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Rudra

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Everything posted by Rudra

  1. Except the Mender Ramiel arc does not teach you anything about the incarnate system. The first mission has you more or less invincible with no END cost for powers and I think ultra-buffed damage. With powers you cannot acquire except as granted to you for the duration of that mission. (It is your character as fully empowered god untouchable by anything. I'd argue even the other gods in the game since you can defeat them well before you become an incarnate. Example: Hequat and Lamashtu.) The rest of the missions don't explain how you gain incarnate slots, how you craft incarnate powers, or give anything else that could be construed as instructive for the purposes of claiming the arc is a tutorial. It gives background/story information on how incarnates exist, and that's it. And that information is also available outside the Mender Ramiel arc. It is scattered in the Dark Astoria incarnate arcs for instance. So no, the Mender Ramiel arc is not a tutorial to which players should be funneled. Though it *is* background story players can read in game. Edit: If your reasoning for funneling players into the arc was because you thought it made sense as an incarnate system launch point, we wouldn't be debating this particular point in the OP. Your argument is that it is a tutorial though, which it most definitely is not.
  2. So you're in favor of the OP then? What part(s) of it in particular? (Edit: Also, saying nope to all of my post means you are saying I am a liar about people not doing Mender Ramiel's arc. And considering we can get all of our incarnate abilities without doing any trials or the Mender Ramiel arc, that is a very bold claim.)
  3. Or the players positioning themselves dancing or whatever next to Marauder risking him jumping out of the area when the cut scene ends? Sorry, cut scenes are fine, but I'm disinclined to be worried about transient messages during the cut scene when there are more intrusive interruptions. So, not something I'm worried about. Big assumption. Also wrong. I can guarantee there are players that don't do the Mender Ramiel arc or don't do the arc until they have incarnate powers or don't do the arc until they are looking for something to do that they haven't done yet. How can I guarantee that? I'm one of them. So are some of my friends. The incarnate system is already OP for the game. This would be galactic levels of OP beyond even that. One of the things you seem to ignore in your post about changing the incarnate system to an incarnate enhancement system is that acquiring incarnate powers falls in line with the level 1-50 progression of acquiring powers. There is build diversity in the current incarnate system. Players may or may not be utilizing that diversity as they pursue min-max efficiency, but those players are already doing that with the level 1-50 power selections and enhancement slotting. Edit: About the only thing I liked in the OP is the incarnate system shuts off if you exemplar below 50.
  4. To the best of my knowledge, Crey wasn't involved in any of the looting... I mean... reconnaisance and liberation... of Praetoria. However, it does make sense given how much effort Crey spends on infiltrating rivals to get their technology, that Crey would at least have something. So sure, I can agree with the OP.
  5. That would be what I was missing. Thanks.
  6. They are. I use the 4 orbs as borders in an open sky room. I thought you were talking about adding new ones. My mistake. Apologies.
  7. I must be missing something. Your proposal still doesn't tell me how many players are in that SG. And that was your repeated comment in the thread so far. Also, I would separate the "tags" entry into two different entries. Okay, three based on your added tag. Access Type: Solo, Private, and Public (Edit: Maybe just Private and Public since a solo SG would still be "private".) Group Type: RP, PVP, Event, Social, Trainer (to specifically help newbies learn), General Recruitment: Recruiting or Non-Recruiting And still retain the Last Log On counter. This won't tell anyone how many players are in that SG, but it does give more useful data.
  8. As long as purely decorative versions of those are also available at no prestige cost so players retain the option for base design, I'm fine with that.
  9. Maybe instead have a self-updating flag for when was the last time any member was logged on? The game already tracks that info, so making it public in the SG search shouldn't be much trouble. (Edit: Then you could sequence the list by last SG log on so the inactive and barely active groups wind up at the bottom of the list.)
  10. The first option won't really work because the pets can't click yes or no on the prompt. I'm inclined to rather ask to have a script added to pets so that they aren't teleported unless the MM is first, but I don't know if that is feasible.
  11. I'm pretty sure that was a change implemented back on Live, but don't quote me on it. Edit: As was posted further up this thread though, blue side DFBs tend to recruit until full or lock their groups prior to launch. Which affects red side's ability to just jump in.
  12. I was going to say "hell no" based on the thread title. However, while I don't see the reason for the proposal, I'm fine with it. Though personally, I think simply adding your suggested flags to SGs would achieve the same thing. If a player has a solo SG for his/her alts? Flag the SG as solo and let would be applicants filter the SG out. If a player has a SG just for alts and friends? Flag the SG as Friends or Private and let would be applicants filter the SG out. Open to recruitment? Flag it as Public or Open so it shows up on the filter. Then use the other designators as supplemental flags. (RP, PVP, Events, General, Helper/Trainer, and so on.) Otherwise, SGs that have a low player count that are trying to grow get buried by larger SGs just like they were back on Live.
