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Posted
3 minutes ago, Maelwys said:

Is that vs a "levelless" Pylon

 

Yes.  One of the three levelless Pylons, not a combat dummy.  What level Dummy should I go for?  (Please don't say all five 🫣).

 

Speaking of which . . . Hey @Cobalt Arachne!  Are we going to get +5, +6, and +7 dummies somewhere?

Posted (edited)

So, I did the +4 Vanguard Dummy on test.  I should also say that I am +1 and slotted with all the I-powers, but I'm not using any except for Alpha (Intuition Radial Paragon) and Interface (Degenerative Partial Radial).  I also have Hybrid support but that only grants passive endurance.  I'm not toggling it on for the extra damage.  I'll try it again on Live in a few minutes.

 

Test 50+4:

image.png.24f4e6b69462d7fc79625c4d48d7e9ae.png

 

Live 50+4:

image.png.18f6cd73cd125a4658153a55deea00da.png

 

So +4 faster on test by a decent amount.  Going for +2 next.

 

50+2 Live:

image.png.4e2e3b8bf7f062ae9e14cc28d24c8caf.png

50+2 Test:

image.png.2042a9709c7bd40c61c91501242cf6de.png

 

Essentially tied at +2.  Level 50 next (remember I am +1)

Level 50 on Live:

 

image.png.2afa33b77fc92240adddc4ed3ecc1c23.png

Level 50 on Test:

image.png.6a00347a64115688835cd6b82986529f.png

 

Also essentially identical.

 

So at least for me on this build, the changes are not helping me at 50 or 50+2 but a decent boost for me on 50+4., at least against a pylon or dummy that aren't fighting back.  I'll try to run an identical AE mission at the same levels . . . but I might not be able until the weekend.

Edited by Bionic_Flea
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Posted

Build - Mastermind (Robotics - Cold Domination).mbd

 

Vanguard Training Pylon Test (outside RWZ bunker entrance)

 

Test criteria 1: On live and test, using the same build and testing conditions, within 60ft of Henchmen (for Supremacy), with only Infrigidate and Benumb used on recharge, no incarnates active.

 

Live: image.png.4c9c995bc3683f0d3871d294f5a2061b.png

 

Test: Unable to defeat Vanguard Training Pylon. Not enough DPS.

 

Test criteria 2: On live and test, using the same build and testing conditions, within 60ft of Henchmen (for Supremacy), with only Infrigidate and Benumb used on recharge, Alpha, Hybrid, and Interface incarnates active.

 

Live: image.png.5e78cab3739dcfab9d5840165698cac4.png

 

Test: image.png.eaf3fc8a797a5eabecd1be77571c662a.png Had to use Heat Loss on recharge or else it would've been stalemate on DPS.

 

Test criteria 3: On live and test, using the same build and testing conditions, within 60ft of Henchmen (for Supremacy), attempting fastest defeat time (including using all available powers from powerset/Incarnates and summoning Lore pet - no inspirations used).

 

Live: image.png.ca9bc1daaba8bca7d346e1e475945d31.png

 

Test: image.png.43ec6fb1e6a854c6a32d0f317afc8221.png

 

Conclusion: Unable to draw anything conclusive! The first two tests resulted in differences, with the test changes being I was unable to defeat the Vanguard Training Pylon. However, the third test was somehow exactly the same result. 

Posted

The offsets to compensate for the level diff change are too heavy handed, and essentially nullify the gains this should be giving mastermind players.

 

Dial them back, a lot. Having an even con arsonist feel weak is just tragic.

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Posted

We now live in a world where Masterminds have been, broadly speaking, 'adjusted' in such an over-complicated manner that something as simple as removing the -level debuff pets have? Has somehow transformed into a nerf.

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Posted (edited)

I logged on and copied my mercs/traps to run a 54x8 mission and the bosses took forever to kill. The mercs were hitting for wet noodles. This game doesnt have damage meters so its all vibes based testing. Seems so complicated to balance when you can just give the pets the levels instead like they are in incarnate missions. a 50+5 minion felt better on live that the 50+3 minion on test servers,

 

Edit. Reading the patch notes felt like this was the mastermind patch but playing it felt like a letdown. Honestly seems to be a waste of effort finding the perfect formula when the solution seems at least to me is just remove the level penalty. Its the holidays, spend your time wisely and not on overly complicated balance math.

Edited by Vinceq98
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Posted
14 minutes ago, Vinceq98 said:

This game doesnt have damage meters

I use this one, it's easy to set up and use and Sythlin is is pretty responsive if you run into an issue.

