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SirJeal

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Posts posted by SirJeal

  1. I've had a thought about a unique type of MM set, but I don't know how difficult it would be to implement, or even if it would be possible at all.

     

    Basically, it started with the thought of how people used to want a Mech Suit powerset. Then I thought, would it be possible to create a MM set where the "minions" are pieces of a greater whole?

     

    Imagine something akin to large power armor that is built around the MM with each minion summoned. Each piece would still have its own hp bar and attacks, so your suit could be destroyed piece by piece by mobs, but essentially the "minions" would make up the suit and be attached directly to the MM and would move around directly with the character.

     

    You might even be able to make unique power bits for the powers outside the minions. (I like to imagine an "All Out Assault" power that has all of your pieces (minions) unload all of their attacks in a spectacular fashion simultaneously over a targeted AoE or cone, for example.)

     

    Anyhow, yes... just my thoughts on a possible unique way of implementing a MM set. Again, I don't know if it would even be possible with the type of Spaghetti code the game has and other limitations from how old it is.

  2. 16 hours ago, SeraphimKensai said:

    See the: https://homecoming.wiki/wiki/Market_Crash_Trial#Crimson_Prototype
    It has the targetable shield generators you're talking about already.

    That's not exactly what I'm talking about. I mean, like... the entity itself has multiple parts all attached to it, each with their own hitbox and hp. So if you destroy the turret on it, it can't use attacks from that turret anymore, and so forth. Or, if it's not a robot, say some giant eldritch being, there are boils that spew out various things protruding from the body of the creature, you have the option of targeting the boils themselves and "popping" them to stop the attacks.

     

    The shield generators you mentioned just sound like the usual Sky Raider forcefield generator mobs that spawn in as reinforcements, and not actually part of the robot.

  3. I do have a questions for the Devs. I imagine at the very least it would be hard to do, but is it possible to make a giant monster or something similar that has multiple hitboxes on a single entity? I suppose an example would be a giant robot with destructible turrets on it, a targetable shield generator, and so forth. So you could "whittle it down" during the fight. I understand if it can't be done, due to the engine being so old and spaghetti code. I'm just curious about it, since it could open up some interesting encounters in the future if it's possible.

  4. There are some things that I would like to see done, eventually. Some additional Lore pet factions, for example. (What can I say, I really want a Malta Zeus Titan lore summon.)

     

    Also, possibly some different looks/variations to MM pets as options. Not holding my breath for any new MM sets themselves though. All my ideas are too outlandish and would never be able to be implemented probably. Such as a MM set that utilizes the pet summons as pieces of a single entity that forms around the player. Think a big mech suit (or something similar) that's "built" with multiple hitboxes from the minions and each piece having its own hp. So instead of having 6 individual minions at the end, you'd have 6 pieces making up the single entity you're using with destroyable weapons and all.

  5. I heard that the devs may be looking into MM sets at some point, and I was hoping for a possible change to one of the Necromancy set powers, particularly Soul Extraction.

     

    Currently Soul Extraction has to have one of your pets die to use it. Some people make a macro to kill off their pets at the start of the mission just to use it, or type in the command to do so, and then have to re-summon and so forth.

     

    I was wondering if it was possible to make it so the power can be used on a living pet... even if it straight up kills the selected pet you use it on. That way you could use it when you wished without having to manually kill your pets, or you could use it on one that is almost dead in a fight already. I'd just rather have it be a bit simpler than it is now.

     

    Any thoughts on this?

  6. I had heard people say that the rewards on Blueside were buffed. If the Praetorian ones were buffed as well, why is there such a disparity between the merit rewards? Last arc in the hollows I know gives 30 merits for doing. Arcs all the way in First Ward for Praetorian content is still giving just 9 merits for their arcs... no increase at all from the very beginning.

     

    Can't remember which other Blueside story arc I did recently (I'm doing all story arcs in a row through Ouroboros), but it was before the First Ward stuff, and it gave 40 reward merits.

  7. I've noticed that the Praetorian story arcs only give 9 merits when completed, no matter the story arc. Meanwhile, those I've done on Blueside, which are just about the same in length for many of them, can end up giving rewards of 30 or more merits.

     

    I'd like to ask that you take a look at merit rewards for Praetorian story arcs, and possibly give them an increase in amounts that you receive. (Especially since many consider Praetorian arcs to be a bit harder naturally as well.)

     

    Haven't done too many Redside arcs yet to see what amounts they give for theirs.

  8. There are many factions in the game without Lore pets available for selection, so I was wondering how hard it would be to add more Lore incarnate picks to the game?

     

    I know my mercenary MM would love some Malta lore pets, for example. Freakshow lore pets? 5th Column lore pets? Knives of Artemis Lore pets? (My Ninja MM would prefer those over the more... monstrous Knives factions.) Devouring Earth lore pets?

