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Rudra
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Everything posted by Rudra
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Ther problem with a 'choose your adventure' to this as opposed to a 'write your adventure' is that it requires the nemesis to fall within a limited scope. This works gold side because players aren't dealing with something as personal to their character as a nemesis. Instead, you are navigating your way through an existing story that is not dependent on your character being that specific character. All that matters for gold side is what your alignment is. When dealing with something as personal to a character as a nemesis, this sort of plug and play approach fails spectacularly. It was a huge problem with the CO system because the missions for your nemesis were all plug and play. So your nemesis would do things that made no sense. Like having a Brute nemesis who can barely make a coherent sentence with his/her limited abilities assembling a working diamond-powered death ray to hold the world hostage. Or your Mastermind nemesis who uses excessively convoluted language being able to make that exact same death ray, but can't even manage to build a regular bomb. Plug and play nemeses just don't work. There is no buy in, there is no relevance to what you would actually expect from your nemesis, and there is nothing actually linking your nemesis and character to each other. There is no way to make a comprehensive enough system that actually provides even a decent story that fits any possible nemesis a player may think is appropriate for their character. Unless the player makes the story himself/herself so it can actually tie the nemesis and character to each other. That is the failing of a nemesis system and the advantage of the AE system. (Edit: And yes, trying to make such a system would be put gun in mouth and pull trigger levels of PITA, I'd wager.)
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Given the nature of tip missions, that would be less facing off against your nemesis and more cleaning up after recurring villain. Edit: And aside from the lack of intro mission, key plan mission, and capture mission, is the same thing CO does with their nemesis system. You would need a massive pool of missions that aren't little warehouse storming missions with random objective to make it worthwhile. Otherwise you have the same pathetic system CO has with less background material. Edit again: If you want a nemesis system that works well, you need to use AE (or a cooperative player). Then you take a previous suggestion that lets AE missions link to zone doors instead of just using the AE Danger Room portal so you can run across the map dealing with your nemesis who will actually have a backstory (that you make) with thugs/henchmen (that you can make or take from existing factions) on an open world environment that doesn't relegate you to small or tiny maps with random objectives like the tip missions.
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The problem with the Void Hunter code is that it does not differentiate. It simply replaces a random number of spawns with Voids. If that were to be applied to a Nemesis, then if you were running solo at normal difficulty, the actual boss you are supposed to be fighting could be replaced with your nemesis. If you are running at a difficulty or with a team where multiple bosses can be on the map, then multiuple copies of your nemesis could appear. If your nemesis is an AV, then it would only replace AVs, and the single AV on the map could be your nemesis disrupting the established story. For the code to work, it would need to be modified so that only a single instance could trigger, and that instance would not replace established story arc bosses/EBs/AVs. Or at the very least, not trigger more than once per player on the mission. The other problem with the code, is providing players the ability to design their nemesis without giving players the opportunity to munchkin their nemesis for their gain, like the old green mito missions players were making in AE for a while. And from an RP point of view, the nemesis being implemented in this fashion has no depth. Just another random mob, that may be an AV, on the map with no story involving him/her/it. As opposed to AE where you can choose for the map to be random, the enemies to be random (I think), and can change everything about the mission/arc for the next story at will and just re-publish it so it isn't lost or get a new number.
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That could be an interesting thing to add to the game. Either in AE or through another method. Random missions or a pool of missions that a player can select where the nemesis player (and his/her/its team if desired) and hero player (and his/her/its team if desired) face off. Since it could be PvP (unless left as PvE for strictly RP purposes?), the nemesis or hero can win in their perpetual tug-o-war. With defeat coming from actual defeat or character retreat. Either way, having an actual player as your nemesis provides far greater range in the things you can do than if you simply have a mob that blindly fights to death.
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I agree with @biostem. Having played CO, I know what you are talking about. And the Nemesis system in CO was pathetic. You were limited to 3 different types of nemeses, all three overlapped on their stories to the point of it being almost being a single story*, the nemesis was a joke of an opponent (unless you accidentally made that one dark villain I can't remember the name of), and (s)he only showed up in specific (nemesis) missions. AE lets you make much more varied characters as your nemesis, you can give them much richer backgrounds than the cut and paste stereotype of CO's nemesis system, and you can have a much greater variety of missions and arcs for you and your nemesis to engage in. *- The intro mission was always the same, the major plot missions were always the same, and the defeat and imprison your nemesis mission was almost the same. Only the filler missions in between would be different, and that was only for so long as the game did not pull the same mission from its very limited pool of minor missions. Even the nemesis jail break mission is the same with all the same villains helping.
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Attuned + boostable = power creep. We cannot currently boost attuned IOs. We cannot currently attune boosted IOs. To boost the attuned IO is to strip away the attunement, if you can even boost them after attunement. Edit: And the only way I would simplify the IO system is to expand the crafting tutorials to give more information. Edit again: And if your intent is not to have boosted attuned set IOs? Then it would still be power creep because you are asking to be able to make attuned set IOs boostable which will lead to players asking for the two to stack. So no matter how you read the OP, it is power creep.
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Power creep bad. No. I oppose the OP. Boostable attuned IOs just means you can be super-ultra overpowered at all times. Also, as was stated earlier in the thread, there are in-game tutorials, online wikis, and the Help channel for those players that may find the system complicated. And it suddenly stops being complicated when players ask questions to learn.
