Rudra
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Poison trap from the Poison secondary holds targets in its AoE, drains their END, weakens their Recovery, and does toxic damage over time. It is not flagged to have a -Regen component.
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Defeat Thornbird and his Guards (Timothy Raymond) auto-failing
Rudra replied to ceaars's topic in Bug Reports
Cinnder's circumstances however, are completely new to me. -
Defeat Thornbird and his Guards (Timothy Raymond) auto-failing
Rudra replied to ceaars's topic in Bug Reports
If he is left alone for a while, the mission can fail as Thornbird tries to escape. He does not always wait for you to reach him, and pretty much never does in my experience. If you bother fighting your way to him, he is pretty much guaranteed to already be running away well before you reach his spawn location. And he does not follow the water. He takes the shortest route to his escape point. I've actually found him running along the blue map edge to escape as I bee-lined in flight to where he was supposed to be. A lot of do-not-let-escape bosses do that now in that they immediately start fleeing once you are within a ridiculous range of them. Fortunately, they usually give up trying to escape if you catch them in the process of escaping and you hit them. Then they will fight to defeat. (Conversely, if you're fighting a mob that only attempts to flee after taking X damage, they will ignore everything short of a hold to escape. Even stunned bosses will stagger at full run speed to the exit.) Also, Thornbird is always flagged as having escaped if you begin combat with him and are zoned for any reason. This happens with all bosses you are supposed to keep from escaping and the game sees combat has started with them. That is not a bug. You being zoned out because you attacked however, yeah, that's a bug. So reading your post, you did not fail because you got near him, you failed because you were zoned by the game when you should not have been and like any fleeing boss, Thornbird is treated as having immediately escaped because you "fled" after initiating combat. -
The fact the present says it has a target of self is because you cannot use an inspiration on another target as if it were a power. You click it in your inspiration tray and it immediately gets used. On you. That is the "self" target. With an added AoE for team and present inspirations.
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Present inspirations are supposed to affect all friendly units within their area of effect, capped at 16 targets. Each target is supposed to be affected only a single time per present used. If the bug is specific to MMs, then it is because it is counting each pet as the MM and applying more than once to the MM. If the bug happens to teams, then it is misapplying to the user rather than the team. To get multiple present effects to stack on a target requires the use of multiple presents, just like every other inspiration in the game. All inspirations other than the revive ones stack. However, present and team inspirations apply to groups of players rather than just the using player.
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The bug is that each present is only supposed to apply once per target in its radius of effect per use. So if multiple players pop the same present inspiration, the effects stack on everyone in the affected area, but is only supposed to apply once per present inspiration.
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Assassin's Strike Bug rears its ugly head once again
Rudra replied to Wavicle's topic in Bug Reports
Unfortunately, it is across all stalker power sets. You trigger the AS, character drops into pose and starts animation, power does not go off, and the target and surrounding allies now all know you are there. If you check the combat log, it shows the assassin strike being activated, and then nothing. Combat starts because you "attacked" despite no attack actually firing. It has been going on randomly since HC launched. Don't recall the problem on Live though. -
Don't remember the Tip mission name as I accepted it on auto-pilot. Sorry. Think it is the Black Jewel Case one. Whatever it is called, it is the one in the 30-35 range to rescue three foreign dignitaries (and optionally Overdrive) from Arachnos. The mission completion text (prior to mission exit) is "You've managed to not only rescue the dignitaries, but also a plot to detonate a chemical weapon in Paragon City." That would mean the hero player was behind the plot and managed to save it from someone stopping it. It should instead read to the effect of "You've managed to not only rescue the dignitaries, but also stopped a plot to detonate a chemical weapon in Paragon City." Edit: Mission name is Cracked Cell Phone. While fixing this, you may want to change the post-mission exit text. You rescued three dignitaries, but the pop-up window only mentions dignitary in the singular sense at start of text and in the plural further on.
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Given that all Tarantulas are declared cyborgs, I'd say they don't have a human physiology as well. Probably don't even look like that inside the armor that is now their body. When you look at non-psychic Tarantulas, they only have the operator's head housed in the nodule at the front. The rest is all mechanics and life support. (There was a CoV release pic that actually showed that to some effect. There is also a comment from one of the operative contacts about drones, and likely Tarantulas, just being the living heads of failed personnel.) So the Mistresses and Queens likely only retain their human legs in the body for psychological appeasement. "See? You're still you. There's your legs, see?"
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Fort Hades' turrets don't know where they want to be. Here two are flying and one is sunk into the rampart.
