Rudra
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Everything posted by Rudra
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AE isn't the only farm. So why should it be singled out? Also, some players, like me, have key abilities (like my clickie mez protection) set on autocast so I don't have to think about it while I'm fighting. Using an ability on autocast does not mean farming player/character. (Edit: If autocast should be disabled in AE because of farms, then it should be disabled everywhere players farm. And that includes regular content. Which would punish everyone that uses autocast powers just because of some farmers. And even if someone could give a jusitfied reason why AE should be singled out for farming as opposed to all known farms, that would still punish players that run AE content for stories and use autocast for any reason. So, sorry, but I oppose the OP.)
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Hurl Boulder is actually pretty fast. Contrast Hurl Boulder (1.5 s cast time, 12 s recharge) at level 10 versus Night Fall (2.0 s cast time, 14 s recharge) also at level 10 and Power Blast (1.67 s cast time, 10 s recharge) also at level 10. All data pulled from City of Data. Edit: What you are probably seeing is the animation time before effect. Hurl Boulder has an animation time before effect of 1.667 seconds. So the damage occurs after the animation is completed so the boulder can hit the target to do damage. As opposed to Power Blast which has an animation time before effect of 1.0 seconds. So it is doing damage slightly more than halfway through the animaion time of 1.667 seconds (as opposed to its cast time of 1.67 seconds). The animation time before effect makes sense for Hurl Boulder because it would be weird to ahve the target flop and take damage before the boulder even has a chance to hit. As opposed to direct energy attacks which sneak their damage in earlier to match when the animation should reach the target. Edit again: However, Hurl Boulder also hits harder, so that offsets the delay. Or is supposed to at least.
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- dominator
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Not sped up. Still 3.3s. You can check City of Data for specific data in the game. https://cod.uberguy.net/html/index.html
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Yes, there was a time when xp and influence were awarded based on the damage you did to mobs. And Controllers (and some Defenders) would go through missions keeping the team alive and either not get rewards from defeats or would get little rewards from defeats. (Edit: The OP was requested before. I'm as opposed to it now as I was then. Mostly for the reasons already given by those on this thread.)
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Electricity Affinity : Amp Up , needs a buff
Rudra replied to Outrider_01's topic in Suggestions & Feedback
So the power is not as useful as what it already does? Edit: You may only be able to target a single ally with this power, but when that ally is also a Controller or Dominator, then that Controller's/Dominator's accuracy, recharge, and mez effectiveness goes up for all their controls. (Also, Blasters, Corruptors, and Defenders to a lesser extent.) -
Electricity Affinity : Amp Up , needs a buff
Rudra replied to Outrider_01's topic in Suggestions & Feedback
Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense debuffs, endurance drains, disorients, holds, immobilizes and more, are all improved. +60% to healing. Because when used on someone with a heal power, regardless of heal self or heal other, gives them even more health when used. Benefits most melee ATs and several ranged ATs. +60% to absorption. Doesn't say only for powers, so I'm guessing also affects procs that grant absorption. Also of benefit to melee ATs that automatically get absorption. (Edit: Also benefits anyone you use Insulating Circuit on.) +60% to endurance. Because having a larger END pool to fuel your powers is always a good thing. Particularly useful for characters that still rely on Cardiac(?) to stay in a fight. +60% to fly speed. Situational. +60% to all controls. Because Dominators, Controllers, and characters with control procs slotted getting a boost to their ability to control the fight is a good thing. Looks like there are more than just 3 useful abilities in that mix. And that doesn't even count the END drain and chance of KU the enhanced character gets against enemies without even needing to do anything. Edit: +36% Base Defense, ToHit Strength (all affected targets) for 90s . You also missed the boosts target's defense portion. +60% RunningSpeed (all affected targets) for 90s. And the boost to running speed. https://cod.uberguy.net/html/power.html?power=controller_buff.shock_therapy.amp_up&at=controller This is literally a boost everything but the kitchen sink power. The only things it doesn't boost are resists and damage. -
Flypose emote macros in Afterburner tray
Rudra replied to Emerald Fusion's topic in Suggestions & Feedback
