Rudra
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Everything posted by Rudra
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Great! So if you want a flight power that doesn't have a jetpack or other associated model with it, then you know you can take Fly or Mystic Flight. I am very much against a new version of the jetpack that has no model or an invisible model. Take Fly or Mystic Flight. That is why they are there. So that you can have a flight power that works with wings, other player chosen costume pieces like a tech belt for an anti-gravity belt, or nothing at all. Having a jetpack with no model or an invisible model would defeat the purpose of the Fly power pool. Edit: So basically, the tradeoff for using a jetpack is that you have a jetpack. If you want alternate versions of jetpacks? I'm all for it. If you want no jetpack for jetpack? No. The price of being able to enjoy a pool power without taking that pool is you have a set model defined as providing the flight power. (The higher END cost of jetpacks is also part of the price, but face it, no one really cares about or notices that 0.114/sec extra END cost.)
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I'm rather partial to the way the hotspots work right now. I can go to a hotspot, pick a fight with the opposing side mobs, and rack up some pretty good xp. And if the fight goes badly for me, I can retreat to the friendly mobs and let them screen the opposing side off my keister.
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The reason behind that is the combat animations and their current (in)ability to interface with the Rocket Board and similar powers while in use actually. If you want a flight power that lacks the VFX of Jetpack, there is Fly and Mystic Flight. They don't have any linked models with their use.
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You can also take the Void Skiff and whatever the flying carpet is called. The down side to those is you can't use any powers while on them. Alternate "jetpacks" could also be an option. (Though as far as the P2W jetpack breaking theme? Your character bought a jetpack. It's not an inherent power, it is an item bought from a vendor. So not really part of any theme. If you want a flight power that doesn't have the attached model and is already available, you can take Fly or Mystic Flight at level 4.)
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Improvements to Buff and Vanity Pets?
Rudra replied to Random Robot's topic in Suggestions & Feedback
I can't speak for others, but I don't take the buff pets because like you said, they aren't worth it. Last I checked, they had 1 HP and -1000% resist. I'm not sure about the resist though, I'm running off memory. So if an enemy sneezed and the buff pet was affected, it died. (I think the vanity pets are the same way actually.) I would love for the buff pets to be worth fielding. I'm fairly confident others don't field them for the same reason. (I mean aside from the fact that like the vanity pets, they aren't persistent and have to be re-summoned every time you change maps.) I have a few characters that having the buff and/or vanity pets fits, I got the pets for them, but I don't use them. So count me as in favor of anything that made them worth taking and fielding. I would be perfectly fine with them staying a toggle, in fact I prefer they stay a toggle, as long as that toggle stopped turning off every time I went anywhere. -
[SUGGESTION] Cast Toggle on Target abilities to be used on Allies
Rudra replied to Kalthea's topic in Suggestions & Feedback
You are definitely misreading my posts. Okay, let's try this.... Limit the application to partied entities at that point, that would resolve most of the issues with trolling using that system. And if that doesn't, then you'd just need to remove the person responsible from the team. Dunno if that's possible in the game's programming, but it's a way of changing it. The only power that I know of that can affect friendlies and only affect those on the team is Incandescence. If that is applied to the OP such that it can only be applied to a teammate, then sure. I would still request that doing so work like Teleport Other. You activate the power on a teammate (and only a teammate), and that teammate must choose to accept it. No just throwing it on someone and to hell if they are willing or not. You're talking about how you have to manage the ability constantly, which is why I'm suggesting this change in the first place. I don't really see how I'm misreading that? My comment that time about my thinking you are misreading my posts was your implication that I liked my enemies running off with my debuff toggles, rather than my expression that there is a need to watch for that. " By applying the ability to an ally as an "Anchor" for it, then I wouldn't need to worry about an enemy running off and pulling more aggro than is necessary. Perhaps you enjoy that situation, which is fine." I am limiting myself not based upon the text of the powers in question, but because in my mind I would only apply such a power to my enemies to affect them. Hence the lines: "I understand why my character would afflict another with a snow storm. I am trying to hamper that target. It makes much less sense to me to afflict an ally with a snow storm. What did that ally do to upset me? And why isn't my power affecting him/her/them/it? Now, as far as theme goes, I can still figure out how that works. As in I will figure one out eventually. " So, I can and will think of something I consider plausible, rather than just player requested mechanics, for why a power like that would be applied to an ally instead of just being thrown on my enemies. Given how those powers work, nothing comes to mind for why that would be, but like with the ice armors from Cold Domination, I can eventually puzzle something out. Then the purpose for bringing up Hurricane was entirely "you already have an ability that is centered on yourself"? I don't really see how that helps in the conversion, but please correct me if I'm wrong on that would, as I could be misunderstanding that. I'm trying to be as clear as I can, but apparently I am as clear as mud-baked obsidian. I brought up Hurricane not to say "we already have a power that can be used on ourselves", and not to contrast Hurricane's effects with Snow Storm's, but to say that if Snow Storm were to be changed to not target an enemy, then it makes most sense to me for it to be a PBAoE like Hurricane is. This was much needed clarification. Thank you. -
What about the extinguishers? https://archive.paragonwiki.com/wiki/Extinguisher https://archive.paragonwiki.com/wiki/Large_Extinguisher They affect the fires I am talking about just fine and can't harm any mobs in the game. Couldn't that mechanic work here as well?
