Rudra
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Everything posted by Rudra
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Or angry players as their Controller/Dominator hits the guards with an AoE hold since their character is squishy only to see the AoE hold drop the level 1 civilian. Or MMs tell their pets to drop the guards and the pets' AoEs kill the hostage because we can't forbid our pets from using specific powers unless we never upgrade them. (Edit: Especially while escorting that NPC out.) Or the melee AT player who forgot to turn off the character's damage aura because they didn't have to previously turn off damage auras and they take out the glowie with the mission clue since they have to be next to it to interact with it. Heaven forbid if the mobs also get the same effects, because players already complain about the tip mission with the three heroes we have to save that die if the Freakshow use any of their AoEs in the vicinity of those captured heroes. (Edit again: Which I think was changed to stop that from happening?)
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No no no! Absolutely not! I oppose this! ... wait... can we have an option for a fue, shamisen, and biwa? I mean... No! Never! Kidding aside, depending on how it was implemented, this could be fun.
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Honestly, Rest is an under-utilized ability
Rudra replied to Major_Decoy's topic in Suggestions & Feedback
Actually, we can run with that argument. Because they do work in a similar fashion for player use. The invention system lets players craft IOs (generic or set) to permanently enhance their powers. Once they have their desired IOs slotted, the player will not be interacting with the invention system again unless that player chooses to for whatever reason the player may have for doing so. Enhancements get slotted into the powers the player wants to improve beyond base performance. Once the enhancement is slotted, the player no longer worries about that enhancement until the power needs to be enhanced again. (Edit: With attuned IOs not needing to ever be replaced.) Picking a power to level as lets the player improve the array of powers that character has access to. Once that power is selected, barring a respec, that player never has to make that power pick for that character again. Rest lets characters recover between combats. Once that character is sufficiently developed to no longer need to recover between combats (edit: or has teammates that render the need to recover between combats moot), the player never has to bother with Rest again with that character. A progression of something the player character needs initially that eventually gets left behind. -
Honestly, Rest is an under-utilized ability
Rudra replied to Major_Decoy's topic in Suggestions & Feedback
My mistake then. Apologies. (Edit: Doesn't change my statement that having Rest be required to use them again will royally piss off a lot of players.) -
Because the mechanics of the Hero System game system, including Champions, is built around specifically not telling players what they should make and how. You are mixing two different parts of the game. The core rules of the game system is what mechanic is used to determine success or failure, how different parts of the game interact with each other, and how players interact with the game system. Rage is not a game mechanic, it is a character concept, something the player comes up with himself/herself/themselves using the available building block powers and modifiers to create. Players would probably be less upset with Rage if it had been named Surge or something else that didn't pigeonhole the power into a specific concept but rather let the player define what that surge was. Be it rage, ki use, pushing past personal limits, or whatever. Edit: And side-note, Rage is in Champions. The base version is the ability to Push in the game, increasing the pushed power's point total by 10 at the the cost of an extra 10 END. There is an alternative to the core pushing mechanic where the character can push their power at even higher END costs. Those increased END costs can exceed the character's END pool, forcing the character to have to stop and rest, even if the fight is still ongoing. And then on Page 61 of The Ultimate Brick, there is Rage Augmented Strength. Difference is that version causes the character to go berserk and attack everyone including allies versus having a crash at the end. So yes, the core rules of Champions does have Rage, except it is called Pushing and everyone can use it for everything. Edit again: Heh, that's a weird thought. What if Rage worked more like pushing in Champions? That would mean it became a toggle with a ridiculously high END cost that could not be reduced. Enabling players to decide when and when not to push to accomplish their goals, and the crash would be their character pushing too much for too long. ... Please bear in mind that I am not advocating for this to happen. Just a thought experiment that popped in my head with the Champions discussion.
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Honestly, Rest is an under-utilized ability
Rudra replied to Major_Decoy's topic in Suggestions & Feedback
There are only two effects in the game I am aware of that states the character is exhausted. Blood Frenzy from using 5 stacks of it, which locks out the ability to gain Blood Frenzy for its duration, and Rage which crashes the character's combat ability. And making it so that either requires the character to use Rest to recover them is going to royally piss off a lot of players. -
Rage is a constructed power like the rest of the powers in the power sets. In this case it would be the Aid power with the Variable Effect: 2 powers at once (STR and OCV), Increased Recovery Time, Self Only, and Side Effects modifiers.
