Rudra
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Everything posted by Rudra
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Sorry, but you've lost me. I've done that mission lots of times, and the escort doesn't cause a mission reset. (Unless you maybe run out of time? I haven't checked to see what happens when you run out of time. Or if you stop moving while the NPC is standing in fire and burns to death? Haven't checked to see if that causes a reset either.) If it is only the mission reset you have an issue with, then you need to post this on the Bug Reports forum. (Which you should probably do anyway since you ran into a bug.)
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Glitch found when about to join a DFB while transporting to Ouroboros
Rudra replied to EffigyLantern's topic in Bug Reports
You sent your character to Ouroboros when you were entering a DFB? Was that by accident? (My best guess is you got that error because the game saw your character as going to 2 different maps: an instance and a zone. And it can't do that.) -
Eagle Eye is a level 7-20 contact. So the arc is written from the point of view that your character is a hero, not a vigilante. I agree that it would be nice to have more agency in determining our character's actions and nature, in lots of content, but for what the arc is about, it makes sense. If the blue side (and red side) content were written like the Praetorian content, then what you are asking for could work, except that using Praetoria as a reference, then we'd be forced into soloing that mission to get the morality choice without inflicting it on our teammates. (I'm not saying that it would change our alignment to Vigilante for choosing to let the facility manager burn alive, but there are players that don't want any non-hero [or non-villain for red side players] alignment points on their character. [You would also need to find some way for Eagle Eye and Back Alley Brawler to deal with you for essentially murdering the facility manager by leaving him to be burned to death.]) Edit: I should also point out that this does not seem to be part of what the author is complaining about. My understanding of the OP, which may well be wrong, is that the author is upset that (s)he had the big epic battle against Veles, and then found out there was still more to do in the mission rather than getting a triumphant "Mission Complete" for their victory. (Edit again: The reason of which is because Veles prepared for the character's arrival and set up an escape mechanism. Though it also seems like the facility manager was going to die in the fire even if Veles defeats you, which he can't because he can only hosp' you since the mission cannot fail from player defeat.)
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I'm pretty sure that is not the case? I remember back on Live my bots tended to run out of END during longer/longish fights. And my current bot MMs both still see the same thing. The Assault Bot's Conserve Power ability isn't a constant effect. It only lasts for 30 seconds at a time with a 60 second recharge. So all it would do is slow the bot's END loss. (Edit: Especially since you can't slot them for END Modification enhancements to improve the effectiveness of Conserve Power.)
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We're talking past each other.... Sorry, I'm dropping out of this conversation. My stand on your proposal? I'm not against or for it. Each MM primary's pet upgrade powers only allow enhancements based on what they grant. So in the case of the ninjas and bots, you can already choose to improve their defense or resist respectively in their T1 upgrade. So I'm just going to let wiser heads than mine figure out what is going on and if it should be done.
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https://cod.uberguy.net/html/entity.html?entity=mastermindpets_assault_bot https://cod.uberguy.net/html/power.html?power=mastermind_pets.assault.conserve_power&at=boss_henchman
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Then you may want to pay a visit to the wiki. There are other missions where you have to let your adversary get away.
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I'm sorry the game dumped on you. However, the whole point of the fight after Veles and the dash to the exit with the NPC is because Veles was prepared for your character (as he stated in the previous mission) and forced you to have to choose between taking him down (which you actually can't since he goes untargetable) or saving the innocent (and doing the heroic thing). It fits the story. (Edit: If it helps you feel any better, completing that arc has Veles in prison when you do the Freaklok arc.) The in game menu is the same menu we had back on Live. However, because of the nature of the game, the support part of the menu does not work the way it used to. With NCSoft finally giving approval and recognition of HC, maybe that will change back to the way it used to work.
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Log on the game and check your pets. At level 50, those genin show as level 48, but are blue, -1 level to you. Those jounin are level 49, but con as white, so equal level to you. And that oni is level 50 but cons at yellow, so +1 to you. If the genin were minion class, then at level 48 they would be green to you. Those jounin would show as they already are. And that oni would con orange for being a boss of your level. When you are level 1 and you summon your lone genin? He is at your level, but cons yellow, because he is a lieutenant. (Edit: Now, as for where they fit in your pet hierarchy? Yes, the T1s would be your minions, the T2s would be your lieutenants, and the T3 would be your boss pet, but they are all lieutenant strength pets in actuality. It's like how you sometimes get a combat NPC that says (s)he is a boss, but is actually only a lieutenant for their capabilities/HP.)
