Rudra
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Everything posted by Rudra
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I 6-slot all three pet powers. It gives me the most bonuses. My genin are 6-slotted with 2 Soulbound Allegiances (no proc), 2 Command of the Masterminds (with proc), Sovereign Right proc, and Edict of the Master proc. My jounin are slotted with 6 Mark of Supremacies. My oni is slotted with 4 Blood Mandates (it has no proc), Call to Arms proc, and Expedient Reinforcement proc. That's all 6 pet procs with my jounin slamming into ED (loss of 34% damage because of ED). And with the changes to MMs, Train Ninjas is now 4-slotted with Red Fortunes to further protect them. And soloing x8 content is easy. Like boringly easy in many cases. +4/x8? That's hard. Very, very annoyingly hard. And slow. (Edit: And I still manage to slot all 3 MM primary attacks with 4-5 slots each, plus manage 6-slot Shadowfall, 3-slot Maneuvers, 5-slot Dark Embrace and Tactics, and 6-slot my immob.) I don't have any mule powers for my pets. Ninjas are my primary MM power set and they eat everything that doesn't waffle stomp them with AoEs. I don't understand the drive to remove the procs from the pet sets and make them inherent. You're not REQUIRED to get the pet procs any more than you are REQUIRED to take Leadership on a MM. They help, but are nowhere near required and aren't as helpful as some make them out to be. (Taken in conjunction with each other and MM secondary power set defenses? They are a lot more effective.) You can build and slot your MMs however you want. Please stop asking for everything to go inherent. Character development is a choice so we aren't all using the same characters. You want to treat your pets as pure damage platforms? That's fine. You want to treat them as status infliction platforms (depending on pets)? That's fine. You want to make them defense platforms (protector bots)? That's fine. You want to make them general use platforms? That is also fine. Min/maxing is a choice, not a requirement. And slotting procs as part of the set does not give up "a bunch of effectiveness". If all you want to do is slot the procs on a pet? That is your choice and yes, they will under-perform compared to other pets. Again, that is a choice.
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In my opinion, a lot of the tiki masks don't work very well as actual masks. (Except for the big guy's mask since it goes up instead of down, it has a better look to me than the other two.) However, I'm sure there are players that can take any of the tiki masks and make something impressive with them. So sure, since the shrunken tiki masks are in use in Talos Island's TIki Lounge, can players get access to them too? (And maybe some non-tiki, actual tribal masks for characters too?) (Edit: Like some of the BP Spirit masks. Some of those have a more tribal mask appearance to them than the tiki masks. Any chance of shrunken, modified versions of those for players?)
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It's a Master run. The TFs were designed with full teams in mind. So a Master run would default to its standard 8-player team setting. Master runs aren't supposed to be soloable, though I think there are characters that can solo some of them.
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Put it on a delay timer (maybe 20 seconds) based on when the team leader leaves so those currently fighting something aren't just dumped out mid-fight, and sure. I understand the frustration of being on a team for a TF or SF and not being able to do anything because someone just up and walks away without telling anyone for what feels like forever. (In reality, only up to several minutes, though that is forever in a video game.) Sometimes however, it's just that the person is pre-occupied with some mobs and will exit when the fight is over. Just dumping said person out while trying to get whatever (s)he may be after with those mobs is as rude as those who willfully hold up the TF/SF without any heads up to everyone. Edit: Except for 'Find Mission Exit' missions. While most of those make no sense, some do. So the auto-dump feature shouldn't work unless someone gets to the exit first on those missions.
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More options = more better. Works great for dino and monster themed characters; opens up new venues for character concepts. Works for me. I'd give it my seal of approval, but ALF, CFI, and PETA took away my seals.
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It doesn't limit/affect anyone's playstyle. You are correct. It limits their character concept. That is the argument.
