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Rudra

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Posts posted by Rudra

  1. 3 minutes ago, Greycat said:

     

    Distinctive, sure. But, how many people are excited to get a (say) teleport set? Besides. Slotting-wise, I don't see why these should be restricted to "just rezzes" (if that kind of category exists.) We have healing, we have accurate healing (some of which does damage as I'm recalling.)

     

    I might not mind a more damage/effect focused extra accurate-healing set, or *a* set or two that focus on both health and endurance recovery. But past that, this many sets I'd honestly just see diluting the drop pool.

    I think the only difference between a heal and a rez is that a heal can't affect you if you have less than 1 HP and a rez can normally only affect you if you have less than 1 HP. Considering the number of times I've managed to rez myself with Twilight Grasp, that seems to be the only difference to me. (And no, I'm not confusing Twilight Grasp and Howling Twilight. I've successfully rezzed myself with Twilight Grasp when I fail to get the heal in before damage finishes dropping me but before the game decides to lock out the heal's effects.)

  2. 10 minutes ago, NoRA said:

    my brain was thinking "reboot the ISP" might mean (as a joke) go kill the people and form a NEW ISP so it'd be like a phoenix ISP situation. BUT how does "reeboot your isp" mean "reboot your connection? Maybe this is just my autistic brain saying "everyone knows ISP is a company, not a connection," and not knowing "common sense knowledge."

    Well, first, despite it being something you would think everyone knows, not everyone knows what an ISP actually is. (I have my mother and a few others as constant examples of people that don't get it.) And second, I sincerely doubt anyone will tell someone on these forums to go do something they obviously can't to fix an internet game problem. (And if you for some reason do have the ability to reset the ISP itself, I would still recommend not doing so unless everyone in the area the ISP is serving is reporting problems or your diagnostics show a reboot is necessary. For hopefully obvious reasons.) So my recommendation is that whenever you see someone telling someone else to reboot their ISP, accept that either they don't actually know the difference or they confused their terminology. It happens.

     

    Though with that said, there have been multiple times when I had to contact Comcast to have them check their connection, and they had to fix it on their end, so that is also an option/possibility. If your provider is actually the source of your problems, that is.

  3. 8 minutes ago, Communistpenguin said:

    Blue side was also level 40 when it shipped. The quotes you provided specify red side, but blue side did not get level 41-50 till the first update. 

     

    https://cityofheroes.fandom.com/wiki/Issue_1

     

    "The level cap of heroes was raised from 40 to 50"

     

    43 minutes ago, Rudra said:
    On 5/18/2024 at 12:53 PM, megaericzero said:
    On 5/18/2024 at 12:41 PM, Rudra said:

    Red side was capped at level 40 when released, though I don't remember the specific reason why and it was announced as a temporary level cap.

    If I had to guess, Grandville wasn't done yet since it was a big marquee addition for Issue 7 (the issue after COV's release). Paragonwiki lists that Issue 1: Through the Looking Glass (which added Peregrine Island and the Rikti Crash Site) raised the hero level cap from 40 to 50 as well.

     

    • Like 1
  4. 39 minutes ago, Communistpenguin said:

    Necro response, but this is not true. When he game shipped, the cap was 40. Issue 1 brought the cap to 50. 

     

    On 5/18/2024 at 12:53 PM, megaericzero said:
    On 5/18/2024 at 12:41 PM, Rudra said:

    Red side was capped at level 40 when released, though I don't remember the specific reason why and it was announced as a temporary level cap.

    If I had to guess, Grandville wasn't done yet since it was a big marquee addition for Issue 7 (the issue after COV's release). Paragonwiki lists that Issue 1: Through the Looking Glass (which added Peregrine Island and the Rikti Crash Site) raised the hero level cap from 40 to 50 as well.

     

    On 5/18/2024 at 12:54 PM, Frozen Burn said:
    On 5/18/2024 at 12:41 PM, Rudra said:

    The level cap increase from 40 to 50 was a red side thing. Blue side was always level 50. Red side was capped at level 40 when released, though I don't remember the specific reason why and it was announced as a temporary level cap.

     

    They didn't have the lvl 41-50 content ready by the time they had to release, if i recall correctly. 

     

    Looking at the timeline, i6 "Along Came a Spider" (CoV) was released on Oct 27, 2005.  It was June 6, 2006 (~7 mos later) that i7 "Destiny Manifest" was released - which gave us Grandville and the Patron Pool powers, mayhem missions, and Recluse's Victory (a 4th PVP zone).

     

    On 5/18/2024 at 1:17 PM, Rudra said:
    On 5/18/2024 at 12:53 PM, megaericzero said:

    If I had to guess, Grandville wasn't done yet since it was a big marquee addition for Issue 7 (the issue after COV's release). Paragonwiki lists that Issue 1: Through the Looking Glass (which added Peregrine Island and the Rikti Crash Site) raised the hero level cap from 40 to 50 as well.

