Rudra
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Everything posted by Rudra
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There are players that aren't happy with Broadsword. Okay, that happens with different power sets. (For instance, I find both the Rad Melee and Rad Armor sets depressing [the armor set] or too clunky [the melee set] to use. I don't like either set.) However, I see two things that are problematic from my point of view with the OP. The first is that the OP requests "Make broadsword amazing again!" without stating what would make the set "amazing" to the author. The second is that the author isn't providing any play data or other reference-able data for the devs to check/make use of to "make broadsword amazing again". (Also, if a T2 cone were to be as capable as a T9 cone from another set, there would be something seriously wrong with one of those sets.) (Edit: Yes, the OP references animation and root times, but those are factored into the power's performance. So the only way the author is going to get those changed, is with actual checkable play data. Any other changes to "make broadsword amazing again" need to be stated for what the author wants, or (s)he/they may find changes they don't want.)
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I don't think you can, no. A stunned enemy, unless immobilized, can simply stagger around doing nothing. And as @biostem said, they can do so at extremely high speeds if the timing of the Stun and their movement command happen in the right sequence within the correct window of time. Faster than they even run normally, for instance. And I've never been able to Confront/Taunt them back.
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Allow us to combine 3 inspirations for 1 of the next higher tier
Rudra replied to gabrilend's topic in Suggestions & Feedback
Because they are already existing in the game, and - see my quote above about the various tiers not being unlocked until the character reaches the level that they would unlock anyway. So were TOs, and yet they have been removed in any meaningful way. The only way to get them now is to go to your SG base and buy them there. That does not take away that if the OP were to be implemented, there would be no reason to retain the small or medium inspirations for dropping any more because large inspirations can be cranked out for ridiculously cheap. So you know the request will come up to have small and medium inspirations 'removed' and larges made available from vendors for the current crafting cost of 900 inf'. There is already a request to do that with incarnate components/powers. (Edit again: And you know that if the OP were to be implemented, even with your limitations in place, there will be follow up requests to remove those limitations so players can upgrade to large inspirations even at level 1. Just look at the enhancement request threads on these forums for proof of that.) I don't care about PvP in any form. So market PvP means nothing to me. All I see when I look at the AH is a means of getting something for my characters that they currently lack. If I have to outbid others to get it or low-ball bid and pray it goes through sometime in my lifetime, that is fine with me. However, the OP will take away a current inf' sink, in a game where we already have a plethora of players complaining that they are awash in inf' with nothing to use it on. I don't use my inspirations unless I find myself in absolute, undeniable need for them. While I get them more often than the 1/3 missions rate I endured back on Live (RNG hates me*), I still only get them infrequently at most. So I hoard my inspirations. If others are getting them frequently? Kudos to them. Use them. Don't ask to upgrade them and bypass the drop rates for them though. Especially since they can already be bought for cheap from most vendors. This looks like it is going to be one of those times we adamantly disagree with each other. I'll be looking forward to your responses to this, but I'm not feeling like arguing my point further. (At this time at least.) (* - My current record, from Live, was 1 enhancement drop and 4 inspiration drops after completing 10 missions where I cleared the maps.) -
Allow us to combine 3 inspirations for 1 of the next higher tier
Rudra replied to gabrilend's topic in Suggestions & Feedback
I'm not looking at it from a making money point of view. I'm looking at it as it takes away the reason to even get the Inner Inspiration power at all and it removes an inf' sink from the game. Why even bother going to the AH to buy tier 2, tier 3, or tier 4 inspirations if you can just pop 150 inf' at almost any vendor and have a tier 2 inspiration? 450 for a tier 3? Right now, looking at the AH, a tier 2 red, Righteous Rage, is selling for 123 inf'. So they'll lose 27 inf' doing the proposed merger instead. A tier 3, Righteous Rage, is listed at 20,000 inf' on the AH at this moment I am typing this. Just spend the 900 inf' at a vendor for 18 tier 1 reds and merge them up to get 2 tier 3 reds and save yourself 19,100 inf', and e-mail them to yourself. Save yourself the 500,000 inf' it costs to get Inner Inspiration if you didn't choose it as your free power from START and instead of waiting once per 30 minutes to get 3 tier 3 inspirations, just crank them out on demand for almost nothing in cost. Hells, for the cost of the Inner Inspiration power (if you don't get it when it is free), you can crank out 555 tier 3 inspirations using the OP. Why even have tiered drop rates for inspirations any more? Why even have less than large inspirations any more? Just load them up at the vendors for 900 inf' apiece and remove tier 1 and 2 inspirations from the game. No. I oppose that. I oppose the OP and any attempt to make the game any easier than it already is. I don't consider market PvP. A Super Pack costs 10,000,000 inf' on the AH per the wiki. For that, the author can skip the Super Pack's random cards and just crank out 111,111 tier 3 inspirations. -
Allow us to combine 3 inspirations for 1 of the next higher tier
Rudra replied to gabrilend's topic in Suggestions & Feedback
Again, you are taking away the only reason to get the Inner Inspiration power and will kill demand for larger inspirations on the AH. So, still, no. -
It's a "small" glove as compared to regular "full" glove. Huge characters can still wear "small" gloves, because we aren't talking size of glove, we are talking "small glove" as in a glove that covers the hand and part of the forearm as opposed to a full glove that covers the hand and part of the upper arm. Edit: It's amount if coverage, not hand size.
