Rudra
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Everything posted by Rudra
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I went to Croatoa after the other contacts gave me their story arcs and I maxed out their contact bars. They won't talk to me since I didn't start the Croataoa arcs back in the 20s. Can only be done through Ouroboros now.
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For some reason, when you try to access a hero alignment tip in Perez Park, it tells you " Now is not a good time to investigate this tip. Wait until you are within the streets of Paragon City before you attempt any investigation."
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Can we please get some different missions in the level 30-34 range blue side? I've done the Council raid on Crey for the AI triple-part mission, the save the Crey lab from the Council mission, and the save the Crey lab from the Freakshow triple-part mission three times on this same character this week, just from different contacts. And the named mobs are always the same, the mission entrances (as applicable) are always the same, and the objectives are always the same. I'm saving Executable Number 6 in the AI mission (with its 3 parts), putting down Vortex Cor Leonis Archon Rupert who apologizes for the fight afterwards in the Council raid on Crey mission, and recovering the cloning technology the Freakshow steal from Crey in their 3-part mission every time. It's like every contact has just those 3 missions. How many times do I have to set Executable Number 6 free before he is free?! Can we at least get some different names between the contacts? Like Executable Numbers 7 and 8, Vortex Cor Leonis Archon Tom and Jeff, and maybe some really good alcohol the Freakshow steal? Something so it is not the same 3 missions over and over? (This is why I usually only play red side....) Edit: Phillipa Meraux, Lous Pasterelli, and Neal Kendrick are the ones that gave me those missions. No Ouroboros used, they are my level range active contacts. Edit again: And the timed Stop the Devouring Earth attack on the environmentalists of World Watch, which is now given by a second contact in this level range....
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1) They already said this cannot be done. Currently. Maybe they can fix how it works later, who knows. Check out Long robes/dresses for more info. 2) I thought they looked like trench coats... more options still good though. 3) Sure, sounds good.
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Agreed with @0th Power. If you are defeated or if you run out of END, all active powers should be turned off. Toggle suppression is nice, but makes absolutely no sense for this situation.
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No, all my data was from that page. Which I remember being quite a bit longer than it currently is. And I have so far not been able to find any other pages on the matter, so it looks like that data was removed since it was in conflict with the Galaxies of the Council. (And even at the time the page was longer, the entry on Galaxies was basically in conflict with the rest of the page. At that time, it was just annotated that it was unclear how the Galaxies were made and able to retain their own identities.)
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Rommie never uses exclusively Nictus powers. He always fights with his broadsword and shield even while supplementing them with Nictus attacks. However, he immediately gets 5 new powers from merging, so how many additional Nictus powers would he get access to if he wasn't a fresh merging? (Edit: Like say he had the opportunity to do any leveling at all?) Anyway, reading the current data, my comments are increasingly looking to be wrong.
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When your character takes up an APP or Patron Pool, you are not tacking on a full AT. You are tacking on a few powers from a theme that your character by use of science, technology, magic, inherent ability, or further mutation gains. To get access to Kheldian powers, the character has to merge with a Kheldian. And that Kheldian, even if a 'young' Kheldian which do exist in the game, is at the very least several millennia old and has already merged with multiple races across the galaxy. That Kheldian came into existence with an array of powers already at his/her/its disposal. That Kheldian is already a fully developed and complete character in his/her/its own right. PC Kheldians are normal humans that merge with a Kheldian and use the Kheldian's abilities because the Kheldians cannot properly survive without a host body. I don't remember the reason why. And the Kheldian's powers are always there because it is part of the race, even if the player skips some of them. That Kheldian does not lose any of his/her/its powers just because the host body already has his/her/their own powers. So you cannot merge with a Kheldian as part of an APP because according to how the Kheldians work, you would have access to your already chosen powers, and then you would be able to pick and grow your Kheldian character on top of that. It works just fine for lore if the character is some epic GM/AV to challenge the players. It does not work for players because of the nature of the Kheldians and the fact that the only way to use their powers is to combine with them. Which again gives you access to all their powers. On top of your already gained powers. Even if you implant only part of a Kheldian into a host body in the hopes of gaining only some of the Kheldian's powers? According to the lore, the Kheldian fragment will grow into a complete Kheldian with all his/her/its own powers available and will attempt to take over the host body. Using a dead Kheldian is still unclear, but the lore strongly hints that the results would be the same with the Kheldian being restored and taking over the body. That is the difference between the APPs and HEATs. APPs can be tailored to set powers that complement the AT the pool is built for. It is not a full-fledged AT based on a race that uses that race's inherent abilities. So you can add some powers that you would find in a standard AT because they are not linked to any set race or powers requirements in the game. Kheldian powers are racial abilities and they don't just go away because you want to cram some into an APP. If their powers were not specifically defined as racial abilities? Then yes, your proposal would work just fine. Look up Kheldians for CoX, more specifically Nictus. This page has good information: https://archive.paragonwiki.com/wiki/Kheldian I cannot currently find the page that spoke about the fragments progressively becoming whole again or the possibility of dead Kheldians/Nictus regenerating and taking over. It was from an old page when the game was still Live. If that data is no longer canon, the fragments do not regenerate, and the reduced data on the linked page is all that is valid? Then I take back my comments about those two APPs. (Edit: I was absolutely sure the data I was citing was on the page I linked for you, but it is not there. So if the data is removed and not valid any more, please accept my apologies on the matter.)
