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Rudra

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Everything posted by Rudra

  1. If I'm remembering correctly, this runs up against database issues. I don't remember what specifically though.
  2. Currently up to 3 on new character. Will update when done. Edit: Level 5 reached. Mikey the Ear get. Papers rendered available at level 5. Consider my request withdrawn.
  3. I'll make a new character and try again then, but my last character, at level 6, had to very carefully street sweep Port Oakes for mobs to take down because I could not get papers. (Edit: I wound up going back to Mercy. It was too dangerous in PO at 6.)
  4. I'm less interested in expanding his level range and more interested in making his level range match when I can get him as a contact.
  5. I don't recall being able to do papers at 5. I recall being told by the game I was too low when I tried to. Edit: Yes, you get assigned a broker as soon as you enter the zone. And you can even activate your first broker immediately (by talking to said broker). Even at level 1. Just like when you enter any other zone regardless of level. You can get Wiggy the Brit as your broker at level 1. Having a broker doesn't give you access to the papers for that zone though.
  6. Billie Heck is listed as a level 5-9 contact. However, you cannot talk to him until you are introduced to him by a broker after successfully completing a Mayhem. Port Oakes is a level 7-12 zone. So you can't start doing papers in Port Oakes until you are level 7. This means ole Billie is not available as a contact for roughly half his level range. My suggestion is to change his level range to match Port Oakes, 7-12. Edit: Yes, turning off XP when you get him as a contact works, but his level range, the way you get him as a contact, and how they interact makes no sense.
  7. These are specifically tied to Primal Earth. A Praetorian that never goes Primal would never even know about these. The Praetorian Cimerora has nothing to do with the Primal Cimerora. And the struggle against Mot in Dark Astoria doesn't affect Praetoria. There is no reason for a dedicated Praetorian character to access either of these. There isn't even a Banished Pantheon presence to work on freeing Mot in Praetoria. That would be because the Coming Storm is threatening Primal Earth. It is unknown if the Battalion of the Praetorian dimension is doing anything similar. For all we know, the Praetorian Battalion could have already been defeated on another world, be hiding because the Wells feed on its kind in that dimension, or any of myriad other possibilities. With Emperor Cole being the only known actual Incarnate of Praetoria, he shares his power with his followers, the Battalion if it does the same as the Primal version, may simply be looking at Praetorian Earth as a waste of its time because of the lack of Incarnate presence.
  8. The reason why that doesn't work, or make any sense at all for that matter, is because no matter how you choose to work things to show MMs as having the most power sets, it is quite obviously not true. Yes, blast sets are shared in some fashion across Blasters, Corruptors, Defenders, and Sentinels. MMs don't get them though. Neither do Brutes, Controllers, Dominators, Scrappers, Stalkers, or Tankers. So the whole 3.75 ranged sets across all ATs? Is pure nonsense. Armor sets are shared in some fashion across Brutes, Scrappers, Sentinels, Stalkers, and Tankers; but no other AT gets armor sets. (Edit: Please note that I am not counting EATs as they are intentionally built differently than regular ATs.) So that throws out your 3 armor power sets per AT nonsense too. It doesn't matter that ATs without armor sets can typically get an armor power out of their epics. Or from the Fighting pool. Their epic sets are not an armor set, they simply have an armor power in some of their epic sets. So your attempt to average the power sets across ATs and just look at uniques ignores that sets are not across all ATs, and except for EATs which get to basically build themselves to be whatever they want so they get the least number of sets, MMs are effectively dead last in variety. How many different varieties of Blaster can you make? Well, they get 15 different choices just for primaries before they start mixing and matching sets with their secondaries. How many different ways can you build an MM? They have 7 different primaries before they start mixing and matching sets with their secondaries. Edit: Here, let's have some fun: Blasters: 15 primaries x 15 secondaries = 225 different ways to build before power pools Controllers: 12 primaries x 17 secondaries = 204 different ways to build before power pools Defenders: 17 primaries x 15 secondaries = 255 different ways to build before power pools Scrappers: 21primaries x 14 secondaries (not counting Shield Defense) = 294 different ways before adding in Shield Defense combos to build before power pools Tankers: 13 primaries (not counting Shield Defense) x 22 secondaries = 286 before Shield Defense combos to build before power pools Brutes: Same as Tankers except we swap what is primary and secondary Corruptors: Same as Defenders except we swap what is primary and secondary Dominators: 12 primaries x 13 secondaries = 156 different ways to build before power pools Stalkers: 18 primaries x 14 secondaries (not counting Shield Defense) = 252 before Shield Defense combos to build before power pools Sentinels: 15 primaries x 14 secondaries = 210 different ways to build before power pools Masterminds: 7 primaries x 17 secondaries = 119 different ways to build before power pools There is no way to argue that in any respect MMs have the most. Edit again: And here is the best part about your attempt to average sets for ATs. If you actually, say, average armor sets? Well, Tankers and Brutes have 22 armor sets. Scrappers, Sentinels, and Stalkers have 14 armor sets. So the actual average of armor sets, across ATs that actually get them, is 17.2. Not 3. Just for example. (Edit yet again: Whoops, I forgot Shield Defense in those numbers. My mistake. Anyway, the point is made. Your "averages" aren't.)
