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  1. The time is now! After fully re-attuning myself to the mastermind experience after all these years, and seeing countless complaints and suggestions from fellow players as to how to advance the experience, here is the total compilation of mastermind needs. That's right, needs. Because despite the zeal of the titular concept above, at least one player finds one of these to be of utmost import. However, there are some higher priority suggetions, at least from my perspective, and so I will be color coding the urgency of certain submissions as follows: Ultimate Priority -1 High Priority -2 Moderate Priority -3 Highly Reccomended -4 Topic-for-Thought -5 Community Inspired -6 UPDATE: Now includes popular suggestions from within and outside of the thread (with credit given) in green. The Wishlist is a catalogue with additional links detailing full potential reworks of Mastermind Primaries. Visit this thread to find the full extent of the primary changes: This thread will be categorized by Cosmetic, Specific Primary Sets, Specific Secondary Sets, Enhancement Sets, and Miscellanious. Priority is not divided by category; there can be a Ultimate Priority QoL suggestion and a T-f-T enhancement one. Each suggestion will exist to address one or more shortcomings within the category, which will be discussed at the end. While there will be some inadvertant aversions of topic in this thread, I won't be repeating many suggestions from my last threads. Suggestions are not inherently mutually inclusive; some of these would be great together but others are similar enough to clash or are alternate options, and thus stand on their own. Now that all is in order, let us begin. Miscellanious Increase all pets to share casters experience level, from level 1 onwards. Swarm pets (Posse, Living Hellfire, Nanites?) will maintain the -1 level differential. Add the aura buffs from ATOs to Supremacy, rising in effectiveness from level 15-50 until it is at the same strength as they are now (credit to Everfreefire, et al. for this one) Remove aura buffs from Expedient Reinforcement & Sovereign Right; proliferate to the t4 and t9 pet upgrades with a new enhancement set category "Upgrade Integral Pets" or "Equippable Pets" which will include a proc for pet debuff res. Arachnos' Order: Defense/10% Recovery Resistance or concept of that nature. Equippable Aura Def and Res buffs would be enhanceable, but lowered by 0.5% and 4% respectively. (Now High Priority) EX: Equip Thug gives +8 def base. Upgrade Equipment gives +16 res base. Adding the Upgrade Integral Pets Proc would increase these to 9.85 and 18.54 without boosters. T9 Pet Upgrades offer set-themed buffs Mercs get range or acc (not to-hit) increase Thugs get range or rech increase Zombies get speed increase etc Significantly reduce mastermind attack powers endurance costs across the board (Credit @plainguy ) Zombies Improve Wraith AI to use Necroplasmic Grasp when not damaged (rarely does) Make Wraith share level of caster Remove Grave Knight Toxic res, add smash or lethal or both (they are knights) Grant Lich Containment Grant Lich Self Soul Extraction (thematic, maintains Lich's support role) Give lich proper zombie resistances (aside from psionic res) Give Grave Knights Slice remove Dark Blast @ajlee209 Enable Critical Modifier in PvP (Various) Allow Soul Extraction to be usable on enemies corresponding to their rank the type of Ghost (with AVs and GMs spawning either Wraith or multiple Wraiths) (Various) Increase cone radius for Zombie vomit (Various) Zombies are an effective set, but certain thematic upgrades are in order to prevent the lack of damage resulting from the boss pet being a controller from causing it to fall behind other sets strengths. Obviously not all sets will hit as hard as others, or even hard at all, but Lich has been known to feel lacking as a pet when not coupled with a res or def support secondary. These will offset that and give further control potential so its greatest strength compares to the trumps of others. Mercenaries Convert Serum into an augmented Adrenalin Boost + Fortitude Remove End Crash, Add high -def and moderate -res 800% regeneration, recovery 25% dmg, to hit 25% def Remaining Adrenalin Boost/ Fortitude stats Stealths Spec Ops Last 1 minute, recharges