
Rudra
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Everything posted by Rudra
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Raising PvP Zone -level enforcement- NON RV
Rudra replied to Kataklysm's topic in Suggestions & Feedback
Going to have to disagree with that. Even if only barely used, they are still used. So they should stay PvP zones for the PvP'ers. Which would mean I agree with the leave them as is part though.- 110 replies
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Raising PvP Zone -level enforcement- NON RV
Rudra replied to Kataklysm's topic in Suggestions & Feedback
Actually, I'm not surprised. I've been told on many occasions that PvP builds typically do terrible in PvE. I also understand that players can and do enjoy multiple aspects of the game. I'm not saying anyone is a single dimension player and only able to be lumped into one category. I suppose I just don't know how to ask correctly. Never mind. Edit: Given my typical timing, I need to point out this comment is in response to @Glacier Peak's response to me.- 110 replies
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Raising PvP Zone -level enforcement- NON RV
Rudra replied to Kataklysm's topic in Suggestions & Feedback
This is something I don't understand and am hoping someone can explain to me: PvP players love PvP for the challenge. PvP players want more people to PvP. Check. Makes sense to me. PvP players get upset when the suggestion to remove the explore badges and lore badges from PvP zones are made because it takes away the incentive for PvE players to go into the zones to get them. Check, still makes sense. More players means more PvP. This is the part I don't understand: PvE players do not build for PvP and because of the way some powers change in PvP zones, are less of a threat to the PvP players than the zone mobs. So at least to me, this makes PvE players not a challenge. Would someone explain this to me?- 110 replies
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Raising PvP Zone -level enforcement- NON RV
Rudra replied to Kataklysm's topic in Suggestions & Feedback
That already happens. Using Bloody Bay as example. At 15th level or so, the character is told about Bloody Bay and the PvP zones. They enter BB and are sidekicked up to 25. If there are any PvP players in zone, they are level 50 characters with full IO sets. So they have all their powers up to level 30 and all set bonuses that don't have minimums of higher than 25. So there is already a power disparity, both in powers, set bonuses, and enhancement bonuses. This proposal would admittedly make that imbalance more imbalanced though. *shrug*- 110 replies
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Raising PvP Zone -level enforcement- NON RV
Rudra replied to Kataklysm's topic in Suggestions & Feedback
The lower level groups would need to have powers added/modified to be fighting as level 50-54 opposition. They can't just have their levels scaled up. The higher level groups would probably be fine just having their levels scaled up.- 110 replies
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Raising PvP Zone -level enforcement- NON RV
Rudra replied to Kataklysm's topic in Suggestions & Feedback
Spectral Pirates and Shivans don't scale to 50. The Shivans range from 15-25 for example. I'm pretty sure the Warriors and Sky Raiders don't scale to 50 either. So at least those 4 groups would have to have mobs added or fixed to scale that high. And if the mobs aren't already scaled for the zone, they are no threat to the players. Those may be PvP zones, but the mobs in the zone are part of the challenge. Not saying this as argument. Just saying it will take time. For mob-less PvP, the arena is the only place I know that is intended for that.- 110 replies
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Raising PvP Zone -level enforcement- NON RV
Rudra replied to Kataklysm's topic in Suggestions & Feedback
PvE players already get killed by dedicated PvP builds when they go into PvP zones. At least there is the illusion of competitiveness though. That level 25 character that just mopped the entire zone with my face? Was only a level 25 character. Even if actually a level 50 with all IOs already slotted. I'm pretty certain my opinion on this is going to be in the minority. PvP players will dictate what PvP zones are like. And since those zones are there for them, that's how it should be. Just giving my two cents worth.- 110 replies
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Raising PvP Zone -level enforcement- NON RV
Rudra replied to Kataklysm's topic in Suggestions & Feedback
That's why we go into those zones....- 110 replies
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Raising PvP Zone -level enforcement- NON RV
Rudra replied to Kataklysm's topic in Suggestions & Feedback
I'm going to say leave them as is. The Temporal Character instant level 50 bit won't affect PvE'ers going into the zones. At least with the level caps, it would be a slightly less one-sided fight. Edit: Or am I misunderstanding the Temporal Character bit?- 110 replies
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Lash (Demon Summoning) KD/KB scaling adjustment
Rudra replied to Luminara's topic in Suggestions & Feedback
That was not my intent and I apologize for giving that impression. -
Lash (Demon Summoning) KD/KB scaling adjustment
Rudra replied to Luminara's topic in Suggestions & Feedback
I'm not debating the forum. I'm just saying a fix is already being developed. -
Lash (Demon Summoning) KD/KB scaling adjustment
Rudra replied to Luminara's topic in Suggestions & Feedback
Looks to me like it has already been at least partially implemented in the game. -
Lash (Demon Summoning) KD/KB scaling adjustment
Rudra replied to Luminara's topic in Suggestions & Feedback
With the vector changes, maybe this suggestion should be put on hold? -
Lash (Demon Summoning) KD/KB scaling adjustment
Rudra replied to Luminara's topic in Suggestions & Feedback
The report from one of the devs is that the previous iteration was KB <1 was KD. However, it should either no longer work like that or will no longer work like that with the upcoming update. KD is its own animal now. So you can have a KD of 5,982,627,519 and it will stay KD. (Edit: It just has a better chance of getting past the target's KB resist to inflict KD when you get the higher magnitudes.) -
*shrug* Not surprised you disagree. However, my MMs in bodyguard mode are still standing even after the team Tanker has fallen and is waiting for me to rez him. Edit: If it matters, its my ninja/dark MM that I turn to when I want to make sure I can beat whatever comes up. Edit again: I just realized why you're probably laughing. I can't out-tank a Tanker against something that does high damage AoEs like Hamidon. I sit corrected.
