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Monos King

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Everything posted by Monos King

  1. This is without any Power Boosts of any kind, as well.
  2. Repel and Teleport Protection is only there due to Gladiator's Armor; not a bug.
  3. As the title suggests. Attempting to monitor smashing res simply shows a Knockback Resistance value, even in something like Charged Armor. Faraday Cage may actually be providing knockback protection, and the aforementioned bug might simply be preventing its display.
  4. As the title states, the end drain with high stacks of Static on defibrillate is...too much. Behold the results on a tank with 86% end resistance. Diminishing Returns were disabled. Things were even worst when they were not, as expected. Within the video image is also an interesting bug with Defibrillate, which displays a "miss" despite very clearly hitting the opponent. I don't call for any nerfs in PvE instances, but with the very quick recharge of the move Defibrillate is far too effective in PvP. It should be flagged not to benefit from static in PvP scenarios, or reduced to 10% effectiveness or something. I think the first proposal should be enough.
  5. Oh cool, so I can use the purist argument to convince Power House to change it back. Nice. Seriously it causes no issue at all, it was purely beneficial on situational basis.
  6. From my last thread on Mastermind high demands: Masterminds have been struggling to find IO compatibility for what feels like eons, desperately dispensing pets with little end-game enhancement backing. While masterminds, like any class, will be fine once maximized through incarnates and the lot, the reward and efficiency from enhancements is both limiting and necessary to the extent that upgrading the class can feel like litte more than a catalog of constraints. Not surprisingly, I've seen many become disinterested in the archetype as a result. Here are some suggestions (and a few definite must fixs) to help brighten up that dismay. Return player proc to Soulbound Allegiance Debuffers such as cold and therm with the knowledge have found GREAT utility in the ability to have a minor build up through the faculties of their own build, with no outside source. The Boost Up from Soulbound is definitely nothing new or unique, but was a surefire assurance that your next Heat Exhaustion or Benumb or Weaken was going to hit your elusive opponent. This was true of both PvP as well as PvE instances. Return pet proc to Gaussian's when placed into a pet with +to hit These last two were changes recently added to the beta server, and they really need to be reverted as quickly as possible. Mastermind IO advantage was hyper low before, and this change removes a cherished, long recognized benefit to powers that thug users have benefitted from for ages. Enforcers gaining the boost up proc was considered integral and removing it without warning or request was truly silly. This one NEEDs to come back. Additionally, even more IO proc changes were dispensed that were wholly unecessary, and I will address both those and changes that should NOT occur. Return Call of the Sandmans multi-fire Proc AoE sleep effects are not an effect that I personally make use of, however I haven't seen a single complaint in all these years warranting the sudden change. At most, it is a nice increased survivabilty measure for those that select the move. In its current state, I cannot see the proc having ANY purpose what so ever. Trolls/doms have pitiful health. It should be returned, I do not like the precedent these changes are setting AT ALL. Maintain Changes to Power Transfer multi-fire With the advent of electrical affinity, and its quick recharge AoE +endurances, this proc should be kept in it's current beta state as single fire. Energizing Circuit becomes too potent with power transfer slotted, and while I have no issue with that I realize others will find ire in its superiority. Slotting the proc in something like Inexhaustable or Stamina maintains the effectiveness of the Power Transfer proc in a manner analogous to Panacea, so I think it is in a fine position. Sustain Current Theft of Essence proc, make it UNIQUE The effectiveness of this proc is pretty impressive. But, it does essentially transform certain heals into Dark Consumption, so if it is intended to be nerfed it should be made unique. A single powerset can't even have many Accurate Heals (at most 3 if you are bio/dark or bio/rad), so there couldn't be many existing players stuffing an obscene amount of this proc into their builds. Let me state i am NOT FOR ANY KIND OF NERF ON THESE PROCS. I would like them to be left alone. But in the event the devs are considering changing this one next, which they should not but current events suggests, this should be the only alteration made. Every AoE heal of this nature sans Dark Regeneration already has a +end component, making this proc a sort of natural conclusion for many. But IOs should be effective, and all of these unwanted changes reduce the procs to completely pointless (besides Power Transfer).
