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Rudra
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Everything posted by Rudra
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Let's look at that. Enemies start with a base accuracy of 50%. Let's ignore the different ways their accuracy can be boosted by themselves or other mobs. So we'll stick to 50%. Players cap out at 45% defense even if they get their defense to 3,141,593% defense. (As opposed to mobs that don't have that cap. Case in point: Hamidon's 300% defense making it impossible for the mitos to be hit by the wrong attacks.) That's before any defense debuffs are applied and including any defense buffs. So we'll stick to 45%. Chance to hit is the accuracy - the defense at its most basic calculation, so at base values for mobs and best values for players, mobs have a 5% chance to hit. For decimals, that is 0.05. Then Streakbreaker kicks in. At less than 0.2, or 20% chance to hit after defense is subtracted from their accuracy, mobs have a forced hit after 100 misses. Max defense characters still have a 5% chance of being hit with every attack, with a forced hit on the 101st attack if the previous 100 miss. Good for SR and Ninjitsu. Now we give them player base accuracy at 75%. Now with mobs at their minimum accuracy and players at their best defense, mobs have a 30% chance to hit the defense maxed player. Every 7th attack by the mob is a forced hit on the best defense a player can have character. Assuming that the mobs always miss with a 30% chance to hit somehow. Boost the mobs to 95% accuracy? They have a 50% chance to hit. With streakbreaker, they get a forced hit every 5th attack if the previous 4 missed. Though at 50% chance to hit, I'm betting the mobs are hitting much more often. Good way to make SR characters near unplayable in my book. And the part that most confuses me about your post? Is that mobs already can get up to 95% accuracy. Play at +4 Difficulty? There's an automatic +20% accuracy given to the mobs. Got a mob with Leadership like the Cage Consortium, Arachnos forces in Hard Mode content, or other factions? They boost the accuracy and/or damage of the rest of the spawn. Depending on the power sets the mobs have? Their attacks can have a higher base accuracy than the normal listed base accuracy. Run a TF or SF with the players debuffed and/or the mobs buffed? Accuracy just went up for the mobs. Autohit is a good mechanic for making sure max defense characters can't just faceroll everything, so they'll have to go "Crap! Is that one of the gonna hit me no matter what ones?! Better drop him first!". I understand the need for autohit for mobs. When autohit starts showing up more and more often, especially on the newer content? Well, I still remember back on Live when I joined my first Cathedral of Pain and the league leader opened by telling the SR Scrappers to just stay out of the fight because the Aspect of Rularuu was going to just insta-kill them because their defense was garbage on the trial. (Edit again: So my understanding of your proposal to address the concern that autohit attacks may be becoming too prevalent is "okay, so let's just take autohit away from the mobs that have them and make it so that every mob in the game can rather easily murder max defense characters". That makes no sense to me. (Edit x3: I would like to see more mobs using Leadership. And I would vastly prefer that to more mobs getting autohit attacks.)
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I forgot that existed. Guess I should have gone to the wiki after all. Thanks for pointing that out. To the author, here is a link to the /cce commands and how to use them: https://homecoming.wiki/wiki/Cce_(Slash_Command) (Edit: Word of warning: Do not use the "em none" part of the example macro statements if you make a macro. It worked fine on Live. It disables the costume change emotes on HC. [Or at least it always has so far for me.] The "em none" part of the macro statement is to take your character out of any existing emotes you may have going, but for some reason is disabling the costume change emote it is supposed to be setting up and making it so your costume doesn't change for up to a minute after you hit the macro.)
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Special Tops category in the costume creator. Currently only has the toga, but you can suggest a tunic for it as well.
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Small upgrades for Warshade movement powers
Rudra replied to gameboy1234's topic in Suggestions & Feedback
You're complaining about free travel powers? I don't play the Kheldians so take my comment with a grain of salt, and I would be fine with them getting speed boost to their flight if it is that much slower than Fly, but comparing free travel powers provided by the AT to travel powers you have to pick and use a power slot on for not having the benefit of supplemental pop-up powers is not a good comparison. -
Agreed. An over-prevalence of autohit powers makes sets like Super Reflexes and Ninjitsu worthless.
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Can scrappers get a Taunt aura for Super reflexes?
Rudra replied to BlueValkyrie's topic in Suggestions & Feedback
Hmm, I thought I remember it being pretty well received overall. But I could be misremembering that instead. The thing is, for those of us that take and use Confront? That would not be an improvement. That would be a downgrade. And for me at least? That would get me to respec my Scrappers and get rid of Confront. I use Confront to pull targets to me. Either off my friend or out of a room. I want them coming to me. If I wanted to go to them? I have the "W" key. Or Teleport. And I can use Confront on that boss, or that lieutenant, or that whatever, and not be frustrated because they gleefully ignore Teleport Other. -
Hmmm Hmmmmm Well, damn. And here I thought I was being creative. (Edit: Well, except for the bird, bat, flock, and swarm which I most definitely took from another thread on this forum. And all the technology entries which I also took from others' posts on this forum. The potion and the winged footwear I took from D&D/Pathfinder, as well as Greco-Roman mythology. The rest? I thought I was being creative with....)
