
Rudra
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Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
What part of "I RP" did you not understand? Someone find the old forums please! I really want to show @Wravis what I'm talking about. When Liberty and Hawkes were added to Pocket D, there was a... passionate... discussion about her placement. The devs told the RP community they put an inordinate amount of work into placing her to impact as few RP'ers as they could. The community did not believe them. So the devs invited the community to see the work they did. Then the devs asked the RP community where should Liberty be placed. So the group directly affected gave a new place for her. And was immediately rebuffed by another group saying no, they used that space. The second group proposed a new place for her and was also immediately rebuffed for the same reason. This went on for at least a few weeks. Until finally the RP community told the devs she was fine where she was. Later? Someone started a new thread requesting she be moved. And not a single RP'er supported the suggestion because they did not want her moved to where they RPed. They didn't oppose the suggestion, they just didn't support it. I really, really, REALLY wish I could show you that discussion. I didn't even have a forum account, but since I RP'ed, I followed along and read it. Painfully. So please. Gather the RP community together and hash out where she should be moved to. FInd some place, any place where she can be found without having to find some hidden back room closet that doesn't inconvience anyone at all. Edit: If you aren't willing to work with the community to find that new place? Then your request boils down to: She is inconveniencing me, move her to bother someone else. Edit again: And for full disclosure? No, I admit I do not RP in Pocket D. The RP I routinely experienced there was toxic. (To the point of some asshat emoting violating my character. **** you, Catgirl Spayer. So I avoid Pocket D as much as possible.) -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
That would also be why Liberty and Hawkes(?) are placed along the wall not near anyone else. So their single character models are out of the way of the players. A lot of effort was put into figuring out placement for these contacts specifically because of RP'ers. And they are placed where they are because those spots were deemed to be the least intrusive spots. They are single characters wedged up against the wall to minimize their presence. And if I remember the discussion correctly, there was nowhere the contacts could be put where some group of RP'ers was unhappy because that was where they happened to do their RP. As opposed to War Witch whose placement combined with the tables in the room drastically cut down on available space and the felines whose group did the same. And the best argument given was a false equivalency about an ITF not being available because of a different character whereas the space is still there, but happens to have a single character present. So where can Liberty be placed where she isn't going to inconvenience any RP groups? Even after War Witch was moved to her current spot not in that room but down on the dance floor against the wall, players were complaining they RP'ed there. So where can Liberty be moved to where no one will complain? Again, the devs will either decide this is worth their time or not. I would really like an answer as to where the various contacts, specifically Liberty in this case, can be placed where she doesn't inconveience someone though. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
Wasn't she standing in the middle of the room though? (Edit: In a spot where the tables further limited the available space?) So they moved her to the wall? Edit again: And the felines were moved (twice) because their numbers and arrangement take up a lot of space. -
Personally I think it would be better if items that can be stacked could be e-mailed stacked. Would alleviate the need for this. Or at least mitigate it. So things that don't stack such as enhancements and inspirations would still need to be sent (and claimed) individually, but things that do stack like salvage and recipes can be sent in groups of 10 (AH limit). That would facilitate transferring items between alts without risking undue strain on the server's capabilities. And if the OP were to also be implemented? Further simplify the process of transferring assets between alts.
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My guess is this would need to be limited to "Claim X" where x is the current limit for what the server can process at a time.
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Given the pathing issues NPCs already have, not sure how feasible that would be. If it can be implemented? Go for it. Until then? If you lack any form of teleport? Move further into the room, the NPC follows, then go out.
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Here is what I don't understand: What makes your travel power (which increases your character's mobility via teleport, running, flight, or leaping) different than your basic mobility pick? In the end, what this boils down to is: power creep is power creep. If you want a travel power, get it. Don't let others tell you what pool powers you have to take. Edit: This thread is just another "Let me take more powers from pools without having to give up the Holy Quad of pools." So of course it is going to be opposed. Edit again: Here's some advice on combat mobility so you don't feel confined to those choices: Hover: Gives you the same defence as Combat Jumping but at a slightly higher END cost. And you can hover up out of everyone's reach. Great for ranged characters. Flight: You suffer a speed penalty if you attempt to fly out of combat, a really bad one, but you can fly up out of reach if things start to look bad. Also good for covering lots of ground quickly. Also can be used with Hover now so you can get the flight control of Hover and the speed of Fly at the same time! Teleport: You want to get out of there fast? Or you want to reach some place you can't jump to while you lack flight? Teleport gets you there! Even better? It has no speed penalties because you directly move there without needing to cross the space in between. And with one or two enhancements (and a quick teleport target-click skill)? You can cross those annoyingly large zones faster than most anyone else can dream of. (Also includes short duration Hover so you can check where you want to teleport to next without falling.) Super Speed: Gives a small boost to leaping actually! And it suffers no speed penalties coming out of combat, so you can just hop over your foes and zip on out of there. And if you took Hasten? You already have the pool as one of your choices. Win-win. Origin pool travels: see closest travel power listed above. Except they include some form of teleport as a popup power to boot. See? You don't need to lock yourself into Combat Jumping for combat mobility. So just take the travel power you want. Or grab one of the free ones @Greycat mentioned from P2W.
