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Rudra

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Everything posted by Rudra

  1. Dumb question: since you're in a PvP zone and all you need to be is in a PvP zone for the Predator day job, then shouldn't both the Caregiver/Pain Specialist and the Predator day job icons be active when you are in the resurrection pad area in the PvP zone? Or am I missing something?
  2. I'm going to go out on a limb here and say you are being sarcastic about requiring MMs to use power slots to get each of their pets' added abilities for the sake of making a point. (Though you do make a very good point.) And as any 'MM that hasn't had time to upgrade their pets because of mid-battle concerns' player can attest to, the pets can get by without the upgrade powers. So if a MM player doesn't want to take the upgrade powers, they don't really have to take them. (Their pets just won't have their full array of attacks/abilities, but that does work from a disposable henchmen point of view.)
  3. Did you get the "Gotcha!" comment from Master Midnight? Did you run to the 1st floor lobby where the mission entrance is? (I run past Marauder to the mission entrance and Master Midnight teleports me out somewhere between the sub-level access door and the mission entrance door as I'm going through the lobby.) Edit: I think there was a post/notice back on Live that Master Midnight usually could only teleport you out if you were in the lobby portion of the map. That though it is possible for him to get you from the 1st sub-level, he typically needs you to cross over to the ground floor. Not really sure about that though. I just do so anyway. (Edit again: Though if I'm being completely honest? I try to exit the mission before he teleports me. So far I've only managed to reach and click the door in time to do so potentially once. The "Gotcha!" comment came up as I reached and clicked the door, so I'm still not sure if I successfully escaped on my own or if he still teleported me before I could use the door.)
  4. Just passing on my understanding. (Though yes, you can have a complete chain with just 2 attacks. I have a few characters, like my fire/dark Corruptor, that can maintain a constant stream of attacks with just 2. Fitting in the more powerful attacks when they finish recharging.)
  5. That would make MMs easier to play. And with the 2 freed up power slots, they would be even more powerful. (Edit: Of course, that would also mean that the changes to Ninjas and Robotics to make it possible to boost their defense or resist respectively would be wasted.)
  6. Without overhauling the game's leveling system so that we don't even get the combat level shift we currently get for gaining a level, the only way to really do this is to make enemies levelless so they are always the same functional level as you like in the invasions/raids. The problem with that is that while it works well for higher level factions for the invasions/raids, it doesn't work as well for lower level factions that lack the ability to effectively fight higher level characters. Another problem is that since enemies would be levelless, after completely reworking most of the factions in the game to be able to accommodate that change, there would no longer be any higher level enemies in those missions. (They can't be higher level than you if they have no functional level to be higher level at.) And several enemies are set up to always be higher level than the missions they are in. Including many EBs and that Nemesis lieutenant class mob that is always purple to you (unless you outlevel the contact). So there are some options here: 1) The team/player turns off XP prior to leveling (like when they get on their 10th bar but before it fills). (You can set up a macro/bind to do so.) 2) The devs remove the combat level gain that is awarded upon reaching the next level experience wise so you stay the same level until you see a trainer. 3) The devs place a level lock like when doing an Ouroboros Flashback on all missions so that the player/team stays at the max level for the mission. (Which wouldn't help you if you started lower level than the contact's max level.) 4) The devs completely overhaul almost every enemy faction so that they have no levels and have the correct availability of powers to challenge players based on their levels. I'm not a gambler, but I'd say option 4 is off the table. And option 3 requires all the contacts and their missions to be reworked to function like Ouroboros. So that only really leaves options 1 and 2. And we can already do option 1.
  7. I'm not a dev, but I'm not sure that can be set up. Not in this game at least. And most likely probably not without an overhaul of the powers system.
  8. As I understand it, we are only allowed to have 1 power set to auto-trigger so we can't set up self-activating attack chains. So I'm willing to bet this request won't be happening.
  9. As long as you and the others debate the Empathy set? I'm going to sit the debate out. Like I said, I have no stake in it. If you are going to post nonsense? I'm going to reply. And for crying out loud, how many times do I have to say the warning is already there? I even showed you where the information is in game. Any player that wants to know what their chosen power set offers can see it at character creation. And that information is there so that any player, even new ones, can get the information they need to make more informed decisions for their characters. If you want something more? Fine. Just please stop pretending the warning isn't already there.