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Let me try this a different way. First, all MM pets (from their primaries) are lieutenants. MMs don't have minion (except in Gang War) or boss pets. The complaint some players have about MM pets is the negative levels they get when there are more than 1 of them. So the MM's T1 pets at level 50 are all level 48 lieutenants. The T2 pets at level 50 are both level 49 lieutenants. And the T3 is a level 50 lieutenant. So there is no minion or boss math for any of them. Now when you get into an incarnate zone or an incarnate instance mission? That changes. A MM (like any other AT) can get up to 50+3. (They aren't level 53, they are level 50 with three incarnate shifts applied.) The MM pets undergo a change while in an incarnate zone or an incarnate instance map. They get enough level shifts to be equal to the MM's incarnate shifted level. So in this case, if you have a level 50+3 MM, the T1 pets are all level 48+5, the T2 pets are both level 49+4, and the T3 pet is level 50+3; all of them still lieutenants. (Edit: However, if those pets leave the MM's Supremacy radius of effect, they lose those level shifts, reverting to level 48, 49, or 50 as appropriate.) So with that in mind, my questions are how would your proposal interact with the MM's pets from level 1 to level 50, and how would your proposal interact with the MM's pets while in an incarnate zone or incarnate instanced map?
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Two questions: Would the weaker minions always be considered the weaker minions and get the better weaker minion buff even if you only have the 1 T1 pet at low levels? How would this affect incarnate content since all pets get sufficient levels added to them to make them all equal level to the incarnate shifted MM? (As long as they remain in Supremacy's radius of effect.)
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Please tell me you are joking. The only AT at launch where I heard any complaints about soloing were Controllers. And that was mostly due to how long it took them to clear maps.
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Don't make a reference and then complain when others run with it. The whole Tanker part of this discussion came from you. I even showed you the quote. Twice. The devs have already shown that is not going to change. They have decided that automatically incorporating MM pet upgrades into the pets is not going to happen. So I don't get why you are so stuck on this. Yes, it was an arbitrary decision that was and is being rationalized. However, absolutely everything in the game comes from the devs point of rationalization and game balance. Correct, what enhancements a set can take is a coding issue. However, you are asking for a buff pet to be added to slot damage set special enhancements. I'm rather certain that isn't going to happen. (While we're on this particular part of the topic, do you by any chance play a Thugs MM? If you do, do you use Gang War to hold all the pet special enhancements? If not, why not? It is technically another pet, and it can slot them.) Then why do you continue to belabor the point? MMs getting their pet upgrades to be toggles, or to be auto powers that always affect the pets, or any other option to not have to click them to apply them has been asked for over and over and over. It isn't going away. The only way I can see this getting changed is if the T1 upgrade was moved to the T2 upgrade's place and the T2 upgrade was moved even later, because it sure doesn't look like the devs have any inclinations to make the upgrades, even just one of them, automatically apply. And having the T1 upgrade originate from a summoned pet is dumb to me because either the pet can be killed requiring me to keep re-summoning it to get the benefits of the upgrade again, or my pets can run out of the upgrade pet's radius and lose the benefits of the upgrade. And I very much oppose delaying the T1 upgrade or making its effects dependent on a summoned pet with a radius buff effect. Especially for the sake of freeing up a power slot for all Masterminds (like you stated and then edited out of your post when it was used against you). Then don't make them. It is 6 seconds out the box, and without slotting for recharge, my MMs all have it at under 3 seconds. So you can basically use it as fast as you can summon your pets. (For instance, Train Ninjas one my Ninja/Dark MM is currently at a 2.41 second recharge. So as fast as I need to summon my pets? I can also upgrade them. Unless I have a higher priority such as focusing on my secondary.) (Edit: And with a 1.7 second cast time not counting arcanatime for the T1 pet? Yeah, you can pretty much always upgrade your pets when you summon.) And then lose those when the upgrade becomes available at level 6? Because that isn't the least bit arbitrary? Why would MM pets just lose any of their powers when you level up too high? And if you are instead saying to bake in the upgrade? Like has been said on this thread and every other MM thread calling for the upgrade powers to be automatically applied, that isn't going to happen or else it already would have.
