Monos King Posted May 8, 2020 Posted May 8, 2020 (edited) Mercenaries For the full details of the Monos-Brain Overhaul, please view the link below: Monos King & Galaxy Brains Mastermind Changes Mercenaries are the absolute poorest of all the MM primaries, so let's just open fire. Not only do they suck, but there is a degree of lacking with the expected theme of different ammunitions and real fire power. With pitiful single target damage, recharge times, AoE damage, the WORST t7 pet buff, and even a t1 equip glitch gone unnoticed for several years, the changes proposed in this thread will address these through: Slightly Improving damage Significantly modifying existing pets Substantially lowering recharge and activation times General Mercenary Changes Serum -> Field Specialist Lasts 5 minutes | Gives Serum to Mercenaries | Support Class Pet | 10 minute recharge The most major change to mercenaries, this proposal adds a field specialist pet that will replace the medic given amongst the Soldiers, allowing for another combat soldier amongst the t1 summons. Being a pet, its section will be below. Field Specialist Serum | ST Boost, Special Debuff Base Heal: 157.42 +100% Recovery 30s +15% Resistance (all but psy) 30s +30% Damage/Tohit 30s After 30s delay -50% Recovery 15s -7.5 Resistance 15s -15% Damage/Tohit 15s Activation Time: 1.3s Recharge: 10s This change is an attempt to keep the heart of serum while not rendering it useless. The Field Specialist will be launching out serums amongst the pets, acting as a replacement for aid other and simultaneously buffing the pets up. While the damage resistance, healing, tohit, and endurance portions of the boost are enhanceable, their debuff analogues are not. This permits great benefit from enhancement, similar to Phantom Army. Much like aid other, serum would be dispensed as a priority based heal before anything else, but will be quickly distributed to all the pets throughout the battle. While the buff can stack, the debuff will not. Recuperation Beacon | 255 targets max | 40ft radius (Triage Beacon Clone) 100% regeneration 1m 32s Mag 5 CC Protection 1m 32s Recharge: 1m A triage beacon clone that comes with stimulant effects for the use of the Field Specialist. Just like Stimulant, the CC benefits do not include knockback. Suppressive Fire | 45 degree arc cone Base Damage 26.86 at level 49 10 Targets -10% Def/Tohit/Dmg for 5s Activaton Time: 2.67s Recharge Time: 6s The Field Specialists sole attack. This move offers effective debuffs and pushes to further equalize mercenaries damage. Vengeance | Post-Death AoE Team Buff | 12 targets | Does Not Stack With Other Medic | Stacks with Player Vengeance Base Heal: 117.18 +28% Damage/Tohit 120s +25% Def (All) 120s Status Protection Essentially the Nemesis officer version of vengeance, this offers the opportunity to, rather than use the specialist for its Serum buffs and heals, sacrifice them for a moderate lasting group buff. Soldiers *Now spawns 3 soldiers* With the field specialist in play, mercenary masterminds are now free to have a third primary combatant, rather than a Field Medic. This inclusion increases their damage, although slightly reduces the soldiers AoE potential. Assault Rifle Auto Fire 6s Activation Time -> 4s Activation Time Now has 10% Chance for 14.42 damage lucky shot (unresistable in PvE) Available from Default Equipment Lowering activation or recharge time is pretty much the theme of this thread. The Auto Fire is being updated to normal Full Auto abilities, including the chance for additional damage to help them out further. Spec Ops *Now spawns Two Spec Ops armed with unique SCAR Weaponry* Spec Ops Mod 1: Scar Burst -> Scar Suppression Base Damage: 21.77 -2.5% Def 5s -5% Special 5s Available from Default Equipment Spec Ops Mod 2: Scar Heavy Burst -> Scar Heavy Suppression Base Damage: 34.53 -2.5% Def 5s -5% Special 5s Available from Default Equipment Web Grenade -> Toxic Web Grenade Base Damage: 19.12 (Toxic DoT) 30s Recharge -> 22.5s Recharge -50% Recharge 15s Available from Default Equipment Spec Ops Mod 3: New Power: Charring Rounds (Replaces Rifle Butt) Base Damage: 19.12 (Fire) Activation Time: 1.87s Recharge Time: 20s Available from Equip Mercenary The Spec Ops can unleash a volcanic aerosol capsule from his SCAR Rifle, holding the enemy temporarily. Brawl -> Rifle Butt Base Damage: 25.69 Recharge Time: 16s -> 22s 3 Mag Stun for 8.88s at Level 49 Available from Default Equipment A primarily aesthetic change, encouraged by mercs ranged focus. Spec Ops Mod 4: Scar Snipe -> Electro Snipe Base Damage: 49.05 10% Chance for 3 Mag Stun for 6s 15.15 Bonus Energy Damage (only while Hidden) Available from Tactical Upgrade A change made to not only spice up the Spec Ops move set, but offer the chance for much needed damage increase. Spec Ops Mod 5: Tear Gas | Swaps places with Flashbang Grenade