
Rudra
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Everything posted by Rudra
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Add a Bit of Wiggle Room to 'On the Ground' Powers
Rudra replied to TheZag's topic in Suggestions & Feedback
Arc of Destruction seems to be ground required because it is apparently a ground conducted/transferred attack. I do agree that it should be treated the same as Foot Stomp and Lightning Rod for simply needing to be near the ground though. -
Add a Bit of Wiggle Room to 'On the Ground' Powers
Rudra replied to TheZag's topic in Suggestions & Feedback
What do you mean? I've been able to hover at the ground and use Foot stomp all I want. Same with Lightning Rod. -
While not what you are asking for, you can go into 1st person view. Then your character isn't obstructing your view any more. (Though you do lose peripheral awareness around your character.)
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You are remembering wrong. Mobs still have an END cost for their powers. If you can keep their END bars bottomed out or near bottomed out, it limits their options for attacks depending on how much they recover END before you sap it back to 0 again. If they have Brawl, they can use that even at 0 END because it has no END cost. If they have attacks with low END cost, depending on how much they recover between your draining, they can throw one of those as well. Their more powerful attacks however, are typically unavailable to them so long as you keep their END bar low enough.
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Hover/fly movement should ignore camera pitch
Rudra replied to nzer's topic in Suggestions & Feedback
As long as it is done like you say, an option. I don't want to have to relearn how to use my most commonly used travel power. -
I know my Elec/Willpower Brute devours the END bars of anything that doesn't obligingly just curl up and die. My Elec/Elec Tanker obliterates the END bars of everything I've fought so far that also hasn't obligingly just curled up and died, though EB version of Arc Flash was problematic to bottom out, that Tanker is only level 28, and that Tanker is missing more than 3/4s of my enhancements still. My 2 Elec/* Dominators obliterate everything's END bars without even trying. So I'm at a loss for the sapping is 3rd rate in the game comment and mildly frustrated at the apparent sentiment that a 25% REC boost to mobs will make them unable to be sapped, or at least unable to be sapped effectively. Who knows though? Maybe a 25% REC boost will make mobs impervious to being sapped like the sentiment on this thread feels like they are saying. (Edit: And the only AV my Brute is afraid of is Lord Recluse because he is the only one that has devoured my END bar with that character, preventing me from doing the same to him. Unless I pop enough purples that he misses me so I can bottom out his END bar.)
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If all the devs do is boost everything's speed to match the Swift boost our characters get and that is all they do? That would be fine with me. I both understand and don't understand the opposition to Health and Stamina, but the push back was very much expected. I personally think giving enemies Stamina and Health would be good to do, but I also realize I am either in a small minority or am the lone voice with that opinion. The thing I'm keeping in mind is that yes, the biggest complaint about the game being too easy is from teams, but it is also being voiced from players soloing TFs/SFs. So while it would slightly, and I'm of the opinion it would only be very slightly, make it take longer to defeat a mob or sap the mob's END to 0, I disagree about the extent to which some claims have been made on this thread. (As someone who has elec' characters routinely zero enemy END bars, even on characters that focus on damage rather than END modification, I don't see how sapping is 3rd rate in this game or how a 25% Recovery buff will make it as worthless as the opinions against seem it will become.) (Moved from wrong thread to this thread.)
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*sigh* Wrong thread. Moving comment to correct thread.... (Edit: Sorry, @SupaFreak. I posted my response in the order I went through my notices about your posts. So I responded on the wrong thread.)
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If all the devs do is boost everything's speed to match the Swift boost our characters get and that is all they do? That would be fine with me. I both understand and don't understand the opposition to Health and Stamina, but the push back was very much expected. I personally think giving enemies Stamina and Health would be good to do, but I also realize I am either in a small minority or am the lone voice with that opinion. The thing I'm keeping in mind is that yes, the biggest complaint about the game being too easy is from teams, but it is also being voiced from players soloing TFs/SFs. So while it would slightly, and I'm of the opinion it would only be very slightly, make it take longer to defeat a mob or sap the mob's END to 0, I disagree about the extent to which some claims have been made on this thread. (As someone who has elec' characters routinely zero enemy END bars, even on characters that focus on damage rather than END modification, I don't see how sapping is 3rd rate in this game or how a 25% Recovery buff will make it as worthless as the opinions against seem it will become.) Edit: Wrong thread. Apologies.
