Rudra
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Everything posted by Rudra
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I couldn't either, but I wanted to cover my bets. And a player can always choose to add zones to their journey for whatever reason.
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Make incarnate materials account transferable
Rudra replied to DrRocket's topic in Suggestions & Feedback
It's a key part of the game's lore that a single incarnate shared his power with others, not that he made those others incarnates themselves. As soon as Tyrant was defeated and lost the Well's favor, so did everyone he was sharing that power with. Not the same thing as what the OP is asking for. It is the difference of a god granting power to followers versus a god empowering others to likewise becoming gods in their own right. In the first case, you have Tyrant empowering non-incarnate beings to extend his own power. In the latter case, you have what the OP is asking for. Edit: And you never become a Well of your own. Mot gets the closest to becoming a Well of his own. And he started as a god and proceeded to devour the world. And even then, he still didn't become a Well. -
Depending on how you choose to get there, it is 2 zones. You base portal to Eden and you use the gate that is almost right there where you appear to get to the Hive. You pop into Grandville and the sub is almost right there by the ferry to take you to the Abyss. The way the base portals work, it very much looks like they are meant to provide a means of getting to zones with missions and mission givers to me. I say that because we had our access to the Echo zones removed from base portal access. And there are no missions or mission givers in either the Abyss or the Hive.
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Make incarnate materials account transferable
Rudra replied to DrRocket's topic in Suggestions & Feedback
I oppose this request on the grounds that becoming an incarnate is a personal journey. You don't see characters ascending to godhood in literature and then turning around and sharing the resources they used to become gods with other random individuals. (Edit: Yes, the means by which they ascended is shared/known, but not anything else. And the means by which our characters can ascend is already shared/known.) -
Make incarnate materials account transferable
Rudra replied to DrRocket's topic in Suggestions & Feedback
For things that can be transferred, the in-game e-mail does this. -
I'm more in favor of the OP. If someone has a vanity pet and they don't want it any more, then they should be able to either speak to an NPC like the START vendor to revoke the pet power (with no refund of any of the resources spent getting the pet) or they should be able to simply delete it like they would a temp power.
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That's a door bug. Happens randomly/occasionally when you are inside and you get a waypoint outside. However, if you look at your map instead of the waypoint, the map should have the correct marker location. And if you were to state what the objective was, I could help you with finding it. The mission itself does not have you going in circles. (Well, it does, but not the way you were stuck.)
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Ally Toggle Duration Cycle to Prevent Elevator Toggle Drop
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
That doesn't hold up though. I can currently place a toggle debuff like Darkest Night which has a 70 feet range on an enemy and that debuff will remain active on that enemy until the enemy dies, I turn off the toggle to avoid extra aggro, or the enemy runs far enough away that the game drops the enemy from being tracked at all by my character. So that toggle debuff remains even though the targeted enemy ran well beyond the power's 70 feet range. However, I'm going to set aside Enflame for this discussion, even though I can throw any other debuff toggle on an enemy and never have it drop until the target dies, I decide to turn it off, or the enemy gets beyond game tracking distance for my character. Spirit Ward however? Sure, I've learned to only use/apply it during active combat and ignore it dropping outside of combat, but I don't understand why it works the way it does. I can throw a buff on an ally and it will stay until it times out or the ally dies unless it is Spirit Ward. Spirit Ward drops the moment your ally moves more than 80 feet away though and can't be used against enemies. So if you and your warded ally go in separate directions unintentionally, you often lose the Spirit Ward in the time it takes to correct for the movement. Or if your ally is faster than you, then even when you are going in the same direction, unless there are more enemies nearby, odds are you're going to lose that Spirit Ward until you catch up again to re-apply it. If your ally uses an elevator in the game, even if you both click it at the same time, if there is any difference in your transition times, you lose Spirit Ward even though you are both going in the same direction to the same place at as close to the same time as you can. Why? Sure, it is a toggle rather than a click, so it needs something to balance it out. However, why is that balancing an immediate dropping of the toggle for exceeding distance when I can maintain any of my debuff toggles far beyond their listed ranges? (So to be clear, I agree with you, but I don't agree with the usable on enemy portion of your statement.) (Edit: No one is asking me, but my recommendation would be to reduce Spirit Ward's range to 30-40 feet. Once applied however, it does not drop until your distance exceeds 150 feet. You can even apply a penalty of double END cost while the warded target is more than 80 feet away with the added END cost not being affected by any END reduction enhancements or effects.)- 6 replies
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- disruption field
- shifting tides
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(and 3 more)
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Yes! Please! Oh lord I can't remember how often I was just scrolling through the badge list trying to check progression and wound up changing my title, requiring me to search the wiki and my badge list to find the correct badge to be my title again! Please make changing titles require a confirmation request or other prompt!