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Message of the day still shows Issue 28: Legacy, Page 2 not Issue 28, Page 3
Rudra replied to Troo's topic in Bug Reports
Well, it's technically not wrong.... 😜 *runs and hides*- 1 reply
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Honestly, Rest is an under-utilized ability
Rudra replied to Major_Decoy's topic in Suggestions & Feedback
Random question: Players already make characters that abandon their starter powers and just use their later powers, and those starter powers retain usefulness as long as you build them up and still find themselves cast away. Why does players abandoning Rest after they build their characters up to no longer needing it pose a problem or concern? -
Nothing to Crow about -- Gold Side Crusader arc missing NPC bug
Rudra replied to Doc Hornet's topic in Bug Reports
If Crow's arc, not the arcs that involve him, his actual arc, has been completed by that character, then no, there is no need to wait to level 20. Any already completed arc can be run through Ouroboros by a character even if that arc is still in that character's current level range. -
Let me clarify the question for you. I understand that a shadow armor set or support set won't do any damage. I'm asking about a shadow blast or control set. What type damage will that blast or control set do? Because I guarantee it will be asked for. And if shadow attacks don't do negative energy damage, then what type of damage will they do? Edit: Also, how would the shadow set differ mechanically? You haven't defined anything that isn't already found in the dark sets other than the teleport which is two different powers, and that is going to get the set ignored by a lot of players. Having to take a second power from their primary or secondary power set to make another power in that set work is going to catch a lot of flak from players. (Edit again: Especially since that would probably be all that second power could do: scout for you and place the portal exit point. No way the devs will allow players to have a pet they can send to safely retrieve anything from anywhere on the map.)
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This angelic character uses holy attacks: Empathy/Fire Blast Defender This holy warrior uses holy attacks: Invulnerability/Broadsword Tanker This saint uses holy attacks: Electrical Blast/Electricity Manipulation Blaster You are putting too much emphasis on a word and nothing on what that word means or is doing. (Edit: All holy means when used in reference to a character's abilities is that those abilities are sourced from a divine entity, patron, or other supernaturally expected to be benign source. It does not itself define a specific effect (visual) or mechanic. Even in cases where "holy" is used by itself to refer to an individual's powers as if holy were itself the effect, it is still most often some form of energy-based effect, most often light or electricity.)
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Because the visual aesthetics and the mechanical identity for darkness and shadow are the same. They are absolutely interchangeable. If you want a new set? Define what that set does and how it is different (mechanically) from every other set available to the AT. Trying to insist that shadow and dark are not interchangeable is a bald-faced lie. And what damage type would you assign to the shadow-themed set(s)? Really? What about Shadow Fall in Dark Miasma? The stealth +Def power? What about the Dark Armor set Stalkers have? Think Stalkers shouldn't count? Then how about Cloak of Darkness from Dark Armor for Brutes, Scrappers, Sentinels, and Tankers? All those powers grant stealth and +Def. Which the Dark Armor and Dark Miasma sets do. This argument falls apart when you add in Dark Armor and Dark Miasma to the comparisons. If you want to compare blasts to armors, then you need to look at Dark Blast and Dark Armor to be fair.
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Hooded cloaks are also already in the game. So is a reaper appearance. Without having to force it on others and make them ask the devs for a min FX thing to disable it. (Edit: Especially how it could conflict with their characters' wings, cloaks, capes, head gear, and more.) And we also already have the ability to activate powers and have them also apply a costume change to our characters via macro. No, that isn't the difference between shadow and darkness. A darkness or a shadow ability can inflict harm on another. A darkness or a shadow ability can conceal (stealth). A darkness or shadow ability can boost defense. A darkness or shadow ability can boost mobility. A darkness or shadow ability can heal. A darkness or shadow ability can root. I can keep this list going if you want. Darkness abilities can do everything shadow abilities can do. Shadow abilities can do everything darkness abilities can do. And both can do everything any other themed ability can do. It is all in the power choices. Darkness abilities and shadow abilities are also visually the same. They can both be wisps, tendrils, blots, bolts, and more. The list is extensive. That is a pet. Regardless of combat or non-combat, minion or pet class, it is a pet. A light wisp can do the same. An echo. A figment. And so on. Now you're talking about an MM's or possibly Controller's pets. That is an AT function and makes use of the pet command window. Because holy and divine are not specific to light. How is that holy or divine power defined? There is holy fire. (Also called sacred fire or divine fire among others.) There is holy light, which can be done by making a Radiation Blast or Energy Blast character if you want a ranged character. There is "holy" or "heavenly" without add-on which is typically presented as cold, sometimes even as ice. (Edit: A very common depiction of holy or divine power is lightning. Electrical Blast exists in the game too.) There is the "holy word", which would be sonic attacks or mind control. There is divine power that lets characters control the earth, plants, animals, water, or other things. Holy power, or sacred power, or divine power is also heavily linked to healing powers, including taking another's injuries unto yourself. (Hello, Empathy set.) So what is a "holy" or "divine" power set?