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Do you know why I am using Tankers for comparison? Also, the T1 pet upgrade for MMs? Does include defensive options. Such as Robotics with their damage resistance and ninjas with their defense boosts. They're both in the T1 upgrade. So when your Tanker has been defeated for any reason, you never need to toggle or click your low level powers? Not a single one? Not even the level 1 Temp Invulnerability? Never, ever, ever, ever, ever? Well, good news! If you keep your pets alive, you never have to click either of the upgrade powers after upgrading your pets! (Edit: Hells, even if you lose your pets, as long as just 1 survives? When you exit the map or zone for any reason? All of your pets now have the same upgrades applied to them even if you did not upgrade the replacement pets.) Now, when they die or you lose them for any reason, then you need to click the upgrade powers to get them back to max effectiveness, just like you have to click Temp Invulnerability, Unyielding, and Invincibility when you are defeated and want to get back to full effectiveness on your Invulnerability Tanker. Edit again: Oh, and if Maintenance Drone and the upgrade powers are any indication? Even if for some reason the T1 upgrade power was replaced with a buff pet? Since it isn't a MM combat pet and is only there to provide the benefits of the T1 upgrade? It still wouldn't be able to accept the MM pet enhancements. So you still wouldn't be able to mule the pet buff special enhancements on it. Those enhancements are in damage sets, so non-attack pets will not get to slot them. And I'm willing to bet the devs won't give us a 7th attack pet in the MM primaries.
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Look at it this way: Your MM has successfully recruited a follower. After fighting through a few levels, your MM devises an improved training regimen teaching the recruited follower new techniques or provides the recruited follower with improved gear they were finally able to get. Your MM then later recruits yet more followers, who all lack the improved training your MM devised or arrived with the same basic gear they could get on their own requiring you to quickly teach them the new techniques or give them the better gear. Yes, you can name your followers to always be the same person, but especially if you watch Thugs or Mercenaries, you see that each time you summon, you are calling new followers to your side, who arrive with their basic training or basic gear. Correct, they are separate powers that you should take in order to maximize the effectiveness of your primary's purpose: protection from your enemies. By the same token, the upgrades are powers that you should take in order to maximize the effectiveness of your MM's primary's purpose: pets that do the fighting for you. Just like with the Tanker's primary powers, you can skip any you want, but you will find that you are not as effective at being a Tanker, or in this case, a Mastermind. Advantage of the MM over the Tanker? The MM only has 5 powers in their primary that work together to maximize pet effectiveness. (Some have a 6th.) And they only need to be used if you are missing any pets, no need for click powers to maintain benefit/effect, except for the odd set with a 6th pet improvement power, but that power can also be used on teammates. So no need to worry about taking 8 of 9 powers to reach maximum effectiveness, just 5 will do. With your secondary filling in the gaps. So like @biostem is saying, it is all about set synergy.
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You're right. However, MMs aren't like any other AT either. While Controllers and Dominators get a pet power, their pets are what, minion strength? Whereas MMs start with a lieutenant strength pet and build up to 6 lieutenant strength pets. The entire AT revolves around fielding, upgrading, and controlling an army to fight for them. And like any good mastermind in the comics, they focus more on having their pets, I mean followers and henchmen, handling the heavy load of combat while they direct and support them. So yes, MMs have 2 powers that they have to use in their primaries to get the most out of their pets, but it makes perfect sense because the AT is all about pets. That Tanker? His/her/their primary is all about damage mitigation, so everything in their primary power sets is something that helps them survive being attacked. (Even the offensive sets like Fiery Aura, though they are less about damage mitigation through avoidance and resistance, and more about damage mitigation through removal of damage sources.) (Edit again: And some of those powers the Tanker may have? Require the Tanker to periodically click them again and again to get their benefit.) So for the Tanker to get the most out of his/her/their armor set, they have to take (nearly) all their primary powers. And the MM works the same way. Since pets are their primary, to get the most out of their pets, they need to take most of their primary powers. Edit: Out of 9 powers in the MMs' primaries, you only need 5 (most or a majority) to get the most out of your pets. That's all 3 pet summon powers and both upgrade powers. So that leaves 4 more powers in the set that are not needed to get the most out of the pets. That gives MMs lots of room to expand and grow in any way the player wants.
