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Rudra
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Everything posted by Rudra
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War Witch was resurrected at the end of the Night Ward arcs, in the battle against Lamashtu and Soreress Serene. And Red Widow is alive. The player actually resurrects her, which is the reason for the ritual you are left to figure out how to do on your own.
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Good point. Didn't think of that.
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The Hard Mode TFs/SFs are specifically to challenge characters above and beyond what the base game does, even with their incarnate powers. So in those cases, MMs are at a possibly heavy disadvantage. I don't know how disadvantaged because I have not done any Hard Mode TFs/SFs. However, the OP is not about MMs being able to compete in Hard Mode TFs/SFs, which I admit they likely need help with (since again, I haven't tried any yet). It's about MMs in general game play. Edit: And in any non-Hard Mode content? I have never had a MM struggle to keep up with the team or be a benefit to the team while on a trial, TF, or SF. Though I do have to be very careful about how I play my MM depending on the trial, TF, or SF. And solo during any and all endgame content? I somehow still manage to do just fine despite the seeming plethora of faults MMs have in the forums.
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The problem with that is the ski chalet is part of Pocket D and already counts towards the Pocket D day job. (If I am mistaken about that? Then sure, new day job for the ski chalet.)
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Regardless of whether the aim is to re-gate lock capes and auras or if it is for something new that you have not described what would be, the reasoning still stands. @Krimson has a point. And that point is what so many of us have been trying to explain to you over the course of this thread. 50s already get things low levels don't. They get incarnate powers for instance. PPPs and APPs instead of the more generic PPs for another. Gating costume and aura options for the sake of being able to say "Look! Your costume can be this cool when you are a 50 too!" is a decidedly elitist approach.
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Horus was a Peacebringer character who didn't know he had a Kheldian in him. When he died, his Kheldian was released and moved on to find a new host. So Horus the Peacebringer didn't exist any more because the human was dead and the Kheldian had presumably merged with someone else. Why should he still be in the game somewhere? With War Witch back, it would be nice if Horus was brought back, but there are a few more hurdles involved than even War Witch had to deal with.
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Give us something to do with the Incarnate Shards.
Rudra replied to rolandgrey's topic in Suggestions & Feedback
You asked why something in the game works the way it does. @srmalloy gave that explanation. -
Give us something to do with the Incarnate Shards.
Rudra replied to rolandgrey's topic in Suggestions & Feedback
No, it's more like they realized what a clunky mess incarnate shards were, introduced a better system, made it also work for the Alpha, and then neglected to remove Shards after. -
I apologize for my angry tone in the preceding post. I don't take back any of what I said in it, but I do apologize for the tone.
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Fine. Let's talk Mercenaries. My Mercenaries/Traps MM has 5-slot Burst, 6-slot Soldiers, 6-slot Spec Ops, 4-slot Slug, and 6-slot Commando. Will also have 5-slot M30 Grenade and even a 4-slot Kick planned for when I get to 50. And that MM despite not being 50 yet, eats everything with absolutely no problems. And that was before the devs went and buffed MMs. On a set everyone keeps telling me is garbage, the worst performing power set the AT has. Want to check all MM primary sets? I have one for all of them. The ones I deleted? Were because they bored me, not because they had any problems in the game. The reason I used my ninja/dark MM as my example? Was because of: There are no bad MM primaries. There is nothing wrong with the AT. This is like the thread that said that MM inherent attacks are worthless. Even comparing them to temp powers. Which was a bogus argument since the statement was that enhanced MM inherent attacks are as good as even temp powers. This call for the procs to be inherents is the same line of thinking, except it doesn't even have the justification of powers that are designed to be more expensive and less powerful to use than other AT attacks. There is no restriction on how a player can build their MMs. There is no right or wrong way to build them. There are different play styles to be sure, and slotting to match those play styles can be tricky. And slotting those procs and taking Leadership are very helpful in making a MM sustainable against difficult foes. They are not required though. All those same foes can be defeated just as easily without the procs or Leadership. It just takes a little bit longer or requires the MM to summon a little more frequently. And with the negligible recharge we have on MM pets and their buffs, unless you are being overwhelmed for some reason, re-summoning and buffing is not a problem. MMs are already a very solid AT. I am against making the procs inherent to Supremacy. If you want Supremacy buffed? Okay, ask for it. If you think the changes made to MMs still somehow aren't enough? Ask for more power creep, I mean buffing of the AT. If you want to take existing enhancements and fold them into the AT as inherents? No. I was against this kind of thing when players were asking for KB-KD to be an inherent for power sets like Energy Blast. You don't have to have those procs. Doesn't matter how much or little they affect your pets in the grand scheme of game combat. So I am definitely against any attempts to make them inherent. Edit: And the MM primaries that lack mule powers don't need mule powers either. For the same reasons given above. The Maintenance Drone is not a pet. Not like the other pets Robotics has. It is an easy way to make the Repair power more useful for the player. It is a self-actualizing pet heal power, not an actual pet. You can't command it. It won't go to a spot you designate for your pets to go to. It can't attack. It can't defend. It doesn't affect Bodyguard Mode. It can't buff or debuff. it is a heal. So no, it should not be able to slot pet enhancement sets.
