Rudra
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Everything posted by Rudra
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The advantage the Hordelings have is that like @merrypessimist says, it isn't a model being stretched, it is a projectile attack originating from the Hordeling's mouth. The request is to have stretching powers, but the only way I can think of to have that with what we've seen with the game engine is for a projectile to be animated attacking the target. A tongue emanating from a mouth is one thing. The tongue has a set texture and emanation point striking direct line to the target within projectile range. An arm or leg however would run up against the problems of the original arm/leg is still there part of the character model while the projectile arm/leg is streaking to the target, trying to match a projectile to the character's selected costume options including auras, and the attack would still strictly be linear from character to target with no arcing to hit targets from alternate directions like stretching characters routinely do (and the attack curving to track the target in motion doesn't fit the criteria).
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"I kinda like the original Utility Belt more. But here's what I would change about it." I'm not understanding the point of this comment. That was exactly what @JasperStone said. So why just repeat it?
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I'm not going to argue how a set feels to someone other than me. How a person feels about something is entirely a subjective thing that is only applicable to that person. As far as my 4th paragraph in the post you are referring to goes, it isn't a mandate for others to follow or an argument against Super Strength as a power set being made available to Scrappers. It is strictly to point out that there are other ways of playing a super strong character in the game. My ninja MM doesn't have a single melee attack for instance, just the 3 bow attacks, but is still super strong. That character just doesn't choose to use said super strength and lets the minions handle things. (Though if I had room for a few more powers and the enhancement slots to fully enhance them, I would add a melee attack chain focused on maxing out my possible melee damage to show that. I don't have the room for powers or enhancements because I like having the bow attacks,, so I don't.) That you don't like that option is perfectly fine. There are as many different views on how to make a character in any given game system as there are players making said character(s). Though I will say that as far as super strong characters using Street Justice goes, at least for me, that wind up can either be the character winding up to do more damage or the character pausing as (s)he/they/it reminds himself/herself/themselves/itself to not go all out or that target will die horribly. So to each their own.
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Here is my two cents on Super Strength being available to Scrappers. First, a definition so we have a point of reference for the discussion. Super strength is strength beyond the maximum capabilities of a normal human being. That's it. So super strength encompasses a very, very, very wide range of capabilities. This means super strength can range from a character that can juggle large motorcycles easily but can't lift that full size sedan all the way up to characters that can lift a fully loaded supercarrier or even a continental plate and toss them to the other side of the world one-handed with no effort and even beyond. This also means that there are entire races that are by default super strong. Like the Asgardians in Marvel comics. Second, having super strength does not itself have any correlation to a character being able to withstand harm. Yes, there are many examples of super strong characters that are also some form of invulnerable. Because just like super strength, invulnerability encompasses a very wide range of capabilities. There is a reason why the question of just how invulnerable <character name> is when other characters are trying to figure out how to defeat said character. This means that you can have super strong characters like Captain America who derives his protection from the (scale mail) armored costume he wears and the vibranium shield he carries. This also means you can have super strong characters like Spider-Man who rely on evading hits to get by. And even with invulnerable characters, you see a range of what would be armor sets in this game. From Superman who simply tanks that 16" gun shot like it was nothing to Hulk who tanks that same hit but also regenerates his injuries at an impossible rate (effectively making him a Willpower character in City of Heroes). So any discussion of whether Scrappers should get access to Super Strength can effectively leave any discussion of armor sets out. All that said, this is a video game and video games need to have game balance. So to me, that is the primary question. Would Scrapper Super Strength be balanced? If the answer is no for any reason, then the question becomes can it be made balanced. If it can be made balanced, then it is up to the devs to decide if they ahve time or desire to invest the effort in doing so. Now here is where I start throwing caveats and other considerations. Like you don't need to be using Super Strength to have a super strong character. The common response is to make a Street Justice character. And the common retort is that Street Justice is not super strength. However, again, super strength is a range. So maybe your character is a low end super strong character and has taken up martial arts (either as Street Justice or as Martial Arts) to be a more effective combatant or has taken up a weapon to fight with. Or maybe your character is at such a high end of super strength that the character uses martial arts as a restraint on himself/herself/themselves/itself to not simply delete every being that character makes contact with. The whole discipline and focus aspect of martial arts being used to help the character interact with the world in a safe manner. For instance, I took my ninja mastermind into a group RP chat back on Live. One of the super strong characters in the channel decided he was going to "flex" and chucked a semi truck with trailer at my MM. My MM evaded, then picked up the semi with trailer and threw it back at the other character. And not a single soul erupted with cries like "You can't do that! You're just a MM!". Instead the responses were "Holy crap! We've got a strong MM here! Just how strong are you?".
