Jump to content

Rudra

Members
  • Posts

    7560
  • Joined

  • Last visited

  • Days Won

    42

Everything posted by Rudra

  1. However, tips don't change your character's alignment unless you accept the change during your own morality mission. (Edit: There is also the consideration that you can choose to do the tip mission as your current alignment, which further negates the build up alignment progress argument.) I don't see that as an invalidation of @Luminara's statement. Yes, radio/paper missions are ad libs, but like @Luminara said, enemy groups not found in radio/paper missions are found in tip missions, where their missions fit the faction where ad lib may not. I'm not arguing against the OP. (Please see my earlier posts.) I'm just saying your argument has holes in it.
  2. No, they aren't applied slowly over their duration. They are applied immediately, as limited by cast time, with ongoing effects. A sustained effect is not a slowly applied effect, it is simply sustained. Now if say Darkest Night, to use as an example, applied a -2% damage debuff and -1% ToHit debuff that increased over time to the power's base -22.5% damage debuff and -11.25% ToHit debuff, then it would be applied slowly over its duration. However, it doesn't work that way. Darkest Night immediately applies its -22.5% damage debuff and -11.25% ToHit debuff after the 0.5 second wait time of its 3.17 second cast time. So you are applying the power's full effect even before you finish getting through the power activation animation. And that time before effect is found in every power in the game. The only thing that keeps Darkest Night from achieving its full effect upon being used is the target's resistances to those debuffs if the target has any. Same thing with Tar Patch. 1.067 seconds into Tar Patch's 3.1 second cast time, you are already applying the power's full -72% run speed, -1000% fly, -50,000% jump height, and -22.5% damage resistance (as resisted by the target's appropriate defenses if any) without any build up. Same thing with every other power in Dark Miasma. There is no progressive application of effect, just sustained application of effect. Edit: Howling Twilight is actually a great debuff power. It just also happens to be a great rez. Howling Twilight applies a 15 second Mag 3 fear effect for 15 seconds, -50% jump height, jump speed, running speed, and flight speed for 30 seconds, -500% target regeneration for 30 seconds, and a Mag 2 Stun for 15 seconds. I use Howling Twilight specifically as a debuff when the fight starts going south before focusing on spamming heals. (Edit again: Conveniently, it also gets my allies back on their feet as long as I had the sense to be near their corpses. Which also means my follow up heals ensure they stay alive long enough to get their toggles back up or their pets back out or to get out of range.)
  3. That... is actually a pretty cool idea.... Though it would be a minor effect for the DoT/HoT since the affected targets are effectively removed from battle.
  4. Please tell me you aren't being serious. If a new player for some reason struggles with a direct heal that also heals over time, how would that theoretical player manage applying just a HoT effectively? Managing a stream of small tics of healing to keep allies alive is far more complex than simply applying a direct heal, even if that heal also has a HoT component. You see, this is where we differ and why I can't accept Twilight Grasp as a HoT. You see Dark Miasma's powers as a progressive thing where I see it as an immediate, continuous thing. I want my enemies to be slower and take more damage? I throw a Tar Patch and they are immediately slowed and rendered more vulnerable until they leave it. I want my enemies to be less accurate? I throw a Darkest Night and they are suddenly near blind until they or I die. I want them not attacking at all? I throw a Fearsome Stare or Petrifying Gaze, and they are immediately cowed or held. I want a group of them out of my way? I throw a Black Hole and they are immediately removed from the equation until the Black Hole goes away. There is nothing slow or progressive in Dark Miasma's power set. It is all about immediately, negatively affecting your enemies. So its heal likewise immediately, negatively affects its target while also immediately, positively affecting nearby allies.
  5. No, that is an argument against HoTs as the only means of healing. Even Nature Affinity has a direct heal, and it has 4 HoTs. That direct heal gives the player the ability to tell an ally "You're not dead yet! I've got you!" whereas a HoT says "If you can hold out a little longer, you'll be okay!". If the set has multiple heal powers, even if they are mostly HoTs, like Nature Affinity does, your character can go "I've got you! You're fine!" with that direct heal and then follow up with "They aren't going to hurt you any more!" with the HoT further bolstering them. Dark Miasma only has the 1 heal. Sets with no heals have other powers you can apply to your allies to keep them alive. Like Force Field where you can layer levels of protection on your allies and mitigate the need for