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Just like any other costume piece that is shared by 2 or all 3 of the character model types, the costume piece has to be adapted to work with the other character model types.
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Please add a "Cottage" vanity pet to the START vendor
Rudra replied to mistagoat's topic in Suggestions & Feedback
This is silly as hell. Go for it! -
It doesn't matter how often your vampiric character targets someone through an ally. That ally can't suck the life from the target just because you use your life draining powers. If you want to heal allies? Invest in support ATs, grab the Medicine pool from the power pools, or grab a healing incarnate ability. (Edit: Just like just because your character can regenerate his/her/their/its wounds, does not mean they can make an ally regenerate as well. You cannot simply have an ally use your powers. You can grant an ally a power because of your ally augmenting power, but they can't use your own powers.)
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Bringing incarnate abilities from T1 to T4 less cumbersom
Rudra replied to DrRocket's topic in Suggestions & Feedback
Or, you know, just do the conversions to materials and combine them to make the incarnate abilities as you go instead of waiting until you have 68 merits to get it done. Which also gives you the ability to use said incarnate abilities even before you get them to the full T4 power. -
I see your post that has Enforcer, and I have an issue with it. The reason why Controllers have so few HP and straight damaging attacks is because they can lock enemies down with their mezzes. So they rely on their mezzes and/or their teammates to keep the enemies from killing them. Your armor/control scheme? Means that character can face tank enemies until they get the enemies locked down with their mezzes, at which point, who cares if their armors degrade in favor of damage? Nothing is going to be fighting them for that armor to matter any more anyway, so of course they will prefer the damage increase. So I have to say: No. No, you didn't describe Counterstrike. Here is what you posted for it: The problem? Any attack you do after an enemy attacks you is a counterstrike. Every AT in the game counterstrikes. Okay, so your Counterstrike is a triggered attack that cannot happen unless an enemy hits you first. That's a good way to get your characters killed in this game. Nice concept, but I really don't see it working in CoX.
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Melee/Control would work. My Kin/Kin would thrive. My post you are quoting has nothing to do with mixing melee with controls. It was strictly about the post I quoted in that post.
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THOUGHT IT WAS TRAY OF REDS? What does a tray full of reds have to do with the comment you are quoting? TRAY OF REDS You shouldn't assign things that weren't said or even implied to things others are saying. Necromancy has 3 attacks the MM can use that each apply a -ToHit modifier on the target. Dark Miasma has Darkest Night that at base effect imposes a -11.25% ToHit on targets. (Edit: And if the Dark Servant is in play, that is 2 instances of Darkest Night on that AV.) Shadow Fall boosts the user's defense. And Tar Patch reduces the target's damage resistances by -30% at base effect. Add in pets, and @Spaghetti Betty can very much accomplish what (s)he/they said without needing to eat a tray full of reds. Yes, those debuffs become less effective as purple patch comes into play, but slotted to boost their effectiveness and with pets slotted to boost their accuracy and damage, a MM can still eat most anything it can get alone.
