Rudra
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Everything posted by Rudra
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Tough is already part of the Holy Quad of Fighting, Speed, Leadership, and Leaping. With Tough being one of the primary powers that are sought after. So your response is to take an already premium power and make it more powerful by adding a travel component to it. That's worse than the previous asks in other threads of just taking away the prerequisite. Becuase now it becomes that it shouldn't have a prerequisite since it is a travel power, on top of giving very good smash/lethal resist. Same thing with Tactics which can already be used not only to boost your perception and chance to hit, but your damage as well. Of course, Maneuvers and Assault being the prerequisites for Tactics means you don't hear complaints about Tactics having prerequisites in the first place.
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Summation: "If I can't get my power creep one way, I'll ask for it another way." (Edit: "Dang it! That rancher still has 4 horses left!")
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Replace Beast Mastery with Wolf Pack power set
Rudra replied to Lich's topic in Suggestions & Feedback
And there are players that like having lions as pets. You are asking to take that away from them. So I oppose the OP. If you had asked for the option to have all wolves? There would not likely be any opposition. -
That's your opinion or personal playstyle. I don't need Energize to manage my END. And having it and Unrelenting as available heals has kept my character alive on several occasions. (Edit: And my character is also an Energy/Energy Blaster. And with very few enhancements slotted still. I just have my few enhancements set up for END and damage.)
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Super Jump is available without prerequisite (now) because it is a travel pool power. Fighting is not a travel pool set. (And you did have to take either Jump Kick or Combat Leaping to get Super Jump before. So the comparison is still valid. Jump Kick is comparable to Boxing and Kick, though maybe even less desirable outside of theme.)
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AHAHAHAHA! I'm not the only one that does that! Thank you!
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The lack of use, at least as far as PvE players goes, is likely a holdover from when PvP players were more prevalent in the game. Why go to a zone where you will be attacked by other players when you have no interest in PvP? Especially since a good PvP build and a good PvE build are built in completely different ways with different foci. Just to do a mission that gives a PvP zone buff? No reason to to bother with that in my opinion. The addition of more instance missions in the PvP zones is fine, provided there is nothing that would require player to go do them. So as long as they aren't made part of a badge arc or required by a PvE contact for completion towards something, I don't care if the devs want to devote the time to making more PvP zone instance missions.
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If your means of dealing with END is to get Ageless, then you are pretty much limiting your ability to play to level 45+. I get that is fine with some players, but there is not as much loss in DPS as some may think if you take the time to also slot for END reduction and recovery.
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New MM Powerset - Multiplication / Clone
Rudra replied to mrdeeds7's topic in Suggestions & Feedback
There is a coded limit beyond which no new models are drawn. Case in point: The Tyrant single player mission where a large aprt of the arrayed Arachnos forces don't appear until you clear out some. Also, city map instances where mobs and hostages are not rendered at all, no shadows to show their presence or anything, until you have cleared out enough of the map. It's not a player model thing. It is a cap on number of rendered characters regardless of player or non-player. -
New MM Powerset - Multiplication / Clone
Rudra replied to mrdeeds7's topic in Suggestions & Feedback
They already face that on MSRs and Hami's with 48 player models all going at it in a confined area. And in the case of the MSR, that is further complicated by the sheer number of mobs spawned with their own powers firing and the particle count all that entails. I'm also less inclined to believe that there are players running on legacy systems that old. Regardless, we do have the option of turning off particles in our game session using Particle Physics Quality under Graphics and Audio. It has a None (No Particle Physics) option that is supposed to turn off all those pesky particles that those old graphiocs cards may not be able to handle the volume of. So using the claim that game system requirements at time of original launch should be a limitation on suggestions and development is a rather poor one. It limits the game's ability to be developed and grow. And as one of the Devs said on this forum, available tech and coding tricks helps alleviate this concern. -
New MM Powerset - Multiplication / Clone
Rudra replied to mrdeeds7's topic in Suggestions & Feedback
Personally, I think just giving MMs the ability to use their character model for their pets like Phantom Army's Mirror option would alleviate this. It would answer what attacks the pets get because the pets would just be the existing primaries, and allow the player to have a multiplication/clone set. Because having a primary of your clones for an MM leaves very little guidance for defining the clones' and the character's attacks. What would they even be? Just Brawl? Would they use guns? Elemental blasts? Energy blasts? Far simpler to simply use the existing sets and add in clones for the pets. However, that brings us back to the pet customization bit. That may not actually be possible given how MM pets work. -
Increase Full Auto Target Cap to 16
Rudra replied to PoptartsNinja's topic in Suggestions & Feedback
I was using Fire Blast's Inferno on Live before shut down without crashing. I even respec'ed into it because it no longer had a crash. -
Increase Full Auto Target Cap to 16
Rudra replied to PoptartsNinja's topic in Suggestions & Feedback
I don't know about the timing, but the crashless nukes not making it to Live is wrong. I played on Live only. And I was using crashless nukes before shut down. -
I don't think that can actually be done. Would be nice, but I think the only way to do that is to make the arcs work like they do in Ouroboros. Which would prevent the player from inviting other players to join after started and lock out the ability to do other content. Maybe I'm wrong though and the devs know an alternate approach.
