Rudra
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Everything posted by Rudra
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I'm amused by this suggestion. I misunderstood the title, but reading the OP? Left me slightly confused but intrigued. Maybe instead of a lone power, make it part of a new APP set? You could call it Guardian or something. I don't know, just tossing ideas. Powers could include: Take Cover!: Grants a small +Def(All) boost to self and allies within 10' with a low Absorb component. Everybody Down!: Character takes on a modified Bodyguard Mode. All teammates within Bodyguard distance share damage with the character. Maybe 1/3 suffered damage is instead applied to the character using this power? I've Got You!: Character uses a Heal effect on one ally, maybe even at the cost of own health? Glorious Defiance: Character gains massive boost to Def(All?) for brief moment of time where all enemies are required to target the character rather than allies. (Edit: Glorious Defiance would have a VERY long cooldown.) Open to other interpretations. Ideas? (Not trying to steal your thunder, @Robertium77, just think it could use some expanding and development.) (Suggested powers are in the order my demented mind was able to come up with them and are not in any way a recommendation for power order or even a requirement to be part of the set. Just brainstorming things to make this a set.)
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Unfortunately, yes. (Edit: To be clear, the 'yes' is to the Talons skirt in your pic being off the table at this time.)
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Yes, if you pick the power sets that have it, you can get access to both Aim and a supplemental +Acc/+Dam power. No one is saying your proposal shouldn't do that. All @Uun is saying is that all Blaster primaries with a +Acc/+Dam power use Aim. Not Build Up. Not Power Boost. (Though some get alternate versions with weaker bonuses like Psychic Focus and Charge Up, and Assault Rifle and Dual Pistols get nothing.) There is no AT that has any combination of power sets that I know of where you can get the same power twice. Edit: Of course, you could replace Power Boost in your set with a custom power that gives +Acc, +Dam, and some minor secondary buff. That is perfectly feasible too. The +Acc and +Dam would be necessarily lower than Aim to account for the secondary buffs, but it is still an option. Edit again: Maybe something like: Walking Disaster: +40% ToHit, +50% Damage, +10% secondary effects? (The 40% and 50% are stolen from Charge Up and Psychic Focus.)
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Masterminds have wanted changes for years now.
Rudra replied to eldriyth's topic in Suggestions & Feedback
So you are recruiting for Thunderspy with this thread then? You are giving conflicting signals here. Basically "Go play on Thunderspy because it is better than Homecoming, but Homecoming rocks way better than Thunderspy!" Huh? -
Not to mention Hami' raiders at the safe rock.
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Allow co-op Newspaper/Radio missions in Kallisti Wharf
Rudra replied to biostem's topic in Suggestions & Feedback
Since Kallisti Wharf currently has no mobs or active contacts, maybe a new type of mission like what is done in the RWZ? So instead of papers that have you commit crimes and radios that have you prevent them, you get more neutral type missions against eligible factions for reasons most characters could work together for? -
Feedback on the Finale - Ride of the Valkyrie
Rudra replied to Zappalina's topic in Suggestions & Feedback
*pictures PCs sitting on the shoulders of valkyries* -
Nerf Destiny before Any More Advanced Difficulty TFs/SFs
Rudra replied to Astralock's topic in Suggestions & Feedback
We're gonna need a bigger radiator.... 😛 -
Allow co-op Newspaper/Radio missions in Kallisti Wharf
Rudra replied to biostem's topic in Suggestions & Feedback
It's already a co-op zone, so shared missions works for me. -
Poll: Items We'd Like to See Added To Base Editor
Rudra replied to Dacy's topic in Suggestions & Feedback
I saw that video previously. I suck. I can't do the tab bit. So in the example in the video, I would sink the chair slightly, and then grab the desired NPC. Or move the chair to the side for positioning reference, and then move the NPC, then move the chair back. Edit: One trick I do use? If I am placing an NPC like reclining on a couch, I place a floor tile just below the surface I want the NPC on and slightly behind the front of the object, then just drop the NPC on that surface and rotate. Or align the surface except well above the target object, and then lower the positioned NPC onto the object. Easy placement that way. It is just things like sitting at a table having to constantly move the table and chair(s) to get the NPCs situated that is so annoying. (And distant grass tiles, large rocks, or other items not even in the room that the editor insists I am trying to select instead of the NPC.) -
Poll: Items We'd Like to See Added To Base Editor
Rudra replied to Dacy's topic in Suggestions & Feedback
There is a psuedo-trick to it, where you instead insert a new NPC roughly where the other one is and it should replace the previous one. Not sure if it actually works though since I never use it. Aside from that, the best way to grab a placed NPC I've found is to try and catch the NPC at the top of the hit box behind the NPC's head, so you actually are at the NPC's hit box. It does not work very well, or even at all sometimes, if there is anything else in proximity to the NPC. So yeah, moving NPCs can be a real pain. -
Base Editor Changes: Things We'd All Like to See
Rudra replied to Dacy's topic in Suggestions & Feedback
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Yes please. I often find myself scrolling up and down the clues list on long arcs trying to figure out what clue I just got. And it would be really nice to know what the clue in those tip missions actually are. So like maybe not have them clear until you exit the mission?
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We're on the Suggestions and Feedback forum though. Where are you saying it needs to be moved to?
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Poll: Items We'd Like to See Added To Base Editor
Rudra replied to Dacy's topic in Suggestions & Feedback
Also, please fix the NPC boxes. The NPC models are at the front of the box rather than the middle of the box. So placing NPCs seated on chairs at tables or other locations of not just standing around can be excessively tricky at times. -
Petition to limit incarnate use for new content (ITF, etc.)
Rudra replied to Sarn's topic in Suggestions & Feedback
It is my understanding that the higher difficulties are built around the use of incarnate abilities. So this request makes no sense to me. -
No More Empyrean Merits to Reward Merits
Rudra replied to DarionLeonidas's topic in Suggestions & Feedback
I never did understand that change. Was a reason ever given? I never saw one. -
Poll: Items We'd Like to See Added To Base Editor
Rudra replied to Dacy's topic in Suggestions & Feedback
Here's another one. Fix the base object selection algorithm. If I'm trying to select the floor in front of me or the placed object in front of me, I don't want the island rock nowhere near my character to be what the editor insists I am selecting. -
As has been stated, and as @Luminara explained in depth, Ouroboros missions and arcs are run as TFs/SFs because it is the only way to get the character down to the required level and keep him/her there. And just like with TFs and SFs, you can't invite others into your mission/arc after it has been started. It is a limitation of the game. I don't know if the TFs, SFs, and Ouroboros can be run another way, but at the time of implementation, it was the only way. And if there is another way for the game to handle it now, would still require the entire TF/SF/Ouroboros system be completely rebuilt.
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I can agree with the need to keep signature characters unique. However, some signature characters could already be duplicated from day 1. Like Sister Psyche. And some of the costume pieces the signature characters have would fit several of my characters so much better than the options I'm already using. So if the devs refuse to give us those costume pieces, can we maybe get visually similar pieces at least? (I'd vastly prefer the actual pieces, but something sufficiently similar to finish my characters' appearances would be greatly appreciated.)
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The set name doesn't really matter. If you have an invul' character with armor as part of the look, then the armor can be considered the source of the invulnerability. Same with dark, rad, and all the other armors. The set determines the mechanics and visual effects. The character design determines what it is and what its source may be.