
Rudra
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Posts posted by Rudra
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14 minutes ago, Ukase said:
Not at all. Ice Mistral's set is in the category of slow enhancements. I'm not sure what's confusing about what I stated.
5 hours ago, Ukase said:6 hours ago, Rudra said:Didn't feel that way to me since the OP didn't ask for a slow component, just the enhancement set.
What I asked was that it be able to slot slow enhancements. Never said anything about a set.
That's what is so confusing. I stated that you were asking to be able to slot slow enhancement sets, not asking for Freeze Ray to get a Slow component added (which would have given it the ability to slot Slow enhancements). You then countered that you had never said anything about a set, just Slow enhancements. Which tells me you only wanted regular slow enhancements. Then you follow up with you had made this thread because you wanted to slot the proc' from Ice Mistral, an enhancement set. So if that had been the reason behind the thread the entire time, then why were you so set on stating you had not mentioned sets when I had pointed out that doing so was what you had seemed to be after? You can't slot the proc' from a set if you can't slot the set. So why did you make that statement implying you had not meant enhancement sets?
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11 minutes ago, lemming said:
*cough* 20 hours
Thanks. I haven't done a Hami' raid in quite a while now.
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2 hours ago, Ukase said:
I think it's not a bug, because it used to take slows (from what Troo posted).
That is Bitter Freeze Ray. The same set Hold I shifted to as part of the conversation.
2 hours ago, Ukase said:Like @Glacier Peak, I would look to slot the Ice Mistral's % damage in there. Was very surprised I couldn't.
4 hours ago, Ukase said:What I asked was that it be able to slot slow enhancements. Never said anything about a set.
Are you trying to be confusing?
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1 hour ago, Scarlet Shocker said:
This sounds like it should be moved to Bug Reports
I disagree. Freeze Ray has no Slow component. So it not accepting such enhancements is hardly a bug.
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3 minutes ago, DrRocket said:
Why not? it has a team of 40 and Hami can't hardly be considered incarnate stuff either, in fact its more akin to Rikti as you can see in LGTF
I never understood why Hamidon was changed to give Empyrean Merits either. At least he only gives it once per 24 hours and doesn't give salvage.
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13 minutes ago, Ukase said:
What I asked was that it be able to slot slow enhancements. Never said anything about a set.
Ok, but if it doesn't have a slow component, and you aren't after the sets, then why do you want it to accept slow enhancements?
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MSR isn't Incarnate content, so why would it give Incarnate rewards?
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4 hours ago, Scarlet Shocker said:
I think that's what is being pointed out. It's inconsistent with the whole power set.
Ice should by definition slow stuff down even if it doesn't fully lock down a powerful opponent.
*shrug* If that is the OP's intent, okay. Didn't feel that way to me since the OP didn't ask for a slow component, just the enhancement set. Never bothered me, but guess that makes me odd entity out. After all, it is a Mag 3 Hold on a Blaster that available fairly early in a set that lets my Blaster smack a target with a Mag 6 Hold effect. Mag 9 if I also take Leviathan Mastery. And up to Mag 15 with slotted procs.
Hells, Bitter Freeze Ray doesn't take Slow sets either. Most likely because it too is a Hold. Does the game have any Holds that also Slow?
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17 minutes ago, Psyonico said:
I have started the Crey rogue arc (can’t remember the contract’s name).
Erin West. And I love how upset the NPCs get when you make mention of things like Crey's Folly.
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1 hour ago, Captain Fabulous said:
Kinda makes you wonder if someone is running a script that keeps testing names until it finds a valid one and then takes it. How else would someone snatch those names in such a short window,, not once but twice? Seems sus.
Really? Those are rather basic names for characters. I've had names taken from me in less time than that. I've even lost names while I was just random throwing a character together to reserve the name for when I transfer the transferred character back. And how long does it take to just random click AT and powers for a placeholder character that you couldn't care less what it looks like? It means nothing other than at least one other person also had a character (s)he/they wanted that name for. And was probably very surprised (and happy) to find the name available.
(Edit: Now, if those names had been something out there like maybe Klex'ar of Vryxlpath or something else obviously made up and possibly unique as a name/concept? And then that name was lost because of a server transfer? Then I could maybe see someone watching the name to take or possibly riffing off the first player's idea. I would still doubt it, but at least it would be more plausible.)
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I don't remember Freeze Ray having a slow component to it. Isn't it just a straight hold with damage?
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1 hour ago, Zep said:
How would villains go to PI or Talos? Just curious.
They can't. Those aren't co-op zones. However, heroes can just hop on any tram in any zone and get to Kallisti Wharf. Villains have to go find one of the smuggler subs.
