ArchmageMC Posted April 12, 2022 Share Posted April 12, 2022 Remove the -2 level shift and -1 level shift the Minion and Lt. class pets get when you are able to summon more than 1 of them. This isn't needed anymore because it only hurts MMs in the midgame. Other ATs don't have this level shift with their multiple pets, nor do Gang War temp minions get this problem either. 2 Link to comment Share on other sites More sharing options...
Lazarillo Posted April 12, 2022 Share Posted April 12, 2022 2 minutes ago, ArchmageMC said: Other ATs don't have this level shift with their multiple pets *stares at this line in Fire Control* Link to comment Share on other sites More sharing options...
Rudra Posted April 12, 2022 Share Posted April 12, 2022 Uhm... all MM pets are lieutenants... from the tier 1 triple summon to the tier 3 single summon. And despite it being negated during incarnate content as long as the pets stay within a set radius of the MM, how is this no longer needed since it was implemented from start for balance? Link to comment Share on other sites More sharing options...
MoonSheep Posted April 12, 2022 Share Posted April 12, 2022 does seem strange that MM’s are so heavily debuffed, they could definitely do with a helping hand Link to comment Share on other sites More sharing options...
biostem Posted April 12, 2022 Share Posted April 12, 2022 I wonder if there is some way where you could opt to summon only 1 of the T1 and T2 pets, in exchange for having them be the same level as you, since that's how it works earlier on... Link to comment Share on other sites More sharing options...
Rudra Posted April 12, 2022 Share Posted April 12, 2022 (edited) You would sacrifice a lot of the MM's primary damage for the sake of a very slight increase in pet survivability that way. Edit: You would also be decreasing the MM's own survivability. Less pets means more damage applied to the MM through Bodyguard mode. Edited April 12, 2022 by Rudra Link to comment Share on other sites More sharing options...
arcane Posted April 12, 2022 Share Posted April 12, 2022 Every single one of their powers would have to be rebalanced first…; devs aren’t just going to flip this switch without looking at the effects. So, yeah, sure, look at this. But will probably take awhile. Link to comment Share on other sites More sharing options...
TheZag Posted April 12, 2022 Share Posted April 12, 2022 The damage and accuracy loss from fighting +4 compared to fighting +6 enemies is huge. MM tier 1 henchmen are fighting against +6 enemies when the difficulty is maxed out. Against +4 enemies your damage is multiplied by .48 and accuracy by .39. But the t1 MM henchmen against that same enemy gets .15 damage and .2 accuracy. Its a little better for the t2 henchmen at .3 and .3 and the t3 henchmen shares the same numbers as the player. But the majority of your damage coming from those abilities and they are doing up to 2/3 less damage and half of the accuracy for .... reasons? No other AT has that kind of penalty on the majority of their damage powers. 2 Link to comment Share on other sites More sharing options...
SeraphimKensai Posted April 12, 2022 Share Posted April 12, 2022 Personally I've always thought the reverse level shift was a weird design implementation. I'd be in favor of it's removal so pets stayed the same level as the player. Link to comment Share on other sites More sharing options...
TheZag Posted April 12, 2022 Share Posted April 12, 2022 Perhaps henchmen need custom purple patch tables so they can be more effective on the damage side without becoming super durable from gaining 2 levels. 1 Link to comment Share on other sites More sharing options...
arcane Posted April 12, 2022 Share Posted April 12, 2022 (edited) 15 minutes ago, TheZag said: Perhaps henchmen need custom purple patch tables so they can be more effective on the damage side without becoming super durable from gaining 2 levels. Would probably be easier to do that than to completely rebalance every single numerical value (damage, HP, you name it) because you changed their levels. Either way it seems the devs have their work cut out for them on MM’s. Edited April 12, 2022 by arcane Link to comment Share on other sites More sharing options...
ArchmageMC Posted April 12, 2022 Author Share Posted April 12, 2022 (edited) Worse comes to worse, they remove the level cap and find out MMs are overpreforming because the minions are actually doing damage again. Not a big deal since it wont usurp the fire/spines brute in farming nor overshadow other ATs in group content. Its not like the MM will suddenly get infinite judgement strikes or anything. They can be OP for a patch or two if removing this makes them 'overtuned' until they get a rework. After all they do less DPS than controllers, making them the lowest damage AT in the game right now, and I doubt they'll suddenly do more than blasters with this change. Edited April 12, 2022 by ArchmageMC Link to comment Share on other sites More sharing options...
arcane Posted April 12, 2022 Share Posted April 12, 2022 (edited) 15 minutes ago, ArchmageMC said: Worse comes to worse, they remove the level cap and find out MMs are overpreforming because the minions are actually doing damage again. Not a big deal since it wont usurp the fire/spines brute in farming nor overshadow other ATs in group content. Its not like the MM will suddenly get infinite judgement strikes or anything. They can be OP for a patch or two if removing this makes them 'overtuned' until they get a rework. After all they do less DPS than controllers, making them the lowest damage AT in the game right now, and I doubt they'll suddenly do more than blasters with this change. Yeah “flip a switch and fix it later” is not usually the responsible developer approach. Not how it’s going to work. Also, “lowest damage AT in the game right now” is very debatable. For instance, they have some of the best single target DPS in the game, FWIW. Edited April 12, 2022 by arcane 1 Link to comment Share on other sites More sharing options...
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