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WindDemon21

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Everything posted by WindDemon21

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. Except all it basically does is add to "summon" times, which is exactly what the devs are trying to fix in this beta patch. The main part of "managing" pets is supporting them with your support set, and controlling them, what they do, how they act, and where they are in positions to the mob etc. Having a longer "summon" time does nothing to help the playstyle of the MM, and only serves as a hindrance to the class. It always amuses me that there will be a couple die hard forumites that cry havoc when this is suggested, yet literally every single person i'll speak with in game about it also agrees that the upgrades need to be automatic, if not done away with altogether. This isn't even going to the fact that most MM pets until 32 are terrible, and is also not speaking to the fact that this does not translate well when exemplaring as well. Especially in situations where say synapse tf, where you do not get the extra 2ndary pet, while other classes are still fully able to utilize their level 22 and level 24 powers. At the VERY least, one of the main issues with using the upgrade powers is how you can't even affect the pet until they become actually target-table. At the absolute very least, the upgrades need to be pbaoe instead of a targeted buff so you can cast it without having to actually target a/the pet first. Just because you main in MMs, does not mean that I am any less versed in the playstyle and mechanics of masterminds, that I don't have countless hours playing them with multiple 50s of different primaries and secondaries, playing through to 50 without PL'ing or even doing pi council teams (which in all versions, unequivocally these upgrade powers have been the greatest annoyance of each one), nor does it mean I "don't like MMs". I in fact do very much, which is why this aspect IS so annoying and ruins the actual fun you could be having with them, because i can see their potential, and they are just being unfarily held back by these upgrade powers.
  8. IE, because that's how it's always been progress shouldn't be made? I'm sorry but this "logic" is just dumb, and the FEEL of Masterminds is having the pets and using your support set to support them. Having to waste any time upgrading especially in battle is just a huge annoyance, especially when you have to sit there and wait for them to even be targettable before you can buff them. This has always been the MOST annoying part of playing a mastermind, and in fact the sole reason I avoided them on live except one until the upgrades were at least made aoe. I have multiple mms now and this remains the continual most annoying part of them that keeps me from playing them as much as other ATs.
  9. Mastermind Henchmen Summons have had their recharge times reduced: T1 Henchmen: reduced from 60s to 5s T2 Henchmen: reduced from 90s to 10s T3 Henchmen: reduced from 120s to 15s These summon powers are no longer affected by recharge buffs or debuffs Mastermind Henchmen Summons have had their endurance costs reduced: T1 Henchmen: reduced from 19.5 end to 5.46 end T2 Henchmen: reduced from 19.5 end to 9.62 end T3 Henchmen: reduced from 19.5 end to 13.18 end Henchmen upgrade end costs have been reduced from 22.75 to 11.375 Note: This were some quick low hanging changes to help Masterminds out a bit, we are currently investigating further improvements to Masterminds for the future These are a good start, but the upgrades still really NEED to be autos for the fast fix. Fixing masterminds altogether will require then to be done away with completely (already known by pets,pet levels and availability reworked) and new powers in their place.
  10. Can we please get this updated so we can color the VEAT powers like every other power sets in the game? Assumed we could, now my white fortunata that I was so excited about is being shelved until then.
  11. The crit proc won't go through vs ms AND rf though, only 2 of them. However, since savage leap CAN crit, popping it in either hemm, or vs, means it can fire for both savage leap and rf. Putting it in vs, or hemm is best so it can be used for both aoe, and st, which is where savage really feels to fall behind on scrappers. Using hemorrhage instead of SS with a high rech build yields more st, and aoe damage.
  12. Crit proc in hemorrhage. The 14s rech and 2s cast time give it really good proc chances, is usable in the ST chain, and build up plus the build up proc, hemorrhage, crit proc goes off, savage leap, then rending flurry for max aoe damage. In the ST chain, hemorrhage, crit proc goes off, maiming slash, then VS, then maiming slash, then you have 4 stacks of blood, hemorrhage, rinse and repeat. Unlike the ss/ms/vs chain, instead of only critting on ss and ms, you crit on Ms and vs which is much more st damage, ss is worse dpa than ss/ms/hemm, and the crit proc goes off more in hemorrhage than in vs. FYI, the crit proc goes off 50% more in hemorrhage than it does in vs.
