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Rudra

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Everything posted by Rudra

  1. No thank you. Just like I don't want a hold or an immob to knock me out of the sky. It can be hard enough to survive as a squishy character flying out of melee range hoping you recover from a stun or hold while in mid-flight as is. I don't want my squishies to also suffer fall damage and then get shredded by the higher damage melee attacks of the enemies I am trying to stay out of reach of. Edit: Besides, while it makes sense for something flapping its wings to drop from the sky when stunned, it does not for someone using a jetpack, a mechanical wing system, anti-grav device, flight magic, or any of a multitude of other super world explanations for flying.
  2. *droopy tail* *Eeyore voice* Oooooookay... guess I'll stick to summoning pets almost as fast as they fall rather than rezzing them every couple minutes... be that way.... 😛😄 MMs being able to rez pets would have been nice. I would have enjoyed that. @TheZag , @The_Warpact, and @El D are right though. Logic using party poopers that they are. 😀
  3. Ooh! Now THAT is a sweet idea! When you create your character, as part of the registration screen, you can auto-add the character to any SG you own! (Edit: And by own, I mean your character has the highest ranking position in the SG/VG.)
  4. Sign me up! I have a few questions, and I was going to post them, but... I kinda self-answered as I started writing them.... The only lingering problem/question I have is... MM minions are all NPCs. And NPCs cannot be rezzed. How would the minions be flagged for rezzing? (The question is not aimed at you. Unless you are a dev. It is just a question I am curious as to the answer.)
  5. Unless the code allows for generation without spawning, this would still require the character creation process to load the tutorial or starting map to spawn the character for that one tick, then log off to the character select screen. Which then would be subject to the logoff timer unless it worked like AE or Pocket D with its 0 timer. Which is not actually a 0 for time.... Of course, if the code does allow for generation without spawning, then this is all moot and the OP can be implemented without any listed concerns.
  6. Okay, checked. When Rage crashed, footstomp did 27.83 points of smashing damage. And the proc did 337.22 points of smashing damage. So yeah, Rage crashing nose dives my damage, but not 0s it. Unrelenting gives no combat flags other than healing for 41.2 points per tick. So either Rage does not zero the character's damage, or Unrelenting keeps it above zero. Edit: Uhm... I just tried Rage without Unrelenting... and immediately after the crash... I footstomped for 769.33 smashing damage.... My internet connection is unstable right now. So maybe it tracked the stomp as before the crash despite waiting for the blinking icon to finish going away?
  7. Well, Rage does say Unrelenting mitigates the crash. Guess I'll grab that brute and check.
  8. I have a dumb question: My brute with Rage also has Unrelenting. And I turn Unrelenting on when Rage starts flashing. Does Unrelenting affect Rage's damage crash? Would that be why my brute keeps doing damage?
  9. It is not listed in Mids that way and as I said, even after Rage crashing, I still do damage. Guess my version is bugged. *shrug* I'll count my blessings that a bug is actually benefiting me then.
  10. I avoid taking Rage. I don't like it. I prefer using Assault even though it gives a lesser benefit because it is always on. However, I do have a brute with Rage. And when Rage crashes, I am not subject to a period of time of any length where my damage is 0. What version of Rage are you using? Because the version I am using does not match.
  11. I don't understand this. Even when Rage crashes, the character is not rendered unable to take actions. When is the character subjected to mandatory twiddle your thumbs time? You suffer a 10 s penalty to defense and an endurance drop. That does not render you combat incapable.
  12. It's a suggestion forum. By its very nature, it makes community lawyering both for and against the suggestion part of the equation. Otherwise it would not be a forum, it would be a blind suggestion message to the devs that the rest of the community would not be able to see. Edit: Let alone post comments on.
  13. That's a surprise. The game is supposed to at least check if the leader is actually eligible. Edit: This may actually need to be reported as a bug.
  14. To the best of my knowledge, it is not possible for the game to check your teammates' qualifications beyond alignment. I think it can only check the leader for specific requirements. I may be wrong though.
  15. Is that current active, in testing, or still only a proposal?
  16. Sure is. My mistake. However, Rage the power says nothing about needing to be hit to work. Just says you trigger it and it works. I skip Rage on my SS brutes, so am I missing something on Rage that the character needs to be hit for it to build up? Edit: @BamBam said the Rage requires the character to be hit to build up. And the only build up rage I know of is Fury.
  17. Or, you know, hit. If the brute is hit or if the brute hits, the brute builds rage.
  18. Well, like I said, actual axe fighting does have some precision strikes. I'm not an expert, but I have seen an axe fighter explaining that. Though only the short thrust at the face. Typically as part of the "What is wrong with this in movies?" bit. So there probably are axe attacks that would work. A spiked axe for certain could be used. I'm just saying that a bit of research to incorporate a sensible means of accomplishing this is in order. I'm not saying "No! Don't do this!".
  19. I'm not entirely sure, but I think @biostem is right and character creation is completed upon initial spawn. If that is true, then that would preclude this suggestion. If not? Sure, why not? It saves a step or two.
  20. If it was kept at just informational rather than active scanning, then it would be simple to code. And a source of information on general enhancement slotting tips and information would still go a long way to helping new players. It would just take a fair bit of dialogue creation and coding in this case. The scanning for and counting number of bonuses of each type and value, then flagging that any are at or past 5 counts, then notifying the player of that? Yeah, that would take a lot of coding and can easily be left out. (And the dialogue could still be similar to Becky the Tarantula Mistress for entertainment value.)
  21. Don't have to be sneaky stalker to murder someone with an axe. Even to get away with it. The problem with axes for stalkers is how do you line up a precision strike on a target's vitals and then do an over-hand or across the body chop to hit it? Then again, in actual axe fighting, the axe isn't used to just swing and chop. It does have short thrusting strikes, particularly with a bearded axe after hooking an opponent's shield. Aside from a fast thrust at the opponent's face though? I'm not aware of any precision attacks with an axe. If the axe had a spike, it could work for a stalker's AS. Just have to find a sensible way for the weapon to work.
  22. Uhm... which part of that video do you want as a pose? There is a LOT in that first video to unpack. For instance, the running on all fours we already have as beast run. The mid-flight aerobatics I'm not sure can be worked in. The initial rage or mighty display animation could probably be done though. What all in that are you asking for and could you break it down a little?
  23. Nope. Not talking about patches like burn or tar patch or what-have-you. Mobs trying to get out of those make sense and they do not have a fear component. I mean things like cloak of fear and spectral terror.
  24. Okay. Apologies.
  25. Sure. The flag could be something like "You have $count set bonuses at or past the rule of five limit." instead. I would think that would give most players a high count though. If they didn't remember how high the count was prior, they would be doing a lot of checking. It is really hard to code an NPC to give that kind of proactive feedback without drowning the player in high count warnings. Personally, I'm more in favor of general advice and maybe a Mids comment. Then the player can be a bit more proactive in their build without having to wait to reach the point where they can slot the enhancements and go "whoops". {Edit: We're going to have whoops moments in our builds regardless. Or at least players like me will. How to make something that can guide and be useful without requiring a few million more lines of code though....) The problem with a character advisor, aside from what was already mentioned, is finding a way to have one that does anything like the OP requests that can be implemented.
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