Rudra
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Everything posted by Rudra
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Why? Using Touch of Death as an example because you did. Touch of Death is a 20-40 set. If a level 5 can get it as a drop, then what? The level 5 can't use it for another 12 levels. The level 5 can't even afford to craft it. I could see drops being available when you're 3 levels or less away from its level. You can use it. I can see a level 50 getting the recipe drop too, but I'd be willing to bet players would be upset their level 50 got a level 40 drop. Especially since they can just flashback to the 20-40 range and try for the drop or buy it. Unless you want the higher level recipes for selling purposes?
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Suggested QoL change - Pool Power Standardization
Rudra replied to Zepp's topic in Suggestions & Feedback
Let's take a look at power creep in the game... you can find people on the forums that claim the game is excessively easy. (Edit: Seriously, you don't even have to look for them. Their comments adorn most of the threads.) To achieve their game god status, they still have to give up some power slots to get their min-max builds. Now let's take away the need for that. Hmm.... We already have the Holy Quartet of power sets of Leadership, Leaping, Fighting, and Speed. Almost every character has those sets it seems. So let's just make every character even more cookie cutter cut-out! How long until the request is made to be allowed to have 5 power pools so those free slots can be taken up with more powers? You know, for the sake of better min-maxing. Sorry, I meant "creative individuality". They're also going to need more enhancement slots to fully utilize those new powers. Betcha that request will be made too. You can already make uber god builds. So let's just make it easier to do so. Why not? As the game's challenge goes away, the devs will face more demands for harder content because we already asked to make more powerful characters. Or people will get bored with the lack of challenge and leave. This is the development quandary. The game needs to be updated. Constantly. It needs to be fresh enough to keep existing players, interesting enough to bring in new players, and challenging enough that it is not a play once and walk away game. Edit: Oh lord, I argued power creep.... -
Suggested QoL change - Pool Power Standardization
Rudra replied to Zepp's topic in Suggestions & Feedback
Copying that for remembering. 😄 -
Suggested QoL change - Pool Power Standardization
Rudra replied to Zepp's topic in Suggestions & Feedback
The travel powers being available at level 4 was done back on Live. I think you still had to take either of the basic powers from the pool, I can't really remember, but I do remember that the travel powers were made available at level 4 back on Live. Edit: I know it makes me hypocritical, but the reason I remember that change happening was because I was so very glad it was no longer necessary to wait until level 14 for my winged characters to be able to fly. -
Suggested QoL change - Pool Power Standardization
Rudra replied to Zepp's topic in Suggestions & Feedback
A name is just a name. Like people thinking Rage is only applicable to anger because of the name rather than that boost of power you get from the adrenaline surge. My point is not the name. My point is the theme and the progression of power. Using the Fighting pool as my reference for this discussion, it is all about fighting, and apparently unarmed at that. (Edit: Whether it's boxing, a kick-only martial art (like... savate I think?), just being a natural brawler, or whatever. Pick your poison/idea for the unarmed fighting that the pool set implies in its build.) Yes, a character can be naturally hardier or wear armor. That has nothing to do with a generic power pool designed with unarmed combat in mind. Something like that is better represented by the AT the character uses rather than a generic power pool. -
Suggested QoL change - Pool Power Standardization
Rudra replied to Zepp's topic in Suggestions & Feedback
Your mutant is naturally tougher because of his/her AT abilities would be my guess. Same with your technology character's armor. The Fighting pool is not mutation. The Fighting pool is not worn armor, regardless of hi tech, primitive, or otherwise. It is Fighting. It is also a pool power set. Not cued for Tankers, Brutes, Scrappers, Stalkers, Corruptors, Blasters, Masterminds, Defenders, Controllers, Dominators, Soldiers of Arachnos, Widows of Arachnos, Peacebringers, Warshades, or Sentinels. It is blind to all the ATs. (Also not cued for Natural, Mutation, Science, Technology, or Magic except for the 2 origin pool sets we currently have.) So it doesn't matter if your character already knows how to throw a punch, kick, feint, or anything else. It is run off the assumption that a character that does not have an armor set and may be lacking a melee set may be taking it. Because all the pool powers until you get to the ancillary pool powers are blind to the ATs (edit; and have to assume that the character taking it may not already have powers in line with the pool's theme), they have to follow a set progression. (Edit: And even ancillary pools follow a progression of power, they just do so with the AT factored in.) They have to have basic abilities available that are used to unlock higher tier abilities. Regardless of whether you are talking about the Fighting pool, Medicine pool, Leadership pool, or anything else. Asking to skip the basic powers of a pool because your AT may already have access to those types of powers or because you imagine your character to inherently be something from the pool powers does not preclude progression of powers as a prerequisite for power acquisition. It is why no AT starts with an AoE attack or their T9 nuke. Because every power set in the game is built upon progression of power. Edit again: And if you want the pools to factor in the ATs? Then you will probably see Tough and Weave disappear as options for Scrappers, Stalkers, Tankers, and Brutes because they already have their armor sets. (Edit redux: And Sentinels. Can't forget Sentinels. They have their armor set too.) -
Thank you, but if you read my comment, I basically said that. I thought it was based on the character's alignment, but zone alignment still falls under that category. My concern in that post was that the proposed team transporters are not keyed to anything, so I figured they would need to be their own power. @Psyonico then reminded me of power customizations. Which would still require the power to be modified to lock in the player's choice, but would also be much simpler to deal with than my original expectation of different powers that share a timer.