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Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
Okay. So for... ... uhm... I forgot what version we're up to... current attempt with minor tweaks. Two versions for comparison if we get to play testing. Striker (Option 1) Inherent: Onslaught: Using ranged attacks imposes -2% defense debuff for 15 seconds while melee attacks grant +2% (defense/resist depending on set) for 15 seconds. Stackable 5 times each. Critical Capable: No. Melee Damage: 110-120% Scrapper damage. Ranged Damage: 90-95% Blaster damage. (Focus is still melee.) Armor Values: 85% Scrapper base value. Base HP: Moderate. (As Scrapper, as recommended. Lesser armor should be sufficient to differentiate and keep on toes.) Primary Power Pool: Melee T1: Light damage melee attack (fast/very fast recharge) T2: Moderate damage melee attack (fast/moderate recharge) T3: Special power depending on set (Examples include perception increasing toggle/click power [including +ACC or +ToHit] or ToHit debuff attack) T4: Cone moderate damage melee attack (moderate recharge) T5: Mez Protection T6: Special power depending on set (Another self buff or enemy debuff attack) T7: High damage melee attack (moderate recharge) T8: Cone high damage or moderate damage+special melee attack depending on set (moderate-long recharge) T9: PBAoE severe to extreme damage melee attack (long recharge) Secondary Power Pool: "Range" T1: Light damage or minor damage+special ranged attack (moderate recharge) T2: Melee defense, typed defense, or damage resist power depending on set* T3: Moderate damage ranged attack or light damage+special ranged attack depending on set (moderate recharge) T4: Ranged defense, typed defense, or damage resist power depending on set* T5: AoE defense, typed defense, or damage resist power depending on set* T6: Self heal or Aim depending on set T7: PBAoE utility (enemy debuff) power (toggle or moderate recharge click) T8: Cone or TAoE moderate damage ranged attack depending on set T9: Panic button power (Maybe an uber PBAoE debuff for some sets instead of just armor boosts for all?) Ancillary Power Pools: As Mastermind *- Relevant combinations of defenses or resists as per the reference Scrapper armor sets. For instance, fire attack secondary pool would tap the Fiery Aura Scrapper secondary for relevant data, ranged blade (vacuum wave) secondary pool would tap Super Reflexes for relevant data, and so forth. Striker (Option 2) Inherent: Onslaught: Using ranged attacks imposes -2% defense debuff for 15 seconds while melee attacks grant +2% special (secondary pool effects) for 15 seconds. Stackable 5 times each. Critical Capable: No. Melee Damage: 110-120% Scrapper damage. Ranged Damage: 90-95% Blaster damage. (Focus is still melee.) Armor Values: N/A (No inherent). Base HP: Moderate or High, depending on AT needs. Primary Power Pool: Melee T1: Light damage melee attack (fast/very fast recharge) T2: Moderate damage melee attack (fast/moderate recharge) T3: Special power depending on set (Examples include perception increasing toggle/click power [including +ACC or +ToHit] or ToHit debuff attack) T4: Cone moderate damage melee attack (moderate recharge) T5: Mez Protection T6: Special power depending on set (Another self buff or enemy debuff attack) T7: High damage melee attack (moderate recharge) T8: Cone high damage or moderate damage+special melee attack depending on set (moderate-long recharge) T9: PBAoE severe to extreme damage melee attack (long recharge) Secondary Power Pool: "Range" T1: Light damage or minor damage+special ranged attack (moderate recharge) T2: Single Target debuff appropriate to set (fast/moderate recharge) T3: Moderate damage ranged attack or light damage+special ranged attack depending on set (moderate recharge) T4: PBAoE debuff appropriate to set (moderate/long recharge) T5: Self heal or Aim depending on set T6: PBAoE utility (enemy debuff) power (toggle [aura]) appropriate to set T7: Cone or TAoE moderate damage ranged attack depending on set T8: TAoE(?) debuff appropriate to set (long recharge) T9: Panic button power: PBAoE damage+debuff appropriate to set (very long recharge or long recharge+unaffected by recharge) Ancillary Power Pools: As Mastermind (A few more ranged attacks couldn't hurt, but the addition of controls may be critical later.) *- Actual power placement in their respective trees still subject to variance depending on specific sets regardless of AT option used. I'm fairly certain the more balanced version, or at least the more survivable version, will be the armor version, but I'll be pleasantly surprised if it turns out the other way. And even if the armor version is the one that is selected, there won't be any real competition with Scrappers, Stalkers, Brutes, and Tankers for armored melees since this AT only gets 3 versus the 5+ of the other ATs. Anyway! Any more feedback on this? Still looking to make this as fun, balanced, and desirable to play as I can manage! (And as not complicated to implement as I can, but it doesn't look like I managed that particular goal....) The more feedback, the better this should turn out. -
Swashbuckler? Mauler? Name This AT! (And Help Me Flesh It Out Too.)
