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Rudra

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Everything posted by Rudra

  1. Apparently it's both, plus a hold. Mag 4 hold for 0.61 seconds, Mag 3.323 KB after 0.6 seconds, and Mag 8 repel for 0.61 seconds. https://cod.uberguy.net/html/power.html?power=sentinel_ranged.fire_blast.blazing_blast&at=sentinel I'm lost. How does adding a -DEF component nerf fire farming?
  2. I've been avoiding commenting on this thread since my personal take on any new sets called "Magic <Blast, Control, whatever>" or "Arcane <same>" being a giant middle finger to every origin other than magic is already well known and I am trying to avoid having that argument yet again. However, what prompted me to ask if you were responding on the wrong thread is that there is a unicorn horn/head thread and it has nothing to do with the OP of this thread. So your comment that "They're asking for unicorn parts, not power set" seems to be for a different thread. I admit I have a hard time understanding some posts, but yours has me really confused if it was not meant for the unicorn thread.
  3. You are very confusing. The difficulties are all set. I know you understand this, but I am going to state it anyway. The difficulty scale is determined by the mobs'/missions' relative level to your character. The difference in combat level determines a character's baseline chance to hit a target, and to be hit by the target. So against an equal level minion, you have a 75% chance to hit it. This chance scales up if the target's level is lower than yours, and scales down if the target's level is higher than yours. This also applies to the mobs' chances of hitting you. Also, the higher the level of the mob, the more damage their attacks do, and the longer their mezzes last against you. Why did I state all this? Because you said no one knows what "difficulty" is. As for what constitutes baseline difficulty? Back on Live, that was defined as 3 minions of equal level to your character. That was meant to be a manageable difficulty the character could overcome but still suffer sufficient harm as to need to rest, use inspirations, or make use of other means of being able to get back into combat readiness. At low levels on HC, this still holds true, unless you are exemplaring down to that level by some means such as by doing a Flashback or teaming with a lower level character. @Luminara stated that HC has three +3 level minions as the new baseline. I have seen no such statement, so you would have to ask @Luminara for the reference. However, to the best of my knowledge, this new baseline would only apply at higher levels where you would have access to sufficient powers and enhancements to deal with such a threat. And for enhancements, the baseline is SOs. Not IO sets. (So the baseline would scale up as you level.) Now some things skew that baseline. Praetoria for instance. Praetoria was created as a challenge for players, like the original Kheldian HEATs were. The mobs in Praetoria are significantly more dangerous than the mobs available at the same levels in Paragon City and the Rogue Isles. (Which is also why players playing through Praetoria find themselves leveling faster than players playing in Paragon City or the Rogue Isles. More difficult mobs means more xp awarded for their defeat.)
  4. I did read the entire post. I even went back just now to re-read it. Below is the post in question: Now, re-reading your post, you open by telling me that you know how Bodyguard Mode works. (Which is what lets MMs tank things amazingly well, as long as the MM gives proper support to the pets.) Then you cite how mayhem ambushes ignore Stalker's Hide ability (use available terrain to force the ambushers to get next to you and you can still get in that first hit, just not an AS hit) and how MMs have to also deal with the ambushes going straight for them (which Bodyguard Mode goes a long way to ensuring isn't a problem), leaving out the fact that all ATs face that. Each AT has their own way of responding to it, and each player with those ATs finds his/her/their own way to do so as well. Then we hit the first part I bolded. The whole "if you play on -1..." section, including the "sometimes" caveat. That portrays the assumption that only by playing at -1 difficulty is the game easy. Then follow that up with the second part I bolded, and then the last part I bolded, and you wind up with a post that basically reads that those of us saying the game is easy are playing at -1 difficulty. Do you see what @Greycat was saying now? With just a few enhancements, and by paying attention to the map and what the mobs are doing, including when ambushes trigger, makes the game very easy. Even at "appropriate difficulty".
  5. This is something I would also like. The question then becomes how do the animal form travels work? I don't know the answer to this question, but depending on how those powers work, the request may or may not be possible.
