Dispari Posted 3 hours ago Posted 3 hours ago 22 minutes ago, gameboy1234 said: Maybe add inspirations to that? Keep it at 40%, but let me pop inspirations and the henchmen get 40% of that (each!). Basically inspirations on a MM work like team inspirations, just only for the henchmen. (Which I don't think makes using inspirations on a MM overpowered.) Would make inspirations easier to use on a MM and also more intuitive for newer players. It's a neat idea but you can just turn on team inspirations as drops and use them, which is what I do for all my MMs. If we're going for intuitive it'd be nice if the set bonuses were just something you could understand at a glance without needing to pull out a calculator. If we do want to do something inspiration-based and newbie-friendly for MMs, they could just have team inspirations on by default.
FupDup Posted 3 hours ago Posted 3 hours ago On the topic of team insps, it'd be real nice if those could be combined like normal ones (same goes for duals and team duals). They currently cause a lot of inventory bloat. 1 .
Gobbledigook Posted 3 hours ago Posted 3 hours ago If MM's take so much setting up and managing and are to be slow and clunky then why should they not be far more effective? or should we just play easier to manage and usually more effective AT's? 1
Arbegla Posted 3 hours ago Posted 3 hours ago 2 minutes ago, Gobbledigook said: If MM's take so much setting up and managing and are to be slow and clunky then why should they not be far more effective? or should we just play easier to manage and usually more effective AT's? MMs, in the right hands, are very effective. They just have a learning curve that is much higher than other ATs. And it used to be way worse to set up and manage. Anyone else remember the days of single target upgrades? 1
Arbegla Posted 2 hours ago Posted 2 hours ago (edited) Has anyone done testing on how debuffs affect the T1s and T2s on test? With the purple patch no longer being a thing, debuffs, especially those like -res and -def should have less of an effect on the pets and allow for them to be more survivable when facing large amounts of debuffing enemies (think Longbow with the million sonic grenades they can throw, or Banished Pantheon with all of the -defense that is possible) I know we're considering straight effective hit points of the T1, T2s and bodyguard mode, but won't the effective reduction in debuff potential also be a factor to consider when evaluating the even level change? Also debuffs that the pets dish out (like -def in mercs and thugs) should be more effective against even level enemies right? Edited 2 hours ago by Arbegla added the fact that T1 and T2s have debuffs they can use too.
Game Master GM_GooglyMoogly Posted 2 hours ago Game Master Posted 2 hours ago 14 minutes ago, Arbegla said: Anyone else remember the days of single target upgrades? Yes! And having to resummon and buff every time you zoned. UGH! But please, let's refocus on the feedback for these changes and not reminisce or get sidetracked on things that could be.
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