Rudra
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Everything posted by Rudra
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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.
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Didn't know that, I don't have any to use them. Thanks.
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What's your point? Your complaint was: I see nothing about incarnates in there. I see nothing about purple patches or enemy resistance in there. You are claiming that inspirations are OP because they have longer duration than some buffs. And you are apparently specifically referring to Build Up and Aim. (Edit: Because support buffs last longer.) So I compared them to Build Up and Aim. And yes, they last longer than Build Up or Aim, but you also need to use more of them to get the same effect and are not guaranteed to have the ones you want available unless you go out and buy them after every fight. As opposed to Build Up and Aim which you retain for use whenever you want without fear of running out of them.
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You are probably never going to see the Freaklok Disc Jockey as a costume option (other than maybe as a Prismatic) because it has no legs.
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Aim for a Blaster is +50% ToHit and +62.5% damage for 10 seconds with a base recharge of 90 seconds. Available on demand every 90 seconds at the slowest. https://cod.uberguy.net/html/power.html?power=blaster_ranged.energy_blast.aim&at=blaster Build Up for a Scrapper is +100% damage and +20% ToHit for 10 seconds with a base recharge of 90 seconds. Available on demand every 90 seconds at the slowest. https://cod.uberguy.net/html/power.html?power=scrapper_melee.energy_melee.build_up&at=scrapper A single Insight is +7.5% ToHit for 60 seconds. (Also a +Perception.) A single Keen Insight is +18.75% ToHit for 60 seconds. (Also a +Perception.) A single Uncanny Insight is +37.5% ToHit for 60 seconds. (Also a +Perception.) A single Sight Beyond Sight is +75% ToHit for 60 seconds. (Also a +Perception.) A single Enrage is +25% damage for 60 seconds. (Nothing else.) A single Focused Rage is +33% damage for 60 seconds. Slightly weaker than an equal level SO. (Nothing else.) A single Righteous Rage is +50% damage for 60 seconds. (Nothing else.) A single Furious Rage is +100% damage for 60 seconds. (Nothing else.) So for inspirations to even match the benefit of Aim, you need to exceed it with a tier 4 yellow and a tier 3 red. To even match Build Up, you have to exceed it as well with a tier 4 red and a tier 3 yellow. And you must either buy replacements when you use them or hope they either drop as a replacement for your character or you get sufficient others of the same type to merge into it. Running off the most common drops? The tier 1s? You need 7 yellows and 3 reds to match or exceed the benefit of Aim. And you need 4 reds and 3 yellows to match or exceed the benefit of Build Up. And you want to nerf them.
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You answered your own question. Edit: Except it is those concerns that drove inspirations in the 1st place and they never went away. So they are very much on topic. Edit again: It was the addition of ED that murdered many character builds and placed those characters in a less ideal position to deal with game content. And the backlash led to the creation of IO sets. So this argument fails as a reason to nerf inspirations. Especially since it does nothing to address why inspirations exist in the 1st place.
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SO, ARE YOU SAYING THAT BECAUSE YOU NEEDED INSPIRATIONS TO DEFEAT AN EB, THAT EVERYONE SHOULD BE ABLE TO USE THEM OR JUST TO SURVIVE DIFFICULT FIGHTS? Are you seriously asking this? Yes, everyone should be able to use them. Whenever they have them available if they want. The intent is to survive/win difficult fights, but how players choose to use them is entirely up to them. There is no way to have inspirations only be usable when you are in a difficult fight, so it is up to players to make that determination. If they want to use them whenever they have them? So what? Who cares? It is their choice how they use the assets the game provides them. Like others have said, if you don't like inspirations, then you can opt to not use them or even get them. (START provides the means of rejecting any/all inspirations.) Demanding they be nerfed for any reason without regard for why they were put in the game in the 1st place, and they have been part of the game since the day it launched, is a massive "fuck you" to soloists that are running less than min-maxed builds. (And even some min-maxed builds depending on AT, primary/secondary sets chosen, character level, and content being played.) It will effectively force solo play out for a not insignificant amount of normal content like the old days when AVs were always AVs and many (most?) solo players were required to form teams to clear those missions. So if your suggestion was to get reactions from the community? I'd say job well done. Congrats. If your suggestion is to just have fun with community? Okay, I don't get your sense of humor, but hopefully you got what you were after. And if your suggestion is serious? Then it's DOA. Edit: It would seem I'm a bit tightly wound today, so I apologize for the severity of the tone in my post. I'm not going to change the post, but I do apologize for the tone of it.
