Rudra
Members-
Posts
7611 -
Joined
-
Last visited
-
Days Won
42
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Rudra
-
Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
If we can get this as far as play testing? Sure. We can try a debuff route before armor route. If it works out, it would be more or less in keeping with my original pitch of inverse Blaster. I'm just not sure how well that would work out for melee survival, but I would be game to find out. So with that in mind... two options: Striker (Option 1) Inherent: Onslaught: Using ranged attacks imposes -2% defense debuff for 15 seconds while melee attacks grant +2% (defense/resist depending on set) for 15 seconds. Stackable 5 times each. Critical Capable: No. Melee Damage: 110-120% Scrapper damage. Ranged Damage: 90-95% Blaster damage. (Focus is still melee.) Armor Values: 85% Scrapper base value. Base HP: Moderate. (As Scrapper, as recommended. Lesser armor should be sufficient to differentiate and keep on toes.) Primary Power Pool: Melee T1: Light damage melee attack (fast/very fast recharge) T2: Moderate damage melee attack (fast/moderate recharge) T3: Special power depending on set (Examples include perception increasing toggle/click power [including +ACC or +ToHit] or ToHit debuff attack) T4: Cone moderate damage melee attack (moderate recharge) T5: Mez Protection T6: Special power depending on set (Another self buff or enemy debuff attack) T7: High damage melee attack (moderate recharge) T8: Cone high damage or moderate damage+special melee attack depending on set (moderate-long recharge) T9: PBAoE severe to extreme damage melee attack (long recharge) Secondary Power Pool: "Range" T1: Light damage or minor damage+special ranged attack (moderate recharge) T2: Melee defense, typed defense, or damage resist power depending on set* T3: Moderate damage ranged attack or light damage+special ranged attack depending on set (moderate recharge) T4: Ranged defense, typed defense, or damage resist power depending on set* T5: AoE defense, typed defense, or damage resist power depending on set* T6: Self heal or Aim depending on set T7: PBAoE utility (enemy debuff) power (toggle or moderate recharge click) T8: Cone or TAoE moderate damage ranged attack depending on set T9: Panic button power (Maybe an uber PBAoE debuff for some sets instead of just armor boosts for all?) Ancillary Power Pools: As Mastermind *- Relevant combinations of defenses or resists as per the reference Scrapper armor sets. For instance, fire attack secondary pool would tap the Fiery Aura Scrapper secondary for relevant data, ranged blade (vacuum wave) secondary pool would tap Super Reflexes for relevant data, and so forth. Striker (Option 2) Inherent: Onslaught: Using ranged attacks imposes -2% defense debuff for 15 seconds while melee attacks grant ??? for 15 seconds. Stackable 5 times each. Critical Capable: No. Melee Damage: 110-120% Scrapper damage. Ranged Damage: 90-95% Blaster damage. (Focus is still melee.) Armor Values: N/A (No inherent). Base HP: High? (As Tanker for lack of armor?) Primary Power Pool: Melee T1: Light damage melee attack (fast/very fast recharge) T2: Moderate damage melee attack (fast/moderate recharge) T3: Special power depending on set (Examples include perception increasing toggle/click power [including +ACC or +ToHit] or ToHit debuff attack) T4: Cone moderate damage melee attack (moderate recharge) T5: Mez Protection T6: Special power depending on set (Another self buff or enemy debuff attack) T7: High damage melee attack (moderate recharge) T8: Cone high damage or moderate damage+special melee attack depending on set (moderate-long recharge) T9: PBAoE severe to extreme damage melee attack (long recharge) Secondary Power Pool: "Range" T1: Light damage or minor damage+special ranged attack (moderate recharge) T2: Single Target debuff appropriate to set (fast/moderate recharge) T3: Moderate damage ranged attack or light damage+special ranged attack depending on set (moderate recharge) T4: PBAoE debuff appropriate to set (moderate/long recharge) T5: Self heal or Aim depending on set T6: PBAoE utility (enemy debuff) power (toggle [aura]) appropriate to set T7: Cone or TAoE moderate damage ranged attack depending on set T8: TAoE(?) debuff appropriate to set (long recharge) T9: Panic button power: PBAoE damage+debuff appropriate to set (very long recharge or long recharge+unaffected by recharge) Ancillary Power Pools: As Mastermind (A few more ranged attacks couldn't hurt, but the addition of controls may be critical later.) Do those work for comparison purposes? (Edit: If we ever manage to get to play testing.) Need something new to fix the second version's inherent though. (I am really not a fan of all characters using this AT getting the same defenses because the inherent grants armor effects.) I am keeping the mez protection in both versions though since it is a melee focused AT and lacks the Blaster's keep fighting while mezzed ability. -
So you replace +regen in the Fury scaling approach to +absorb. Not that big a deal to me. As I said, I don't play regeneration characters. (I often play willpower characters though. I like the mix of approaches to survival.)
