old useless / limited powers need to be fixed or updated


Atilla_The_Pun

 

Posted

Devices
Force Field - Something to make it exciting
Masterminds ( AI )
Time Bomb
Maybe Trip Mine
Gun Drone
Specific Flight powers
Nukes

I would rather see old this given new purpose then get any new power sets. I think just updating some of these sets or power would make them feel new to many players old and new.


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

 

Posted

Congrats. You have a list, but no explanation, and some (such as "specific flight powers") are so vague as to be useless.


 

Posted

Quote:
Originally Posted by plainguy View Post
Devices
Force Field - Something to make it exciting
Masterminds ( AI )
Time Bomb
Maybe Trip Mine
Gun Drone
Specific Flight powers
Nukes

I would rather see old this given new purpose then get any new power sets. I think just updating some of these sets or power would make them feel new to many players old and new.
MM henchmen AI is a very sore spot in the MM forum, go check it out. Along with all the other unacknowledged software and conceptual bugs associated with MMs. The list is long and pretty thorough (like KB protection not affecting the henchmen, etc).

Leave Trip Mine alone, it's perfectly fine. Or be specific about what irks you with the power.

Fixing pet AI should keep the Gun Drone out of melee.

The devs are looking at Nukes and Snipes.


Check out the Repeat Offenders network of SGs! You'll be glad you did.

 

Posted

This list is old useless...and needs to be fixed first


 

Posted

So because your monthly "fix group fly" thread got locked...you thought this would be a better idea?

As for your suggestion... How should all those powers etc be fixed??? (No need for you to go into the fly one since you have covered that one repeatedly for months).


Quote:
Originally Posted by Paladiamors View Post
I love you, I Burnt the Toast!

 

Posted

Quote:
Originally Posted by I Burnt The Toast View Post
So because your monthly "fix group fly" thread got locked...you thought this would be a better idea?

As for your suggestion... How should all those powers etc be fixed??? (No need for you to go into the fly one since you have covered that one repeatedly for months).
Honestly Many of those powers or issues have already been brought up so many times before. Even much more then Group Fly.

Many players have made so many excellent suggestions regarding them in the past as well I feel it would be silly to bring them all up again.

To me it just a reminder to the Devs to consider making some updates or improvements on some of these powers. Further having some lack luster powers changed a up a bit would give some excitement to old and new players. For old powers it might bring them out of retirement for new players, well it's gonna be new to them regardless.

I know the devs have said in the past that A or B was impossible, just to have A and B pop up as possible years later. Colored powers is a perfect example.

Of course I just brought up the suggestion, but I am certainly not preventing any of the previous posters including yourself from posting any ideas about those powers in question. Assuming you feel they might have room for improvement or modifications.


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

 

Posted

I get suggestions, but I'm having trouble with this 'NEED' part. Why do we 'NEED' to stop drop and roll and spend dev time on these rather than new power sets? Why do they 'NEED' to be fixed?

Also, wouldn't devices fix be better off coming as part of a blaster patch that also put in new secondaries and revamped the other secondaries along with them? Why do we 'NEED' to just stop and fix this stuff rather than continue forward?


 

Posted

A good idea to "Fix" Force Fields would be to make liberal usage of the new Absorb mechanic. It makes a good deal of sense thematically for the set already.



 

Posted

Quote:
Originally Posted by Thirty-Seven View Post
A good idea to "Fix" Force Fields would be to make liberal usage of the new Absorb mechanic. It makes a good deal of sense thematically for the set already.
I would love to see this added to my buffs... everyone goes for softcap defenses now so I was leveling it fully expecting to be a one trick pony with my T9 bubble. If they added significant absorb to one or both I would definitely feel more useful.


 

Posted

Quote:
Originally Posted by plainguy View Post
Honestly Many of those powers or issues have already been brought up so many times before. Even much more then Group Fly.

Many players have made so many excellent suggestions regarding them in the past as well I feel it would be silly to bring them all up again.

To me it just a reminder to the Devs to consider making some updates or improvements on some of these powers. Further having some lack luster powers changed a up a bit would give some excitement to old and new players. For old powers it might bring them out of retirement for new players, well it's gonna be new to them regardless.

