Rudra
Members-
Posts
9367 -
Joined
-
Last visited
-
Days Won
59
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Rudra
-
This would be nice to have, yes. Checked Battle Axe in the Tanker set in AE, and the taunt is replaced with Throwing Knives. So yeah, that rather limits our ability to make more tactical enemies. Being able to give them leadership powers would be nice too.
-
I'm dropping out of this conversation. Even when I pointed out how having multiple Sentinels on the same team benefits the team, you are still fixating on their inherent and how it applies to a single enemy. Edit: I left this part out because I know it will not be well received and I will be getting another GM warning for it, but I'm going to make it anyway. Teams will get more DPS if they tell the second and later Sentinels where they can stick it and shove off? Boo hoo. Who cares. Sentinels in numbers on a team are not going to make that team fail anything in the game that any other better DPS AT will also fail at. Statement made. I now await my GM warning.
-
No, I'm looking at inherents, which was your argument, and how they benefit the team. One of your comments was how a Controller's and Dominator's inherent lets them stack mezzes to lock down a target. See below: Except there is no stacking of controls from their inherents. The Controllers are simply stacking controls. The powers in their primary power sets. Then you followed up with a MM comment: And there have been multiple comments on these forums about how it is better to simply grab a Defender than have even one MM on a team because the individuals making those comments go on about how they can't keep their pets alive and keep up with the team, and MM support isn't as good as Defender support. (Edit: Yeah, MM inherents are never redundant on a team, but that is because they do nothing for the team in the first place.) You then argued that VEATs are welcome on teams, even desired to have multiples of, which I have to assume is because of their inherents because the entirety of the rest of that post was about AT inherents: Except VEAT inherents are completely useless on a team. It is their secondary power set's auras that makes them welcome. And most of those auras any AT can get from the Leadership pool. (VEATs get to double dip, but that still isn't their inherent.) And all to say that Sentinels with their inherent are worthless to have more than one on a team because their inherent isn't stackable. And my point is your argument is garbage. Because most AT's inherents are worthless to the team itself. They don't even get to be applied to the team's benefit in a non-stacking way like how a Sentinel's does. It isn't the inherent, it is the power picks and how they are played. You can employ Sentinels on a team, with multiple Sentinels, and clear high end content just as easily as you can with any other 'does not have a team buff' inherent. Why? Because, yeah, Blasters are going to out-damage a Sentinel every day of the week and do so at longer ranges, but the Sentinel will last longer in a bad fight and still take down the same targets. It will take longer, yes, but they will still do it. Only one Sentinel's Vulnerability can affect a given target at a time? Until you reach that one target the entire team has to gang up on, the multiple Sentinels on the team are making multiple foes vulnerable to the team's attacks. While still being safer on the field than any Blaster can hope to.
-
There is nothing making multiple Sentinels redundant on a team either. It is still multiple characters that can dish out consistent, solid damage. Just like with VEATs. VEAT inherents are doing jack all for the team. Absolutely nothing. However, the VEAT characters are still doing damage to the enemy and soaking hits. Guess what multiple Sentinels can do on a team too? Do damage to the enemy and soak hits. MM inherents are doing jack all for the team. And according to several posters on these forums that I disagree with, their pets aren't even doing anything either. You know what MMs are still doing on teams on high end content? Using their primary and secondary sets to take down enemies or support the team. You know what multiple Sentinels can do on a team? Take down enemies and soak hits so other members may be able to avoid doing so. You know what Controller inherents are doing for the team? Jack all. Containment is letting the Controller do extra damage to an already mezzed target. And most teams I've seen? Don't give the Controller time to mez anything. It isn't the Controller's inherent that is doing anything for the team on high end content, it is their primaries and secondaries. You know what Blaster inherents are doing for the team? Jack all. Defiance lets the Blaster keep fighting with their primary's T1 and 2 attacks and their secondary's T1 while also boosting the Blaster's own damage. It is doing jack for the team itself. The Blaster is just there doing damage. You know what Sentinels can do? Damage at range too. They get less range and damage, but they can soak hits and they don't suddenly stop being able to do damage at range for their being more than one of them. So I do not get the fixation on Sentinel inherents. If you have multiple Sentinels on a team, you know what you have? I solid firing line the squishy characters can stand behind as they add in their own attacks. So what Sentinels can't stack their Vulnerability ability on a single target. They still do solid damage and can take a hit. They shouldn't be your main tank, but they can act as an off-tank, a heavy scout, bait for the enemy, or just be another ranged attacker that also happens to be able to take a hit without having to hunt down every damage resist and/or defense IO bonus they can find. And if they decide to hunt down those set bonuses or grab those pool powers the Blasters grab too? Then they are tankier for it and can hang in the fight for longer doing damage. (Edit: Could anyone imagine Iron Man and War Machine showing up to join a team and being told "Nope! We don't need 2 armored range guys. Only 1 of you, the other can just go away now."? I am getting that sort of vibe from this thread.)
