Rudra
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Everything posted by Rudra
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Would probably work fine for teams. Solo though? There are only 2 things I would do with it for solo play. First, I would make it function like the trip mine from /Devices, get rid of the interrupt time. Second, I would reduce the recharge so it doesn't take forever to build your trap.
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Disappointing, but not something I can argue against.
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Just for clarification, Heavy Burst is a cone attack. Not sure if you are aware. Also... Aim, Aim, Aim. Why always Aim? Why not the Target Designator? Make it a toggle instead of a clickie, make the power animation a laser sight emanating from the weapon so no extra animations are needed, and have a constant buff effect on the player or a constant debuff effect that checks to be applied with all your attacks while it is active. Something different.
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Was a bit uncomfortable when I saw the thread title. I mean, we already have SMGs in Dual Pistols, and I think there is a suitable model for a SMG in Assault Rifle. However, I have to say, I kind of like what you are doing with this. My two cents? (Using your own comments and an idea that popped in my head based on title.) T1: Single Shot T2: Burst T3: Heavy Burst T4: Frag Grenade T5: Target Designator T6: Aimed Shot (Basically your Headshot, but I'm personally not used to SMGs being accurate at range.) T7: Spray and Pray or Suppressive Fire (Minor damage wide area cone, -ACC and -DAM debuff to enemies. Because they are more interested in not getting hit by the wild, wide area cone, and maybe also more interested in a change of shorts.) T8: Focused Burst T9: Full Auto
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Yeah, but I could have sworn the giant monster Neo-Shivan at the end of Drowning in Blood, the Shivan Obliterator, was basically that giant Neo-Shivan from the tutorial, just made into a full-fledged GM rather than a tutorial gimmick.
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Isn't the Shivan Obliterator in that one TF basically the giant monster version of the Galaxy City tutorial one?
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I'm not hurting anyone by skipping them. Not even myself. You know how many mobs I haven't been able to beat because I skipped them? None. You know how many missions I couldn't clear because I skipped them? None. You know how much time I saved on my older characters that had them as compared to my current characters that don't? Pretty much none. Use them. They are there to be used. Do not presume to tell me or anyone else that they are essential. Do not presume to tell me or anyone else how to play, unless we specifically ask for it. We all ahve our playstyles. Yours uses Aim and Build Up. Mine does not. That does not mean I am hurting myself by skipping it or that I am a fool for having skipped it. Get over yourself. To the author and others. I apologize for this derailment.
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I think if you have 100% mez resistance, then the duration of appropriate mezzes affecting you is reduced to 50%. The formula for mez protection, to the best of my knowledge, is 1/1+% resist. So if you had 200% mez resistance, the duration would only be 1/3 its normal duration. Edit: So mez protection and mez resistance serve different functions. Mez protection keeps you from being affected until the mez exceeds your protection, and mez resistance gets you out from under the mez's effects sooner when you are affected. (Edit again: So basically, if I remember correctly, the original presentation of mez resist in game for our characters was % mez resistance, but was changed to instead show duration reduction because players would see % resist and wonder why they were being mezzed with 100%+ mez resistance. However, that means that the duration reductions shown on the combat attributes tab is not linearly cumulative. It shows your current final duration (which is the only part worth looking at since the % resist you could have used to calculate the duration is not there) and the non-linearly cumulative duration reductions that get you to that final duration value.)
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Then you are wrong. Aim and Build Up are options. Just like basically every other power in the game. If you want to use them for burst damage? Great. Good on you. I use it for my Stalkers for their initial AS. If you don't want to use them for burst damage? Great. You can stick with sustain damage and grab other options for that power slot. I don't use them for any of my non-Stalker characters unless I run out of powers I am looking to fit into the build. They are not essential for anything.
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I can't tell if you're being sarcastic or serious.
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If this is a suggestion for this web site, then the post should be here: https://forums.homecomingservers.com/forum/63-website-suggestions-feedback/ Edit: There are also sites that give detailed info on all the zones here: https://archive.paragonwiki.com/wiki/Main_Page and here: https://homecoming.wiki/wiki/Main_Page
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The Goliath War Walker is easy to duo, so I can't imagine it would be that hard to solo.
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My attempt at a giant monster event for a currently not available for game content zone. At least it isn't just another giant monster just standing there waiting for a lone incarnate to stomp it.
