
Rudra
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Everything posted by Rudra
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How would you work the doppelganger lore pets for MMs then? The lore pets just get to summon another 12-14 pets depending on power sets? Edit: Mirror phantoms work because they would give the character a pre-defined benefit that just looks like your character. Actual doppelgangers like you encounter in some missions I have a hard time seeing working as lore pets because of the wildly variable capabilities of player characters.
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I don't know about other players, but I already have more than enough projects that I have to deal with without making this game one too. Sure, players can set up mule characters to send all their money to, or just fill their in-game e-mail with lots of e-mails of inf' for their other characters to claim. I'm not saying there are no other solutions. So let's break it down: Solution 1: Just keep searching through up to the limit of 1,000 characters to find the character(s) with available inf' for your alts. Solution 2: Just keep a set number of characters so the player doesn't need to scroll through pages of characters to find one with inf' to send. Solution 3: Just end each and every game session with e-mails to yourself with all the inf' you've gained for the day. Solution 4: Fix solution 3 by having a mule character whose sole purpose is to hold inf' for your alts. Solution 5: Make and maintain a spreadsheet to track available inf' across your characters. Solution 6: Forget giving inf' to your alts, just grind reward merits and inf' on the character that needs it. Solution 7: Make a central location where your characters can put their inf' for ready and immediate access. Like a SG bank. Solution 8: Expand on the idea of solution 7 so that characters can direct deposit their gained inf' and streamline the process. Solution 1 is not really a solution but a declaration of current situation. Solution 2 is just plain out for some players. Alt-itis is real and incurable. Solution 3 bogs down your e-mail, which several players already have maxxed out storing inspirations for when they need them on TFs, SFs, trials, etc. Solution 4 is the most feasible of options that don't require dev work to implement. However, it runs up against the single character limit for inf' and still requires you to use solution 3 to implement. So depending on the player, (s)he could need several such mule characters to store resources for their alts. (And then track which characters are the mules.) Solution 5 turns the game into work. And while I can't speak for others, I refuse to turn a game I play for entertainment into work. Solution 6 is viable, but means you have to wait until max level to get very far with slotting enhancements. Solutions 7 and 8 require work by the devs to implement. However, they would greatly simplify the situation for players. There may be other solutions I didn't think of. However, those 8 solutions are my best attempt at an objective review. So are there solutions to the problem the OP is meant to address and do most of them already exist? Yes. Of course there are. Do I expect any dev to look at this, think it is the greatest idea since the invention of the home computer, drop whatever (s)he is working on, and tackle this? No, absolutely not. I doubt they will even give the OP any consideration since there are already solutions to the problem. However, from my point of view at least, this is a quality of life issue that can be implemented whenever the devs like if they so choose.
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I'm not getting into that discussion.
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I agree that primary and secondary powers should be stronger than pool powers. However, Shadow Step and Energy Flight are non-selectable, inherent powers that can be enhanced. As opposed to other primary and secondary powers that must be selected and take up power slots. I feel that is already a major advantage that sufficiently differentiates the Kheldians and their travels. Edit: Because they are free, enhanceable powers, they are already hands down better than any travel any character can get from a power pool.
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Why should Warshades get a better teleport effect out the gate compared to everyone else? Do Peacebringers get a better flight effect out the gate than the power pool flight powers? Is it to showcase how superior you think the Kheldians are for having inherent travels as opposed to other characters that would have inherent travels as well but have to wait to get it from the power pools? Winged characters, shadow characters, non-Kheldian energy characters and so forth should automatically have inferior travels for not being Kheldians? Edit: I apologize if this post seems snarky. It's just that your post seems elitist over other character concepts.
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The point would be the number of players with large numbers of alts that in the forums have complained about needing to search through pages of alts to find characters with inf' to e-mail themselves. Not a problem. AE not transferring via this is fine with me. That would be why I have a SG leader settable limit for how much can be withdrawn. Potentially even per account instead of just per character.
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Translocation? As in the pop-up power from Mystic Flight? No. It is a pop-up power. If you want enhanceable teleport, take Teleport. (Edit: As a free power given by another power, it should never be enhanceable. Otherwise you kill Teleport as a power choice.)
