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Rudra

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Everything posted by Rudra

  1. Eh, I'm actually pretty okay with this one. While runes and sigils are typically associated with magic, runes and sigils are just old forms of writing. It isn't Magic Runes set or Magic Sigils set, so there is some play with it for ideas. Not a lot, but some. (Edit: Strip out the "conjure", "cast", and "summon" entries from the descriptions, as well as the "spell" entries which can be replaced with "power", and maybe just say "use", "place", "inscribe" or something else more generic, and we can just about call it okay.)
  2. And that was contested by who where? I'm objecting to something I don't see adding any benefit to the game for the stated purpose of more accurately making a mob the equal of a player when any given boss can already be no threat to a player or a near insurmountable threat to a player depending on the player's character. You cannot make a mob that regardless of the character a player makes, will be the absolute equal to. Not unless that mob was built to match that specific character. You keep saying Electro and Scorpion versus Spider-man for example. Okay. Let's take Electro and pit him against Storm. Suddenly, he isn't even a speed bump character. Let's take Scorpion and pit him against Wolverine. Suddenly, we're trying to identify who Scorpion used to be from the scattered bits of flesh and bone Wolverine left him in without even trying. Edit: And you still haven't said what the new proposed boss tier would scale down to.
  3. Did you complete any SSAs? I don't think it would show on the rewards menu for a level 29, but maybe it did. And even without doing incarnate content or e-mailing Astral merits to yourself, you can get them (once per week) from completing a SSA.
  4. Why does the ally boss/EB need to be a "fun fight"? Scale your EB down to a boss and let the player, who is supposed to be the main character of the story, be the main character of the story rather than the custom character's sidekick. (Edit: Especially if the ally is supposed to betray the character at any point.) Scaling up difficulty via the difficulty settings is an option for players that find foes too easy to fight. Making sure your boss meets the "Hard" or "Extreme" difficulty settings of custom characters also makes sure it is more of a threat. Bosses are not easy fights for every character. It depends greatly on the character and the boss. For instance, I have a Brute that doesn't care what bosses I am fighting even at +4/x8 until a psionic boss shows up. Then I'm panicking and struggling to survive. And several times, a Fortunata Mistress buried me and I had to hurry back to the fight before she could heal enough to do it again or I had to make sure I had the inspirations to survive her. (Edit again: Hells, a few times, a single Fortunata Mistress or the Tarantula equivalent obliterated my Brute multiple times before I finally won. Even after I had already cleared out her supporting mobs. So yes, bosses can still be threats to players.) And my squishy characters? Couldn't care less about how sturdy a boss is, just whether or not that boss can hit my character and floor me. EBs are supposed to be a big threat to players. That is why they were added in the first place. Because some players were complaining that bosses were too easy. So making them weaker, even if only their damage, takes away the threat they pose and defeats the purpose of their addition. What would the new enemy tier scale down to when bosses are turned off? Bosses scale down to lieutenants and elite bosses scale down to bosses. Are we also going to create elite lieutenants or whatever for the new tier to scale down to?
  5. The entire PvP zone is its own day job. The entire PvP zone awards the Predator day job badge, and other than Patroller which is everywhere in the game (unfortunately), day job locations block you from getting other day job badge progress.
  6. I don't see the connection. Just because you know how to build a building doesn't mean you can walk into just any building and automatically know how the floor plan is laid out. And besides, Reveal is only 10,000 inf' to buy. Does the added day job have to give some mechanical benefit? Can't it just be a badge? Players that hunt badges are going to spend the time getting it anyway. So will those who want the badge name as a title and those that want the badge for RP reasons.