Sure. However, as has already been mentioned, the popup tray only has 9 slots, can't be expanded with the current game code, is populated already by multiple powers, and adding emotes to it will cause a drive for more emotes to be added to it. After all, why should flypose emotes be special? I guarantee that question will come up if flypose emotes are added to the popup tray. Especially since the player can make a macro with the flypose and the flight power in it so they immediately go into the desired flypose emote when they activate the power, and not have it take up any additional space on their power tray because they can slot that macro on the power tray in place of the default power icon. -
Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
When it comes to panic powers, things like existing armor set T9s work. Just a short boost to your survival so you can either get away in the provided window or hopefully clear the opposition. However, I'm open to ideas. -
Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
I was more thinking depending on feedback and what would work best for the AT for both balance and game play, either the attack would be dropped from the tree or the panic button would be dropped from the tree. -
Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
The T9 isn't a choice for the player. The devs won't do that again. The "or" in any given power entry is to denote that any given power set will have either the first power *or* the second power available depending on the set. So an armor could be a resist. It could be a defense. It could be both but at lower values. (It could be a regeneration power instead.) Same thing with the T9. It could be another attack. Or it could be a panic button defense of some type. Whichever is more balanced and appropriate for the AT and specific set. (Edit: The AT is after all, a work in progress. I am depending on feedback from others to help refine it into something the devs will want to make, players will want to play, and still be as easy for the devs to implement as I can manage.) -
Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
Let's just alleivate @Zepp's concern about the armors. Here: Striker: Inherent: Unstoppable: When HP drops to 25% or less, gain +10% regen and +10% speed (recharge and movement) until above 25% HP. Primary: Melee T1: Light damage melee attack (fast or very fast recharge) T2: Moderate damage melee attack (fast or moderate recharge) T3: Special power (perception increasing power [including +ACC or +ToHit] or minor enemy debuff power for instance) T4: Cone moderate damage melee attack (moderate recharge) T5: Mez Protection T6: Confront T7: High damage melee attack (moderate recharge) T8: Cone high damage or moderate damage+special melee attack (moderate-long recharge) T9: PBAoE severe to extreme damage melee attack (long recharge) Secondary: Range T1: Light damage or light(er) damage+special ranged attack (moderate recharge) T2: Melee defense or resist power (theme dependent toggle)* T3: Moderate damage ranged attack or light damage+special ranged attack T4: Ranged defense or resist power* T5: Self heal or Build Up T6: AoE defense or resist power* T7: PBAoE utility power (toggle or moderate recharge click; enemy debuff) T8: Cone or TAoE moderate damage ranged attack T9: High damage ranged attack or panic button power *- Defenses may be changed to typed rather than positional depending on set theme. Damage resists may be added on top of defenses if appropriate to theme, but defense and resist values will be penalized accordingly. Armor slots may be universally replaced with regeneration powers dependent on theme. All values still to start with lower base than Scrappers. Disclaimer: Power order subject to re-arrangement as appropriate for power set. (See Scrapper primary powers as available for review at https://cod.uberguy.net/html/index.html for more information.) There. Now all the armors are together except for the mez protection. And I really don't see mez protection being separate as giving players a chance to go OP on armor. -
Make Police contacts Telephone contacts?
Rudra replied to RevDrDark's topic in Suggestions & Feedback
YES!!! Definitely! Same thing for papers! -
Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
The niche is a melee-ranged fighter, like a Blaster, except the inverse of. The concept is the fighter who also happens to have an array of ranged attacks. Edit: And if the split armors are too OP or too much of a handicap, then they can be replaced with debuffs and soft controls. In which case the inherent becomes: Unstoppable: When health drops to 25% or less, a Mag 3 Mez protection is triggered (not more than once per 3 minutes, not affected by recharge enhancements, duration 30 seconds?) and the character gets a +10% speed boost (movement and recharge) until HP is again greater than 25%. -
Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
Sure. That post doesn't really tell me anything, but yes, melee/ranged. -
Just because you don't doesn't mean no one does. Here are three comments immediately preceding yours where players say they are using either Boxing or Kick. (In this case, Kick.) Your argument fails. And is mind boggling in that it is a response after comments that prove your comment fails. Edit: Oh, and for clarification? I actually have two characters that have Kick on their power tray for use in combat as well. And they are even slotted with enhancements. *gasp* Also, there are players that slot their Boxing or Kick powers with enhancements for the set bonuses even if they don't actually use the powers themselves.