Recharge Time 3m -> 2m Available from Equip Mercenary Moves places with Flashbang to accomodate Flashbang's new effects. Spec Ops Mod 6: Flashbang Grenade | Swaps places with Tear Gas 2 Mag Stun Lower Stun duration by 25% | 8.94s -> 6.7s -5% Tohit -90% Perception for 20s Recharge Time: 2m -> 1m 30s 50% chance to Hide Spec Ops Available from Tactical Upgrade Gives the chance to hide Spec Ops, making it more likely to land extra damage or debuffs. Spec Ops Mod 7: New Power: Tactical Operative (Replacing Stealth) | =Def (All) | Special +2.8% Def, 5.6% while hidden Doubles Debuff Potency and CC Magnitudes while Hidden Maintains previous Stealth Values Available from Tactical Upgrade The most significant change for the Spec Ops, Tactical Operative works with Flashbang to vastly increase the Specs Ops potential for debuff and moderately increase their damage through extra damage on their Electro Snipes. The totality of these changes not only increase the Spec Ops damage, but give it greater potency without delay and a little more flare to their weaponry. Commando Commando Mod 1: Buckshot -> Heavy Burst | Cone DoT Base Damage: 33.34 -6.25 Def for 8s Recharge Time: 12s 10 Targets Available from Equip Mercenary Much needed additional damage for the Commando with a larger radius and -def. Commando Mod 2: Full Auto Base Damage: 87.29 Activation Time: 6s -> 4s Recharge Time: 1m -> 30s 30% Chance for 30.59 bonus lethal damage. Unresistable in PvE. Available from Equip Mercenary Commando needs recharge reductions BADLY, having truly ridiculous rates that hinder it's damage so greatly, that they do almost nothing before their inevitable memorial service. Commando Mod 3: Resistance 26.14 S/L -> 28.00 S/L 6.55 F/T/C -> 9 F/T/C Available from Default Equipment A minor change, but the commando should most certainly have noticeable resistance differences from the rest of the mercenaries. He attracts all of the attention in combat, and more importantly possesses superior survival training worthy of higher S/L resistance. Commando Mod 4: New Power: Shrapnel Grenade (Replaces M30 Grenade) | TAoE Radius 25ft Base Damage: 13.77 -15% res for 10s -7.5 def for 10s 20% Chance for 5.19 Knockback Activation Time: 1.87s Recharge Time: 20s Available from Tactical Upgrade The Commando deploys a deadly shrapnel burst that can tear apart enemy armor and send them flying. This move exists to universally increase mercs damage on all fields, as well as give additional combat utility. Commando Mod 5: Flamethrower Base Damage: Decreased from 59.21 to 41.41 Activation Time: 3.5 -> 2.5 Cone Arc: 45 Degree -> 60 Degree Target Cap: 10 -> 16 Available from Tactical Upgrade Further increasing the damage potential per second of the Commando to not be terrible. Commando Mod 6: LRM Rifle (HIGHLY NECCESSARY CHANGES PLEASE GOD) Radius: 15ft -> 20ft Base Damage from within 0-10ft radius: 152.32 Base Damage from within 10-20ft radius: 76.16 Endurance Cost: 18.2 -> 32.4 Activation Time: 3.83s Recharge Time: 4m -> 1m 50% Chance for 1.16 Mag Knock 16 Target Max Available from Tactical Upgrade 4 minutes. For 76 damage. I think that about sums up how terribad mercs has been. Those on the outskirts of the battle will feel the original damage of the LRM Rocket, but those unfortunate enough to be in the epicenter of impact will see it do immense damage. This change alone would be fantastic news for merc users. Mercs are in a god awful position. It's kind of appropriate, considering how well the military does in supernatural situations cinematically. But these aren't just any soldiers, these are mercenaries under the guidance of a super villain with godlike powers or mega-mind intellect. They deserve a little better. The chart above show full damage rotation values after the damage changes proposed throughout these threads, going from Total Damage, to Total Animation Time, to Total Damage per Animation. Ninjas, Thugs, and Demons had absolutely zero damage changes, while beast was given radius and target increases. Mercenaries DPA, on the other hand, increased by more than double after these changes, now having total damage potential is closer to the likes of Beast, Ninja, and Thugs, although with much less damage per second than any of these and only over a generalized, isolated period of time. What to take away? They hit harder, and are a hell of a lot more fun and effective. The proposals here will fix issues across the board, and I don't know about you, but I'm ready to drown the world in a Hail of Bullets. Edited November 30, 2020 by Monos King 12 2 The Mastermind Enthusiast City of Heroes Lore Discord MM Global Changes | The MM Wishlist Temporary Powers | Omnibus' Alchemist Archetype Is The Game Too Easy (2021)
eldriyth Posted May 8, 2020 Posted May 8, 2020 I like what you guys are suggesting here for the mastermind. I hope they listen to you.
