Masterminds: Upgraded Henchmen/Enhancements


Biostem

 

Posted

It is a BUG that the powers that Henchmen gain when you upgrade them are not affected by Enhancements.

Training Room should be getting a version soon where this is fixed.

It was not noticed until it was "too late" to change the final-live build. Please play with it on Training Room to see if your Masterminds have become TOO powerful.

Another bug (also being fixed) is when MM Henchmen can't affect other players in PVP.


Positron
Follow me on Twitter

 

Posted

Yippie!!!! (And first post I hope).

I'll definately test it. I'm at a good point with maximum Bot numbers and fully SOs out on the Bots.


 

Posted

[ QUOTE ]
It is a BUG that the powers that Henchmen gain when you upgrade them are not affected by Enhancements.

Training Room should be getting a version soon where this is fixed.

It was not noticed until it was "too late" to change the final-live build. Please play with it on Training Room to see if your Masterminds have become TOO powerful.

Another bug (also being fixed) is when MM Henchmen can't affect other players in PVP.

[/ QUOTE ]

/em DanceOfJoy

Seriously, this is sweet. Much sooner than I expected!


 

Posted

[ QUOTE ]
Please play with it on Training Room to see if your Masterminds have become TOO powerful.



[/ QUOTE ]

I seriuosly doubt that. I think in yalls attempt to to make sure we werent "over powered" we might have ended up too weak.

What would be helpful is if you could give MMs a level bump on test. Until we get the level 32 upgrades and slot the powers, we wont really be able to judge IMO.

You cant really base anything off a level 12 fighting Mooks.

Anyway, thanks for the post. I hope this makes it out soon because I cant PVP.


 

Posted

Positron

I love you

<eom>


 

Posted

Oh noes! I wasn't expecting this so soon! I'm not stocked up with cokes and pretzels for an all nighter of testing!

Oh, by the way, I've played many other MMO's. I love the open test server policy, you guys are really on the mark with this. Thanks.


 

Posted

[ QUOTE ]
It is a BUG that the powers that Henchmen gain when you upgrade them are not affected by Enhancements.

Training Room should be getting a version soon where this is fixed.

It was not noticed until it was "too late" to change the final-live build. Please play with it on Training Room to see if your Masterminds have become TOO powerful.

Another bug (also being fixed) is when MM Henchmen can't affect other players in PVP.

[/ QUOTE ]

I don't think they will be - the randomness of their actions will always prevent overpowering nature, I think.


Thanks for eight fun years, Paragon.

 

Posted

Very nice. I cant wait to test it with my lvl 30 robot mm

yeah it pretty sad to see your assault bot's flamethrower to do 6 dmg each sec, eeek.


 

Posted

I've never tried to enable the toggle to see damage numbers but for this test I turned on that part of chat. Problem is pet's damage numbers don't seem to come up, only the direct damage I inflict and what is inflicted on my own person.
Is there some other toggle I need to flip to see the fractional damage my pets are doing?


 

Posted

[ QUOTE ]
I've never tried to enable the toggle to see damage numbers but for this test I turned on that part of chat. Problem is pet's damage numbers don't seem to come up, only the direct damage I inflict and what is inflicted on my own person.
Is there some other toggle I need to flip to see the fractional damage my pets are doing?

[/ QUOTE ]

i could never figure this out. I dont think the system atkes the pet damage into account for the comabt screen at all. I've always just had to use the over head numbers


 

Posted

Will be a nice change. The -2s are definitely nothing more than early aggro bait sometimes. Although defense will still be the same at least they will be able to contribute a bit more before they turn to dust.


Some are legends because of their posts, others just post becoming legends in their own mind.

[i]I refuse to have Numina regen/recovery envy.

 

Posted

We do love you, Pos. I can't wait for my zombies' puke attacks to actually start having some punch.


 

Posted

WOOOOOOOOOOOT


 

Posted

[ QUOTE ]
It is a BUG that the powers that Henchmen gain when you upgrade them are not affected by Enhancements.

Training Room should be getting a version soon where this is fixed.

It was not noticed until it was "too late" to change the final-live build. Please play with it on Training Room to see if your Masterminds have become TOO powerful.

Another bug (also being fixed) is when MM Henchmen can't affect other players in PVP.

[/ QUOTE ]
That's funny. I was assured by posters that this was either an intentional oversight to gimp the MM, or the Dev team ignoring feedback because they're evil! This "time" you speak of running out, is it some kind of precious but obscure commodity?


 

Posted

Okay, thanks for the update, there was a lot of false info out there that was kinda muddling up the issue. I'll be glad to see my robots' upgrade blasts actually do more damage than their base blasts.


 

Posted

Cool deal.


 

Posted

Thanks Positron.

One thing about this bug was that it hit some pets more than others. Like, the Spec Ops pet has both of his main attacks as basic (and therefore enhanceable), so he got off easy compared to a lot of the other pets.


 

Posted

This concerns me because it has never been stated as to whether upgraded powers are supposed to be upgradeable or not; if these power ARE supposed to benefit from the enhancements in the pet power, then there should be no question that this should be fixed. If, however, these upgraded powers are stand-alone buffs, then either the upgrade power itself should take acc/tohit enh's, or their base chance of hitting/damage/etc needs to be upped significantly.


 

Posted

[ QUOTE ]
This concerns me because it has never been stated as to whether upgraded powers are supposed to be upgradeable or not; if these power ARE supposed to benefit from the enhancements in the pet power, then there should be no question that this should be fixed. If, however, these upgraded powers are stand-alone buffs, then either the upgrade power itself should take acc/tohit enh's, or their base chance of hitting/damage/etc needs to be upped significantly.

[/ QUOTE ]

It now has been stated. Positrons post makes it clearly a bug.


 

Posted

[ QUOTE ]
i could never figure this out. I dont think the system atkes the pet damage into account for the comabt screen at all. I've always just had to use the over head numbers

[/ QUOTE ]
One thing you can do to test exact numbers is grab a friend and head to the Arena, get your friend to tell you the exact numbers.

Does this bug affect powers granted by Equip Robot or is it just the 32 power that is bugged?


 

Posted

[ QUOTE ]

Does this bug affect powers granted by Equip Robot or is it just the 32 power that is bugged?

[/ QUOTE ]

It's all the upgrade powers, both the level 6 and level 32 versions, in all the MM powersets.


 

Posted

What would be helpful is if you could give MMs a level bump on test. Until we get the level 32 upgrades and slot the powers, we wont really be able to judge IMO.

I expect there will be plenty of 32+ Masterminds shortly.

I may be one of them. :-)


Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"

 

Posted

yeah right.
like anyone will actually admit to being too powerful in this nerf happy enviroment


 

Posted

Umm, is it in place yet? I'm not noticing much difference yet.

Red's still kill me dead before they even get to 50% health. So, god mode ain't enabled yet.

(BTW: Red's do that to my other characters too at about the same mark. So not expecting to be able to solo reds with minions - but that would indeed be god mode)