Rudra
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Everything posted by Rudra
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Adding a 0% movement decrease to Swift will not achieve what you are trying for. First, because no matter how much you boost a value of 0, it will always be 0. Second because even if there was a negative speed component for the enhancement to multiply, it would still also boost the positive speed component, which is higher already, so would get the higher net change. (Edit: Same thing with allowing a slow enhancement to be slotted. The 0 would not be affected because it is 0. And the slow enhancement is looking for a negative movement effect to positively bolster. Since it will find a positive movement effect instead, it will improve your movement speed just as if you had slotted a run enhancement. The run and slow enhancements are just looking at the movement attribute of the power and amplifying that. For instance, Curtail Speed's Range/Slow enhancement affects movement by (0.625 * Melee_Boosts_33)% RunningSpeed, FlyingSpeed, JumpingSpeed Strength (self only) for 10.25s. Meanwhile, Quickfoot's Endurance/Run enhancement affects movement by (0.625 * Melee_Boosts_33)% RunningSpeed Strength (self only) for 10.25s. So you see, slow and run enhancements work the same way, and it is the power itself that determines how they function.) Edit again: If you want to play without Swift, Hurdle, Health, and/or Stamina, since they were made inherent and I'm fairly sure we won't ever get them reverted from that, your best option is to ask for a power that Null the Gull can apply to you so that those powers do not affect you any more like he does for Group Fly.
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What exactly are you asking for in the way of power sets? Just saying you would like new power sets for the ATs isn't very helpful. And magic is an origin in the game. All power sets in the game are magic if you take the magic origin.
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Keep PvP in PvP zones please. I would be greatly disappointed if KW got missions, but they were PvP. Having villain characters running around assassinating targets? Sure. Having hero characters running around saving those targets? Great. Having a mission where you can't do anything unless there is an opposing player to face? No thanks.
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Like I said, it happens on every set. It isn't consistent. It can happen to AoE and ST attacks. Doesn't matter if melee or ranged. (Edit again: It doesn't matter if it is your opening attack, your finishing attack, or just another attack in between.) The attack goes on recharge, the mob(s) is(are) notified, but there is no hit or miss check, so there is no damage. Edit again: I'm guessing it is being noticed more by those when it happens as an opener because they have the time to notice it happening. I've noticed it on my openers. I've noticed it when I'm desperate to land my last big hit to finish the EB before the EB finishes me. And I've noticed it just randomly happening mid-fight when I launch an AoE to thin out my opposition.
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Illithids and cthonics arise! Take your freedom! Claim your right! Let us show these soft, delectable beings our true might! Ahem... I mean... this sounds like a good idea to me....
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That's not a Lambda only thing. Yes, some of the doors that don't let players click them while they are already open have been fixed, it still crops up in any mission with large doors in it.
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And if the devs decide to tweak it, sure. However, those elements still go into their calculations for balance. So they can't just be disregarded. And whether you think Web Cocoon is a good enough level 28 power is strictly a matter of opinion. If you want to see it changed, you're going to need to provide better data than "I think only getting a 1.49 second longer duration Hold, .33 second better cast time, and 8 second better recharge isn't enough to offset the lack of minor damage the Patron Pool Power version gets". You're going to need play data.
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Skulls can't attack me in 'Investigate Andersen Construction'.
Rudra replied to mechahamham's topic in Bug Reports
Once you defeat Chernobog, none of the Skulls in that mission are supposed to be able to fight you. The bug is that they aren't running for their lives. -
Anti-mez buff powers...why so fickle to use?
