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Rudra

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Everything posted by Rudra

  1. Looks to me like it has already been at least partially implemented in the game.
  2. With the vector changes, maybe this suggestion should be put on hold?
  3. The report from one of the devs is that the previous iteration was KB <1 was KD. However, it should either no longer work like that or will no longer work like that with the upcoming update. KD is its own animal now. So you can have a KD of 5,982,627,519 and it will stay KD. (Edit: It just has a better chance of getting past the target's KB resist to inflict KD when you get the higher magnitudes.)
  4. *shrug* Not surprised you disagree. However, my MMs in bodyguard mode are still standing even after the team Tanker has fallen and is waiting for me to rez him. Edit: If it matters, its my ninja/dark MM that I turn to when I want to make sure I can beat whatever comes up. Edit again: I just realized why you're probably laughing. I can't out-tank a Tanker against something that does high damage AoEs like Hamidon. I sit corrected.
  5. MMs don't suck. They out-tank Tankers. (I wouldn't be adverse to removing the level penalties though.)
  6. Don't know what you mean by ghouls having similar tiers to MMs. Ghouls, and the more intelligent failed experiments, are simply minimal groups. They have 1 minion type, 1 lieutenant type, and 1 boss type. With some named individuals from the group, one EB I think, and Noble Savage (from the failed experiments). MM pets by contrast are all lieutenants. They just get a level penalty corresponding to the number of that specific tier pet the MM has past 1. I'm more or less against turning any game faction into MM pets because they follow different rules.
  7. I'm going to have to agree with this. One of the most annoying missions from Anti-Matter? he sends you literally 70 feet away to his lab to deal with intruders. It's like "What the hell? You can't clear your lab yourself?! It's right there!". And the mission is always at that door. Or the supers blue side and red side that send you off to deal with problems. Only one contact has it make sense, and it is because he says he is being watched and doesn't want to tip off the baddies that they are about to be raided.
  8. Maybe something like: Tier 1: Void Shot. (ST negative energy blast. -ToHit secondary.) Tier 2: Summon Spawn. (Summons 1-3 minor horrors. Melee focused pets.) Tier 3: Void Blast. (ST negative energy blast. -ToHit secondary.) Tier 4: Dark Awakening. (Variable effect. See below.) Tier 5: Grasp of the Unknown. (Cone negative energy immobilize. Chance for fear.) Tier 6: Summon Horror. (Summons 1-2 Horrors. Ranged focus pets with supplemental melee attack.) Tier 7: Gibbering Madness. (Summons # of uncontrolled underling pets for 1 minute. Uses Minor Shadow or Rikti Monkey mobs as base maybe?) Tier 8: Summon Unbound. (Summons 1 Unbound Horror. Ranged focus pet.) Tier 9: Unleash Madness. (Variable effect. See below.) Dark Awakening: Summon Spawn - Grants 1 ranged attack. Enemies within 10 feet radius suffer non-stacking -ToHit penalty. Still stacks with other -ToHit powers. Summon Horror - Grants ST Hold attack (terrifying gaze or whatever name is). Summon Unbound - Grants cone confusion attack (madness gaze, pick name). Unleash Madness: Summon Spawn - Grants 1 ranged debuff or status attack. Summon Horror - Grants 1 melee attack. Grants fear aura. Summon Unbound - Grants confusion aura. Grants 1 status ranged attack. I'm not sure what to do with this idea, so this is just something pretty generic I threw together.
  9. Could make the MM's third personal attack a tentacle attack like a mix of Penumbral Grasp and Living Shadows. (Edit: Would use the Living Shadows attack as base, but use the Penumbral Grasp tentacles?) The tier 3 pet could have cone confusion attack (its gaze drives those in the cone insane), the tier 2 pets could have a ST hold (their gaze petrifies the target in terror), and the tier 1 pets could inflict a -ToHit debuff (foes are unnerved and more inclined to flee but have just enough fortitude to stand and fight). Got any further ideas to help flesh this out? So far, it doesn't sound that difficult to code, just coming up with the models and animations.
