Rudra
Members-
Posts
9387 -
Joined
-
Last visited
-
Days Won
59
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Rudra
-
Defender Inherent - Both against theme and often useless.
Rudra replied to Shin Magmus's topic in Suggestions & Feedback
Most teams don't get to the point where the Defender's inherent comes into play, no. The 'typical' team devours the 'typical' spawn so fast there isn't time for anyone to really get in trouble. That also applies to other ATs as well however. I can't remember the last time any of my Corruptors scourged anything when on a large team. (Edit: Other than Hamidon. I haven't done any iTrials in forever now, but I should be able to Scourge on those. Hopefully.) By the time an enemy's health was low enough for Scourge to trigger, the enemy almost always died before my next attack hit it. And a Stalker that waits to be hidden for their assassination to work just isn't contributing on those teams either. I can't recall the last time there was anyone using any holds so my Stalker could benefit from the Stalker inherent on a large team even with a Controller or Dominator present. So does that mean their inherent powers are bad and need to be changed too? Each of the AT inherent powers were designed with a specific function in mind. In the case of Scrappers, when ATOs were added, I'm pretty sure they got the ATOs they did because their inherent wasn't really doing anything most of the time. Kheldians have inherent powers that make them more capable when on diverse teams, because the devs at the time figured Kheldians would rely more on having team mates to help deal with the Voids and Quantums. Soldiers of Arachnos' original inherent only worked with other Soldiers of Arachnos on their team. So their inherent was in desperate need of updating because it only worked when on a team of just Arachnos and not other ATs. I'm not a fan of the idea that every power and ability in the game should always have a direct effect on character's ability to mow down enemies at all times. I understand I am probably in the minority for that though. Just like I am in the minority about things like the Holy Quad being required picks (edit: I disagree with that), that utility powers in a power set are actually viable and serve a purpose (edit: I stand by that), and a few other things. I can understand asking for a progressive reduction in the Defender's recharge to go with the progressive reduction in endurance consumption when the crap hits the fan and the team finds itself in a bad spot, but I don't understand the stance that the Defender's ability to step up when the chips are down and bail out the team is useless or bad just because the majority of teams consist of players that have their characters so tweaked out they can solo +4/x8 and are running around on a team. (Edit again: If everyone on the team can solo +4/x8, and you have a full team of 8, what can possibly threaten them? Why should inherent powers be changed to be more effective under those conditions?) -
That's fine that you want the on map text to be more visible. I'm not actually arguing against that. I'm just not understanding the comparison between maps. Here is what I see: Neither map has the different zones visibly marked unless I mouse over the zones. So if you want the already somewhat readable text on the Rogue Isles map to be more visible, I have no major complaints. However, at least to me, both maps are visually similar in the aspect of I need to mouse over the map to read the zones.
-
The Rogue Isles map does have very legible names on it, if you place your cursor over each of the isles. Just like the Paragon City map does. (Neither city map has any names on the respective zones unless you mouse over them that I can see.)
-
Defender Inherent - Both against theme and often useless.
Rudra replied to Shin Magmus's topic in Suggestions & Feedback
It defines Defenders as the AT that steps up when things go south for the team, cutting loose in ways the other ATs can't, to keep the team alive. It's impact surfaces when the Defender is needed most, when the team is in a lurch and the Defender can cut loose with their reduced END until the team recovers or wipes. None of the AT inherents factor into their power picks, nor should they. That is the point. The inherents are not supposed to force you into a specific play style or power choices. That would take away from one of the best things the game has, the ability to make your character how you want. It is quite visible, when it is needed. It is also just as visible as other AT inherents that passively affect the character/team. No, it is not. You lose the damage portion of the inherent when you are teamed with 3 or more other characters, but that END reduction when the team hits a rough spot is still very much there. It's an inherent that functions like some powers, there when you need it, but not when you don't. Edit: Look, I get that there are players that don't like the Defender inherent. However, don't lie about it or ignore what it does to pitch your case. -
They didn't have any confuses or taunts. It was an AE arc and nothing in the mission seemed to possess any confuses, taunts, placates, or other powers you would normally expect to disrupt targeting. (Edit: The mobs kept chucking birds at me, slashing with claws, and using a heal. They never evidenced any hard or soft control powers. For added clarification, it was a farm map.)
-
So I'm running around on my Elec'/Willpower Brute and I'm surrounded by targets. My current target drops, so I hit an attack to target the next target. An enemy gets targeted, but when I hit my attack again to hit the target, the target is suddenly no longer targeted. A moment later, another enemy gets targeted. So I hit my attack again to actually attack, but the target is no longer targeted. So again it just targets another enemy. This time when I hit my attack to actually attack, I actually got my attack off. Normally, hitting an attack when you have nothing targeted targets an enemy. And if an enemy is targeted and you hit that attack again, you use that attack on the target if in range. Not drop the target and randomly select another. It only happened once in that mission, but probably something that should be looked into....