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Yeaaaahhhhhhh... I'm pretty much just looking at single player SGs and friend SGs with this. Just a means for players to consolidate and simplify inf' transfers. If larger SGs use it, good on them. This is never going to happen, but this would not be posted at the SG registrar or anywhere else outside of SG members being able to access it. I want the Live use for prestige to stay dead. Both for base building and for SG competition. There are much better options that can be introduced to show if a SG is active or not than prestige. I'm still against that suggestion. Edit: In a nutshell, I am proposing a SG bank with a direct deposit feature. Not a method of tracking SG or SG member activity. Don't let the "prestige" name fool you. I'm just recycling the name for group funds.
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So a comment was made by someone a while back that inf' should automatically be a pool for all the player's characters. (Don't ask me why that memory popped in my head today. I don't know.) Predictably, I disagree. However, I had a thought. What if prestige were to be brought back and used in this manner? Hear me out before you stone me to death. I'm proposing bringing prestige back, except it won't be used to buy anything for the SG base. Instead, it would be a SG pool of funds. Characters would be able to set their prestige gains in set ratios. Say 25%, 50%, 75%, and 100%. Those ratios would determine how much of the influence their characters would normally get that would be converted to prestige instead. So yes, at 100%, the character would gain 0 inf' from anything, including mission completion, and instead it would be prestige for the SG. Now the way prestige itself would work in this proposal, is that any SG member can bank on their SG's prestige to gain things they could not normally get on their own for lack of inf'. This means that a character could go to their SG and convert some of that prestige into inf' for their character. So they would withdraw some of the SG's prestige as inf' to buy inspirations, enhancements, recipes, whatever. And a per character per day (per account?) limit on withdrawals would be available to be set by the SG leader to prevent others from just draining the SG's prestige for themselves and leaving possibly more in need characters out of luck. Why do it this way instead of just making an account automatically pool inf' across all its characters? Firstly, because despite inf' being used as money in the game, it is supposed to be a measure of the clout and resources the character has amassed over the course of their career. Their influence over the game world, their infamy they can leverage into bullying others to give them what they want, or their accumulated knowledge they can blackmail others with to get what they want. More specifically, favors earned and cashed in to get resources, public acclaim being leveraged for personal gain (disillusioning the public until the character builds up more acclaim), and so forth. So it doesn't make sense for inf' to be an account pool just because it is used as money in the game, since it is how the game world views that specific character and that specific character's ability to influence things. However, a SG's prestige is the same thing, except that it is a group's ability to influence the game world around them. Secondly, this would enable players to easily share resources with each other even if they weren't on at the same time. Such as to help a friend's fledgling character or some newbie player that you bring into the SG to help learn the game. So doing it this way means you can help others with your ability to gain inf' as well. You may now set fire to this idea. I've got food ready, at least I'll get a decent barbecue out of it.
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The T1, T2, and T3 pets should all be lieutenants. Minions won't survive anything, especially if a T1 pet at -2 levels. Bosses are a bit too strong. However, I just figured you intended for lieutenant versions of the animus arcana for the MM primary summons. Keeping the Invoke the Elements as minion strength spells however, is both appropriate and in keeping with precedent (Gang War). (And this is probably the only arcane set I would be in favor of. Since you are summoning living spells, having the MM's inherent attacks retain arcane names fits the theme. I gotta do some mental gymnastics to figure out how my tech or science MM does it, but if it were to be implemented, I'd figure something out when I tried the set.)
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Purple Knockback Set w/Universal KB>KD 6 pc set bonus
Rudra replied to Wavicle's topic in Suggestions & Feedback
I have to disagree with this line. (At least the bolded part.) Some players are going to love knockback. Some are going to hate it. (And some are going to be ambiguous and so get rid of it because others tell them to.) I'm against any universal Knockback to Knockdown procs, toggles, or set bonuses. However, the way your statement reads, it tells everyone they have to play with knockback regardless of their play style and preferences. We should all be able to play our own way. (We should also be able to work with each other and accomodate each other's play styles.) I'm all for advocating learning how knockback works and leveraging it. I'm against how the bolded portion of the quoted statement reads. -
And the effects please. If I set Hover to Minimal FX, then I probably want Fly and Afterburner to also have Minimal FX too.
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I don't expect this to ever happen to for any MMs. (The toggle part). There are threads about this where you can read up on it if you wish. Interesting idea though.
