
Rudra
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Everything posted by Rudra
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Help channel is a thing. New players can ask for help on how to do things including manage their END. Same in Broadcast, General, and even Local channels. The 'new players are ignorant' trope is not the problem. There is always help available to answer questions, give guidance, assist in tasks, and even provide inf' to get the new player or even just new character started. There are also the forums and assorted online guides that can be googled. I'm fine with there being a 'CoH For Dummies', 'Endurance And You: Thriving As A New Character', or whatever else anyone may want to title a pinned thread giving tips and guidance for low level play or END management. I'm just tired of the 'new players are idiots and need to be hand held through the game' pitch. Edit: Sorry, @Gobbledegook. Not trying to rant at you. Just rather tired of that particular response.
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I don't view END management as suffering and I don't see the replies as a "we all suffered through it, so you must as well" bit either. As has been stated by @JasperStone earlier in this thread in the provided link to the Stamina thread, it is not the toggles that devour the low level character's END. The OP will not change anything when it comes to low level END management. It is the attacks that devour the character's END pool. So telling the author to slot END reduction enhancements into his/her attacks is not meant to be a "you must suffer too!" thing. It is guidance on how to deal with it. Same thing with @Yomo Kimyata's response, it is a way to deal with END management. Same thing with your post too.
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I created a new character to verify this: a starting Scrapper has a base recovery of 2.08 END/sec with no enhancements of any kind slotted. Running 3 toggles at .26 END/sec means your character is burning .78 END/sec. And still recovering 2.08 END/sec. For a net gain of 1.3 END/sec recovery. It's not the toggles. Slot END reductions into your attacks.
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Correct. The instance missions in PvP zones use PvE rules. You are not subject to attacks from other players while in them.
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If you look at my posts in this thread, I'm not arguing against making Boxing or Kick any better. I don't actually have an opinion on that. My very first post on this thread was to comment that despite @Aracknight's comment, @BrandX's comment that Jump Kick is comparable to the two is valid. It is, or was rather, one of the two possible prerequisite powers for Super Leap and it is mechanically equivalent to Boxing and Kick. At equal level tiers in their pools, they are comparable. My next two comments were in response to @Aracknight's comment to make already premium powers even better in the name of removing their prerequisites. As was stated earlier in the thread though, any changes must be equal and balanced across the board. Make the pool attacks equal to secondary set attacks of T1 magnitude? Don't care, as long as the prerequisites themselves are not removed. Especially using the line of reasoning that the actually desired pwoers be buffed up to be even better than they already are for the sole purpose of doing away with their prerequisites. Edit: I'll make you a bet though. My bet is that no matter how much Boxing and Kick (and Jump Kick) are buffed, people are still going to complain that they are useless powers as a tax. Because they are attacks rather than defensive toggles or other self-buff.
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Tough is already part of the Holy Quad of Fighting, Speed, Leadership, and Leaping. With Tough being one of the primary powers that are sought after. So your response is to take an already premium power and make it more powerful by adding a travel component to it. That's worse than the previous asks in other threads of just taking away the prerequisite. Becuase now it becomes that it shouldn't have a prerequisite since it is a travel power, on top of giving very good smash/lethal resist. Same thing with Tactics which can already be used not only to boost your perception and chance to hit, but your damage as well. Of course, Maneuvers and Assault being the prerequisites for Tactics means you don't hear complaints about Tactics having prerequisites in the first place.
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Summation: "If I can't get my power creep one way, I'll ask for it another way." (Edit: "Dang it! That rancher still has 4 horses left!")
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Replace Beast Mastery with Wolf Pack power set
Rudra replied to Lich's topic in Suggestions & Feedback
And there are players that like having lions as pets. You are asking to take that away from them. So I oppose the OP. If you had asked for the option to have all wolves? There would not likely be any opposition. -
That's your opinion or personal playstyle. I don't need Energize to manage my END. And having it and Unrelenting as available heals has kept my character alive on several occasions. (Edit: And my character is also an Energy/Energy Blaster. And with very few enhancements slotted still. I just have my few enhancements set up for END and damage.)