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Funny thing I noticed about the "Vanguard HVAS"
Rudra replied to biostem's topic in General Discussion
Those things are piloted?! Where did you read that? https://archive.paragonwiki.com/wiki/Vanguard_HVAS just says they are found in RWZ, come from 2 different factions of the Vanguard, and what their abilities are. Edit: Assault SUIT... right... got it... Sorry and never mind. -
All my characters are buying attuned enhancements from the AH as they level. They are also dumping all their rare salvage on the AH as they level to get the money to buy those enhancements, though they still need a lot of support from my existing 50s for enough funds unless the enhancement is a very cheap one, but there you go. I don't bother with the SOs except to vendor them.
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This isn't the forum for this. Maybe ask in the General Discussion forum? Edit: The Suggestions and Feedback forum is where suggestions for changes to the game are made and others provide feedback on those suggestions and/or in-game changes. (If I'm wrong and this is the correct venue for this thread? I apologize.)
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Sure, why not? Big stick for smacking things. Sounds good to me.
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How young is a "young" Kheldian? They've lived for a literally untold number of millennia. Across multiple corporeal creatures' life spans across multiple different races that they have merged with. All of them. Peacebringer, Warshade, and Nictus (as differentiated as still doing hostile mergings from the less aggressive Warshades). You are still talking about taking a fully treed out character and combining it with a fully treed out character. You may as well be asking to take a Brute and ask to get Blaster as the AT tacked on to it. Edit: And yes, I can say "All of them" because that is how they are defined in the lore. Even 'young' Kheldians according to the data on them are ancient having lived across a few millennia and having merged with multiple races as they make their way across the galaxy.
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The problem isn't a super-powered character merging with a Kheldian losing their powers. The problem is that a Kheldian can morph into any previous race they had merged with and have all their other powers available to them. In the mission red side where you temporarily have a Nictus in you and you get access to 2 or 3 Warshade powers? The Nictus has not managed to take over your body or fuse with it. It is in the process of merging with you. And after 90 minutes, you either successfully expel the Nictus from your body or the technician you rescue is able to extract it into a storage receptacle where it cannot try to merge with anyone. As a Peacebringer or Warshade, the Kheldian works with its (presumably) human host, granting the host it has merged with full access to its powers. So the APP would by lore, need to grant the already super-powered character that merged with the Kheldian access to the Peacebringer or Warshade powers. It is not like with Scirocco who teaches you how to use the latent Mu magic 80% of the world's population inherently has access to. It is not like with Black Scorpion who simply gives you Arachnos tech to use. It is not like with Captain Mako who teaches you how to tap into the available powers of the sleeping Leviathan, a creature that has already been established as being able to provide additional power to those that know how to access it. It is not like with Ghost Widow who teaches you a few tricks to get the souls of the departed to aid you. It is not even like the APPs which are generic powers that could be inherent to the character, acquired through mutation, technological device, scientific tinkering, or additional learned spells. You are talking about taking an energy creature that has a vast array of inherent powers and merging that into another character that also has a vast array of powers rather than some additional powers the character picks up through some means to add to his/her repertoire. Basically merging two full characters. Edit: To put it another way, while there is no reason why the character would lose access to any of his/her powers after merging with a Kheldian, neither is there any reason why the Kheldian would lose access to his/her/its powers either.