Rudra replied to Seldom's topic in Suggestions & Feedback
Hmmm.... there are some IOs or set bonuses that shorten status effect durations on player characters - could something be applied to NPCs, but in reverse? Wouldn't work as far as only affecting NPCs. Any boost in that regard will boost the power's duration when used against any target. Even if in a PvP set enhancement because it would be in the PvE portion which still applies to PvP. (Edit: Yes, mez durations are shorter when used in PvP, but enhancements only look at what the base value is, not what the target to be affected is. So you would still get the same boost regardless of versus NPCs or PCs, it is just the base duration that would be different that the boost would be applied to.) (Edit again: Besides, the way those enhancements reduce mez duration is by increasing the character's mez resistance. So you would need to reduce mez resistance on the target to increase mez duration in this manner.) -
You can stop checking the sets. It happens on all of them. It isn't even limited to Stalkers. Sometimes the game decides you didn't attack as part of your attack. Your attack power goes on recharge for having used it, but there is no hit check, so there is no hit or miss post, and since the attack notifies enemies, they realize you are there and attack. You can even see it happen randomly during combat. You are fighting something already, you use an attack, the attack goes on recharge, but nothing happens. The difference is that since you are already in combat, it is easy to think you simply missed and press on, whereas with AS on a hidden strike, you can see more easily what happened.
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Anti-mez buff powers...why so fickle to use?
Rudra replied to Seldom's topic in Suggestions & Feedback
What? There were lots of ranged status effects. Just like now. Melees got mez protection because being melee, they have to close and be noticed by everything which will then turn around and try to immediately mez and murder them. Ranged on the other hand can hang back, identify the mezzers, and take them out while only aggroing the spawn they attacked. No, they really don't. Yes, there are specific factions that are mez heavy, and pretty much every faction has at least one mob type that has mezzes, but they aren't anywhere near as prolific or expansive as you are claiming beyond specific high level factions. Then hang back and let the meat shields handle it. Tankers for instance taunt everything around them just by attacking. Have your team's Tankers smack your enemies if they lack Taunt. Edit: Also, what does even mean? Supports don't have a taunt aggro to severely limit and Tankers haven't been nerfed by the current devs for their ability to taunt as far as I know of. -
When you do the Provost Marchand arc mission to rescue the New Praetorians, you have to disable 4 computers and access a 5th. Please move the computers away from the War Walkers. I had to find just the right spot to be able to interact with them rather than keep getting Inactive War Walker. Thanks. Edit: Pretty sure someone has requested this before, and I apologize for repeating that person. I'm still making the ask though.
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Anti-mez buff powers...why so fickle to use?
Rudra replied to Seldom's topic in Suggestions & Feedback
The buffs last 90 seconds. You don't need to be constantly applying them. Even with a 4 second recharge. And some team members can simply be ignored for anti-mez buffing. The melee classes and Sentinels can be ignored for applying anti-mez buffs unless they actually get mezzed. Most times, they won't be because enemies won't be stacking enough mez on them to actually get through their mez protection, so you can just ignore them until something happens where they need it. And if other team members are ranged, encourage them to stay at a 'safe' distance to fight from. If you have a Tanker or Brute, the characters hanging back at range will need anti-mez buffs much less frequently. -
Moving the slots from power levels to slot levels
Rudra replied to AlwaysAPrice's topic in Suggestions & Feedback
Except as you yourself stated, players will pull those slots from powers they aren't or won't use but need to take for whatever reason anyway. So the balance you think is built into the proposal is out the window. Powers like Boxing and Kick that players quite often take because they have to in order to get Tough and Weave, so now there is an enhancement slot they can use to further strengthen another power they previously couldn't to the same extent for no cost to them. (Edit: Or powers like Quickness from Super Reflexes that already gives their full +recharge effect before slotting and can only slot movement enhancements that are not part of sets. So still a power that will be chosen and used, but literally needs 0 enhancement slots to be as effective as many players want.) Powers like Assault that can only slot endurance reduction enhancements and no sets, because they are going to or have taken the Cardiac Alpha power to control their endurance cost and so weren't going to assign any extra slots to that power anyway, so again they get an enhancement slot they wouldn't have had prior to further strengthen a power to an extent they previously couldn't. Or when they get high enough level, they respec to strip their T1 and/or T2 attack because they won't use it in their attack chain because Hasten lets them chain their strongest attacks instead. So again, more enhancement slots they would not have had before now available to further strengthen a more limited array of powers the player was going to focus on anyway. There is also the consideration that even though you said inherent powers would not be included for being able to strip default enhancement slots from to use elsewhere, I guarantee that if the OP were to be implemented, it would that day or the day immediately after see a suggestion to add the inherent powers to having their default enhancement slots allowed to be stripped to be used elsewhere as well. -
Players pranking each other? Sure. Whatever. The game pranking them at the behest of those players? No.