in 7 Weaken Serum's stats, remove crash, turn into an AoE (Credit Rosewire) Spec Ops adds random moderate stackable debuff when stealthed (debuff crits) Stealthed SCAR Snipe has chance to secondary effect debuff Medic loses Frag Grenade, Granted Triage Commando loses buckshot Granted Willie Pete Round Commando LRM Rifle recharge reduced to 1 minute 30 sec, damage buffed, AI uses in combat often Give LRM Rifle a fire patch (Credit @shadowrex ) LRM Rifle tagged as "snipe" for enhancement category Commandos LRM Rifle is obscenely underwhelming, being 4 minutes in recharge, long cast, and weak. And Serum is easily the worst mastermind power available, with buffs easily provding the benefits it has without the existing debuff that undermines these very buffs. Being smash/lethal damage, soldiers do nearly no damage at all, and should be given additional means to circumvent this great weakness through heals, debuff, and at least one pet that is actually damage impressive. Demons Ember Demon AI Prioritize Group Healing In Combat Ember Demon needs to prioritize group healing in combat Ember Demon should use Abyssal Reconstruction more often Ember Demon Abyssal Reconstruction upgrade max target from 8 to 30 Hellfire Gargoyle Hellfire Smash should add -res like its other moves Let Hell on Earth accept to-hit IOs Please fix ember demon heal Demons are my mastermind main, so I'm really ardent on this one: Ember Demon needs to use its heal more often! Demons are a great set, with no shortcomings in its intended affinities, and so I would simply ask that the support pet do what it's meant to do. Ember Demon almost never uses Abyssal Reconstruction in combat, which is troublesome considering it's low damage being supplemented by its role as healer. More importantly, the extremely small target cap means the use of Hell On Earth immediately prevents either the caster or main pets from being healed due to the surplus of additional targets. Thugs Functionally Perfect Gaussian's Proc in enforcers (see enhancement section) Robots Nanites upgrade Replace nanite heal with nanite support pets summoned similarly to Hell on Earth Spawns nanite colony around selected pet, increasing recovery and max health of selected pet Nanites offer group pet percent heal over time which increases with each nanite spawned (10) Nanites last for 1.5 minutes Recharge 6 minutes *Credit to @Rosewire @AgentForest* Create a toggle that summons two little floating drones, zapping nearby bots with healing rays Rays heal via priority health to pets, heal user when pets are full Robots are functionally perfect, and simply had a worthless power that was in dire need of upgrade. The new power can act as an IO holster for the aura procs, and mitigate need for aid other in those that role non-heal supports (though they may still want it as nanites will recharge slow and can be killed). Ninjas Give all ninjas increased defense from inherent Resistance Add moderate lethal and minor smash res to all ninjas inherent Resistance Add minor defense resistance to all ninjas inherent Resistance Re-evaluate Smoke Bombs endurance cost and recharge appropriately *Credit @Unknown Magi Offer Jounin Explosive Shuriken with increased recharge @kelika2 Personal attacks changed from bow abilities to Minor, moderate, and AoE Shuriken throws Add a moderate but short lasting, low radius Defense buff AoE to Smokebomb Ninjas, despite their theme, have the lowest unbuffed defense of the pets that offer it, paling in comparison to bots force field and thugs leadership. While it is appropriate that it not be as high as the formers' buff-granted defenses, they should at the very least approach it; while having unique strengths of their own and resistances worthy of the combat practiced elite that they are. Beast Mastery Functionally Perfect Ensure all debuffs have appropriate IOs slottable Give t1 and t2 pets a longer reched, high damage attack *Credit @Kinvesu* Increase likelihood Beasts use their group buffs in combat (or simply allow them to if they cannot) Ensure all bites and claw swipes offer DoT or a chance for DoT (some do not) This last point brings us to the enhancement category which is of vast importance. Masterminds have been struggling to find IO compatibility for what feels like eons, desperately dispensing pets with little end-game