-
Here's a weird thought: What if regeneration scaled like Fury? The more attacks that hit you within a set period of time, the more you regenerate. That would mean that for "normal" play, regeneration wouldn't really play any different than it does now. However, as attacks exceed a set threshold, it scales up. Edit: So maybe whatever the expected number of attacks per second might be for normal play is the threshold, and regeneration scales up incrementally for each magnitude of that value reached?
-
Oh, I most definitely agree. Bio probably needs to get hit hard with a nerf stick. Maybe even a nerf cannon. Doesn't change my point about being careful with that argument. One thing you may want to consider? I hate citing CO, but one thing CO does handle pretty well is regeneration. They have a base regeneration value that scales up as your character takes damage, up to a set limit. What if regeneration in CoX also had a sliding regeneration scale that increases your rate of regeneration based on how close to death your character was? I don't play regeneration characters, so I don't have a stake in this. Just throwing out a possible thought. (Edit: Or take a page from Super Reflxes and add in some scaling resistance as your health nose dives?)
-
You have to be careful with reasoning like that. I am not saying this is such a case, but that line of reasoning is thrown around to bring armor sets up on par with like Bio. "Is it really power creep if all you are doing is bringing parity between the sets?" In some cases? Most definitely.
-
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
It sure seems to work that way. Regardless, I've said my piece. I gave my reasons why I think this is a frivolous request. Note that I am not saying a bad request, just that I feel it is a pointless one. This has progressively been turning into a verbal feud with equally no point. As I said, I gave my response(s). If she gets moved, she gets moved. If she doesn't, she doesn't. It's up to the devs to determine what they do with their time. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
I have RP'ed with multiple people. And yes, we take up an annoying amount of space. However, I've been in groups of 8 players RP'ing that had absolutely no problem RP'ing in spaces like that, and that was with two smaller groups also RP'ing in the general area. Your argument is beyond inflated. Look, as you say, I don't have control over any of this. My points are that you have access to that space for 49 weeks a year so a 3 week pause RP'ing at an alternate location is not bad, and that there is still space for even a full team to RP. Unless you want to fit that team right at that one spot where you spill over into the doorway so other players run into you. Right now on this thread, it seems to be an even split. 2 against, 1 for, 1 at least okay with and quite possibly for, and 1 I can't determine from his/her post. Get more people to support the OP than oppose it? And maybe the devs will agree. That no more invalidates @Doc_Scorpion's or my points than it does your concern. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
I wasn't even part of the conversation back then. And the answer was in response to previous requests. Not current request. Keep trying. Maybe you'll eventually land a relevant statement. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
-
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
Yes, this was requested previously. It wasn't supported even by other RP'ers, so it died. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
Sure looks like it to me. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
Then use the available space. What is so magical about that one space where she is that you are completely unable to RP because she is there? And most people I see? Go around the RP groups. The ones that don't? I'm willing to bet are intentional. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
This is also a ridiculous comparison. Because an area the size of a single character is occupied, you can't RP? -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
@Doc_Scorpion is right, There is even room to RP at the area where she is. Lots of open space. However, @Wravis is complaining about that one little spot she is in. Not to mention all the other spaces in Pocket D that are available. Like the chalet. The zones Null can send you to. Studio 55 accessible right there in Pocket D. Nope. That one little space occupied by a single contact is the only space available for RP in Pocket D. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