  10. Odd. I don't have any problems soloing anything with my ninja MM. That is actually my preferred MM, the one I use when I want to make sure I have no problems dealing with whatever comes up. I hate the demons set, specifically for the gargoyles. I'm out of my mind bored most of the time playing my bots, and not because they are easy mode. My ninja MM outperforms my bots MM hands down. I just find bots and necromancy boring. My point being, your comment is a matter of personal preference and play style. Just like mine is. If you want to buff ninjas for some reason? I won't complain.
  11. Oh hells yes. I like this idea. I love this idea. I'm going to take this idea out to a fancy restaurant. Edit: There are times I agree to give another player inf' so they can get the enhancements they need, and they just up and disappear. They say they are swapping characters, but are gone. With @Oklahoman's idea, I could just send the inf' to their global and they can use it however they want. (Since I always forget to ask for their global to get this done anyway.)
  12. The powers weren't renamed. They were fixed to give the correct powers the set was supposed to be using and apparently isn't. That's not a name change. They also sped up the DoT's duration. So the affected attacks with the sped up DoTs will do damage faster, at the same rate as players now. The sped up DoT at least is a NUMBERS fix. (Capitalization used to mirror yours.) Aside from that? The devs working on the update are probably focused on the Beta Feedback forum where they asked for feedback on the changes being tested. So they are far less likely to be reading this forum to see what players may be unhappy with in the update.
  13. I believe they were their actual in-game characters.
  14. So the DoT duration being sped up and the different power selections (by virtue of actually getting their correct attacks like whatever ASMG Heavy Burst is) don't create the improvement you want? You've tested this and can tell us for sure that the pets using different attacks than they do now does not help them? Edit: If not, maybe give it a chance to see what it does? Or since it is still in Beta, go make comments on its feedback request forum? It isn't live yet, so who knows.
  15. It may not address the problem with Mercenaries, but it is a valid excuse. Volunteer as in volunteer team devoting their free time is a good reason. With the stack of improvements and content they have provided? It's impressive what they did. And they have an entire community to appease. And lots of old bugs from Live to fix. I'm confused by this. Did the devs say they were going to work on this and get it done any time soon? (I haven't heard anything like that.) I don't find Mercenaries painful to play. And I've played every MM primary set. Further, how are new players forced into any specific concepts or have their choices reduced? They have all the same choices as back on Live, and a few more. I am not aware of any new players being told not play Mercenaries. And Mercenaries as a primary does not struggle any more than any other MM primary set I have tried in any of the content I have tried with them. It is things being re-engineered that made Knock Down possible with a higher magnitude than .9. It is things being re-engineered that got players the increased difficulty challenge settings on some TFs/SFs that they have been asking for "for years". Further, Mercenaries got looked at and updated in this upcoming Page 4. There is an entry in the patch notes speciifcally about Mercenaries and the changes to their powers that were made. Have you tested these new changes? Do you know if they changed or improved Mercenaries as a power set? Because so far your comments make it seem like you haven't bothered reading the patch notes.
  16. There's a sequence of words I never expected to hear.... 🤣
  17. If you're just talking about editing your costume, then wouldn't it make more sense to ask for a noon lighting option in the costume creator/editor? Since once you exit the creator/editor and see the costume in Icon's lighting it is too late and you have to go back in and pay more to make those changes. I'm not against this idea. I don't think changing AE's and Icon's lighting is going to affect me either way. (Though I would definitely be surprised if they implemented some sort of psychedelic, or haunted house, or other weird lighting scheme for some reason.) So if this gets implemented, it won't bother me. I just don't understand the rationale for it. Lighting in the costume creator/editor to give a better view of what you will see running around the city is what I thought this thread was going to be about. (Also, you can check character SG's on mouse over or selection. If that helps you any.)
  18. Thank you for playing. That was brought to my attention back on page 2. Where I admitted I did not know that and thanked @Blackfeather for enlightening me.
