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Quote:AFK farming is pretty obviously abusive.... but it doesn't keep us non AFK farmers from being able to afford our new shinies. Quite the opposite. It's the only reason we can hope to ever afford to buy PVP IOs on the market.
Which actually means there's 2 things that need fixed.... PVP IOs need to drop more frequently and AFK farming should be made impossible.
Or maybe players who insist on spending stoopid amounts of Inf on something need to grow up.
Imagine a car dealer tries to sell a car for 2 billion dollars. No takers? Didn't think so. Why? Because the buyers don't think it's worth it. Boycott that dealer and he'll either go out of business or drop his prices.
I used to RANT about how unfair the Market is to the little guy. Then I realized that everything is worth what the buyer pays for it. If everyone crying about the high cost of stuff simply stopped buying it for a month the prices would tumble. The guys farming and selling uber drops for billions are counting on the 'OMGGOTTAHAVEITNOW!' attitude.
PVP farming does not affect my play so I don't complain. If the fruits of their labors go into the PVP section of the Market, which I don't use, then I see no gripe.
It's the folks that HAVE to have that extra 3% Defense that are complaining. Would I like it? Sure. Am I gonna scream about it because I have to skeev the game for it? Nope... -
I don't like the fact that so much of the game relies on Defense. Inventions has made it possible for some ATs to have unreasonable levels of Defense and I think the Devs have over-reacted with untyped damage and Resist hole exploits. I agree that reducing the soft cap for Brutes and Scrappers to 40% would cause howling but the alternative is increasing damage for Tanks and I don't see all of them as needing that.
Tanks are supposed to take damage and hold aggro. It's their intended role in the game. Therefore, all else being equal, they should do that better than any other AT bar none. I have no problem with some uber-expensive Scrapper being tougher than my base IO Tanker after spending 10 billion at the Market. However if I spend the same then IMHO we should be back where we started...I take damage and hold aggro and he deals damage.
I would rather see aggro adjusted for the melee sets before anything else. Reduce the aggro caps for Brutes and Scrappers so the expensive builds for Defense don't get hosed. Raise the aggro cap for Tanks so they can once again shine in this one area. Slave a Tank's Gauntlet to the team size like Vigilant is for Defenders. The more people on the team, the more the Tank's Taunt aura increases. Then die-hard Tanker soloists can't encroach on Brute/Scrapper damage and the Shield Scrappers can stop stealing aggro.
Before anything else, look at the Tanker Primaries with an eye towards balancing them before doing any wholesale changes to the AT. The terminal crash on Invul and the pigeon-hole nature of Granite especially. -
I have an Ele/Ele Tank at lvl 23 and I'm having a good time. I keep reading of how Ele on Tanks is good for bottoming out an enemy's End but I'm not seeing it. Sure, they lose End but they're defeated before they're dry. Is it that I need to slot for End Drain or do I have to wait for Power Sink to get the really good -End effect?
Thanks in advance. -
I've looked all over but I can no longer find the Forum where SGs recruited and people posted for events like Superteams and so forth.
Did this stuff move, crash or am I just not finding it?
Thanks for the help in advance. -
Figures...Monday is the ONE night a week I'm officially off-line. If anyone wants to do this another night I'm game. Might try another server as well if anyone is interested.
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I often read on the Forums that Seeker Drones are the shizzle and 'take them as soon as you can.' I tried them on my Thug/Traps MM and they didn't seem such a much. Perhaps I was using them incorrectly or slotting them wrong?
So now the question is: How do you use Seeker Drones and how do you slot them? -
I'm going to coat-tail on the "If You Could Only Have One' thread for a minute and I hope the OP there won't mind.
All MM players know that the AT is loads of fun and, like other parts of the game, can always stand improvement. Now I ask the MM players out there: If you could change ONE thing on the AT as it is now, what would it be?
Note: We already have threads for new power sets and the like so I'm not looking for those. I'm looking for changes (or fixes) to the AT as it stands right now.
Mine is the Stay command...which doesn't do anything as far as I can tell. If I could change ONE thing to make MMs more fun and more playable it would be that.
Give me a Goto/Stay Aggressive and Goto/Stay Defensive and I'm a happy dog. No more watching ranged pets suicide themselves into melee. No more watching melee pets run back 5 feet to shoot (looking at YOU Ninjas!). No more worrying about pets scattering from Burn patches or Caltrops.