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35 minutes ago, JayboH said:
Having it not be normal would be nice.
It happened with every online game I've ever played, so good luck with that.
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11 minutes ago, JayboH said:
Nope.
This is specific to zoning, not just doors that open with no loading/instancing. Which primary?
My main: Ninja/Dark. Doesn't even happen to me zoning either. Not going to/from Kallisti Wharf for instance or when entering or exiting missions.
Edit: Are you sure you aren't just hitting a lag spike from server traffic?
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That isn't a recent patch thing. CoX has been doing that forever. When the servers are under a heavy load, rubberbanding and lost packets are fairly normal.
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39 minutes ago, JayboH said:
We still have the weird code that requires players like Masterminds to resummon all pets 3 times with each upgrade. You walk into a door, and on the other side the pets will enter 3x, one for each stage of their upgrade path. That means you cannot utilize much of your primary until that entire process is complete.
Are there specific maps or doors doing that? Because I've been playing a MM all week and that hasn't happened.
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We have spellcasters in the game. Lots of them. We don't have robes for the same reason we don't have long skirts for females. There is severe clipping issues involved with them. (Another edit: The Carnies get away with it by not having legs. The Tsoo get away with it by not having kicks and going into a combat stance as soon as they aggro to hide their clipping.) There have been multiple requests for alternate animations that use wands and/or staves though. Fireballs are in the fire set. Familiars are available at the START vendor.
Edit: Right, you also said power sets for wizards. Take the magic origin and any power set in the game. Blaster if you want an offensive wizard, Corruptor if you want a wizard that does both heavy offense and support, Controller if you want a wizard that focuses on battlefield manipulation, Dominator if you want a wizard that does battlefield manipulation with focused offense, Sentinel if you want an offensive wizard with strong defense, and Mastermind if you want a wizard that summons others to fight for them. (Edit again: Bonus points if you also take the Sorcery power pool.)
(Edit yet again: And if you want a "traditional" D&D style wizard character, there are posts on these forums, including one from me, on how to make a D&D style wizard complete with lightningbolt, fireball, cone of cold, mass cat's grace, and other spells.)
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2 hours ago, dukedukes said:
I thought about the specific -range value that could work well. There's a possibility of using @Super Atoms suggestion of basing it on an AT value but at the low end ~37.5% would be good as this will be reduced by purple patch to around 25% vs +3. This is around the value I expect would prevent an immediate counter-attack after provoking in most cases, and the out-range distance would still require you to extend yourself a good ways away from where you want the mobs, but close enough so you can try to be useful in other ways while waiting for the mobs to kite over. This would make the power more useful but still laborious to use.
Auto-hit has value, especially for utility powers. I think a lot of people would give something up for an auto-hit power. Consistency has value.
I only consider taunt useful as a grouping tool, the use cases for simply holding aggro as a non-tank are too slim to consider. Preventing runners (inefficiently), helping a teammate who got too much attention, I can't think of much else. I've used provoke on AV's to help squishier players when we lack a tank but that's about it. Yes you can corner pull and sometimes this works out great, other times not so much. I went into detail on this describing my pull process. I have this power often and because of the lengthy and inactive pull process it heavily limits if the power can be used.
I see scrapper taunt as not being applicable to the same scenarios, I wouldn't use it more than a couple times a fight. If I see a boss on the outskirts I'll go ahead and taunt them in. A bunch of Lt's and minions? I wouldn't. It's a weaker version of the tankers taunt mainly expressed through its limited use cases.
Provoke is also a weaker version of tankers taunt, but looking at Provoke as a weaker version of a power of a weaker version of power (provoke < confront < taunt) isn't necessarily the frame of reference I would use to look at this problem, I would instead look at Provoke as a different and distinct weaker version of taunt. The Provoke I'm proposing in my suggestion would absolutely not be used by a scrapper or any melee because it isn't enough -range. If they tried to use the power the mobs would stop very early, the scrapper would have to run away from all the other enemies for the taunted mob to close in, that's not going to happen. Melee need larger range reductions, they can't compromise so much on every single use of the power.
The suggestion still leaves Provoke as a power requiring you to perform several other actions to effectively use it as a grouping tool, it is better than scrapper taunt in some ways and worse in other ways. Both would be separate and distinct weaker versions of the tankers taunt.
