
Rudra
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Everything posted by Rudra
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Author said was a full team of 8. That overrides anyone's No AVs setting.
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The Freaklok are not your enemies. They are your allies in that mission. That is why they do not attack you on your way to free Bile, but instead fight the PPD in the courtyard. The bug isn't Bile latching onto a Freaklok. The bug is the Freaklok in question should not be flagged as an enemy. And because there is an enemy in Bile's aggro range, he is trying to kill it. He cannot kill it, because it is not actually an enemy. That is the bug to be fixed. The bug is not an escort attaching itself to an NPC. The bug is that an ally for some reason is showing as an enemy to you despite not being one. (My guess is that is why it is unkillable.) And because Bile was able to aggro on that Freaklok, the others END drained him.
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Fox spirits can have anywhere from 1-9 tails. Any and every count is viable. However, spirit foxes are portrayed with an odd count of tails. To the best of my knowledge, there are no depictions of 2-tailed spirit foxes. Hence my request for 3 and 5 tails. (I'm not opposed to 2, 4, 6, or 8 tails. Just explaining my request.)
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This is actually pointed out in the Hammers of Justice arc from Sgt. Schorr in St. Martial. Network tells you that he checked your finances and you are loaded. Lots of cash from all your previous missions/arcs. Yes, we actually buy things with influence/infamy/information, but money is mentioned in the game. (It is actually mentioned in multiple arcs, but only Network that I know of actually checks how much cash you have.) It is just presumed we are spending it on ourselves, our homes, our whatevers, but that it doesn't really come into play in our heroic or villainous lives except as background. Edit: It also shows up in various super hero cartoons and comics. Where the hero/villain needs some item to improve or use their abilities, but cash isn't accepted. Whether because they are dealing with a multi-dimensional dealer, and interplanetary merchant, an eccentric inventor, or whatever. They have to trade some arcane item they traded for previously, some hidden secret, some rare technology, or other things to get the components they need.
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Ooh! If fox ears and tails are on the table, how about triple and quintuple fox tails? For spirit fox characters. (I'm guessing 7 and 9 would be too many to make work effectively in the game.)
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Maybe more arcs like Vincent Ross' or Diviner Maros? In both cases, yes, you are the one doing all the work, but also in both cases, they expressly point out that they are helping you rather than the other way around. Diviner Maros even makes a point of telling you that you are beyond his means of fighting. So while you are doing the tasks they give you, which is unavoidable with how the game works, in both cases it is basically your op, just with their support.
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Have you seen the Cosmic Balance inherent for Peacebringers? It does nothing with any of the Peacebringer's powers. Use any primary power you want. It will not trigger it. Use any secondary, same deal. (It works with teams only.) So yes, there are inherents players may not be able to consistently take advantage of. Depends on how you play.
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Animation time for Taunt? 1.67 seconds Animation time before power effect? 0.667 seconds Time before -range effect is applied from power effect? 0 seconds, so it is applied at the same 0.667 seconds as the 41 second aggro grabbing effect. Frequency with which mobs with ranged attacks attack my Brute (or Tanker) when I taunt them? As quickly as they have powers they can use at range. So when a Tanker taunts a target? The target can attack and then move. Or the target can move towards the Tanker, stop to attack, and then resume moving towards the Tanker until the full 20 seconds of effect is complete. Or the target can be in melee range, be taunted by the Tanker, and keep attacking with their melee attacks. Once upon a time, Hurricane did in fact reduce the actual range of powers from enemies within its radius. Then melee characters pointed out that they could not fight their enemies while in the Hurricane, so all they could do was just stand there and die or run away. So that got changed. Now, if Hurricane does for some reason actually reduce the range of the powers themselves while used within it? I've never noticed since that was changed back on Live. The only things I see Hurricane doing? Is kneecapping the ability to hit the user, push the targets away, and draw them in closer. I have not noticed any reductions in range because that made it impossible for melees to fight. Even if it were only a -60% range. At 2.8 feet of range, a melee attack range of 7 feet reduced by 60%, would mean that my Scrapper, Stalker, Tanker, or Brute would not be able to hit that Tsoo Sorcerer while in the Hurricane. And I do hit them, with my melee attacks, from not next to their hit box, just in normal melee range. (Once I can overcome the -37.5% ToHit.)