 

 

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SPOON!

Posted
1 hour ago, Bionic_Flea said:

So at least for me on this build, the changes are not helping me at 50 or 50+2 but a decent boost for me on 50+4., at least against a pylon or dummy that aren't fighting back.  I'll try to run an identical AE mission at the same levels . . . but I might not be able until the weekend.


Yeah +2-conning foes are what they're apparently aiming at as the "breakeven point" for non-proc damage; so it's good your data reflects that.
 

 

Quote

  • Henchmen modifiers and stat values have been adjusted in order of keeping them about as effective as before on +2 encounters.
  • Henchmen proc damage modifiers have been adjusted in order of keeping them about as effective as before on +3 foes.

 

As mentioned previously, I think the raw damage is in a reasonably balanced place right now for that "breakeven vs +2s" aim... but I'm not so sure about Incarnate proc damage. I strongly suspect that Interface Abilities which are weighted "75% DoT/25% Debuff" and Assault Radial Hybrid "Doublehit" procs are going to be seeing a much bigger drop in effectiveness; so that's something that I specifically would like to test once I get the chance later on in the week (pesky RL commitment time sinks...) 😝

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Posted

Do have a random thought -

 

Since Supremacy is so much more important now than before, how difficult would it be to get some kind of visual representation? Nothing too drastic, just something like a dull white aura or something? A way to tell at a glance if pets are in range or not?

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Posted

Dropping by for a quick note about the accuracy of henchmen live vs beta. The data bellow shows a comparison of live vs test hit rolls before enhancements. With and Without supremacy. The last two charts show how much +acc (not +ToHit) is needed to reach the 95% ceiling. In every situation, the henchmen have higher final hit chances than live. I can understand wanting more, but as a baseline, we are trying to handle this conversion without high buffs. We will likely adjust things further during the beta window, but major buffs beyond these are likely to come in a follow-up Panel release.

 

Note: still need to look at the reported proc damage tables, so far the reported numbers don't sound to be adhering to the intended goals. 

 

With Supremacy
  Test Live Delta
  T1 T2 T3 T1 T2 T3 T1 T2 T3
+0 68 77 85 66 75 85 2 2 0
+1 58 67 75 58 66 75 0 1 0
+2 49 58 66 49 58 66 0 0 0
+3 41 50 58 40 49 58 1 1 0
+4 32 41 49 30 40 49 2 1 0
+5 23 32 40 18 30 40 5 2 0
                   
With No Supremacy
  Test   Live Delta
  T1 T2   T1 T2 T3 T1 T2 T3
+0 58 67 75 56 65 75 2 2 0
+1 48 57 65 48 56 65 0 1 0
+2 39 48 56 39 48 56 0 0 0
+3 31 40 48 30 39 48 1 1 0
+4 22 31 39 20 30 39 2 1 0
+5 13 22 30 8 20 30 5 2 0
                   
+Acc Needed to Sotcap (With Supremacy)
  Test Live Delta (lower is better)
  T1 T2 T3 T1 T2 T3 T1 T2 T2
+0 0.47 0.27 0.13 0.52 0.31 0.13 -5% -4% 0%
+1 0.77 0.49 0.31 0.77 0.52 0.31 0% -3% 0%
+2 1.18 0.77 0.52 1.18 0.77 0.52 0% 0% 0%
+3 1.74 1.13 0.77 1.83 1.18 0.77 -9% -5% 0%
+4 2.86 1.74 1.18 3.25 1.83 1.18 -39% -9% 0%
+5 5.54 2.86 1.83 9.63 3.25 1.83 -409% -39% 0%
                   
+Acc Needed to Sotcap (With No Supremacy)
  Test Live Delta (lower is better)
  T1 T2 T3 T1 T2 T3 T1 T2 T2
+0 0.64 0.42 0.27 0.70 0.46 0.27 -6% -4% 0%
+1 0.98 0.67 0.46 0.98 0.70 0.46 0% -3% 0%
+2 1.44 0.98 0.70 1.44 0.98 0.70 0% 0% 0%
+3 2.06 1.38 0.98 2.17 1.44 0.98 -10% -6% 0%
+4 3.32 2.06 1.44 3.75 2.17 1.44 -43% -10% 0%
+5 6.31 3.32 2.17 10.88 3.75 2.17 -457% -43% 0%
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image.png.d7263abb5a7dafd50165ec7e6c2c94dd.png

 

Posted
1 hour ago, Captain Powerhouse said:

Dropping by for a quick note about the accuracy of henchmen live vs beta. The data bellow shows a comparison of live vs test hit rolls before enhancements. With and Without supremacy. The last two charts show how much +acc (not +ToHit) is needed to reach the 95% ceiling. In every situation, the henchmen have higher final hit chances than live. I can understand wanting more, but as a baseline, we are trying to handle this conversion without high buffs. We will likely adjust things further during the beta window, but major buffs beyond these are likely to come in a follow-up Panel release.