  7. Then make him a boss or lieutenant instead. So will that EB ally. EBs turned off? Then there are no EBs unless something causes it to spawn after the mission has started. (That is why you can see Council lieutenant Archons turn into boss War Wolves when you have bosses turned off. After the mission has been set and started, what new spawns can spawn at normal strength.) I've been on several missions where my boss ally was only a lieutenant because bosses and EBs were turned off or my EB ally was only a boss because bosses and EBs were turned off. (Edit: You want to make sure the players face off against an enemy EB in your AE mission? Make sure the EB doesn't spawn when the mission loads. Make it be triggered to spawn late in the mission, and it should still spawn as an EB even with the no bosses setting turned on.) (Edit again: I even went into AE to verify that it works in AE the way it works everywhere else. Turned off bosses on my character, grabbed a test map, threw a EB Goliath War Walker as an ally on the mission, went in, and wow, it was a boss. Because difficulty settings are not enemy only settings.) Nope. I have yet to see a mission where I had bosses turned off and anything that wasn't an AV spawned as an EB. Not even an ally mob. So that EB will start the mission as a boss and will stay a boss when (s)he/they/it betrays you. This is typically held to be lieutenant or boss strength. Unless you're using IO sets to really crank your character up. Not unless you build them to be. Such as using IO sets and a good build plan.
  8. The ranged characters should be staying out of the boss' or EB's reach anyway. (Edit: Do you really think Jean Grey is going to just stand within the Hulk's reach and try to tank his hits? [Edit again: And if she wants to stand that close anyway? She can call the rest of the X-Men to help. Teams are great for that.]) Edit yet again: That is also why AE arcs carry warnings for stories that have custom enemies, elite bosses, and AVs.
  9. I would call it a boss with an armor set. Pick an armor set as one of your two power sets and give the boss all the non-crash powers from it.
  10. I would like to request the following side worn (worn to the side of the head, slightly raised) masks be added to Detail 1 for the head: Plain (just the mask object without trim) fox mask Plain (just the mask object without trim) cat mask Plain (just the mask object without trim) panda mask Plain (just the mask object without trim) eastern dragon mask Plain (just the mask object without trim) western dragon mask Detailed (not a lot required) fox mask Detailed (not a lot required) cat mask Detailed (not a lot required) panda mask Detailed (not a lot required) eastern dragon mask Detailed (not a lot required) western dragon mask Oni mask Tengu mask I would also like to request the following masks be added to Detail 2 for the head: Plain (just the mask object without trim) fox mask Plain (just the mask object without trim) cat mask Plain (just the mask object without trim) panda mask Plain (just the mask object without trim) eastern dragon mask Plain (just the mask object without trim) western dragon mask Detailed (not a lot required) fox mask Detailed (not a lot required) cat mask Detailed (not a lot required) panda mask Detailed (not a lot required) eastern dragon mask Detailed (not a lot required) western dragon mask Oni mask Tengu mask And finally, I would like to request a faceless option for our characters' heads. Preferably without nose, but nose is fine if not possible to have without. This means no eyes, no eyebrows, no mouth, and (if possible) no nose. If not possible to make a faceless head, then I would like to request two new versions of the Carnival mask: a completely plain version (all trim and other features removed) and a completely plain version with no eye holes. Edit: The fox, cat, and panda masks are decorative masks, not animal masks, so no muzzles please. Just flat masks. For instance, for the fox mask, the fox ears are at the top of the mask and the tip if the nose is at the bottom of the mask. Edit again: So something like these (as the "detailed" masks): Edit yet again: If you remove the red from the white mask above, but keep the black nose, that is a good "plain" mask. (Yet another edit: You could even use one mask using the provided pictures as example, where the colors are applied to the basic mask and the detail/markings so that a player can use the same color for both for a plain mask or different colors for a details mask. So instead of 2 masks for each type, plain and detail, we can make the 1 mask plain or detail by our color selections.)
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  11. Certain tips seem to be specific coded for specific zones. The high level tips that send me to Atlas Park or Port Oakes for instance are always the same tips, and they always send me to those zones. I'm guessing the Dark Astoria one is one of those tips. And if tips were added before the Mot arc like I think I remember, that would make sense because it was a level 23 zone at the time.
  12. If tips were changed to only send players to the same zones where we can open the tips, then we would lose access to tips that send us into Perez Park as well. Personally, I'm fine with tips sending me to other zones, though I question being sent to zones like Dark Astoria. Were tips added before or after Dark Astoria was changed from a hazard zone to a co-op zone? If before, then I think, if it can be done, that tips not sending us to the co-op zones would be fine. I would still like to keep having tips that send us to Perez Park though.
