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WindDemon21
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Everything posted by WindDemon21
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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...
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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?
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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.
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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.
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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).
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The Mastermind Wishlist: Completed, Uncut, and En Masse
WindDemon21 replied to Monos King's topic in Suggestions & Feedback
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.- 152 replies
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- mastermind
- enhancement set
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The Mastermind Wishlist: Completed, Uncut, and En Masse
WindDemon21 replied to Monos King's topic in Suggestions & Feedback
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.- 152 replies
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- mastermind
- enhancement set
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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.
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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.
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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.
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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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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.