
Rudra
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Everything posted by Rudra
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At -75%, that still puts it equal to the Scrapper's taunt ability of Confront.
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To mirror @megaericzero, I have a level 50 Energy/Energy Blaster that has Pacify and Intimidate. I use Intimidate to lock down specific targets so I can deal with others, like the Tsoo Sorcerers while I clear out their damage dealers. Sometimes, though only rarely, I can even frighten a boss into silence to buy myself more breathing room. (I also have Pacify, but I don't use it as often. Mostly to unlock Unrelenting.)
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Not really. Scrappers get provoke. Tankers/Brutes get Taunt. Controllers and Dominators have layered mezzes. I agree that the flee mechanic in the game needs to be fixed. (Edit: For crying out loud, BP Spirits of Death and Totems are not supposed to run away from their chosen PC target, but I've had to chase them down as they fled multiple times.) I don't agree with taking away Intimidate and Invoke Panic to give all characters Tanker auto-taunt aura capability.
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I have to agree with @CrusaderDroid. If defeated, just talk to the nurse at the hospital to buy inspirations, then go back to the missions and stomp what defeated you. Or ask an online friend for help. Or ask in a chat channel for help. If you are about to be defeated and don't want to be, then run away. Take the time to heal up, maybe go buy some inspirations or send a message asking for help as previously mentioned. The whole reason why there even is a logoff timer keeping your character in play for a little while after logging off is specifically to prevent characters from avoiding defeat by logging off. Add in the OMG levels of coding complexity the OP asks for, adding the ability to take a mission "snapshot" at the time of the Cliffhanger feature was used, fully preserving mobs defeated, then randomizing where surviving mobs are, sending out a server wide message that Player X is logging back into a (presumably) almost completed mission and needs help, then spawning random responders into Player X's mission before Player X even loads in to deal with the problem? Yeah, that's a very complicated ask. And if the responding player is a support character there to help Player X survive but now is facing off against Elite Boss of Doom alone because Player X isn't even there yet, well now that player's character probably suffered a defeat they wouldn't have if they had just kept playing and not responded to the message.
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Allow Mastermind ATO's to slot in personal attacks.
Rudra replied to TheMoncrief's topic in Suggestions & Feedback
I sit corrected. -
I'm thinking that is because while in the phased part of the map, they are considered to be on different maps. I'm not certain that is the case, it is just what I previously heard.
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Allow Mastermind ATO's to slot in personal attacks.
Rudra replied to TheMoncrief's topic in Suggestions & Feedback
MM henchmen are still pets. They are pets of a henchman tier rather than a Controller's pet tier pets, the MM gets more of them with all of them being lieutenants, the MM can summon replacements way faster than any Controller or Dominator could ever dream, they can be commanded whereas other pets (excluding Lore) cannot be, and in Bodyguard Mode they shield the MM's HP bar, but they are still pets. Because MMs are the pet master AT. And that would be my guess as to why the ATOs for MMs were designed the way they were. If you think MMs should be able to slot MM ATOs in more powers than the pet powers, that is your opinion. As I said, I disagree with that opinion. Because my opinion is otherwise. And you have not changed my mind on the matter. I was (and still am) content to leave it as we agree to disagree, but this argument you posted required a response. So are we good at leaving it as we agree to disagree? Edit: If you want to understand where I am coming from, it's this: Brutes, Scrappers, Stalkers, and Tankers are melee damage ATs, so they get melee damage sets exclusive to them that have procs based on the respective ATs. Because melee damage can be either single target or AoE, they can slot in either type power. Blasters, Corruptors, and Defenders are ranged damage ATs, so they get ranged damage sets exclusive to them with procs based on the respective ATs. Since range damage can be single target or AoE, they can slot into either type power. Controllers and Dominators are control ATs, so they get control sets exclusive to them based on their respective ATs. Masterminds are the lone pet AT, and so have pet damage sets. Is it fair? I'm not saying it is. However, just like all the other ATs, they have ATOs that are based on what the AT revolves around. -
Are you sure? In Mercy, what I see on my higher level characters very much depends on what I did as a starting character. Whether the phased part of the zone is there or not changes upon whether or not I did Operative Kuzmin's arc. Just like Laura Lockhart in Steel Canyon and the doctor in Imperial City. What the character did changes what they interact with while on a team with someone that did that part differently.
