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Monos King

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Everything posted by Monos King

  1. You can't just say it isn't relevant and then it's true you know. You want some things to be knockdown and you have some reasons. I countered, and gave some reasons. Immersion is pretty relevant if people care, and someone else agreed that the thematic knockbacks appropriate. Being a stat chaser I realize this flew over your head. Some people actually enhance range on attacks. So making shorter range moves long range frees up spots. I should've clarified.
  2. I was reading up on the live developers AMAs, and the intentions of the actual last 4 incarnate slots were gonna be way stronger than even what you just proposed. I'd really like getting them. Unfortunately, even the incarnates we have now are essentially game breaking, and along with these new powers we'd need scores of difficult content to offset how literally everything not incarnate would become a bug. This would likely include new zones and task forces and of course incarnate trials to actually unlock the slots. It's a lot of work and almost certainly can't happen. For now anyway.
  3. That's cool. Sleep is also not the most practical feature, as hold is superior, and if you really think about it, short ranged attacks? Those could just be made long range. That would free up some slots. I don't really care much for the practicality of things as much as I do the believability. Not everyone is a stat chaser. I recognize the importance of making balance changes on situational basis, but small details like this make or break immersion for me and other people. Having fun with the possibilities of powers, diversity, feeling the impact will always be more significant than a minor instance of practicality. I don't think everything should be practical. DS is a nuke that does great damage. Consider the knockback a trade-off.
  4. You guys can't just keep calling for changes in the thematic abilities because you find it troubling in your manufactured settings. Certain QoL changes make sense and don't take away, but really, advocating for Dawn Strike to be made knockdown on default? It's a nuke, absolutely not, I want to blow away enemies. Knockback is not nearly as negative as everyone warps it to be.
  5. You had me until that one, that just comes off as deliberate self-limitation that can't be considered in creating a scale for difficulty. It's one thing to deliberately make a weaker set in exchange for a desired quality, doing some cost-benefit analysis. For example making a stealth illusion troll rather than a CC one. But suggesting the way to deal with the rising apprehension towards ease of "high end" content is to just make yourself weak is really, really silly.
  6. I'm still not feeling it, I like certain powersets being associated with certain effects. I'm faintly against absorb being a heal filler and becoming ubiquitous. While I'm almost positive force field would've been all about absorb if that effect existed with FF's release, it is not; so if it's about increasing it's potency to other players I'd rather it provide measures of defense/regen debuff protection. That would also give it the edge over Ice Dom which it is kind of just a situationally inferior variant of.
  7. I don't think it should, I like it being a defense beast. If you must, maybe the toggle AoE could offer the same effect as spiritual bastion or whatever the sorcery pools +absorb is called. Edit: Looks like that has been discussed already.
  8. One force shield on the caster is more than enough. Masterminds have exactly zero need to get buffed from their pets, it's just a rare luxury from exactly two primaries. That is all I have to add; ninjas are bad and need to not be.
  9. Oh so it was I who sucked. I should have known.
  10. I would also think they should come with higher health but minor inherent resistances since they will get a few of your secondaries, and with masterminds being fragile.
  11. Adding a chance for upgraded emulations to "switch" places with the player and vice versa would be cool. For instance, upon being struck, the perfect copy has a chance to take the debuff or control effect instead of the player, and upon upgrading the lesser clones they too would have a chance to exchange effects. It would be called Uncertainty.
  12. I've never played a warshade seriously, more of just to collect 50s. Why don't warshades suck? I thought they sucked. Can someone offer an explanation or link to clear this one up? You guys seem pretty confident they don't suck, and I would also like to be confident they don't suck.
  13. I am very fond of this idea, but in an altered state. I would like to see the red regions adopt this setting of each zone (I'm not giving up killing grays its fun). Otherwise, self-exemplar is a good idea. While you practically already can throuhh ouroboros, it would be convenient.