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I actually made a point of clearing out the tentacles before the ambushes on two different runs. (As a Brute, the ToV weren't a threat to me, and my character would have prioritized the survival of the boat and Marcus, so I hunted tentacles and ignored the ToV until too many had gathered to ignore.) The tentacles stopped spawning for me.
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From personal experience, when something needs done and a team or unit has done it together often enough? Not a single word needs to be spoken. I have many times found myself accidentally coordinating my efforts with others on my team because we were all used to falling in and fulfilling specific objectives.
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Taunt is -100% range. Confront is -75% range. The mechanic for both is called taunt. Have a Tanker or Brute taunt any target. Watch that target still shoot them after taunting. Edit: As for Hurricane? Mobs that enter or or otherwise in the Hurricane will cluster around your character. There is your -range component.
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Precisely. The slowed character isn't less invulnerable, the slowed character can't protect their vital points as well any more or get out of the way as well. So they are easier to hit and hurt. The only thing I can see "Command Silence" doing is turning off any Leadership powers until it wore off. That's it. Simply because leading does require active coordinating and silencing the leader will prevent that. (Unless they have non-verbal communications available such as hand signs.) (Edit: Or if they were a team/unit that drilled and fougth together enough to no longer need verbal direction, which would also render silence useless against their teamwork and coordination. Like with Malta. Or the Tsoo.) Edit again: Also, can we consolidate this discussion on 1 thread? This two separate thread discussion is frustrating.
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Taunt has a -100% range strength effect. At -100% range, if it reduced the power's actual range, then melee characters would not be able to attack the Tanker at all. (Edit again: Neither would most ranged enemies.) Because they have no enhancements that can improve their range and a range of 0 cannot hit past the character itself. And yet? Mobs will still blast you or shoot you or debuff you as they move closer to you. Hurricane does not stop melee mobs from hitting you with melee attacks either. (Edit: What I notice inside the enemies' Hurricane? Is that -37.5% ToHit keeps me from landing my attacks until I get built up enough to counter it.)
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I am neither refusing to acknowledge that nor am I arguing against it. My point is that Levitate is not a useless power. We would not even be having this discussion except for the fact you specifically called Levitate a useless power. (And then you comment how Lift is a good power despite being the exact same power, just a little more powerful.)
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Welcome to City of Heroes where simply evidencing you have KB powers can get you booted from the team. Unlike KB, I haven't seen people complain about Confuse except here on the forums. So you lost me.
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Are you sure they spawn indefinitely? I've cleared them out without them returning on several playthroughs.
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So you suggest Taunt and Confront have their -Range effect retracted too? There are so few powers with -Range effects, and I saw a good opportunity to expand that list. Even if you leave it out, reduction to cooldowns, buffs, debuffs, heals, and control effects is huge. If you don't think it is, I'm not really sure how experienced you are with this game's mechanics. Power Build Up is massive when used before activating your party buffs or large scale enemy debuffs. Weaken from the Poisons set is used to debuff these stats on enemies, not just damage reduction. It ruins the effectiveness of literally anyone you shoot with it. To the point where any shields a Ruin Mage is applying to allies are at 93% reduced effectiveness. Most other buff effects are halved. It's just objectively false to say that's negligible or useless. So much of what enemies do is so much more than damage. Often the hardest enemy groups to fight aren't hard because they have high damage, but because of the secondary effects of their abilities. Tsoo Sorcerers are a great example of this. Most of what they do is -ToHit, healing, and control effects. They have almost no damage, but are the primary threat in most fights against a bunch of Tsoo mobs, to the point where players make a point of specifically taking them down first. CoT Ruin Mages have tons of buffs and debuffs that make fights a nightmare too, and require players focusing them down. Having a player in the party who can nullify a large portion of these issues while the threat is eliminated is impressive. No. My argument is that Command Silence, in commanding enemies to be silent, has zero mechanical effects. It would affect nothing at all. Like how the post you are quoting says, it "would be a truly useless power". Edit: -Range makes targets move to you, it does not reduce their powers' ranges. Edit again: And who is to say the Circle mages are even using incantations? They are multi-millennia old mages. Ancient mages and true masters, in both comics and fantasy, tend to no longer use incantations for their magic. It is second nature to them, an automatic channeling that can only really be prevented by preventing them from using motions to focus their magic. As for the Tsoo? They are more chi masters than mages. They even have Chi Masters as a mob type. So silencing them will do absolutely nothing to disrupt their abilities because they are manipulating their own chi, their allies' chi, and the flowing energy around them. No incantations required. Not affected by being silenced.