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Dr Viz Act 2 - Final Mission Bug (and kudos)
Rudra replied to shortguy on indom's topic in Bug Reports
Depending on whether the mission was set as active when you changed your difficulty settings, it will retain your previous difficulty settings. Also, some missions are set to a minimum level. If that minimum level is higher than your settings, or if the mission is set to always have some spawns at a set difficulty, it will still appear tougher. Case in point, when doing Crosscut's anti-venom mission, the Cobras are going to be red to you, always. (At least in my experience, regardless of my mission settings or leveling up higher than the mission level.) Yeah, that's a bug that crops up now and again. Sorry it happened to you. -
Like @Greycat said, one of you did the Matthew Habashy arc, including the Aaron Thiery part, and the other did not. The area you have highlighted is where Arachnos forces would be during Aaron Thiery's arc, but becomes the normal Hellion, Vahzilok, and Clockwork filled area otherwise. So was one of you seeing Arachnos and the other Hellions, Vahzilok, and Clockwork; or were you both seeing Hellions, Vahzilok, and Clockwork? That's part of the problem with the zone phasing mechanic. If everyone on the team didn't do the same things, they encounter different versions of the affected area.
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Allow Mastermind ATO's to slot in personal attacks.
Rudra replied to TheMoncrief's topic in Suggestions & Feedback
I'll just leave it at I disagree. -
Allow Mastermind ATO's to slot in personal attacks.
Rudra replied to TheMoncrief's topic in Suggestions & Feedback
That is precisely why they are a pet enhancement set. Because they have procs that are only useful for the MM's pets. I acknowledge that there are some sets in which the proc does not fit in with the power it is designed to be slotted in, but those other procs are generic global buffs like +6% Accuracy. Those procs can be slotted into pretty much any power and work. As opposed to Pet +AoE Defense or Pet +Resist +Regen. I didn't say it makes sense, I said it makes more sense. Because the upgrade powers are still pet powers. The problem with the upgrade powers is that aside from the procs, the rest of the sets are useless slotted there. See first part of this post. -
Allow Mastermind ATO's to slot in personal attacks.
Rudra replied to TheMoncrief's topic in Suggestions & Feedback
That would at least make more sense than trying to slot them into the MM's attacks. -
Some things "I" think would be cool additions
Rudra replied to Drow2100's topic in Suggestions & Feedback
What I am trying to do, in so far as the Nightcrawler part goes, is point out that players can already make Nightcrawler style characters and that if Homecoming were to make a Nightcrawler power set, or any other power set that was obviously an attempt to clone the IP of another company, it just can't happen. There are multiple reasons why the game's power sets are as generically named (as a set and for powers) as they are. First, it keeps the provided power sets as open to as many player concepts as possible, and second because it avoids putting (at the time) NCSoft and (now) Homecoming in the line of fire of other companies like Marvel and DC. There is a balancing act that must be done to provide as much content (in this case of powers and power sets) as possible to the player base without putting the game and its developers in legal jeopardy. When it comes to power sets (and their attached powers' names), I will always push for as generic an approach as possible for the above stated reasons as well. -
Some things "I" think would be cool additions
Rudra replied to Drow2100's topic in Suggestions & Feedback
Infringing Content. Do not do anything in connection with the City of Heroes Services that infringes any copyright, trade mark, patent, trade secret, privacy, publicity, or other right of others, such as images, photographs, sound files, text files, graphics files, and any other material or information. You agree to defend, indemnify and hold harmless Homecoming and its officers, employees, agents, affiliates, subcontractors, members and assigns, with respect to any and all claims, disputes, demands, actions, suits, damages, liabilities, obligations, losses, settlements, judgements, costs and expenses (including without limitation attorneys’ fees and costs) made or entered into against us that arise out of, relate to or are the result of your actions which misappropriate, violate or infringe any third-party Intellectual Property right or any other proprietary right. Edit: That was copied directly from the Terms of Service everyone agrees to in order to play this game. If they aren't going to defend players from copyright infringement lawsuits, why would they open themselves up to it themselves? -
Some things "I" think would be cool additions
Rudra replied to Drow2100's topic in Suggestions & Feedback
Then let's try it from a different point of view. New Dawn has not been recognized by NCSoft, the IP owners of CoX, as an official server. Because they are still a pirate server, they have much more leeway in what they can try to get away with. Homecoming has been recognized by NCSoft as official, and that recognition carries specific requirements for Homecoming to meet. One of which is to not steal the IP of other companies like Marvel. -
Some things "I" think would be cool additions
Rudra replied to Drow2100's topic in Suggestions & Feedback
Dual Pistols uses different animations (due to having two weapons at once) and different mechanics. It also does not use the same abilities as Assault Rifle. Laser rifle was created to give Robotics a matching weapon/attack set for the MM to use. Beam rifle was created to give players access to an energy weapon that uses different mechanics than Assault Rifle and Energy Blast. Traps was created to have a more villainous version of Devices. The Live devs wanted the villain ATs to be different from the hero ATs, so the villain version of Devices was created. Otherwise, all that changes is how 1 power works and what 2 powers are between them. After proliferation, the differences between Devices and Traps became moot, but they both already existed. Soldiers of Arachnos and Widows of Arachnos were placeholder VEATs (Villain Epic Archetypes) that the players enjoyed and so became permanent. The difference between Soldiers of Arachnos and munitions sets of any stripe is that like the Kheldians, the Soldiers of Arachnos have multiple build paths within their power sets (without needing multiple different primaries and secondaries), allowing players to play a variety of Arachnos soldier concepts at once. Their sets also include a wider array of defenses than other sets because of their epic status. Those flavors don't tie a character to a specific origin though. Whereas a Magic Blast or Arcane Blast set does. If you are telling me to go away, you don't have the right or authority to. -
Some things "I" think would be cool additions
Rudra replied to Drow2100's topic in Suggestions & Feedback
Because using Combat Teleport with your primary/secondary instead of creating a new primary/secondary that is teleport melee lets a player create a teleport melee character, a teleport range character, a teleport control character, or a teleport support character without having to make each of those with multiple different breakouts for the different possibilities. The game already lets you make a Nightcrawler character without pigeonholing what it means to have an active combat teleporting character. -
When you unlock access to the IO tutorial, there is a popup message that links you to the trainer. Though yes, seeing as there is no university in Skyway, that bit of text does need to be fixed.