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I 6-slot all three pet powers. It gives me the most bonuses. My genin are 6-slotted with 2 Soulbound Allegiances (no proc), 2 Command of the Masterminds (with proc), Sovereign Right proc, and Edict of the Master proc. My jounin are slotted with 6 Mark of Supremacies. My oni is slotted with 4 Blood Mandates (it has no proc), Call to Arms proc, and Expedient Reinforcement proc. That's all 6 pet procs with my jounin slamming into ED (loss of 34% damage because of ED). And with the changes to MMs, Train Ninjas is now 4-slotted with Red Fortunes to further protect them. And soloing x8 content is easy. Like boringly easy in many cases. +4/x8? That's hard. Very, very annoyingly hard. And slow. (Edit: And I still manage to slot all 3 MM primary attacks with 4-5 slots each, plus manage 6-slot Shadowfall, 3-slot Maneuvers, 5-slot Dark Embrace and Tactics, and 6-slot my immob.) I don't have any mule powers for my pets. Ninjas are my primary MM power set and they eat everything that doesn't waffle stomp them with AoEs. I don't understand the drive to remove the procs from the pet sets and make them inherent. You're not REQUIRED to get the pet procs any more than you are REQUIRED to take Leadership on a MM. They help, but are nowhere near required and aren't as helpful as some make them out to be. (Taken in conjunction with each other and MM secondary power set defenses? They are a lot more effective.) You can build and slot your MMs however you want. Please stop asking for everything to go inherent. Character development is a choice so we aren't all using the same characters. You want to treat your pets as pure damage platforms? That's fine. You want to treat them as status infliction platforms (depending on pets)? That's fine. You want to make them defense platforms (protector bots)? That's fine. You want to make them general use platforms? That is also fine. Min/maxing is a choice, not a requirement. And slotting procs as part of the set does not give up "a bunch of effectiveness". If all you want to do is slot the procs on a pet? That is your choice and yes, they will under-perform compared to other pets. Again, that is a choice.
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In my opinion, a lot of the tiki masks don't work very well as actual masks. (Except for the big guy's mask since it goes up instead of down, it has a better look to me than the other two.) However, I'm sure there are players that can take any of the tiki masks and make something impressive with them. So sure, since the shrunken tiki masks are in use in Talos Island's TIki Lounge, can players get access to them too? (And maybe some non-tiki, actual tribal masks for characters too?) (Edit: Like some of the BP Spirit masks. Some of those have a more tribal mask appearance to them than the tiki masks. Any chance of shrunken, modified versions of those for players?)
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It's a Master run. The TFs were designed with full teams in mind. So a Master run would default to its standard 8-player team setting. Master runs aren't supposed to be soloable, though I think there are characters that can solo some of them.
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Put it on a delay timer (maybe 20 seconds) based on when the team leader leaves so those currently fighting something aren't just dumped out mid-fight, and sure. I understand the frustration of being on a team for a TF or SF and not being able to do anything because someone just up and walks away without telling anyone for what feels like forever. (In reality, only up to several minutes, though that is forever in a video game.) Sometimes however, it's just that the person is pre-occupied with some mobs and will exit when the fight is over. Just dumping said person out while trying to get whatever (s)he may be after with those mobs is as rude as those who willfully hold up the TF/SF without any heads up to everyone. Edit: Except for 'Find Mission Exit' missions. While most of those make no sense, some do. So the auto-dump feature shouldn't work unless someone gets to the exit first on those missions.
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More options = more better. Works great for dino and monster themed characters; opens up new venues for character concepts. Works for me. I'd give it my seal of approval, but ALF, CFI, and PETA took away my seals.
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It doesn't limit/affect anyone's playstyle. You are correct. It limits their character concept. That is the argument.
