spec Ops move set, but offer the chance for much needed damage increase. Spec Ops Mod 5: Tear Gas | Swaps places with Flashbang Grenade Recharge Time 3m -> 2m Available from Equip Mercenary Moves places with Flashbang to accomodate Flashbang's new effects. Spec Ops Mod 6: Flashbang Grenade | Swaps places with Tear Gas 2 Mag Stun Lower Stun duration by 25% | 8.94s -> 6.7s -5% Tohit -90% Perception for 20s Recharge Time: 2m -> 1m 30s 50% chance to Hide Spec Ops Available from Tactical Upgrade Gives the chance to hide Spec Ops, making it more likely to land extra damage or debuffs. Spec Ops Mod 7: New Power: Tactical Operative (Replacing Stealth) | =Def (All) | Special +2.8% Def, 5.6% while hidden Doubles Debuff Potency and CC Magnitudes while Hidden Maintains previous Stealth Values Available from Tactical Upgrade The most significant change for the Spec Ops, Tactical Operative works with Flashbang to vastly increase the Specs Ops potential for debuff and moderately increase their damage through extra damage on their Electro Snipes. The totality of these changes not only increase the Spec Ops damage, but give it greater potency without delay and a little more flare to their weaponry. Commando Commando Mod 1: Buckshot -> Heavy Burst | Cone DoT Base Damage: 33.34 -6.25 Def for 8s Recharge Time: 12s 10 Targets Available from Equip Mercenary Much needed additional damage for the Commando with a larger radius and -def. Commando Mod 2: Full Auto Base Damage: 87.29 Activation Time: 6s -> 4s Recharge Time: 1m -> 30s 30% Chance for 30.59 bonus lethal damage. Unresistable in PvE. Available from Equip Mercenary Commando needs recharge reductions BADLY, having truly ridiculous rates that hinder it's damage so greatly, that they do almost nothing before their inevitable memorial service. Commando Mod 3: Resistance 26.14 S/L -> 28.00 S/L 6.55 F/T/C -> 9 F/T/C Available from Default Equipment A minor change, but the commando should most certainly have noticeable resistance differences from the rest of the mercenaries. He attracts all of the attention in combat, and more importantly possesses superior survival training worthy of higher S/L resistance. Commando Mod 4: New Power: Shrapnel Grenade (Replaces M30 Grenade) | TAoE Radius 25ft Base Damage: 13.77 -15% res for 10s -7.5 def for 10s 20% Chance for 5.19 Knockback Activation Time: 1.87s Recharge Time: 20s Available from Tactical Upgrade The Commando deploys a deadly shrapnel burst that can tear apart enemy armor and send them flying. This move exists to universally increase mercs damage on all fields, as well as give additional combat utility. Commando Mod 5: Flamethrower Base Damage: Decreased from 59.21 to 41.41 Activation Time: 3.5 -> 2.5 Cone Arc: 45 Degree -> 60 Degree Target Cap: 10 -> 16 Available from Tactical Upgrade Further increasing the damage potential per second of the Commando to not be terrible. Commando Mod 6: LRM Rifle (HIGHLY NECCESSARY CHANGES PLEASE GOD) Radius: 15ft -> 20ft Base Damage from within 0-10ft radius: 152.32 Base Damage from within 10-20ft radius: 76.16 Endurance Cost: 18.2 -> 32.4 Activation Time: 3.83s Recharge Time: 4m -> 1m 50% Chance for 1.16 Mag Knock 16 Target Max Available from Tactical Upgrade 4 minutes. For 76 damage. I think that about sums up how terribad mercs has been. Those on the outskirts of the battle will feel the original damage of the LRM Rocket, but those unfortunate enough to be in the epicenter of impact will see it do immense damage. This change alone would be fantastic news for merc users. Mercs are in a god awful position. It's kind of appropriate, considering how well the military does in supernatural situations cinematically. But these aren't just any soldiers, these are mercenaries under the guidance of a super villain with godlike powers or mega-mind intellect. They deserve a little better. The chart above show full damage rotation values after the damage changes proposed throughout these threads, going from Total Damage, to Total Animation Time, to Total Damage per Animation. Ninjas, Thugs, and Demons had absolutely zero damage changes, while beast was given radius and target increases. Mercenaries DPA, on the other hand, increased by more than double after these changes, now having total damage potential is closer to the likes of Beast, Ninja, and Thugs, although with much less damage per second than any of these and only over a generalized, isolated period of time. What to take away? They hit harder, and are a hell of a lot more fun and effective. The proposals here will fix issues across the board, and I don't know about you, but I'm ready to drown the world in a Hail of Bullets.
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Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Haha I suppose that's fair. Maybe it would be possible just to add in blue text "Note: Mission Reward Eligibility will not scale with player level. If you are too high of a level to receive experience from mission enemies, you will receive no rewards from the mission or story arcs of the contact" to a tutorial contact in Galaxy city, the beginning few low level contacts, or as a pop-up prompt installed with the completion of your first story arc. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Yeah I thought that might be a concern, the specification of how rewards won't be given. I imagine extra work wouldn't be neccessary though; they'll understand that the Grays they'll be fighting won't yield rewards so it would be clear they've surpassed the reward threshold. -
I actually never saw it working for pets even on the beta server. I made note of it and assumed it was fixed but I guess it slipped past the sensors.
