The Character Copy service for Beta is currently unavailable
×

Rudra
Members-
Posts
8269 -
Joined
-
Last visited
-
Days Won
49
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Rudra
-
Ranged and Melee Damage -- What good is the distinction?
Rudra replied to Completist's topic in Suggestions & Feedback
Actually, with the Fighting Pool, all ranged only ATs can fight in melee. Boxing, Kick, and Crosspunch. -
Ranged and Melee Damage -- What good is the distinction?
Rudra replied to Completist's topic in Suggestions & Feedback
Blasters already get melee attacks. Every Blaster secondary as far as I know has 3 melee attacks. Otherwise? Yes, there would need to be a new AT to balance how that would work. -
Tactics is a gated power. You need to have either Maneuvers or Assault to get it. Assault should not be compared to Tactics. (Though I am still in favor of converting the resistance to protection....)
-
Paladin usually runs to the North not far from the Shining Stars NPCs. At least in that part of the map. If there is 3 of him, there can be no more Monstrous Constructions. If there are none of him, the Monstrous Constructions tend to spawn rather frequently from what I see.
-
Then answer a few questions for me please. 1)Why should Assault get to work differently than any other power in the game? 2)What is to stop people from demanding that every damage buff in the game be changed to match Assault if this were to be done? 3)The game is already plenty easy. To the point that players are demanding that the game be made harder. Which resulted in the new difficulty settings that are being proliferated. Why should we make the game easier? Assault grants its full 10-15% damage buff. If the layman does not understand that, then the text of the power can be changed to present how the power works in clearer terms.
-
You would also have to add pathing beacons for pets. And some bases? Are extremely convoluted for navigating through. Not maps that would be mission friendly for anything. Also, out of the plethora of bases made, how would bases even be chosen?
-
*goes to make Jade Spider as pet joke, then decides it isn't worth being drawn and quartered for*
-
You still get the travel benefits both powers give, it's just that Hover's flight component preempts any attempts at jumping. So... yeah? The travel components don't stack by virtue of the flight controls disabling access to jumping?
-
Actually, all three stack with each other.
-
The way contacts work, you would still have to go to Ouroboros. Contacts can only give their missions/arcs once. The auto-exemping would just let you finish their respective missions/arcs the first time.
-
Auto-exemping down was an option that was brought up in the other thread. And if it could be done, would likely be acceptable to everyone. You would still have to go to Ouroboros to repeat any content though.
-
We already had this discussion. Some factions don't scale up high enough and other factions don't scale down enough. And it is not simply a question of combat level, but also power availability. Further, all story arcs are in Ouroboros, including story arcs that have been replaced. Just not all missions since there are a lot of filler missions. (Edit: And the original starter missions in Atlas Park are not in Ouroboros either.)
-
Ranged and Melee Damage -- What good is the distinction?
Rudra replied to Completist's topic in Suggestions & Feedback
If I recall correctly, the beta version of the game worked like this. It didn't work because everyone made "flying mage tanks". Which is what Sentinels basically are, but they do so with range handicaps. Edit: Also, melee does better base damage than ranged. Ranged gets less damage because they get to stand off and fight. -
Yeah, I never took Infiltration. Thanks for the clarification.
-
As far as I know, all stealth powers keep buffing defense even while in combat. They just normally give a lower bonus.
-
I personally hated it when Tankers did old school herding. The squishies are being overwhelmed and the Tanker is running off somewhere nowhere in sight grabbing more aggro? Especially when all that aggro gets the team except for the Tanker(s) killed? (To which the response would normally be along the lines of "Don't worry, I'll clear them out. You're still getting full influence.") I can't tell you how happy I was when that stopped. Maybe I was just running with some poor examples of tanks, but it was old school herding that taught me and several others I knew back then to treat Tankers on the team as if they weren't there, to flee the area when the Tanker came back with 'horde o'baddies' and leave them for the Tanker to deal with if (s)he could, and to laugh at the Tanker if their aggro-focus got them killed. I'll even admit to hoping those Tankers would get themselves killed on several occasions. (Which helped drive me into a solo-focused play mentality. If running with a team was just going to pile on the debt, then it's better to solo. Especially since there was no such thing as a debt cap back then.) Tankers running wild gathering everything on the map while solo? Don't care. You do you. Tankers on a team should be more focused on helping the team survive instead of "gathering the map for max xp". Edit: And before anyone says something along the lines of "What are you complaining about? You were making progress on your debt badges!"? Remember that there were no badges back then either.