Rudra replied to Rudra's topic in Suggestions & Feedback
If we can get this as far as play testing? Sure. We can try a debuff route before armor route. If it works out, it would be more or less in keeping with my original pitch of inverse Blaster. I'm just not sure how well that would work out for melee survival, but I would be game to find out. So with that in mind... two options: Striker (Option 1) Inherent: Onslaught: Using ranged attacks imposes -2% defense debuff for 15 seconds while melee attacks grant +2% (defense/resist depending on set) for 15 seconds. Stackable 5 times each. Critical Capable: No. Melee Damage: 110-120% Scrapper damage. Ranged Damage: 90-95% Blaster damage. (Focus is still melee.) Armor Values: 85% Scrapper base value. Base HP: Moderate. (As Scrapper, as recommended. Lesser armor should be sufficient to differentiate and keep on toes.) Primary Power Pool: Melee T1: Light damage melee attack (fast/very fast recharge) T2: Moderate damage melee attack (fast/moderate recharge) T3: Special power depending on set (Examples include perception increasing toggle/click power [including +ACC or +ToHit] or ToHit debuff attack) T4: Cone moderate damage melee attack (moderate recharge) T5: Mez Protection T6: Special power depending on set (Another self buff or enemy debuff attack) T7: High damage melee attack (moderate recharge) T8: Cone high damage or moderate damage+special melee attack depending on set (moderate-long recharge) T9: PBAoE severe to extreme damage melee attack (long recharge) Secondary Power Pool: "Range" T1: Light damage or minor damage+special ranged attack (moderate recharge) T2: Melee defense, typed defense, or damage resist power depending on set* T3: Moderate damage ranged attack or light damage+special ranged attack depending on set (moderate recharge) T4: Ranged defense, typed defense, or damage resist power depending on set* T5: AoE defense, typed defense, or damage resist power depending on set* T6: Self heal or Aim depending on set T7: PBAoE utility (enemy debuff) power (toggle or moderate recharge click) T8: Cone or TAoE moderate damage ranged attack depending on set T9: Panic button power (Maybe an uber PBAoE debuff for some sets instead of just armor boosts for all?) Ancillary Power Pools: As Mastermind *- Relevant combinations of defenses or resists as per the reference Scrapper armor sets. For instance, fire attack secondary pool would tap the Fiery Aura Scrapper secondary for relevant data, ranged blade (vacuum wave) secondary pool would tap Super Reflexes for relevant data, and so forth. Striker (Option 2) Inherent: Onslaught: Using ranged attacks imposes -2% defense debuff for 15 seconds while melee attacks grant ??? for 15 seconds. Stackable 5 times each. Critical Capable: No. Melee Damage: 110-120% Scrapper damage. Ranged Damage: 90-95% Blaster damage. (Focus is still melee.) Armor Values: N/A (No inherent). Base HP: High? (As Tanker for lack of armor?) Primary Power Pool: Melee T1: Light damage melee attack (fast/very fast recharge) T2: Moderate damage melee attack (fast/moderate recharge) T3: Special power depending on set (Examples include perception increasing toggle/click power [including +ACC or +ToHit] or ToHit debuff attack) T4: Cone moderate damage melee attack (moderate recharge) T5: Mez Protection T6: Special power depending on set (Another self buff or enemy debuff attack) T7: High damage melee attack (moderate recharge) T8: Cone high damage or moderate damage+special melee attack depending on set (moderate-long recharge) T9: PBAoE severe to extreme damage melee attack (long recharge) Secondary Power Pool: "Range" T1: Light damage or minor damage+special ranged attack (moderate recharge) T2: Single Target debuff appropriate to set (fast/moderate recharge) T3: Moderate damage ranged attack or light damage+special ranged attack depending on set (moderate recharge) T4: PBAoE debuff appropriate to set (moderate/long recharge) T5: Self heal or Aim depending on set T6: PBAoE utility (enemy debuff) power (toggle [aura]) appropriate to set T7: Cone or TAoE moderate damage ranged attack depending on set T8: TAoE(?) debuff appropriate to set (long recharge) T9: Panic button power: PBAoE damage+debuff appropriate to set (very long recharge or long recharge+unaffected by recharge) Ancillary Power Pools: As Mastermind (A few more ranged attacks couldn't hurt, but the addition of controls may be critical later.) Do those work for comparison purposes? (Edit: If we ever manage to get to play testing.) Need something new to fix the second version's inherent though. (I am really not a fan of all characters using this AT getting the same defenses because the inherent grants armor effects.) I am keeping the mez protection in both versions though since it is a melee focused AT and lacks the Blaster's keep fighting while mezzed ability. -
So you replace +regen in the Fury scaling approach to +absorb. Not that big a deal to me. As I said, I don't play regeneration characters. (I often play willpower characters though. I like the mix of approaches to survival.)