  7. @Razor Cure Actually, let me give it one more shot. An emp/arc defender isn't suppose to do damage. It's role isn't inhibited by that shortcoming, but IOs can circumvent it. A EM brute can do damage outside of high recharge, it's role as tank and damaged isn't hindered by the shortcoming, but IOs can circumvent it. A thugs/poison MM is supposed to support and do things with pets. But it's pets die instantly without auras. So it can't. A demons/emp is supposed to do the same. But it's pets will die swiftly without auras. So it can't. The reason this is an overlying MM issue and not a power specific one is due to the fact the disadvantages are disproportionate. Thugs is *supposed* to have low res, that itself isn't an issue because it trades low defenses for high damage, but even the high res pets will die very quickly without added resistance and defense buffs. Sets that can provide this will prosper, and dodge innate weaknesses, so the compatibility is actually just disproportionate advantage. ALL MMs need auras. Especially at lower levels or high content, exempt only to instances of therm, cold, and maybe dark depending on the primary. Even force field and sonic will get shredded at the +4 or x6 or beyond level because of the squishiness of pets. They can barely team. To compete with those generally effective secondaries at all, auras are necessary for every single MM, or their role as support/damage ATs is quickly jeopardized. Because the pets are vaporized.
  8. Yes, but I highlighted the difference when I said "disproportionately bad" and "crippled compared to even other MMs". I'm not sure I can actually explain it in greater depth than that, I think you'll just have to take the majorities word on this one if you haven't seen personally the scenarios where these complaints arise so often. Otherwise I think we just can't see eye to eye here, which is fine, because that was just a topic for thought suggestion anyway. There's still a lot of other proposals here I think we both can push for.
  9. You keep talking about instances of survivability suggesting ATOs are fine, I think you're confused as to what is being lamented. IOs. What holds back the archetype itself, aside from specific issues like ninjas total defenselessness and what I highlighted previously, are the issues with enhancements. A lot of people see the huge problem, so I'll do my best to bring you up to speed. Not all masterminds are thermal, cold, or another strong protective set. You might be. And some masterminds are thugs, with no inherent resistances beyond bruiser, and ninja, which might as well have no inherent resistances. This means that compatibility issues will arise, because choosing a defensively weak primary with something not *devoted* to protection results in disproportionately disadvantageous performance. You don't need the auras at all if your something like demons/cold, but if your thugs/poison you are completely doomed without it; not only in many instances of solo play but overwhelmingly so in any instances of group play. This makes them necessary. But because they are necessary, they are constraining. A set like ninjas doesn't have a throw away power to fill up with aura procs the way demons or necro does. They are limited by what they can enhance because they absolutely NEED to get the auras to be viable in groups. Pets, even when sharing casters level like in incarnate trials, are intentionally squishy without support. Few exceptions. This intention goes stale when they can't receive benefit from support due to their lacking resistances, die or attract unwanted aggro, and reduce the mastermind to little more than a less potent defender or corruptor. So the slots, 6 not 2 by the way, are crucial. Being crucial, 6 slots are now taken up, preventing the mastermind from optimally IOing out. And that's a huge problem compared to other classes when masterminds have limited benefit from IOs to begin with! That's the issue. Compared to other ATs, or even other types of masterminds, most masterminds are effectively crippled, and less than viable as a result of the above.
  10. I'll need you to expand on this idea a bit as well. Pets themselves seem fine from my perspective, conceptually. I'm really here to push for changes to MM viability, not reworks of the class and class functions. What you're suggesting seems like it will be way more difficult, controversial, and generally less likely to happen because of how unnecessary they are. I'd rather look at the list of fixing what's holding MMs back before installing an array of additions like pet power diversification, if that's what your suggesting.
  11. More temporary powers!? Yes, my king.
  12. I agree that the core issue should be fixed, so I would prefer they leave things be in that department and fix it all at once with a cohesive plan rather than make small sets of controversial changes now without any future reference available. This change was just a huge, unwarranted upset to most thug users. The ideal MM IO plan probably wouldn't need something like Gaussians across the class, and putting it into enforcers might just become a trade off as simple as putting Force Feedback vs Devastation proc into Duel Wield. But for now, I'm viciously against this seemingly vaccumized reduction.