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The only fires I am looking at are the fires that can currently be affected by Water Blast and the fire extinguishers. So no, I would not expect it to put out ignited oil slicks because they are not subject to being put out. Neither would I want or expect it to reduce the damage of any fire attacks. Just like Water Blast doesn't affect fire damage or oil slicks. Just like the fire extinguishers only affect the fires in Steel Canyon (and maybe Mercy Island?, haven't checked). I am not looking at adding any debuffs to the power. I am not looking at making it any more effective against mobs in any capacity. I'm only asking if it would be possible for it to affect specific fires like the fire extinguisher power does. Edit: And yes, I know there are fires not counting the lit oil slicks that are not subject to being affected by Water Blast or the fire extinguishers. I am not looking at being able to affect those either. Just strictly the fires that are currently subject to being put out by player action.
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[SUGGESTION] Cast Toggle on Target abilities to be used on Allies
Rudra replied to Kalthea's topic in Suggestions & Feedback
There are trolls in the game. (And I don't mean the Trolls faction. *smirk*) A person doesn't have to be AFK in a group of mobs to troll them with the suggestion. They just need to be near enough to the mobs and not wanting to be in combat with them. See my comment above for an example. (Edit: And the toggle wouldn't even need to stay on. Just apply and then turn off. Sneaking player is now in combat regardless. And good luck proving it was from being trolled.) Edit again: Or the other form of griefing @Luminara mentioned: applying an unwanted, obscuring effect that hides the character's appearance. Or to just cause annoyance in a group of players. Like say a group of RP'ers chatting it up in Pocket D. No combat required. Edit yet again: There is also the consideration of whether the OP would change Snow Storm, Darkest Night, et al. to targeting allies to affect enemies, or to targeting either/or. If it is changed to targeting allies, then I can't solo with most of my characters any more because I very much rely on those toggles to carry me through things like boss fights. If it is an either/or bit, then at least I can still solo. -
[SUGGESTION] Cast Toggle on Target abilities to be used on Allies
Rudra replied to Kalthea's topic in Suggestions & Feedback
Incorrect. All debuff toggles are flagged as notify enemy effects. So the moment a debuff toggle was placed on a friendly, whether that friendly was part of the team or not, and there are any enemies within the range of the debuff toggle from the anchor, they are notified and begin attacking. Which means they would start attacking the player character that had the unwanted toggle placed on them for the sake of griefing. Like say a Stalker trying to sneak suddenly having another player placing a debuff toggle on them and now all enemies are active and attacking the Stalker. When you apply the toggle to an enemy, your character is the source of the effect. When you apply an effect to another character, that other character is the source of the effect. And the source of the effect notifies enemies when those toggles are activated. I think you are misreading my post. The term affliction is from the power's own description. Nothing loaded about it. The power afflicts a target with its debuff effect. Which we already do by afflicting the target with the power. I used that example because htat is how the ice armors from Corrupters and Defenders work. You apply them to others, never yourself. The point of the Hurricane comment is that it is a debuff storm effect that is centered on the character. Not what its specific effects are. -
I know Storm Cell itself does no damage, but I got curious and dropped one on a burning building in Steel Canyon. To my disappointment, the rain did nothing. Would it be possible for Storm Cell's rain to do minor damage to just fires? Not to other mobs, but just fires?
