Rudra
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Everything posted by Rudra
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When the linked video does not include the comments, yes.
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"3 people got a 72 hour suspention from doing this. In RV a controller was confused, and then zoned into atlas park. He then confused another waiting controller, who did the same. They went around slaughtering noobs. The GMs were not happy with their actions." You should include the referencing data too. (Edit: It also serves to highlight why PvE'ers are so against this suggestion.)
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Interesting idea. Sorry, but now it's time to blow some holes in it. The point of the OP is to get PvE'ers to PvP, or at least give it a try. In as much as I understand the OP. (Or at least to make it possible to hunt PvE'ers outside of PvP zones if you're of a more cynical mind.) Implementing an opt-out system nullifies the purpose of the OP. I won't guarantee that PvE'ers will all opt out, but if they were interested in even trying PvP, they would already be in the PvP zones trying it. Or more likely, at one of the arenas trying it. If the OP is implemented and any opt-out method is implemented to alleviate PvE'er concerns, you know the request for it to be expanded into the PvP zones themselves is going to be made. And I don't see any arguments that can stand up to scrutiny as to why that should not happen. Firstly because now such an option would already exist. Secondly, if every zone is now subject to being a PvP zone, even if only for 20 minutes at a time in a random PvE zone, then the question as to why PvP zones are not also opt-out is going to come up. Over and over and over and... you get the idea. If everywhere is subject to PvP considerations at all and you have to opt-out to not be involved, then everywhere should have that option. It's only logical and fair. So again, keep PvP out of the PvE zones. I understand why PvP'ers don't want an opt-out method for PvP zones. It's only fair that PvE'ers get the same consideration for the PvE zones. PvP zones are for PvP even if you're just going for explore and lore badges. Be quick, be careful, and be lucky. PvE zones are for PvE. Use the arenas if you want PvP in a PvE zone. That is why they are there. And that preempts the need for new coding to implement a system that will inevitably be called on to be expanded to the detriment of the PvP'ers.
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Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
Aren't brutes capped at 5? Scrappers have no business taunting more than a brute. (Though I am still annoyed that brutes taunt less than tanks.) Edit: My reasoning hearkens back to pre-proliferation of ATs. Since brutes filled the tanker role red side before any non-EAT was playable on either side from character start, and the scrapper role being what it is, it should not be able to simultaneously taunt more than either tankers or brutes. So if tankers cap at 10 and brutes at 5, then scrappers should not be higher than brutes in the taunt department. -
Tell you what. When PvE'ers can go into PvP zones and not be subject to PvP, then PvP can go to PvE zones. Sound good? No? Then please stop trying to bring PvP into zones not meant for it.
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Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
I typically stick to brutes. Thank you for letting me know. -
Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
I did not know any scrapper sets included a taunt aura. Guess I need to start playing rad, bio, or shield. (Also, I just checked in game. It is not just City of Data that says they still taunt. Those powers in City of, under detailed info, says they taunt too. So saying they lack those taunts now is incorrect.) Also, that has nothing to do with replacing Confront with combat teleport. If you're going to argue over that dead horse, please do it there. -
Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
You are missing the OP's point entirely. SR needs to be able to tank everything in the game at +4/x8 without enhancement set bonuses or using pool powers. It doesn't matter that every other armor set needs those enhancement set bonuses and to use pool powers. It only matters that SR has to. (I am being facetious in my commentary, so please don't think I agree with the OP.) Edit again: If my comment is not what the author actually means, then please clarify. Because your comments read like this to me. -
Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
Mob flee mechanics: Yes, please fix. It is beyond ridiculous. Confront/AS replaced with combat teleport: No. Maybe give Confront a small AoE effect, but definitely do not replace. SR needing to be fixed: I'm amused by the back and forth. Especially as the author of the thread finds himself backpedaling on his comments. Re-arrange the power order and call it good. -
Because Adamastor can be summoned on demand, is easier, and takes less time. So of course he is worth more merits. ... hang on... something I said may not make as much sense as anticipated..... 😛 (Is Adamastor seriously worth 10+5?!)
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Make Touch of Death (IO Set) level 50 instead of level 40.