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No! No! No! It must be either-or! Yeah, if the devs are fine with taking the time to buff the Vahzilok to be useful Lores, then by all means. More options = better. Was just throwing out something that would accomplish the OP's request for undead Lores that would be quick and simple to implement.
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Since I'm pretty sure Vahzilok don't get that high, why not ghosts? I'm not talking about the Croatoa ghosts which don't get that high either, but the ghosts that show up in the level 45+ missions where you destroyed the world. At least one such mission exists on both blue and red side, so we know the mobs already exist without needing the devs to go back and figure out how to scale low- to mid-level foes to incarnate content.
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If they did for anything other than Singularity(?), I am unaware of it.
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If the devs were to release the vectored knock system they teased us about some time back, then it wouldn't be pointless. It would give you a hefty mag KD to overcome any knock resistance the target has. Until then? Yeah, I have to concede that the (edit: Knockback) enhancement bonuses work against the set.
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I'm always going to be against anything like this. For reasons already given. Not least of which is that if you make a desirable set that has the conversion proc in it, players are going to be happy to slot that set into as many powers as they can get the bonuses from, and that will provide the desired KB to anything else as added incentive. I am a single voice and not a dev. Devs will do whatever they please. This runs into the problem of "this set is just for us, and only us". Even knockback sets don't take that approach. If there is a new set introduced, I am of the firm opinion it should appeal to and be usable by as many players as possible. And a knockback set that solely exists to turn all knockback into knockdown as a set bonus effectively tells anyone that has knockdown powers that may want to keep any of them, that the proposed set is expressly designed to not be of any use to them despite having the same powers or how nice the set's bonuses are. New options should benefit as many as possible. (Edit: Or if aimed at a few, not give the metaphorical finger to other players. Options that only a few may be interested in should still be openly available to others without forcing them into a set play style. Procs change a single power, so they don't force a play style on a player, just change some of their available options.) You're going to run into the same "enhancement tax" argument from previous threads with this. "Why should I have to give up 3 potential set slots to slot this singular enhancement 3 times to get its benefits?! ENHANCEMENT TAX!" This is definitely a novel answer though. Haven't seen it before. And I do have to admit it is a definite compromise approach. I still favor the more sets with procs that give more enticing set bonuses approach myself, but I could potentially be okay with this too. I would need more data to make a final determination though.
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I'm going to go out an a limb and assume you meant you're not looking.... I hear you. As I said earlier, I understand the opposition's stance. Yours is more... I want to say benign, but that is the wrong word... I don't know. However, if you look back through the threads, each time this comes up, it is because Lord or Lady Almighty Powermonger is upset that slotting SA's KB to KD proc hinders their uber build. However, SA gives some really nice bonuses. It is a single damage enhancement behind dedicated damage sets and gives comparable set bonuses, including set damage bonus and global recharge bonus. The bonuses are a little weaker than the best damage sets, but those small percentages are negligible. Except in the eyes of those that need to squeeze every last bit of efficiency out of their builds. So they claim "enhancement tax" because they can't build as uber as desired. Solution to that? Make sets that have a KB conversion proc that has either better bonuses, at the cost of having a higher minimum level, or grants bonuses more in line with what they say they are losing. And the response to that? No. Give us the ability to get rid of KB that doesn't use enhancement slots. Non-negotiable. And I don't know about you or anyone else, but it is extremely frustrating when you sit down and make a character that you absolutely enjoy and you take the time to learn all the nuances and gimmicks of the powers and the moment the team you eagerly join finds out what you are playing gives you the boot. Or demands that you go and buy the KB to KD procs and slot them, right now, lack of funds notwithstanding, or leave the team. That is not a KB problem. That is a perception problem. The perception that KB is a useless mechanic that can only cause problems for the team or slow down their efficiency. Which even you have claimed with your 30-50% reduction if you add in manipulation sets statement. (And I would appreciate evidence of that, because I really don't believe it. At all.) Yes, KB powers can be used to troll teams very effectively. However, a troll will find a way to troll their team without needing power sets that are KB heavy. They do so every day in the game. How do you deal with such a person? You boot them. Done. You can't turn to others and say "you can't use these power sets or effects because they can be used to troll us". That is unfair to the player that is just trying to play the game and be helpful. And if the player is causing problems for the team but is not doing so intentioanlly? You either help that person improve or tell that person "I'm sorry, but htis just isn't working out. Can you swap characters, stop using the problem effect, or maybe take some more time practicing with that character?" And if they prove to be a problem, you boot them. The answer is not to give those who prefer maximum efficiency a better means of telling those that enjoy KB characters that they have to play without KB. There are better solutions. I've tried to present multiple solutions in this thread. And they can even be used together. So here you have a "KB is good" player trying to work with the players in this thread that claim KB is bad, but the only one doing any negotiating in this thread trying to find a solution that meets your needs without stepping on my concerns, is me. Does that seem like an agreeable situation to be in? We already see KB players getting told they have to slot the KB to KD procs or be booted. We already see players getting booted jsut for having Energy Blast as their primary, though fortunately a lot less often than back on Live. So answer this to me please. What option would you, as in those in favor of the OP, be amenable to that does not grant such expansive ability to kill KB?
