
Rudra
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Everything posted by Rudra
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I don't understand your point. Don't force myself to burn it? Just play a character for a half hour and then change characters? What does DFB have to do with anything in this thread? I'm not forcing myself to do anything. Depending on how long any given character I have has been logged off that I want to play at the time, I have to spend a variable amount of time getting rid of patrol xp. I'm not being forced to get rid of it. I can't stand it, so I get rid of it. And last night was the first time I actually decided to check to see how long it took me to get rid of patrol xp rather than just give up somewhere along the way and log off instead of playing with the patrol xp, only to find out it took me 52 minutes out of my limited play time to get rid of it. I'm not burning time punching things. I'm losing time running into enemy spawns to just stand there and hope they kill my character quickly so I can get back into the spawn to just stand there and hope they kill my character quickly so I can get back.... See where this is going? It's not any fun to not do anything as I spend my precious time trying to be speed killed repeatedly to get rid of patrol xp so I can enjoy playing. I get that for most people, patrol xp isn't something they care about or actively track. I get that it was introduced for a reason. I'm not asking for it to be removed from the game. I'm not asking for it to be default off and players have to turn it on for their characters. I'm asking for the option to be able to turn it off or be able to quickly get rid of it so I can actually play the game on characters I haven't used in a while. My request will not make any changes to the way players play the game. It won't stop them from picking any powers or enhancements. It doesn't affect inspirations or temps. It doesn't place a limit on character concept or player creativity. It doesn't gatekeep content or take anything away from anyone. It isn't demanding that others abide by my concerns or play the way I play. It isn't going to change anything about the game at all unless the player wants to use the option. Why is that such a bad thing to you?
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I didn't think the self-destruct power imposed debt for its use? How long is its recharge? The 52 minutes it took me to get rid of patrol xp last night was using +4 mobs (3 minions and a boss) that were just feet away from the PI base portal. So I wasn't losing more than a couple seconds getting back to them during that time each time. I opted for PI because the monsters can take a surprising amount of time to defeat a character. Even with no defenses active. I can go back there and give them a try again though. That was actually my original request. And it died in its cradle. Yes, having the option to just turn off patrol xp would be great.
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There's an idea. I just won't log off my pages of characters. Any idea how I can keep them all logged on at once?
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Then check out my prior post asking to be able to turn off patrol xp. I hate patrol xp. Always have. Free experience to make up for unplayed time? Give me a break. Are you serious? That is the first time anyone gave me that answer as a reason for patrol xp. The point of playing is to get xp and experience the game. XP for not playing? Yeah, that was a first in responses. Congrats. If there was a day job location that was not also a patrol day job location, I'd just log off all my characters there. However, everywhere you can possibly log off in the game gives you patrol xp. Because everywhere in the game is the patrol day job location. Because obviously a super is a super 24 hours a day regardless of what (s)he/it is doing and where. The advantage of Live? You only had to get rid of patrol xp on a character while leveling to 50. Once you were 50? No more patrol xp! All gone! Buh-bye! Good riddance! HC has vet levels though. So you always get patrol xp because you can always level up further to level 50. Over and over and over on the same character. There is no end to patrol xp for any character. I don't want xp shoved down my throat. I've left several games because of that. I haven't left CoX because I love CoX and because I can get rid of the patrol xp. If I have enough time to devote to getting rid of the patrol xp for that character I want to play at the time. I don't want "free xp for unplayed time". And the fact I spent 52 minutes tonight getting rid of it, using up my play time to not play so I could get rid of it, should have told you that yeah, I'm serious. The fact most players are fine with patrol xp is not a problem. Play the way you want. We already have to turn off xp to play the game at level. Otherwise with HC's xp gain rate, you rocket past everything. And patrol xp simply compounds the issue. Call it my obsession. Call it my insanity. Call it whatever you want. I hate patrol xp. And on characters I don't play for a few days? It takes a very long time to get rid of. I'm not asking for patrol xp to go away. It makes no sense to take something that already exists in the game away from the obvious majority that likes it or are at least indifferent to it. (Edit: Hells, it makes no sense to take away something that already exists in the game even if it doesn't get much use.) My previous request was for an option the player would have to enable to stop accruing patrol xp. It looks like that won't be happening. Probably ever. So I am now asking for the ability to take a character to some NPC, object, suicide booth, murderous carnivorous ocean, whatever; to offload the patrol xp without having to spend an hour getting rid of it. It would still fall on the player to go and get rid of the xp. It would not prevent anyone from accruing and using their patrol xp. You don't have to agree. You can think I'm trolling the forum, or out of my mind, or anything else you wish. As I said, I wholly expect to either be in the minority on this or be the lone individual that feels this way. That's fine. Just like my previous request, I expect this suggestion/request to also die in its cradle. Wouldn't surprise me at all.
