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Everything posted by Monos King
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Oberst Straxt/Orpheus Mission Buildings Missing
Monos King posted a topic in [Open Beta] Bug Reports
Looks like some of the buildings for "Punish the Warriors" are currently missing as of RC1. Locations [-319.2 -0.0 584.1] and [-374.3 -0.0 225.7] don't have a building. The other (3?) possible locations work fine. Edit: Same for some of Orpheus missions. Same spots. -
I can confirm end drain isn't preventing the telegraphed attacks - looks like Giant Monsters endurance minimum is 15, and all of their attacks cost less than this. The red text powers don't cost endurance anyway. So zapping isn't actually something that affects them at all. However, after getting them below -75 hold Prot, the GMs get held. This does prevent them from using the telegraphed attacks without using them immediately afterwards, so it pretty much skips them. Successfully confusing the GMs will have them still use their red text, but it won't affect any players. It's possible they can affect their minions, but they tend to kill them before they use said abilities. BEGONE! cannot usually be prevented and successfully yeets whatever it hits, but it was failing to knock me around a few times.
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Focused Feedback: Various Power Updates
Monos King replied to The Curator's topic in [Open Beta] Focused Feedback
This isn't a Frostwork specific change per se so it's a little off topic, but I think we'd be in a better place altogether as a game if the Pet and Henchman Max Max HP was raised. I find it a little lacking that the mastermind themself can benefit around 800 HP from HP buffs, but henchman and pets can only benefit from 300 to 600 HP. There was a point in time Frostwork was the literal only way to raise a pets HP, which wasn't even available to masterminds for a very long time, and I feel like as a result the low max max HP was overlooked. Feel like they should all at least be able to get to 1500 or 1600 HP if buffed adequately. -
Focused Feedback: Various Power Updates
Monos King replied to The Curator's topic in [Open Beta] Focused Feedback
That's not surprising. Absorb would be better for keeping singular pets alive, especially the ones that attract a lot of aggro like arsonist and, for whatever reason, cold demonling. Being able to use it on repeat will make any target last longer if you choose to spam it on them. There are only the slightest few scenarios the single target absorb would be better for your MM overall, though. What level is your MM out of curiosity? -
Kind of a niche suggestion, but I was thinking about it and wondered if it would be plausible or desired. I think it would be pretty neat if things like the alignment special emotes retained their posing even if you move around while flying. You know, kind of like when heroes do this: This would apply to things like /e stancevillain2 /e stancevillain1 /e stancehero2 /e stancehero1, and maybe even to /e atease and the Loyalty Poses. Interestingly, this already happens when you press "x" to fly downwards; the pose and emote is preserved for just about every emote. So maybe it could be done for a handful of emotes. This would be different from existing flight poses in that everyone can see it happen as well, and not limited to only the person doing the emotes.
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A way to make Combat Teleport better.
Monos King replied to ScarySai's topic in Suggestions & Feedback
Maybe if it didn't give the to-hit when it's used to break mez, and the mez doesn't stack or replace this could happen. I figure it wouldn't be added as a direct buff addition. -
Temporary Powers Changes: Compiled and Described
Monos King replied to Monos King's topic in Suggestions & Feedback
Necroed due to vendor suggestion inclusion at the beginning, and changes to proposal for Serafina Enchantment.- 12 replies
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- mission completion
- temporary power
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Focused Feedback: Various Power Updates
Monos King replied to The Curator's topic in [Open Beta] Focused Feedback
Okay...so. Follow up to this one. Now that the absorb from Frostwork has been set to correctly replace, I started doing my main tests: fighting AVs. +4, and with small amounts of surrounding mobs. Build 1 is a demons/cold MM with capped res, but only 27% meaningful def. Build 2 uses soft-cap defense, and lower resistance. The pets have 58% AoE defense in both scenarios. I use Positron and BABs because most other AVs aren't a threat to this build even petless. Build 1 (Res) AV Fighting Oh my goodness. It is worse. It is so much worse. All of the issues I had anticipated were in full display, as well as a few others I hadn't even considered. Fighting AVs with even a little bit of AoE is just waaaay worse, so any tanking capability just got hit hard. Positron, who is quite the menace for MMs to be fair, was killing my pets via doing damage to me. When