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If they've despawned, which I've seen happen on mission ambushes, then they can't come back. They also don't count towards the defeat requirement. If they haven't despawned, then they eventually come back. Unless they glitched somewhere and are stuck?
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Suggested QoL change - Pool Power Standardization
Rudra replied to Zepp's topic in Suggestions & Feedback
I keep forgetting those exist. Yeah, those can follow the dodo. It's the things from Live that P2W has that I would like to keep. -
Suggested QoL change - Pool Power Standardization
Rudra replied to Zepp's topic in Suggestions & Feedback
Eh, I disagree with you on the P2W. P2W lets players buy back the prestige powers they had on Live and lost due to shutdown. -
Suggested QoL change - Pool Power Standardization
Rudra replied to Zepp's topic in Suggestions & Feedback
Didn't think my comments were personal attacks. Apologies. Was simply trying to warn others to avoid the troll bait. -
Suggested QoL change - Pool Power Standardization
Rudra replied to Zepp's topic in Suggestions & Feedback
Yep. And I'm perfectly fine with going back to needing Hover or Air Superiority to pick up Flight. However, the current changes to travel pools absolutely should not be copied over to the other pools. Edit: And no, the changes to the travel pools happened back on Live because players were upset their winged characters had to wait to level 14 to fly. Just an example. -
Suggested QoL change - Pool Power Standardization
Rudra replied to Zepp's topic in Suggestions & Feedback
Nope. Everyone I know that is CPR certified also knows how to treat basic injuries too. Fighting against one opponent is the basic skill you have to learn in order to fight against many opponents. As opposed to learning a language which has no correlation. The better comparison using language would be learning how to say hello in French or German before learning to hold a fluent conversation. -
Suggested QoL change - Pool Power Standardization
Rudra replied to Zepp's topic in Suggestions & Feedback
It's battlewraith. You can drive a super tanker through the holes in his arguments. Like thinking that a general power pool that does not take into consideration the AT taking it should let the AT ignore its prerequisites because of the AT. As opposed to an epic power pool that is very much designed with the AT in mind. Just don't respond to him. Your life will be much less aggravating that way. -
Suggested QoL change - Pool Power Standardization
Rudra replied to Zepp's topic in Suggestions & Feedback
It still ignores the thematic progression of the sets. For Fighting: You can now learn how to successfully punch a group of people before you learn to punch. For Medicine: You learn how to raise the dead before you learn how to treat an injury. -
Suggested QoL change - Pool Power Standardization
Rudra replied to Zepp's topic in Suggestions & Feedback
It is the fact that they would no longer need to bother with any of the prerequisite powers in the pools. Each pool is a separate theme for powers. So consolidating having chosen any pool power to allow you to pick a gated power ignores the pool's theme for the sole purpose of min-maxing your character. The restructuring of the pools to match the travel pools would do the same thing. It does not matter if the prerequisite powers does not benefit some characters. It is a question of progression. Using the Fighting pool as a reference: As a fighter, you learn to fight first. How to punch and kick. Those are the prerequisite powers. After you learn to fight, you start fighting and build up endurance and resilience. Enter Tough. After taking lots of hits, you develop a knack for reading your opponent and avoiding being hit. Enter Weave. Theme: Fighting. Progression established. Current request? I want to be a fighter but I don't want to bother with the basics and just somehow build up the resilience of a fighter and the ability to read and avoid my foes. Without actually learning how. Or in game terms: To access specific powers, you need to take the correct AT. Having taken the correct AT, you need to pick the correct power sets. Having picked the correct power sets, you need to develop your ability to use said power set. So no. The travel powers have already been modified to let players just grab that one power that used to be gated and ignore the rest. I am fervently against violating the various pools any further. -
Suggested QoL change - Pool Power Standardization