  13. I actually agree beasts need some work. By functionally perfect, I mean it fulfills its intended purpose well; it's good at what it's supposed to do which is single target melee dmg. That purpose just isn't viable. I happened to address the change in base values above so I'm glad we're on the same page there, but as for Gaussians I am adamant it needs to return. With all the issues of IO viability, stripping a pet of one of the *only* instances of said concept isn't something I will ever get behind, especially when it's been around for so long. It will seem like less of an advantage when MMs get a few IO touch ups (hopefully one of the options proposed in the poll) but Enforcers gaining the Boost Up isn't nearly as tide turning as you might think. It pretty much just ensures they do decent damage and don't miss when it matters. Pets dmg cap is only 300%, so their damage is more dependent on effects or base power damage. I don't think zombie is in any need of AoE, but I think it would also be a very welcome change if it's in the form of Grave Knights Slice. The only issue is that adding it to the rotation would reduce their quick sucession single target DPS, but if zombie mains agree that's for the best it's probably fine.
  14. I like the idea of any and all improvements to serum, and changing to AoE buffs is definitely effective. I just thought it would be good to maintain the intention of the "godmode" aspect of the power, which is really fun at lower levels when you want your pet to fight way out of your weight class whilst you watch from a distance. @Rosewire To that end I wouldn't mind keeping the resistance and losing the defense buff, as high levels would shred through the serum buffs here. The idea was their superhuman strength would make them hyper agile and swift. While they would be generally more helpful and definitely better for the high leveled, it wouldn't prevent one shots or quick succession two shots. Although one might argue that's ideal.
  15. Right, and the power would be slottable for heal sets!
  16. Thanks, wasn't sure how that one would fly! I'll have to wait to see what others think before I really lobby for it.
  17. The time is now! After fully re-attuning myself to the mastermind experience after all these years, and seeing countless complaints and suggestions from fellow players as to how to advance the experience, here is the total compilation of mastermind needs. That's right, needs. Because despite the zeal of the titular concept above, at least one player finds one of these to be of utmost import. However, there are some higher priority suggetions, at least from my perspective, and so I will be color coding the urgency of certain submissions as follows: Ultimate Priority -1 High Priority -2 Moderate Priority -3 Highly Reccomended -4 Topic-for-Thought -5 Community Inspired -6 UPDATE: Now includes popular suggestions from within and outside of the thread (with credit given) in green. The Wishlist is a catalogue with additional links detailing full potential reworks of Mastermind Primaries. Visit this thread to find the full extent of the primary changes: This thread will be categorized by Cosmetic, Specific Primary Sets, Specific Secondary Sets, Enhancement Sets, and Miscellanious. Priority is not divided by category; there can be a Ultimate Priority QoL suggestion and a T-f-T enhancement one. Each suggestion will exist to address one or more shortcomings within the category, which will be discussed at the end. While there will be some inadvertant aversions of topic in this thread, I won't be repeating many suggestions from my last threads. Suggestions are not inherently mutually inclusive; some of these would be great together but others are similar enough to clash or are alternate options, and thus stand on their own. Now that all is in order, let us begin. Miscellanious Increase all pets to share casters experience level, from level 1 onwards. Swarm pets (Posse, Living Hellfire, Nanites?) will maintain the -1 level differential. Add the aura buffs from ATOs to Supremacy, rising in effectiveness from level 15-50 until it is at the same strength as they are now (credit to Everfreefire, et al. for this one) Remove aura buffs from Expedient Reinforcement & Sovereign Right; proliferate to the t4 and t9 pet upgrades with a new enhancement set category "Upgrade Integral Pets" or "Equippable Pets" which will include a proc for pet debuff res. Arachnos' Order: Defense/10% Recovery Resistance or concept of that