the demons had max HP (which again, doesn't ignore BG mode), I would only ever need to summon at most one Cold Demonling (he hates those), with rebirth saving me when he uses his whopper -recharge ability. But with the absorb change? I simply cannot protect them enough. I have no heals, and when they die, they die. What about re-applying absorb? How did that play in? To use it effectively, you use Frostwork on each minion before the fight. This is the same with absorb and +HP. What happened is that I quickly discovered that while re-application sounds nice in a vacuum, it just isn't diddly when enemies use recharge debuffs. Back Alley Power Punch was far worse to fight against than on live. As was his whole moveset. Positron, with his recharge death ability, took away any meaning or value that Frostwork had everytime he used it, as I couldn't click on it during its downtime. Once the absorb was damaged off..it was off. Positron is an extreme example, though, so I also tested against Galaxy's (not too bad but worse than when it was max HP, has its own issues), Cabal (reallly, reaaaally unpleasant), and Arachnoids (I'm not even going to speak about how unpleasant that was). Before, when fighting heavy -rech guys, I was mostly fine. I only needed to worry when Frostworks duration wore off. Now, if the absorb shield is off due to damage, I have to scramble to try and re-apply it to whichever pet is taking damage. The other pets, also taking damage, are slowly losing absorb while I apply absorb to pets individually one at a time, rather than being able to naturally regen back up to a health level where they won't be one shot, or being healed by the ember demon. The trade-off for being able to better protect a single henchman is waaaay not worth the tedium of having to keep reapply the absorb to these squishy lil punks. It was essentially the same experience as when I use Aid Other in a build, but worse. And furthermore, even that advantage was just completely gone when fighting AVs or hard hitting mobs with AoE. Absorb ignores bodyguard mode. Absorb ignores bodyguard mode. IT IGNORES IT! You get a Back Alley Power Punch, and that's a wrap. Keep in mind, for every 100 DMG the MM takes, each pet is taking 50. The minion pet only has 574 health base, and losing a pet increases the damage they take by 14%. I was getting flung out there. The more res heavy build is practically a dud for fighting AVs like that now. It's really, really not good. Build 2 (Def) AV Fighting So, yeah, the change invalidates my preferential up close and personal fighting style. What if I just cheese it and go full Hover, Soft Cap def? Well first off, Positron can fly. My pets cannot. And, everyone already knows that being able to fly will make you take much less damage, that tactic isn't really relevant in a discussion about power improvement. Here I went up close and personal, just with higher def, lower res, and lower damage. IT SUCKED. Like, it was better in some ways. Positron hit me much less, so the pets didn't get as much damage. The same with Back Alley Brawler. But eventually they did; they hit me with an AoE, this AoE also hit the pets, and it was just a one shot. Full wipe, besides myself. Likely aided by my lower res in the defense trade-off. Being able to protect that one or two pets longer is vastly inferior to being able to protect your whole crew longer, which is what Max Health represents. When the whole henchmen set up is taking damage slowly, which takes off all of their absorb at a "manageable rate", you are still left with the need to reapply absorb to EVERYONE, even if Frostworks 1m duration isn't over. This makes your pets really in danger for a while. Meanwhile, Mr MaxHP keeps everyone nice and steady for the whole duration, and they can heal back up to that value without being swatted by BG damage, or interrupted by recharge debuffs. And they *will* heal, if you can protect them. Thugs is the only set with no heal baked in, and they've got other things going on for them. Your pets will also most likely have AT IOs, giving some regen. Testing the changes in content with lower damage enemies, Absorb frostwork wasn't too bad. I would argue it was in fact, a little better. Zombies benefits hard from this, seeing as they get max health buffs already. For every other set, this is really only while they aren't actually in that much danger. I didn't test Hamidon or Crimson or enemies like that because the results would be obvious: they literally ignore absorb. Obviously worse in those cases. I have yet to test out with ninjas, bots, or wolves. Based off of my understanding of the sets, bots will do better with max HP in all instances due to defense and heals, wolves will be a bit better with absorb, and ninjas will require me to see directly. Tl;dr after doing further testing in my natural element, with it behaving as intended, I have to be more adamant. This is a very bad change for most MMs. Absorb needs to start noticing Bodyguard mode at the very least before MaxHP is replaced with it on a set with no heals. -
Dominator Telekinesis Wrong Description
