Rudra
Members-
Posts
9533 -
Joined
-
Last visited
-
Days Won
59
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Rudra
-
Vigilante/Rogue TF (spawn GM) Idea
Rudra replied to Canadian Anvil's topic in Suggestions & Feedback
I am struggling so hard right now to not ask about vermillion, scarlet, carmine, and magenta missions.... -
Add a comment to "Closest to Completion" crafting tallies
Rudra replied to Techwright's topic in Suggestions & Feedback
That's pretty easy to know actually. It's half rounded down. With one other of your choice. And even when it isn't, you can still approach it basically that way. Make odd count requirements the next higher even number and make half of that total of each. Done. (Edit: So if you made half the total count rounded down of each and then the extra you made did not give you the badge? Make the other one. Badge acquired.) -
Make Giant Monster adds spawn without fixed levels
Rudra replied to ThatGuyCDude's topic in Suggestions & Feedback
On the one hand, I think leveled GM spawns should retain their level because it fits them. For instance, Scrapyard's constant stream of Scrapyarder followers are level 23. Doesn't matter if you're a level 1 trying to attack him or a level 50+3. That makes sense because the Scrapyarders are coming from elsewhere and rallying around Scrapyard. On the other hand, I have to question what is the intent behind any added spawns. If the intent with Babbage is for the spawned Clockwork to be a threat to the players regardless of their level because the Clockwork are spawning at character level, then it makes sense for them to go levelless like with the Giant Monster Construction's Clockwork spawns. If that isn't the intent? Then leave them alone. Other than that? I don't really care. I've done plenty of ducking, dodging, and running around to evade Scrapyarders to fight the Ghost of Scrapyard at only level 20 or so to know there is a way to deal with higher level adds when fighting GMs as long as you pay attention. This may mean using Fly/Hover to shoot Babbage from above so the Sprockets don't notice you to attack or moving to a different position away from the main group so you are less likely to draw Sprocket attention to running through/by level 50's (especially ones with pets) to either get their auras or direct attacks to deal with the Sprockets for you. -
Just the seltzer bottle bit, no fire. The effect being the target becomes depressed from the hosing. (Edit: Maybe shocked or horrified instead of depressed?) -Recharge, -movement, and -DEF from the lack of effort put into fighting any further until it wears off. Edit again: And any cream pies can be minor damage (from the impact) and -ToHit and -Perception (from the sticky cream).
-
I can get behind this. Maybe not an hour, but still.
-
I don't remember where it is, but on your account there is a place where all the images you have uploaded are stored. You may be at your limit and need to delete some.
-
Re-Examine Spawn Makeup in Anton Sampson's arcs
Rudra replied to srmalloy's topic in Suggestions & Feedback
I don't know about that, but my experience is your AT seems to have a role in the likelihood of Nemesis snipers being the lieutenants that spawn. For instance, on Nemesis arcs with my main (Ninja/Dark), I encounter a LOT of snipers. Almost always positioned so they cover each other's locations and my approach. And I have to withdraw and re-summon periodically to survive and clear the room. Same mission on one of my Brutes? I tend to not see many snipers, and more regular lieutenants. -
Zone/Mission: Longbow_30_Layout_08 shows a red "Buffer" marker off the map when the map displays remaining targets on the map.
-
Except you do. I don't know about Barrier Reef as I have no Marine Affinity characters, but Dark Servant? You want Darkest Night and Chill of the Night in play as soon as possible. And in the case of Darkest Night, on hopefully a priority target. That means summoning the Dark Servant already positioned in combat and as close to what you want Darkest Night on as possible to increase the likelihood of it being placed on the desired target. (Edit: And for FFG? While not common, being able to make sure it doesn't just spawn in a damage patch considering how fragile it seems to be, being able to place its summon location does have some benefit.)
-
A de-backpack costume power for Crab Spiders
Rudra replied to Talen Lee's topic in Suggestions & Feedback
My guess would be the same way you argue about a person's response without actually bothering to know that person's position. -
Acid Mortar and Poison Trap are immobile. FFG and Dark Servant are not. And I'm pretty sure Acid Mortar and Poison Trap can't be targeted and defeated by an enemy. (Edit: I have never seen any enemy attack my Acid Mortar. Ever. No matter how many enemies there are.) FFG and Dark Servant can. So I'm pretty sure Acid Mortar and Poison Trap are pseudo-pets. At the very least, they aren't full pets.
