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WindDemon21

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Everything posted by WindDemon21

  1. Agreed, I love that the mechanic is able to be introduced but it needs to be in Gravity Sink replacing dimension shift or crush as an AoE location knockdown power like ice slick on a 90 timer that pulls inward.
  2. Wow someone is late to the party. Sorry I meant: *drops phat beat* Late to the party Late to the party Late to the party Late to the party Late to the party *nsts nsts nsts nsts nsts* Lol All things granted though, it's not like anyone is ever incapable of changing their mind on such a thing like this, especially if there are more and more outcries of them being made auto like from people who aren't super frequent forumites. But for now obviously since they're not going full in depth on MMs it's not something anyone should expect of course, but still doesn't mean I wouldn't VEHEMENTLY cry out how much better it would be if they were auto like that person. I would be more curious to hear what people say about it on I believe cake or whichever server it was that already did this for their MMs. @Number Six Also, I saw the NEW new patch notes for test, and I didn't see anything mentioning the upgrades at least being swapped to a pbaoe buff rather than targetted. Any chance this can still be done before the update goes live?
  3. *touches with Gravity Sink* 😛 Seriously though, or maybe... get rid of crush for GS, seriously though I've been wishing for this power since I played Gravity back in issue 1, and it makes an annoying amount of sense for the set.
  4. Sooo... Gravity Sink location knockdown field with pulling to the center of it instead of dimension shift!??!!?? 🙂
  5. Oh don't get me wrong I generally agree with you, but especially as a blaster it's good to have at least one. I actually really hate builds having both of them. Buy especially with hail of bullets there are just times when firing off build up before it is just SOOOOO nice lol
  6. Gravity Control > Singularity Singularity will now slowly pull enemies towards it, allowing it to make much greater use of the Repel effect So this is great, but I thought this mechanic wasn't possible with the current code. If it is, then they really ought to replace dimension shift with an inverse bonfire power that draws the enemies to the center and call it gravity sink. It's definitely a power that gravity IMO has needed for a while and would be PERFECT.
  7. Nope, especially as a blaster you always want to have at least one aim or build up slotted with the gaussians proc for your nuke. I did dp/Time and it's pretty good, I think dp/martial or dp/sonic would be the ultimate combos.
  8. That -res no longer exists since the recentish tank changes. The tier 1 has no benefit if it's not worth using and is just a wasted useless attack stealing a power pick otherwise. ESPECIALLY in the case of jab, where boxing is a clear winner statwise with not only no drawbacks, but even a BONUS cause it means that boxing wouldn't be a wasted power pick with SS. I mean of course not to mention that foot stomp and knockout blow should REALLY be swapped too.
  9. On tankers definitely. It's pathetic, and boxing is actually better since it uses the same animation/activation time. Since you basically always get fighting on a tank anyway, I actually DO like being able to replace it with boxing, but we NEED to be able to skip it completely by putting punch at tier 1. The rage crash can be mitigated depending on secondary and use of hand clap/foot stomp (though that does not mean that the -def at least in rage crash needs to be removed)
  10. Yes it does, and that'll take an entire other issue to fix. I'm just talking about a super quick fix to fix it for tankers for now. Well that, and the MAJOR issue if swapping knockout blow and foot stomp. It needs aoe WAY sooner than 38, and knockout blow especially with a 25s base rech and main ST damage really should be at tier 9. Honestly too of course, the first 3 ST attacka in SS should have 50% added to their base damage and rech.
  11. I mean, yes, but that would require a much more extensive SS rework overall. This would at leastt let tanks skip it since boxing is better to use and slot anyway and has the same animation
  12. So... any chance that in this next patch we could PLEEEAASSSEEE have jab and punch swapped around in tiers so tanks can finally skip jab? It's the main thing keeping me from rolling my fire/ss tank that I had on live since jab is literally more useless than even boxing is...
  13. Missed some but if these could please include the history plaques too that would be a GODSEND.
  14. So something like the unchangeable fact that you can't reduce the recharge on your pets attacks and that you can't control when they actually use them such as aoes and controls? IE, the problem that is literally not possibly to address with coh's ai coding, and is really one of the main issues with masterminds that automatically makes them have issues that other ATs simply don't have to deal with?
  15. Buff sure, debuff, they're hit twice for some really dumb reason by being at an even lower value than that of troller/corruptors. So now your pets are next to useless, and your debuffs aren't even noticed.
  16. This is actually very untrue in my experience. I would say like 5% of people I've actually discussed this with in game agree on having the upgrades be automatic, which is why it's so weird to see people defending how they currently are on here at all. There is definitely a difference of people who play the game versus those who spend most of their time on the forums (or way more than others at least) regarding these things. But deciding this on pure vote alone from everyone actually playing in game and not just the forums (not saying spirit fox or others don't for clarity), then there would be no contest that the majority would swing towards making them automatic from what I've seen/heard.
  17. Is there/can there also be a way to have them know which badges/plaques you've already been too as well as to not make you go to the same badge marker that you've already gotten.