Monos King replied to Monos King's topic in [Open Beta] Bug Reports
That's it; dom version is incorrect. Controller version has the original description of Telekinesis, and needs an updated description. Controller version of Levitate is how it should be. Dom Telekinesis is wrong, and dom Levitate isn't using the updated description. And neither mention the auto shutdown. So all of them need to get that included besides Psionic Mastery, which seems to be fine. -
Dominator Levitate is missing archetype enhancement category and cannot slot them (I forgot that you need mez to slot those around these parts). Dominator and Controller Telekinesis are missing all enhancement set categories. Controller Levitate is missing the categories for Controller Archetype enhancements. (Same as above)
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I know there was version of this power that actually does fight and is targetable. I can't see why we can't just have that version...seems pretty fair for the effort of collecting the recipe and assembling it (as well as you know facing Hamidon). In fact, if I'm being honest, it's kind of lame to only get a blob that does nothing and is so rare. I've always felt the rewards for Hamidon were lackluster and indistinct. If you get something that's actually somewhat useful it'd be better. Not to mention, we have a ton of vanity pets right now, if anything should be a real reward, I think it should go to the Hami bud. Their powers aren't even that strong, but it's just much cooler and more worthwhile if it does fight.
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MM summon all pets at once non-combat
Monos King replied to Wavicle's topic in Suggestions & Feedback
I wonder how a power like this would work. Presumably the goal is to lower the activation time, so something that just uses powexec or something similar wouldn't fit. It would be possible to create a new "Set the Board" power that checks which MM summons the player owns, as well as their level, and summons the appropriate pets instantly. However, the pets summoned by this power wouldn't have the same enhancements as your normal pets. Maybe if each individual MM pet summon got a second version with zero activation time which could only be accessed via the Set The Board power, this could work. Similar to how enhanced water jet and the fast titan weapon powers work. This could probably do it. In either case, it's quite a bit of time. Creating a duplicate of every MM primary summon in the game, creating the power that checks if you have each power and your level and summons the pets, possibly both and more stuff I haven't considered. The idea has my good will, although it might end up being more work than it's worth. -
Coming Back to Homecoming: Criticisms and Comments
Monos King replied to Monos King's topic in Suggestions & Feedback
Hahaha I can imagine. You writers are all wearing capes...I've lightly tried my hand at mission creation and honestly the simplest part was actually coming up with the stories. Then actually making it work is a Task Force in its own right. With how often things don't want to show up I'd swear I missed some kind of NPC union strike. You guys ever want the extra hands or help from me, I'd be very enthusiastic to pitch in with all that. Either way, I can tell it's already in good hands! -
Focused Feedback: High-Level Council Revamp
Monos King replied to The Curator's topic in [Open Beta] Focused Feedback
My only gripe with this is that I don't think enemies running on nictus fragments should be as powerful as or act as counterparts to the PPD dudes, who are actually fully merged with Kheldians. Also War wolves are already like...failed nictus fragment infusions, so it's kinda weird that they could also get the nictus powers here. That's all, could probably just change their descriptions if anyone cares enough to be aligned with the lore there. I don't have a lot of stake in the council conversation. Edit: Also, the AoE rez might be better off on a chance per person hit basis. It's still auto hit, but only 20% chance to damage and heal or something. If it hits an entire group it's still very like to revive, but it could be better received. It would also be in line with making them a PPD analogue. -
It's been a while since I've been active on Homecoming. Haven't touched the servers much, the forums even less. So coming in now, it's kind of like a mix in perspective between the total newcomers and the veterans. There's been a lot of excitement, but nothing is perfect. I remember how things were, so I think it's time for someone to finally balance some of that enthusiasm with a realistic outlook. This is the feedback section, after all. The Current State of Homecoming Missions and Storylines Let's take a look at this here...Mender Valen. Apparently she's supposed to connect to some other contacts, which just seems to be an excuse not to make original storyline content. Not impressed so far. I'm looking at how this is supposed to connect to Laura Lockhart, things didn't go to well in that arc. Keep playing through missions, normal, normal, did