Give MM Upgrades the same treatment as AoE buffs
Dechs: See the post above yours?
Quote:
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
Quote:
Pet buffs may wear off, but pets can run at down to -2 from the caster level *and* pets die - sometimes frequently. Which means a resummon and rebuff to get them back to their "proper" ability. And it's not just an Incarnate trial issue - 18-24 tend to be horrid levels for a mastermind, with only one T2 (typically a source of support) pet, DOs at best, and AOE-happy enemies (especially Demolitionists.)
It is, however, ignoring the fact that pet buffs do not wear off. I'm not decided on how much of a difference that makes.
|
If it were a blaster power, it would become unavailable (aside from recharge) for some amount of time, then MORE endurance would have to be spent to bring its damage and range (for instance) up to where it used to be.
Quote:
Blasters don't get to front load all their endurance costs. Your MM chooses to run those toggles, and I'm certain there are blasters running equal or more costly toggles themselves. Do the blasters not have to avoid being pummeled by +2 Praetorian Bosses?
Blasters don't have to pay 115 endurance just for their Primary Powers to be active. Or 64+ Endurance every time a pet dies. While running 1.05 end/sec worth of toggles and still trying to avoid being pummeled by +2 Praetorian Bosses.
|
Besides, you're just citing differences between the way ATs function. This is not grounds for defending your suggestion.
Quote:
Finally:
Alpha's health = 869 HP Blaster base health without IOs = 1205 HP |
Blaster max health: 1606.4
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
... assuming he can keep aggro on him instead of his pets, and can keep his pets alive. One AOE can drop that "effective" health dramatically.
Quote:
How is a pet dying truly different from a Blaster just missing? In both cases they have to spend more end to achieve the same effect they would have if the bad thing hadn't happened in the first place.
Pet buffs may wear off, but pets can run at down to -2 from the caster level *and* pets die - sometimes frequently. Which means a resummon and rebuff to get them back to their "proper" ability. And it's not just an Incarnate trial issue - 18-24 tend to be horrid levels for a mastermind, with only one T2 (typically a source of support) pet, DOs at best, and AOE-happy enemies (especially Demolitionists.)
If it were a blaster power, it would become unavailable (aside from recharge) for some amount of time, then MORE endurance would have to be spent to bring its damage and range (for instance) up to where it used to be. |
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
Quote:
Except MMs, comparitively, do not outperform other damage heavy ATs. None of them have equateable costs to their powers.
No, the Devil's advocate can be right sometimes.
Also, you haven't disproved my main point: that MM upgrades are costly because they're an investment in future End-free damage. The Devil's advocate also doesn't necessarily disagree with his opponent. I agree that paying so much End constantly in a trial is a real bugbear, but I can't agree that the costs should be reduced in all cases. If it's possible to do only in trials, then yes, sure. In non-trial content, however, MM performance is just too high to justify it. |
And the pets themselves still have endurance bars. Robotics Protector Bots especially seem to run very low on endurance habitually, leaving them only with their basic, ST attack mid-fight until they have time to recover.
And the MMs damage output is only comparative when they have a full contigent of pets out. As soon as even one pet dies, that damage output is reduced, quite substantially in the case of a Tier 3. Whereas other ATs not only have only one health bar to worry about, but also more tools dedicated solely to preserving it. Their damage output (while slightly variable in Brutes) is a constant, and relies only on them being alive. It does not rely on independant bodies to stay constant.
Quote:
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
Quote:
Blasters don't get to front load all their endurance costs. Your MM chooses to run those toggles, and I'm certain there are blasters running equal or more costly toggles themselves. Do the blasters not have to avoid being pummeled by +2 Praetorian Bosses?
Besides, you're just citing differences between the way ATs function. This is not grounds for defending your suggestion. Alpha's effective health if he leverages bodyguard mode: 3476. Blaster max health: 1606.4 |
Your right, which is why I'm dropping that comparison.
Quote:
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
When a blaster misses, he just misses. He doesn't lose his max HP. He doesn't lose capability (most T2 pets, often a T1 pet at level 18.) He doesn't lose resistance (bodyguard, for this and the "max" HP.) And he doesnt' have to spend END just to get that capability back. He still HAS the capability and can use it immediately (barring recharge.)
Quote:
A Blaster doesn't pay just for, say, Blaze to be useable again.
How is a pet dying truly different from a Blaster just missing? In both cases they have to spend more end to achieve the same effect they would have if the bad thing hadn't happened in the first place.
|
MMs effectively do, since about 90% of their Primary is all tied in to their pets.
Quote:
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
I fail to see how this matters. What option does the blaster have to keep aggro off of himself?
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
My point is mainly this:
The comparison you need to make is between how two different sets of single target buffs were changed in the name of Quality of Life.
In one case, the single target buff was changed to an AoE buff and had its endurance cost more than doubled (if I recall correctly).
In the second case, the single target buff was changed to an AoE buff.
No matter how I look at it, I see a disparity that should not exist.
The comparison you need to make is between how two different sets of single target buffs were changed in the name of Quality of Life.
In one case, the single target buff was changed to an AoE buff and had its endurance cost more than doubled (if I recall correctly).
In the second case, the single target buff was changed to an AoE buff.
