Who else HATES masterminds?
KB happens. Its still a fact that Bots/Traps is a damned good combo. Yes, Brute players I've teamed with have whined in the past about the KB.
If there was an option, I'd turn it off. You think we *want* the mobs being knocked out of the ohgodarghitburns pools of fire that are Incendiarry missiles? Or away from the carefully placed Trip Mines?
When in doubt, run ahead. The team will either catch up to you, or pick up your corpse en route.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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I wish there was an Anti-KB IO that I could slot in my bots to make them all knockup/down instead of knock away. However, when I don't need stuff flying around, you just use control. As said above, if you want chaos, and mobs flying every direction including up, I can handle that. If not, I can handle that also. MMs can do both.
Or you can always concentrate fire on particular enemies, defeating them quickly, and thus not having to worry about where they get knocked back, since nobody will need to chase after them anymore. Bonus points if they're not targeted by the melee players.
In your case, I don't imagine it'd be the best idea in the world to take on an entire room at once, and I guess I haven't read all the posts in this thread to prove that you're doing such a thing. My point is, a team should focus on one specific group at a time.
Then you are blaming MM's for the stupid amounts of knockback they have, which implies that your build or style of play will rely on team-mitigation, because you can't maintain a group for yourself due to MM knockback? Either you're playing with very bad team-mates, or you don't understand how a brute and an mm work together.
However, my post isn't based too well on knowledge, just assumptions, so I'll probably edit this when I read more.
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Put 8 masterminds or corruptors together and you have enough bubbles and buffs and heals to make there be absolutely no need for tanking whatsoever, throw in a couple trick arrow users or dark blast users or a couple doms and you solve all your crowd control problems.[/QUOTE]
This is like playing an eight person team of all, various, Defenders Blueside. No huge DPS but the OP4 still goes down in a hurry with no faceplants. Hell a team member's health will seldom fall below 75%.
Now make it a half Defender and half Controller group. Well, I almost pity those poor villians.
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[ QUOTE ] [ QUOTE ] [ QUOTE ] [ QUOTE ] The OP hates MMs. Because only MMs have knocback in CoV. Oh, wait... [/ QUOTE ] Additionally, ALL MMs have knockback. [/ QUOTE ] Darn them crazy knock-backin' zombies. I think the Lich is the worst offender. Off with his head! [/ QUOTE ] I most sincerely doubt he'd notice. I mean, he's already dead. That'd just mildly inconvenience him, at best! [/ QUOTE ] Plus it can add to any Fear effects, kinda like an extra slot for the power [/ QUOTE ] It is hard to aim your fear attack when head os rolling on the ground. This is why I play Bots...metal necks help to deter decapitation. Sure knockback can be a problem, but that is what Detonate is for. |
My main is a Human Only PB, so I know all about KB grief. It's easy enough to control once you get a bit of experience, but it still bothers me that I have to.
Knockback looks so cool and is *soooooooo* comicbooky it should be welcome in the game, not something that just about everybody despises. Soloing I find it pretty useful - minions knocked away on their A$$es aren't attacking me. Even so, I sometimes get aggravated that I have to chase my own foes like a soccer ball.
KB should have some sort of extra benefit to make it more desireable or at least accepted on teams. The best thing is would extra damage, IMO. KB into walls/objects causes a bit of extra damage. KB off of cliffs causes falling damage...
Something!
I don,t invite or enjoy teaming with masterminds simply because
you are more likely to encounter bad players than good ones.
I know good mm players exist but I have not met one of these fabled creatures.**
**Outside the RO network.
When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...
BEHOLD THE POWER OF CHEESE!
Hmmm... That may bug me but quit the game... Umm NO
I'm Havok Charge, pay no attention to the "Mr. Gangstar" I was young.
let's see, we have people not wanting to be teamed with people without specific badges, then there are those that look at others' build and not team if they don't pick specific powers. now it's down to ATs... what's next, not team with anyone not wearing armor costume pieces?
