Control fluffing
Mind control pets can zone with summoner. When I made the rule I wasn't thinking that Issue 16 would allow pets to zone with the player. So yes, Malta Operative in Atlas Park. The new rule now is mind control sets can not summon pets, if a mind control pet is defeated that pet is gone forever.
Unrelated, but I think a Mastermind should be able to pick a power the pet uses. I also would like to see some sort of tactics commands for Masterminds. Not just what we have now, but things the pets should do; like setting the protector bot to heal the other bots when they are at 27% health up until they are at 81% health, healing in order of lowest health. Or switching automatically to aggressive as soon as the Mastermind attacks an enemy. Masterminds would get 3 Tactical command clicks.
If it ain't broke set it on fire, then say it was a fault in the design.
Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server
We've already been told straight from the devs that if controllers were given *any* control over the pet, the pet would be nerfed *hard.* The reason Masterminds have that degree of control is that the pets are the reason for being for the MM. They *are* its offense and a good part of its defense.
As far as MM controls - learn to use and love the binds. Visit the MM forums and find out what they can *already* do.
We've already been told straight from the devs that if controllers were given *any* control over the pet, the pet would be nerfed *hard.* The reason Masterminds have that degree of control is that the pets are the reason for being for the MM. They *are* its offense and a good part of its defense.
As far as MM controls - learn to use and love the binds. Visit the MM forums and find out what they can *already* do. |
-Control pets can't be affected: buffed, debuffed, healed, nor attacked; i.e no more SBed Fire Imps.
-When status effects: sleep, hold, disorientate, and fear is casted on the summoner, the pet can no longer take action.
-All damage caused by the pet causes the Foe to be agroed to the summoner. Pet powers use the summoner's endurance.
-Pets are always passive until commanded to take action.
Maybe you should take into account both parts of the suggestion before making display of your opinion.
As for MM pets. They can't be told to use a certain power. They can't be set to take a specific action due to a certain events. Only thing you got me on for usage of binds is the pet attacking when the MM attacks.
If it ain't broke set it on fire, then say it was a fault in the design.
Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server
As for MM pets. They can't be told to use a certain power. They can't be set to take a specific action due to a certain events. Only thing you got me on for usage of binds is the pet attacking when the MM attacks.
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Of course, it seems you chose to ignore the other portion I pointed out as well - pets (outside of Illusion) are not the focus of controllers. Control and (de)buffing is. Therefore - no MM controls.
Frankly, as far as Mind control - Mind doesn't need a "pet," controlled or not. It's already an exceptionally strong set. And your various changes (only 3 controlled "pets," versus what I can do with MC and Confuse now?) just don't fly.
Hmm. Just noticed this bit:
Enemy players 20% chance of becoming a pet for 15 seconds. |
In summary:
- Hands off Mind.
- No removing control from another user.
- Controllers will not, per the devs, have MM controls.
- Go visit the MM forums, browse through, learn just how much control you REALLY get using binds. It's quite a bit more than you seem aware of.
No. Seriously. I like my pets to be nigh mindless, instinct driven elemental monstrosities.
Also, your idea would make Phantom Army pretty silly. My Illusion/Storm Controller would be quite pissed if you took away the ability to tank using the summons. Hell, my Fire Control users wouldn't be too happy, they depend on the Fire Imps to take a fair amount of damage away from them.
Not to mention, my Mind Controller would just find a mission with an EB without PToD, set Confuse to auto, and go away for an hour, then come back with an Elite Boss class henchmen (in your face Shivan Shard!). Yeah, I don't see that as being silly at all (that was sarcasm, in case you didn't notice).
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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This idea was built around a faulty premise; Controllers and MMs use pets in the same way.
This isn't the case, and by what I've read in the replies, it's been pretty torn to pieces.

If my Phantom Army had to be controlled manually, and it and my Phantasm drew agro to me.. I would drop my Ill/Kin 'troller.
And possibly the game.
All points of views can be disregarded.
Control pets are the manifestation of the controller's power, so thematically the pets with exception of mind control having conciousness doesn't make sence. To make sence once a control type summons a pet; they should gain commands similar to Masterminds, except there would be some differences. Control pets can't attack automatically, so only commands a control pet can have are Attack target, Attack Group, and Go to Location. I would suggest control pets could be told to use individual powers, but that's most obviously going too far.
Although this set would cause draw backs to control sets as the pets would have to kept being told what to do, if they are attacked they won't attack back, they'll always argo Foes to the summoner, the pet's powers are powered by the summoner's endurance, and if the summoner is mezed the pets can't be told to attack. There are some benefits to it as well, pets won't go running off to argo a group that was a little too close, pets can't be mezed, pets can't be injured, and pets could be told to attack a high priority target.
Mind control the petless control set. Causes some wonder as to why a mind control set isn't able to occasionally fuse their mind with their hosts mind taking it over completely. 20% chance of confused minion becoming a pet, 10% chance of a confused lieutenant becoming a pet, 5% chance of a confused boss becoming a pet, and 1% chance of a elite boss becoming a pet; when AV protection is active the elite boss is a Foe until the AV protection is disabled making it a double edge sword. Enemy players 20% chance of becoming a pet for 15 seconds.
If a confusion results in a pet, the mind control pet can be healed, recieve buffs and be attacked by enemy players and/or combat NPCs. Since the mind control has taken over the Foe's mind; the Foe would no longer have a concious, so would have to be controlled the same way as other control set's pets from the previous section.
Mind control pets are temporary and will be disable upon zoning. No Malta in Atlas Park. And mind control sets can only take over 3 minds at time, if a confusion result in a pet over the limit the control of one of the pets is dropped and they become a Foe. People may ask, "But Force Encephalon what about NPCs and players with buffs?". Well the commands won't exactly be the same as other control sets instead they would get affect commands; Affect Target, Affect Group, and Go To Location. Mind control pets with no buffs that try to affect friends gets a 'CAN NOT BE AFFECTED' display.
A player who don't want to drop certain pets will have to refrain from using confusion powers dropping their controlling abilities significantly.
Although I figure this will never happen, it is still something I would like to see. It would be a challenge to use, but the challenges could be overcomed as the player increases their abilities.
If it ain't broke set it on fire, then say it was a fault in the design.
Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server