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Rudra

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Everything posted by Rudra

  1. Single person bases currently serve that role for salvage, enhancements, and inspirations. What if inf' and merits were added to the storage options?
  2. I don't know if that is even possible with this code.
  3. Wrong 50, @biostem. The 50 in question is giving characters 50k influence when 1st made.
  4. Devs? If you're reading this? Maybe one of the myriad dimensions our characters get to explore can have something like this? (Though my take on the point of the beam maces is a dual-purpose weapon. You can blast a target at range and smash it in close with extreme prejudice without damaging the weapon.)
  5. Those could actually be pretty damn cool. Not much point to the beam rifles given their beam maces, but still.
  6. Being able to use multiple stealth powers was a quality of life improvement. Just like Hover and Flight no longer being exclusive and Combat Jumping and Super Leap no longer being exclusive. So while you can't stack the stealth effects of the stealth powers, you still get the unique benefits any given stealth power may have in conjunction with each other. I still need to check to see how the change affects my triple-stealth Stalker build, but from the notes, it looks like it may only be a double now. (Edit: Not that it ever had any effect against snipers, Watchers, or Rikti Drones....)
  7. You make good points, but I am still against increasing the T1 pets' levels. Aside from incarnate content. I really love having all my pets as lieutenants of my level in incarnate content, but that is because incarnate content is decidedly more difficult than regular content at +0 difficulty. I would be more interested in almost any other approach to making the T1s more useful in high end content than increasing their levels. Like a passive boost to their defense maybe. Or even granting MM pets the same 1-hit kill immunity players get.
  8. When you're playing an MM, pet control is imperative. Solo or on a team, but especially on teams. You're missing some of the other changes. Like how ninjas can have their pet defenses enhanced now by slotting Train Ninjas with defense enhancements/sets. Also, the MMs secondaries come into play. Powers like Shadow Fall from dark which impose a -ToHit debuff in its radius or Darkest Night for the bosses/AVs. And Dark Servant from the same pool that also uses Darkest Night. Or Force Field Generator from Traps, Arctic Fog from Cold Domination, and so forth. Pet survivability has been added to the primaries, but was already available in the secondaries. I seem to be in the minority on this, but I disagree. MMs do exceedingly well for themselves. MMs can even solo +4 content, but it is difficult and very slow. At least to me. I would really like to see this perception changed. MMs are a solid class that works very well solo and benefits teams. They are just an AT that requires a lot of work on the player's part. The reason I see MMs not being welcome on teams is because the team leader or members don't want to deal with the pets getting in their way. Which has not been an issue since Live when the pets were changed so that they would get pushed out of the way by any character, including each other. MMs are the only AT that can focus on supporting the team and be doing damage at the same time because of the plethora of pets they get. And with the near instantaneous recharge of the pet summon powers, even getting pets wiped out while on a team is less than traumatic because the MM just summons more pets.
  9. Not that I am aware of. Not that the Live devs always said so during the event either.
  10. Making MMs welcome on +4 teams is fine with me. However, you cannot design an AT to be good at +4 difficulty. ATs are designed around +0 difficulty, and all the power creep in the game made it so that players think the game is meant to be played at +4. Also, on the times I take my MMs on +4 TFs/SFs? They don't have any problems. I'm not the one to charge in and start the fight, because that is a guaranteed way to get my pets killed off. However, if I play with the understanding that as a MM, my primary role is support, I don't lose my pets even to the +4 crystals on ITFs. They survive just fine when they join the fight after the team Tankers or Brutes start the fight. Making the pets able to keep up with the higher difficulty content is a challenge the MM himself/herself needs to figure out. Would I complain if pets became more survivable? No, not unless it made the MM effectively unkillable. I'm not complaining right now about their improved survivability from the last patch. It was a nice change. You just can't ask for the AT to be changed to deal with +4 content.
  11. It's not the first time that a change to an event broke part of the event. Things of this nature happened relatively often when the Live devs tweaked and added to events too. So give the devs a break. We all know how bad the game's code is.
