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Posted
8 hours ago, Doc_Scorpion said:

The official overview of the Mastermind as quoted on the HC Wiki's Mastermind page disagrees with you.   (The team support slot redside is taken up by Corruptors.)

And while it has not worked out that way in practice, according to the devs the original design of City of Villains had Masterminds being the closest analogous AT to the heroside Tanker. I think, though, that with the shift toward increasing difficulty in play, with more groups going for +4 and then multistar difficulty, that the structure of the Mastermind archetype has fallen behind, but as @GM_GooglyMoogly says, balancing the AT is a complicated process.

 

One thing that might be looked at is making the pet upgrades PBAoE toggles, with a minimal or zero base End cost, that automatically apply the upgrade to pets at some End cost per pet receiving the upgrade. It's not an 'automatic' effect, but it would work in a similar way.

Posted

I wouldn't advocate for the toggle idea... primarily because toggles for powers which affect others generally have some radius. This feels like the sort of thing that would open a lot of rabbit holes and require lots of work/testing. It may not be best-practice, but I do often position my henchmen outside of the IO Aura pieces areas of effect and Supremacy range. It would stink if I sent a henchmen to go draw an alpha strike and it lost survivability from its first upgrade.

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Posted (edited)
11 hours ago, Doc_Scorpion said:


The official overview of the Mastermind as quoted on the HC Wiki's Mastermind page disagrees with you.   (The team support slot redside is taken up by Corruptors.)

 

 

No, the red side support slot is Masterminds (and Soldiers). Corruptor are considered DPS as far as role diversification is concerned. That's according to the devs. I call corruptor "support," but the HC devs clearly disagree. 

 

Despite that MM powers all cost more endurance and are less effective than other ATs with the same power sets. 

 

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Edited by kwsapphire
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Posted
1 hour ago, tidge said:

I wouldn't advocate for the toggle idea... primarily because toggles for powers which affect others generally have some radius. This feels like the sort of thing that would open a lot of rabbit holes and require lots of work/testing. It may not be best-practice, but I do often position my henchmen outside of the IO Aura pieces areas of effect and Supremacy range. It would stink if I sent a henchmen to go draw an alpha strike and it lost survivability from its first upgrade.

I think what @srmalloy was saying is that if the henchman is in range of the toggle that End would get spent to apply the upgrade to the henchman.  The henchman now has the upgrade even if they leave the toggle radius.

Posted
Just now, Col. Kernel said:

I think what @srmalloy was saying is that if the henchman is in range of the toggle that End would get spent to apply the upgrade to the henchman.  The henchman now has the upgrade even if they leave the toggle radius.

 

I don't even know if that's possible to implement... but if that's how they did it, I'd hope for zero-end toggles. MMs already have enough endurance issues. 😉

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