Rudra
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New Null the Gull Setting: Minimal Fx Buffs
Rudra replied to RadiantPhoenix's topic in Suggestions & Feedback
Tangent, and I apologize for it, but are you sure? I remember the Imperials firing red shots. And checking A New Hope, both the stormtroopers and the ship defenders were firing red bolts. Edit: I forgot the fighters have the rebel fighters firing red and the Imperial fighters firing green. Sorry. -
No, they didn't. While they may have reduced its effectiveness, I don't remember, they did not take away the stealth effect. Even today Super Speed has a stealth effect. Before you activate Speed Phase.
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Movement suppression has always existed in City of Heroes. It was not added because of PvP. It existed to keep players from simply jousting the mobs so there was an element of risk involved. We couldn't just take our level 14 with Super Speed and go after that level 20 mob because as soon as we were in combat, we would be slowed at least briefly and that level 20 could now attack us back. That said, out of the travels that actually required the character to move away as opposed to simply teleport away, all the running powers (Sprint and Super Speed) had the least amount of travel suppression. You could always escape from a bad fight faster with Super Speed than say Fly which knocked you down to slower than Hover speed when combat started, so there was basically no getting away. (Edit: And jumping always gave us a means to work around travel suppression. To a point. Because it could stop in mid-jump and root you for the attack animation if you did it wrong. It's just that if you hit your attack at the right time, near the apex of the jump, you would not suddenly find yourself falling in place as you attacked.) (Edit again: I have no idea where this nonsense about travel suppression appearing after PvP was added because of PvP jousting came from, but we have been contending with travel suppression in the game since the game was in Issue 0. Now, were there changes to it after PvP was added because of the jousting we figured out how to do despite the travel suppression possibly aggravating players in PvP? I don't know and I don't care. But travel suppression has always existed in the game.)
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Do you want to bet on that? You just made a huge assumption, and it is wrong. I don't think any players are forced to stock large amounts of any inspirations. I don't even pay attention to the inspirations I get. I put in the effort to know what I am fighting and take down targets in order of priority. I don't "munch inspirations like chips during a football game". So congratulations. You just swallowed your foot and a better part of your leg with that statement.
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You responded before I could edit, so I'll put my edit here. Previous comment edit: It would also be a very solo unfriendly, or at least high risk, AT. Because it is a melee AT, it will aggro more than one group of enemies at a time. Pretty much just on specific maps, but it will without a doubt happen. And the AT won't have the armor for it.
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Not really. A melee/support AT would have to be in the thick of things to use their attacks, but would probably not be any more robust than the Defenders, Corruptors, Controllers, and Masterminds mentioned. Because the melee/support would still be lacking AT-provided armor powers just like them. And when the fighting gets bad, will probably abandon using their melee attacks to hang back and throw support powers from a safe(r) distance. Don't get me wrong, I'm not arguing against the OP. (Like @Ghost, I don't understand the attraction, but oh well.) What I am saying is your provided logic of robustness doesn't hold up. (As for the first part of your response about preferring to support their teammates in the thick of things? Well, range attacks don't suddenly stop working when you close to melee and there are players like me that are routinely in the thick of things when on a team doing the whole support bit with our Corruptors and Masterminds [and Defenders or Controllers for those that play them]. So that part can already be done. It's being different as a melee type that seems to be the draw to me, but again, I don't really get the attraction.)
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Those were not the assumptions the game was designed with. First assumption: Mezzes make it difficult at minimum for player characters to fight back. Second assumption: Melee characters, having to close with their target to do damage, are at highest risk from mezzes since they are likely to aggro extra mobs. Third assumption: Range characters, having the option to go through possible targets at a distance before combat and pick off the mezzers, are at the least risk from mezzes because they are unlikely to aggro extra mobs. So melee characters get mez resists and protections which lets them ignore mezzes to a point, but their resists and protections can be overwhelmed if they draw too much aggro. While range characters are expected to deal with possible mezzers from a "safe" distance and so hopefully survive any additional mezzes thrown on them, since they are not likely to aggro more than 1 spawn at a time. Edit: Oh, right. Fourth assumption: Players expecting to encounter a high ratio of mezzes are likely to stock up on break free style inspirations to counter it or join a team to get more protection/support.
