Consolidated Mastermind Issues and Problems thread


Adeon Hawkwood

 

Posted

For Ninjas:
Caltrops and Rain of Fire should be able to last the entire length of the power duration as long as the pet survives, not just when an enemy dies.These powers can be wasted on a minion mob within a few seconds and causes a player to exit bodyguard mode to direct pets to attack the an enemy that will last the longest.

Bots:
The animation times for Battle Bots are the longest of all pets. Full Auto Laser takes a total of 6.33 seconds as well as flamethrower for Assault Bot which is also 6.33 seconds. Heavy Laser Burst is listed as 2 second activation time for Protector Bots, but 3.33 seconds for Battle Bots.

Demons:
None of Demon Prince's power have a recharge lower than 8 seconds, leaving him idling for a more than a few seconds even with both power upgrades. Reducing recharge time of at least Ice Blast will help him to have a smoother attack chain.

Reducing endurance costs for these power would help as well, since even with an endurance reduction IO he burns end faster than any other pet.


Lvl 50's: Twilight Projections-Dark/Psychic Defender- Justice,
Mad-Scientist -Bot/Poison MM- Freedom,
Ogun Ajala -Fire/Shield Scrapper - Virtue,
Make You Smile -Thugs/Dark - Virtue
Kyuji Warrior - Fire/Trick Arrow Corruptor - Virtue

 

Posted

Remove:
Enhancement and Invented Enhancement Bugs and Glitches

The Gaussians Chance for Buildup can be slotted into Thugs' Enforcers, but will not proc on their own Leadership powers (merely on initial summon) - Testing shows it does work (http://boards.cityofheroes.com/showthread.php?t=255581)

Add: General Archetype Bugs and Glitches
Some proc effects are listed incorrectly as Pet Healing Channel output, rather than as a more general Pet Channel. Please resolve.


 

Posted

Dark Miasma balance issues:

The fact that the radius of Twilight's Grasp is so small and many pets scatter all over the board when attacking (some melee, some ranged) makes this Power much less effective. Pets should have a simple Command toggle that can be set to Ranged, Melee or All. This will prevent Black Knights from spamming their ranged attacks while the Zombies close to range and so on.

On the topic of commands: As was mentioned before Stay should mean STAY.

The pet's response to virtually any form of location damage like Caltrops or Burn is insane. I believe tha degree of Fear caused by such attacks should be proportional to their damage. A maxed-out Burn patch can kill a pet so they SHOULD run but one layer of Caltrops should not cause them to try to flee despite being attacked.

In the ITF pets running around outside might run far outside of Supremacy range and then promptly die. Pets should NEVER leave Supremacy range unless told to do so by the MM or told to Stay and the MM moves away.

Give us some form of Radiation even if it means removing AM.

Considering how much time a typical MM spends in melee range of the enemy one or more Melee Secondaries might be considered.

Re-applying defenses from Force Field or Thermal can be very tedious. An MM with 6 pets might not want to buff the team he's on after buffing 6 Pets. Perhaps a mechanic like what is used on the Pet Empowerment powers could be used. What I mean is, buffing the team would have to be done individually as always but buffing the pets could be done once. Maybe with an AoE so stray pets are left out.


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

Updated the main post with all the latest issues (except for Comicsluvr's, who I will update tomorrow). Thanks for the help so far everyone! It's turning into.... quite the monster.


 

Posted

Quote:
Originally Posted by Neogumbercules View Post
Updated the main post with all the latest issues (except for Comicsluvr's, who I will update tomorrow). Thanks for the help so far everyone! It's turning into.... quite the monster.
General point, for the Detonator bug, when you did C&P you attributed it to Zamuel and not me. More importantly you might want to add at the start of that comment that it's about Detonator since that isn't clear in the list itself.