  14. It isn't a matter of it's direct destructive impact on the game, it's a matter of its relevance and the precedent it would set. 1) It is not relevant. It isn't relevant to effective gameplay, it's unnecessary. I've really never heard of a controller coughing up complaints of fatigue that would warrant a change in mechanics. And when I've seen a noob break down, I'd give them advice and they'd get better. 2) Precedent. As I had unveiled earlier, this would beckon all kinds of other demands and wants that would circumvent experience, reduce player creativity, and reduce player consideration in the forums because much like this idea none will ever happen. You've been trying to posit why the 0 end t1 would be a good idea. I think you would have better success pitching this idea if you could provide evidence that endurance "issues" are NOT something that are passing, easily remedied, and inherent to progression.
  15. @Haijinx @boggo2300 Let's not make jokes at the thread proposers expense, I'm sure it does little to enlighten anyone. This is however a bad idea. Would you suggest that we make nuke type abilities auto-hit because people don't like to miss the big pay-off? Would you suggest we make t2 abilities unresistable because bosses have resistance? Endurance management is something that is discovered early on, exactly because of struggles that are met during the initial phases. You also don't hit very hard, miss, and are weak. So are the enemies. The moment you have the ability to slot enhancements, I.E. Progress, these cease to be an issue. While fending for yourself with mediocre endurance, you launch diversion tactics or play tag or eat inspirations. But the point is if your complaining about having difficulties at lower levels, I think your forgetting the purpose of progression.
  16. That's a really neat, but also huge idea. It would be the biggest reworking of an archetype ever (and would also clash with the current supremacy but that's another thing). I would definitely suggest posting that on the other thread I provided too; it could attract attention.
  17. I don't mean to be rude, but I don't see anyone being in favor of that. Part of the charm of rolling the mastermind is feeling like you command an army. This would be taking away the most vital fun factor of the MM class. At any rate, this thread is discussing issues, primarily to MM survivability aspects, and not fundamental changes to the entire class or how it affects QoL in other classes. The amount of pets summoned is not an issue. You should probably move to another thread with that suggestion.
  18. It may have been, but it was likely just a thematic buff that is nice to have. If that were the case, the highest level pet would not benefit from supremacy. I wouldn't like to see that buff removed, as there are instances pet level increase doesn't account for the resulting loss in strength (against giant monsters, PvP, lower levels of MM, incarnate trials, etc). Other than that small note I'm not opposed; giving new procs is a cool idea. Although level 50 MMs aren't really the issue, and this could quickly make them too strong. Essentially just by hitting 50 pets would have current maxed out strength.
  19. Could you explain how? My first MM was a thugs trap, and I played it over 6 years to incarnate; it was my first street killing 50. I had the full noob experience ( I got badly beaten a lot ) and the upper tier experience (good planning, live long) but I don't see how scaling the levels of the pets would be a ticket to godhood. Obvious strong MMs like anything therm won't be affected much and non-heals won't struggle as terribly early on. Every MM is probably going to be great when maxed out anyhow, like most ATs. It's getting there.
  20. They are, but as someone reminded me it can be a miserable experience being an MM while leveling and with a moderate build as a result of it.
  21. @MJB I don't think anyone in this thread suggested buffing MM damage, and I'm certainly not advocating for it. Viability. And how can we make MMs into something that can -contribute- to the offensive effort. Alou brought a nice suggestion there; that is a change that will make no difference to something like a contained 1v1 or close quarters combat, and will permit more involvement by the MM to offense of the team without dying instantly for trying. Expanding the supremacy radius would also do this, increasing pet speed could do this, removing the interrupt on teleport for (terrible idea just an example) could do it. Aside from the obsolete buff the lower level pets would get from becoming caster level it isn't really a topic.
  22. I see. Your suggestion gives the user time to get back to pets, versus giving pets time to catch up to the user in the effect of increasing the supremacy radius. You bring up good points, I like it.
  23. That's neat but if I left to pursue an enemy with this change, I would also still have the issue of pets being incapable of keeping up with players; this now prominently including myself. There's no reason for my enemy to just come back once I've debuffed them.
  24. Sigh. You don't get it. You also clearly don't play masterminds either, so I'm not really sure why you came here. Pet resistance is NOT a factor in damage sharing. The damage is pure, unresistable, unfettered. We're trying to figure out ways to improve the class, and you have surface level understanding of it if even that. It's a bit frustrating.
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