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Oh well? If inspirations were to be nerfed, then the characters that rely on them to survive difficult fights will no longer be able to do so. Your request will make some characters effectively unplayable on normal content for the sake of players that have min-maxed characters and might be popping inspirations to be that much better. I can't count the number of times I was completely unable to defeat a boss or EB in a mission and had to use inspirations to make up the difference. For instance, the EB version of Arc Flash likes to completely destroy my elec' armor Tanker and the only reason I finally beat her was because I had enough large inspirations to beat her down after her mid-battle power up. Or the times one of my Blasters would have to eat an entire tray of red inspirations to drop the EB faster than the EB dropped me. That's the point of inspirations. To be an "I win" when you find yourself in a really bad spot in the game.
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Who is scruffy looking? Oh, wait... you never said scruffy looking nerf-herder....
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I'm sure you are trying to be helpful, but at this point it just feels condescending. So please just consider me to not even be here for this thread.
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Check drive integrity. (See if there are bad sectors.) Check to see if you have a memory leak. Check to see if your computer, especially the video card, is overheating during those times. How old is your video card? It may be time to replace it. Someone more knowledgeable about computer troubleshooting will need to help you past this point.
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It feels like we are speaking different languages. I'm tired of repeating myself. So I'm just dropping out of the conversation.
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Start with a full virus scan.
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If the devs agree, then sure, whatever. However, it should be set on a 30 minute shared timer for all zones purchased in this manner and the price should stay at 1,000,000 inf' like the others. (Or just make the zone access for LRT purchasable by zone for the same fee from START. Whatever.)
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Except it does. That is why you hear those players in Atlas Park and Mercy Island calling for an Ouroboros portal. They may only need to get to Ouroboros and hit up the explore there, but they can do the same thing with each of the other zones. Zones which they will over the course of playing be exposed to unless they camped out in a farm to level up. So I'm sorry, but I disagree with your statement. If a player does not want to invest the effort to get the already available means of fast traveling around the game, that is on them. Newbie or not. Everyone was a newbie once and we all figured out how to get around. So please don't lay claim to newbies can't figure out or be bothered to ask how to access the various fast travel options in the game. And if the claim is they are too lazy to go unlock the fast travel options? Again, that is on them. Or if the claim is they won't want to make a SG base and fill the opening area with zone teleporters? There are ample SGs out there open to recruitment that already have them set up. So I don't find your argument convincing. Edit: And if they find out while on a TF/SF? Then the team can help them get around and those players will be enlightened as to the options, already be accessing the zones that TF/SF hits, and already be growing their LRT. Edit again: Besides, with your stated costs? Newbies won't be able to afford it until late anyway. So that leaves experienced players that made alts and can feed that alt money to buy your proposed option.
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Of course it doesn't work the same way. You unlock it for free and it costs nothing to get each of the zones unlocked. And you don't have to go to Ouroboros and then your desired zone, you just go directly to your desired zone. And if you are not of a vigilante alignment on a red side team or a rogue alignment on a blue side team, and you have your SG base teleporters set up, you can use the Base Teleporter (available from the START vendor) to do the same thing as what you are trying to use Ouroboros for. And you can get the Mission Teleporter (should also be available from the START vendor) to just go directly to the mission. And all 3 are on separate timers. (Edit: And if you get the Team Transporter, you can take yourself and your team directly to the mission, and it is on a separate timer too.)
