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  1. This is adapted from a suggestion by Bradley_IFV on the original CoH Forum. Basically, it's a more offensive Archetype intended to have aspects of a Scrapper, Mastermind and Defender. The primary is Assault, with some modifications for the main gimmick of the class, the Partner, a single, powerful, melee-oriented pet that benefits more from your support powers and shares your clicky buffs. The Defense/Support powers are mostly PBAoE so it encourages the player to wade in alongside their pet, but the AT could reasonably be played with a focus around supporting their pet from a distance. Duo The Duo is a somebody who knows that going it alone is foolish in a world of aliens, sorcerers and super-science. Your offensive power may be lesser than that of other melee combatants, but with your Partner in tow, you make an army of two, combining your own melee attacks with the offensive and support capabilities of your partner. Primary: Assault (with a Partner pet) Secondary: Defense/Support (with a Partner Pet) Inherent: Partnership Base HP: ~1020 Max HP: ~1610 Okay, so there's been a lot of changes to this archetype as I've been prototyping and testing it. I'n not gonna delete the original post, just spoiler it at the end for reference's sake. Primary Power Sets A Duo's primary power set is centered around both the character's Partner pet and both ranged and melee combat, having access to Assault powersets resembling those of the Dominator, except for a few small differences. First, they do not have the Build Up style powers found in Dominator Assault sets, as the burst damage from the Duo and their Partner's alpha strike should be about the same as the burst damage from blasting them with a Built Up attack. Also different is that they have two powers that Upgrade their Pet, providing it additional powers from your Assault powerset. These work like the Upgrades of the Mastermind's primary sets, but are divorced from the Pet, allowing you to give your pets powers that match yours instead of ones that match their theme necessarily. The Duo's damage values are equivalent to a Dominator's during current testing. Powersets: Dark Assault Earth Assault Electricity Assault Energy Assault Fiery Assault Icy Assault Martial Assault Psionic Assault Thorny Assault Secondary Power Sets The Duo's secondary sets are a combination of personal defense and team support, as well as determining their pet. Most of the personal defensive toggles in Duo's sets are converted into AoE Auras that provide the full effect to you and your pet, and half reduced effects to all other friendlies in their range. Their resistance and defense values are equivalent to a Stalker's during current testing. Powersets: Natural Instinct: Nature Affinity/Regeneration (Dire Wolf) Hellfire Aura: Thermal Radiation/Fiery Aura (Demon Prince) Super Serum: Poison/Invulnerability (Commando) Netherforce: Dark Armor/Dark Miasma (Lich) Ninjitsu: Amusingly enough, this could probably be ported from the Stalker set on its own without too many changes. It's a weird set. (Ninja) Robotics: Force Fields/Traps (Assault Bot) Street Smarts: Willpower/Leadership (Bruiser) Ancillary Power Sets Duos have the following Ancillary pool powers. Blaze Mastery Darkness Mastery Power Mastery Weapon Mastery Inherent Power The Duo's Inherent Power is Partnership. As long as the Duo and their pet are within 60 feet of each other, both receive +10% DMG and +10% ToHit. Additionally, you share the benefits of your defensive powers and any click powers from your primary or secondary sets with your pet within this range. Sample Primary: Electricity Assault Electrical Assault grants you several electrical ranged and melee powers. Electrical powers can drain foes' Endurance and can often temporarily halt their Endurance recovery. This can be quite effective against higher level foes and Bosses. Some Electrical Assault powers can even sometimes transfer this Endurance back to you. Charged Bolts 1 Ranged, Moderate DMG(Energy), Foe -End, -Recovery Charged Brawl 1 Melee, Moderate DMG(Smash/Energy), Foe Disorient, -End, -Recovery Lightning Bolt 2 Ranged, High DMG(Energy), Foe -End, -Recovery Charge Partner 6 Ranged, Grant Partner Charged Brawl and Lightning Bolt Havoc Punch 8 Melee, High DMG(Smash/Energy), Foe Sleep, -End, -Recovery Zapp 12 Sniper, Extreme DMG(Energy), Foe -End, -Recovery Static Discharge 18 Ranged (Cone), Moderate DMG(Energy), Foe -End, -Recovery Electrify Partner 26 Ranged, Grant Partner Havoc Punch and Static Discharge Thunder Strike 32 Melee (Targeted AoE), High DMG(Smash/Energy), Foe Disorient, -Recovery, Knockback Sample Secondary: Netherforce Whether through arcane knowledge or dimensional tampering, you have forged a connection with a powerful being of the Netherworld known as a Lich. In exchange for allowing it to bind itself to the material plane through you, it offers you the ability to protect yourself and others with the powers of the Netherworld. Netherforce offers very good resistance to Negative Energy damage, and is one of the only defensive sets that offer some resistance to Psionic damage. However, its resistance to Energy is weak and it offers no protection to Knockback. Lich 1 Summon Lich Dark Embrace 2 Toggle (PBAoE): Ally +Res(Smash, Lethal, Negative, Toxic) Murky Cloud 4 Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain) Obsidian Shield 10 Toggle: Self +Res(Psionic, Sleep, Hold, Disorient, Fear) Twilight Grasp 16 Ranged, Foe -Regen, -DMG, -To-Hit, Team Heal Cloak of Darkness 20 Toggle: Self Stealth, +DEF(All), +Res(Immobilize), +Perception Fearsome Stare 28 Ranged (Cone), Foe Fear, -To-Hit Oppressive Gloom 35 Toggle: PBAoE, Foe Disorient, Self -Max Health Soul Transfer 38 PBAoE, Moderate DMG(Negative), Foe Disorient, Self Rez
  2. 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.
