Rudra
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Everything posted by Rudra
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Turn “Disable Earning XP” into “Bank XP”
Rudra replied to GeorgieTank's topic in Suggestions & Feedback
Prestige is dead. Let it stay dead. (Edit: There are already players that farm their way to 50. Let's not also give them a way to buy themselves instant 50s.) -
Turn “Disable Earning XP” into “Bank XP”
Rudra replied to GeorgieTank's topic in Suggestions & Feedback
You just said you have no problems leveling, so why the need to bank xp? When you're ready to level up, go take down the mobs or do the missions to level up. Want to do so really fast? Turn off xp just before you ding out of the current range so that when you turn it back on, dropping a bed-ridden underling will still level you. Edit: Here's something you may not have considered: the probability of your banked xp immediately shooting you past the next range into the range after. -
Zone/Mission: 5th_Column_45_Layout_01 Position: [417.2 0.7 222.2] Council computer floating a few feet above the floor. It may be being driven up by the irregular rock at its back. Zone/Mission: 5th_Column_45_Layout_01 Position: [392.6 3.6 638.7] Another one that is elevated, again possibly by the terrain behind it.
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Holiday Badges available more than once a year
Rudra replied to Snarky's topic in Suggestions & Feedback
As a badger, I have to say... I don't support the OP. It's one thing for badges that we can buy during the event to be available all year, which looks like we won't be getting anyway, because the only thing that has to be done for those is log in or go to Luna and make the purchase. However, it is a completely different thing for badges that we have to accomplish in game tasks to get. Holiday tasks are fun because they are not normal tasks we can accomplish all year, at least to me. -
Kismet +ToHit not giving 6% ToHit slotted in Invincibilty
Rudra replied to OldPenn's topic in Bug Reports
Invinicibility only functions with enemies near you. Like @Arbegla said, the Kismet you have slotted in Invinicibility will work when there are enemies around you. I just verified that on Brainstorm using your instructions to replicate. -
Please place limits on the numbers of ambushes that can spawn at once on the 'Rescue Jim "Thunderhead" Bartlett From The Council' mission. I made it a point to make sure there were absolutely no Council spawns anywhere in the vicinity of him or even anywhere in view of his spawn point and along the path back to the mission exit. No Council spawns anywhere within render distance at minimum. And I was still swarmed by Council. I haven't increased my difficulty settings, so it is still at +0/x0 (which is +0/x1), and after I had freed Bartlett, I had no less than three ambushes jump us from three different directions. Two of the three ambushes included lieutenants (with minion support) that when they got low on health became wolves. The old guy is only a lieutenant, and a squishy one at that, and when he drops, the mission fails.
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Confirmed, probably because Soul Transfer was changed to also be usable while not dead. When you see Soul Transfer on the powers list, it has the correct icon. However, when you get it as a power, the icon changes to a heal icon as a cross with a half circle over it in both the power tray and the powers list. When you are defeated, the icon changes back to the original rez icon. (Edit: Dark Regeneration's heal icon has a triangle over it. So the icons are different, but I got confused while checking this too.)
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Spread the word. A lot of NPCs cannot follow through stealth of any kind. Pretty much all of the non-combat and even a few combat NPCs are as affected by the player's/team's stealth as the enemies.
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Sweet. How about all sword Fire Melee?
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Huh, I never noticed them. Thanks. Edit: Still opposed to that though unless we get a way to transfer more than one at a time. Or is there a way to transfer more than one at a time per e-mail too? Oh, we can buy them on the AH too.... Nevermind.
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My apologies for the misunderstanding then. And yeah, I thought about that while I was typing up the OP too. It is a far simpler thing to implement than my idea, but since there is basically no way my idea will be implemented since it doesn't really change anything, may as well shoot for full immersion.
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I haven't had this problem. And any time I hear someone say they have a RAM issue with the game, I tell them to check for memory leaks. So... try checking for a memory leak....
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That's fair, but I have to wonder why that dev wanted to add yet another currency to the game. The anniversary badges can already be bought with Reward Merits, adding Anniversary Tokens just complicates it unnecessarily. And making the currency something that can only be earned during the event works against the idea of being able to buy the badges year round. If there is agreement to expand the window to all year, then it makes far more sense to simply expand the window and not add yet another currency to the game.
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Can we have an inspiration vendor in the Ski Chalet area?
Rudra replied to mechahamham's topic in Suggestions & Feedback
Some of the bartenders in Pocket D have had other bartenders referring players to them to buy things since Pocket D was added. The wiki also gives coordinates for a hero side and villain side bartender that sell inspirations, except they don't when you interact with them. -
How about if it only tracks characters that interact with the kiosk instead? I thought I could only show up on the leaderboard if I used the kiosk, and if I can instead show up on it just for entering Pocket D, I have reason to avoid Pocket D. Not everyone cares about leaderboards, and some of us don't want to even be on them.
