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Rudra

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Everything posted by Rudra

  1. I feel Sentinels are more akin to armored Blasters than they are to ranged Scrappers. Regardless, Sentinels play like Sentinels, not like Blasters or Scrappers. They lack the range and damage output of Blasters. They lack the crits of Scrappers and also vastly outrange Scrappers. (I don't care how little range anyone thinks 60 feet is, it is still much better range than the typical 7 feet of a Scrapper.) If players approach Sentinels thinking "Blaster" except with armor, they are going to be disappointed because the reduced range puts them in close combat sooner than Blasters (other than melee-locked Blappers) and their attacks lack the power to clear the field as fast as Blasters. If players approach Sentinels thinking "Scrapper" except with range, they are going to be disappointed because Sentinels take the approach of consistent damage and lack the damage output of a Scrapper to clear the field as fast as a Scrapper in melee range. And if players approach Sentinels as "support" because of their inherent, they are going to be disappointed because despite the inherent, Sentinels are not a support AT, they are a consistent damage AT that can take hits. Add to that the push to change the inherent because it doesn't stack and I'm left going "WTH?" because at least Sentinels have an inherent that benefits the team unlike other damage ATs or even just high durability ATs that focus on benefitting themselves. (Tankers with their Gauntlet is an exception to that, but even Gauntlet doesn't bolster the team, it shields the team. Sentinels can bolster the team, but their design emphasizes durability and consistency to me.) (Edit: And before anyone argues that you aren't losing effect from having multiple Tankers on a team versus multiple Sentinels? You actually kind of are. Because no target can be under the effects of a taunt from more than one source. I'm not sure, but I believe taunts don't stack, just replace, so you can't even layer them on a single target from different Tankers to hold its attention. And if two or more Tankers are trying to taunt an opponent? Only one of them is able to at a time. And no matter how fast a Tanker, Brute, or Scrapper gets their taunt effect power's recharge down to? They can never layer that taunt source, just replace/renew.) (Edit again: Followed by Tankers can taunt different enemies is matched by Sentinels can use Vulnerability on different enemies.) So in the end, my advice to anyone trying a Sentinel is to play it as a Sentinel. Not as a Blaster, not as a Scrapper, and not as a Support. As a mid-range armor AT that just happens to be able to knock down a target's DEF and damage resists consistently regardless of level difference. You aren't going to be the hero of the team taking down AV's in a few hits. You aren't going to be the meat shield of the team (though you can build for it with the Presence pool) except with strategic positioning and the willingness of teammates to stand behind you. You aren't going to be the primary close combatant of the team (unless your team lacks melee types). What you are is consistent ranged damage that can stand there and blast targets, such as to bait them into closing with you for the melees to shred without aggroing extra spawns or fearing the alpha from the spawn when you get their attention, that doesn't really care if the fight gets intense or brutal.
  2. Controllers already command their pets like Masterminds. Or are you talking about when they get their pet(s) so they can make use of the pet window? In which case, Dominators do not get to command their pets.
  3. Memorial walls and mausoleums have previously been discussed. And a major problem with that is its ever growing nature. Especially with a largely older player base (to the best of my knowledge). That is why the Fallen but not Forgotten forum page works but an in game tribute really can't. Yes, some already have in game tributes to them and I don't remember the specifics for that particular argument, but there is only so much available space in the game and an in game memorial would wind up being an entire zone. Which would need to be constantly updated for new deaths. And that is an excessive amount of work for a paid development team, let alone volunteers doing development work in their off-time. (Edit: And especially if there are clickable plaques to read for each and every one of them. Then add in priority of placement for rapid access, and things get ugly real fast.)
  4. That's not limited to Greater Fire Sword and seems to happen most consistently when hitting objects.
  5. Yeah, that is from Serpent Drummer. The Conference Security mission.
  6. Sorry. Guess I just assumed everyone put their pet windows in Advanced Mode. No reason not to in my opinion. Much better control.
  7. Then it sounds like your pets were still in the game's little window. That pause it has when pets are initially summoned or transition through doors. (Edit: Or if you used a command that changed them over to Aggressive, the same window, but as the game updates their stance. Give pets a couple of seconds after you summon or transition before they are ready for combat.) Edit again: Regardless, as to your request for a button that indicates if they are Aggressive or Passive, just look at the pet window. Their current stance is shown there. (Except for pets whose stances cannot be changed like Dark Servant. Those ones are always in Aggressive Follow.)
  8. Lore pets are summoned in Defensive Follow. And they already show up in your pet window. Just double checked on a Brute. Summoned my lores and they populated the pet window. And yes, I can set them to Aggressive or Passive as I desire. Edit again: Pets do seem to have a pause after being summoned, such as when using a door, while the game figures out where they actually are before they can do anything. Ordering them to attack a designated target seems to help shorten that window, but is that possibly what you were experiencing? Edit yet again: Re-reading your post, I have to ask, did you have a target selected when you clicked attack? Because the way your post is worded, it reads to me that you used the Go To command followed by the Attack command, and if you want them to attack a specific target, you just need to click that target and then click the Attack command. Or did you use the default MM Attack button that changes the pets over to Aggressive? Because if you used that button, there is a pause while the game processes the change in stances.