enhancement backing. While masterminds, like any class, will be fine once maximized through incarnates and the lot, the reward and efficiency from enhancements is both limiting and necessary to the extent that upgrading the class can feel like litte more than a catalog of constraints. Not surprisingly, I've seen many become disinterested in the archetype as a result. Here are some suggestions (and a few definite must fixs) to help brighten up that dismay. Return player proc to Soulbound Allegiance Debuffers such as cold and therm with the knowledge have found GREAT utility in the ability to have a minor build up through the faculties of their own build, with no outside source. The Boost Up from Soulbound is definitely nothing new or unique, but was a surefire assurance that your next Heat Exhaustion or Benumb or Weaken was going to hit your elusive opponent. This was true of both PvP as well as PvE instances. Return pet proc to Gaussian's when placed into a pet with +to hit These last two were changes recently added to the beta server, and they really need to be reverted as quickly as possible. Mastermind IO advantage was hyper low before, and this change removes a cherished, long recognized benefit to powers that thug users have benefitted from for ages. Enforcers gaining the boost up proc was considered integral and removing it without warning or request was truly silly. This one NEEDs to come back. Ensure pets can be slotted with all appropriate IOs Bruiser slottable for hold enhancement sets Dire Wolf slottable for slow Commando slottable for snipe, knockback etc. Some of these not working might be glitches, but the fact that they haven't been permitted for ages has hurt IO viability for masterminds. Including the corresponding enhancement categories for all pets will improve the issue at hand greatly. Install the "Upgrade Integral Pets" enhancement category w/ proposals Arachnos' Order | Rare Defense enhancement set with Defense/10% Recovery Resistance proc (on user) Roar of the Devoured | Rare Resistance enhancement set Resistance/10% Mez Resistance (on user) Possession of Oranbega | Uncommon Defense enhancement set Tactical Command | Uncommon Resistance enhancement set These would be enhancements that are unique to pet affecting buffs, notably all of the the henchmen Equip and Upgrades, current Serum, Hell on Earth, Smokebomb, Fortify Pack, and current Repair. Proposed with slotting into the Equip and Upgrades in mind, however. That concludes the priorities that I have found through my own experience, and through community concern. Tell me (and the devs!) what you think! Popular responses will be added above. And lets make sure to keep this on topic, so these well needed changes find their way to the live servers in record time. I'm particularly interested in the IO change discussion, so if necessary that can be another thread.
  2. City of Heroes is full of hidden settings and options that can make playing the game a lot easier. It's a mix of commands, binds, and in-game "hacks" that I run almost each time I start playing an alt. Most, if not all, of these have been posted in the forums. Almost all you can reference more info from ParagonWiki. Some are only available on the Homecoming servers. Here I've consolidated the ones I use the most and find the most helpful. Links to sources where I could find them. Note: Hero-side locations. Also, obviously there is subjectivity to what is useful. Would welcome posts on other ideas, or links to other sources that you find useful. *********************************************** Tweaking your HUD: - Map can be undocked from Compass/Nav bar and scaled so you can have a perma mini-map - Seeing and tracking additional combat info Powers Bar > Powers > Combat Attributes > right-click on attribute and "track" - Team buff icons and info Team window > Arrow on the right side to expand and view buffs for each teammate. Also to see their current location (sometimes buggy if they are on a mission map). - View numerical cooldowns for powers (ex. Hasten): Options>Windows>Beta - Command to consolidate buff icons "/optionset buffsettings [numCode]" 4096 - group window numeric stacking 16 - status window numeric stacking 1048576 - pet window numeric stacking - Change the font for chat and other texts (https://fonts.google.com/ has some good