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Pets recharge rate cap


WP4L

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Masterminds have quite a few new secondary pools to play with, but I've noticed they have amassed a lot of options involving recharge buffs. Currently, since MM pets are hard capped at 0% recharge rate bonus, Kinetics: Speedboost, Radiation: AM and a lot of powers from Time Manipulation are severely crippled by not being able to actually boost the recharge rate of pets.

 

What I would love to see is all pets recharge rate bonus cap be set to 50%; that is just 1 applied speed boost. 50% would also allow AM to work in its entirety as well since it is only 30% and although I think Time Manip can give an overall higher boost than 50% I can see why it might start becoming over powered.

 

I do not think masterminds are currently in an overpowered place and have room for this buff, not to mention it would make several of their secondary actually make sense within the MM playstyle.

I'm not really sure what the next step is as far as trying to get this to happen so here's hoping you see this and agree.

 

Thanks for everything you've already done.

Take care.

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They didn’t set the pet recharge cap as a nerf, they did so because the AI can go extremely high wire and break when recharge buffs are applied. Also, don’t think it’s just a cap.

 

Also I don't think it's a cap, as much as every single power for pets being flagged as "ignores recharge" (meaning they are also immune to -recharge debuffs.)

 

That being said, I think no one would consider Kinetics or Rad to be crippled without recharge buffs, the sets still deliver a lot of damage buffing, -regen and healing power.

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Pets would also benefit from recharge enhancements placed in the slots if they did not ignore recharge. Both speed boost and Accelerate Metabolism help your little flunder-blunders run faster and keep up with you.

Happy Wife = Happy Life

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What I would love to see is all pets recharge rate bonus cap be set to 50%; that is just 1 applied speed boost. 50% would also allow AM to work in its entirety as well since it is only 30% and although I think Time Manip can give an overall higher boost than 50% I can see why it might start becoming over powered.

 

+1 on 50% cap for pets. 

I played Masterminds back when they had no cap on recharge. Enhancements did NOT affect their recharge, only powers did.  I recall having speed boosted pets and watching them attack, it was not broken, all they did was attack faster, that's it.

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I played Masterminds back when they had no cap on recharge. Enhancements did NOT affect their recharge, only powers did.  I recall having speed boosted pets and watching them attack, it was not broken, all they did was attack faster, that's it.

 

Fire imps on multiple Speed Boosts. Like hummingbirds on crack. I remember a couple of ITFs before pets were made impervious to recharge-affecting powers, and it only took a couple of Kinetics characters to make them go strange.

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They didn’t set the pet recharge cap as a nerf, they did so because the AI can go extremely high wire and break when recharge buffs are applied. Also, don’t think it’s just a cap.

 

Also I don't think it's a cap, as much as every single power for pets being flagged as "ignores recharge" (meaning they are also immune to -recharge debuffs.)

 

That being said, I think no one would consider Kinetics or Rad to be crippled without recharge buffs, the sets still deliver a lot of damage buffing, -regen and healing power.

 

1) That is why i think it should be capped at 50%. It was always fine around there. It did start to break down with multiple SBs and other contributing powers.

 

2)This doesn't really change anything. Good info, insanely hard to test. I've been trying to get a Tsoo to siphon the speed of one of my pets for hours now. But again, doesn't change the fact I think they should be getting 50% recharge buff.

 

3)@Unknown: I don't know how many MM/kins you've got to 50 and really tested out but currently I have all but beasts done. All of them so far miss 90% of FS which is kind of a focal point of kin. A lot of them never position themselves to get transfusion or transference so there are 2 more great powers that are more meh for MMs. Speedboost does give them end recovery, but that is not needed on MM pets, other than ninjas. The speed increase actually ends up getting the pets stuck in walls constantly so not only is it not buffing MM pets, it is causing them problems. ID is actually great. AM comes back to slow and doesn't add enough damage to pets to make it great. The anchors on rad are way too heavy for a lot of the MM primaries. Several of the lvl 18 powers have a fast recharge but cost a ton of end. It just so happens that it lines up so that the defense based sets that you would want to pair with Rad since it does ToHit Debuff are the ones you need lots of end to play, bots-ninjas-beast. None of rads later powers were adjusted to be applied to henchmen or some sort of modification to make them more effective for MMs like they did for other sets. Time Manip, I've not got a chance to get every MM primary high level with time. And while I love the healing it can do, the fact that everything is based off of temporal selection which is barely a buff to a pet at all means you'll never be able to focus on healing your pet without losing out on what could be happening by buffing others you hopefully have on your team. Time is by far the most I've felt I needed to be in a large team to even play. MMs in my opinion should be pretty good at solo play. I don't think I'll ever take Time to seriously on MMs because most of the sets buffs don't work well with pets. Also not having a main targeted heal means it is sub par for everything but bots. To those of you reading this, make a Bots/Time MM. I bet they are really good.

 

In conclusion due to the factors I've stated above, I would call those power sets crippled, and since I am at least someone, I'll have to disagree with no one thinks like I do.

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