The Character Copy service for Beta is currently unavailable
×

Rudra
Members-
Posts
8328 -
Joined
-
Last visited
-
Days Won
49
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Rudra
-
Yeah... I wasn't happy with this in CO, so I'm pretty sure I won't like it in CoX either. Especially since you can just make a SG for your character, not invite anyone in, and design your personal base however you want already.
-
You're right in that it isn't a question of power creep. You still have to expend the same number of resources to get the time regardless of whether you do so all at once or refresh periodically. And I'm not going to lose any sleep if the devs decide to implement it. I just don't get what the problem is with renewing the buffs between TFs. Edit: Maybe I'm missing the point again, but there have been threads asking to make SG bases more... bear with me, I can't think of the right word, so I'm just going to go with central or noticeable, to the game. Well, we have empowerment stations we can have in our bases. And we can have more than 1 of them. So why not use the time rallying between TFs/SFs to pop into your base, maybe even talk your team into joining you inside, and everyone refreshing your buffs before the next TF/SF?
-
Resistance players cannot 'teleport to contact' to Talos
Rudra replied to Losc's topic in Bug Reports
Because as per how the Resistance members are treated as heroes for the Pocket D Spring Event missions, and because the game only has 2 actual alignments with additional flags to try to incorporate the other alignments, the game thinks you are a hero for the purposes of Mistress Eva being available to send you to the Praetorian zone of First Ward would be my guess. -
Resistance players cannot 'teleport to contact' to Talos
Rudra replied to Losc's topic in Bug Reports
That's because, other than the game glitching into locking you into one contact and giving you a way point to a contact that isn't in the zone, it is working the way it is supposed to. As a Praetorian character, you are not permitted into any zones that are not Praetoria or Pocket D. Talos Island is off limits to you until you complete the mission that sends you to Primal Earth as a hero or villain. Just skip Mistress Eva and go talk to Doorman directly to access First Ward. ( Edit: As for your problem at end of post, log off the game, clear your system memory to be sure afterwards, then log back on.) -
It's not even a speed run thing. It's been a while since I did most of the TFs, but even solo I can clear all the TFs I do at around an hour. And that is fighting through everything. (Edit: And no, I don't turn down the difficulty to expedite them. My MM typically runs them at +2/x3 or +0/x8.) Okay, you got me on Synapse, he sucks. Dr. Aeon though? Just on a regular mode run? Is not even 90 minutes. Even if you fight your way through the missions. My most online friend and I ran Dr. Aeon at 1-star Hard Mode (and previously at regular difficulty), and with both of us being limited to an hour of play time, it didn't take us an hour to fight our way through the maps.
-
Masterminds' henchmen upgrades should be autopowers
Rudra replied to temnix's topic in Suggestions & Feedback
Funny. I'm the same way. -
It gets suppressed on players rather than de-toggled now.
-
What TFs take longer than an hour or 90 minutes any more? Even Quaterfields aren't that long any more.
-
I find myself in agreement with @Clave Dark 5. Empowerment station buffs already last 90 minutes. And you can dismiss the buff any time you want before then, so if you have been using 1 (or more) for a while and are worried it is going to wear off soon? Pop in your base, dismiss them, and craft new ones.
-
If I remember correctly, this was implemented because the Tyrant solo mission where he fights a massive Arachnos force just before the Magisterium iTrial was breaking people's computers and not running because of all the mobs the game was trying to render, and the computers not being able to process it.
-
Usually when a person quotes someone else's post like your post looks to be, the quoted post is retained so readers know what you are talking about rather than it looking like you are trying to make it seem as if the quoted person said something (s)he/they didn't. If you just want to reference someone? You can just type @ followed by their forum name, and their name will be highlighted and they will get a message telling them they have been mentioned. (Edit: Because you chose to delete the quote you chose to insert your own comment into it, my quote of your post is blank because your post does not have anything outside your "quote", so the forum gives a blank quote for there not being anything there.)
-
Containment should not be changed to benefit the rest of the team because it would exacerbate how quickly teams can already devour mobs. (Edit: Especially on GMs since they just got buffed to slow down how quickly they are eaten alive. This would undo that.)
