Masterminds and Twilight Grasp


Carnifax_NA

 

Posted

While playing in Mid's today, I noticed something about the healing radii of different powers, as shared by different archetypes.

Transfusion
Defender - 20
Controller - 20
Corrupter - 20

Healing Aura
Defender - 25
Controller - 25

Warmth
Controller - 25
Corrupter - 25
Mastermind -25

Nullify Pain
Corrupter - 25
Mastermind - 25

Radiant Aura
Defender - 20
Controller - 20
Corrupter - 20

Twilight Grasp
Defender - 20
Corrupter - 20
Mastermind - 10

Take note of the radius on the MM's Twilight Grasp, reduced to half of that of the others. Now, this might have been done because the MM gets pets and is a mini-team unto themselves, and the dev's wanted to give them a challenge. However, I found this not to be the case. With TG's "windup" time, I can usually just hit my pet's passive mode key-bind, and they all come rushing in to get the heal by the time it hits. I then immediately put them back into guard mode or set them back to attacking whatever.

The only real problem I find with this is healing other team members, as the MM usually has to be standing almost on top of the person for it to work.

I guess the point I'm trying to make is this: In order to fix this the dev's should give Masterminds powers to control the rest of our teammates like our pets.


Straff to the left!

 

Posted

Quote:
Originally Posted by LemmingOfEvil View Post
While playing in Mid's today, I noticed something about the healing radii of different powers, as shared by different archetypes.

Transfusion
Defender - 20
Controller - 20
Corrupter - 20

Healing Aura
Defender - 25
Controller - 25

Warmth
Controller - 25
Corrupter - 25
Mastermind -25

Nullify Pain
Corrupter - 25
Mastermind - 25

Radiant Aura
Defender - 20
Controller - 20
Corrupter - 20

Twilight Grasp
Defender - 20
Corrupter - 20
Mastermind - 10

Take note of the radius on the MM's Twilight Grasp, reduced to half of that of the others. Now, this might have been done because the MM gets pets and is a mini-team unto themselves, and the dev's wanted to give them a challenge. However, I found this not to be the case. With TG's "windup" time, I can usually just hit my pet's passive mode key-bind, and they all come rushing in to get the heal by the time it hits. I then immediately put them back into guard mode or set them back to attacking whatever.

The only real problem I find with this is healing other team members, as the MM usually has to be standing almost on top of the person for it to work.

I guess the point I'm trying to make is this: In order to fix this the dev's should give Masterminds powers to control the rest of our teammates like our pets.
You only need to be near them when you trigger the power (when the animation starts). It doesn't matter if they then wander off before the green number hits, it'll still hit them. Most PBAOEs work like this, if an enemy is in range when the power starts to animate then they'll be checked to hit even if they run out of range while it's animating.


 

Posted

Quote:
Originally Posted by LemmingOfEvil View Post
I guess the point I'm trying to make is this: In order to fix this the dev's should give Masterminds powers to control the rest of our teammates like our pets.
Yes, for the best of the team, check your will at the door and let the MM control.


Any and all spelling, grammar and logic errors are intentional so this post will blend seamlessly into the Internet
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Posted

Quote:
Originally Posted by Carnifax_NA View Post
You only need to be near them when you trigger the power (when the animation starts). It doesn't matter if they then wander off before the green number hits, it'll still hit them. Most PBAOEs work like this, if an enemy is in range when the power starts to animate then they'll be checked to hit even if they run out of range while it's animating.
That's not true with twilight grasp. The main power is actually a single target attack that does some debuffs. If it hits, that attack then spawns a pet at your location that does the AE heal. Because the pet does not spawn until the the attack finishes pets CAN wander out of it, especially with the small radius on the MM version. On my demon/dark MM my hyperactive little demonlings wander out of the heal area all the time after I have started to fire off TG.

This is the same thing that causes problems with transfusion in the kinetics set - in this case they are worse because the pet spawns at the enemies location and if the enemy dies before the pet can spawn, you get no pet and no heal. At least with TG you will always get a heal, even if you are only healing yourself.


Globals: @Midnight Mystique/@Magik13

 

Posted

I feel that when City of Villains was released, the developers were cautious about granting the MM too much healing-- particularly AoE healing. The addition of Pain and Thermal with their AoE heals affecting a full radius would appear to be a change in that initial policy.

However, Twilight Grasp is nearly twice as powerful as Warmth or Nullify Pain, so the skill's reduced radius might simply be due to the skill's potency.


 

Posted

Quote:
Originally Posted by JuliusSeizure View Post
I feel that when City of Villains was released, the developers were cautious about granting the MM too much healing-- particularly AoE healing. The addition of Pain and Thermal with their AoE heals affecting a full radius would appear to be a change in that initial policy.

However, Twilight Grasp is nearly twice as powerful as Warmth or Nullify Pain, so the skill's reduced radius might simply be due to the skill's potency.
I think it's pretty clear that the increased healing reflects the fact that the heal requires a to hit. Both transference and twilight grasp heal about the same - roughly twice that of the pbae heals in pain, thermal, radiation and empathy (all of which are roughly the same power) and both of them require to hit rolls (and thus require enemy targets before you can even use them) and so are harder to use than the other heals, which can be fired at any time and always work. So they both heal for more damage and include some amount of debuffs on the target to balance that factor.

I think your initial thought is the correct one - the dev's where unsure how powerful an MM with a AE heal would be, so they chose to neuter twilight grasp somewhat at first. Unfortunately, the dark miasma set is so good for an MM even with the reduced radius on TG that it is unlikely to ever be changed.


Globals: @Midnight Mystique/@Magik13