Rudra
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Everything posted by Rudra
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Leveling Up After 50 Gives Temporary Level Shift
Rudra replied to mockmoniker's topic in Suggestions & Feedback
Or just carry Ultimates and each time you get a new vet level, pop one. -
I've never known any Black Knights to placate, but Crey Juggernauts don't have a placate ability anyway.
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So I'm doing the Rogue version of Just How Evil Are You and I'm trying to clear the map. Freed Desdemona from a safe distance and then teleported past her so she doesn't join, freed both subdued heroes from a safe distance and teleported past them so they don't join, and continued my murder spree... I mean... aggressive bad guy lesson giving.... So far so good! Got into a fight with one of the remaining Council spawns, and a badly injured Vortex Cor Leonis Force decides to run for his life. Down the hall, around the corner, and through a still closed steel sewer door. Like, straight through it. Coordinates of said door below in case it has a geometry gap: Zone/Mission: V_Sewers_45_Layout_06_02 Position: [-190.1 -126.6 702.9] Now, I know when you're running rabbit you can do some pretty amazing things, but I don't think any of the Council can phase through doors no matter how scared they're running.
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I am aware of the key bind fail bug and this wasn't it. That persists until you either exit the mission, alt-tabbing, or rebooting the game. This only lasted until the taunt effect wore off. Edit: And in case anyone thinks targeting was the issue, I am aware that if your character is taunted by a Juggernaut and he isn't in your field of view, your attacks won't work for lack of valid targets until you bring the Juggernaut into view so you have a valid target again for the taunt's duration. And the Juggernaut in this case started in my field of view when he taunted me and stayed in my field of view for the duration, so that wasn't it either.
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To springboard off this, if I recall correctly, the devs said they won't take what was done on the other servers, but that they will try to make their own for those ideas they like. MM customizable pets for instance. Again, if I remember correctly, the HC devs said they wanted to find their own way to do it rather than just take what another server did.
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That MM PBAoE heals stop missing the pets adjacent to the MM. (Edit: Sometimes they work, and sometimes they don't. And the farther away the pet is, the more likely the heal is to work and affect them until they are out of range. It's rather frustrating to see Genin A at the limit of the heal's radius get healed, though I am still glad he was healed, but the oni right next to me doesn't get healed even though he needed it more.)
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So I'm currently running through the Rogue version of the Wanted: Uqua. Dead: Alive mission and a Crey Juggernaut taunted me. Not a problem, just means I stomp him before the rest of the spawn. ... except... I can't. I'm hitting my attacks and nothing is happening. (Edit: And no, he did not have his force field up. He was still at full health.) I have no status icons for being Held, Slept, or Stunned. I'm not getting any of the messages I normally get of being Held, Slept, or Stunned when I try to use my attacks while so mezzed either. The attack buttons just aren't doing anything no matter how often I click them. When the taunt wore off, my attacks resumed working again. Now, I've fought Crey a lot. And I do mean a lot. I've been taunted by Juggernauts on the regular. I've been taunted by the Black Knight minions that taunt pretty regularly when doing the Night Ward arcs. I've never lost my ability to attack while taunted unless there was some other mez to stop me from attacking before. And in other fights with Crey Juggernauts present in this mission, being taunted did not stop me from attacking, it just did what it was supposed to and shifted my attacks to the taunting Juggernaut. So I have no clue what happened with that Juggernaut and his super taunt ability preventing me from attacking with no statuses that can explain it being applied and no messages either. Edit again: Other side note weirdness? Despite clearing the map, the spawn that is supposed to trigger the first Scorpinoid Deathstalker ambush either did not exist on this run or failed to trigger the ambush.
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Personally, I more prefer the suggestion of previous threads of adding wand animations to existing power sets. (Edit: Like @Wavicle pointed out on this thread.)
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Very easily. Right off the top of my head for already exists reference? Weather Wizard from the DC universe. He doesn't use magic, he uses technology. (Edit: At least the version in Young Justice did.) He controls the weather through a technological device that looks like a wand. Then you have mutants that may use a wand (or other object) as a mnemonic device to help control their powers. Various control rods that operate sci fi equipment. Wands are hardly limited to just magic.
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Change Exit Spawn Location for 3/4 Yin Missions
Rudra replied to Renatos1023's topic in Suggestions & Feedback
This. This is what I am going to bet is what is causing players to blame MM pets. Because there is just the one spawn point where we all get ejected from the mission to and multiple character models can't occupy the same spot. So everything gets displaced further into the helicopter's interior just like when two or more of us exit any other mission and if we don't move away from each other start displacing each other in the same direction until we run into an obstacle that stops any further displacement movement. MM pets just like other pets take up space that must be displaced to spawn any other players and their associated pets exiting the mission as well. Which can lead to the perception that MM pets are blocking player movement, but they still aren't. It is every other player character and any non-MM pets that may still block movement that is doing so. (You can't displace MM pets if there is nowhere to displace them to, just like your character can't be displaced any further when there is nowhere left for you to be displaced to.) -
Costume Editor -- Sunglasses out of position on Huge bodies when raised
Rudra replied to srmalloy's topic in Bug Reports
I'm pretty sure that is because your character lacks hair and the glasses are positioned to sit above the hair. (Edit: Male and female have the same thing going on.) -
Yeah, when it comes to Praetoria, especially through flashbacks, you have to make sure you tackle the arcs in the correct order if you want to do them all. Get a contact NPC arrested or killed, you are flagged as not having that contact available for anything else. The contact will, or at least should, return while you do his/her/their arc through Ouroboros, but as far as I am aware, not for any other arcs. And I believe there are four such contacts you have to watch out for in this manner. So I advise always running Praetoria from start to finish, rather than just jumping to whatever seems most interesting at the moment. (Edit: And check the wiki to be sure if you aren't sure of or don't know what NPCs you can lose access to. Otherwise, if you run into a missing NPC, contact a GM and wait for him/her/them to fix it for you.)
