Rudra
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Everything posted by Rudra
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You're thinking of the Zenith Mech Men and Zenith Warcries of the Council and the Mek Men and Wolfpacks of the 5th Column. I suppose those could be used as a base for pincers, but they would still need to be (heavily) modified and new animations made for the various powers players get access to.
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Nope. That is part of the reason why I know I am dreaming. They would have to be designed, modeled, and animated from scratch. That would include making them able to grip weapons too. So it's not going to happen. (Edit: Not to mention finding a way for them to use weapons not suitable for pincers like rifles and pistols.)
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This would be nice. So would a modified version that looked like a regular giant scorpion tail. And pincers to match. I'm dreaming here, I know, but monstrous characters can be lots of fun.
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Probably because of the "you gain some damage" since it doesn't actually say "damage buff". Gaining damage easily reads as suffering harm. At least to me.
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If this is the arc with the PCNB (or whatever their acronym is), then they aren't PPD. And there is a good reason for them to be hostile to the PCs.
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The Talons of Vengeance Gorgons' swords are not rendering when they make their sword attacks. They just swing their empty fist to hack and slice.
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Well, to be fair, the OP does say "you gain some damage". It doesn't say damage buff. (Edit: Reading it that way though? Yeah, hell no to the OP. Pain Dom is already plenty powerful as is.) Edit again: Though looking it over again, the defense flags in both powers really should have been a dead giveaway.... So the OP is to make the the T1 and T2 powers from Pain Domination grant the user a stackable up to 50% damage and defense bonus for 30 seconds every time the character uses the 4 second base recharge and 8 second base recharge heals. On top of the other proposed self-buff effects for Conduit of Pain and Painbringer. Yeah, I'm definitely opposed to the OP now.
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You already created a thread about this. 2 hours before you posted this comment. Mind if I ask why you are addressing this in two threads concurrently?
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FIGHTINF POOL SYNERGY! (And other dumb pool ideas)
Rudra replied to Sakura Tenshi's topic in Suggestions & Feedback
Having constant-cast powers, unless they have ungodly long activation times, is going to be over the top. If Hair Trigger only sets the pool powers to all ready for immediate use when activated, but only granted a good recharge reduction effect for the rest of the duration, I would be fine with that. Not a grant all pool powers from this pool instant recharge for the next 30 seconds. -
Having the option for all psi blades would let those that want it to have it and those that don't to not. More options are better.
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Given the spawn size of Ghost Ship spawns? No thanks. That would make it deadly for squishy characters not on teams trying to get the badge.
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As you currently have it set up, every time a MM heals their pets, which typically need a lot of healing, the MM can lose up to half their health with Nullify Pain and Soothe. How would that work anyway since in Bodyguard Mode, the pets take a share of the MM's damage? The MM goes to heal their pet(s) and ends up killing them them instead for being in Bodyguard Mode? (Edit: I don't use Share Pain on my MMs. So I am seriously asking how this would work.)
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Because that is not possible with the game engine/design. The AT, origin, and power sets are very much locked when you make your character. This subject has come up before.
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FIGHTINF POOL SYNERGY! (And other dumb pool ideas)
Rudra replied to Sakura Tenshi's topic in Suggestions & Feedback
I actually like the proposed Sidearm pool. Hair Trigger though. Is that instant recharge just when you first activate the power or for the duration? If for the duration, that would be waaaaaaayyyyyyyyy OP. (Edit: Maybe change Hair Trigger to grant a large recharge bonus only applicable to powers from its own pool instead of instant recharge?) -
Why do you want to change such a good set? Especially this much? Nullify Pain does not currently inflict harm on the user, nor should it. You are nullifying pain, not absorbing it. (That is what Share Pain is for.) Soothe, see Nullify Pain above. Share Pain is all about taking your ally's pain on yourself. It's only 20 seconds of -regen and heal resist. And isn't it possible to at least drive your regen high enough to exceed the resist anyway? It's a flat -100%. Conduit of Pain brings back a fallen ally, taking that pain, and channeling it through your attacks back at your enemeis. I personally like the way it works right now. Painbringer, as much as I hate use on ally only powers, most make sense. Painbringer is one of them.
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I don't know how many times the OP has been requested before. I'm still very much in favor of it. Especially if you have a team with lots of pets or the rest of the team is appearing in staggered arrival driving you back into the helicopter as you try to leave. getting out of the helicopter can be a pain.
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Zone/Mission: V_OUTDOOR_LONGBOW_CARGOBASE_MED Position: [-531.0 -187.9 4396.7] There are two tech floor tiles that are layered in the floor tile at this location on the inside of the above listed ship map. Depending on your position, you can see one or the other misplaced tile as a constant shimmer. Sometimes you can see both misplaced tiles, but I couldn't get them stable enough at the same time for the screen shot.
