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Rudra
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Everything posted by Rudra
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Bossed around blue side? Yes. Taken advantage of? Yes. Disrespected? No. Yes. (I forgot the man in Steel Canyon and the vase.) Edit: It just happens red side routinely as opposed to rarely blue side.
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Or, you know, you can just do it last.
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https://cod.uberguy.net/html/power.html?power=circleofthorns.circle_death_ranged.chill_of_the_night
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You can't compare what a pen and paper table top game does to a video game. Table top games have a game master that runs the game and tailors everything to the players. Video games do not. So they must be designed to be playable regardless of whether a player chooses to play solo or run with a team and regardless of what AT that player chooses and what powers from what power sets in whatever AT the player goes with. Which is a massive range of possibilities from the best to the worst, and the game has to be designed to run itself against that in a manner that doesn't drive players away. So let's say players can take any tier 1 pool power to unlock any tier 2 pool power to unlock any tier 3 pool power. What do we get? Well, let's assume the player is making a Scrapper. You only need 4 powers to build an attack chain with, but we'll go with 5. Some armors you can skip multiple powers from, but we'll say the player takes 8 of them. So that is 13 of their 24 powers chosen for their build. That leaves 11 powers from pools. So we start with Hasten for the Holy Quad. That unlocks Tough. That unlocks literally everything else. So now we also grab Weave, Maneuvers, Combat Jumping, and Unrelenting. So now we only have 5 more powers to choose. Our END cost is pretty high and we still lack ranged attacks, so lets dip into the APPs. Let's grab Conserve Power from Energy Mastery. That unlocks Physical Perfection. Now all APP powers are unlocked. So we grab Targeting Drone and Moonbeam. Now we still have 1 more power we can choose. So we take Mace Beam for our 2nd snipe attack or we can take our choice of Summon Widow, Psionic Nexus, Summon Guardian, or Ice Elemental. Maybe we don't care about having a sniper though, so instead we take two pet summon powers. Because of course no one is ever going to do that and throw what little game balance we have left out the window. (Edit: And before anyone says "But what about travel powers?", I didn't forget them. They buy those at the START vendor.)
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(S)he/they are both right and wrong. There is no need to pop out of the game while leveling up to check City of Data because the requested information is already available to him/her/them when (s)he/they go to select their new power. (S)he/they can even check powers (s)he/they are too low level for in the set the same way to get a feel for the set. Yes, the text on the basic info window should be accurate, and should be posted on the bugs forum for whatever dev is handling bugs to see and correct, but the complaint that there is no data to clarify (in this specific case) of whether Telekinetic Thrust does minimal damage, superior damage, or any other tier of damage rating is wrong because it is already available in the game for him/her/them to peruse.
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As @Eiko-chan has already told you twice in this thread, if you want more detailed/specific data on a power, from inside the game itself, check the power's Detailed Info from the power selection screen.
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It means it is a locked mission and you need to do Doc Buzzsaw's arcs to unlock it.
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From the Concerning this forum pinned thread: If you don’t like it, no problem. Just say “I don’t like it”. You don't have to say why if you don’t want to. So no, there does not have to be teaching and discussion in someone's disagreement.
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free game. don't get yourself voted off the island. Free game managed and maintained by volunteers who have other jobs that actually pay them and their families to deal with too.
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I can understand how others play differently from me and still not want something added because it will still affect how I get to play the game. The OP isn't asking for an option that players can turn on and experience this otherwise I wouldn't even be responding the way I am. And I don't say no to everything. I just say no to things I disagree with and don't want to deal with in game. And this forum is the place for me to do exactly that. Not everyone likes the same things and the fact I don't like something you do does not make my preference invalid. It means I have a preference that I am giving voice to, just like you can do. So no one has to be omniscient, we can each give our takes on something. And that take can be "I don't like this idea and don't want it in the game". This is not the noble pursuit you think it is. You're treating every single thread as an invader at the gates instead of a person to talk to and learn about and maybe even teach. The other players that feel the same way can speak for themselves if they're so inclined - e.g. Greycat. You are free to have any opinion you desire. I personally think trying to understand others, even if I completely disagree with them, is a good thing. Not that any of this has anything to do with the OP. And if you led with something like this, we'd be cool! This is a good place for further discussion! We go from "vague idea" to "more concrete, possible take of said idea" - very logical discussion progression. We can start having a discussion around the idea of swapping out a few minions for twice as many underlings, or whatever else you or anyone else may like. Why would I lead with this? The OP was not about adding more Underling class mobs to the various groups. It is about adding 1 HP mobs that can be easily mowed down by AoEs for the sake of ego stroking. This isn't table top D&D. (And even if it were, not every player will appreciate that.) So that has no relevance to a video game that has no active arbiter making sure the swarms and threats remain manageable and interesting to the involved player(s). And adding more mobs to various spawns beyond what the player's chosen difficulty settings are even with just 1 HP to missions, especially lower level missions where characters may not have the powers and/or enhancements to deal with it is not going to be as welcome by as many players as you seem to think. Especially in Praetoria where the biggest complaint is the sheer number of overlapping ambushes. (Edit: And at higher levels serves no purpose than to give players the ability to Judgement mobs with regular powers.) And what gives you the right to tell another player what sort of hero or villain they should be playing in a super hero/villain game?
