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Rudra

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Everything posted by Rudra

  1. *has horrific flashbacks to WoW and the 1 gold required for the level 5 character to get a level 5 power, when mobs were dropping coppers and it taking 10,000 coppers to get 1 gold* Yeah, let's not do anything like that in CoX please.
  2. The badges themselves were the incentive. They give characters options for titles. Some even grant minor benefits as accolades. Why do you want badges to have additional incentives? They were never playable content, they are rewards for accomplishing things in the game. So why do rewards need rewards to get the rewards?
  3. The only time new heroes wear hand-knit costumes, onsies, or other poor equipment is when the character is portrayed as coming form a poor background. And even then? Only for flashback origin stories. If a character is added to a comic, (s)he is wearing whatever the character designer wants him/her to be wearing. Every time. If that is a onesie or homemade costume? Then it is a onesie or homemade costume. If it is a bedazzled, caped, illuminated, radioactive mess? Then it is a bedazzled, caped, illuminated, radioactive mess.
  4. I could actually get behind this. Edit: Or make the two buff powers toggles that automatically apply to summoned pets.
  5. No, it never took time. If a new character in a comic was supposed to wear a cape or have an aura? Then (s)he would make his/her debut with a cape and/or aura.
  6. It's just as @TheZag said. Also, scarves were counted as capes because of how they worked. And there was an outcry about not even being able to have a scarf until level 20. It never made sense for characters to have to wait until level 20 to get a cape, and some character concepts rely on having immediate access to auras. That said, what would you recommend be the added content with some requirements. If you're making a suggestion, let's hear what it is.
  7. Don't know what you are talking about. Even before the stacking stealth change, my stalkers would be in Hide, with stealth proc, and Stealth, and the snipers always saw me. Every time where no other mobs did.
  8. There is no weird inconsistency. Seeker Drones and FFG are mobile "pets". Acid Mortar is a stationary demi-pet. I really like this idea. I would rather the two Trip Mine powers be the better version of the two. They are identical in almost every respect, except that one version has no interrupt time. It's not an inconsistency, it is self-preservation. A zombie or robot has no sense of self-preservation. So using Detonator does not send them into a panic to offload the explosive. Living minions however have a sense of self-preservation. So they will attempt to get rid of the explosive device, in a useful manner, but die anyway.
  9. Yes, snipers. Like the Nemesis snipers (Tirailleurs and Comets) and the Council snipers that see you regardless of your levels of stealth at full aggro range.
  10. Single person bases currently serve that role for salvage, enhancements, and inspirations. What if inf' and merits were added to the storage options?
  11. I don't know if that is even possible with this code.
  12. Wrong 50, @biostem. The 50 in question is giving characters 50k influence when 1st made.
  13. Devs? If you're reading this? Maybe one of the myriad dimensions our characters get to explore can have something like this? (Though my take on the point of the beam maces is a dual-purpose weapon. You can blast a target at range and smash it in close with extreme prejudice without damaging the weapon.)
  14. Those could actually be pretty damn cool. Not much point to the beam rifles given their beam maces, but still.
  15. Being able to use multiple stealth powers was a quality of life improvement. Just like Hover and Flight no longer being exclusive and Combat Jumping and Super Leap no longer being exclusive. So while you can't stack the stealth effects of the stealth powers, you still get the unique benefits any given stealth power may have in conjunction with each other. I still need to check to see how the change affects my triple-stealth Stalker build, but from the notes, it looks like it may only be a double now. (Edit: Not that it ever had any effect against snipers, Watchers, or Rikti Drones....)
  16. You make good points, but I am still against increasing the T1 pets' levels. Aside from incarnate content. I really love having all my pets as lieutenants of my level in incarnate content, but that is because incarnate content is decidedly more difficult than regular content at +0 difficulty. I would be more interested in almost any other approach to making the T1s more useful in high end content than increasing their levels. Like a passive boost to their defense maybe. Or even granting MM pets the same 1-hit kill immunity players get.
  17. When you're playing an MM, pet control is imperative. Solo or on a team, but especially on teams. You're missing some of the other changes. Like how ninjas can have their pet defenses enhanced now by slotting Train Ninjas with defense enhancements/sets. Also, the MMs secondaries come into play. Powers like Shadow Fall from dark which impose a -ToHit debuff in its radius or Darkest Night for the bosses/AVs. And Dark Servant from the same pool that also uses Darkest Night. Or Force Field Generator from Traps, Arctic Fog from Cold Domination, and so forth. Pet survivability has been added to the primaries, but was already available in the secondaries. I seem to be in the minority on this, but I disagree. MMs do exceedingly well for themselves. MMs can even solo +4 content, but it is difficult and very slow. At least to me. I would really like to see this perception changed. MMs are a solid class that works very well solo and benefits teams. They are just an AT that requires a lot of work on the player's part. The reason I see MMs not being welcome on teams is because the team leader or members don't want to deal with the pets getting in their way. Which has not been an issue since Live when the pets were changed so that they would get pushed out of the way by any character, including each other. MMs are the only AT that can focus on supporting the team and be doing damage at the same time because of the plethora of pets they get. And with the near instantaneous recharge of the pet summon powers, even getting pets wiped out while on a team is less than traumatic because the MM just summons more pets.
