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Rudra

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Everything posted by Rudra

  1. Yeah, pretty much. If what City of Data says about the caltrops effect is true. https://cod.uberguy.net/html/power.html?power=mission_maker_pets.caltrops.caltrops&at=minion_pets Bear in mind that to get to the linked page, I started with the Malta.Knives of Artemis caltrops power and followed its provided links until it ended on that page.
  2. Logically that doesn't make sense if what you said earlier was true. Strange. My guess is either because the team isn't coordinating attacks on the same target, thus reducing the likelihood of extra attacks being launched at say a minion, or they are coordinating against a robust target. All I can say for certain is that KM's animation times are comparable to most other melee sets, it applies its damage later in the animation than other sets which is why it feels slower to many players, though that difference in application time is not by much, and I have not personally witnessed either my own KM or others wasting a perceivable number of attacks on defeated targets any more than other members of the team.
  3. Not per the threads complaining about other power sets corpse blasting on teams. From what I've seen/experienced from my KM character and others I've teamed with? KM doesn't wind up hitting defeated targets any more than anyone else.
  4. Buy the large Escape or Liberate inspirations. They last the longest reducing the frequency at which you need to reuse them. Open your in game e-mail. Type your global name (including the @) as the recipient. Drag one of the inspirations into the item slot of the e-mail. Put in anything for the message body, like just the number 1. Hit send. The message will show up on your e-mail list with the attached inspiration. If you have the e-mail window open, you can claim an inspiration from the e-mails you sent yourself as long as you have an open inspiration slot on the character. Depending on your build, you may just want to pop like 4 Righteous Rage inspirations and an Escape before starting the fight, and then just refresh them from your inspiration tray or e-mail until the mezzer is defeated. Edit: Also, you can check here for set bonuses: https://homecoming.wiki/wiki/Set_Bonus_Comparison_Tables You won't find any protection other than KB, but you can get resistance to reduce the duration.
  5. Yes and no. Regardless of when the damage is applied in the animation, you still have to wait out the animation before launching the next attack. So as far as attack rate goes, KM is not slower. Per attack, the damage is applied later in the animation than most other attacks, but you are still spending the same amount of time on each attack from its animation before the next attack as you are for most other melee sets. So yes, the damage is applied later in the animation giving most players the perception the set is slower, but as for animation times, recharge times, and the ability to chain attacks to take down targets, it is the same.
  6. So you would rather all ATs lose out on HP so high HP armor set characters can get more use of buffs from other players they don't need? Do you also want Tankers and Brutes to get lower resistances so they can be buffed by that Defender they don't currently need a buff from because they are at max resist before the Defender does anything? Do you also want Eye of the Magus and Demonic Aura to lose their accolade powers because they often don't improve the Tanker's or Brute's damage resist to things like Smash/Lethal damage? Edit: Some ATs on some power sets are going to run up against their cap for various attributes in the game. That does not mean those caps need to be increased or the buffs they share with other ATs need to be removed. If that Defender you cite in the OP doesn't need to buff that character, the Defender can turn his/her/their/its attention to the other characters that do need the support.
  7. What about the Alexander the Great elections arc? Alexander the Great is a "redeemed" villain you recruit away from the Warriors as part of his 3 mission arc from... I can't remember who.... Edit: I am curious though. What red side arc are you referring to? Because the only Piecemeal arc I can think of is the pay phone in the RWZ.
  8. How many paths did the map have? Depending on the map, the spy can slip by without ever encountering you. (Edit: This can actually happen on multiple missions where the target starts as a runner. Makes knowing in advance the different ways the target can go and watching the chat window for the target's chatter almost a requirement.) (Edit again: Especially if the map has elevators since the target only has to reach an elevator to escape.) Edit yet again: There is another possibility, but I've only ever seen it happen I think with Crimson, so I don't know if it is a bug or if it is something that specifically Crimson can do. What happens in this case is Crimson ignores the map and beelines through walls. Which means you have to navigate the map to somehow get ahead of him and hit him while he is still in a room to try to stop him, only to then race through the map to hopefully head him off again when he goes through the next wall.
  9. I don't do pylon tests and don't track them, so I wouldn't know. What I do know is that looking at the set's animation times compared to other melee sets, it isn't the slowest. And looking at the specific powers themselves, the power effects are applied later than other power sets for the same animation time. You can check City of Data to see what I am talking about.
  10. Just as a reminder, you can also still use your T1 and T2 primary powers while stunned, slept, or held. I think you can also use your T1 secondary, but I keep forgetting to check that.
  11. While we're at it, we should also have the damage caps pumped up. After all, between the 97% damage buff we can slot into our powers, the global damage buffs we get from set bonuses, Build Up and Aim (since some ATs get both), and the boost we can get from our Alpha, it doesn't take much to slam into our damage caps. Especially when you start using Righteous Rage and/or Intuition inspirations. (For clarification, I'm being sarcastic. Please do not take my comment as a serious request.)
  12. Equip Thugs only accepts Endurance Reduction, Range, and Recharge Reduction enhancements. Same with Upgrade Equipment.
  13. Except it really isn't. KM is about as fast as some other power sets. What makes KM feel slow is when the effects are applied in the animation. KM typically applies its effects at or near the end of the animation. Other sets apply their effects sooner in the animation.