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Character introduced July 1967. Fought heroes and had his plans/crimes foiled repeatedly. Not imprisoned until October 2003. So no, there was no repreive until a writer finally decided to imprison him shortly before the civil war. And yet always there causing more trouble. Anyway, this debate has derailed the thread more than a little. If you want AVs/EBs for all the arcs, then which ones and why? (The question I posed in my first response.)
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Correct about notoriety. The notoriety adjustments were added after launch because characters got powerful enough to solo team-sized missions. You had to visit a Fortunata Fateweaver or Hero Corps Analyst to change your settings. Then they were eventually folded into the chat window. Except that aside from Arkham Asylum or similar bits, comic heroes don't get that reprieve. Using my Spiderman reference, Kingpin never actually spends any time behind bars. Spiderman never gets the feeling of "Okay, I've won. This threat is over." Using your Hydra reference, the heroes aren't allowed the delusion that they have defeated Hydra. The defeated "head of Hydra" gleefully tells the heroes that the fight isn't over every time. So the heroes have to hope to find all the other heads of Hydra before the cut off one grows back. And they never do. Same thing with AIM or VIPER or any myriad other groups. Only small groups with a singular lead give that hope. Like the Joker, Mr. Freeze, and other strictly local, low threat entities/groups. We're never going to agree on this, are we?
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Personally, I think staff usage should simply be an alternate animation for the available power sets. And the undefined set currently proposed as a staff set could simply be a new power set with the option for staves in animation.
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Given the animations for the set and the size of the Blackwand, it would need to be shrunk down considerably. (Edit: I don't see the logic of it, but just because I won't use it doesn't mean it isn't worthwhile. I just think it at least needs to be shrunk down to work.)
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Like you said, there are several ways to use existing power sets with any origin. Running with your presentation but limiting interpretation to the listed primaries or animation? Wand: Magic: It's a wand. It's my arcane focus for using my spells (powers). Technology: So what if it looks like a wand? This is a complex device through which I can control <insert primary power>. Here, let me explain the tech to you. *brain fries poor listener* Mutation: I have the mutant ability to <insert power set>. This (arcane/science/tech/placebo) lets me better control my powers. Or would you rather die from my runaway power? Science: The basic principles of how this works is simple. I control the (insert science-y sounding answer of choice). Natural: This doohickey is convenient. I've trained long and hard to master its function. Behold the fruits of my labor! Dual Pistols/Assault Rifle: Magic: You ever wonder why I never have to reload? Mundane toad. Technology: It's a gun. I like guns. And this gun is bleeding edge tech better than anything you will find in your average gun shop! Mutation: I have a mutation that enhances my ability to percieve distant targets more accurately (or lets me control projectiles). This is my preferred method. Science: I've modified this weapon. It (interfaces directly with my mind, or uses a non-conventional propulsion system, or pick your adaptation of choice). Natural: I'm good. With guns. I have a natural talent for them (or trained to insane levels with them). Hey! Check THIS shot out! Necromancy: Magic: I specialize in death magic and manipulating the dead to serve my will. Technology: I use (nanites or other technology) to make these things move and fight for me. The fact they used to be my <enemies/friends/other interest> just makes this so much sweeter. Mutation: You may think this is a gross power, but it's what my power is. Get over it. And if you die? Maybe I'll add you to my collection for the insult. Science: Undead?! Ha! What an ignoramus! No, my friend. They aren't "undead". They are quite alive, I assure you. Just not quite... themselves any more... Here, let me show you how this works.... *turns inquisitive victim into new zombie* Natural: My race has a link to the world beyond. I just call some... help... from the other side. <or> I found this doodad. It's grisly, but it works. <or> (insert reason of choice). And these are just some of the possible reasons or justifications a player can use for those 3. I'm sure there's myriad other interpretations to suit a player's whims as well.