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This isn't the first time you have recommended I stop posting on the forums. And it still won't get me to stop. As for evaluating things through the lens of my own personal experience when I play the game, what else am I supposed to do? Omnisciently know what everyone wants? I already try to see multiple points of view, but if I keep my mouth shut about how I personally feel about something, then that is 1 less voice looking out for players that may feel the same way. So yes, the game is for everyone to play and enjoy, and that includes me. So I am not going to stop posting on the forums. So let's tackle this from a multi-AT point of view. Let's use Controllers. They have low health. Multiple power sets in their AT only get 1 mass hold. In the case of Darkness, it isn't available until level 22. So they are playing through Praetoria and they enter a mission that now spawns masses of 1 HP enemies that do regular damage alongside the regular spawns the mission already has to ramp up the tension. Let's assume the 1 HP mobs are clearly identified as such. So the Controller cone immobs the group and assuming all of the mobs were caught/affected by the power with the miss chance not affecting any of them, they all die for having 1 HP. Joy. What fun. Now you only have to deal with the regular mobs that are already spawning in that mission and are already immobilized. What if they aren't all affected? Well now that very squishy Controller is in a really bad spot because all those mobs are going to get at least 1 free attack on the very squishy Controller. And if the spawn was an ambush, all those mobs would get at least 1 free attack on the very squishy Controller even when the Controller goes to use their 1 AoE immob'. Very unhappy Controller. And as for a big AoE attack? Are you talking area or damage? Because Controllers get a 16 target cap for their AoEs. And even with a 10 target cap, other ATs won't have any problems mass clearing the 1 HP mobs even if their chosen power set only grants them 1 AoE at that level. If they lack AoEs? Then they're just hosed. Gonna get eaten by larger swarms than their difficulty settings already generate. More Underling tier mobs? Sure. They spawn at I think a 2:1 ratio for any non-Small unit their spawn replaces. That works for me. Adding masses of 1 HP mobs in addition to the already spawned mobs to mow down to feel super powerful like the OP is asking for? Hard pass.
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I wasn't specifically referring to you, otherwise I would have specifically called you out. But you keep presenting it as one. And this is not what you were saying. You were saying they need to be tuned down.
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Maybe instead of saying no to everything, you ask and make sure you know what the suggestion actually is? I wholly understand what the request is. And I oppose it. There is no real threat if all you have to do is throw a sneeze in the enemies' general direction and they die. Doesn't matter if they do enough damage to one-shot Hamidon for some insane reason. (Edit: And yes, I am aware they would do normal damage for their mob type. Please don't take my exaggeration as me misunderstanding the post again.) We already have several enemies that are worth nothing when they are spawned in. The Husks the Death Shamans summon, the turrets from the Malta Operation Engineers, and anything that comes out of a Rikti Communications Officer's portal readily come to mind. I would rather not have more of that. And they at least don't just curl up and die if you look at them in a hostile manner. And as already stated, players are already mass clearing spawns with their nukes and mass clearing rooms with their Judgements. I don't find that fun. So I don't want to see it replicated to other content. So again, I oppose the OP.
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Players can already clear entire spawns/rooms with their nukes and Judgements, so let's extend that feeling to the rest of the game with any attack? No thank you.
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It's seems less that they are setting a higher difficulty than they are comfortable with and more an expectation that everything should be able to solo everything at +4/x8 without any (noticeable) difficulty.
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SG bases don't have any pathfinding beacons because players can put objects anywhere in any given room they want. So MM pets, and other pets, can't follow their summoner through SG bases. There is limited follow ability for them within a small radius of the character, but that is unreliable at best.
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The /stuck command didn't work for me on the times when exiting the jail on the Founder's Falls map dropped me below the map. It would move me to just under the map at which point if I didn't have a flight power, I would drop back to the invisible floor for more massive damage. (Edit: And if I had a flight power and flew up to just under the map to use /stuck? I would stay where I was.)