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MMs don't suck. They out-tank Tankers. (I wouldn't be adverse to removing the level penalties though.)
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Don't know what you mean by ghouls having similar tiers to MMs. Ghouls, and the more intelligent failed experiments, are simply minimal groups. They have 1 minion type, 1 lieutenant type, and 1 boss type. With some named individuals from the group, one EB I think, and Noble Savage (from the failed experiments). MM pets by contrast are all lieutenants. They just get a level penalty corresponding to the number of that specific tier pet the MM has past 1. I'm more or less against turning any game faction into MM pets because they follow different rules.
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I'm going to have to agree with this. One of the most annoying missions from Anti-Matter? he sends you literally 70 feet away to his lab to deal with intruders. It's like "What the hell? You can't clear your lab yourself?! It's right there!". And the mission is always at that door. Or the supers blue side and red side that send you off to deal with problems. Only one contact has it make sense, and it is because he says he is being watched and doesn't want to tip off the baddies that they are about to be raided.
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Maybe something like: Tier 1: Void Shot. (ST negative energy blast. -ToHit secondary.) Tier 2: Summon Spawn. (Summons 1-3 minor horrors. Melee focused pets.) Tier 3: Void Blast. (ST negative energy blast. -ToHit secondary.) Tier 4: Dark Awakening. (Variable effect. See below.) Tier 5: Grasp of the Unknown. (Cone negative energy immobilize. Chance for fear.) Tier 6: Summon Horror. (Summons 1-2 Horrors. Ranged focus pets with supplemental melee attack.) Tier 7: Gibbering Madness. (Summons # of uncontrolled underling pets for 1 minute. Uses Minor Shadow or Rikti Monkey mobs as base maybe?) Tier 8: Summon Unbound. (Summons 1 Unbound Horror. Ranged focus pet.) Tier 9: Unleash Madness. (Variable effect. See below.) Dark Awakening: Summon Spawn - Grants 1 ranged attack. Enemies within 10 feet radius suffer non-stacking -ToHit penalty. Still stacks with other -ToHit powers. Summon Horror - Grants ST Hold attack (terrifying gaze or whatever name is). Summon Unbound - Grants cone confusion attack (madness gaze, pick name). Unleash Madness: Summon Spawn - Grants 1 ranged debuff or status attack. Summon Horror - Grants 1 melee attack. Grants fear aura. Summon Unbound - Grants confusion aura. Grants 1 status ranged attack. I'm not sure what to do with this idea, so this is just something pretty generic I threw together.
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Could make the MM's third personal attack a tentacle attack like a mix of Penumbral Grasp and Living Shadows. (Edit: Would use the Living Shadows attack as base, but use the Penumbral Grasp tentacles?) The tier 3 pet could have cone confusion attack (its gaze drives those in the cone insane), the tier 2 pets could have a ST hold (their gaze petrifies the target in terror), and the tier 1 pets could inflict a -ToHit debuff (foes are unnerved and more inclined to flee but have just enough fortitude to stand and fight). Got any further ideas to help flesh this out? So far, it doesn't sound that difficult to code, just coming up with the models and animations.
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Masterminds have wanted changes for years now.
Rudra replied to eldriyth's topic in Suggestions & Feedback
Odd. I don't have any problems soloing anything with my ninja MM. That is actually my preferred MM, the one I use when I want to make sure I have no problems dealing with whatever comes up. I hate the demons set, specifically for the gargoyles. I'm out of my mind bored most of the time playing my bots, and not because they are easy mode. My ninja MM outperforms my bots MM hands down. I just find bots and necromancy boring. My point being, your comment is a matter of personal preference and play style. Just like mine is. If you want to buff ninjas for some reason? I won't complain. -
Oh hells yes. I like this idea. I love this idea. I'm going to take this idea out to a fancy restaurant. Edit: There are times I agree to give another player inf' so they can get the enhancements they need, and they just up and disappear. They say they are swapping characters, but are gone. With @Oklahoman's idea, I could just send the inf' to their global and they can use it however they want. (Since I always forget to ask for their global to get this done anyway.)
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Masterminds have wanted changes for years now.
Rudra replied to eldriyth's topic in Suggestions & Feedback
The powers weren't renamed. They were fixed to give the correct powers the set was supposed to be using and apparently isn't. That's not a name change. They also sped up the DoT's duration. So the affected attacks with the sped up DoTs will do damage faster, at the same rate as players now. The sped up DoT at least is a NUMBERS fix. (Capitalization used to mirror yours.) Aside from that? The devs working on the update are probably focused on the Beta Feedback forum where they asked for feedback on the changes being tested. So they are far less likely to be reading this forum to see what players may be unhappy with in the update. -
I believe they were their actual in-game characters.
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Masterminds have wanted changes for years now.
Rudra replied to eldriyth's topic in Suggestions & Feedback
So the DoT duration being sped up and the different power selections (by virtue of actually getting their correct attacks like whatever ASMG Heavy Burst is) don't create the improvement you want? You've tested this and can tell us for sure that the pets using different attacks than they do now does not help them? Edit: If not, maybe give it a chance to see what it does? Or since it is still in Beta, go make comments on its feedback request forum? It isn't live yet, so who knows.