ones) - Change your mouse cursor size via Options *********************************************** Window and text scaling: - For scaling all windows, use the setting under Options - Chat window can be further customised under Options, including font size - For specific windows, you need to undock the particular window from its parent. Then you can use the "/window_scale [windowName] [scale]" command. Common windows are (with sample scaling): /window_scale compass 1.20 /window_scale Email 1.20 /window_scale PowerList 1.30 /window_scale Salvage 1.25 /window_scale Chat 1.10 /window_scale Enhancements 1.15 /window_scale Power 1.05 /window_scale Health 1.05 /window_scale contact 1.20 /window_scale Info 1.20 *********************************************** Helpful hacks: - Autofire for Hasten (or any power): Ctrl+ left-click on the power - Change your mission difficulty settings anywhere: click on the chat bubble icon on the chat window > "Notoriety" - P2W Vendor (Atlas Park, FBZ, Mercy Island, Grandville, Pocket D. Nova Praetoria is T4V in map) useful temp powers - starter kit (Look under "Prestige Powers") " Use Sands of Mu, Nemesis Staff or Black Wand (all free) for additional attacks. Useful until around level 15-22. Buy the generic Jet Pack for 5,000 influence per 30 mins of flight time. Buy at least 2 hrs' worth. - P2W Vendor useful temp powers - teaming kit (Look under "Prestige Powers") Mission Transporter (user only); 1M influence Team Transporter (to Mission); 10M influence Base Transporter; 1M influence Assemble The Team; 1M influence Reveal; 10k influence (reveals entire mission map when available. Can also reveal zones like Firebase Zulu. More helpful than you think) - Custom window maker. Step-by-step guide here. Popmenu guide here. Helpful for organising travel temp powers. Original guide here. Note: I could not get the window Edit option to work. Had to create a custom macro once then edited the custom.window in notepad. Note: This will add the custom window to *all* accounts using the same CoH game folder/directory. - How to manage your character setups when you have alt-itis (advanced guide) *********************************************** Useful keybinds: - Creating keybinds and macros @ ParagonWiki - Bind Tray 1, Power 10 to mousebutton: "/bind button4, powexec_slot 10" (Or change via Options>Keybinds) - Change Tab to target nearest enemy: "/bind TAB "target_enemy_near" (Or change via Options>Keybinds) - Find custom targets (e.g. NPC to save, or boss to kill): "/bind alt+g beginchat /bind g target_custom_next [enemy]" (replace g as necessary. Can use partial name, like "Joe" instead of "Joe Smith") - Auto-convert any 3 small inspirations to a small purple (Luck) inspiration: "/bind p, insp_combine insight Luck$$insp_combine sturdy Luck$$insp_combine respite Luck$$insp_combine break_free Luck$$insp_combine awaken Luck$$insp_combine catch_a_breath Luck" (replace p as necessary) *********************************************** Useful commands: - Access auction house from almost anywhere: /ah - Print your current game coordinates: /loc - Print local time: /localtime - Clear chat: /clearchat - Clear all powers from all trays except any custom macros (useful after a respec): /cleartray - Export your build to a .txt file. You can then import the build into Mids Reborn: /buildsave --> In Mids, click "File => Open". Navigate to "<YourCOHDirectory>\<YourAccountName>\Builds". Select the "build.txt" file and click "Open" - In the Options window, you can save and load Options settings. Useful for having consistent options for all alts. Reminder: Task forces ONLY NEED 1 person to start. Full team not required. (setting is specific to Homecoming servers) Reminder: Null the Gull (Pocket D, bird on a truck villain-side) can change your alignment. Helpful if you want access to Villain Epic Powers. (Completing any arc will allow you to choose any Epic powerset. Black Scorpion arc is easiest.) *********************************************** Useful Supergroup Bases - Create an SG - go inside City Hall in AP and go to "Registration". All bases and items are free. - Invite alt to SG: "/altinvite [altName]" - To generate your SG code, type: "/sg_passcode [word]" - To go to a base without using the Base Teleporter power: /Enter_base_from_passcode [passcode word-codenum] (ex. "lemurbase-9296") - Install