Jade_Dragon

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    I don't think it'll be overpowered, and I think you took that out of context. I just want that, when I take attacks, that I have ATTACKS, not utility powers masquerading as attacks. When I pick up a rifle and fire a burst of rounds into a target, I want the primary effect of this to be the target taking damage from the bullets. I would not refuse any secondary effects, but if it's an attack, it should be an attack.
    Except Masterminds are in a unique situation. 75% of their damage comes from their henchmen. So they CAN'T do more than about 25% of the overall damage. Consider what a Blaster would do if he had six henchmen dealing damage on TOP of that.

    If you double the damage a Mastermind can do with his attacks, you're talking about a 25% damage boost. Doing 125% of the damage another AT can do. There's no way you can balance that. And if you don't double it, it's not going to be a significant change. Most other ATs have a complete selection of 4-5 attacks to deal damage with, a Mastermind has the three weakest, plus a couple of options from the Epic Pools and some melee attacks from the Pool.

    Maybe what is needed is for the Mastermind attacks to get the Blaster Melee attack treatment. Double the damage dealt, but then double the End cost and recharge. (Or, if you want to add in my last suggestion, leave the End cost alone, just double the recharge) Then the MM attacks will have some punch when they hit, but you'll only be able to fire them half as often. At least this will give you more time for other actions.

    (I will add that once a Mastermind has a complete chain, his damage increases DRAMATICALLY. The main reason most people believe the attacks are useless is because they don't bother to do this. The real issue is not that a Mastermind can't deal damage, it is that the cost in Powers and Enhancement slots is not comparable to the cost of adding a single tier of henchmen to your selection)
  2. Quote:
    Originally Posted by Carnifax_NA View Post
    MMs already do significant damage for basically no ongoing end costs via their pets. That's why the personal attacks have such a high DPE cost.
    Actually, ALL Mastermind powers have a high Endurance cost for their effect. It is not just attacks that have a higher cost the balance the efficiency of the henchmen powers. The only exception is the Power Pool, which makes Pool Powers actually a bit more efficient for MMs.

    I don't think there would be anything conceptually unreasonable about lowering the End cost of the attacks, and leaving the End costs of the Secondary where they are. Call it the Mastermind's Inherent for balancing out his personal attacks. If his attacks are going to do such a small amount of damage, then make them efficient enough to be comparable to the End cost of summoning an henchman.

    Cutting the End cost by 50% would be in keeping with my analysis that an attack power is about 1/2 of a henchman power. (You have 5 henchmen powers for 75% of your damage, and 3 attack powers for the other 25%. That's 15% vs about 8%)

    Alternately, you could make the DPE so it would match the damage to End ratio of a Defender, as if the Mastermind had a 0.65 damage modifier instead of 0.55. Right now the MM's End cost is +25% over a Defender, or 1.25. If we set 1.0 to the End cost of a 0.65 damage mod attack, then for a 0.55 attack to have the same DPE the End cost would need to be 0.846. And that's 67.68%, or a reduction in End cost of about 68%.

    So, reduce End cost by somewhere between 50% and 70%. Heck, just dropping it to the same End cost that other ATs pay would be an 80% reduction in End cost.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    Defenders don't also have overwhelming damage from six henchmen, however.
    I really doubt either Slow or -Dam would be more effective in that respect than the -Res the Hellfire Whip already has.

    The secondary effects on attacks are so negligible that I don't consider this a valid counter argument. No one is or will ever become "overpowered" because of the Swap Ammo effects.

    Quote:
    Personally, I'd like to see Mastermind personal attacks either given a significant damage increase to where there's a point to using them or given a significant endurance reduction to where it's not a detriment to use them. Or both.
    The second I would consider to be an extremely good suggestion.

    The first, I have long since concluded, doesn't have a snowball's chance in H-E-double hockey sticks. Which is why my suggestion is for more utility, not more damage. (Although the DoT could add a *little* of that...)
  4. You do NOT have to do the Hollows missions. When you are sent to the Contact there, you can return to your original Contact without doing any of the missions.