  9. This feels more like an observation that the Blaster primaries were ported to Sentinels instead of the Scrapper primaries. I'm not sure about the purpose of this statement. With modifications, it is the Blaster primaries on Sentinels. Sentinels are basically shorter range Blasters with armor sets rather than manipulation sets. (Edit: And yes, since they get full armor sets, they lose out on the damage and range.)
  10. Thanks, missed it.
  11. I'm looking and I'm looking, but I only see one melee attack across all MM APPs and PPPs. And that is Thunder Strike in Electric Mastery and Mu Mastery. (Which does a base damage of 91.1475....) So... uhm... Knockout Blow on a MM from where please? (Edit: Though to be fair, I didn't realize that any MM APPs or PPPs had actual melee attacks versus PBAoE auras or drains.)
  12. I can't remember if Snaptooth was changed to upgrade upon defeat or not, soooooooooo... juuuuuuuuust in case.... Fought Snaptooth for DJ Zero again (didn't really have anything else to do on this character) and well... I killed him. His health hit zero and he dropped. His body was lying there and everything. Then a few moments later, he appeared a good 10-20 feet away from where he dropped now in his boss form. His lieutenant stage body was still lying there defeated too. Well... I killed him again.... Got his health bar to zero and he dropped. Got the notice saying I had defeated Snaptooth both times with no notice of xp or inf', just that he was defeated. His final stage appeared, again quite some ways away from where I dropped him and while his defeated boss body was still lying on the ground. Now, I'm fine with the no rewards for his first two stages since he is supposed to go away and come back both times... but... shouldn't he go away before I kill him to do this? Edit: Update: Ran the mission again, because.... Anyway, this time, when his health hit 0, he dove into the ground and came back up in the same spot in his new form. So the just laying there dead and spawning somewhere else is intermittent.
  13. Okay, so in the "Facing towards stairs at RWZ when transitioning in and out of the base" thread, part of the discussion shifted to attackers getting inside the Vanguard base via the base portal. Setting aside how enemies can gain access via base portals, that discussion gave me a weird idea. What if the bay area with the base portal had emitters that erected a containment field on that part of the base in case somehow enemies got in that way? And what if there were small ceiling emplacements to gas said enemies or stun them or whatever? Not asking to have an actual force field pop up at any time, just that some... greebles?... whatever little details glued on models are called, be added to that area to imply or show that capability. Like I said, this is a totally weird idea. So I'm not going to hold my breath on it, just needed to get it out of my head.
  14. If we're going with in game actions rather than game mechanics, yes, the potential attackers would care what direction it faces upon exiting. Because the potential attacker will have the same "okay, where am I looking as opposed to where I want to be looking and going" that players do. That moment of "let me get my bearings", if applied from a real world point of view like the discussion seems to have drifted to, is time that Number Six and anyone else in the base at that location can go "Rikti attack!" or attack the intruder or whatever.
  15. I don't do PvP, so thank you for the clarification about the empowerment station. Having a teammate with Tactics and your character having Tactics though, means that max stealth Stalker will still be visible at 10 feet away and can't use AS without getting punished for it before it can go off. That Stalker may be able to zip in and out of view too fast, but not attack. And attacking will murder the Stalker's stealth. (So will smacking the Stalker while (s)he/they/it is positioning for the attack.)
  16. You don't combine inspirations or make them at invention tables. You combine them directly in your inspiration tray. "Probably" from Rebirth? You haven't seen it again? You've spent almost this entire thread complaining that something that probably but not definitely was done on another server that is not Homecoming, and think that is supposed clear anything up? It does not matter what Rebirth or Cake or any of the other servers do or don't do. They aren't Homecoming. So complaining that something happens on one of those servers as justification for Homecoming is out of left field bullshit. You have evidenced over and over in this thread that you have not a clue about Homecoming. Let me give you a hand with your max Perception: You want max Perception? On any AT? Grab the Leadership pool and select Tactics. Right out of the box, Tactics grants a Blaster +242.2 feet of Perception. Controllers? Get +346 feet of Perception. Dominators get +259.5 feet of Perception. Then you hit up any empowerment station in a SG. It really doesn't matter if it is a baseline empowerment station or the super deluxe model. You craft the Increase Perception buff for a single piece of common salvage and it grants your character another +100 feet of Perception that lasts for 90 minutes. With the 500 feet of Perception every AT gets as their base, that means a Blaster is now at 842.2 feet of Perception, a Controller at 946 feet of Perception, and a Dominator at 859.5 feet of Perception. Add in Rectified Reticle on any Aim/Build Up power or in Tactics itself, and now the Blaster is at 942.2 feet of Perception, the Controller at 1,046 feet of Perception, and the Dominator at 959.5 feet of Perception. Grab any friend that also has Tactics and now you are sitting at the Perception cap. Even without that friend, if you are doing PvP? You can see everyone other than a max stealth Stalker. In PvE? You can see everything within Perception range.