  13. It's the case with all pets. The difference between MM pets and non-MM pets, is the MM's pets will aggro at further distance once combat starts (edit: which is actually problematic most times if not actively managed) and will aggro when the MM or another of the pets are attacked. Edit again: Something that could be done is set all pets to aggro if their summoner is attacked. Though this would make some foes, particularly Frostfire, more difficult since you would no longer be able to just snipe and fade until he drops to avoid his pets. No more running battles to reduce number of attacks since his pets would no longer need to be within their surprisingly short aggro radius to attack you.
  14. Yes and no. Yes because I don't have to craft any incarnate powers for my characters. No because unless I stop playing with others, I can't stop others from using incarnate powers. I don't have the right to tell others not to use the powers they get for their characters. And even if I did, I couldn't enforce it. So power creep will affect every player unless they opt to never play with others again. In a MMO.
  15. The new difficulty system was created specifically because players asked for content that would challenge them even as ultra-uber incarnates. So your proposal is to make the new higher difficulties easy so players will ask for more even higher difficulty settings? While I would like to see the original 10 incarnate tiers finished, I would also like to avoid the ever spiraling power creep. Edit: Especially since once we have our incarnate abilities, we retain them all the way down to level 45. If the missing original 10 incarnate tiers are to finally be added, I would ask that they only function in incarnate zones and missions.
  16. My mistake. Thanks for the correction.
  17. Wouldn't web envelope + ignite be even better?
  18. Good point. However, my point still stands. AR is not slower than other sets.
  19. Quick form snipes run 1 of 2 times: either 1.33 or 1.67. The sole exception to that is sniper rifle at 1.5. Which is literally the average of the other two times. (Edit: For clarification, you are comparing Sniper Rifle with arcanatime to other sniper attacks without arcanatime. The 1.33 attack you are citing is 1.584 with arcanatime. Sniper Rifle's 1.5 attack is 1.716 with arcanatime. And the slower snipes at 1.67 second attacks are 1.848 with arcanatime. Putting sniper rifle at exactly average between the two types regardless of whether arcanatime is factored or not.)
  20. You're right. AR's snipe is 2.904 seconds. As opposed to Psychic Blast's snipe at 3.0 seconds and the other snipes at 3.33+ seconds. AR isn't slow. Even quick form AR snipe is average for cast time since it actually gets time added to its cast time to make up for how insanely fast it would otherwise be without the interrupt time. (Edit: I otherwise agree with you that AR rocks.)
  21. Build Up is melee and Aim is ranged. Blasters and Corruptors get Aim. Also, the loss of Aim in AR is not a "major" issue. As for cast times? Archery T1: Aimed Shot: 1.67 cast time. Assault Rifle T1: Burst: 1.0 cast time. Beam Rifle T1: Charged Shot: 1.67 cast time. Dark Blast T1: Dark Blast: 1.0 cast time. Dual Pistols T1: Dual Wield: 1.67 cast time. Electrical Blast T1: Charged Bolts: 1.0 cast time. Energy Blast T1: Power Blast: 1.67 cast time. Fire Blast T1: Fire Blast: 1.67 cast time. Ice Blast T1: Ice Blast: 1.67 cast time. Psychic Blast T1: Mental Blast: 1.67 cast time. Radiation Blast T1: Neutrino Bolt: 1.0 cast time. Seismic Blast T1: Encase: 1.0 cast time. Sonic Attack T1: Scream: 1.47 cast time. Water Blast T1: Aqua Bolt: 1.0 cast time. All data pulled from City of Data. I just started with the T1s. I can do the T2s through T9s too. Assault Rifle has the fastest cast times. Especially when you get to the snipe.
  22. Fire Blast's Blazing Bolt: Cast Time: 1.67 sec Cast Arcanatime: 1.848 sec Root Time: 1.67 sec Animation Time: 1.667 sec Animation Time Before Effect: 0.733 sec Beam Rifle's Penetrating Ray: Cast Time: 1.67 sec Cast Arcanatime: 1.848 sec Root Time: 1.67 sec Animation Time: 1.667 sec Animation Time Before Effect: 0.967 sec Archery's Ranged Shot: Cast Time: 1.67 sec Cast Arcanatime: 1.848 sec Root Time: 1.67 sec Animation Time: 1.667 sec Animation Time Before Effect: 0.8 sec All data pulled from City of Data. Looks like archery's snipe animation is in line with the other snipes. Same cast time. Same arcana time. Same root time. Same animation time. Average time before effect. (Edit: There are faster snipes. However, archery is not out of norm when compared to other snipes. From your description, that pause at the end, it sounds like a bug like @Akisan said.)
  23. Actually, no. It depends on how the game chooses to treat the attack. I've hit DE Herders, Guardians, and Sentinels with my energy snipe, knocked them flat on the ground or sent them flying, and still watched as an emanator spawned where the lieutenant was. (Edit: Not to mention how often I fail to do any KB to them and they summon right away as well.)
  24. Yes. Edit: Even if they were Tankers though, I would still avoid Rage. I guess I'm weird like that.
  25. Dang it! I was wondering why I felt a breeze through my armor....
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