Its kind of sad that a lot of Masterminds are rank amatures, and give the good ones a bad name. I run a Bots/FF mastermind, which at times can be annoying and chaotic to control, but well worth it. I also love teaming with that said mastermind, as she's tough enough to tank most spawns and asborb alpha strikes, but also dish out some mean AOE damage.
Masterminds are probably the most difficult AT in the game to work right. This is because you have to herd 6 unruly henchmen who at times will decide its fun to be stupid, and on top of that you need to make those henchmen "play nice" with the 7 other unruly player characters on your team. If anything, a mastermind will add lots of CHAOS to a fight, but this can be good chaos if used properly.
Rather than dwell on the negative, here's a list (in my opinion) of what masterminds can do to make a team rule, and SHOULD be doing.
1- Masterminds should be absorbing alpha strikes if possible. When you have 30%ish defense, and 80% resistance spread out over 6 henchmen, the electric armor brute shouldn't be taking it on the chin
2- Masterminds should be getting 'soft' aggro from many targets after the fight starts. This may not be as useful to the OP (a brute), but is a true god send for a stalker, corruptor, or dominator. Or think of it this way: would you rather you get hit by a Dark Ring Mistress'/Malta Sapper's mega debuff, or have one of my drones take the fall on that?
3-Masterminds should be buffing/debuffing/healing. People, if you run into a */forceFields mastermind and they're not sharing the bubbling love, they have no business being on a team. Masterminds have secondaries that are almost on the same level as corruptors, and should be using them. Besides, not like they got anything better to do while the henchmen are blasting everything...
4-Masterminds should be keeping their pets on a leesh. This one can be tougher to do than you might think, given even a ranged pet has the tendancy to want to run up and bash something, or go chasing after a fleeing enemy. Fortunately, players can move mastermind pets aside like they were beach balls if they start to get in the way.
5-Masterminds should understand that their pets are expendable, but players are not. If you lose a couple of drones and an assault bot, whoopty doo they can be resummoned and reequiped inside of 10 seconds. A player going down won't be up nearly as fast usually, and will incure debt. Again, this goes back to number 3- : with my play style, players get bubbles first, then the bots.
6- Finally, masterminds should understand their role, and how it relates to a team. Depending on builds, masterminds can be part tank, part DPS, or part 'healer'. Sound familiar, people who've played WOW? That's right: a paladin. Masterminds are COV's version of the "plate healer", the tough to kill character that can provide debuffs, heals, and buffs to your team even when things get rough, and still dish out damage.
So TLDR version: if a mastermind isn't doing something productive to keep your team alive, or make your life better in some way, he's not doing his job right.
The truth is the solution from an equation of lies. ~Maileah Kirel
I recently came back to CoH/CoV and saw two of my friends doing missions. They were on a Brute and a Corruptor. I asked if I could join with my MM. They said sure. I apologized in advance to the the Brute because of the bots knock back. I put bubbles on them both and the Brute turned the lead over to me. We were doing the Corrupter's missions because he was 48 and we were both 46.
When the mission was over, their only comment was 'We need to turn up the misssion difficulty!'.
Yeah this is what I do too.
No one is more annoyed by my bots' KB than I am. |
I've played both sides of this debate, and I must say, even the most controlling of MM can't tell their pets which attacks to churn out. I agree with the OP, much more often than not you have a terrible player at the helm of a MM. And yes, I am also willing to say it is the brute's job to handle the agro, because without the agro centered around something you reduce the effectiveness of attacks. Solo, KB is useful. In a group, it is counterproductive if the team is of sufficient make (if they aren't its time to find another team!)
P.S. Too lazy to go back and change things, when I said terrible player, I meant someone who doesn't know how to manage the MM for teaming, making it terrible. Not necessarily a terrible player.
No one is more annoyed by my bots' KB than I am.