Rudra replied to America's Angel's topic in Suggestions & Feedback
It's a 2.5% difference for the two-parters and a 1.9% difference for the 3-parter. Is the difference in individual bonuses that big of a difference? I mix Mako's Bite and Touch of Death on my most of my melee builds too, but I don't see any differences against the melee builds that don't use Touch of Death. I wouldn't care if this suggestion were implemented or not implemented. So I am asking, is that difference really that big a deal? -
Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
Exhausted prevents you from gaining any Blood Frenzy until the exhaustion wears off. So no stacking END discount for the duration. Edit: The powers that cause 'Exhausted' both say what it takes to get it and what it is in the power description/summary in the game too.... -
Chimera does the same thing in the incarnate Belladonna mission after he clobbers her. As you fight him, he gets stronger. Belladonna tells you he is using his ultimate combat style or some such, but he gets stronger. I would like to point out that both these instances are incarnate content and both Tub Ci and Chimera have a max they level up to. As far as I understand the content, they are not getting stronger because of xp or anything else. They simply are progressively holding back less as the fight wears on. While the idea is interesting, I don't see it working for most mobs. Especially without a set limit to how much they can improve. Or a way to prevent players from doing as @Bionic_Flea described if there is no improvement limit set. I can get behind more specific non-generic bosses using this mechanic, but not random street mobs or other generic mobs. Edit: And by non-generic I mean unique. Not just generic bosses that have names applied to them for a mission.
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Did not know about the despawn. Thank you for the heads up.
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I'll avoid the cliche response. Scrapyard also moves across the zone on those set paths. And when he is near a corner or other obstruction so you can't see him until you round that obstruction, yes, you can very much literally run into him. (One of his paths takes him right by that old pirate contact. Until the devs fixed it, another path took him into the black market.) That's fine though. You can discount anything I say. That is up to you. What you can't say is that adding new GMs to a game where the existing GMs are seemingly routinely ignored adds anything but more things for players to ignore.
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Just for the Jade Spider being in Mercy Island, a GM that is available whenever anyone wants through Mender Silos already, you still have Kalinda standing there by the trainer. That would be a bit awkward having two Kalindas in the same zone, don't you think? At least the duplicate Ms. Liberty is in a different zone. As for Kraken being the only GM you can run into by mistake? I told you on your Jade Spider thread I have literally rounded corners in Sharkhead and was only saved by being stealthed and able to dash back around the Corner after effectively face-planting into Scrapyard. Deathsurge is a bit easier to avoid, but I still find myself backpedaling away depending on where he spawned in Cap. So your argument that the GMs are easy to avoid fails because at least one person playing the game tends to routinely face-plant into them. Something we can agree on. So lets find things to exist in the game that don't follow the example of things we already have that are routinely ignored.
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I've said this already on different threads, and I'll keep saying it each time this comes up. Please, please, please, please, for the love of all that is holy please, NO GMs and events in every zone. Especially not the starter zones. Most of the events in game are ignored as is. And having a GM in every zone, is a nuisance scenario, not an interesting one. Hells, for that matter, there are GMs like Scrapyard that just wander around and players keep running/flying/jumping around his spawn. No calls for team to take him. Just 'Meh. He's back. Again.' Take a stroll through King's Row. See how many Paladins are just standing around because no one bothers with the Monster Construction, let alone Paladin itself. At least Hamidon sees constant use, but that is because of the rewards he gives. So please no. Hells no. No GMs and events in every zone.
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When an invasion happens, you don't have to leave the zone. You can stand under an overhang and nothing will spawn at your location. If you have to get to a mission door, in the time it takes mobs to spawn near you, you're already safely beyond their aggro range and still safely moving to your mission. Rikti dropships are the only actual complication to that, and they follow a set path that is easy to avoid. (Edit: Them being big targets in the sky and announcing their approach by blasting the mobs along the dropships' path.) None of what I just posted applies to a PvPer. So no, I don't view it as hypocritical.
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Ever suggested: Translocation Enhancement Slots?
Rudra replied to Canadian Anvil's topic in Suggestions & Feedback
How about if you want a longer range teleport, you take teleport? It can be enhanced. You are asking to be able to enhance free powers that are not inherent. If Translocation, Jaunt, or Take Off become enhanceable, then they need to no longer be free powers you gain with another power choice. Why should anyone ever bother taking the Teleport, Speed, or Flight pools if they can have both super speed and teleport (and enhance that teleport to be competitive) for a single power pick from Experimentation or flight and teleport (and enhance that teleport to be competitive with Teleport)) from Sorcery for a single power pick? -
Please no. Most of those events are ignored as is. So making more of them doesn't make any sense to me.
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Do an Arena match. Arachnos Soldiers and Widows against Longbow-style AR blasters or Warden-style whatevers in Longbow uniforms. Edit: Pocket D even lets them be in the same zone to launch or coordinate. Or pre-plan the match in Bloody Bay, Siren's Call, Warburg, or Recluse's Victory so they can hosp and try to get back to the fight before the rest of their team wipes.
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I may have to re-visit kheldians after this and see if I still hate them....
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If I had to guess? I'd say for simplicity kheldians have three builds, not counting player builds, and changing forms loads that build. Since that build does not have the human form powers, toggles are disabled because the character no longer actually has them.
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Isn't it 100 at night and he descends to Thorn Isle at day break?
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I pointed you to a response you said was not in the thread and gave a reason for the ongoing commentary. Apologies for offending.