
Rudra
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Everything posted by Rudra
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Can we get only enhancements we can use?
Rudra replied to angar 100's topic in Suggestions & Feedback
If you are playing a hero character and you play the Origin arcs then you will be fighting enemies that will only drop enhancements that you can use. To add to this: It is easier if you do the missions from the contacts in city hall for your origin. No introduction required for the 1st contact in there, and that 1st contact will start the chain. -
Ha! I missed the melee attack in the pack. Thanks for pointing that out. So it isn't a hybrid support/blast set, it's an everything but control set.
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Agreed. Event mobs being levelless is in general, not always, but in general, a good thing. So the Troll Rave event going levelless (at least for the Supa Trolls) makes sense to me. I'm not sure how I feel about that particular event going levelless since I do like to fast clear them for the badges though. (However, if someone is after the badges and the xp? I'll join them to be lower level so they can get a benefit too if they ask me. Otherwise I typically invite them to get the fast credit.)
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Please feel free to show me otherwise as I don't typically play Controllers, but I am not aware of control sets including armor powers ([Energy Barrier, level 2, Self, Absorb DMG (Energy), Minor Defense Buff] & [Hyperflux Shield, level 22, Self & Allies, Major Energy Resistance Buff]) and heal powers [Plasma Conduit, level 8, Toggle: Self & Ally Heal over Time (Energy-Based)]. This looks more like a combined support/blast set to me.
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Mobs are either leveled or levelless in this game. Scaling comes from their tier: minion, lieutenant, boss, elite boss, archvillain, monster, giant monster, and special classes like Hamidon. Even in WoW, at least the last time I played, enemies had levels. Including the Elites. With mobs like the Elites being about Archvillain tier if I remember correctly. And for the game to go levelless and add a new form of scaling for challenge would most likely require the entire game to be recoded for enemies.
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Here's a thought I had. If all mobs went levelless like they do for events, then the level adjustment difficulty setting wouldn't do anything any more. No more reducing to -1 level for missions that the player is struggling with. No more waiting until you've gotten an extra level or two under your belt before going back in to tackle that mission solo any more because the mobs will all still be your level. No increasing to +1 or higher for added challenge either. No more hunting around RWZ or Cimerora for those level 54s either, because they would now all be equal con for not having levels any more. Those purple Malta Titans in Warburg wouldn't be purple any more, just yellow for being lieutenants. And the iTrials? Would be a cake walk. No more fighting level 57s or whatever level Tyrant is in the Magisterium iTrial because all mobs would be equal con to the players, only shifting by mob tier such as minion, boss, et al. No more need to worry if you have enough full incarnates to tackle anything incarnate because mobs wouldn't have levels to try and overcome, they would all be equal level regardless of what level the player character is at.
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Certain Vampyri do not count towards "The Slayer" Badge
Rudra replied to Mystoc's topic in Bug Reports
That is actually pretty common in the game. Lots of badges can only be earned by red siders, blue siders, or gold siders even if others from the wrong side/alignment work towards it. (Edit: For example, there is a Circle of Thorns defeat badge for defeating the mage bosses. However, only the mages on red side or blue side, I can't remember which, count for the badge.) -
Certain Vampyri do not count towards "The Slayer" Badge
Rudra replied to Mystoc's topic in Bug Reports
This has been reported previously. And as stated in the previous reports, there is a discrepancy in what the requirements are depending on where you check. For instance, on Badger, it states that only Council Vampyri count. I don't have any characters currently working on getting the badge to see what the requirements say, and the completed badge does not specify either. So it may be a bug or it may be working as intended. -
Can we get only enhancements we can use?
Rudra replied to angar 100's topic in Suggestions & Feedback
So you would like the ability to get no enhancements from specific factions? Because that is what it would be. Edit: If that is what you want, then I won't stand in your way. However, you should keep in mind that the way things are now, when you are running around with others and fighting mobs that don't drop what you can use? At least you can still sell it to buy what you want. -
Would require new animations for every power getting a shorter animation time, would result in said powers having their existing damage reduced for having said shorter animation times, and would require the dev team having an animator to tackle it which they currently don't as far as I am aware.
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If heroes and villains can move freely between Paragon City and the Rogue Isles, then it removes the whole point of the Vigilante and Rogue alignments. I don't know if the Hero Merits or whatever they were called still exist, but every alignment had its benefit, with rogues and vigilantes having the benefit of being able to freely play on any side they wanted. Damn good questions. If heroes and villains can move freely between Paragon City and the Rogue Isles, the Praetorian character players would have precedent to similarly remove their own restrictions from playing in Paragon City and the Rogue Isles.
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I agree that valentines should be dismissable and that the Praetorians should have access to a limited pool to avoid having to dismiss to get valentines they can do. That would require making additional maps and recoding the valentines to either only work with those maps or to be able to be completed via the current method or those maps. So I am still not in favor of this. You asked for an option for the players to be able to do things like the valentines tips. For Primal characters, using the base is a convenient method of expediting task completion depending on where they are. If being able to accomplish the tips by access to the correct zones was not part of your intent, then I apologize for my misunderstanding.