-
Customizing the chat channel colors for non-player created channels would only change what that specific player sees on that specific character. From what @STiTcH is saying, the desire is to change the chat color so that everyone sees the new color. Which would require the devs to just change the current color to something else since only that would apply it to everyone. And sure, I could see a more in your face attention grabbing color being used instead of the current pale blue. I could also see just expecting players to actually pay attention to League chat since they need to know what the league is doing or is about to do, but that doesn't seem to work out as well as it should. I guess that makes me indifferent to the suggestion. Good luck with it.
-
You used to be able to change chat color by right clicking the chat in the window, not where you type, and choosing to edit the color. However, I think that only applied to custom chat channels and not game set ones. Edit: Also, it would only change the league chat color as you see it, not as anyone else sees it. There is no way to force your palette preferences for chat on others. Which is why some league leaders use the Request channel and warn others to stay off it while the league is running.
-
No, I cannot. Sorry. You would have to find the Live forum files and look there. I'm only telling you what was circulating among the people I played with back on Live at the time. So it is strictly hearsay. I was not on the forums at that time. Hence the "If I remember correctly, there was a discussion...". And the discussion was not about a change to the Leadership pool, it was about why the pool was working the way it does.
-
If I remember correctly, there was a discussion early on Live about the Leadership powers and why they worked the way they do now. There was discussion about the Leadership powers, particularly Assault, using different calculations for their boosts. However, it was decided they would work as is so that other players could take the pool set without fear of trying to join a team and being told the team already had someone with Leadership. That is why the Leadership powers stack with themselves. That is why Assault calculates from base unenhanced damage. Otherwise, the powers would not have stacked. Edit: Also, your analogy is flawed. A mod that improves your engine's performance by 10% would be factored as doing so without any other mods to the engine. Which is what Assault does to your damage.
-
Which again boils down to just how OP do you want this power to be? It stacks with itself. So it should not be affected by other buffs. It should not be calculated at the end after all other buffs have been applied. If it did, then using a 95% enhancement bonus boost, not set bonus, with the Assault bonus, you would go from 210% damage as is to 224.25% damage . On a power that is already part of the Holy Quad 'must use or be noob forever' power sets. And if you want to look at parity with Maneuvers? Maneuvers gives a boost to your and your allies' defense. All defense, but just defense. Assault boosts your and your allies' damage. All your and your allies' damage. It also provides resist to Placate and Taunt. So you and your allies can keep attacking the target(s) you want. Parity with Tactics would be unreasonable because Tactics is a gated power whereas Maneuvers and Assault are not. Edit: And those calculations are if you are solo or the only member with Assault. Now apply it to a full team of 8 with everyone running Assault.
-
There is nothing malicious about what I am posting, but you are correct in that I am being technical. And this reason you gave is why I am being technical. (Well, that and because I am always technical in my considerations.) There is no reason for a single power to grant everyone a 120% damage boost on a constant basis without any enhancement considerations. Even Build Up only gives a 100% damage boost that cannot be improved for 10 seconds. As opposed to Assault's always while within effect radius. And that would be my guess as to why Assault's 15% damage boost works the way it does. The net result is a less than 15% damage boost after all other damage buffs are applied. And since I've seen builds get to +200% damage, then that unenhanceable 15% is always going to appear smaller.
-
Except it does give the bonus it says on the tin. That bonus is not subject to other buffs or other boosts, but it does stack. So while it gives a 15% damage boost, with all the other damage boosts most characters have, the overall perception is that it is lower. It does exactly what it advertises it does. Why does it need to do more? (Edit: Also, those LotG procs in Manuevers only helps the character with the power. So as a team support power, I'm ignoring the effects of LotG procs in Maneuvers for this discussion.)
-
Assault can't accept damage buffs because it doesn't do damage. And there are no damage buff buffs in the game. And Assault having an accuracy debuff, defense debuff, or mobility debuff would turn it into an debuff toggle and would result in it being turned off (or suppressed when Page 4 comes out) when the character is mezzed. It also makes no sense for the power. (Edit: Assault, like the other Leadership powers, drives your allies to fight harder. That should not affect your enemies' ability to fight. They can and will fight back just as hard as normal, but you and your allies fighting harder makes it more likely that your enemies' efforts won't amount to anything. You want a pool power that debuffs your foes and is not already in the other pools? Ask for a new set set called Despair, Harangue, Undermine Morale, or whatever.) I'm rather with @Clave Dark 5 on this. While I would like to make Assault able to use sets, it is already a go to power for min-max builds and even several non-min-max builds. A power already in high demand does not need or warrant being able to do more.
-
Masterminds have wanted changes for years now.
Rudra replied to eldriyth's topic in Suggestions & Feedback
And yes, players have been asking for permanent versions of the Malta Gunslinger and Carnival of Shadows Harlequin ever since those costume powers were released, so this is a request players have wanted for years.