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You are so damned confusing. On one hand you claim you aren't making a suggestion, but want to discuss the possibilities of a suggestion. Then on the other hand you insist you are making a suggestion. I'll say this and stop for now: Super senses as powers already exist in the game. Those powers are found in the power sets most commonly associated with them for the specific ATs and those powers have representation in the power pools (in Leadership). Another example of those powers is also found in the START vendor that just like the power pools, any character can take if they want (Reveal). Those powers are also covered by our characters targeting mechanics in the game. Your suggestion that is not a suggestion but really is a suggestion that you want to have made is a dedicated DEF and Perception pool where everything in the pool boosts the two main game attributes everyone tries to cultivate. Enhanced Vision is Tactics from the Leadership pool, but without the Terrorize and Confuse resistances. Enhanced Hearing is Maneuvers from the Leadership except with an increase to damage the using character takes from sonic attacks and adds DDR. Radar/Danger Sense is a hybrid of Tactics and Maneuvers from the Leadership pool. Targeting/Tacking Sense is Tactics from the Leadership except without the Terrorize and Confuse resistances. Targeting/Tracking is also present in our ability to tab target or click a target regardless of map environment unless we are blinded, and watch them even through multiple walls if they run away or if we target them and move around a corner to prepare. Cosmic Sense is again a hybrid of Tactics and Maneuvers. And the only way to make your proposal balanced with the understanding that every power in the proposed pool can be taken by any character is to make the defense and Perception buffs worthless unless you take all five powers. If you want super senses on your character, you can have them. Right now. This very second. And it will take the devs absolutely no time at all for it. Everything you have asked for except for DDR and the making the character more vulnerable is found in the Leadership pool. Right now. Your proposal is akin to saying you want an AK-47 power set because Assault Rifle is not an AK-47. There is already a power pool that does what you want. It isn't called Super Senses, but it very much works like super senses. Edit: And hells, you want further proof all our characters already have super senses to some degree even without the enhanced senses powers we can already take? The regular civilian NPCs we have to rescue or kidnap. They can't track us worth a damn. And if we have any amount of stealth at all, they can't even see us 5 feet away. But our characters can see stealthed enemies out to at least a few feet even without the already available enhanced senses powers. And when you add in the enhanced senses powers like Tactics, you can even see invisible enemies down the hall trying to ambush you. (Edit again: And that isn't even addressing that your Enhanced Hearing only looks at one type of super hearing. Not every character with enhanced senses also has enhanced weaknesses from those senses. From automatic gain control for cybernetic and robotic characters to other forms of protected senses that many characters have in conjunction with their enhanced senses.) Edit yet again: I can support some of the other requests I've seen on this thread. I agree that a START power that marks the last glowie/NPC/other objective on the map for those times the map doesn't do it for you would be a fantastic thing to add to the game. Yet another edit: I'm surprised no one has asked to be able to rename powers on their characters. It could work like pet names. The actual power name would remain and that is how the game would track it, but for what the player sees, it could be whatever the player named it as. That would probably alleviate a lot of the requests for redundant power sets.
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Okay, here is my alternative suggestion: Use the Leadership pool. The Leadership pool as Super Senses: Maneuvers: The character's enhanced senses perceives the enemies' attacks faster than the enemies can land them. Assault: The character's enhanced senses perceives the weaknesses and flaws in the target's armor or stance, or whatever. Tactics: The character's enhanced senses perceive enemies and other objects farther away than normal, even through blinding smoke screens. But why does it also affect the character's teammates and pets? Because they are following the character's example and striking at the same point on the target, emulating your movements to avoid being hit, and following your lead to hit targets they would not be able to find without your guidance. Edit: You are saying that super senses as a power do not exist in the game. And pretty much everyone on this thread is telling you how super senses are already incorporated into the game. And when examples were given to you, you responded that not every character got access to those powers. When one of the powers on the list that you said not every character got access to as provided to you by @Biff Pow was Tactics. You claimed that Tactics was not available to every character. A pool power. And then you said that no power in the game does what Tactics, Focused Accuracy, and multiple other powers already do. With Tactics being a power every character can take that does exactly what you said no power in the game does.