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I cannot respond to this without getting permanently banned.
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Armor/mezzes sounds interesting, but I don't see it as being feasible. You would be essentially unkillable, but you're not going to clear anything either. What is "Counterstrike"?!
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Badge Powers to Help Complete Broken Missions
Rudra replied to Andreah's topic in Suggestions & Feedback
I would figure that since I did not give a badge name but did give where and how it could be gotten, you would start there. I have gotten t this way multiple times. And yes, if you already have it, START will neither refund what you already paid or give it to you again for free. That would be back on Live when it became a thing. (Edit: While there was no P2W on Live, I think you bought ATT from the Paragon Market. Hard to remember. However, if you had the 12-hour team lead badge, it was free from the market.) Players like me. I don't often bother taking ATT until late in the game anyway. I'm usually solo. And early level missions don't really scream "Grab everyone with you and get them here NAOW!!!!" to me. -
Replace the Cottage Rule with the Duplex Rule
Rudra replied to Faeriemage's topic in Suggestions & Feedback
If all someone is going to do is ask for a copy of an existing set that changes 1 thing, it isn't different enough to justify its existence. (Broadsword and Katana have 1 thing different between them, but that is how the weapon in question is used. Katana is 2-handed while Broadsword is 1-handed, so Katana cannot be used with Shield Defense. That's a pretty big difference.) So saying "Hey, make a new Electrical Blast set that replaces the -END component with +SnuffyWuffyJuice", then you aren't making a set that is sufficiently different than what already exists. It is very subjective, but there is a point where at least a majority can transition from saying "You're just asking for what we already have" to "That looks different from what we have and seems interesting to play". -
You are looking at the numbers wrong. The inspirations were 5% stronger than they should be. That does not necessarily mean that they had a flat 5% value stacked on top of their listed values. That reads more to me like a +7.5% buff was actually providing a +7.875% buff. Edit: Besides, if your defense is already at 40%, then popping any purple inspiration will soft cap you anyway. 5% more powerful buff than should be or not.
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... Then perhaps you should give your other reasons, because the ones you've given so far don't hold up. That's not what I asked for. If your other reasons are math-based? Sure, I'll wait. However, all I asked for were your "many reasons why you(I) think that is so".
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First, I don't recall a player posting a suggestion to have them nerfed, whereas this thread is a player asking for that to happen. Second: I25 inspiration nerfs: Dual and Team inspirations had their durations nerfed to 60 seconds to match other inspirations. All inspirations were 5% stronger than listed. They were nerfed to match their descriptions. In the first case, the "nerf" was bringing some inspirations in line for duration with the other inspirations. In the second case, the inspirations were adjusted in power to match what they were described as doing. Both of these nerfs are corrections. As opposed to your call for a nerf that still has no plausible reason. Do you see the difference? (Also, still waiting on your stated list of other reasons inspirations need to be nerfed. If you have them, it may help your case to provide them.)
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Replace the Cottage Rule with the Duplex Rule
Rudra replied to Faeriemage's topic in Suggestions & Feedback
Epic ATs don't play by normal rules. If you want a different version of something that already exists, propose it as a new set and make it sufficiently different to justify its existence. Also, some of the things you are asking for won't happen not because of the Cottage Rule, but because of how OP it would make the set. Like adding absorb to Force Field or electric attacks all getting a disorient component. Disorients stack and if all your electric attacks have just a Mag 1 Disorient, then you can rapid fire your T1 and hit a Mag 10 Disorient effect in just barely over 10 seconds. (Edit: Or just run Lightning Field, slot it with Razzle Dazzle to extend the Disorient's duration, and now not only will you quickly stun everything dumb enough to be close enough to melee you, but they also will find it difficult to stagger away from you due Razzle Dazzle's immob' proc. Which will potentially let you just AFK stand there as Lightning Field's tics of damage rapidly stun even AVs.) -
Then perhaps you should give your other reasons, because the ones you've given so far don't hold up.