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There are other aspects of the power set that can compensate? But the power itself is useless despite not needing other powers to compensate for it as is? Your argument is broken. Yes, there are immob's that have -Fly. None of them do anything to stop your enemies from attacking you though. Levitate knocks fliers to the ground and it prevents them from attacking until they get back on their feet. With a base 6 second recharge, it doesn't take much for that Mag 12.463 knock up effect to keep almost any target in the game unable to do anything but take damage while you keep slamming them into the ground. Levitate was the power you specifically called out as useless. And it obviously isn't. That is my point. That is my argument on that specific topic. Because a power does not fit your conception of what a set is supposed to be does not make the power useless. Especially one as useful as Levitate.
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Note that the quote you have says "pets from pets". Any pets summoned by pets, such as mobs that join your team including the Dream Doctor, do not grant players full XP as though you dealt the damage. They grant 0 XP for the damage they do. Any pets summoned by your character or your teammates are still part of your team and their damage counts as damage inflicted by the team. Any further pets do not. They are no longer part of the team. Their damage is part of the team's. They award nothing to the team for the damage they contribute. Of course you can. Just like I can construct a solid Mind Control power set that is all confuses and still have it meet the power fantasy without breaking the game or making players feel like they're giving up something for doing their job right. You are talking about a power set that has 9 powers from a theme with hundreds of variations across comics, anime/cartoons, and games. The Mind Control power set does a very good job of presenting players a wide variety of standard mind control effects to choose from and make their characters with. Like the reward and satisfaction of being able to put targets to sleep while you focus on higher priority threats? Like the joy of watching your enemies tear themselves apart like many mind controllers across several comics, anime/cartoons, and even movies do? You are focused on a single interpretation of what mind control means, and so you want the rest of the set to conform to that very specific iteration. This is the same argument made by those demanding KB go away and be replaced with KD. Just because other players don't know how to leverage an effect, especially when they are willingly negating the effect such as with sleeps, does not make a power bad. For crying out loud, players often prioritize debuffers' debuff anchors for elimination. It doesn't matter if you target a minion off to the side or the AV in the group. Where ever the debuff player places their debuff anchor, immediately half the team (or more) turns and blasts the anchor to oblivion, and then complain that you did nothing to help. Or how players skilled at using KB can herd mobs into the team's kill zone, but because they dared to use KB, they are inundated with hate for it. So who cares what they say? You can't win with those people, so ignore them and just play.
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Not if you moved beyond his tracking range and the Freaklok was the at the time closest ally. If you never lost him for his tracking ability? Then yeah, it is.
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What reliance on sleep? Mind Control has 2 sleep effects. A ST one and an AoE one. It has 3 hold effects, 2 confuse effects, a damaging knock up effect, and a terrify effect. That is not a sleep effect reliance. I am so tired of this argument. The mobs are not your character and to the best of my knowledge, cannot be coded to suddenly be part of your character. The mobs are not part of your team. They function like pets from pets such as Dream Doctor's phantasms. They are inflicting their own damage and the game cannot track that damage as belonging to your character or team. For that reason, the devs applied a multiplier for confused mobs that you cite to deal with that.
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Seeing how that does not work in the instances that already do something similar, like Captain Castillo and Belladonna Vetrano, I would rather not. Levitate isn't useless. First, unlike an immobilize, it can bring a flying target to the ground. Second, also unlike an immobilize, the target is knocked up and then then knocked down, forcing the target to have to wait until after the power finishes its full animation and then stand up before taking any further actions. (Edit: It is a Mag 12.463 Knock Up before any enhancements after all.) Even if your character forced the enemy to be silent, they can still see you, their weapons are not suddenly sawed offs or other shortened versions, their blasts are not suddenly limited range versions, their buffs don't suddenly stop being effective and neither do their debuffs or heals or other control effects. So a "Command Silence" ability would be a truly useless power. Please stop trying to change power sets to fit your preference instead of the theme the set already possesses. If you want a different mind control set? Propose a new power set with a different name.
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Is every police station supposed to be in a state of emergency?
Rudra replied to brass_eagle's topic in Bug Reports
They weren't. The sirens have been raging since the day the game launched. Mayhems and Safeguards weren't added until CoV launched or after.