heals in the first place. Dark Miasma is all about debuffs. Even Shadow Fall is a debuff, it just also happens to have a buff in it as well. And without the other tools to use on your allies, relying on debuffing your enemies, unless your anchor is a GM, you're going to be constantly throwing new debuffs on targets to protect the team, which the team will promptly kill because debuff anchor visual seems to mean "Kill this one NOW!!!!!" to most players, so that heal becomes more important. You lack the ability to directly fortify the team, and when they take damage, if you only have a HoT, they are likely going to die unless you are spectacularly fast at re-applying those debuffs to whatever is about to imminently terminate that ally. (Or pet.) (Edit: And if you think heals in this game are 'whack-a-mole'? Try preemptively debuffing specific enemies to protect specific allies. Yeah... not a nightmare I want to deal with....) Had your request been "Maybe add a HoT to Twilight Grasp", I would have said "That is probably on the OP side", and then shut up after any counter-arguments. Because it can still work, even if the direct heal part is lowered slightly to compensate. Simply converting to a HoT though? That requires the character to lean forward and preemptively "heal" allies to protect them, which is not as viable a strategy with a heal that requires an enemy to pull health from, and hampers the set's ability to keep characters alive since it would now lack any direct heal ability and only have a HoT. "Sorry, Rockford. If only you could have absorbed that 800 HP hit you ate after my HoT started to affect you, you would have been fine. But hey! If you had, then I wouldn't have wasted part of my heal over-healing you!" doesn't work for me. I don't care if I over-heal allies or pets. I only care that my allies or pets needed an injection of more health and I was able to provide it before that next hit finished them. As far as theme goes? Sure, shadows and darkness can be viewed as a creeping progression like you say, but they can also be as sudden as blowing out the candle. So from a thematic point of view? Twilight Grasp as is fits darkness just as well as a more progressive approach like a HoT, except with the ability to keep allies/pets that suddenly need the help for any reason alive where a HoT cannot.
  6. Because when I go to heal myself, my pets, or anyone else with me, I need that heal now, not progressively over time. Yes, I prefer the direct heal over a HoT. Like I said, when I go to heal someone, regardless of who that someone is, I need that heal to affect them immediately. Dark doesn't have an array of heals to fit any given situation, and Twilight Grasp is a PBAoE, not a ranged heal. So if I'm not alone and someone needs that heal? First I have to get near them, and then use the power while praying they don't run off to smack something else before its effect kicks in. (Especially true of pets.) Now if it were to be a HoT instead, the likelihood of that character dying increases. (Especially for pets, since the T1s are already more fragile for being 2 levels lower than you and probably won't survive long enough for that HoT to save them.) HoTs are fine in sets like Nature Affinity because it has 4 HoTs, 1 of which also has a direct heal. So sets like that can layer their HoTs. Dark Miasma has 1 heal, and aside from Shadow Fall's PBAoE effect, everything else is applied to the enemy. (And everyone seems to prefer to target and murder whatever enemy is being used as the anchor no matter how you try to set it up so that they won't.) So converting Twilight Grasp to a HoT is a serious nerf to the set. Twilight Grasp is less "whack-a-mole" by virtue of being a PBAoE. It's primary challenge is being within the 20 feet radius of everyone that may need to be healed. Do you have a defense other than "you just don't like it because you're you"?
  7. Sure you can. You exit the mission, set another mission as the active mission, and then set the tip mission back as the active mission. Everything you did is dumped and you start the mission over. And if that doesn't work for some reason? Log off that character and log on another character, run another mission to be safe, then log back. Or log off the game, wait 10 seconds, then log back on and try again. The thing is, some tip missions have killable NPCs you need and others don't. They aren't all the same. (Edit: And going through all the tip missions to find out which versions of which ones are set up that way is a fairly big task.) So my recommendation is to approach all rescue-able NPCs as being exceedingly fragile and making the effort to pull enemies away from them even if the NPCs are invulnerable. Edit again: Oh, yeah, it's that one. Yeah, also make sure you pull any other enemies within aggro distance of the heroes and eliminate them before freeing the heroes. Once freed, they become valid targets for other mobs that will 1-shot them and make the mission unable to be completed if they are within aggro distance. So... just make sure you wipe out anything near the target NPCs by drawing them away, and you'll be fine.