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I'm actually totally fine with how assault hybrid works right now. The damage difference is enormous between using it and not, and MMs benefit disproportionately from doublehit due to the nature of pets so...seems like a fine trade off.
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Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Ok, cool. I don't know what argument is unfolding right now, all I'm going to do is clear up what the ones in favor of this idea have been proposing and make it abundantly certain for future viewers, as it seems there is already misconception over, like, nothing. You unlock a contact at a lower level You are able to do its arcs/side missions You level up You continue to be able to do its arcs/side missions, regardless of if the enemies are now gray to you Convenience! Right now we're working with "Contact level range is a-d" so if you get to level e+ that contact stops giving you their content past whatever mission or arc you were last given. The OP is suggesting that Contacts act as though you were still in the level range when you out-level it. Aka removing the level range for mission acceptance. We know the NPC's level range would be unimpacted, and we're ok with that. The idea is strictly a convenience that should be pretty useful and never harmful. It seemed like you, Switch, were maintaining that the enemies encountered being gray would be a game-limitation issue, and to that I gather thunder cited how that already exists in the form of higher levels doing their existing arcs and encountering low level fodder in retort. If that's not how it was, probably just a misunderstanding. This idea though, is not a motion to make NPC groups level scale. The big thing for everyone to take away is that, mechanically, doing missions where the native hostiles are uber weaker than you is possible because it does exist, and that a potential (but yet unverified) concern with this suggestion is if it's actually troublesome or not to go in and remove whatever makes contacts acknowledge your level and stop giving you missions in the first place. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
I'd think so, yeah. Maybe you'd still get useless enhancements to sell. I think if this did happen the real arduous deed would be the potential push to specify the level range of contacts in game so noobs don't go about killing grays endlessly as they move through story arcs. But honestly, anyone will realize they've outleveled the missions once the grays start popping up. I don't think that catering to that possible predicament is necessary, since a quick question on help or basic deduction would resolve it. -
Oooh, ok that clears it up. I'll edit. In regards to displaying crit, since it varies between rank, I'd just think the buffs would be displayed rather than make it an inherent thing. Displaying Stalkers base 10% crit chance and the 3% bonuses per party member, 100% crit given by Smoke Flash or Hide, that sort of thing.
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Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
If that's true, I suppose that's that. Got any links to those threads though? A lot of times it's just assumed to be a rigor, and I'm not in for every convenience being shut down due to the presumption of complexity. Severely limits the extent of proposal efficacy. The claim alone can hinder a suggestions traction, so it's pretty important to show evidence on that account. I personally haven't seen it discussed to often, nor has the OP I imagine if he suggested it here. Seeing those threads will probably effect future suggestions people decide to make a post about too. -
That makes sense; probably wouldn't hurt to call it Elusivity though in detailed info. I personally know about all of what you said before though. What is interesting is that regeneration the powerset seems immune to heal changes entirely, -heal and +heal. It isn't due to the unresistable marker either, as every self-heal has it and yet they can be affected by -heal.
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I mean the powerset yeah
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So, a bit of a minor suggestion, but I think it would be handy nonetheless. Here are the current displayed Debuff Attributes: You'll see that there are only 5 shown. However, looking at Ageless Radial... There exist at least 3 additional Debuff Resistances that are not displayed; Endurance, Perception, and the seemingly synonymous to Recharge Resistance Movement Resistances. There is also some odd null purple stat that either is a glitch or refers to Elusivity, something I'll touch on in a second. We know that with the existence of things like Inexhaustable that Endurance res is actually a separate feature to Recovery resistance. And while often coupled, the movement resistances are all separate to Rechage Resistance. Global (not rank dependent) crit buffs are absent. And finally, Elusivity looks like this: Which doesn't actually tell you that is Elusivity, or what particular damage type it is defending against. I don't doubt a few of these have been brought up before. If there's ever extra time, I'd like to see added to combat attributes: Global Crit Chance Percent (Scrapper ATOs, Mastermind Smoke Flash, Stalker group bonus, etc) Endurance Resistance Perception Resistance It might also help to see Recharge Resistance just changed to Slow Resistance in the menu, since rech and movement seem to always be paired together, and Elusivity clearly defined in the Detailed Info of powers that grant it as Elusivity. None high priority, just putting it out there.
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Double Hit Bug for Lightning Rod (and other Pseudo Pets perhaps)
Monos King replied to Monos King's topic in Bug Reports
Yeah t4 one. -
Double Hit Bug for Lightning Rod (and other Pseudo Pets perhaps)
Monos King replied to Monos King's topic in Bug Reports
Seems to be a consequence of how Double Hit Operates, perhaps an AoE and rech formula actually so might be intended. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Yeah as long as that's possible I see no issue here.