 

Note: still need to look at the reported proc damage tables, so far the reported numbers don't sound to be adhering to the intended goals. 

"Slightly better than live" is totally fine when comparing with existing content, but I think the main problem is in the new difficulty levels. Having to get 286% increased accuracy to softcap your T1 henchmen against +4 enemies is insane, that's over 100% more than you need on live for +3.

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Posted

Note:

Proc Damage tables on T3 pets are broken. 

Other pets are working as intended. 

 

  Fiery Ember Prince
  Claw Rake Fire Blast Ice Blast
Test
  T1 T2 T3
+0 19.65 31.53  
+1 17.68 28.38  
+2 15.72 25.22  
+3 12.77 20.49 15.42
+4 9.43 15.13 11.39
+5 5.89 9.45  
       
Live
  T1 T2 T3
+0 34.06 38.43 70.24
+1 27.67 34.16 63.22
+2 20.43 27.75 56.19
+3 12.77 20.49 45.65
+4 6.38 12.8 33.71
+5 n/a n/a n/a
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image.png.d7263abb5a7dafd50165ec7e6c2c94dd.png

 

Posted

Just idly testing out some Peregrine Island missions on my mid 40s Demons/Dark MM, which is already basically the apex of pet survivability - Even +2x1 was making my T1s and T2s sweat still, and at +3x4 (which is by no means anything crazy) they were still getting utterly shredded at about the same rates at live. I really am not feeling any meaningful difference in my pets survivability (they might be slightly bulkier, I guess?), and even making the two train powers have no CD doesn't matter when it's still obnoxious to need to hit those two buttons every single time a single pet dies and needs to be resummoned. 

 

I'm also not like, putting a stopwatch timer on it or anything, but their overall damage output feels...extremely similar too. 

 

Pets are also still so, so slow movement speed wise and this patch didn't fix that at all. 

 

I heard the MM END tax was going to be removed too, but it seems all my powers cost the same too? That would've been nice to have. 

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Posted (edited)

It's really useful to see actual numbers. Thank you for sharing the tables!

 

I have major concerns about the heavy-handedness of the pre-emptive reductions to various pet numbers. Henchmen have already been raised to even level in incarnate-level gameplay (through incarnate shifts granted by Supremacy) for some time and, as far as I know, Masterminds are not particularly powerful or even wanted at all in such tasks even without the reductions to pet proc damage, to hit, and max HP in this page. 

 

Are these adjustments really necessary? It seems like a significant nerf to endgame MMs that is not warranted at all.

 

Edit: Added bit of clarity and expansion

Edited by thundersquall
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Posted (edited)
1 hour ago, Captain Powerhouse said:

Note:

Proc Damage tables on T3 pets are broken. 

Other pets are working as intended. 


Thanks for confirming the T3 proc damage issue.
I'll hold off on doing too many DPS tests until the fix for this gets pushed.

 

 

2 hours ago, Captain Powerhouse said:

Dropping by for a quick note about the accuracy of henchmen live vs beta. The data bellow shows a comparison of live vs test hit rolls before enhancements. With and Without supremacy. The last two charts show how much +acc (not +ToHit) is needed to reach the 95% ceiling. In every situation, the henchmen have higher final hit chances than live. I can understand wanting more, but as a baseline, we are trying to handle this conversion without high buffs. We will likely adjust things further during the beta window, but major buffs beyond these are likely to come in a follow-up Panel release.


Regarding the Accuracy issues (and I know I've already said this in PMs, but I think it's worth stating to a wider audience!)

Compared to what's on Live, the Hit Rates of T1/T2 henchmen have NOT BEEN NERFED... at least in regular non-incarnate content.
In fact, they've been very slightly increased.


But whilst the numbers are never worse off compared to before; they're still VERY BADMeaning that Masterminds continue to suffer from a major Hit Rate disadvantage compared to other ATs... which is being highlighted by the introduction of level 55 mobs this patch.
And the (possibly naive) playerbase expectation that "making pets all even level will do away with this accuracy problem; right?" makes this state of affairs extra 
disappointing.