  9. I'm guessing Dominator secondary.
  10. That doesn't change anything. Power pool attacks are supposed to be weaker than primary power attacks. Wall of Force is. Wall of Force also gives the ability to KD up to 10 targets in a 90 degree arc out to 40 feet with a 33% chance each. It isn't a premier damage attack, but that KD is pretty damned good in my book. (Edit: Especially for a power pool attack.)
  11. Vernon Von Grun's mission to take the Will of the Earth sample from Longbow says this when you interact with the fridge: You begin Taking samples of the Will of the Earth There is no reason for the "t" in "Taking" to be capitalized. Edit: Also, it and the completion statement "You have gotten all the samples of the Will of the Earth" should have a period at the end. Edit again: Vernon von Grun's Redemption arc. In the mission to save the base commander (and the best Tarantula ever, Becky), when you shit down the computers, you get: You finish deactivating the computer There should be a period at the end. Edit continued: Vernon Von Grun's Redemption, retrieve the organelle mission. You have defeated the base manager The thing's mind reaches out to you. It's mind withdraws, it's message said. You learned something You defeated the commander and learned from the Hamidon Missing a few periods. And in the clue from the Hamidon in that mission: 'I am the Hamidon. Through this small piece of my greater being, I contact you. I know of you. You have helped to disrupt the balance of the Devouring Earth, my Devouring Earth. In the chaos of the false-growthtime, as a blindness you caused gripped me, there came another. "you cause" should probably be "your cause". And "as a blindness" should probably be "in the blindness" or similar. Same mission, mission debriefing: And if there is anything mad scientist CAN NOT abide, it is the forces of good profiting from his plans! I will not allow it! It should be "And if there is anything a mad scientist CAN NOT abide, ". Edit yet again: Just go through the entire Vernon Von Grun's Redemption arc. You are missing punctuation all over the place.
  12. Super Jump's only purpose is to jump. That's all it does. So if any leaping power can easily reach the jump cap, I would sure as hell hope it was Super Jump. Wait, what? It does less DPA than Psychic Scream! You are comparing a pool power's cone to a primary power's cone. The pool power is supposed to be weaker than the primary power. However, Wall of Force does include a 33% chance for KD.
  13. Two grass tiles are sticking out past their hill in Cap au Diable. One slightly over the other. Zone/Mission: Cap Au Diable Position: [-1832.7 94.5 -1001.5]
  14. The Knives of Artemis are mercenaries still. And as a former villain, Desdemona may still have contacts in the Knives willing to work with/for her. (There is a mission or two where you can find friendly Knives of Artemis as well.) Wyvern at the time that tip mission was made did not scale that high in levels. And she falls back on Longbow at the end of the mission, revealing her actual standing.
  15. Sure, but if word spreads that there is a less claustrophobic AE that is fully co-op accessible, then maybe that hallway, which isn't hard to find and places the AE pretty much right behind the hospital, may become better known and players will find the updated Vanguard base less daunting to deal with/navigate.
  16. I'm going to go out on a limb and say "no". Because SG base maps are already instance maps, and instance maps don't (can't?) link to each other from within the instance.
  17. Like the RWZ. Which has an AE just as co-op as Pocket D's.
  18. The discussion is about the OP's proposed universal KB to KD. You made some very erroneous comments in the post I responded to. If you want to fixate on the we are under no obligation to change our builds due to pressure from a team, I would like to point out that you are correct. Players do not have to change their builds due to team pressure. They just either have to resign themselves to not teaming or hope to find a KB team. I don't take KB characters on teams. I have given up even trying. My KB characters are strictly for solo play to me. Because I got tired of being asked if I had KB to KD convertors slotted and then getting booted from the team when I said no. Again, before even my first mission with those teams. There were players that used to be friends of mine that full on stopped playing because of how their KB characters got treated. Edit: And again, the creation of universal KB to KD enhancements as portrayed by the OP will do absolutely nothing about how KB is perceived in the game. The only thing it will change is how many set bonuses players can get from frankenslotting their powers. Which as far as I can tell, is the entire point of the OP. Not to address anything at all about KB, but to give the author more set bonuses from his/her/their preferred sets while slotting KB to KD convertors.
