Rudra
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Everything posted by Rudra
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Your team tried to restart the TF while still in the TF? (I didn't know that was even possible.) You can't be on more than 1 TF at a time. And it seems like you were trying to run 2 at once. Of course the game doesn't know how to deal with that and dumped you to your desktop if you managed to get that far. If you want to restart a TF, you have to quit the TF, reform the team, and then start a new TF.
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What drugs are you on and why aren't you sharing? In PvE, Stalker Hide provides 150 feet of stealth radius. (PvP gets 500 feet.) Procs like Celerity's +Stealth grant 30 feet of stealth radius. (300 in PvP.) That is 180 feet of stealth in PvE and 800 feet of stealth in PvP. Other than the travel procs, I am not aware of any way to boost stealth through enhancements. And now you want to compare illusions? Okay. Let's see just how much it sucks to be an Illusion Control Controller for stealth versus any Stalker. PvE PvP Superior Invisibility: 200 feet stealth radius 1000 feet stealth radius Cloaking Device: 200 feet stealth radius 1000 feet stealth radius Any form Hide: 150 feet stealth radius 500 feet stealth radius Stealth Procs: 30 feet stealth radius 300 feet stealth radius Let's take a look at the stealth caps now. Stalker cap: 300 feet stealth radius 1143 feet stealth radius Controller cap: 200 feet stealth radius 571.5 feet stealth radius So those Controllers using Superior Invisibility or Cloaking Device? Are already at their stealth radius cap without needing to slot any procs. Stalkers? Are still below the Controller's stealth radius cap even if they slot a stealth proc. (180 feet stealth radius from Hide + Stealth Proc < 200 feet stealth radius cap of Controllers for PvE.) In PvP? Stalkers are still below the Controller's stealth radius cap unless they slot a Stealth Proc. So please enlighten me what Stalker is running around with 1000 feet stealth radius. Because the only way I know for a Stalker to get there is for someone else to use Grant Invisibility on them to get there. Illusion Control gets to use illusions. They cause illusory wounds on their enemies. They cause their enemies to hallucinate that their allies are really their enemies. They create illusory allies that deal lots of real damage. They create illusory allies that create more illusory allies, and they also deal real damage. They use illusions to hide from their enemies and to hide their allies as well. And their illusions hiding them work better than Stalkers. Where is your complaint about Illusion Control coming from?! VEATs get better armor caps than Stalkers. VEATS get to double dip in leadership powers. VEATS get to build as full melee, full range, or hybrid melee-range characters while still retaining full armor sets. Soldiers of Arachnos don't get any AT stealth powers unless they go Bane Spider, and that grants them one stealth power, not two. And as far as I can remember, Widows of Arachnos only get one stealth power as well, but it is found in both upgrade branches of the AT. So how is the VEAT stealth cap being lower than Stalkers a complaint? Of course Tactics doesn't get you to max stealth. It doesn't have a stealth component. It has a +Perception component. Are you seriously upset that an AT that is purpose designed around stealth gets a higher stealth cap than the ATs that are not purpose designed around stealth? Have you even tried an Illusion Control Controller? Because I haven't seen any of them "shoot really big lasers, not actually deluding your opponent". Illusion Control consists of one illusion wound ability, two illusion target disabling abilities, one illusionary enemy ability that makes your enemies see each other as enemies and attack each other, two forms of illusions to hide in, and three illusionary allies that either deal direct real harm to your enemies or become their worst nightmares filling them with fear. You still haven't told me what ice power does this. And seeing as how your post commented about Tactics granting stealth, I'm starting to think you completely misunderstand whatever that power is. Edit again: Oh yeah. The lowest Perception cap across all the ATs is 1,153 feet at level 50. The highest stealth cap across all ATs is 1,143. So trying to max out your stealth is basically a waste of time anyway. The last time I did any PvP, the players were focused on layering +Perception bonuses. There was no way to hide from them. And in PvE? It simply doesn't matter. Stalker Hide is more than enough to sneak past even snipers once you reach the level for it. (Edit yet again: And before you make a strange comment about illusion Controllers should be able to as well? They can.)