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Odd thing is, the bug doesn't even require you to enter a mission at the same time as the other player. Back when CoV still only let villain characters get to level 40, my Ninja/Dark MM had just completed clearing an instance map of all enemies and was going back to the mission entrance/exit when I ran into a full team of 8 other players that had just entered my mission and were trying to find their targets to fight. It was a... surreal... experience.
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Storm Summoning - Lightning Storm movement
Rudra replied to Captynrj's topic in Suggestions & Feedback
Smelling salts! Someone get the smelling salts! Or a sacrificial soul or 3! Lumi' down! Lumi' DOWN!!! -
The same reason why our first pet doesn't start with the T1 upgrade after we get it and none of our pets start with the T2 upgrade after we get it. Because the upgrades are not part of our pets, they are separate powers we apply to them. In the case of the T1 upgrade, it advances our pets to having similar numbers of attacks as the enemies we start encountering at that level. Prior to then, our pets are fine with just 1 or 2 attacks because our enemies only have 1 (sometimes 2) attacks. And the devs have already shown a lack of interest in having MM pet upgrade powers automatically apply. (We already got a huge gift when they made it so applying any upgrade to any pet applies it to all summoned pets instead of having to apply it individually. I can even target a Dark Servant with an MM pet upgrade and have it apply to my actual pets, though obviously it does nothing for the Dark Servant. Using the Dark Servant is often easier mid-battle though since he isn't racing from enemy to enemy and stays where I can target and apply without concern, and the fact I can use literally any pet even if not a primary power set pet to apply the upgrades to my primary power set pets is a huge advantage. Hells, I've used combat NPCs as targets to apply pet upgrades to my pets before because they were more convenient than my actual pets to upgrade my actual pets.) Also, I don't understand why you think there is a need to free up a power slot for MMs. To the best of my knowledge, it is a balance issue. And MMs are really robust.
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Strictly as an option instead of it automatically always doing so? Sure. Add the option to the Windows tab of the Options menu. Not as a everyone automatically has it though. I don't want my screen getting even more cluttered.
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Would you rather have to wait until level 24 (formerly level 26?) to be able to upgrade your pets? The point of the T1 upgrade being available early is so that you can improve your pets to deal with the more difficult enemies you start seeing. Not counting the zombies, each pet starts with 2 attacks, typically 1 ranged and 1 melee. (Edit: And that melee is typically Brawl.) The T1 upgrade grants them all another attack that matches the set's melee/range focus, in some cases 2 attacks/abilities. Which means now those pets have a more complete attack chain and can work better at defending you. And I know at least in my case. I want my followers to be able to fight better as soon as possible. Recruitment can be difficult, gotta wait for those levels, but better gear or training for your followers can be pretty much immediate. (Edit: All it really takes is seeing how their training or equipment stacks up or doesn't against your enemies, and then either improving your followers' training regimen based on what happened or getting them better gear.)
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Another Sentinel Revamp Idea: Siege Mode
Rudra replied to Shadowstar's topic in Suggestions & Feedback
No. Rest is an inherent power shared by all ATs. And if Sentinels were allowed to replace Rest with a combat version, then all the ATs would get that version because it is a shared inherent. The point of Rest isn't to be used in combat and you have all those vulnerabilities to dissuade you from attempting it in combat. That's why there are powers like Hibernate. While only in the Ice sets I believe, those are the powers that let you recover in combat without a heal. -
That information is already available in the game during character creation. Click the Detailed Information icon at the power set/power selection screen, and that information is there.
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Was not aware. Thanks for the clarification.
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The Warhulk already has claws. You didn't need to photoshop them in. It works though.