Rudra
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Everything posted by Rudra
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Make Jack and Eochai appear more often.
Rudra replied to captainstar's topic in Suggestions & Feedback
So maybe a new message like "Monster sighted in Croatoa" or similar could be added so people looking for Jack or Eochai know at least one of them has spawned and can go looking for them? Edit: "Blood curdling screams are reported in Croatoa." announcing Jack in Irons? "The Fir Bolg have completed a ritual." announcing Eochai? "Jack in Irons has been sighted in Croatoa." with an Eochai variant to keep the messages in line with the other GM messages we get? -
Make Jack and Eochai appear more often.
Rudra replied to captainstar's topic in Suggestions & Feedback
Okaaaaayyyy.... Not sure why you are posting the war as a response. Jack and Eochai have been spawned (not at the same time) in addition to the war. While not a common occurrence, and not counting the Halloween event, there have been two Eochais or two Jack in Irons in the zone at once. And clearing the war spawns does not affect them. (Unless of course, a fix I am not aware of fixed this so that only the war or Jack or Eochai is active at a time.) -
Because the energy sets are typically considered "light" sets. Dark sets use negative energy. Energy sets use energy. So it is a name thing, not an oversight. Edit: And the Bots MM literally uses light. The MM is armed with a laser "rifle" as opposed to the beam rifle (which can still be considered a light attack), and the bots fire lasers.
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PvP suggestions (Civil feedback only please)
Rudra replied to Marbing's topic in Suggestions & Feedback
Debuff resist is not status resist. Debuff resist like slow resist can reach immunity if you reach 100% resist. Status resist like hold resist works as @Marbing posted. (Edit: At least until unresistable effects start smacking you.) -
I'm liking @Pbuckley818's response. I've always liked the stories and portrayals where they shift from a Heaven-Hell conflict to a "Light"-"Darkness" conflict because in those cases neither side is good or evil, just alien. (Not alien as in from outer space, but as in foreign to our reality.) And in those cases, either side's forces doing things to help or harm flows because they aren't the embodiments of anything, they are simply forces from an otherworldly group that finds humanity potentially useful or in the way. His comment that the angels are actually angels but are forcibly bound and are unwillingly being made to perform acts of evil when played by a villain works too. So if the "Angel Summoning" were "Celestial Summoning" or anything else not particularly evocative of angels per se but still in reference to the perception of, I'd be fine with the portrayal. Again, my focus and opposition, and this is probably my bias speaking, is derived from the OP's opening reference to biblical angels.
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And if you're going to run a perma-form, then you can leave the toggles off. It maintaining the END cost while suppressed is fine.
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Basically, Vigilance does 2 things wrong. First and most egregious, is it relies on teammates being almost dead to have any real impact. Second and of minor consequence, it focuses on -END as its trick, and that only applies to the defender. It does one thing right, it gives +DAM when solo so the defender isn't progressing through missions at a snail's pace, in Antarctica, while covered in syrup. I still say keep the END modifier, it may not be that useful at 50, but you want an inherent that is helpful at all levels. Add the +special. I won't say how much because I don't know how much would be ineffective, effective, or overly effective. Sure, it can scale up based on team size, but I still prefer it be a flat bonus. Regardless of what effects Vigilance gives, the link to team health needs to go the way of the dodo. You have the benefit. Making it only really usable when you're in a desperate situation was <expletive implied but not typed> stupid beyond all reason in my opinion.
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Ghosting the Ghost Ship... let's make this at least interesting.
Rudra replied to Greycat's topic in Suggestions & Feedback
I like this. Would actually make the ghost ship interesting. Use a modified freighter map (which would have to be made) and have to break obstructions (fallen cargo blocking escape, collapsed bulkheads, what ever) to rescue people. 5 or 10 minute timer, 15 at most, and have to reach the exit to escape or you exit the mission a corpse (and have to hosp). Alternative idea: Investigate the ship before it disappears and try to prevent the event from happening rather than racing to save people. Still has a timer counting down to whatever caused the ship to disappear. Question: What happens to the ghost ship if you successfully prevent its disappearance? Maybe you try to prevent the disappearance and it turns out your meddling caused it instead? I'm less sold on the other two, but at least I'm not opposed. -
Did AlienMafia thumbs up own post? Anyway, as far as the Kheldians go, I agree. It would help them if instead of their toggles de-toggling when they form shift, their toggles were instead suppressed until no longer form shifted. Could the Walk mechanic be adapted to this? (Edit: Asking about the mechanic in all seriousness, not as a suggestion. This idea has been brought up multiple times for Kheldians before.)
