
WindDemon21
Members-
Posts
1943 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by WindDemon21
-
Suggestion: Remove limit of 4 Pool Power sets.
WindDemon21 replied to JumpingSpider's topic in Suggestions & Feedback
Exactly, so if you think someone doing so wants to also take recall friend, or at the most beneficial getting that one more lotg 7.5% from stealth/hover is going to break the game, you're only kidding yourself. Personally, I have builds like that, and it would be nice to be able to pick up hover for purely QOL to use for hami raids instead of getting the p2w power. -
Suggestion: Remove limit of 4 Pool Power sets.
WindDemon21 replied to JumpingSpider's topic in Suggestions & Feedback
Then that's the beauty of it. Then YOU don't have to make your build cookie cutter. But that doesn't change that fact that allowing us to choose from more pools would in any way be game breaking . -
Personally I'm not a fan of the current sentinel power since you can't control where it does the debuff and can't make it do it faster. I'd rather they keep that a debuff, and then make faraday cage a "faraday sentinel" that either is an aura like ffgen, or constantly procs the faraday cage. That way you still have a pet, and can control that debuff better and use it faster.
-
The Mastermind Wishlist: Completed, Uncut, and En Masse
WindDemon21 replied to Monos King's topic in Suggestions & Feedback
That's what I thought you were saying, which would be no good, because then it hurts any non-MM pets since they no longer get the extra def/res, like imps who really need it.- 152 replies
-
- mastermind
- enhancement set
-
(and 3 more)
Tagged with:
-
The Mastermind Wishlist: Completed, Uncut, and En Masse
WindDemon21 replied to Monos King's topic in Suggestions & Feedback
Except it wouldn't be, since this thread delves into ALL aspects of masterminds. And the two are directly related. I do understand what you were saying before and for the regular pet/recharge pet ios that ONLY buff def/res that would be completely fine and I back that. The issue comes mainly from the MM atos since those also buff a stat for the pet themselves. It does also a lot go back to the main issue of those training powers. If they dont want to get rid of them, ok that's one thing, but they should reorder the powers as I suggested, and those training powers need to be an auto pbaoe aura that proc casts the training on nearby pets. There is no reason that we should have to resummom pets, they die sometimes even while being summoned, then train them, TWICE for them to be of any use. Then they could immediately die again, or soon having to do it all over again. It's especially aggravating when just one or two of the min/lt dies so you resummon, and while you're waiting for them to summon before you can even click them, and then try to train them, oops your other pets died, so now you have to do it all over again for the other set of pets. In NO way is this mechanic anywhere near necessary or fun at all on MMs. As much fun as I can have with them, it's the number one thing that makes me just not want to deal with playing them often times. If nothing else ever changes on MMs, making the training powers auto pbaoe auras is a must, or even better make them fully auto where "just having this power gives your pets these abilities". Like how field medic works to give end bonus to aid self, or just having fortify pack gives the beasts a chance eit chance. This would be the optimal solution for those training powers. For the MM progression, it would make sense to move the powers around as I suggested prior, and allowing the training powers to accept pet IOs would be fine. Edit: Also unless the training powers can accept pet IOs, as it sounds like you're saying that they instead just act like a straight buff, then you would be able to also slot those pet IOs as well. I'm pretty sure it would be impossible (or at least take way too much time it would never happen) to code it so that you can't use just those unique IOs of those sets. Likewise they definitely shouldn't make it so the pets themselves can't take those much needed sets. There also does not exist, and won't exist a way to enhance the value of a unique IO itself, so I'm really not sure how you think it would work to enhance the def/res values on the training powers without being able to have that and still slot those pet IOs on top of that.- 152 replies
-
- mastermind
- enhancement set
-
(and 3 more)
Tagged with:
-
The Mastermind Wishlist: Completed, Uncut, and En Masse
WindDemon21 replied to Monos King's topic in Suggestions & Feedback