  18. Not that I am aware of. Not that the Live devs always said so during the event either.
  19. Making MMs welcome on +4 teams is fine with me. However, you cannot design an AT to be good at +4 difficulty. ATs are designed around +0 difficulty, and all the power creep in the game made it so that players think the game is meant to be played at +4. Also, on the times I take my MMs on +4 TFs/SFs? They don't have any problems. I'm not the one to charge in and start the fight, because that is a guaranteed way to get my pets killed off. However, if I play with the understanding that as a MM, my primary role is support, I don't lose my pets even to the +4 crystals on ITFs. They survive just fine when they join the fight after the team Tankers or Brutes start the fight. Making the pets able to keep up with the higher difficulty content is a challenge the MM himself/herself needs to figure out. Would I complain if pets became more survivable? No, not unless it made the MM effectively unkillable. I'm not complaining right now about their improved survivability from the last patch. It was a nice change. You just can't ask for the AT to be changed to deal with +4 content.
  20. It's not the first time that a change to an event broke part of the event. Things of this nature happened relatively often when the Live devs tweaked and added to events too. So give the devs a break. We all know how bad the game's code is.
  21. Meh. Water Jet only has the lock out on Enhanced Water Jet. So no activation time free Water Jet for 8 seconds. That is a far cry from you lose all benefits of the primary effect of the set for a set duration. One affects a single power in the set, and the other affects all powers in the set. Your logic makes sense for why it happened though. (And yeah, Psionic Melee could use some love.)
  22. I like that. No more Frenzy lock out. Water Blast's Tide and Street Justice's Combo don't have lock outs that I can tell, so why does Savage Melee?
  23. If you don't like the -2 levels T1 pets get when you have all 3 summoned, you are really going to hate the -7 levels of having 8 of them with no T2 or T3 pets. Edit: Especially since anything that levels down your pets kills them, requiring you to re-summon them. If instead it works like a confuse effect, you will lose them when you zone such as by leaving the mission. (And would also require a timer for duration.) Edit again: Then again, since the calculations are from how many you can have, you would not need to worry about the pets being unsummoned from level loss. They would just be summoned at -7 levels for being able to have 8 at a time. And your converted mobs would then be "killed" (for 0 xp/inf') and summoned as another -7 level pet.
  24. Pet AoE: I made no mention of PvP in my post. I don't PvP. In PvE, in Bodyguard mode, my MMs can safely solo basically anything in the game. Only when targets break out a high damage AoEs or CC AoEs to clear out my pets do I really have to start worrying about how I am going to tackle the target. Take away the AoE threat to MMs? And they basically have no threats to them any more. Unless the target specifically attacks each pet to clear them out, they can't threaten a MM in Bodyguard mode. And MMs have insanely fast recharge for their summons. So AoE threats is the only real way to challenge the MM. Pet Levels: See the AoE bit about AoEs. The only damaging Freakshow self-rez is the Super Stunners that self-rez by draining health from targets around them. CoT bosses and Hordelings are the only mobs I know that go boom on defeat. And that can be prevented by killing them before they actually go boom or by having a DoT in the area to disrupt their going boom. Shadow Shards/Crystals can be avoided by monitoring their health and recalling your pets out of the explosion radius before they pop. Or by having a high enough defense that the explosion misses the pets. Oni: We have vastly different takes on the Oni's abilities. I personally like having the immob. It doesn't faze me in the least if the immob also prevents KB. Especially since the only mobs I care about using knock against are largely immune to it anyway. If anything, the -KB of the Oni keeps my ninjas from knocking things away and drawing more aggro I am not ready for. So, no. Do not get rid of the -KB. It works for me. Very well.
  25. Pet IO Auras: You can slot them as part of the set and get the set bonuses too. There are 6 pet bonus procs and you get 3 pet powers. That's 2 different sets 3-slotted each on each pet power. No need for mules. Or build larger sets and leave 1 or 2 open slots on 2 of the pet powers to throw the procs in alone. Pet AoE Interaction: AoEs are often the only way to take on MMs and have any chance against them. A MM in Bodyguard mode is very difficult to take down, unless the opponent has high damage AoEs to clear the pets and make the MM vulnerable. And with how quickly MMs can spam their summons these days, sometimes even that isn't enough. Pet Levels: While I would like to see MM pets be more useful in high end content, the game is not designed around players being able to clear +4 content. Designing the ATs to be able to clear +4 content negates the whole point of the difficulty system. Pet Collision: Yeah, not having the pets just knocking each other around would be nice. I would rather a different fix than no more pet collisions though. Like maybe better pet AI/pathfinding, which they really need. Otherwise we wind up with pets standing in each other. Pets still have collision with players too. They just can't impede players any more. Oni: I like my onis. Hands off their abilities. They work very well for me.
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