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Posts
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This issue is amazing... love that the devs took the time to look at some of those io set bonuses such as debt reduction, that weren't as appealing as others that provided buffs throughout. When you build a character; survivability is more favored.
The new pool powers, new missions for zones, buffs for blasters, and new incarnate content... this is a nice issue all around.
But what I will really enjoy about i24 is the new powerset for blasters and doms. -
So glad April 1st isn't on a Tuesday...
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Awesome work Devs... I too was looking for staves before Beast Mastery... if I have enough points I'll play with BM for the time being. I don't have an actual character concept in mind as I do for Staves, but I can make one up.
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Guess misery loves company, because I've been searching for about twenty minutes trying to find this very issue. Just glad to see I wasn't the only one getting this message. Kinda sorta. But yeah, I got the same thing when I tried to log on Virtue and use my transfer as well.
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Love the board... it goes great with alot of my concept characters who only relied on ninja run, because they're concept is non-super powers based, ala Batman.
Honestly, I don't see the detoggling an issue. I'd only use it to get me from point A to B. Even if it only suppressed, what what would be the point, you can't fight with it on... yet. -
nope, not I. Maybe it goes live with the F2P system later in the morning.
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Just wanted to say, Devs you're great
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I must say when I first heard of I14, I didn't really expect anything from it. Then when it was released, I spent a week making stories. This is a very good issue.
For those of us that has story telling in mind this is the best thing to happen to COH/COV. And to be able to play new content is also a bonus.
As for the farmers. They'll get bored and actually start playing for the stories or just move on to another game. In the long run they're hurting themselves in not experiencing all the game has to over.
The cool thing about all this is that now there is a choice in whether you want to go through the game in cruise control, experience it as it should be, or do both.
I personally dont see a problem with the system. Some days I do feel that I've done certain missions way too many times: its expected when you have a total of 36 characters. Do I want to see all my characters reach 50. Sure, eventually. Will I farm during those lvls I see no fit in redoing content that bores me, of course. Will I do the story arcs of missions I've never tried with my other characters? Of course.
In the end, its how we play the game. I still love this new issue. My only gripe is that I can only have 3 stories published at a time.
And on that note, I'd like a Vet reward to be able to publish atleast five stories at a time.
Shameless Plug: search for Zojitzu to see my currently published arcs. -
lol... remember to control the pet population by having your pets spade or neu.... oh oops.
I think the problem comes from too much soloing as a MM and not enough teams. Usually, soloing I can keep my pets on defend/follow or aggresive/follow.
However in teaming, passive/follow is the best option.
1. If they are in Defend/follow, something may see them and they start to attack... this is something that you dont want, because it may lead unwanted aggro on an unaware team.
2. Aggressive/follow is about the worse stance for them to be in while on a team.
As for the doorway thing... Its pretty easy to solve... I always have my pets in passive/stay before going through a doorway. You can also enter the room as the last member of the team. Or you could just have all the pets go thru the door first with the GOTO command. Which would only be good if you know whats in the next room. -
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yeah that AI to ignore held enemies works ok in PvE, but must suck in pvp
it'd be nice to be able to turn that option off (to ignore held/sleeping/etc enemies)
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Oh I never knew they'd do that. Guess its too much to ask, to have the pets help build our domination bar. Then maybe our AT name would actually fit what we do... seems to me that brutes should be called "dominators" . -
An answer to TP foe should be an inherit power in the MM build of -TP.
If that's too "powerful", have it where MMs cant be ported while they have atleast ONE henchmen present. It's kinda bad to Recall Friend on a MM that has a PET out anyway.
Im not sure why the Dev's havent addressed this issue seeing that PVE Bosses cant be teleported. MMs are essentially a "boss" so what gives? -
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I'm playing a Ninja/Trick Arrow build. I dont see myself or any other Melee based MM using the "bodyguard" feature much. Partly because I keep my Pets in PASSIVE/Attack My Target or PASSIVE/Follow Me, and AGGRESSIVE/GOTO the majority of the time. The only time they are ever in Defensive is when I summon them and thats it.
Why not give the melee based MM some sort of "bodyguard" feature while our Pets are away from us. Its that or increase the melee based MM's HP, the Pet's DPS, or some sort of new Defensive power in our 2nd powersets.
Im sure someone has already mentioned it... but how will the AI for the PET be handled in the case of being attacked in Defensive/Follow Me mode?