This is a point I care about quite a bit, which is AT identity. I wouldn't want Provoke to dominate Taunt or get close to its effectiveness, that's why Provokes other three weaknesses are fine, I just think it needs a small range reduction to make it usable in more scenarios than it is now. If the devs value -range highly enough even at lower values then so be it, that's up to their judgement, I can only raise the suggestion and I'm fine with disagreeing on perceived value.Confront and Taunt serve the same purpose. Confront lets the Scrapper pick who they want taunted while Taunt lets Tankers and Brutes just grab everyone. (Being able to draw your selected target as opposed to the entire spawn does not make Confront weaker. It makes more tailored to the concept of the Scrapper.) Choosing to ignore Confront for the sake of buffing Provoke, choosing to ignore Scrappers because you only care about Tanker identity, just means you are choosing to step on Confront. Any -range is a useful tool when you want to draw targets in for any reason. Confront lets you spam the ability to draw in while Taunt tries to do it all at once. Provoke lets you currently draw attention away from others without stepping on Tankers, Brutes, or Scrappers' identities as provocation specialists. Adding 37.5% -range to Provoke still means Provoke can yank up to 5 targets from 60 feet away to come to the character while Confront can only pull 1 target from 70 feet. Autohit is a nicety, but a high accuracy still means you are going to draw at least 3 of those 5 targets just from Streakbreaker every time. And without even trying to go for recharge, you can be throwing that Provoke every 5 seconds. Those mobs didn't come all the way to you? Okay, hit Provoke again and have them finish coming to you. Or move the maybe 10 or 15 feet difference to them and drop them.
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1 hour ago, dukedukes said:
Let's exhaust the steps to complete a taunt pull for two characters:
Tanker
1. Maybe move to target but probably not
2. Press Taunt
3. Very rarely some enemy types may have gigantic range, moving 10 ft could do the job in most cases I suspect
Provoke
1. Likely move to target as you could be positioned anywhere and have shorter range, not the middle of a pack like a tanker
2. Press Provoke. Because you are closer and with lack of -range the targets may attack you immediately which slows the pull
3a. Move 30-80 ft away from where you want the mob to run to. There is a big cost involved in this movement as you may not be able to use some powers effectively at your new position
3b. Maybe you block line of sight if it's feasible. This position may prevent you from using powers on any enemies til the taunted target reaches its destination but this isn't always the case. The best case is very similar to a tank! It doesn't always work out this way though
4. Wait however many seconds til the enemy reaches the destination. Depending on pathing this could be your entire taunt duration or more in really bad cases. Pathfinding can suck
5. Move back to where you would prefer to be
I still use Provoke and may be the only person who does but the dance I do to make it function is a bit much. I'm cool with jumping through hoops to make it work, I'd just like the hoops to be a bit closer together. Please compare this process to the abomination that is Fold Space.
Let's simplify it and look at what the powers do.
Confront: ST, autohit, -range.
Taunt: AoE, autohit, -range.
Provoke: AoE, hit check.
Provoke sits nicely between Confront and Taunt. It hits more targets than Confront, letting the player grab the attention of more foes in a single try, but does not cause the targets to move to the character and can miss. The move to the character is nice, but not crucial to the ability to get mobs' attention. Especially since you can draw the mobs to you by using Provoke and then moving behind cover so they have to move to you to be able to target you because of being provoked. Confront has to target every target you want to pull off a friend individually. It being an autohit with a really fast recharge is great, but it falls behind in being ST. Taunt targets an area while being autohit, but only draws in the targeted mob. I'm not going to be able to change your mind, of that I am fairly certain. However, being able to affect multiple targets with a single use of the power at the expense of a hit check seems quite fair to me to sit between Confront and Taunt. With the -range being nice and all, but not critical to ATs that don't already specialize in drawing in enemies. And those ATs have either Confront or Taunt available to them.
Edit: Now lets say provoke is given a -range component as well. Even with a hit check required, it stomps Confront. It does so because improving accuracy is ridiculously easy. So now a pool power will hit more targets than a primary power, draw them in to the character, and only has an easily countered hit check requirement. Why ever bother with Confront when Provoke is now so much better than it?
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Uhm, yeah. The mission is to rescue Akarist and Zoria. So if Akarist dies, the mission can't be completed.
Looking at the wiki, it seems he is downgraded to just a pet for that mission. In this case, he should probably either be changed to his normal status of boss or be granted invulnerability. (It is because of how the mission is listed on the wiki that I am fine with changing him.)
(Edit: I should be honest.... I've never had a problem saving Akarist, but I know there is going to be a push to make him invulnerable or what not, so I'm just resigning myself to that outcome.)