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A video game needs to be balanced for how it is played. RP has no role in that. If RP is a consideration, it is a consideration of the player, not the game, and is based on how the player conceives of his/her/their character and that character's interactions with the game world and other players. (Edit: Yes, this is a MMORPG, but given the extremely wide range of how people RP, you can't expect anyone to design RP into the game. The RP is done by the players.) And that has to be done within the framework the game world provides if there is a game mechanic component to it. Let's use Perception as an example. A player makes a Blaster and declares the character has super enhanced vision, able to see targets through their attempts to sneak and at longer than normal ranges. That player can either build for that enhanced Perception by taking Tactics or by slotting enhancements that grant extra Perception on a constant basis, or that player can simply say his/her/their character has it and not take Tactics or slot any enhancements to boost Perception. In the latter case, that player still has the option of using a SG empowerment station to boost his/her/their character's Perception for 90 minutes at a time to grant said character that ability, or that player can stock yellow inspirations to counter enemy stealth and attempts to blind the character, and merge new inspiration drops into more yellows for a "constant" stream of increased Perception. Outside of combat, that character can have all the Perception in the world when roleplaying with other players and not a single person is likely to care if that character actually does or not. PvP combat was changed because it used to be Rock-Paper-Scissors. A Controller or Dominator could permanently lock down Blasters, Corruptors, and Defenders who never got to do anything except die while being completely unable to do anything with a Brute, Scrapper, Stalker, or Tanker other than run away or die. Melees couldn't do anything to ranged characters because those ranged characters were always out of reach. And so on and so forth. So player powers were changed to have a PvE and PvP version so that a semblance of balance and competition had a chance to exist in PvP. (Note that mobs in PvP zones still follow PvE rules with their powers. Mobs cannot engage in PvP.) Stalkers start with the highest stealth radius of all AT stealth powers except for two specific powers Controllers get access to if they select the correct primary. That's PvE. Stealth powers do not stack stealth radius any more. (Except for the procs and Grant/Team Invisibility.) And stealth is a Stalker trademark, so I wholly understand why they would get the higher cap. So your complaint about Stalkers getting better stealth rings hollow to me. What ice cage are you talking about?
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RP is not something to balance powers around. I've seen players whose RP was absolutely nothing could affect them and absolutely nothing could resist them. That isn't balanced. PvP has its own balance going on. Our powers work differently in PvP than in PvE. Positron does not debuff anyone's Perception, so what are you talking about? Who is Siren? Arachnos Night Widows and Tarantula Queens/Mistresses love their smoke bombs, no doubt, but Tactics has always been enough for me to laugh their smoke bombs off.
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Likely too deeply embedded to fix, but Spanky Rabinowitz is broken
Rudra replied to srmalloy's topic in Bug Reports
My last comment on this, because again, you have good points but I'm still not convinced. Because I don't expect people writing backstories for a video game to do that much delving into period writing when it has already been shown they did not even check with their fellow writers. So again, to me, it still works for the timeline placing Talos in the 1850s and 60s rather than the 1950s and 60s despite that every time I read his entry, I automatically default to the 1950s and 60s. And the issue I see with the plaque is that the writer neglected to include the century because (s)he/they possibly didn't understand the rest of the city's history/timeline or because whomever wrote the Rabinowitz bit didn't understand the rest of the city's history/timeline. Regardless, either Talos needs to have a correction clarifying what century he was in if he was in the 1800's, or the Rabinowitz data needs correction to fit the timeline. -
Likely too deeply embedded to fix, but Spanky Rabinowitz is broken
Rudra replied to srmalloy's topic in Bug Reports
You have a point, but I'm still not convinced. Mostly because I don't see period papers of the time constantly referring to Talos in such verbose manner because of how much print it would eat up over time in their articles. Also because of these two things: a 300 feet tall horned man would still be terror inducing to the public at the time and because according to the Oxford dictionary, as early as 1743, "terrific" also referred to "tremendous". And "Tremendous Titan" being referred to as "Terrific Titan" also makes sense for the period. (Edit: In this case, the use of "terrific" can be a double meaning referring to the terror of a 300 feet tall horned man running about the area and the tremendous size of being a 300 feet tall man.) Edit again: Oh yeah, as far as the referring to the 20th century bit? I agree, believe it or not. As I said in my first post, I also read it that way. I just have to contend with the possibility that there was likely a misunderstanding in the writing at the time, and Talos was meant to be in the 1800s, but got referenced to the 1900s when the data was written. I think there were multiple writers tackling different parts of the game. Yes, that would confirm the OP as it being a bug, and I'm not arguing that part, I'm asking about the overall timeline and how events may have fallen together given the data we have for pre-1920s activities. -
Likely too deeply embedded to fix, but Spanky Rabinowitz is broken
Rudra replied to srmalloy's topic in Bug Reports
Not to doubt you, but the only reference I can find to the 1920s and 1930s was Krylov's mention of mutants appearing, Statesman from 1918 and 1931 (with Statesman becoming empowered in 1918 and publicly fighting crime in Paragon City in 1932), and Baron Zoria in 1914. There are comments about super activities, including the aforementioned Baron Zoria in 1890, Giovanni Scaldi in the 1600s, and a few other entries, that pre-date the 1920s. So are you sure Talos Island didn't exist before 1950? Talos' data only says the 50s and 60s, and while it is easy to read that as the 1950s and 1960s and I for one would definitely read it that way, it doesn't really specify that. -
So yes, stealth powers now only stack with the IO, Grant/Group Invisibility, and maybe Labyrinth of Fog's Font of Malevolence. Thanks.