  3. 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 like patchnotes would be presented, and my reasoning for enacting the changes I propose to each henchman. I will then summarize my proposed changes, why they're beneficial, and why there should be minimal objection. All numbers provided will be at base level 1. Soldiers: Burst: Increase damage to 9.9 (3 ticks of 3.3), fix activation time to 1.0 like Assault Rifle -> Burst is for players. Resulting damage per cast cycle will be 1.98, or very slightly behind Thugs' Pistols Heavy Burst: Increase damage to 18 (6 ticks of 3), which will bring damage per cast cycle up to 1.69 or just slightly higher than Thugs' Dual Wield Auto Fire: Fix activation time to 4s like Assault Rifle -> Full Auto for players and widen the cone angle to 20 degrees. That will slightly increase damage per cast cycle to 0.9, or slightly above Thugs' Dual Wield, and allow it to hit far more targets than the current 5 degree cone angle does. Why?: This will bring Soldiers' damage output much closer to Thugs as a reference point, who are pretty close to other T1s in terms of damage while Soldiers' were far behind. So this just brings the T1 up to par with the rest. Medic: Replace Frag Grenade with another support power handed out in a manner similar to Stimulant: choose either an absorb shield or a regeneration buff enhanceable with healing. This power should have a duration of 90s and a cooldown of 4s. Stimulant should also have a cooldown of 4s and a duration of 90s. Why?: Medic having Frag Grenade is detrimental to its function and survivability, and the henchman could stand to have a stronger presence in improving Mercs' survivability as, indeed, is its function. Spec Ops: Burst & Heavy Burst: Enact the same damage and activation time changes that were done for Soldiers. Snipe: Reduce cooldown to 6s and change activation time to 2.67s similar to Assault Rifle -> Sniper Rifle for players. This will increase damage per cast cycle to 2.01 from its current 0.88. Web Grenade: Add 15 Toxic damage (5 ticks of 3 Toxic over 8.2s) and shorten the recharge to 8s. This means a damage per cast cycle of 1.52. Flashbang Grenade: Cut recharge down to 45s, increase -To Hit and other debuff durations to 30s. Increase -To Hit debuff to -7.5%. Tear Gas Grenade. Cut recharge down to 45s, change -Damage to -7.5% To Hit, and increase debuff duration to 30s. Why?: Strongly enhanceable -To Hit which, along with their hard control, applied much more consistently. Debuffs for half a minute, crowd control for 6s, should make Spec Ops a decent debuffing henchman that provides much of Mercs' survivability by reducing the enemy's chance to hit for a decent window of time. They also lack severely compared to some other Tier 2 pets' damage, and that would be addressed with the changes to their attacks and web grenade. Commando: Burst: Same thing done for Soldiers here. Full Auto: Fix animation and activation time 4s like Assault Rifle -> Full Auto for players, and reduce recharge to 30s. This changes the damage per cast cycle from 0.39 to 0.76. LRM Rocket: Simply reduce the recharge to 30s. This increases the damage per cast cycle to 0.67 from 0.09 (lol). Why?: This should help the Commando's AoE damage to be decent. Serum: Cut down the recharge to like 90s or something and remove the crash. Why?: Well sure it's like putting a tier 9 super armor on your pet, but the problem here is that it only protects a portion of your damage output from getting snuffed out, whereas for other players it protects all their damage and that makes it a lot more meaningful. Here, it's just a waste as you make one pet harder to kill but then neuter its offense by taking away all its endurance for 20s, a painfully long time, only a minute later. I wouldn't use this power even if it were given to me for free as it is. So why do all this? Why should no one object? I see Mercenaries was built to be a sort of utility set with decent damage like Necro was made to be, but it just doesn't perform this function with the source of its utility being on terribly long cooldowns that stops them from being present for a great majority of the time. They also suffer very low damage not just from their type being resisted, but because their damage output is just plain low. Increasing their damage values to approach other henchmen is the logical thing to do here, and fixing their activation times like has been done for players' AR is also needed to help them go through their abilities so they can have their effects out faster. They have almost no other defense outside of their Spec Ops' CC and debuffs. Imagine Bots without shields, or Thugs without Enforcers (and damage), or Necro without the Lich. That's what Mercs is like right now. Here is data produced by Galaxy Brain testing all Mastermind pets, and only pets, on SO enhancements. Mercs are dead last in single target. It also needs to be noted that Bots in the Single Target category, though only appearing ahead of Mercs by 10 DPS, is likely further ahead than this graph shows, so Mercs are relatively further behind than that.
