Jump to content

Rudra

Members
  • Posts

    8357
  • Joined

  • Last visited

  • Days Won

    49

Everything posted by Rudra

  1. I don't think I've seen the visual effects for those procs, and I do use them. Maybe I just tune them out. What are they? I don't think it's crazy to want more subtle or generic visuals, or even to want the ability to forego the effects as a hit confirm. This is just my opinion but your choice of powers (primary, secondary, ancillary, pool, inherent, temporary, incarnate) should have a bearing on your visuals but your enhancements should not. Inspirations offer generic crosshairs, shields, and ... Sim-diamond things to show your accuracy, defense/resistance, or damage are being buffed. Judgment and Interface come with an assortment of fire, ice, electric, and dark options to pick from for people who want to keep their specific theme. I can sort of agree. I do admit there have been times when I wish I could slot a Blistering Cold and not have my target encased in ice from my fire attack. However, I'm the one that slotted an ice proc into that power, so it was obviously my choice to make my fire attack have an ice effect. I am much less in favor of having the devs go through the hassle of trying separate the enhancement's coded effect from the enhancement itself so that players can turn it off, especially since it is an enhancement we don't need in our thematic powers but chose to slot anyway, and am more in favor of added sets that have different visuals. Edit: And yes, enhancements should affect our powers' visuals. That is the point of enhancing something. You augment it with something else. Using the Blistering Cold Hold proc on a fire attack example? The character augmented his/her/their/its fire power with ice, like maybe a simultaneously fired underslung freeze ray that isn't reliable enough to always trigger on their flamethrower, hitting the enemy with the double effect of hot and cold to break them. Or a mystic who tinkered with his/her/their/its fireball spell to not only roast their targets, but also drain their body temperature to weaken the target's ability to withstand the fire that sometimes causes the surrounding air to crystalize and freeze the target in ice. (And that's before you get into the fun of Chaos Mages... that I am no longer allowed to play in any D&D games....)
  2. it is a rather long recharge At 240 seconds of recharge, it has the exact same recharge as every other Controller T9.
  3. They already do? Like you said in your example, Blistering Cold's chance to hold s obviously going to be ice because it is the Blistering Cold set. So I don't understand why anyone is surprised when it triggers and encases the target in ice. Or Winter's Bite's chance for -speed and recharge. "Why is my target shedding snow and surrounded by wisps of cold?!" "Do you have Winter's Bite's proc slotted?" "Yes." "That's why." "But why?!" *face palm* Other procs specifically state what they do in the proc itself like "Chance for fire damage". So people complaining that their fire damage, negative damage, whatever proc is doing exactly what it already says it does blows my mind.
  4. Statesman was the one that insisted a character with an armor set only ever needed 1 resist power available at a time. (Despite the presence of say... the Tsoo... and their faction having every damage type plus mezzes starting at level 20. Or the fact that situation kept getting worse as you leveled up.) So it's not that Statesman never thought about it, it's more that he was actively against anyone being able to have layered resists. (It was the other devs, to the best of my knowledge, that were in favor of layered protection, but they didn't want to make it possible for armor ATs to be able to max those out.)
  5. Here's a weird thought: What if Mind Control's sleep effects broke into stun effects if the sleep was broken before its duration was up? Then the sleep powers would maintain Containment without changing the core theme of the set, wouldn't it? The only complaint I routinely hear about Mind Control is that Mesmerize and Mass Hypnosis are useless on teams because the sleep effects are immediately broken by everyone. (I don't really have a leg in this discussion since I personally do not enjoy playing Controllers most times. I'm just asking a few questions.) Edit: Actually, let's change this suggestion/question. Instead of applying the stun if the sleep is broken, apply the stun at the same time with the same duration so that if the sleep is broken, Containment isn't broken.
  6. Mind Control has pets though. Every enemy you meet. Confuse may only target a single target, but you can use it every 8 seconds instead of every 60 seconds at base value. And Mass Confusion hits a 25 feet radius area out to 80 feet away instead of just a cone. That makes for a lot of pets. Edit: Also, the T9 isn't Total Domination. It's Mass Confusion. So why does Total Domination need to feel like a T9? (I see you are moving it to T9, but since it is not currently the T9, and I don't understand the desire to move it later to the T9 position, I also don't understand why it should "feel like a T9".) (Edit again: Also, Total Domination has a base recharge of 240 seconds. Every Controller primary T9 also has a base recharge of 240 seconds. So are you shortening the recharge if you want it to feel like a T9?)