-
Defender Inherent - Both against theme and often useless.
Rudra replied to Shin Magmus's topic in Suggestions & Feedback
That isn't something I can answer. I'm just saying that Flash Arrow does include your requested -ToHit and what good a -Perception effect can be. (Edit: Also, per City of Data, the -Perception from Flash Arrow is not resistable by players or mobs. So it blinds everyone it is used against.) (Edit yet again: However, if you have powers that boost your Perception, then Flash Arrow is less effective against you since you would have more Perception than the default 500 feet players get, offsetting Flash Arrow's -450 feet. Like the Stalker's Shadow Dweller power from Dark Armor. It adds 216.25 feet Perception, so even with Flash Arrow blinding the character, that Stalker still has 266.25 feet of Perception.) Edit again: Maybe the devs will give players an echolocation power or a radar power or something similar that can ignore being blinded, but we don't have those powers in this game except as background fluff we type up for our characters. -
Defender Inherent - Both against theme and often useless.
Rudra replied to Shin Magmus's topic in Suggestions & Feedback
Flash Arrow from Trick Arrow is set to not notify enemies when used per City of Data. Its -450 feet Perception is much greater than any mobs perception radius. (Snipers have the best perception radius at 149 feet, but reduce that by 450 feet, and you can walk right up to snipers and not have them do anything unless you hit them with another attack. Flash Arrow from Trick Arrow also imposes -9.375% ToHit on mobs, plus another -9.375% ToHit that is unresistable, so they are also losing hit chance from it. Edit: https://cod.uberguy.net/html/power.html?power=defender_buff.trick_arrow.flash_arrow&at=defender (And even if it is only -90% with the -450 feet being for players though City of Data does not say the -450 feet does not apply to mobs, that still means snipers can't see you beyond 15 feet, GMs can't see you beyond 10 feet, and other mobs can't see you beyond 5 feet.) -
Sounds like a bug to me. I've never had any problems with that mission, and the fact it is unreliable for completion to you (and others) means something is glitching. So this should really be a Bug Reports forum thread.
-
Shadowhunter is a unique entity in the game and we are not likely to get his costume pieces. Though a fur cloak/cape of another style can be an option. And you have to be careful with American Indian costume pieces being added. I don't think there will be a problem with fur or leather shoes and boots, but incorporate too much cultural symbols and there is the risk of a lawsuit over cultural appropriation. So not likely going to get American Indian headdresses or feathers.
-
Movement suppression has existed since long before PvP was added to CoH. So I'm not sure what you mean by being propagated from PvP to PvE.
-
Defender Inherent - Both against theme and often useless.
Rudra replied to Shin Magmus's topic in Suggestions & Feedback
As opposed to say Peacebringers or Warshades who only gain a benefit from their inherent when on a team? And only if the team has sufficient variety of team members? Or Scrappers that rely on their ATOs to make their inherent reliable? Vigilance gives its best benefits while solo, sure. Vigilance gives Defenders an increase in their damage output when on a small team, that is to say, a team of 3 including themselves. That damage increase improves if they only have 1 team mate, and improves again if they are solo. Their END cost reduction improves as their team mates suffer greater injury, letting them turn the tide of battle. They have heals? They can use those heals more freely because of the reduced END cost. They have toggle debuffs? They can layer more debuffs with the reduced END cost. They have toggle buffs? They can layer more buffs with the reduced END cost. And they can layer in more of their attacks while applying the increased heals, buffs, and debuffs, potentially saving their team. I don't view Vigilance as a 'keep your team almost dead for max results' ability or as a 'only applies to heals' ability. I view it as a 'holy crap! The team is in danger, time to pull out any remaining stops on my power usage and go nuts' ability. Sure, if you have a strong team, it never comes into play. Neither does the Stalker's Assassinate inherent ability really come into play on those teams either. Or the Corruptor's Scourge ability since Scourge often kicks in just in time to not do anything because of how fast the team mows down the opposition. Half the time neither does the Tanker's Gauntlet since mobs just melt upon contact with the team these days. Or the Sentinel's Opportunity. So though I've been sitting this discussion out, since I'm here now, I have to say I don't see anything wrong with the Defender's Vigilance ability. It all boils down to how you choose to see/interpret the ability, and so apply it. -
Once an attack resolves its hit roll, even if the target runs out of range, regardless of if it is a PC attacking a mob or a mob attacking a PC, that hit follows through regardless. (The only time I've seen it stop is when Crey Voltaic Tanks try to Thunder Strike me but I hit them with a KB/KD before the animation lands the strike.)
