Reppu

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  1. Right, right. Okay, that's something to really consider, to keep things in range of your toys.

    Okay then, in terms of A/PPP, what works well with Traps? Since soft capping is hardly a challenge, I'm guessing a +Resistance pool?
  2. Cute jab at the end there <3 Ignoring that...

    Okay, let's try it like this. Right now, let's say the files are...

    Mastermind_Thug_Minion_Model
    Mastermind_Thug_Lieutenant_Model
    Mastermind_Thugs_Boss_Model

    Change the pet type name, and there. You have the basic models. Now, add a 1, 2, and 3 at the end, for the powers that change their appearance.

    In theory, you have 9 models set in stone, for the six primaries.

    With the changes proposed, you'd have...

    Mastermind_Thug_Minion3_Model1
    Mastermind_Thug_Minion2_Model2
    Mastermind_Thug_Minion1_Model3
    Mastermind_Thug_Minion2_Model4
    Mastermind_Thug_Minion2_Model5
    Mastermind_Thug_Minion3_Model6
    Mastermind_Thug_Minion2_Model7
    Mastermind_Thug_Minion1_Model8

    etc etc etc etc etc etc

    The server would have to make a file for every single Mastermind, in the whole game, with the slightest of changes, constantly at the ready. This is a far-cry bigger deal than an AE Mission map, where the majority of those are never in use anyway, and are only loaded up for short periods at a time.

    This would be something constantly in use, with the minions dying left and right as they always do, constantly being reloaded. The slightest differences between each pet is a new file. And another new file for each upgrade.

    Please convince me this is not a big deal, just because AE exists.
  3. I see! And what does Web Grenade bring to the kit that makes it that noteworthy? Sorry for the questions, but each comment makes me curious!
  4. Except those AE missions aren't constantly in use, and you can't change every single enemy, to the very last one, to have something unique about them.

    A group of enemies looks the same, period. They might be different from other enemies, but each enemy in that group has fifty twin brothers.

    There is a huge difference between AE enemies who are rarely used, and six Mastermind pets constantly in use.

    Also, please don't pretend you understand how the memory system of this game works. You aren't a developer :< And we've been told how this would hurt the servers.

    In a roleplaying point of view, this would be a nice change. But considering pets insta-die in PVE... no one cares.
  5. You don't get it. It's not just being able to re-color stuff. You're asking for unique costume pieces, for each of your six pets.

    Consider the amount of memory needing to be spread, world-wide, for every single Mastermind's six pets, for even the /slightest/ change in model.

    Since you don't seem to grasp this? The game would not be able to deal with that sort of sheer memory. That would equal one hero/villain, suddenly equaling /seven/ at once.

    No. This wouldn't work. Sorry.
  6. Awww :<

    Well, I suppose the FFG's major issue is in faster-paced teams. I have noticed it lag behind when I played Traps in other styles, before. Since Dark's is a toggle, although obviously weaker, it doesn't have that issue flat-out.

    Traps does have the better -Regen, but Dark's does have the advantage of being usable at range, and against an AV, has a few other (although resisted), effects.

    Ugh. It's too hard to really decide! The Spirituality remark is a good one, but Dark is rather endurance hungry as it is. Hrm.

    It seems both sets have great synergy ._.
  7. That's great, Dechs! What aspects of Traps allowed that?
  8. Sorry about that, but necroing a 4 month old thread is not going to make people care anymore. That, and you don't grasp the sheer damage this kind of thing would do to the servers.

    Maybe color schemes, but that's it.

    Snipe thread, please?
  9. Interesting so far! Not enough to make a firm decision yet, but both seem to have merit to consider so far.

    Miasma's reliance on both a cone and an anchor to help hit their magical "Soft Cap", for the pets, is a little tricky... but hum. The assistance of one of the best heals in the game is alluring.

    Still, I just can't decide...
  10. I know, I know. This has been asked before. But, I'm posting this because people in those threads end up just posting their own builds and saying 'copy this', while not really providing much information or true insight.

    I'm not going to post a build until I can finalize what I want. I know I can soft cap both easily enough.

    Dark Miasma and Traps both have a concept synergy for what I'm going for. When I can't decide by concept, the only alternative is power and gameplay. This is what I'm here for.

    I am curious about the synergy between the two sets, and what extra add-ons each set needs to be able to not irritate the hell out of you. I know Robotics, at 32, has this amazing habit of sending stuff flying. Dark Miasma and Traps both seem to hate this.

    I know one solution for Traps is to take Teleport, to move your traps around. A question for this is: how needed and useful is this? Is it better than Hasten, to put up traps sooner, and to knock down Pet cooldowns for when they go splat? With no proper healing, I can see Traps as to having to re-summon a bit more often, thus Hasten has it's appeal.

    The other alternative to make 'bots less annoying is to go Mu Mastery, as an example, and using Fences to Anti-Knockback them.

    Dark Miasma is getting Twilight Grasp's radius extended to the normal values, which is glorious. This, alone, has be excited. But one power generally isnt enough, in most cases.

    So, to not make this long and drawn out;

    What are the synergic bonuses, and notes, for Dark Miasma and Traps, to Robotics?

    Which is better overall for 'tankerminding' aspects, for when the call is needed to perform as such (or if you just want to show off)?

    Which allows more stupid hilarious fun in +X, xX?

    Heck, which yields more excitement period?

    And what are the team-note-worthy additions both bring? Because Masterminds, in most scenarios, are selfish little jerkfaces.

    I like being loved~
  11. An interesting guide, but it just gives you what you can find on your own. It lacks the in-depth analysis that only someone who has played the sets can give you!
  12. There's a lack of up-to-date Mastermind Primary information on these boards. As such, I'd like to request the community to share their thoughts, of the pros and cons, of the six primaries. Simply put, what each one does best, and what it lacks.

    Something to help people decide what they want from their primary, when concept isn't enough.