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Followup on my opposition to gating costume pieces/auras behind levels: There are players that have a character concept where it makes no sense to have to wait to be able to unlock costume pieces/auras. For instance, after Cimerora was added, there were players that wanted to play time-displaced centurions. (There were players that wanted to play time-displaced ancient warriors even before Cimerora was added, but they were rather limited on their options to make the appropriate look.) They weren't just characters that started out as weapon users and then decided to emulate Roman centurions after having traveled back to Cimerora, they were Roman centurions that through some temporal displacement wound up in Paragon City and decided to take up the life of a super instead of staying newly conscripted centurion C of battalion F. How does it make sense to keep the Roman costume pieces gated until level 35 to try and unlock them for a character that was always a Roman centurion? Or back to the scarf: a character could want a scarf because (s)he uses cold powers but is not cold immune and wearing a scarf helps him/her deal with his/her own powers, because scarves are identified automatically by onlookers as being associated with the cold and the cold-using character wants the association, because the character happens to think scarves are cool regardless of power set and incorporates it into his/her costume, because the scarf is a keepsake from a passed relative that character can't bear to be parted from even while adventuring, or any other number of reasons. And yet, scarves were gate-locked until level 20 when you could do a mission to get them with capes. Anyone can at any time go buy a scarf, so why should a super have to wait until level 20, and then have to do a mission, to be able to have a scarf? For that matter, you can hit costume shops to get a cape, you can order one online and sometimes even get it made to order, and in some places you can just go to a local store and buy one. (Edit: Though these are typically medieval style capes unless you are hitting up a costume shop.) And yet a super can't buy something John and Jane Doe can buy and wear whenever they want because the super character isn't level 20 and hasn't tackled some mission to prove (s)he is worthy of buying a commonly available (though not commonly used) item? The point is that for any attempt to show a super must progress to a specific point after character creation to get specific auras or costume pieces, there is a reason waiting to be given in response as to why that is a completely arbitrary limitation. As has been said multiple times on this thread, a significant number of characters in comics are introduced already wearing a fully tricked out costume. That costume will undergo changes over the life of the character in the comics for various reasons, but they aren't showing up wearing some pauper hero suit until they unlock better costumes unless the character himself/herself is being presented as being of meager means, lacking in fashion sense, the character prefers a more modest or humble appearance of some type, or the writers want the character to act as a counter to existing characters in presentation until the new character is incorporated the way the others are. If the desire is to have characters start out shabby and progress to fashion magazine cover presentable, that can be done already without placing limits on players' abilities to imagine and create characters. Asking for future costume pieces/auras to be gated behind levels or badges stifles players' ability to make new and interesting characters. Especially since you can see in the forums where requests are being made fairly constantly for existing NPC only costume pieces, new costume pieces, and derivative costume pieces for alternate nationalities/eras of existing costume pieces to be made available to players so they can properly portray their characters.
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That doesn't work when you have level 15+ hellions filling the combat area with molotovs, KoA filling the area with caltrops, or they get jostled into lava that was nowhere near them and they can't figure out how to get out of the lava to go where you tell them to go to get out of the lava. (Hello, Bat'Zul lava map.) Pets having some semblance of self-preservation is desired. The degree to which pets currently run to get out of a damage patch is the ridiculous part. Running out of damage patches and running out of damage patches to the next nearest country are two entirely different things. And pets currently either stand in damage patches and die, or more often run out of the damage patches and just keep running. Even mobs don't do that. They run out of the damage patch, get clear, and resume fighting.
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That would be one helluva jump for the zone's 25-34 range. I like the idea of the repeatable contact. I'm against the drive I'm seeing on the forums to make all the zones level 50. (Edit: Or rather, the drive to cram level 50 content into the non-50 zones.)
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I checked the HCwiki. I checked CoD. There are no notes stating that Stalkers' Hide defeats Snipers Perception, or Watcher Perception, or any other Perception. And the HCwiki is a direct copy of the paragonwiki. Likewise, CoD has no listing for things that ignore stealth, like the Watchers, having anything that lets them ignore stealth. I don't know why you have no problems stealthing past snipers and I don't, but I do know both paragonwiki and homecomingwiki state that snipers easily see through stealth.
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They've seen me since CoV launched and snipers started appearing. "Snipers are usually found alone, outdoors, lying in wait for a target to present themselves. They have very long range and see through stealth easily. As they have long range attacks, they will detect and aggro on players from great distances, and are usually in high or hidden locations. They will often only be noticed when they attack players, causing damage from an "unknown" source." Except for the bolding, that is pasted straight from https://archive.paragonwiki.com/wiki/Sniper. Edit: "Note Some enemies use long range attacks and include the term "Sniper" in their attack power names, but are not Sniper-class enemies and do not share their distinct behaviours, such as immobility. Examples include The Family and Mook Hitmen." Snipers are a specific class of mob, like a hybrid Lieutenant-Boss, but at lieutenant tier. When you see Sniper instead of Minion or Lieutenant, then you are dealing with a sniper. If their name is Sniper, that does not mean they are snipers.
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What about passive observers not involved in the PvP action? Once the PvP starts, the active members are all that are able to be involved in the PvP, and anyone else that enters after it starts is relegated to spectating, being a human shield, or acting as on the ground journalists? I don't know how any of this works in base PvP, if that would even be possible, let alone desirable. It's just a thought. From a self-admitted hater of PvP. (If they're asked to leave, then they should leave. SG members should all be able to kick non-members asked to leave out of the base, though not ban, if the OP is implemented.)
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Munitions Mastery - long overdue for a revamp?
Rudra replied to mlokc's topic in Suggestions & Feedback
Never said teams should wait, they've never waited for anything since launch. Just that either solo play or tactical team play seems to have been the point of the LRM. I'm not going to stand in the way of any changes that make it more overall useful. -
I don't get the difference between base raiding and base PvP, but that's moot for the discussion. Thanks for explaining.