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Why not just use the long range teleporter? It already lets you go to every zone.
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There is a Malta mission that does that. Your character goes back to... I think it is Galaxy City but it may be King's Row... where the mission is populated (initially) with grey Skulls that are talking about how they don't know who their employer is, but they are getting paid to lure a newbie up and coming hero into an ambush because their employer views the (unnamed) character as a potential threat. (Malta shows up to fight after the Skulls start running for their lives when they see you and your character briefly wonders if another hero did the same thing for them early in their career.)
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You can only pull if the target is somewhere you can target and fire at. That is my point. There are times when the spawn placement does not allow for that. I can't target and shoot enemies I know are there but can't see because of their placement on the map. Edit: That S-hall is never a problem. If I am approaching from the side with the 2 side rooms, I jump up on the balcony walkway that joins the side rooms and then go into the side room where the spawns are, clear them, then can clear the spawn in the hall. If I am approaching from the other side, I just have to clear the spawn in the hall and then I can go after the spawn in the side room. It is specifically spots like that lab map where you have an abbreviated s-hall into a single large room with an upper level and there is a spawn at the s-junction. Depending on the mission/random spawning, there can also be a spawn to the right of that spawn just slightly past them along that wall. On some occasions, there is also a spawn on the left on the other side of the "doorway" near that bulkhead that almost reaches the ceiling. And on that map, if all 3 spawns are there and the primary/first spawn is not loitering in the doorway where I can shoot them but are instead to the side hidden by the wall near the second spawn, there is no pulling anything. Edit again: Maybe this will help: Green is where spawn 1 is supposed to appear in that room. Yellow are the 2 most common spawn locations for spawn 2 when they are close to the door rather than around the large cylinders on the right of the middle platform. Orange is a rare spawn location for spawn 1. Red is where spawn 3 is when that room generates 3 spawns near the door. When spawn 1 spawns in the orange area and spawn 2 spawns in the right most yellow area, there is no choice but to move into the room and face both spawns. And when spawn 3 is generated, on the rare occasions it does, you have no choice but to move into the room and contend with all 3 attacking you. And if the enemy faction happens to be Nemesis, you can too often also find a sniper with his support on the left mid-level walkway to the upper deck in back. (Room not drawn to scale. I'm ballparking layout.)
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Knowing where enemies spawn only gets you so far. Especially when playing solo. Like I said, the spawn you know is there cannot be seen. If I can't see them because of obstructions, then it doesn't matter that I know they spawn there. I can know all 3 groups have spawned at that area, but if I can't see any of them to separate them out, all I can do is face them and hope to prevail. And depending on how that goes, I fall back on my reserve power(s) like Black Hole to buy me breathing room or be able to escape. (After getting away, at least one of the spawns will loiter where I can see them and draw them out with a snipe.) Edit: What I do wrong with Oppressive Gloom in those circumstances? I give in to the temptation to clear them out because they aren't fighting me for being stunned, and my health goes away from all the enemies (edit again: and attacks from the enemies not stunned). I really should just pop it and run like a rabbit with its tail on fire for a safe point.
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That isn't the problem. I do the same thing. The problem arises on those maps where there are multiple spawns in close proximity but you can't either see them until you round that corner and are in their midst. There is a corner in a lab map where sometimes you can see the spawn waiting there, but not the one to the right behind the wall, or worse, the second spawn to the left by the bulkhead. So sniping the 1st spawn draws them to you, but proceeding into the room after, you get jumped by the other 2. Or even worse, the spawn you know is there is positioned where can't see them around the last corner into the room, and proceeding forward lands you in the middle of all 3 spawns. Let alone if they happen to be Nemesis forces and the snipers further in also see you, aggro, and open fire while their supports run down to also fight you. Sometimes things just don't go your way. So I keep some powers in reserve for those times when things go sideways and there was nothing I could do to prevent it.