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Super Jump is available without prerequisite (now) because it is a travel pool power. Fighting is not a travel pool set. (And you did have to take either Jump Kick or Combat Leaping to get Super Jump before. So the comparison is still valid. Jump Kick is comparable to Boxing and Kick, though maybe even less desirable outside of theme.)
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AHAHAHAHA! I'm not the only one that does that! Thank you!
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The lack of use, at least as far as PvE players goes, is likely a holdover from when PvP players were more prevalent in the game. Why go to a zone where you will be attacked by other players when you have no interest in PvP? Especially since a good PvP build and a good PvE build are built in completely different ways with different foci. Just to do a mission that gives a PvP zone buff? No reason to to bother with that in my opinion. The addition of more instance missions in the PvP zones is fine, provided there is nothing that would require player to go do them. So as long as they aren't made part of a badge arc or required by a PvE contact for completion towards something, I don't care if the devs want to devote the time to making more PvP zone instance missions.
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If your means of dealing with END is to get Ageless, then you are pretty much limiting your ability to play to level 45+. I get that is fine with some players, but there is not as much loss in DPS as some may think if you take the time to also slot for END reduction and recovery.
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New MM Powerset - Multiplication / Clone
Rudra replied to mrdeeds7's topic in Suggestions & Feedback
There is a coded limit beyond which no new models are drawn. Case in point: The Tyrant single player mission where a large aprt of the arrayed Arachnos forces don't appear until you clear out some. Also, city map instances where mobs and hostages are not rendered at all, no shadows to show their presence or anything, until you have cleared out enough of the map. It's not a player model thing. It is a cap on number of rendered characters regardless of player or non-player. -
New MM Powerset - Multiplication / Clone
Rudra replied to mrdeeds7's topic in Suggestions & Feedback
They already face that on MSRs and Hami's with 48 player models all going at it in a confined area. And in the case of the MSR, that is further complicated by the sheer number of mobs spawned with their own powers firing and the particle count all that entails. I'm also less inclined to believe that there are players running on legacy systems that old. Regardless, we do have the option of turning off particles in our game session using Particle Physics Quality under Graphics and Audio. It has a None (No Particle Physics) option that is supposed to turn off all those pesky particles that those old graphiocs cards may not be able to handle the volume of. So using the claim that game system requirements at time of original launch should be a limitation on suggestions and development is a rather poor one. It limits the game's ability to be developed and grow. And as one of the Devs said on this forum, available tech and coding tricks helps alleviate this concern. -
New MM Powerset - Multiplication / Clone
Rudra replied to mrdeeds7's topic in Suggestions & Feedback
Personally, I think just giving MMs the ability to use their character model for their pets like Phantom Army's Mirror option would alleviate this. It would answer what attacks the pets get because the pets would just be the existing primaries, and allow the player to have a multiplication/clone set. Because having a primary of your clones for an MM leaves very little guidance for defining the clones' and the character's attacks. What would they even be? Just Brawl? Would they use guns? Elemental blasts? Energy blasts? Far simpler to simply use the existing sets and add in clones for the pets. However, that brings us back to the pet customization bit. That may not actually be possible given how MM pets work. -
Increase Full Auto Target Cap to 16
Rudra replied to PoptartsNinja's topic in Suggestions & Feedback
I was using Fire Blast's Inferno on Live before shut down without crashing. I even respec'ed into it because it no longer had a crash. -
Increase Full Auto Target Cap to 16
Rudra replied to PoptartsNinja's topic in Suggestions & Feedback
I don't know about the timing, but the crashless nukes not making it to Live is wrong. I played on Live only. And I was using crashless nukes before shut down. -
I don't think that can actually be done. Would be nice, but I think the only way to do that is to make the arcs work like they do in Ouroboros. Which would prevent the player from inviting other players to join after started and lock out the ability to do other content. Maybe I'm wrong though and the devs know an alternate approach.