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Bayonetta.
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I have absolutely no idea what you are talking about. Never played Bayonetta. Was put off by the gun heels. Contrived is contrived. Others can play it and have fun , no judgement, just not for me. I also disagree with the Lawful Good villain comment, but as I am disinclined to get into yet another argument about the Lawful-Neutral-Chaotic/Good-Neutral-Evil alignment system with yet another person, I'm just going to point out that I conceded the discussion to @PeregrineFalcon and again, walk away.
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And with that response, I walk away. I have no way to argue with that.
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I'm not running off the "masterminds are evil" premise. My line of thinking is that when you are playing a villain, how do you justify angels robbing banks, kidnapping people, and just generally doing anything evil?
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Not all of them. Just 5th Column/Council, Malta, Carnies (probably all 4 types), Rikti, Nemesis, Hellions, Skullz, Family, Tsoo, Outcasts, Hydra, Circle of Thorns, Scrapyarders, Devouring Earth, Red Caps, Tuatha, Firbolg, witches, Vahzilok, Freaklok, Resistance, Wailers, ghosts (pirates and generic), Freakshow, Warriors, Cimerorans, IDF, Warworks, Clockwork (Praetorian and Primal), and Trolls. Probably just those. ... maybe.... 😆
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Make Jack and Eochai appear more often.
Rudra replied to captainstar's topic in Suggestions & Feedback
Personally, I'd rather Jack spawned more often in Croatoa. Croatia is a bit far and expensive to reach for me. On a side note, sometimes just finding Jack and Eochai when they have spawned can be difficult. Even with vidiotmaps giving spawn points for them. So maybe you just missed them during your search? (I'm all for them spawning more often, just saying it is possible to miss them.) (Edit: I'm for them spawning more often as long as they are not already spawned, not counting the war.) -
But... but... but... my animated swords MM!!!! 😭 Never fear! Phantom Army MM is here! Bring out the clones! 😄 Works for me! 😊
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I think you underestimate MM players. Sure, a lot stay back and fight from range as best they can. A lot also go running into the melee so their Supremacy inherent boosts their melee pets (ninjas and beasts). Having melee attacks on the MM isn't as bad as you are making it out to be. At least, it is no different than shooting your bow or swinging your whip at enemies in your face. That said, nothing says the devs can't say "You know what? We think the MM's personal attacks need to stay ranged as a theme." and replacing the sword attacks with a bow or whatever. I am disinclined to agree with this being better as a Dominator set. Now, if you want a Titan Weapon or Sword Assault dominator, start a new thread with it as your idea. Flesh out the power set. Show us what you are thinking and how it would work. Not gonna change my approach though.
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Nah. I prefer the all swords approach. There is a reason for it. Doesn't mean a more expansive version utilizing the Animus Arcana as a basis isn't an option. Would need to be reworked similar to what I did for the swords, but it is a possiblity. Edit: And a version based on more Animus Arcana would allow the MM to revert to a ranged AT instead of being melee as cast in this idea.