  6. It is the assumption that because I said the game was easy and your response was to ask if I lowered the difficulty to minimum to be able to say that. The implication that a player can and would only play at minimum difficulty in order to say something is easy is what makes that statement insulting. (Edit: For clarification, you did not ask "what difficulty are you playing at?", you asked "Are you playing at -1?", portraying the assumption whether intentional or not that others obviously must be playing at minimum difficulty in order to be saying the game is already very easy.)
  7. They're asking for a unicorn as costume parts, not as a powerset... Wrong thread maybe?
  8. Maybe 20x cost of the temp power itself for perma for things like pistols and other not high end/OP P2W powers? That would be a nice big inf' sink. (Or if they aren't already, make those temp powers stackable for charges?)
  9. I'm all for having more P2W temp powers. Like the pistol, bow and arrow, and uzi. To a point, I'm even in favor of them being perma-temps. Except, aren't they supposed to be inf' sinks? In a game overflowing with it, what other high demand items would be available to fill that role? (Also, I am very much against things the amplifiers being perma with a single purchase. Buffs from P2W should need to be bought on a regular basis. Firstly, because it helps maintain an inf' sink. And secondly because I don't think we should have permanent temporary buffs.)
  10. Thanks. The list/overview page on CoD didn't list any KB or Repel on any of the attacks.
  11. So how do you feel about Energy Blast on Sentinels then? (Edit: Despite their reduced range and their armor secondaries, Sentinels are still ranged ATs. Gonna find a fair amount of KB built into multiple primaries. Also, I don't see any KB attacks in the Fire Blast set for Sentinels. So could you clarify please?)
  12. I may be wrong, but I think that would require additional animations for each of the weapons to be made for the Combat Teleport power.
  13. I don't know if this counts as streamlining, but you can sell the enhancement for the cost of the attuned, and buy the attuned from the AH.
  14. Okay, I watched it. And my response is... what... the hell... was that?! (Edit: Don't get me wrong. It was a fun watch, but what the hell was it?!)
  15. There is only push back on change those pushing back against disagree with. And we even give the reasons why we do. (You may not like those reasons, but that does not invalidate them.) I am still opposed to replacing Beanbag with Aim. And for the exact reason you cited. Because having Beanbag instead of Aim means we have power sets that aren't all clones of each other. As well as the fact there are players that take and use it, even if they are themselves a minority of the players using the power set, so we have no right to take that away from them. (As for your previous comment about things being all about what we want? What about changing things to make it all about what you want and forget those that are already enjoying the game and would be put out by the proposed changes? You talk like you have a moral high ground, except you are doing the exact same thing. Pitching an idea that you want, and anyone that disagrees with that is obviously not fun, part of a cartel, a dinosaur, or... what other things have you called us so far? I've lost track.) Seriously? Best voice of the people? Because only you and those that agree with you are the voices of the people and those that disagree are not? Because those of us on the forums aren't a minority voice of the player base regardless of which side of any debate we stand on? And looking back over this post, we have ventured well off topic. Instead of trying to justify a change and debate it, you have deviated into attacking others.
  16. Then you still have a pool pick available. If you want, you can still fit Fly in. Not saying you should. Not saying you have to. Not saying anything other than you do have that option.
  17. First off, people are not misbehaving because they post disagreement to a post. (Something about everyone be nice to each other and good people on both sides? I seem to recall someone making those comments. I wonder who though.) Second, the builds that get posted are the current meta, build for maximum effect even if it is not needed for anything in the game, rather than explore for fun and see what you can create. Because not building according to the established min-max builds that get posted is obviously not fun, right? (Or does it quash fun in the name of efficiency? It definitely quashes creativity.) You are as entitled to your opinion as I am to mine and everyone else is to theirs. Speak your mind. Give your opinion. I do ask that you stop bashing people because they think a suggestion is wrong, bad, or just something they don't like though. (Also, please stop calling yourself the expert on everything. You may be a very good Tanker player. Hells, for all I know you may even the best in all the world. Unless you give specific reference-able data though? It it just your opinion. Just like the rest of us when we don't provide the requisite data to back up our points.)
