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Rudra
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Everything posted by Rudra
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Give Doms and Trollers pets at a lower level, say 12 or so
Rudra replied to kelika2's topic in Suggestions & Feedback
Sure. Your logic is flawed. Want to know how and why? Go back and read the post. -
Give Doms and Trollers pets at a lower level, say 12 or so
Rudra replied to kelika2's topic in Suggestions & Feedback
The OP cites teams and their damage as a reason to not bother with AoE holds. Sorry, I mean, move them to later where they are not likely to be needed by the team. All for the sake of getting pets earlier. If you are on a team and the experience with your controller is dragging your bare feet over broken glass because the CC/buff class of controller does pitiful damage compared to the damage classes? Then I can't help you. Except to tell you to maybe try dominators since they get a damage focused secondary. Even with some corruptor sets, the corruptor is stuck doing debuff/buff/heal duty rather than doing their own damage while on a team. Now when solo, controllers can actually make use of Containment. Which doubles their damage against mezzed foes. Which was specifically added to shore up the controller's damage. If that is not enough? There are the power pool attacks to supplement the CC/buff character's damage output. I took my ice controller to 50 solo without ever teaming once. It was the first time I ever actually enjoyed playing a controller. And it was because I took power pools to supplement the build. With my class primary powers, I could lock down even a (Edit: elite) boss spawn. And I could do good damage with my two pool power attacks. And pretty much nothing touched my controller who was having a field day smashing everything once I got my cycle going. Supplementing your AT's powers is why the power pools exist. To shore up a character's weak points and add powers that don't fit in the AT's primary/secondary pool. Especially as has been stated in other threads, taking pool powers is mandatory for all characters. And controllers have the least need for the Holy Quartet of power pools with their ability to lock everything down. Your argument fails to hold up. -
Give Doms and Trollers pets at a lower level, say 12 or so
Rudra replied to kelika2's topic in Suggestions & Feedback
Individual powers can be buffed or nerfed. So if some pets are less than they should be, they can be buffed without affecting the other pets. If you want pets at level 1, play a mastermind. That is their raison d'etre. Edit: Masterminds start with pets. Masterminds buff/heal their pets. Controllers and dominators don't need to become masterminds. -
Give Doms and Trollers pets at a lower level, say 12 or so
Rudra replied to kelika2's topic in Suggestions & Feedback
So... you want the powers you don't like to be last so you can get the powers you want earlier... and your rationalization is that being in a large group mitigates getting uncontrolled pets earlier.... I agree that playing low level controllers and dominators is typically boring. There are some power sets that are fun immediately at level 1, but most bore me to tears. By your logic, considering how fast things die in the game compared to how often AoE holds are used, you should just take away all the mezzes from controllers and dominators. In large groups, which is the standard you are citing, there is no point to using any mezzes because the team eats the mobs before your mezzes have any chance to be effective. Until you face off against the AV or GM. Then having your ST hold and AoE hold to stack on him and lock him down becomes a lot more interesting to the team. Now look at smaller teams and solo players. Those AoE holds and other mezzes start becoming more important the smaller the group gets without having to wait for the AV or GM to make an appearance. The ability to lock down an entire group of enemies so your DPS friends have time to take the groups down becomes more desirable. And when solo, AoE holds keep the controller or dominator alive when dealing with multiple groups, like when ambushes trigger. Or if your now lower level available uncontrolled pet(s) run off and grab the next few spawns because you can't stop them from doing so. You can't just look at controllers and dominators and say AoE holds (or other mezzes) are a waste at their levels and should be pushed back to a higher level. Not when you consider controllers and dominators across the full range of play from solo to full team. Especially since the more powerful or effective powers are supposed to be the higher level powers. So as much as I like pet powers, I disagree with this suggestion. It makes no sense. -
Non-rune option for Sorcery - Arcane Bolt
Rudra replied to biostem's topic in Suggestions & Feedback
Uhm... yeah... that would be part of why I said I was fine with non-rune animations.... -
Non-rune option for Sorcery - Arcane Bolt
Rudra replied to biostem's topic in Suggestions & Feedback
I have a hard time agreeing with that. The Sorcery pool should be arcane in appearance. Now, a tech pool that has similar abilities would be interesting. So I think it would be better for the devs to finish the origin pools rather than make the magic origin pool have tech options. Edit: To be clear, I am fine with non-rune animations for the Sorcery pool. I am against tech animations for it though. -
Because frequently I will have 2 of every type and tier of inspiration. Delete one? Get another of what I just deleted. So getting 3 to combine, or just that one green or purple I need, is often just out of reach. (Edit: Delete several? And get more that don't combine. And no, I don't try to have 2 of everything. The game just insists I do.)