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Not arguing against you, just giving examples of what you are talking about. Rage, fury, other words meaning anger a la Hulk and a few other emotional characters. Adrenaline surge a la some fighters. Ki, qi, chi, spirit, and inner strength for more oriental themed and mystic (not magic) or spiritual themed characters. Various spells that boost physical strength for magic-themed characters. Holding back less than normal for super strong characters whose casual strength will cause ridiculous amounts of coincidental damage like Superman and that British hero in one of the X-Men comic series. Sheer willpower to do more than you normally can at cost to self for more mundane characters. And in most cases, not all, the character is left at least moderately tired.
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That is a costume thing. Give your character a hooded cloak in the costume creator. Don't want it always on? Make two costumes, one with and without. (Edit again: Remember, not everyone likes having powers change how their character looks.) How are you going to place the exit location for the portal if you can't see it to move your cursor there? There is a reason player teleports are LoS while NPC teleports are not. Remember that transferring character control in other games leaves the primary character unable to do anything. Perfectly fine in most cases, just don't forget that several missions spawn ambushes. And depending on where you are, those ambushes can spawn right next to you. If this is your answer about how players can place portals without LoS though? Yeah, that works. What is the difference between shadow and darkness? A shadow is an area of darkness caused by light being obstructed by a mass after all. Even in genres and stories where shadow and darkness are differentiated, it is by degrees of darkness. Where shadow is between light and dark, but that only means it is a less deep darkness since it is closer to the light. (Edit: Light does the same thing. There is radiance and light, with one being closer to darkness (and so dimmer). Which is closer to darkness changes between writers though.) Your Shadow Master proposal could be a potentially nice alternative approach to Dark Mastery, though Soul Mastery already is that as well. Do you have anything else for this set other than a teleport ability, a supplemental power that only makes said teleport ability work, and a defense buff by means of stealth? Primaries and secondaries get 9 powers. (Or are those your primary and secondary desires to see made and these are instead meant as APPs?)
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They don't count as Incarnate content. However, the TV Respec Trials have mobs that appear beyond the normal difficulty limit as @Uun said. And now the third trial has access to mobs that can actually reach the level limit for the trial. (I was on a team that was fighting level 58s. And since it isn't Incarnate content, we were 50+1s fighting them. It was absolutely nuts. While we could hit them, our damage was frighteningly low.)
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The devs have already stated (elsewhere) that fixing this is a priority.
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All powers have a "Animation Time Before Effect". For instance, using Tesla Cage on an enemy immediately notifies the enemy of the power usage, but the hold isn't applied until 0.967 seconds into the 1.667 second animation. If you're seeing a change in that from logging out and in, I would say to check your internet connection or modem for lag.
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Matthew Habashy's mission "Ritual of Souls" has the NPCs speaking out of order. Yes, I know this is common, but they can only be fixed if the devs are aware. [NPC] Blood Brother Slicer: Cinderburn said he's got plans, or something. Doesn't matter much to me, I'm having a blast with all the cops outta town. [NPC] Blood Brother Slicer: What's next after the demon? [NPC] Blood Brother Slicer: Sounds like a plan to me! [NPC] Blood Brother Slicer: Let's see if we can toss this hero into the ritual too! Edit: Later group in mission. [NPC] Blood Brother Slugger: Cinderburn wouldn't say. Guy thinks he can always keep us in the dark. [NPC] Blood Brother Slugger: What's the deal, anyway? Who got us that ritual? May also be reversed, but I can't tell. [NPC] Blood Brother Slugger: Galaxy was just the first, Atlas will be next to fall! [NPC] Blood Brother Slugger: Oh, we got ourselves a hero! You're too late to stop us!
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Tried bringing back another character from Live but couldn't. Insectoid is missing from the Tops with Skin list.
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Giant Monsters should have their own map marker.