-
Yeah, they are pets on timers, but they are still pets. They can be targeted and defeated by enemies. They can be healed. (Pretty sure the FFG can be healed. I know the Dark Servant can be. Hells, he heals himself and me a lot.) They have normal movement rates. So I'm confused as to why you added them in to your discussion when it seemed to me you were focused on pseudo-pets like Lifegiving Spores.
-
Well, the main intent is supposed to be "primitive". The bending nature to the MM's will is in the form of the thorn attack and the Summon Primal Spirit power. I can agree with replacing Release the Hounds with something more in line with plants, but plants isn't all there is to nature. Nature is both flora and fauna. And I don't want to step on Plant Control Controllers and Dominators with their plant-based powers. Especially since using the Nature Affinity secondary set adds in the plants for players that want more plant powers in the set. And I'm trying to limit the number of animals otherwise I'm intruding into Beast Mastery. So that leaves humans as pets (which also simplifies implementation). Do you have any specific suggestions/requests though? That would be easier to process for me. (Edit: It should be noted that Release the Hounds is also intended to be like a druid's ability to call animals, only I limited it to wolves, called them hounds, and decided against naming it Call Animals.)
-
A de-backpack costume power for Crab Spiders
Rudra replied to Talen Lee's topic in Suggestions & Feedback
As long as the powers are rendered disabled, fine. Otherwise you are talking about making a weapon set weaponless. -
Don't forget blood packs for the vampire population and chew toys for the were- population.
-
A de-backpack costume power for Crab Spiders
Rudra replied to Talen Lee's topic in Suggestions & Feedback
Considering the number of suggestions I have supported, I already did. Welcome to ignore, -
A de-backpack costume power for Crab Spiders
Rudra replied to Talen Lee's topic in Suggestions & Feedback
I am seriously getting the impression you are simply trying to continue an argument with me for its own sake. -
A de-backpack costume power for Crab Spiders
Rudra replied to Talen Lee's topic in Suggestions & Feedback
As long as it suits your worldview, it's okay. If it doesn't, you still have to push back against it even if it's an option that you personally don't have to use. Oh good. You went back to my original post. The post I already stated was made because I had missed the part in the OP about the Crab Spider powers being rendered unavailable while it backpack costume part was hidden. Completely ignoring every comment made since then. You know, the parts where I stated that the request should work the way the author had originally posted? So very good. You proved you excel at completely ignoring a conversation you were party to for the sake of trying to find a way to say I am opposed to the OP. Congratulations. -
A de-backpack costume power for Crab Spiders
Rudra replied to Talen Lee's topic in Suggestions & Feedback
Nano-tech assembly on demand or teleportation to a mount on the back as per @Major_Decoy would avoid people walking into the backpack, the character having to go to odd lengths to avoid specific interactions from random people in the area thereby drawing attention to the character being up to something, and would also not trigger my weapon set going weaponless hate. -
A de-backpack costume power for Crab Spiders
Rudra replied to Talen Lee's topic in Suggestions & Feedback
Difference being a handgun can be easily hidden on the body. To the point that it takes a good pat down from someone that knows the concealment tricks to find it. And we are talking about a large spider-shaped backpack with four large arms. Make it invisible and you still have all the mass and space the backpack has smacking into things and otherwise getting people's attention as already mentioned. Edit: It would be far easier to have an accomplice sneak the backpack to you from outside when things go wrong. -
A de-backpack costume power for Crab Spiders
Rudra replied to Talen Lee's topic in Suggestions & Feedback
And why would you make just the arms invisible? If you are carrying around a weapons backpack and you don't want people to know, you hide the entire backpack. If you are going to use cloaking tech to avoid people finding out you are there with a weapons backpack, then why not just completely cloak yourself so people don't even know you are there? If the intent is to socialize with your weapons backpack available, then all you are going to do is cause confusion and panic as the cloaked arms or backpack are still there and people wander into them or you knock things over or other physical interactions find an invisible weapon set or backpack there. (Edit: And I am opposed to weapon sets going weaponless.) -
A de-backpack costume power for Crab Spiders
Rudra replied to Talen Lee's topic in Suggestions & Feedback
This will fall under making a weapon set weaponless to me. Good point. I sit corrected. Doesn't change my preference, but again, my preference isn't something I am dead set on.