 

Posted

Hey Neo,

Please update my comment on Bots with this:
Bots:
The animation times for Robotics are the longest of all pets. Full Auto Laser for Battle Bots takes a total of 6.33 seconds as well as flamethrower for Assault Bot which is also 6.33 seconds. Heavy Laser Burst is listed as 2 second activation time for Protector Bots, but 3.33 seconds for Battle Bots, especially in the early levels, matching the Battle Bot animation time with protector bots will help early level DPS.


Lvl 50's: Twilight Projections-Dark/Psychic Defender- Justice,
Mad-Scientist -Bot/Poison MM- Freedom,
Ogun Ajala -Fire/Shield Scrapper - Virtue,
Make You Smile -Thugs/Dark - Virtue
Kyuji Warrior - Fire/Trick Arrow Corruptor - Virtue

 

Posted

Quote:
Originally Posted by Comicsluvr View Post
Dark Miasma balance issues:

The fact that the radius of Twilight's Grasp is so small and many pets scatter all over the board when attacking (some melee, some ranged) makes this Power much less effective. Pets should have a simple Command toggle that can be set to Ranged, Melee or All. This will prevent Black Knights from spamming their ranged attacks while the Zombies close to range and so on.
Just to note that TG is getting a radius upgrade come i20, to fall inline with TG from other ATs


http://www.scene-and-heard.com/cov/covsig.jpg

 

Posted

Quote:
Originally Posted by AzureHaze View Post
For Ninjas:
Caltrops and Rain of Fire should be able to last the entire length of the power duration as long as the pet survives, not just when an enemy dies.These powers can be wasted on a minion mob within a few seconds and causes a player to exit bodyguard mode to direct pets to attack the an enemy that will last the longest.

Bots:
The animation times for Battle Bots are the longest of all pets. Full Auto Laser takes a total of 6.33 seconds as well as flamethrower for Assault Bot which is also 6.33 seconds. Heavy Laser Burst is listed as 2 second activation time for Protector Bots, but 3.33 seconds for Battle Bots.

Demons:
None of Demon Prince's power have a recharge lower than 8 seconds, leaving him idling for a more than a few seconds even with both power upgrades. Reducing recharge time of at least Ice Blast will help him to have a smoother attack chain.

Reducing endurance costs for these power would help as well, since even with an endurance reduction IO he burns end faster than any other pet.

I actually don't mind the Full Auto Laser being so long. It keeps the little retards from charging into melee while screaming "KAMIKAZE!!!"

The flamethrower, yeah. That's gotta stop.


 

Posted

Quote:
Originally Posted by Neogumbercules View Post
Summoning any pet like Dark Servant or FFG after re-summoning a defeated and upgraded henchmen will automatically apply both pet upgrades to the fresh Henchmen. -Multiple users.
Just a note, the bolded part is irrelevant.

Perhaps it could be reworded as such:

Resummoning non-stackable pets (such as Dark Servent or Force Field Generator) before they expire and while Primary Powerset pets (which can be affected by the upgrades) have been upgraded, automatically applys both pet upgrades to all pets and pseudo-pets under the Mastermind's control.

Edit: I see I read that wrong. The bullet is correct; however it describes what you can do with the problem, not what is actually creating the problem or how it operates.


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

Quote:
Originally Posted by Computer View Post
Edit: I see I read that wrong. The bullet is correct; however it describes what you can do with the problem, not what is actually creating the problem or how it operates.
I'm trying to keep them succinct as possible by just listing the issues, with detailed explanations kept for discussion.



Quote:
Re-applying defenses from Force Field or Thermal can be very tedious. An MM with 6 pets might not want to buff the team he's on after buffing 6 Pets. Perhaps a mechanic like what is used on the Pet Empowerment powers could be used. What I mean is, buffing the team would have to be done individually as always but buffing the pets could be done once. Maybe with an AoE so stray pets are left out.
That's actually not a bad idea. MM's by nature are handling large quantities of critters at any one time. Between buffing henchmen and teammates, ST buffs like Thermal and FF every few minutes gets incredibly tedious. Adding a smallish AoE to the MM versions of the ST buffs would help to cut down on the tedium and help differentiate the MM secondaries from the Defender/Corr/Troller versions. Not a bad idea since all ATs are going to have access to powerful pets with MM style controls in i20.


