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About Me

Found 10 results

  1. I’ve written up a proposal for improving Mind Control before, and this is done in the same vein, except with a cooler twist – there’s another Control Primary powerset out there that could do with some love (something that I’ve mentioned in my thread to allow Controllers to lock down AVs/GMs): Ice Control! As for why I decided to look at improvements to this powerset in particular, read on. Ice Control: The Competition Heats Up Unlike Mind Control, it’s a fairly standard Control set, with five of its powers following the regular pattern: one single target/AoE Hold and Immobilize, alon
  2. So I've made threads about this in the past and each time I've learned something about making these suggestions for fixing Mercs work. I consulted users over the Discord and was advised to keep suggestions as simple and direct to the cause as possible, so that's what I'm going to do now. I have also consulted Mastermind players, also on the Discord, who share my concern with Mercs' poor performance since the day City of Villains launched with the Mastermind archetype. I'm going to keep things as simple as I can think of. I'm going to list each henchman, a list of proposed changes to its powers
  3. Willpower looks like it's 15 seconds long now, unless I'm reading it wrong (which is a very good chance). Please don't ruin my dreams though!
  4. The Current Situation Controllers are one of my favourite archetypes - capable of changing the course of a battle with a single well aimed power, and aiding their allies while debilitating their foes, it makes for a character that prefers to facilitate victory, rather than getting their hands dirty in the middle of a fight. However, while they can easily disable weaker enemies with their numerous abilities, much of their arsenal is rendered ineffective against stronger foes, which have inherent levels of protection against status effects. That is to say: the raison d'êt
  5. Pretty much what it says in the title. I think Radiation Blast could well use an overhaul to bring it in line with Radiation Melee, Radiation Armor, Atomic Manipulation and Radiation Assault. The absence of Toxic Damage from Radiation Blast was always something that confused me, even from the start. Radiation is, after all, highly poisonous. I can understand why the original development team stayed away from it, since sources of Toxic Damage was intended to be 'rare' in the original production of the game, and was not intended to be used reliably. However, I think at this point
  6. I wanna fix mercs please. This is a topic I've given a lot of thought to, and Mercs is a set I want most to be successful and competitive with its fellow henchmen in the list of loyal henchmen available to our Mastermind players including myself. So no screwing around; let's get right to it. What's wrong? Mercs lack any strength relative to other sets, having very low damage with the dubious honor of the only set that can't break out of double digits in single target damage (assuming SO enhancements only), and no better survivability than even Ninjas. I want to address this problem by givin
  7. Recently, maybe 2 releases ago, I started noticing my empath's Recovery Aura not showing in the buff window. I've noticed that it occasionally appears when it's blinking to expire, but it is not reliably displaying. Recovery Aura is 6-slotted with an Attuned Performance Shifter enhancement set. It is definitely applying to myself and my teammates. The first screenshot is my healer's combat attributes showing the buff, but missing from my personal buff window and the team buff window: The second screenshot is a dual account seeing the buff in their combat at
  8. In the recent discussions about "rebalancing", bug fixing and nerfing the PPM proc system, /Time, /Darkness Affinity, Powerboosted Def, etc. we've been mostly been caught up on discussing the relative merits, details and balance of those powers. Before embarking on major game changing overhauls I think it would be wise for us to take a step back, and think about the big picture impact and our priorities. We've been having a great time for the roughly year the Homecoming servers have been public....with powers and sets working largely as they do now. There's no immediate
  9. Ninja Blade has a niche problem that many probably don't care about but it's a rather huge flaw with the set that can be fixed easily. Quite simply, Golden Dragonfly does not crit when attacking out of hide. The reason for this is because GD is a cone, and not a single target attack. But it is a tiny cone, and rarely used as a cone. The cone is a rare occurrence that feels kind of cool when it happens, but is not really much of a feature of the power. Unfortunately, this small "feature" makes it so that GD does not crit when used out of hide. Which, when compared to many other sets, is a massi
  10. The Problem Controllers often use status effects like Sleep/Hold/Stun..ect which are covered by the condition for containment damage. However they also use a bunch of other effects that certainly impede the victim's ability to act but do not count for containment damage. Two in particular: Fear and Confuse, often both prevent the enemy from attacking you or your allies and in the case of Fear, stops them moving too. One could say that Containment is only for status effects that 'lock down' enemies as the description states, but the effective message and gameplay perception of the inherent
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