  13. Yeah it REALLY does need looked at. However on my scrapper I did testing and with the crit proc, arcana time, and super high recharge, and for some dumb reason even though SS/maiming strike are under 2 seconds unlike other scrapper primaries when this occurs you can get a 3rd attack off with the extra crit chance, savage can't for some reason, so with ppm and the crit proc in hemorrhage, making a ST attack chain where hemorrhage always gets only 4 stacks actually yields better damage. Savage strike may be fast early on, but it's dpa is actually pretty horrible. Shred also really needs an activation time reduction to something more like 1.3 seconds as well.
  14. The BIG dumb problem with savage blood stacks is that you get exhausted and locked out from building more until after the 15 seconds lockout, instead of just simply consuming the stacks. They REALLY need to get rid of that pointless lockout.
  15. Yeah soul mode until you finish the io build. It's definitely one of the best tanker combos. Don't forget how it has a Defense giving power in staff too.
  16. Unfortunately this isn't 100% true, as i've listed items for sale for MORE than i have listed for older listings, yet the more expensive one will still sell before the cheaper one.
  17. I was just about to post this, it's been a problem for a while. I'll even post the same thing i have listed for weeks, and the new one will sell first, even if the same listing price. They need to fix the algorithm to put precedence on older listings.
  18. Yeah, oddly even though it has the exact same use/stats as spinning strike on STJ, it takes pbaoe sets instead of taoe, so it gets 3 eradication, and 3 ATOs depending on your secondary. If your secondary is typed defense based, then I would do 6 winters.
  19. Yeah this is REALLY dumb that all scrapper versions don't taunt. Especially chilling embrace on ice armor, this definitely should have a taunt component and pretty sure it used to. But even by today's standards, the ones on scrappers that DO taunt, are the auto hit auras (not dot ones), which chilling embrace IIRC now is the only one that doesn't taunt for some dumb reason, like not even a little it's really frustrating.
  20. No, that would only benefit the caster. And nature can be nice, but i hardly find it OP. Specifically spores and wild bastion simply need some stat tweaks.
  21. I don’t know what you're talking about. Besides waiting till 32 for your aoe its an insanely good combo. Especially cause you can also get that 5% ranged defense bonus from the purple set off boggle.
  22. I would agree if they would EVER MAKE PENDULUM 10 TARGETS LIKE IT SHOULD BE!!!!!!!!!
  23. So I've been wanting to do a dark/ice scrapper for a while, but was waiting till dm had its aoe fixed. While i hear lots of bad things about tof, i figured if you can crit it, it would make it worth it with the ATO procs. However compared to any other melee set with multiple aoes, this only really works if you can get at least 2 of those aoes off within that crit time. Even though the crit proc is *supposed* to last 3 seconds, in my testing i've found as long as the attacks are under 2 seconds, you can still get one more attack off with the extra crit chance. Oddly enough, with DM, touch of fear is only 1.97s, however after 20 tries with completely queued up attacks, it fails to crit on tof, and then also crit on shadow maul after like it should, making this idea completely useless, and the aoe on DM stilll absurdly crappy. Really pissed about this, especially considering the actual animation for ToF is done in about 1.5s too, and then you just kinda stand there for half a second for no reason. This could easily be cleaned up to make ToF 1.5s, and that would help out a lot overall in it's aoe dept overall even on other ATs as well. On top of DC needing fixed, and the radius definitely needing to be increased on ToF, this is a bare minimum that needs done for DM.
  24. Not saying that it's not possible that fire ammo may still win in ST, but just saying that it helps justify going standard ammo and using/getting piercing rounds. The aoe still makes me question though, just IMO the actual increase in damage is pretty crappy for a power pick. I wish they would still allow us to have all ammo types on at once again or give it some other kind of bonus. the fire ammo pales in comparison to most any other damage type boost in a primary.
  25. Also, i'm on my blaster right now, and the -res is 13%, not 9%, so 25.5% -resistance. So facing +3s assuming, that's 16.75% -resistance against a +3. Plus whatever other procs you have to up it's damage for it's cast time.
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