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Another possibility: what if only female MM's could have female pets? Are they also afraid of lesbian orgies?
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The other bit of advice I can give (which I've tried on other builds, but not my thugs/ff because I hadn't thought of it yet), is to go into the follow command, and instead of just changing "aggressive" to "defensive", also delete the word "follow". So the command just says "petcom_all defensive". Then just always hit the green "passive" button before hitting the "defensive" button when you want to call your pets back.
At least it will enable you to keep your henchmen near you. I wish someday they would change the "Stay" command so it fully immobilizes your pets. Then thugs/ff would be godlike. -
I've noticed the same thing the OP was talking about. On Thugs/FF the mobs just won't stay put, which makes it nearly impossible to keep your arsonist alive. It tends to be the ones he's targeting that run away (and of course he can't help but chase them), so I theorize that the problem is that DoT effects must scare enemies. (That and the excessive Defense together)
If I had any advice, it would be stick it out until level 35 so you can get an AOE immobilize power, but then I'd be a hypocrite. I deleted my Thugs/FF at Level 32 I think. -
Really good points. I'm glad I waited for some responses before I moved forward with this. I feel I must either take flurry or jump kick for the ninja-hood of it. So either pathway has its strengths, but I didn't think about Leap Attack being so problematic later on. It definitely would suck to aggro an entire spawn and have to wait for my FFG to get to me while I'm getting hit by all their first strikes.
The only real advantage I see in leap attack is as a KB mezz. Nice to be able to stall off 2/3 of the nearby opponents for a moment, and damage them a bit in the process. -
How badly will I regret this? My plan for my build uses four pools already, leaving no room for the speed pool. I could give up jumping but, just think how awesome it would be to have a ninja's mm that does leap attack.
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Quote:It would work if they could charge for it, though. People have to get over their sense of entitlement, and accept that MM players are just too small a portion of the overall population to have art resources directed our way.Consider that if we get alternate female versions, it leads to people wanting alternate "insert model here" versions in general. Robotics and Demon's in particular would be the resident problem children. It's probably easy enough to cobble together some models for the other Mastermind sets from existing in-game assets, but Robotics and Demon's are likely much more restricted in this regard. Further, it bootstraps certain future sets, should they go with more non-humanoid Mastermind primaries. After the German Shepherd pet was released to the market, there was talk of an actual animal primary involving bears and lions and whatever else. If customization happens for humanoid models, it would likely be demanded for non-humanoids as well, which likely leads to that much more development time in a non-humanoid inspired set, or a restriction of future primaries to models that can be easily tweaked for the sake of customization. Then of course comes implementing any such customization to the tailor UI.
Make no mistake, I still want to see some degree of minion customization, and females should be represented. Still, the more I think on it, the more I come to the conclusion that even Paragon doesn't buy the line their touting, using it as an easy out rather than a valid excuse not to do it.
Just something to chew on.
For the Devs, any cost spent on improving art has to be justified by an expected increase in purchases, so..... if 92.85% (13/14) of the population doesn't even play MM's, and wouldn't make a purchase decision on the basis of MM's no matter what bells and whistles get thrown at that class, then they need another revenue source. Provide the revenue by being willing to shell out Paragon Points, and then NCSoft has hardly any choice but to provide that content. And I for one don't care if it's fair. I just want the content. -
If they run far enough, why not just let the game assume they're not going to come back? They fled the battlefield. They lost. It (should be) over.
It's especially silly when you're rescuing a hostage, and one of the hostage takers runs across the map, leaving their victim in your hands. But... the hostage still isn't free? I don't know what the game logic is for that, but it would seem to me that a guard who runs away is not really much of a guard.
Sometimes, certainly it make situational sense to be required to hunt a runner down, but the rest of the time we're only there to "defeat" them anyway, right? It makes sense to me that a criminal who realizes they've lost, and are likely to go to jail if they stick around, would run and then just keep right on running. They get out of the base you're raiding and just go home or something. That's also consistent with comic book logic, where often the hero's only goal is to put their enemy into retreat, not necessarily subdue and capture them. -
Quote:I agree that the game shouldn't be as simple as pushing an "I win" button and waiting to be rewarded, but.... it also shouldn't be as simple as the enemies getting to push a "you lose" button and then having to just hosp your way to victory by hoping you take out one or two of them before you go down each time.I'll point out that, although players can do so with certain builds or buffs or tactics....
But this isn't a "Press button, Get bacon" type of game. You try to bullrush things in the game that aren't designed to be bullrushed, you'll face resistance in doing so. You don't get to complain and ask for things to be made so simple that you can do anything any way you want without the effort put forth to do so...