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Was wishing could do this just yesterday. How about you can merge down? So say you have 2 yellow tier 2 inspirations and a tier 1 yellow inspiration. So you combine all three into a tier 1 purple, green, blue, whatever. You can merge inspirations of the same type, but into the lowest tier used in the merge? ... downgrading would be infinitely easier than calculating what I am thinking... nevermind.
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If nothing else, if this were to be implemented, it would need to function like a trade. "Player A has offered you the Team Transporter power. Do you accept?" (Edit: Or, you know, stand at the P2W vendor broadcasting that you are giving away inf' for players to buy the Team Transporter power. And if they do, congrats, you provided that character with the power. And if they take the money and run instead, congrats, you gave that character a boost towards buying enhancements. Either way, you helped.)
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You cannot delete the team transporter power. If you have it, you have it. It is like trying to delete any other prestige power the P2W vendor has. You can't. Just like you can't just delete the Christmas present power when someone gives it to you. Though at least that one goes away when you use it. If that particular character does not fit the theme for calling a Longbow Chaser to carry the character to the destination? Then no. I have no reason to take it. Especially since the Mission Transporter power works just as well at getting me to my mission without the Longbow Chaser/Arachnos Mini-Flier showing up to do so. And the Long-Range Teleporter gets me into the zone at least if I'm too far from a base portal or ferry or tram. And if I don't have Long-Range Teleporter or have that zone unlocked for it? There is the base transporter that gets me to the zone I need to get to. So there is no need for someone like me to have the Team Transporter power. (Edit: I also appreciate how you question my enjoyment of the game because I don't take the powers you think I should. If that was not your intended implication, then maybe you shouldn't say things like "of the game you presumably enjoy". You could have just left it at "Is there some reason why you wouldn't want a free power that saves you time?".) Hells, even when I'm on a team and someone on the team pops Team Transporter, I'm usually half a mile away flying, teleporting, jumping, or running before they even get the summon off. Assuming it was not a long distance travel prompting me to just use Mission Transporter. (Edit: And if I'm first to the mission? Most of my characters have teleport other. So I just start recalling everyone to me. There are other options for the team to quickly get to their destination. For instance, you can Mission Transport and then Assemble the Team if your character is a teleport themed character. Mission Transport and Teleport Others if you want to use actual Teleport pool powers.) Great. I'm glad you won't force others to take a power they may or may not want. Can you speak for everyone else? Look, I'm not saying the Team Transporter power is a bad thing. It's just not for everyone. And if you need an inf' sink, then stand under the Atlas statue in Atlas Park or near the starter plaza in Mercy Island and broadcast you are giving out inf' to lowbies to get them started. I'm sure they will greatly appreciate it.
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Yeah... I'm with @Ghost on this one. Save yourself the headache. If you want everyone to have Team Transporter, then advertise that everyone needs it for the team or they will be kicked. It's not that I'm against the power itself, I just don't bother with it. So if that means I can't team with you or others? That's on me. Sometimes you ask players to get a specific temporary/P2W power and give them the resources they need to get it, and they actually get it. Other times, you get what happened to you. Just let everyone know they need to have the requisite power for the team when forming, check their powers tab for compliance (if P2W powers are listed there) or ask them to verify they have the correct power available and on a power tray, and boot as necessary. They knew the requirements going in. Not up to you to hold their hand. Just find someone else. Edit: As a side note? Even if you could just throw that power on others, if it works like other things you can give other players, like enhancements, the other player may not be aware you gave them the power and not care to look for it even if you told him/her you gave it to him/her. And personally? I would be rather upset to have another player just walk up to me and force a power on me I didn't want on that character.
