Rudra
Members-
Posts
7641 -
Joined
-
Last visited
-
Days Won
42
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Rudra
-
I could see a character having a vulnerability to their opposing element if they had a native immunity to their element, but! Yes, you knew there had to be a "but" in there. Your example is in error and only looks at a specific type of character. Look at that New Mutants character that used fire. He was resistant to fire, but he was not vulnerable to ice, cold, or water. Look at the Marvel psychics, many were generally resistant to psi-attacks, but they were not vulnerable to physical. By the same token, many Marvel psychic characters were not any more resistant to psi-attacks than anyone else. Energy blast characters were not any more resistant to others' energy blasts than anyone else. So for every character that can be held up as an example of characters get resistance or immunity to their own element type, you can find another that isn't. And for every character that can be held up as an example of having a vulnerability to their opposite element, you can find at least one that lacks that vulnerability. Case in point, elemental mages tend to have neither the resistance/immunity nor the vulnerability. Tech characters likewise tend to have neither the resistance nor the vulnerability. In both cases, they can get a resistance by using a supplemental armor spell for the mages or by wearing body armor for the techies. (And even then, those armors are not often keyed to specifically the element those individuals use.) Science characters can have immunity to their element, resistance to their element, nothing to their element, or can even be harmed by using their own element. Same thing with mutations. Naturals like elementals tend to have a resistance or immunity to their own element while suffering a vulnerability to their opposite (edit: , whereas other natural characters had neither a resistance/immunity nor a vulnerability, but were simply not harmed by their own usage of that element). So forcing those on characters makes no sense to me.
-
A nice idea, but here are a few problems with that. Thematic: While in comics, anime/cartoons, and other references, there are a plethora of characters that possess a resistance or even immunity to their element/damage type, there are an equal number that do not enjoy such a benefit. And rarely, some characters are actually vulnerable to their own element/damage type. It all depends on how the character came by his/her/their/its powers. (Case in point, a character named Cheshire Cat [Champions character] can teleport, but takes damage every time anyone other than himself teleports him. There was another character I read about quite some time ago, I can't remember his name or what comic had him, but he wielded fire powers and was also hurt by fire, including using his own on multiple occasions. There was also a character in the Marshall Law series, I think?) Game Mechanics: The game already provides characters a way to give themselves damage resist. Melee ATs and the Sentinel AT Armor primary or secondary sets. Those primary or secondary sets also focus on key/signature elements. Add in that we get access to Ancillary/Epic pools that also grant specific element damage resist for most ATs not counting the melee ATs and the Sentinel AT, and a character can already pick up multiple types of keyed damage resist, just not all types are covered. And finally, we have IO sets that possess set bonuses that also grant specific element damage resist. So, your proposal isn't likely to be implemented. (Maybe the devs will think "Sure!" and do it anyway, but given what we already have, it's not likely.)
-
Ice Patch is a Mag 0.5 KB, so it is already a KD effect. Why would you want to slot a KB to KD proc into a KD power?! (Edit: Looking at the Sudden Acceleration proc, it just reduces the Mag of the KB. [https://cod.uberguy.net/html/power.html?power=boosts.attuned_sudden_acceleration_f.attuned_sudden_acceleration_f] Same with the Overwhelming Force proc. [https://cod.uberguy.net/html/power.html?power=boosts.attuned_overwhelming_force_f.attuned_overwhelming_force_f]) (Edit again: Yes, I know Overwhelming Force is a damage set, not a KB set, but I was curious if it handled existing KB any differently.)
-
Make it fire a super ice beam from below that does Praetorian Hamidon or Battalion scale unresistible damage to the player character only in 2 simultaneous half damage hits. 😛
-
As things stand, they can't. Those hats already make use of the two colors we can use on the hat itself. To make the hair color also changeable requires that hat to be able to use a third color, which the game apparently cannot handle. However, what could be done, is the creation of alternate Classic Steampunk hats that have the hat band's color non-changeable, while making the hair color changeable.
-
I don't disagree with your statement, but ... My point is in line with the original post that a bald option for hats should be available. I think it should be an easy graphical fix. Just remove the hair part from the already existing hat model. That's fair, though I wasn't specifically addressing the OP itself and was instead addressing responses in the thread.
