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The Mastermind Wishlist: Completed, Uncut, and En Masse
Monos King replied to Monos King's topic in Suggestions & Feedback
That should answer your question.- 152 replies
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More temporary powers!? Yes, my king.
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The Mastermind Wishlist: Completed, Uncut, and En Masse
Monos King replied to Monos King's topic in Suggestions & Feedback
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.- 152 replies
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The Mastermind Wishlist: Completed, Uncut, and En Masse
Monos King replied to Monos King's topic in Suggestions & Feedback
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.- 152 replies
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The Mastermind Wishlist: Completed, Uncut, and En Masse
Monos King replied to Monos King's topic in Suggestions & Feedback
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.- 152 replies
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The Mastermind Wishlist: Completed, Uncut, and En Masse
Monos King replied to Monos King's topic in Suggestions & Feedback
Right, and the power would be slottable for heal sets!- 152 replies
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The Mastermind Wishlist: Completed, Uncut, and En Masse
Monos King replied to Monos King's topic in Suggestions & Feedback
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.- 152 replies
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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.
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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.
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Focused Feedback: Dark Melee Update (Build 1)
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Dark Melee Update (Build 1)
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Dark Melee Update (Build 1)
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Dark Melee Update (Build 1)
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Dark Melee Update (Build 1)
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Dark Melee Update (Build 1)
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Dark Melee Update (Build 1)
Monos King replied to Jimmy's topic in [Open Beta] Focused Feedback
I don't like the Shadow Maul change, at all. People are talking about it "not having a place in attack rotations" but it was only a hair away from knockout blow (peak melee damage) and hit in a cone. If it wasn't being used in any chains already, I doubt many people would be using it now. Frankly, it would've been more appropriate to just increase it's damage more so it was more rewarding. That was my favorite crit burst, maybe the only real one for AoE. And now it's gone. -
Why is this not a thing?
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REQUEST: Longbow temp power in P2W vendor
Monos King replied to Kartanian's topic in Suggestions & Feedback
And if anyone has questions about obscure temporary powers NOT on those lists, worry not! I know all of them. -
Removable Transparency Concealment PLZ
Monos King replied to scrapsifound's topic in Suggestions & Feedback
Does no one else play with the power icons enabled? -
REQUEST: Longbow temp power in P2W vendor
Monos King replied to Kartanian's topic in Suggestions & Feedback
It wouldn't be an issue if limited to bank mission temps. Being able to quickly reacquire what you've earned doesn't trouble me even as a hunter. But it definitely wouldn't work for all temps for obvious reasons. -
REQUEST: Longbow temp power in P2W vendor
Monos King replied to Kartanian's topic in Suggestions & Feedback
Bank mission temp powers? That could work. I had a similar suggestion with day jobs (although I'm not sure about the plausibility there). -
REQUEST: Longbow temp power in P2W vendor
Monos King replied to Kartanian's topic in Suggestions & Feedback
@biostem would probably give you hell for this suggestion. I don't think we should go about putting random temporary powers that can be earned in game into p2w. If you need the bow for your character, you should probably just do what's available to get it. That's the reason people go out and do the missions to begin with; I myself am and always have been a temporary power hunter. I've always liked getting these things myself, as they are add ons that supplement where you might be lacking or simply a collection to show off, and that's how it should stay. I think you would be better off suggesting an epic or ordinary pool powerset that uses bow than trying to suggest partially neutralizing the nature of temporary powers. -
Hahaha I cannot see how. It seems clear surveying the responses to your comments that your method has been inviting nothing but conflict. You shouldn't see it as an attack as much as an attempt at reproach, and I hope you don't actually see it so aggressively. I haven't made anything other than observations and suggestions. Come on now. I literally prefaced it by saying that the forums are used to evaluate the balance between enjoyment and challenge. I didn't leave that statement open to such a slippery slope. You called him selfish, you dismissed his opinion off of said accusations, and deemed it all juvenile. Your actual position would have been that of the impact argument, "Such choices shouldn't be made even less impactful to the character". I won't continue here because we clearly agree with each other, but all you do when executing points in this invidious manner is invite conflict, obfuscate your point, and weigh down consideration of said point. Me attending to you here is precisely because I could already see the unfavorable reactions, which halt persuasion and compromise. You can't get through to anyone like that. If you think it isn't my place to reprimand you so, that's fine, but if it inadvertently gets people riled up against your point you shouldn't be surprised.
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Oh I'm not for the notion of the origin pool addition; if not for your comments I would've been here leaning against it. You aren't articulating your point, because the meaning is lost in your shaky accusations. It's pretty evident. I am addressing the nature and execution of your argument rather than the argument itself. Because it is counter productive. What is "impact to the character" if not an element of game design? That's just synonymous with consequences of selection, which you yourself said earlier. It's apart of game design to make certain limitations, and you are saying that process is automatically superior to the fun element of the game. I will remind you I am not supportive of this change, and that I am all about evaluating the balance between enjoyment and challenge, but this is no straw man. You really did say that. Of course not. It was an analogy. Addressing the nature of your argument . You suggested he was being selfish for his suggestion to make a change he thought would be beneficial, when you were being selfish by saying it wouldn't fly because it "restricted" you. I didn't realize you suggested a general increase to 5 pools, but you understand what my problem is here don't you?
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"We shouldn't try to help anyone if we can't help everyone." "Having fun in a game is secondary to obediently accepting the game design, even if it makes things less fun for you." I don't like saying this, but I don't think anyone should pay you any mind. Your approach is aggressive and, more troublingly, accusatory and you can't seem to understand the inherent flaws in what your saying. Do you really think the OP is out to limit other players, or simply bypass the games design for his benefit alone? Is it limiting to one side to be given a new option, that they may or may not benefit from? "Let's give Mercenaries a new shield! I think that would be helpful!" "No guy, I don't want a shield, you're being selfish and narrow minded." That's you right now. The only one being self centered is you. You're dismissing the value it might have to various other people because it doesn't personally advantage yourself. He had an idea he thought would be cool, and suggested it as the forums are literally here for; because other players might agree. The reason the forums exist is to gather players that might agree. If people agree and discuss positively, it isn't a self-rewarding effort. Nothing here was juvenile. It's ok to disagree because you believe a suggestion will leave one side out, or effectively constrain them, but all you appear to be doing is undermining and reframing the point as an attempt at self-empowerment. That's clearly not what's going on. Show how this will be trouble. Counter someone's argument. And don't assign him the duty to consider the entire game scope just for a suggestion, that's part of the discussion process! Come on now.