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The only way to get Kheldian powers is to have a Kheldian merge with you. The only mission where you get access to Warshade powers while not being a Warshade is the red side arc where you get a Nictus in your body until it is extracted before it takes your body over. So no, Peacebringer Mastery and Warshade Mastery are not viable as APPs. Edit: Even having a fragment of a Nictus in your body can regenerate the Nictus and take over your body according to the lore. So to play with Keldian powers? You have to play a Keldian.
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They gave you peanut butter?! I'm jealous.... 😜
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Any location targeted continuing power remains after the mob's defeat until it times out. All of them. It has something to do with the psuedo-pet the power generates for mobs as opposed to how they work for players. (Edit: This also applies to other pets the mob may summon. Husks, Shades, Grave Knights and Zombies? Mob pets remain after the mob is defeated whereas player pets are defeated when the player is.) (And before anyone says anything like "Well, Snowstorm turns off when the mobs die.", those powers are placed on the character and don't use the psuedo-pets the area AoEs that mobs use do.)
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Some Ideas for Triggered Events (Rikti Invasion)
Rudra replied to Canadian Anvil's topic in Suggestions & Feedback
The Echo zones exist so players can go back to them and revisit them. They are stripped of contacts and missions because they do not exist any more. They are not active content because the active versions of those zones exist and have their contacts and missions. And there will not be two different versions of any given zone that is meant for active play. Multiple instances? Yes. Multiple versions? No. The only Echo zone not currently replaced with an active version of itself is Galaxy City because it is destroyed. You can still access Galaxy City as part of the Shining Stars arc, Hearts of Darkness arc, and the TF where the giant Shivan splits in two. Whatever plans the devs have for restoring Galaxy City to an available zone is unknown to everyone else, but the status of the zones and the existence of the Echo zones shows the progression of the story. For players that wanted to continue playing in the Echo zones, the street mobs were left there so players could go there and street sweep if they wanted to. I cannot definitively say active content will never be put back in the Echo zones, but I am more than willing to bet on it. The Echo zones are not meant to be active play zones. That is why they are not linked to anything any more and you have to go to Ouroboros and find the gate behind the temple/shrine/whatever the building is to access them. -
I guess that would depend on the Stalker. My Martial Arts/Ninjutsu Stalker for instance was soloing BAF Lambda spawns back on Live at level 50 with no incarnate progression even started. Edit: Got my iTrials mixed there. Sorry.
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I really gotta ask... who says Brutes have survivability issues? Edit: For clarification? None of my brutes have any difficulty soloing +4/x8 maps unless the mobs use attacks those builds are weak to.
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SR is not based on improving as your health gets lower. The increasing resistance SR gets as your health gets lower was added because SR had a survivability problem when sufficient numbers of enemies attacked or the SR character was up against auto-hit attacks.
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You are ignoring the points being made for why a stealth character can remain stealthy and still guide an NPC to safety. Yes, the character is giving away their position to the NPC. That is not in dispute. That same character is not however yelling through a bullhorn to guide the NPC. And you're right. Stealth is not the only tool in my toolbox. However, the only other tools are the attacks and defenses. (Edit: Because you sure as hell can't use a power to move them.) So you are basically telling me and every else that plays a stealth character to not play a stealth character because stealth is pointless and we should rely on the other tools at our disposal. Not your point, but it is how you are coming across. And no, problem not solved. I also don't see it actually being solved. Especially if the devs are even half as intractable as you are currently proving to be. I can acknowledge your points. I can't understand why you would think a stealthy character would have to not be stealthy to help someone escape. Especially with all the references out there you can look up and read or watch that says otherwise. Edit: Also, your comment about NPCs not being subject to re-capture or defeat? When was the last time you ran an escort mission? Sure, only combat NPCs can be defeated, except in that one mission I will not talk about where the heroes have exactly 1 HP, are not combat NPCs in the mission, and are subject to defeat. However, the non-defeatable NPCs can be re-captured. That is the point of the ambushes that spawn after you rescue the NPC. And that is what happens when you are defeated. They get re-captured. So it is not a question of whether I or anyone else is willing to deal with that, because we already do.