-
Builds are tight and I tend to drop things in a finalized level 50 build due to not having as much use as say a defense/resist/lotg IO mule. In the event of my fire/dark controller I just had no room for a 4 minute recharge aoe hold power when I had so many other things to do like setting up Darkest Night+Smoke or throwing down dark pit+dmg slotted bonfire meanwhile setting up hot feet containment with cages or teleport targetting my servant into melee to floor enemy tohit down to 5%. The point I am trying to make is there are higher priorities (animation time, recharge time, powerselect/enhancement slots). and this happens a lot to me. And back to the variable thing from before, I tend to play on 8 person teams when leveling up. Only using aoe holds once or twice a mission due to their recharge times when I have so many other options available... i skip. That doesn't change the fact that what you call skippable isn't to others. And yet, you insist on removing those powers or changing them just because you don't like them. Not everyone teams. And even with those that team basically all the time, there are players that are quite happy with powers like Ice Patch and Mass Confusion and so forth, took the time to figure out how to use those powers on even leagues, and would be out on their builds, to the point of a mandatory respec to try to recover what they lost, in order to make you happy.
-
Oh, afterthought: you cant make everyone happy What you suggested is impossible to do because taking in all the variables such as do you solo do you group all the time do you like being a bent fork secondaries build types, ie person1 might go permahasten, person2 might go ranged defense for the same character and changing something would effect both resulting in person3 coming in explaining how they hate to do respecs and person1 and person2 agreeing. It's only as impossible as you choose to make it. While it is very much impossible to make everyone happy, you can still account for whether someone solos or teams. To a point you can account for secondaries, by basing your calculations or ideas off of the most likely best case and worst case pairings in your opinion. And how a person builds their characters isn't even part of the equation, because you need to look at the base build, not the optimized builds or the builds in between. So basically? You're just making excuses to keep pitching ideas that step on others to benefit specifically you and your preference for what you think the game should be.
-
I may be wrong, it's been a while since I worked on any 3D modeling, but I'm fairly certain you're not going to fix it by adding a bit of code to try to clip the models. You fix it with models. And for the models to work, for all the hats to work with the hair options, you would need to take all the hair models and modify/create new ones that worked for the hat. For every hat in the game. No clipping issue with a hat with "no hair" option. Note I didn't say between all the hat and hair options. Bald obviously works because there is no model clipping. I believe there are other hair options that also avoid the clipping, at least with specific hats, but I'm not sure. The point of my comment is that having a hair model, which bald lacks, and a separate hat model, will typically result in severe/grotesque clipping. The other option of which, in order to maintain separate pieces, required the hat to sit on top of the hair instead of on top of the head. And since the models are assigned a specific elevation/location on the character model, you still wind up with the hat either floating above the head and hair, or clipping through the hair, depending on the chosen hair and hat model. So the hats are instead set pieces with their specifically assigned hair so that it would fit the character.
-
If I remember correctly, hats are made with their specific hair already attached because trying to make them an add-on detail like the glasses results in severe and grotesque clipping between the various hat and hair options.
-
Purchase Free Costume Change with Halloween Salvage
Rudra replied to gameboy1234's topic in Suggestions & Feedback
The tailor missions unlock a single costume slot up to 3, out of the 6 available missions. They don't also provide a free costume change token. Costume change tokens come as a reward every 10 levels, every 15 levels in the Veteran system (up to level 90), and from Super Packs only.(https://homecoming.wiki/wiki/Costumes) Edit: Though it may be simpler (and possibly better), if instead of trying to make Halloween salvage able to purchase Tailor Tokens, especially since I am in agreement that there should be a limit to that, if instead the tailor missions were changed to grant 1 extra costume slot (up to 3) and 1 Tailor Token per mission, awardable once per mission. So if you do the first Hero side tailor mission in Steel Canyon and haven't done any other tailor missions, it would grant 1 costume slot and 1 Tailor Token. If you had already done that mission, it awards neither. And if you had already done 3 other tailor missions, it would only award the Tailor Token. -
Purchase Free Costume Change with Halloween Salvage
Rudra replied to gameboy1234's topic in Suggestions & Feedback
Another random thought (bear with me, I tend to have them frequently): When you're done power leveling to 50 via the ToT league, you can just turn off xp (so you can avoid the vet levels you seem to not want) and just keep ToT'ing for inf'. Stay there for the whole event, and marvel at the inf' you have accumulated for doing whatever you want. Especially if you AH valuable salvage and recipes you will get while ToT'ing at level 50 as well. -
Purchase Free Costume Change with Halloween Salvage
Rudra replied to gameboy1234's topic in Suggestions & Feedback