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If you are talking about things like Praetorians delivering valentines to Citadel, that is the whole point. They aren't supposed to be able to. They are Praetorians. They don't get access to Paragon City or the Rogue Isles. For any missions. As for anyone else? There is a base portal right there on the dance floor. And we have lots of bases open to the public specifically to help players get around. They can simply use the base teleporters.
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So, have your broadsword skin while playing the better Axe set? That is what they are asking for. I don't agree with it, but that's a given in this situation.
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I would personally prefer we retain streak breaker. As someone who with a 95% chance to hit was defeated by equal con enemies at default difficulty (on multiple occasions) back on Live because absolutely none of my attacks ever landed in the fight, I can attest to streak breaker having an impact. Not a constant impact, but an impact.
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And can also be bought with merits at any Merit Vendor or with inf' at the AH. So any needs for attuned set enhancements are already pretty well covered in my opinion. (Edit: The Spring 2025 Wedding Event is awarding an unique universal damage set just like the Summer Blockbuster. So I don't consider that precedent for random attuned set enhancements to be awarded for things that already award their own rewards. Event rewards should be different in my opinion.)
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If you had used the link I provided you, then you would have seen that is only true if the mobs have a 40%-60% chance to hit you. And as your defense improves, making it harder for them to hit you, that guaranteed hit rate falls off. It can get down to the mob can only hit guaranteed after 100 misses. It all depends on the mob's chance to hit you. @Luminara told you the same thing in his/her/their second post. (6 posts up from this one.)
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If you're just going to be rude, you can see yourself out. That wasn't being rude. It is a solution to making enemies in any given lower level zone no longer grey to you.
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Saying you "suffered" because a game mechanic prevents you from ignoring enemies is ridiculous. A resistance based character isn't "suffering" because they still take damage despite having maxed damage resist. A high damage character isn't "suffering" because that character's opponents are resistant to the character's attacks. And a high defense character isn't "suffering" because enemies can hit the character. Defense is soft capped at 45%. Even if you somehow get your defense to 300%, the game will only count 45% against enemies. (Edit: There is an absolute floor of 5% chance for enemies to hit you regardless of how much defense you have and how lousy their accuracy/ToHit is.) So your SR character will eventually be hit even without streak breaker. And if your defense is high enough, the likelihood of that hit happening won't change even with streak breaker.
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NPCs have had Streak Breaker ever since we as players got it. And it is resolved per NPC, not as a group. So if your defense is high enough, then Streak Breaker still isn't going to benefit them much. https://homecoming.wiki/wiki/Attack_Mechanics#The_Streak_Breaker (Edit: Also, if for some unknowable reason the decision is made to take Streak Breaker away from NPCs? Then you just hamstrung PC pets. NPCs get access to the same powers and effects we do. That is how things should work specifically so players don't have a ready made God Mode available to us in the form of specific power sets in specific ATs. You're playing a low level SR? You'll be doing much better when you get the rest of your enhancement slots and powers. And as for your defense being the only thing protecting your character? SR gets scaling damage resist, so that isn't true. Don't have status protection yet? Either take down the mezzers before they mez you or carry Breakfrees.)
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Suggestion: linking coalition sg bases
Rudra replied to CrazyBadger's topic in Suggestions & Feedback
As far as I have seen? Yes. Using /stuck in a SG base moves you to the base entrance portal. (Edit: It was rather frustrating that with a single exception, everyone that found my "one room maze" immediately used /stuck to get back to the entrance portal rather than solve how to exit. And the person that didn't immediately use the command still had me explain how to get out.) -
Suggestion: linking coalition sg bases
Rudra replied to CrazyBadger's topic in Suggestions & Feedback
Don't you threaten me with a good time! ... The mazes I could make if I could use multiple base plots... (Edit: And then the /stuck command would need to be disabled so the only way out is to finish getting through....) -
Suggestion: linking coalition sg bases
Rudra replied to CrazyBadger's topic in Suggestions & Feedback
The maps themselves aren't linked. So the question becomes how to link a base object in one base to another base object in another base. The base teleporter beacons we have access to are specifically linked to specific target objects. Alpha only goes to Alpha for instance, and does so within the confines of a single map. I'm not saying your request can't be done, but I am saying there are technical hurdles that may be excessive to overcome. -
Go start a TF/SF or a story arc via Ouroboros to make you lower level, then go hunt the no longer grey enemies.
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This is a self-fulfilling prophecy though. Not spending time fixing things is the reason for the low population. Even when Mercy Island was laid out the way the OP is asking for, red side had a low population count. It isn't Mercy Island that causes red side to have a low population count, it is being a villain that causes it. You can even see it on the thread discussions about how to improve red side's player presence where multiple players responded with there is nothing that will entice them to even try red side because they don't like villains. So your reasoning here doesn't stand up.