  10. Yet to answer my question: Why does Empathy have to be bad at soloing? How does that improve the gameplay experience especially for the Empathy player? Why are you asking me that? I'm not arguing against you. The sole purpose of my comment was to respond to your comment that only Scrappers could solo decently when CoH first launched. And I'm saying that is nonsense. Every AT was good at soloing. (Except for Controllers because of how long it took them to do anything, but by god they were safe while slowly making their way through the missions.) You want warnings for sets and their powers? Like I said, that information is already available on the character select screen if you click the green exclamation point that says Info. If it says "Friendlies"? Then it is ally only. If it says "Self"? It affects you too. And obviously, if it says "Enemies", it needs enemies to work. Edit: Players can also use Mids, go to City of Data, or go to the wiki to get this information.
  11. Report it on the Bug Reports forum. You apparently found one. Edit: If you can, try to pinpoint where you were on the map when the mission reset and booted you out. That may help them too.
  12. Do you know where the NPC you were escorting out was?
  13. Sorry, but you've lost me. I've done that mission lots of times, and the escort doesn't cause a mission reset. (Unless you maybe run out of time? I haven't checked to see what happens when you run out of time. Or if you stop moving while the NPC is standing in fire and burns to death? Haven't checked to see if that causes a reset either.) If it is only the mission reset you have an issue with, then you need to post this on the Bug Reports forum. (Which you should probably do anyway since you ran into a bug.)
  14. You sent your character to Ouroboros when you were entering a DFB? Was that by accident? (My best guess is you got that error because the game saw your character as going to 2 different maps: an instance and a zone. And it can't do that.)
  15. Eagle Eye is a level 7-20 contact. So the arc is written from the point of view that your character is a hero, not a vigilante. I agree that it would be nice to have more agency in determining our character's actions and nature, in lots of content, but for what the arc is about, it makes sense. If the blue side (and red side) content were written like the Praetorian content, then what you are asking for could work, except that using Praetoria as a reference, then we'd be forced into soloing that mission to get the morality choice without inflicting it on our teammates. (I'm not saying that it would change our alignment to Vigilante for choosing to let the facility manager burn alive, but there are players that don't want any non-hero [or non-villain for red side players] alignment points on their character. [You would also need to find some way for Eagle Eye and Back Alley Brawler to deal with you for essentially murdering the facility manager by leaving him to be burned to death.]) Edit: I should also point out that this does not seem to be part of what the author is complaining about. My understanding of the OP, which may well be wrong, is that the author is upset that (s)he had the big epic battle against Veles, and then found out there was still more to do in the mission rather than getting a triumphant "Mission Complete" for their victory. (Edit again: The reason of which is because Veles prepared for the character's arrival and set up an escape mechanism. Though it also seems like the facility manager was going to die in the fire even if Veles defeats you, which he can't because he can only hosp' you since the mission cannot fail from player defeat.)
  16. I'm pretty sure that is not the case? I remember back on Live my bots tended to run out of END during longer/longish fights. And my current bot MMs both still see the same thing. The Assault Bot's Conserve Power ability isn't a constant effect. It only lasts for 30 seconds at a time with a 60 second recharge. So all it would do is slow the bot's END loss. (Edit: Especially since you can't slot them for END Modification enhancements to improve the effectiveness of Conserve Power.)
  17. We're talking past each other.... Sorry, I'm dropping out of this conversation. My stand on your proposal? I'm not against or for it. Each MM primary's pet upgrade powers only allow enhancements based on what they grant. So in the case of the ninjas and bots, you can already choose to improve their defense or resist respectively in their T1 upgrade. So I'm just going to let wiser heads than mine figure out what is going on and if it should be done.
  18. https://cod.uberguy.net/html/entity.html?entity=mastermindpets_assault_bot https://cod.uberguy.net/html/power.html?power=mastermind_pets.assault.conserve_power&at=boss_henchman
  19. Then you may want to pay a visit to the wiki. There are other missions where you have to let your adversary get away.
  20. I'm sorry the game dumped on you. However, the whole point of the fight after Veles and the dash to the exit with the NPC is because Veles was prepared for your character (as he stated in the previous mission) and forced you to have to choose between taking him down (which you actually can't since he goes untargetable) or saving the innocent (and doing the heroic thing). It fits the story. (Edit: If it helps you feel any better, completing that arc has Veles in prison when you do the Freaklok arc.) The in game menu is the same menu we had back on Live. However, because of the nature of the game, the support part of the menu does not work the way it used to. With NCSoft finally giving approval and recognition of HC, maybe that will change back to the way it used to work.
