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Posts
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Joined
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Compass wasn't showing the way I'll keep that in mind for my next one.
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Yeah I freed the Prisoner the poor Villain disappeared and I didn't get any credit for it. I tried to kidnap the executive, but I'm completely unclear on what to do after I grab him. I had him following me around like a puppy dog and yet no ransom or am I just missing something?
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I don't understand why an entire set devoted to Knockback, Repel and Toggle dropping should be neutered so Melee ATs can be Uber.
This is the problem with PvP everyone thinks that thier AT/Power sets should not be neutered so that the other guy can enjoy PvP. -
If I may make a small suggestion why not replace the pet with Targeting Drone? This solves the lack of Focused Accuracy in our PPP.
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Ack No not the bane of all Developers Logic!!!!
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Shrug I am a firm believer that if you tell your pets to do something they should continue to do it until you give them other orders. Pet Control means exactly that.
I shouldn't have to spam Follow me, because my pets in Defensive have decided to go charging after the hero who is running away from me back to the hospital so the Drones will kill my pets. (Incidently they ignore my instructions)
I shouldn't have to tell them to attack my target over and over again, if I tell them once to attack my target then for the remainder of thier lifespan until I decide they shouldn't aggressively attack my target they should do that.
Spamming commands over and over is not something I should be doing in battle. I have other powers I want to use besides demanding every second that my pets obey my orders. -
Any time it takes 5-6 players to drop a single player thier defenses are unbalanced. If I said my Mastermind is weak because it takes 6 players fighting just me to kill me then people would be claiming I'm broken.
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One on One Tanks are still stronger Defensively then any AT in the game. The only guaranteed way of killing a tank isn't from damage its from pinning them in place and reducing thier defenses to the point that they can be killed. If they have additional buffs from thier team mates even dropping most or all of thier toggles will not guarantee a kill.
Toggle dropping is not the problem its the fact that its what happens first when checking for damage that is the problem. If it dealt damage, then checked Mez Magnitude and then checked for toggle drops, the number and effectiveness of toggle drops would be about right.
Putting all the toggle dropping powers in the same Category as ones who also include Sleep and Disorient is unfair to the Force Bolts of the game.
I5 didn't horribly nerf Tankers and Scrappers, it just lowered thier defenses to the point of not requiring an entire team to kill them. Of Course that fact that it still takes multiple players (Without Dropping toggles) to kill a Tank before he can run away is lost on most tanks.
Not all powers of the Toggle Dropping Variety are equal. I'm mystified that a power that can do 4 points + Knockback had its toggle dropping reduced to a mere 5%, While Dominator's Total Focus has a 64% chance of dropping a toggle. -
I'm sorry but the Signature Heros/Villains are way overpowered. Not that I don't like them being powerful, but when one of them can tear through a full group and all the turrets of a Pill Box in less then a minute its a bit on the overpowered side.
Villain ATs just don't have the hp to stand up to Positron, Manticore and Statesman. -
I7 Masterminds using PFF can't Control thier pets. They automaticly shift to Defensive when we enter PFF. Now unless I'm mistaken that equals Masterminds Can't control thier pets. Masterminds Pets not being aggressive means that a Controller has more effective pets while in PFF then the Mastermind.
So either give us back control of our Pets or give us back the recharge on PFF and slap our pets in Aggressive when we PFF.
I'll take either. -
Especially since Illusion pets are unkillable
I'm also sure you have no problem with a Blaster charging straight at someone with PFF up and then Dropping it to obliterate an opposing player and then popping it back on and running off? -
I dropped a Heavy Solo without bodyguard or Supremacy.
(I was hiding behind a turret with my Bots about 100 feet ahead of me)
6 Blasters using Ae attacks can do the same thing better actually. Take 6 Fire tankers using Burn and they can do the same thing. 6 of any AT using AE Dot attacks can chew thru almost any other AT in a matter of seconds. Same overpowered set up. Learned that lesson in Dark Age of Camelot while defending and attacking keeps.
Its a problem with Bodyguard if all someone has to do is snipe you and then run away so his buddy can now kill you. If they haven't fixed the attack any teammate and everyone's pets will chase him down defensive bug then One guy can wipe out six masterminds with a snipe and then running thier pets into a Group of Longbow including at least one Boss. While thier pets are busy he can come back and kill em one at a time. -
Some Fixes that would help Bodyguard.
