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Rudra

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Everything posted by Rudra

  1. They don't care about the Pantheon because they view the Pantheon as foolish children running around causing problems for others. Not them. They only care about the Pantheon when they do something that threatens the Circle's very spirits or Oranbega itself. The two instances of the Circle caring about the Pantheon is when they agree to watch over the idol of Mot because Mot is very much a threat to them and in Dark Astoria after Mot has been freed because Mot devoured several of them as part of his awakening. They aren't afraid to be sacrificed because they have no bodies to sacrifice. Their bodies are like cars they drive around in. So while they may get attached to their current body, in the end, they aren't afraid to abandon that body and move on. When Mot was freed, Mot was able to directly attack the Circle of Thorns in the area, absorbing/devouring their spirits. (Which may at least have partially been done because they kept him in his idol imprisoned for so long.) In the face of that attack, the Circle only cared about the Banished Pantheon in as much as they were helping feed Mot. The Circle's only real concern though was Mot himself. Some of the Circle were mentally or emotionally broken by Mot's release and subsequent absorbing/devouring of them, and lost the will to fight, so they cowered. Others turned to the PCs to help them fight and hopefully re-contain Mot. Beyond that? The Circle still doesn't really care about the Banished Pantheon. The Circle of Thorns truly don't care about the Banished Pantheon. They didn't even agree to oppose the Banished Pantheon. They specifically agreed to watch over and contain the idol of Mot, a god of death that could devour them. Nothing else about the Banished Pantheon was a consideration. And being spirits rather than living mortals, and with the ancient magics they learned directly from the gods that they even used to fight the gods themselves in the schism that saw the Circle of Thorns break away from the Mu, which is the only faction the Circle actually cares about, the Circle were the only ones able to maintain any real watch over Mot. Something they did specifically because Mot himself was a direct threat to them. Not the Banished Pantheon. The Circle of Thorns have pacts with greater demons like Archus, Lilitu, and Baphomet. They even have very powerful demons bound to serve them. No, the Circle of Thorns don't view Adamastor as a threat to them. They don't care what Adamastor may do to the world at large, because he is not a threat to Oranbega. And the Circle may even have rituals ready to bind Adamastor to them should the Banished Pantheon try to use him against the Circle and Oranbega. Adamastor was banished by one of the gods, the beings the Circle directly learned magic from. So of course the Circle don't view Adamastor as a threat. And Adamastor per his bio was never "here to destroy the world". He caused localized destruction against mortals. Edit: All of which is moot anyway because the Echo zones are not considered active zones. They are there for nostalgic purposes.
  2. That is the exact opposite of what I said.
  3. Domination isn't affecting it. I almost never use Domination, reserving it for like EBs and AVs only. And I haven't fought any Clockwork in a long while, but still routinely see even a single Gremlin popping Jolting Chain sending a mob flying instead of just knocking the target down. As previously stated, it is not a constant thing that happens, but happens consistently enough.
  4. Adamastor can only be summoned in an Echo zone. The Echoes aren't part of the current game, they are museum pieces effectively. Adamastor can only be summoned once per hour. Other GMs like Scrapyard can be summoned far more frequently than that. (And the Circle of Thorns don't have a duty to oppose the Banished Pantheon. The Circle doesn't really care about the Pantheon unless the Pantheon does something to get their attention. Like they did when Mot was freed in (current) Dark Astoria. The Circle lacks physical bodies of their own to fear being sacrificed, were established likely eons before the rise of the Banished Pantheon's followers, and only are seen at two points in the Banished Pantheon story: Dark Astoria (where being spirits they find themselves far more vulnerable to Mot's presence and so must fight back or cower in desperation) and in the Cimeroran arc where they agree to watch over Mot's idol because only they have the ability to do so.