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My mistake then. Apologies.
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The RWZ is open to all levels, yes, but the badge is still level 35 required. (You can earn credit towards Vanguard Recruit, but you won't get it until level 35. Though I am in favor of keeping it level-locked.)
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I would really rather not. Not a fan of 1-hit kills from enemies, and if you had even a small team, bosses would do that to you in Diablo. (Diablo II was the best example of this what with Baal(?) and that giant slug/worm thing boss, and how they ramped up in HP and damage against even just a team of 3.)
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Then you haven't been paying attention to the forums.
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Boost their individual stats. Add a line of code that applies Fitness to everything instead of just PCs. I don't care either way. I'm just looking at rectifying a few very common complaints: pets can't keep up (an especially common complaint among MMs) and escorts get lost even if you lack any stealth powers and move at a walk through empty hallways or open fields because our characters are faster. Giving it to enemies as well just seems fair to me and should help address the other complaint that enemies need to be tougher.
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That is also part of the point. There has been repeated calls for tougher enemies. Well, universal Fitness won't be as big a boost as it seems you think it may be (since unslotted Stamina is a 25% boost and mobs won't have enhancements), and it makes mobs slightly tougher to deal with. (Edit: Face it, any buff to enemies will be argued as a nerf to players, even by several players calling for tougher enemies I'd wager, unless it was say strictly HP or new attacks.) (Edit again: And even buffing mob HP or damage resistance would likely be argued as nerfing player damage.)
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Because as far as mobs go? (Regardless of pet or enemy.) Simply adding the powers to them may be both easier and faster than going through their respective stats and improving them. It's the various civilians that need to be rescued that cause me concern since they lack powers and I don't know if they can have powers added to them. So in their case, it may be necessary to go through them and boost their stats.
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We already get the Fitness pool as an inherent on all our characters. So my suggestion is to just give it to everything. Every mob in every faction, every pet/henchman, every random NPC. Why? Well for starters, that will help pets keep up with their summoning player character. It will also enable escorts to get lost less often while following through large empty hallways. And it gives mobs more of a chance in that they can keep their END pools up higher and run away faster. (That last part about running away faster is guaranteed to be a negative point for others.)
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@Glacier Peak beat me to it.
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Base Portal Entry Points: Beyond The Basics (?) *shrug*
Rudra replied to SupaFreak's topic in Suggestions & Feedback
Dressing up portals in our bases is simple enough. The big issue I have with dressing up the zone portals? Why would my SG base be accessed via a tech portal when it is an arcane base? Why would my tech base be accessed via an arcane portal? The advantage of the existing portals is that they are not tech or arcane. (Or anything else other than just a convenient portal.) So they are generic enough to work for any and all of my bases. (Also, how would portal versions be decided between the zones? What zones are tech and what zones are arcane?) -
Multiple Naga trays, or put the hotbar number at the bottom
Rudra replied to nzer's topic in Suggestions & Feedback
Edit: Scratch that. You're asking something else. Sorry. The thread in question for that was: Whether or not it can be implemented however? -
Blasters, Corruptors, and Defenders don't get melee attacks in their Blast sets. Pistol Bash is not a valid power choice for those ATs on that set. (Edit: You also lack a nuke for the set.)
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Yes, he will. As long as Veles is on the map and combat has started, even after it is finished and he has surrendered, he will summon a replacement as needed to always have a Grave Knight available. And the Grave Knight, as a pet, remains hostile to you regardless of whether or not the fight with Veles is done. Fighting the Grave Knight just uses up time, both while fighting Veles and after he surrenders.
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The Grave Knight can be defeated, but Veles will always summon a replacement.
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Flurry Rework - Tap Repeatedly to chain Normal Consecutive Punches
Rudra replied to Bluhman's topic in Suggestions & Feedback
In order for power animations to work, they need a root time. The purpose of the root time is give the animation time to animate. So you will not get a power that has no root time. The only way to not have root times is for the devs to sit down and make new animations for walking, running, and jumping (in each different direction since each uses a different animation) for the power in question's animation.