Here's a random thought: Maybe a message can be added to the new character pop up(s) that in nice highlighted lettering informs the player that they have access to infinite free tailor sessions up through level 9. I know there is already a load screen message that says this, but those are randomly displayed and a new player may not see it. This way, at least until level 10, players for sure know they can just walk into the Atlas Park tailor (or try to duck, dodge, and evade their way to the Cap au Diable tailor), hit up their SG base tailor, or maybe hit up the nearest trainer, and edit their costumes including the extra costume slots all they want. So even if they want to join a ToT league and jump straight to level 50, they know they should probably hit up the tailor first and get their costume designing out of the way to save themselves inf' later. -
Purchase Free Costume Change with Halloween Salvage
Rudra replied to gameboy1234's topic in Suggestions & Feedback
Like @Greycat, if I have more than one costume design in mind for a character, then I immediately hit up a tailor upon completing the character and make all the costumes because they are free no matter how many costume slots I work with or how often I decide to make tweaks/changes to the character. So it seems to me the author either didn't know about the free costume edits pre-level 10, or was so eager to rush to level 50 that (s)he/they shot himself/herself/themselves in the foot by immediately power leveling to 50 before making their additional costumes. That said? I don't really care if the costume salvage is changed to also allow the purchase of free tailor sessions. I'm just wondering what happened to the author that (s)he/they was unable to make use of the infinite free costume changes/tailor sessions pre-level 10. -
Option to remove enhancement visual effects
Rudra replied to Klaleara's topic in Suggestions & Feedback
I was going to edit my previous response to address this part, but you reacted to it so making a new post. Here's the thing about the OP: The game has to choose one animation to use because the animations are not designed to be used concurrently. Because that would entail a whole slew of additional animations for how the existing animations might work together. For every animation that might override another. (Edit: And the proc effects are what seem to have the priority so players can see their procs are actually working, rather than not having an indication and the players reporting the procs as bugged for doing nothing.) So even if the procs used generic vfx? I'm more than willing to bet the author would still write the OP because it is not a gravity effect. It doesn't matter what vfx were or are used for procs, because the vfx aren't going to universally match what any given player is looking for in the way of effects. And in some cases? Using a generic effect would be even more frustrating for players than the themed ones. At least with the themed ones, players that want a theme can plan for the theme with the procs. With generic ones? That goes right out the window. -
Option to remove enhancement visual effects
Rudra replied to Klaleara's topic in Suggestions & Feedback
Agreed. Would nice to have a Bow and Arrow power pool, Sidearm (Pistol) power pool, and a Knives power pool (that included melee and thrown) so characters that don't get those attacks as part of their AT but should have them as back up weapons or what have you can have them. -
So do damage auras and constant aoes from 7 or more players and we still get along nicely. Good point. However, that team that is disrupting the Ice Melee's Frozen Aura's sleep? Is also killing everything on the map right alongside the Ice Melee character. Now, a solo player on the other hand? Doesn't have the extra attacks from teammates to help.
-
Option to remove enhancement visual effects
Rudra replied to Klaleara's topic in Suggestions & Feedback
Right, except for 2 things. First, those are all separate powers in separate power sets, not a single power that gives the option of fire, ice, or stone from a single set. Second, those are still powers of the character, not acquired improvements and powers provided by another entity, which are what enhancements are. Alternative sets with different themes would have been fine in my book, but the being able to slot those different procs from different sets into a single power is a problem, and one I can't think of a viable solution for. I am probably in the minority on this, but with both enhancements and temporary powers, I am against this proposal. The enhancements and the temporary powers are not our characters' abilities. They are third party provided items our characters can use. Sure, we can craft them, but all our characters are doing is taking someone else's creation's blueprint, and assembling the item according to the blueprint. Or going to the store (P2W/T2V or AH/BM) and buying the already built merchandise. More versions of merchandise for our characters to buy? Sure, I'm for it. Making the effects of the merchandise we buy go away? Not so much. (Edit: Thing is, we have pretty much full customization control over our characters. I'm for more options for that, but we already have full control over our characters. And the procs? Are not needed on anyone's build no matter how hard they try to convince themselves otherwise. A player's character's identity is being subsumed by a slotted proc? Buy an enhancement unslotter, remove the proc, and throw it on the AH. Put a different enhancement into the power to make it more capable or place that slot in another power that can use the enhancement. The proc fixation is exactly that, a fixation, not a need.) Yup. (For context, it's a dual blades option in Monster Hunter that has no weapon model, so your character looks like they're flailing their fists instead. Don't take this as a serious response.) Yep. I agree. Totally silly. -
A "why" helps the devs understand why the power should be replaced. If you can't provide a "why" as to the purpose of a suggestion, then it isn't a suggestion that stands any chance of being considered. Unless of course, you expect the devs to simply implement whatever you may choose to demand of them?