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The summon Longbow Chaser and everyone teleports directly to mission door power.
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Pretty sure @Ukase means the Team Transporter power. When it comes to the Shadow Shard TFs, that is the power I routinely hear being mandated.
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Yes, I am dearly hoping to be able to customize my pets' appearances, but honestly, I think most people would be more than happy to settle for Illusion Control's mirror option.
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Like pet customization? Or maybe pet customization? How about pet customization? Nah, I think they should work on pet customization instead. ... there's something wrong with what I just said... but I can't customize... I mean... figure it out....
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Reduce the durations of the most obnoxious debuffs in pve.
Rudra replied to Wavicle's topic in Suggestions & Feedback
The END drain stacks according to City of Data. The - regen, -recovery, and -DEF don't. -
Reduce the durations of the most obnoxious debuffs in pve.
Rudra replied to Wavicle's topic in Suggestions & Feedback
According to City of Data, Mask of Vitiation nukes your END, your recovery, and your defense. It may not nuke max endurance like Curse of Weariness, but that combined END drain and Recovery nuke still hurts. Edit: It's manageable, just run away until it wears off and it doesn't take divine intervention to have the energy to blink any more, but it still hurts. -
A card trick is a bit of prestidigitation. A bit of sleight of hand. It is the same type of "illusion" as any other real world form of magic. Illusions from Illusory Control are not mere sleight of hand. And out of all the pets the Illusion Control controller has, only the Phantasm has any substance. Not even the decoy phantasm has substance. So we're still talking about a minion-based character with no minions.
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Here is a version of illusion control I can agree with for MMs: Illusory Support (MM Secondary) Tier 1: Illusory Recovery. You convince a target they are not as badly injured as they think. ST heal, functions as Spectral Wounds except in reverse. Target is healed, and after set amount of time, takes a wound as the illusion wears off. Tier 2: Impassable Field. You create the illusion of a field of <fire, caltrops, sharp ice, a group of me greeting them, something else unpleasant, pick something>. Location AoE. Minor DoT, heals back some of the damage at end of duration, foe -SPD. Tier 3: Blind. You fill a target's senses with false images, rendering him defenseless. ST hold. No damage. Tier 4: Dark World. You attempt to cloud the perceptions of several foes. Targeted AoE, only affects targets within AoE at time of power activation. Foe -DMG, -To Hit. Tier 5: Invisibility. You cause others to not perceive you. As per Superior Invisibility. Tier 6: Group Invisibility. You cause others to not perceive you or your allies. As per Group Invisibility. Tier 7: Spectral Terror. As per Spectral Terror. Tier 8: Phantom Allies. You create the illusion of several allies to aid you. Summon as per Phantom Army or summon 5 untouchable pets with no attacks that can still be targeted thus reducing the numbers of attackers attacking you. (I'm in favor of the cannot attack version, because with this proposal, the MM will have a LOT of pets and I would like to limit that.) Tier 9: Phantasm. You summon a phantasm as per Phantasm.