  21. Log on the game and check your pets. At level 50, those genin show as level 48, but are blue, -1 level to you. Those jounin are level 49, but con as white, so equal level to you. And that oni is level 50 but cons at yellow, so +1 to you. If the genin were minion class, then at level 48 they would be green to you. Those jounin would show as they already are. And that oni would con orange for being a boss of your level. When you are level 1 and you summon your lone genin? He is at your level, but cons yellow, because he is a lieutenant. (Edit: Now, as for where they fit in your pet hierarchy? Yes, the T1s would be your minions, the T2s would be your lieutenants, and the T3 would be your boss pet, but they are all lieutenant strength pets in actuality. It's like how you sometimes get a combat NPC that says (s)he is a boss, but is actually only a lieutenant for their capabilities/HP.)
  22. Let me try this a different way. First, all MM pets (from their primaries) are lieutenants. MMs don't have minion (except in Gang War) or boss pets. The complaint some players have about MM pets is the negative levels they get when there are more than 1 of them. So the MM's T1 pets at level 50 are all level 48 lieutenants. The T2 pets at level 50 are both level 49 lieutenants. And the T3 is a level 50 lieutenant. So there is no minion or boss math for any of them. Now when you get into an incarnate zone or an incarnate instance mission? That changes. A MM (like any other AT) can get up to 50+3. (They aren't level 53, they are level 50 with three incarnate shifts applied.) The MM pets undergo a change while in an incarnate zone or an incarnate instance map. They get enough level shifts to be equal to the MM's incarnate shifted level. So in this case, if you have a level 50+3 MM, the T1 pets are all level 48+5, the T2 pets are both level 49+4, and the T3 pet is level 50+3; all of them still lieutenants. (Edit: However, if those pets leave the MM's Supremacy radius of effect, they lose those level shifts, reverting to level 48, 49, or 50 as appropriate.) So with that in mind, my questions are how would your proposal interact with the MM's pets from level 1 to level 50, and how would your proposal interact with the MM's pets while in an incarnate zone or incarnate instanced map?
  23. Two questions: Would the weaker minions always be considered the weaker minions and get the better weaker minion buff even if you only have the 1 T1 pet at low levels? How would this affect incarnate content since all pets get sufficient levels added to them to make them all equal level to the incarnate shifted MM? (As long as they remain in Supremacy's radius of effect.)
  24. Please tell me you are joking. The only AT at launch where I heard any complaints about soloing were Controllers. And that was mostly due to how long it took them to clear maps.
  25. Don't make a reference and then complain when others run with it. The whole Tanker part of this discussion came from you. I even showed you the quote. Twice. The devs have already shown that is not going to change. They have decided that automatically incorporating MM pet upgrades into the pets is not going to happen. So I don't get why you are so stuck on this. Yes, it was an arbitrary decision that was and is being rationalized. However, absolutely everything in the game comes from the devs point of rationalization and game balance. Correct, what enhancements a set can take is a coding issue. However, you are asking for a buff pet to be added to slot damage set special enhancements. I'm rather certain that isn't going to happen. (While we're on this particular part of the topic, do you by any chance play a Thugs MM? If you do, do you use Gang War to hold all the pet special enhancements? If not, why not? It is technically another pet, and it can slot them.) Then why do you continue to belabor the point? MMs getting their pet upgrades to be toggles, or to be auto powers that always affect the pets, or any other option to not have to click them to apply them has been asked for over and over and over. It isn't going away. The only way I can see this getting changed is if the T1 upgrade was moved to the T2 upgrade's place and the T2 upgrade was moved even later, because it sure doesn't look like the devs have any inclinations to make the upgrades, even just one of them, automatically apply. And having the T1 upgrade originate from a summoned pet is dumb to me because either the pet can be killed requiring me to keep re-summoning it to get the benefits of the upgrade again, or my pets can run out of the upgrade pet's radius and lose the benefits of the upgrade. And I very much oppose delaying the T1 upgrade or making its effects dependent on a summoned pet with a radius buff effect. Especially for the sake of freeing up a power slot for all Masterminds (like you stated and then edited out of your post when it was used against you). Then don't make them. It is 6 seconds out the box, and without slotting for recharge, my MMs all have it at under 3 seconds. So you can basically use it as fast as you can summon your pets. (For instance, Train Ninjas one my Ninja/Dark MM is currently at a 2.41 second recharge. So as fast as I need to summon my pets? I can also upgrade them. Unless I have a higher priority such as focusing on my secondary.) (Edit: And with a 1.7 second cast time not counting arcanatime for the T1 pet? Yeah, you can pretty much always upgrade your pets when you summon.) And then lose those when the upgrade becomes available at level 6? Because that isn't the least bit arbitrary? Why would MM pets just lose any of their powers when you level up too high? And if you are instead saying to bake in the upgrade? Like has been said on this thread and every other MM thread calling for the upgrade powers to be automatically applied, that isn't going to happen or else it already would have.
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