1. Pets no matter what happens stay in Supremacy range.
2. Pets no matter what happens when in Follow stay in Supremacy range.
3. When a Pet reaches supremacy range and is in Defensive he returns back to his master and stops chasing the Mob.
So in short baring being knocked or teleported out of Supremacy range the Pets stay in it.
Think of Supremacy range like an electric doggie fence, Henchmen just won't move beyond it.
Lox we don't take hits like a Blaster, they have the same Hp as a Scrapper. We take hits like well see that Dominator, now put him at 90% hp and we take hits like him. -
Not really impressed with any of the Patron Powers. Its kinda not unlike leveling up to 41 and getting told look you gotta pick one of these 4 People and become thier personal slave choose wisely cause you won't be able to ever change your mind.
You get told hey these with be really powerful, because hey you won't ever be able to change your mind. Then you walk over and your new found master tosses you a couple scraps off the table and proceeds to beat you for a few days.
It all makes sense the powers are so weak, because they don't ever want you to be strong enough to kill them and take thier place by Recluses' side.
Epic type powers are supposed to be a reward and more powerful then regular powers. You are supposed to be giddy with glee and imagine your self spending months in PvP using them to demolish heroes. A snipe attack in the Hands of a Stalker should be able to pretty much one shot a hero. You spent many weeks earning these powers and you can't pick and choose like heros so by nature they shouldn't be weaker then thier regular counterparts.
Patron Power Pools should be unbalancing and unfair after all they are late game powers and we can never change them... -
Force Bubble has Repel, and according to the description a defense boost, no toggle drops.
The best way to fix FF is to add disorients and turn back the nerf on Force Bomb you know 10 sec recharge AE 100% chance of disorienting -
I have both of mine fully slotted for recharge and use the time between for adding additional buffs. Then I finish off by turning on Dispersion, Tactics, Assault, and Force Bubble.
Even I think its a tad long to set up and it becomes tedious in PvP if you spend 30 seconds in PvP after 3 minutes of prep time and another 2 or 3 minutes traveling to the opponent. Masterminds also can't be raised in PvP as they are sitting ducks for 2 or 3 minutes getting all of thier pets ready where any other AT would be up and PvPing in 30 seconds or less.
As such its only fair that we are as difficult to kill as the time we have to be spend getting ready to fight.
Now as for /Thermal Radiation not being able to solo at the highest difficulty settings, thats because its a poorly designed and under powered set. An Ideal powerset would be equally good at Soloing or Teaming. /FF and /Empathy are also like this as defender sets. They work exceptionally well in a team well maybe not /FF its ideal for Controllers and Masterminds, but are sorely lacking in Solo play. Melt Armor and Heat Exhaustion are badly placed at the end of the set when they need to be much closer to the begining when players intially spend thier first 10 levels or so Soloing. It also lacks self buffs and control powers that are staples of the Soloing sets.
All in all a poorly designed wanna be Empathy set.
That being said its easier to solo with then a Fire/Fire blaster, but I wouldn't try either of those on the Highest difficulty scale.
Try out a /TA Mastermind and see if you can solo at the highest difficulty setting. All ATs have sets that underperform or Overperform in soloing. (Regen anyone?) -
Another question lets say you take 5 damage per tick ie the Pain crystals which henchmen congregate around until they die.
You take 2/8s of the damage and each minion takes 1/8th so does this round up to 2 for you and 1 for each of your Henchmen?
Same theory for any burn type patch dot how does Bodyguard work under low damage, per second attacks?
Like say you take 2 points per second dots?
Does the damage not carry over or is it rounded up increasing the average damage done to me and my henchmen? -
Its entirely situational, and useless in PvP.
1. Pets still have serious problems keeping up with Masterminds in PvP. (I doubt bodyguard will work if your pets are still trailing behind you in the zone)
2. Makes pet loss MORE likely. Higher survival rate at an even higher loss of offensive capability combined with long down times does not equal an improvement in PvP.
3. Can be exploited by certain types of Masterminds in PvE and to a lesser extent PvP.
4. Does nothing to solve the melee problems with needing to use Go to + Attack my target inorder to effectively fight. -
There is Currently no way to change your patron pools.
Meaning in the future some story arc allowing you to change Patrons like you change your underwear will be implemented. Probably In the same Issue Recluse, Hammi, the Center, Lilitu, Nemesis and the Praetorians become available as Patrons