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Posted
5 hours ago, OldPenn said:

 

With this specific statement in mind could you please evaluate the time it takes to select a henchmen so that it can be buffed.  It's fairly common for me to summon pets that get defeated immediately before I can even select them and buff them. 

 

@Maelwys explained the work-around.

 

There is another inherent issue closely related to this: you cannot drop an inspiration on a henchmen that is in the middle of an unresolved animation... and the client-server ping can make it practically impossible to buff a henchmen this way (because the MM also has to be 'idling'). It is easiest seen on my T3 Assault Bot (when it is in combat), but I've seen this with Lore pets and other pet classes too.

 

Team inspirations don't do an animation check, so this is one of those things I think could get fixed, but 'spaghetti code' is certainly going to stop it.

 

The server-client resolution can result in henchmen being close enough to a MM to benefit from ____, but the server hasn't acknowledged this yet. This can also effect how bodyguard mode works!

 

These types of issues are what annoy me most, and I am very tolerant of the sorts of issues other players commonly mention. I don't really expect that these things can be fixed (at some level, they are like race conditions) but since they cannot be fixed, I wish that the dev team was more sympathetic when it comes to abstractly applying nerfs, or limiting buffs. How hard I wish this is directly proportional to how much I wish that other players would recognize that some MM issues may be effectively too difficult to address.

Posted

I wonder if there's a way to, when you're summoning pets, for the same check that determines whether you're summoning the whole tier or just one or two of them to also determine whether the current pets have already been buffed. And, if so, to auto-apply the buff(s) to the incoming minion? Wouldn't help the T3, but hopefully that one is dying less anyway.

 

I assume this wouldn't be a trivial change even if it was dev-approved, but I thought it was an idea worth floating.

Posted

Pets/henchmen have a LOT of peculiar effects. I'm sure this is still the case, but it has been a few years: the equivalent "T1/T2" spiders for a Crabbermind all expire at the same time of the oldest one... even if new ones have been summoned to fill gaps in the crew. This isn't how MM henchmen work, how Kheldian pets work, or how Controller pets work.... and those don't all work the same either.

 

I only mention this because "things be complicated".

 

Posted
5 hours ago, ScarySai said:

The interface change is confusing to me, because interface already has a max stack limit that a non-mm with fast enough attacks can hit.

 

Why nerf mms specifically on this one? You've provided reasoning in the past, but it never held up when scrutinized by the actual testers.


Agreed! If the issue is that the MM gets to attain max stacks easier than regular people, why not just make it so the chance of proccing for pets is reduced by 2/3 or something?

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