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Add a marker for the Arachnos Dig Site to Faultline's map
Rudra replied to NeoVid's topic in Suggestions & Feedback
The entrance to the Arachnos tunnels in Faultline is very easy to find if you pass through the dam to the Sky Raider-Arachnos area. I still agree with the OP though. It would be nice to have the tunnel entrances marked, at least on the town side of the dam. -
Please tell me this is a joke thread.
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My guess is Resistance-Loyalist. However, I thought you could still change that by doing the single player alignment missions in Ouroboros.
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Adding the text to the bars would be a nice option. I would rather it be an option rather than a universal change to the bars though. I prefer my bars textless.
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😮 Maybe it shouldn't be hidden like that then? I never knew there was a filter there. Edit: It's not actually hidden. It is right there as a search box. Guess I just never noticed it before.
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Just as a heads up, I've found Unrelenting from the Presence pool to be a very nice heal, over time actually, for my Brute. Plugs the lack of heal hole. Edit: Also, there is Aid Self from the Medicine pool.
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One thing I would request you consider though? While I know ghosts and apparitions are ethereal, saying it is an ethereal blast set doesn't invoke that imagery to me. I would recommend a name like "Spirit Blast" or "Spectral Blast" if the set summons apparitions with all its attacks. Or not. <Name> Blast as a name doesn't really invoke spectral summoning to me. *shrug*
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Not since before the changes. Not a fan of the Necromancy power set. It and the Beast Mastery set put me to sleep every time I try them.
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Apologies. My misunderstanding.
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And this was my contention: https://cod.uberguy.net/html/entity.html?entity=pets_enslaved_specter My concern is that despite how others may tell me that the specters are not that good, their listed stats in City of Data is actually very good. A Mag 4 taunt for 6.8 seconds built into their only attack which does not terrible damage at 17.0767 negative damage (for an auto-summoned pet) per hit which has a 1.1 base accuracy and they can use it every 2 seconds as a 90 second duration pet. (I can't really make sense of their Fade power which is supposed to kill them over time.) As contrasted to Fire Blast's DoT of 9.3842 fire damage every second for 3.1 seconds after a half second delay but only affects the single hit target. I wasn't going to respond further to this thread. You had made your argument and I was only asking if you would be fine with a penalty. Your edit to your preceding comment is what prompted me to respond again. I'm not trying to argue against the OP. I don't really care. The idea sounds fun. I'm just worried about balance. So whatever. I asked a question. Now I posted why I asked it. Not going to try and change your mind, just explaining my side of this discussion. I don't have a horse in this race.
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*shrug* I asked you if you would be fine with that, the answer is obviously "no".
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If the devs had further increased the costs of MM attacks and/or further reduced the damage of MM attacks as part of making them more appealing to the players to choose, then they would have needed their sanity checked. The pets were added to help bring the MM attacks more in line with other sets despite MMs relying on their pets for most combat. Because you are drawing specifically from a MM power set rather than the other way around as was my take on the MM AT's creation, my take is that the END cost would be higher and the damage lower to account for auto-summoning pets that in turn also attack and inflict damage. I'm not saying the END cost would need to be as high as MMs or the damage as low as MMs, but given the advantage of auto-summoning pets to do further damage to your foes, this seems like a fair trade off to me. Otherwise, why bother with any other set when this new set gives you not only added damage like Fire's DoT, but does so in the form of pets that are free to attack all enemies for 90 seconds each.
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I thought only the Necromancy dark blast attacks got this. So that is what I am using as reference since that was an improvement on MM attacks that may not have been specifically asked for, but was in general asked for.
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Would you be willing to accept the inflated END cost and reduced damage of every power in the set like MMs get to balance this out?
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Primalists were a proposed shape-shifting Epic Archetype that featured a mix of damage, enemy debuffs, and ally buffs, depending on your current form. Although the power sets had been defined, Positron confirmed at the game's closure that plans for the Primalist Archetype had been scrapped due to its complexity. Edit: So no, they got as far as defining the power sets, and that was it. (Above statement pulled from linked Primalist page.)
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Why are you limiting a melee-based AT to just weapons? Why can't weaponless sets also be included? As a nature-linked AT, elemental non-weapon attacks make sense as well. Also, Darkness Control only has 1 pet, I don't count Haunt since it is a single target power. And the pets between MM sets and Controller sets are built differently. You may want to re-visit the pets. Without the MM pet upgrades, the MM pets in this AT will be sorely lacking. And the Darkness Control pet will need constant summoning even if nothing kills it. So my recommendations? Don't limit the AT to weapon sets and take another look at your pet plan.
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If you log out at a day job location, regardless of whether you can get the badge or not due to alignment, you still get progress towards the badge for when you become the correct alignment. That is all day job badges to the best of my knowledge. (Edit: They just may not show if you are the wrong alignment.) Edit again: Also, agreed on Praetorians need to be able to earn their badges. They have train stations. Why isn't there a gold side version of Commuter? (Though I do understand Shop Keeper/Price Gouger. Since Powers Division isn't supposed to be holding a secret ID as a store owner as a full-time law enforcer in a totalitarian society.) Edit x3: For clarification: I am not opposed to the OP. I am just saying I do understand that specific badge being the way it is.
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Or mad dash to him to get ahead of the ambushes? Drop him fast.