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Rudra

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Everything posted by Rudra

  1. Looks like that is the actual term to me. Example: https://gist.github.com/cmcdevitt/28e7468a225c0e52bfdb6123ebc33650
  2. Then why even bother taking Shield Defense? (Edit: Just take Willpower at that point. And it is even already available to Sentinels.)
  3. D-Sync Provocation. It has Taunt, Placate, Accuracy, and Recharge +33.3%, and doesn't need to have a taunt or placate effect in the power to slot it.
  4. By issue 3 they had updated to where multiple toggles could be active, for example invulnerability and fire tanks could have all armor toggles running. For example @Kruunch had the definitive invuln build then, which hit 90% to everything on SOs. Great. My comment was that at launch we couldn't do that so the bosses were harder. The comment you are quoting came about because the individual I was commenting to said that was back in Issue 0 (Beta) that we could not have multiple armor toggles from the same set active at once and that after launch we could always use all our armor toggles (except for Dark per this person), and I was pointing out that it wasn't until quite some time after launch that we still could not do so. (Edit again: I don't really care when the ability to run all our toggles was granted to us. In this instance, I only care that after launch until whichever issue was posted, we could not do so. That is my point.)
  5. When my target runs away (particularly bosses, EBs, and AVs) because I placed a debuff on them, it doesn't matter if I hit them with my Blackwand followed by my Nemesis Staff followed by anything else. They just keep running. If anything, they seem to run faster, especially when the Nemesis Staff sends them flying away aiding their retreat. (Edit: And that is regardless of whether I maintain the debuff or drop it to keep from aggroing anything extra.) Edit: The run away mechanic definitely needs some tweaking. At the very least, like was mentioned earlier by others, mobs need to stop being able to run away so fast. It very much seems like they get faster when they run away without having any powers that would do so. Especially when they are stunned and stagger off at Sprint + Athletic Run speed without having either power. (Edit again: Particularly frustrating when they run staggered that fast out of Caltrops, Tar Patch, or any other slow power. Seriously, how the hell are those Hellions, Skulls, or Freakshow moving that fast when they get stunned and start from inside a slow patch?!)
  6. I've never seen that happen. Not saying it doesn't, but do you have any other effects going on at the time too? (I often zero out enemies' END and keep them there with my electric characters. Haven't seen them run away because of that yet.)
  7. That actually happens in a LOT of missions. Like when the Skull boss defeats nearby spawns of Skulls. Rikti blasting their own reinforcements. And more. (Edit: Skull example is from a Lords of Death mission. Rikti example is from multiple Rikti missions where ambushes spawn.)
  8. The thing I don't get, is that Synapse's TF is that story arc, minus 2 or 3 missions. The full exact same thing down to boss names and mission locations. Oh, and the TF awards a badge for completing it whereas the story arc's reward is the relief that it is finally over.
  9. If this is the all Clockwork TF, be glad it's the TF and not the story arc. They are the exact same in every way except that the story arc has more missions in it. I think 3 more missions than the TF has. I can't remember what contact gave the story arc, but basically, I avoid any contact that deals with Clockwork to make sure I never go through that story arc again.
  10. The flee mechanic factors in damage being done to the target, number of allies defeated, and whether or not they are being debuffed. Mobs will attempt to get out of debuff effects. If the debuff effect is attached to them, they keep moving to get out of it, so they run away. They also continue moving to get away from debuff effects until they are clear "enough", which too often causes them to run away. This is something many of us have complained about repeatedly. It doesn't matter what tier mob the mob is. It doesn't matter how fanatical the mob is supposed to be. I've watched full on AVs turn tail and run because I hit them with a Darkest Night. It is supposed to reflect the mobs fighting "smarter" instead of just continually standing in layered damage and debuff patches until they die.
  11. No attack's root time is that long. They are barely longer than the animation time. If I remember correctly, the root time is so the character can do the animation for the attack. Otherwise, they would need different animations for running forward, running backward, running to the side, running at an angle, and jumping for all of the above for every attack. That's why jumping and attacking doesn't always work for getting around it, because sometimes the animation drops you back to the ground disrupting the jump.
  12. Server: Everlasting Zone/Mission: CoT_45_Layout_02_03 Position: [530.9 -78.0 891.3] The CoT bridge is not connected. The nearby bridge connects at a lower point in the wall, but this one doesn't connect at all. (Edit: Found the problem. The bridge shifted. It is embedded halfway into the walkway at the other end. So the bridge just needs its position shifted back to where it is supposed to be.)
