
Rudra
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Everything posted by Rudra
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Lockouts, savage melee/assault, psy melee
Rudra replied to WindDemon21's topic in Suggestions & Feedback
Savage Melee has DoTs that continue the damage after the initial damage from the attack, -Def (All), KD, - running speed, jumping speed, and jumping height, and an AoE damage gap closer. So it does have mitigation in the form of KD in an attack that can be used every 9 seconds before you slot enhancements or factor in Blood Frenzy. And it does have defense debuffs in a cone attack that reduces DEF by 9% for 10 seconds that can be used every 7.5 seconds before you slot enhancements or factor Blood Frenzy. And both of those attacks grant Blood Frenzy, making their recharge better just by using those attacks. Edit: And Blood Thirst revokes the lockout while granting 5 stacks of Blood Frenzy too.... https://cod.uberguy.net/html/power.html?power=scrapper_melee.savage_melee.blood_thirst&at=scrapper -
Lockouts, savage melee/assault, psy melee
Rudra replied to WindDemon21's topic in Suggestions & Feedback
Even at 2.5 stacks average, that translates to 15% END discount for all powers and 10% +recharge for all powers. Without need for any enhancements, enhancement set bonuses, or power picks. Take away the finishers? And now you can sustain the full 5 stacks for 30% END discount for all powers and 20% +recharge for all powers.* Without using enhancements, enhancement set bonuses, or using up any power picks. Pretty hefty boost.... Now I for one am not a fan of the lockouts. (I can work with them though. On my savage melee character, I do my best to avoid having the full 5 stacks of Blood Frenzy. So I hit a finisher as soon as I have four counters.) That said, what Blood Frenzy gives is rather strong. What would you give up to maintain the balance? Edit: * - I say this because it never seems to take me any time to get my stacks back. And no finishers means nothing to consume the stacks any more. -
Make long-range teleport points a P2W buyable?
Rudra replied to hollow effigy's topic in Suggestions & Feedback
I thought that was disabled? Though since the Base Transporter power has the same recharge as the Long Range Teleport power, I suppose that works as a suitable sub for the Long Range Teleport power. Just have your base teleporters at or near the base entrance. (Especially since HC took away the need to have all the explores for a zone grabbed while in SG mode or part of a SG before being able to grab the zone beacon for the teleporters. Thank goodness for that change.) -
Now I'm left wondering if you realize the pun....
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They get by the filter as well.
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Ok. So say I’m the parent of a 13 year old who identifies as queer. They create a character who also identifies as such. Then they find that people cannot read that in chat because they have their filter enabled to sort out offensive words. How would you explain this to them in a way that makes them feel like they’re welcomed and supported by the folks in charge of that filter? I guess tell them it is a double standard society is still working through like female anatomy is bleeped out but male anatomy isn't in the game? (I got curious, logged on to the game, and tried several words. Sex, heterosexual, homosexual, queer, and various body parts to test.) Edit: I should probably also state that out of my test words, the words sex, heterosexual, and homosexual all got by without being filtered. (Edit again: As did the words transexual, pansexual, and asexual. As well as gay and lesbian. All perfectly fine by the filter. So looks like only queer is filtered.)
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Make long-range teleport points a P2W buyable?
Rudra replied to hollow effigy's topic in Suggestions & Feedback
The green Fast Travel power just gives you access to the Long Range Teleport power as well as the other teleport powers like Base Transporter in a single power instead of having to slot and click each individual power for use. You are still using the same gold icon Long Range Teleport power, just through an intermediary power. -
Make long-range teleport points a P2W buyable?
Rudra replied to hollow effigy's topic in Suggestions & Feedback
Okay, it's weird. I grabbed a Nerva Archipelago explore to test again, and it failed. Then I tried again after it recharged, and it worked. So I guess you have to wait for the unlock to take. -
Make long-range teleport points a P2W buyable?
Rudra replied to hollow effigy's topic in Suggestions & Feedback
What green icon one?! -
Make long-range teleport points a P2W buyable?
Rudra replied to hollow effigy's topic in Suggestions & Feedback
I just tried it on my elec melee/willpower brute. I have LRT on that character with lots of zones still locked. I was in Cap au Diable, so I went and grabbed the Master of Science explore badge. Cap au Diable is still a locked zone through LRT for me. (Edit: See post 3 down for update.) -
Make long-range teleport points a P2W buyable?
Rudra replied to hollow effigy's topic in Suggestions & Feedback
I'm bugged then. (What a surprise.) I only seem to get new zones added to the LRT when I get the zone explore accolade for getting all 8 explores in the zone. -
Can we crowdsource the updates needed for old contacts/missions?