storage racks and tables to store salvage, enhancements, and inspirations. Permissions are editable. - Install invention tables to create IO's without going to a university. - Install beacons and portals to zones. You can install 10(?) beacons for each portal. Suggest 5 or less for ease of use. - Install a Pillar of Ice and Flame for access to Ouroboros missions - Install a merit vendor ATM - Install arcane/tech power items for energy and control if you want to install a rez station ("Teleport to base" option when killed ) - Base building video guide here *********************************************** Getting Around Quickly - Options to get the Ouroboros travel power (insta TP to Ouroboros with access to multiple city zones) (1) Ask someone to open an Oro portal. Get the badge at the top of the spire. (2) Make or go to a base with the Galaxy City or Dark Astoria (shadow) portal. Enter then leave zone via Ouro portal and get the badge in Ouroboros. (3) Complete a mission (any story arc) via the Pillar of Ice & Flame at a super group base (4) Complete a time-travel mission Note: Must be LEVEL 14 or higher to enter Ouroboros - Options for Midnighter Badge: access to Cimerora story arcs and ITF (Imperious Task Force) (1) Go to Night Ward via the TUNNEL system and enter the mansion (5 minutes) (2) Complete Montague Castellana's story arc - Getting to Cimerora for ITF's and more: Steel Canyon South, Founders Falls, or Croatoa - The smaller building to the right of the university. Has a crescent moon on top. - Getting to Shard Task Forces / Firebase Zulu: TUNNEL system or use LFG hack* - Getting to Rikti War Zone: SG base teleport beacon, LFG hack* (Lady Grey TF) or Vanguard Depots @ Atlas Park & PI *LFG hack: click on the LFG tab in chat window, select task force in desired zone. Queue solo, make sure to lock the queue to current group (you). Click the green button and you will get transported to the TF starting contact's zone. *********************************************** Saving influence when starting out - XP and Influence gain options are in the Options Menu - XP boosters are available at the P2W vendor - Email influence to yourself using your @globalName from a richer alt - Need about 2.5 million influence to kit out to level 25 IO enhancements - Level 25 IO's are functionally equivalent to level 50 SO enhancements - @ Level 15, can go to University (Steel Canyon South) and talk to Administrator Lenk to learn about IO's - Universities and Vanguard HQ in RWZ have invention tables for crafting IO's - You can Memorise some recipes so that you never have to buy it again, thus 50% cheaper crafting cost. Useful if you plan to play multiple alts. *********************************************** Earning influence (check AH prices to confirm profit margins) - Buy "Inner Inspiration" (free) from the P2W vendor. Sell the inspirations you get for ~50k each. - Complete 1-2 TF's and convert merits to Enhancement Converters. They go for ~ 100k in the Auction House (AH). - Check the prices for the "Overwhelming Force Set". Join and complete a Summer Blockbuster (lvl 15+) and sell your (guaranteed) drop. - Know that the Auction House will blend all crafted IO's together, no matter what level. So a lvl 30 IO can be sold as a lvl 50 IO. - At any level, craft any PVP sets and sell. - Below level 30, craft and and convert any yellow healing recipes to get either Regen Tissue (lvl 10-30) or Miracle unique enhancements (+Regen and +Recovery, respectively). - Between level 30 to level 50, craft any yellow healing IO recipes you find, and spend 2 or more converters to get a Numina IO. Either sell the Numina or spend more converters to convert it to the Numina unique. Same idea for defense sets and LotG unique. - Craft and convert other enhancements to sell - Run an AE low-level mission and buy rares or recipe rolls from tickets gained to sell on the AH - Make a spines/fire brute and farm @ the AE buildings. Or look at other farming builds here. *********************************************** Ouroboros Story Arcs for Merits and Incarnate drops - *very* helpful to have Reveal Power (P2W vendor), and stealth/invis - Freakshow War (55 merits / ~ 1 hr) - Freakalympics (34 merits) - Smoke & Mirrors (12 merits) - Heather Townsend (Burden of the Past part 1) - 1 Emp Merit + random