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4 hours ago, dukedukes said:
My stance is Provoke is drastically weaker than melee taunts,
Well, power pool powers are supposed to be weaker than primary/secondary set versions. Then you also have the considerations others have already posted. So to me, Provoke looks to be pretty well balanced between Taunt and Confront, with only the accuracy check making it weaker. And again, as a power pool selection, it is supposed to be weaker.
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So @CommanderStryker got me thinking with the Musketeers proposal. So I'm here yet again with yet another MM primary set proposal. (Bear in mind I fully understand how much more difficult it is to make a MM primary, so I'm not holding my breath over this. However, I would still like to get a feel for how others view this idea and what improvements they would like to suggest.)
Primal Guardian
The primal guardian seeks to both defend nature and bend it to his will. Whether the primal guardian's intentions are benign or malign, the primal guardian has devoted followers to enforce his will, eventually culminating in the ability to call forth and command a primal spirit of nature itself to serve.
Tier 1: Venom Thorn
This thrown dart poisons the target, inflicting additional damage over time while penalizing the target's recharge.
Tier 2: Scout
(Use Immunes Engineer, not Incarnate version, no shield) Armed with javelins and spear, scouts form the bulk of the primal guardian's forces. Opening the fight with their thrown javelins, scouts disrupt and harry enemy forces. They then utilize their spears to finish off whatever is left to close with them. (Melee preferred.) (Powers: Mercurial Blow and Precise Strike. Both with spear model.)Tier 3: Throwing Axe
A sturdy axe thrown with precision.
Tier 4: Enhanced Training
This power enhances your followers, bolstering their resilience and teaching them new techniques to use against your foes.
Tier 5:
GasAcid GrenadeThis thrown weapon explodes into a cloud of nerve gas. While the initial damage is light, the gas' vapors cling to the target. This results in additional minor damage over time. More importantly, the gas gets into the targets' eyes and nose, making it more difficult for them to perceive their enemies, and so rendering their attacks less accurate. (Toxic damage on attack, toxic DoT, -ACC, -Perception)This thrown weapon inundates the target and the area around it with an extremely caustic fluid. (Toxic damage, toxic DoT, minor -RES.) (Change made to remove the more control-oriented aspect of original power.)
Tier 6: Woodsman
(Use modified Woodsman model. So it isn't the actual Woodsman. Intent is unarmored warrior, but doesn't use combat boots like the Warriors.) The elite of your followers, these skilled warriors are armed with bows and axes. (Melee preferred.) (Powers: Beheader and Chop.)
Tier 7: Release the Hounds
(Use Howler Wolf.) When the fighting looks to be particularly fierce, you have a kennel of war hounds ready to be unleashed on your foes. (Functions as Gang War, except with 'dogs of war' theme.)
Tier 8: Summon Primal Spirit
(Use Bres.) You have learned how to unleash a primal spirit of nature's wrath. This creature commands nature itself to doom your foes. (Melee preferred.) (Powers: Punch and Haymaker.)
Tier 9: Ascendant Empowerment
You can now imbue your followers with even greater abilities than before.
Enhanced Training Powers:
All: Improved damage resistance
Scout: Javelin Throw (Use Pilum animation from Cimeroran Traitors.)
Woodsman: Aimed Shot
Summon Primal Spirit: Haymaker and Strangler
Ascendant Empowerment Powers:
All: Minor self heal (long recharge)
Scout: Guarded Spin
Woodsman: Pendulum
Summon Primal Spirit: Foot Stomp and Lightning Storm
That's my pitch. Let's hear the responses.
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10 minutes ago, CommanderStryker said:
In regards to the Charge! and Fire at Will! abilities, they are meant to simulate you being an officer and ordering your men to use nothing but Ranged attacks for a brief time with buffs or Melee attacks with buffs. However, I am open to any other ideas to any buff abilities that you as the player can use on your pets. Maybe something that temporarily increases Smashing and Lethal damage, accuracy, and recharge without limiting attacks?
How about something like:
Rallying Cry: PBAoE, click, long recharge. Clears current Stun, Sleep, and Hold effects (own pets only), +ACC (own pets only), +DAM (own pets only).
(Edit: Because only clears current listed effects, recurring effects like Static Field or new applications of listed effects can still disable pets.)
Edit again:
Or you can make it work like this:
Reinforce Morale: PBAoE, click, long recharge. -RECH, +ACC, +DAM. (Own pets only.)
This could reflect your character's role in commanding and inspiring the henchmen, driving them to fight harder and more relentlessly.
There are myriad options to reflect a battlefield commander buffing their soldiers without hamstringing the soldiers. Take your pick.
Story Arc and Mission - feedback
in Suggestions & Feedback
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2-person team. All of the KW arcs.