Consolidated Mastermind Issues and Problems thread
Traps: Detonator This power needs to be rebalanced with consideration given to the amount of endurance now needed to cast it. The Upgrade powers now cost a lot more endurance. This is in addition to its other issues.
Suggestions
MM's Should get Munitions mastery.
Mercs Spec-Ops should lose their stealth and get Leadership: Assault.
Updated for the night. Thanks everybody.
Robotics, balance issue: Protector Bots potentially stack up to mag 14 AoE stun: 2x photon grenade, 8x photon seekers. That's on top of having two single-target heals and granting extremely high +def(all) to every pet and to the mastermind. I can't believe they've been this overpowered all this time without being nerfed, they're the single most overpowered power choice in the whole game.
Mercenaries, balance issue: Because it seldom lasts long enough to kill an Elite Boss or an Archvillain, Serum actually reduces the effectiveness of the target you cast it on - once the duration runs out, it zeroes out the minion's endurance, dropping that one minion's DPS to zero for the rest of the fight. At a bare minimum, it needs its duration increased by at least 50%, preferably doubled, or else it needs the endurance crash removed.
Poison, bug: Noxious Gas doesn't display the Real Numbers values for the pseudo-pet it creates, making the Real Numbers info display for the power completely useless.
Poison, balance issue: Poison relies very heavily on single-target debuffs, Envenom and Weaken, despite the fact that the only times in the entire game that you ever fight a single target for very long, that target has 85% debuff resistance. Some percentage of the Envenom and Weaken debuffs needs to bypass debuff resistance.
(And yes, I agree that Poison Trap is the single most useless attack in the entire game. The bare minimum suggestion I'd make for it would be to halve the casting and interrupt time, make it auto-hit, eliminate the sleep component, and give it endurance drain values consistent with other long-recharge AoE endurance drain attacks, say around -40% endurance and -100% recovery unenhanced.)
Mercenaries, balance issue: Because it seldom lasts long enough to kill an Elite Boss or an Archvillain, Serum actually reduces the effectiveness of the target you cast it on - once the duration runs out, it zeroes out the minion's endurance, dropping that one minion's DPS to zero for the rest of the fight. At a bare minimum, it needs its duration increased by at least 50%, preferably doubled, or else it needs the endurance crash removed. |
Poison, bug: Noxious Gas doesn't display the Real Numbers values for the pseudo-pet it creates, making the Real Numbers info display for the power completely useless. |
Poison, balance issue: Poison relies very heavily on single-target debuffs, Envenom and Weaken, despite the fact that the only times in the entire game that you ever fight a single target for very long, that target has 85% debuff resistance. Some percentage of the Envenom and Weaken debuffs needs to bypass debuff resistance. |
Robotics, balance issue: Protector Bots potentially stack up to mag 14 AoE stun: 2x photon grenade, 8x photon seekers. That's on top of having two single-target heals and granting extremely high +def(all) to every pet and to the mastermind. I can't believe they've been this overpowered all this time without being nerfed, they're the single most overpowered power choice in the whole game.
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As for the Heal/Defense combo. Yeah it's good but it's also balanced by the fact that Protector Bots have fewer attacks than the other T2 Minions (meaning less damage).
If you want to complain about something in Robotics being overpowered my recommendation would be the Assault Bot's incendiary Missiles.
"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton
-Lord Azazel
Post has been updated.
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?
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But the two different values are modeled in the system by the same type of effect - there is no real difference between the two, resist damage is really just a negative modifier to the enemies damage. So, when it comes time to display damage and resists at the same time, the system simply adds them all up, and applies ED to the grand total (in this case, the ED cap of resist is used since it is lower.)
Instead of
60% resist ED = 56% resist
and
110% damage ED = 96% damage
we instead get
60% + 110% = 170% ED = 70%
And that 70% displays for both damage and resist.
The correct values are used by the pet's powers, but the display sticks them together.
Bascially it's the same issue as exploiting hamis to get bonus effects in powers, only this is just display and doesn't actually give you any bonuses.
Robotics, balance issue: Protector Bots potentially stack up to mag 14 AoE stun: 2x photon grenade, 8x photon seekers. That's on top of having two single-target heals and granting extremely high +def(all) to every pet and to the mastermind. I can't believe they've been this overpowered all this time without being nerfed, they're the single most overpowered power choice in the whole game.
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2. 'Potential' mag 14 stun that can happen basically never because it would require the powers to be coordinated (and I've never encountered that many seekers). I get more stun by howling twilight.
3. Single target heals that are long to charge and again not coordinated.
A game is not supposed to be some kind of... place where people enjoy themselves!
Suggestion: Give MM's a power or slash command that places an immobilize effect on their own pets. Maybe the AI can't be fixed easily, but it doesn't matter what the AI wants to do if the AI is powerless to do it anyway.
Imagine if they just gave us a temp power where you just tap the button and all of a sudden each of your pets is struck by a 1000 magnitude immobilize (as if an enemy had cast an AOE immobilize on them, only stronger). I don't know how hard that would be to rig up, but it seems like it would be just the same as any of the other temp powers we've been getting lately. Of course, we'd also need a power that undoes it.
