Rudra
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Everything posted by Rudra
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Well, that is the gist of what the OP is asking for. And as has been stated in several responses, there are options available to players for making sure the character they intend is going to be fun. If those players don't want to make use of the already available options? That's on them.
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There's a point I hadn't thought of. Which brings us back to the test server. If you want to avoid the situation of having a character you don't find fun, make it on the test server and auto-level up to test it. It doesn't even need the bio or character costume/design. Just run default character from the creator with your chosen power sets at your chosen level and give it a go. No fun? You invested nothing in it other than the time it took to use the test server's tools.
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Aside from the comments already posted in response? There is the consideration, which has also been posted in this thread, that the request is likely not even possible.
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Scirocco going hero was supposed to provide this. And his redemption arc looked interesting from the available cut scenes on YouTube. I would like Scirocco's redemption arc to be finished, both because it would provide what the OP is asking for and because I really want to play that arc. Edit: I realize that data probably no longer exists, but I can hope.
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I mostly get what you are saying. Mostly. I need to point out that commonly used macros and binds can be stored in a word processor file of any kind to simplify the process, just tweak the character as needed. Saving and loading costumes isn't anything at all, the game does all the work other than clicking the buttons for you. Where you lose me at is the level to 50 and respec. You plan your characters to require a respec when you hit level 50?! Like, that is an intentional thing you do with your characters?! And as has already been pointed out in the thread: origins, ATs, and power sets are locked in the character. If this has changed, an announcement from the devs would be appreciated. (Also, just because your character starts doing things differently doesn't change how and why your character first came into being with their starting abilities. You started out as a science origin character and picked up magic along the way? Just like the super strength character that finds and starts using a sword, you're still a science-oriented character. The science-granted abilities you had didn't just go away, you can just also use magic now. Unless the magic completely transformed you into something/someone else. In which case you are a new character, so make a new character. You started out as a technology origin character and you suddenly pick up a mutation? If you still use the technology you started with, then you are still a technology origin character, you just now also have one or more mutant powers to help as well. If you abandoned the technology you used? It is still there, ready and waiting for you to go back and use it. It didn't suddenly just disappear because you now prefer to use your new mutations. If you lost access to your technology? Then you are a new character, so make a new character.)
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Article 1 Heading 4 Subsection 3 of the Cottage Rule. I like that. Anyways, I'm actually for the OP. I use Provoke on a few of my characters too. If it had better duration, that would be nice.
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Tonfa can also be used for trip and takedown attacks. So a new set could include knockdown attacks as part of its combo system. Something the Dual Blades set can't do without procs. (It also lacks the correct animations for the maneuvers.)
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So do to Dual Blades what was done with the other melee weapon sets. Create a Stick Fighting set that is similar to but slightly different from Dual Blades. Edit: Personally, while I admit it would be more work, I think taking the Dual Blades set, cloning it, slightly changing it, and making that a new Stick Fighting set would be a better option than just re-skinning Dual Blades' weapons to include tonfas.
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Animation Walk Quadrupedalism is a form of ...
Rudra replied to Chi's topic in Suggestions & Feedback
Her movements are still a monkey's bounding, not a horse galloping. Impressive though. Edit: Doesn't beast run already do what she is doing in the video? -
Animation Walk Quadrupedalism is a form of ...
Rudra replied to Chi's topic in Suggestions & Feedback
Are you kidding? That is an entirely different type of strut than the author is asking for. The author is asking for quadrupedal movement, specifically equine movement. Are you now trying to tell me that a human physique is capable of that kind of motion? -
Animation Walk Quadrupedalism is a form of ...
Rudra replied to Chi's topic in Suggestions & Feedback
Still means a bipedal human model can't gallop or strut. -
My mistake.
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When the TF was released at launch of game, the Mech Men were not new. As per the wiki (https://archive.paragonwiki.com/wiki/Council/Robots): Zenith Mech Man Zenith Mech Man Vandal, the genius behind the Council's technology, created his first robots during the 1940's. He's been improving on them ever since. Now known as the Zenith Mech Men, these tough and deadly machines are 100 times more dangerous than their predecessors of 60 years ago. Modern Mech Men have tough, thick armor, redundant systems that resist damage, and a powerful onboard AI that makes them faster and smarter than most human soldiers. When you are sent after them, they are a vastly upgraded model. They are "new" in that they are a new model of the robots. There are players that would say this is a good thing since it means you can steamroll the streestweep and be done quickly. Why would the Freakshow have any role in the TF? You are raiding active Council bases. If the Freakshow took the base over, then it is obviously not an active Council base and would likely have had any data you were sent to retrieve wiped or moved to another location. (Edit: Neither would the Freakshow or any other faction have the requisite Council data disc you need to find from the streetsweep.) Vandal is noted as being a roboticist and tinkerer. The Council is not known for being involved in investigating the Well of the Furies. The Council pursues incarnate power by going to Cimerora and dealing with the ancient Nictus there. For that matter, the Well isn't even addressed in the story until later. The earliest SF I know of that references incarnate power sends you after the Flames of Prometheus, not the Well of the Furies. And the Nemesis plot TF about incarnate power is about Pandora's Box, which is a repository of Zeus' power, not the Furies. I'm all for cleaning up the legacy TFs. Some are just overly long with all their filler missions. I would advocate not changing the stories of those TFs though. New TFs can be made to address the things you want to see.