  5. Personally, the way I view it isn't as the character being smuggled into Kallisti Wharf. Nothing is saying the sub dives only to surface at the dock. I just view it as a small vessel agreeing to take my character between Peregrine Island and Kallisti Wharf due to lack of facilities. Who's to say your character isn't lounging on a sun chair on the deck sipping a martini while chatting with the captain going from Peregrine Island to Kallisti Wharf? They could change it to a small sailboat at both locations and I wouldn't mind. However, that would then separate Kallisti Wharf as being accessible by the submarine to have the sailboat instead, and being able to choose from multiple destinations with the sub works much better for me.
  6. Good to know, thanks. I sit corrected. Couldn't you slot the OF in Gremlins and the SA in Tornado then? I still think the devs need to look at Gremlins and determine why with a MAG 0.66 KB they are still knocking even higher level enemies, and then fix it. Especially since the exclusion of KB sets seems intentional to me as the out of endurance modification, KB, and damage being allowed enhancements, only damage is an allowed set. Not going to argue if the devs change it so that endurance modification and KB sets are enabled for Gremlins, I just would rather that the KD pet do KD.
  7. This one. Not actually red, but sufficiently so that it grabs attention for 'distress'. Without risk of clashing with anything else that may be red and possibly confusing me.
  8. That's kind of the point. Even in the comics you see new characters that are being mentored by older characters being told to pace themselves and build up their stamina. (Which in game we do by adding enhancement slots to our powers and then reducing the powers' endurance costs to the point they don't wipe us out.) Sappers are there specifically to make players pay attention and prevent the Sappers from doing that. Take that away, and now Malta is a complete joke. So does building endurance management into your character and taking out priority targets before they are a problem.
  9. I've always maintained that those that claim others are arguing simply for the sake of arguing are making that claim because they have no legs to stand on left. And here you are basically claiming to be arguing for the sake of arguing.... I need an aspirin....
  10. Wouldn't make a difference. The Gremlins are already set to do MAG 0.66 KB. Sudden Acceleration sets KB to MAG 0.67 KB (I think). So slotting a KB to KD enhancement isn't going to help. Instead, we need to find out why the Gremlins are even knocking targets around despite their MAG 0.66 KB setting.
  11. Think about your request for a moment. Not just as something you want to defend, but fundamentally. You are asking that a game that was intentionally designed to work in a specific manner from the moment it started the design process to change the rules (mechanics) to suit you. Would you demand that the rules of chess be changed because you may not like its complexity or how one of its rules works? Would you demand WoW drop its forced PvP elements on specific PvE missions or ability for a player to force another player into PvP even if they don't want to PvP because the character's pet can be manipulated by the first player into attacking and activating the PvP flag? (Which at least at the time I tried the game other players could do unless the pet was set to be passive and not respond to absolutely anything.) Do you go around demanding any other game anywhere change its core mechanics because it is 20 or more years old and you just don't want to learn the rules of the game? Because that is exactly what you are doing in this thread. Your arguments have shown that you have zero interest in learning one of the game's core mechanics and instead that the game be changed to suit you. Any attempts to tell you about how to manage your END so you can have a powerhouse character that never runs out of endurance is met with an ambiguous 'sure, whatever'. Maybe. But no.' Do you realize how petty and ridiculous this request is?
  12. Whoops, my mistake. I said "fauns, satyrs, and GOATs", but I left out the goat part. Sorry. Anyway, also, a goat head. Can't have a goat without a goat head to complete it. Thanks. (And running off @arcane; rat tail, feet, and head. Thanks.)
  13. Blame this one on @mistagoat. (S)he/they made a post in another thread that popped this in my head. Anyway, can we get goat legs, horns, and tail? Not like full lower body like we have currently with the cloven feet monstrous legs for the legs. Just like from 2/3s or half the leg down. So we can make fauns as well as satyrs if we get the horns and tail. Edit: Yes, I know about the ram horns, but I'm more looking for curved horns that aren't quite that and are on the sides rather than the front. (At the very least, are on the sides rather than the front even if is that exact same model....)