     

    On 5/18/2024 at 12:54 PM, Frozen Burn said:

     

    They didn't have the lvl 41-50 content ready by the time they had to release, if i recall correctly. 

     

    Looking at the timeline, i6 "Along Came a Spider" (CoV) was released on Oct 27, 2005.  It was June 6, 2006 (~7 mos later) that i7 "Destiny Manifest" was released - which gave us Grandville and the Patron Pool powers, mayhem missions, and Recluse's Victory (a 4th PVP zone).

    Thanks for the reminder. I forgot about that.

     

    • Thumbs Up 1
  5. 37 minutes ago, Night said:

    it also sometime plays the sound of domination running out a few moments later when you have domination running despite domination still being fully active, although that might just be a general Dominator audio issue.

    Saw, or heard that rather, today on my Elec'/Elec' Dominator. Popped Domination and shortly after I heard the Domination times out sound. Fortunately, Domination didn't time out.

  6. 9 minutes ago, Enamel_32 said:

    A lot of the suggestions for overcoming MoG rely on having a team or a specific combination of powers, it seems. While that's a perfectly valid perspective, let's also consider that not everybody plays One Way or Another for all sorts of reasons.

     

    I'd personally like to see more variety in what MoG is currently lacking. Right now it's susceptible to psi damage alone (though it still provides a lot of defense), but what if it was one of several weaknesses, picked at random? You could even alter the FX to make it visually recognizable to liven things up a bit, like the ice armor, flame shield, and so on. This way it becomes more of an active gameplay element, while presenting less of a "solid wall of frustration" for some players.

     

     

     

    Popping yellow inspirations to overcome MoG or dragging the MoG'ed mob around with you while you mop the floor with the other spawns isn't dependent on a team or set AT or set powers. That said, I do like your idea of different version of MoG with different vulnerabilities.

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  7. 4 minutes ago, MsSmart said:

    This game with a synthetic game master, does exactly what you described, look at the scenarios or missions built, they are custom made to the various character concepts,

    Where and how? The missions/arcs are not built around various character concepts. They are built to a baseline expectation of what players can build in the game. So there is no game-made tweaks to address the various character concepts or builds a player may come up with. If they were custom made to the various character concepts, then the missions would all function radically different depending on what the player(s) bring to it. But they don't. If you bring a lone Controller to a mission, the mission runs the exact same as if you brought a lone Tanker to the mission. The game doesn't care if you have a full team of 8 petless MMs that only took powers from the power pools or if you have a full team of 8 fully tricked out Defenders supporting each other or anything else. It looks at team size, which can be 'spoofed' by the difficulty settings to a larger team than you actually are, and it looks at the mission holder's chosen level shift settings. That's it. No custom made for various character concepts scenarios or missions outside of HEAT/VEAT specific arcs. And even those don't care what you bring to the mission, it's just the story that is custom for the HEATs/VEATs. The only thing that can be claimed to be custom are the Quantums the game spawns for HEATs. No other character concept or build comes into play.

     

    12 minutes ago, MsSmart said:

    Now you made a very bold statement about sending the game out of balance, I would dare believe you are being a bit over dramatic about it.

    You are free to believe whatever you want. I stand by comment. The overuse of Judgements and other incarnate powers to fast clear level 45 content at no risk would be my main point about balance in the game dying.

     

    14 minutes ago, MsSmart said:

    For example lets talk IOs, if  you decide to only use 5 out of the set of 6, so you can add, say a chance for DPS, you very definitely gave up some of the strongest buffs of the IO set to gain a percent chance of additional damage, is that like wow game balance going to the toilet?

    Why would I take IOs as an example? What does that have to do with power pool powers, their effectiveness, their prerequisites, or how players can better optimize their characters for a game they are already over-optimized to deal with the content when those prerequisites are taken out? The desire to do away with prerequisite powers from the power pools, or to just make all the pools one big pool, or to replace some of the prerequisite powers with more powers like Hasten, Tough, and Weave except expanded to cover more resists and status protections is all about squeezing as much power into a character as possible. Between this and the requests for more enhancement slots for characters, that takes away the very costs you are citing.

     

    19 minutes ago, MsSmart said:

    I actually like your concept of the scrapper build, actually becoming well rounded.

    That build was intentionally not well rounded. So we obviously have different ideas of what a well rounded character in the CoX game is.

  8. 53 minutes ago, NoRA said:

    I understand the frustration, and I'm usually using my own wired "desktop" that I built and is actually UNDER the desk, on the floor. I still don't understand how "Reboot your ISP" is USABLE advice in any way at all

    If your problem is due to your internet connection, and sometimes it is, then rebooting said connection can fix that problem. No one is saying to go to your ISP's offices and reboot their network. They are just saying to reboot your connection. Which you can do as @starro said. Though I recommend leaving your router or modem unplugged/powered off for at least 20 seconds before starting it back up if that is the source of your problems.