  18. Was JUST coming on to this thread to suggest this as well, pleassseee lol
  19. Sorry was so much to read and then got off track lol, but there ABSOLUTELY are things wrong with the class, even granting the upgrades being auto. While it can be part of the advantage, it's also part of the drawback, which is the very FACT of dealing with uncontrollable AI. No matter how good you are, you can't control what order the pets perform their skills, tell them to hold off on certain powers until the start of a new mob, or tell them what enemies to attack in order (without constantly hitting the attack command). So while yes they will attack things without having to do so, it is by FAR from optimal. Not to mention that without being able to reduce their rech, you have skills that are WAYY too slow to rech, especially looking at the 4 minute LRM on mercs boss pet, and things like aoe controls that the pets have etc. These are things that any other class can improve on their powers, but a MM can not. This also doesn't factor in the fact, that kb protection via IO's and even acrobatics is easy to achieve for a player, but outside of being forced to go /kin or /elec, there is no way that any other support set can give their pets kb protection, which results in a lot of time lost attacking, and not to mention constant repositioning of the pets to maximize their aoe and cones. These are specifically parts of the drawbacks, that mean that having the auras on auto, would not anywhere near imbalance the class. It would just take away an annoyance that clearly people share, not saying EITHER of us are wrong, but we just have different opinions. These are not hard coded math problems, there is no 100% only correct answer, but i think you'll find while some forumites may for some odd reason want to click the upgrades, that the more majority of players would prefer for them to be auto (or done away with altogether having the pets always have, or learn inherently by level their skills in lieu of better powers in their place).
  20. I also think allowing the MM attacks to slot pet sets would be at least a quick way to address the issue of those sets that don't get a 4th summon to put the defense/resist uniques in, but more thought down the road should be considered regarding that issue as a whole. Some of the suggestions i just gave above would help, but still gives an unfair advantage to thugs/demons/necro for slotting purposes.
  21. I think as a whole, since pets can not have their powers sped up via recharge nor benefit from any bonuses and powers like hasten, that especially powers like their aoes and holds should have their base recharge times reworked. It would also be nice if issues with pet exemplaring was fixed so that you actually get the +5 amount of pets you would have relative to how other ATs get their powers at +5 which can make a much more dramatic impact. Support debuff powers should also match those of trollers and corruptors, no reason when it's still in secondary form that it should be even less than those of a controller or corruptor (yes buffs remain the same). It also makes sense that all pets, not just MM pets, should remain at equal level to that of the caster. I would also suggest that bodyguard mode, or an alternative mode be introduced to share ALL hp with you and all pets. That way you can use your hp (to which for example if you have a self heal can benefit the pets and regen bonuses etc), and your big pets/medium pets hp to help keep the minnion pets alive better as well, and it would be a more "team" effort for the MM as a whole, rather than just "zerg rush the minnions" only keep the big pet alive etc. And of course taken from the other thread, making the upgrade powers pbaoe, and having pet summons be buffable the second after summoning them rather than having to wait for them to fully summon before you can buff them.
  22. Dominators definitley need a buff. Not really in damage etc but more in the class itself especially regarding perma-dom. Honestly, without it dominators are way too squishy, but another thing that rings very true is just how horrid their endurance is versus literally any other AT using both controls, and having to attack, and that all should have some sort of sustain heal/regen ability to help them out like drain psyche or to a lesser extent the savage heal. Domination should really just start by granting a +1mag/extra control duration and should always be on. Dominators really do need that mez protection to be permanent as well. Without that, and the extra mag to get bosses with their controls they simply can not do what they need to do for their class to survive properly. For even just badge reasons though of course the mez protection can't be automatic, but could even simply be a toggle that you would toggle on to provide the extra mag/duration/recovery/regen etc.
  23. I was literally about to suggest this lol. I still can not fathom anyone actually liking the upgrades especially having to use them in battle, as there are already opportunity costs to having your whole primary mainly based on the pets, which for one, is the fact that their skills can't even be sped up, especially the aoes and holds.
  24. Then as the devs are officially making a stance that they're not going to be auto, that at the very least could you please make the upgrade powers pbaoe so you don't have to actually target the pet in battle to upgrade them. Additionally part of the issue as well is the actual summoning, where they don't become buffable right away as well. It would be nice if all the summons were updated to be buffable as soon as you cast the summon power. It also seems odd having to use two separate buffing powers each time, for each pet in battle, especially as they're dying and all you end up doing is casting and resummoning and upgrading the fight which goes beyond any opportunity cost that any other set has to deal with. It would be nice if once you get the level 32 upgrade, that it would override the previous one, and you would then just need to cast the larger upgrade power (or either one) to apply both upgrades.
  25. These are all still concerns, and also issues of the class which I pointed some out in my earlier post. I agree with these issues, but these are issues with more-so power stats/numbers etc. What I was talking about was the actual PLAYSTYLE of MMs being the issue. The management comes in supporting those pets with your secondary, and controlling where they go and what they do. Having to cast the upgrades is essentially just another form of summon, that other AT's do not have to deal with. That would essentially be like having to activate a second power to "change your stance" or something before using a main control or attack etc. Masterminds are balanced around the fact that your damage and armor is invested in the pets, and you need to keep them alive and tell them what to do for optimum efficiency, rather than just attacking/controlling yourself.
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