  14. What are you talking about? I've seen plenty of flying goats. They flew a lot at Berk. Especially the black one at the end of the race.
  15. They shouldn't be doing actual KB with their Mag .66 KB Jolting Chain, but they routinely do. And not against lower level enemies, against equal level or higher. On my Dominator, I'll watch either of my Gremlins pop Jolting Chain and watch +1 mobs go flying. Not very far, but definitely enough that the mobs can go flying out of my Static Field. Because their KB is so low, I don't see how slotting any KB sets would help, unless you want to increase the distance mobs get sent, so I agree that they shouldn't be able to slot KB sets for that purpose. (Unless you want to increase the KB distance.) However, they do send enemies flying. (Not all the time, but consistently enough.)
  16. Take the Smuggler's Submarine at the SW end of Peregrine Island. It takes you to the Smuggler's Submarine at the wharf of Kallisti Wharf. (And then like @Uun said, you can take that sub back to PI as well.) Edit: Oh yeah, to answer the question of why no ferries go to Kallisti Wharf? My guess is because the wharf itself is pretty small. It doesn't have a dock big enough for a ferry. The sub that is there is a very small submarine if we're being honest here. (Yes, all the subs in the game are that small, but those are still rather small subs.) So, to me at least, it looks like the wharf can only accommodate small vessels. (Edit again: So it doesn't look like KW is a major connection point, but more of a local sailing spot. Wouldn't be surprised if there was a sailing club or some such there, not a yacht club, just some sailing enthusiasts, enjoying time on their boats.)
  17. This is not an advertisement board for other games. @El D and @Heatstroke both did an exemplary job of explaining this. The code is available to download. You can do that if you want.
  18. Yeah, it finally dawned on me in my original post. I recommend putting quotation marks to bracket the arc name in the title ("Mergers and Acquisitions") so it is more obvious. I can be a bit slow. Again, my apologies for the misunderstanding
  19. Orange is Helper and purple is Roleplayer. Will need a different color.
  20. Please provide which story arc/mission in Ouroboros you are referring to. There are a lot of stories and stand-alone missions in Ouroboros, and they update just fine. There is one that is known to not flag as completed until you also complete an unrelated arc in the same mission range. If you found a new one though, there is no way for anyone to look at it without knowing which one you are referring to. Edit: Just realized you are referring to Dap-Dap's arc. My apologies.
  21. Per the game and City of Data, it isn't supposed to. It does not matter if the power says or does not say an element of the power ignores buffs and enhancements. The power is set up to not accept endurance modification enhancements and all available references for the power corroborate that. Now, if you would like that changed, then submit a suggestion asking to have it changed. It not doing what you want though does not make it a bug.
  22. https://cod.uberguy.net/html/power.html?power=sentinel_defense.electric_armor.charged_shield&at=sentinel No bug. The power is not supposed to accept endurance modification enhancements.
  23. That isn't enough. It's fine for the low level powers, but not the high level ones. Especially if you are doing what the OP said and only using SOs. For both Foot Stomp and Knockout Blow, a single equal level SO reduces their END cost to 12.22 END. Haymaker is still 5.63 END with a single equal level SO. And with just a single equal level recharge reduction SO, you're throwing that 5.63 END every 7.5 seconds. Then you add in the other powers just from the Super Strength set, and we haven't even gotten to WP's four toggles yet. Quick Recovery nets you 0.5 END/sec out of the box and Stamina nets you 0.41 END/sec. Even if you 6-slot endurance modification SOs into both Stamina and Quick Recovery, you only pushed yourself up by 1.51 END/sec. for your recovery. (You also faceplant into ED.) Slotting endurance reduction trumps slotting endurance modification every time. (Edit: So, yeah, you saying you fully slotted Quick Recovery and Stamina just tells me you wasted enhancement slots.)
  24. Then make a suggestion on the Suggestions and Feedback board to get the text changed. Because the message is not a bug. Neither is the inability to accept alignment tips in a co-op zone.
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