Consolidated Mastermind Issues and Problems thread
Have not read through every single comment in this thread but I would like to give my views on a possible change to the Force Field secondary. I regularly play a Bots/FF Mastermind and a long time ago I noticed how using Equip and Upgrade Robot on one targetted robot results in all of the robots receiving the buffs.
Sadly for Force Field powers like Deflection Shield and Insulation Shield this is not the case. When you use the two bubbles on one pet it respectively only applies to one pet. But that comes at a terrible cost during more challenging tasks such as Incarnate Trials, where it is vital to be able to keep up with the league.
What it basically boils down to is this; you upgrade your pets with the primary buffs, and then spend a rather long time individually buffing all of your six pets, and perhaps your Lore pet too. 7 pets, 14 clicks for bubbles, a very long time to actually set up, a burden to your team if they need to move quickly.
I suggest that for all types of secondary buffs (but more importantly the bubbles I speak of) should be changed so that one click for each bubble, bubbles all pets that you summon, given that they are all in range. Does anyone else agree? It would make the powerset more efficient in my opinion.
While it's true that this would be much more convenient for MMs ... you're quickly going to run into a problem when it comes to coding.
The upgrade powers for MMs are keyed, very specifically, to *YOUR* pets and only *YOUR* pets in very defined ways. Force Field bubbles however simply *CANNOT* be defined that "cleanly" and still work for all varieties of allies. It simply don't work like that ... unless you build in some sort of pseudo-pet summoning adjunct for Masterminds Only which just so happens to Bubble MM Pets within a certain PBAoE radius (say ... 40 ft?). However, because Force Field is a Secondary for MMs, there's no way to program this summoned psuedo-pet to buff ONLY your own pets ... as opposed to everyone's pets within range. And you'd have to figure out some way of tying the {Cannot be stacked from same caster} limitation into things so as to prevent a weird "double bubble" situation from occurring.
Got a new issue - if you take damage equal or greater than your current health, and you're not at full health, the damage doesn't have the chance to be split between your minions before you die.
Here's an example: Hit #1: Thorn shakes the very Earth with his Foot Stomp, dealing 339.81 points of smashing Damage to you. Your henchmen protect you from 339.82 damage. Hit #2: Thorn shakes the very Earth with his Foot Stomp, dealing 679.62 points of smashing Damage to you. The pets were not injured or separated from me, and "Hit #1" was a number I saw repeatedly up until the point which I died. |
While it's true that this would be much more convenient for MMs ... you're quickly going to run into a problem when it comes to coding.
The upgrade powers for MMs are keyed, very specifically, to *YOUR* pets and only *YOUR* pets in very defined ways. Force Field bubbles however simply *CANNOT* be defined that "cleanly" and still work for all varieties of allies. It simply don't work like that ... unless you build in some sort of pseudo-pet summoning adjunct for Masterminds Only which just so happens to Bubble MM Pets within a certain PBAoE radius (say ... 40 ft?). However, because Force Field is a Secondary for MMs, there's no way to program this summoned psuedo-pet to buff ONLY your own pets ... as opposed to everyone's pets within range. And you'd have to figure out some way of tying the {Cannot be stacked from same caster} limitation into things so as to prevent a weird "double bubble" situation from occurring. |
In other words, it might be that part of the reason the bubbles are so effective is that they are a hassle.
To add to your reasons, I've always also read that if the bubbles were to be changed to be AoE it's very possible that their effectiveness would be lowered. The bubbles would hit more targets in a single cast but wouldn't add nearly as much defense as they do now in much the same way as a single target heal heals more per target than an AoE heal.
In other words, it might be that part of the reason the bubbles are so effective is that they are a hassle. |
Many of the buffs work this way. Healing is the most obvious example but the individual bubbles provide more defense than Dispersion Bubble and so on. The single-target buffs are always more effective than the AoE buffs in some way even if it's just End cost or duration. This prevents buffs from being overpowered.
Imagine the AoE version of some of the T8 or T9 buffs like Adrenalin Boost...
"Comics, you're not a Mastermind...you're an Overlord!"
Don't know if this is just robot related.
Robot Pets during Lam Incarnate will aggro from aerial aoe attacks and refuse to respond to passive and follow me commands. Only after the pets have charged into fight the mobs will they then come back. This is during the Marauder battle phase. Sadly they either end up half or more being destroyed and the rest bring aggro back. Basically timing the summoning of the bots can be an issue. I have had bots charge that were hit during the summoning.
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
It's not just Robots ... Ninjas do it too (to far WORSE results).
I think the basic flaw with the "oh come on!" factor in the artillery bombardment in Lambda is that the attack is coded as NOTIFY ENEMIES: YES ... which then draws aggro onto the source of the attack (in this case, Marauder, as weird as that sounds).
All Black Scorpion would need to do is go into his spreadsheets ... find the NOTIFY ENEMIES field for the artillery bombardment attack in Lambda ... and change the field value from YES (or Always) into a NO. Problem solved.
S imple
E asy
E ffective
... not been done yet ...
Wonder if they could combine the bubble/shields. After all thiers no reason other the time sink investment of sillyness that prevents you from wanting to double shield everyone.