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Okay, so it is already known that doppelgangers of player VEATs get access to all their powers, but I'm unsure if it has been reported that they also ignore power lockouts. Just did the Broken Nemesis Jaegar mission again and my Crab Spider doppelganger fired 2 venom grenades back to back. (I know they weren't a venom grenade and a frag grenade because I jumped away from the 1st venom grenade gas cloud playing keep away with the doppelganger's level 54 pets that exceed my mission difficulty settings when the doppelganger immediately fired the second grenade that also had the sound effects, VFX, and status effects of a venom grenade.) So yeah, the VEAT doppelgangers are getting every power listed in their tree even if they should lock each other out.
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I sit corrected. Thanks.
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If I am remembering correctly, those enhanced the arc of the cones, not the radius. Like you said, the cone's width, not reach. So there still isn't precedent for what the OP is asking for.
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Non-breaking space ( ) code appearing in macro edit
Rudra replied to Ridiculous Girl's topic in Bug Reports
It can also happen if you copy a macro. For instance, several of my characters have lots of different appearances. They typically use the same costume change emote for each one though, so after making the 1st costume change macro, I will copy the text in the macro to paste in the rest to save myself time. Only to have the new macros not work. And when I check the failed macros text, their text has changed to HTML code. It does not happen often, but on any character that it happens on, it happens for all the macros. (The weird part is that typically if I go back to the original macro and re-copy the text into the duplicate macros? It fixes the other macros most of the time for some reason. Otherwise I have to delete that macro because it refuses to change the displayed HTML code to regular text no matter what I do, and then just make a new macro where I just type in the text.) -
A Natural origin character can be a human-like race with a natural connection to the dark. A Science origin character can have been involved in some horrific experiment or lab accident that granted the character darkness powers. A Technology origin character can have devices that grant the character access to darkness powers. And a Mutant origin character can simply wield darkness powers because that is his/her/their mutation. You made my point he's a mutant with tech. And that is @Wavicle's point. That a character can effectively be multi-origins. A mutant who also wields guns as per the Bishop example.
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So what would you request for a magic-looking gun? We have the Celestial Rifle and the Rune Soldier Rifle and the Shard Cannon already, but I'm open to more weapon models being added.
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What's your point? You think you can't have a computer-enhanced gun? That's what the cyberpunk genre's smart guns are. You think you can't have a computer built into your devices? That makes for a good explanation for how the Acid Mortar identifies targets. You think you can't have a natural aptitude for guns and devices? Or maybe you think you can't train to push yourself to excel with guns and devices? You think you can't have a mutation that either requires a gun or device to work? (Cyclops uses a device to control his optic blasts.) You think a mage can't empower a weapon with magic? Guess no such thing as magic swords in fantasy literature then. You think magic can't be the source for how guns work? Guess fantasy coilguns and technomagic weapons don't exist in literature, comics, or games either. Except all those are just easily remembered references for each origin other than technology for guns and devices. So again, what is your point with that post? And yet there is. Anything we currently have in the game can be any origin. And the weapon sets have things to show that. Like that crystal rifle. The Runic Caster or something like that?
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Beam Rifle, Assault Rifle, and Arsenal Control are not highly origin specific. Any Natural origin character can have a knack for guns and devices. Any Mutation origin character can have a mutation such as superhuman reflexes or perception that makes them especially skilled at using guns and devices or have a mutation that requires a gun or other devices to manifest like the shillelagh-wielding Black Tom. Any Science origin character can have a specially designed gun or other devices that makes use of non-gunpowder chemicals as propellant or other enhancements to improve the gun or devices. And any Magic origin character can have a gun and devices as a focus for their magic, possibly explaining why they never run out of ammo, utilizing a crystal core that powers the weapon/device or propels the the projectile, uses magic to empower the weapon itself, and myriad other means as is demonstrated across many forms of media including comics, movies, video games, table top games, and more. This I agree with you on. It should have simply been called Undead, Undead Mastery, or similar.
