MM's and incarnates content, lack of ballace in MM's, huge differences between old and new sets...
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1) Hmmm...havent seen Blaster changes to really decide if the changes are enough. Defenders could use some help imo to make them different in a way from Corruptors to make people think they're just as worthwhile (sadly, my only way to change them is to lower Corr debuff values on things that are equal between the ATs, like -Regen, and even then it might not be a big enough difference).
So playerbase in your opinion is there any other AT that needs help as much as MM's post I24?
Can you say that after I24 there will be any power that is truly worse than serum? Do you think that the cottage rule should be thrown aside when you compare some of the older MM primary set powers with the new MM sets? Daemons/Beast Mastery as compared to Mercs/Robots? On a team what do you expect the mastermind to do? / What role do you expect him to fill on a team? Do you think the MM's role on a team changes depending on the content? (I.E. Does the MM do the same job on a paper mish team as he does in the iTrials?) Do you consider MM's to be tanks? Do you think it's fair that some MM's can slot the unique recharge intensive pet IO's and more easily soft cap their pets giving those sets an inherent advantage over sets that don't offer that? For that matter do you think it's fair that MM's are "required"(need) to slot 5/7 unique IO's in their primary powers just to bring them up to the point where they last long enough to do anything in the high level content? |
Still think the melee ATs could use some tweaks to further seperate them, but I find that less likely to happen.
2) Yes.
3) Robots is still considered one of the best! Beast Mastery last I knew, considered one of the worst.
4) Buff team/Debuff Enemies (secondary varies this), guide pets to attack things.
5) Nope.
6) Only if built for it. They can be, at least in Pre Incarnate content. I don't know if they could in Incarnate content, however, this is because I haven't seen any MMs who built themselves to tank.
7) Perfectly fair! That's no different than some melee sets can slot 2 -Resist Procs versus None!
8) By high level content, I'm going to guess you mean Incarnate content, and by that I don't see how those IOs are going to make that big of a difference, when you likely have enough buffing going on with Defenders/Corrs/Trollers/MMs possibly buffing and everyone having Destiny powers.
You sure it's not just that you don't care for how Mercs play? Try a different Primary.
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No, but they mentioned reviewing tankers sometime soon.
So playerbase in your opinion is there any other AT that needs help as much as MM's post I24?
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Can you say that after I24 there will be any power that is truly worse than serum?
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Do you think that the cottage rule should be thrown aside when you compare some of the older MM primary set powers with the new MM sets? Daemons/Beast Mastery as compared to Mercs/Robots?
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On a team what do you expect the mastermind to do? / What role do you expect him to fill on a team?
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Do you think the MM's role on a team changes depending on the content? (I.E. Does the MM do the same job on a paper mish team as he does in the iTrials?)
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Yes they can do pretty well at it too, but I don't consider them to only be tanks.
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Do you think it's fair that some MM's can slot the unique recharge intensive pet IO's and more easily soft cap their pets giving those sets an inherent advantage over sets that don't offer that?
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I'm not sure they are but again I agree that both should be available to all primaries.
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And to this day, I don't get one thing - why the sugar do Spec Ops get Stealth? Let's ignore for a minute that Stealth is a terrible power and admit that it offers good utility as a means of avoiding unexpected aggro or stealthing past most of a mission. How does that help henchmen for whom "stealth" is pointless? Even if this were complete invisibility - and it's not - you still have four other Henchmen (and yourself) who are plainly visible and will get attacked, and when those get attacked, the Spec Ops will retaliate. It's not like they get a Stealth Strike capability out of it. The only effect Stealth has AT ALL is... To slow the Spec Ops down so they fall behind over long distance.
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I think SpecOps got stealth because it was thematic for them... Remember that the set launched with COV its possible that was the reason; same with Serum it was the kind of 90's/80's U.S. military thing that fit into the set.
Problem is, as you say, the pets aren't smart enough to use stealth effectively.
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That and their attacks should at least crit when stealthed...that at least makes logical sense.
I think SpecOps got stealth because it was thematic for them... Remember that the set launched with COV its possible that was the reason; same with Serum it was the kind of 90's/80's U.S. military thing that fit into the set.
Problem is, as you say, the pets aren't smart enough to use stealth effectively. |
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EXACTLY. Not like it would be a massive increase, but snipe criticaling coming out of stealth would help. Otherwise, get rid of it and give them another attack. Otherwise it floats right around the level of being totally useless.
That and their attacks should at least crit when stealthed...that at least makes logical sense.
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Theme aside, not really sure why they even HAVE stealth if they don't get the critical aspect. Doesn't make a ton of sense.
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Granted, MisterD but C'mon really?! Stealth with no benefits? What's the point? The player will "see through" the weak thematics and delete the toon in a heartbeat to roll another MM (dramatics aside).
