
WindDemon21
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Everything posted by WindDemon21
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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
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- mastermind
- enhancement set
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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.
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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.
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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.
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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.
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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.
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Focused Feedback: Experimentation (Release Candidates)
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
Can you please add -regen to toxic dart like envenomed daggers. -
Yesss!!! I've been saying this, and was about to post it, may still if i don't find an actual post for this. This needs updated asap IMO. Just so it remembers what you selected from the drop down, or just give a 3rd radial choice, in set, rarity, and type, instead of lumping the out of sets together with a drop down. Whichever is faster to code and get live. Heck instead of the drop down, just make that the space that says "type conversion" and above it have it say "rarity conversion." Edit: If they could also make it so the IO stays in the conversion window, so if you don't get what you want you don't have to keep dragging the IO into the window that would be best too.
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Yesss!!! I've been saying this, and was about to post it, may still if i don't find an actual post for this. This needs updated asap IMO. Just so it remembers what you selected from the drop down, or just give a 3rd radial choice, in set, rarity, and type, instead of lumping the out of sets together with a drop down. Whichever is faster to code and get live. Heck instead of the drop down, just make that the space that says "type conversion" and above it have it say "rarity conversion."
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Dark Melee Future [re: Dark Melee Update]
WindDemon21 replied to Troo's topic in Suggestions & Feedback
DC should still have a 120s recharge to line up with soul drain too imo. 180 seconds has ALWAYS been way too long of a base recharge for it/consume. -
Focused Feedback: New IO Sets (Build 4)
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
PLEAAASE do not do this for call of the sandman. I can understand the other, but this is the ONLY use for that heal proc for the most part. Almost all sleep powers are aoe except for the single target mind one, and some elec melee attacks. The ONLY use this heal proc in CotS has is in an aoe to have it go off multiple times to heal yourself. Healing only 5% hp every 30 seconds or less on those aoe powers is completely useless. -
Focused Feedback: New IO Sets (Build 4)
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
You're forgetting mako's bite -
Focused Feedback: New IO Sets (Build 4)
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
If anything it should at least be a movement speed bonus not just run speed. But also have you ever fought synapse? He likes to use power sink, which is a end draining ability. Seems to make sense that his IO set would have resistance to that. There are also other means to get run speed bonuses. GOTA alone has a 7.5% run speed (which should also be movement speed also IMO), but there is NO way to get end drain resistance from IOs currently. -
Focused Feedback: New IO Sets (Build 4)
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
I actually find there to be a general lack of end reduction on the end mod sets. Only Ea has that one end mod/end redux IO and it's not enough for things like heat loss that have a 15.6 end cost. which when you use it when your end is low is a bit of a big cost to drop you, same issue happens with power sink/power drain in elec and energy armors. I can't think of ONE endurance power though that I'd care to put range in. (or have it be needed, like speed boost, does not need it) -
Focused Feedback: New IO Sets (Build 4)
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
For the first one, we don't really need just run speed bonuses that much for stuff outside of granite armor. Can this unique PLEASE be changed to an end drain resist unique, like 25%? For the second, it says "An end mod set with a focus on ally buff abilities that DON'T require accuracy or deal damage". Yet the set has multiple accuracy values in it. So if it's made for a power that DOESN'T need accuracy, why does the set have accuracy in it... -
I'm not saying about the playstyle, i'm just saying that that is one way/reason that cones are balanced how they work, saying nothing of the target cap which should be increased to 16 targets. The cones are already balanced to where they should have those 16 target caps.