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The devs can also introduce new sets that provide a KB to KD or KU conversion proc that also provide the bonuses of the sets others are claiming they are being denied because of the non-existent "enhancement tax" in their pursuit of the Ultimate Uber God Mode Build. And with the already mentioned players' willingness to donate to other players upon request, those new sets, or at least the procs initially, can be slotted by those that want KB to go the way of the dodo. And personally? If a team is adamant that you (generically) don't use KB? Then they can help fund you (generically) getting those procs to help you slot the sets. This is not a question of the "KB is good" crowd trying to force their play styles on others. This is a question of the "KB is suckage and needs to die" crowd getting even more opportunities to tell others that they are not allowed to use KB. The option to turn KB into KD is already available and can be expanded upon. To the benefit of the "KB is suckage and needs to die" crowd. The OP is a capitulation to the "KB is suckage and needs to die" crowd that will be used to further restrict the abilities of KB players from using KB, even when used to directly benefit the team. So it is a question of the "KB is suckage and needs to die" crowd's imposition of their play style on others. Which the OP will make much easier for them to do. Edit: If there is a need for players to be able to swap between being able to do KB and not being able to do KB on the fly? Then make a suggestion for players to be able to swap their builds without having to hit up a trainer. A 5-minute timer can be placed on that for whatever reason, I guess. However, with that option, you can have a KB build and a no KB build and swap between them at will.
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Inf' is easy to gain and there are players that will freely give you (generically) inf' on request. Especially if it is to slot KB to KD procs and you (generically) are trying to join a team. If you (generically) don't want to take the time to learn how to use a game mechanic to your advantage, that's on you (generically). Not the game. Not the devs. Not other players. That point fails. If you (generically) don't want to use IO's to enhance, improve, or modify your (generically) powers, that's on you (generically). The enhancements are available, and again, there are players that are more than happy to fund your (generically) acquisition of those procs. That point fails. Knockback is neither omnidirectional nor random. The only omnidirectional KB attack I am aware of is Nova from Energy Blast, which still predictably knocks everything away from your (generically) character. That point fails. If you (generically) can't get the enhancements to convert your KB and you (generically) want to join a team, tell the team you (generically) can't afford the procs yet. And if they decline to help you (generically) get them, then you (generically) and the team need to work together around the KB. I can still concede that point however because of how many teams I have found that won't help you (generically) and simply boot you (generically) off the team. No one is saying you (generically) need to be penalized or punished for using a KB power set. Nowhere can you or anyone else show me that anyone said you (generically) should be penalized or punished for using KB. That point fails. I have yet to see any explanation why getting more sets that actually give you (generically) the bonuses you (generically) want so slotting the procs isn't the "enhancement tax" you (generically) claim it to be is a bad thing. (Edit: Which leads me to believe that you (generically) want that situation to continue so that you (generically) can keep claiming "enhancement tax" and push for universal KB toggles or removal.) Want to try again? It may not be overpowered, but a set that does that already exists. Making sets work the same robs them of individuality. The "single power set, different flavors" thing I was commenting on earlier.