Right, because my comment is all about making other players miserable. I mean, look at how much space there isn't available to use because of that one NPC. Darn her. It's just so impossible to RP in that little space she leaves players. What ever was I thinking? (I'm being sarcastic, by the way.) -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
That still leaves 49 weeks where she isn't there and you can use that spot freely. Think of it as when your favorite place to go with friends is rented out by a large group for a while, is under renovation, or is temporarily closed for holidays or other reasons. It's just a few weeks. And Pocket D has lots of available space to use in the interim. So it isn't even as bad as if your favorite place to go with friends is not available. You just don't get your favorite booth or spot for a little while. Edit: Hells, you can even RP she is part of your group chatting it up, taking a break to guide potential supers into doing a favor for her. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
I RP. And as an RP'er, my response is move somewhere else to do your RP until the event passes. It's only a couple weeks. Unless you RP a bully that tries to intimidate Ms. Liberty into moving out of her chosen lounging spot? (Edit: First come, first served. And she is already there. Be considerate and grant her her brief time at the spot.) Edit again: Besides, when you get down to it, she isn't there to converse. She is there looking for supers to do a task for her. Not catch up with a heroine she may or may not personally know. Edit x3: Also, from an RP perspective, it doesn't make sense to move her to have a conversation with someone else. Do you routinely welcome others walking up to you and disturbing your conversation to pester you for information and a possible job? Or if you are supposed to be someplace recruiting for a specific task, does it help you to spend your time shooting the breeze with someone who has nothing to do with what you need done and won't do the task, only for potential workers to come up and divulge your task in front of that other person who may be opposed to what you are trying to do? Leave her be. She's fine where and as she is. -
Lets talk - The negative part of the Double XP Buff.
Rudra replied to Zewks's topic in Suggestions & Feedback
I have to say, I'm against pretty much everything in your post. -
A great many of the bulky armors are available as patterns on the Tights menu.
-
I guess my previous comment came off as rude. My apologies.
-
Weak NPC Follow in Some Rescue Missions
Rudra replied to RevDrDark's topic in Suggestions & Feedback
Nope. -
Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
I'm avoiding putting the armor into the inherent because then there is no variability in defensive postures between power sets. And I would rather not wait until the ancillaries because the proposed AT doesn't have the Blaster's ability to keep fighting even while mezzed. Which would be bad for a melee focused AT. So with that in mind, something like this? Striker Inherent: Onslaught: Using ranged attacks grants +2% accuracy for 15 seconds while melee attacks grant +2% (defense/resist depending on set) for 15 seconds. Stackable 5 times each. Critical Capable: No. Melee Damage: 110-120% Scrapper damage. Ranged Damage: 90-95% Blaster damage. (Focus is still melee.) Armor Values: 85% Scrapper base value. Base HP: Moderate. (As Scrapper, as recommended. Lesser armor should be sufficient to differentiate and keep on toes.) Primary Power Pool: Melee T1: Light damage melee attack (fast/very fast recharge) T2: Moderate damage melee attack (fast/moderate recharge) T3: Special power depending on set (Examples include perception increasing toggle/click power [including +ACC or +ToHit] or ToHit debuff attack) T4: Cone moderate damage melee attack (moderate recharge) T5: Mez Protection T6: Special power depending on set (Another self buff or enemy debuff attack) T7: High damage melee attack (moderate recharge) T8: Cone high damage or moderate damage+special melee attack depending on set (moderate-long recharge) T9: PBAoE severe to extreme damage melee attack (long recharge) Secondary Power Pool: "Range" T1: Light damage or minor damage+special ranged attack (moderate recharge) T2: Melee defense, typed defense, or damage resist power depending on set* (Dropped regeneration as option given recent changes) T3: Moderate damage ranged attack or light damage+special ranged attack depending on set (moderate recharge) T4: Ranged defense, typed defense, or damage resist power depending on set* (Dropped regeneration as option given recent changes) T5: AoE defense, typed defense, or damage resist power depending on set* (Dropped as option given recent changes) T6: Self heal or Aim depending on set T7: PBAoE utility (enemy debuff) power (toggle or moderate