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No, they really can't. A little crack in a hoof does not allow for wielding weapons. It does not even allow for basic gripping of large objects. The reason why tool using creatures in any depiction don't have hooves for hands is because hooves are not suited to wielding tools. Tentacles or psuedopods? They work. Hands with opposable thumbs regardless of number of fingers? They work. Claws (edit: as in pincers)? Can at least hold a tool, though they would need something else to enable them to use anything like a trigger on any human designed gun. A basically reinforced toe? Doesn't work. Just leave it at the interaction is ignored like if you give your character hook hands for both hands.
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Animation Walk Quadrupedalism is a form of ...
Rudra replied to Chi's topic in Suggestions & Feedback
The way a quadruped can move and the way a biped (using human base form) can move on all fours isn't the same. How do you propose making a bipedal form moving on all fours gallop or strut? Edit: Look at limb arrangement for instance. A horse's forelimbs bend back the way our legs do, and their hind limbs bend forward the way our arms do. Our limbs are arranged opposite in joint layout of each other. So a bipedal form using a human base does not have the range of limb movement necessary to emulate a strut or gallop. -
So by ignoring the interaction. Sure. I'm not against more options.
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How would that work with weapon powers?
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The winter sets can be acquired through Winter Packs all year too.
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Midnight Visage Temporary Power Should Not be Deletable
Rudra replied to Astralock's topic in Suggestions & Feedback
Maybe at level, but pretty sure you can't if done through Ouroboros. (Edit: Not without having to restart the arc at least.) I think this came up back on Live too though. And I think you can just go back to Darrin Wade and get a replacement power without having to drop and restart. Not sure though. -
Okay, sure. One question though. The Dimensional Warrior badge has its target spread across multiple arcs and all the nightmares are in the same trial. Does it really matter if you know which nightmares you already have? After all, as long as you keep doing the trial, you will eventually get all the nightmares and the badge being awarded posts a large message in the middle of the screen to say you have them all. Don't get me wrong. I don't care if this is added to Null the Gull. I just don't understand what it would achieve since all the targets needed for the badge are in the same mission, just randomly picked from the pool.
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Scale Exemplar Enhancements Values better
Rudra replied to Arbegla's topic in Suggestions & Feedback
Let's take a look at these hypothetical MMs. For this example, I am going to use Ninjas/Dark Miasma. Assuming the exemplared and not exemplared MMs chose the same powers and slotted the same way, we get this: Level 13 MM Level 50 Exemplared MM with Legacy Pre-Revamp Build Call Genin: 6 slots Call Genin: 6 slots Twilight Grasp: 2 slots Twilight Grasp: 6 slots (Going for the ToHit debuff + heals like I did with my MM) Aimed Shot: 2 slots Aimed Shot: 5 slots Tar Patch: 1 slot Tar Patch: 3 slots Train Ninjas: 1 slot Train Ninjas: 1 slot Darkest Night: 3 slots Darkest Night: 3 slots Fistful of Arrows: 2 slots Fistful of Arrows: 4 slots Call Jounin: 3 slots Call Jounin: 6 slots Howling Twilight: 5 slots Shadowfall: 6 slots Maneuvers: 3 slots That is just the powers the exemplared MM has. That is not taking into account the rest of the powers that may or may not have sets that grant bonuses as far down as level 13. Assuming the level 13 has SOs slotted in every power, the level 13 is still outclassed by the exemplared MM. Now, you can play around with the slots all you like, but that level 13 MM only gets 2 enhancement slots every odd level starting at level 3. So that level 13 only gets 12 added enhancement slots to assign, and those slots are limited by when they are gained and the powers the player wants to slot them in are gained. The level 50 MM has 38 added enhancement slots from original placement while leveling just in the powers the exemplared MM has access to for being exemplared down to level 13. So yes, the level 13 MM is outclassed by the exemplared MM even with enhancement bonus reduction in effect. -
Scale Exemplar Enhancements Values better
Rudra replied to Arbegla's topic in Suggestions & Feedback