-
Masterminds' henchmen upgrades should be autopowers
Rudra replied to temnix's topic in Suggestions & Feedback
The devs have already said they won't do this. Also, if you need to upgrade some of your pets but not all of them? Upgrade any of them and the ones that need it get it. It doesn't even ahve to be one of your MM primary pets. Any pet, including the Dark Servant or a combat NPC you are escorting, works as the target, and all of your not upgraded pets will be upgraded (unless they ran out of Supremacy's range). -
You're off by 7 days. Entertaining though.
-
Yeah, given how things already break in this game, I don't think that is feasible. Like you said, standard code rant.
-
Seriously? Let's set aside Gale for now since most people seem to not like KB. Storm Defenders get: Snow Storm: This power slows the movement rate and recharge rate of enemies within its radius with a base -62.5% effect that can be enhanced. Slower attack rate means you and your allies aren't getting hit as often. So you're less likely to suffer defeat. Steamy Mist: Aside from the stealth effect this power grants the Defender's team, it also improves their defense against all attack types and improves their resistance to fire, cold, and energy damage. It also grants the team a Mag 8.65 protection against confusion effects. Freezing Rain: This handy dandy little power does a little bit of damage in area for a sustained duration. It also slows enemies' movement and recharge rate just like Snow Storm does. And the effects stack last I checked. Even better? It also near murders enemy defense and damage resist values. Hurricane: This power is one people like to hate on. Slot it with a KB to KD convertor though? And all you have to deal with as a negative is its repel effect. Which is only Mag 1. Otherwise? It reduces affected enemies' attack ranges by 75%, forcing them to stay as close as the power allows to hurt you and your team, making it easier for the melees on your team to crush them. Thunder Clap: I'm not a fan of this power and the others like it, but at a Mag 2 Stun effect, it can help stop some enemies from being able to attack for almost 15 seconds. Tornado: I don't know anyone that hates on Tornado. Especially if slotted with a KB to KD convertor. Keep all the baddies sitting on the ground while the tornado and your team chews them up? Sounds good to me. Lightning Storm: The signature power of the set, this power lasts for a whole minute and each of its lightning blasts has a range of 100 feet with a 5 feet effect area centered on the struck target, imposes a 5 second Mag 50 fear effect (though this can also be a negative depending on whether the targets just cower for those 5 seconds or try running away), slightly reduces their END value, and has a chance to reduce their recovery rate by 100% for 4 seconds. So how is O2 Boost the only power in the set that 'can truly help the team directly'?
-
Ask a dev, I don't remember the specifics. All I remember is that the game cannot handle accessing things like the AH from inside instances. And SG bases are all instance maps just like mission maps.
-
MM pets start with 1 or 2 attacks. Zombies for instance, have 1 attack only. The MM player has to use their two upgrade powers to grant their pets their full suite of attacks and defenses/resists. Controller pets on the other hand, are summoned by 1 power with all their attacks, defenses, and resists. Gremlins for instance have 3 different attacks when summoned without needing any upgrade powers to get all those attacks. I don't see where you are coming from with this. The most pets a Controller summons from their primary is Fire Imps at 3 imps. Those imps are summoned at -1 level to you. (They should be summoned at -2 levels to you, but hey, Controller pet advantage. Controller pets get better scalars for everything and don't suffer the -2 level shift MM pets suffer for there being 3 of them.) So unless the devs decide to keep Controller pets capped at no more than 1 negative level shift for some odd reason, at 6 pets, just like if a MM were to be able to summon 6 pets with a single power, those 6 pets would be at -5 levels to you. That means those 6 pets for your level 50 Controller would have the amazingly good (note sarcasm) base hit chance of 30%. Even MM T1 pets at level 50 have a base hit chance of 56%. So fighting +0 enemies, your 6 pets would be doing almost nothing to your enemies. Go up against +4 foes? They run into the floor of 5% chance to hit. Correct, MMs have the advantage of being able to command their pets. However, like I already said, Controllers have eight other powers in their primary to affect their enemies with. MMs? Have 3. There is the balance. MMs are the pet AT, so almost everything they have is tied up in their pets. So they need to be able to command and control their pets. Because they have a whopping 3 powers at their disposal from their primary set to do anything else with. Controllers get pets that start with more attacks, have better built in defenses/resists, and scale up better than MM pets, while also retaining eight other powers that they can personally use to control and win their fights just in their primary. So saying to give Controller 6 pets because it is fair to Controllers because they can't control them is not the least bit fair to MMs who devote almost their entire existence just to their pets and being able to support them with their secondary, which Controllers also get in their secondaries. And if the 6 pets you want Controllers to get don't level down like MM pets do but instead follow in the footsteps of Fire Imps, staying at -1 level to the Controller? Then there is absolutely no reason to play an MM any more. So what if the Controller can't control their pets. They will still now get the same number of pets as MMs do, those pets are going to be individually better than MM pets because of their better scalars, they won't suffer level loss the way MM pets do, and the Controller still gets 5 more powers that they don't have to invest in their pets to do whatever they want.