  4. Hello, everyone! I wanted to start by saying that this list is not a complete accounting of all the suggestions in this forum, this is an effort on my part to curate some suggestions given to me in other forms and formats, and to promote neat ideas that players (and even staff!) have come up with that are a bit within my purview as a rep for the Roleplay community. If you have roleplay suggestions that you think might not warrant an entire forum post, you might drop them here, or if you think it’d be something you’d like me to take a peek at, too! I’ll be checking in occasionally and adding things to the list as we go, so keep an eye on this thread if you want to see what’s been added! I’ll add personal notes of my thoughts on the suggestions, underneath each. Please note that anything shown or not shown here does not mean it will or will not be considered – these are merely ones I am observing myself! The list so far! Trigger invasion events for player-run events This is an interesting concept – this would largely be just activating an otherwise ‘random’ or timed event at a time when a roleplay event is being run by a group to coincide with whatever storyline they have going at the time! Pull league groups into an AE map This one surprised me! I hadn’t considered the implications here, but right now you have issues getting league-size people into an AE map, and largely the suggestion revolved around group RPs that have large numbers of players using a large map, like the Ruined Atlas map for group combat RP and the like. Narrate for AE arc RPs This one can technically be accomplished by the story leads at the time using team chat/local chat with something like [Positron]: Blah, but it’s a neat concept if they want to see the actual NPCs chat a bit. New invasions/redo old invasions This one somewhat applies outside of the RP community too, and ties into the suggestion above – people liked some of the old invasions or want to see ones triggered more often for specific things. Events and the like that were hosted on live but haven’t shown back up since. I like it! Larger descriptions The current description limit of 1023 characters is quite a bit limiting, so seeing it expanded to allow for larger descriptions with more detail would be just a generally nice quality-of-life change that would let people be more creative and descriptive with their character’s bio! Bio editor bug fixing There are some issues with the bio editor at the moment, a bug-fix sweep would be quite welcome. GM line drop/appearance at player events This one would be fun! This would be, for example, a story event being run by players where a hero/villain might show up and say a few lines, sass some people, or generally appear for the sake of the story to enhance it. It could be a lot of fun! Weekly-change/etc callouts and chatter by quest giver NPCs This one surprised me as well – I genuinely hadn’t thought of this! As our weekly targets change, a GM could call out as that character in LFG and other methods to seek help from willing heroes/villains, as well as chat with players as they collect the mission from the quest giver! They could congratulate successful teams, offer advice, and generally breathe some life into the existing story arcs by providing input from their spot. Add a Bouncer role to SGs to boot people out of a base With public SG bases come people who are going to try to cause trouble. With that in mind, giving SGs the ability to boot people out who are causing problems would be nice, as the only other option right now is to completely kick out everyone, rather than selectively. This would be a good quality-of-life enhancement for everyone, not just roleplayers! Add an option for variable chat range When you start roleplaying in places like Pocket D or in big SG bases, it can quickly become very hard to keep track of who you're talking to because of how wide the /local range is. Perhaps an option to reduce local range? Or another /whatever option to speak/emote in shorter range like whisper? Dicerolling! Because why not? /rollxdx would be nice.
  5. 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 giving them a defined strength that'll make them stand out and fun to play. The Direction? I want to see Mercs be a set with solid damage and a respectable survivability through debuffs courtesy of real world riot munitions. I'm going to be getting most of my inspiration from how Necromancy gets its survivability: debuffs and control. So let's address the problem by going power-by-power, and I'll say what I think will help Mercs be worth leading into battle and why I want to make the changes that I do. Soldiers, Role: Single-Target Damage & Healing So, Soldiers, they need a cutting down on activation time of many of their powers to help their damage output. The Medic oughta be better specialized to healing so that slotting for healing is worth doing. Every power I list will use level 1 stats. I'm shifting over to single shot/burst/heavy burst to solve the Soldiers' problems with activation time. I'm making the Medic more specialized to healing. Soldiers, submachine gun base power: Single Shot (Dmg: 9 lethal & -3.75% Def for 5s, Rech: 4s, Act.Time: 0.9s, Range: 90ft, End.Cost: 5.2, Dmg/Cast Cycle: 1.84) As it looks for Soldier of Arachnos. 1st Upgrade: Burst (Dmg: 9x3 lethal & -3.75% Def for 8s, Rech: 8s, Act.Time: 1s, Range: 90ft, End.Cost: 8.53, Dmg/Cast Cycle: 2) Also as it looks for Soldier of Arachnos. 2nd Upgrade: Heavy Burst (Dmg: 6x6 lethal & -3.75% Def for 16s, Rech: 16s, Act.Time: 2.67s, Range: 90ft, End.Cost: 11.86, Dmg/Cast Cycle: 1.93) As it looks the Soldiers right now, but still single target. That makes three single target attacks. For weapon variety, consider giving one of the Soldiers one of these instead: Pump-action shotgun, for a close-range higher damage soldier. base: Narrow Spread Buckshot (Dmg: 18 lethal w/ 50% chance for mag 0.79 knockback & -3.75% Def for 8s, Rech: 8s, Act.Time: 0.9s, Range: 45ft, End.Cost: 5.2, Dmg/Cast Cycle: 2.02) A short-range heavy blast of single-target damage 1st Upgrade: Slug (just as it is, but with added -3.75% Def for 8s) 2nd Upgrade: Dragon's Breath (Same range, animation, end cost, and activation time as Incinerator for Sentinels, but with 16s recharge. 3.5 fire damage as 11 ticks over 2.5 seconds for a damage per cast cycle of 2.14. And -3.74% Def of course.) Battle rifle, for the designated marksman base: Hip Shot (it's just Single Shot) 1st Upgrade: Aimed Shot (Dmg: 20 lethal & -3.75% Def for 8s, Rech: 8s, Act.Time 2.67s, Range: 150ft, End.Cost: 8.53, Dmg/Cast Cycle: 1.87) Sniper rifle animation and sound. 