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Revisit some of the older low/mid level enemy groups
Rudra replied to Cyclone Jack's topic in Suggestions & Feedback
You can also do a level 22 mission with Lost in it. The level 22 mobs are Lost and the level 23 ones are Rikti. So you see the link early. -
The request is @Greycat is having fun and seeing who all gets the joke. Enhanced Incarnate Empowerment Invention Origin. E I E I O. The Old MacDonald song.
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Add a vendor with "Training" origin enhancements
Rudra replied to gabrilend's topic in Suggestions & Feedback
If they can be enhanced to the next level like DOs and SOs, then yes, they can get to level 53. Even SOs aren't purchasable from a vendor above level 50, but you can get them to level 53. And then you can choose to sell them on the AH at level 53. No one has put in the effort to get a TO to level 53 (gee, I wonder why), so there is no record of a level 53 TO. -
Allow Mastermind ATO's to slot in personal attacks.
Rudra replied to TheMoncrief's topic in Suggestions & Feedback
The consideration is that the ATOs include pet enhancements. So while they are ArcheType Origin enhancements, they are also pet set enhancements. Hence the limitation. -
Some things "I" think would be cool additions
Rudra replied to Drow2100's topic in Suggestions & Feedback
What prompted that? I never claimed to be a moderator. And like I said, this has been discussed several times and those discussions can be found with a quick search. Nightcrawler has to do the exact same thing. He has to teleport to his target, positioning his teleport, and then immediately launch into an attack when he exits his teleport. And if he wants to do a flurry of attacks like he has against some targets in the span of a single panel, then he has to rapidly teleport to his target multiple times in that span of time, positioning himself with every teleport, and launching an attack when he exits the teleport before launching into the next teleport in the sequence. If you want "bamf" animations? Ask for them. However, aside from the "bamf" and visual style of his teleports, you can already make Nightcrawler. -
Some things "I" think would be cool additions
Rudra replied to Drow2100's topic in Suggestions & Feedback
Click on one side of the part of the post you want to quote, hold the click, and drag the mouse until all you want to quote is highlighted. When you release the mouse button, a popup saying "Quote selection" will appear. Click that and the part of the post you want to respond to gets quoted in your response. I am rather tired of constantly explaining this, which is why I said you could just do a search and see how this topic has been debated so far. However, I will answer again. First, any weapon in the game, including the assault rifle and the beam rifle, can be magic weapons. Either the weapon itself is enchanted or you magically possess the skill to use it or you enhance the weapon when you use it magically. Even the bots in the Robotics MM primary set can be magic. The first robots in literature were golems, magical creations. (Edit: And if you don't believe me, look up Talos from Greco-Roman mythology.) They can also be magically controlled, magically powered, magically enhanced, and so forth. They use tech animations, yes, but that is why we often ask for alternate animations. Second, magic itself is not a power effect, it is a power source. If you magically conjure fire, it is still fire. If you magically conjure lightning, it is still lightning. If you magically conjure a blast of pure, raw, unadulterated magic, it is still an energy blast. Just one that is defined as magic. Everything that comes from magic, if you look at what it actually does, is the exact same as any other source of that effect, just using magic as its source. So if you want a multi-element set that uses magic themed animations? I'm fine with it because every power set has to have its base animations. If you want alternate animations for existing power sets that are more magic themed, I support it. If you want a Magic Blast set that uses magic themed animations though? I oppose it. Magic is not an effect, it is a source that powers other effects. And all effects can be defined as magic because of that. Because Nightcrawler's combat skills are not teleport attacks. Nightcrawler can use those attacks regardless of whether he teleports or not. He incorporates his attacks into his teleports because it keeps his opponents off guard and handicapped. Which you can do with the Combat Teleport power. (Edit: At least to the extent that the game can process.)