Rudra
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Everything posted by Rudra
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No, the player didn't solo Adamastor. In fact, until the rest of the team joined in, that character was getting pulped. The rest of them joined in because Adamastor was attacking everyone on the platform and the team lead's request to break off and fall back went unheeded. (Just another example of why I prefer to play solo unless people I know and trust are around to run around with.) I understand that. However, the team leader asked to know who had summoned Adamastor and the culprit did not confess to it so had to be reported to the team leader. And the team leader kicked the individual off the team afterwards, though not until after Adamastor had been taken down. And the team leader did offer to run Adamastor again for the individuals that didn't make it. To the best of my knowledge, they did a followup run, just without that player. (I didn't stick around. I was already pushing time before I joined their team.)
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While I agree with @MTeague and @biostem on their posts, I need to point out something both of them either missed or are unaware of. And that would be troll team members. I was on a group that was going to summon Adamastor and the group was waiting for the rest of the team to arrive. One individual we were waiting for was in Ouroboros but had gone AFK to deal with family matters and could not take the extra time to enter the zone. The other individual we were waiting on was enroute from another zone. And someone from within the team went and summoned Adamastor anyway. Denying the two individuals that everyone in the group had been made aware were coming the opportunity to even get in zone. I'm not one for name and shame, but I am one for boot and avoid when they intentionally ruin a group effort from within the group. And if two of us hadn't been watching Adamastor's spawn point, the team leader et al would have had no idea who it was that had told the two individuals we were waiting on where they could stick their participation.
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(SR focused) Proposed change to dodge mechanics.
Rudra replied to Dnyd's topic in Suggestions & Feedback
The argument is just how OP the OP would make the set. -
Probably because the place to discuss this thread is this thread.
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(SR focused) Proposed change to dodge mechanics.
Rudra replied to Dnyd's topic in Suggestions & Feedback
Using the OP's option 2, which seems to be his/her preference, that would give your character 100% damage resist for the 145% and 110% damage resist for the 155%. Edit: Sorry, they're halved. So 50% and 55% damage resist respectively. Before you add in scaling damage resist, the damage resist proc, damage resist powers, or damage resist set bonuses. -
(SR focused) Proposed change to dodge mechanics.
Rudra replied to Dnyd's topic in Suggestions & Feedback
You gave values in the OP. I used the given values. The sought discussion is being had. Everyone posting on this thread other than you is against the OP. Something something hint something. (Also, yes, I read option 2. That is how I was able to summarize it.) Do I realize that the proposed global defense change would benefit everyone? Yes. However, as your title says, the focus is improving SR. (The whole "SR focused" part of the title.) I also realize it benefits the enemies players face and can make SR enemies almost unkillable. On top of making an already rock solid armor set even more over the top. You argue that players won't munchkin characters and then point out that players munchkin characters. You killed your own argument. Or to alter the presentation of @Wavicle's comment: Just because we already have excessive power creep in the game doesn't mean we should run for more power creep in the game. -
SUPER Reflexes simply means superhuman reflexes. The ability to act/react faster than a normal person can. There is no presumption of not wasting energy in super reflexes. There is a presumption of being able to avoid being hit, at least more often than not. And that those things you can evade includes things the normal human has no hope of evading. Edit: If you are not evading the hit, then either you are relying on the attacker to have abysmal aim or you are relying on something other than evasion to avoid harm. Having superhuman reflexes means you are faster at avoiding the hit, not that you have an innate ability to avoid harm while not expending energy. That would fall under some form of invulnerability or armor instead. And if you are "passively" avoiding the hit, so you are not trying to spend much energy avoiding the hit, then your super reflexes provides you with minimal defense, if any at all. Hence my examples/comment 3 posts up.
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Super reflexes as an auto effect is a minimal amount of effort/motion. It gives the least defense. The super reflexive character that simply shifts his/her head and the blast passes harmlessly over his/her shoulder. The super reflexive character that shifts his/her leg ever so slightly to the side and the kick passes along his/her leg without actually connecting. These are passive/auto power examples of a super reflexive character. As opposed to the super reflex character darting to the side, ducking down, jumping up, or taking other such active evasive action, which would be toggled defense. When Spiderman dodges attacks, he is most often using gross motor skills, which would be toggles. He leaps. He ducks. He constantly moves around the battlefield. All of which tax his endurance far more than if he simply shifted ever so slightly to be missed. When he fights a normal human and can avoid having to use such active motions to avoid combat, that is when you get to the passive super reflex skills. Even against ye olde random thugs with a gun, he bounces around to avoid being hit unless he webs them before they can fire.
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(SR focused) Proposed change to dodge mechanics.