nature. Equippable Aura Def and Res buffs would be enhanceable, but lowered by 0.5% and 4% respectively. (Now High Priority) EX: Equip Thug gives +8 def base. Upgrade Equipment gives +16 res base. Adding the Upgrade Integral Pets Proc would increase these to 9.85 and 18.54 without boosters. T9 Pet Upgrades offer set-themed buffs Mercs get range or acc (not to-hit) increase Thugs get range or rech increase Zombies get speed increase etc Significantly reduce mastermind attack powers endurance costs across the board (Credit @plainguy ) Add an "Attack my Present Target" option to list of mastermind commands (Credit @MsSmart) This could be implemented as a toggle. Add a 'Come to me' option to list of mastermind commands (Via Monos and Galaxy MM Changes) Add a "Follow my/this target" option to list of mastermind commands. This would essentially be 'Attack my Target' but without the aggression. Zombies* Improve Wraith AI to use Necroplasmic Grasp when not damaged (rarely does) Make Wraith share level of caster Remove Grave Knight Toxic res, add smash or lethal or both (they are knights) Grant Lich Containment Grant Lich Self Soul Extraction (thematic, maintains Lich's support role) Give lich proper zombie resistances (aside from psionic res) Give Grave Knights Slice remove Dark Blast @ajlee209 Enable Critical Modifier in PvP (Various) Allow Soul Extraction to be usable on enemies corresponding to their rank the type of Ghost (with AVs and GMs spawning either Wraith or multiple Wraiths) (Various) Increase cone radius for Zombie vomit (Various) Zombies are an effective set, but certain thematic upgrades are in order to prevent the lack of damage resulting from the boss pet being a controller from causing it to fall behind other sets strengths. Obviously not all sets will hit as hard as others, or even hard at all, but Lich has been known to feel lacking as a pet when not coupled with a res or def support secondary. These will offset that and give further control potential so its greatest strength compares to the trumps of others. *As of 2023, I believe Zombies is a perfect set. Mercenaries Convert Serum into an augmented Adrenalin Boost + Fortitude Remove End Crash, Add high -def and moderate -res 800% regeneration, recovery 25% dmg, to hit 25% def Remaining Adrenalin Boost/ Fortitude stats Stealths Spec Ops Last 1 minute, recharges in 7 Weaken Serum's stats, remove crash, turn into an AoE (Credit Rosewire) Spec Ops adds random moderate stackable debuff when stealthed (debuff crits) Stealthed SCAR Snipe has chance to secondary effect debuff Medic loses Frag Grenade, Granted Triage Commando loses buckshot Granted Willie Pete Round Commando LRM Rifle recharge reduced to 1 minute 30 sec, damage buffed, AI uses in combat often Give LRM Rifle a fire patch (Credit @shadowrex ) LRM Rifle tagged as "snipe" for enhancement category Replace Serum with Super Serum (or retain the name) a unique transformation that acts as a 3rd Upgrade. 30% Resistance 1 minutes 30% Def for 1 minutes 50% Dmg for 1 minutes 15% To Hit for 1 minutes Replaces all Brawls with Smash | High Dmg Melee | Chance for Knockdown Grants Willie Pete Round to Soldiers, Spec-Ops Grants Dull Pain to Soldiers, Spec-Ops, Commando, Medic. Grants Shrapnel Bomb to Soldiers | Moderate Ranged AoE | Fire, Lethal, Smashing Dmg | Chance to Hold Grants Long Range Explosive to Spec-Ops | 3 Long Ranged Trip Mines | 15s Recharge | Creates a patch that spawns Trip Mines Grants Buckshot Burst to Commando | High Dmg Cone | 3 Ticks of Lethal Dmg | Chance for Knockdown Grants Footstomp to Commando Grants Empty Arsenal to Commando | Superior Dmg Nuke | Cold, Toxic, Fire, Lethal Dmg | 30s Recharge Commandos LRM Rifle is obscenely underwhelming, being 4 minutes in recharge, long cast, and weak. And Serum is easily the worst mastermind power available, with buffs easily providing the benefits it has without the existing debuff that undermines these very buffs. Being smash/lethal damage, soldiers do nearly no damage at all, and should be given additional means to circumvent this great weakness through heals, debuff, and at least one pet that is actually damage impressive. Demons Ember Demon AI Prioritize Group Healing In Combat Ember Demon needs to prioritize group healing in combat Ember Demon should use Abyssal Reconstruction more often Ember Demon Abyssal Reconstruction upgrade max target from 8 to 30 Hellfire Gargoyle Hellfire Smash should add -res like its other moves Let Hell on Earth accept to-hit IOs Please fix ember demon