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We are presumably run over by the train when we get CRUNCHed, so being moved onto the car in the middle doesn't make sense. More so if you get CRUNCHed before even reaching that car. The separate room gives the ability to portray the train having moved on after crushing the character.
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Zone/Mission: CoT_60_Layout_02_02 Position: [30.2 -64.5 474.9] Podium floating a few feet above the floor.
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First off, let me preface this by saying I know this will be a lot of work for basically no gain and I don't expect it to be implemented. However, I think it would be a thematic change to the mission and hope it will at least receive some consideration. Okay, so on the train mission, if you wind up between the cars or past the sides of the cars, you immediately get CRUNCHed. My request is to add a new area to that map that would be disconnected from the rest of the map. This new area would still be the train tunnel, but no cars. Anyone that gets CRUNCHed would be teleported to this room as part of the CRUNCH mechanic. If the player chooses to hosp', then their character will per normal end up on the mediporter car. If they choose to self-rez, they are still in that room. The player can then choose to pursue the train. To do so, at one end of the room is a teleporter like the one on the mediporter car that when clicked, teleports the character back to the mediporter car. (Alternatively, it can be an automatic teleport like the Circle of Thorns maps where when the character moves to a certain part of the room, they are automatically shifted to the mediporter car.) The character can still be recalled by their teammates from that room, which they already have to do anyway if they wanted to rez the character without the character getting immediately CRUNCHed or wanted to get the character back in the fight sooner. Why add the room? To show the train moving. That's all. The downside I worry about is the question of using the room as an exploit. Not sure how though. It also doesn't really add anything beyond showing train movement for the defeated. However, it throws me off when I get crushed by the train because it is supposed to be moving and I'm still in that space between cars with the fight raging around me.
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Can we have an inspiration vendor in the Ski Chalet area?
Rudra replied to mechahamham's topic in Suggestions & Feedback
I would like to know this too. If they were still working, then all anyone would have to do is step out of the ski area, buy their inspirations, and step right back in. (Edit: I'm not against the ski chalet bartender also selling inspirations, just saying if the other bartenders still sold inspirations, we would have that ability.) -
Implement MM on-summon buffs to prevent pet deathloops.
Rudra replied to Shin Magmus's topic in Suggestions & Feedback
I don't know about Advanced Mode, but the regular TF has you (and any pets that wind up there) automatically die with a large red CRUNCH if you are no longer on any of the cars. Get knocked between the cars or past the sides of the cars, and you die. (Edit: My main character (MM) doesn't have any KB protection. So I would get knocked on my butt, then before I even got back on my feet, get knocked again, then get knocked between the cars or over the side. I lost count of the number of times I had to hosp' from getting bounced.) -
Funny thing. I am in a 4-star Advanced Mode ITF with my difficulty settings at +7. And there are no level 56s anywhere on the map. (Edit again: Let alone 57s. Everything is level 55.) I call BS. (Edit: Yes, I only snuck my way through the first mission to check. I have no intentions of trying to solo a +5 4-star ITF.)
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Try reading the entirety of my post. Either Tin Mage and Apex are made incarnate content so you can use the +7 level difficulty, which still leaves you fighting +4 mobs, not +6, or you are asking for two TFs to treat the difficulty settings differently than the rest of the game. And in the latter case, why would the devs agree to do that?
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Can we have an inspiration vendor in the Ski Chalet area?
Rudra replied to mechahamham's topic in Suggestions & Feedback
I'd say just step outside to the bartender immediately out of the chalet area door and talk to the bartender, but they don't seem to sell inspirations anymore. -
The part you keep ignoring, and I have to assume you are ignoring it because you have already been told this twice (thrice if you count @Troo's reminder to read the other), is that the point of the +5, +6, and +7 is to bring back the +4 difficulty that incarnates effectively took away. So the whole point is to re-enable +4 difficulty at actual +4 rather than +4-1 (or -2 or -3) for incarnate shifts. That means your request for Apex and Tin Mage to be able to go to +7 ignoring lack of incarnate shifts would be unique (despite applied to 2 different TFs) among all the game's content. Again, the apparent goal was to restore +4 difficulty after available player level shifts have been accounted for, not to provide higher than +4 difficulty for game content. And most definitely not to provide higher than +4 difficulty for just two specific TFs as you are asking for. Edit: And to make sure this is absolutely clear, we're going to do some math. Currently, Apex and Tin Mage allow for level 55 enemies and they do not allow the incarnate shifts, just the Alpha shift (for 50+1). 55 - 51 (50+1) = 4 If Apex and Tin Mage were changed to allow the +7 difficulty, they would now allow the incarnate shifts as well so players could be level 50+3. 57 - 53 (50+3) = 4 Net result? You would be getting what you already have.
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Newspaper mission to retrieve coral research has a free-floating wall safe. It's just hovering there in mid-air at the following location: Zone/Mission: V_Caves_30_Layout_01_02 Position: [-239.2 7.4 823.6]