    If you wish, you can wait until you are 10 or so before returning to the Hollows. This will help you get through it more easily. Another Zone I typically avoid going into until I am level 9 is Perez Park. There is a mission you take from the Security Chief to defeat some CoT there, and it is such a hassle that I typically want until I turn 9, and then kamikaze on the Circle that are just inside the trees beyond the walled area. At level 9 I'm tough enough to at least get some kills, but still don't get XP debt.
  5. Quote:
    Originally Posted by Master-Blade View Post
    Ahh, so it positions you in front of the wrong portal. That's kinda silly. I can see how that would be confusing when trying to use RWZ as a connecting zone. Yeah, it's just a matter of running back over to the correct portal to go back.
    Honestly, I never noticed this, but that is silly.

    I really should check some of this stuff out. I know you won't drop selected missions or your team going through a portal, but Tips is another matter. Of course, you HAVE to drop Tips because many Tips trigger in your current Zone, and it shouldn't be possible to run a blueside Tip in a redside Zone.

    I wonder what would happen if you tried to run a Tip IN Pocket D...
  6. Quote:
    Originally Posted by Zamuel View Post
    There's some potentially nasty stuff at low levels [in Paragon City] like Minion of Igneous bosses with holds, high damage, and status protection but they are easy to avoid.
    I think this may be the root cause of the issue. Most Zones blueside or redside have enough options that you can avoid foes that exploit your vulnerabilities. You can street sweep, run paper missions, and you usually have at least three Arcs from Contact missions to choose from. If any one path becomes a dead end, you have others available.

    In Praetoria, though, while there ARE other choices, they usually revolve around changing your alignment or sense of character. If you choose to do only the Warden missions because you want your character to be a Hero, you are stuck with one path through the Arc.

    And I'm pretty sure you must also finish the previous level band to move on to the next, you can't leave a Warden Arc half finished at 10-20 and move on to the Warden Arcs at 20-30, like you can with the Contact Arcs in Paragon City or the Rogue Isles.

    Personally, having confronted Silver Mantis or Callistyx the Shaper so many times on Villains that simply weren't cut out to face them, I'm not sure that CoV wasn't already a "raising of the bar". But I can avoid those EBs if I choose to.

    [edit] Also, let's not forget that every time a new issue comes out, there is always a complaint about "The devs nerfed accuracy!" Well, not so much since they came up with the boost to accuracy for the lowbies, but it can still be frustrating when you are used to having a 95% chance to hit against foes +5 to you, even when they're debuffing your ToHit.
  7. Quote:
    Originally Posted by Master-Blade View Post
    As a Rogue, you will still be able to run the Patron Arc and unlock the power. Just make sure you get the badge before you fully switch to Hero.
    Yep. Also, once you have unlocked the Patron Pools, they are unlocked no matter what Alignment you switch to. You can respec after you become a Hero all you want and it will work fine.

    In short, the only thing stopping you from getting Patron Pools as a Hero or Vigilante is that you can't talk to the Contacts to start the arc. If you switch just long enough to do the arc, you can switch back any time after that.
  8. Jade_Dragon

    Hand Clap

    Quote:
    Originally Posted by FireWyvern View Post
    BIG JRanger!
    Making it a chance for KB would remove the utility of the power. You don't need "chance for mitigation" in a oh-crap power.
    You missed the point of what I said. It is already a 100% chance of Stun. The Knockback is redundant if the 100% chance of Stun is sufficient mitigation.

    The only reason it wouldn't be is because mag 2 Stun isn't enough to stun anything but Minions. Which it isn't. Which is the reason why I also suggested a 100% chance of KnockDOWN on top of the Knockback.