  18. On a Scrapper, the AT you cited, Maneuvers grants a base +2.275% defense. Weave grants a base +3.75% defense. Difference of? 1.475%. You say you take both, but only slot and use Weave. While still being soft-capped. So why not drop one of them and take Flight like @Greycat says? Edit: And if you skip the Fighting pool altogether and use the lower defense Maneuvers? You can fit in Hover as well and pick up a base +1.875% defense, more than making up what you lost from not using Weave.
  19. Uhm... what does that have to do with this thread's discussion?
  20. On an MM character? The mayhems are stupid easy at low level. I don't even plan a route to limit the ambushes on my way to the bank like I do with some other ATs. (Edit: Specifically my Dominators. I'm not very good at running support ATs.) I don't need to drop the difficulty to -1. I play at default difficulty. And if I'm feeling a little bold on my level 7 MM? I may even increase the difficulty. I absolutely never drop the difficulty when on a MM. However, I also don't skip my T1 secondaries on MMs since those are typically my AoE heal to keep myself and my pet in the fight. So yeah, I guess we are playing different games, because I find MMs to be easy mode for playing the game. All it takes is paying any attention at all to your pet(s) and giving your pet(s) support. Stalkers are definitely more annoying since the ambushes ignore your Hide ability. So when I see a notice of an ambush spawning, I make sure I'm not next to any other spawns and just butcher the ambushes when they get to me. Yes, some missions can get rather tricky, but that is mostly from multiple spawns being almost on top of each other in my experience, because I'm suddenly fighting an EB and still have 0 enhancements of any kind slotted, or because I have to find something that isn't showing on the map with lots and lots of little crannies the objective can be hidden in. On my starting characters, I play at the default difficulty. (Game shows +0/x0, but it is really +0/x1). I typically leave my difficulty at that level unless I'm on a character I want greater rewards on per fight, at which point I increase the difficulty. My high level characters are run at +2/x4, +3/x2, or +4/x8 depending on the character AT and build unless the character is one I'm not interested in dealing with the slog with. My Praetorian characters used to have difficulty because the ambushes in Praetoria like to stack and quickly, but I haven't seen that happen any more even on the Resistance betrayal mission from Chloe or the Destroyers attack on TPN. Without those layered ambushes? Those missions are as easy as every other. Any new player that may struggle with the game can find help on how to deal with the various situations the game throws at us in the Help channel, the Broadcast channel, the forums, the Discord, their teammates, and even just reading the tips that appear on the loading screen. As soon as they find out what the game does, they suddenly find themselves no longer struggling. And even if they don't avail themselves of the available tips and help? The game automatically loads Twinshot and Dr. Graves at level 6 so new players can run through yet another tutorial in case they skipped the starter tutorials and learn how things like current enhancements makes the game easier.
  21. There is no justification for the Fighting pool to be made inherent. Just like there is no justification for the Leadership pool, Speed pool, or Leaping pool to be inherent. As much as I didn't like the Fitness pool being made inherent, at least there was justification for it.
  22. Except it is. I'm almost always playing solo. The game is easy. It was meant to encourage team play, yes, but it also had to be designed so that solo players can play too. And that was before all the power creep. The game is very easy. Mastermind: Leave pets in Defensive Follow, and they absorb part of the damage meant for you. While still smacking everything to kingdom come. Stalker: Assassin Strike and Placate are your friends. Blaster: is mez immune with their basic attacks, so blast your opponents into oblivion. I don't play Controllers because they bore me and I don't play Tankers because I prefer to get my attacks faster. (And I still won't play Kheldians.) However, every AT I've run has had absolutely no problems clearing anything. Now if you're trying to solo +4/x8 at low levels before you've fully slotted your character at level 50? Yeah, that's not going to happen. The game is not balanced around Hard Mode content. So that argument is completely irrelevant to the discussion. Edit: In fact, Hard Mode content was added specifically because players were complaining the game was too easy.
  23. How did I never think of doing that with my felines?!?!?!?! 😆 If I recall correctly, that was for adding a 7th slot to a power. I may be wrong though.
  24. Uhm... just red side? Pretty sure the costume creator can't be set up that way. Getting those as a costume option (no side limitations)? Sounds good to me.
  25. Good to know. Thanks. However, now I am even more confused by @Saiyajinzoningen's post.
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