  19. Sure, except for this: If a healer can heal another by suffering a fraction of their injury , let's say 1/1000th, and they heal another who suffered 38 points of damage, the healer would take 1 point of damage. (38 / 1000 rounded up to minimum 1.) Now, a healer goes to heal a dead ally the same way. It does not matter how much healing the healer does, that target stays dead. (Any non-rez heal used on a defeated ally does not restore that ally.) So if you take 1/1000th of that target's injury state, and the injury state is effectively infinity (because is dead)? Then the healer will either not be able to restore that individual or the healer dies restoring that individual. He wants to combine rez and heal like Nature Affinity does? Okay. Pick another heal. He's got 2 other options. Edit: Might I suggest swap Heal Other and Absorb Pain on the tree, and merge the rez with Heal Other?
  20. Nope. When it is snowing or I'm in the winter chalet? I use my winter look. When doing a diplomatic mission or playing with friends doing a formal event? I use my formal attire look. When running around doing incarnate content? I use an incarnate look. When doing starter or other lowbie content? I use the original look. Otherwise, depending on my mood or what look I feel like using, I use one of the other looks. Satisfied? As for pet customization? The devs have already said they will not use Thunderspy's method, that they will develop their own version.
  21. If properly designed, it is both music instrument and blowgun. Go for it!
  22. Nah. It could still be used by any character even if the instruments themselves aren't used as part of any sonic attacks. The lone cowboy with his guitar, the wandering ronin with his flute, fue, or other instrument, and so forth serve as a good basis. Even musically inclined supers that want to be able to play while waiting for the next crime (to prevent or commit) might have a carried instrument to while away the time. My only concern with this suggestion is the need for models. Edit: And yes, I know a fue is a type, or sub-class, of flute. I'm not being redundant, I'm mixing western and eastern.
  23. Would anyone else use this? Not me. I don't have much interest in others' global names. If someone turns out to be someone I want to stay in contact with, I ask if (s)he is agreeable to it and we become global friends. If I'm looking for a global friend's alt? I already have my global friends list open. And if I want someone to know my global name? I tell them if asked. So I don't need this. However, I'm sure others would find this feature useful. Or at least find it interesting. So go for it. As long as it was an option I could opt out of, or rather, not opt in to, it sounds fine to me. Edit: And by not op in, I mean I want the option to not automatically broadcast my global name. A player's global name isn't relevant to the game unless you need to send a message while they are offline or there is someone you don't want to run around in the game with. So the less I see global names, and the less mine is seen, the easier it is to immerse myself in the game. Edit again: And yes, I know you said in the OP that it would be an option. I'm not ignoring that, simply restating it. I apologize for any implications otherwise.
  24. There isn't. Ouroboros is strictly story arcs and stand-alone badge missions. (Edit: And old form task forces.) No repeatables like radios/papers (since those were put in to give players an alternate means of leveling through the zone) and none of the ancillary missions contacts may have (filler missions). Which means it also precludes the Atlas Park starter missions except for the Arachnos invasion arcs.
  25. Just like several groups do not scale up to 50, most level 50 groups do not scale down either. And having them stay at their level while level 50s run radios/papers in lower level zones is going to get lower level characters wiped out. That already happens when a level 35+ gets a story mission in like King's Row and ignores their ambush. Then suddenly, there are level 35+ mobs aggroing on lower level characters until they finally despawn. Not a frequent occurrence, I admit, but as someone who has been taken down by super purple mobs I was not expecting in zone, it does happen. I can get behind making radios and papers exemplar/malefactor characters/teams down to their level, but not the use of high level groups for doing radios/papers in lower level areas. And while I have no problems with players power-leveling from 1-50 however they want, it is because they choose to power-level that they do not see the other zones and get to experience the story arcs. The two Skullz arcs in King's Row are fantastic arcs, for example. That will never be experienced by players that choose to AE farm to 50 or PI radio team to 50 until they decide to go to Ouroboros and experience the stories and other zones that way. That is not a complaint. That is simply what happens when a player chooses to power-level.
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