Rudra
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Everything posted by Rudra
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Symphony Hold Animation - Should be Dancing
Rudra replied to Ravenwulfe's topic in Suggestions & Feedback
No need to apologize. I don't recall ever having seen that pose though. -
Move Back Alley Brawler to the Pedestal in Atlas Park!
Rudra replied to Ravenwulfe's topic in Suggestions & Feedback
I think you are confusing Ms. Liberty with Dominatrix. Aside from that? No opinion on the OP. -
Players always have choices. Powers from their AT's primary or secondary that they skipped and pool powers. The whole point of the leveling based powers acquisition is to show progression. The character progressively learns how to use his/her powers in more effective, powerful, or expansive ways. Even CO has requirements to access powers, with the nukes and other high end powers requiring several powers from the set to unlock. Which puts them behind two walls, the level requirement to have that many powers and the set requirement of prerequisite powers. CoX only has the level requirement. Each primary and secondary set for non-epic ATs only have 9 powers. With the freedom to improve the character from available pools to either increase survival, effectiveness, or increase available options for play such as stealth powers, heals, and so forth. Why the rush to get the key powers from a set earlier? Edit: If you really want the powers earlier, then we can go the CO route. Each power in a set requires the character have the tier-2 in powers from the set to get. So your T1 and 2 powers are available. Tier 3 requires 1 power from the set. Tier 9 requires 7 powers from the set. There you go. No more level requirements. Edit again: One of many things I hated about CO was that they changed power order. I've been forced to respec a character twice in one month because power order was changed. So yes, I am strongly biased against changing power order/levels.
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I'm as against the nukes and other high priority acquisition powers being moved to earlier levels as anybody else. The game should not be made any easier than it is. However, neither should it have to be any harder. We already have the means to play a more difficult game with the difficulty settings. And the fully developed characters have been given the means to play on even more challenging difficulties which are being proliferated. Edit: I believe that if players are categorized, you have the Grueling Challenge players clamoring for Nintendo Hard, the Challenge players that want difficult fights but not to be wiped out repeatedly because game RNG hoses them, Casual players that just want to have fun, and Fair Playground players that make me wonder about them. And there are likely other types of players too, including players that move between categories depending on mood, AT, and friends.
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What does that have to do with the biggest section of the OP? Literally the first 9 paragraphs of the OP go on about game difficulty. If I ignore the biggest part of the OP and just focus on the proposed solution? Then it is about either jumping straight to 50 or bypassing content players may not want to do again. And if they want to level straight to 50? They can already power level in farms. If they want to skip content? They can skip that content. There is no mandate to do the TFs/SFs. There is no mandate to do the story arcs. There is no mandate for players to deal with any part of the game they don't want to. And the parts they don't want to do are skippable.
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Then please explain what you mean.
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If you just want the lower levels to be harder, then play gold side. Several of those missions are excessive. My contention with the OP is the assumption that players fall into two categories: Grueling Challenge and Fair Playground. Never mind that players more often fall in between those two extremes. I hope I'm reading the OP wrong, but it feels like the author wants the game to be "Nintendo Hard" until you max out and everyone that thinks otherwise should just skip to 50 and be done. And there is a place that comes to mind where that kind of thinking can be dumped. We already have the option of going +4/x8 right out the gate, so there is your lower levels be Nintendo Hard mode. Or are the lower levels somehow so powerful that they are clearing that difficulty level on autopilot somehow? Edit: Just for clarification, by Fair Playground I mean a kid playground at like the state fair.
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How would Silos or anyone else change where Battalion lands its first wave? There is no access to off-world events to change that. Edit: Basically, with Ouroboros, the players and Menders are attempting to change things on-planet to better enable the world to fight back against Battalion. Nothing being done in Ouroboros has any impact on what Battalion and its forces do, just what position the world is in when the invasion finally hits.
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This has been brought up a few times. The issue is the story's current progression. Galaxy City has been obliterated with the Neo-Shivans arrival. The story needs to progress to the point where Galaxy City is reclaimed and then rebuilt. Like with Faultline and Boomtown where reconstruction has started but has not progressed because the story has not gotten that far yet.
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Changes to Regen to bring it into modern day.
Rudra replied to ArchmageMC's topic in Suggestions & Feedback
If the issue is God Mode in PvP but Gnashing Lamentation in PvE, then why not a split operation? PvP already has different mechanics for mezzes from PvE. And we already have enhancement sets that have different effects depending on PvE vs PvP. Would having /Regeneration function as is in PvP but function differently in PvE be viable? (Please note that I am not claiming that /Regeneration is either God Mode or Dumpster Fire power set. I'm using hyperbole.) -
AoE Holds Revamp for Controllers/Dominators
Rudra replied to Blackfeather's topic in Suggestions & Feedback
Apologies then. As long as I can still sneak around. Edit: *grumble**grumble* That was meant for @Blackfeather. Edit again: The grumbling isn't meant for @Blackfeather, the apology is. The grumbling is because I again did not line up the comment.- 33 replies
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Yeah... missing a crate with a snipe at short or point-blank range twice in a row is rather infuriating.... (And I'm weird in that I only fire my snipes at the crates. Don't know why.)