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Just so you know, that will need to go in the Special Tops section of the costume creator because of how the model/creator works. So if the devs implement this, and I would like to see it, that is where it will be. Not in the same folder as the other t-shirts.
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Can scrappers get a Taunt aura for Super reflexes?
Rudra replied to BlueValkyrie's topic in Suggestions & Feedback
Then add me to your blocked list and never see my posts again. -
I can agree with this. Most definitely.
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Thats the old Opportunity. Before the changes. You're right. The wiki and Mids need to be updated. What Opportunity does now is grant -15% resist all for 15 seconds, -15% ToHit for 15 seconds, -15% resist to all mezzes for 15 seconds, -15% end drain resistance for 15 seconds, -15% resist recovery debuff for 15 seconds, -15% resist regen' debuff for 15 seconds, -15% resist recharge debuff for 15 seconds, -11.25% defense debuff for 15 seconds, -15,000% stealth radius for 15 seconds, and it very quickly fills the Opportunity bar even when there is no combat going on. So what about Opportunity needs to be fixed?
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https://homecoming.wiki/wiki/Opportunity
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I would be more inclined to see it turn the character into a pterosaur instead.
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I said the potions would have a duration of 5 or 10 minutes. See below: (Edit: The boots/sandals would have a duration of 1 hour or however long the jetpack temp power runs for.)
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This would be entirely too OP. Sentinels already get Scrapper defenses as ranged characters, so adding the ability to constantly proc absorb from all your attacks would make them impossible to kill. Opportunity already debuffs the target's damage resistance to everything. (And that isn't counting the damage resist debuff Sentinels apply with their own attacks. When the Opportunity bar is full, you can make that debuff -25% instead of just -5% from your regular attack use.) And the proc already adds to the Opportunity bar. That is part of the price Sentinels pay for being much sturdier than Blasters despite still being a ranged AT. Not sure what you are asking for here. The Opportunity bar already increases with every attack the Sentinel makes.
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Was talking with someone and I decided to throw my hat in the ring for new P2W temp flight power options. I don't actually expect to see any of these implemented, but to add variety to the themes available, I'm making the suggestion. Contracts: Angel Contract Demon Contract Djinn Contract These powers would summon the stated entity that you paid to have a contract with. The stated entity carries the character around. You have to have the entity let you go in order to fight. Transformations: Swarm of Bats Large Bird Giant Bat Flock of Birds These powers would turn the character into what they say. Mad Science: Flying Shark Pterosaur These powers call forth the summoned, science created or lab bred/made creature that either the character grabs hold of or grabs hold of the character to fly around. Goes away when the power is not active. Magic: Potion of Flying Winged Boots/Sandals The potion would only have a duration of 5 or 10 minutes and would remain active for its entire duration without means of turning off, but would not have any associated models for the power. It would have an animation where the character drinks the potion in question though. The winged boots/sandals would replace the foot models used by your character, and they will flap for as long as the power is active. (Requesting the boots/sandals also be made available in the costume creator if made and added to the game.) Technology: Flight Belt Anti-Gravity Belt More varieties of jetpacks (Edit: Wonderful Windup Wings [From the costume creator. You strap on these mechanical wings and go. Lasts as long as a jetpack.]) These very large belts will obscure the character model for the belly. The flight belt would have controls and actual thrusters, likely ported over from the existing jetpacks. The anti-gravity belt would have controls and bulky doodads that grant the anti-gravity power. (Requesting the belts and any/all jetpack models also be made available in the costume creator if made and added to the game.)
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Prestige Power: Fly (w/out a jetpack, carpet, etc.)