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  9. 34 minutes ago, biostem said:

    The problem, IMHO, is that no matter what macros are provided to the player, unless they actually understand how the commanded pet behavior actually impacts things like how and when your pets will attack, much less what bodyguard mode is.  I'm all for adding attack defensive, follow defensive, and other such macros as options, (perhaps in the powers window that can be dragged to the actual power bar).  In addition to this, I'd love to see some sort graphical representation or other such indicator when pets are in bodyguard mode and/or within supremacy range.

    There is an indicator on the pets that shows when they are in Supremacy's range. The Supremacy indicator is attached to the pet's buff/debuff tray whenever the pet is within the radius of Supremacy.

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  10. 1 minute ago, gameboy1234 said:
    On 5/27/2024 at 10:56 PM, Lunar Ronin said:

    Another suggestion: Add a /release_pets default macro.

     

    This is a decent suggestion.   The current "Heel" (Follow Passive) is kinda useless, this could replace that macro for default MM binds.

     

    (The other suggestions are good too.  Don't forget on the Pets window for MMs there are marco buttons similar to the default macros that are set up in a tray.  These would need to be upgraded as well.)

    I would rather not. Adding a macro for release I can support, but not replacing the existing Heel macro with it. There are times when you want your pets passive and following you. Like when you are running through a higher level area and you want your pets to just run through rather than try to fight anything because those somethings attacked you or any of the pets and you want to keep your pet losses down as much as possible. Or when you are on a team and they are just racing through the map not fighting anything for some reason. (It does happen. Not frequently, but I've been on several teams that just raced to the end for several missions, particularly for the longer TFs. And not having to re-summon pets if you can avoid it for when the team fights at the end of the map is helpful.) (Also, I like to use the Heel icon for my Stay command.)

    • Like 1
  11. 1 minute ago, gameboy1234 said:

    Teleport Target will also yoink a pet to you, I think regardless of what state it's in.

     

    But yes pathing is kinda nutty in this game.  If they fix it, they'll have to make sure not to make enemies too much smarter, while also making player pets and rescued NPCs much much smarter.  I'm not sure how fraught that would be, but I think the basic request is valid.  (Seriously, my pets are frequently dumb as rocks.) 

    Nope. Like I said in the previous thread about MM pets and their glitches, when a MM pet gets stuck in terrain and is rag dolling in place, they cannot be teleported out of it. That is always the 1st thing I try. If they are just stuck in the terrain and unable to move? Then usually, but not always, you can teleport them out. But not when they are so stuck that they ignore the dismiss command to despawn.

  12. 6 minutes ago, Xaddy said:

    Please don't sweat the pronouns on my account. 


    Perhaps I'm not very good at communicating this issue. Eiko-chan and Rudra - both trying to be helpful are telling me this information is already in the game. 
    I don't debate the information in the detailed tab. It is plain as day:
    image.png.4ab3ec2c67e615744580af14a2483ea2.png

     

     

    But - I can only see this AFTER I choose the power. Not before. If I don't choose this power, I cannot see it. Thankfully, there are plenty of free respecs if the power doesn't suit my needs. 


    I am told that if I type the power in brackets, I can get a link in chat to click on that displays it. The problem is - I still don't know if the information is accurate because of the inconsistency. It certainly looks like it's going to dish out more damage than the minimal damage the description mentions. 

    In any event, I took the power and it works quite well with an Overwhelming Force damage/kb to kd. 

     

     

    Click the green "i" on the power selection screen. It shows the detailed info for all powers in the set before you even select them to keep. (Edit: It won't show stats after any globals you may have, but it will show you the unenhanced data for the power. And you can go through every power in the set to see what does what even if you aren't high enough level to get that power yet. Just like @Eiko-chan and I have been telling you.)

    Capture.JPG

    Capture2 - Copy.JPG

  13. 14 minutes ago, PeregrineFalcon said:

    Four debuffs? Four? Since when?

     

    Looking at the wiki Boxing: has a small chance to stun foes, and has a small chance to drain a tiny amount of Endurance (1) and lowering Recovery (2) slightly, but only if you have also trained Cross Punch. Stun's a mez, not a debuff. Draining a tiny amount of Endurance is technically a debuff and lowering Recovery, even though it's also just tiny amount is also technically a debuff. Where's the other two?

     

    Bottom line: if they doubled Boxing's damage and also doubled the chance to Stun it'd almost be worth keeping in my power tray.

    In the game under Detailed Info, it also lists +100% recharge, -10% regeneration, and -10% recovery as debuffs it inflicts. Without Kick or Cross Punch. (Edit: Cross Punch adds -2% END and -5% recovery.)