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Followup on my opposition to gating costume pieces/auras behind levels: There are players that have a character concept where it makes no sense to have to wait to be able to unlock costume pieces/auras. For instance, after Cimerora was added, there were players that wanted to play time-displaced centurions. (There were players that wanted to play time-displaced ancient warriors even before Cimerora was added, but they were rather limited on their options to make the appropriate look.) They weren't just characters that started out as weapon users and then decided to emulate Roman centurions after having traveled back to Cimerora, they were Roman centurions that through some temporal displacement wound up in Paragon City and decided to take up the life of a super instead of staying newly conscripted centurion C of battalion F. How does it make sense to keep the Roman costume pieces gated until level 35 to try and unlock them for a character that was always a Roman centurion? Or back to the scarf: a character could want a scarf because (s)he uses cold powers but is not cold immune and wearing a scarf helps him/her deal with his/her own powers, because scarves are identified automatically by onlookers as being associated with the cold and the cold-using character wants the association, because the character happens to think scarves are cool regardless of power set and incorporates it into his/her costume, because the scarf is a keepsake from a passed relative that character can't bear to be parted from even while adventuring, or any other number of reasons. And yet, scarves were gate-locked until level 20 when you could do a mission to get them with capes. Anyone can at any time go buy a scarf, so why should a super have to wait until level 20, and then have to do a mission, to be able to have a scarf? For that matter, you can hit costume shops to get a cape, you can order one online and sometimes even get it made to order, and in some places you can just go to a local store and buy one. (Edit: Though these are typically medieval style capes unless you are hitting up a costume shop.) And yet a super can't buy something John and Jane Doe can buy and wear whenever they want because the super character isn't level 20 and hasn't tackled some mission to prove (s)he is worthy of buying a commonly available (though not commonly used) item? The point is that for any attempt to show a super must progress to a specific point after character creation to get specific auras or costume pieces, there is a reason waiting to be given in response as to why that is a completely arbitrary limitation. As has been said multiple times on this thread, a significant number of characters in comics are introduced already wearing a fully tricked out costume. That costume will undergo changes over the life of the character in the comics for various reasons, but they aren't showing up wearing some pauper hero suit until they unlock better costumes unless the character himself/herself is being presented as being of meager means, lacking in fashion sense, the character prefers a more modest or humble appearance of some type, or the writers want the character to act as a counter to existing characters in presentation until the new character is incorporated the way the others are. If the desire is to have characters start out shabby and progress to fashion magazine cover presentable, that can be done already without placing limits on players' abilities to imagine and create characters. Asking for future costume pieces/auras to be gated behind levels or badges stifles players' ability to make new and interesting characters. Especially since you can see in the forums where requests are being made fairly constantly for existing NPC only costume pieces, new costume pieces, and derivative costume pieces for alternate nationalities/eras of existing costume pieces to be made available to players so they can properly portray their characters.
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That doesn't work when you have level 15+ hellions filling the combat area with molotovs, KoA filling the area with caltrops, or they get jostled into lava that was nowhere near them and they can't figure out how to get out of the lava to go where you tell them to go to get out of the lava. (Hello, Bat'Zul lava map.) Pets having some semblance of self-preservation is desired. The degree to which pets currently run to get out of a damage patch is the ridiculous part. Running out of damage patches and running out of damage patches to the next nearest country are two entirely different things. And pets currently either stand in damage patches and die, or more often run out of the damage patches and just keep running. Even mobs don't do that. They run out of the damage patch, get clear, and resume fighting.
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That would be one helluva jump for the zone's 25-34 range. I like the idea of the repeatable contact. I'm against the drive I'm seeing on the forums to make all the zones level 50. (Edit: Or rather, the drive to cram level 50 content into the non-50 zones.)
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I checked the HCwiki. I checked CoD. There are no notes stating that Stalkers' Hide defeats Snipers Perception, or Watcher Perception, or any other Perception. And the HCwiki is a direct copy of the paragonwiki. Likewise, CoD has no listing for things that ignore stealth, like the Watchers, having anything that lets them ignore stealth. I don't know why you have no problems stealthing past snipers and I don't, but I do know both paragonwiki and homecomingwiki state that snipers easily see through stealth.
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They've seen me since CoV launched and snipers started appearing. "Snipers are usually found alone, outdoors, lying in wait for a target to present themselves. They have very long range and see through stealth easily. As they have long range attacks, they will detect and aggro on players from great distances, and are usually in high or hidden locations. They will often only be noticed when they attack players, causing damage from an "unknown" source." Except for the bolding, that is pasted straight from https://archive.paragonwiki.com/wiki/Sniper. Edit: "Note Some enemies use long range attacks and include the term "Sniper" in their attack power names, but are not Sniper-class enemies and do not share their distinct behaviours, such as immobility. Examples include The Family and Mook Hitmen." Snipers are a specific class of mob, like a hybrid Lieutenant-Boss, but at lieutenant tier. When you see Sniper instead of Minion or Lieutenant, then you are dealing with a sniper. If their name is Sniper, that does not mean they are snipers.
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What about passive observers not involved in the PvP action? Once the PvP starts, the active members are all that are able to be involved in the PvP, and anyone else that enters after it starts is relegated to spectating, being a human shield, or acting as on the ground journalists? I don't know how any of this works in base PvP, if that would even be possible, let alone desirable. It's just a thought. From a self-admitted hater of PvP. (If they're asked to leave, then they should leave. SG members should all be able to kick non-members asked to leave out of the base, though not ban, if the OP is implemented.)
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Munitions Mastery - long overdue for a revamp?
Rudra replied to mlokc's topic in Suggestions & Feedback
Never said teams should wait, they've never waited for anything since launch. Just that either solo play or tactical team play seems to have been the point of the LRM. I'm not going to stand in the way of any changes that make it more overall useful. -
I don't get the difference between base raiding and base PvP, but that's moot for the discussion. Thanks for explaining.
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Munitions Mastery - long overdue for a revamp?
Rudra replied to mlokc's topic in Suggestions & Feedback
Sounds like LRM is the opposite of the ally only powers in some sets. Instead of being team focused, it is solo focused. (Edit: Or designed with the expectation the team will wait for the long range artillerists to open up with their LRMs as an opener.)