Parity for what? Assuming the level 50 MM exemplared down to level 13, the exemplared MM still has 50 levels worth of enhancements compared to the not exemplared MM's 13 levels of enhancements. The exemplared MM still has 18 levels worth of powers as compared to the not exemplared MM's 13 levels of powers. The exemplared MM still has full use of set bonuses from Hecatomb, Ragnarok, or the other purples at level 13 as compared to the not exemplared MM's no purple sets because they can't be slotted until level 50. The exemplared MM probably has full suites of ATOs still giving their full set bonuses which the not exemplared MM probably does not have. And the kicker? The exemplared MM is still only facing content designed with the expectation that the character will have Training Origin enhancements slotted. Not Single Origin enhancements, Training Origin enhancements. The argument is: because now all characters can have SOs at all levels (which was power creep when requested), all characters need to retain the equivalency of SOs at all levels. Which is false. As provided in the linked Exemplar Effects On Enhancements, exemplared characters are subject to degraded enhancement bonuses to provide balance against the not exemplared lower level characters. The devs say so on the page explaining the system. (Edit again: And that is with the consideration that the lower level character is using SOs. So even with the lower level character using SOs, the scaling is still meant to provide parity.) So the argument is to throw out what balance is still retained. So what parity are you talking about? The scaling is designed for parity. Because as stated by the devs on the explanation page, exemplared characters still have the advantage while exemplared down, so enhancement reduction is applied to provide parity. And that is without adding in things like retained set bonuses while exemplared. Edit: Also, your argument is appropriate to a MM pet suggestion thread because MMs deal with that regardless of exemplared or not. Yes, MM pets suffer level penalties making it harder to keep them alive and harder for them to hit targets as the MM levels and gets more pets of that tier. And that was done with game balance in mind as well. That is not a "the MM exemplared down" issue, that is a "I'm playing a MM" issue. Edit yet again: Besides, as @Arbegla pointed out, the exemplared MM only has any additional tier pets the level shifts afford, not any extra tier of pets. So the exemplared MM and the not exemplared MM have the same number of pets per tier, but the exemplared MM gets their tier 3 pet while the not exemplared character does not. Which is why I routinely have more pets while exemplared than I did while leveling up. -
Scale Exemplar Enhancements Values better
Rudra replied to Arbegla's topic in Suggestions & Feedback
Not at low levels it isn't. At the lowest levels, it is balanced around TOs. Then as you get higher in level, it is balanced around DOs. Then when you get high enough in level, it is balanced around SOs. SOs used to not be availalbe until fairly late in the game. So content where SOs did not exist at the time are not balanced around SOs. They are balanced around TOs or DOs. Edit: Hence the repeated comments that the game was not made more difficult to match being able to slot SOs earlier than before. -
Scale Exemplar Enhancements Values better
Rudra replied to Arbegla's topic in Suggestions & Feedback
Even with that being true, you have yet to explain what problem this fix solves. No exemplared character that I know of struggles to do any exemplared content. You still have more enhancements available regardless of what level you exemplar to. You still get your set bonuses if you don't exemplar more than 3 levels below them. You still get the set bonuses of the very rare enhancement sets regardless of what level you exemplar to, which are way powerful set bonuses. You still get the set bonuses of any PvP IO sets you slot regardless of what level you exemplar to as well. ATOs grant their set bonuses as far down as level 7 and Ouroboros won't exemplar you below level 9. If you team with someone lower level than that, you still get all your enhancement slots plus 5 levels worth of powers. What is this fix supposed to fix? You have yet to answer that beyond "well, it doesn't seem fair that my level 50 is doing less damage from enhancement bonuses than the at level lower level character". Which is only true if you exemplar below level 32. And even at that, dual effect, triple effect, and quaternary effect enhancements are not subject to the exemplar degradation until their listed bonus is higher than the exemplar system says it should be, so those don't degrade until some time potentially well below level 32. What is the OP supposed to fix? What can you not do or are struggling to do because you are exemplared? Edit: From the exemplar system page: Due to Step 1, you can use up to level 25 Dual-Aspect IOs, level 43 Tri-Aspect IOs, and level 50 Quad-Aspect IOs and suffer no bonus reduction unless you Exemplar to level 20 or lower. (Those breakpoints are only accurate for Schedule A benefits. Schedule B's are higher, C's and D's are lower.) -
Scale Exemplar Enhancements Values better
Rudra replied to Arbegla's topic in Suggestions & Feedback
You're joking. I've exemplared my MMs frequently. If you get the third pet at level 18, and you exemplar down to level 13, you still get the 3rd pet, which the level 13 MM doesn't have. I may be wrong, but I'm pretty sure that if the +5 levels would put you at a point where the T1 or T2 pet power would have more pets? You get the more pets. I routinely have more pets while exemplared than I did at level. And the pets don't perform worse because they are exemplared down either. They still get the benefits of their slotted enhancements, which they can have more of than the at level MM on their pets depending on what they exemplar down to. (Edit: On top of the greater number of pets.) Your argument still fails.