-
You mean like how Controller inherents matter on them? Or Soldiers or Widows of Arachnos whose inherent does nothing for anyone other than them? Or MMs whose inherent is just ever so helpful on those content? Yep, so many team mates are benefitting from those MMs and their inherents on high end content just ever so much.
-
Just so you know what you are asking for, given that Sentinels' Vulnerability currently ignores level differences, and so purple patch, if it is changed to allow multiple Sentinels to affect the same target with Vulnerability, that means Vulnerability will lose the ignores level difference trait it has to keep teams of Sentinels from knocking AVs and GMs down by 90% on their defense and 120% on their damage resists. You realize the huge nerf that will be to Sentinels, yes?
-
I'm pretty sure this is only for however long as that level 50 character continues to exist on that server. Now, I don't know why someone might choose to delete a character they got to 50, but removing that character by deletion or server transfer absolutely should free up the name for others to use. It looks more to me like a cool off period to make sure the transfer isn't a mistake. (Edit: Or the author ran into latency issues during the first attempt?) It is what makes the most sense. I don't expect the devs to have created a continuously expanding list of "player names forbidden for other players to use". Rather, I expect the game checks to see if the name is currently in use, and if it is, if it has a name release flag applied to it. At least, that is what I would do in that situation.
-
Are you sure that happened on live? Because the way I remember it, it was only discussed and the devs said "no" because they didn't want to turn the game into an ad stream and the players agreed because of how that worked in another game. (Edit: I don't recall ever seeing any real world ads in City of, and I never had to bother with any settings to disable that I can remember.)
-
Not even. Sentinels get a full primary set of ranged abilities. Scrappers? The fastest recharging ranged attack in Dark Mastery for instance is 8 seconds for Dark Blast, 16 for Tenebrous Tentacles, 20 for Night Fall, and 30 for Umbral Torrent. Dark Blast on a Sentinel? 4 seconds. 15 for Umbral Torrent. I am now convinced you are trying entirely too hard to hate Sentinels. (Edit: Sure, the Scrapper's Dark Blast is hitting for 62.5631 damage to the Sentinel's 61.1728, but the Sentinel is getting in twice as many attacks with that power.) Edit again: I missed this, so am addressing it now: Scrappers don't get nukes in their APPs or PPPs. They can get pets, but they don't get nukes. So what are you talking about?
-
Yes. On every one of my characters in the game. Nothing I can do about that.
-
Because there is a floor plan I am working on and a few other games I can play that I enjoy for that time instead. And if I feel like I don't want to wait that long after all, I will. Until my desire to play overcomes my hatred of attempts to shove xp down my throat though, I'm going to be taking a pause on playing.
-
New Null the Gull Setting: Minimal Fx Buffs
Rudra replied to RadiantPhoenix's topic in Suggestions & Feedback
There are procs for that. Use them. -
Is the Rularuu invasion still available to the HC devs? I thought it only existed until the Shadow Shard was available or for a short duration after the Shadow Shard was added? (Not that I liked the Rularuu invasion when it happened. Nothing better than finding floating eyeballs everywhere and blasting you out of stealth so the other mobs you're trying to avoid for being much higher level than you realize you are there to murder....)
-
Any idea how long double xp is supposed to last? Want to know how long to avoid the game.
-
So I'm running around on a new Dominator, and I maxed out my domination bar. So, the Domination button was lit up. All good. I hit my Hold without domination, didn't need it yet, and even though my bar was still full, the Domination button greyed out and went unselectable. (Edit: Though I should add that it did become selectable after the fight was over.)
-
When doing the Breakout tutorial, Morben sends you out to the yard to talk to Sakai Tamaki. However, when I exited into the yard, the waypoint changed on me to send me back inside to find Angel Lopez again. Edit: Also, the bomb placing mission failed to update on the nav bar to return to the contact after I exited the building. There was nothing providing guidance.
-
Can we please not go back to City of Invasions? I hated that just before the game shut down. It was near constant invasions. Made street sweeping missions from contacts near impossible.
-
Billy Clubs/Batons for a weapon option.
Rudra replied to StriderIV's topic in Suggestions & Feedback
-
I wouldn't judge them based on that. I mean, look at the Fallout series of games. They use old car models and CRTs, but their cars were fusion-powered. (Edit: Besides, the fact Paragon City has the War Walls says something. Those are massive force fields that until they go down, keep the Rikti with all their advanced tech from being able to attack. Not exactly rudimentary tech. Add in that Tin Mage is technically obsolete with Mk. II running around, Citadel and Luminary, the medi-porters, and more; and Paragon City is a City of Tomorrow dream if not for the constant threats it is under.)