Rudra
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Everything posted by Rudra
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There are energy melee weapons. They are selectable under the weapons of the melee weapon sets.
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Power proliferation is fine, but the balance always has to be dealt with beforehand, not after the fact. Additional balancing can happen after as additional problems are discovered, but powers need to be balanced as part of proliferation. (That said? I don't know if EA actually needs any. @Zeraphia says Brutes already have it, so just port the Brute version.)
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They could just take a page from the Roman Greaves and leave a sandal or similar bottom of foot covering while leaving the rest of the requested section open. Even in @Mallador's pic, the fighters have a foot covering to hold the leg guards in place.
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The boots probably don't have a skin option since they are listed as boots, they seem to be Asian in origin, and I'm not aware of Asian fighters (other than poor, rugged, wanderer martial artist stereotypes) not wearing actual footwear of some type. All that said? Yes please. They would work great as a form of greaves for pit fighter characters.
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I don't know if this is a bug or if the level requirement was removed, so posting this in case it is a bug. Crimson is listed as a level 45-50 contact introduced by Indigo at level 45. Well, Indigo introduced me to him at level 40. I can't do any missions for him, he is listed as an inactive contact which makes sense, but he was introduced to me waaaaaaaaaaay earlier than listed.
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You're still talking about an inspiration imposing a costume change. When we already have the temp powers and now with the PAPs, permanent versions too. So, Halloween event inpsirations? Great. Those inspirations imposing a costume change? No. Not even if the ability to cancel the change after the fact exists. Inspirations should function as inspirations, not as costume temp powers which are already available in the game.
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I get that, and I appreciate the consideration of the suggestion. However, I would rather not have an inspiration change my appearance and then require me to go in and cancel it. Especially since the costumes drop pretty readily and are already random in their drops. That just incentivizes me to delete the event inspirations rather than deal with that. Edit: Especially if like the Present inspirations, I have no way of knowing what the Candy inspirations do until used.
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Oh. I missed that part. Apologies. I'm fine with the event-themed inspirations. Regardless of whether they happen to be player only or team applied. I'm opposed to the random costume change. The costumes are already available as drops and there are some players that do not want to use the event costumes. (For instance, the only time I use an event costume is doing the House of Horrors event. Otherwise, I prefer to stay in one of my own designs.)
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I'm reading the OP and first response as working like the Present inspirations. So they wouldn't be affecting any changes to a character's appearance. At least not any more of a change than any other inspiration. Edit: wait... you are the OP... what am I missing about the suggestion that would cause a costume change?
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That is a really huge assumption. None of my MMs are telepaths mentally dominating pets or mentally animating puppets. They give commands and the minions follow them. I'm going to get burned for this, but oh well. What is wrong with the Attack My Target command? It does the same thing, just without the pets automatically shifting to whatever target you cycle to. MMs command their pets. The pets attack on their own as best they can until their leader commands them otherwise.
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AoE Holds Revamp for Controllers/Dominators
Rudra replied to Blackfeather's topic in Suggestions & Feedback
I agree with @MoonSheep. Being able to mez enemies without aggroing them is key to how I play the few Controllers/Dominators I have. Please don't take that from me. If players want damage in their non-damage mezzes? They can slot damage procs, and as far as I know, already do so quite heavily.- 33 replies
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I would agree except that we already have Arachnos Soldiers and Widows running around as PCs even on blue side. and we have the ability to make CoT characters.
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In the mission "Defeat Dr. Voight and His Visitors", I clicked Unrelenting to heal. Except it did not heal me and it also did not rez me when my health finished bottoming out shortly after I clicked it.
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Base Editor Changes: Things We'd All Like to See
Rudra replied to Dacy's topic in Suggestions & Feedback
If they are going to work on that, then a localized snow fall fx for placing over individual items would also be appreciated. -
I don't PvP. Still went into RV to get the badges. As for every AV having a badge? *shrug* Edit: I'm not a fan of the idea, but it is not worth arguing about. Edit again: Though I will say any badges should be awarded to the team if applicable, not just a single player.
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They already give badges. Take them down in Recluse's Victory.
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If any devs have the time and interest, would you mind making a stone block of half the current height of the large stone blocks? I use the stone blocks to make stone floors in bases and even the small stone blocks are really thick for a floor. I will keep using the available stone blocks for stone floors, but would appreciate a stone block with the large stone block's length and width, but half the height/thickness please.
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Ooh! What if there was an option to always be able to throw the Christmas presents! *dreams of running around giving everyone gifts for random reasons at range*
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It was a change implemented back on Live because of the Marcus Cole single player mission crashing out the game from number of spawns. (Edit: You could do the mission, but when you went outside as Tyrant to stomp the Arachnos forces gathered to put you down, the game lagged badly for some players or simply crashed out for others.) So on specific maps where you can have sufficient mobs to exceed the lowered render capacity, spawns are simply not rendered. And since they are not rendered, they can neither react to and attack the player or be attacked by the player until sufficient numbers of rendered spawns fade out from defeat allowing the game to then render additional units already on the map. It makes those not-rendered units impossible to find.
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Would it be possible to revert the way mobs are rendered in the game? On any open instance city map where you have to find multiple bosses like the Freaklympics city map or have to find multiple hostages/glowies like the Eternal Nemesis Council vs. Nemesis city map, the objectives too often simply don't render until the map is cleared. So you can hear Freakshow bosses talking, but they aren't rendered and available for attacking until you clear out a significant portion of the map. Or you can race around the map looking for hostages and several don't actually render until you clear out a significant portion of the map. In all cases, in places you specifically searched already.
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I don't really have a leg in this race. I don't form or lead teams except with specific friends. So if those that do are fine with that process, then go for it.
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I'm not going to provide input on how to make it work. It sounds like turning hazard zones into PvP zones, just without the PvP. Back on Live, hazard zones were already used to level. There would be routine calls for teams to just go into Perez Park and street sweep until the mobs became too easy, then Boomtown or Faultline, then Dark Astoria. Except for Dark Astoria, which can have Terra Volta substituted, that can still be done*. AE is about when all that stopped. *Edit: Or hit up the Echo versions of Faultline and Dark Astoria.
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Mmmm... uhm... I'm going to go out on a limb and say that would probably be a bad idea. Getting inundated in tells for people wanting to join is bad enough in my opinion. And now team forming moves from the leader to the would-be members with the leader simply ratifying? Also, all those windows, how would window stacking work for that? What about new requests burying previous ones? Like you want to invite a person but someone else's window request pops up over it as you go to click and now you just accepted the wrong person, possibly as the last member of the team who you now would need to kick to accept the other player. Yes, the leader could still just invite that other person, but if they are sending accept me requests first? Just my opinion, but I think this should remain as a message system rather than as a reverse invite system.
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Yeah, I can see that as being possible. It would work just like the invite options from clicking the name, just with preset text like any other chat macro.