AerialAssault Posted May 8, 2020 Posted May 8, 2020 I'd have to see the Field Specialist in action first, but anything is better than Serum currently. Other than that, i'll give this a big old +1. 4 Oh? You like City of Heroes? Name every player character. I'll be waiting in my PMs.
Galaxy Brain Posted May 8, 2020 Posted May 8, 2020 5 minutes ago, AerialAssault said: I'd have to see the Field Specialist in action first, but anything is better than Serum currently. Other than that, i'll give this a big old +1. Itd definitely need some field testing 😉 1
ShardWarrior Posted May 8, 2020 Posted May 8, 2020 I like this! I would argue Ninjas are worse, but your idea is great regardless. 1
Galaxy Brain Posted May 8, 2020 Posted May 8, 2020 (edited) On 5/8/2020 at 12:45 PM, ShardWarrior said: I like this! I would argue Ninjas are worse, but your idea is great regardless. Comparing the sets when researching, Ninja damage potential blows mercs way, way out of the park to the point of them being solidly better imo. In their thread the major change is to simply not have them be tissue paper (though still squishier!) To allow the damage to be used more often 🙂 Edited March 11, 2021 by Galaxy Brain
ShardWarrior Posted May 8, 2020 Posted May 8, 2020 Just now, Galaxy Brain said: Comparing the sets when researching, Ninja damage potential blows mercs way, way out of the park to the point of them being solidly better imo. In their thread the majornchange is to simply not have them be tissue paper (though still squishier!) To allow the damage to be used more often 🙂 Yes I know, I was just being a little facetious. I recently leveled a Ninja/Dark MM to 50 and regret doing it. 😊 1
Tater Todd Posted May 29, 2020 Posted May 29, 2020 I will cry tears of joy once they actually fix Mercs. I think it's insane that any kind of real fix has been put off for so long. Merc/Poison was my first villain so Merc and Poison are my babies ❤️ . 2
Shazbotacus Posted June 28, 2020 Posted June 28, 2020 (edited) I'd definitely cut down recharge on Spec Ops' CC grenade even more, maybe even increase the numbers, at least the duration, of the debuff components. But I'd really reconsider having the Medic's healing come from a stationary triage beacon because that seems annoying to deal with. I'd rather he just hand out a regeneration buff like he hands out Stimulant or something, but with 90s minimum of duration and a 2s recharge or so. Maybe he can have an absorb shield buff he hands out since that scales off healing, too. I assume Vengeance works like it does for Nemesis Officers. That's a really interesting idea, but I'd... actually put that on Commando. I presume he'd be taking the most aggro with his heavier AoE damage output, though I'd probably have it just boost defense and maybe provide that status protection. Serum with a crash for half its duration still seems annoying to deal with, having soldiers' effectiveness and resistance fluctuate so much, and it seems likely to happen at particularly harmful times like when that soldier in particular is taking heavy fire and now he's taking heavy damage. I'd keep it simple as a primarily resistance focused buff that's handed out while the Medic is alive. After all, the Medic is the skilled physician who applies his tools to keep his squad in tip-top shape, right? LRM as a 1-minute recharge nuke with solid damage is something I can get behind. What do you think about going with single shot > burst > heavy burst animations for Soldiers to cut down on activation time even further on them? That'll bring the times down to 0.9s, 1s, and 2.67s respectively and will help their damage even more. Edited June 28, 2020 by Shazbotacus