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We're just always going to disagree on that.... Like you said, that is a matter of playstyle. My MMs are spamming their three inherent attacks constantly. With their heal (if thay have one) firing off when my pets or character get too hurt. Again, a matter of playstyle. Which is weird, because I don't seem to have that problem. Hey! We agree on something! I know I had a bottle of specialty eggnog to celebrate around here somewhere.... 😜 They actually degrade as you level, becoming less effective even as their damage increases. Which is why enhancements are pointed out in I think 3 different arcs to players. The difference here as I see it, are that pets are almost fire and forget. They are powers that keep doing damage to your enemies without you having to do anything. So that's 6 different sources of damage that the MM doesn't have to click. And the upgrades add more fire and forget capability to those. As opposed to the Blaster's Fireball that the character has to click to use every time. Okay, I gotta know... how do you turn off a specific pet's upgrades? Because I would REALLY love not equipping my Assault Bot with that flamethrower. "No, seriosuly! Stay at RANGE you stupid robot!!!!!" Yeah... probably the primary-secondary pairings in play here... but I was running a +2/x8 TF with a single friend and we had split up. I didn't even realize we were clearing different sections of the TF at that difficulty. My pets just ate everything. Only realized when it dawned me all the bosses had been purple. Not in an instance. Only when running across the zone to the mission. *grumble* *grumble* Okay... yeah... depending on team and task, that is true. Sorry to say, but that boils down to poor pet control. Though on large, fast moving teams, that can become rather inevitable. I could agree to this. For the summoning. Not the buffing. As I've said, I've never noticed my pets pausing while one of their number gets upgraded.
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I asked on a previous thread for the option to be able to turn off patrol xp. So, I'm here now hoping an alternate request will find more acceptance. I normally only have around an hour to play at a time. I logged on a level 44 Blaster I wanted to play that I had not played in a while, and used a +4 spawn of 4 CoT in the Portal Corporation parking lot since they were so readily accessible to get rid of my patrol xp. I jumped into the group at 11:18. I finally finished getting rid of patrol xp at 12:10. That was 52 minutes of my roughly hour spent doing nothing but trying to get destroyed to get rid of patrol xp. I already know I'm in the minority on this. Hells, I'm probably the only person that cares about this. However, I would really like a way to not deal with this every time I log on to a character I haven't played in a while. If the answer to an option that must be enabled by the player to disable patrol xp is out of the question, then can we maybe get someone or something that we can just dump our patrol xp into to get rid of it? Maybe a PPD officer blue side, Arachnos agent red side, and angry citizen or something gold side that the character walks up to and gets a "NOPE!" from as our patrol xp goes away. I don't care what it is. FIFTY-TWO MINUTES to get rid of patrol xp! Please.
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I think the No Redraw option still draws the stored weapon when you start the fight, but the weapon does not get drawn again if you use an ability that makes it disappear during the fight. Went to check with my own characters, but my lone melee weapon user doesn't have the no redraw option. (Is a staff fighting character. I get Original, Bright, and Dark options, but no No Redraw option.)
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When someone asks you which leg you would rather lose with a rusty hacksaw and no anesthesia? Use both legs to get away. Edit: Which is basically my answer to your question. I'll take neither option and call it good. Thanks.
