Rudra
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Everything posted by Rudra
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Strictly for reference: https://forums.homecomingservers.com/topic/31345-report-costume-issues-here/ Edit: Or long way: Under Bug Reports, there is a pinned thread for costume issues.
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It's my understanding that void skiff, rocketboard, and flying carpet are all just flight power emotes that disable other powers due to lack of correlating animations. If that is not the case, then that makes this much simpler.
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Was thinking about that on the drive back. What if void skiff, rocketboard, and flying carpet were summoned pets of the same size that auto-followed the using character with the target point being at the character's feet? Could that work? And if it could, would the pet be able to maintain correct orientation to the character so you don't end up say flying sideways on your rocketboard?
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What if the rocketboard, void skiff, and flying carpet powers got redone instead? We currently don't have any mobile platforms in game that players can stand on. (Using the blue side boats and all the ground vehicles as reference.) So those three powers seem to be animations for flight that locks out powers like Walk does. Would it be possible to make a platform that players could stand on to get around on? ... that brings up how to control them if they are not locked flight animations though... this sounds like it would be every bit as tedious as just making animations for every power in the game so they could work on those powers....
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Once upon a time this request was made for the rocket board. And while I do not remember the answer, seeing as I was not on the forums at the time but was having the information relayed to me because of an in-game tirade about not being able to fight from the rocketboard, I think the answer was that the requirement to calculate and animate all the possible attacks was beyond what could be done. Or something like that. HOWEVER!!!! If this is possible, then yes, please make it possible to use powers from the void skiff and the rocketboard.
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First, I agree that the freed slot would have to be assigned before the player could exit the window. No saving the slot for later. However, as things already are, the slots do not retain their gained level. Not even on a respec. I checked. I did a respec and assigned 5 new slots to the very last power I picked. So that level 49 power choice was able to get all 6 enhancement slots because of the respec. So while I would prefer the slot remain at gained level or lower, the game does not bother with that even for the current respecs. My guess is that is why no matter what you exemplar/malefactor down to, you always get all your enhancements.
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Okay, I don't know if this is possible, but here is a wild idea. Make an unslotter people can use to remove an enhancement slot. I'm not talking about the slotted enhancement that we already have unslotters for. I'm talking about the slot itself. Sure, we can do a full respec to fix slot allocations. However, if you're only looking at a single slot that is out of place for the build, removing all powers, enhancements, and slots is a bit overkill. To favor the respecs, the new unslotter can be exorbitantly costly in merits. I would be fine with that. We'd be paying for the convenience of using a quick fix rather than a rebuild. And the slot would have to be empty before the new unslotter could be used on it. No trying to sneak enhancements into powers that aren't supposed to have them. So you'd be looking at using both the enhancement unslotter and the proposed enhancement slot unslotter for each slot to be moved unless the target slot was already empty. Thoughts and opinions? Is anyone else interested in being able to selectively fix their builds instead of doing a full rebuild each time? Or are we better off just sticking to respecs?
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Just had a thought that should keep this simple. Considering that Rage is so easy to double stack, so you can just keep Rage going, then the simplest solution to this is the macro I already mentioned. You click the macro when you start the rage. Then you click either the Macro or the Rage power to maintain the rage. Then when you're done with using rage, you click a reversion macro. Done. Even the Hulk never immediately turned back into Banner when the rage passed. There was always a few moments of exhaustion, or realization, or whatever as calm Hulk finds a spot to settle down and then turn back into Banner.
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Then I would have to devote a costume slot to duplicate the base look just so I could not change when I click a power. As someone who uses all available costume slots for different themes/looks depending on time of year and situation, you are asking me to give up a slot to not change. No thank you. Edit: Hells, for that matter, I would have to have 2 of every look. So you are asking me to have only half as many costume slots. So definitely no thank you.
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I would rather not. Sure, the Hulk She-Hulk, and Mr. Hyde transformed, but others raged all the time and did not. See Wolverine, Sabertooth, Norse viking berserkers, some of the jotun, and so forth. If you want a transforming Rage, you can just make a macro for it. First line is your cc/cce command with the second line being the power execute command. Now you have a transforming rage. And when the rage wears off and the character settles down? You use a costume change back. An auto-function for that would be nice for players playing that kind of character, but not for players playing characters that have no reason to transform when raging. Or in line with @Greycat, people need the ability to not be affected by that on their raging characters. Edit: And if you're inclined to argue that Wolverine and Sabertooth are claws rather than super strength, and that berserkers were pick your weapon rather than super strength, then I need to point out that Mr. Hyde was not a rage-induced creature. He was an (al)chemical creation for indulging a person's darker nature. The jotuns that embraced rage for combat however, and when berserkers when caught weaponless, would be super strength characters in CoX.
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Hurricane (from Storm Summoning) making people physically ill?
Rudra replied to Spectral's topic in Suggestions & Feedback
I think the comment is more that the devs have other options to mitigate the problem other than to just change the power. I may be wrong, but that is how I read that post. Edit: Well... other solutions, not options. However, I am curious as to what those solutions are. -
Paladin doesn't give any badges. It is the Monster Construction that builds him that gives the badge It is the lack of merit rewards the two of us got that prompted me to think Paladin does not give merits either.