I know the devs have said in the past that A or B was impossible, just to have A and B pop up as possible years later. Colored powers is a perfect example.

Of course I just brought up the suggestion, but I am certainly not preventing any of the previous posters including yourself from posting any ideas about those powers in question. Assuming you feel they might have room for improvement or modifications.
Not to nitpick but the devs NEVER said color customization was impossible.. they said it would be a huge feat..time consuming etc etc... which is in no ways saying it was impossible... just to clarify

MM AI: Read the beta patch notes
Devices: No xp with them so have no clue - I have played a traps corr and had no complaints..
Time Bomb: Is there a problem with it? Never taken it on my traps corr
Gun drone: See above
Flight powers: I have no issues with them as none of my toons fly - and haven't since probably Issue 5/6
Nukes: Should be changed to just be extreme end heavy or suffer a recov debuff like EMP Arrow from TA
FF: Who knows maybe the absorb mechanic is in the works to be put into FF??


Quote:
Originally Posted by Paladiamors View Post
I love you, I Burnt the Toast!

 

Posted

Quote:
Originally Posted by I Burnt The Toast View Post
Devices: No xp with them so have no clue - I have played a traps corr and had no complaints..
Time Bomb: Is there a problem with it? Never taken it on my traps corr
Gun drone: See above
Taken care of these. Most of the powers are fun but the top trio are situational. Great if you have a tactical team that's prepared to wait for you to set up a corridor of death but in a zerg-rush powerteam you barely get a chance to use them with their long, interruptable activation times. I actually respecc'd them out for the one blaster I got high enough to take them because he was teaming a lot and leadership was a better choice to help the team overall.


Tyger (50), Mutation-Controller Mind/FF - oldest Mind/FF on Union
Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

Quote:
Originally Posted by Atilla_The_Pun View Post
MM henchmen AI is a very sore spot in the MM forum, go check it out. Along with all the other unacknowledged software and conceptual bugs associated with MMs. The list is long and pretty thorough (like KB protection not affecting the henchmen, etc).
Are we talking about the AI quirk that has primarily ranged henchmen run into melee? Because I've been playing Masterminds since CoV Beta and the only AI quirk which was ever a legitimate problem was henchmen refusing to use the full complement of their powers, such as Spec Ops refusing to use snipe or the Thugs Bruiser refusing to do anything than chuck rocks. Pets occasionally running into melee does not strike me as making Masterminds "impossible" to play, as the MM forum seems to suggest.


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 plainguy View Post
I know the devs have said in the past that A or B was impossible, just to have A and B pop up as possible years later. Colored powers is a perfect example.
If you mean "A perfect example of players not remembering this right and incorrectly using it as an example," sure. Color customization was described as extremely difficult and time consuming - I believe the exact quote was "Sure, we could do it, if you wanted nothing else new for a year or so." They also were down to 15 people at the time.

They then got bought out by NCSoft, became NC NorCal, then Paragon Studios, got a bunch more people and funding and it went from "one or two guys working on it for a year" to "Hey, we can do this now."


 

Posted

Quote:
Originally Posted by I Burnt The Toast View Post
MM AI: Read the beta patch notes
They fixed precisely one aspect of Mastermind AI that was broken long before that specific bug even manifested in the first place.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Are we talking about the AI quirk that has primarily ranged henchmen run into melee? Because I've been playing Masterminds since CoV Beta and the only AI quirk which was ever a legitimate problem was henchmen refusing to use the full complement of their powers, such as Spec Ops refusing to use snipe or the Thugs Bruiser refusing to do anything than chuck rocks. Pets occasionally running into melee does not strike me as making Masterminds "impossible" to play, as the MM forum seems to suggest.
Most likely, and I'd like to point out that it also happens to pets that don't even have a melee attack to begin with.

While you're right, it doesn't make them unplayable, it sure is hella annoying enough that it should be fixed.


 

Posted

Quote:
Originally Posted by I Burnt The Toast View Post
Devices: No xp with them so have no clue - I have played a traps corr and had no complaints..
Traps and Devices is a night and day difference. Traps is what Device should be.


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