Second to this I would settle for a 'Stay at Ranged' or 'Stay in Melee' switch. This would alleviate a lot of the same problems and might be easier to code.
So...what would YOU change? -
Quote:I wasn't planning on any specific theme (all the same) or a good spread (all different) but I know that some power sets lend themselves to big teams easier than others.I would be interested in joining in on this! Are you thinking of everyone having different Primaries/secondaries? Or just 'bring your favorite'? I'll be keeping an eye on this thread to see how it develops.
My only goal is to have fun and see what an all-MM team can do. I've read about them doing the ITF and various Trials but never been on one.
Perhaps the best way is for everyone to start a new MM and we all rocket through levels together (classic Superteam) but if most players want to run existing characters I'll do that too. -
I used to stress this when I ran MasterMind Mondays back in the day. I like Thugs because the Brute will often go all crazy anyhow.
One technique I like is to use 'Goto Aggressive' for the brute or for buffed pets that can serve as tanks. The command sets an area marker the player can place and the commanded pet(s) will go there and begin attacking. Great for keeping attention somewhere else or for taking the Alpha from enemies with lots of AoE like Miner Lts. -
Quote:Especially since Zombies never run out of Endurance except in severe End-sapping cases.
However I find my Tier 2 pets running dry quite often after they get the second upgrade. Bots throwing heals and bubbles on each other, Demons doing the same and so on. If you notice this you might be well-served trying the proc in the Tier 2s and see what happens. -
As an avid MM player I would be willing to start with being able to make choices between set minions. The Devs could make up say 6-8 choices for each pet (with some overlap of course) and the player could pick one. That way there would be no chance at doing anything out of control. It would be a step in the right direction at least.
As for the emote thing, I agree with the OP. I've seen female MMs with their male 'slaves' all kneeling around them bowing, saying all manner of things. If that's a problem then simply turn off the option for pets to do those emotes. Even better, forget about the 6 juveniles that MIGHT abuse the system and just deal with problems as they arise. We don't disable PMs because SOME players use it for ERP do we?
This game frequently gets gold stars and mad props for its costume creator and customizability. I think it's fair to expand this to Pets now. -
Back in the day when villains were villains and MMs were THE AT redside I ran a weekly event called MasterMind Mondays. I did this in part because I love the AT and in part because I was busy and couldn't do Tanker Tuesday.
So after a work-related sabbatical I'm back and looking for more events for MMs to be in.
Is anyone running any all-MM events lately? If so, where and when? If not, does anyone want to start one? I'm willing to organize if we start new or play if someone else will lead.
Please help a struggling MM meet with other confessed MMs to form a support group -
Quote:Is this gonna pick up with regularity? If so I'll be tempted to move my MM to Virtue.
I joined the Mastermind Channel, saved my characters name on Virtue in case I transfer and will monitor how much goes or doesnt go on.
1) There's a MM channel? How did I miss out on this?????
2) I used to run an all-MM thing called MM Mondays because why should Tankers have all the fun? It was always a hoot. We all started at lvl 1-2 and switched the Diff up at lvl 6 and again at lvl 12. On slow nights I'd hold MM classes like 'Defensive/Follow FTW' and 'Yes...it's okay for MMs to attack no matter what other players say.'
3) I'd love to get in on an all-MM regular event if someone else can host it. My schedule is too hectic right now to organize it I'm afraid. -
Quote:First off let me say that I think the new Titans Power Set is totally wicked! But I can see an area where it can use some major improvement. It's so ridiculously slow, it's almost too painful to use (both mentally to me and physically to that poor geometry laden, pixilated character in your game). Let me splane, Lucy.
1.) The initial wind up to attack is so painfully slow that it takes more than a few seconds just to deliver the first (hopeful) blow. And even when I do, it does no more damage than any other weapon (as far as I can tell). When I see an enemy I get instantly excited to attack, but a millisecond later I get exasperated because I know it's going to take forever just to swing this massive thing! And within that time the enemy would have struck me at least 2 times?? So I walk away in Titan same
2.) If I am with another player at least I know that I may be protected (imagine a Titan begging for protection) while I prepare to swing my epically amazing weapon of mass destruction (in theory again it doesnt do that much damage, but it looks cool). Again I am forced to walk away in Titan shame
3.) Though the speed of the attacks DO revert to normal (like every other power set), that ONLY happens IF you land the attack?!?! Thats what we call "Momentum"? Momentum is "the speed or force of forward movement of an object". And after that first swing, hit or miss, I am moving, baby!!