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Not only 3 powers with +Def, but also defense debuff resistance in one of them. The holy grail of defense sets.
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Single pistol as a primary power set as well as pistol and sword have been requested multiple times. There are hindrances to it being created, mostly animations, but we keep hoping. (Just like some of us keep hoping for alternate animations for Dual Pistols that isn't circus showman.)
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Leadership: Tactics does this and every character in the game can take it as early as level 14. Tactics grants the character (and all allies within range) +36.33% resistance to Perception radius decreases, +242.2 feet increased Perception radius, and +10% ToHit bonus. And on top of doing what you said no power in the game does, it also grants +42.385% resistance to Terrorized, +42.385% resistance to Confusion, and Mag -3.633 Confusion (reducing the applied Mag of Confuse effects. https://cod.uberguy.net/html/power.html?power=pool.leadership.tactics&at=tanker
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And while I don't have the dev response on hand, one of the devs stated that yes, the Bug Reports forum is the correct location to place even web site bug reports.
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Movement suppression is part of the game to provide risk in combat. Running in all its forms has the least time of movement suppression compared to all the other travels except for teleport which has zero travel suppression. (How do you gimp the character's acceleration when the character just moves from point A to Point B?)
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Then grab the Concealment pool and try Infiltration instead.
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If I was asking for something to be added to the website or changed, I would agree. I'm asking for what we already have to be fixed though, and there is no "Website Bug Reports" subforum. Edit: I'm not giving feedback about the website itself or making a suggestion for the website itself. I'm reporting that my ability to log on and off the web site is buggy as hell. Though it should be noted, I have not been having as much issues today, so either the site managers fixed something or something between the servers and my computer has become less problematic.
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I have to disagree with that sentiment. When my characters get knocked, they fly the knock distance, then have to go through the standing up animation before I can do anything. When one of my fliers gets knocked, I might get moved a little bit, but my hovering character pretty much just does the flip animation and is able to resume fighting without having to wait through the knock distance and standing animation. If they are the same duration, they sure as hell don't feel the same.
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If it is possible, then I sit corrected. Thanks. Though aside from the coding aspect, as far as the OP's idea for Rage goes, I very much oppose it on the grounds that I absolutely do not want Rage changing the KB effects on any of my SS characters. Especially since the author can already get over Mag 17 KB with Hand Clap if (s)he/they try. At all. (Edit: And Hurl over Mag 25!)
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*slams own face into desk repeatedly*
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And somehow, despite every effort to enlighten you, you are still incorrect. If you increase the magnitude of knocks, then you are most definitely increasing the amount of knock being done. So knockdowns become knockbacks and knockbacks become more distance knockbacks. Your original presentation was of unresistible, which would not increase the amount of knockback, but would let you knockback absolutely everything in the game including things that are meant to not ever be moved by the players. So now you are conflating unresistible and increased magnitude as if they were one and the same, making your suggestion even more ludicrous than when you started. Edit again: You cannot make effects selectively unresistible in this game. They are either affected by the appropriate resistance and protection, or they are not. Neither can you make effects selectively work. If you increase the magnitude of a knock effect to overcome the target's knockback protection, then you increase the magnitude of the knock effect. A Knockdown effect isn't going to go "okay, I am hitting an AV, so let me crank up the knock effect to 15 to make sure I overcome the protection, but somehow only apply 0.67".
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Considering MMs can't rez their own pets with their own rez powers? I'm betting that isn't going to happen.
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I'm not a dev, so I don't really know, but from my understanding, putting a timer on the pets would make them like the Dark Servant pet, they would go away after a set duration after being summoned or when defeated, whichever is first.