  19. Before the existence of KB to KD convertors: Knockback gained a bad reputation People who use Knockback at all are kicked from teams. People who even have KB sets are told to take a hike even before any missions. People who use it well have to fight for the chance to prove it. People who want to play sets with lots of knock effects but don't want to have to deal with positioning and map geometry considerations to utilize it well still do so, but find they need to play other sets if they want any chance at teaming. After the existence of KB to KD convertors: Knockback's bad reputation is very much cemented with new players being told in Atlas Park to abandon their Energy Blast character and play something worthwhile People who use KB badly are kicked from teams if they can even get on them. People who even have KB sets are still told to take a hike even before any missions. People who use it well are now told to go slot KB to KD convertors or take a hike. Apparently, some lucky few get to not experience this. People who want to play sets with lots of knock effects but don't want to have to deal with positioning and map geometry considerations to utilize it well still do so, but must now either play solo, somehow find a KB specific team, or slot KB to KD convertors to find acceptance. After the addition of OP's proposed "universal enhancements": Knockback will still have a bad reputation. People who use KB at all on a team will be told to slot the universal enhancements just like they are currently told to slot Sudden Acceleration KB to KD and Overwhelming Force KB to KD. People who want to play with lots of knock effects but don't want to have to deal with positioning and map geometry considerations to utilize it well will still do so, but must still either play solo, somehow find a KB specific team, or slot a KB to KD convertor to find acceptance. You are conflating KD, which finds universal acceptance, with lots of knock effects but not wanting to deal with positioning and map geometry. The OP will change not a thing other than to make it possible to slot frankenslot sets and get more set bonuses than the frankenslotting allows.
  20. According to the game, it wasn't that simple. (It wasn't that benign?) It was that magic was actively pulling from everything else. Natural origin for instance was present all the way back then in the CoX timeline, but was completely dominated by magic. Magic wasn't holding all the power from lack of other origins being around, magic was holding all the power because it was actively subjugating the other origins. The contact for the Binder of Beasts SF explains that magic, as an origin, is incredibly weaker than it used to be. Because all origins were dominated by magic. (This is also explained in the Origin of Power arcs, just with less specificity. [Edit: Actually, it is the red side Origin of Power arc for magic origin characters that gives a fair chunk of that lore.]) (Edit again: It is most likely the reason why Hequat was able to raise an island for the Mu. It is also why the Mu and Oranbegans were able to rain apocalypses down on each other until their war paused, but can no longer do so.) (Edit yet again: Though you do have to contrast the information in the Origin of Power arcs to the rest of the game. Because Krylov is very wrong about when the mutant origin first appears. The founder of the Carnival of Shadows, the original founder, not Vanessa, was a mutant. The word mutant just didn't exist at the time, so people didn't know what to call her. I don't remember what they called her at the time, but she is very much established as a mutant in the 1600s or 1700s, whichever time frame when she lived.)
  21. There is a reason why I mostly run solo. Experience has shown me that very few people are as willing to communicate with others as you are portraying. Because again, as I have already stated, I have never come across a team that was even willing to discuss anything about KB. In my case, it was always getting booted. I've heard friends getting told to slot the IOs or get booted, and then getting booted. It amazes me that you have such a "everyone is welcome" view of KB in the game when everything I have seen is the exact opposite. (Edit: And yes, I have tried to open a dialogue a few times with the team leader after getting booted. And after my first tell in response, found my character had been added to the person's ignore list. So again, your position absolutely amazes [baffles?] me.)
  22. Because you seem focused on a game world I have never seen to exist as what the outcome is/will be. As previously stated, on the occasions I tried teaming with my Energy Blast characters over the years, I was immediately booted from the team because I did not have KB to KD IOs slotted. I know not to use Explosive Blast while on a team unless the mobs are already in a corner so they don't scatter. I know to be above the fight for all my attacks, not just Energy Torrent. And the team leader and I could have discussed how to incorporate my character into his/her/their team in a beneficial manner. There was never any discussion though. Just some form of goodbye if the team leader had any decency or suddenly finding myself not on the team with no notice. Others have had better experiences in that they at least got to argue for the chance to show they can use KB effectively to benefit the team. And they got that chance because they didn't have the IOs and the team leader was willing to let them try rather than fund their getting the IOs. Make a toggle to simply change to KD? And now there isn't even the excuse of lack of funds for the IOs to be convince the team leader to give you a chance to show how KB can benefit the team. It was never about KB players wanting to use KD when teamed and KB when solo. It was KB players being told to shove off for the sheer audacity of having KB. Yes, there are players that have no clue how to use KB and just blast things everywhere without planning or concern for how the team operates. And yes, I get the desire to rein that in. But dammit, I am so frustrated with the constant drive to remove KB from the game. And your suggestion for the toggle will drive KB players into corners of isolation to use their KB, forcing them even further basically into pure KB teams, as well as strip away the benefit of the Overwhelming Force and Sudden Acceleration sets as both an available means for mitigating KB and being an inf' sink.
  23. City of Heroes Mu were on an island Hequat raised. A presumably very large island, but an island. (Edit: Back in a time when magic held all the power and the other origins may as well have not existed.)
  24. No they are not. You always can leave such a team and the team leader can always boot you from the team. That's the point. It takes away the KB player's ability to prove that KB can benefit the team because now the team leader can simply say "Go to Pocket D and turn off your KB or get booted". Every time.
  25. How do you rationalize that? Because that makes absolutely no sense to me. This.
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