  8. Yeah, I would rather they just removed the "slowly" text. Leave Twilight Grasp alone please.
  9. I misunderstood. Apologies.
  10. It would work like the Rocket Board et al. travel powers. You can't attack from those. You have to turn off those powers to fight. Edit: Oh, and as far as motorcycles and other options go? A grav bike could work, since it is basically a sit down version of the Rocket Board.
  11. The problem with cars as a travel power, is how do you explain driving a car inside an office building? And if you take the approach CO did that vehicles as travel powers can only be used on zone maps, then why can't your character be driving his/her/their/its car on the instanced city maps some missions use?
  12. Freakshow go up to level 54 according to AE and the wiki. My guess is that you stop seeing Freakshow because they aren't really a player at those levels. They can fight at those levels, they just aren't a real consideration at those levels. As contrasted to Malta and Nemesis, whose schemes threaten on a much larger scale than the typically chaotic, opportunistic Freakshow. Or the Carnival of Shadows that are as insidious as Malta in their overall agenda, but are open about their existence. That's not to say there can't be radio missions for them even at level 50, it's just that the Freakshow are typically being shut down and driven out by the other end game villain groups. Most likely to keep the chaos the Freakshow bring from disrupting whatever long term plans the other factions were building up with their peripheral operations the radio picks up on. The Rikti aren't exactly a major operator either, what with their internal conflict bordering on full civil war, so players aren't likely to come across Rikti operations on the regular. So while there can (and probably should) be Rikti radio missions, they should be rare. And rarity isn't something radios can handle to the best of my knowledge. So I'm guessing the Rikti don't fit well into the radio scheme. They aren't going to be running around and robbing banks or grabbing random civilians. They have the Lost to handle that. So Rikti operations are going to be of a more subtle or expansive type. To me, that justifies them having tip missions but not radio missions. In the tip missions, at least the ones I've seen and completed, the Rikti aren't the cause of the mission, something or someone else is. Like that old Rikti artifact tip mission, either you go after the artifact yourself and face the Rikti that were sent to retrieve it or you let someone else go so you can raid the Rikti base. Either way, the Rikti aren't out there just taking a hostage, robbing a pawn shop, or what have you. They are instead responding to a threat or are being raided by you.
  13. Galaxy Adjutants, the lieutenants, also self-rez. Unlike the Freakshow outside of the Super Stunners though, Galaxy mobs can only rez if there is an enemy within 25 feet of them. So if you finish them with a KB attack or you break off from melee and finish them with a ranged attack, they won't rez. (Same with the boss.)
  14. SOLO IS AN OPTION. And has nothing to do with the topic. The topic is about leading TFs/SFs, not soloing them. And @Ghost's comment is that there is no need to wait an extensive amount of time to form that team to do that TF/SF because it can be done with less than a full team.
  15. To add to the list of ways to deal with MoG'ed PPs, you can pop yellow inspirations to counter their heightened defense. And like @lemming said, if you still can't hit them, you turn your attention to other enemies to fight while you wait out the 45 seconds of MoG they have. (Edit: Unless you're a MM. In which case just keep hitting the PP. Your pets will be raining enough attacks on the PP that they will slowly be landing hits on the PP even through MoG.)
  16. Precisely, there are enemies that can become tougher when they take too much damage and haven't been defeated. There are maps that can spawn bosses even with No Bosses turned on, because they weren't part of the map's initial spawn generation. Hells, you can encounter bosses, including Council bosses, that were placed at map generation when the No Bosses flag is being applied, simply because they downgraded to bosses. (That mission in Port Oakes with the Vampyri that was smuggled into Port Oakes comes to mind.) I haven't heard any complaints about any of this until people started complaining about the Council after they got reworked. (And I still haven't heard any complaints about enemies upgrading to bosses mid-fight except for Council War Wolves.) And the biggest complaint is for something the Council (and 5th Column) have always done. But now, suddenly, it is a serious problem? Now, suddenly, it isn't fair? How does that make any sense at all? If players are going to complain about the rework the Council got, then they should be complaining about the rework. Not things that they seemed to be perfectly fine with before the rework. Take the OP for instance: The author claims that solo leveling is a chore and then turns around and says that (s)he/they were solo leveling with Council while not even paying attention to the game. Seriously? This isn't an idler game. That is the OP's complaint? That the game no longer plays like an idler that can be safely ignored while doing other things the author seems to enjoy more? The author can't watch a queue of videos while somehow still playing the game? (Edit: As an aside? I still don't understand how the Council rework is stopping the author from being able to chat with people or listen to music while playing. My friends and I chat while playing on the regular. Even during combat at times. And how much attention do you need for your music while playing?)