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Yeah, it isn't consistent, but as best I understand it, the reason why mob pets persist and player pets don't is that link or lack. As for the mob pets that despawn, they all have timers for how long they can exist as defined by the power that summoned them. Even if the summoning mob isn't defeated, when that timer runs out, the pet goes away. So if the mob has not been defeated, the mob has to summon a new pet. So there are different considerations there. And to the best of my knowledge, unless the devs put timers on the mob persistent pets so that they go away on their own after being summoned, which means the mob will have to keep summoning as long as the mob survives, those persistent pets cannot be linked to the summoning mob for reasons I can't remember, so they won't go away until the player(s) defeat the summoned pets. (However, neither will those mob persistent pets pursue players as far as the summoning mob would if not defeated either. The mob summoned pets that persist after defeat seem to have a much smaller pursuit range than any other mob in the game. Like they are subject to a Stay command.)
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I'm trying to run off memory here, but the problem I believe is with the pets themselves and how they have to function. When a player character with pets summons their pets, the pets are still linked to the character. So when the controlling character is defeated, the source for the pets is gone and they are also defeated. When a mob summons pets, the pets are not linked to the mob, they are their own entities. So when the summoning mob is defeated, the pets remain because they are basically their own entities and not subject to the summoning mob.
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That's precisely why I thought it'd work best as a toggle. If you're wanting your pets to soak up damage from you being hit, you'd turn it off. If you're on a team with a tanker or two, maybe you're at max health more often than not and you'd gain more damage and utility from keeping your pets alive. Giving the player the ability to choose which is more important is the goal. ... A player is running their Demon/anything MM in Bodyguard Mode to boost their survivability because they are fighting on a high difficulty setting and the bosses can near instantly murder the MM character without it. Same player turns on the toggle to boost his/her/their pets' survivability, because pets surviving is a good thing. Let's say the MM has 200 HP, the T1s have 50 HP, the T2s have 100 HP, and the T3 has 200 HP because I really don't feel like getting real numbers for this. And the AoE doesn't hit that hard, only 100 HP from that higher level boss. So, the MM takes that 100 damage and breaks it up into 8 parts, eats 2 shares of it, and passes the rest to the pets at 1 share each. Except that the T1s and T2s were killed by that attack before the damage sharing is applied to them. Now, normally, as best I understand it, those shares would still count for those pets, same attack after all, so the damage would still be split for having all 6 pets at the time of the hit, and the MM is still sitting pretty with just that 25 damage. As stated, the T1s and T2s would normally have died, but instead they survive with 25 HP and 100 HP respectively. The damage they took from that hit has been resolved, so now the damage sharing gets applied to them. They now eat that 12.5 damage each from the MM. Because math must still be processed as things happen in a computer. However, because the T1s and T2s inflicted 5% and 10% of the damage that killed them back on the MM to survive, the MM just took another 5 hits totaling 35 points of damage. Basically from the same attack, just now from a different source. (5 points from each T1 and 10 points from each T2.) That 35 points is broken into 8 parts, the MM eats 2 shares for 8.75 damage, and each pet eats another 4.375 damage. (Edit: Because Bodyguard Mode isn't damage resistance, it is damage sharing.) The MM is now in a worse state than would have otherwise been because the MM's HP pool has been further depleted by the MM's own pets without any confuse effects required, and despite the T1s and T2s surviving, they definitely can't take another hit, let alone a major hit from that boss, in their weakened state. Further, the MM can't just summon fresh pets for defense, because the MM has 3 nearly dead pets and 2 critically injured pets already holding those summon slots, so either the MM has to take the extra steps to dismiss the T1s to re-summon or throw an AoE heal, if the MM has an AoE heal and it doesn't miss the pets like Twilight Grasp likes to do. Sure, the MM can just turn off the toggle that injures the MM if the pets die to keep the pets alive, but we already have players complaining about the difficulty of playing MMs and this will add to it. And for those players that don't care about how MMs operate, how they are radically different from every other AT in the game? I fully expect them to just leave the toggle on and complain that their MMs are dying from everything. More so than they already do.... (Edit again: Summoning new pets isn't the heinous thing some players make it out to be. There is something to be said about human wave tactics when you have infinite forces to keep throwing at the problem. And for tougher fights, even without pet upgrades, it works better than struggling to keep mostly dead pets alive.)