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Okay, this is meant as much in jest as in earnest. With the hydra, angels, and monkey MM threads recently, I decided to throw something in too. Say hello to the melee MM: Animated Swords. Tier 1: Sting of the Wasp (as per Katana) Tier 2: Conjure Lightblade (summons 1-3 animated shortswords [use Dual Blade model][attacks: Slash as per Vorpal Sword]) Tier 3: Gambler's Cut (as per Katana) Tier 4: Enchant Sword (See below) Tier 5: Flashing Steel (as per Katana) Tier 6: Conjure Sword (summons 1-2 animated swords [use Broadsword model][attacks: Slash as per Vorpal Sword and Hack as per Vorpal Sword]) Tier 7: Blood Lust (Causes all swords in range to frenzy [PBAoE, pets +Def and +Dam, 60 s duration, 240 s recharge]) Tier 8: Conjure Greatsword (summons 1 two-handed sword [use Katana model][attacks: Hack as per Vorpal Sword and Disembowel as per Vorpal Sword]) Tier 9: Empower Sword (See below) Enchant Sword: Lightblade: Parry as per Vorpal Sword and Hack as per Vorpal Sword Sword: Parry as per Vorpal Sword and Disembowel as per Vorpal Sword Greatsword: Parry as per Vorpal Sword and Whirling Sword as per Vorpal Sword Empower Sword: Lightblade: Whirling Sword as per Vorpal Sword Sword: Head Splitter as per Vorpal Sword Greatsword: Head Splitter as per Vorpal Sword All swords use the Vorpal Sword from the Animus Arcana for their animations. All swords can use any model from their respective type (Dual Blade, Broadsword, or Katana), but all swords in that group must use the same model. (So you pick once for each power and that is what they all are.) All swords are lieutenant strength pets. (Use ninjas or bots for stats?) With the possible exception of Blood Lust, which is patterned after Fortify Pack but does not duplicate the power, all powers and models already exist in the game. (Edit: Enchant sword and empower sword can use the ninja's pet upgrade animations.) Why? Because I felt like posting this to see what happens. Maybe the character is a telekinetic animating the swords. Maybe the character is a mage enchanting the swords and prefers to melee foes instead of hurl spells. Maybe after my bashing of the other threads I want to give them a chance to return the favor. Regardless, here is my thought/idea. Have at it!
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Only reason I brought up biblical references is because the OP opens with the reference. I am curious though. How would you set it up and what justification would you have for angels engaging in or supporting villainous behavior? Demons supporting heroic or villainous behavior is established in several formats, but not angels. I'd be interested in your reasoning.
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Here's a question: how would the multiplying upon defeat Hydra affect Bodyguard Mode? Edit: Also, since you are referring to existing monsters in the game, which range from minion strength to boss strength, how would you balance them out against the all lieutenant strength pets of other MMs? Minions for how quickly they would die and boss for how powerful it would be in comparison.
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Here's a dumb thought that goes against what I said but could work: Tier 1 pet: Summon Acolyte/Holy Warrior. (Summon 1-3 human followers.) Tier 2 pet: Summon Angel (Summon 1-2 angels. For whatever reason, you get up to 2 angels to aid in your crusade.) Tier 3 pet: Summon Archangel (Summon 1 archangel to aid you in your crusade.) The question of why angels would help the character if the character is committing evil as a villain or rogue, if the character is a villain or rogue, is still a problem. Fallen angels perhaps? Stick with the demons then. ... Yeah... I can't find a rational reason for this to thematically work... disregard this post.
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I've been in several situations where my minions get killed off quickly. Particularly the tier 1 pets. Never so fast that I couldn't just summon more after a second or so though. My tier 1 pets have a less than 2 second recharge. And though they drop like flies in some situations, I keep summoning them as fast as they drop. Edit: The tier 3 pet usually can't be killed as long as I can spam my heals, so its recharge is not a consideration, but its base recharge is only 15 seconds before all the recharge reduction bonuses I have to use my heal affect it. The tier 2 pets are a little more robust than the tier 1s, but even they have a less than 5 second recharge and my MMs can survive some rather insane fights long enough to summon more tier 2 pets. So no, never been in a situation where having a pet that drops to 0 and becomes two weaker pets would ever be useful compared to just summoning replacements at full strength.
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So... you want a MM set that summons minions instead of lieutenants?! And why the downgrade upon defeat? As fast as MM pet summons recharge these days, wouldn't it behoove the MM to just resummon the pet rather than have weaker pets? Interesting theme, but pass on the mechanics.