Rudra replied to Dnyd's topic in Suggestions & Feedback
Fine. Let's look at your options. Option 1: Change Dodge to RES (All) 7%. Compared to say Invulnerability's equal tier Unyielding which gives 5% Smash/Lethal/Psionic resist and 10% Fire/Cold/Energy/Negative/Toxic resist. Invulnerability has no universal damage resist powers other than Unyielding until you grab the T9 Unstoppable which has a crash. So your option would give SR a base 21% resist all (edit: with all three powers you want to grant 7% damage resist working) on top of its DEF (All) and its scaling damage resist pre-enhancements compared to Invulnerability's 5%/10%. That's way power creep. (Reference for Unyielding as used by a Tanker for this post: https://cod.uberguy.net/html/power.html?power=tanker_defense.invulnerability.unyeilding_stance&at=tanker ) Option 2: Apply DEF above cap as damage resist. Not sure if you are talking hard cap or soft cap, so I'm going with soft cap. Using your 80% DEF example, being hit still grants you 35% damage resist. Before you add in any enhancements or damage resist powers (edit: or scaling damage resist). Which is even more of a power boost than the 21% base resist of option 1. Do you understand the opposition to your suggestion now? You are asking for the most evasive armor set to also have the best damage resist. That makes every other armor set in the game absolutely pointless. -
No, I wouldn't. Because neither fits. Both are active actions an individual takes. An auto power would be one where you are so used to using your super reflexes that you can act without thinking. Like when you have spent enough time using your super reflexes that you can minimize your movements to avoid being hit. (Edit: A good example is the super that sees the attack coming and maybe tilts his/her head to avoid the attack.) When Brock goes to punch Spiderman, he may not see the attack the way you and I do, but he is very much aware of it. That is his Spider Senses warning him of the danger. If you want to use a super reflexes character for such an example, you need to use one with less "omni awareness". Spiderman was able to pick out that a sniper was scanning the square despite not being the target because of his Spider Sense and the fact he would occasionally fall into the sniper's line of fire. (Edit: And when he sees himself being punched by an evenly matched opponent? He is seeing himself facing someone able to overcome his super reflexes with either super accuracy, much better combat prowess, or other equalizing element.)
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If you can't convince others in a suggestion thread, make a poll! At least you were unbiased enough to keep the first 2 powers in the poll. Edit: Counter argument to provided examples: The more you move, the more energy your body expends to make that movement possible. Regardless of how you got your super reflexes. Toggle powers are you moving out of the attack's path (so you actually get good defense out of your ability to evade), so it takes more energy/stamina out of you. Auto powers are you barely even shifting (so you barely get any defense out of your ability to evade), so it takes minimal (or no perceivable) energy/stamina out of you. Mechanically in the game, the higher DEF toggle will keep your character from being hit much more often than the low DEF auto power. And not getting hit is the name of the game with SR.
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You aren't asking to take away a power others are already using, so I'm fine. I would have expected a request for the T7 version to have a wider radius or be able to take mobs below their seemingly high floor for being slowed (or be able to affect mobs like Warwolves), but that is a difference in view on improvements.
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Suggestion: Reduction in complexity for the Invention system.
Rudra replied to ZaranBlack's topic in Suggestions & Feedback
Say what? The contact is auto-loaded to them with a big pop-up telling them they have the contact when they reach level 6. If you want the univerisity tutorial for the crafting system to be auto-loaded or flagged to players, that's fine. Your claim that players aren't introduced to the tutorials though, is laughable. (Edit: And players are already referred to the universities as part of the Hearts of Darkness and Shining Stars tutorial arcs.) -
Let's take a look at Maintenance Drone. Repair was a power that saw little use. So what did the devs do? They made it into a pet that follows you around and heals your other pets for you until it runs out of health or you zone. Looks like a power was replaced, doesn't it? Except, it wasn't. Maintenance Drone is the Repair power, but as a pet that follows you around. So it is an improvement on the Repair power in my eyes, not a power replacement. I can't stop the devs from changing or even replacing powers. That's on them. I can state my opposition to suggestions that take powers away from players already using them though.
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Incorrect. If a power needs to be tweaked, then ask to have it tweaked. The OP isn't asking for the power to be tweaked, it is asking to have it simply replaced. Caltrops in Martial Assault is a T7 power as opposed to T2 for Blasters. If it needs a buff for being a T7 version, ask for a buff. If you want it replaced, ask for a different power set. Katana and Broadsword are very similar. A similar set for Martial Assault is an option.
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If the devs look at the OP, go "good idea!", and act on it, that is their choice. Until such time, I am free to do my utmost to keep people from imposing their preferred playstyle on others. Asking to take something players already have away from them to suit your preferences is imposing your preferences on others. Asking for a new secondary set would not have elicited the opposition the OP elicited.