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Is it possible to fix escort missions?
Rudra replied to FreakazoidRobot's topic in Suggestions & Feedback
We, my friends and I on Live, always wanted a "Burlap Sack" power. Knock them out throw them in the sack and leave. I always wished my MMs could assign pets to escort NPCs. Both to shield them from ambushes and to make them keep moving to the exit without me having to worry about the NPC getting stuck on a corner, some stairs, or a flat, open, empty hallway. -
Other Servers - Rebirth, Thunderspy, etc.
Rudra replied to Psychic Fury's topic in Suggestions & Feedback
Amen to that. Just running as a linked pair with a friend, we always take the same contacts and progress at the same time, but I routinely have to abandon and cycle missions from the same contact to have the same mission so we can stay progressing together. It's a pain alright. (Edit: And we're red side, so there is nowhere near the volume of filler missions that blue side has. And we still have to cycle missions from a shared contact to be on the same mission.) -
Right now, players can go to a START vendor and disable inspirations by type (such as accuracy), by size (grade/tier), dual, and team. For MMs, the best inspirations to have/use are the team ones. However, there is no way to disable standard inspirations. So my request is that the START vendor gets the ability to disable standard inspirations. This will let MM characters (and others if they so choose) disable standard and dual inspirations so they only get team inspirations. (Edit: Please note that I am not asking for an increase in team inspiration drop rates, just the ability for MM characters to limit their gained inspirations from drops to team ones.)
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Team inspirations that resist mezzes including KB: Protection Imbuement Greater Protection Imbuement Superior Protection Imbuement Edit: As an MM, if you want inspirations for your pets, you should already be using team inspirations anyway. They take away the annoyance of trying to give pets inspirations and have them use them between their attacks and running around. They affect all your pets and yourself at the same time so you don't need to remember which pet you already gave an inspiration to. And you aren't stuck trying to figure out which one inspiration to fill your tray with so you can stock up on a variety of inspirations to address the situation at hand.
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Except that already happened for other factions. Take me for example. If I'm on one of my Corruptors and I'm going into a Malta mission, I turn down the difficulty before I start. If I'm on one of my Brutes (edit: and by one of my Brutes, I mean specifically one Brute I have) and a Crey mission comes up, I turn down the difficulty before I start. If I'm going up against Knives of Artemis with one of my Scrappers? I turn down the difficulty before I start. Only one enemy group for most of my characters is a problem. So by your logic, they all need to be tuned down. Except depending on our chosen ATs, power sets for said AT, and specific powers within those sets we choose, we are going to have problems with some enemies at higher difficulties. So for those enemies, we don't play at as high a difficulty or we find a way to beat them such as with SG base buffs, inspirations, and team mates.
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Every map is basically suspended in nothing. The Founder's Falls mayhem's police station is prone to dropping things off the map, which seriously needs to be fixed, but any map where you can find yourself under the actual map will reveal that there is a massive empty space under the maps before you hit the bottom of the zone. Building interiors are placed in these open ares below the map because the interiors of buildings you can enter as part of the map are bigger than the space their exteriors take up on the actual map. That's why if you are on a zone map, and the Safeguards/Mayhems are partial zone maps, and you have a team mate enter a building and you have them selected, you will see them suddenly shift somewhere below the map. Unfortunately, when you find a map break like the Founder's Falls Safeguard jail, there isn't a way back on the map without a team mate that can recall you to them or a GM assisting you.
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If you are talking about what happens to the fragment after your character gets it from the temporary host? That would be to explain why the fragment doesn't take over your character. If you don't even retrieve the fragment in the first place before the timer runs out? It bonds with its permanent host, which may or may not be the temporary host depending on whether or not the chosen host arrived in time to take the fragment in a more permanent manner saving the temporary host. (The temporary host is acting like an impromptu Shadow Cyst.) Regardless, Council Galaxies have Nictus fragments in them that grant them some Warshade powers. And those fragments are permanent additions to them. Galaxies getting more powers so they stop being such a joke at higher levels is a good thing in my book. Buffing the Council so they aren't a joke is a good thing in my book. (I'm not a fan of Freem!, but I'm not troubled by the rest.) The Council is still very much punchable, but now they are a threat that explains why it takes player characters to beat them. I often wondered why Council (and 5th Column) super soldiers were called such when they were as dangerous as your average Hellion or Skull until you get to the wolves and vampires. The addition of the Ascendants was a step in the right direction giving the Council something that couldn't (always) be laughed off. Now high level Council are (almost) a threat. The calls for super heroes to fight them because they are too much for conventional units to deal with is finally making sense.