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That too. Humans are prone to going off on tangents. Which reminds me.... 😛
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Il'Relic in the 'Investigate the Rikti' mission from Ashley McKnight did not fight back at the end of the mission. I mean, he did, but he didn't. He fired a single shot from his sword-cannon with no animation about when he was half-dead and then just stood there as I cut him down. Edit: Also, War'Lith, which is the same Rikti enemy type as Il'Relic and is found in the follow-up mission, does not animate his attacks. He just stands there as the sound of his weapon swinging or firing triggers. Edit again: Pretty sure both these issues were previously reported. Apologies if that is the case.
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I don't know if this has already been reported and I am currently disinclined to search to check. So am posting now. The Mutate Quantum Gunners from the Lost faction have their weapon support hands above the weapon where their support hand should be below the weapon supporting it. This was evidenced in the 'Investigate the Rikti' mission from Ashley McKnight.
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Welcome to the Suggestions and Feedback forum where people come up with ideas to implement in the game that may not sit well with others. That sort of thing happens in situations where a group of people get together to discuss anything, let alone where they pitch ideas back and forth to improve something as complicated as this game by fixing extant things already in the game or adding new things to grow the game. Isn't that why you made a forum account too?
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This will be a bit of an ask, but with the OP's back weapons other than stowed weapons request in mind, would it also be possible to have an extra belt item that did the same thing as the back weapons? Specifically, I'm asking for a variety of knives and daggers that are stowed behind the character, but at belt level. I'd be perfectly fine if it was a back weapon item that took up the same slot, but was placed on the belt. Probably horizontally. Or some belts with stowed knives/daggers?
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Except the complaint is that Atomic Blast doesn't actually hurt anything despite doing 539 damage, and Atomic Blast doesn't use DoTs to do its damage. It is a single burst with 2 damage components: energy and smashing. While also possessing the ability to reduce the target's defense and inflict a hold on it. And at least most of rad's attacks have the ability to have part of its damage ignore the target's defense to inflict damage.
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Just looking at Atomic Blast. If for some reason you want it be 6-slotted with procs, you can do the following: Eradication: Chance for energy damage Fury of the Gladiator: Chance for resist debuff Scirocco's Dervish: Chance of lethal damage Avalanche/Superior Avalanche: Chance for KD Obliteration: Chance of smashing damage Achilles' Heel: Chance for resist debuff Armageddon: Chance of fire damage Analyze Weakness: Chance for +ToHit Touch of Lady Grey: Chance of negative energy damage Overhwleming Force: Chance for KD Shield Breaker: Chance of lethal damage Defiant Barrage/Superior Defiant Barrage: +Status Blaster's Wrath/Superior Blaster's Wrath: Chance of fire damage So that is 7 damage procs and 6 debuff or buff procs. Out of the damage procs, Eradication, Scirocco's Dervish, Obliteration, Touch of Lady Grey, and Shield Breaker are not unique. So you can slot those into as many powers as will take them, though no more than 1 of each in any single power. So if for some reason you want to 6-slot damage procs into Atomic Blast, you most definitely can. Also, let's make a comparison of T9 base damages across the Blaster primaries. I'm using Mids for this because City of Data has equations for some of these, and I'm disinclined to try and figure them out. So, we have: SET ATTACK NAME BASE DAMAGE Archery Rain of Arrows 225.2 Assault Rifle Full Auto 178.6 Beam Rifle Overcharge 219 Dark Blast Blackstar 250.2 Dual Pistols Hail of Bullets 204.5 Electrical Blast Thunderous Blast 250.2 Energy Blast Nova 250.2 Fire Blast Inferno 410.9 Ice Blast Blizzard 417.1 Psychic Blast Psychic Wail 250.2 Radiation Blast Atomic Blast 250.2 Seismic Blast Meteor 250.2 Sonic Attack Dreadful Wail 250.2 Water Blast Geyser 219 Note that for strictly base damage, Atomic Blast is doing nominal damage compared to the rest of the sets. The same 250.2 damage as 6 other powers. So no, Radiation Blast, especially Atomic Blast, is not weak.
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@Greycat has a point. There are players that like the way the powers look. There are players that don't like the way the powers look. Visuals provide a good means for the team buffer to know who needs what without having to possibly parse through an insanely long display of buff icons on any given character. I agree with the OP in that it would be nice if the player could set how buffs were applied to them, at least for their own visuals on their own display. However, just because someone plays a support character and does not minimize their effects does not make them inconsiderate. It makes them someone that for any reason wants those effects active. Demanding that players minimize the effects of their buffs is like demanding Energy Blast players slot KB to KD in all their powers regardless of how that player may employ the KB from their powers.