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It is how the Live devs explained retaining access to pre-fall Praetoria. It isn't my interpretation, it is how the game is defined. (Edit yet again: Even making a Praetorian character is technically defined as making a character back in time to before the fall. Everything done in Nova Praetoria, Imperial City, Neutropolis, the Underground, and even First Ward was all described as happening in the past, and players playing that content are going back in time to do so.) Yes, there are high level Praetorians. Primals fight them throughout the iTrials and some story arcs. Your character is according to lore sent to Primal Earth to figure out how to prevent the war that you can't prevent, though you decide if you will do so (going Hero) or if you will seize the opportunity for your own benefit (going Villain). I don't have anything against players that want to stay Praetorian. My only concern, and it doesn't seem relevant to this particular discussion, is that a Praetorian character that stays Praetorian, how would they interact with things like the iTrials that they seem to have a workaround for doing. Wouldn't Loyalists be fighting against the Primals on those? So to be perfectly clear, while I don't remember if I opposed higher level Praetorian content previously, I don't care if higher level Praetorian content is made as long as it doesn't disrupt/throw out established game lore. So like for some other threads where this was brought up and the request was for the Praetorians to win through their own iTrials, that sort of request I will oppose. To the best of my understanding, that was already planned back on Live. Only it was another iTrial for Primals for another tier of incarnate powers as part of stopping Praetorian Hamidon. (Edit again: The last thing any Primal wants is for Praetorian Hamidon and Primal Hamidon to meet and either merge or work together. So going into Praetoria to stomp Praetorian Hamidon and make it possible for the Praetorians to return is something a lot of Primals want. In story.)
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The Provost Marchand arc you are referring to is after the fall of Praetoria. The only thing still happening in Praetoria while you are doing the level 30-50 Provost Marchand arc is any remaining survivors are being evacuated while they still can be. (Edit again: Marchand's opening dialogue even mentions that Tyrant is in prison, and that doesn't happen until the Magisterium iTrial is completed.) Edit: I think you are misunderstanding something about the game. Yes, right now any character, even Primal ones, can go to Nova Praetoria, Imperial City, Neutropolis, the Underground, and First Ward; and be there before the fall of Praetoria. For any character that has out-leveled that content or has done any of the fall of Praetoria content, it just means their character went back in time to before the fall. And there is nothing wrong with playing in the pre-fall content all you want.
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That's a fair point. I forgot about that.
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Possible? Yes. However, it would be an extremely niche access badge. Only specific power sets would be able to get it. So on those grounds, I oppose the idea.
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And yet she fights with all the Hand of Artemis powers.
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As others have already stated, quitting a TF/SF in and of itself should not merit a negative badge. Life happens, and a video game doesn't trump it. And people shouldn't be punished for having to deal with real life concerns. A badge for kicking people off teams I can see as being something players would actually take pride in. "You see this badge? It means I'm serious about you following orders and not trolling the team." And I don't see why someone should be penalized for not having enough other badges every 10 levels by getting something like "Inadequate Player Badge" or whatever. So while I'm glad you aren't being serious, I still have to say I don't like the idea.
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Agreed. Of all the NPCs that can follow you through stealth, Jocasta as a Hand of Artemis should definitely be one.
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Either way, I'm not a fan of the idea of shame badges or negative accomplishment badges. What would those even track anyway? We already have being defeated badges.
