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Saravarng

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  1. This I think could work as a better solution than straight up increased damage, and I think it would work well to include things like this into the primary sets of the MM, that way you could tailor the debuffs and such based on what type of pets you would be running. For instance some sort of acidic grenade for mercs that would reduce smashing and lethal resistances as that's mainly what the mercs output
  2. As I said I have a few MM's, the bots/ff was just my main and my original from live, I also have a mercs/traps, demon/thermal and just yesterday a necro/dark lvl 50 mm's. Each has a slightly different role to each other and play differently from each other but I have only really tested my bots/ff up against itrials and such as I suspected I would run into the same issues as I did with my first. Perhaps I should go back and try them in this content a bit more and see how the other 3 play in those situations. But yes if the damage cap was increased too much they would become OP and as such damage cap changes would have to be tested in the Beta before ever being implemented into the main game.
  3. The issue that I see here is that absolutely no other AT in the game can be limited down to basically a one trick pony by which secondary set they pick, I have found this to be a MM issue only, which is why I recommended changes to the primary sets so that this issue does not occur. Obviously I could always roll more MM's but the point being that I shouldn't really need to have to do so in order for me to feel like I'm playing the game.
  4. Honestly I agree with what you're saying about MM's, but my point still stands about the pets themselves, yes you can build the MM to do whatever and be good at it, but what I mentioned were direct buffs for the pets themselves that I feel would make them more viable rather than having to rely on your MM's powers to do all the work, I could be wrong but I think the way an MM is supposed to be played is to rely on the pets not the other way around. However I do agree with you that there is loads of possibility within the MM that you dont get in other places, IMO I just think that they need a few more buff's to the AT to get it to a state in which I would be happy to run majority of Itrials rather than just BAF and Lam.
  5. Solo I tend to do fine with most of my mm's once I'm slotted up tbf, solo content and such is the one thing that mm's excel at I've found except some boss fights when the boss ignores the pets and rushes you, but in group content I tend to struggle and feel more like a defender with one power set a lot of the time. I still contribute to the team but the pets are not the contribution if you get my meaning.
  6. So I main mm's and would say its my favourite class in the game however I feel severely underpowered when I compare myself to say my Brute, and while yes their play styles are different I can output anywhere near the damage I can on the brute, I feel this is mainly down the very low damage cap that is in place on pets, agreed they shouldn't each be outputting damage similar to that of a brute. That being said I think a cap of around 75 for tier 1 pets, 100 for tier 2 and 150 for tier 3 pets should hopefully allow for mm's to have a higher damage output that's comparable to that of the other AT's. Another issue that I quite often see with my pets is that without the support of 2-3 support sets the pets simply aren't tough enough to survive incarnate content, my main mm is a bots/force field and even with the significant defence boost that he can give them they generally are not able to survive fights inside of an incarnate trial, especially against the bosses. While yes they should not be able to take the amount of punishment that say a tanker could take it would be nice if I wasn't having to re-summon the pets within 10 seconds of them running about again. An issue that I have seen around here is upgrades, I dont think that they should be removed and auto applied to all of the pets, however I feel that rather than having 2 separate upgrade powers is redundant, they should IMO be merged into one and the benefits of the upgrade should be increased at each level that you get a new pet, starting at level 6 when you would get the power, from then on the upgrade should increase in effect and power at level 12, 18, 24 and finally at 32, this would free up 2 more powers for more useful benefits for the pet's maybe temporary buff similar to the powers in Sorcery such as Enflame and Spirit Ward. Powers like these seem IMO perfect for the MM playstyle of micro-management within combat, provided of course that these buffs would last long enough for a fight to take place as opposed to a 3 sec absorb shield like Spirit Ward, perhaps the power should last about 15 seconds and have a cooldown of about a minute so that they couldn't be spammed into every fight. Currently I see very little benefit to taking the attack powers within the primary sets for the MM which obviously are not the main focus of the MM playstyle however I feel these powers could be more useful as say immobilizes or other CC powers which would be able to directly benefit your pets and allow the MM itself feel more useful in combat than just adding some small amounts of damage here and there. These are just my opinions on what I think would benefit the MM's most, the planned changes for reduced summon time and cost are also a fantastic idea and I'm glad they are happening, keep up the good work Homecoming Team 🙂
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