Rudra replied to Zepp's topic in Suggestions & Feedback
On the plus side? He did make the point the opposition to this thread was trying to making very well. Yep. The whole point of the OP is to not have to sacrifice anything so (s)he can have only the powers (s)he wants. Couldn't have said it better myself. 🤣🤣🤣 He's not even a good troll. 🤣 -
Suggested QoL change - Pool Power Standardization
Rudra replied to Zepp's topic in Suggestions & Feedback
You aren't talking about sacrifice. No one in there right mind would take a power they view is a sacrifice or would skip if could if they could skip it. The point of how the power pools are set up is that you have to take a basic power from the pool to get access to the better powers. Go find your cheat codes elsewhere. -
Suggested text change for opposite-faction SG base zone teleporters
Rudra replied to RikOz's topic in Suggestions & Feedback
I've taken to putting in beacons alphabetically in groups of 10 on my base teleporters. That precludes this problem because when I go to test the teleporters, I will always see something and know it is working. However, I used to have teleporters split by destination. So I had 2 teleporters that went to hero zones, 1 that went to villain zones, and 1 that went to co-op zones. Being able to separate teleporters for purpose is nice too. Having an alternate message that comes up if you are the wrong alignment to use a teleporter as it is currently set up would help people like me not have to spend time trying to fix a problem that may not actually exist when testing new teleporters. -
No. Teleport Foe already exists. As Teleport Other in the Teleport pool. If you want access to Teleport Foe, then take Teleport Other. It's as simple as that.
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So... the GM event is too difficult at zone level... so we need to make sure it can only be done at level? The Scrapyarders the follow Scrapyard around aren't specifically spawned for him. As in they are just zone Scrapyarders. As far as my understanding of this goes at least. So your proposed change would make all the Scrapyarders levelless spawns. Though I may be wrong on the nature of those Scrapyarders.
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Sounds like a great idea to me!
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I've seen it get stuck for runaway prisoners too. Edit: Namely for the final 3 bosses. One runs off and just seems to cease to exist. Then the event is stuck.
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Suggested text change for opposite-faction SG base zone teleporters
Rudra replied to RikOz's topic in Suggestions & Feedback
Since the way the teleporters work is you click the desired zone and are immediately sent there, that would entail modifying the code to add a pop-up asking if the character actually wants to go to the selected zone in order to have the proposed flag. That, or the ability to display the zone but have the selection greyed out. I've run into the same problem in a few bases I was setting up where I would go to test the teleporters and see nothing. And then waste time troubleshooting because I was the wrong alignment. Easiest fix would be to just make your base edit permitted characters be vigilante or rogue alignment only. I am still in favor of this suggestion though. I just don't know if it could be implemented without overhauling the teleporter code. Edit: Or here's a thought. Modify the code that brings up the no linked beacons message to run an if else statement. If the teleporter has linked beacons but the character is the wrong alignment to use all of them, then the message would be "This teleporter has no destinations available to your alignment." And if the teleporter lacked linked beacons, it gives the standard message. That would preclude the need to re-write as much code. -
The claim was that it only affects minions. I proved that wrong. Twice. Under different circumstances to address provided concerns. I am not going out of my way to compile a list of mob teleport resistance to prove something I already proved. Edit: And to be clear? My targets were random. I used Teleport Other on whatever target I found. To try to preclude any claims I was specifically looking for something that may be susceptible to it. Edit again: I apologize for my hostility. Yes, Teleport Other is inferior to Fold Space. It is supposed to be. It is a pool power. It is not as useless as claimed though. It obviously affects higher tier mobs than minions.