Then you aren't getting any end reduction or less end reduction for powers that are already way too high of an end cost when they shouldn't even be click powers, or even exist at all per my suggestions above. At any rate even if this were to go through I would say the BASE value should be equal to those IOs, and that those training powers should be pbaoe with far less or then zero end cost. I think MMs would be far better off as well if they moved the 2nd training power to 18, the level 18 power to 26, and the big pet to 32, since even those are vastly less useful without that 2and training power at any rate.- 152 replies
-
- mastermind
- enhancement set
-
(and 3 more)
Tagged with:
-
The Mastermind Wishlist: Completed, Uncut, and En Masse
WindDemon21 replied to Monos King's topic in Suggestions & Feedback
Even then you would still feel obligated to slot them to enhance the def/resist for your pets for how squishy they can be and how horrendous it is if they die and you have to rebuff them after summoning them. Maybe if they FIXED those training powers per my suggestions above it wouldnt be as necessary.- 152 replies
-
- mastermind
- enhancement set
-
(and 3 more)
Tagged with:
-
The Mastermind Wishlist: Completed, Uncut, and En Masse
WindDemon21 replied to Monos King's topic in Suggestions & Feedback
Thus becoming the mandatory 2-3 slits for each def/ res stat like I mentioned. No thanks.- 152 replies
-
- mastermind
- enhancement set
-
(and 3 more)
Tagged with:
-
The Mastermind Wishlist: Completed, Uncut, and En Masse
WindDemon21 replied to Monos King's topic in Suggestions & Feedback
There has been since day one, and even with an adjustment made, an issue with the mastermind training powers. Even with it's current iteration, it is extremely cumbersome to have to try to buff up the pets after you cast them especially in a battle. One server has implemented that the training powers are automatically applied via an auto buff that procs every few seconds around the caster like supremacy. This should be how those powers always should have been and should be now. I would however take it further than that, since level progression on a MM is fairly tragic, since most aren't good until those level 32 train powers anyway. I would propose that those skills already be part of the pet skills for all the train powers, and move the lieutenant pets to level 18 and the boss pet to 32. Then at 12 and 26 where the training powers used to be put skill unique/mm powers there, that are also skippable, and also good with 1 slot or take the place of an earlier attack power that is up to the user to decide. So for example RoTP for demons at 26, soul transfer for necro at 26 etc (and if rez is in the epic change it for something else) Then for the level 12 power, make it another attack to fit each set. So tenebrous tentacles for necro etc. a pbaoe whip for demons etc. This way those training powers which really shouldn't even be a thing are incorporated into the pets automatically without overpowering them at the lower levels, and opens up power picks without requiring any extra slots that need to be taken on tight builds. Considering how MM class was supposed to be the "tanks" of villain side, I would even see level 12 being an aoe taunt power as a MM. I understand this could take some time to code properly, so in the interim, at the very least they need to make those training powers pbaoe and greatly reduce the endurance so you don't have to target the pet, however since that one server already made them auto, they could at least port over their coding to do that. I would also like to state how i'm not a fan of having those ato procs being in supremacy. For MMs which are already tough enough to slot that would make a mandatory 2-3 slots for each defense and resist for every MM build. And having those ato procs scale means that they wouldn't be as effective at lower levels either. What I could also see for the level 12 power would possibly be like the bio forms. Offensive, defensive, efficient. Where each mode would boost the damage/to hit, defense/resist, regen/recovery of you/pets. Also on a side note for necro which is one of my mains, is that they would be better off with tenebrous tentacles than dark obliteration. And please don't take the life drain from the set or grave knights, it's what makes necro unique and is useful for you and your pets survival. And from what was mentioned about their levels as well, they should ALL be the same level as you, that is just silly that they aren't.- 152 replies
-
- mastermind
- enhancement set
-
(and 3 more)
Tagged with:
-