All that said; if the goal here is effectively to "make pets even level without buffing anything, then consider buffs later on" then fair enough.
I just 
really hope that the (long standing) MM T1/T2 henchmen Hit Rate problem will be addressed sooner than SOON(tm) 😉 👍
 

Edited by Maelwys
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Posted
47 minutes ago, Captain Powerhouse said:

 

Where did you hear that?

Through the grapevine from a friend, were they misinformed? I believed it unconditionally since it seemed like a logical change. 

Posted (edited)

Has anybody evaluated the impact of reduced minion HP on Bodyguard?

I just took one of my toughest MMs and ran a +4/8 which is usually very do-able. Went in to a mob and my minions and I went down in a flash. Don't think it has ever gone down like that before.

Edited by JAMMan0000
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Posted
3 hours ago, Captain Powerhouse said:
                   
+Acc Needed to Sotcap (With Supremacy)
  Test Live Delta (lower is better)
  T1 T2 T3 T1 T2 T3 T1 T2 T2
+0 0.47 0.27 0.13 0.52 0.31 0.13 -5% -4% 0%
+1 0.77 0.49 0.31 0.77 0.52 0.31 0% -3% 0%
+2 1.18 0.77 0.52 1.18 0.77 0.52 0% 0% 0%
+3 1.74 1.13 0.77 1.83 1.18 0.77 -9% -5% 0%
+4 2.86 1.74 1.18 3.25 1.83 1.18 -39% -9% 0%
+5 5.54 2.86 1.83 9.63 3.25 1.83 -409% -39% 0%
                   
+Acc Needed to Sotcap (With No Supremacy)
  Test Live Delta (lower is better)
  T1 T2 T3 T1 T2 T3 T1 T2 T2
+0 0.64 0.42 0.27 0.70 0.46 0.27 -6% -4% 0%
+1 0.98 0.67 0.46 0.98 0.70 0.46 0% -3% 0%
+2 1.44 0.98 0.70 1.44 0.98 0.70 0% 0% 0%
+3 2.06 1.38 0.98 2.17 1.44 0.98 -10% -6% 0%
+4 3.32 2.06 1.44 3.75 2.17 1.44 -43% -10% 0%
+5 6.31 3.32 2.17 10.88 3.75 2.17 -457% -43% 0%


Minor nitpick, but is the data in those definitely correct?

 

The context here seems to suggest that in the above two tables; the first six numbers in each row is supposed to show the "additional accuracy slotting" required for each of the Henchmen tiers in order for that henchmen to reach a "softcapped Hit Rate" (e.g. 95%). However I can't quite seem to match these +Acc requirement numbers.
I'd put it down to typos or poor rounding in the Hit Rate figures I'm using; but there's a pretty major difference even on the "Live" figures.


HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods  DefMods ) )

If we're aiming for 95% Hit Rate versus the foe in question; then that should reduce to:
0.95 = AccMods x (BaseHitRate+ToHitBuffs) 
AccMods = 0.95/(BaseHitRate+ToHitBuffs)


These are the TEST vs LIVE henchmen BaseHitRate modifiers I'm currently seeing/using:
image.png.644fd06c1b3db598db4d0bcc10465d37.png  vs image.png.accbdbcc235394bca8b2246c3bcacfb1.png

So as an example... for a T3 henchmen with Supremacy versus a target that is +0 to them; it should be: AccMods = 0.95/(0.75+0.10) = 1.117647 on both Test and Live.
Therefore providing the attack has an Acc modifier of 1.0, it should require ~112% total accuracy: 100% base; plus an extra +11.76% from slotting (rather than an extra +13%)
Likewise the T2s should require (0.95/(0.67+0.10))-1.0 = +23.38% extra accuracy [on Test] and (0.95/(0.65+0.10))-1.0 = +26.67% [on Live] (rather than +27% and +31%)
And the T1s should require (0.95/(0.58+0.10))-1.0 = +39.71% extra accuracy [on Test] and (0.95/(0.56+0.10))-1.0 = +43.94% [on Live] (rather than +47% and +52%)

And as a result; these are the equivalent Tables that I'm getting:

[WITH SUPREMACY]
image.png.95078fd17a36c09de1f935ed573b140d.png

[WITHOUT SUPREMACY]
image.png.943499e598c192a139a82c9445122017.png

Whilst it's getting late here and I'm a smidge sleep deprived... I seem to be able to corroborate the above values in Mids (after a bit of poking with BaseHitRate) and in the game; so I'm hoping I'm either reading your tables wrong or there're a few typos somewhere and I'm not going totally crazy... 😛
 

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Posted

Genuine question, not having a go, actually curious.