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Oh yeah, uhm.... Wasn't stealth changed to not stack any longer except for a very few specific cases?
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I have to go back and check, been a while since I paid attention to the transformations, but I am pretty sure they do already award xp and inf' when they transform.
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Dark/Dark/Dark +Perception: Brute: Dark Melee/Dark Armor/Dark Mastery -> Dark Armor: Cloak of Darkness Scrapper: Dark Melee/Dark Armor/Dark Mastery -> Dark Armor: Cloak of Darkness Sentinel: Dark Blast/Dark Armor/Dark Mastery -> Dark Armor: Cloak of Darkness Stalker: Dark Melee/Dark Armor/Dark Mastery -> Dark Armor: Shadow Dweller Tanker: Dark Armor/Dark Melee/Dark Mastery -> Dark Armor: Cloak of Darkness Psi/Psi/Psi +Perception: Brute: Psionic Melee/Psionic Armor/Psionic Mastery -> Psionic Armor: Precognition Scrapper: Psionic Melee/Psionic Armor/Psionic Mastery -> Psionic Armor: Precognition Sentinel: Psychic Blast/Psionic Armor/Psionic Mastery -> Psionic Armor: Precognition Stalker: Psionic Melee/Psionic Armor/Psionic Mastery -> Psionic Armor: Precognition Tanker: Psionic Armor/Psionic Melee/Psionic Mastery -> Psionic Armor: Precognition Edit: Dumb question: why the need to get to max Perception? It doesn't take much to laugh at mob attempts to blind you or see invisible enemies at a distance well before they ever see you. (Edit again: Also, you can craft a Perception boost at any Empowerment Station (doesn't matter if tier I, II, or III) that boosts your Perception by 100 ft. for 90 minutes.)
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If you attempt to Teleport Target on a target beyond Teleport Target's range, the power does not activate. If you activate Mission Transporter and you have a mission, it activated. If you have no missions and you try to activate Mission Transporter? It does the exact same thing as Teleport Target. It gives you an error for not having a mission and it does not go on cooldown because it was not activated. So Mission Transporter already works the same way Teleport Target does and does not go into cooldown if there is no "target" for it. Assemble the Team always activates. The moment you designate where to bring your team to. (Edit: I haven't checked to see what happens if you hit Escape to try and cancel out.) Regardless of whether you have teammates to yank or not, so it goes on cooldown. Edit again: That was interesting to find out. You can cancel Assemble the Team. And doing so does not put it on cooldown. You just hit Escape after activating it but before you click the location. And I told you how it works. You can look in City of Data and see for yourself. https://cod.uberguy.net/html/power.html?power=pool.teleportation.recall_friend&at=tanker
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I don't know anything about adaptive recharge. I don't have any characters that have adaptive recharge powers. And as far as snipes and assassin strikes go, you are looking at the interrupt time having an interrupt applied. Interrupt powers are designed to stop before use when interrupted. Assemble the Team and Mission Transporter don't have interrupt periods. They work when used. If the conditions for their effects to function are not met, the powers themselves still worked. They weren't interrupted. They weren't cancelled. They were used under conditions in which their function served no purpose. And as I said six posts up, if the author wants Long Range Teleport's cancel to function like an interrupt and simply turn off the power without use, that is a separate matter. I don't see enough of a difference between initial activation of Long Range Teleport and re-use while the red ring is active for me to care if that re-use period were to go away and the power simply did not activate if the cancel button is clicked. It is the convolutions of adding a new timer to the teleport powers because a player used them under conditions in which they can't do anything that I have issues with. To me, that is like claiming that since a PBAoE melee attack didn't hit any enemies for their being no enemies around, it's recharge should just go away. The attack worked, so why should the recharge not apply?