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A friendly NPC won't resist having the stealth character guide them out. The character can hold the NPC's hand. The character can give verbal instructions to move forward and go around corners and go through doors. The civvie hostage does not need to be super perceptive to be able to do so. The hostile NPC will take every opportunity to escape. The character can still maintain a physical grip on the NPC to force him/her to the exit. Like they do in anime, cartoons, movies, TV shows, comics, novels, etc. With combat forcing a disruption of the character's ability to do so. (Introducing the new NPC flee mechanic for when the PC is in combat.) Every time I have to escort an NPC. Now as for stealth itself not being very useful any more? Every time the mission requires me to kill... I mean defeat... every mob in the room even if the have no means of monitoring the object I am there to take or the mob I am there to take down. (Let alone the plethora of defeat all missions where being sneaky is pointless.) Can I still stealth most maps? Yes. Then I have to hunt down every mob at the end to finish the mission despite being a sneaky character. I do. And I will keep playing the game even if this is not changed. And I will still keep making stealthy characters. That is more because I personally have a preference for playing hidden/sneaky characters in every game I play than because of how useful stealth is any more. And yes, I still enjoy stealth as a power in the game in all its forms because I can still bypass most of the map unless there is a hostage to deal with or it is a defeat all. And a lot of those have been changed to simply being near the ground instead. Uhm... like when? My ranged characters have the ability to keep enemies at range, usually with KB or immobs/holds/stuns, but also even if only by running away until aggro breaks or exiting the map or flying higher than their better than mine range. My melee characters really want to be in close to the target. And if in either case I want more space? I run away. (Or play the frantic methamphetamine OD'ed frog in combat.)
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Except your character is not truly undetectable. Even a Stalker using Hide, a Concealment Pool stealth power, and a movement stealth proc is not truly undetectable. Snipers of even 3-4 levels less than the character's level prove that at max range all the time as long as they are high enough in level to aggro to the character. Drones prove that every time you are in their LoS, which I am perfectly fine with. Even other players in PvP prove that with a few yellows or by having a perception boosting power active. (Edit: And that is without the consideration of how stealthy characters actually work when looking after another. You know, outside of CoX.) I'm fine with bolstering the escortees' perception. I'm fine with making hostile escortees difficult to lead out. I'm fine with suffering a stealth penalty while having an escortee in tow. I'm fine with losing the added defense bonus from not being in combat if it will get the escortee to follow. I'm fine with any combination of the above. The whole stealth characters cannot use stealth to be stealthy bit though? THAT annoys me. Escorted NPCs always required players to drop stealth to lead them out unless the NPC was a combat pet. Annoying, yes, but stealth characters also got the benefit of being able to sneak every other mission then, and it felt balanced. Then they added Stalkers and things changed. NPCs still required stealth characters to drop stealth unless they were combat NPCs, but almost every other aspect of stealth was stripped away. Only missions with multiple glowies still allowed a stealth character to sneak around and be sneaky as long as there was absolutely no other objective, otherwise it became a sneak the glowies and then clear the last room which may in fact be two rooms. So stealth as a player power is nearly useless. How many missions still let a stealth character be stealthy and not have to wipe out the room to claim the glowie the character already clicked or the boss the character already defeated like they could before Stalkers were added? And if you're doing a Nemesis mission? The game loves to saturate the map with snipers that completely ignore your stealth. Some Council/5th Column maps too. Rikti maps? Rikti Drones see you no problem, though they are subject to stealth reducing their perception radius so they see you closer in than the others. The whole "Here is a power you can use but we will force you to not be able to on a better than regular basis during normal game play" bit is why I am in favor of the OP. (As opposed to incarnate game play, TF/SF game play, or other.) Not because I think Sister Solaris should be unique, I actually disagree with the OP because of that part. However, I think any friendly NPC being saved and escorted by the player should be able to follow through stealth. Even if something is applied to compensate for that. Is it too much to ask to be able to use a power the game has provided since day 1 without having to run so many missions with it turned off to accomplish the goal? At least before CoV, stealth had a practical and obviously useful function, even if the player/character missed out on defeat xp/inf' for bypassing the mobs on the map. As opposed to the near niche role it has now. I love my stealth characters, all of them. That is despite how stealth works in the game now rather than because of it.