heal Demons are my mastermind main, so I'm really ardent on this one: Ember Demon needs to use its heal more often! Demons are a great set, with no shortcomings in its intended affinities, and so I would simply ask that the support pet do what it's meant to do. Ember Demon almost never uses Abyssal Reconstruction in combat, which is troublesome considering it's low damage being supplemented by its role as healer. More importantly, the extremely small target cap means the use of Hell On Earth immediately prevents either the caster or main pets from being healed due to the surplus of additional targets. Thugs Functionally Perfect Gaussian's Proc in enforcers (see enhancement section) Robots* Nanites upgrade Replace nanite heal with nanite support pets summoned similarly to Hell on Earth Spawns nanite colony around selected pet, increasing recovery and max health of selected pet Nanites offer group pet percent heal over time which increases with each nanite spawned (10) Nanites last for 1.5 minutes Recharge 6 minutes *Credit to @Rosewire @AgentForest* Create a toggle that summons two little floating drones, zapping nearby bots with healing rays Rays heal via priority health to pets, heal user when pets are full Robots are functionally perfect, and simply had a worthless power that was in dire need of upgrade. The new power can act as an IO holster for the aura procs, and mitigate need for aid other in those that role non-heal supports (though they may still want it as nanites will recharge slow and can be killed). *As of 2023, I believe Robots is a perfect set. We got what we wanted, boys. Ninjas* Give all ninjas increased defense from inherent Resistance Add moderate lethal and minor smash res to all ninjas inherent Resistance Add minor defense resistance to all ninjas inherent Resistance Re-evaluate Smoke Bombs endurance cost and recharge appropriately *Credit @Unknown Magi Offer Jounin Explosive Shuriken with increased recharge @kelika2 Personal attacks changed from bow abilities to Minor, moderate, and AoE Shuriken throws Add a moderate but short lasting, low radius Defense buff AoE to Smokebomb Ninjas, despite their theme, have the lowest unbuffed defense of the pets that offer it, paling in comparison to bots force field and thugs leadership. While it is appropriate that it not be as high as the formers' buff-granted defenses, they should at the very least approach it; while having unique strengths of their own and resistances worthy of the combat practiced elite that they are. *As of 2023, Smokebomb is now AoE. Beast Mastery Functionally Perfect Ensure all debuffs have appropriate IOs slottable Give t1 and t2 pets a longer reched, high damage attack *Credit @Kinvesu* Increase likelihood Beasts use their group buffs in combat (or simply allow them to if they cannot) Ensure all bites and claw swipes offer DoT or a chance for DoT (some do not) This last point brings us to the enhancement category which is of vast importance. Masterminds have been struggling to find IO compatibility for what feels like eons, desperately dispensing pets with little end-game enhancement backing. While masterminds, like any class, will be fine once maximized through incarnates and the lot, the reward and efficiency from enhancements is both limiting and necessary to the extent that upgrading the class can feel like litte more than a catalog of constraints. Not surprisingly, I've seen many become disinterested in the archetype as a result. Here are some suggestions (and a few definite must fixs) to help brighten up that dismay. Return player proc to Soulbound Allegiance Debuffers such as cold and therm with the knowledge have found GREAT utility in the ability to have a minor build up through the faculties of their own build, with no outside source. The Boost Up from Soulbound is definitely nothing new or unique, but was a surefire assurance that your next Heat Exhaustion or Benumb or Weaken was going to hit your elusive opponent. This was true of both PvP as well as PvE instances. Return pet proc to Gaussian's when placed into a pet with +to hit These last two were changes recently added to the beta server, and they really need to be reverted as quickly as possible. Mastermind IO advantage was hyper low before, and this change removes a cherished, long recognized benefit to powers that thug users have benefitted from for ages. Enforcers gaining the boost up proc was considered integral and removing it without warning or request was truly silly. This one NEEDs to come