Rudra
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Everything posted by Rudra
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Not recently. Would you like to borrow my cudgel? 😜
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Says someone that has chosen to repeatedly insult everyone that disagrees rather than provide reasons for the OP or suggest any means for controlling the toxic behavior the OP has brought out in every other game with such a scoreboard added. I had been willing to entertain the player viewable only option, but not the automatic stat window of the OP, but that was until it was pointed out in this thread that even personally viewable only stat windows still get used to toxic effect in other games. I'm at a loss here. Why is your fun so important but not anyone else's? Why can't you even make an attempt to work with others to at least try to find a way to prevent the behaviors that have been pointed out instead of insisting that your fellow players are toxic for not agreeing, are not sensible for not agreeing, and are dinosaurs for not agreeing? (I'm citing your first response on the 1st page of this thread for the toxic comment if you are wondering where that part came from.) One player's fun cannot come at the expense of other players. One person's ego stroking too often proves a detriment to other players. Do you have a suggestion for how to keep that in check? Do you have a suggestion for how to keep after TF stats from being used against other players or ATs? Because I sure don't. Nothing I have seen or that I can think of addresses those problems. Problems that already exist if players like you think that there are useless ATs like you mentioned in your 1st 4-star ITF comment. City of Heroes/Villains is meant to be an open and welcoming game/environment for all players. At least that is my take on it. And the use of stat boards/windows, especially when so myopically focused on damage and heals, has caused open and welcoming game environments to become less so, mostly to very toxic effect. Every time. Which discourages and chases off players for the sake of elitist ego-preening. If the damage and heals stat window is so important to you, how should that be addressed? How do you keep the game open and welcoming for all players despite having an actual scoreboard to track how much damage or healing took place, with no consideration for anything else? And 'people just know the support is needed' is not a useful response, because from personal experience, it isn't true.
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Or maybe the Tanker buffs could be scaled back a little since they definitely seem over-buffed? (At least to me.)
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To the best of my knowledge, they don't stack like that. Resistance and Protection I believe get checked separately, one to see if it happens at all (protection) and the other to see how much (resistance.) Edit: So to use your example, the fire caged enemy is hit with a Mag 50 KB but has 100 KB protection and 10,000% KB resist. The Mag 50 KB is less than the 100 KB protection, so no KB occurs at all. The target stays put. Resistance doesn't even get applied (for all intents and purposes). Now if the KB had been Mag 101, it would have exceeded the KB protection, and the full Mag 101 KB would then be subjected to the 10,000% KB resistance. With the Controller however, with no KB protection, the full Mag 50 KB is reduced by the 10,000% KB resistance, resulting in a KD.
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I like where you two are going with this. So something random to add to the discourse: What if the Red Cap MM was a melee MM instead of a ranged one and used a Scythe for the first 2 attacks, chucked the bomb-wearing goblin for the 3rd attack, and the 4th not-pet power could be a targeted AoE that used Red Caps (or something else) that popped out of the ground at the target location briefly, went nuts trying to kill everything, and then died/went away? Sort of like Gang War, except that it is a TAoE attack instead of a group of weaker pets that can move around and fight? (So whatever popped out of the ground would only be for animation, no actual Red Caps or whatever.) Edit: As for the Winter Horde, they could be renamed as pets, the MM given Ice Blast attacks obviously, and become an Ice MM set. (Which is the obvious solution I was expecting as response, but don't think I saw in the thread.) Edit Again: There is a problem with the idea though. All MM pets are lieutenants and degrade (in level) as their numbers increase. And the proposed pets are not all lieutenants. Even if they were not subject to negative levels based on their numbers, the minions would die even faster than the current T1 pets, and the bosses would be stronger than current T3 pets. So maybe they would need to have alternate versions of each made specifically for the MM that made them all lieutenants?