  7. Forbidden Knowledge (book), Vorpal Sword, Animated Staff, and Crystal Ball. If you're just looking at the animated items from the Animus Arcana.
  8. Well, to be fair with the 3x4, it is a 12-position setup that holds 10 actual positions. So some discrepancy is to be expected. It looks like the game is coded to keep the tray contiguous, so unless they can break up the tray to change the alignment or insert a ghost position to align the bubs, the trays aren't going to line up perfectly.
  9. Yes, it was. My MM is set up the exact same way I was back on Live. 9 active power trays with 3 of them set up in the 3x4 configuration to save usable screen space.
  10. Interesting idea, but there is one really, really big problem with this idea. The objects in the game like you have listed, do not have animations or attacks/abilities. In fact, they can't do anything at all. (Yes, they can be destroyed in mayhems and safeguards, but those are separate instance maps that lack the regular items from the zone maps and replaces them with destructible objects.) So to make this possible, every mailbox, traffic light, light post, et al on the zone maps would need to have new versions made that were not part of the map itself, have attacks created and made available for when the MM should animate them, and even possibly need to have movement modes created for them to be able to reach their targets. Which would also require making whole new maps for every zone and instance in the game to make this power set able to function where ever the MM may be. Basically, the devs would have to remake the entire game from scratch aside from existing factions.
  11. Uhm... you can... right click the power tray and select the 3x4 option from the list. My primary character, a MM, uses three 3x4 power trays set up on the right side of my screen.
  12. The actual concern isn't the rotor spinning through the character, though that would annoy me to no end. The concern is that if you have a big enough team, read 4 or more characters usually, and your mission entrance/exit is a helicopter, the players first to load in the helicopter find themselves either unable to exit the helicopter, or more frequently, driven even further in the helicopter, because of the mission exit spawn location and possibly facing. Which has in several instances in my personal experience, led to frustrated players calling for the slower loaders to turn around and exit the helicopter so they can finally get out as well. And despite MM pets being set up to get moved out of the way by player characters, this situation is often compounded by MM pets further obstructing players' ability to exit until everyone has finished appearing at the exit load/spawn point. (While my own pets have never obstructed me, my teammates pets do actually force me back further into the cargo compartment until the MM character finishes loading. I can only imagine my pets have had the same effect on others.)
  13. While you make a good point, I would like to point out for the purpose of the author's question as far as non-Ancillary/Patron pools go, the resist and defense powers available to ATs through their Ancillary or Patron Power Pools are not available to melee ATs at all. Even the Sentinel AT does not get access to resist or defense powers from their Ancillary or Patron pools. Because the Live devs at least, not sure about current devs, did not want any ATs with armor powers getting access to the ability to quickly or easily max out their resists, thus the Fighting pool being the only (edit: non-APP/PPP) pool with a resist power that isn't limited to use once every 3 minutes.
  14. The reason why there is only one resist power pool set, based on my understanding of the game and what was said by the Live devs around the game's initial launch, is because the power pools are meant to provide powers that fill holes in a character design from the ATs. That's why there were 4 travel pools initially, though that number has increased to 6 with the two origin-based pools. All ATs had a hole in their set up for advanced or thematic travel. So players had to dip into the power pools to fill that hole. By the same token, the ATs that were expected to be in the middle of all the fighting, the Scrappers and Tankers only at that time, then expanded to the Stalkers and Brutes, already have resist and/or defense built into their ATs. However, since Blasters, Defenders, and Controllers, and then later Corrupters, Dominators, and Masterminds, were not expected to be in the middle of the fight (Blappers not withstanding since the Blaster's melee abilities were considered supplemental to give the Blaster breathing room when enemies got close), their ATs lacked any built in resists or defenses. So players could fill that hole as well if needed, the Fighting pool was available. So basically, the reason why only the Fighting pool has resists is because it is/was intended that non-melee ATs would not need any or much additional damage resistance. Especially since some added defense worked better for keeping those ATs alive in the end. (Edit again: And also because the Live devs didn't want melee ATs able to dip into too much added resistance from the power pools.) (Edit: Also, what @FupDup said....)