     

    Do you think it'd be very hard to add more Lore pet options?

  9. Blasters were slated to get a version of Trick Arrow, but that never got finished before the server shutdown. As for the power set it's self, it's rather powerful. While it lacks any defensive buffs or healing ability, the debuffs more then make up for that. Due to a quirk of how the debuffs were coded, most of them ignore the 16 target cap. Poison Gas Arrow is a flat -35% damage debuff in the hands of a defender, I believe. Glue Arrow is a massive slow and -recharge debuff. And with good slotting both of them can be fired off just as the previous effect ends. Acid Arrow is a nice -def/-res debuff, although it's radius is smaller then you might like. There's a single target immobilize and single target hold. Flash Arrow is a nice to-hit debuff as well as debuffing enemy perception. Combine it with a partial stealth and you may as well be completely invisible. The sonic arrow is a really nice aoe -resistance debuff which again can affect more then 16 targets. And then there's Oil Slick.

     

    Oil Slick is... Well, it's incredibly powerful all on it's own. It's a slow that also constantly tries (and often succeeds) to apply knockdown. This alone would make it useful. But there's another aspect that pushes Oil Slick into top tier levels. It spawns an invisible target in the middle of the oil slick named (unimaginatively) Oil Slick. If this target gets hit by a fire attack the oil slick will burst into flames, doing some crazy high damage to every enemy caught within it. And remember, it for whatever reason ignores the 16 target cap. Energy attacks I think have a 75% chance to ignite the oil slick.

     

    People complain about it, and think the set is 'useless' mostly because the devs overbalanced it when bringing it to Live servers. On the test server there were teams of all TA/A defenders running around stacking the debuffs and generally trivializing everything. Even when solo you could self stack several of the key debuffs to the point that enemies were effectively statues who couldn't deal damage. And rather then flag the problem abilities (glue arrow and poison gas arrow) to not stack with other instances of that power, the devs at Cryptic decided to raise the recharge rates to 3 minutes while leaving the duration for the debuffs at 30 seconds. This meant that while Trick Arrow was still very effective, it could only be effective every few fights. With heavy slotting for recharge reduction you could get that down to a 30 second delay between the debuff wearing off and being able to recast it.

     

    The set was later re-balanced so that with 3 recharge redux enhancements (SO level of course) you could have Glue Arrow and Poison Gas Arrow finish recharging just as the debuff wore off. Maybe with a slight overlap.

     

    The problem is... After it initially got nerfed into the ground pre-launch few people were willing to give the set a second look. So many still think it's 'useless'. But I was having great luck with Trick Arrow even before the set had it's obscene recharge times lowered.

     

    Alright, so you did talk a lot about Defender using it. Any experience with it while playing say... a Ninja/TA MM? Even with defensive/healing sets, I know Ninja... die quite quickly. How well do you think it'd do as a solo MM secondary, especially when compared with other secondary sets? At least it sounds like Oil Slick could combo with certain pets easily.

  10. There really are no soft caps. You can stack stats as high as you are able, until you hard cap certain things like resist or damage. I suppose there is a "soft cap" to something like defense, simply because of mobs natural accuracy, which I hear is around 45% defense... or the opposite, -45% to hit if you use something like Dark.

     

    Nothing stopping you from stacking more though.

  11. I've heard a lot of people complain about it in game. I've also heard that it was scheduled for a revamp that never came to be, due to the game shutting down. (Don't know if that's true or not though.)

     

    Regardless, I myself have some problems with it. Can't say much about Blasters that use it. (I do think that I had a Blaster on live that had Archery/TA, but only got somewhere in the 20's I think?) However, Trick Arrow as a Mastermind secondary just doesn't... feel good? Almost all the other secondary sets give some sort of defense, resistance, heals, or lots of -to hit to enemies. Trick Arrow does have some CC, and a -to hit attack, but none of it feels that great to use... and if you happen to pair it with melee pets, they will tend to crumple and die before you can do much else. Even with ranged pets it can feel pretty lackluster.

     

    So anyway, long story short. Personally I hope that they take a look at Trick Arrow and possibly give it some buffs or something, since they can't really "revamp" the set like they were going to do so on live.

  12. I'd also like to state that the Crabbermind pets on their own overall are technically "stronger" baseline than Mastermind pets. Sure you can't command them, but since they are actual mobs that you summon they have higher base hp and such that matches the mob type and rank they are. So a Lt level mob would actually be like a Lt level mob, rather than say a Tier 2 MM pet that has little hp difference between a T1 MM pet.

  13. Mmmm, I've been looking for some PvP. Currently only level 36 as a Demon/Pain MM, but I'll be joining possibly. I'm not rushing my leveling up though, so I'd probably put my team at a disadvantage currently until I gain some more levels. XD

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