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And you keep re-emphasizing the problem with the OP. That only your view point is valid. No one that disagrees with you is sensible, we are all dinosaurs. You can't make an argument in favor of the OP except by denigrating everyone that disagrees. Which is itself a fairly toxic mind set. Only Damage (taken or dealt) and Heals matter! Nothing anyone else has mentioned in this thread has any relevance to anything a player may conceive of as fun or useful to see/know! Only Damage (taken or dealt) and Heals matter! Anyone that disagrees with the suggestion of making it more tracked and viewable in the game than it already is by making it as a final stat window is not sensible and a dinosaur! Some ATs are useless! I will let them tag along if I feel like it though! (Barring any thought of others that won't when given any further incentive to consider them useless despite what they contribute to any team.) You see the problem? Do you see the growing toxicity of the OP? It hasn't even been implemented, and yet you and some others are already showing disdain for your fellow players and some ATs. Instead of providing justification to support the suggestion, which some of the OP's detractors have themselves posited even as they weigh the toxicity of the OP as it was in other games, you and a few other posters choose to attack your fellow players. It is that sort of behavior that we are trying to keep out. And yes, it may already exist in the game, but that does not mean we should encourage it or give it more ways to rear its ugly head in a game where players are encouraged to work together to achieve their goals.
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You are misguided. As people have mentioned the stats you mentio are not trackable, hence, they would never be included. Let’s stick to the stats that are actually possible. The point is that they would need to be tracked, and failing to track and report them for the OP leads to some very toxic game play. (Edit: The other point @Luminara is making is that you are already exhibiting the sort of behavior we are trying to keep out of the game in your comments that anyone that disagrees with you is not sensible and their comments have no meaning, their experiences with the things that occurred when the OP was introduced in other games have no meaning, and that only your view point is what matters. Players have given reasons why this is a bad idea, even citing problems with implementing it in addition to what has occurred every other time this was implemented. And so far your response is our comments mean nothing because we are not sensible because we don't share your point of view.)
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Here's the thing about the damage mitigated part, just to tackle one thing. In order for the game to report damage mitigated, it has to track a few things. First, we look at straight damage resistance. 1. Starting damage caused by the target. 2. Base damage resist against specific damage type on the character. 3. Additional damage resist granted said character, broken up by other characters. (So Player A was the mob's target. Players B and C both buffed Player A's damage resist. Player B and C would both be affecting Player A differently depending on what powers they used and what enhancements those powers had slotted. To give Player B and C credit for their damage mitigation, their separate buffs would have to be tracked and calculated separately.) 4. Damage resist reductions inflicted on the character. (Edit: Mob -RES effects amplifying the damage the character would take.) And that is just for damage resist buffing, not even looking at other forms of damage mitigation. Now we get more complicated. Holds, Stuns, Enemy Intangibility (Only Affects Self), Confuses, and Sleeps: These effects mitigate damage by preventing the mob from attacking players in the first place. So now the game would have to track which player those mobs might have targeted, whether or not they would have hit that player, and how much damage that mob would have done to that player after damage resistance. Interestingly, this category also includes effects mobs can impose on themselves, though those situations would need to not be counted for this. Defense Buffs and Enemy ACC/ToHit Debuffs: These effects mitigate damage by preventing them from hitting the player. To track this, the game would have to separately track the character's own defense and check to see if the attack would have hit despite that defense, as well as the extra defense provided by each other player that granted a defense buff and whether or not the -ACC/ToHit prevented the hit in the first place. Which gets really interesting to figure out on a team running multiple instances of Maneuvers. Each separate defense buff would have to be checked to give credit to the buffing player for damage mitigated. On something that is tracked as a single lump sum to be applied simultaneously. Slows and Fears: These effects mitigate damage by reducing the rate at which such damage may be applied. To track this, the game would have to basically run two versions of itself. One version where these effects don't exist so the game can track how often the damage would have been applied, and the played version where the effects worked as we see them in the game. Because that is the only way to know how much damage was mitigated by slowing your enemies. Decoys: I list this as decoys rather than pets because some pets do not take damage but can still be targeted by enemies. So now they would need to track how much damage they would have taken if they had health bars for damage mitigation, but only if the attack would have been aimed at and hit a player instead of another decoy or pet. Pets: Pets are like decoys for this list, except they already track damage since they can be defeated. I'm sure there is more I am forgetting, but this is what the devs would have to look at tracking, none of which the game tracks currently in any capacity, just to give a Damage Mitigated result. Let alone anything else the Stats Window would need to report. (I also find it ludicrous that a dedicated PvP game is being used as a comparison for a designed as PvE game like they have any correlation to each other. I find it funny as well that the reason why I and others I know hate PvP is because of the highly toxic player base we encountered in PvP, and that further supports our argument about the toxicity of the OP, whether intended or not. And if the justification for this is "Well, these PvP games do it, so we should too", then my "No" vote is a most decidedly "Oh Hells NO!" vote.)