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So door sit in a farm until 50+3 so the world can check your character and see how good a player you are for not having gotten any of these negative accomplishment badges? (For clarification, this is "you" in the general sense.)
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We're done. Welcome to ignore.
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Depends on how you view taking Primal sides. In Provost Marchand's arc, you have Praetorians in Primal Earth after the fall of Praetoria that are still very much being Praetorians. They still have the same Power/Crusader and Responsibility/Warden sides, its just that they merged into 2 groups instead of 4 subgroups.
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@Xion80, please start reading what other players are trying to tell you and not just treating feedback like it's some horrible thing. I get you are trying to defend your idea, but you are absolutely refusing to hear what anyone says. Accepting feedback and working with those responding to you is not a bad thing.
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Looking through your posts, all of them even though I'm only providing the OP, I'm not seeing where you stipulate what these "great rewards" are. Only that the possibility of getting them for playing in this manner would be there. And players can make the game harder by using DOs/SOs instead of IO sets. They can go to the START vendor and turn off inspirations so they don't have access to them even when the fight gets difficult. They can play power sets and/or ATs they haven't tried yet and struggle with that learning curve. They can increase the difficulty up to +4/x8. They can choose to not use the best powers from their chosen power sets. There are so many different ways to increase the challenge in the game. Yes, we lose access to inf' from enemy drops when we use the double xp boost from the START vendor. Yes, we lose access to abilities that are more than 5 levels higher than the TF/SF we are doing or the story arc we are playing through via Ouroboros' flashback system. Yes, we can take on added challenges when we opt to do a TF/SF or Ouroboros flashback story arc. No, they aren't permanent. No, I'm not stating your idea would be either. What I am stating is that you are providing a mechanic that only benefits the best players or the sturdiest ATs. That anyone playing a squishy AT will find it near impossible to play using your idea, and because they would not be using your idea because it would make the game unplayable for them, they will miss out on whatever benefits you have not stated/listed. Your idea is heavily skewed in favor of a set player group playing specific ATs using specific builds to reap your unstated rewards.
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Right! That mean you wouldn't turn on the mode, an continue your scheduled program. And miss out on your stated opportunity for better rewards. The way you have this presented is either players put themselves in a bad spot and play the way you want them to, making it extremely difficult to solo as a squishy, or they play as is and lose access to the unstated "great rewards".
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You're on the wrong forum. This is the Bug Reports forum, where things that shouldn't be happening in the game but are or things that should be happening in the game but aren't get reported. You want the Suggestions and Feedback forum. https://forums.homecomingservers.com/forum/45-suggestions-amp-feedback/
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trolling Make Hamidon immune to being made intangible
Rudra replied to Laucianna's topic in Suggestions & Feedback
No, because then players could choose to no longer be subjected to being phased by mobs. -
Suggestion for correcting the Tyrant bug in Magisterium trial
Rudra replied to Voltor's topic in Suggestions & Feedback
The hold is called Time Freeze in Keyes You are misunderstanding me and I don't want this to devolve into an argument. So I'll simply say there is no way to stop time in a MMO, the best you can do is an unresistable hold. That however runs up against both a radius and duration concern. Nothing in the game can freeze game time, not even cut scenes. So on that note, I will not be responding on this thread further. -
Suggestion for correcting the Tyrant bug in Magisterium trial
Rudra replied to Voltor's topic in Suggestions & Feedback
I don't remember any time freezes in that trial. Just holds. If you were out of range of his "time freeze", you weren't held. It was basically a wide area PBAoE hold. It has been quite a while since I did it though. -
Suggestion for correcting the Tyrant bug in Magisterium trial
Rudra replied to Voltor's topic in Suggestions & Feedback
Agreed. How do you freeze time in a MMO anyway? Even the cut scenes aren't frozen, otherwise players wouldn't be able to interrupt Marauder. (Edit: For clarification, I'm not talking about the emotes being done behind him, I mean the player comments during his cut scene.)