-
How about why you want Ice Patch folded into Frozen Aura and replaced with another attack? You are now 6 posts in on this thread including the OP, and have yet to say why you want this to happen. What are you trying to fix? What are you trying to improve? Why do you want this done at all? Edit: Could someone else ask, please? I'm thinking @kelika2 has me on ignore.
-
It was @kelika2 that was requesting the change (and not giving any form of reason for it). @BrandX doesn't seem to be for or against the OP, just questioning Ice Melee's ranking as presented on this thread among the other sets and questioning if Ice Patch really affects a Brute's ability to build and maintain Fury.
-
Here's the thing: you are asking to change a known good power set by replacing a known good power for the sake of adding a damaging one, delaying the benefit Ice patch grants by three or four tiers of powers depending on AT, and you aren't giving any reason why that should be needed, let alone desired. And the only thing we have to go on, is your proven fixation that every power in an attack set should be doing damage. So why are you requesting this? After 13 replies to your OP, 2 of which were your own replies, there has been no reason given for the request.
-
That is strictly a personal bias. I don't have any ice melee characters currently, but on Live I did and I used Frozen Fists. It works just fine. So no, I don't buy that argument. (Edit: Especially since if Frozen Fists were worthless to click? Then the suggestion would be to fix Frozen Fists. And it isn't.)
-
As does pretty much every other ice-using hero/villain/other from comics, video games, and various shows. Edit: As for the why? My best guess based on previous threads and the OP itself is because it doesn't do damage.
-
Instant Healing and Regeneration changes
Rudra replied to Psi-bolt's topic in Suggestions & Feedback
I get that part. The questions I have are does that change the intervals at which the tic of health is applied and is the regeneration cap a buff to the base regeneration or the total value that can be achieved including the base? If the answer to the first question is "no", then the second question doesn't matter. At max regeneration, you fully heal every 12 seconds. (Edit: Because a Tanker at 2,500% regeneration would be healing 625% max health every minute, or 125% max health every 12 seconds.) However, I've watched some of my characters heal tics of health faster than every 12 seconds, and that is even before we get into using Rest. If the intervals at which the tic is applied is affected by the regeneration rate, thus achieving the levels you state by a different means, then whether the regeneration cap is a buff to the base value or if it already includes the base value changes the final numbers. (Edit: Well, I didn't know the Regeneration sets numbers per power, but breaking that out is a whole new ball of yarn I am currently disinclined to entangle myself in.) Edit again: Okay, apparently I'm going to tackle this ball of yarn and see how it unravels.... Starting figures: Scrapper: 1,338.62125 HP (base) / 2,409.51825 HP (max) Tanker: 1,874.06975 HP (base) / 3,533.9601 HP (max) Regen: +450% regeneration rate (not doing Dull Pain, Integration, or Instant healing) (Using the buff value provided by @Psi-bolt for ease) Method: Regeneration rate buffs affect rate of healing application rather than limiting healing to every 12 seconds. Allowed Base HP modifiers: None, including from Regeneration itself. Allowed Max HP modifiers: None, ATs are already at max allowed regardless of means of achieving limit. Health power: Not used for this application. Scrapper with automatic regeneration buffs applied: Base HP total: 5% HP (66.9310625 HP) every 2.18182 (rounding off infinite decimal) seconds. Max HP total: 5% HP (120.4759125 HP) every 2.18182 (rounding off infinite decimal) seconds. Tanker with automatic regeneration buffs applied: Base HP total: 5% HP (93.7034875 HP) every 2.18182 (rounding off infinite decimal) seconds. Max HP total: 5% HP (176.698005 HP) every 2.18182 (rounding off infinite decimal) seconds. I hope those numbers are of use/help to you, @Glacier Peak. (I also hope the method I chose to settle on was the correct one....)