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Again, we disagree. I don't retreat when I suffer a partial pet wipe. I've lost my T2s and T3? I still have my T1s to protect me while I re-summon. I've lost 4-6 of my pets and don't have the space or health I need to more or less safely re-summon? Time to bug out and hide while I re-summon and rebuff pets. My health has gone red and my heal hasn't recharged or I took a secondary with no heal? (Triage Beacon isn't a heal.) Time to bug out even if I have all of my pets still. Basically, I take the time to evaluate my situation to see if I can press on or if I need to retreat. As for pets pausing while re-summoning and re-buffing? I've never noticed that. Lost a pet? Summon and buff a replacement. The other 5 keep protecting my health bar and inflicting damage. If the ones I did not have to re-summon stopped inflicting damage? I've never noticed them doing so. As someone who always took the MM inherent attacks? I don't understand the hatred of MM inherent attacks. And now, they are apparently better. The devs incorporated requests for Mm upgrades you and... I can't remember his/her name. Starts with an "e" I think. And after getting a buff to MMs, your claim is they are worse off?!
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Power Pool/Epic Pool/Anything to Speed Up MM Minions.
Rudra replied to Zeraphia's topic in Suggestions & Feedback
I want to say this is not true, but I can't remember when swift went inherent as opposed to MMs becoming available. Regardless, as @Luminara pointed out, the pets are also handicapped by their lower movement caps. -
Quality of Life issue with Mace Mastery Summon Spiderling.
Rudra replied to plainguy's topic in Suggestions & Feedback
Non-MM pets. I really don't want my MM pets disappearing because I went to summon a lone replacement minion. Aside from that? Yeah, replenish and go. -
Huh? All ATs have the option of retreating and resetting their combat with an enemy that pushes them into a bad situation. I can't speak for others, but my characters, at least at the lower levels, routinely have to retreat from enemies they were not prepared for. (Edit: Non-tanks/brutes at higher levels too.) Red/purple bosses because the boss spawns higher level than the mission. Rooms with multiple spawns in close proximity to each other. And so on. Retreating to recover/reset is not a bad thing. Anyway, my contention with that statement is likely to derail the thread, so apologies for that. However, the need of and vadlidity of retreat as a tactic is something I felt compelled to speak on.
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Power Pool/Epic Pool/Anything to Speed Up MM Minions.
Rudra replied to Zeraphia's topic in Suggestions & Feedback
Maybe just have MM pets track 2 levels? The combat level for most purposes and the MM's level as their travel level? Though I wouldn't want to be the one to tackle that bit of coding even if I knew how to code.... -
The consideration here is where the weapons are drawn from in the animations. If the set draws from the back but the weapon is on the hip, it defeats the purpose of the sheathed options we've been given.
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@GM Widower i believe things like this is considered misconduct A comment was made about a Planet Manipulation set. A comment was then made about manipulating a planet. That is not misconduct.
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@GM Widower What are you flagging a GM for? The post was not vulgar, not belittling or insulting anyone, contained no profanity, and was not aimed at anyone in particular. It's a dirty joke, yes, but does not cross any lines I am aware of.
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This is only a model of: The KNIGHTS Powerset
Rudra replied to AspieAnarchy's topic in Suggestions & Feedback
Click and hold at one end of what you want to copy, then drag until what you want to copy is highlighted. CTRL+C to copy it or right click and choose copy. Then just paste into your post. -
This is only a model of: The KNIGHTS Powerset
Rudra replied to AspieAnarchy's topic in Suggestions & Feedback
Why are you so bothered by this? You yourself said you were willing to reconsider that power. The snipe attacks are all single target attacks. They aren't AoEs. So LRM Rocket doesn't get access to the snipe enhancement sets because it is an AoE. Same thing with the Holy Hand Grenade. It's an AoE even if it were made long range for some reason and made to have the interrupt. I didn't make the enhancement sets or decide on the rules about which ones should apply to what. I'm just pointing out what is and is not in the game and my best guess as to why. Further, it seems that the main reason you want the snipe enhancements for that power is for the range boost the snipe sets have. Well, targeted AoE damage enhancement sets also include range boosts in 4 of their sets, 2 of which have more boosts than all but 1 of the snipe sets. So you can still buff their range without trying to justify making a power use both snipe and targeted AoE sets. As for Cleaving Blow? It is a PBAoE enhancement set. So if the attack is a PBAoE, it can use Cleaving Blow. Regardless of whether it is a weapon attack or an energy attack. (Edit: Also, LRM Rocket isn't a grenade. Even in its animation, it is a rifle-fired rocket. A mini-rocket, but still a rocket. So it is not a grenade with an interrupt.) -
This is only a model of: The KNIGHTS Powerset
Rudra replied to AspieAnarchy's topic in Suggestions & Feedback
If we're looking at modifying the pets from the proposed set, then my suggestion would be: Tier 1 pets: Infantry: 3 light infantry armed with arming swords and shield. Tier 2 pets: Men-At-Arms: 2 heavy warriors in heavy armor armed with axe/mace and shield. (1 has the axe, and the other has the mace. Same attacks between them.) Supplemental powers: Rally (grant combat bonuses to the other MM pets) and Taunt(?). Tier 3 pet: Paladin: Heavy armor champion armed with broadsword and shield. Has support ability/abilities. (Maybe the aforementioned AoE heal?) -
Power Pool/Epic Pool/Anything to Speed Up MM Minions.