It's a game of being faced with a problem and then using a certain amount of creativity to work out a solution. Usually your powers are supposed to help you do that in some way. You rearrange how they use them and overcome obstacles. However, for tanks and -regen there is no solution. No creativity to express, no strategy to work out.
The strategy is "You're not a tank anymore. Play your AT as a low damage scrapper and hope that works out for you."
Quote:-Regen makes your Tanker more difficult to survive? Get some crowd control or some buffs. Take advantage of temp powers and/or IO bonuses. Get more than one Tanker or just obliterate foes faster.
Temp powers? really? What happened the "game not being made more difficult when the inventions system was introduced"? There is not suppose to be any such thing as an enemy in this game for which it would be necessary to resort to inventing.
Quote:-Regen isn't meant to be a special knee to the groin to every AT but only a tap on the shoulder for Tankers, it's to harm everyone *including* Tankers.
That would be like giving an enemy a special resistance that disproportionately stops blasters from damaging them. -
For DS/Poison, the resistance debuff from Envenom stacks nicely with the resistance debuffs from some of your demons and your whip to enable you to kill enemies quickly and efficiently. Also Neurotoxic Breath makes a good power to stack with the Demon Prince's recharge slows, so your enemies can't recharge fast enough to keep fighting you.
For Thugs/Poison Weaken will add enough toHit debuff to bring your Thugs' effective defense up to soft cap, and the Bruiser makes a good target for Noxious Gas.
I also had a Mercs/Poison I enjoyed playing, but Noxious Gas didn't work quite as well on Commando due to his aversion to melee fighting. He hardly ever stood close enough to my enemies to affect them with it. (Was great on AV's though. I'd put Serum on him, and then use a GoTo command to put him next to the AV.) -
Good point. They could bring in someone with no technical skills at all to do that, and probably pay them the same as a QA tester makes. It's definitely silly not to do things that would make the player base very happy and not cost much money in the process.
I was thinking more about Demons, in particular. As it stands, they don't even have upgrade appearance changes yet (they look the same before and after Abyssal Empowerment and Enchant). The only mob I can think of that even looks close to them would be the COT guys. Bots also kind of push the limit, but at least it's possible to make bot-like sets using existing costume mechanics. -
Does it matter what type of IO the end redux comes from? For example, if I slotted end redux from a knockback set to Jounin, would the attacks that don't inflict KB also have their end reduced, or would only the KB attacks be affected?
Even better, if I slotted end redux from a hold set to Oni, would that affect his main attacks, or just his one, single hold power? What if I slot accuracy from a hold set? -
Quote:The problem is it's an old game. Development costs are easy to cover when there's a huge subscriber base because you're only eating up a couple cents per player of their subscriber fee when you hire a graphical artist to make some new images. However, good artists artists don't work for cheap. They know what they've got to offer and they charge accordingly.No. I specifically addressed this for a reason earlier. If you can play Masterminds at all, you've already handed over some money one way or another.
It's more a personal thing, as I'm positive if it went up in the market, people would pay. I'm just getting tired of being asked to pay extra for things I feel should already be obtainable in game. Extra enhancement inventory, a way to unslot enhancements that doesn't require a respec, etc.
Mastermind primaries were left out of power customization almost entirely as is. Since this idea revolves around using already existing assets, I'd be extremely turned off if suddenly we were asked to pay a premium to reskin pets.
At this late point in the game's life, you're just going to have to accept that new art is just plain always going to carry a new fee. 1/14th of the player base (MM's are just one of the 14 AT's out there) isn't going to be enough to support it. -
Quote:They do seem to be strapped for art resources. But.... then why not just make it a pay per content thing? I'm sure nearly everyone who frequents this forum would jump at the chance and shell over the appropriate quantity of cash.I'd be willing to bet that political correctness is just an easy excuse to not put the time in. I don't mean to say that the Dev's are "just lazy", but it's a pretty convenient argument when you consider all the things people are typically clamoring for. If this game has another decade of life in it, that pallet's probably already easily filled before we take pet customization into account.
All of that said, I would like to see it happen. No, scratch that, I would like to see it happen without having to purchase it through the Paragon market, since MM's are now reserved for longtime player's, VIP's and freebies that pay for the AT. Well, that and the Market is looking more and more lopsided as is.