Rudra replied to AwkwardGiraffe's topic in Suggestions & Feedback
As a person who has several characters that have no travel powers, relying on P2W powers like Ninja Run or Athletic Run, not to mention that most of my characters are fliers (and are so by means of the Fly power pool), I get what you are saying. However, that is the thing to me, it is a balancing act depending on the character and it should be. If players want to go to P2W and buy their travel powers from there? Fine. Do it. It is why they have those powers available. However, a power like flight bought from a vendor should always have a visual representation of what it is. I don't care if it is a jetpack, a rocketboard, an energy disc, a magic carpet, a massive belt with jetpack thrusters like the jetpacks have, a flying machine holding the character up from above with magic strings like a puppeteer making their marionette fly, a catapult that flings the character across the map, a swarm of flies grabbing the fly attractor on you and carrying you off, or whatever. If a player wants their character to have innate flight though? Take the Fly power from the Flight pool or the Mystic Flight power from the Sorcery pool. (If your winged character is not able to fly but wants to be able to? Then just like any non-winged character, you still have to buy a device that lets you fly, strap it on, and let it carry you through the sky.) When you go to P2W, you are buying a device that lets your character fly. It is not intrinsic flight. You can buy training to make you run faster or jump higher, no device required. A device that turns you into an animal would disappear or at least can be justified as disappearing into the transformed state. (A P2W power that turns you into a flock of birds or bats, or into a bird or bat, to fly around? Great, no device required on the character model because it blends into your transformed state like turning into a panther.) A device the lets you leap over buildings, fly across the sky, teleport across the field, or make you run faster than Speedy Gonzales on speed? That is going have some sort of visual cue on the character that shows the device granting the power. Because you are buying a device with the power, it is not an intrinsic power of the character. Most times someone asks for a no model form of flight from the P2W vendor? It is because they are mentally stuck on incorporating the Holy Quad into their build, so they don't have room for a flight power as well. Fine. Pursue the Holy Quad. Play however you want. That flight power from P2W though? Is going to have a device that is rendered on the character to show they have it. Whatever form it may take. Flight belt, power ring that covers your character in a <color> aura (suppressing your other auras like a Green Lantern ring, if a ring can be added to the character model without deforming the hand or cutting through the other fingers somehow), jetpack, sky surf board, flying shark you grab and hang on to until you let go to fight as it keeps flying off, take your pick, I don't care. -
Nobody said anything about "locks". This seems awfully presumptuous. Doesn't seem all that presumptuous to me. We already have to wait on NPCs to shut up before we can progress missions. And we currently only have to wait on their text comments, let alone any vocals that may be added. Given what we already have to do with the text only comments, it seems logical to expect the lock to remain in place for the vocals too. Case in point: Lady Jane in the Lost Savior arc, Infernia/Glacia/Penelope Yin on their respective TFs, and even Morgana in the Lords of Death arc. (Edit: I can't recall how often I've sat at my computer grumbling "Shut up, Lady Jane. Or at least walk and talk.". At least in the Lady Jane, Infernia, Glacia, and Penelope Yin cases though? They are at least allies. A Skull shows up with obvious intentions of killing the NPC you are trying to protect (and you as well), but I have to sit there and listen to her monologue before I can do anything? You only let the person trying to kill you monologue when you need time to recover, escape, or set up your BIG BOOM attack. (Or you think (s)he/they is enough of an idiot to tell you his/her/their plans so you can figure out how to stop elements of it you haven't figured out yet.) I'd already be shooting, blasting, slicing, smashing, whatever her the moment she revealed herself. Now add vocals to all that. So if others want that option, I'm fine with them having that option. If it is to be implemented as the default that cannot be avoided? Hells to the no. The OP seems to be a request for an option, so I don't really care either way since I can choose to not opt in and deal with it.)
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Prestige Power: Fly (w/out a jetpack, carpet, etc.)
Rudra replied to AwkwardGiraffe's topic in Suggestions & Feedback
Came back to edit my previous post, but there was a post after it, so I'm making a new post. I would be fine with a flight belt. Make it some large contraption the character wears around the waist and overrides/hides any belt costume item the character is wearing. It should have various controls and thrusters on it as well. As in it should look like a belt-based thruster/flight system. (It should also be available as a belt option for characters without needing to buy the P2W version.) A flight ring? Our characters cannot currently have rings added to their hands to the best of my knowledge. So no. -
Prestige Power: Fly (w/out a jetpack, carpet, etc.)
Rudra replied to AwkwardGiraffe's topic in Suggestions & Feedback
I'm all for proliferating the P2W jetpack models to the character creator. I'm just against a no jetpack, flying carpet, void skiff, or rocketboard flight being available at P2W. (Edit: Especially considering the OP. Why make a winged character that can fly if you're going to go to a vendor and buy an item that grants you flight instead of giving the character his/her/their/its own native ability to fly? Just take the power.) -
Prestige Power: Fly (w/out a jetpack, carpet, etc.)
Rudra replied to AwkwardGiraffe's topic in Suggestions & Feedback
I am still against this suggestion. Flight with no jetpack, rocketboard, void skiff, or flying carpet? Or rather, flight without any obvious external to character means that had to be purchased from a vendor selling premade products to the character? Take the Fly power. If it is that integral a part of your character, fit it into your character build. -
We already have that mission in the Kings of Death arcs where if you manage to get ahead of the cutscene trigger point or the Skulls spawn close enough to the trigger point, the Skulls can start attacking your character before the cutscene finishes going away and your power tray is functional. (Fortunately, the delay between their ability to attack and yours is a minor thing. If we had to sit there and wait for the voice overs for the cut scene though? What are the odds we get our game functionality back after we've been defeated?)
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Nope. Neither the "Who Will Die?" nor the "Pandora's Box" SSAs have any voice overs. The only vocal parts of the game I am aware of is the Galaxy City tutorial.
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Like I said, I am neither in support of nor against the OP. As long as we are not forced to have it, I couldn't care less. (Like with @biostem, I find that I read much faster than any voice overs in any game I play. That gets rather frustrating when I've read the content but still have to wait for the voice over before I can select anything in the appropriate game. So I personally would not use a voice over feature if it was made an option except to see what voices the game has for the voice overs. If others want voice overs? Go for it. I don't care.) The whole point of my 1st post on this thread was to bring the previous threads on this discussion to the author's attention. Sort of a "Heads up. This is what you can expect for responses."