Long story short, can you PLEASE kill the painfully long wind up on the Titan Power Set? I'll even take less power for a normal, 4G speed, basic attack pace. Heck ill mail homemade cookies to the Devs personally to gain this for my fellow players!! I'm serious! Common Devs, old buddies " dont let me down."
I agree that the 'windup time' seems slow in the early levels when nothing is slotted. However when I got my TW/Ele brute to 12 and slotted DOs everything changed.
I took Build Momentum and by lvl 13 it was 3-slotted with Recharge. Hit it charging in and you have 10 seconds where hits and misses are unimportant...you have Momentum regardless. This gives you a good attack chain at higher speed than almost anything else at the same level. Yes, it wears off but it's supposed to. Momentum is not like Fury...you can't sustain it forever or it would unbalance the set.
Play the set to at least lvl 22 (and SOs) before making final judgments. Some sets bloom slower than others and some just don't 'feel right' until you can play them at the SO level and higher. -
Quote:As a former ball player (amateur) and student of martial arts (same) I can safely say that it's better to have some controlled momentum than bunches of uncontrolled momentum.If you missed and did a full 360 spin you can def follow up with another faster attack. Infact, it's when you hit and your movement is stopped (assuming it not slice right through them) that you shouldn't have any more momentum and must swing again.
A sledge hammer swung 'choked up' (with one hand near the business end) has less energy but more control. If you miss it's less of a disaster. Driving stakes or splitting logs uses both; You start with one hand choked near the end and finish the swing with both hands near the end of the handle for maximum energy.
You can see TW as working the same way. If you miss then you can visualize your character seeing that he's not going to connect and choking up to not totally throw his balance off for the next swing. If he sees it's going to be a solid hit he slides both hands to the end of the handle for maximum hittage with a chance for building and maintaining more energy.
And always remember; it's just a game...don't think too much into it or you'll spoil the fun. -
Quote:It's not a binary question. There's going to be a point where the most beautiful poweset is going to start to annoy me if it's noticeably weaker than its peers by some commonly applicable metric appropriate to the set (time to kill for damage sets, time to defeat for mitigation sets). What's "noticeably weaker" is going to vary subjectively from player to player.
I will be more tolerant of lower performance for fancy effects/animations, but it's not going to get me to accepts what I think is outright poor performance.
This. I often play for the visuals but when damage is your thing then you can't skimp on it too much. I'll play a below-average set to a point but I'll try to take the set as a whole and not judge a single power.
For instance...I LOVE a big Nuke power on a Blaster. I WANT the big 'OMG I'm Blind WTF Was That?' tier 9. Give me a good one of those and I'll be a bit more forgiving if some of the other attacks are a bit sub-standard. Don't make the journey to the Nuke too tough though or I might lose interest beforehand... -
I love the MM AT and as a result can't take just one.
The two different playstyles I've seen (and use myself) are aggressive and passive. My Necro/Dark MM is very pro-active, throwing his numerous offensive powers (yes, my MM has offensive powers!) around to assist his pets with some light damage, Immobs and Holds and lots of -To Hit. He's never bored in a fight...always has something to do. Necro/Dark is perfect for this. /Sonic also seems to be great with any Primary since you can never have too much -Resist.
Passives MMs like to let their pets do more of the work while they buff/debuff/heal/draw aggro. My friend uses the ReadNewspaper emote while his Force-Fielded robots dash about blasting everything in sight. I get bored too easily doing this so I only have one Bot/FF MM but for a defensive set I like Demon/Thermal.
If I were restricted to ONE MM I would have to go with Thugs/Time. I don't CARE that S/L is the most resisted damage type...the set is FUN! I get a Brute to act as a baby Tank, that I can buff, while throwing an AoE debuff and ST debuff on the enemy, oh and it has a PBAoE Heal AND Gang War. And coming up with a theme (very important for me) is easy since you can justify almost anything with /Time. -
I have to say that with all of the 'X needs an improvement!' threads I've ever read this one makes the most sense. No ranting about the AT being broken or gimped, just in need of an update to keep up with all the new stuff.
