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Rudra

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Everything posted by Rudra

  1. Even writing short bios for my characters, I routinely run up against the limit and have to try to figure out how it got so big with so little information in it. Which often requires me to change my character's bio to get it to fit. Which is infuriating. Why should I have to make a bio that says: My name is Name. Go to this site to learn about me. The fact special characters take up more than one character space in bios makes the limit very easy to run into.
  2. You mean like Panacea's do with their constant +HP/+END? Point still stands. The LotGs and Panaceas are identical in how they function.
  3. If you are willing to make LotG procs stop working, then you should be willing to make all procs stop working. Just because a +HP/+END bonus isn't as obvious as a +RECH doesn't change the fact it is the same thing. A proc bonus gained from a set. This went from reading as you want to disable set bonuses to you want to disable only some bonuses. If you want to disable any procs, then all procs should be disabled. Edit: Otherwise, just disable the set bonuses and leave the procs alone. Regardless, you should not get selective procs if you disable procs as part of disabling set bonuses.
  4. What powers, enhancements, and set bonuses did you have that you didn't at level 30? How is you character built to withstand the various factions and their abilities? How you develop your characters through the levels determines how well that character can deal with unexpected developments from the different factions. There are character builds that struggle with some factions at one level range, and then yawn their way through other level ranges. There are characters that yawn their way through some factions at a lower level and then get destroyed by them at higher levels. It all boils down to how you build your character compared to what those factions are capable of at those times. Edit: Example: I have characters that at level 20+ struggle with Council and Freakshow. At level 30+? Not a problem. Did the factions get weaker? No, I further developed my characters to the point they stopped being the threats they were at lower levels. And that is with the Freakshow and Council getting added mob types to deal with that.
  5. Every human CoT you see is a possessed NPC. They are kept generic in most cases. (Crash Cage being the one exception I can think of currently. [Edit: Also the possessed Arachnos in Cap au Diable.]) The possessed scientists are in an area and time where and when the CoT seems to be trying to expand their knowledge base. I don't have any real issues with the possessed scientists being more visible, as in showing up in more places. I would however, keep them limited to their current level 40+ levels and only in missions where their presence makes sense. Which would be any mission where science and magic clash, such as if and when Portal Corps and CoT portals have an overlap or the CoT in the Shadow Shard.
  6. A nemesis isn't just some random character that pops up on a recurring basis. A good example of that is that tip mission where your character gets a message from a random character calling you his nemesis because your character apparently routinely caused him problems, and your character's response is "what the hell is this idiot talking about?". A nemesis isn't just a rival character that drives your character to do better either. Rivals can be friends with your character. A nemesis character isn't an obsession of the PC and the nemesis isn't obsessed with the PC (most times). (Even if it does seem that way from time to time.) A nemesis is a character that challenges your character, not as in issuing a challenge, but as in a mirror darkly. There is something about the nemesis character and your character that rings within each other, causing both characters to look at each other and realize "this person is Trouble". That can take the form of visceral hate or grudging (even if only silent) respect for each other. There is something about the nemesis that the character can see himself/herself in and vice versa. Something that keeps the hero character awake at night or wakes up in a cold sweat because his/her nemesis is on the loose again. Something that makes the villain character react the same way over his/her nemesis being back in town or possibly showing up in their latest scheme. Look at Superman and Lex Luthor or Darkseid. There is a strong antipathy on Superman's part when either of those characters are involved. And when he knows he is going up against them, he takes greater caution in his actions than he would for basically any other foe he faces. However, there is a grudging respect between them. Even when Lex Luthor or Darkseid speak of Superman, there is a tone of respect in their comments. (It may be disparaging or even condescending, but there is a level of respect there.) Same with Superman when he speaks to or of them, even if that respect is just what they can and have done to him. Look at Batman and Joker. Batman has an entire Rogue's Gallery of opponents. And despite that, only Joker (and maybe Ras al'Gul) are his nemesis (nemeses). And what are the dynamics between them? Joker is basically a mad version of Batman. A normal who uses his intellect, skills, and gadgets to defeat vastly more powerful foes. (He's beaten Superman on at least 2 different occasions, requiring Batman to save him.) And Ras? Is a mastermind that forces Batman to dig deep and figure out what scheme within schemes is the actual threat and where it is going to come from. There is even a fundamental respect between them, even if it is hidden under the hate. Look at Green Lantern and Synestro. Green Lantern fights from a disadvantage against Synestro. (Who I think may also be fighting from a disadvantage against Green Lantern. I don't remember the yellow lantern vulnerabilities.) Synestro and Green Lantern (Hal Jordan in this case) are mirrors of each other that are routinely opposing each other. Despite facing more powerful foes than Synestro on occasion, Synestro is the only one I can think of that would be Green Lantern's nemesis. So on and so forth. An existing NPC in the game is often a poor nemesis for a PC because there is no link between them. There is no challenge. There is no concern about what that NPC is up to by the PC. Boss, Elite Boss, Archvillain or Hero? Doesn't matter to the PCs. Just another mob to put down. Nothing that would approach the level of rival, let alone nemesis. The only way for those NPCs to be a good nemesis for a PC is if the PC makes his/her character as a nemesis to the NPC for some reason. There is no 'mirror darkly'. There is no driving need to stop the NPC. There is no concern. There is no link. And if there was somehow? Using tips to randomly get the character that makes sense as your character's nemesis? Well, talk to the players still trying to get their Minds of Mayhem badges done because the enemies are randomly assigned. From a much smaller pool of mobs than the tip mission proposal in this thread. Edit: And of equal importance? The nemesis and character must both see each other as a nemesis. If that doesn't happen? Then there is no nemesis. No matter how often the characters wind up facing off.