common Incarnate salvage + Incarnate salvage random roll - Other: The fast way to gain all 4 Accolade Powers, even solo. (passive +HP, +End, + Rcvry, etc.) *********************************************** Useful Powers & Generic slotting** -Primary and Secondary generic slotting: 3x main effect + 1-2x end for toggles 3x main effect, 1/1/1 end / rech / acc for activated powers (at least 1 end for Brute damage) 3x main effect for clicky buffs 3x main effect + 2-3x rech for clicky buffs that have longer cooldowns - Stamina: 1-2, depending need as you level. Slot Performance Shifter Chance for +End when IO'ing. - Health: 1-2. Slot Panacea Unique while leveling if you can afford it. Slot Numina and Miracle uniques when IO'ing - Hasten: 2-3 RchrgRdxn - Leadership Pool (Maneuvers, Assault, Tactics, Vengeance): 1-2 EndRdxn then use as LotG "mule" slots for LotG IO's - Travel Powers: Super Jump (faster) or Flight / Mystic Flight are easiest to use when starting out. - Travel Powers: bind for using Teleport with mouse: option 1: /bind shift+lbutton "powexec_name Teleport" (target to teleport) option 2: /bind shift+lbutton "powexec_location camera:max Teleport" (1-click teleport to max distance) - Travel Power stealth uniques: Must slot on toggle travel power, won't work on non-toggle, e.g. Hurdle (I think) - When IO'ing, 5 of each bonus effect is max. Rest is ignored. For example, Luck of the Gambler (LotG) +7.5% recharge max is 5 enhancements of this type. The bonus of the 6th will not count. - The old forum is archived and each AT sub-forum has a consolidated list of build guides (circa 2012) ** This is fairly subjective but should give an idea of what to aim for in general. Then tweaked to suit your AT and playstyle. *********************************************** Useful Software Mid's Reborn / Hero Designer and link for zip file/custom installer here. - Ctrl-T to see summary buff window - Defense softcap @ 45%, 59% for Incarnate (need more if fighting +5 enemies or those with high to-hit) - Resistance hardcap @ 90% for Brutes and Tanks. Epic ATs (khelds, soldiers, widows)@ 85%. All other ATs @ 75%. - Perma Hasten around +214% (depending on AT. Basically get recharge rate to 2 mins or less) - See the comment above under "Useful commands" about how to use /buildsave to export your build from COH and import it into the app Vidiot Maps - Best way to find badges and lore - Marks places of interest for PvP zone missions - Other stuff Hero Stats (HeroStats not working as of 2019-Dec) - live stats tracker and buff cooldown tracker Power themes by Archetype - For help creating thematic characters ******************** Abbreviations: AT - Archetype AE - Architect Entertainment FBZ - Firebase Zulu HUD - Heads-up Display IO - Invention Origins LotG - Luck of the Gambler defense set (enhancement) P2W - Pay to Win PI - Peregrine Island SO - Single Origin (Enhancement)
  3. I would like to have an option to do a partial respec of a character. Personally, I dread the feeling of having to go back and select every power, select every enhancement slot, then slot every enhancement when all I am really wanting to do is select a different pool power for my build. It would be nice to instead of defaulting to level 1 with all enhancement slots cleared, we have a choice. We can select to start at level 1, or we can choose to show the current build with enhancements still in place and we can select individually which powers to remove (or swap) and which enhancement slots to remove/clear. Examples of use: #1) Let's say I want to change from Sorcery Pool to Force of Will. First I need to select the removal of my Arcane Bolt, Mystic Flight and Rune of Protection. Once the 3 powers are removed, I can go back to where the first power (lowest level) was cleared and I can now select any new power that is valid/available (in this case, the Force of Will pool will be available and I can take Weaken Resolve). Then, with the next cleared powers, I can select whatever I like. #2) Let's say I want to remove an enhancement slot from one power and give it to another. First, I will select which of the enhancements I want removed which will allocate me a new available slot to add wherever I choose. I then select the power I want to have a new slot. I can then add back the enhancement that was removed or keep it clear.
