Rudra
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Everything posted by Rudra
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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.
- 13 replies
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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.
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I never said otherwise. My original comment that started this discussion between us was strictly in response to @FupDup's comment because I took his/her comment as meaning the character's origin was a handicap or straightjacket limiting what that character could pick up, learn, or do later on down the line. I'm not against the OP. (I'm in favor of it, actually.) I'm not saying that players don't get or ahve a choice as to how their characters got their powers. (I'm both surprised and pleased that the Soldiers of Arachnos and Widows of Arachnos are no longer constrained to being natural, actually.) I'm not saying that weapons by default mean "natural". (Not least of which is because that would invalidate a large part of the premise of the technology and magic origins if weapons automatically meant natural origin.) All I am saying, is that just because a character starts out as a specific origin, that does not mean that character cannot gain new abilities, skills, talents, powers, or anything else unless that new whatever is also of the same origin. Characters grow and change over time. Their core always stays the same, but not what they can do or how.
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It states that it is the source of their power, but it does not state that they are unable to gain more power from other sources. Edit: For instance, the natural origin character does not lose his/her drive to push himself/herself to and past their limits, achieving seemingly superhuman feats, simply because (s)he picked up that really great plasma cannon and figured out how wizards do magic enough to manage a few minor spells himself/herself. His/her nature did not change. (S)he does not stop drawing power from their drive and natural talent, but (s)he does now have access to powers/abilities that are not themselves considered natural in origin.
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Black Scorpion gives them advanced weapons. A natural origin character can use weapons. Mako shows them how to tap into and use the power of the Leviathan. A natural character can be taught how to harness power given to them. Ghost Widow shows them how to command the souls of the dead to accomplish different things. A natural origin can give commands. Scirroco shares with them the power of the Mu. A natural origin character can utilize power granted to them. All the origin says, is how the character started. A natural origin character can later develop mutations (such as by exposure to radiation a la Terra Volta respec), study and learn magic (just need a suitable tutor or the determination to figure out what those crazy symbols and rituals mean, then how to make use of them), can be improved on by science (such as by a friend or foe injecting them with some concoction to either help them or harm them, and their body adapting to it), or take up any technological creation and use it or command it through its appropriate control. The idea of Soldiers and Widows of Arachnos being natural origin and then contradicted by the patrons is false. (Other origins being able to make use of other origin paths and abilities also apply. The origin is just that, the character's origin. How they started out on their path of being a super. [Edit: It also determines what their affinities are, so how easily they can adapt to different things, and what methods they are likely to use to gain more power or understand something. That more falls under roleplay though.])
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I don't solo at x8 on anything other than my Brutes*, so I have no solo play reference for your experience to compare notes with. I know when solo and I open with Full Auto on mobs, I never have any problem quickly hitting everything in the spawn even at x4. And when on a team at x8, I still never had any issues with being out of position to hit everything in the group. However, I am aware that sometimes it can be tedious or impossible if the group is spread out. Also, it can be tedious to quickly target a central mob to anchor Full Auto's attack with depending on mob placement. And the wider cone helps with those since it gives more room for error. That didn't change the attack's DPS though. As for Flamethrower having higher DPS, it really, really, doesn't. It looks and feels like it does, but it doesn't. My current Assault Rifle Blaster does not have Flamethrower, but I was led to believe the damage is applied when you use the attack instead of waiting a half second for some unknown reason to apply the damage now. Not having that pause before the damage is applied is not the same thing as a faster projectile. The cast time and animation time are unchanged. (Edit: So the projectile still hits at the same time as before, but that nonsensical pause in damage application would be gone instead.) The same amount of damage is being applied to the target. The same period of downtime before the power can be used again is still in effect. There is no increase in DPS. What the shorter duration at equal damage did was make it more likely that all the damage, or at least more of the damage, is applied to the target before the target dies from your other attacks or your teammates. The math doesn't lie. The DPS didn't change. It's how quickly that damage is applied that changed. (Edit: For clarification, yes, targets die faster from the attack, but that is not due to a change in DPS. It is due to a change in rate of damage application.) *- Edit: I have no Tanker characters I use for play. I have 2 of them for base building, they are only level 4 and will always be level 4 since that is as high as they need to be to get Hover so making bases is easier. The only Tanker character I ever made that I enjoyed I have not brought back yet. (The focus on armor instead of attacks at low levels turns me off from Tankers. Things can't hurt me if they're dead.)
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And from 18 minutes prior to your response: (Edit: It's even in your quote of my post.) Let's see.... Recharge 20 seconds. Didn't change. Cast time 2.33 seconds. Didn't Change. DoT duration reduced to 4.7 seconds from 7.1 seconds. So lets check that DPS. 121.119 damage usable every 20 seconds is 6.05595 damage per second. Original Flamethrower at 121.119 damage usable every 20 seconds is 6.05595 damage per second. The damage accrues over 2.4 less seconds of DoT now, but the attack's DPS didn't change. At all. It's just more front-loaded now. Just how much time were you spending trying to position yourself to hit a group of mobs with Full Auto before?! It never took me longer than a click.