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Rudra

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Everything posted by Rudra

  1. In the "Seek Shadow Hunter" mission from The Magician, when you choose to fight Shadow Hunter, his weapon keeps shifting to the stowed position even as his hands remain in the combat position. This happens frequently during the fight.
  2. That would be feasible. Eliminate the event sound effects (introduction music, howl, and thunder; as well as closure effects) so as to avoid possible confusion during the annual Halloween Banners event when it is launched, and those in zone that for any reason do not notice the Ghost Ship event notice in their chat window will still be very aware of the event if in the zone. Without compromising anyone's ability to do anything in the zone. (I still want to be able to place Echo: Dark Astoria fog in some of my bases though.... Not to fill the entire base, just the sections where it is thematic, like my maze.)
  3. Ghost ships don't have any docks to berth at. Their crew don't get shore leave and their passengers don't disembark. That's the point of ghost ships. They're cursed to forever sail with their doomed crew/passengers. The only times I know of that a ghost ship docked was when it was a real ship, just derelict or abandoned, and towed to the nearest port. (Edit: Usually though, they are just sunk if not needed for anything to clear the ship lane.) Stories about ghost ships say they can add passengers to their numbers, the unfortunate souls that find and board them only to die in often mysterious circumstances, but they never reach a destination. The ghosts left behind in the Ghost Ship's wake aren't technically disembarked. To the best of my knowledge, they are not on the actual ship model because the devs couldn't make it so that players could fight on the ship model, so the ghosts had to be spawned in its wake.
  4. I love Echo: Dark Astoria. Love the ambience. Love how it fits for a home for several of my characters. (Edit: Wish there was a way to create that kind of fog in a base. The current fog options don't even come close. Even layered vertically with several stacked on top of each other in a given space in the base. Though creepy is still very doable with existing options.) The problem arises in that the fog drastically reduces visual range. So I've faceplanted into a few buildings multiple times flying through the zone. I don't see a way (or reason) to make the Ghost Ship spawn under those conditions and still be visible at any useful distance. And given that there are multiple routes the ship can take through Talos Island and Independence Port, such an obscuring fog wouldn't do anything more than make the ship that much more annoying to find, as well as impede players who are looking for specific spawns other than the ghosts for their missions. (Edit: Especially since the ghosts don't spawn at the ship, they spawn further back along its route after the ship has passed.) As for levelless ghosts, as I said earlier, I am against that because of the spawn sizes. If they go levelless, squishy characters will have no means of going after the ghosts when no one else wants to because they will be annihilated by the ghosts with their hazard zone size spawns. When an invasion starts, the mobs may be levelless, but they spawn near your character and only in groups of 1-3 depending on the event. So you can fight them solo or go find a team. Ghost Ship spawns don't spawn at player locations. They spawn at set locations along the ship's path. So they spawn in hazard zone size groups. I am against making them levelless.
  5. There is also the Monster Construction (Monstrous Construction? Something like that.) in King's Row. And if not destroyed, spawns Paladin in King's Row.
  6. Perfect Zinger: Chance for Psi Damage. Taunt sets don't have END reduction because taunts don't cost END to use. (Edit: Any toggles that also taunt are not specifically taunts, they are damage auras or debuff auras. So they cost END to use for being an attack or debuff.)
  7. The point I was making is that some players do want all stealth powers to have less transparency. So if transparency itself is to be addressed, I'm certain they would be opposed to tiered transparency as opposed to no transparency. Now, if you were to make this an option? So that the player can stick with current transparency, choose for minimal transparency, or choose to have the tiered transparency, I'm more inclined to believe there would not be push back. Except maybe from the devs who would then be asked to make all these options for us. That is what @Uun meant. The entire spawn. A mob is single mobile object in the game. (Edit: So basically, as long as Cloak of Darkness or Energy Cloak are active, other spawns, meaning other groups, in the area are still less likely to notice your character smashing their friends just a little ways away from them. Stealth [the power] is not so helpful in this regard.)