2nd Upgrade: Incendiary Round (Dmg: 24 [12 lethal then 4 fire x3 ticks over 3 seconds] & -3.75% Def for 8s, Rech: 10s, Act.Time 2.67s, Range: 150ft, End.Cost: 8.53, Dmg/Cast Cycle: 1.89) Sniper rifle animation, Council marksman rifle sound. Medic, some kinda carbine/short rifle base power: Med Kit (Mostly as it is, but with its recharge lowered to 16s) Single Shot (see above) 1st Upgrade: Bio Shield (20-25% or so absorption for 90 seconds, Rech: 8s, Act.Time: 3.17s, End.Cost: 13) An absorb shield also enhanceable with healing 2nd Upgrade: Regeneration Treatment (+150% regen for 90s, Rech: 8s, Act.Time: 3.17s, End.Cost: 13) Another power that uses the medical tool animation. Applies a strong regeneration buff to henchmen and maybe even the Mastermind. Stimulant (Mostly as it is, but with a 4s recharge and 90s duration instead) Notice that the damage per cast cycle has gone up to around Thugs' level and that's mostly because activation time went down to reasonable levels, although the first two Soldiers boast a little more since I'd like to see the Medic specialized utterly to healing so slotting that becomes worthwhile and he will hopefully have a greater impact on Mercs' survivability which is presently very lacking. I also think they should have a bit of a range advantage, so we'll be seeing more of that going on here. On to the next. Spec Ops changes are going to focus on improving their ability to debuff the enemy's offense, and they will provide the bulk of Mercs' survivability through this. Spec Ops, Role: Offense Debuffs for squad survivability, Single-Target Damage All Spec Ops, weapon: suppressed assault rifle w/ Cryo Rounds base powers: Single Shot (As seen above, but with half lethal/cold damage and added -15% move/recharge) It should also use the SCAR snipe sound. It sounds great; we need more of it. Cryo Burst (Burst as above, but with half lethal/cold damage and added -15% move/recharge for 10 seconds on targets) Silenced burst sound, same Burst that Soldiers get, but with added slow effect to hinder enemy's pace of attack. Cryo Grenade (-20% move/recharge in 15ft. around target for 30s, Rech: 45s, Act.Time: 1.87s, Range: 90ft, End.Cost 13) Replaces Web Grenade. Hits a group of targets in a radius with a decent debuff to recharge and movement. 1st Upgrade: Beanbag (2 mag Stun for 8s, Rech: 16s, Act.Time: 0.9s, Range: 90ft, End.Cost: 10) Simple single-target mag 2 stun. Flash Bang (Mostly as it is, but the -To Hit goes up to -7.5% instead of -5% and lasts for 30s while the recharge goes down to 45s) Improved to provide better mitigation through more consistently applied debuff and CC. 2nd Upgrade: SCAR Snipe (Mostly as it is, but with half lethal/cold damage and Recharge reduced to 6 seconds for a new damage per cast cycle of 1.77, and with -15% move/recharge for 10 seconds) Council cryo rounds with a silenced snipe sound pretty much. Tear Gas (Mostly as is, but loses its Hold, adds -7.5% To Hit to debuff and extends debuff duration to 30s, and reduces recharge to 45s.) Same reasoning behind Flash Bang. Stealth (as is) So Spec Ops damage is going to go up a bit, but even more than that will its debuff and CC consistency and power, providing a lot of survivability for Mercs. Two Spec Ops firing their -To Hit grenades, without enhancements, should apply up to -30% To Hit between them both for a good while, and they can potentially have up to 4 mag 2 stuns out, potentially stunning 2 different bosses and everything around them below Lieutenant for a short while, or as long as both their beanbag and flash bang are affecting targets. That's nothing to scoff at. Commando should become an AoE damage machine, although not nearly as much as Assault Bot and that's fine. Commando, Role: AoE Damage Commando, weapon: assault rifle w/ under-barrel grenade launcher (not the frankenrifle please) base powers: Single Shot (as it is for Soldiers) Burst (as it is for Soldiers) 1st Upgrade: Buckshot (as it is) M30 Grenade (mostly as it is, but with 16 damage [6 smash/10 lethal] instead for a new damage per cast cycle of 0.89) So it doesn't suck. (edit in) Maneuvers (+10% Defense to all henchmen within 60ft) 2nd Upgrade: Incendiary Grenade (Shares most stats with M30 Grenade, but has no knockdown and does 24 pure Fire damage over 8 ticks [3 each] over 7.1s for a damage per cast cycle of 1.34) Good damage. Not multiple burn patches for Assault Bot good, but there it is. Replaces Flamethrower for an AoE power with less activation time. Toxic Grenade (Shares most stats with M30 Grenade, but has no knockdown and does 20 pure Toxic damage instead for a damage per cast cycle of 1.12) More solid AoE damage. LRM Rocket (Mostly as is, but with a 30s recharge instead for a new damage per cast cycle of 0.7) So it doesn't suck, pretty much. So my hope here is to make each Merc in the player's squad decent at what they do, and those roles should be pretty well defined here. It's kind of an involved overhaul, and it's for a set that's needed help since its first day on live over a decade ago. Well, I hope you guys like it too. Share your thoughts here. EDIT: Look, I think Serum should be fixed too. Here's a copy-paste from what I also said further down: Oh, right, addressing Serum. There's a few things I have in mind, actually. 1. Like ya said, Lynne, just take out the crash, cut down the recharge, and apply it to the whole squad. Well, you said take out just the -Recovery in the crash but I'd go further and say just all of it. However, rather than keep the anemic +Damage and +To Hit, I'd rather just drop it and let the power be purely a survival-boosting defensive buff. You mentioned adding a Regeneration component as well, and that might be considered so we'd be looking at strongly enhanceable properties as being resistance, recharge, and healing. That'd be the easiest way to do it. It doesn't feel particularly "mercs" to me though, so I have other things I hope get considered, such as... 2. Fire Support Beacon Place a Fire Support Beacon down with similar range and animation as calling in Seeker Drones. You can plop it right down in the middle of a group of bad guys. The beacon itself can be targeted, is very durable, and has a tendency to draw aggro. It will "fire" a number of PBAoE attacks around itself visually made to look like artillery and/or air strike munitions detonating around it, dealing high damage and drawing enemy attention to the beacon with a +threat component so it can tank for the Mercs for a bit. 3. Call Air Support Very similar in practice to the Fire Support Beacon, this power should call in a short duration temporary pet that makes a pronounced impact for its brief 60 second duration in battle. This pet, a repainted Longbow Chaser, is also targetable and very durable, and should be capable of laying down good area effect damage while generating threat with every rocket and bullet that hits before flying/teleporting off to refuel and rearm. Why'm I suggesting these things? Well, it's Mercenaries, right? Calling in air and fire support is a fairly common trope in military-themed games and especially shooters. I'd feel a lot more like a mercenary commander if I could call in such heavy assets. In-game, it'll have the role of adding some damage while drawing attention away from the squad, helping survivability while it's active.
