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Rudra

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Everything posted by Rudra

  1. And depending on the travel power, it also remains available. Flight powers have their speed drastically reduced, but you still remain airborne and can fight from max range. The power itself is not suppressed. Leaping powers are mildly affected, but you can still jump out of the fight far faster than you can fly out of it. Running powers are barely suppressed at all. Like I said, you can use Super Speed to run out of a fight at full speed shortly after you start moving. I even tested it on my level 50 Dominator last night to make sure. Walked into a group of Banished Pantheon in Dark Astoria, waited for them to start attacking me, threw some attacks but no mezzes at them, and then immediately ran off using Super Speed. It took my character maybe 6 steps total after I started moving, while still under attack, and then I was rocketing away at full speed. Those are still benefits you retain while those powers are active. And all that is ignoring the entire basis of your request that you should only have to pay for powers' endurance cost if they are providing you with a benefit, which anyone can extrapolate to any other toggle they want using that exact same reasoning. So on the basis of that claim, yes, they are the exact same thing.
  2. Not really. You and the author want travel power endurance costs suppressed because you aren't getting the benefit of the travel power while in combat. So by the same token, why should you have to pay the endurance costs of your armor or aura toggles when you aren't getting any benefit from them outside of combat or against enemies they don't apply to? It's the same thing. We control our character's endurance use. Not the game. It is up to us to manage our character's endurance use. I have melee characters that can run all their toggles including their travel power during combat and still be able to fight all day. Because I built them to do that. (Edit: Admittedly, they can't 1-shot bosses or even most lieutenants, except for the Stalkers, but you have a trade-off to do different things.) If you don't want to build to do that? That's fine. That also means that if your endurance bar can't handle the extra load, then you should turn off your unused powers like your travel power. (Edit: Oh, and by the way? Travel suppression was not a PvP thing that crept into PvE. It has existed in the game since long before PvP was added to the game. That was to prevent us from jumping into fights our characters couldn't handle and then just darting away at full speed to safety when things took a turn for the worst. It wasn't equally applied to all travels, but it was there. And as far as Super Speed goes, I can still dart out of a bad fight at full speed at just a couple of steps.)
  3. Why? Just turn off the power(s) you don't need/aren't using. If this becomes a thing, what next? We don't have to pay for our mez protection toggles until an enemy applies a mez to us or for our damage auras until enemies start taking damage? (Edit: Maybe our armor toggles shouldn't cost us any endurance unless we are being attack by the appropriate type of attack it defends against.) (Edit again: It's not like we are trying to get across any large distances when we are fighting.) It is up to us to manage our endurance usage. If you have your travel power turned on despite knowing you can't use it because you are in combat, that is your choice to keep paying that cost.
  4. Well... no duh? That's why I said it would be a nice QoL for something like that to be automatic? Automating the game isn't a quality of life request. Endurance management is part of the game.
  5. "Want" is the point of the discussion. In so far as to what will be allowed and what needs the game has. Given though? There is no point to me elaborating. So agreed, we disagree and will move on.
  6. There is a difference between a trash build and a build that does not fit your preferred approach. I use attuned set IOs. And yet I don't think of players that only use SOs as having trash builds. As someone who also doesn't even slot enhancements until level 20 (17 actually since I can slot those 20s at 17), I know we don't even need enhancements for half the game. Enhancements help, definitely. As we level up, we hit less often with our attacks and it takes more hits to drop our enemies. And slotting enhancements overcomes that, among other things. I also remember that we used to not have IO sets. And before that we used to not have IOs. And we all played the game just fine. Yes, there have been changes to the game, but none are so drastic that SOs are no longer a viable enhancement even at max level. And with level 25 IOs, you lose a whopping 1.33% from an equal level SO without having to replace it ever until you are ready to swap over to whatever you intend to do. Which in the author's case would be to slot +5 boosted set IOs. The OP's dilemma is that (s)he/they slotted attuned set IOs knowing (s)he/they was going to be slotting boosted IOs and so buried himself/herself/themselves where they have to use the inf' generating methods recommended by others to quickly gather the funds to buy those boosted IOs while trying to recover funds from his/her/their attuned IOs by selling them back. That is not a problem. The OP heavily implies that the author has no problems generating the funds to acquire +5 boosted IOs, but does not want to use the methods available to him/her/them to do so. That is a player made problem, not a game one. Slotting level 25 generic IOs to maintain character effectiveness while leveling will let the author generate the funds for those boosted IOs without squandering his/her/their funds on very expensive attuned set IOs. The devs have already said they will not allow IOs to go from attuned to boosted or from boosted to attuned, and the request for detuners is an attempt to work around that restriction. No, the thought and effort is not on what sets to choose. The thought and effort is in what kind of character is that player going to play, what enhancements help that player achieve that goal, when and how to slot enhancements, whether that character is going to be playing at all levels even after reaching level 50 or not, and how much challenge that player wants to face while doing so. So you will find players that play with just SOs because they work perfectly well and let them play the game at near original challenge. And you will find players that don't care how little benefit their enhancements are giving them per enhancement because they are more focused on hitting the highest damage value they can, even if the difference is a single point of damage or less. And you will find players that fall somewhere in the middle for builds and play style. That doesn't make any of those players right or wrong. That doesn't mean any of those players have trash builds unless their character is unable to play the game and win. What it does mean is that there is more to think about than what sets you are going to slot to max out your character. His/her/their character is going to be a lot weaker when they exemplar simply because of what the author is asking for. Boosted IOs stop giving their bonuses the moment the character drops below level 47. To the best of my knowledge, you even lose the enhancement bonus for being too low level for the slotted enhancement. So this argument fails to hold up.