    The only difference between my suggestion and the common one of changing the Knockback to Knockdown is that SOME of the foes will go flying.
  9. Quote:
    Originally Posted by Necrotech_Master View Post
    your prolly off in your info because in order for a vigilante to join a red side team they have to be in the rogue isles, vice versa goes for the rogues
    Yeah, that's an important note. If you're not able to get onto a team, go over to red side and ask to be invited again.
  10. Quote:
    Originally Posted by Evil_Gump View Post
    Can you give more details please? What level? What zone?
    In Tip Missions, levels 20-30 and 30-40. I've been running Vigilante missions with my Warshade, and he runs into Longbow all the time.

    I'll have to run more missions on the redside now that I have gone Vigilante, but I'm suspecting they do show up over there.
  11. I have run into Void Hunters spawning along with Longbow and PPD.

    Now, here's the funny part. The Longbow or PPD will turn on the Void Hunters and kill them before I arrive. It's quite helpful.

    I'm sure it's a bug, but I'm hoping the devs do not devote a lot of time to rushing a fix for it.
  12. Quote:
    Originally Posted by NightshadeLegree View Post
    Additionally, MM personal attacks are essentially useless past about level 20 (weak damage unless you waste slots on them, and disproportionately high end cost) The only time Nightshade fires her guns in the higher levels is if I'm bored watching my pets kill everything. Usually I'm too busy firing off my secondary powers and using Provoke.
    The whole point is to make it so those attacks AREN'T useless. You can use them as a Tankermind to Taunt your foes and hold aggro. It wouldn't necessarily be an alternative to Provoke, but it would certainly make your use of Provoke more reliable.

    Quote:
    I imagine it could also be too powerful. For example a /poison would have another slow to stack with Neurotoxic Breath, and Chem rounds to stack with Weaken. I'm not a number cruncher, but that's my impression.
    Isn't this already the case with Dual Pistols on a Defender or Corruptor? Isn't stacking debuffs what a debuffer is supposed to DO?
  13. Quote:
    Originally Posted by Terminal Velocity View Post
    Taking away any uniqueness DP has? No thanks.
    Well, that might apply to the other sets, but not Thugs. If you want to, you could have the other three ammo types available only for Thugs, and just use the Taunt for the others.

    Or even make them more different than that. Give Necromancy drain and fear effects, or Ninjas a cloaking device with Stealth strike.
  14. Yeah, I know what you're thinking. "What would a Thugs Mastermind be willing to give up for Swap Ammo? And who would want to take those dinky little Mastermind attacks anyway?" But that's actually kind of the point. I've been posting in another thread discussing the attacks of a Mastermind, and began thinking about the various things I've suggested to make them more appealing.

    My idea is for ALL Masterminds to get Swap Ammo, as part of their Inherent. The main thing is to add something that I have suggested before, a Taunt component to the Mastermind's attacks. Swap Ammo already has a mechanism to do this, a toggle Power that could be turned on to "activate" that effect. The other effects of Swap Ammo from Dual Pistols could be added to be consistent with that set, but since most Masterminds use some form of weapon, (all but Necro, really) this could be extended to all of them.

    My suggestion here is for "Ultrasonic Rounds", to emit a sonic pulse to provide the Taunt effect, but it could be something like "Capsaicin Rounds" (pepper spray) or tear gas if that seems more appropriate. Really, capsaicin would not encourage you to fight, it's supposed to stop you from fighting, but there you go...

    So, you essentially provide four toggles to the Mastermind from level 1 (or 6 if you want to be consistent with Corruptors and Blasters) which he can choose between:

    1) Cryo Ammunition - Changes 30% of damage to Cold and adds Slow effect
    2) Incendiary Ammunition - Changes 30% of damage to Fire and adds DoT effect
    3) Chemical Ammunition - Changes 30% of damage to Toxic and adds -Dam effect
    4) Ultrasonic Ammunition - Adds Taunt effect

    No toggle would be "Standard Ammunition" or the default behavior. In the first three cases, whatever secondary effect was standard for the attack type would be dropped for the replacement effect, but in the case of the Taunt it could keep its default behavior and damage type. Also, the Taunt effect, but none of the other Ammunition types, could be extended to APPs and the Power Pool attacks. Basically, it would have the Taunt option just like a Tanker does.