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Only staff fighting mobs I know of are in the Tsoo. And just one or two EBs I think. Not sure how well the Nemesis staff translates to staff fighting, but hey, it is a staff. So maybe the devs will surprise us with some Namesis staff fighting lieutenants. And maybe a modified Warhulk boss with a back-mounted dynamo that sprays lightning everywhere. Or minion infiltration automatons that pop claws or integrated weapon systems instead of the Nemesis steam rifles I still have no idea where they hide. 😄 Personally, I'd like to see some of the proposed costumes in this thread used. Specifically the Nemesis Air Soldier, Nemesis Golem, and Steam Witch.
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How humanoid? Having humanoid automatons that use electrical attacks steps into Clockwork territory. I'm not opposed to adding such mobs to Nemesis, just saying have to differentiate between the groups somehow. Edit: A steam-powered dynamo on the automaton's back? Some kind of arc-thrower or tuning-fork style lightning gun like they used in the old steampunk pics and stories? *shrug* I don't know.
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Then I'm bugged and so is she. Nothing new about me being bugged. *shrug* Thank you and sorry for the verification.
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Add Minimal fx to the Radiation Defense set... please.
Rudra replied to RiskyKisses's topic in Suggestions & Feedback
Sure. Buff the underperformers. Either option works for me. I'm just remembering back on Live that Willpower got reigned in because it was outperforming the other sets. Doesn't matter to me if the best sets are nerfed or if the underperformers are buffed. To be clear,I am not asking for all sets to be equal to the top armors. Just saying that if those two sets are so good that the others are being ignored, if they are, then maybe something should be done. In either direction. The fact bio has such hideous effects is why I never tried it. I've been told that /bio is the only set some players will use. They define /bio as some other set for background, but use the set for its power/effectiveness. (Personally, I say just play the set you claim the character is using.) I have no proof that this happens, just the stories I'm told by other players, so I can't honestly say. However, if back on Live Willpower got reigned in so players would resume using the other sets, then my inclination is to reign in Bio and Rad. Or just buff the other sets. I don't argue power creep, so not going to use that argument. I just want players to have incentive to use all the sets. -
Add Minimal fx to the Radiation Defense set... please.
Rudra replied to RiskyKisses's topic in Suggestions & Feedback
If they are so much better that there needs to be something to discourage people from only using them, then maybe they need a nerf? I know that is going to be a very unpopular option, but if those sets are the go-to sets, then they probably need to be reigned in some. Also, yes to minimal FX options. -
Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
Nope, that has not been mentioned yet. Just like the existence of auto-hit enemy attacks has not been mentioned. And while I do not know this is why they were put in, I am under the impression they were put in to deal with SRs as well. -
Twilight Grasp routinely misses my minions even when they are literally right next to me, so I don't need to see an aura measuring the distance to let me know they are in range of my heal. I can see the utility of such an aura for power planning though. So even though I won't be using it, I'm not going to vote against this since others may want the utility. So, sure. Go for it. (Edit: Twilight Grasp comment made as an example. I'm sufficiently used to the powers I take that I know when my targets are in range. ... maybe I should start a thread asking for MM heals to actually consistently affect pets....)
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Meh. I'd drop the "almost" from your statement, but that's me. I've lost NPCs walking over open terrain using Hover. Hells, I've lost the NPC using Walk! I always keep an eye on the NPC when it is an escort. And if I'm with someone and the NPC is following that person? I walk behind the NPC to see if the NPC gets lost. So if it does happen, the NPC will latch onto me (or another player) and keep going to the exit. That is just me and those I play with though....
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Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
Okay, yeah, I can agree with that. As long as the consideration for adjustments is not just naked, considered in a vacuum, power set. -
Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
*cough* Jack *cough* *cough* no purple patch used for calculating regen nerf *cough* *cough* Sorry. Think I'm coming down with something. Anyway, yes, I agree that changes should be grounded in proven data. (I disagree with the data you want to use, but we can at least agree that data needs to be used.) -
Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
I still disagree on the naked set comparison. All ATs and builds are set up with the notion that the player is going to take pool powers. We have to. The primary and secondary sets can't fill the available power slots by themselves. Now we get into opinion. I am of the opinion that the sets were designed with the expectation that players would shore up their weaknesses, maybe build their strengths, and add some versatility. That is not say that the sets were designed expecting players would take the Holy Quad for all their builds. Just that some effort would be made to improve the character's ability to function/survive. Again, that is my opinion, not a statement of what the Live devs were doing. So to some point, since we have to take some pool powers, they have to be factored into your balance. How? I don't really know. -
I found the comments because I went looking for them. All you provided was a video of players doing PvP in AP without reference. (Edit: The Youtube video in your forum post is just the video. No comments or links if you just click play.) Also, thank you for commenting that it was a joke. I took your comment as meaning you wanted it until you said it was a joke.