Rudra replied to Mystoc's topic in Suggestions & Feedback
No. I don't run around soloing GMs. There are other players that do. @tidge covered responding to you well, so I'll just say read his/her/their response. -
Adding Reward Merits to Safeguard & Bank Heist Missions
Rudra replied to JCServant's topic in Suggestions & Feedback
If people don't care about the lore? They don't have to read any of it. However, the Reward Merits reward players for playing the game's story content. And papers/radios are not story content. Neither are Safeguard or Mayhem missions. I'm going to guess you haven't actually done any alignment or morality missions. They don't change. Each level range has a pool of available alignment missions that can be gained as drops or bought with Reward Merits. Each of those alignment missions has set enemies and objectives every time. The maps may change, but nothing else does. Each level range has two different moralities available. Each of those moralities has a preset map that never changes with defined enemies that never change and defined objectives that never change. And each of those moralities includes something going on with the assigned adversary and helper (if appropriate). So no, they are not similar to radio/paper missions or Safeguard/Mayhem missions. We've been arguing for 3 or 4 pages now. I've already been warned (twice?) not to do that. So I'll leave any further discussion to others for the time being. -
Adding Reward Merits to Safeguard & Bank Heist Missions
Rudra replied to JCServant's topic in Suggestions & Feedback
Absolutely. Radios/papers aren't structured content though. It is effectively a single mission that grabs a random tiny map, assigns a random level appropriate enemy faction, and a random objective. (Edit again: And then populates the radio/paper mission list with three of those. Which can all be the same.) Do five (three for the lower levels) of them and you get a Safeguard or Mayhem mission offered. That Safeguard or Mayhem mission's purpose is to give players access to otherwise locked contacts. The Safeguard and Mayhem is itself a single mission that draws the level appropriate zone map, populates with map-assigned enemies, and randomly draws from the five available side missions up to that map's limit of 1-5 side missions. That is filler. Not structured content. I couldn't care less what happens in other games. They are poor comparisons. WoW for instance requires players to spend in game money to get their next power or keep their current power upgraded. And the money it demands for that is ridiculously beyond anything a player can ever hope to have by playing the game at that point. I remember the game demanding I pay 5 gold for my power (edit: just one of the powers my level said I should have!) when at my current level, I barely had 3 silver. At 100 silver = 1 gold. WoW also requires players to have the correct gear to succeed. City of Heroes does not have gear requirements. No one is going to turn anyone away for not having Dark God Ultimate Indestructible Armor Of Everlasting Damage Reflection, because garbage like that doesn't exist. (I don't remember or care to remember actual WoW gear, so my made up example will suffice. And I don't care to have actual WoW gear pointed out to me.) If a player joins a raid and lacks IO sets, you know who checks and reprimands them? No one. Edit yet again: And here's another thing: unlike TFs/SFs, trials, or contact story arcs; radio/paper missions and Safeguards/Mayhems tell players nothing about the game's story. At all. There is no lore. There is no NPC interactions going on that actually mean anything. Nothing at all. Even the explore badges have something about the game's background history tied into them. It may not be relevant to any of the current goings on, but they still fill in gaps in the lore. Whereas the repeatable missions like papers/radios and the Safeguards/Mayhems do not. -
Adding Reward Merits to Safeguard & Bank Heist Missions
Rudra replied to JCServant's topic in Suggestions & Feedback
The "poor players" is sarcasm. I don't view anyone as being a poor, helpless player. It is me pointing out that every time someone argues 'this is to help those poor, new players who don't have the mental capacity to figure out basic game aspects unless we or the game specifically tell them, or have the courage to ask for help, or are being constantly harrassed and driven off by those mean ol' veteran players who expect them to be instant experts on the game when they do ask for help' is demeaning to said new players and ignores that the game does give guidance for every basic function and endeavor. For instance, your statement that the game does not give new players direction on getting Reward Merits, except the game does. The tutorials walk new players through the expected game progression of getting a contact, doing that contact's content, getting introduced to a new contact to do their content, and getting rewards for all of it. Seems like pretty solid guidance to me for new players to do the actual content and not farm radio/paper missions into Safeguards/Mayhems which are not mentioned in the tutorials at all. Except a "new player", which is what you were advocating for at least initially, won't even know Ouroboros exists. The only way for a new player to know about Ouroboros is to have played to the point where they came across and completed one of the time travel arcs contacts have that unlocks access for them, have a friend that got them to play tell them beforehand, have watched a YouTube video about the game that covered it (in which case they also had the opportunity to have watched videos on how to make money in the game), read about it on the wiki or forums *gasp*, seen it being discussed on the Discord, or seen chatter about it in game (at which point they would probably be asking others what it is). So they aren't going to just pop in the game for the first time, you know, a new player, and go "Can someone open an Ouroboros portal for me please?". A new player, as in one that has absolutely no idea about anything in the game, is most likely going to run through one of the tutorials, complete said tutorial and enter the actual game, and having entered the actual game, already have a contact with waypoint marker to go to and start earning rewards. A new player joining vets will most likely be joining a DFB or a TF. Where that new player will earn Reward Merits upon completion. I don't see PI radio missions being advertised in Atlas Park or Grandville paper missions being advertised in Mercy Island. Those are usually being advertised in zone. And a new player's first contact with a radio or paper contact is after (s)he/they leave Atlas Park or Mercy Island. (Edit: Especially since I see near constant TF advertisements across several chat channels harping about the double merit reward for it being a WST from the team recruiter. So new players are pretty constantly being inundated with references to Reward Merits. That should make it clear to anyone that they are pretty important.) You're talking about experienced players. New players, as in honest to goodness new to the game players, won't know anything about the story. They haven't even seen it yet. And they have to see/experience the story to have a valid opinion of said story. So they should be routed to the regular contacts so they can form their own opinion. What they also notice is "they level as fast. if not faster" when on a TF team. Which gives Reward Merits. Yeah, you're making another assumption. A lot of us have alts. Lots of alts. And we're broke. Finding funds for our characters is part of the game.