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Monos King

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Everything posted by Monos King

  1. This would help me with my anime character toons...
  2. Some notes: First time hearing of Mteru. Was that a dark astoria lore thing? Seeing Shiva elements be used for other things was nice Seeing Nictus elements be used for other things was really nice Would be cool to see Zukhara reference Tatiana in some way, or have unique dialogue if you've done Tatiana's arc. Legacy Chain references were cool to see Overall, loved the arcs. Love how villside kind of goes in a reverse order of events to the heroside versions. One complaint. 5 uses for a fluff temporary power is super lame. Temps like this that aren't really strong are essentially functional souvenirs, like Psychic Cleaver or Fettering Nimbus. They should have way more charges than this, at least 30. Temps with small amounts of charges are honestly a design flaw in my opinion, unless they are extremely powerful summons or unique/useful abilities. Binding only has the strong immob on the Unnamed, so it doesn't warrant this at all.
  3. It's worth noting MM pets are already OP at leveling anyway, in a somewhat unintuitive attempt at making them useful against higher conning enemies (they could've skipped this by making the pets just not a lower level).
  4. Showing all of these additional powers where new Pool powers would go, right side.
  5. 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.
  6. 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.
  7. 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.
  8. 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?
  9. 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.
  10. 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.
  11. Awesome. Sadly for the best. It's good it's been getting attention though.
  12. Necroed due to vendor suggestion inclusion at the beginning, and changes to proposal for Serafina Enchantment.
  13. Always love to see tempnpower suggestions. I will note villains get so many other temp powers than the other sides, that this is probably why they refrained from giving bills temps in that newer arc. I personally believe most arcs should award a temp of some sort for immersion though.
  14. 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.
  15. 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.
  16. 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)
  17. 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.
  18. Currently using the (new) description for levitate.
  19. 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.
  20. A bit off topic in this forum, but they've been doing pretty good revising the sets. I do also still have concerns myself though. I'm curious what you had in mind, you should post your ideas to the Suggestions Forum if you haven't already.
  21. 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!
  22. Not sure if this is intentional, but tranq is stating to use lethal defense rather than toxic defense (and also is listed under Assault Rifle for that matter).
  23. 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.
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