-
Defender Inherent - Both against theme and often useless.
Rudra replied to Shin Magmus's topic in Suggestions & Feedback
Why would you give different ATs the same inherent? Even the Kheldians have different inherents depending on whether the character is a Peacebringer or Warshade. -
My mistake. I didn't realize they were using Follow.
-
Then I don't care if it becomes a toggle. I don't remember though, do any of them have damage resist too?
-
I oppose this. It is already ridiculously fast and easy to level up in this game. Without needing to farm. Like you said, you used to have to wait for Double XP Weekend back on Live to get double normal XP, but now you can get double XP whenever you want. And it seems like mobs already had their XP boosted from Live while the game was hidden away and limited to just a few players back in secret server days. So while this is selfish, I do not want to blunder into contacts randomly giving me more XP for their missions/arcs than I already get. And as was stated on other threads about boosting street sweeping XP, the current set up is to encourage players to do the content the devs spent so much time and effort developing. So it is very unlikely that street sweeping is going to get boosted for XP.
-
No, I'm saying because the devs already did it, there is no point to arguing about whether it was worth their time or not. The devs that already made these changes and had them implemented decided the change was worth their time. So we as the players of the game do not get to say it was not worth their time because they obviously thought it was for having done so. So if you want a change rolled back or changed to something else, find a different argument other than what the devs chose to do was not worth their time, because you do not get to decide what another person thinks is or is not worth their time, especially after they already showed they felt it was for having already done it. (Edit: So to simplify my response, no for the 1st question and yes for the 2nd question.) Edit again: You know what would make something a dev spent time making for the game a waste of their time? Telling them to remove it afterwards. If they remove something from the game after they have already spent the time developing it, testing it, and then implementing it, then all that time spent developing, testing, and implementing whatever it was is very much wasted for having to be removed. So you are asking the devs to have wasted their time when you ask them to undo something because you as a player of the game they are maintaining decided you think it was a waste of time. So if you want something changed or undone? You need a different argument than what is or is not a waste of time for them.
-
Freem! definitely needs to be toned back. I wholeheartedly agree with your description including that.
-
Using it in the game shows it replaces itself and City of Data says it replaces itself. So no on the stacking. Edit: However, as a click power, it costs the character 0.026 END/sec if not slotted with anything. (5.2 END/activation with 200 second recharge.) And even if you don't slot any END reduction but get the recharge down to 86 seconds, you still have an END cost of 0.06 END/sec. Whereas if it was made into a toggle, the END cost will go up a lot. Edit again: So as it is right now, Kuji-In Toh can be slotted with damage resist, healing, and endurance modification enhancements for max effect without bothering to touch the endurance cost or recharge, and get full benefit on an auto-cast every 200 seconds for a scant 0.026 END/second. I'm in favor of keeping it a click based on that.
-
You are not suddenly slowing down when pursuing enemies. You are in combat movement. Combat movement has existed since the game launched to keep players from just jumping into enemy groups they can't handle and then immediately just running back out. To the best of my knowledge, only teleporting does not have that. And that is only because there is no movement between locations when teleporting. (Edit: Flight had it worst of all since you were slowed to less than Hover speed. At least back on Live.)
-
Except the developers already did it. They chose to do it and they did it. So the devs decided it was worth their time. Who are we to second guess if someone else thinks something is worth their time to do after they have already done it?
-
The Council are now more in line with the other factions, making them less a pushover group, so I'm going to go out on a limb and say "yes, it worked". Because now players are considering base buffs and actually employing strategy even if only to prioritize targets or maintain sufficient distance from downed mobs. (Edit: Yes, soon the Council will become routine again to everyone and players will resume just steamrolling them without a care outside of the random FREEM!, but at least for now, players are being a little more observant or careful or tactical or making teams for them or otherwise at least not just laughing at the high level mobs that are still fighting them like they are low to mid level heroes/villains.) Edit again: And yes, the rezzed Council give their xp/inf' rewards upon their defeat again just like every other rezzed enemy.
-
Mausoleum for the Fallen community members
Rudra replied to Voltor's topic in Suggestions & Feedback
That would be a good reason why this thread gives me the feeling of deja vu. Thanks. So we already have a memorial for the fallen. So the OP has basically already been met. -
Mausoleum for the Fallen community members
Rudra replied to Voltor's topic in Suggestions & Feedback
Or how about something simple that doesn't require the devs to keep remaking the map(s) with the mausoleum/memorial? Have a community page created to remember those who passed. Then the community can simply add the community members they wish to that thread without asking the devs to jump through hoops to keep the memorial updated. (Edit: I'm getting deja vu vibes from this thread.)