    I'm debating whether to make the Taunt effect AoE, but just single target should be fine, particularly if the MM can Taunt with AoE attacks from the Patron/Ancillary Pools. The Incendiary DoT effect should also be useful just to raise the damage level of the MM attacks. Alternately, the -Dam and Slow could be effective alternate mitigation to the normal secondary effect.

    Finally, while it is obviously straightforward to convert the attack effects for Thugs, Ninjas, and Mercenaries, I should make a few notes about the other Primaries:

    Robotics - The 30% replacement of damage type should be applied to the Energy portion of the damage. Thus, Pulse Rifle Burst will do 20% Smashing, 50% Energy and 30% Fire, Cold or Toxic damage. And the Photon Grenade will be 30% each. The Knockback and Stun effects are lost when you change ammo. (except for Taunt ammo)

    Necromancy - The Dark blasts will be 70% Negative Energy and 30% secondary type. The -ToHit effect is lost when you change ammo. (except for Taunt ammo) The heal in Life Drain should work with any ammo.

    Demon Summoning - Since the Hellfire Whip has both -Res and DoT, the replacement gets a little complicated. I would suggest the following:

    1) Cryo - 30% of the Fire damage becomes Cold, and the Toxic DoT is lost. The -Res becomes Slow.
    2) Incendiary - The Toxic DoT becomes Fire DoT. The -Res remains. The whip becomes totally Fire damage.
    3) Chemical - 30% of the Fire damage becomes Toxic, and the Toxic DoT is lost. The -Res becomes -Dam. In short, the Toxic damage becomes front loaded, and it goes from boosting your damage (and the team's) to reducing incoming damage.
    4) Taunt - All other effects remain the same, just add the Taunt effect.

    And here's my idea for the power animations:

    Thugs - The same as Dual Pistols, of course, without all the flashy gunplay, just the colored bullet trails. I would like to see the "gun fu" animations as a Customization option, though. The taunt can add a sonic "ring" effect when it hits he target, along with sound effect.

    Mercs - Visually the same as Thugs.

    Ninjas - Basically, fire ammo would make the arrowhead look like Blazing Arrow, and cold ammo like Ice Arrow. You could even use Acid Arrow and Disruption Arrow for the toxic and taunt versions. (Not the animation, of course, but the effects and possibly the arrowhead)

    Robotics - Visually, the beam should turn blue for cold, a "hotter" red for fire, and green for toxic. For taunt, it could be a ring effect as with Thugs, or a "sound beam".

    Necromancy - The graphics for this could look cool, particularly a mix of the dark with flames for fire, with the blasts perhaps leaving a trail of fire, cold, or toxic smoke. For taunt you can have various screaming effects.

    Demon Summoning - The whip basically will change colors to match the Firey, Cold and Hellfire Demonlings, with a greenish tint for the Toxic version. The taunt version would become blacker, more like Dark Blast.
  15. Quote:
    Originally Posted by CelestiaCoH View Post
    Back in ye olden days weren't there a few petless masterminds only taking primary attacks and secondaries?
    Ironically, one of the strongest arguments for petless Masterminds was that there was no other AT that was capable of using Dual Pistols. Now that Dual Pistols is available for other ATs, the Hellfire Whip is NOT.

    So the cycle starts again.

    Anyway, if you do plan to skip a tier, I would definately pick up Upgrade as quickly as possible. You will need the extra damage. Alternatively, you might pick up the extra pets and NOT pick up Upgrade. Early on this might be a viable strategy, as you would essentially be trading extra damage for the greater magnitude of Bodyguard you will get just from having more bodies.