 

Posted

Quote:
Originally Posted by Neogumbercules View Post
That's actually not a bad idea. MM's by nature are handling large quantities of critters at any one time. Between buffing henchmen and teammates, ST buffs like Thermal and FF every few minutes gets incredibly tedious. Adding a smallish AoE to the MM versions of the ST buffs would help to cut down on the tedium and help differentiate the MM secondaries from the Defender/Corr/Troller versions. Not a bad idea since all ATs are going to have access to powerful pets with MM style controls in i20.
Bad plan, unless it's optional (add in a Dual Pistols-style toggle?) since to do that they'd either have to increase the Endurance Cost (as per the AoE Upgrade powers now) or reduce the shield values.


 

Posted

Well they wouldn't have to.


 

Posted

Quote:
Originally Posted by Neogumbercules View Post
Adding a smallish AoE to the MM versions of the ST buffs would help to cut down on the tedium and help differentiate the MM secondaries from the Defender/Corr/Troller versions.
Putting a 10ft AoE onto the Mastermind versions would be adequate for MM pets that have settled down while in Follow mode.


It's the end. But the moment has been prepared for ...

 

Posted

Some sets can slot the recharge intensive auras and some can't.

Especially significant if you consider:

Ninjas and Mercs are considered the weakest primaries
Robotics is supposed to be the defense specialist, but Thugs get more due to the auras
It's among the few benefits mastermind primaries can receive from IO bonuses
The incarnate trials will demand far more survivability

Solutions:

* Let the sets be used by regular henchmen. It's already possible to slot them to recharge with sets and even the regular summon purple set.

* Add some sort of functionality to their buffs so that slotting the sets is sensible. Especially due to the powers Serum and Repair generally being considered useless. Examples include:
Adding a miniature robot swarm to repair
Making repair capable of a rez to further distinguish robotics as a defensive set
Letting weak recruit ninjas use the stealth of the ninja smoke bomb to spawn and assist their master
Serum not only adds a buff but equips a henchman with a gun drone
Add an enhancable buff to any of them (to justify the slotting of an offensive set)
Serum is a buff to the mind and body so the henchman gets a psionic drone


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

As I just found out completely by mistake and completely irritating:

Necromancy:

-Soul Extraction: It can go off non-necromancy entities with absolutely no effect but still prompting its cooldown. Case in point; Oil Slick. I had set it on fire, and by misclicking (well mouse has been funky lately, the click on me targetting a Grave Knight did not go through) and firing off Soul Extraction while still having the (now dead) Oil Slick targeted. It's a minor bug no doubt (in 50 levels I just encountered it today through user error), but it shows a lack of polish. Thankfully the pets from Traps don't stick around after expiring.


 

Posted

Add: General Archetype Bugs and Glitches

  • Currently, any "petsay <emote x>" issued in a bind will fail to parse correctly, and just output as speech by the henchmen. Macros are currently fine.


 

Posted

Dark Servant can't be renamed or controlled. I'd always considered this due to it being a secondary, but it is the only case of AT abilities (controller mag, domination) not applying to a secondary.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

Quote:
Originally Posted by ChaosExMachina View Post
Dark Servant can't be renamed or controlled. I'd always considered this due to it being a secondary, but it is the only case of AT abilities (controller mag, domination) not applying to a secondary.
Armor toggles (and Shield Charge) do not Critical.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Armor toggles (and Shield Charge) do not Critical.
I suspect they are technically incapable of it unless reimplemented. Fury can work. But those should be added to the list for Scrappers.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

Hi guys! Just wanted to let you know that I'm still monitoring the thread and will update it tomorrow (well, today I guess. Wow it's late.) Keep it coming.