There has been since day one, and even with an adjustment made, an issue with the mastermind training powers. Even with it's current iteration, it is extremely cumbersome to have to try to buff up the pets after you cast them especially in a battle. One server has implemented that the training powers are automatically applied via an auto buff that procs every few seconds around the caster like supremacy. This should be how those powers always should have been and should be now. I would however take it further than that, since level progression on a MM is fairly tragic, since most aren't good until those level 32 train powers anyway. I would propose that those skills already be part of the pet skills for all the train powers, and move the lieutenant pets to level 18 and the boss pet to 32. Then at 12 and 26 where the training powers used to be put skill unique/mm powers there, that are also skippable, and also good with 1 slot or take the place of an earlier attack power that is up to the user to decide. So for example RoTP for demons at 26, soul transfer for necro at 26 etc (and if rez is in the epic change it for something else) Then for the level 12 power, make it another attack to fit each set. So tenebrous tentacles for necro etc. a pbaoe whip for demons etc. This way those training powers which really shouldn't even be a thing are incorporated into the pets automatically without overpowering them at the lower levels, and opens up power picks without requiring any extra slots that need to be taken on tight builds. Considering how MM class was supposed to be the "tanks" of villain side, I would even see level 12 being an aoe taunt power as a MM. I understand this could take some time to code properly, so in the interim, at the very least they need to make those training powers pbaoe and greatly reduce the endurance so you don't have to target the pet, however since that one server already made them auto, they could at least port over their coding to do that.
-
Suggestion: Remove limit of 4 Pool Power sets.
WindDemon21 replied to JumpingSpider's topic in Suggestions & Feedback
Or stealth or recall friend. Too many builds basically require cj, hasten, fighting, and leadership. And by the time you get to the late 40s and want to pick a fun power that you dont slot you cant pick up hover or fly etc. We need at least one more 5th power pool. -
Focused Feedback: New IO Sets (Release Candidates)
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
Can you also please make all sets at least 20-50. -
POLL: Which Support sets need work?
WindDemon21 replied to Replacement's topic in Suggestions & Feedback
FF: detention field should be a hold, repulsion bomb should have it's radius increased to at least 20ft, and guaranteed mag 2 stun, and force bolt should be changed to a location based slow field with -damage/-resistance/-defense with less values than freezing rain/sleet obviously. (think like hami's goo). Add +regen or proccing +absorb with a decent value/duration to dispersion bubble. Deflection/insulation/dispersion bubble should boost +defense debuff resistance. 40% for dispersion, and 20% for ally shields. Give psy defense to the shields. TA: flash needs it's debuff increased to like 20% for defenders and 15% for secondaries. Glue arrow NEEDS to be location based. Oill slick should have it's recharge lessened to 120s, acid arrow needs it's radius increased to 15ft, PGA needs to work just like traps poison trap, hold that refreshes not sleep, and the -damage instead of -regen. Then turn emp arrow into a ST -end/-rec/-regen debuff with a minor energy damage so it can be used to set off oil slick, and a stun component. like 30s rech, since PGA would now work like poison trap for traps. Entangling arrow should be moved to tier 2 so you are not forced to take it on secondaries especially trollers. Cold: Frostwork needs to become a pbaoe easily permable buff that also has regen, something like 3 minute rech 2 minute duration with 150% base regen. Needs the shields to have their fire/cold resist unenhanceable so powerboost works on them, and to also provide fire/cold defense in glacial shield. Snow Storm should be tier 1 and infrigidate to tier 3. Poison: needs a lot of help, to start it's envenom/weaken needs to have a larger radius of 15ft, and the full value of the debuffs go to all enemies it hits. then it also needs the tier 9 to be a location based debuff, not a pbaoe toggle that all too easily gets toggled off, and makes you go/stay in melee where that happens more and makes it so you can't use the cone slow effectively. I would also be happy if it had the puke animation like when poison trap makes enemies puke, and leaves a big puke pile on the ground that is the debuff area lol. Nature: really just needs wild bastion to be on a much shorter timer so the absorb