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More access to low level content via Ouro
Rudra replied to SpookTheHerd's topic in Suggestions & Feedback
A not insignificant number of the lower level missions are the same missions, just from different contacts. So if you do the arc from Pavel Garnier (I think?), then you have also done the arc from at least one other contact. (In his case, I think there are two contacts that have the same arc. You can only be introduced to one of them though. And once an arc is completed, it shows as such for all other contacts of that level range.) -
This is a weird one, but someone I was talking to made a good point. Can we have the ability to post two reactions to someone's post? Like say their post makes a compelling argument and it includes humor the reader enjoys, could we have the ability to post both a thumbs up and a laughing emoji as reactions? (I said this was a totally weird request, and I meant it.) Edit: Whoops. This is the wrong part of the forum for this suggestion. Sorry.
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Escapist Badge Missions Available at Level 25 in Ouroboros
Rudra replied to Papias's topic in Suggestions & Feedback
So yeah, that would mean if those missions were level capped at level 25 so they would appear in the 25-29 range of Ouroboros, then Praetorian characters that opt to go to First Ward and then Night Ward rather than immediately jump Primal would forever be locked as only able to do gold-side content. Thanks for taking the time to check all that. Edit: Also, yes, any content you completed shows up in Ouroboros as available for you to do even if that mission is listed as being too high in level for you in the Ouroboros list. So even if you are level 22 and you want to repeat a mission but Ouroboros says it is level 50, you can still select it and run it with no problems at all. (And it would run at your current level, not level 50.) -
At this point I'm more inclined to think you're trolling the forums.
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Again with that sensible bit. People disagreeing with you does not make them not sensible. And insisting those that disagree with you are not sensible says something about your own sensibility. It's fine to have a position on something and defend it. Arguing that only your point is sensible however, is less so.
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Escapist Badge Missions Available at Level 25 in Ouroboros
Rudra replied to Papias's topic in Suggestions & Feedback
There is no combat reward from either of those missions. And if I remember correctly, they don't give mission completion rewards either. Their purpose is to change Praetorian alignments to Primal alignments so the Praetorian characters can start doing red-side/blue-side content and teaming with red-side/blue-side characters. Something your non-Praetorian character can already do. Not to be a nuisance, but what would changing the level at which non-Praetorian characters can access those missions in Ouroboros accomplish? Especially in light of how much it would handicap Praetorian characters if the mission levels were set at 25 so they could be run through Ouroboros at level 25 by non-Praetorians. (Edit: Because again, doing the mission through Ouroboros does not change the character's alignment to the best of my knowledge. Meaning any Praetorian character that opts to go First Ward/Night Ward would wind up forever locked.) -
The request was 5%, not 1%. And here's some easy math: Base accuracy 75%. (Typical power accuracy, I believe.) Accolade ToHit bonus 5%. (Just the requested accolade power.) Character accuracy 50%. (A very low accuracy buff for the character to get.) Base for comparison: 75 x 1.5 (for the very low accuracy buff players can build into their characters) is 112.5%. ACC increase for comparison: 75 x 1.05 (if it was ACC rather than ToHit, with no other ACC bonuses) is 78.75%. 75 x 1.55 (because it is an ACC instead of ToHit boost for the base line) is 116.25% ToHit increase for comparison: 75 + 5 (for +5% ToHit) is 80%. 80% x +1.5 (for +50% character accuracy) is 186.6375%. Now you take that 112.5%, 116.25% chance, and 186.6375% chance and modify them by the target's defense and any differences in level. And then the final roll is capped at 95%. If Defense works like ToHit, except opposite, like the wiki says, then you would reduce those percentages by an equal number. Let's go with a 20% defense foe because it is a nice number and I don't know the defense values of the various mobs in the game. If applied before ACC: 75 - 20 is 55, 55 x 1.5 is 82.5% chance to hit. 75 - 20 is 55, 55 x 1.55 is 85.25% chance to hit. 75 + 5 - 20 is 60, 60 x 1.5 is 90% chance to hit. If applied after ACC: 112.5-20 is 92.5% chance to hit. 116.25 - 20 is 96.25% chance to hit. (Capped at 95% if no other variables need to be accounted for.) 186.75 - 20 is 166.75% chance to hit. (Capped at 95% if no other variables need to be accounted for.) Then you get into the level differences. We'll say a +7 target. So base accuracy becomes 8%. 8 x 1.5 is 12% chance to hit. (Base number from example.) 8 x 1.55 is 12.4% chance to hit. (8 + 5) x 1.5 is 19.5% chance to hit. And this is a bonus to the character that requires no enhancement slots, which even set bonuses still require. This isn't a power that takes up a character power slot choice. This isn't a level limited effect that goes away because you leveled too far down to maintain any more like set bonuses do and power access does. (Edit: Neither is it a consumable or otherwise temporary bonus such as an inspiration or crafted power.) It is a constant bonus. That makes it easier for the character to fight with no matching increase in difficulty to offset it. That is called power creep. And that is before you even get into the post(s?) in this thread asking for the OP to be expanded for more accolades granting even more powers that grant direct combat benefits. (Edit again: And if I'm reading @Akisan's post right, that request isn't +1% ToHit. That request is +1% maximum to hit, which I am translating as a power that increases the 95% cap to 96% cap. If I'm wrong, then I apologize to @Akisan for misreading the post.)