  6. Is there a reason that Scrappers still don't have Super Strength and Energy Melee? All other melee powersets now appear to to be shared between the 4 Melee ATs but these 2 are still missing on Scrappers. Is it a balancing issue? I think both would be really fun on a scrapper.
  7. One of the things I love about Homecoming is the ability to tailor your own game experience. For example, I don't much care for accelerated exp of any kind. I disliked 'Double Experience Weekends' on the Paragon-era live servers. I can, if I want to, use the NoXP option to completely turn off my experience as I'm going forward to avoid outlevelling content. However, as I explained to my wife, showing her the contents of the P2W vendor's inventory, if you want a 2xp weekend, this is where you get the stuff to make that happen. 'Slow' experience is not the only part of the 'Live Server Experience'. There are other limitations that were designed to make the game more engaging that we have cast away for the sake of time and longevity... like having to actually go to the Consignment Shop or Black Market to use it. I can see a demand for an game option or temp power that would reinstate the 'Live Server' conventions and limitations. At least I have that demand on some of my characters. You could even tie it to membership in a Supergroup, so you could have 'Classic' Supergroups. Why not having a 'Classic Server'? While Everquest has proved that these work and work well, our limited population causes a problem: Homecoming players seem to gravitate to where they can group. At the time being, this means that Excelsior has a large population. If you were to tie 'Classic' settings to a server, so few players would use that server that it'd almost be pointless to have it. With a setting or a temp power, you don't *have* to provision out a new shard. I'd like to see the 'Live Experience' setting or power come in two varieties: The 'Going Rogue Experience' setting would have restrictions that were in place right before the shutdown: You had to use the auction house physically, couldn't use base passcodes, etc... The 'CoX Experience' setting would have restrictions that were in place before the release of 'Going Rogue'. Hero and Villain ATs are enforced. There were no heroic brutes or villainous scrappers. Alignment changing is not allowed. Certain powersets are 'villainous' or 'heroic'. There are no heroic pain domination defenders and no villainous empathy corruptors. WSTs don't award extra benefits. There are no incarnate abilities, etc... Allowing these settings to be placed on a supergroup would encourage large teams of players to group together under the same limitations. Yes, you absolutely can challenge yourself and adhere to these restrictions if you want to already, but having a unified framework for doing so encourages a larger number of players to use it and group with others who are using it. It also opens the door to gearing new content towards this framework. Imagine awarding an account-wide badge to a player who leveled a character to 50 with no experience modifiers at any time, perhaps at issue 3-era speeds. Do you like this idea? Do you hate it? What changes would you make to it? What restriction sets would you like to see made available?
  8. Perhaps I might be one of the few people that really look at the Kheldian HEATs and think 'When you really compare it to other AT's it doesn't quite measure up!' especially when the VEATs can be absurdly broken for very little work put into them (Leadership from their secondary and Pool is amazing for support). Honestly, it makes me sad when it boils down to it as the Dwarf Form for Peacebringer feels too squishy to compete with many high-end scrappers Or tanks for durability and the Squid Forms feel like a joke overall. But as I was toying with Mids numbers last night I kind of realized a lot of issues I seem to have with it could be alleviated by the simple implementation of Pool Powers into a build. With proper sets and slotting with the activation of Maneuvers, Tough, Weave, and Combat Jump's bonuses you would be looking at a White Dwarf with 30-ish defenses for M/R/AoE, 80-85% resistances for all but Psionic (which sits at 31%) and decent stats overall making it a decent off-tank or main tank if you are lacking one on the team. At the same time, with the same build and powers I just mentioned with the Bright Nova instead, it would allow you to make a decent blaster replacement for the team as they sit at the 30-ish defenses and sit anywhere from 25-40% resistances. Mind you, this is merely with the Peacebringer I have toyed with numbers wise. I love the concept of a Kheldian AT, a kind of 'Be what you want' set that allows you to go tank or blaster at a whim and swaps between the two as the team needs. But I believe that perhaps it is a bit too weak as is, especially when you compare it to the VEATs answer and that something as simple as allowing the use of Pool Powers alongside their Alt Forms could be the single 'Buff' it needs to make it a truly Epic Archetype. Sorry for the ramble here all, but I would like to hear others opinions on this as well. Maybe my suggestion is a little odd? Maybe there is a good reason it might be too broken if the powers are allowed?
  9. So disclaimer: this has been on my defender, who's elec/elec. I've been enjoying the set a lot! But there's a few points worth noting. the chain based buffs are awesome but are also extremely loud and tend to smother other audio; in large teams this can result in basically the entire sound channel being taken up by zapzapzap sounds. This is maybe a bit overwhelming, and could stand to be muted a little in volume. I think this might be the first time a set like this has existed in City, which may account for why it's so loud--the engine simply hasn't seen this sort of thing used before. the galvanic sentinel is a bit underwhelming as a pet, but that's fine; it's there mostly as a soloing tool. I'd like it if we could summon it for more or less indefinite lengths, like controller pets, though. As it stands I'm usually so busy I forget to resummon it. (the same is true for voltaic sentinel in elec blast, and is much more acute there) Faraday Cage is really, really good, which is fine; did you intend it to be possible to summon it while mezzed? the animations have been discussed elsewhere as being traumatizing for some folks. The Kinetics buff animations have been noted as being better for this.
