Let masterminds slot the recharge intensive sets


Berzerker_NA

 

Posted

Why can we not use recharge intensive IOs with mastermind henchmen? Was the rationale to stop enhancement of henchman power recharge - which no longer works - or summoning speed? Half of the sets can slot the recharge intensive defenses and half can not. Significantly, 2 of the restricted sets, Ninjas and Mercenaries, are widely considered weak, and though the other, Robotics, is not, it's arguably outclassed at its specialty, defense, by some of the alternatives with the ability to slot them.


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

 

Posted

From what I can remember, when masterminds were in beta or soon after release you could slot recharge enhancements into all the pets; however, all the other enhancements that could be slotted into the pets (accuracy, damage, etc.) would affect the pet not the pet power. The recharge enhancements would only affect the actual power recharge not the pet's power's recharge.

Again from memory, Positron said they couldn't change how the recharge enhancements worked and decided to avoid confusion and disallow slotting of recharge in mastermind pet powers.


 

Posted

But purples and the super booster ATOs include recharge anyway.


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

 

Posted

Quote:
Originally Posted by <span style="color: White; font-weight: bold;">ChaosExMachina</span> View Post
But purples and the super booster ATOs include recharge anyway.
And they work like the original recharge enhancements; they enhance the recharge of the pet summon not the recharge of the pet's powers. Way back when, it was always about not having one enhancement work different than the others in the same power.

As for why they made the purples and the ATOs work that way, I have no idea. Design philosophy change perhaps?


 

Posted

I'm going to go with the ol' standby ... somebody (badly) fumbled the ball on the Mastermind ATOs.


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

 

Posted

Devs stated that they removed the recharge to get the pet ai to work properly. When powers speeds were increased the pets would get into a loop where they would only use their 1st tier powers.


 

Posted

Great idea. The seat belt breaks so just don't let the kids drive the car. How about fixing the seat belt? I'm not a programmer but to me the pet AI should be rediculously simple:

Is my T1 attack ready? (y/n) If yes then checkinrange. If no then check T2 power ready.

Run through the whole cycle once. If no powers are in range, close to range. Run it again. For pets with no melee attacks they should stop at the range of their shortest power. Pets wil melee attacks would eventually wind up closing to melee, firing ranged powers as they go. Buffing pets would be a bit more complex but seriously, isn't the AI just a long string of If/Then statements?

Castle used to talk about the pet AI all the time but I honestly can't see why it's so hard given what the pets are supposed to be doing.


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

 

Posted

That's fine but I suspect that once you throw recharge into the mix it becomes very complicated.


 

Posted

I've been voicing this concern for a while now and even in beta.

I think it's unfair that some primaries can take two more pet unique sets and some can't. I can care less about the +recharge components. I want two extra pet unique for my paper Ninjas and no-damage Soldiers!


The -recharge in the sets don't benefit other non-Mastermind pets either. People use the sets mostly for good set bonuses.

If Mastermind is the TRUE pet-class 10/10 Rating, there is no reason to restrict Mastermind from using both pet-related sets. This makes ZERO sense to me.


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.

 

Posted

Dear Devs. Please spend Issue 23 fixing all of the current stuff that is broken. The end.


@ Dr Gemini

Quote:
�If we would come together and be great role models, it would be amazing to see how the next generation turns out.�

 

Posted

Quote:
Originally Posted by Comicsluvr View Post
Great idea. The seat belt breaks so just don't let the kids drive the car. How about fixing the seat belt? I'm not a programmer but to me the pet AI should be rediculously simple:

Is my T1 attack ready? (y/n) If yes then checkinrange. If no then check T2 power ready.

Run through the whole cycle once. If no powers are in range, close to range. Run it again. For pets with no melee attacks they should stop at the range of their shortest power. Pets wil melee attacks would eventually wind up closing to melee, firing ranged powers as they go. Buffing pets would be a bit more complex but seriously, isn't the AI just a long string of If/Then statements?

Castle used to talk about the pet AI all the time but I honestly can't see why it's so hard given what the pets are supposed to be doing.
As Gunstar said; Adding recharge to your pets made it so their 1st tier power(s) recharged faster than they could cycle to the 2nd and 3rd tier powers, thus forcing them to be stuck in a loop where they would only be using their 1st tier powers.

I guess fixing recharge in pets would require an entire rewrite of how their AI is handled now (which wouldn't be a bad thing )


@Treibhireas on Defiant, Exalted and Freedom

 

Posted

It would also make them really OP. I can only imagine how much damage my pets would deal if they got to attack twice as often.


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
I can only imagine how much damage my pets would deal if they got to attack twice as often.
Except they wouldn't. Recharge reduction doesn't do anything to Animation Time. It just means they'd keep using the same attack repeatedly, instead of cycling through their attacks. To give you an example of how that can be a Bad Thing™ look no further than Ninja's Genin and imagine them spamming Throwing Stars (basically a Ranged Brawl) ... FOREVER.

Remember ... just because you've got +100% Recharge does not ipso facto equate to +100% DPS "just because" ... or whatever. It's a nice shortcut to think that way, but it is ultimately flawed thinking that doesn't take into account the building of attack chains (even for Pets).


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

 

Posted

My memory fails me more often nowadays; however, I remember that speed boost (kinetics) speed up the attack of the fire monkeys. Since they only have one attack it really didn't cause any AI issues.

Again from memory, mastermind pets from the beginning were never affected by speed boost?

Did they change all pets recentely to not receive speed boost recharge?