  4. The Issue at Hand With supergroup bases now being free to create, it's now much easier to create bases for personal use, be that for fleshing out a character (giving them a home of their own), a means of storing more salvage/enhancements, or a quick way of getting from place to place (via base teleporters). However, it comes at the limitation of not being able to join a 'proper' supergroup on that character. Naturally, there is a workaround to this: creating an alt to manage the personal base for you, leaving your character free to join whichever supergroup they wish. While very serviceable, it does have its downsides. Namely: Entering your 'personal' base via a supergroup password becomes mandatory Editing this base requires switching between your regular and alt character You can't use the salvage/enhancement/inspiration storage facilities in said personal base As such, I believe it would be a nice quality of life (i.e. low priority) improvement to let characters create their own personal bases, alongside being able to join a supergroup. This would be done with the aim of resolving the downsides above. Potential Implementation Proposal Personal bases would function as a 'stripped down' version of a supergroup - ranks would not be necessary, though emblems/colours might be optional. There would be no need for permissions outside of "which characters consider this their personal base"; this would give them sufficient permission to add storage, edit the base, etc. This has added benefit for users who want to create a personal base for multiple different characters, allowing them to gather them under one easily accessible place. I imagine this as a join code via slash commands. For example: /joinpb password Designates the personal base with this passcode as the one your character resides in /sharepb password Make your personal base joinable Primarily for people with alts who want to have an umbrella base to join under. Definitely low priority, would be cool This assumes that personal bases would be owned by default. Proposed alternatives welcome! Entrance into the base for others would be through a password, similar to supergroup bases. I imagine that this would require the implementation of a different slash command, such as /pbpasscode password, to allow it to be set alongside a supergroup's. Those who enter via this means would be unable to access salvage racks, etc. similar to how supergroup bases function when entered via a password. When selecting a base entry portal, the "Your Base" option would default to your personal base (if you had one), with the options underneath showing the actual supergroup(s) you've joined/coalitioned with. Conclusion This sounds like a rather complex thing to do, for fairly small quality of life benefits, but I'm putting it out here because it'd be a cool thing to discuss, and small as the benefits may be, they might be of interest to others. So with that, I leave a few questions: Are proper personal bases something you'd be interested in seeing? If no, for what reasons are you opposed? If yes, for what benefits do you support the idea for? What do you think of the proposed implementation for personal bases? Do you have alternative suggestions on how it might be implemented? Any potential improvements on the proposal above? Concerns with the proposal? Looking forward to the responses from the community! Hopefully it gives some food for thought, and stirs a good amount discussion.
  5. ~From Pets & Henchmen Thread~ But as end tier material should be observed separately, let's look at the mastermind shortcomings with clarity. 1) Squishiness a) Player Health Weakness* Prevents player from moving away from pets b) Pet Vulnerabilities Allows pets to die easily regardless of context (see 2a,2b) and thus kills the Player c) Pet Wandering after damage Causes Player to issue commands, resetting pet aggressiveness and permitting additional damage, or simply leaves Player open to damage 2) Pet Squishiness a) Inherent Resistances Leaves pets highly vulnerable to certain types of damage b) Pet Health Makes pets extremely prone to sudden death beyond Supremacy radius Leaves pets vulnerable to burst damage death c) Pet Level Leaves pets vulnerable to damage, low health, lower damage, causes various issues as expected of color cons d) Pet Threat Level* Leaves pet(s) prone to immediate death from stronger enemies 3) PvP Specific a) Summon Recharge Time* Leaves Player vulnerable to damage after quick pet death b) Supremacy Induced Slowness Prevents player from pursuing a moving target at all without risk of two shot, supporting traveling team; must be very near slow pets c) Pet Movement Speed Prevents pets from keeping up with Player attempting to pursue or travel, prevents pets from being able to do damage to moving targets. Starred (*) issues are from my perspective inherent to the balance and theme of the archetype, and were only listed for reference. I want to pitch a few possibilities to the bigger issues. Increasing Pet Level (Issues 2a,2b,2c) This addresses 3 issues by increasing pet combat attributes accordingly. Pets at lower levels especially will die very quickly when tossed into a hoard, and should be AT LEAST Player level. They do poorly versus higher ranked enemies. Related to that, Increasing Pet Rank (2a,2b,2c) Increasing the t8 henchmen or others to pet rank strength would probably solve these issues, but I don't feel too safe on this one. Increasing Pet Benefits To Buffs (2a,1b) What I had in mind for this was an effect similar to Support Hybrid Incarnate Power. We could raise the base resistances of pets, but that wouldnt be thematic and would probably cause problems anyhow. In PvP, this would be similar to a power like Tough, where protection from everything is added. For instance, in PvP giving your henchmen Thermal Radiations Plasma Shield would provide resistance to everything, or Cold Dominations Glacial Shield would offer Elusivity and/or defense to all. Thematically? Increase Pet Movement Speed (3b,3c) This one could be done just by doing exactly as the subtitle states, but I also think that it would be cool to see henchmen bust out a thematic travel power once the attack target or owner gets a certain distance away ( zombies emerge from ground closer to target, Mercs get out jetpack , robots fly, demons and thugs might just charge) to make up ground. I would like to hear how many of these seem like legitimate issues or solutions to everyone else.