  8. Given the repeating calls for all stealth powers to have less transparency, not likely going to be a popular request.
  9. Then you must think a lot of hunt badges are not really badgeworthy either. Some players earn badges by fighting things at level or higher. Some players earn badges by going back and smacking things when they can crush them quickly to rack up the required count. Some players do a bit of both. If a player wants to tackle Ghost Ship spawns at or near level, they can do so while at or near level, or use Ouroboros to get to at or near level. If a player wants to just wipe out a bunch of grey mobs, get the badge done, and then get back to doing other things, they can do that too. Neither is right or wrong, they just are.
  10. Not saying that is a bad idea, but doesn't the event announcement do that? Also, if by foggy you mean Echo: Dark Astoria? Then good luck finding the ship.
  11. According to City of Data, Energy Cloak grants a +3.75% defense bonus and Stealth grants a +7.5% defense bonus. However, Energy Cloak stays at +3.75% during combat where Stealth drops to +1.875%. So yeah, Energy Cloak grants the higher combat defense, but not a higher defense bonus in general. Still leaves me undecided on the subject though. Edit: I of course post at the same time as @Psyonico, and @Psyonico makes a very strong point. Consider me no longer undecided.
  12. You're thinking of the Zenith Mech Men and Zenith Warcries of the Council and the Mek Men and Wolfpacks of the 5th Column. I suppose those could be used as a base for pincers, but they would still need to be (heavily) modified and new animations made for the various powers players get access to.
  13. Nope. That is part of the reason why I know I am dreaming. They would have to be designed, modeled, and animated from scratch. That would include making them able to grip weapons too. So it's not going to happen. (Edit: Not to mention finding a way for them to use weapons not suitable for pincers like rifles and pistols.)
  14. This would be nice. So would a modified version that looked like a regular giant scorpion tail. And pincers to match. I'm dreaming here, I know, but monstrous characters can be lots of fun.
  15. Probably because of the "you gain some damage" since it doesn't actually say "damage buff". Gaining damage easily reads as suffering harm. At least to me.
  16. If this is the arc with the PCNB (or whatever their acronym is), then they aren't PPD. And there is a good reason for them to be hostile to the PCs.
  17. The Talons of Vengeance Gorgons' swords are not rendering when they make their sword attacks. They just swing their empty fist to hack and slice.
  18. Well, to be fair, the OP does say "you gain some damage". It doesn't say damage buff. (Edit: Reading it that way though? Yeah, hell no to the OP. Pain Dom is already plenty powerful as is.) Edit again: Though looking it over again, the defense flags in both powers really should have been a dead giveaway.... So the OP is to make the the T1 and T2 powers from Pain Domination grant the user a stackable up to 50% damage and defense bonus for 30 seconds every time the character uses the 4 second base recharge and 8 second base recharge heals. On top of the other proposed self-buff effects for Conduit of Pain and Painbringer. Yeah, I'm definitely opposed to the OP now.
  19. You already created a thread about this. 2 hours before you posted this comment. Mind if I ask why you are addressing this in two threads concurrently?
  20. Having constant-cast powers, unless they have ungodly long activation times, is going to be over the top. If Hair Trigger only sets the pool powers to all ready for immediate use when activated, but only granted a good recharge reduction effect for the rest of the duration, I would be fine with that. Not a grant all pool powers from this pool instant recharge for the next 30 seconds.
  21. Having the option for all psi blades would let those that want it to have it and those that don't to not. More options are better.
  22. Given the spawn size of Ghost Ship spawns? No thanks. That would make it deadly for squishy characters not on teams trying to get the badge.
  23. As you currently have it set up, every time a MM heals their pets, which typically need a lot of healing, the MM can lose up to half their health with Nullify Pain and Soothe. How would that work anyway since in Bodyguard Mode, the pets take a share of the MM's damage? The MM goes to heal their pet(s) and ends up killing them them instead for being in Bodyguard Mode? (Edit: I don't use Share Pain on my MMs. So I am seriously asking how this would work.)
  24. Because that is not possible with the game engine/design. The AT, origin, and power sets are very much locked when you make your character. This subject has come up before.
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