  17. Dumb question: If blowing up the vehicles on a Mayhem mission is already something you find to be the most fun thing to do and will continue to do so after you have the badge for it, then why do you need more badges to entice you to keep doing so?
  18. For the record, I did not and am not saying you or anyone else is doing the MSR wrong. So kindly don't put words in my mouth. What I said was what I experience on the rare occasions I do an MSR. Melees that ran up the ramps were told by the raid leader to stop doing so and bring the mobs to the bowl. The mobs never had to enter the bowl itself, they just needed to be in range of the ranged characters gathered in the bowl. Other melees I saw would run around the perimeter of the bowl focusing on finding Rikti Priests and Rikti Magi. Some players I knew had macroes set up to find just the Rikti Priests and Rikti Magi, and would run laps if melee to find them or be spinning in place if ranged to find them. Tankers and Brutes would go up the ramps just enough to taunt and then pull the mobs closer. If other melees were jumping on the targets? The Tankers and Brutes would either go melee them or go grab other Rikti. That is my experience. I am not saying that is the correct way to do it, just what I have always seen on the raids. The entire point of my previous comment was that your comment four up from this one was painting players in the bowl in a very bad light with a very generalized statement like you were lumping everyone gathered in the bowl like they were leeching. And that is very much not my experience. Were there players just sitting AFK with an attack on autofire? I don't know and to be frank, I don't care either. Because I was too busy summoning replacement pets, spamming heals, and throwing attacks as fast as I could juggle those tasks to bother looking. And the few characters that I saw whenever the game auto-turned me for an enemy I have targeted being to the side or behind me? Were throwing heals or attacks or I have no clue what, but were busy doing whatever they were doing.
  19. That sentence does not specify inside a mission or not. It just tells me that you were on an active TF. (Which, again, I didn't know was possible, but did not directly address my own comments.)
  20. For the umpteenth time, what ice cage power are you talking about? You keep harping about 'ice gets +Perception from its ice cage' without ever actually saying what that specific power is. So either finally say what that power is or I'm just going to run with you're full of shit and be done.
  21. From inside a current TF mission though?
  22. Huh. And here I thought we were the supports and ranged characters huddling together for mutual support while shooting Rikti with our ranged attacks. Yes, you can. You hit TAB to target foes you can't directly see or click. On the rare occasions I do an MSR, that is what I do. Someone calls out a Rikti Priest or Magus in a direction and I can't see the target to click for any reason? I tab to the target and start shooting it. Or maybe they are targeting through their HVAS to be able to shoot targets that can't be player targeted yet like we do in invasion events. Edit: The rare MSRs I've been on, the raid leader would routinely remind melees to not go far up the ramps and pull mobs back to the bowl. So your response is doubly confusing to me. The bulk of MSR fighting is centered on the bowl in my experience.
  23. The VEATs have their leadership powers in their armor sets. So yes, VEATs can absolutely double dip in leadership and also take the armor sets. I am seriously starting to question if you even play the game now. And this line is gibberish. "Options do not make up for what you actually pick"? (I'm intentionally dropping your redundant "in actuality".) Options make up your picks. Your character's primary and secondary power sets provide options for you to pick. Not just power pools. Power pools expand your options for building your character. And yes, what you pick matters. It really does. And from starting to question if you even play the game, I'm moving into "are you a troll?" territory now. The way the PvP'ers were layering Perception was by taking Tactics and any other +Perception power they got from their ATs. Like Targeting Drone. Then the team's Perception would find even the stealthiest character. Edit: And you still haven't answered what ice cage power you are talking about for boosting Perception.
  24. I definitely agree with this part. If you already have the temp power and you get another use of the temp power, the game should not be throwing duplicate icons all over players' power trays. The costumes don't seem to drop duplicates, but things like Snowstorm and Snow Beast? I'm fine with getting more uses of them from opening presents, but since I already have the power, can the game please not keep throwing more icons on my trays? The game should check to see if the character has the power, and if not, grant the character the power and load a power icon. And if the character does? Just increase the charge count if able to have more charges and not add another icon. Don't even check to see if an icon is in a power tray. If the character has the power, do not add an icon for getting it again.
  25. Like @lemming, my trays are usually pretty full. So I might have one tray with open slots depending on the character. And since that tray is my 'rarely used but visible in case I need/want' set of powers, I just ignore whatever costume show up in the tray. I might go through costumes in the list and place one I might be inclined to use during the event on the tray, but mostly I just ignore that tray unless I need a relevant power on it. So I don't notice the costumes there and they go away after the event on their own.
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