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You are capped at 95% chance to hit the target. Even with my attacks maxed out for accuracy, I will miss up to 4 or 5 times in a row if RNG feels like it. That is why Streakbreaker exists. If you have a high enough chance to hit, then Streakbreaker ensures that if you miss with one attack, the next one hits. Most characters have their chance to hit at the point where Streakbreaker kicks in on the 5th miss to make it a hit. The target's defense still has a chance to turn that hit into a deflection though. So if you attack the target and it says deflected, you hit the target but the target managed to avoid it. It looks like a miss, it feels like a miss, but it is not a miss. PCs get the same thing if they build up their defense. As for having a higher accuracy that tapers off as you level? The game pretty much already works like that. That is why when you do certain arcs/missions. particularly the Hearts of Darkness and Shining Stars arcs, one of your contacts tells you that you need to slot enhancements to keep up with the level shifts.
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Swordless fire and ice melee too? For characters that just burn with flaming fists or freeze with frozen ones?
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That would be nice. Especially if they did that for psionic melee too.
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The whole point of the sonic fencing is to prevent that from happening. Edit: And First Ward already has the Seed of Hamidon. And Night Ward is not actually in Praetoria.
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BUG : parkour stance not working with some powers
Rudra replied to VULCAN's topic in Suggestions & Feedback
*shrug* Repost there, ask a mod to move it, leave it here and treat it as a suggestion instead. Whatever. Just letting you know there is an actual bugs forum. -
It has a heal over time. And there were no green numbers floating up from my character when I used it in that boss fight. There are green numbers floating up from my character every other time I use it. (Including against the same bosses in other missions.) Edit: I use Unrelenting with Energize on my energy/energy Blaster when I fight red bosses. I'm very sure of the HoT component. It may be negligible compared to other heals, but it keeps me alive in those tough fights. When it actually works as advertised and the HoT ticks away.
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Symphony Hold Animation - Should be Dancing
Rudra replied to Ravenwulfe's topic in Suggestions & Feedback
Good point. Forgot about the shock and choking ones. Sorry. (I don't know the Han Solo pose. Which one is that?) So yeah, source powers may already have flags for type then. So your suggestion becomes far simpler since the mechanics to check for it already exist. -
Symphony Hold Animation - Should be Dancing
Rudra replied to Ravenwulfe's topic in Suggestions & Feedback
Pretty sure targets only check to see if held and not source power of hold. I'm not against the suggestion, it would be nice, but to the best of my knowledge, it would require for the game to start checking for a new flag to determine the appropriate animation since emotes cannot be inflicted on another. (If I am mistaken and emotes can be inflicted on another? Then that should be an easy change.) -
I understood the intent. However, since all the melee weapon sets including claws include energy weapons and the proposal only changes the damage type, I'm inclined to point out that the weapons already exist and can already be used. I get that players want more elemental weapon attacks in their set than the 3 sword attacks in fire and psionic melee or the 2 sword attacks in ice melee. However, it is my understanding that the fire, ice, magma, and energy weapons are in the existing weapon sets specifically so players can have characters using all weapon attacks with those elements. The damage happens in the background, so I don't understand the fixation on different damage types for the same set, especially with set enjoyability used as the reason. I'm not saying that is not a valid reason, just that except specifically for damage type, the proposal already exists because the player already can make a character wielding energy weapons with all the melee weapon sets. While granularity is great in an open-ended game like Hero System, GURPs, and other pen-and-paper games, it becomes a massive bog in a video game. Options like what is proposed for City of Titans where you can change the damage type of powers with specific enhancements are viable and something I hope to one day see, but City of Heroes/Villains is not set up that way. (New enhancement sets that changed damage types on the affected power being introduced could be interesting, but I'm also afraid players will call it an enhancement tax like they do for the KB to KD sets.) Would I be upset if the devs looked at the OP and said "Sure" and then made a new set just to change the damage type? Of course not. I'd actually use a new sword set that does fire damage instead of lethal damage without me having to ignore the other 6 powers in the set like with fire melee. I would also use the energy damage type set if made. (Hello, City of Jedi/Sith.) I just don't understand the need to make these sets when characters can already fight with fire, magma, ice, and energy weapons with all their attack powers in a melee weapon set.