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Yellow inspirations are not resistible. They boost your ToHit and Perception, but may not exceed your level-based cap. Your ToHit is factored into the game's attack mechanics with an absolute ceiling of 95% and an absolute floor of 5%. And once it is used, the inspiration is gone forever. Red inspirations are not resistible. They boost your damage, but may not not exceed your AT-based damage cap. The target's resists are applied after. And once it is used, the inspiration is gone forever. Purple inspirations are not resistible. They boost your defense, but you have both a hard cap and a soft cap. No matter how high your defense may get, and that is based on your AT with Brutes and Tankers having the highest cap at 225.05%, you still have the soft cap of 45% defense against attacks which is factored into the attack mechanics to see if you are hit. (Absolute ceiling of 95% and absolute floor of 5%.) And once it is used, the inspiration is gone forever. Blue inspirations restore your endurance bar by a set amount, ranging from 1/4 of your bar with a tier 1 all the way up to a full bar at tier 4. It only boosts your endurance bar, so once you use the provided endurance from the inspiration, it isn't coming back. Nor can you use that inspiration again to get back more endurance. Green inspirations restore your health bar by a set amount, ranging from 1/4 of your bar with a tier 1 all the way up to a full bar assuming you haven't died at tier 4. It only boosts your health bar, so any further damage you take is not healing back from that inspiration. Nor can you use that inspiration again to get back more health. Orange inspirations are not resistible. They boost your resistance to all damage, ranging from +10% with a tier 1 all the way up to +35% at tier 4. They can never boost your damage resistance above your AT's cap. They also provide protection against teleport attacks. And again, once used, it is gone forever. Light purple inspirations are not resistible. They provide either protection against specific effects or resistance against specific effects depending on the effect. They have a variable duration ranging from 30 seconds for a tier 1 up to 90 seconds for a tier 4. You can look up their varying mag protections and resists on the wiki, I don't feel like typing it all out. And yet again, once used, it is gone forever. As contrasted to Aim which is available no slower than every 90 seconds, Build Up with the same availability, Clear Mind available every 4 seconds at the slowest with a 90 second duration, Deflection Shield available every 2 seconds with a 4 minute duration, and so forth.
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Can you please just use a standard script and font size? This hurts to look at and feels like you are yelling. First, it is the actual game play and the math that will determine if your suggestion stands any chance. And I like the math because it is easy to check. However, let's look at "absolutes". Or rather, generic data. Inspirations provide a longer duration buff than Aim or Build Up, but you also need to have gathered those inspirations to use in the 1st place as opposed to having the Aim and Build Up powers that your character will retain for use whenever desired no slower than every 90 seconds if you have absolutely nothing improving your recharge rate. You also need to have more inspirations to accomplish the same thing unless you either went out and bought the top end inspirations or were phenomenally lucky enough to have them drop for you. And only for as long as you have the inspirations to use. No matter how many yellows you burn, you can never have a higher ToHit than 200.35% at level 50, and that still gets factored down to a max of 95% for determining chance of hitting the target. No matter how many reds you burn, you still have to contend with each AT's damage cap. So even if you have incarnate abilities that boost your damage and/or ToHit, your use of inspirations can never get you above the ceiling for those stats. (And are of no help to you when playing below level 45 in the case of incarnates anyway.) Or any other stat you may boost with inspirations and/or incarnate abilities. And it doesn't matter if an enemy has the purple patch or not where inspirations are concerned, because they will have that purple patch applied to your attacks regardless. So even if you hit your damage cap with inspirations, your total damage is still going to nose dive based on how much higher level than you the target is. As does your chance to hit. ED is not a factor for inspirations either for the same reason. So in the end, using "absolutes", inspirations are on average weaker per inspiration than your contended buff powers, but have a longer duration that partially offsets that. (Edit: And you still have to spend the time clicking all those inspirations as opposed to just clicking Aim/Build Up, which is time not spent attacking the thing trying to rip your face off.) The higher the tier of inspiration, the more expensive it is to get from the AH and the less likely it is to drop from your enemies. Meanwhile, you can only buy the lowest tier inspirations from the vendors. Inspirations are a quick, disposable method of fighting at a higher effectiveness than normal, but at the cost of lack of reliability of availability. You are never guaranteed to have those tier 3 and 4 inspirations unless you go out of your way to buy them after use from the AH after every fight. And that is assuming they are even available on the AH at the time to purchase.