
Thezanman
Members-
Posts
118 -
Joined
-
Last visited
Reputation
66 ExcellentRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Looks like there is just one Void Hunter Rifle power that is also used to fight Romulus in a Psimon Omega arc, and it is coded to only do bonus damage against enemies named Romulus lol. https://cod.uberguy.net/html/power.html?power=temporary_powers.temporary_powers.void_hunter_rifle&at=none
- 1 reply
-
- 1
-
-
Mastermind pets stop applying Interface powers when changing zone
Thezanman replied to Thezanman's topic in Bug Reports
This is still an issue. -
More pull-in effects for control sets
Thezanman replied to Thezanman's topic in Suggestions & Feedback
I don't see any problem with inconsistent theming when it's already a given that most control sets can physically restrain enemies by shaping their respective element into a cage of some sort. From there, it's not much of a leap to say that you could move enemies after encasing them in ice or stone, especially since both of those sets already have powers that can move enemies by knocking them into the air. Fire and Electric Control may not have solid physical restraints, but they still have powers that can move enemies with intense flame or by causing muscle spasms. Probably the least logical circumstance would be Symphony Control, since it seems like it immobilizes enemies by affecting their mind rather than actually blocking their movement, but even then mind control could be a valid reason to force them to move. In any case, the intent is to improve the usability of all AoE immobilizes without leaving any sets behind, and I don't think a small movement effect is enough to break immersion. Plenty of small compromises for the sake of gameplay already exist, like the fact that non-physical control sets such as Fire and Electric can immobilize enemies in cages in the first place. People probably wouldn't expect to have such an ability when thinking of a character that can control fire, but it also isn't such an unreasonable concept that anyone would complain about it. Ultimately, it's a good thing to ensure that all sets have a baseline level of effectiveness even if it doesn't strictly match with the ideal conception of their theme. -
When playing a Mind Control character with the new version of Telekinesis, I found that being able to consistently group up enemies was a lot of fun and felt like a natural fit for the role of a control character. It makes for a more interesting and active playstyle of trying to pull as many enemies together as you can, allowing your team to use area attacks more effectively and compensating for the fact that an immobilizing power like Telekinesis doesn't do much to protect your team compared to other types of crowd control. This is in contrast to the typical AoE immobilize powers in control sets (Fire Cages, Roots, etc.), which often end up counterproductively stopping enemies before they can naturally group up around melee teammates. For Controllers especially, these powers are a large part or all of their AoE damage potential, but if you use them immediately when engaging an enemy group you can potentially slow down your team by keeping the enemies scattered. Because of this, I think it would be an interesting idea to add a relatively small pull-in effect to these AoE immobilizes which would pull other enemies toward the enemy you target with the power. Telekinesis comes with a long cooldown and is an iconic Mind Control power, so I would give the other immobilizes a weaker effect similar to Axe Cyclone to avoid overshadowing Telekinesis. It would bring nearby enemies into a cluster immediately, but to fully pull in enemies from the edge of the area you would need multiple casts. Controllers would benefit from a unique way to support their team as well as more ways to synergize with secondary sets like Storm Summoning which are effective against clustered enemies, while Dominators would have more incentive to use a relatively low damage control ability to get more value out of their own area attacks.
-
Focused Feedback: VEAT Updates
Thezanman replied to The Curator's topic in [Open Beta] Focused Feedback
Since Heavy Burst is getting buffed, I would like to see some improvement to Suppression as well. It has the same target cap and nearly the same damage as Heavy Burst, but with a longer cooldown, cast time, and higher endurance cost. Its only advantage is a higher arc, but that doesn't do much when it only hits 10 targets. I think a target cap increase would help differentiate Suppression from Heavy Burst as a power to deal with large groups, especially since other Soldier abilities like Venom Grenade and Frag Grenade still only hit 10 targets. -
When changing instance by entering a mission or a different zone while Mastermind pets are summoned, they completely stop being able to apply the effects of Interface powers, although the Interface icon is still visible in their buff bars. This results in having to go through the whole process of resummoning and rebuffing all your minions many times throughout a task force in order to benefit from Interface powers properly.