  7. Ther problem with a 'choose your adventure' to this as opposed to a 'write your adventure' is that it requires the nemesis to fall within a limited scope. This works gold side because players aren't dealing with something as personal to their character as a nemesis. Instead, you are navigating your way through an existing story that is not dependent on your character being that specific character. All that matters for gold side is what your alignment is. When dealing with something as personal to a character as a nemesis, this sort of plug and play approach fails spectacularly. It was a huge problem with the CO system because the missions for your nemesis were all plug and play. So your nemesis would do things that made no sense. Like having a Brute nemesis who can barely make a coherent sentence with his/her limited abilities assembling a working diamond-powered death ray to hold the world hostage. Or your Mastermind nemesis who uses excessively convoluted language being able to make that exact same death ray, but can't even manage to build a regular bomb. Plug and play nemeses just don't work. There is no buy in, there is no relevance to what you would actually expect from your nemesis, and there is nothing actually linking your nemesis and character to each other. There is no way to make a comprehensive enough system that actually provides even a decent story that fits any possible nemesis a player may think is appropriate for their character. Unless the player makes the story himself/herself so it can actually tie the nemesis and character to each other. That is the failing of a nemesis system and the advantage of the AE system. (Edit: And yes, trying to make such a system would be put gun in mouth and pull trigger levels of PITA, I'd wager.)
  8. Given the nature of tip missions, that would be less facing off against your nemesis and more cleaning up after recurring villain. Edit: And aside from the lack of intro mission, key plan mission, and capture mission, is the same thing CO does with their nemesis system. You would need a massive pool of missions that aren't little warehouse storming missions with random objective to make it worthwhile. Otherwise you have the same pathetic system CO has with less background material. Edit again: If you want a nemesis system that works well, you need to use AE (or a cooperative player). Then you take a previous suggestion that lets AE missions link to zone doors instead of just using the AE Danger Room portal so you can run across the map dealing with your nemesis who will actually have a backstory (that you make) with thugs/henchmen (that you can make or take from existing factions) on an open world environment that doesn't relegate you to small or tiny maps with random objectives like the tip missions.
  9. The problem with the Void Hunter code is that it does not differentiate. It simply replaces a random number of spawns with Voids. If that were to be applied to a Nemesis, then if you were running solo at normal difficulty, the actual boss you are supposed to be fighting could be replaced with your nemesis. If you are running at a difficulty or with a team where multiple bosses can be on the map, then multiuple copies of your nemesis could appear. If your nemesis is an AV, then it would only replace AVs, and the single AV on the map could be your nemesis disrupting the established story. For the code to work, it would need to be modified so that only a single instance could trigger, and that instance would not replace established story arc bosses/EBs/AVs. Or at the very least, not trigger more than once per player on the mission. The other problem with the code, is providing players the ability to design their nemesis without giving players the opportunity to munchkin their nemesis for their gain, like the old green mito missions players were making in AE for a while. And from an RP point of view, the nemesis being implemented in this fashion has no depth. Just another random mob, that may be an AV, on the map with no story involving him/her/it. As opposed to AE where you can choose for the map to be random, the enemies to be random (I think), and can change everything about the mission/arc for the next story at will and just re-publish it so it isn't lost or get a new number.
  10. That could be an interesting thing to add to the game. Either in AE or through another method. Random missions or a pool of missions that a player can select where the nemesis player (and his/her/its team if desired) and hero player (and his/her/its team if desired) face off. Since it could be PvP (unless left as PvE for strictly RP purposes?), the nemesis or hero can win in their perpetual tug-o-war. With defeat coming from actual defeat or character retreat. Either way, having an actual player as your nemesis provides far greater range in the things you can do than if you simply have a mob that blindly fights to death.