  13. It is a co-op zone. Just like the hazard zones are part of Paragon City still but you can't access tips in them, you can't access tips in the co-op zones either. (I checked the RWZ, and can't check tips there either.) Blue side tips can only be checked from specifically blue side zones (that are not hazard zones) and red side tips can only be checked from specifically red side zones. Even Striga Isle doesn't let us check our tips any more. Edit: If you want a possible in-game reason for the zones working like that? Kallisti Wharf and Perez Park are part of Paragon City, but are not currently under Paragon City control. (No PPD enforcement available.)
  14. I'm pretty sure the game cannot transition a combat NPC such as an enemy mob to a non-combat NPC without removing the existing NPC and spawning a new one. Which with how the game seems to work, would mean the defeated NPC would disappear and then re-appear somewhere randomly within the available spawn points. I'm not absolutely sure about this, just pretty sure.
  15. We already can. We can convert 10 shards to 10 threads once every 20 hours and 10 shards to 5 threads as often as we like.
  16. I'm going to ignore this comment, but say thanks for your preceding one. It gave me an idea. Meta-Troopers T1: Mental Blast T2: Deploy Assault Team T3: Telekinetic Blast T4: Upgrade Troops T5: Psionic Darts T6: Deploy Shocktroops T7: Psychic Storm (Edit: PBAoE psionic debuffs) T8: Deploy Heavy T9: Enhance Troops
  17. Then call them "meta-humans" or "super-powered individuals". The name doesn't matter - what matters is that we have no generic "super-powered minions" MM primary set. If a MM can be a hero, and if they have no issue sending wave after wave of soldiers, thugs, or ninja, then I see no reason why they couldn't be some generic "people with energy, ice, fire, elec, or any other such powers"... *head desk* *head desk* *head desk* That's what I have been trying to tell you. That we need to figure that part out. (Edit: Which can also be part of justifying that specific configuration of super-powered beings being what is always summoned.)
  18. That is always going to happen if you use IO set builds as the benchmark. I figure you already know this, but for the sake of comment clarity, IO sets grant their enhancement bonuses plus set bonuses for using two or more enhancements from the set. Whereas SOs and generic IOs only grant their enhancement bonuses. So SO and generic IO builds will always feel weaker than IO set builds. My recommendation, which still has nothing to do with the OP, is to just do whatever you find fun. You don't have to eke out every last 0.1% of potential to have a rock solid build that can clear any part of the game's content you want. (If you want to compete with the MinMax'ers though, you're going to need to use sets.)
  19. Builds you find online are going to be optimized to the fullest extent possible. And that means IO sets and their set bonuses. You are by no means required to follow any of those builds. The game is still designed to be run with TOs at low levels, DOs at mid levels, and SOs at high levels. So you can easily take any online build you see, scrap the suggested enhancements, and just slot regular enhancements if you want. (Edit: And there are even recommended SO slotting arrangements you can look up if you want to go that route.) There are several players that currently play the game using just SOs.
  20. Avengers East Coast/West Coast, like Titans East and Titans West, are a single super group. Like you said, part of the broader Avengers or Teen Titans groups. They are not separate super groups operating under another super group. They are a single super group operating in different geographical regions for extended periods of time, and have local team names for ease of identification. Edit: Just like the X-Men for a while had two dedicated teams with their own comic series. They didn't suddenly have two X-Men super groups, they had one, but multiple teams operating under different assigned team names for tracking and comic runs. Edit again: I should have addressed the rest of your post. Sorry. The "Bat Family" both is and is not a super group. And even at that, they aren't subordinate super groups in a super group, they are individuals that work together. So I don't understand your use of that reference. The Legion of Doom mostly utilizes the Legion's members. Any henchmen current Legion members may have may be called in if needed, but still aren't having a super group subordinate as a member to another super group. It is still the super group accessing a mastermind's resources. The Wreckers from the Autobots are not a separate super group that operates under the Autobot banner, they are a team that almost always works with each other to get their mission done. The Seekers from the Decepticons are not a separate super group operating under the Decepticon super group. They are the nameless 'cons that fill the Decepticon ranks.
