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Posted
  On 2/17/2025 at 12:24 AM, Display Name said:

I'm sure it would be a massive buff, period.  Imagine Aim, Hasten and another power of choice on auto-fire.  Permadom, anyone?  But anyway, it doesn't hurt to ask.

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As I play three sets with click based next protection and also deal with hasten, it would be nice.

Posted

I'm wondering if a system could be coded that would allow multiple auto-fire powers but only certain powers. Basically long duration buffs such as hasten, domination or the click mez protections could be on a list that would allow them to be set on auto-fire together. But if you set a power not on the list to auto, such as healing aura or an attack, then you are only allowed that one. That would allow the devs to fine tune the level of automation they are happy with.

 

That being said I play using keybinds to trigger powers and it's all too easy to keep queuing powers, preventing an auto-fire power from going off. Having a power set to auto doesn't guarantee it will fire as soon as it is recharged and that would be more pronounced with multiple powers set in that way.

Posted

huntsman should get a gunblade kinda attack for their final tier.  stab+shoot and can benefit from stealth attack

hell, id also settle for a pet ability.  backup, calls another huntsman

Posted (edited)
  On 2/17/2025 at 7:42 AM, kelika2 said:

huntsman should get a gunblade kinda attack for their final tier.  stab+shoot and can benefit from stealth attack

hell, id also settle for a pet ability.  backup, calls another huntsman

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I mean, the level 30 secondary power is summoning a pair of disruptor bots, plus there's PPP pet summons. That being said, I'm always a fan of playing 'pet masters who are badass as their pets', and wolf spiders would be a fun backup summon too.

 

edit because I don’t feel right bumping this thread, another change I’d make to powers:

 

  1. Radiation Blast - now deals energy/toxic damage to help distinguish it from other energy ranged sets. (I believe Rad melee also does this, so it helps bring it in line)
  2. Energy/body Mastery: laser beam eyes - is now a snipe power to allow players to have their lethally effective eye lasers.
  3. Scrapper taunts - the taunt power in all scrapper melee sets now has an auto-hit portion (taunt and -range) but now will also function as an attack as well of some form. For some such as broadsword or titan weapons, this will be a lunging gap closer that teleports the user to their target. For others like electric melee or dark melee, it will instead pull the chosen target to you. For some like katana and energy melee, this is just a ranged attack. (Yeah I’ve posted this before to a lot of pushback, but this is my thread and it’s not called ‘reasonable power changes’)
Edited by Sakura Tenshi
  • 3 weeks later
Posted

Well, apologies for the necroing, but I figured since MM improvements seem to be hot-topic right now, I'd throw my hat into the ring for ways I think they could be improved, and some other general stuff. Mind you, I also haven't been reading all the different MM suggestions and this is me kind of getting out some old ideas.

 

  1. General Mastermind Changes
    • Removing level downshift on pets as you level
    • Increase pet HP by 20% (possibly have this locked behind upgrades)
    • All pets gain an inherit 25% AoE defense bonus (to keep them from being instantly deleted by groups like Nemesis who spam AoEs like they're firefarming)
    • Passive mode stance applies a strong stealth and phase buff while also being locked in to only effect self to pets for the sake of easier transit.
    • Reducing Endurance cost for Mastermind personal attacks
    • Making all personal attacks have an alt power options (picking one locks you from the others) that are basically just the personal attacks from other MM sets. Want to lead your mercs with dual pistols or a laser gun? Sure! Yes, the sub effects would remain the same per the core MMset (so your necromancer with an assault rifle would summon wraiths. You figure out how that makes sense!). I'm also aware this is a huge pipe dream request sort of like the other ideas.
  2. Sentinel 
    • Opportunity - Vulnerability: When you defeat a target under the effects of opportunity, you get a small heal and endurance boost. (maybe 10-15%/10-20%?)
Posted
  On 2/15/2025 at 5:33 AM, PoptartsNinja said:

Honestly, my wish for Flurry would be to turn it into a toggle with a pretty intense energy cost (.3-.5/sec?), that basically procs for a normal damage proc's amount of extra smashing damage at the normal proc rate for purples and plays one of the flurry's ghost punches when the proc triggers.

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Is Flurry the attack in the Speed pool?  I'd just make it work like Brawl with better damage, and a really short recharge time, and let players mash the heck out of it if they want a "flurry".  Basically just for fun.

 

Posted
  On 2/16/2025 at 10:53 PM, Sakura Tenshi said:

Adding a few more things to this list I was reminded of:

 

  1. Integration
    • Change power name to Homeostasis because biology reference
    • Also add any available debuff resistances, but mostly regeneration and recovery debuff resistance
  2. Heightened Senses
    • Change it from typed defenses to positional
    • Yes, this would screw up a lot of builds and balance but man has this always bugged me!
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Thos is a pretty late response, but I strongly disagree with renaming Integration. 

 

I'm very fond of Integration as a power concept, to the point that the "Integration" power actually provided me the concept for my primary Regen scrapper, Bladewhisper, whose mutant power is that she has perfecr Integration of body and mind and accordingly has perfect body control, which manifests in many different ways and is the root of most of her powers (the ones that don't stem from her mutant power stem from ninja training).

  • Haha 1

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