  12. Meh. Water Jet only has the lock out on Enhanced Water Jet. So no activation time free Water Jet for 8 seconds. That is a far cry from you lose all benefits of the primary effect of the set for a set duration. One affects a single power in the set, and the other affects all powers in the set. Your logic makes sense for why it happened though. (And yeah, Psionic Melee could use some love.)
  13. I like that. No more Frenzy lock out. Water Blast's Tide and Street Justice's Combo don't have lock outs that I can tell, so why does Savage Melee?
  14. If you don't like the -2 levels T1 pets get when you have all 3 summoned, you are really going to hate the -7 levels of having 8 of them with no T2 or T3 pets. Edit: Especially since anything that levels down your pets kills them, requiring you to re-summon them. If instead it works like a confuse effect, you will lose them when you zone such as by leaving the mission. (And would also require a timer for duration.) Edit again: Then again, since the calculations are from how many you can have, you would not need to worry about the pets being unsummoned from level loss. They would just be summoned at -7 levels for being able to have 8 at a time. And your converted mobs would then be "killed" (for 0 xp/inf') and summoned as another -7 level pet.
  15. Pet AoE: I made no mention of PvP in my post. I don't PvP. In PvE, in Bodyguard mode, my MMs can safely solo basically anything in the game. Only when targets break out a high damage AoEs or CC AoEs to clear out my pets do I really have to start worrying about how I am going to tackle the target. Take away the AoE threat to MMs? And they basically have no threats to them any more. Unless the target specifically attacks each pet to clear them out, they can't threaten a MM in Bodyguard mode. And MMs have insanely fast recharge for their summons. So AoE threats is the only real way to challenge the MM. Pet Levels: See the AoE bit about AoEs. The only damaging Freakshow self-rez is the Super Stunners that self-rez by draining health from targets around them. CoT bosses and Hordelings are the only mobs I know that go boom on defeat. And that can be prevented by killing them before they actually go boom or by having a DoT in the area to disrupt their going boom. Shadow Shards/Crystals can be avoided by monitoring their health and recalling your pets out of the explosion radius before they pop. Or by having a high enough defense that the explosion misses the pets. Oni: We have vastly different takes on the Oni's abilities. I personally like having the immob. It doesn't faze me in the least if the immob also prevents KB. Especially since the only mobs I care about using knock against are largely immune to it anyway. If anything, the -KB of the Oni keeps my ninjas from knocking things away and drawing more aggro I am not ready for. So, no. Do not get rid of the -KB. It works for me. Very well.
  16. Pet IO Auras: You can slot them as part of the set and get the set bonuses too. There are 6 pet bonus procs and you get 3 pet powers. That's 2 different sets 3-slotted each on each pet power. No need for mules. Or build larger sets and leave 1 or 2 open slots on 2 of the pet powers to throw the procs in alone. Pet AoE Interaction: AoEs are often the only way to take on MMs and have any chance against them. A MM in Bodyguard mode is very difficult to take down, unless the opponent has high damage AoEs to clear the pets and make the MM vulnerable. And with how quickly MMs can spam their summons these days, sometimes even that isn't enough. Pet Levels: While I would like to see MM pets be more useful in high end content, the game is not designed around players being able to clear +4 content. Designing the ATs to be able to clear +4 content negates the whole point of the difficulty system. Pet Collision: Yeah, not having the pets just knocking each other around would be nice. I would rather a different fix than no more pet collisions though. Like maybe better pet AI/pathfinding, which they really need. Otherwise we wind up with pets standing in each other. Pets still have collision with players too. They just can't impede players any more. Oni: I like my onis. Hands off their abilities. They work very well for me.