    One important thing in comparing attacks to henchmen is to remember that when your Tier 1 splits up at level 6, they both become about 75% of the single henchman you had before. (Because they lose a level) So they're only about 150% of a single henchman, not 200%. Likewise, when they split into 3, they still are only around 170-180% of that original henchman. And the Tier 1 only has about 60% of your damage anyway, although that doesn't hold true prior to 20. (Just as you are going from a starting damage modifier of 100% to your end 55%, so your henchmen scale down prior to level 20, too. So at level 1 you are on equal footing, him with one shot from a pistol, or you with one shot from a pistol)

    The only real drawback to your own attacks is that in order to be an "equal share" of the damage, you've got to take three Powers, while each of your henchmen Tiers are one Power. It would be sort of like if, as a Blaster or Defender, it took all three of your first Tier attacks to match an attack like Power Burst or Explosive Blast. (Technically speaking, you have to pick up 5 Powers for your pets, with the Upgrades, versus 3 for your attacks. So 75% of your strength in 5 Powers, and 25% in 3, or 15% for each of the pet Powers, versus 8.3% for your attacks, or two attacks is about equal to a pet)

    It is possible, though, if you're willing to make sacrifices elsewhere, and as I said, it can actually help between 18 and 22, where damage is hard to come by from just your Henchmen alone.
  16. Quote:
    Originally Posted by Rooks View Post
    Seems like a lot of huntsman take the non mace based bane powers to give themselves a unique boost.
    Yeah, a Huntsman is not as much a Wolf Spider that never branched as a Bane that uses the machine gun.

    That's an oversimplification, though. The Power Pools can't ever really add as much as an ATs Primary or Secondary, but they do add options that the AT doesn't have. Or in the case of Leadership, double up on those capabilities to emphasise their role of support.
  17. Crabs are from... um... a Crabby Place, and Huntsmen are from a Hunting Place.

    Eh, I didn't want to put too much thought into the joke.
  18. Quote:
    Originally Posted by RemusShepherd View Post
    Heh. Seems the 'girl with arachnophilia' character is common around here. My level 50 crab's name is 'Leggy Blonde'. She just thinks Lord Recluse is soooo hot.
    And just to say it, "Arachnophilia" (with an i, not e) was taken on Virtue, so at least one other person had the same thought. I was happy to be able to make a pun on the name Ophelia, though.
  19. Quote:
    Originally Posted by Emberly View Post
    Heh, a learning experience for the rest of the team, maybe. Or do you believe that MMs run at +0/x1 so they are shocked to see larger spawns
    Well, partially, yes. If you're running at x8 you probably aren't the kind of player that gives PUGs a bad name.

    There's also something to be said of the chaos that results when you aren't the only one aggroing a spawn. It's a lot harder to keep an eye on the activity of your henchmen when you are also monitoring 7 other players drawing their own adds.
  20. Quote:
    Originally Posted by Kitsch View Post
    2. There is [possibly] going to be a created and implemented access to a new EAT (or similar mechanism) for toons created in Praetoria. Personally, I hope for this. Praetorian stories are all but over at level 20 and I would really like access to a high level reward/content for playing the Praetorian toon in lieu of access to the EAT found red and blue side.

    I prefer the latter.
    I agree. The bigger problem I see here is that the game manual and in-game information state that getting a Hero Archetype (one that can start in Paragon City) to level 20 unlocks HEATs and getting a Villain Archetype (one that can start in the Rogue Isles) to 20 unlocks the VEATs. Since the actual mechanism contradicts the information the player is being given, that information needs to be corrected IMMEDIATELY.

    If this is a bug that the devs intend to correct, then that can be included in the statement. But as long as the players aren't given contradicting information, there's no reason why getting a Praetorian to 20 can't be left as a potential for a future reward. (Especially since previews of the Praetorian concept included an Epic AT)

    If anything, it's still going to take 40 levels to unlock an EAT for a new player, even though the restriction was lowered to level 20, because they will have to unlock the Hero and Villain start areas by getting a Praetorian to 20, and then level a Hero or Villain to 20. It certainly will take less time than levelling a single character to 50, or even 40, but for the moment it makes sense.