  6. This thread will focus on PvP related issues to the mastermind. Note that PvP specific simply means ONLY an issue in PvP, and not that the other listed are not able to improve PvP upon revisitation. 1) Squishiness a) Player Health Weakness* Prevents player from moving away from pets b) Pet Vulnerabilities Allows pets to die easily regardless of context (see 2a,2b) and thus kills the Player c) Pet Wandering after damage Causes Player to issue commands, resetting pet aggressiveness and permitting additional damage, or simply leaves Player open to damage 2) Pet Squishiness a) Inherent Resistances Leaves pets highly vulnerable to certain types of damage b) Pet Health Makes pets extremely prone to sudden death beyond Supremacy radius Leaves pets vulnerable to burst damage death c) Pet Level Leaves pets vulnerable to damage, low health, lower damage, causes various issues as expected of color cons d) Pet Threat Level* Leaves pet(s) prone to immediate death from stronger enemies 3) PvP Specific a) Summon Recharge Time* Leaves Player vulnerable to damage after quick pet death b) Supremacy Induced Slowness Prevents player from pursuing a moving target at all without risk of two shot, supporting traveling team; must be very near slow pets c) Pet Movement Speed Prevents pets from keeping up with Player attempting to pursue or travel, prevents pets from being able to do damage to moving targets. Starred (*) issues are from my perspective inherent to the balance and theme of the archetype, and were only listed for reference. I want to pitch a few possibilities to the bigger issues. Increasing Pet Level (Issues 2a,2b,2c) This addresses 3 issues by increasing pet combat attributes accordingly. Pets at lower levels especially will die very quickly when tossed into a hoard, and should be AT LEAST Player level. They do poorly versus higher ranked enemies. Related to that, Increasing Pet Rank (2a,2b,2c) Increasing the t8 henchmen or others to pet rank strength would probably solve these issues, but I don't feel too safe on this one. Increasing Pet Benefits To Buffs (2a,1b) What I had in mind for this was an effect similar to Support Hybrid Incarnate Power. We could raise the base resistances of pets, but that wouldnt be thematic and wouldnt help much anyhow. In PvP, this would be similar to a power like Tough, where protection from everything is added. For instance, in PvP giving your henchmen Thermal Radiations Plasma Shield would provide resistance to everything, or Cold Dominations Glacial Shield would offer Elusivity and/or defense to all. Thematically? Increase Pet Movement Speed (3b,3c) This one could be done just by doing exactly as the subtitle states, but I also think that it would be cool to see henchmen bust out a thematic travel power once the attack target or owner gets a certain distance away ( zombies emerge from ground closer to target, Mercs get out jetpack , robots fly, demons and thugs might just charge) to make up ground. I would like to hear how many of these seem like legitimate issues or solutions to everyone else, as well as other problems that are observed. It isn't often there are acknowledged PvP threads.
  7. If we're buying Enhancement Boosters, it's probably because we want to boost our Enhancements all the way to +5. I mean, why would anyone go to +1 or +2 and then stop? But boosting Enhancements to +5 requires going through the motions of +1ing each one five times. If you're doing a whole set, it can take forever. Please, please add the option to boost an Enhancement 5 times in a single go, using up 5 Enhancement Boosters if we have them in stock. It would save soooo much time. Thanks.
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