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Rudra
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Everything posted by Rudra
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Symphony Hold Animation - Should be Dancing
Rudra replied to Ravenwulfe's topic in Suggestions & Feedback
Good point. Forgot about the shock and choking ones. Sorry. (I don't know the Han Solo pose. Which one is that?) So yeah, source powers may already have flags for type then. So your suggestion becomes far simpler since the mechanics to check for it already exist. -
Symphony Hold Animation - Should be Dancing
Rudra replied to Ravenwulfe's topic in Suggestions & Feedback
Pretty sure targets only check to see if held and not source power of hold. I'm not against the suggestion, it would be nice, but to the best of my knowledge, it would require for the game to start checking for a new flag to determine the appropriate animation since emotes cannot be inflicted on another. (If I am mistaken and emotes can be inflicted on another? Then that should be an easy change.) -
I understood the intent. However, since all the melee weapon sets including claws include energy weapons and the proposal only changes the damage type, I'm inclined to point out that the weapons already exist and can already be used. I get that players want more elemental weapon attacks in their set than the 3 sword attacks in fire and psionic melee or the 2 sword attacks in ice melee. However, it is my understanding that the fire, ice, magma, and energy weapons are in the existing weapon sets specifically so players can have characters using all weapon attacks with those elements. The damage happens in the background, so I don't understand the fixation on different damage types for the same set, especially with set enjoyability used as the reason. I'm not saying that is not a valid reason, just that except specifically for damage type, the proposal already exists because the player already can make a character wielding energy weapons with all the melee weapon sets. While granularity is great in an open-ended game like Hero System, GURPs, and other pen-and-paper games, it becomes a massive bog in a video game. Options like what is proposed for City of Titans where you can change the damage type of powers with specific enhancements are viable and something I hope to one day see, but City of Heroes/Villains is not set up that way. (New enhancement sets that changed damage types on the affected power being introduced could be interesting, but I'm also afraid players will call it an enhancement tax like they do for the KB to KD sets.) Would I be upset if the devs looked at the OP and said "Sure" and then made a new set just to change the damage type? Of course not. I'd actually use a new sword set that does fire damage instead of lethal damage without me having to ignore the other 6 powers in the set like with fire melee. I would also use the energy damage type set if made. (Hello, City of Jedi/Sith.) I just don't understand the need to make these sets when characters can already fight with fire, magma, ice, and energy weapons with all their attack powers in a melee weapon set.
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Not counting the Coming Storm's Battalion, isn't there already two Battalions in CoX? Just from different factions? There is a LOT of name duplication that happens in comics and games if only because the most popular or thematic names for any given NPC are limited without going obscure, other language, or abandonment of creative idea requesting the name. It's why you see so many x<charactername>x, xX<charactername>Xx, 0<charactername>0, and so forth characters being played by players. Edit: Hells. In Marvel, both Jean Grey and her daughter Rachel Summers are Phoenix. And they're both alive at the same time. (That is from time travel of course, but still.)
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BUG : parkour stance not working with some powers
Rudra replied to VULCAN's topic in Suggestions & Feedback
Bugs have a separate sub-forum from the Development page. -
The problem with trinity gaming is that as @srmalloy said, if you are an AT they already ahve covered or if you are an AT that does not fit within that oh so limited scope, you don't get to join most teams or be able to accomplish some of the more difficult tasks in the game. All scrapper teams, all tanker teams, all whatever teams, random PUGs, and even just two or so players working together regardless of AT combination and being able to complete all the game's content is one of the things that makes CoX great. The fixation on trinity gaming from either the devs or the players limits creative strategy and players' ability to play what they want when they want. Wonder Woman is a healer? Since when? She can use first aid and combat triage allies, but so can Batman. That does not make her a "healer". The Superman, Wonder Woman, Batman team is tanker, scrapper, and gadgeteer scrapper. The holy trinity of gaming is almost never used in comics that I have seen. Edit: Actually, if any of those three is the "healer", it would be Superman. He used his x-ray vision with his heat vision to perform field surgery.
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There are energy melee weapons. They are selectable under the weapons of the melee weapon sets.
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Power proliferation is fine, but the balance always has to be dealt with beforehand, not after the fact. Additional balancing can happen after as additional problems are discovered, but powers need to be balanced as part of proliferation. (That said? I don't know if EA actually needs any. @Zeraphia says Brutes already have it, so just port the Brute version.)