 

Posted

Quote:
Originally Posted by Neogumbercules View Post
Hi guys! Just wanted to let you know that I'm still monitoring the thread and will update it tomorrow (well, today I guess. Wow it's late.) Keep it coming.
I speak on behalf of all MM's when I say: I love you Neo.


 

Posted

Totally agree with the issues about Demons endurance being utter garbage. I have a demon, necro and bot MM, and I have NEVER seen any of my bots of zombies run even under 75% end, unless hit by sappers, mu etc. Yet the demons, particularly the prince and hellfire demon and demonling, are soooo bad. If a pet needs an enhanced end red of 80%+ just to not flatline every fight that goes on for longer than 5 seconds, something is wrong. Maybe make the slotting of the MM's inherent fitness in some way extend to pets, giving a bit of regen and recovery?
A slotting issue: At level 50, my pets are slotted with 3 Nuc hamis each, 2 dual-stat IOs (in the case of the prince) and a Golgi hami and two +res/end red IOs for the tier 2 pets.
This should give numbers of around:
Acc - 95%
Dam - 95%
Resist dam - 30%
Heal - 35%
End red - 70ish%
However, when I hover over the power in the enhancement window, the Damage and resist portions are both at 70%. There is no way those numbers are adding up correctly. I thought maybe it was due to slotting the hamis...but the prince is slotted basically the same..and all values are correct. So I don’t know if the values are just displaying wrong, or I am losing 30% damage on my tier 2 pets..which is a big deal to me. Has anyone else seen a similar issue?

Poison. As people have stated, the debuff values are way too low. Especially for the to hit debuff in..whatever the power is, I forget. But considering it is a single target power that can MISS, having such a small value is just dumb. Oh and why I am at it..why is the to hit value for darkest night, on mms and corrs/fenders, so low? I admit, being infected with radiation sure would making something lose accuracy..but wouldn’t placing the target IN THE DARK...have at least a similar effect?
Agree with noxious gas being way to long of a rech. And having the values change depending on the pet its used for, is rather unfair. Some tier 3 pets just don’t melee, meaning you get lower values for using them on a tier 2. Case in point, the lich vs grave knights.
Also considering the set is called Poison..there really isn’t enough aoe, nasty icky bug catching effects. Just imagine if Radiation Infection suddenly changed to 'Infects a SINGLE target with deadly radiation etc etc.' the power is now orders of magnitude less use. How about give the poison debuffs a Chance for Infection? Similar to the contagious confusion proc. Each time it hits someone, it casts an aoe, possibly effecting mobs close by with the debuff, maybe in a slightly weakened way. This would go a huge distance to correcting the main issue I found when playing my poison MM...the lack of aoe debuffing and control. Granted, some primaries may be better suited.
Perhaps an Aura of pestilence power for the MM? A player centered debuff aura, small values, but something? Would be thematic and fun.


 

Posted

Quote:
Originally Posted by MisterD View Post
However, when I hover over the power in the enhancement window, the Damage and resist portions are both at 70%. There is no way those numbers are adding up correctly. I thought maybe it was due to slotting the hamis...but the prince is slotted basically the same..and all values are correct. So I don’t know if the values are just displaying wrong, or I am losing 30% damage on my tier 2 pets..which is a big deal to me. Has anyone else seen a similar issue?
Display bug only, the correct (undisplayed) values are the ones actually being used.


 

Posted

Oh, thank you. Good to hear that.
On another note..it is funny, and pretty pathetic, that I sent a petition about that issue, asking if it was a bug. And got a reply back saying due to how big CoH is, they cant test things. Also saying I should go to the forums and ask.
So basically..they cant be bothered finding out if things are bugs, and palm issues of to the people who actually seem to care about the game...us


 

Posted

Quote:
Originally Posted by Biowraith View Post
Display bug only, the correct (undisplayed) values are the ones actually being used.
I'm not sure I'm familiar or understand this particular issue you're discussing. Can you re-post it in quick bullet-point format for me to add?