 

What is the purpose of level bumping the MM pets if you're going to artificially insert the downsides of said level differences into the base kit of each impacted pet?

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Posted
On 11/10/2025 at 5:19 PM, The Curator said:
  • Mastermind Henchmen now all spawn even level
  • Henchmen modifiers and stat values have been adjusted in order of keeping them about as effective as before on +2 encounters.
  • Henchmen proc damage modifiers have been adjusted in order of keeping them about as effective as before on +3 foes.
  • Tier 1 and 2 henchmen should be expected to have lower DPS against even level and +1, about the same against +2 and perform much better against anything +3 and higher.
  • Tier 1 and 2 henchmen should be somewhat more survivable as they will be hit less often and for less damage.

Have you read the patch notes yet, Sai?

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Posted (edited)
14 hours ago, Bionic_Flea said:

The top is a Bots/Rad on test.  The second is Bots/Rad on live.

 

image.png.2b1adeb101b0d8ee47f13a0fe6ba0729.png

 

image.png.188a7e42a8e1d0989b117cc5ef2542f3.png

 

That's a pretty significant difference.  There's a few slotting differences but nothing that should change the outcome by that much.  I'll make them identical and try again.

 

 

I did the same test with my L50 all T4 Necro/Rad.  He went from 41s on Live to 49s on Brainstorm, which equates to a 15% reduction in DPS.  (This was using any intrinsic power including all Incarnates but no inspirations, no temps, no CoP buffs, no Accolade powers or the like.)  My break even point for DPS in testing him versus RWZ dummies was +3.

Edited by csr
Posted (edited)
10 hours ago, ScarySai said:

Genuine question, not having a go, actually curious.

 

What is the purpose of level bumping the MM pets if you're going to artificially insert the downsides of said level differences into the base kit of each impacted pet?

 

In short... it's to make them scale up better for harder content.  The Purple Patch level difference adjustments aren't linear, so in the +3 to +6 foe level range the level boosts to the T1/T2 henchmen up ends being more of a buff than the base ability nerf.

Edited by csr
For posting when I should be sleeping.
Posted (edited)

So...I'm going to focus on the Mastermind things, since frankly the new difficulty options hold no interest for me, and I'll leave critiquing those to people who actually want to slog through those. (Woe be upon the not-50s who ride along on 50+5/x8 PI teams, though.)

 

While 'make tier 1 and 2 pets even level' has surely been a thing some Masterminds have wanted... In the words of Yahtzee, did you have to give us chocolate buttons with one hand but take heart medication away with the other? It's particularly odd since, for incarnate-level content in DA, the pets ALREADY got level shifts that made them all even level with us. Now sure, that may be fine there, and yet problematic at lower levels. And I think I understand the intention of the adjustments here; you wanted to remove their crippling weakness to enemies that outlevel the Mastermind by 3 or more levels, especially with the added difficulty options.

 

Here's the problem. Making them weaker against even-level, or slightly-higher, enemies will undercut early game performance. In most cases, as a player is naturally going up the levels via doing content, it's highly unlikely they'll be running anything higher than +1, where according to the changes the t1 and t2 pets are going to be less effective now. On an Archetype who people already have difficulties getting into, let alone wanting to play it long enough to GET sets for it. Do the sets help make them better? Sure. But you can say that for any build, even niche ones. The "sharing 40% of your regular set bonuses" thing was presumably to help smooth this out, but a fresh Mastermind player, especially one who isn't sure if they want to stay the course with one, is going to be facing an even more uphill battle than before. One they may not claw over the zenith of if they give up before they start getting enhancement sets.

 

Especially with the HP nerfs. Which is the most concerning part for me. Partly because, at early level, it's already difficult to keep t1s and t2s alive, even if you have healing as your secondary. (And if you don't, you'd best get used to treating them like coffee paper.) But on top of that, there's bodyguard mode. Which is now going to put the squishier pets at even greater risk. I could take the reduced pet damage output on the chin, but...this has been a problem as-is. Exacerbating it isn't going to help anyone.

 

I'll admit, I'm particularly upset over this, since helping new people (or helping people new to MMs) learn how to play this Archetype has been one of my greatest joys outside of simply getting to TRY this game at length. My own builds would probably be fine, but it's one of my main Archetypes. Of course I know how to build 'em sturdy, and/or build them around these changes to still be ostensibly relevant to non-Incarnate content. People told me not to make a Necromancy/Thermal Mastermind, but I said 'hold my Estus Flask' and made my little fire keeper into the force she is today, despite the stuggle it took me to stick with her long enough to do it.