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"Knockback is bad! Having to slot a proc to change it to knockdown is an enhancement tax! It prevents me from slotting the sets with the bonuses I want!" "Okay, how about some new sets that have procs that convert your knockback to knockdown or even knockup, and grant you the bonuses you want?" "No! I want a toggle or purchaseable power that converts all knockback to knockdown so I can slot the sets that give me the bonuses I want!" Because it is obviously not about trying to cram as much power into the build as is mechanically possible in the game and losing any amount of efficiency in the name of that pursuit is out of the question. (What is the difference of a shot more? Depending on your build, you don't even have to take any extra shots, you drop targets just as fast from your damage.) And because it is obviously not about keeping mobs in a single spot so the melees can kill it rather then let the character that knocked a foe away deal with that foe themselves. (The current meta is boring as hell, but that is the play style damn near every team I've been on demands of their members.) And because positioning a character to utilize knockback for effect instead of blindly firing at everything that moves from behind the party is as out of the question as moving a couple of feet to deal with a mob outside of the you-can-stand-still-and-murder-them-in-place crowd. (Using jump to get over a target to blast it into the ground? Too difficult or annoying. The character needs to be able to stand in a single spot and have the target stay in a single spot. Hello, static play.) And because asking for more knockback conversion sets that may actually benefit those players the way they want is out of the question. Because teams that tell others they have to slot the KB to KD procs or leave are an entirely fictitious creation of the "KB is good" crowd and no one ever actually gets booted from teams for even daring to join as an Energy Blast character. (Except, they do, and I have been. As soon as it was realized I was Energy Blast, had no KB to KD procs slotted, and was not willing to go spend inf' I did not have to do so. You can't buy a lot of procs with less than 3k inf'. And that would have required me to start a new build. Nope, no way in hell is it possible for a KB character to actually benefit the team. Buh-bye.) Because players using Assault Rifle can 'limit their attacks to just Burst, Flamethrower, Ignite, and the occasional Full Auto instead of using their full power in support of the team so they can avoid doing KB to the target and inconveniencing the team that obviously has to chase that target down' (paraphrased). Because a player "is better off just using their manipulation secondary until only one target is left before using any energy blast attacks" is a "sound"strategy. Because introducing a toggle or purchaseable power that lets players toggle KB into KD instead won't suddenly become the new "You will use this or leave. And if a single target is KB'ed, you will be booted." demand. Because players are unwilling to concede that there is more than one way to play the game instead of "round them up, keep them in place, and murder them en masse so we can save a few seconds on this mission". Because you obviously can't slot a knockback set like Energy Blast to do horrific damage to even EBs and AVs since "energy is heavily resisted anyways" without any proof that is true and a reddit page saying otherwise. Do you see and understand my frustration with threads like this? Do you understand why I and others are so opposed to the OP? I understand your stance. I disagree with it. Adamantly. I do understand your points though. What I don't understand is your opposition to other solutions that fit your needs. No, it absolutely has to be a toggle so that you can slot the sets you want and get the bonuses you want, not any new sets that may do the same thing and provide you a KB to KD or even KU conversion. No, it has to be a universal toggle that you can acquire and not lose any enhancement slots over so that you can slot the same sets over and over and over. And if it is a new set, it has to be a universal conversion and to hell with anyone that may want to use that set but keep some of their KB attacks as KB. Whatever. We are arguing in circles. Again.
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What about other KB sets like Assault Rifle? Will every power set that uses KB have to incorporate the new combo system to make use of KB? Another problem is that for those of us that use Energy Blast for its KB would now have to build up our ability to use KB if our combo-triggered KB fails. That takes away a key tool for survival from us.
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Go back and re-read the OP. The toggle would be built into the build screen. So you would still have to go back to the trainer to change it. Follow up proposals named Null the Gull instead as an option. So you would have to go to Pocket D and talk to Null to change it. So yes, my comment still stands.
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Which is also achievable by using the existing options of slotting one build to convert your KB to KD and another build to not. A flat toggle is not the answer. More enhancement sets that grant KB to KD procs are. Make those sets more appealing to the "KB is suckage and should have never existed" crowd, and the complaints about an "enhancement tax" go away. Make new sets to expand the options for how players are going to play, not the toggle the OP is asking for. Edit: You can even introduce new sets that have a KB to KU proc instead for variety and entertainment factor. Edit again: KB to Kock In procs? Now you vacuum foes towards you? That could be entertainingly weird.