I'm not good with the mechanics of Tanks (threat, aggro and so on) so I'll only comment on what I've seen through personal experience:
1) I agree that holding aggro and taking damage should be THE things for Tanks. I have no problem with a Brute or Scrapper being better at one of these things for a short time via a click power but as a baseline the Tank should ALWAYS be better at holding aggro and taking damage than any other set. The tweaks for the Aggro cap and Resistance/Defense caps sound plausible to me. I also like increasing the max targets for Taunt since I see many Tankers skipping that power.
2) I have felt for a long time that the sets should be more standardized so that they are a bit easier to balance. Some sets bloom earlier (several sets get a self-heal and a damage shield by lvl 12), some later (Ice grants no protection to Energy until lvl 18 and more foes use Energy now) and some feel like one-trick ponies (does anyone NOT respec into Granite at 32?). I think that these should be addressed before the AT as a whole gets an upgrade. Otherwise everything might need to be re-balanced again.
3) I'm all about choices when I play and I LOVE some of your ideas with regards to damage output. Raising the dmg cap might be excessive since that puts a well-buffed Tank into Scrapper/Brute territory I think but I particularly like the whole 'increase damage with decreased survivability' thing. I see no problem with larger radii on the PBAoEs either. Stacking Bruising also sounds like a good idea since 30% for multiple Tanks does not sound game-breaking.
I play several Tanks with a wide variety of sets and I completely agree that the AT needs some work. However I firmly believe that the individual sets should be tweaked first before anyone goes adjusting the AT's inherents. Get the baseline first, THEN make the overall changes. Doing it the other way around seems like putting the cart before the horse to me. -
While running through DFB and early level sweeping I got my TW/Ele Brute to lvl 13. He seemed slow at first (put Brawl on Auto to fill in as always) but by lvl 12 he was humming right along. Taking the power Momentum works well as an opener for Lts, Bosses and small mobs since you can lead with your heftiest attack.
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I used to run an event called MasterMind Mondays on Triumph. 4 MMs of any stripe will get you rolling fast. Thugs gets you collected Brutes (which you can buff depending on your secondary), and 4 Gang War is a hoot to see in open spaces.
As much as the traditional buff sets are easy (FF and Sonic) I find them boring in the long run. My Zombie/Dark MM is always busy doing something whether it be debuffing the enemy, attacking or buffing his pets.
Treuth be told even 4 Blasters would be fun but only for sheer damage output. 4 Defenders would be silly, 4 Trollers even more so.
Have fun -
I used to run an event called MasterMind Mondays on Triumph. 4 MMs of any stripe will get you rolling fast. Thugs gets you collected Brutes (which you can buff depending on your secondary), and 4 Gang War is a hoot to see in open spaces.
As much as the traditional buff sets are easy (FF and Sonic) I find them boring in the long run. My Zombie/Dark MM is always busy doing something whether it be debuffing the enemy, attacking or buffing his pets.
Treuth be told even 4 Blasters would be fun but only for sheer damage output. 4 Defenders would be silly, 4 Trollers even more so.
Have fun -
I like it. Not sure if it's art but I like it lol!
Ok gang...entries are closed. Now we get to confer on the winners. Stay tuned for announcements.
By the way, our live event will be taking place in Praetoria (Virtue) at the end of this month or the beginning of next. If plans go well Avatea will be there as well as (schedules allowing ) music by The Cape Radio!
Our thanks for all the great entries. Keep checking back for the winners and more details on our next event! -
Just snuck in under the wire! The contest closes at midnight tonight CST so anyone with last-minute submissions get going!
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My new Tank General-Electric is at lvl 16 and making his way through Praetoria thanks to a few good teams, some soloing and the 90% Energy Resist he has (Clockwork use lots of that apparently). I've tanked purple bosses already with a few choice Insps and the occasional heal from the team so I must be doing something right lol.
I look forward to joining the Blueside soon. -
Sorry for the delay in answering but Real Life intrudes.
The first problem I see is determining what constitutes 'Low Prestige'. We don't have any events currently scheduled that dovetail with yours however we ARE planning a live event late next month during which we hope to speak about Bases and some of their advantages. That might be a good time to speak about Inf to Prestige. Especially because all of the attendees will be focussed on Bases so it'll be a choice audience.
More later when the brain is clearer. Thanks for your idea and your support