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Change Exit Spawn Location for 3/4 Yin Missions
Rudra replied to Renatos1023's topic in Suggestions & Feedback
Because you quoted me and all the "you"s, it feels like this comment is aimed at me, except I haven't said that. It took me a moment to realize you quoted me to springboard off of. -
If you are talking about the decoys from Phantom Army, I'm going to guess you will not get your request on account that they are completely invulnerable pets that do a solid chunk of damage. The only way I can see you getting your request is if they get massively nerfed. (Edit: It's a combat pet summon power. If you want a non-combat version? I would highly recommend asking for a new power like the buff pets available from START instead. They would have 1 HP and do nothing for you in combat, but at least it wouldn't run up against asking for an excellent power to get nerfed for the sake of it being a toggle.)
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Yeah, I'll support a Wands power set. I'll even support magic animations for it. I won't support a Magic Wands power set though.
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Change Exit Spawn Location for 3/4 Yin Missions
Rudra replied to Renatos1023's topic in Suggestions & Feedback
And not a single person on this thread has argued even once against it. So why the constant rush to defend something that is not under attack? The only counter-argument made in this thread is that the claim that MM pets are blocking characters is false. That's it. Nothing else. If for some reason the extra character models are making it more difficult for you to even find the exit? Okay. The MM specific claim though, especially as reinforced by @DrRocket, is easily proven wrong though. And all I ever asked for in this thread is to stop blaming MM pets for preventing player characters from moving when they were changed back on Live to stop doing so. -
Change Exit Spawn Location for 3/4 Yin Missions
Rudra replied to Renatos1023's topic in Suggestions & Feedback
I'll bet you it is the other players' characters and the "other summoned pets" that are blocking your movement. Grab any MM. Put your character in any position where your ability to move will be impeded with others present, summon your pets to block you, and then watch as your character simply pushes the pets out and aside as you move. Edit again: Hells, grab any MM, get inside a helicopter, summon your pets to block your ability to exit, and watch as your character simply shoves them out of the way as you exit the helicopter. (Edit yet again: Bring a friend! Have both of you be at the back of the helicopter, block both of you in, and try to exit. Watch as you both shove the pets out of the helicopter as you exit.) -
New Power Set: Whip (Tankers, Brutes & Scrappers)
Rudra replied to Kizabum's topic in Suggestions & Feedback
Yeh, true, we have the same engine as back then. But some bugs and problems have been fixed over the years. So whip powers could be one possibility. Maybe instead of trying to do it *same* way as before, try tinkering and see can whip powers implemented in a different way. Ofc there can be hard engine limitations to introduce new powers; like can only use pre-excisting power as a base for a new one, which just changes visual pixels and data/latch some effect and adjust numbers. But considering people who run the servers run on a limited budget/time-wise, progress of even tinkering with code and testing stuff takes a very long time. Besides bug fixes. *sigh* -
Change Exit Spawn Location for 3/4 Yin Missions
Rudra replied to Renatos1023's topic in Suggestions & Feedback
I don't believe you. If they do, report it as a bug. -
Change Exit Spawn Location for 3/4 Yin Missions
Rudra replied to Renatos1023's topic in Suggestions & Feedback
The only issue I have with the OP, other than what still seems a misguided claim against MMs, is that it only addresses the Yin TF. Previous requests about the helicopters addressed all helicopters in the game. Which makes sense since they all work the same way. -
Change Exit Spawn Location for 3/4 Yin Missions
Rudra replied to Renatos1023's topic in Suggestions & Feedback
Nowhere in my response did I say anything about the suggestion to move the spawn point itself. There have been many requests to turn the spawn point around so players are running out of the helicopter rather than in and I supported every one of those suggestions. Just like I supported moving the spawn point itself out of the helicopter every time that was mentioned in the previous requests. My response was to please not blame MMs and their pets for any inability to exit the helicopters because MM pets were changed back on Live to no longer impede PC movement. Which is the typical (erroneous) complaint made whenever anyone mentions MMs and being able to exit a room or helicopter. (Edit: And seeing as how in the OP you did not call out any other ATs with permanent pets, even multiples of said pets, like say Controllers and Dominators, how else am I supposed to take your MM comment?) -
Change Exit Spawn Location for 3/4 Yin Missions
Rudra replied to Renatos1023's topic in Suggestions & Feedback
MM pets have not blocked player character movement since some time back on Live. Please don't blame MMs for something their pets no longer do. -
The issue, as stated in the OP specifically, is pet scaling on higher difficulty missions. I added emphasis to that part of the OP. Edit: If a player is going to play at +4 difficulty, that player is confident his/her/their character is properly developed/built to engage that difficulty. If the player's character is not properly developed/built to engage that difficulty, his/her/their character is not going to be able to do it. MMs can solo +4 difficulty. I've done it multiple times. (I just don't think it is worth the slog/effort.) @Jacke linked instructions on how to build MMs to be able to solo +4 difficulty. No AT gets their powers buffed when the player chooses to tackle higher difficulty settings. Because the higher difficulty settings are supposed to increase the challenge for players whose characters are having too easy a time dealing with normal difficulty enemies and scaling up the ATs' powers like MM pets for higher difficulties negates that reason for having the higher difficulties in the first place. MM pet level adjustments are a completely different topic.