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Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
Melee/Range (Edit: With the ability to survive in the preferred melee.) -
The problem is players' expectations. The expectation that if they have to take a melee attack from a power pool then it should at least be as good as their primary or secondary sets rather than a gap filler supplementary attack aimed at characters lacking melee attacks that the player wants to have melee attacks on either for concept or for when things get in their face. The expectation that players should be able to min-max their characters without having to make choices other than which uber power they will use. (The expectation that a game designed over progression against enemies set at a nominal difficulty so that any AT with any power choices can clear the missions either still requires a min-max approach to deal with or will somehow still give the desired challenge despite min-maxing beyond the default progressive development of the game's ability to rise to. Hence the demand for ever harder difficulties after players min-max their characters. And yet the demand to keep growing ever more powerful continues.) It's in every thread asking to skip the prerequisites. Is the character at the point where those extra power slots are needed somewhere else to be able to play the game and handily defeat every mob they encounter? No. It is purely about achieving cheat code levels of godliness. You may now thumbs down this comment into oblivion. I know I am making a very unpopular comment. Or respond with a comment that will prove me wrong. I would really like to see one.
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Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
@Zepp, it is as @Akisan said. The focus is primary melee and secondary ranged. Using a modified take on the Blaster's Manipulation set to set up a ranged secondary. The armors are just to help the new AT survive. However, as I said in my second attempt at the AT, the armors are not actually necessary. I can replace the armors in the primary and secondary pools with debuffs or soft controls, and the new AT should still do well in melee. (Edit: I would just be reverting the +10% regen in the inherent to a triggered mez protection usable once every 3-5 minutes while retaining the +10% speed bonus. if the armor options were removed.) Edit again: The concept is an inverse Blaster. A character that focuses on melee and supplements with ranged as opposed to a character that focuses on ranged and supplements with melee. -
Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
@Zepp, I appreciate your feedback and look forward to additional comments, but I'm not trying to make an actual Swashbuckler AT. That was just a possible name for the inverse blaster AT I was thinking about. (The name is currently Striker.) Blasters have lots of ranged attacks and a few melee attacks with supplemental powers. I'm trying to make an AT with robust melee attacks and a few chainable ranged attacks. The primary offensive focus of the AT is melee. And Assault doesn't do that. My original plan was just to use the Scrapper primaries as is and modify the Blaster Manipulation sets to have ranged attacks instead of melee attacks. Then to keep the AT alive in melee, also replace some of the Manipulation sets' powers with a few armors. Nothing to be competitive with even Scrappers or Stalkers, just enough to keep the AT from simply collapsing while engaged in melee combat. Hopefully that helps clarify what I am trying to accomplish with this AT. -
Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
New version/attempt at this AT. Kind of cludged together from previous attempts and feedback. Striker: Inherent: Unstoppable: When HP drops to 25% or less, gain +10% regen and +10% speed (recharge and movement) until above 25% HP? Primary: Melee T1: Light damage melee attack (fast or very fast recharge) T2: Moderate damage melee attack (fast or moderate recharge) T3: Melee defense or resist power (theme dependent toggle)* T4: Cone moderate damage melee attack (moderate recharge) T5: Mez Protection T6: Confront T7: High damage melee attack (moderate recharge) T8: Cone high damage or moderate damage+special melee attack (moderate-long recharge) T9: PBAoE severe to extreme damage melee attack (long recharge) Secondary: Range T1: Light damage or light(er) damage+special ranged attack (moderate recharge) T2: Ranged defense or resist power* T3: Special power (perception increasing power [including +ACC or +ToHit] or minor enemy debuff power for instance) T4: Moderate damage ranged attack or light damage+special ranged attack T5: Self heal or Build Up T6: AoE defense or resist power* T7: PBAoE utility power (toggle or moderate recharge click; enemy debuff) T8: Cone or TAoE moderate damage ranged attack T9: High damage ranged attack or panic button power *- Defenses may be changed to typed rather than positional depending on set theme, or may include typed damage resist/defense on top of positional at lowered values for all defenses/resists depending on power set theme (such as fire). All defenses/resists to be at lower base values than Scrappers. (Edit again: Or may substitute regeneration powers for a regen-based pairing.) Disclaimer: Power order subject to re-arrangement as appropriate for power set. (See Scrapper primary powers as available for review at https://cod.uberguy.net/html/index.html for more information.) So how is this? -
Funny pool, but entirely too powerful.