Rudra replied to FFFF's topic in Suggestions & Feedback
Blue and red-side are more forgiving, if you were of the appropriate level when you picked up their arc, you can usually complete it. On goldside, you will be ignored by your contact as soon as you outlevel them, regardless of where you are in their arc. It's already happened to one of my characters during my latest play-thru on goldside, it was their final mission which was a solo, so my team mates were able to do it but the contact told me to pound sand. The problem there is that the solo morality missions at the end are by necessity not considered part of the story arc that unlocks them. So just like any other mission not part of an already started story arc from any contact, leveling higher than the contact's assigned level range immediately cuts off access. I've lost access to part of the Doctor arc because I out-leveled the contact blue side trying to get it to see the second part of her story. Same thing with the mystic in Perez Park mission. Finally get the contact to stop giving me the wrong missions, only I out-leveled the contact and now have to use Ouroboros to get the desired mission. If the game was able to flag a solo-required mission like the Praetoria and Dark Astoria ones as part of the team allowed arc, even if it meant forcing a team disbandment when the active player accesses the mission, then that wouldn't be a problem gold side. (Edit: Which I don't think the game can actually process that way or else those missions would probably already be part of the story arcs. I'm not a dev though, so I'm guessing here.) -
Can we crowdsource the updates needed for old contacts/missions?
Rudra replied to FFFF's topic in Suggestions & Feedback
To the best of my knowledge, all contacts do that. It's just that in Praetoria, since it was designed to be more challenging than red or blue side, you gain xp faster than you do red side or blue side even when solo, so you out-level the contacts faster. (Edit: Though while this was a problem back on Live too, it has since been compounded with HC's even faster rate of leveling.) -
That requires a change to the game system that can already be handled by granting a member base edit permission, making sure (s)he knows how to find and add the display case from the editor menu, have them add the display case, and then remove their base edit permission after if needed. If they want to have a specific costume for the display, they would only need to be in the desired costume when they add the base display unit. Since it would already be able to function like the holographic display at the end of the Last Bastion arc and just load the character's current costume for display, or like the doppelganger missions which load clones of your character from his/her/their/its current costume..
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Not something I would recommend be provided. Let members post their costume of choice, but not cycle through all of them. I have multiple characters with secret true forms. They only use those true form costume slots under specific conditions such as having been defeated by the same mob multiple times in a row making me angry, making a display of rage or power, and so on. Having those appearances randomly appear in the SG base where those that should not be aware of the character's true nature would be problematic. (Not to mention, all SG member displays and old costume displays in comics, TV, and movies have had locked displays even when holographic. "These are our current members" with costumes current at time of display being set up or "These are our founding members" with their founding member costumes and so on.) (Edit: Hells, I have a SG that is all demons with human-form disguises. And while I would love to have a membership hall to display them, the last thing any member would want is visiting people to accidentally see their true forms pop up on display while visiting the open to the non-super public for a [hefty] fee base.) Also, I don't think the objects can constantly access costume slots. I'm fairly sure that once a base object is placed, it is locked with whatever options it was set with until the editor is opened up again and a change made to the object. I'm also willing to bet that is a game issue, not a base editor issue.
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I know of one game at least where words were removed from the profanity filter. Their filter was garbage though. It filtered even words that had the designated words as part of it. So you couldn't post the word 'assassin' because of the first 6 letters. (Or comments like "his hit was way strong, bring something with high defense" because of the third through sixth letters.)
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Not taking a stance on this, just giving likely explanation. The word queer has often been used less to describe someone and more to insult someone until fairly recently. Probably why it is bleeped out. Though I am rather surprised it is bleeped out. It isn't itself any form of profanity that I am aware of.
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How does the SG leader access the other players' costume slots without accessing their accounts or having them send the costume file to the SG leader to use on one of his/her/their own costume slots to be able to use it? Edit: Best option I can propose would be to let players that have permission to edit the base be able to post their own costume like the hologram from the Number 6 Praetoria arc. That way, they can load their own costumes without the issue of someone trying to access their account or having the SG leader have to use up his/her/their own costume slots to add them.
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Except that from the moment it says "Once the Victor" to the moment it says "Ten Times the Victor" to the moment it theoretically says "One Hundred Times the Victor", the badge count will always be exactly one. It's not even badge hoarding, just kill-count perfectionism which would cause a player to be so determined to reach one hundred, another reason I figure some (cool) players will just cold quit at a landmark number like 69 or double 7's or maybe their birth year or whatever. Their choice. It's only ever a count of one badge. You are misunderstanding the post you are responding to. Whether it says Once the Victor, Ten Times the Victor, or One Hundred Times the Victor, badgers will pursue the final tally to have the "correct" badges. No badger accepts Once the Victor and walks away from a Katie Hannon. They go for Ten Times the Victor. And if Ten Times the Victor gets a superseding badge called X Times the Victor regardless of what new value X becomes? Mary will find herself farmed until every badger that has Ten Times the Victor now has X Times the Victor. Edit: So if there is a new 100 Times the Victor badge that supersedes Ten Times the Victor? Badgers will get to the full 100 Times the Victor, because anything less isn't the badge. Edit again: And adding to that, for those that want a specific number? The only way to get it is to bail from the task force before it gets changed to the new number*, leaving the team shorthanded for the ongoing and progressively more difficult fights with Mary mid-mission. Not exactly a nice thing to do. (Especially if that means players progressively bail from the TF to get that one specific number they want, leaving the potentially single player that wants to do the TF alone against Mary and having to quit as well to form a new team so (s)he can actually run the TF (s)he wants to actually do.) Edit yet again: * - And then absolutely never again do the TF or they will lose that number. Hope they don't have friends that want to do the TF after, because either they can't play together then, someone is going to lose that count, or the friends don't get to do a fairly fun task to accommodate the friend that refuses to.
