The new Mastermind


Atago

 

Posted

Masterminds could be cool, 'could' cause i finde that the possibilities of the 'Army of One' Idea are unexhausted. That results in balancing-problems and limited tactical options.I know from other Games that it is possible to do so much more with Pets, seeing that the Pets of the only real Petclass in my favourite Game are so restricted makes me sad.
ATM Defensive/Follow is the only mode that gives the MM advantages, so you're forced to play the tank for your pets and other Playstyles are penalized. Sure you can command your Pet to go there or to wait here, wow. The following suggestions are supposed to give the aggressive and passive mode more sense, bypass the problems of the pet-ai and make this class more interesting, rounded and logical.

Part 1
1. Raise the HP and the Resistance of the Pets(exact amount has to be tested)
2. Add a taunt-Aura to the Tier 3 Pet and a taunt aspect to its attacks(maybe as Togglebutton, like the Ammotoggles in Pistols, so you can turn it off if you play in a team). Or add a special command to the standard-commands of the MM->Pet Taunt: Commands the targeted Pet to taunt/provoke the Enemies in his vicinity to attack him

For what these changes? As base for the following:

Stances:
Aggressive/Attackmode - No changes, Pets attack
->MM plays as pure supporter and keeps them with Buffs/Heals, Debuffs alive. The whole damage comes from the Pets. The above changes help to support this playstyle. Pets are no more oneshotted so a good player has the chance to direct them and keep them alive.

Defensive/Bodyguardmode - Pets get a Def-and Resdebuff(so they end ~with the stats they have atm), Pet-Taunt is supressed, Pets assist the MM they do not target the NPCs but the MM and attack his target, Damage is shared as now
->Pets and MMs attack together, the MM tanks for his Pets and they support him with Buffs, Heals and Damage, Damage comes from Pets and MM together

Passive/Watchmode - Pets get a Def-and Resdebuff(so they end ~with the stats they have atm), Pet-Taunt is supressed, Pets use only defensive Powers such as Buffs and Heals, MM gets a Damageboost while in this mode, Damage is shared
->MM stands alone in the frontline, he tanks and makes all the Damage, Pets support him with Buffs and uses their Healpowers if they take Damage

Additional suggestions:
Make the Petpowers selectable, like in other games. A simple right mouse button menu if you click on the pet in the Petmenu where you can select/deselect them. With that the MM is able to define the playstyle of the different pets

Follow/Stay-If the Pets get the Stay-Command the get immobilized, staying as the command says, thy will still use their attacks if they are in range. If they get the Follow-Command they stay at the MM(MM is the mark to move, and they get rooted if they are close to the MM) and only move if the MM moves




I think, this all together would give the MMs a much more tactical note, like an 'Army-Commander' should have. I know that some of the Points need a bit of fine-tuning to make them work properly. I don't expect that all of you like my ideas or find the changes necessary and. My only hope is that if the Devs decide one day to take a look at MMs the one or another Idea will help them.








P.S.
OK, you already know this: Some sets should be reworked. It can not be that some Primaries underperform compared to others, no matter which secondary you choose. Don't forget the balancing of things that are already IG over creating all the new content. Poison is a good example for a set which needs a bit love. Mercenaries also, come on we talk about MERCENARIES. The tough Guys that fight behind enemy lines. Really hard and tough guys who can resist lots of pain and trouble, with their bulletproofed Kevlar-vests on. It's easy: Add a defense-aura to all Tier 2 Pets (like the Thugs-Enforcers have already). Depending on Powerset a Def-or Res Aura. Change the Buffs of the Robots to Dispersion Bubbles. The Sets will have still enough differences so they will still not all be the same, but all sets will have a comparable survivability and will be combinable with more of the secondaries.


 

Posted

Quote:
2. Add a taunt-Aura to the Tier 3 Pet and a taunt aspect to its attacks(maybe as Togglebutton, like the Ammotoggles in Pistols, so you can turn it off if you play in a team). Or add a special command to the standard-commands of the MM->Pet Taunt: Commands the targeted Pet to taunt/provoke the Enemies in his vicinity to attack him
This could work for the Bruiser, the Oni, and the Demon. But it wouldn't do much good at all for the Commando, the Assault Bot, and the Lich.

The first 3 spend a significant amount of time in melee range of enemies. The other 3 (when they aren't bugged) prefer to stay at range, where a taunt aura would be useless.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by Atago View Post
Masterminds could be cool, 'could' cause i finde that the possibilities of the 'Army of One' Idea are unexhausted. That results in balancing-problems and limited tactical options. ATM Defensive/Follow is the only mode that gives the MM advantages, so you're forced to play the tank for your pets and other Playstyles are penalized.
Your entire premise is wrong, I'm afraid. Bodyguard does give the Mastermind a distinct advantage in terms of personal survivability, but it comes with distinct disadvantage. For one, you lose any and all control over your henchmen, such as where they are positioned, what they chase and what they attack, losing the ability to focus fire on priority targets. For another, your henchmen are taking considerably more damage than they would be otherwise, since the damage they share with you is not resistible.

Aggressive henchmen are best used for "attack-move" clearing of enemies were risk is not significant. They will also chase for long distances. Defensive henchmen are useful for travelling and for controlling overaggro, though they will still chase. Passive henchmen are useful for setting ambushes so that the henchmen don't break cover prematurely. They're also useful in combat dangerously close to unaggroed spawns. Passive is also very good for withdrawing your henchmen, as they're far less likely to disregard your Move and Follow commands.

I don't feel this is necessary, simply because I don't feel there is a discrepancy to be balanced. If you feel that playing with uncontrollable henchmen on constant Bodyguard, then by all means - do so. But this is by no means the strategy to end all strategies.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
This could work for the Bruiser, the Oni, and the Demon. But it wouldn't do much good at all for the Commando, the Assault Bot, and the Lich.

The first 3 spend a significant amount of time in melee range of enemies. The other 3 (when they aren't bugged) prefer to stay at range, where a taunt aura would be useless.
I don't care if its a bug or not, after 20sec of fight both my Assault Bot and my Commando stay face to face with the NPCs. If some1 don't want a taunt-option, easy: then he should not use it...the idea behind is to give the MMs more options. And It's clear that with different Primaries the playstyle will also be different and so it should be. I thought of it as an additional feature and no player is coerced to use it. Maybe one Thugs-MM will use his Bruiser as tank+taunt and the Necro will preferr to tank himself and turns taunt off.

@Samuel
I never said that the other stances and commandos are completely useless atm. I only think that with some changes to the Pet-Behavior and Stats they will become much more usefull and add more depth.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Bodyguard does give the Mastermind a distinct advantage in terms of personal survivability, but it comes with distinct disadvantage. For one, you lose any and all control over your henchmen, such as where they are positioned, what they chase and what they attack, losing the ability to focus fire on priority targets.
Bodyguard is triggered by both Defensive/Follow and Defensive/Goto


http://www.fimfiction.net/story/36641/My-Little-Exalt