  10. I have an idea for a mod to the game. I think it would be awesome if someone could modify the code so whenever an NPC says something in-game you HEAR it. Even if it was an artificial voice I think it would bring the game to life. It would make the npc's around you more noticeable. I think this would be huge for immersion in this game. Thoughts?
  11. I love my bots, we’ve spent many years together destroying many things and having great times. Sadly my robotic friends aren’t made to feel welcome by team mates when we reach cave maps, I’d love to be able to shrink ray them or even better, allow friends and family to be able walk through them?
  12. Peacebringers get the flight powers baseline. My understanding is aside from some extra VFX, Energy flight is supposed to be identical to Flight and Combat Flight is supposed to be identical to hover. These days, Hover has a pose that is different from flight, although at launch they use to share the same pose. Leaning forward to fly as such low speeds was seen as... odd, so it was eventually changed into the upright position we have today. Combat Flight though, never got to share this change. It's as slow as hover, but you lean forward and glow a lot. I'd just really like Combat Flight to get Hover's upright position. -McJigg
  13. I was looking around and playing with power set combinations and was sad to see that there isn't a tanky support class. I am kinda enthralled by the idea of a Bio-armor/Nature affinity character that I think could be really fun to play. I haven't given too much thought to how the synergies would work or if it would be even remotely balanced (in either direction...I can see it being possible to make a character that cannot deal any damage, which would obviously be a problem.) Anyway, what are everyone's thoughts on this? We already have the Sentinel which is a kind of Tank/Blaster type, so what about a Tank/Support?
  14. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Simika: Level 50 Natural Scrapper Primary Power Set: Claws Secondary Power Set: Willpower Power Pool: Flight Power Pool: Fighting Ancillary Pool: Body Mastery Hero Profile: Level 1: Swipe * (A) Accuracy IO * (3) Accuracy IO * (9) Damage Increase IO * (31) Damage Increase IO * (37) Endurance Reduction IO * (40) Endurance Reduction IO Level 1: High Pain Tolerance * (A) Resist Damage IO * (5) Resist Damage IO * (5) Resist Damage IO Level 2: Strike * (A) Accuracy IO * (3) Accuracy IO * (9) Damage Increase IO * (33) Damage Increase IO * (37) Endurance Reduction IO * (40) Endurance Reduction IO Level 4: Fly * (A) Flight Speed IO * (42) Flight Speed IO Level 6: Mind Over Body * (A) Resist Damage IO * (7) Resist Damage IO * (7) Resist Damage IO Level 8: Slash * (A) Accuracy IO * (13) Accuracy IO * (17) Damage Increase IO * (33) Damage Increase IO * (37) Endurance Reduction IO * (40) Endurance Reduction IO Level 10: Fast Healing * (A) Healing IO * (11) Healing IO * (11) Healing IO Level 12: Spin * (A) Accuracy IO * (13) Accuracy IO * (17) Damage Increase IO * (34) Damage Increase IO * (39) Endurance Reduction IO * (42) Endurance Reduction IO Level 14: Indomitable Will * (A) Defense Buff IO * (15) Defense Buff IO * (15) Defense Buff IO Level 16: Follow Up * (A) Accuracy IO * (23) Accuracy IO * (25) Damage Increase IO * (34) Damage Increase IO * (45) Endurance Reduction IO * (45) Endurance Reduction IO Level 18: Rise to the Challenge * (A) Healing IO * (19) Healing IO * (19) Healing IO Level 20: Quick Recovery * (A) Endurance Modification IO * (21) Endurance Modification IO * (21) Endurance Modification IO Level 22: Focus * (A) Accuracy IO * (23) Accuracy IO * (25) Damage Increase IO * (34) Damage Increase IO * (43) Endurance Reduction IO * (43) Endurance Reduction IO Level 24: Kick * (A) Damage Increase IO Level 26: Tough * (A) Resist Damage IO * (27) Resist Damage IO * (27) Resist Damage IO Level 28: Weave * (A) Defense Buff IO * (29) Defense Buff IO * (29) Defense Buff IO Level 30: Heightened Senses * (A) Defense Buff IO * (31) Defense Buff IO * (31) Defense Buff IO Level 32: Eviscerate * (A) Accuracy IO * (33) Accuracy IO * (36) Damage Increase IO * (43) Damage Increase IO * (45) Endurance Reduction IO * (46) Endurance Reduction IO Level 35: Resurgence * (A) Recharge Reduction IO * (36) Recharge Reduction IO * (36) Recharge Reduction IO Level 38: Shockwave * (A) Accuracy IO * (39) Accuracy IO * (39) Damage Increase IO * (46) Damage Increase IO * (46) Endurance Reduction IO * (48) Endurance Reduction IO Level 41: Conserve Power * (A) Recharge Reduction IO * (42) Recharge Reduction IO * (50) Recharge Reduction IO Level 44: Strength of Will * (A) Resist Damage IO * (48) Resist Damage IO * (48) Resist Damage IO Level 47: Physical Perfection * (A) Endurance Modification IO * (50) Endurance Modification IO * (50) Endurance Modification IO Level 49: Focused Accuracy * (A) To Hit Buff IO Level 1: Brawl * (A) Empty Level 1: Critical Hit Level 1: Prestige Power Dash * (A) Empty Level 1: Prestige Power Slide * (A) Empty Level 1: Prestige Power Quick * (A) Empty Level 1: Prestige Power Rush * (A) Empty Level 1: Prestige Power Surge * (A) Empty Level 1: Sprint * (A) Empty Level 2: Rest * (A) Empty Level 4: Ninja Run Level 2: Swift * (A) Empty Level 2: Health * (A) Empty Level 2: Hurdle * (A) Empty Level 2: Stamina * (A) Empty ------------ I'm looking for suggestions on how to move forward once I hit 50 and move towards getting sets and incarnates
  15. ~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.