Rudra replied to Zeraphia's topic in Suggestions & Feedback
COMBAT JUGGLING Arcing Shot: The character starts as if going to juggle, but lobs a ball at the target. Minor damage short range attack, fast recharge. Has chance to Stun. Juggling: The character juggles a few balls. Has a chance to mesmerize. Stopped by using any other ability. PBAoE Mag 2 Sleep, toggle effect. (Edit: Roots or slows using character.) Rapid Juggling: The character juggles balls, launching them in rapid-fire sequence at foes. Light or Moderate damage cone attack. Whoops!: The character "drops" the juggled balls, filling an area with them. PBAoE slow effect with recurring high chance of KD. Something like that, @Greycat? -
Power Pool/Epic Pool/Anything to Speed Up MM Minions.
Rudra replied to Zeraphia's topic in Suggestions & Feedback
Two issues I have with MM pets: 1) As @Zeraphia said in the OP and has been commented on in other threads, including by me, is how slow pets are compared to the MM. Even with no powers active (not Sprint, Super Speed, Speed of Sound, Ninja Run, or any other powers to boost the MM's speed) and with no speed boosts from enhancement sets, enhancements, or buffing powers, MM pets just can't keep up with the MM. Yes, they do teleport to the MM if the distance becomes too great, but as @Greycat said, it doesn't always work and the pets will normally just stay running after the MM lagging further behind. When it does work? Is because the MM is using a travel power, so the pets teleport to catch up. 2) Pet delay before taking any action after using any door or portal. For what feels like forever, but is actually just a few seconds, MM pets will just stand there and do nothing after using any map transfers. I get this is so they can figure out where they are for pathfinding, but when the door/portal is hot and the pets just stand there while the MM is getting blasted? It's a bit of a nuisance. So yeah, I would really like at least the pet movement speed to be improved. Jumping isn't their problem. They can jump pretty much anywhere the MM can go. Super Jumping does nothing to help them keep up with the MM until they have to vault something though. (Just watch the pets. They don't jump to speed up, and they would look silly if they did.) -
This is only a model of: The KNIGHTS Powerset
Rudra replied to AspieAnarchy's topic in Suggestions & Feedback
There are 4 Targeted AoE Damage enhancement sets that have range enhancements in them. 2 have 1 such enhancemet, and 2 have 2. The sniper sets have 1 such enhancement each except for Experienced Marksman which has 2. -
This is only a model of: The KNIGHTS Powerset
Rudra replied to AspieAnarchy's topic in Suggestions & Feedback
That's no reason not to do something for the first time, is it? Besides, you are incorrect; there is one. There is one what? A grenade with an interrupt time? Where? Sleep Grenade Launches a Sleep Grenade at long range from beneath the barrel of your Assault Rifle. This small blast does minor smashing damage but affects all foes within the blast radius, and can knock them back. You must be level 38 and have Body Armor or Cryo Freeze Ray before selecting this power. Damage Minor(Smashing) Recharge Slow Minimum Level 38 (Blaster) Effects Ranged (Targeted Aarea of Effect) Foe Sleep Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Range Increase Attack Rate Enhance Sleep Duration Set Categories Ranged AoE Damage Sleep And from City of Data: Interrupt Time - Sleep Grenade has no interrupt time. Neither does it use snipe set enhancements. (Edit: If you're instead talking LRM Rocket, it does have an interrupt time, but it is not a grenade and cannot slot sniper set enhancements according to your link. As for why it can't slot snipe set enhancements? My guess would be because it isn't a snipe.)