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- Open Menu, select Options, scroll down on 1st tab to bottom of window, disable xp. Can be done even at the contact you are about to outlevel. Option already available.
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- Edit: Spacing added. (I should also point out that back on Live, you could start at min level for a contact, only do missions for that contact, and outlevel that contact without ever seeing the contact's story arc. At least that was changed, thankfully.) I haven't seen this. Flag it under the Bugs forum. Depends on the arc. The core problem in the mutation origin arc was not Dr. Vahzilok. He was the Big Bad at the end either because he was responsible for creating the plague and wanted to make sure it remained untreatable, or because he was aware of the plague and wanted to be the one to treat it. The arc's content and dialogue implies the first, but your meeting with him at the end implies the latter. And given how little information your contact has about the inner workings of the Vahzilok and their preconceptions that Bad Guy is Bad, how little need there is for Dr. Vahzilok to lie about his involvement given his nature and confidence in his victory against you, I'm inclined to go with the latter. The original implication was that yes, the Vahzilok will slowly fade away, just like the implication is for the Banished Pantheon is they will slowly fade away because of your actions. However, that does not mean the groups will actually fade away. It just means they stop being an immediate concern for the character and the character moves on to the next challenge. (Edit: And then behold! Incarnate Dark Astoria and the BP not only did not fade away, they bided their time and were much stronger than anticipated.) [I have to go back and fix that because I meant "shouldn't" instead of "should" (context related)] That kind of thing makes the hero feel triumphant at that point. Even in comics, the hero rarely permanently defeats a group or even has the perception of having done so. Spiderman and King Pin have fought many, many, many times. And even when Spiderman first defeated King Pin, there was no ultimate triumph. Not even the implication of one. Just the relief that a threat has at least temporarily been reduced. Or the X-Men and their perpetual fight against the Brotherhood of Evil Mutants. Even the portrayal of an ultimate victory is avoided in comics unless the writers are ready to remove the threat and replace it with something new. Which reduces their available pool of material to write about. Every victory that didn't result in the death of the antagonist(s) was a victory to be sure, but never Ultimate Victory Over Evil. The only Ultimate Victories were the ones that resulted in the character's (antagonist's) death, resulting in the protagonist's surprise when the dead Big Bad makes his/her/its triumphant return.
