Revisiting the AoE Upgrade


Aluminum_Dave

 

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Originally Posted by Obscure Blade View Post
I do like the idea of the upgrades being changed to something like Repel, and using endurance according to how many targets they upgrade. Given that it would also have to check the target to see if it is upgraded or not instead of just hitting everything in range like a normal power might make it hard to implement though.
I'm not a fan of this idea. In particular, the only current way to implement it would be "Self: -X Endurance", just like Repel. And that would mean you can't reduce the cost of the upgrade using enhancements. (And then what can you slot in the upgrade power?)


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I really like the new changes with the MMs. The pets zoning with you along with the AoE buffs is nice; however, it could always be 'better'.

I'd like to see that change to where the endurance cost is based off of how many of your pets are getting buffed/upgraded.

If not that, I wouldn't be opposed to having 2 separate powers: 1 being a single-target upgrade/buff and the other the AoE upgrade/buff. Although saying that, if they do that, they'd have to make the upgrade powers have a really fast recharge time. Having 2 "extra" powers...no extra enhancement slots to go around....so...*shrugs* something to think about.


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Originally Posted by Energizing_Ion View Post
I really like the new changes with the MMs. The pets zoning with you along with the AoE buffs is nice; however, it could always be 'better'.

I'd like to see that change to where the endurance cost is based off of how many of your pets are getting buffed/upgraded.

If not that, I wouldn't be opposed to having 2 separate powers: 1 being a single-target upgrade/buff and the other the AoE upgrade/buff. Although saying that, if they do that, they'd have to make the upgrade powers have a really fast recharge time. Having 2 "extra" powers...no extra enhancement slots to go around....so...*shrugs* something to think about.
Ironically I ended up creating a pet dismiss bind which I use before entering every mission. That way I don't have to worry about my henchmen going "Wee! an elevator! Let's ride it up and down all day!"


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Posted

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Originally Posted by Necrotron_RO View Post
That was just an example. The fact remains that even 3 slotted with end reduce SOs the cost to resummon if one pet falls is roughly 68 END. I am almost never summoning more than one or two pets, and this is what it costs. I have the same issues with a level 32 Ninja/Traps and a level 40 Thugs/Pain. I know how to reduce my end costs as low as possible, but it can only be reduced so far.

I might just have to get used to it, but I'm just seeing if others feel similarly to myself regarding the upgrades.

I never disputed your facts. You gave an example of the issue and I offered my 2 cents to help.

Most AT's use more end offensively in their attacks than defensively in their mitigation/armor. MM pets are 80%(give or take) of our attacks. By that logic we should be using a large portion of our end in the summoning of pets. MM end use is just front-loaded as opposed to being spread out over time.


Also, to say it again, I kinda like the idea but don't think it would be the wisest thing to do for the long run of the AT. You are asking for opinions. Please don't take it personally if some don't mesh with yours.


 

Posted

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Originally Posted by Madam_Enigma View Post
Ironically I ended up creating a pet dismiss bind which I use before entering every mission. That way I don't have to worry about my henchmen going "Wee! an elevator! Let's ride it up and down all day!"
Fixed in I 17 I think.


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Posted

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Originally Posted by Aluminum_Dave View Post
I never disputed your facts. You gave an example of the issue and I offered my 2 cents to help.

Also, to say it again, I kinda like the idea but don't think it would be the wisest thing to do for the long run of the AT. You are asking for opinions. Please don't take it personally if some don't mesh with yours.
No worries, brother.

I was just trying to see if there was support for rehashing and providing a single target upgrade power for MM's again, rather than trying to fix my one character's enduance issues. Thanks for the tips though, it didn't offend me. I just didn't want it to become the issue.


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Posted

How about if they implemented 2 upgrades for both tiers? One single target and the other AoE. It could still just be a single power pick, but you get access to both of them.


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I'd love that idea... but sadly they probably wont use it.


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Posted

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Originally Posted by Necrotron_RO View Post
So, this has been bugging me ever since I started replaying Masterminds since they changed them.

I understand it reduces setup time by a good deal to have the Equip and Upgrade powers AoE, but they're just so endurance expensive now. It makes playing pets like Ninjas pretty darn frustrating because when you lose one teir one pet, which happens every fight, you have to spend nearly your entire endurance bar to resummon and re-upgrade.

Now, I'm sure people land on both sides of the fence here. People like the new AoE upgrades. I personally prefered the old single target upgrade, since you could easily resummon a tier 1 pet and reequip, without having to rest. It makes playing a MM tedious for me because I'm constantly spending my entire endurance bar resummoning one pet.

But what if we reintroduced the power, by allowing you to have a choice between the old and the new equip, or perhaps even granting the ability to do either?
There is this little thing called endurance reduction enhancements. Lrn2SlotEndReduceIos.


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Posted

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Originally Posted by Zombie Man View Post
How about slotting the upgrades for EndRedux and making this all a moot point?
This kind of thinking started wars and made people cry about unicorns.

or its the best idea this thread has.....hard to say. I mean convoluted ideas on how to accomplish the same job is much more interesting


 

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I'm not complaining about endurance troubles. I'm attempting to make an arguement that the casual player has to pay at least 68 Endurance to resummon and rebuff one pet, when slotted for max Endurance Reduction, which can die at often as every spawn. If not slotted for Endurance Reduction, the cost is 110 Endurance.

This cost is the exact same regardless if all their pets die or one of their pets. I'm making the arguement that while it functions within game balance limits, it would be more 'fun' to the average player if the cost was reduced for losing and resummoning one pet. I used the basis that this was previously the case prior to the AoE upgrade change as precedent of this prior being the case.

It used to be simple to resummon one pet if it fell in combat. Now, it costs at least over 2/3 of your endurance and likely on average 3/4. I was proposing ideas to make fix this situation, so that the cost reflects the action (e.g. upgrading one pet does not cost the same as upgrading 6). I understand the changes have made some things a 'buff' (e.g. being able to resummon all six pets and rebuff them quickly). I am simply making an arguement that when this isn't the case, and only one pet needs to be resummoned (which on some sets such as Ninjas is often every spawn), it is tedious to have to use 3/4 of your endurance each fight. Of course, they can rest, consume blues after each fight, or do a number of things. Are Masterminds gimped? No. It would simply be a wonderful quality of life change.


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