*translation*
What if the second Shield power was a passive add on to the orginal shield.
Whenever you would use Deflection shield the game would check to see if you have the other shield (or vice versa. A simple code could be put on the buffer, that once you take the 2nd shield power a code is turned to : ON mode) so that any time you used a shield power it would cast both shields at the same time (1 animation) on your target.
Suddenly your 12 casts of Shields/Bubbles turns into 6.
Kinda a middle ground between what we have currently and what some have suggested.
Main: Praetor Imperium Elec/SS/Mu
• Ninja Jounin need to have their ranged attacks (Poison Dart and Caltrops) "disabled" while they are in Hidden status. As matters stand, without direct player intervention to position them exactly where they NEED to be, Jounin will ALWAYS attack from Hidden status using their Poison Dart ... the most pathetically worthless damaging power they have, WASTING their automatic Critical Hit from Hidden status. -Redlynne
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Ninja Jounin need to have their ranged attacks (Poison Dart and Caltrops) set to not break their Hidden status.
Poison Dart's crit is pretty negligible and Caltrops can't crit so I can't see where a balance issue could arise.
Something I've noticed when I was testing pets this week.
Under Pet Details, melee attacks still show range of 5'. It should be 7'. It's very hard for me to tell if it's just a typo or not. At any rate, a typo should be fixed.
Having 7' reach is important as it improves cone attacks like Golden Dragonfly and Zombie's Vomits.
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.
I've been sitting and thinking about this since I'm not sure if it can be disabled that way. However, I think I may know of an easier fix that would retain the same goal:
Ninja Jounin need to have their ranged attacks (Poison Dart and Caltrops) set to not break their Hidden status. Poison Dart's crit is pretty negligible and Caltrops can't crit so I can't see where a balance issue could arise. |
One thing they can do for Poison Dart is making its DoT a fixed value rather than a "chance". If it's just a long DoT attack, then each tic should critical just like when Corruptor scores scourge with TT in Dark Blast.
This will be a good way to make sure Jounin doesn't have high front load damage with poison dart but in the mean time the critical damage isn't wasted with the initial lethal damage. An easy way is to make Poison Dart do dual damage lethal/toxic rather than lethal first and then toxic. TT in Dark Blast does smashing and negative.
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.
Thread should be stickied for dev use.
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Un-like anyone from the PS team to not post anything even if it's just to say they are lookin into the matter, and well do some testing. Or preheps they are not saying anything cause they don't know how to handle MMs at this point like PvP. >_>
I've often said don't add new without fixing the old. That's just how I feel I guess. v_v
@OP: Everything that I've experienced has been said already. The Arsonist running in and getting killed cause he run out of FFG AoE. His burn patch as well as the Assualt bot's causing massive fear unlike the player burn patches.
The massive problems with Paper Manga Ninjas and The underperforming "Special Forces."
Many of these sets I've put down after 15 levels. xD
I think the only issue I've noticed that doesn't seem to be described in the OP is one that will take a bit of careful explanation.
A trick I used to pull on large spawns with my necro/dark mm: at one time, I used to be able to put my pets on Defensive, then hide out of LOS to a mob, throw tarpatch under them through the LOS block, and wait for them to reach me as a string of small groups, rather than one large group. Now, the moment any enemy is affected by the tarpatch, my (Defensive) pets aggro. It's as if the pets are treating tarpatch as a fellow pet that is under attack.
Haven't tested this with my ninja/dark, probably should, to see if it's a general problem, or just a wonky synergy with necro. Would help if other non-necro/darks would test this.
Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas
Obviously, I don't care about NCSoft's forum rules, now.
Necromancy:
Bugs:
Lich:
Lich's Auto Resistance power says it provides S/L resistance, however the Lich Does not have any S/L resistance.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
For me it's command control. I would like to have MORE control over my pets, some efficancy, better micro-management. Stay means stay, hold that position and attack ONLY from range, focus on buff/debuffs/healing. Namely, more versatility. Too many times the pets I want to attack from range go into melee, and the ones I'd like in melee attack from range. The ability apply tactics to which pets use what type powers is what I'm looking for.
I'd like to see new commands something like:
Attack: Melee
Attack: Range
Buff/Debuff/Heal Commands
Oh, and for pets to NOT run FOR MILES when they take damage from.... Caltrops. It's stupid.
Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas
Obviously, I don't care about NCSoft's forum rules, now.
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.
Oh really? I thought Lich has S/L resistance? How do you know it's not always there?
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The second is to right click the Lich itself and look at it's combat attributes, more specifically the damage resistance.
I checked with all three upgrades, and the lich has the same resistance.
So the power description says it should have S/L resistance while everything else shows it doesn't.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
Mmm, interesting. I thought Lich has Psionic resistance like Zombies. Weird.
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.
Anyone else notice when you transition into a mission map or from a mission map back to the zone your henchmen will run in and out of the door like 3 times before finally settling down?
Hey all. Been a while since anyone posted here. Have any other issues cropped up with for I21 as far as the beta? Any issues fixed that anyone has noticed? Trying to keep this thread alive.
More importantly, have any issues been fixed?
Thanks for keeping it going Virusman!