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I rarely take the Presence pool. However, when I do I do so for 3 reasons: Pacify, Intimidate, and Unrelenting. Conveniently, Pacify unlocks Intimidate, and having both of them unlocks Unrelenting. As far as the OP goes about Invoke Panic? I'm neither for nor against it.
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Elemental Blast, or Elementalist set
Rudra replied to Communistpenguin's topic in Suggestions & Feedback
That would require an entire power set built like the Sentinel's Master Brawler/Practiced Brawler, except far more complicated for having more than just two choices per tier. And the devs have said they will never do that again. This would be more feasible. Do you have an idea of what the set would look like for powers and how the... we'll call it Change Element... would work? -
[SUGGESTION] Cast Toggle on Target abilities to be used on Allies
Rudra replied to Kalthea's topic in Suggestions & Feedback
Forgot about that. Thanks, @Luminara. -
[SUGGESTION] Cast Toggle on Target abilities to be used on Allies
Rudra replied to Kalthea's topic in Suggestions & Feedback
I get your viewpoint on the toggles. I really do. (I still disagree with the OP, but I do understand where you are coming from.) I know this won't change your or anyone else's mind, but for me at least, activating a personal toggle is the only activate and forget thing. Activating a targeted toggle is not. I have to watch to see if that mob suddenly rabbits so I can turn off the toggle so I don't wind up with more aggro than I or my team can manage. I have to watch to see if the fight shifted away from the anchor, possibly necessitating me turning off the toggle to re-apply. I have to watch to see if my own attacks layered on top of the toggle is END manageable or if I'm working myself into a corner. (This last one also applies to personal toggles.) So to me, the benefit of a toggle isn't fire and forget, it is that depending on what I am fighting, it is there for a more extended duration than your typical click and able to be moved whenever I please. (And I think less END than the typical click for the same effect.) On top of that is the theme. I understand why my character would afflict another with a snow storm. I am trying to hamper that target. It makes much less sense to me to afflict an ally with a snow storm. What did that ally do to upset me? And why isn't my power affecting him/her/them/it? Now, as far as theme goes, I can still figure out how that works. As in I will figure one out eventually. My question then becomes, why wouldn't I maintain the power on myself if it is instead an aura effect instead of a targeted affliction? Placing ice armors on others but not myself is something I've learned a plausible reason for. Maintaining a storm effect of my creation though? Hello, Hurricane. It doesn't make sense to me to apply that to another instead of myself, especially since I can only have 1 snow storm going at a time. Another consideration? I've watched teammates run off and do their own thing randomly. I've watched the team leader just up and abandon the team randomly, just running off to do something else. Sometimes I agree with their reason. Other times I think that person is just an... nevermind. While not a frequent occurrence, that still puts you back in the same position as with the defeated anchor. Your buff ran off and now you have to de-toggle, select a new anchor, and re-apply. Or less trollish, your anchor, presuming a Tanker or Brute so the anchor isn't likely to die, may not be where the main fight is because (s)he/them/it are trying to keep another group from overwhelming the team. Now you are again back to the same problem. Would I be upset if the OP were to be implemented and we were able to place our debuffs on allies? No. Most definitely frustrated, but not upset. -
[SUGGESTION] Cast Toggle on Target abilities to be used on Allies
Rudra replied to Kalthea's topic in Suggestions & Feedback
Homecoming did not implement this change. This was done back on Live. -
[SUGGESTION] Cast Toggle on Target abilities to be used on Allies
Rudra replied to Kalthea's topic in Suggestions & Feedback
The reason why those toggles don't turn off when the anchor dies is because players were complaining that the toggles turned off when the anchor died. It used to be that a player would place a debuff toggle on a target, the team would kill that target instead of anything else, and the power would then turn off without providing any benefit despite the presence of more foes. So players asked for that to be changed. A defeated anchor still provides the toggle's benefits now, with the power turning off automatically when the anchor despawns. -
[SUGGESTION] Cast Toggle on Target abilities to be used on Allies
Rudra replied to Kalthea's topic in Suggestions & Feedback
Disruption Field from the Sonic Resonance set and Noxious Gas from the Poison set is what @biostem is talking about. I have never told anyone "git gud" and I never will. I apologize if that is what you took my comment to mean. -