  13. Could ask for a new day job badge. GAMBLER Location: Golden Giza Effect: Lose 100,000 infamy/influence per hour logged off at location. Mag 2 Confuse protection for up to 1 hour (due to focused anger from the House taking your money). (Gain 1/24th hour confuse protection per hour logged off at location.) Edit: Unlocks Use Slot Machine emote when badge is earned. (Spawns a slot machine at your location that you use once each time you use the emote. You lose 100 inf' each time you use it. Has a 1% chance of awarding 1,000 inf' each time used. Has a 0.01% chance of awarding 100,000 inf' each time used.) Edit again: For clarification, no, I am not being serious.
  14. You're probably thinking of the in game strategy to jump just before you trigger your attack so you remain in motion while you attack. The root still happens, but since you are not in contact with the ground and already moving in a set direction, often the game keeps the jump going. This lets you shoot and get behind cover to draw targets to you or to attack while staying in motion so you can get out of melee range with a mob. (Edit: Though some times the root overrides the jump instead and your character just plops straight down to the ground at the point the power activates.)
  15. Enabling player gambling at the Golden Giza.... because where else would a hero or villain in full costume spend their time except gambling the day away while there are crimes to either commit or stop, and ambitions of either a heroic or villainous nature to fulfill. When if you really want a gambling experience, even in the game, you can just take your character up to a slot machine and alt-tab to your preferred slot machine game online or on your PC to get the same effect without having to add a whole new game (most likely in different iterations or there will be those that will complain that all the slots in the casino are the same) to our current game.
  16. My memory on the matter is also rusty, but I want to say there was a previous discussion about name colors with someone testing it and getting different colors for the same name. That is just running off memory though, so take that statement with a bottle of salt.
  17. I haven't noticed that either. And I pop inspirations charging into combat or when running for my life too. Particularly greens and purples. The thing about attack chains in this game, aside from setting up a power to auto-trigger when it times in, the game can only track one attack being triggered by your character at a time. So even during times of peak lag, you won't see your character launching an attack chain unless you keep at it trying to make that chain work. And while I have never heard of the Z key de-queueing an attack, I know I've successfully stopped attacks or other powers from triggering by hitting the ESC key to drop the target. No target selected? No attack happens. (Except for location AoEs. Though ESC still stops those in my experience as long as the power has not already activated.)
  18. Once upon a time, in the rogue choice for the Wanted:Kelly Uqua. Dead:Alive mission, the 2nd Death Scorpion spawned after you defeated Kel'Uqua. Now he spawns when you finish talking to her. Except he still screams about you having defeated Kel'Uqua. Who is standing right there fighting alongside him. So my hope is this is a bug and the 2nd Death Scorpion is spawning too soon. If he is supposed to spawn after you finish talking to Kel'Uqua so he can try to protect her, please let me know and I will move this post to the typo section of the bug reports forums. Edit: Even more frustrating, if an injured mob from another spawn runs near her, it skips the dialogue and spawns the 2nd Death Scorpion. She remains friendly, but the mission completes upon the Death Scorpion's defeat without even having spoken with her. (Edit again: Though at least you can still talk to and fight her after the Death Scorpion despite the bug.)
  19. The downside to this request is when NPCs or mobs move you when you trigger an attack. Your character would have moved and that would cancel your attack, even though you wanted that attack. Worse if you needed that attack to land. Triggered your nuke but you got faceblasted with knockback before it fully activated? (Edit: Or an enemy or passing NPC slightly jostles your character trying to get closer?) Buh-bye, nuke.
  20. Then ask the Chaos United (Everlasting branch) SG leader to put in a Personal Storage Vault. (Edit: Check to make sure there isn't one before you do though. Looks like a massive hinged vault door.)
  21. I'm against this. You can already use the /ah command unless in a mission or a SG base to offload stuff and even to buy salvage for crafting.
  22. If you are the SG leader or at least have base edit permission, then put in a Personal Storage Vault. It only stores salvage and is keyed just to the individual character using it. So even if you somehow have 1,000,000 or more characters interacting with it, each one will only see their own personal salvage storage.
  23. Maybe implement a system like CO used. There is a search window, you type in what you are looking for in it, and in that window it brings up a list of everything associated with what you typed. Made trying to remember where specific pieces were easier, especially when they are not available in the costume part option you chose. And double clicking the search result applied the costume part in question as long as it was a valid piece for your current costume set up.
  24. I don't recall that. I just recall that it was meant for two characters and only two characters, and per the wikis' explanation, that is how it worked.
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