  15. If that is enough to no longer be stuck staring at my teammates as they spawn in, okay. Works for me. I don't really care as long as those helicopters are fixed so we're not trapped in them any more.
  16. I've found that facing doesn't help. When the team keeps spawning as you're trying to leave, you either keep getting pushed further in or are just unable to move out. Moving the helicopter spawn points to either the base of the ramp or pretty much anywhere not in the cargo compartment would help the most. (Edit: Or rather, would be the only actually helpful fixes.)
  17. Propel has a 15 feet radius Mag 0.67 KB effect so it is really a KD effect. If the targets have any KB protection at all, you won't see it.
  18. This has nothing to do with the OP and I apologize for that.... however... am I the only person that always takes both their T1 and T2 attacks and makes it part of their attack chain?!
  19. I'm not sure what you mean with that question. However, if the question is about the damage from said procs, I don't think it does? Bear in mind I'm not a Controller player, so there is a high chance I'm wrong, but Propel is flagged as taking both damage and knockback enhancements (https://cod.uberguy.net/html/power.html?power=controller_control.gravity_control.propel&at=controller). So I'm gonna go out on this limb and say the damage procs themselves, other than those that specifically affect KB, won't affect it. (Edit: And the AoE portion of Propel is a KD effect instead of a KB effect anyway. Mag 0.67 KB.)
  20. Oh, I definitely agree with you. For the OP though? The shrapnel wouldn't really justify a KB or KD effect. While several chunks would be heavy, their combined weight and speed wouldn't be sufficient to knock even a normal human down. (Edit: Not unless the rock didn't fragment into small shards, but instead broke up into like maybe thirds.) Cringe, dodge, duck, or otherwise try to avoid being hit by the shrapnel? Most definitely. Suffer minor lacerations and (probably) sizable bruises? Also definitely. Be stunned or otherwise rendered unable to fight? Only if the head is struck with a sizable chunk. So yeah, being adjacent to something having a large rock/small boulder smashed on it? Not something I (or I would reason any sane person) would want to be around. (Assuming I'm sane here, but bear with me on this assumption.) Hurl having an AoE KB or KD? I believe it would have to be a very small radius for the rock itself hitting as an AoE rather than any shrapnel the shattered rock may generate.
  21. That very much depends on the size of ground being ripped up and thrown. And the size of ground being ripped up and thrown in the game looks to be large enough to hit the target and anything right next to it. So maybe a 1-2 feet radius. However, please bear in mind that I am very, very, very bad at guesstimating area and distance. (Edit: However, I should note that if the chunk is big enough to knock down adjacent targets, it is also big enough to damage adjacent targets. They would after all, be knocked down by impact with the rock.) Edit again: Also, to @honoroit, if the rock is fragmenting and showering nearby targets with shrapnel from having shattered upon impact, that would cause damage, yes, but not likely a KD effect. Chance for Stun in case a shard hits the head, but not a KD. Especially since those fragments would not be traveling anywhere near as fast as most shrapnel pieces. They would just be (relatively) slow moving chunks spraying the nearby targets.
  22. I'm pretty sure that Domination doesn't activate automatically when its bar fills. 😉Having Hide for Stalkers be an inherent that's a toggle shouldn't be conceptually difficult for the class; if someone wants to play their Stalker without Hide, they don't have to use it. Well, the OP was about Hide being an auto power. It was @Akisan that thought the request was for it to be an inherent. Before I get into the rest of this post though, I want to be perfectly clear that I am opposed to making Hide an inherent power. (Or an auto power for that matter.) So, some questions: 1) If Hide was made into an inherent power, what would it be replaced with? 2) If Hide was made into an inherent power, then why shouldn't other ATs get one of their primary theme powers as an inherent as well? 2.1) What would those other newly inherent powers be replaced with? 3) What problem does making Hide into an inherent fix or situation does it address? (Especially since players that for some reason don't want Hide on their Stalkers can already skip Hide.) The question of Hide being made into an auto power is easy to answer. If Hide was an auto power on Stalkers, then Stalkers would not be able to do a multitude of missions solo, including story arcs. The question of Hide as an inherent is "Why?!".
  23. Not once have I refuted any ACTUAL data that already exists in game via a powers numbers. Please show me exactly where I said something had a specific number value and said that that wasn't the case, because unless there was an extremely misplaced typo I missed, I guarantee you can't. (again, straight number value, not conjecture based on what other people "feel" is fine", as the straight numbers, are what actual data is, and don't just paste data someone provided, cause obviously I'm already well aware of the actual numbers that exist in game) Someone said something about someone not actually reading their posts or misreading them?
×
×
  • Create New...