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Munitions Mastery - long overdue for a revamp?
Rudra replied to mlokc's topic in Suggestions & Feedback
Sounds like LRM is the opposite of the ally only powers in some sets. Instead of being team focused, it is solo focused. (Edit: Or designed with the expectation the team will wait for the long range artillerists to open up with their LRMs as an opener.) -
I thought base PvP itself didn't exist and the new raid system simply enabled PvP access from the base? Did I misunderstand the system? If the base itself is not subject to PvP, what kind of trouble can other players cause? (If my understanding is wrong, please correct me. I have no issues with being able to remove troublesome players, I just don't see how they can make trouble in the base.) Edit: And if base PvP does exist again, what happens if base designers place the raid resurrection circles in an isolated room with no exits? I think /stuck is disabled for raids.
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Allow VEAT widows and soldiers to use each others costumes
Rudra replied to KaizenSoze's topic in Suggestions & Feedback
To the best of my knowledge, the problem is that the pieces were not designed for use on standard character models. That's why the VEATs have a locked costume slot from a hidden model for their starting appearance. -
Agreed. Pets need to get out of damage patches rather than just stand there and die. That said? Last night, my bots just stood in a bonfire patch uncaring as they burned. Rather problematic since I didn't notice it until I got turned around to attack an enemy and saw my bots just frying in place. (As to why didn't I check when I noticed their health dropping so fast? I thought the sheer number of enemies attacking were shredding them, not that they were dumb enough to stay in the fire.)
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Titan Weapons - Can be something done about Momentum?
Rudra replied to Paradox Fate's topic in Suggestions & Feedback
What if Momentum worked more like Frenzy? You build Momentum (like either Frenzy as stacks or Rage as a bar) by using lighter/weaker attacks, and you deplete it by using heavier/stronger attacks? Momentum would boost your damage depending on how many stacks or how big the bar you have. So your attacks would both increase and decrease your Momentum depending on what you do, with Momentum giving the biggest boost to your heavier/stronger attacks and smallest boost to your lighter/weaker attacks. How much the Momentum is depleted would depend on the attack depleting it, so it would be possible to not fully deplete your Momentum if you were careful about it. This lets the player control his/her own momentum. So players that favor the faster attacks will maintain a lot of momentum, but not get as big a boost out of it; while players that favor the bigger attacks would still see a large payout when they use it (though they would need to use their lighter attacks to build it up). Just a thought. -
The problem I see in your argument goes back to the OP's Except that the badges already promote playing the dev content. You can't earn story arc badges in AE. I don't even think you can earn defeat credit in AE. The only badges I know you can earn in AE are the AE specific badges. So in order to get any non-level linked badges (that aren't AE) is by playing the dev content. That is the only way to earn the accolades and their buffs. That is the only way to earn specific titles. The OP argues that badges already grant perks, but wants more on top of that. And those perks are going to be tied to how many badges the character earns. And badge count rewards are already there in the form of badge count badges. The OP isn't talking about new accolades, (s)he is talking about getting powers from having accumulated x number of badges. Straight from the OP. One of the suggestions is that if you get difficult to acquire accolade badges, you get an additional power. Which would be on top of the accolade powers those accolades already give, depending on the accolade. Or a new power pool you can't access until you get x number of badges, so good luck getting anything from that pool early on unless you respec into it. Badges are their own reward. Because they are rewards for having accomplished a set task in the game. Accolade badges also award a minor buff to the character. Within limits, I don't expect a great outcry and gnashing of teeth if more accolade powers are suggested. As long as they aren't more of the accolade buffs we already get. However, the OP is about placing rewards on getting rewards. Which doesn't make sense.
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I think the point @Greycat is making is that players play the content, and they make bases, and they spend time RP'ing with each other, and they spend time PvP'ing with each other, and they spend time making AE arcs. And that taking a reward system, and layering a reward system on top of that will drive more focus on getting the rewards for getting rewards rather than spending time doing other things in the game as well. That's my take on it at least. Edit: This part is not what I think @Greycat is saying, this part is just me: We get badges for doing specific arcs. We get badges for doing TFs and SFs and trials. We get badges for defeating <insert number> foes of a given type. We get badges for getting badges. And all those badges are recognition of having accomplished something in the game. So in order to get the badges, you have to play the content. They are already a reward for playing the content. What is the point of a reward system for the reward system?
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Expand the world in time and place - Egypt/desert maps
Rudra replied to Greycat's topic in Suggestions & Feedback
Seraphina is in Brickstown. Stop by and say hi sometime. She's pretty friendly. -
Like @JasperStone said, I don't think it is feasible. Like with slot unslotters, not to be confused with enhancement unslotters. Pie in the sky thought, would be nice, but not going to hold my breath for it.
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Yes. Available at level 30 from the same contact that gives the cape mission. The Goldbricker red side and the City Hall rep blue side.