  14. Completely unrelated stat and that could make everyone into a Tanker.
  15. Actually, what @Burnt Umber is saying is correct. According to the patch notes that guide is citing, that is not the case. See link below: https://archive.paragonwiki.com/wiki/Issue_7 The cited patch notes for that article specifically states that pets must be in Defensive Follow while in the MM's Supremacy radius. (Which would be a good reason why I never saw it work when I used the GoTo command with my Defensive pets.) So if that was changed, it wasn't in the cited patch and the correct patch notes for adding GoTo and Stay need to be cited. Edit: And to be sure, I logged on my incarnate MM, summoned all my pets, and checked them on Defensive Stay. Even in Supremacy's radius, they will attack things that attack me, but they don't take any damage when my MM is hit. So either I'm bugged or Bodyguard Mode only works in Defensive Follow.
  16. That's not true, Rudra. The content has been overwritten and replaced with Longbow spawns. In addition, the "home base" has been changed to be in the center of the zone. This makes the island feel smaller. Also, the fantasy has been altered. The original fantasy was better designed. All the original missions and the contacts that give them are still in Mercy Island. The contacts are in different places now and the missions use different doors, but they are still there. You still have Longbow, Snakes, RIP, Arachnos, and the Infected. So all the groups you faced in original Mercy Island are still there too. Where they are on the island and to what extent, yes, that has changed. Where you start on the map and the order in which you move through the island is different, yes as well. The comment you are quoting even says as much. So no, the content has not been overwritten, it has been moved. It is all still there, but you access it from a different location on the map now.
  17. I'll take your word for it, but I'm viewing this from the lens of the number of times I've seen lower level lieutenants and minions stomp an EB. (Or the times I've watched a full fledged boss I'm escorting in a mission get separated from me, and when I get back to said boss, he was almost dead from just a single spawn on the map.) Edit: In the end, it doesn't really matter to me since the listed AV would be there to save the last turret, not fight 4 new level 54 EB turrets. So that gives me 7 chances to get the AV(s) I need to get those badges. I can just take each pillbox down to 1 turret, check what AV responds, and either defeat said AV or move on to the next pillbox to try again.
  18. All the original content from the original Mercy Island is maintained in current Mercy Island, just re-organized for where the contacts are and where some of the missions take you. Mechanically, the order of progression through the zone is re-arranged, which is what most of the complaints are, and a phase shifting area was added. Other than that, it adds a few new arcs.
  19. I've never seen it work when I had pets in Defensive GoTo, but that doesn't make that post wrong. Just means I enjoy another bug.
  20. Incorrect. Bodyguard Mode is Defensive Follow. I've heard that there is another option still using Defensive, but the only time I've seen Bodyguard Mode work is in Defensive Follow.
  21. That would require a lot more work than just adding an option that lets players select their pets' default state. The option is both easier and doesn't step on any players' current play style. What I feel strongly about is your insistence that everyone have the Stay command be their MM pets' default state instead of a selectable option. What I feel strongly about is that you insist others adapt to how you want to play. That is what I feel strongly about. that's not a use-case, that's a description of the functionality. But like I said before, your needs are valid and right now it feels like one of your needs is that the way you interface with the game remains stable. I can understand that, I respect it, and honestly this is one of the best places for a person with needs such as yours. This very much is a use case. If I am on a team and if I want to stay with the team so my buffs stay on them and I can heal them when they get hurt, I need to be able to move with the team. So if I need replacement pets, I summon them as I go and let them catch up to me. They can be upgraded during the next fight. If they are changed to Stay instead of Follow, then not only do I have to summon my replacement pets, now I also have to command them to get moving and follow me. Something I do not currently have to do. That is very much a use case. Or how is one? I'm running from a fight that has overwhelmed me. Without my pets, my MM is very squishy. So I'm running away and pausing long enough to trigger one of my summon powers so I have pets to shield my health. Something they won't do in Stay. Because they are almost immediately out of my Supremacy range as I flee the enemies. Worse? They could have survived if they had stayed following me. Now instead odds are they get wiped out because they are just standing there. There are a variety of times and reasons why a MM player may want to summon on the move. And when you do, you want those pets following you. Even if only to shield your health. I definitely did imagine the possibility that a new player might play the game, and in fact I show this game to everyone who will listen. I believe that the proposed functionality would be beneficial to them because it would allow them to play Mastermind more like a strategy game, which is the background that most of the players I bring have. And if the player is not someone that you introduced to the game and decides to play a MM? Why should they expect their pet(s) to not automatically follow them when with every other AT their pets automatically follow them and in every other game with player summoned pets they also automatically follow the player character? Look, this is going to sound angry and/or mean, but I'm thinking it is necessary at this point. If your response is going to insist that all MM pets default to Stay rather than Follow, then my response is going to change from that is a good option to let players set, to learn how to control your pets. Does that sound like a nice thing for me to say to you? Oh, you just need to learn how to correctly control your pets and they will do exactly what you want them. Sounds nice, right? No? Well, your insistence that MM pets all get set to a default Stay command instead of a default Follow command instead of just asking for an option for the player to set their preferred MM pet summon state is basically the same thing, just reversed.
  22. This is the 3rd thread for this on the current page. Edit: Oh, nevermind. You had the default portal being complained about and a Communications Officer portal too. My mistake.
  23. Zero at level 1. No, it was 5 at level 1. I typically grabbed all my early explores at level 1 and they always awarded 5 xp unless I had xp turned off.
  24. Well, that would definitely make it easier for me to get the Signature Heroes/Villains badges, so I guess no complaints here....
  25. Yeah, the regular turrets are level 54 bosses. However, the turrets on captured pillboxes are not all level 50 bosses. Only 2 of them are. The other 2 are level 50 lieutenants. (Or minions? It's been a while.) If the captured pillboxes got their four turrets as all level 54 EBs, then at least some of the signature characters are probably going to die when they attack the pillbox to take it away. Edit: Just did a re-read of the start of the quoted post. I'm not following. Are you saying you want the way the pillboxes work to spawn a signature character to help defend it?
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