this before, did this before and- Oh. Oh shit. You can change the fate of the character? You can use Ouroboros for what everyone would have always expected you to use it for, and actually change the timeline? This is way too cool. It's legitimately better than content in the original game. You can time travel using Ouroboros to get unique outcomes? Seriously? Alright, I guess that one passes the test. HC: 1. Apparently that's old news though. Going to need a bit more. Alright, well what about this Aeon Task Force? What's that about? A recognizably fodder, weakling low tier level group is now relevant? That's clearly stupid and would never work. Surely there's no way that they could add challenge in a way that is both sensible to the lore and also actually makes use of existing powers. Surely there's no way that they would create Smelters and unique currency, and new enhancements, and set up plot point after plot point in an interdimensional adventure that includes both space and time...and that's exactly what's happening right now. Wow. Yeah, the bait post ends here. I was won over as soon as I got to beat up Flambeaux. I usually call her something a lot less kind than beaux. There is so much to unravel there I couldn't even believe it. The lore additions, the amazing maps, the flow, the dialogue, this: And that's only one of many storylines that was added. Kheldian lore is my bread and butter, and seeing Requiem have time in the limelight was fantastic. Similarly, Void Harbingers were just...excellent. I think the crowning jewel of it all is the absolute chaos of plotwist and time skips that is Dr. Stribbling. I could not be more happy with how storyline creation is going. The only thing that's lacking is end-game storylines that advance the overall plot but..I'm sure we'll get there. Also on the topic of things I like Masterminds I think no one would smile harder than me and Galaxy Brain with those Robotics changes that were added. I mean, it felt like HC took them straight from our propositions. They are awesome. Robots feel like murder machines currently, while retaining the debuffs they were known for in a good way. And don't even get me started on necromancy. That ones just super cool. No other power plays like that. It's a different approach...but I like it. Challenge Settings Are splendid. I realize some the implementation is controversial, looking over some of the old threads. But it ended up being exactly in line with some of the concepts I was looking for in one of the threads cited in my signature. Optional, but valuable. Incentive is there to play them. They encourage more diverse team play, and have mechanics that you'd really be best with support if you wanted to survive. The Nictus stealing your body is just sooooooooooo fun to see and Actually that reminds me of something else. EMPEROR ROMULUS AUGUSTUS He drank from the well, becoming a quick incarnate. He trained his whole life as an elite cimeroran warrior. He's 12 feet tall. And on top of all that...he's the first Nictus-Human merger in history. This guy should be the big bingo, an elite who is at a level of power everyone should want to be. And he just sucks, he sucks so much in the ITF. I feel more threatened clipping my own nails than fighting him. And lore wise this is even more true...technically he should be capable of drawing upon two wells. That's something else altogether though. So seeing him in his proper glory, as an emperor and incarnate thats freely using black holes and attracting the attention of the Talons of Vengeance was excellent on very many levels. Bravo to everyone involved there. I'm seeing revamps to zones, expanding them and showing everyone that the team doesn't forget about content just because it isn't end game or level 50. I'm seeing QoL changes that are so good it makes jumping to another server feel like deportation. I'm seeing new powers like Storm Blast no one even knew they wanted. And of course, I can't forget that their actually developers like Boop and Fault that actually remember PvP exists and has a playerbase. And again, the storylines and dialogue are just stupendous. So really, I just wanted to say to the Homecoming team you guys are awesome, and I love you all. I've had some pretty depressing things to deal with lately, but I have friends here that help push me through it. We wouldn't have CoH if it weren't for all of you. Even a serial server hopper like me sees that. There's really nothing like the effort and work you all are putting into what was, until recently (nice!) a rogue server. Looks like everything is going as strong as ever. Keep up the good work guys.
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Focused Feedback: Various Power Updates
Monos King replied to The Curator's topic in [Open Beta] Focused Feedback
It'll definitely be worth testing again once the next mini patch is passed and Frostwork is properly re-applying instead of ignoring. The performance looks abysmal right now as a result of that, much worse than it should. Right now the absorb doesn't even have the advantage over +HP it should.