One problem is how to address all 6 MM Power Set's. Demons, Bots, and to a lesser degree Zombies require more than just costume designs on a basic character model. For the others, I'd love to see them hold a costume contest for it. "Henchmen themes", and then give out some swag to the winners in exchange for the right to use their design. -
Quote:That's something I've needed some clarification on. If I slot end redux from a pet damage set, does that still apply to his slows, or does it only apply to attacks that deal damage?Your suggested slotting has some decent endurance cost reduction in Summon Demons. Your Demon Prince is going to crash his endurance without any endurance cost reduction to his slow non-attack abilities.
Similarly, if I put a healing/end IO on my demons, will that affect the end cost of their attacks as well, or just the healing? -
Ok, so here's my plan at present. It may be lame, so best I post it here first so I can be talked out of it.
Demons: Blood Mandate: Acc/Dam, Acc/Dam/End, Acc. Then Steadfast Protection Res/Def, and Miracle: Heal, Heal/End
Demon Prince: Blood Mandate: Acc, Acc/End, Acc/Dam/End. Then Soulbound Allegiance: Damage, Chance for Buildup, and then Enter the Sandman: 5% chance for self heal.
I'm still considering whether to switch out the Sandman proc for the Impeded Swiftness: Chance for Smashing damage proc instead. Having him heal himself every once in a while would be nice, but I also like the idea of the Prince's Chilling Embrace procing out damage on nearby enemies. -
Quote:At low levels, their resistance is usually around 30-40%, between defense and resistance. They bothRight, I'm not arguing otherwise. I'm arguing that although tank regen is higher, it isn't a major difference for characters that don't have +regen, and I was objecting to the statement that healing a tank is the same as healing a blaster, which isn't true because the tank has mitigation.
1) - Take damage slower
and
2) - Regenerate it faster.
Both matter to their survivability, because the team healer can't just focus everything on one guy all the time. And, of course, at low levels, their mitigation is going to be spotty at best. Only so many power choices, and not all resistance choices are even available yet.
Quote:That's contrary to my own observations. I've seen low-level tanks frequently fail against any enemy group when they try to act like high-level tanks, and I haven't seen it happen any more often against Clockwork.
With even a very, very small amount of regen, a good, strong tank might be able to hold an enemy at bay indefinitely on their own. Take the regen away, and there's now a clear time limit on how long they can go unhealed.
Quote:Negating the 6 hp/sec that a tank is regenerating is functionally the same as the enemies doing another 6 dps, such as by def debuffs. Against most enemies that is a pretty small proportional increase to the damage they deal. -
I wish they'd give us pet customization in the first place. And do like you suggested earlier: just use existing models. Knives of Artemis, Crey, Longbow, Legacy Chain....etc... all have character models appropriate for henchmen, most of which have even been tested handling the appropriate weapons already.
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Quote:You might as well not bother trying to softcap them for /thermal. You'll need all the end you can get to keep them healed.Yeah, I'll definitely have to drop some defense into my Leadership and into the Enforcers. Can you softcap the thugs with non-set IO's in Leadership and Enforcers?
Enforcers' leadership powers are about a 7.5-8.5% boost each (for a total of 15-17% def if the thugs stand in both auras), depending on what level they are. More if you enhance them (23% would be quite average I think). If you have gang war, then you can slot both Edict of the Master +5% defense and the Expedient Reinforcement +5% defense, bringing the total up to 33%. But you're not going to close the gap from there to 45%. Your own leadership power only adds maybe 3.5% if you enhance it well, but costs a ton of endurance.
For /Traps, the needed 12% to reach softcap is easily gained from FF generator. -
Quote:You're missing the important difference. If you have 500 max hp, then 0.6% of that per second is 3 hp/second. If you have 1000 max hp, then 0.6% of that per second is 6 hp/second.AV regen is powerful because their regen is very high. Level 50 AV's regen about 100 hp/sec.
Tanks, except for the few sets that have +regen powers, don't have very much regen at all - well under 1% of their health per second before you add set bonuses, which they won't have at the low levels we're talking about. That level of regen makes very little difference in, say, a 1-minute fight. It adds up over the course of a mission, certainly, but if you're losing individual fights because of -regen, you would almost certainly be losing those fights anyway.
Tanks regenerate faster by virtue of having a higher max hp.
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When you see tanks failing to be able to tank for teams at low levels, it has little to do with regen debuffs - it's because their defenses haven't matured yet and they just plain can't handle all the aggro from a spawn by themselves. Low level tanks who want to act like high level tanks need a lot of support from their team. -Regen debuffs don't help, but they don't make much of a difference.