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You are still ignoring the points. Point 1: You may think it is frivolous or a waste to slot SOs above level 30. You may think that only the rich and/or lazy bother with SOs above 30. However, that does not change that players have that option to do so. That is their choice. Because that choice exists for them to make. And that choice gives benefits and consequences for if the player does so or if the player does not do so depending on what the player does. Consequences and considerations they have to weigh in deciding between SOs, non-set IOs, and set IOs. And indeed, if you go back and look at the other enhancement threads on the Suggestions and Feedback forum, there are players on these forums that play with SOs and only SOs even at level 50. Just like there are players like me that slot generic IOs into our powers as early as level 7 even though SOs provide better boosts. That is our choice. Because the game gives us that choice. And homogenizing the enhancements like you are asking to do murders that choice. Why bother slotting non-set IOs at all if SOs will randomly drop for us and do the same thing non-set IOs do for us except with better boosts? Even with the IOs being boosted to give SO equivalent buffs, there is still no reason to ever slot non-set IOs because you can readily get SOs but you have to go craft IOs or get them from the AH from someone else who crafted them. This renders non-set IOs obsolete. Point 2: Scaling exists, like @Luminara said and I am trying to explain to you, because when you exemplar down you still retain powers from 5 levels higher than you exemplared down to. Powers you would not have while leveling up. And you lose not a single enhancement slot no matter how far down you exemplar. This means you can team with a level 1 character and your level 1 power can still be 6-slotted with enhancements to that level 1 character's 1 enhancement slot. While still retaining powers up to level 6, which that level 1 character does not have yet. So when you exemplar down, you are already far stronger for the content you are doing than you would be if you were playing it at level. And your proposal would make exemplared characters even more powerful for no other reason than because you want it.
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If you are using set IOs, you can just attune them and they will scale down with you without needing to make a dedicated exemplar build. You will still lose set bonuses if you exemplar more than 3 levels below the set's minimum level, but you can still just have 1 build if desired. And how does your proposal make sense? There are advantages to DOs/SOs vs IOs on both sides of the table. That gives players choices to play with. And your proposal would make the enhancements more homogeneous for no reason other than being more powerful than you already are with powers available from 5 levels above what you are playing at and with all your enhancement slots available as opposed to just the powers and enhancement slots you earned leveling up to that point for your current combat level while being exemplared. So, you are still asking to be even more powerful than we already are for content that can't even keep up with us at level.
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I'm not critiquing. Don't care enough. Just answering the questions you posted. I already said on several other threads that I'm fine with others proposing a power set that uses magic-themed animations and makes use of a wide array of abilities provided they fit in the AT as long as it is not called some derivative of Magic Blast. You meet my requirements, so I'm withholding further comment on the proposal. However, you don't seem to understand the reason for some posts made in this thread, so I gave an explanation.
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What does it mean? What does the name mean and powerset? That is their point. Those names don't mean anything.
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TOs, DOs, and SOs don't scale. If you are more than 3 levels below or above their level, they simply don't work. (Edit: I don't count how their bonus degrades as you level until you are at least 4 levels above at which point they stop working.) This is intentional. It means that there is a reason to slot a low level IO even though it doesn't give as much of a boost as an SO, because it will always give that boost regardless of how much you out-leveled the IO by. And the DOs and SOs being available through drops means you can keep slotting replacements if you get them. The advantage of DOs and SOs are you can get them from drops and purchase them easily due to their availability. The advantage of IOs is that though you have to get the materials to craft them, once they are crafted and slotted, they always give you their listed bonus no matter how much you level up compared to the IO. Please do not try to make all the enhancements generically equal/the same.
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Please don't link my response to one part of something I am addressing to my response to something else I am addressing. What you are quoting is only in reference to the enhanced debuffs, not the AoE. The AoE question is addressed by my quoting myself to show @DrRocket that his/her/their quote of me asking to improve AoE radius was addressed in that quote.