  21. You absolutely can have a ninja-themed super group, a military-themed super group, demon-themed super group, and so on. The difference is a super group is a group of individuals that work together towards a goal, breaking up into teams as necessary or even having single members respond to things. This typically includes lesser experienced members that get training from the group and are led on missions by more experienced members of the group to accomplish the task at hand and hone their skills. Super groups are often marked by shared uniforms, shared or similar powers, and/or other means to include combinations of options that makes them readily identifiable to the masses. A mastermind leads a group of underlings or henchmen. There is no peer or near-peer status. There is no sidekick status. There is no "follow me and I will train you so that you can get better". It is a master-follower arrangement. (Yes, a player can play a supportive MM that looks after his/her/their/its underlings and tries to cultivate them, but at the end of the day, that MM still has underlings that get commanded to do whatever the MM wants, even just die for no reason other than the MM said to.) The OP is presenting a super group, where the player character is mentoring other members of the group on various missions. Again, yes, a player can very much so play their MMs that way if desired, but the MM AT is a leader commanding dedicated subordinates that will even throw their lives away when the MM says to in order to accomplish the MM's goals. A mastermind's organization can also have shared uniforms, shared or similar powers, and/or other means to include combinations of options that makes them readily identifiable to the masses if the mastermind desires an identifiable public presence. Unlike super groups though, the members of the mastermind's group are subordinates bound by some means to carry out the mastermind's will, whatever that will may be. On top of that, I am unaware of any super groups having super groups in them. Affiliated super groups they work with such as in game coalitions, yes, but not super groups where the leader of another super group is a member and all the other members of that leader's super group are flunkies that get ignored by the super group. "Hey, welcome to Epsilon Kappa. Here is your uniform, don't touch anything, and wait in the Disposable Flunkies room until your leader gets you to die for us." isn't exactly a super group thing. (They did something similar in the Harley Quinn series, but that series was a parody of the genre, and not something you would see in a heroic SG that has MMs in it.) So again, the idea needs some workshopping to differentiate it from a super group. Not that the idea itself is a bad idea, but that as presented, the idea is a super group rather than underlings obeying their master. How to define/label/present the set that isn't a super group? I don't know. At least not at this time. However, the presentation should very much be of a mastermind and that mastermind's dedicated followers, not a super group.
  22. *sigh* I'm going to get crucified for this.... Isn't that the point of super groups? They wear the same uniforms (or variants of a theme), they work together, and each team from the super group is led by a team leader with less experienced or lower level members tagging along with the more experienced or higher level members to learn (training opportunities to hone their skills). More MM primaries is something I support, and a primary that delves into different approaches like the Demon Summoning set does is definitely a workable idea. However, to me, you are proposing a super group. I guess, what I am saying, is the idea needs some more workshopping to differentiate it from super groups in the game.
  23. https://homecoming.wiki/wiki/Evil's_Resident_Badge https://homecoming.wiki/wiki/Zombie_Apocalypse Edit: If you have the bar started, check your progress bar. It should tell you that you need zombie bosses, not just any zombies, and how many still in order to get it.
  24. I'm pretty sure powers like clinging were looked at, and the game engine can't handle it without some very interesting breaks. Which makes running up walls as a specific power equally not possible. That said, you can sort of run up walls using jump. (Not Super Jump, just any jump). It works on large walls like the War Walls, and you have to hit it at the right angle, but it does work as the flight mechanic runs into processing issues. (Edit: The walls also have to be smooth, like the War Walls, because obstructions to your movement stops it.) That is in the Concealment pool if you want it right now. We can currently, in game, dodge lasers. My characters dodge the lasers from the Praetorian Clockwork, Family Button Man Beamers, and more. (Edit again: I also don't see the devs giving us a 10% defense against literally everything that is not an autohit power as pool power. Not unless it had a super long, cannot be enhanced recharge.)
  25. Not sure what the point of that would be since we also get chat notices of our vet level rewards when we hit a vet level with rewards. I don't really care either way, I just don't see the point. (Though it would take away the dry humor of "At last! Finally level 50 again!".)
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