[SUGGESTION] Cast Toggle on Target abilities to be used on Allies
Rudra replied to Kalthea's topic in Suggestions & Feedback
I am aware that you don't intend the debuff to affect your ally. I am against taking debuffs like Snow Storm and having a teammate be its anchor. I can't think of a response that won't be taken as me being rude. So instead I will just say I am opposed. -
[SUGGESTION] Cast Toggle on Target abilities to be used on Allies
Rudra replied to Kalthea's topic in Suggestions & Feedback
I am against the idea of placing a debuff meant to affect your foes on an ally. (For that matter, why should Snow Storm function differently than similar powers like Radiation Infection?) Snow Storm has a 10 second base recharge. With no recharge enhancements slotted in it, my Corrupter has it down at a 6.9 second recharge. If I were to throw a single generic recharge into it to go with the endurance reduction I plan on only having on it, that drops to 5.34 seconds. (Edit: And this character has minimal global recharges in the build. So someone that uses a fair amount of global recharge will get that recharge down even further.) -
I don't recall Positron saying the way our characters were in that mission of the Mender Ramiel arc ever being a planned final state for our characters. Just that our characters would progressively become more powerful on their journey to that level. Do you have a link or reference I can check that shows Positron intended our characters to actually have that level of power? Because I'm pretty sure the Live devs had no intention of ever getting our characters to that actual level of power except in very specific missions.
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When I made the character, the power was called Psionic Dart and it was the T1 power. After that update, it became a cone attack and was moved to the T4 position. I started at level 1 using Psionic Dart. There is no way to make a Psychic Blast Blaster any more and start with Psionic Darts as your level 1 power. That is what makes the character illegal. Fortunately, City of Heroes does not flag the character as being illegal and require it to be fixed. Legacy builds, at least as far as this character went, can still be played as they were built prior to any power shuffling and changes. However, it can no longer be made in this order.
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That 1.5M number was from today on the AH. There was 1 sale showing at 1M. 2 sales showing at 2M. And the rest showed at 1.5M. Edit: And that was recipe cost alone. Edit again: Well, from yesterday actually now.... It was the current running cost at the time I posted the price.
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New IO Sets Suggestions (Only 1 though)
Rudra replied to Darkneblade's topic in Suggestions & Feedback
Depending on how many slots you want to put into your slow powers, you do have non-damage options. If you only intend 4 slots: Curtail Speed is a 5 enhancement set. You can skip the Damage/Slow and still have ACC/Slow, ACC/END, Range/Slow, and END/RECH/Slow. Tempered Readiness is a 6 enhancement set, but it does have 2 damage enhancements. Still leaves the ACC/Slow, ACC/END, Range/Slow, and END/RECH/Slow if you skip them. If you only intend 5 slots: Impeded Swiftness is a 6 enhancement set that has an ACC/Slow, ACC/END, Range/Slow, END/RECH/Slow, and a damage proc still if you skip the Damage/Slow. Pacing of the Turtle is a 6 enhancement set that grants all the same enhancements, except you have Chance for Recharge Slow instead of a damage proc. Ice Mistral has 4 damage enhancements in its set however. -
Kind of hard? Sure. Unlikely? Also sure. Except I can show you my character and if you can check, you would see that the character has 0 respecs. The first respec trial is only 3 levels away, yes, but since I run solo almost all the time and I don't farm my characters up, those 3 levels are slow in coming. So that is still 3 long levels away. I get there are options to get the character the needed respec. I have alts that can buy the respec recipe for the character. I already gave that character over 4M inf' prior to sidelining the character for a few months. The character has already been respec'ed. The character no longer has Psionic Dart/Psionic Darts and will not be getting it. (And the character will still not be getting Dominate Will.) The character has the chain of ST attacks I prefer on my lower level characters, albeit slower than normal. That is not what I am trying to address. What I am trying to address is that if the game/devs are going to force a change on our characters, then it would be appreciated if they also provided the respec to fix those characters. That is all I am asking for. Player changes their own powers? Get their own respec through available options. Devs force a change in the character's powers? Then a respec would be appreciated. That is all I am saying.