
Rudra
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Everything posted by Rudra
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Good question. My best guess is no. It did attempt to transport you to your mission. However, you were at your mission and that mission lacked a door to transport to.
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Aggressively reduce price of basic enhancements
Rudra replied to Pleonast's topic in Suggestions & Feedback
Even at mid level or high level play, no one needs to be fully slotted. It helps and is definitely nice, but they just need to be slotted enough. And they can do that if they use the resources at their disposal even without having to work the market or any other inf' gathering method. With the addition of reward merits and the fact that SOs can drop as early as level 1 from enemies now (with an increasing likelihood as they get higher in level), getting enhancements in this game has never been easier. Nothing in this game is so difficult that it can't be beaten even if you don't have any enhancements slotted while leveling up, if you figure out how to fight them or have friends to team with to face the more difficult foes with. Nothing in this game even remotely needs a character to be fully slotted while leveling. No one needs to be fully slotted until they start tackling some of the end game content. And if they want to be anyway? They can play the market. They can use their reward merits. They can hunt grey mobs to gather drops and sell them to buy the enhancements they want. They can turn off XP and hunt more difficult foes to buy the enhancements they want. They have options in other words. -
Aggressively reduce price of basic enhancements
Rudra replied to Pleonast's topic in Suggestions & Feedback
Well, to start, TOs don't really exist any more. New players can get free enhancements from START as well. And enhancements don't start being critical until about the mid-game. Players get access to reward merits for completing arcs that they can use to buy things to sell on the AH or just flat out buy some enhancements like the expensive winter IOs. And they get DO drops and SO drops from enemies they can slot as they go or sell on the AH or to a vendor for extra inf'. So buying SOs at early levels isn't really a good idea. (Neither is buying DOs at early levels for that matter.) -
Allow mixing of the magical and the technological at bases
Rudra replied to temnix's topic in Suggestions & Feedback
As has already been stated, you can mix and match magic and tech in your bases. I have a base that overtly uses both elements, another base that has a technology front and a hidden magic back, and others. Use whatever elements you want in your SG base creations. Edit: I have to ask. Did you even try to use both magic and tech items in your base or did you just assume you couldn't, pop over to the forums, and request what could already be done? -
Your Dark Servant can be killed. If it dies before the power recharges, you have to wait for it to recharge. So not actually perma unless it survives until the power times back in. (Edit: So conditionally perma?)
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Make Interrupt Enhancements speed up power execution as well
Rudra replied to temnix's topic in Suggestions & Feedback
Interrupt reduction enhancements don't do that though. The wind up animation on a long form snipe is not reduced at all by having interrupt reduction enhancements slotted. What is reduced is the window in which the animation/attack can be interrupted by an enemy. (Edit: So a long form snipe with a 3 second cast and 10 second interrupt window has a 13 second animation between the actual cast time and the added wind up time. I'm just using made up numbers here. Now if you slot enough interrupt reduction enhancements to reduce the interrupt by 50%, that long form snipe still has its 3 second cast time and 10 second wind up prior, but only the first 5 seconds of that wind up are now susceptible to being interrupted by an enemy.) -
Make Interrupt Enhancements speed up power execution as well
Rudra replied to temnix's topic in Suggestions & Feedback
Except it isn't an intuitive adjustment. Having an enhancement speed up the execution of a power requires it speed up the animation of the power. Which as far as I know, would require an alternate speed animation for every power that can slot interrupt reductions. And since you can slot multiple interrupt reductions in any given power that can slot those enhancements, you would then need multiple versions of those powers animated to run at each of the possible speeds you could achieve with enhancements. I may be wrong, but what little experience I have trying to do any animations required me to sit down and rework the animation for the different speeds I wanted it to go at. (And I sucked at it, so I gave up. I am most definitely not an animator.) -
In Champions Online, your global chat handle is part of your character name, so as long as you don't try to have the same name on 2 or more of your own characters, you will never run into a name taken situation. (However, you can run into situations where everyone on your 5-person team has the same name, though I've only seen up to triplicated names there.) In City of Heroes, your global chat handle is not part of your character name. This makes it much simpler to send each other messages, but it also means only 1 character per server can have a specific name version.
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Make Interrupt Enhancements speed up power execution as well
Rudra replied to temnix's topic in Suggestions & Feedback
Fire Breath doesn't take interrupt reduction enhancements though. Those only show up in snipe enhancement sets. -
You are comparing a Controller's primary power set pet to a support set pet. All the support pets have a limited duration before they despawn. Whether you are a Controller, Corruptor, Defender, or Mastermind; your support set pet has a limited duration. (And Controllers, Corruptors, Defenders, and Masterminds all get access to the same Dark Servant.) Edit: Perhaps the best way to view it is the same as the rest of the support set buffs. The support sets include debuffs, buffs, heals, and some also include mobile objects that can also apply additional buffs, debuffs, and heals for you for a limited time. And like any other support power like the force fields, it has a limited duration after which it needs to be renewed.
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Well, she is a Hero class mob and she does have a power called Impenetrable Mind which gives her another +40% psi resist and +20% psi defense. So you were fighting a foe designed to stand up to other psychics and win. (However, she only has 1 hold and it is in her Psionic Crush power.)
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Maybe they're all Mag 1 Holds? 😏
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Swim next to her. They stay in the water. The times when I've swum with Sally and someone came over and smacked her causing her to dive, I could briefly see flippers and tail as she dove. (Edit: Also, that lump you see in the bottom 2 pictures as she is diving? That is her body. Not her neck. You can tell from the 2nd picture because you can see where her neck attaches to her body as she starts her dive.)