actually gets used properly, something like a 90s recharge with 30 second duration. The regen on wild growth needs to be upped to 150%, and lifegiving spores desparately needs a buff. It needs to be location based, not a toggle, and it's radius needs increased to 25 or 30 feet, and it's values and proc rate needs increased, to about double the value, and 2s not 4 seconds for the proc rate. Move Regrowth to tier 1. Sonic. Needs the ST intangible to be a hold with -res, sonic siphon needs to have a faster animation and also a little -defense, sonic repulsion, as well as ff/kin knockback toggle needs to not take more end per enemy, and have it's sound reduced, liquefy needs to have a shorter recharge of 90 seconds. Give slow/end drain resistance to sonic dispersion (40%) sonic haven (50%). Add knockback protection to clarity. Fix the proc rate and "miss"es on sonic repulsion, currently it's bugged and is missing where it should be autohit. Increase the values of the resists. For the same effective mitigation as defense, resists need to be twice the value (actually +5% but you can't get there). The resist should be for a defender 30% ally, 20% dispersion. However given how resist plays in this game and that everyone can get maneuvers etc, I would say a fair value would be for defenders 26.25% ally, and 20% for dispersion. Then for secondaries 20% ally, and 15% dispersion. Empathy: Should have absorb pain removed, and maybe actually be a high level self procing absorb like a better version of that one sorcery power. Pain: should have it's resist/to hit values increased for the pbaoe buff, faster procing/more regen on it's heal toggle with a wider radius. Rad: Lingering radiation should have a 60s recharge, non stackable of course. Fallout should have more use on a live ally or enemy. Empulse should have a shorter recharge with no -recovery. Thermal: 90s recharge for melt armor, 60s for heat exhaustion. Time: The +recovery on chrono shift should last it's full duration. Move Temporal Mending to tier 1. Extend duration of Temporal Selection to 4 minutes. Traps: trip mine/time bomb should get the /dev treatment. Seeker drones should have a wider radius and target cap of 20ft/16 targets and increased -to hit to at least 10% for defenders/7.5% for trollers. Caltrops should be the tier 1 and the immobilize should be tier 2 with a damage component. Storm: should have the fear removed from tornado, gale and O2 boost should be swapped so O2 boost is tier 1. Kinetics: have ID do resistance to all and at least have the knockback protection go to all. Increase duration of sb/id to 4 minutes. Add a small -defense to siphon power/fulcrum so that we can slot IO's in them, or at least come up with universal buff/debuff sets to use in -res/+damage powers. All versions of clear mind should be taoe like shields are. -
I would vote yes for this. There are many builds that I find i'm needing just a couple more slots to do what i want with them. With the new IO/uniques coming too it'll make builds even tighter.
-
Definitely vote no, especially since the devs never figured out how to properly implement it, ie should have the same values/recharges as heal powers since that's exactly what it is, just a pre-heal. If you want to instead, suggest that it does absorb, instead of the heal portion, keeping that max health, I would be indifferent to that.
-
Suggestion: Remove limit of 4 Pool Power sets.
WindDemon21 replied to JumpingSpider's topic in Suggestions & Feedback
I fullheartedly approve of this. Annoying when you can't get that one power that you actually find a build for that can fit a 5th pool power but can't because of a pointless limit. -
Except especially when you look at strollers, where outside of AVs it's useless cause the bosses should be held anyway. And on a good mm, if you focus the pets to attack the boss he should be dead before most of the time that that matters. You also have to factor in the horrid nature that seems worse than it was on live for enemies to flee when their end is zeroed out. At the very least it should have an immobilize component too, but I'd still vote HEAVILY it is swapped with the tier 2.
-
Focused Feedback: Experimentation (Release Candidates)
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
What do you m eww an origin pool? Cause that would be exactly how it would be in the medicine pool too. -
I would be ecstatic for that too. Actually yes. Cause I forgot they made the sentinel for non pet classes. Please swap them. But this NEEDS to happen, we don't need more useless forced powers on sets that nobody bothers to slot or use and would rather skip altogether or at least wait till like 49 to get.