Under Suggestion and Idea:
At the moment the MM can move through their own pets without collision. Their team-mates however get bumbed around by any pet. In larger groups or in smaller spaces this gets very annoying.
2 possible solutions:
1. Make pets non collision type for team members only.
2. Make collision between pets and PCs favor PC instead of pet.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Suggestion: Give MM's a power or slash command that places an immobilize effect on their own pets. Maybe the AI can't be fixed easily, but it doesn't matter what the AI wants to do if the AI is powerless to do it anyway.
Imagine if they just gave us a temp power where you just tap the button and all of a sudden each of your pets is struck by a 1000 magnitude immobilize (as if an enemy had cast an AOE immobilize on them, only stronger). I don't know how hard that would be to rig up, but it seems like it would be just the same as any of the other temp powers we've been getting lately. Of course, we'd also need a power that undoes it. |
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Regarding Poison Trap, Wonderslug said the following in the recent Poison Trap thread:
Poison Trap applies an initial sleep, then creates a gas cloud that attempts to apply an unenhanceable 4-second hold and an enhanceable 10% end drain once per second. The catch? They each have a 2% chance to occur. That means that any given target, provided it stays in the cloud for the entire duration, has a 54.5% chance (0.98^30) of never getting hit by a hold, and a 54.5% chance of never getting hit by an end drain. In fact there's a nearly 30% chance that the cloud will do nothing at all whatsoever to any single target, again assuming it remains in the cloud for the entire duration. It is easily the most worthless power in the game, because while plenty of powers are weak, and plenty of powers have effects that are considered not beneficial or hyper situational, (Poison) Poison Trap is the only one I can think of with a nearly 1/3 chance to literally contribute nothing at all to things it hits. |
This is a great idea for a thread by the way. With a new Powers person I think having a list like this will be great for Masterminds and would be very smart for all the AT's to have.
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.
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Or give it to them anyway and rely on the players to be intelligent enough to not use it when they want their minions to attack.
Not sure if I mentioned it in my last post here but..
The life drain of necros really should be adjusted somehow, so they dont fire it off as a leading attack, and then have no heal ready when they need it. Think someone else mentioned it, but its very annoying.
Another thing Id like to see changed a bit...the aoe pet upgrades. Now, I LOVE this on my bot mm. Because my bots basically never ever die. But on my necros, when zombies basically stub a toe and die, it really sucks spending 50+ end, just to get one or two pets back and upgraded. Give us an option to apply single upgrades. Maybe some mechanic like the end cost varies with how many pets are hit/effected by the aoe.
This is how the aoe upgraded should have been done in the first place
Thanks for keeping it alive everyone. Post updated!
Regarding MM's and leadership values...dont forget that Supremacy is giving a 25% damage and 10% to hit bonus...that is a big deal in itself. Add in leadership Tactics doing 11% to hit (slotted) and Assault at 11% damage, thats 36 and 22 respectively. Given that on my 3 MMs, all with tactics, I hardly ever see any pets miss, whats the need for higher values? Maybe a bigger hit from maneuvers, around 8% slotted. Defence is much preferable to resist when it comes to pets surviving I feel.
Oh and why Im on it..lets give Maneuvers some def debuff res, maybe even slow res to. Nothing huge, a weaker Grant Cover perhaps. I know from playing a softcapped Bane..when that quicksand goes down, your toast.
The presence pool, just an idea, but....why not give MM secondarys a small, low mag taunt effect? Werent MMs going to be the redside 'tanks' anyway? If so, that would make sense. And it really makes sense that a baddie is going to focus on the person debuffing him to hell, instead of some -4 combat level zombie. This might invalidate the presence pool though..maybe someone with more experience of it can comment.
I like that hold the ground idea. I really want a stay command that means stay. And there would be no need to revamp the whole pets system. It would be just one additional command
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I'm a bit suprised nobody have asked for changes to bodyguard yet. As it is bodyguard can be acticated by pets being in defensive follow. However, especially with single-target pets like Ninja, this means they hardly stay attacking one enemy and do not consolidate their attention on 1 mob unless directed to do so, breaking bodyguard.
I would like to see Bodyguard extended to defensive stay, so that if the MM wants to grab aggro and not get their pets blasted by an aoe, they can do so. I would also like to see bodyguard extended to defensive attack, allowing us to concentrate our pets firepower on 1 target without risking death.
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
Also, how about giving us female pets? I have to see this game is VERY male-centered and there are quite a number of female (and likely male) characters that would like to have a female pet option or a new female mm primary.
Please Devs, many of us have been playing for years. I hope you take our suggestions into consideration. A post from one of you would go great lengths to showing you would like to implement some of the changes we are suggesting.
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
Suggestion for Epic stuff:
Give tier 1 henchmen for high level MM's an abnormally high HP for their level, and perhaps balance it by giving them less damage. It gets tiresome resummoning all the the time if every boss AOE is going to wipe out your entire first tier of pets.