  16. 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.
  17. 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 is that you get 'bonus damage from enemies under control effects'. The Suggestion Add Fear and Confuse to the list of applicable status afflictions for Containment to deal bonus damage. There's no reason to not include them as they are still strong statuses when used correctly. To denounce Fear because hitting them breaks the status early would eliminate Sleep as a status (and Fear eventually holds the attacked target after a short while too). And while Confuse doesn't stop the enemy from doing things, they might as well not be because aside from skimming off XP, a confused enemy can only be helpful to your team. In the case of a single confused enemy, they might as well be held. I would say straight up that Knock effects shouldn't count, they're not persistent status effects. Taunt and Placate are tricky, while the two statuses and Confuse definitely do change how an enemy behaves, at least Confuse prevents the enemy from hurting you or your team mates, which neither accomplish (Taunt drives them to hurt you, Placate drives them to hurt your team). For them to have an inclusion into Containment's effect it would have to be something like the below suggestion: Other control effects not currently included in Containment could be counted as a mini-crit grouping of damage bonuses, with Fear/Confuse/Taunt/Placate providing a smaller amount of bonus damage and in the event of an enemy having multiple statuses, takes the higher multiplier. An enemy with confuse could have something like +50% damage, while a Sleeping, Confused enemy would take the normal +100% damage. I still would like Fear and Confuse to be considered +100% damage statuses, but as a compromise, I can deal with it being made with mini-critting status effects so long as Containment can benefit from as many CC effects as plausible.
  18. See my guide to MM epics here for background info and my thoughts on the current state of things: The recent dominator and snipe changes on the beta have given me hope for interesting balance changes going forward. I'm not sure how sweeping they'll be, but who knows! So I thought it was worth putting out my thoughts on these pools, after having spent ….way too many hours on too many masterminds on live and now. In my previous post I laid out what I thought each set should bring, so here are my proposed reworks. Keep in mind that these suggestions are intended to take the minimum amount of work to implement. So no new powers beyond what can be made by swapping damage types and effects on existing powers. Also note that I've always found it frustrating that masterminds - THE pet class - didn't get at least one pet option in the epic pools. Yes, yes I know they can "already do that" but I dunno, I appeal to the "rule of cool" (often invoked in D&D) - it would be FUN. People play masterminds (usually) because they love pets, why not give them another? Plus, with the patron pets as they are now, they are super hard to perma anyway (which is a subject for another thread…). Not mention that controllers, dominators & SoA get more pets. Point being here is that just swapping in a pet for one of the less interesting powers in the patron pools would be great BUT I provide a non-pet option for the patrol pools below in case that's a bridge too far. The one place where I'm really breaking with original design #s (although, I would argue, not with the design intent) is changing the damage formula (increasing it) on mm epics - I think that change should be part of the epic itself, since MMs can't normally deal good damage, providing that is sort of in line with the epic philosophy of giving ATs access to something new. [Also, honestly I'm tired of trying to talk myself out of mace mastery on most of my mms 😉 ]. So, here are my proposed changes to the mastermind epic pools to make each one unique, desirable, and worth taking as well as making power choices tougher and more meaningful. One major thing I want to address is that only 2 of the 8 sets have a defense based shield (compared to 4 resist sets).
  19. During the last RP Event in Everlasting, people were asked what kind of things they'd like to see added/changed to the game. I was surprised to hear that least a few others wanted to be able to make bigger or smaller characters than we do on live, myself included. One even suggested '2ft to 12ft tall', I would have been happy to see 10ft myself but I was impressed that I wasn't alone. So after hyping myself up talking a friend I went on a mission to Icon 1.72 to create a proposal for the Homecoming devs reading this and to anybody else who supports the idea to increase the server-enforced restrictions to player costume scales to make this a reality. I created an Imgur gallery with numerous textboxes to go through the reasoning and logic behind allowing this change and why the infrequent issues that come with it aren't as bad as it seems from a glance. There's two parts of the proposal, one that goes over the size difference compared with mobs and the second part that covers the worst case scenarios of maps, to read it all you have to go to this link: https://imgur.com/a/prx4pl7 As a footnote: I know I'm missing those tiny tunnels that criss-cross some Rikti underground maps however I wasn't able to find the internal mapname for such a place (honestly, there's dozens of the same exact maps, what the...?). But one might argue it will be the same as the Vanguard mini-tunnels as described in the gallery itself. I'd want to forward this proposal to the Homecoming team themselves but I don't know how, so I'm hoping by posting it here at least, the community can also weigh in on their thoughts and compromises, if any.
  20. There are a couple things I am looking at here. T4 powers should only require a single power from the pool for unlock. So Lvl 4 T1-T3, Lvl 14 + one power from the pool T4, L14 + two powers from the pool T5. The Teleport Pool (as has been discussed in two separate recent threads) needs a bit of a revamp. This pool is popular despite it needing a major renovation. Presence is the least popular pool (for good reason) and may need a revamp. There are several unpopular powers in other pools that need reconsideration/replacement. These include Phase Shift, Group Fly, Burnout, & Whirlwind. (This list is from memory, I saw the list a couple of days ago and those were the ones I remember as being low). Whether to continue work on the expansion pools must be considered.