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Avoid Outleveling of contacts while still allowing challenging gameplay The game was designed to be played at +0/x0 (+0/x1). Even on Live, playing at this level would see you outlevel contacts if you dealt with multiple contacts. (Which is why being able to turn off xp being added back on Live was such a welcome change.) HC ramped up the xp gains, and playing at higher difficulty levels also ramps up the gains, making it even easier to outlevel contacts. And even when you get the contact's story arc, you can still outlevel the contact. Since you have the story arc available though, you can still finish it, though the foes will become progressively more grey in threat as you outlevel the arc. (I once forgot I had a level 9 arc going until I was level 45. Whoops.) Nothing prevents players from outleveling contacts currently other than turning off xp. (I currently have a level 29 character with almost full xp to level 30 with xp turned off so I can do all the level 25-29 contacts' arcs.) I am against the idea of the game forcing the player to not gain xp any more if they hit the contact's max level for a story arc though. That should be an option, not a requirement, and we already have that option in being able to turn off xp ourselves. If you want to know the contact's max level, you can check the contact at https://archive.paragonwiki.com/wiki/Main_Page or https://homecoming.wiki/wiki/Main_Page. If you want something on the contact, maybe in the dialogue box, that also gives the level range information? I'd be fine with that. An alternative to street hunting I agree that the street sweep missions are tedious. Especially the ones in the 23-29 range that seem to have multiple versions of the same mission that almost all your contacts give you, often at the same time until that specific mission is accepted and cleared if a "speak with the security officer" street sweep mission. However, I have never had a street sweep mission given to me that did not have the requisite targets in the area. They may be an uncommon spawn, only located at specific locations in that area, or even be limited by time of day in game to spawn, but every street sweep mission has mobs of the required type at some time in some location in that area. (Even the Crey street sweep mission in Brickstown that is limited to a single building's area has the Crey mobs there. Just not in numbers, and sometimes you have to clear out CoT to make space for Crey to spawn.) Other than the felt need to state that? I don't know how I feel about your radio/paper replacement for street sweep missions. Provide an AV/EB battle for the end of all the level 15-19 Origin Arcs Not every arc in the 15-19 range had an EB/AV opponent at the end. So the ones that lack them aren't broken. They were not designed to have them. If you want to add them? Which AVs/EBs should be added for which arcs? And what would be the justification for adding them? More information please. Fix the broken arcs Which arcs are broken? Can you be more specific? Broken arcs should be reported under bugs at this link: https://forums.homecomingservers.com/forum/32-bug-reports/ . I do all the content on my characters as I level them and have not found any such broken arcs. However, if there are broken arcs, please report them as described on the Bugs forum. Arc Structure Not every arc is intended to have a Final Boss Fight. Most are simply supposed to be finished by dealing with the core problem of the arc. From the (extremely frustrating because of the guaranteed sea of DE the crystals spawn for no reward) Unnatural Order/Will of the Earth arc to the Ring of Peebles arc and more. Many arcs are basically investigations into the goings on of the different factions, learning what the factions are about and how they influence Paragon City, the Rogue Isles, or Praetoria; and the resolution of the immediate concerns/threats from a given activity of that faction. (Edit: Some of the arcs culminate in a fight against a lieutenant instead of a boss. Because the lieutenant makes more sense than any of the bosses. Like the BP arc against Archie or whatever his name is.) The EBs/AVs are the rare foe for when you tackle something critical to the faction, like chasing down Countess Crey herself, stopping Maestro in Striga Isle, dealing with Dr. Vazhilok's disease that he may or may not be spreading or fighting, and so forth. (It is the TFs and SFs that are the arcs where you are supposed to have a Final Boss Fight. And you can choose to solo them.) Edit: For clarification? You don't end the Vahzilok threat. There is a story arc that illustrates how the Vahzilok continue after Dr. Vazhilok himself is removed from the picture. And according to the blue side and red side story arcs that delve into that? You basically made things worse by taking away Dr. Vahzilok's leadership. I'm just waiting to see the Freaklok explode onto the scene.
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Having a /rankcustomnext "rank" would be helpful. No argument there. The string requires a single word target command, followed by $$ followed by the next target command. Add $$ and the next target command for however long you want the string to be. The bind doesn't work on multiple words per command, but you can string commands together.
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Huh. Okay, thanks. (Edit: Actually, you can more or less get the badges concurrently. 500 Prisoners regardless of rank and the 200 Prisoners bosses I forgot about. Just like working on the Family and Family bosses badges.)
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This is going to sound like a silly question, but why do you need to target Prisoner bosses? I get Warrior bosses (bind for Elite) and Family bosses (string bind for Underboss and Consigliere blue side, and either same red side or Capo in Port Oakes), but I don't get Prisoners. Not opposing the OP, just trying to understand.