    (It will only become inconsistent if a Praetorian Epic is added. A new player would then be able to unlock the new EAT at 20, but will still have to wait for HEATs and VEATs. Then again, perhaps by that time the restriction on being forced to create a Praetorian first will be lifted)
  21. Jade_Dragon

    Hand Clap

    Quote:
    Originally Posted by Deus_Otiosus View Post
    2) I'd like to see Handclap changed from +5.193 Knockback to +0.67 Knockback.
    I'm pretty sure the Thugs' MM Bruiser's Hand Clap was changed to do just that.

    I suspect, though that the problem is in the hands of a player the devs feel that would just be TOO powerful. It would essentially be giving a Tanker or Brute a 100% AoE Stun or Hold. And Hand Clap already has a Stun, which I believe is 100%, with a 50% chance of it being mag 3 instead of mag 2. So the knockback may actually be seen as a penalty for the disorient being so powerful.

    Perhaps what should happen is the Knockback should be lowered to a 50% chance, or even lower, so SOME of the foes will be knocked back, and SOME will be stunned. You could even stack an additional 100% chance of 0.67 Knockback on top of that, so that those who aren't stunned or knocked back will be knocked down. It's a bit more chaotic, but I believe the chance to keep the majority of foes in melee with you will make up for the randomness.
  22. Quote:
    Originally Posted by DogTags View Post
    This is what floored me. I mentioned Heel and Goto are your most important tools. The first thing I see in response "I never use those" /floored
    Yeah, I use Goto constantly solo. The only time I've never used it is on my new Ninjas MM whom I'm developing as a Tankermind. And her pets shouldn't be aggroing because in a team I would probably have them all on Defensive.

    I do admit MMs have the same problem solo that Tankers do. Their defenses are build for teams, so they don't really have to learn how to use them solo. Then you drop them into a PUG, and it becomes a learning experience.
  23. I actually split move and rotate between my hands; W and S are used to move forward and backward, the left and right arrows are used to rotate. A and D are still bound to "strafe", but I rarely use that. I do hit "F" occasionally when a foe is moving too erratically for me to follow manually.

    Q is my "next target" key, Tab selects the nearest target. I prefer that, being able to just zero in on who is closest to me with a single keypress.

    Up and Down arrows are used for up and down while flying. Space bar doubles as up although I use it to jump, as if that's a separate function from flying. One difference is that if I'm not flying when I press up, it's bound to activate Flying.

    The mouse is used for manipulating windows, and clicking on Inspirations. I use keys almost exclusively in combat. Primarily the 1-5 keys, since they are near my movement hand. (But not rotate, so I can track a foe while still firing)

    Not a coincidence, the main keys I use for controlling my Mastermind henchmen are UIOJKL. I can hit them quickly with the right hand while still fighting with my left.

    My sister seems tied to the mouseclick movement. I honestly don't know how she does it.
  24. Quote:
    Originally Posted by Jibikao View Post
    I have a Blood Widow who uses Follow Up, two Assault leaderships and Night Widow's Slash and Eviscerate. My Blood Widow doesn't use Hide. Just run in and start slashing. The damage is very very high but also high endurance cost. I don't use any of the psionic attack. All Claws.

    I put one knockdown proc in follow up and two other melee attacks just to get some "controls". Fun build.
    My own Widow will probably be similar, only I'm defininately keeping Placate as it fits with her "hacking" her opponent's mind. Same with Mind Link. She's an AI implanted into a Blood Widow's head.

    She's essentially going to be a Claws Scrapper/Stalker, though.
  25. Quote:
    Originally Posted by SwellGuy View Post
    It's not an assumption. New accounts cannot start except in Praetoria unless they don't have Going Rogue.
    Yes, but it only applies to new accounts.

    If an old account creates a Praetorian, levels it to 20, and currently has no other characters above 20, what does he gain? He already has the ability to start Heroes or Villains.