  17. Or make use of the available options. Use a smaller team size setting when soloing so you aren't fighting downgraded bosses constantly, use any mezzes you may have so they can't transform, make use of your KB/KD powers to keep them from being able to activate their transformation. This isn't anything new. So why is it now a serious problem when it has been going on since Live? Edit: What about Malta Hercules Titans merging into bosses despite the No Bosses option turned on? I don't hear any complaints about them.
  18. Thanks for the heads up. I'm normally red side, so I don't spend time in the Shard.
  19. There is no such thing as a Hamidon Halloween Costume power like the Malta Gunslinger costume power. There is only the event salvage Hamidon Halloween Costume. So you are mistaken about it not being salvage.
  20. No one is saying that display error isn't wrong. I entered the discussion to see if maybe you weren't seeing it because of recharge buffs you already had. Sometimes a bug report post isn't, and a simple dialogue between players can resolve it. @Luminara entered the conversation to give clarity as to how much recharge Cross Punch is supposed to give and explain the expression. @Wavicle entered the discussion to find out where you were getting your information. It wasn't until you responded to @Luminara's 5%/10% post that it should be 100% that you got any push back. So relax, no one is trying to say you are wrong. Just trying to figure out the situation.
  21. No. Per City of Data, which @Luminara was kind enough to explain the expression, it should be 5% if you have just Kick or Boxing, or 10% if you have both.
  22. The more recharge you already have before Cross Punch's recharge boost kicks in, the less noticeable it becomes. Just like damage buffs, recharge buffs are cumulative. Look at it this way, base recharge is 100%. Then you build in 100% recharge into the powers you have. That cuts the recharge time in half. If you also already have 100% recharge as a global effect, that cuts the time to 1/3. And if you get another +100% recharge from a power on top of all that, that cuts the time to 1/4. So the more you have, the less you see when you get another boost to it. https://homecoming.wiki/wiki/Recharge Edit: Do you have powers that take minutes to recharge? Then sure, that would be a good way to see if Cross Punch's recharge is working. Edit again: Cross Punch's recharge boost is: [MagExpr]% RechargeTime Strength (self only) for 6s Magnitude Expression: 0.05 * (source.ownPowerNum?(Pool.Fighting.Boxing) + source.ownPowerNum?(Pool.Fighting.Kick)) https://cod.uberguy.net/html/power.html?power=pool.fighting.cross_punch&at=blaster What that means? I don't know.
  23. On the wiki, it states this is a known bug.
  24. City of Data can be found via this link: https://cod.uberguy.net/ It can also be found via the 3rd pinned thread on the Tools, Utilities, and Downloads page accessible from the Home Page. Also, how much recharge do you have on the powers you are checking? The way recharge works, if you already have a lot of recharge boosts, you may not be seeing Cross Punch's because the progressive gains are harder to see. For instance, my Elec'/Elec'/Mu Dominator has 153.75% Haste (up from 100% base) and my Charged Bolts have a 62.73% recharge reduction. So my recharge on Charged Bolts is 1.85 seconds (from the base 4 seconds). Even if I added in Hasten (which I don't have) and got its 70% recharge boost, my Charged Bolts will still have a 1.4 second recharge. Not a difference I can normally detect. So I would recommend checking your powers' detailed information, using Cross Punch, and seeing if there is an effect there. (I don't know if there will be, I don't typically watch my power's detailed info window, but that is the best way to check I can think of.)
  25. *shrug* My response if someone uses the Flying Disc power on my character when I have an emote going is to re-apply the emote and delete the temp power. (Edit: Yep, I'm a mean and inconsiderate player. Not giving that power back.) That said, if it was possible to not have a player's character's currently active emote not be disrupted by the application of a buff from another player's character? I would welcome that. I don't think that is possible though since those buffs, the frisbee, and the snowball have assigned animations they are required to apply to show those powers have been used just like hitting a (non-held) enemy has to have the appropriate animations applied when affected by player character powers.
×
×
  • Create New...