No matter how I look at it, I see a disparity that should not exist.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Quote:
My point is mainly this:
The comparison you need to make is between how two different sets of single target buffs were changed in the name of Quality of Life. In one case, the single target buff was changed to an AoE buff and had its endurance cost more than doubled (if I recall correctly). In the second case, the single target buff was changed to an AoE buff. No matter how I look at it, I see a disparity that should not exist. |
....'Nuff said?
Quote:
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
Quote:
If either of them get hit, they can take a green or get healed, true. Plus, blasters *do* have tools to control aggro - from the secondary/T1, generally an immobilize, among all sets, to other abilities in individual sets - caltrops, tasers, soft controls like knockback and hard controls in the form of holds. All of which, by the way, are under the *direct* control of the blaster. If he wants something held, he uses a hold. He doesn't have to hope something's AI decides to cycle through to it.
I fail to see how this matters. What option does the blaster have to keep aggro off of himself?
|
However, the blaster does not drop from 1606 max HP to 1200. The MM does lose that "effective" max HP whenever a henchman dies.
Quote:
Maybe not in pure damage, but in their mix of damage and survivability, yes. My Blaster and Scrappers can't solo EBs at their normal difficulty settings without dipping heavily into tier 9s and inspirations like my MM can. (Yes, I do have an MM.)
Except MMs, comparitively, do not outperform other damage heavy ATs. None of them have equateable costs to their powers.
|
Quote:
And the pets themselves still have endurance bars. Robotics Protector Bots especially seem to run very low on endurance habitually, leaving them only with their basic, ST attack mid-fight until they have time to recover.
|
Quote:
And the MMs damage output is only comparative when they have a full contigent of pets out. As soon as even one pet dies, that damage output is reduced, quite substantially in the case of a Tier 3. Whereas other ATs not only have only one health bar to worry about, but also more tools dedicated solely to preserving it. Their damage output (while slightly variable in Brutes) is a constant, and relies only on them being alive. It does not rely on independant bodies to stay constant.
|
Quote:
A Blaster doesn't pay just for, say, Blaze to be useable again.
MMs effectively do, since about 90% of their Primary is all tied in to their pets. |
Quote:
When a blaster misses, he just misses. He doesn't lose his max HP. He doesn't lose capability (most T2 pets, often a T1 pet at level 18.) He doesn't lose resistance (bodyguard, for this and the "max" HP.) And he doesnt' have to spend END just to get that capability back. He still HAS the capability and can use it immediately (barring recharge.)
|
And yet again, the reason the Blaster doesn't have to pay end to have the ability to do something is because he spends end when he uses it instead of in advance.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
Quote:
Well, Beguile, but that's a Day Job power.
I fail to see how this matters. What option does the blaster have to keep aggro off of himself?
|
See? I do it to everyone!
Even myself!
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
Quote:
I'd argue that masterminds in general have much better aggro tools than blasters. Only /Pain and /Thermal really lack control. Even the primary attacks (if you take them) generally include some control, be it stun or knockdown.
If either of them get hit, they can take a green or get healed, true. Plus, blasters *do* have tools to control aggro - from the secondary/T1, generally an immobilize, among all sets, to other abilities in individual sets - caltrops, tasers, soft controls like knockback and hard controls in the form of holds. All of which, by the way, are under the *direct* control of the blaster. If he wants something held, he uses a hold. He doesn't have to hope something's AI decides to cycle through to it.
However, the blaster does not drop from 1606 max HP to 1200. The MM does lose that "effective" max HP whenever a henchman dies. |
If a blaster takes hits and dies, he's dead and does zero damage. If a mastermind's pets are taking aggro, they can be replaced. As long as they don't all die at once, damage is still being dealt despite one or two being missing.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
*But* as those are dying, the MM's "effective HP" and resistance are also going down - so as he dies, he starts dying *faster," and loses tools to prevent it.
Quote:
Ok. Masterminds still have much greater survivability tools than blasters.
*But* as those are dying, the MM's "effective HP" and resistance are also going down - so as he dies, he starts dying *faster," and loses tools to prevent it.
|
Actually, can we back up for a second? Why are we making this comparison again, anyway?
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Quote:
Cheese.
Actually, can we back up for a second? Why are we making this comparison again, anyway?
|
It all comes down to the cheese.
No. This is utterly wrong.
Cheese is good. Cheese is always good.
I blame the sock gnomes, myself >_> thievin' lil' buggers...
Cheese is good. Cheese is always good.
I blame the sock gnomes, myself >_> thievin' lil' buggers...
Quote:
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
Quote:
This is the point, and the truth.
How two different sets of single target buffs were changed in the name of Quality of Life.
In one case, the single target buff was changed to an AoE buff and had its endurance cost more than doubled (if I recall correctly). In the second case, the single target buff was changed to an AoE buff. No matter how I look at it, I see a disparity that should not exist. |
And they all lived happily ever after, the End.
Quote:
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
You already quoted that post. Also, he left out how the change in 20.5 is to defensive powers, and MM upgrades are offensive powers.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
But you only did it once!
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
Also, you haven't disproved my main point: that MM upgrades are costly because they're an investment in future End-free damage.
The Devil's advocate also doesn't necessarily disagree with his opponent. I agree that paying so much End constantly in a trial is a real bugbear, but I can't agree that the costs should be reduced in all cases. If it's possible to do only in trials, then yes, sure. In non-trial content, however, MM performance is just too high to justify it.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.