  17. Widow marries SoA. SoA dies. Widow keeps memorabilia. Arachnos still doesn't let her/him mix uniforms. And often, showing emotion like that is taken as a sign of weakness and puts the widow in a bad spot with the rest of Arachnos. When it comes to rules and breaking them? Arachnos is heavy into enforcing their structure and stamping out those that break from it for any reason. Even as a SoA/WoA trying to break into the Destined One bit, Arachnos writ large is out to stomp you out of existence for breaking out of your place. Only when you get to the end of the VEAT arc do you finally get a reprieve from Arachnos. And only because you are ruthless enough and powerful enough to impose your will upon the organization. As a VEAT, you express your individuality with your "hero costume" when you try to draw out the first group of Arachnos out to kill you. It is in the expanded costume slots where you take your individuality and make it manifest. Your VEAT uniform however, is still your allowed/required uniform. So take the VEAT costume elements that are available in the regular costume creator and make your hybrid look in the add-on costume slots. Edit: Also, again, the backstory is not constrained by costume. Write your backstory however you want. Noone is saying you can't have whatever backstory you want. Edit again: Hells, the female Arbiters in GV that have SoA/WoA uniform hybrids? Don't have SoA/WoA uniform hybrids. They are Night Widows with the Mace Mastery patron pool. Edit again again: And if you don't believe me about how Arachnos treats WoAs and SoAs or other personnel that may fall in love with each other? Ask the Fortunata in Port Oakes how that goes in Arachnos. She doesn't get to keep or wear memorabilia of her lover. She was even ordered to murder him to prove she didn't love him more than she was loyal to Arachnos. Her memorabilia is his spirit standing next to her enslaved because that is all she is allowed to have.
  18. @QuiJon, your arguments are in conflict. You say you find the power leveling of ToT'ing in PI (or GV) to be a drawback of the events, yet you fixate on pumping up the xp gains even higher. If you want a monthly weekend event to draw people into playing together but are not a fan of the power leveling as espoused by the ToT leagues, then why not a different approach to the idea? What would be an incentive to get people to all come on over the weekend and run content together? That isn't yet higher xp gain rates on top of the already increased xp gain rate and the P2W x2 xp buffs?
  19. Even before the zone rework though, the spawn sizes were always smaller than other hazard zones. You had a LOT of bosses in there, and spawns were often in close proximity to each other, but still not hazard zone sized spawns.
  20. Once you retire from service, yeah, you can wear whichever uniform you please. While you are serving though, you may not wear the wrong uniform. And uniforms can be seized/required to be returned depending on how long you served. Such as by serving less than a full enlistment. (Or as per many fictitious organizations, upon departure from said organization.)
  21. I was going to say that the Halloween decorations are there in Croatoa, but I'm not seeing the ghost window the universities normally have. Even during the eternal night phase.
  22. You're not any more. After the addition of the Galaxy City tutorial and the after tutorial arcs, Wincott is no longer referenced. If you want to do the Hollows arcs, you have to take yourself there just like the First Ward content now. Edit: I also don't really consider the Hollows to be a hazard zone, just a very very broad level range one. The spawn sizes are smaller than what you normally see in hazard zones.
  23. That'll be here in just a few more weeks. 😜
  24. Given plot size limitations and the size of the buildings you are asking for, you won't even get a city block. I'm not against adding things like skyscrapers to the base editor, just saying the base size limits what you will be able to do. (Also, if you haven't checked it out, you should check out that castle @Shandirra gave the base code to. It's insanely impressive. Just keep your distance from the dragon. The illusion breaks if you get too close. Really impressive work though. I can't even imagine the time and effort it took to make that base.) Edit: Also, explore all the doors in the castle. It gets confusing, but it's worth it. There is what looks like a treasure room that you can see but not reach and a room with a pool of sharks in the castle itself. And every part of the castle (except for what looks like the treasury) is accessible in some way. Insanely impressive.
  25. How about instead of a 2x XP weekend, since xp rates are already increased compared to Live and as you said, anyone can make any day double xp day, something else were to be implemented? It's already ridiculously easy to out-level content in the game, especially gold side, and that is before you add in the P2W vendor's 2x XP buff. It can't be 2x merits either, because that is covered by the WTF/WSF. So maybe a 2x Inf' weekend bit? I don't know. I was never a fan of 2x weekends and was very glad when the ability to turn off xp was made available to us, so I could ignore the double xp rates of those weekends. And with the ease with which brand new characters can hit 50 as is, I don't see a point to a double xp weekend on top of the double xp buffs and the increased xp rewards the game already has.
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