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I don't know if this is a bug or if the level requirement was removed, so posting this in case it is a bug. Crimson is listed as a level 45-50 contact introduced by Indigo at level 45. Well, Indigo introduced me to him at level 40. I can't do any missions for him, he is listed as an inactive contact which makes sense, but he was introduced to me waaaaaaaaaaay earlier than listed.
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You're still talking about an inspiration imposing a costume change. When we already have the temp powers and now with the PAPs, permanent versions too. So, Halloween event inpsirations? Great. Those inspirations imposing a costume change? No. Not even if the ability to cancel the change after the fact exists. Inspirations should function as inspirations, not as costume temp powers which are already available in the game.
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I get that, and I appreciate the consideration of the suggestion. However, I would rather not have an inspiration change my appearance and then require me to go in and cancel it. Especially since the costumes drop pretty readily and are already random in their drops. That just incentivizes me to delete the event inspirations rather than deal with that. Edit: Especially if like the Present inspirations, I have no way of knowing what the Candy inspirations do until used.
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Oh. I missed that part. Apologies. I'm fine with the event-themed inspirations. Regardless of whether they happen to be player only or team applied. I'm opposed to the random costume change. The costumes are already available as drops and there are some players that do not want to use the event costumes. (For instance, the only time I use an event costume is doing the House of Horrors event. Otherwise, I prefer to stay in one of my own designs.)
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I'm reading the OP and first response as working like the Present inspirations. So they wouldn't be affecting any changes to a character's appearance. At least not any more of a change than any other inspiration. Edit: wait... you are the OP... what am I missing about the suggestion that would cause a costume change?
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That is a really huge assumption. None of my MMs are telepaths mentally dominating pets or mentally animating puppets. They give commands and the minions follow them. I'm going to get burned for this, but oh well. What is wrong with the Attack My Target command? It does the same thing, just without the pets automatically shifting to whatever target you cycle to. MMs command their pets. The pets attack on their own as best they can until their leader commands them otherwise.
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AoE Holds Revamp for Controllers/Dominators
Rudra replied to Blackfeather's topic in Suggestions & Feedback
I agree with @MoonSheep. Being able to mez enemies without aggroing them is key to how I play the few Controllers/Dominators I have. Please don't take that from me. If players want damage in their non-damage mezzes? They can slot damage procs, and as far as I know, already do so quite heavily.- 33 replies
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I would agree except that we already have Arachnos Soldiers and Widows running around as PCs even on blue side. and we have the ability to make CoT characters.
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In the mission "Defeat Dr. Voight and His Visitors", I clicked Unrelenting to heal. Except it did not heal me and it also did not rez me when my health finished bottoming out shortly after I clicked it.
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Base Editor Changes: Things We'd All Like to See
Rudra replied to Dacy's topic in Suggestions & Feedback
If they are going to work on that, then a localized snow fall fx for placing over individual items would also be appreciated. -
I don't PvP. Still went into RV to get the badges. As for every AV having a badge? *shrug* Edit: I'm not a fan of the idea, but it is not worth arguing about. Edit again: Though I will say any badges should be awarded to the team if applicable, not just a single player.
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They already give badges. Take them down in Recluse's Victory.
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If any devs have the time and interest, would you mind making a stone block of half the current height of the large stone blocks? I use the stone blocks to make stone floors in bases and even the small stone blocks are really thick for a floor. I will keep using the available stone blocks for stone floors, but would appreciate a stone block with the large stone block's length and width, but half the height/thickness please.
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Ooh! What if there was an option to always be able to throw the Christmas presents! *dreams of running around giving everyone gifts for random reasons at range*
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It was a change implemented back on Live because of the Marcus Cole single player mission crashing out the game from number of spawns. (Edit: You could do the mission, but when you went outside as Tyrant to stomp the Arachnos forces gathered to put you down, the game lagged badly for some players or simply crashed out for others.) So on specific maps where you can have sufficient mobs to exceed the lowered render capacity, spawns are simply not rendered. And since they are not rendered, they can neither react to and attack the player or be attacked by the player until sufficient numbers of rendered spawns fade out from defeat allowing the game to then render additional units already on the map. It makes those not-rendered units impossible to find.