  11. I agree with @biostem. Having played CO, I know what you are talking about. And the Nemesis system in CO was pathetic. You were limited to 3 different types of nemeses, all three overlapped on their stories to the point of it being almost being a single story*, the nemesis was a joke of an opponent (unless you accidentally made that one dark villain I can't remember the name of), and (s)he only showed up in specific (nemesis) missions. AE lets you make much more varied characters as your nemesis, you can give them much richer backgrounds than the cut and paste stereotype of CO's nemesis system, and you can have a much greater variety of missions and arcs for you and your nemesis to engage in. *- The intro mission was always the same, the major plot missions were always the same, and the defeat and imprison your nemesis mission was almost the same. Only the filler missions in between would be different, and that was only for so long as the game did not pull the same mission from its very limited pool of minor missions. Even the nemesis jail break mission is the same with all the same villains helping.
  12. Attuned + boostable = power creep. We cannot currently boost attuned IOs. We cannot currently attune boosted IOs. To boost the attuned IO is to strip away the attunement, if you can even boost them after attunement. Edit: And the only way I would simplify the IO system is to expand the crafting tutorials to give more information. Edit again: And if your intent is not to have boosted attuned set IOs? Then it would still be power creep because you are asking to be able to make attuned set IOs boostable which will lead to players asking for the two to stack. So no matter how you read the OP, it is power creep.
  13. Power creep bad. No. I oppose the OP. Boostable attuned IOs just means you can be super-ultra overpowered at all times. Also, as was stated earlier in the thread, there are in-game tutorials, online wikis, and the Help channel for those players that may find the system complicated. And it suddenly stops being complicated when players ask questions to learn.
  14. The entrance to the Arachnos tunnels in Faultline is very easy to find if you pass through the dam to the Sky Raider-Arachnos area. I still agree with the OP though. It would be nice to have the tunnel entrances marked, at least on the town side of the dam.
  15. Please tell me this is a joke thread.
  16. My guess is Resistance-Loyalist. However, I thought you could still change that by doing the single player alignment missions in Ouroboros.
  17. Adding the text to the bars would be a nice option. I would rather it be an option rather than a universal change to the bars though. I prefer my bars textless.
  18. 😮 Maybe it shouldn't be hidden like that then? I never knew there was a filter there. Edit: It's not actually hidden. It is right there as a search box. Guess I just never noticed it before.
  19. Just as a heads up, I've found Unrelenting from the Presence pool to be a very nice heal, over time actually, for my Brute. Plugs the lack of heal hole. Edit: Also, there is Aid Self from the Medicine pool.
  20. One thing I would request you consider though? While I know ghosts and apparitions are ethereal, saying it is an ethereal blast set doesn't invoke that imagery to me. I would recommend a name like "Spirit Blast" or "Spectral Blast" if the set summons apparitions with all its attacks. Or not. <Name> Blast as a name doesn't really invoke spectral summoning to me. *shrug*
  21. Not since before the changes. Not a fan of the Necromancy power set. It and the Beast Mastery set put me to sleep every time I try them.
  22. Apologies. My misunderstanding.
  23. And this was my contention: https://cod.uberguy.net/html/entity.html?entity=pets_enslaved_specter My concern is that despite how others may tell me that the specters are not that good, their listed stats in City of Data is actually very good. A Mag 4 taunt for 6.8 seconds built into their only attack which does not terrible damage at 17.0767 negative damage (for an auto-summoned pet) per hit which has a 1.1 base accuracy and they can use it every 2 seconds as a 90 second duration pet. (I can't really make sense of their Fade power which is supposed to kill them over time.) As contrasted to Fire Blast's DoT of 9.3842 fire damage every second for 3.1 seconds after a half second delay but only affects the single hit target. I wasn't going to respond further to this thread. You had made your argument and I was only asking if you would be fine with a penalty. Your edit to your preceding comment is what prompted me to respond again. I'm not trying to argue against the OP. I don't really care. The idea sounds fun. I'm just worried about balance. So whatever. I asked a question. Now I posted why I asked it. Not going to try and change your mind, just explaining my side of this discussion. I don't have a horse in this race.
  24. *shrug* I asked you if you would be fine with that, the answer is obviously "no".
  25. If the devs had further increased the costs of MM attacks and/or further reduced the damage of MM attacks as part of making them more appealing to the players to choose, then they would have needed their sanity checked. The pets were added to help bring the MM attacks more in line with other sets despite MMs relying on their pets for most combat. Because you are drawing specifically from a MM power set rather than the other way around as was my take on the MM AT's creation, my take is that the END cost would be higher and the damage lower to account for auto-summoning pets that in turn also attack and inflict damage. I'm not saying the END cost would need to be as high as MMs or the damage as low as MMs, but given the advantage of auto-summoning pets to do further damage to your foes, this seems like a fair trade off to me. Otherwise, why bother with any other set when this new set gives you not only added damage like Fire's DoT, but does so in the form of pets that are free to attack all enemies for 90 seconds each.
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