There's no way for Spec Ops to logically use their stealth unless they stopped attacking altogether or used their attacks in intervals...which the game can't do...or at least not back then.
Oh yeah, I think Bronze Knight and a few others mentioned this years ago but the Spec Ops should get the Assassin's Crit that the PPD Ghost have.
Well they were designed at a different time...the game was SOOO different back then...thinking back on it it's crazy. I'm so glad that we have such an amazing Dev team now.
There's no way for Spec Ops to logically use their stealth unless they stopped attacking altogether or used their attacks in intervals...which the game can't do...or at least not back then.
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EXACTLY. Not like it would be a massive increase, but snipe criticaling coming out of stealth would help. Otherwise, get rid of it and give them another attack. Otherwise it floats right around the level of being totally useless.
Theme aside, not really sure why they even HAVE stealth if they don't get the critical aspect. Doesn't make a ton of sense. |
Well they were designed at a different time...the game was SOOO different back then...thinking back on it it's crazy. I'm so glad that we have such an amazing Dev team now.
Any DPS boost that would come about from Fixing Pet AI, though honestly As stated before I think every pet needs revamped to work around the buggyness of pet AI, then tune the DPS to match what masterminds can currently do, but with the ability to focus on something other than tugging a Battle Drone out of melee because he decides to pistol whip someone with his laser gun, and maybe get rid of the level differences I think that causes so many problems with MM pet survival, even with Incarnate Content AOEs flagged to deal half damage to pets AVs are so deep in the purple to -3 pets I do not think it actually helps.
and frankly revamp special ops entirely, they are a mess in every single way.
Edit : sorry about the delays in responding, Gmail keeps flagging my thread subscriptions as Spam.
and frankly revamp special ops entirely, they are a mess in every single way.
Edit : sorry about the delays in responding, Gmail keeps flagging my thread subscriptions as Spam.
There are a few things in your post that I agree with, and overall I do feel that Masterminds need a balance pass, but you also have some terribly flawed ideas, and this really exemplifies them to me.
Robotics is still among the very best of the Mastermind arsenal and Beast Mastery is terrible.
Robotics is still among the very best of the Mastermind arsenal and Beast Mastery is terrible.
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I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
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Fixing pet AI would not give a direct damage boost, and as I said I would be against it if it meant taking away some DPS that we already have.
Any DPS boost that would come about from Fixing Pet AI, though honestly As stated before I think every pet needs revamped to work around the buggyness of pet AI, then tune the DPS to match what masterminds can currently do, but with the ability to focus on something other than tugging a Battle Drone out of melee because he decides to pistol whip someone with his laser gun, and maybe get rid of the level differences I think that causes so many problems with MM pet survival, even with Incarnate Content AOEs flagged to deal half damage to pets AVs are so deep in the purple to -3 pets I do not think it actually helps.
and frankly revamp special ops entirely, they are a mess in every single way. Edit : sorry about the delays in responding, Gmail keeps flagging my thread subscriptions as Spam. |
MMs as a whole don't need buffs, they need fixes. Fixes to the AI. This should not result in a rebalancing of damage because it is a bug, not a balance feature.
Granted, a couple of sets (Ninjas and mercs, MAYBE beast and necro) do need balance passes. I outlined what I'd do to them early in this thread.
I know there are crap powers in this game (I still consider Repulsion Field to be a shockingly bad idea for a power), but among Mastermind uniques, Serum is by FAR the worst, and it's on a set with pets whose powers suffer the same problems. Spec Ops controls, for instance, are nearly pointless since they don't do enough, don't last long enough and take too long to recharge. I'd say Mercs are about workable right now, but that's only because their AI was fixed to let the Commando use his Long Range Missile Rocket at any range and the Spec Ops to use their snipes at any range. That helped damage significantly.
And to this day, I don't get one thing - why the sugar do Spec Ops get Stealth? Let's ignore for a minute that Stealth is a terrible power and admit that it offers good utility as a means of avoiding unexpected aggro or stealthing past most of a mission. How does that help henchmen for whom "stealth" is pointless? Even if this were complete invisibility - and it's not - you still have four other Henchmen (and yourself) who are plainly visible and will get attacked, and when those get attacked, the Spec Ops will retaliate. It's not like they get a Stealth Strike capability out of it. The only effect Stealth has AT ALL is... To slow the Spec Ops down so they fall behind over long distance.
Once again, Mercs are saddled with a power that does more harm than good, and this one you can't be smart enough to dump for something better because it comes packaged in with your second upgrade. When people complain about Mercs, it's not always a question of performance, though that does enter into it. It's that the design of the whole set is just confusing. It's like all of my mercenaries, including the Mastermind himself, got issued one of these: