
Rudra
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Everything posted by Rudra
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Then I would have to devote a costume slot to duplicate the base look just so I could not change when I click a power. As someone who uses all available costume slots for different themes/looks depending on time of year and situation, you are asking me to give up a slot to not change. No thank you. Edit: Hells, for that matter, I would have to have 2 of every look. So you are asking me to have only half as many costume slots. So definitely no thank you.
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I would rather not. Sure, the Hulk She-Hulk, and Mr. Hyde transformed, but others raged all the time and did not. See Wolverine, Sabertooth, Norse viking berserkers, some of the jotun, and so forth. If you want a transforming Rage, you can just make a macro for it. First line is your cc/cce command with the second line being the power execute command. Now you have a transforming rage. And when the rage wears off and the character settles down? You use a costume change back. An auto-function for that would be nice for players playing that kind of character, but not for players playing characters that have no reason to transform when raging. Or in line with @Greycat, people need the ability to not be affected by that on their raging characters. Edit: And if you're inclined to argue that Wolverine and Sabertooth are claws rather than super strength, and that berserkers were pick your weapon rather than super strength, then I need to point out that Mr. Hyde was not a rage-induced creature. He was an (al)chemical creation for indulging a person's darker nature. The jotuns that embraced rage for combat however, and when berserkers when caught weaponless, would be super strength characters in CoX.
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Hurricane (from Storm Summoning) making people physically ill?
Rudra replied to Spectral's topic in Suggestions & Feedback
I think the comment is more that the devs have other options to mitigate the problem other than to just change the power. I may be wrong, but that is how I read that post. Edit: Well... other solutions, not options. However, I am curious as to what those solutions are. -
Paladin doesn't give any badges. It is the Monster Construction that builds him that gives the badge It is the lack of merit rewards the two of us got that prompted me to think Paladin does not give merits either.
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Only staff fighting mobs I know of are in the Tsoo. And just one or two EBs I think. Not sure how well the Nemesis staff translates to staff fighting, but hey, it is a staff. So maybe the devs will surprise us with some Namesis staff fighting lieutenants. And maybe a modified Warhulk boss with a back-mounted dynamo that sprays lightning everywhere. Or minion infiltration automatons that pop claws or integrated weapon systems instead of the Nemesis steam rifles I still have no idea where they hide. 😄 Personally, I'd like to see some of the proposed costumes in this thread used. Specifically the Nemesis Air Soldier, Nemesis Golem, and Steam Witch.
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How humanoid? Having humanoid automatons that use electrical attacks steps into Clockwork territory. I'm not opposed to adding such mobs to Nemesis, just saying have to differentiate between the groups somehow. Edit: A steam-powered dynamo on the automaton's back? Some kind of arc-thrower or tuning-fork style lightning gun like they used in the old steampunk pics and stories? *shrug* I don't know.
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Then I'm bugged and so is she. Nothing new about me being bugged. *shrug* Thank you and sorry for the verification.
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Add Minimal fx to the Radiation Defense set... please.
Rudra replied to RiskyKisses's topic in Suggestions & Feedback
Sure. Buff the underperformers. Either option works for me. I'm just remembering back on Live that Willpower got reigned in because it was outperforming the other sets. Doesn't matter to me if the best sets are nerfed or if the underperformers are buffed. To be clear,I am not asking for all sets to be equal to the top armors. Just saying that if those two sets are so good that the others are being ignored, if they are, then maybe something should be done. In either direction. The fact bio has such hideous effects is why I never tried it. I've been told that /bio is the only set some players will use. They define /bio as some other set for background, but use the set for its power/effectiveness. (Personally, I say just play the set you claim the character is using.) I have no proof that this happens, just the stories I'm told by other players, so I can't honestly say. However, if back on Live Willpower got reigned in so players would resume using the other sets, then my inclination is to reign in Bio and Rad. Or just buff the other sets. I don't argue power creep, so not going to use that argument. I just want players to have incentive to use all the sets. -
Add Minimal fx to the Radiation Defense set... please.
Rudra replied to RiskyKisses's topic in Suggestions & Feedback
If they are so much better that there needs to be something to discourage people from only using them, then maybe they need a nerf? I know that is going to be a very unpopular option, but if those sets are the go-to sets, then they probably need to be reigned in some. Also, yes to minimal FX options. -
Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
Nope, that has not been mentioned yet. Just like the existence of auto-hit enemy attacks has not been mentioned. And while I do not know this is why they were put in, I am under the impression they were put in to deal with SRs as well. -
Twilight Grasp routinely misses my minions even when they are literally right next to me, so I don't need to see an aura measuring the distance to let me know they are in range of my heal. I can see the utility of such an aura for power planning though. So even though I won't be using it, I'm not going to vote against this since others may want the utility. So, sure. Go for it. (Edit: Twilight Grasp comment made as an example. I'm sufficiently used to the powers I take that I know when my targets are in range. ... maybe I should start a thread asking for MM heals to actually consistently affect pets....)
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Meh. I'd drop the "almost" from your statement, but that's me. I've lost NPCs walking over open terrain using Hover. Hells, I've lost the NPC using Walk! I always keep an eye on the NPC when it is an escort. And if I'm with someone and the NPC is following that person? I walk behind the NPC to see if the NPC gets lost. So if it does happen, the NPC will latch onto me (or another player) and keep going to the exit. That is just me and those I play with though....
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Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
Okay, yeah, I can agree with that. As long as the consideration for adjustments is not just naked, considered in a vacuum, power set. -
Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
*cough* Jack *cough* *cough* no purple patch used for calculating regen nerf *cough* *cough* Sorry. Think I'm coming down with something. Anyway, yes, I agree that changes should be grounded in proven data. (I disagree with the data you want to use, but we can at least agree that data needs to be used.) -
Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
I still disagree on the naked set comparison. All ATs and builds are set up with the notion that the player is going to take pool powers. We have to. The primary and secondary sets can't fill the available power slots by themselves. Now we get into opinion. I am of the opinion that the sets were designed with the expectation that players would shore up their weaknesses, maybe build their strengths, and add some versatility. That is not say that the sets were designed expecting players would take the Holy Quad for all their builds. Just that some effort would be made to improve the character's ability to function/survive. Again, that is my opinion, not a statement of what the Live devs were doing. So to some point, since we have to take some pool powers, they have to be factored into your balance. How? I don't really know. -
I found the comments because I went looking for them. All you provided was a video of players doing PvP in AP without reference. (Edit: The Youtube video in your forum post is just the video. No comments or links if you just click play.) Also, thank you for commenting that it was a joke. I took your comment as meaning you wanted it until you said it was a joke.
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When the linked video does not include the comments, yes.
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"3 people got a 72 hour suspention from doing this. In RV a controller was confused, and then zoned into atlas park. He then confused another waiting controller, who did the same. They went around slaughtering noobs. The GMs were not happy with their actions." You should include the referencing data too. (Edit: It also serves to highlight why PvE'ers are so against this suggestion.)
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Interesting idea. Sorry, but now it's time to blow some holes in it. The point of the OP is to get PvE'ers to PvP, or at least give it a try. In as much as I understand the OP. (Or at least to make it possible to hunt PvE'ers outside of PvP zones if you're of a more cynical mind.) Implementing an opt-out system nullifies the purpose of the OP. I won't guarantee that PvE'ers will all opt out, but if they were interested in even trying PvP, they would already be in the PvP zones trying it. Or more likely, at one of the arenas trying it. If the OP is implemented and any opt-out method is implemented to alleviate PvE'er concerns, you know the request for it to be expanded into the PvP zones themselves is going to be made. And I don't see any arguments that can stand up to scrutiny as to why that should not happen. Firstly because now such an option would already exist. Secondly, if every zone is now subject to being a PvP zone, even if only for 20 minutes at a time in a random PvE zone, then the question as to why PvP zones are not also opt-out is going to come up. Over and over and over and... you get the idea. If everywhere is subject to PvP considerations at all and you have to opt-out to not be involved, then everywhere should have that option. It's only logical and fair. So again, keep PvP out of the PvE zones. I understand why PvP'ers don't want an opt-out method for PvP zones. It's only fair that PvE'ers get the same consideration for the PvE zones. PvP zones are for PvP even if you're just going for explore and lore badges. Be quick, be careful, and be lucky. PvE zones are for PvE. Use the arenas if you want PvP in a PvE zone. That is why they are there. And that preempts the need for new coding to implement a system that will inevitably be called on to be expanded to the detriment of the PvP'ers.
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Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
Aren't brutes capped at 5? Scrappers have no business taunting more than a brute. (Though I am still annoyed that brutes taunt less than tanks.) Edit: My reasoning hearkens back to pre-proliferation of ATs. Since brutes filled the tanker role red side before any non-EAT was playable on either side from character start, and the scrapper role being what it is, it should not be able to simultaneously taunt more than either tankers or brutes. So if tankers cap at 10 and brutes at 5, then scrappers should not be higher than brutes in the taunt department. -
Tell you what. When PvE'ers can go into PvP zones and not be subject to PvP, then PvP can go to PvE zones. Sound good? No? Then please stop trying to bring PvP into zones not meant for it.
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Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
I typically stick to brutes. Thank you for letting me know. -
Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
I did not know any scrapper sets included a taunt aura. Guess I need to start playing rad, bio, or shield. (Also, I just checked in game. It is not just City of Data that says they still taunt. Those powers in City of, under detailed info, says they taunt too. So saying they lack those taunts now is incorrect.) Also, that has nothing to do with replacing Confront with combat teleport. If you're going to argue over that dead horse, please do it there. -
Devs, Super Reflexes in need of an update....
Rudra replied to Blackjoy's topic in Suggestions & Feedback
You are missing the OP's point entirely. SR needs to be able to tank everything in the game at +4/x8 without enhancement set bonuses or using pool powers. It doesn't matter that every other armor set needs those enhancement set bonuses and to use pool powers. It only matters that SR has to. (I am being facetious in my commentary, so please don't think I agree with the OP.) Edit again: If my comment is not what the author actually means, then please clarify. Because your comments read like this to me.