-
Except doing so adds a whole new layer of coding complexity. Right now, old zone maps are removed from the active zone and left accessible via Ouroboros as an echo. You're talking about doing that dynamically, as dictated by each given character's actions. Which then runs into the added problem of which versions is an echo or active zone when you have up to 8 people on a team that can have different versions of the zone as echoes. This is a much more complicated thing than just the phase mechanics the game already uses, and the phase mechanics are... broken....
-
Make the buttons at the bottom of the chat menu larger
Rudra replied to DrRocket's topic in Suggestions & Feedback
In the options menu, go to the Windows tab, and increase your UI scaling. -
Doing that runs into the same problem CO has with different stages of the same zone. You can be in Apocalypse (whatever that city is called), exit, go to after Apocalypse version (where you are now back in time trying to prevent the apocalypse), and still have the pre-Apocalypse version of the zone that you go to in order to finish some missions. It breaks immersion and story in a really bad way. And in CO's case, they at least made some effort to force you into only 1 version of that zone, but they failed to account for all the ways you can access all 3 versions at once. And now you are introducing 3 simultaneously active versions of the same zone, so characters can just freely move between them without being locked into 1 unlike what CO tried. This part has been discussed in other threads. I am disinclined to repeat myself, so I'll just say that the phasing has issues, starting with having 2 of the same contact in the zone that you will be able to find/see even if they are both in differently phased maps. Also, they are still rebuilding Boomtown and Faultline, and those have been under construction for far longer than Galaxy City. ( Edit : Especially since Galaxy City is still in the immediate aftermath phase. So they haven't even begun assessing the damage to the zone yet, let alone starting clean up for rebuilding.) So you shouldn't see a rebuilt Galaxy City until after those 2 zones are done rebuilding. The city doesn't have infinite funds, personnel, or materials for rebuilding.
-
Start adding alignment changes before level 20
Rudra replied to temnix's topic in Suggestions & Feedback
The point is to define and style your character. You don't need alignment tip missions or the morality mission at the end of the 10 to define your character's nature, you do that with your character's bio and how you choose to roleplay the character. And if starting out as a vigilante or rogue at level 1 is important, then like @Lockely said, go talk to Null the Gull in Pocket D and have him make your character a level 1 vigilante or rogue. After all, if your character starts out as one, then why should your character have to wait through 10 missions to have the correct alignment? -
The echoes lack their own missions because they don't exist any more. They aren't kept in a temporal bubble. There was a reason why they weren't just deleted when they were updated, but they are there because they weren't simply deleted for whatever that reason was. And because the echoes are no longer part of the current story line, there are no missions in (most of) them. Players can still go experience them, but they are not alternate means of experiencing the game. They are just there so players can go back to the old versions of those zones. (The content itself exists in the current version of those zones. Galaxy City does not have a current version so its arcs/missions are gone, and the hazard zones never had their own arcs/missions, so they weren't carried over, but existing versions of previous zones still have their old missions/arcs. You just aren't directly sent to them any more.)
-
My guess is that this isn't a bug because it is rather difficult to punch the ground without inverting yourself while flying.
-
Villains seem to have it both ways, why can't we?
Rudra replied to temnix's topic in Suggestions & Feedback
No, a Blapper is a Blaster that tends to use their melee attacks like they are Scrappers. You're thinking of survivable Blappers. 😊