 

(And then I bought a BP Totem prism costume for her and immediately regretted using it on a Moonfire, but let's not talk about that... Even if it was funny for everybody else.)

 

The shared set bonuses, and the adjustments to Thugs, as well as even the reshuffling of what accepts what enhancements show that there are some really good ideas here, too. But to many, Mastermind is already one of the weaker classes. And the adjustments to it feel a step too far, just like the nerfs to Tankers in page 2. You could have just done the 'reduce the amount Build Up and equivalent powers boost damage by' adjustment and seen what happened, but you went overboard in nerfing their AoEs too, after people had already gotten used to them. And the higher difficulties will still be a nerf to Masterminds by proxy, even if the max HP values of t1s and t2s stayed as-is.

 

I feel like nerfs, when they become necessary, should be done carefully, gradually even. The best builds for an Archetype shouldn't be considered a reason to nerf. Standout builds often require a lot of funding, forethought, and tuning to playstyle. That kind of behavior should be rewarded, but not if it might punish others who didn't invest so much. And with the upcoming changes to difficulty, global accuracy will be more important than ever, so it's unlikely many Masterminds, who likely didn't find room for max HP bonuses anyway, will want to make room for those just to share 40% of it with their pets over the all-important need to be able to hit things. At most, you're liable to get 12% to 16% max HP, with 6% or 7% going to the pets, which won't amount to much, especially with their health already reduced. (Not to mention, things do have max HP caps as well; likely to balance things out in this very way.) And again, it creates a steeper incline for the Archetype to players who may want to try or branch out to it.

 

Plus...as nice as it may sound that we also would share in the benefits? It's kind of silly you have the attacks on Beasts grant max HP when you could have just not reduced max HP in the first place. (I'm sorry that I keep coming back to that, but it's stuck in my mind how many times I've seen people new to Masterminds be upset at how fast their pets die even at lower levels, and even give up trying them because of it.) The short-lived fluctuations to max HP could still cause problems, and from my testing it feels like it already does; maybe a boost to the pets' resistances or defenses instead? Sort of like the bugs/birds are 'distracting' the enemy.

 

Could Incarnate powers help? Same as any Archetype, sure. But personally, I can never justify taking Barrier when Clarion is just so much more crucial for me unless I have in-house mez protection. And even when I do, I usually want for a good in-house healing option, so I opt for Rebirth Radial Epiphany. And the pets that get some added resistances are nice, but again, at lower levels, that isn't likely to go very far; you only start to feel a difference at around 55% resistance anyway.

 

I hope this isn't a case of someone shouting above the rest and decrying "overperformance" again just because they saw a finely, or even overtuned build. Such a thing worries me because I've seen in other MMOs, even private servers, what happens when a few people absolutely trick out a character, and get that class thoroughly nerfed as a result. It can devastate its playability and viability for anyone who doesn't also have the time and resources to do the same, let alone for anyone who wants to build it according to concept and just have fun doing it THEIR way, not the 'meta' or (subjectively) 'best' way.

 

I'm sorry for all the words, and if I got a little lippy about this. But this deeply matters to me, and I wanted to catalogue all of my thoughts, and especially outline my concerns for this page. I'm not..the happiest about the difficulties either, but at least they're geared towards endgame things people SHOULD be tuned for anyway. I don't see what's so fun about things taking forever to get through, but I'm sure some will enjoy the opportunity to really stress test their badass toons. But I implore you to rethink some of these adjustments to Mastermind. If somebody wants to make one using nothing but generic IOs or SOs, they shouldn't be punished for it. (Or hell, if their friends want to do an 'Enhancements Have No Effect' challenge... Oohf.)

 

Thank you for all your hard work, and I hope my wordy crap could be of some aught, at the very least.

Edited by CaffieneNirvana
formatting derp
  • Like 3
Posted
28 minutes ago, csr said:

 

In short... it's to make them scale up better for harder content.  The Purple Patch level difference adjustments aren't linear, so in the +3 to +6 foe level range the level boosts to the T1/T2 henchmen ends being more of a buff than the base ability nerf.

 

Problem is that it isn't that much of a marked improvement even in those situations, and for incarnate content they already get extra level shifts.

 

So it's just a sidegrade at best, it's weird.

  • Like 1

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