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What powers work like that? If I try to hold a mob and I miss or the mob resists, the power still goes on cooldown. Not shortened cooldown, normal cooldown. If I try to heal one of my MM pets and the pet runs out of range before affected or dies before affected, the power still goes on cooldown. Not a shortened cooldown, its full cooldown. If I go to upgrade my MM pets and the boss kills them before the power finishes, the power goes on its full cooldown. (Edit: If I re-summon a pet and then go to upgrade him as a MM, and that pet runs out of the radius for the power or around a corner so the power is considered blocked, so the upgrade fails to apply, the power still goes on its full normal cooldown.) (Edit again: If I am teleporting and I click too fast and wind up teleporting in place, the power still goes on its normal cooldown. Though Teleport has a short enough cooldown that it doesn't matter. Or if I have Fly on and click Afterburner but don't move, it still goes on its full cooldown after its window of use expires. Same thing with Super Jump and its Double Jump ability. If I click Double Jump but just keep running, Double Jump still goes on its full normal cooldown when its window of use closes.) So please, what powers go on shortened cooldown when they are used but don't do what the player hoped for? Wait what?? That sounds really messy to me, one power accessing two different powers, I really hope they just coded it as a single power that does different things under different circumstances based upon who the target is. O.O Suppose they could have called the older functions, but that still sounds messy to me when it could all be contained inside of a single function. Recall Friend and Teleport Foe were folded into Teleport Target. You use Teleport Target to access Recall Friend or Teleport Foe based on whether you have a friend or enemy targeted. It is two separate powers being called up by the Teleport Target power. Recall Friend and Teleport Foe were not changed other than being accessed by Teleport Target as a single power pick instead of players choosing two powers as power picks.
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Teleport Target is two different powers that are accessed by a shared power icon. If you select a foe and use Teleport Target, it accesses the Teleport Foe power and goes on cooldown as per Teleport Foe. If you select an ally and use Teleport Target, it accesses the Recall Friend power and goes on cooldown per Recall Friend. It is two different powers going on their cooldown, but Teleport Target is what you see go on cooldown. There is no reason that I can see for the added complication of yet another timer for Assemble the Team, Long Range Teleporter, and Mission Transporter. Especially in the case of Long Range Teleporter since it already has two timers it is tracking: the window of available transfer when activated and the cooldown. If you wait out the open window for Long Range Teleporter, and I don't mean the zone selection window, I mean the window of time the power is flagged as activated and awaiting player input for zone transfer, the power cancels and does not go on cooldown. As far as Mission Transporter and Assemble the Team goes, there is no cancel to be had. You click the power and it immediately does its thing. If the player does not meet the requirements for those powers being activated, then those powers still attempted to fulfill their function and go on cooldown. Tried to Assemble the Team when you are the only person, either in the zone or because you are solo? The power still attempted to bring the teammates it is supposed to look for and recall to you, it is just that you did not have any for it do so with. The power still properly functioned and did what it was supposed to do. So it goes on cooldown. Tried to use Mission Transporter with more than one mission in your mission tray and none selected as the active mission? The power still tried to send you to a mission door, but the mission it tired to send to you does not have a mission door to send you to. Contacts are not mission doors. Contacts that you have to talk to that then send you to another location for the actual mission are not mission doors. And if that is the mission that Mission Transporter tries to send the player to because the player did not select a mission to be transported to, the power still did its function and tried to send you. It couldn't because there was no valid location to send you to, but it did execute. So it goes on cooldown. As far as the game is concerned, in the situations being discussed, it is improper use of the power causing it to fail. So with the powers doing what they are supposed to do, how and why would they decide that a second, shorter cooldown would be warranted? Now if you wanted Long Range Teleporter's cancel button to not maintain a window of use to expedite player's use after activation but instead fully cancel out? That is a separate matter.