recharge click) T8: Cone or TAoE moderate damage ranged attack depending on set T9: Panic button power (Maybe an uber PBAoE debuff for some sets instead of just armor boosts for all?) Ancillary Power Pools: As Mastermind (A few more ranged attacks couldn't hurt, but the addition of controls may be critical later.) *- Relevant combinations of defenses or resists as per the reference Scrapper armor sets. For instance, fire attack secondary pool would tap the Fiery Aura Scrapper secondary for relevant data, ranged blade (vacuum wave) secondary pool would tap Super Reflexes for relevant data, and so forth. Edit: Also, please keep in mind, this is just the template. Actual power positions in the power sets are subject to variance. Just like any other AT. -
Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
I would rather keep the armors in the primary/secondary pools rather than an ancillary pool. Because the core concept of this AT is melee with ranged options, I'm rather fond of the armors as they give more survivability than the array of debuffs I had tried on the second version. However, I was considering swapping out the Scrapper ancillary pools for the Mastermind ancillary pools. That would give the AT the control options you are talking about. Also, bear in mind I did include some (unidentified) utility (debuff) powers to augment the AT's survival in close. Soooooo... ... let's try this: Striker Inherent: Onslaught: Attacking foes builds onslaught meter, may be triggered for 10-15 seconds of +x% increased damage. Moderate/long recharge (not affected by recharge changes). -or- Feedback Loop: Using ranged attacks grants +2% accuracy for 15 seconds while melee attacks grant +2% (defense/resist depending on set) for 15 seconds. Stackable 5 times each. Critical Capable: No. Melee Damage: 110-120% Scrapper damage. Ranged Damage: 90-95% Blaster damage. (Focus is still melee.) Armor Values: 90% Scrapper base value. (Just a little something to buy time to drop the enemy. May get boosts from final inherent choice, if choice is Feedback Loop.) Base HP: Moderate. (Blaster levels? Controller levels? In between levels?) Primary Power Pool: Melee T1: Light damage melee attack (fast/very fast recharge) T2: Moderate damage melee attack (fast/moderate recharge) T3: Special power depending on set (Examples include perception increasing toggle/click power [including +ACC or +ToHit] or ToHit debuff attack) T4: Cone moderate damage melee attack (moderate recharge) T5: Mez Protection T6: Special power depending on set (Another self buff or enemy debuff attack) T7: High damage melee attack (moderate recharge) T8: Cone high damage or moderate damage+special melee attack depending on set (moderate-long recharge) T9: PBAoE severe to extreme damage melee attack (long recharge) Secondary Power Pool: "Range" T1: Light damage or minor damage+special ranged attack (moderate recharge) T2: Melee defense, typed defense, damage resist, or regeneration power depending on set* T3: Moderate damage ranged attack or light damage+special ranged attack depending on set (moderate recharge) T4: Ranged defense, typed defense, damage resist, or regeneration power depending on set* T5: AoE defense, typed defense, damage resist, or regeneration power depending on set* T6: Self heal or Aim depending on set (Dropped Build Up in favor of Aim due to the set being ranged as opposed to melee.) T7: PBAoE utility (enemy debuff) power (toggle or moderate recharge click) T8: Cone or TAoE moderate damage ranged attack depending on set T9: Panic button power Ancillary Power Pools: As Mastermind (A few more ranged attacks couldn't hurt, but the addition of controls may be critical later.) *- Relevant combinations of defenses or resists as per the reference Scrapper armor sets. For instance, fire attack secondary pool would tap the Fiery Aura Scrapper secondary for relevant data, ranged blade (vacuum wave) secondary pool would tap Super Reflexes for relevant data, and so forth. Sooooooo... ... how is that? And which inherent? -
That was what @srmalloy said. Thank you for the feedback though.
-
Weak NPC Follow in Some Rescue Missions
Rudra replied to RevDrDark's topic in Suggestions & Feedback
Something that would be nice but is not likely to ever happen because it would require a complete revamp of the stealth system? Is if the NPC you are escorting auto-suppressed the stealth effects of powers of the character (s)he is currently following without requiring the player to turn them off. That way a Stalker or other stealth character can at least maintain their defense. Though I do admit, aside from the ambushes, the need for stealth power defense benefits is greatly mitigated by simply murdering everything on the map.