Will the PET run up and get into Melee range or just turn and shoot the attacker? I'm guessing that they'll turn and shoot: if that's the case, could the sucky arrows/darts that the ninjas are throwing out do some kind of 95% hit and stun/slow/disorient/(any debuff in general).
Because knowing that my ninja is bodyguarding his master with those same arrows that do very little damage as when you tell them to attack isnt at all comforting .
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Man after all of the time and people still don't know the behaviour of their henchmen? Well let me spell it out for people. Pet's have a LEASH on them. This leach limited how far they will move from a certain point. If the pets go beyond the leash length, they will returned to the limits of the leash. Pet's will everything that they can do so tay within the limits set by the leash.
OK the next question should naturally be what is the "certain point" I spoke of. Let's call it the anchor point to be more accurate. The anchor point is determined by the command you give the pet. When you issue a 'goto' command, the anchor point becomes whereever you potitioned the targeting circles. When you issues a 'stay' command, their anchor point becomes the exact location the henchman/pet is currently standing. When you issue an 'attack my target' command, the anchor point become the foe that you had targetted. And when you your issues a 'follow' command the anchor point become you and and you location. If you move or the 'attack my target' target moves the anchor point moves as well.
Now remember pets can and will move within the distance of their leash. Just because you henchmen on Bodyguard, they will not just stand around doing nothing. And any hechman in defense mode will aggro on any foe that damages you or any of you other henchmen. The key is that you need to be close enough so your Bodyguards can attack (remember the leash.)
Bodyguard is a very good thing for Mastermind in PvP and PvE. And think on this. Bodyguard gives effectively you up to 75% damage resistance to ANY and ALL damage in the game. No other AT in the game can do that. Not Scrapper, Brutes, Stalker or Tankers. Not even Khedian Dwarves or an Warshade capped out with Eclipsed which is one of the best defense powers in the game. The AT with the least Health in the game could potentially tank the Hamidon in place of a Tanker. That is mind boggling to me. How about you?
I''m amazed that Masterminds are jumping for joy over thing.
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My arguement was not about how anchors work... Im pretty sure I know how that work since I can go thru a lvl w/o having to respawn my henchmen like crazy.
My arguement was about the state that your MM has to be in in order for the bodyguard feature to work. Melee based MMs bodyguard feature should be the oposite since most attacks will be ranged. Ninjas do crappy damage from long range as opposed to their Melee strikes. I was saying that due to them leaving to get in on the target there should be some sort of bonus tied to them retaliating. -
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2. TP Foe brings the MM and his pets, and the specific target (i.e. the MM, is replaced with a random pet)
I disagree with this, as this negates the usefulness of TP Foe.
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A MMs pets ARE his powers. If you use tp foe on a tank or blaster, do their powers get left behind? A MM's powers should not be left behind by using tp foe on him.
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Could not have said it better myself. With or without bodyguard, this is a major issue that needs to be addressed.
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I'm levelling a mastermind now (merc/traps, lvl 30) and I absolutely disagree with this. Masterminds are the easiest, safest class to level, and it's because they can hide behind their pets. That split of powers is a major source of strength for them, so I have no problem with it also being a weakness.
It's a trade-off that I'm fine with.
-jeff
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Im not sure if that is a fair trade off as seeing that MMs have low hp. It makes more sense to have the MM an inherit -TP much like the PVE bosses. If you can't TP a boss of equal lvl or a lvl below yourself in PVE play how can it be so in PVP play.
MMs should have Boss lvl protection from TP Foe. Or will the Dev's implement that into the bodyguard feature. -
I'm playing a Ninja/Trick Arrow build. I dont see myself or any other Melee based MM using the "bodyguard" feature much. Partly because I keep my Pets in PASSIVE/Attack My Target or PASSIVE/Follow Me, and AGGRESSIVE/GOTO the majority of the time. The only time they are ever in Defensive is when I summon them and thats it.
Why not give the melee based MM some sort of "bodyguard" feature while our Pets are away from us. Its that or increase the melee based MM's HP, the Pet's DPS, or some sort of new Defensive power in our 2nd powersets.
Im sure someone has already mentioned it... but how will the AI for the PET be handled in the case of being attacked in Defensive/Follow Me mode?
Will the PET run up and get into Melee range or just turn and shoot the attacker? I'm guessing that they'll turn and shoot: if that's the case, could the sucky arrows/darts that the ninjas are throwing out do some kind of 95% hit and stun/slow/disorient/(any debuff in general).
Because knowing that my ninja is bodyguarding his master with those same arrows that do very little damage as when you tell them to attack isnt at all comforting .