back. Ensure pets can be slotted with all appropriate IOs Bruiser slottable for hold enhancement sets Dire Wolf slottable for slow Commando slottable for snipe, knockback etc. Some of these not working might be glitches, but the fact that they haven't been permitted for ages has hurt IO viability for masterminds. Including the corresponding enhancement categories for all pets will improve the issue at hand greatly. Install the "Upgrade Integral Pets" enhancement category w/ proposals Arachnos' Order | Rare Defense enhancement set with Defense/10% Recovery Resistance proc (on user) Roar of the Devoured | Rare Resistance enhancement set Resistance/10% Mez Resistance (on user) Possession of Oranbega | Uncommon Defense enhancement set Tactical Command | Uncommon Resistance enhancement set These would be enhancements that are unique to pet affecting buffs, notably all of the the henchmen Equip and Upgrades, current Serum, Hell on Earth, Smokebomb, Fortify Pack, and current Repair. Proposed with slotting into the Equip and Upgrades in mind, however. That concludes the priorities that I have found through my own experience, and through community concern. Tell me (and the devs!) what you think! Popular responses will be added above. And lets make sure to keep this on topic, so these well needed changes find their way to the live servers in record time. I'm particularly interested in the IO change discussion, so if necessary that can be another thread.
  18. Recent changes have finally given time it's well deserved HoT for Temporal Mending and Chrono Shift in PvP, along with the heal proc from Panacea. I would like to see all of times affects proliferated to PvP settings, this currently not occurring with Time Stop. Time Stop does not offer the -heal in PvP settings, and I think it deserves to have that along with the ordinary PvP enhanced -regen.
  19. Well energy transfer died a long time ago, I can still save shadow maul! Edit: I see now why people called for higher damage, having a reward for long cast times is great. I'm in favor of EM changes too.
  20. Longer recharge is fine, if it meant keeping the old animation and increasing dmg slightly I'd even take a longer tech, though I definitely don't speak for everyone there. The burst damage is what made the power worth it to begin with (crits). I assume the change isn't really any different now for brutes and tanks.
  21. lol ok maybe not that much damage. I'd like it to at least be what it was before though. I'm also upset that now it's not doing enough damage to warrant keeping actual enhancement sets instead of just going the proc bomb route. I liked being able to stay OG with benefits, but that's just a minor gripe. I know this is going to sound whiny but it already doesn't feel the same to me. I like the other changes, but that's got to stay for me.
  22. Haha. If we're talking close up 1v1, I've never had a problem with that risk. Was the term that's used now 'kickball'? I wouldn't ever get the power when I'm dealing with ranged users lol. But if they (hopefully) change it back, you are welcome to fight my DM who uses shadow maul.
  23. I mean im terms of damage placement in the game. Like there isn't a lot of powers in between knockout blow and shadow maul to my knowledge. I could be mixing up values because I only know of damage from that move on the much weaker tank/brute ATs, but the point stands. I immediately noticed a really upsetting damage difference, and I wasn't even aware of the update.
  24. Shadow Maul was a rewarding power for scrapper and stalkers who actually used it when it had a greater damage. Esepcially in PvP. Very few people used it at all, but it was actually pretty great for those of us that did. The current change nukes it's damage potential in those satisfying situations that we bank on. If people that were AoE and farm centric, or even those who liked single target weren't using it to begin with, I don't really see why those of us who enjoyed it's prior application should accept this change in that direction. It's a lot less fun. I think it would have been better to just increase it's damage nearer to knockout blow level and animation time as well instead of this, turning it into a truly worthwhile AoE ability for both. Those that didn't use it keep not using it, unless they feel like they want to take a few extra seconds to dish out huge damage to a cone in front. As for the target cap changes, I think that's fine.
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