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Then that makes this easy. All the MM sets are holograms/illusions if the player so designates. All the AE holograms are of various members of existing factions, so the MM's pets can be called holograms for the same reason. Mechanically, illusion control does not work for a mastermind. Thematically, illusion control does not work for a mastermind. Having an incorporeal hologram or a mental projection or a magical phantasm does not make any sense for the idea of a mastermind. As possible tricks for a gadgeteering MM or a spellcasting MM or a psionic MM? Sure. As the MM's actual servants? Not in the least. If you want illusions or holograms as pets as a mastermind? Then you already have them, you just have to declare they are. Maybe that is what why when they are defeated and you summon replacements, they look just like the ones that were defeated. (You're still a poor excuse for a mastermind since you have no actual minions though. And how would bodyguard work when your minions aren't even real? Would the illusion/hologram MM be denied bodyguard mode?) Edit: "I'll save you, master!" *illusion bravely throws self between the MM and the attacker* *bullet passes through the illusion completely unfazed because it can't comprehend the idea of an insubstantial nothing impeding it no matter how the MM tries to convince it otherwise* *MM dies from bullet to the heart*
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As much as I like the idea of a MM fielding an army of clones, illusion itself is a bad idea for MMs. It would be the only MM set that the MM cannot heal the minions (phantom army pets and spectral terror at least are not healable). It would also be the only MM set whose pets are all on a timer are and automatically disappear after a minute or two. And the only MM set where the enemies all heal the MM's inflicted injuries because none of it is real. Sure, most of its pets would be untouchable, but that is hardly a good offset for the problems having illusions as pets would cause. And it goes against the idea of what a mastermind even is. You are such a great mastermind that you can't even find minions to do your bidding. Edit: At least the bots MM has robotic servitors that could be dispatched to perform various tasks and the necromantic MM has animated corpses capable of performing various tasks as well. The illusion MM? Has to personally do everything because the illusions aren't real and so have no physical component with which to accomplish tasks. So maybe the illusion controller can convince that car it is being stolen or that money to run off or.... Nope. Makes no sense as a mastermind. Make a clone MM and I'll sign on. Not an illusion one. (Or better yet, give us pet customizations and then the MM can have clones in whatever power type they want.)
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I don't need to justify the current system. It already makes sense. When the team is on a mission map, they are at the same location working on the same objective(s). When the team is on the zone map, they can be literally miles apart working on completely unrelated things to each other. To use your example, part of the team sat on their hands at the door waiting for the rest of the team. Part of the team was not even present to be considered. And you were off taking down random thugs. Your team wasn't being a team. Some of them were just sitting there waiting. They were at least waiting instead of rushing in and clearing the mission before the others could get there. So they have my thanks for that, but they weren't helping you with what you were doing even peripherally. You weren't being a part of the team because you were running off doing off-mission tasks. You were trying to be productive while you waited, and my kudos to you for that, but you were off doing your own thing with the impromptu street sweep. So when you move far enough away, congrats! Now the xp from your defeats should be all yours! (I don't team in a zone and separate while looking for xp, so I don't know if you get full xp for defeats if you are beyond sharing range, but it would make sense since you are beyond sharing range.) What justification does the limit need? It makes sense. Yes, ask for the radius to be increased. That will likely find more support. Asking for it to go away? There is already a much better way for door sitters to get xp while door sitting. It gives more consistent xp than street sweeping seeing as how farmers typically farm all level 54 mobs. It gives faster xp because there is no need to race along roads looking for the next random spawn. And if the map is the asteroid map, there aren't even any halls or tunnels or hidden spawns in out of the way tiny rooms to complicate the rapid accumulation of xp.
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The howler wolf will never get any xp. No MM pets are capable of getting xp. No NPCs are capable of getting xp. Your pet levels when your MM levels, though you will still either need to zone or re-summon for your pet to use that new level. Just for your awareness. Increasing the radius limit to not more than 200 would be fine in my book. Removing the radius limit is a big "No" from me though. If people want to team and get the benefits of being on the team, then they need to function as a team. If everyone scatters to hell and beyond from each other, then you aren't a team. You're a bunch of individuals running around and doing whatever. In comics, a good example would be the Justice League. They are a team. When they scatter to do different tasks, such as search different areas, they are experiencing different events and earning different rewards. So while Batman is searching through area A and Superman is searching Area B while Wonder Woman searches Area C, none of them are facing the same dangers or difficulties as the others. They are not gaining anything as a team, and anything any of them gains is lost to the others. Even information. That is why they have to then tell the others what they found or turned up. And some of the information is still lost as the individual informing the others omits parts (s)he thinks is not relevant to the others. This despite the fact they share communications and can call each other to their sides if something happens or turns up. Do you think Superman learned anything in area B from Wonder Woman thrashing some mooks in area C even though they are technically working together? Or is it just a "Okay, she's out there and Bats is over there instead, and they will call me if they need anything"? The shared xp radius limit is a good reflection of that. For the members of the team to gain the same benefits, they need to be in a position where they can actively support each other. Could the radius stand to be expanded a little? Sure. Does it make any sense for it to go away? Absolutely not.