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Here's a weird thought: What if regeneration scaled like Fury? The more attacks that hit you within a set period of time, the more you regenerate. That would mean that for "normal" play, regeneration wouldn't really play any different than it does now. However, as attacks exceed a set threshold, it scales up. Edit: So maybe whatever the expected number of attacks per second might be for normal play is the threshold, and regeneration scales up incrementally for each magnitude of that value reached?
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Oh, I most definitely agree. Bio probably needs to get hit hard with a nerf stick. Maybe even a nerf cannon. Doesn't change my point about being careful with that argument. One thing you may want to consider? I hate citing CO, but one thing CO does handle pretty well is regeneration. They have a base regeneration value that scales up as your character takes damage, up to a set limit. What if regeneration in CoX also had a sliding regeneration scale that increases your rate of regeneration based on how close to death your character was? I don't play regeneration characters, so I don't have a stake in this. Just throwing out a possible thought. (Edit: Or take a page from Super Reflxes and add in some scaling resistance as your health nose dives?)
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You have to be careful with reasoning like that. I am not saying this is such a case, but that line of reasoning is thrown around to bring armor sets up on par with like Bio. "Is it really power creep if all you are doing is bringing parity between the sets?" In some cases? Most definitely.
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Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
It sure seems to work that way. Regardless, I've said my piece. I gave my reasons why I think this is a frivolous request. Note that I am not saying a bad request, just that I feel it is a pointless one. This has progressively been turning into a verbal feud with equally no point. As I said, I gave my response(s). If she gets moved, she gets moved. If she doesn't, she doesn't. It's up to the devs to determine what they do with their time. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
I have RP'ed with multiple people. And yes, we take up an annoying amount of space. However, I've been in groups of 8 players RP'ing that had absolutely no problem RP'ing in spaces like that, and that was with two smaller groups also RP'ing in the general area. Your argument is beyond inflated. Look, as you say, I don't have control over any of this. My points are that you have access to that space for 49 weeks a year so a 3 week pause RP'ing at an alternate location is not bad, and that there is still space for even a full team to RP. Unless you want to fit that team right at that one spot where you spill over into the doorway so other players run into you. Right now on this thread, it seems to be an even split. 2 against, 1 for, 1 at least okay with and quite possibly for, and 1 I can't determine from his/her post. Get more people to support the OP than oppose it? And maybe the devs will agree. That no more invalidates @Doc_Scorpion's or my points than it does your concern. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
I wasn't even part of the conversation back then. And the answer was in response to previous requests. Not current request. Keep trying. Maybe you'll eventually land a relevant statement. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
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Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
Yes, this was requested previously. It wasn't supported even by other RP'ers, so it died. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
Sure looks like it to me. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
Then use the available space. What is so magical about that one space where she is that you are completely unable to RP because she is there? And most people I see? Go around the RP groups. The ones that don't? I'm willing to bet are intentional. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
This is also a ridiculous comparison. Because an area the size of a single character is occupied, you can't RP? -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
@Doc_Scorpion is right, There is even room to RP at the area where she is. Lots of open space. However, @Wravis is complaining about that one little spot she is in. Not to mention all the other spaces in Pocket D that are available. Like the chalet. The zones Null can send you to. Studio 55 accessible right there in Pocket D. Nope. That one little space occupied by a single contact is the only space available for RP in Pocket D. -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
Right, because my comment is all about making other players miserable. I mean, look at how much space there isn't available to use because of that one NPC. Darn her. It's just so impossible to RP in that little space she leaves players. What ever was I thinking? (I'm being sarcastic, by the way.) -
Move Jessica Megan Duncan Over Next to War Witch
Rudra replied to Wravis's topic in Suggestions & Feedback
That still leaves 49 weeks where she isn't there and you can use that spot freely. Think of it as when your favorite place to go with friends is rented out by a large group for a while, is under renovation, or is temporarily closed for holidays or other reasons. It's just a few weeks. And Pocket D has lots of available space to use in the interim. So it isn't even as bad as if your favorite place to go with friends is not available. You just don't get your favorite booth or spot for a little while. Edit: Hells, you can even RP she is part of your group chatting it up, taking a break to guide potential supers into doing a favor for her.