It's an easy problem to miss if you don't actually take the numbers and calculate them. Every 173 seconds, an average, un-enhanced, character regenerates their full health. -
Mostly for the Demons, and Demon Prince.
Demons:
1) - Is it worth it to slot healing and damage resistance to Ember Demon? How many slots would you spare for it?
Demon Prince:
1) - I noticed he has a sleep AOE that hits up to 10 targets. Would adding an Enter the Sandman: 5% Chance to Self proc increase his survivability?
2) - I noticed that nearly all of his powers have slow in them. Would adding Impeded Swiftness: chance for Smashing Damage proc increase his DPS much, or would I do better just adding more damage enhances? -
I'm playing DS/Traps right now against the Lost, and I can't seem to get my pets to take out the boss first. I can use the attack command, but then I'm not in BG mode. I tried changing "aggressive" to "defensive" on the attack command, but it doesn't seem to be working. I get hit and my henchmen don't suffer any damage with me.
Is there a workaround for this, or is it simply the drawback of BG mode? -
Quote:It used to be that I didn't ask myself that question either. Until after about the 5th time that a tank that had been performing wonderfully everywhere else in Praetoria started flopping in CW battles. That made me start asking the questions. I realized that we'd been relying on that tank to regenerate some of their HP in battles, so the healer wouldn't be the *only* thing keeping them up. Then I tried running some tanks in Praetoria, and it confirmed my suspicions. In solo play, a tank's only hope of winning is to get into a protracted battle and simply outlast their opponent. You're not going to out damage them, or even out damage/hp them. You have to be suffering damage slow enough that you can regenerate it faster than you lose it.A "Tanker's fast regen" is almost never why I put them out front. Their higher HP, Resist, and defense values are why I put them out front, and their ability to gain and keep aggro. I almost never think to myself, "That Tank is dying too fast, must be his regen being debuffed." In the lower levels, the HP difference isn't all that great anyways between the ATs.
However, if you face CW, they'll debuff your regen down to zero immediately and keep it there. No matter how slow you lose HP then, you're guaranteed to crash before you can win. (Unless you use the "buy lots of greens/purples, use them all up on a single spawn, then go out of the mission to buy more for the next spawn" strategy.)
Quote:Now, we can debate taking away -regen abilities from low level mobs, which is a bigger problem in general. I have no idea why the Devs seem keen on giving low-level mobs significant debuffs that can stack like that, but they do. We can also debate the mertis of giving low-level mobs energy and fire attacks while still only allowing defensive ATs to get their S/L shields at those levels.
Maybe someone should take the same logic and apply it back to us players?
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However, I have yet to see a reason to give the entire AT -regen resistance. It should only be in heavy-regen sets.
Quote:Players and critters have a minimum regeneration rate of zero. Your numbers may go below that in display, but in actuality it doesn't matter because you can't regenerate slower than "no regeneration". There is no such thing in this game as "negative regeneration". You cannot LOSE health by going into negative regeneration numbers. -
Yeah. That works..... but it's not really a Christmas present. They might as well just give me a 20 dollar bill and tell me to spend it specifically on that.
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Christmas is coming and I want to tell my family what to get me, but all they can get me that relates to COX is time cards. Time cards are nice, but I'm planning to subscribe anyway, so they won't feel like they're really changing my enjoyment of the game just getting me one of those. However, if they got me Paragon Points they'd be spoiling me, getting me stuff in the game that I might not have been willing to purchase if it were left up to me and my finances.
So the question is: how do they gift a thing like that? -
Quote:In the early levels of Praetoria, you're not exactly using your final build. However, even otherwise, a Tank's fast regen is the primary reason you put them out front. They're there to absorb damage for the rest. Take away the regen, and they've still got their resistance/defense powers, but their hp mean very little in a protracted battle because your healer is still healing the same amount of hp per heal. It will be the same benefit if they heal the blaster instead of the tank.Also, if Regen is the only thing your Tanker has over other ATs, then you're doing something really wrong. The only set that really needs to worry about -Regen is Willpower.
In Praetoria I don't even recruit tanks for my teams (I'm usually a MM myself). There's no point. They just get debuffed to death and then crash.
Quote:I'm pretty sure you can't debuff regen to the point where you actually start to lose health from it. Just saying.
That's why I'm suggesting to give tanks -regen resistance. Not -regen immunity, just resistance. I mean like in the same way that most tanks have -def resistance. It's built into their powers in small amounts that add up. Tanks should have at least some advantage. Otherwise it negates the whole concept of what a "tank" is supposed to be.