  21. Hello guys, last night i saw a post with a Plant/Poison build by @Frosticus so i decided to change it into Earth/Poison because earth is love, earth is life etc etc. So i ended up with a build that i think it needs more S/L defense (+4,5% more to softcap). Any suggestions? http://www.cohplanner.com/mids/download.php?uc=1537&c=715&a=1430&f=HEX&dc=78DA65944B4F13511886CFB453A0A5A5949616CABD140A9416068D3B432256834242E407900606DA886DD3D644548898F81B58A03FC098B85474E70F70A9B870EF858B26AE7453BFCEFB9636E9A4CD73E6BB9DF77CE79C597E70DDFDFAE6FEBCD23A17B6D3A5D2DA423E572EE6B7B7CDA26339BD955D57D5A755FEC3754F2D28994A17CB99DA5BB021E0DAFDCDCDE44A3E5BCAE77C8BB98C593473E5646DE05AC94BEE6AC13437DCD670C94C17B2B92D6FED65C32C9632D982C77ABF91DDCA94C5DB952A64D793ABE57CCE5C5B4E97CA6671A74764C5E5FF58537C2A0E65D8943274659B26EF6916F5B47040386DB7DE5B52E0AD90A459F915A546C416D3D5AE4693AAE8DA21F2DB8E9445570479AE6FA07B0EF3DC913A76E4D8EC2D766BAE968FF0B57D10FA75B527A51C88518E38EA8DB6A2BD555BEB57C447C4E0844D7332CE4D3E911AEDD4D6BE036D230FC947E42E18DD038352CF8335DA3CDDB005FE407FF036E893182F7BE8654CA78B74835D1EB28335BCE0BEC087FA0EDF1BAC61F02D387C44BE239F8131F6449379FD5CBF3F8C35DAC5D68D7A5A7708FB169C834E5D7C21CE15A2CE1EEAECA1CE307586A9B39F3A9F0A7AD9BBDE4F36ABEEF867F298FC02C6FE41E76140A93EE4D8FB7866FA79A60679A60619EB176D035CCBC04BB105A447621BA26D887A9F4BCD087B1D79859AA38BA8317A95E41CD179F8A3E7D0F54272C7586F8C3D3C959009F66482E77392E77572073193ECFBD41592E7F7AF1B77A89A1B1F876F3A46C6C9BBA895A0A6C49AB2EEC999944872DE24D736C3BD98E15ECC702F0CEE85C1BD3897DC59AE639667BB5FBFB8C7F293A7BAE09AA532D5E49D6DB2184D964B4D96CB4D9625BDE11BE0C49A57F48B6F80D2A8CFD97971C72B672EF133474BC0FFAB6E7368DFD1DF8E1F60EC27387502264E41E30C3C6FAC37817ABFEB364D3B80AE8E61F85272690CF82A070DE3F791FA381CA88F8F1B624EA2F5F17F2CC7E973
  22. Back on Live the lag could get so bad that Teleporters were taking their lives in their hands popping around without Hover. Teleport was, therefore, the ONLY movement power that you had to take another power from another pool to use safely. These days lag is less of a problem yet I still find myself falling when teleporting if I don't have Hover. Why not simply extend the 'hang time' at the end of the Teleport animation by 2-3 seconds to enable 'porters to move about safely without having to invest in another power for safety?
  23. As much as having 1000 character slots is GREAT, I'm trying NOT to fill them all by deleting toons that for whatever reason don't work for me. We currently have the email system to transfer funds from one toon to another and this can also be used for items like Salvage, Enhancements and recipes. One drawback though is that it's very tedious. Deleting a toon that's even in the teens means that I need to sell all their stuff, then check how much Inf they have, then create an email and include the Inf total. If they have the better Insps then I need to store them somewhere or email them ONE AT A TIME which is also very tedious and clogs up the email system. What I'm suggesting is a method of removing ALL of the Inf, Inspirations, Enhancements and other things not attached to the character and shifting them to another toon. If it turns out that there's not enough space on the receiving character for Insps, Enhancers etc then the leftover aren't transferred or are lost. In this way I can delete unwanted characters instead of cluttering up the server with them simply because I'm too lazy to take the time to shuffle all their stuff off.
  24. Something that was often a problem on Live and I've noticed a few times recently is mobs getting knocked into/through a wall or other obstruction. I recently saw this on a mission and fortunately someone had an AoE power that could reach the target. My suggestion is that every instanced mission have a minimum number of mobs at which point the mission is declared finished and the mobs despawn with no rewards given. The minimum would scale with party size where 1-2 would be 1 mob, 3-4 would be 2 mobs and so on with the highest being 4 mobs. So your team (or you solo) goes in and does the mission, which is a Defeat All. On a team of 7-8 when the number of mobs in the building decreased to 4 the mission would end. Any mobs stuck in the architecture can thus be ignored but they also won't grant rewards but TBH the rewards from 4 mobs is pretty slight over the course of an 8-person mission.
  25. There are several powers from different sets that render their target or targets Intangible. Intangible targets cannot move, cannot attack and, most importantly cannot BE attacked until the duration of the power runs down. I'm willing to bet that datamining will reveal these to be among the most ignored powers in the game, mainly because once they take effect they are beyond the control even of the caster. Party members often can't tell that the enemy in Intangible because with all of the graphical fx going off the Intangible effect can easily be missed. I am going to suggest what I hope is a simple and straightforward solution to this issue: Simply enable the caster to turn the power off at will. This can be done by either making it a toggle with a limit of 30 seconds (most of the Intangible powers have a 30-second duration now) which the caster can simply switch off early or have a ring appear around the power while its in effect and the caster can click the power again to deactivate it. I'm not a big fan of 'dead' powers and fortunately this game has very few but these powers are very seldom used simply because they cannot be controlled once cast.
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