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Welcome to the forums and yes, this is the place for your suggestion. First thing is a note. The Red Caps are very much present year-round in Croatoa. In case you haven't done the Croatoa arcs yet, I will refrain from saying anything else on that. Second thing is a couple of questions. Would they be new MM power sets or alternate pets for existing MM power sets? If their own power sets, what attacks do you think the MM character should have access to for each set?
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I was unaware there was an official Homecoming Discord. (I avoid Discord.) You can create your own dedicated CoX Mac players server using the "+". You have to post on the Discord and/or message those who manage the official Discord to get them to add a channel on their server.
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Funny thing. I just logged on Discord and created a new channel. So yes, you very much can create a channel on Discord with default user permissions. Click the "+" and you can make a Discord channel/server. Call it the City of Heroes Mac channel or whatever. Keep it public and spread the word. Now you have a CoX Mac server for Mac users to help each other. Problem solved. Edit: I found the official Homecoming Discord server and sent two messages requesting a Mac channel be added. Addressing this on the Discord is the best place for this. You can check the members list to see who manages the channel and message those individuals directly. Or post the request on the server's general channel.
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I avoid Discord, so thanks for the heads up. Though I would argue that the Website Suggestions and Feedback forum would be a more appropriate venue for the OP.
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Then to the best of my knowledge, this isn't the place for this request. This part of the forum is for suggestions and feedback about the game. Edit: Also, I'm pretty sure you can set up your own channel on Discord as well. And have Mac users congregate on that channel to help each other out.
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Base Editor Changes: Things We'd All Like to See
Rudra replied to Dacy's topic in Suggestions & Feedback
There are players that will build your base for you if you tell them what you want. If you're on Everlasting... or Torchbearer... I help others build their bases. There are others that do too. -
Accuracy A type of bonus that raises the chance that an attack will hit by a percentage of itself rather than by an absolute amount. ToHit A type of bonus (or penalty) that raises (or lowers) the chance that an attack will hit by a fixed amount regardless of its current chance. Between the two, ToHit is the better. Because regardless of what your chance an attack will connect is, it will always be boosted by the ToHit's full value. So a +5% ToHit will improve your chances by 5%. A +5% ACC will improve your chances by 5% of your current value. You have a 90% chance to hit a target and you get a +5% ACC boost? It will improve your chance to 94.5%. You have a 50% base chance with a +5% ACC boost? It improved to 52.5%. As opposed to 95% and 55% if it had been a ToHit buff. I'm sure it isn't that simple, but that works for an explanation at least. Explore badges already give their own accolades. Get all the explores in the zone, and you get the accolade for having all the explores in the zone. Brace for it, because you know it's coming. My response to things like this. Two words: Power Creep.
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Your "more" though is predicated on the assumption that there will be no more TFs/SFs added to the game. Like @Akisan said, what happens when they are? After all, we got the Dr. Aeon SF not that long ago, so more TFs/SFs are definitely possible. So why ask for a badge for doing everything when there is a high probability they will not always be "everything"? And why ask for an added power benefit from it? Especially ones as over the top powerful as the suggestions you have put out so far.