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Holy Hell in a handbasket.... uhm... ... wow....
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Why so much Cold/Fire Resist/Defense? (Feedback)
Rudra replied to Solarverse's topic in Suggestions & Feedback
Maybe. Probably. Wouldn't be the first time I was wrong. I just remember fighting a lot of Behemoths in the Dark Astoria area, and in CoT missions late game, and even on Prateoria missions (as Praetorians, but are Behemoths). Also getting burned by Vortex Cor Leonis Fires and Marksmen including on ITFs, and even by BCU's from their energy grenades that DoT me with fire after they explode. -
Why so much Cold/Fire Resist/Defense? (Feedback)
Rudra replied to Solarverse's topic in Suggestions & Feedback
I personally haven't had any problems with this. Out of fire/cold resist set bonuses go, there is 1 set out of 8 resist damage sets that has a fire/cold set bonus, and it takes 5 of the enhancements to get. Expanding beyond that, there are 56 sets including the improved versions and PvP only bonuses for the count, that grant fire/cold resist. There are 70 sets including the improved versions and PvP only bonuses for the count that grant smash/lethal resist. (As opposed to the 40 sets that grant energy/negative energy resist set bonuses.) For fire/cold defense set bonuses, there are 58 sets including improved versions and PvP only bonuses that grant it as a set bonus. Smash/lethal defense sets that grant defense bonuses are only 52 however, including improved versions and PvP only bonuses. Which does seem a little odd to me. I think fire and cold number just behind smashing and lethal damage for most common damage types, so the numbers seem about right to me. Though I admit I never gave it any thought before now. Edit again: It should also be noted that those counts are inflated since I counted based on the set bonus, and some sets give multiple bonuses of differing values. If need be, I can go back and just count the sets themselves. Edit yet again: Final tallies of just sets, not a count of the different bonuses, without regard to whether the bonus is PvP only or comes from an improved version of another set also in the list: 55 sets that grants fire/cold defense 51 sets that grant smash/lethal defense 56 sets that grant fire/cold resist 69 sets that grant smash/lethal resist -
Then let me be a bit clearer. We can already achieve a global range buff of +65%. Right now. On any Blaster, Corruptor, Defender, or Sentinel. That is just global range buffs from an Alpha and set bonuses, not enhancement range buffs affecting specific powers or powers that also increase our range globally for a short while. Tacking on an additional +25% global range buff would extend ranged player character ranges to the point where they can fight with all their powers at slightly more than the game's default snipe range. Only cone attacks would not reach this range. And snipes would reach beyond the ability for anything other than possibly Hamidon to hit back at. In my book, this is excessive. Even if we run with what @Major_Decoy posted for bonuses, a +25% global range buff from a single special enhancement runs several steps past an Ultimate tier buff.
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Well, gosh darn it. Guess players will just have to go obliterate grey mobs for their badges like several already do, while using their new, improved ranges to fight anything they aren't worried about badges over at beyond mob combat range. The only time this wouldn't apply was while on an indoor map. The benefits of improving resist as compared to improving range? Well, with resist, you have a hard cap based on your AT of what you can achieve. So even if you manage to max out all your resists, the mobs can still potentially defeat you because you're going to be in range and as long as they can hit you, they will damage you. I would be far more in favor of, or at least still be undecided, at +15%. No, I mean that a single special enhancement granting +25% global range buff is excessive. I'm neither in favor of nor against the OP. I am undecided.
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Cardiac and Intuition both have the ability to grant a +20% range buff. Bombardment and Experienced Marksman both grant a +5% range buff stackable up to 5 times for +25% range buff. Blasters, Corruptors, and Defenders get a +7.5% range buff from their ATOs, or a +10% range buff from their improved ATOs. Each of those are stackable up to twice if you split the set into two sets of 3 for +15% or +20%. I'm not even looking at the PvP only range set bonuses which are also +7.5% each. So before you add in a dedicated special enhancement that grants a global range buff, you can already get +65% range buff as a global effect. That isn't counting the range buffs built into specific enhancements like the ones from Artillery Strike. Another +25% range buff from a single enhancement would put a character at +90% range global buff before factoring in other specific enhancements. Even with the Sentinel's reduced range of 60 feet, that's 114 feet range. Blasters would have a better than snipe range of 152 feet for their basic attacks. And their snipes would hit out to 285 feet, well beyond any mob's ability to fight back. And that is still before slotting Artillery's range enhancements for another +25.6% range or Far Strike's +12% range on any given power.