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(Scrapper) Energy Aura Entropic Aura Taunt Duration
Rudra replied to SomeGuy's topic in Suggestions & Feedback
You missed my self-correction. I saw it when I posted the Fury post. Edit: I still want to know why mobs in my RttC aura run away so often if it has such a taunt effect though. As opposed to your brutes apparently. -
We already have lots of giant monsters. Seems like damn near every zone. More giant monsters for the sake of more giant monsters is boring. Not every zone needs a giant monster. If you want more events? I would vastly prefer something more interesting than just another giant monster standing there waiting to be smacked down.
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(Scrapper) Energy Aura Entropic Aura Taunt Duration
Rudra replied to SomeGuy's topic in Suggestions & Feedback
And here is where the provided Fury link goes: (Looks unsurprisingly similar.) (Edit: Darn those raid tags on the long durations you cited.) Edit again: Okay, I see the exclamation marks now. It's at the start rather than the tag. -
No thanks.
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(Scrapper) Energy Aura Entropic Aura Taunt Duration
Rudra replied to SomeGuy's topic in Suggestions & Feedback
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(Scrapper) Energy Aura Entropic Aura Taunt Duration
Rudra replied to SomeGuy's topic in Suggestions & Feedback
Gauntlet also has the raid tag. Standard Effects 100% chance Child Effects 100% chance 14.96 second Taunt (Mag 4) if target.HasTag?(Raid) && (@ToHitRoll + 0.2 < @ToHit) 100% chance 14.96 second Taunt (Mag 4) if !target.HasTag?(Raid) 0.5 PPM 6.0 second Taunt (Mag 4) Edit: And is single target only. So how does that work for an 8-feet radius aura? Best you can claim is a 6 second taunt. -
(Scrapper) Energy Aura Entropic Aura Taunt Duration
Rudra replied to SomeGuy's topic in Suggestions & Feedback
Tag Raid: https://cod.uberguy.net/html/entity-tags.html?tag=raid&q=bears It's not just iTrials and the like. The Ghost Ship has the raid tag. Lusca has the raid tag. A lot of mobs have the raid tag. -
(Scrapper) Energy Aura Entropic Aura Taunt Duration
Rudra replied to SomeGuy's topic in Suggestions & Feedback
I am? Because here is where I got that information from: https://cod.uberguy.net/html/power.html?power=tanker_defense.willpower.rise_to_the_challenge&at=tanker It's kind of funny that this thread is about RttC and Entropic Aura, but you are citing... let me check your links... Fury and Gauntlet? Which is not what the OP is talking about. Edit: Also, I'm curious as to what you do with your /Willpower brtue as opposed to what I do with mine. Mobs are more than happy to just up and run from mine unless I'm smashing their faces. They don't stay there if they are on my flanks/behind me where my attacks can't hit. (Edit again: Which is why I didn't even know that RttC even had a taunt effect. Because RttC doesn't seem to taunt anything. As stated in my post you quoted.) -
(Scrapper) Energy Aura Entropic Aura Taunt Duration
Rudra replied to SomeGuy's topic in Suggestions & Feedback
Yeah, if the issue that would prevent the OP from being implemented is that the devs don't want to increase taunt effects for just Scrappers, then it is a non-issue. Tanker Willpower: 100% chance 1.25 second Taunt (Mag 3) if target.HasTag?(Raid) && (@ToHitRoll + 0.2 < @ToHit) The issue isn't Scrapper versus Tanker. The issue is there are apparently two sets that have no mentionable taunt in their aura taunt effects. My /Willpower brutes have no mob holding ability. I didn't even know RttC even had a taunt component. So I agree with the OP. RttC and Entropic Aura should have their durations upped to the 13.6 seconds every other set has. -
Please standardize mission progression in Striga.
Rudra replied to Hedgefund's topic in Suggestions & Feedback
A timer would solve your problem without taking away the randomness other players enjoy. -
Please standardize mission progression in Striga.
Rudra replied to Hedgefund's topic in Suggestions & Feedback
That is how RNG works. If you want to simplify the process, then ask for the RNG to place a block on abandoned missions for a period of time to increase the likelihood of getting the mission you are after. Some players like the RNG element. Especially if solo. Some teams like it too. It gives them more missions to run from the same contact. Other teams don't like it. That's just how it goes. (Edit: Maybe ask for like a 5 minute timer to be placed on abandoned missions. That should be well more than long enough for your teammates to cycle through to the mission the team leader has with little fuss.)