  7. Okay, a few things. First, there are players on these very forums that have already declared they only play with SOs. Equal level Schedule A SOs give +33.33% enhancement bonus. A level 25 generic IO gives +32% bonus. +3 Schedule A SOs give +38.33% bonus. A level 35 generic IO gives +36.7% bonus and a level 40 generic IO gives +38.6% bonus. So unless you intend to tell the players playing with SOs that their builds are garbage, the author can slot level 25 generic IOs and be perfectly functional for everything (s)he/they will encounter while leveling up and have more funds available for buying his/her/their +5 boosted set IOs at level 50. You don't need a god build to beat the game. Second, is there a reason why you are taking exception to my post and not to @TygerDarkstorm's post for saying the exact same thing?
  8. There is nothing a player will face while leveling up that needs set bonuses. And slotting generic IOs will keep the powers effective as you level while not bankrupting the character so that when the author gets to 50, the author has more funds available to get those boosted IOs. I understand that you and several other players won't do this, but that doesn't make it a bad way to deal with the author's presented situation. It is vastly cheaper than slotting attuned IOs that the player is just going to scrap at 50 anyway.
  9. There is a bug, that shows up annoyingly extremely consistently in some missions, where the target boss will attack and defeat other spawns in his/her vicinity. I usually see it on the Skulls mission just before you go after Toothbreaker Jones, but it sometimes pops up in other missions too. Looks like you ran into it on your mission.
  10. Problems with the proposal: 1) Weather effects can't be added except by changing out the map. Which is why Atlas Park only has snow after the Winter Event is turned on via patch and goes away after it is turned off via patch. 2) Hypothermia badge already exists. It is this year's event badge.
  11. I'm only on Everlasting with limited presence on Torchbearer. Thanks for the offer though.
  12. Because he's Dr. Quaterfield, not Dr. Quarterfield.
  13. Apologies. The wiki says he goes away and I don't spend time hunting GMs except rarely.
  14. Animations aren't that simple. Now, the devs most likely have much better animation tools than what I used to use, but adjusting animations was always a pain in my experience. (Which is why I abandoned bothering with them.) And the devs even told us in another post that adjusting animation times was just as much work as making the animations in the first place.
  15. In the Deadly Apocalypse event, there is a timer before the event ends. There is no such timer for the other GMs. (Edit: Well, Caleb goes away at dawn, but otherwise, I'm not aware of GMs being on a timer.) So we get a helping hand to find the Mystic Aspect before the event timer runs out.
  16. Neither. It is about the request for hitstop and how it works as presented by the author. That the attack must stop when it hits to show impact. (Edit: But just for the very first target hit in the attack. Every other target hit just has the weapon function how it already does, simply passing through them.)
  17. Not with the way hitstop works. With hitstop, once the object hits the target's hit box, it stops. So there isn't any visible structure damage to the target, and then the object is pushed through. Hitstop works great for dramatic effect which is why you see it in anime and movies (edit again: , but much more often in fighting games where the pause in combat isn't detrimental to the flow of the game). Just like slow motion effects added to the combat sequence to heighten the perception of what is happening. (Edit: In anime and movies, hitstop is more of a slow motion combat interrupt effect to let the viewer get a better view of what is happening anyway.) And just like with slow motion for visual purpose effects, does not translate to MMORPG games. (Edit again: Not unless the game starts out designed that way and has it apply to every weapon/attack used.)
  18. That will require extensive work on all the powers to have alternate versions. (Edit: And it wouldn't be a toggle anyway. It would be basically selecting an alternate version of the existing set and sticking with the high speed/no damage result for that character.)
  19. I think you are misconstruing things, because we can currently see with the shorter weapons that that is not the case. However, I am not up for yet another circular argument, so I'm just going to leave it at that.
  20. I wasn't arguing against the use of macros. I was arguing against the author's statement that macros are necessary to turn on all of a character's toggles during the Untouchable window of self-rezzing.
  21. The weapon model is sized for the character model. The weapon model does not change size when being used in animations. So a weapon sized for a max height huge character and a min height any character will stay that size through all the set's animations and simply get plugged into the specific attack's animation sequence. Neither do the animations change to account for the weapons' size and design. Which is why some weapons in staff fighting wind up not being held for the attack as described earlier in the thread. So for a double-ended bladed staff, the animations will still have the character gripping the off-blade for the mentioned attacks.
  22. Could you be more specific?
  23. I run 8 or more toggles on my melee characters routinely. And selecting just 1 at a time, having to wait for their activation animations to end, I get all of them up and running without any macros without any difficulty in the Untouchable time window. (I have all my toggles on the same tray. The same two adjacent trays if for any reason I have more than 10 toggles I run at once.)
  24. Admittedly, I haven't done anything higher than 2-star, with most of my Advanced Mode runs being 1-star, but with just 2 or 3 of us, we had no difficulty and none of us had boosted IOs. Supposedly it is in 4-star content that you need it, but like you, I find that less likely than needing needing good teamwork and buffs.
  25. Yes please! This has been requested multiple times before. I would very much like to have characters that aren't just black that have wings and tails that actually look like they are the character's own flesh without having to settle for obviously not but maybe can be viewed as such in the correct lighting if you squint real hard while suitably drunk.
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