-
Quality of Life Improvements for Necromancy
Thezanman replied to Thezanman's topic in Suggestions & Feedback
I know that specters lose health over time. It takes over a minute for them to die from just their natural degeneration, which means there isn’t a need to continually resummon them unless they are being killed by enemies. That is why I would like more visibility of their current status, so I know when I need to resummon them more frequently, and when I can hold off on resummoning in favor of other powers. -
I've been playing a Necromancy MM for the first time since the powerset was changed a while ago, and while I love the new specter summoning mechanic from the personal attacks, I think that some small changes could make it feel better to use. First of all, the specters don't show up in your pet window, and their names aren't visible in the world unless you hover your mouse directly over them. This makes it difficult to tell when they're close to dying, and to keep track of their location. If they were changed to show in the pet window and have permanently visible nametags like normal pets, it would do a lot to improve usability. Currently, there are icons in your buff bar that show which specters are alive, but it can be hard to see them when you have a large number of buffs, or if the bar if shifting constantly from new buffs/debuffs being applied. I think it would be great if the Dark Blast, Gloom, and Life Drain powers were highlighted with a ring while their respective minions are inactive, similarly to how Storm Cell shows a ring while there is no active storm cell. This would make it a lot easier to quickly react to a specter dying or expiring and summon a new one. Finally, each of the Necromancy attack powers currently has only a 70% chance to summon a specter, which often results in repeated failure to resummon them. Since you are already limited to summoning one specter per attack power, I would like to see the summon chance increased to 100% so that you just have to worry about casting the power once if you only care about maintaining your specters.
-
Focused Feedback: Storm Blast
Thezanman replied to The Curator's topic in [Open Beta] Focused Feedback
I really don't think a feedback thread can be productive if the developers try to justify everything which feedback is being given on. -
Focused Feedback: Storm Blast
Thezanman replied to The Curator's topic in [Open Beta] Focused Feedback
I can understand the idea of it being a utility power, but Storm Blast is first and foremost a blast set, and Jet Stream is the only AoE power it has until getting Chain Lightning at mid-levels. Jet Stream's primary purpose should thus be dealing AoE damage, without needing to worry about repel disrupting the enemies' positioning. I think repel is useful on a power which you can wait to use until the repel is beneficial, but certainly not on a power that you want to use to deal damage. -
Focused Feedback: Storm Blast
Thezanman replied to The Curator's topic in [Open Beta] Focused Feedback
I was thinking of Incendiary Ammo's extra DoT, but perhaps it isn't the best example. I mean things like Soul Drain, Follow Up, or Power Siphon which give damage boosts in different ways from the standard Build Up/Aim. -
Focused Feedback: Storm Blast
Thezanman replied to The Curator's topic in [Open Beta] Focused Feedback
Played through the early levels with this set, and it's pretty fun, although there are a few issues I experienced. The first thing I noticed is that the sound effects for the first few powers (Gust, Hailstones, and Jet Stream) are extremely quiet compared to other powers. Other than that, all of the powers were very entertaining in terms of aesthetics: I really liked the unique attack animations like Direct Strike, Hailstones, and Cloudburst. I'm glad to see Chain Lightning as well, since there were very few chain attacks in the game. In terms of gameplay, I really liked the unique mechanics of Storm Cell and Category Five causing additional hits when you use Storm powers. However, Storm Cell felt very unreliable to use due to its long cooldown and very slow travel speed. It would struggle to keep up with runners, and would almost always lag behind when I simply walked between enemy groups. I imagine this problem would feel even worse in faster paced team play. This could be improved by increasing its movement speed, although I think it would need a large increase to work well with the current cooldown, and the AI navigation might still be a problem. It might be better to just turn it into a stationary effect and drastically lower its cooldown, while potentially lowering its duration if needed. The other major concern I have is with Jet Stream's repel. While it was somewhat useful in the early levels to keep enemies away, when I increased the team size it quickly became counterproductive by scattering the larger enemy groups out of my AoEs, and this would definitely be an even bigger problem in a team. While it's an interesting idea to have Storm Cell convert the repel into a knockdown, as previously mentioned Storm Cell was too unreliable to consistently prevent scattering enemies. It is possible to remove the repel with the Overwhelming Force proc, but I still don't see much point in giving the power repel in the first place, since it doesn't even prevent the enemy from attacking like knockback does, and needing to buy an expensive enhancement in order to use an early level power effectively isn't ideal. Finally, this is more of a personal preference, but I'd like to see more blast sets forego Aim equivalents in favor of having a more unique damage boosting mechanic, like Dual Pistols' ammo switching. Storm Cell already feels like it fits that role by essentially adding an extra damage proc to other Storm attacks, so I'd rather see Intensify removed from the set in exchange for making Storm Cell stronger. I'm not sure how other people would feel on the matter though, and that would also leave an empty power slot that would need to be filled by something else. -
Is there a way to dismiss them besides using the pet window? They can't be dismissed a second time with that window since their names disappear.
-
Sometimes, Mastermind pets get stuck in terrain or their pathing fails and makes them infinitely walk into a wall. This is usually fixed by just dismissing and resummoning them, but a lot of the time the dismiss button fails to work properly when pets are stuck like this. Clicking to dismiss the pet still removes its name from the pet window, but the actual pet remains stuck wherever it was in the map, which prevents it from being resummoned. Furthermore, it seems like these stuck pets do not teleport to you as normal if you get far enough away, which means there is no way to gain control of your pets again unless you load into a new zone. Upon doing so, all of the pets that were stuck reappear next to you physically, and their names reappear in the pet window, even if you previously tried to dismiss them.