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Those are all assumptions. Even assuming play martial is a huge enough assumption on its own. And if its just you, just say so. dont hide behind an imaginary army of theoreticals. I don't typically play Dominators and I have no Martial Assault characters. This isn't about me. I can see redundant dependent on the primary, but useless is strictly your opinion. It is also not relevant to my argument that there are players that like their Caltrops and you are asking to take it away from them because you don't like it. No, I haven't. I just don't care. There are players that like their Caltrops. You don't get to take it away from them because you don't like it. I mean, find it redundant or useless. I don't care. I'm not arguing about how good or bad Caltrops is on its own or in conjunction with Dominator primaries. I'm only looking at the fact you are asking to take away a power that other players use because you don't like it. You are asking to impose your preferences on how others play.
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If you don't want Caltrops and would rather a melee attack in its place, you can take Boxing, Kick, Cross Punch, Air Superiority, Jump Kick, Spring Attack, Flurry or Whirlwind in its place. If you don't want Caltrops and would rather a ranged attack in its place, you can take Toxic Dart, Corrosive Vial, Project Will, Wall of Force, or Arcane Bolt. If you take Caltrops away from Martial Assault then the players that use that power and enjoy that power can replace it with... nothing. Choice is clear. You can already have what you want. So don't ask to take away what others are using just because you don't like it.
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You are talking about taking away a power from players because it does not suit your preferred playstyle. No. There are players that use caltrops. There are players that like caltrops as a power. Please stop asking to take powers away from players.
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(SR focused) Proposed change to dodge mechanics.
Rudra replied to Dnyd's topic in Suggestions & Feedback
As @biostem said, the faster two objects interact with each other, the more damage from the increased energy transferred between them. As for how could you physically dodge a mental attack? It depends on whether the mental attack is a visible blast that travels through the air to the target or if it is an instanteous mental assault with no travel time. I would also like to point out characters like Gambit that are so elusive that even their minds are difficult for psionic characters to pin down and affect. -
Your logic is also flawed. The act of evading an attack, whether normal or super, requires an active action on the part of the evasive person. Just because you have super reflexes doesn't mean you are automatically missed by attacks. You ahve to use those reflexes to get out of the way. Inherent damage resistance however, requires no active action on the part of the super. Edit: Resist characters learn to push themselves to better weather damage. Evasion characters can eventually learn to more passively evade. So the power progression for SR is fine.
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Make the ghosts lore pets more detailed.
Rudra replied to captainstar's topic in Suggestions & Feedback
Yeah... I'm not seeing a Ghosts Lore pet anywhere. Just the Phantoms. And those aren't ghosts from the game. Just the phantoms from Phantom Army (before mirror option was available) and Phantom from the Master Illusionists. So making them use any ghost model doesn't really fit. (Now, a mirror option for them? Would be both funny and fitting, given Phantom Army. You summon echoes of... YOU from the Well of the Furies. 😄) -
Coup de grace vs held/knocked down underlings, minions, and LTs
Rudra replied to biostem's topic in Suggestions & Feedback
Yes, they do. Stalkers do increased damage to mezzed targets. At least for holds. -
I'm inclined to disagree. My understanding is that MM ATOs are pet sets. If a dev decides otherwise or I am wrong and they aren't meant as pet sets, then whatever. I don't have a stake in opposing this, just looking at it from a set classification point of view. Controller ATOs are CC sets, MM ATOs are pet sets, and other ATOs are damage sets. That is my understanding.
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The devs have already said they will not be doing that again. I don't remember why. It does seem to have been an absolute nightmare for them though. Your previous description is not Mass Confusion except as a pet. How would Mass Confusion even work as a pet? Your proposal that I responded to was a follows: That describes a pet that does damage, not a mass confusion effect. Now if the summoned pet is locked at normal damage for its tier in the power set and not the damage of the cloned target, there is no issue. Treat the proposed power as Phantom Army. If the summoned pet does damage as per the cloned target? Now you're looking at being able to summon a boss, EB, or even an AV to fight for you. Even if it takes multiple uses of the power to achieve. Or even if the pet can only attack the target it was cloned from. And once a pet is summoned, it doesn't go away until defeated, timed out, or dismissed; so I don't see your summoned clone just going away when the target mob breaks free from being confused. It may go away when the target it was cloned from dies, that's easy enough to script, but when confusion wears off is probably another matter entirely. And is likely to get angry players on the forums demanding the pet stay longer anyway since no one wants to spend a power slot on a power that just up and fails when a temporary status wears off. My thinking is based on the only other power I can think of that works even similarly: Phantom Army. And given the concerns I have in the preceding paragraph, most notably how powerful the clone is compared to the cloned target, the recharge should not be any better than Phantom Army's.