Rudra
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Everything posted by Rudra
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I would really rather not. Not a fan of 1-hit kills from enemies, and if you had even a small team, bosses would do that to you in Diablo. (Diablo II was the best example of this what with Baal(?) and that giant slug/worm thing boss, and how they ramped up in HP and damage against even just a team of 3.)
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Then you haven't been paying attention to the forums.
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Boost their individual stats. Add a line of code that applies Fitness to everything instead of just PCs. I don't care either way. I'm just looking at rectifying a few very common complaints: pets can't keep up (an especially common complaint among MMs) and escorts get lost even if you lack any stealth powers and move at a walk through empty hallways or open fields because our characters are faster. Giving it to enemies as well just seems fair to me and should help address the other complaint that enemies need to be tougher.
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That is also part of the point. There has been repeated calls for tougher enemies. Well, universal Fitness won't be as big a boost as it seems you think it may be (since unslotted Stamina is a 25% boost and mobs won't have enhancements), and it makes mobs slightly tougher to deal with. (Edit: Face it, any buff to enemies will be argued as a nerf to players, even by several players calling for tougher enemies I'd wager, unless it was say strictly HP or new attacks.) (Edit again: And even buffing mob HP or damage resistance would likely be argued as nerfing player damage.)
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Because as far as mobs go? (Regardless of pet or enemy.) Simply adding the powers to them may be both easier and faster than going through their respective stats and improving them. It's the various civilians that need to be rescued that cause me concern since they lack powers and I don't know if they can have powers added to them. So in their case, it may be necessary to go through them and boost their stats.
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We already get the Fitness pool as an inherent on all our characters. So my suggestion is to just give it to everything. Every mob in every faction, every pet/henchman, every random NPC. Why? Well for starters, that will help pets keep up with their summoning player character. It will also enable escorts to get lost less often while following through large empty hallways. And it gives mobs more of a chance in that they can keep their END pools up higher and run away faster. (That last part about running away faster is guaranteed to be a negative point for others.)
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@Glacier Peak beat me to it.
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Base Portal Entry Points: Beyond The Basics (?) *shrug*
Rudra replied to SupaFreak's topic in Suggestions & Feedback
Dressing up portals in our bases is simple enough. The big issue I have with dressing up the zone portals? Why would my SG base be accessed via a tech portal when it is an arcane base? Why would my tech base be accessed via an arcane portal? The advantage of the existing portals is that they are not tech or arcane. (Or anything else other than just a convenient portal.) So they are generic enough to work for any and all of my bases. (Also, how would portal versions be decided between the zones? What zones are tech and what zones are arcane?) -
Multiple Naga trays, or put the hotbar number at the bottom
Rudra replied to nzer's topic in Suggestions & Feedback
Edit: Scratch that. You're asking something else. Sorry. The thread in question for that was: Whether or not it can be implemented however? -
Blasters, Corruptors, and Defenders don't get melee attacks in their Blast sets. Pistol Bash is not a valid power choice for those ATs on that set. (Edit: You also lack a nuke for the set.)
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Yes, he will. As long as Veles is on the map and combat has started, even after it is finished and he has surrendered, he will summon a replacement as needed to always have a Grave Knight available. And the Grave Knight, as a pet, remains hostile to you regardless of whether or not the fight with Veles is done. Fighting the Grave Knight just uses up time, both while fighting Veles and after he surrenders.
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The Grave Knight can be defeated, but Veles will always summon a replacement.
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Flurry Rework - Tap Repeatedly to chain Normal Consecutive Punches
Rudra replied to Bluhman's topic in Suggestions & Feedback
In order for power animations to work, they need a root time. The purpose of the root time is give the animation time to animate. So you will not get a power that has no root time. The only way to not have root times is for the devs to sit down and make new animations for walking, running, and jumping (in each different direction since each uses a different animation) for the power in question's animation. -
How would that help? And wouldn't that kill red side's identity?
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In Bane Spider Ruben's case, you have the projector, but not the power source. Arachnos has the power source, but not the projector if you go that route. (They have both if you don't.) (Also, it isn't a mind control device, it is a powerful suggestion/persuasion device. The Suggestion Engine. As Ruben points out, no one affected by it exhibits any signs of mind control or other mental domination.) Edit: And while yes, there is still some power left in the projector at the end of the arc, it is not a mind control/confusion effect. So while you could feasibly use it to turn someone to your side, the moment you attack them or harm them in any way, they will immediately try to kill you. And since it is a persuasion/suggestion effect, you can't realistically use it against someone you are in combat with.
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The only thing I can say is to look up how to clear the memory cache for your system OS. You can also shut off the computer and leave it off for at least 20 seconds to see if that helps you. A simple restart won't be enough. Sorry I'm not more help than that. Edit: Just make sure what you look up tells you how to wipe/clear your memory cache, and not how to free up memory. (I use a program that does it for me, but those are kinda risky....)
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That could work.
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Maybe just have an alternate Combat Medic to replace the one in the Abyss that has tailor options? To be honest, I don't get the desire since you can just use a base teleporter to pop in your SG base and visit the tailor there and you can't see what is going on in chat or the zone while the costume editor is open anyway. Though I do understand the part about possibly not being able to get back in for the raid. So I don't care if this is done or not, but I do wonder how the person will know the raid has formed and launched if they are on the costume edit screen.
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For Vanguard weapons, the 2 colors are different sections of the "blade". (At least for swords and axes.) For the handles to be colorable, either the handle color has to be linked to one of the blade colors, one of the blade colors would have to be locked for its color so the handle could be changed, or the game would need an overhaul to allow 3 colors for costume items. So, as long as you are fine with the blade and handle being the same color or the blade only being partially colorable? It should be doable. I'm not a dev though.
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That is most likely it. I don't remember where I logged the character off before doing the TF. There is a good chance it was there though. Thanks.
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I started the old Positron TF through Ouroboros (solo). Completed the 1st mission and was rewarded with 2 Vanguard Merits. For a level 15 TF mission. That has no Rikti in it.
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The only check it does is it prevents the mission/arc from launching. (Which has led to some frustrating moments trying to explain to the team leader that (s)he needs to check alignments to make sure they are valid for the arc....)
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Unknown. I'm just using the information provided in the thread. (Edit: First instance of it is the 7th post on the thread.)
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Where would it start? How would you prevent heroes from joining if it starts blue side or villains from joining if it starts red side? (This is already a problem I've seen on the Mender Silos arcs as the team leader keeps trying to run the arc with players of the wrong alignment.)
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Tanker Taunt has an AoE effect with a -100% range component to draw mobs to you. Brute Taunt has an AoE effect with a -75% range component to draw mobs to you. Scrapper Confront has a ST effect with a -75% range component to draw mobs to you.