     

    (Edit again: I agree that Boxing's damage is excessively low even with its debuffs, but I still say that the debuffs need to be factored in for whether the power is good or not. Even doubling its damage should keep it below primary/secondary set attacks. [I think. I haven't gone through them all to check.] But it isn't as worthless as everyone says it is. And I most definitely oppose trying to merge the pools to skip the prerequisites or anything else that would bypass them.)

     

    • Like 1
  14. It's been a while, so I don't remember the set of arcs too clearly, but did you go talk to Fortunata Hamilton in Cap au Diable to see if she sends you to him? If I remember correctly, the missions you do for Alan Desslock after he sends you to Brick Johnson are ones the other contacts send you to him for.

     

  15. 7 hours ago, Herotu said:

    The "only" advantage is that it can do more damage to more targets. When you consider that it's an attack power, I'd say that's it's primary function. 

     

    The only thing it's better at is it's primary function. 

    Because no attack has the primary function of controlling the battlespace or debuffing enemies. And those attacks that debuff enemies don't do less damage than those attacks that don't. Obviously.

     

    Edit: By itself, Boxing inflicts 4 debuffs. And as far as I can tell, 3 of those debuffs always apply.

  16. 3 hours ago, tidge said:

    I have no personal experience with Hibernate, but I have a vague recollection that once upon a time there were some concerns about its use in PVP. The Concern may have been about griefing for all I know.

     

    31 minutes ago, arcane said:

    Ice/Energy Tankers were basically chaining Phase Shift and Hibernate in such a way that they were impossible to kill in a duel. I vaguely recall swearing off of dueling Ice Tanks since I didn’t totally care for going into a duel with a 0% chance of getting a kill. 

    So have Phase Shift and Hibernate work as is in PvP and as did for PvE.

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  17. 1 hour ago, kelika2 said:

    And thematically someone who has super reflexes wont be much of a street boxer or a thug kicker or even someone who can take a hit would just go strait to Weave. 

    Says who? Especially since their Super Reflexes secondary already covers their super reflexes. (Edit: The Fighting pool isn't the Super Reflexes pool. There is a separate power set that covers that. So maybe the super reflexive character decided to dabble in some boxing or learn how to throw a better kick, learn how to take a hit for when his/her/their super reflexes isn't quite enough, and so learns the Fighting pool.)

    • Like 1
  18. 17 minutes ago, Frozen Burn said:

     

    Door sitting, you can still get attacked, ambushed, a patrol wander by... there is still some degree of risk.  Being in Hibernate there is none.  

     

     

    So the door sitters then use almost any stealth power and except for the ambushes, go unnoticed by the wandering mobs. And in the case of the ambushes, several of them will just run up to the stealthed character, especially a Stalker using Hide, and just stand there while the door sitter calls out the waiting ambush for the rest of the team to double back and deal with. (Though some ambushes will ignore their stealth and attack them anyway.) And if the person is using Hibernate to sit out the mission(s) from a position of safety, the team leader has the option of just kicking them from the team. Or if it is the team leader, the others can bail and form their own team or join another.

    • Thumbs Up 2
  19. I have to agree with @Eiko-chan. Popping Hibernate and just staying in it while the rest of the team clears the mission is no different than just camping at the door while the rest of the team clears the mission. Sure, you're still subject to the ambushes since they will scatter to chase down all the team members if they aren't all together, but I don't really see a fundamental difference. Full disclosure though? I'm more supportive of the OP because I really just want Phase Shift to go back to the way it used to be, where it was just a toggle with a heavy END cost rather than a toggle with a heavy END cost that times out after 30 seconds with 2 minutes of NoPhase tacked on. The nerf made it fairly pointless to make ghost characters, shadow characters, or other normally incorporeal characters to correct something that still happens anyway if the intent was to stop players from avoiding the combat and leaving the rest of the team to earn them rewards. (I respec'ed my Dark/Dark Scrapper back on Live out of Phase Shift after the change because my shadow demon character could now only be a shadow for 30 seconds at a time. And my character was in the thick of the fight whenever I was on a team and the team was fighting anything. Being incorporeal was part of the character concept, but now I just pretend that something in the world is forcing the shadow demon to always be corporeal. I get the need to remove exploits, but this was done at the expense of character concepts and I still have to ask what exploit was actually removed.)

     

    (Edit: And if it was to stop PCs from sneaking to end of missions safely to recall their team mates or do anything else? Well, that didn't stop either. It just became more difficult.)

    • Thumbs Up 1
  20. 36 minutes ago, megaericzero said:

    Does /release_pets not force them to self-defeat in that situation?

    Not that I can remember. Then again, I never tried release until after dismiss failed. And dismiss removes them from your pet window, but does not despawn them in those situations. So maybe trying dismiss first caused release to fail.

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