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Patrol XP for Explore Badges is a Useless Bonus
Rudra replied to Frozen Burn's topic in Suggestions & Feedback
The way patrol xp works if it exceeds the current level of the characters, is the "excess" patrol xp carries over to the next level. However, it is still tracked/calculated for how much you can have from your current level. So say you have 9 bars of xp filled and then log off that character for 10 days. When you log back on that character, you will have the full max allowed patrol xp for that character, 10 bars of patrol xp for that level without regard for how much xp you already have. So you use (less than) 1 bar of patrol xp leveling up to the next level. At your new level, it takes more xp to fill each bar, but you still retain the patrol xp you had already accumulated. That total value didn't change, but the value per bar did, so you would see less bars of patrol xp available than the 9 you had left from before leveling. -
This is actually intentional in the design to keep players from simply logging off to avoid defeats. (Edit: Also, there is an auto logoff for characters if their players get disconnected. On Live, it was a 30 second timer. on HC it seems to most often be a 15 second timer, but that timer can be lower based on where you are down to 0 seconds for places like Pocket D or SG bases. Basically any location with no threats to attack the character will have a 0 second auto logoff while locations with possible threats have up to a 15 second timer before auto logging off the character.)
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Patrol XP for Explore Badges is a Useless Bonus
Rudra replied to Frozen Burn's topic in Suggestions & Feedback
This still feels like a change for change's sake that more benefits players with fewer alts or with preferred to play characters than it does players with many alts, especially if they don't have preferred to play characters. As opposed to the previous way it worked where everyone got the same benefit from finding the explore regardless of number of alts or frequency of play with said alts. Edit: If they wanted to up the reward, they could have just upped the reward without having to change what award is being given. -
Patrol XP for Explore Badges is a Useless Bonus
Rudra replied to Frozen Burn's topic in Suggestions & Feedback
I'm still trying to figure out what this statement is saying, so am going to approach it two different ways. If you have max patrol xp, yes it still fills your xp bar as you gain regular xp because you are using the patrol xp. If you have max patrol xp, no, you can no longer gain patrol xp until you use some by gaining regular xp (edit: or debt). -
Patrol XP for Explore Badges is a Useless Bonus
Rudra replied to Frozen Burn's topic in Suggestions & Feedback
I play tons of alts and am still likely to log in my favorites more than once every ten days. Then @Frozen Burn's first 2 points should still make sense to you since your other characters, from the way you just described your play rotation, probably have max patrol xp when you log on them. -
Patrol XP for Explore Badges is a Useless Bonus
Rudra replied to Frozen Burn's topic in Suggestions & Feedback
Points 1 and 2 make sense if you play several alts rather than just one (or two) characters. -
Something to make those two hallways more recognizable as such would help, agreed. I didn't notice them my first (two?) passes through the base after the update. (Because their coloring lacks the shading the other halls have that makes them stand out. Admittedly that is because the original "hidden" halls had shadows to help them stand out and these two halls aren't positioned for shadowing to really apply.)
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Sally does actually have a body. You can see her body, flippers, and tail every time she dives. (And when she died, which I don't think she can do any more, you can see her belly as she floats belly up.)
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The layout doesn't seem that daunting after all. There is a label/sign on the hall next to the infirmary that directs you to the RWZ, which seems to be mislabeled since it sends you to 2 different portals. (These 2 portals are through the Portal Corp door at the end of that short hall.) The right portal direction sends you to a portal that seems to just be a mission door whereas the left one sends you to your choice of Firebase Zulu or Peregrine Island. (The Peregrine Island connection delivers you to the right portal in building 111 of Portal Corp.) There is another label/sign on that same hall that directs you to the motor pool at the end of a rather long hallway. (Edit: Despite appearances and turns, that long hall is a straight path. There is a split, but that split is just a loop in the middle of the hall.) In the motor pool, if you can fly, super jump, or teleport, you can go up an open bay to the surface. If you can't or prefer not to, there are stairs that lead up to the surface by the Crey's Folly zone gate. At that hall junction, between the two labels/signs for the RWZ and motor pool, just past the lounge area, is where AE is in the RWZ base. And the open area behind the quartermaster has another open bay that fliers, super jumpers, and teleporters can use to get to the surface, or anyone can use to drop down back into the base. Aside from the lounge with the Rikti Assault Suit behind the infirmary that leads into AE and connects the RWZ/Motor Pool halls already mentioned in this post, the Vanguard base doesn't actually seem all that changed. Edit: All other passages/halls/tunnels I saw were already there prior to the update. Edit again: Okay, to summarize: The gated area behind the Vanguard Quartermaster next to Serpent Drummer is no longer closed off. It also has a lowered bay that can be used to transition to/from the surface using appropriate travel powers. The infirmary is now bracketed by two halls. These halls lead to the lounge area behind the infirmary. There is a marked wall on the opposite side of the lounge area that says directions to "RWZ", AE, and the motor pool. Behind the marked wall is AE. AE has 2 sides for medical resurrection pads that overlook the entrance and the terminal/holography area. Going to the right from that wall rather than going behind it leads down a winding hallway that has a loop just before you enter the actual motor pool. The motor pool has a lowered bay that can be used to transition to/from the surface using appropriate travel powers. Heading to the left in the motor pool will lead to another short hall with some stairs at the end that lead to/from the surface near the Crey's Folly zone gate, opposite the abandoned hospital. Going to the left from that wall instead, which is marked "RWZ", leads to a Portal Corp. marked door. Passing through that door places you in a left-right junction. Following this hall to the right leads to a mission door portal. Following this hall to the left instead leads to a portal that sends you to Portal Corp in Peregrine Island or to Firebase Zulu. Hopefully this will help people navigate the additions to the Vanguard base.
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It typically unlocks when you finish the arc. Have you finished the arc and turned it in?