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Gotta wonder what the electrician was thinking when (s)he installed these signs. Crossing the Line Morality mission entrance has the two exit signs half buried in the doorway. And the doors themselves look like they may be high in their frames. Edit: Or too small for their frames? Too... I don't know. They don't look like they belong in that door frame.
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In the Crossing the Line Morality mission, this barrel near the entrance cannot be shot unless you are behind it (approaching it from the entrance) or on the side (where you may sometimes be in trigger distance even if trying to stay away). It is clearly out in the open from the front of the rack, but attempts to shoot it give the "Target Blocked" message. Entering the 1st room after the initial hallway with its 6 pop-up turrets, it is the barrel at the front of the rack on your immediate left.
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At the end of the hero option of Beethoven's 5th Symphony tip mission, Doc Quantum gives you a reprimanding message. In it he says "I thought you'd be willing to put the life of one over the good of the many. It seems I was wrong". In doing the hero side of this alignment tip, you are putting the life of one over the good of the many. So either he was right in his assessment and the second line of his comment should be to the effect of "It seems I was right", or the first part of his comment should something to the effect of "I thought you'd put the good of the many over the life of one". Either way, putting the life of one over the good of the many means you prioritize the life of one over the many rather than the other way around.
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Can't find this posted yet. Anyway, on the "I don't care. I want her dead!" alignment mission brief, there is some confusion as to what is being said. You are given a choice to stop Longbow from killing Polar Shift, or doing the vigilante thing instead. However, the line reads "Also, you'll need to arrest the Vigilante heroine and show the Longbow Operative the error of his ways, even if it means knocking some sense into her." The assumption is that the individual you are knocking sense into is the as yet unnamed Longbow Operative, since the mission has not been accepted yet. If that is the case, then it should be "even if it means knocking some sense into him." since the first reference for the operative is as a male. If this line instead refers to Polar Shift, it is poorly placed and makes no sense. Edit: How did I leave the "e" off "care"? And thank you all for not making fun of it.
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I already knew where Doc Quantum was. The concern is that the mission says you got a clue but does not give one. Completing the mission was not a problem.
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In the 30-40 hero morality tip Crossing the Line, where you have to clear your way through traps to use a computer to get Longbow to stop an attack that does not exist on Doc Quantum, using the computer says "You found something" and the big clue notice pops up. Except... there is no clue... at all. Mission is not over, so this is not a case of the tip clues being erased as part of completion, it is just... not there.
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Did a search of the topic and this didn't show as posted. On the tip mission Calling in a Favor, the active mission marker and the mission summary both say to go to the goon's hideout and arrest them. Since it is plural, you are arresting "them" and there are three goons you have to deal with, it should be goons' hideout instead.
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They should probably fix the capitalization error while they're at it. The "w" in "we" should be capitalized since it is the first word of the 2nd sentence.
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Also, for clarification, all this assumes the damage you took that kills you is less than the health you gained from the heal if the damaging heal is what "rezzes" you. (Though it can be funny to watch your character die twice from a single attack when the heal is less than the damage. Which I've had happen a few times too.)
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It should be noted that any heal in the game that works off damaging a target to perform a heal function can actually rez you. Twilight Grasp has been doing it forever. When you use the power, you are alive and meet the live requirement for the power to affect you. If you used it when you are about to die to stay alive, it is assumed it will heal you in time, so no dying. If you die in that very small window before the heal applies, the heal is still being applied to your existing health. So when it happens, your health bar may blink black and then show more health, or you may fall "dead" and get back up because the game thinks the heal saved you from dying. Trying to duplicate the effect is insane, but I've had it happen multiple times over the years on Live. It is the same as when a non-damaging heal is triggered by the player. The heal applies instantly and you live. The damaging heal applies, but not instantly, and you live despite the game having you briefly animate as dying. So yes, I've been rezzed from defeat by my own Howling Twilight while trying to rez teammates, and I've been "rezzed" by Twilight's Grasp just trying to save myself. (And yes, please never try to fix this. On the rare occasions it happens, it makes me happy to not have to fly/run/teleport/leap back to the mission.)
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The Calling In A Favor tip mission in the 20-30 range blue side has a consistency error. So not really a typo, but this topic looks to be the correct place to flag this. The tip starts off by saying that the Family is going to eliminate witnesses. Then on the same window, it changes to saying the Family is going after jurors. Doing the mission, all the mobs refer to jurors. When the mission ends, the mission completion text references jurors. If the discrepancy in the tip itself is intentional, then color me confused and disregard this post. Otherwise, you should change witnesses to jurors in the launching tip.
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Ha ha ha. Gift that keeps on giving. Good one. This is an old bug. It was fixed on live, but apparently it has come back. The presents are not supposed to keep applying unless additional presents are used to gain the effect multiple times.