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Character introduced July 1967. Fought heroes and had his plans/crimes foiled repeatedly. Not imprisoned until October 2003. So no, there was no repreive until a writer finally decided to imprison him shortly before the civil war. And yet always there causing more trouble. Anyway, this debate has derailed the thread more than a little. If you want AVs/EBs for all the arcs, then which ones and why? (The question I posed in my first response.)
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Correct about notoriety. The notoriety adjustments were added after launch because characters got powerful enough to solo team-sized missions. You had to visit a Fortunata Fateweaver or Hero Corps Analyst to change your settings. Then they were eventually folded into the chat window. Except that aside from Arkham Asylum or similar bits, comic heroes don't get that reprieve. Using my Spiderman reference, Kingpin never actually spends any time behind bars. Spiderman never gets the feeling of "Okay, I've won. This threat is over." Using your Hydra reference, the heroes aren't allowed the delusion that they have defeated Hydra. The defeated "head of Hydra" gleefully tells the heroes that the fight isn't over every time. So the heroes have to hope to find all the other heads of Hydra before the cut off one grows back. And they never do. Same thing with AIM or VIPER or any myriad other groups. Only small groups with a singular lead give that hope. Like the Joker, Mr. Freeze, and other strictly local, low threat entities/groups. We're never going to agree on this, are we?
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Personally, I think staff usage should simply be an alternate animation for the available power sets. And the undefined set currently proposed as a staff set could simply be a new power set with the option for staves in animation.
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Given the animations for the set and the size of the Blackwand, it would need to be shrunk down considerably. (Edit: I don't see the logic of it, but just because I won't use it doesn't mean it isn't worthwhile. I just think it at least needs to be shrunk down to work.)
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Like you said, there are several ways to use existing power sets with any origin. Running with your presentation but limiting interpretation to the listed primaries or animation? Wand: Magic: It's a wand. It's my arcane focus for using my spells (powers). Technology: So what if it looks like a wand? This is a complex device through which I can control <insert primary power>. Here, let me explain the tech to you. *brain fries poor listener* Mutation: I have the mutant ability to <insert power set>. This (arcane/science/tech/placebo) lets me better control my powers. Or would you rather die from my runaway power? Science: The basic principles of how this works is simple. I control the (insert science-y sounding answer of choice). Natural: This doohickey is convenient. I've trained long and hard to master its function. Behold the fruits of my labor! Dual Pistols/Assault Rifle: Magic: You ever wonder why I never have to reload? Mundane toad. Technology: It's a gun. I like guns. And this gun is bleeding edge tech better than anything you will find in your average gun shop! Mutation: I have a mutation that enhances my ability to percieve distant targets more accurately (or lets me control projectiles). This is my preferred method. Science: I've modified this weapon. It (interfaces directly with my mind, or uses a non-conventional propulsion system, or pick your adaptation of choice). Natural: I'm good. With guns. I have a natural talent for them (or trained to insane levels with them). Hey! Check THIS shot out! Necromancy: Magic: I specialize in death magic and manipulating the dead to serve my will. Technology: I use (nanites or other technology) to make these things move and fight for me. The fact they used to be my <enemies/friends/other interest> just makes this so much sweeter. Mutation: You may think this is a gross power, but it's what my power is. Get over it. And if you die? Maybe I'll add you to my collection for the insult. Science: Undead?! Ha! What an ignoramus! No, my friend. They aren't "undead". They are quite alive, I assure you. Just not quite... themselves any more... Here, let me show you how this works.... *turns inquisitive victim into new zombie* Natural: My race has a link to the world beyond. I just call some... help... from the other side. <or> I found this doodad. It's grisly, but it works. <or> (insert reason of choice). And these are just some of the possible reasons or justifications a player can use for those 3. I'm sure there's myriad other interpretations to suit a player's whims as well.
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- Open Menu, select Options, scroll down on 1st tab to bottom of window, disable xp. Can be done even at the contact you are about to outlevel. Option already available.