Monos King Posted June 28, 2020 Author Posted June 28, 2020 4 hours ago, Shazbotacus said: But I'd really reconsider having the Medic's healing come from a stationary triage beacon because that seems annoying to deal with. I'd rather he just hand out a regeneration buff like he hands out Stimulant or something, but with 90s minimum of duration and a 2s recharge or so. Maybe he can have an absorb shield buff he hands out since that scales off healing, too While the recoup beacon does offer regeneration, his primary heal is actually from Serum in our proposal. The beacon is what offers mez protection, and as an AoE would also offer regeneration to the user and actual teammates as well. A single target means would end up a long (and also possibly never occuring as the medic is in combat) process, and it being stationary is a good trade-off for the buffs it gives. Since it is still just one pet, I wouldn't give it absorb either as that just seems additional especially if he already has a heal. 4 hours ago, Shazbotacus said: That's a really interesting idea, but I'd... actually put that on Commando. I presume he'd be taking the most aggro with his heavier AoE damage output There are two reasons we did not do this. One, we do not want to encourage having the main dps get killed; it's really not worth it. Or from another perspective, avoiding punishment for keeping Commando alive. Losing the Commando tanks damage and you'd see vengeance as only a means of keeping pets alright while you resummon him rather than a valid strategy (sending pet off to die so you benefit). Not to mention, if one of the main pets had on death vengeance we would need to substantially weaken it to avoid abuse. 4 hours ago, Shazbotacus said: I'd keep it simple as a primarily resistance focused buff that's handed out while the Medic is alive. After all, the Medic is the skilled physician who applies his tools to keep his squad in tip-top shape, right? I wouldn't mind this. Galaxy would probably be better at describing the intended effect with ours here, but Serum is definitely worth discussing any changes. I like maintaining the idea of good old resistance as well though ( I'd keep the heal however ). 4 hours ago, Shazbotacus said: What do you think about going with single shot > burst > heavy burst animations for Soldiers to cut down on activation time even further on them? That'll bring the times down to 0.9s, 1s, and 2.67s respectively and will help their damage even more. For their powers with just the Equip Mercenary on or default weapons? I'm feeling like that's a good addition. 1 The Mastermind Enthusiast City of Heroes Lore Discord MM Global Changes | The MM Wishlist Temporary Powers | Omnibus' Alchemist Archetype Is The Game Too Easy (2021)
Monos King Posted June 28, 2020 Author Posted June 28, 2020 46 minutes ago, Monos King said: A single target means would end up a long (and also possibly never occuring as the medic is in combat) Although in hindsight that particular issue could be avoided by applying the same priority Serum would have. The Mastermind Enthusiast City of Heroes Lore Discord MM Global Changes | The MM Wishlist Temporary Powers | Omnibus' Alchemist Archetype Is The Game Too Easy (2021)
Shazbotacus Posted June 28, 2020 Posted June 28, 2020 (edited) Wait, you wrote the Serum rework with a heal on it? scroll up... Ah, you did. Cool beans. All right, that sounds much better. Heal + resistance, yeah that's something I'd wholly approve of. Edited June 28, 2020 by Shazbotacus
Monos King Posted November 30, 2020 Author Posted November 30, 2020 Mercenaries came up again, and the one thing that has bothered me about these changes are the possibilities of Serum not working exactly how we'd intend. This would be from the Serum being dispensed according to health priority, which might mean certain squishier soldiers get it a lot more than who we really want it to go to (Commando) and the fact that since the Field Medic could stack, the debuff might stack as well. If this were to be taken, hopefully: -Serum Priority could be given to the Commando via AI things -Serum's debuff could be made to take the higher of two values like how power boosts now operate If those could occur, it would be perfect (at least our vision of it). Technically, serum doesn't even need to keep the debuff, but giving it that weakness keeps it more balanced. 1 The Mastermind Enthusiast City of Heroes Lore Discord MM Global Changes | The MM Wishlist Temporary Powers | Omnibus' Alchemist Archetype Is The Game Too Easy (2021)
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