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I don't count that. (Edit: That isn't him showing up in the game, it is a GM throwing him out there for whatever reason.)
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Open "Settings", select "Devices", select "Mouse", select "Additional mouse options", select "Pointer Options", turn on "Show location of pointer when I press the CTRL key". (Edit: Then when you press CTRL, not hold, just press, a shrinking circle zooms in on the pointer.)
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Windows 10 has the same option. If you aren't using 10 or 11? I would have to look up similar features.
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I could stick needles in my eyes too and that would solve the problem in a different way 🤣 I don't understand your response. How is being able to simply press a key to see where your pointer is a bad thing like... sticking needles in your eyes?
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Yes, it closes the window. If you don't want the power to be flagged as used, wait for that red circle to go away. It will go away after a few minutes. I never said anything about Mission Transporter teleporting the player inside their mission. What I said was that if you do not have a specific mission actively selected and you have multiple missions in your mission tray, Mission Teleporter will randomly send you to one of those missions. And if the mission does not have a door to enter the instance, the power has nowhere to send you and completes. It "fails" because there is nowhere for it to send you to the mission it tried to send you. It still successfully activated and was used. If you want to avoid that, make sure you have your desired mission actively selected so Mission Transporter knows where it needs to send you. And if you select a mission that does not have an instance to enter and you use Mission Transporter, it will still successfully activate, just not be able to send you to the mission. So it still goes on cooldown. This is a player problem, not a power problem. If you activate Assemble the Team and you have no teammates in the zone for it work with, the power was still successfully activated but it had no one to bring to you. That is a player fail, not a power fail. Don't use gather teammate powers if you don't have teammates for it to work on.
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Remove that flag and you give a giant middle finger to solo players, particularly in the earlier levels. That do not notice flag is why my Dominators are able to look at a densely packed area the game requires me to be in for the mission, and not have to crap myself when my confuse power fails to take hold on the target.
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I'm trying to remember, but it's rather foggy. Anyway, if you activate LRT and you zone by any means before the use window closes, the power has no way to differentiate between it sending you to another zone and you simply going to another zone. So I'm pretty sure since you went to another zone while the use window was open, the power has to show as used, not just activated, and go on cooldown. Wait 5 minutes after you activate the power if you are just going to zone by another means, and the use window will close and the power won't go on cooldown. If you do not have a specific mission in your mission tray flagged as the active selection and you activate Mission Transporter, it will try to send you to a random mission. If that random mission does not have an instance map to go to, the power has nowhere to send you. Since the power still tried to send you to a mission, it goes on cooldown. Always make sure you have the desired mission selected and set before you use Mission Transporter. If you activate Assemble the Team, it grabs every team member in the zone and teleports them to you. If there are no team members in the zone, it still looks for team members in the zone and teleports them to you, but there aren't any to teleport to you. That isn't the power failing, that is the power working but not having anyone to recall. Having been used, it goes on cooldown. Edit: In the case of Long Range Teleporter and whatever the base teleporter power is called, they have a secondary timer for when players change their minds about using them. When you use the power, it goes active for 5 minutes, and if not used in that time period, goes back to unused and ready for use. So if a player wants to cancel their teleport, they can, without the power going on cooldown. Meeting the power's transit requirements by zone/base selection from the power window or by transitioning to another zone or entering a base (as appropriate to the power) is considered successful use of those powers and puts them on cooldown. I am not aware of a way for the game to see if it is that power or anything else that transitions you, so if you transitioned and the power is open/active, it is considered successfully used and goes on cooldown.
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The OP isn't about making it easier to get the EBs and Nemesis during the events, it is just about having a place to go where the events are always going. So even with event specific zones added, getting specific enemies isn't going to be any easier. You will still need enough players in a given area to spawn the bosses, EBs, and unique. And with events like the Rikti Invasion which has multiple parts, you couldn't even run the zone as a constant event. It would have to run normally just so that it can time out and start over so all the phases are available. (Also, just how small a population does a server have to have before they can't get the event badges?) (Edit: And on a smaller population server, wouldn't the OP work against them? Since with the event zones, the players can quickly get bored of the events just like the players do with the current set up for the events because they will always have access, so less players are likely to want to join badge efforts for newer characters and/or players.)