plainguy Posted Sunday at 05:34 PM Posted Sunday at 05:34 PM I've played on and off since this came back. I had my own thoughts and comments on Masterminds and the changes and updates that should be made. But would love to hear from a Dev team member what is the road map for Masterminds might be ? Or are they just dead in the water because of how they were implemented. I do know on the "Other servers" they have implemented some changes that do not sit well with the Devs here and I understand why. They are not just as polished as you might like it to be and more of a work around / kludge to make something work. To me its apparent that from the updates it is much easier to create something for many sets then something more AT specific. Further it appears from what was posted in the past, The implementation of Masterminds is just very convoluted code wise. But this is all guess work without someone on the inside making a real honest comment about Masterminds. Personally anyone who knows me, knows I would love the option for less pets and replacement power or the abilities for less but stronger pets. Why Softcap is important: https://dechskaison.blogspot.com/2011/01/why-is-softcap-so-important.html Limits: https://paragonwiki.com/wiki/Limits Attack Mechanics: https://paragonwiki.com/wiki/Attack_Mechanics Semi & Petless Mastermind Builds: https://forums.homecomingservers.com/topic/10994-petless-and-semi-petless-masterminds/
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