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Menu options don't grant players powers and it took a power to disable the effects of Group Fly on others.
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Honestly, I just would like a search function so I can type in part of the saved costume name and have just those show up for quick reference. (Edit: Like how we can do a search for a partial character name on the character select screen.)
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Moving the slots from power levels to slot levels
Rudra replied to AlwaysAPrice's topic in Suggestions & Feedback
Where is this coming from? You posted a response, and it only addressed my first 2 points. So I pointed that out. Yeah, we do, except I'm doing my best to cite (from memory) how the devs back on Live explained the powers and their built in enhancement slot. At those levels where we get enhancement slots, those slots are not linked to anything, so we can assign them to anything we want up to a total of 6 enhancement slots, 1 default + 5 free to assign. Powers come with an enhancement slot built in to them. As best I can remember the explanation, they are built into the power. They are not just another enhancement slot that can be re-assigned to whatever we want. Now, I may be remembering wrong, and if so, feel free to provide the correcting source because I would like to know, but to the best of my knowledge, this is how the enhancement slots work. We have a total of 67 enhancement slots that are available to slot however we choose with our characters, and get another 24 enhancement slots (edit: 31 counting inherent powers) that are built into our chosen powers, 1 per power. Yes, all powers are capped at a maximum of 6 slots, but you are ignoring what a player can do with 24 more slots to place however they want. (Yes, we get 24 power picks, but Brawl, Sprint, Rest, Swift, Hurdle, Health, and Stamina also have those default enhancement slots.) For starters, that makes it much easier to get the preferred set bonuses players have to juggle currently on their builds. Second, right now you have a maximum of 13 powers you can 6-slot. With your proposal, that becomes 15 16 powers you can 6-slot to get the final set bonuses from and still have a 3-slot power. And I guarantee you and others will be stripping Brawl and Boxing/Kick, as well as probably Swift and Hurdle. And while that may not change some build's relationship to +4/x8, it will others, +4/x8 is not the game's defining difficulty, and you will make even the Advanced Mode content much easier to deal with because it will now be easier to build for them. Especially since players will use incarnate abilities to make up for the shortfalls they may find from stripping starting enhancement slots. (Edit: They already do by not building for END management and just relying on their Alpha to keep them afloat.) So your proposal is still a call to more optimize what are most likely already heavily optimized characters for end game content, even possibly trivializing 4-star Advanced Mode content with no justification, creating a larger gap between players that only do end game or high end content versus players that build for all level ranges of content, and calling for a change to how powers and enhancements work for powers being chosen with no justification. -
Agreed. OP fleshed out a character, not a villain group, let alone a villain group that fits in the game.
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Moving the slots from power levels to slot levels
Rudra replied to AlwaysAPrice's topic in Suggestions & Feedback
It already does. In a respec you place all your slots wherever you want them in one go after selecting all your powers, allowing you to six-slot your level 49 power pick, which can normally at best be 4-slotted with level 50's slots, and otherwise arrange your slots in ways that are impossible while levelling. For another example, I'll often make use of the free respecs from levelling to immediately move full slotting into nukes as soon as I get them. No, it doesn't. Enhancement slots are not tracked for level, so when you do a respec, all your level granted enhancement slots can be assigned however you want, even placing 5 slots on your level 49 power if you want. You are talking about default power granted enhancement slots. Those do not change between leveling and respec'ing. Because the enhancement slot is baked into the power rather than a free to assign slot granted as a level up reward. That is what we are talking about. That is the difference between leveling and respec'ing. As you level, those slots are locked into their power because they are part of the power. For your proposal though, during respec, they would be split off, which is different than when you level. The difference is a power's default enhancement slot versus free to assign enhancement slots. So no, it does not already do so. (Edit: So to be clear, we are talking the difference between the free to assign as you wish enhancement slots, which remain so during a respec, and the locked in their power enhancement slots. During a respec, those free to assign enhancement slots remain free to assign, but now you are asking to differentiate between respecs and leveling for enhancement slots that are not free to assign.)) And you still haven't addressed points 3 and 4. -
It's not particularly common joke, at least not in my experience, though it has been a while since I did an MSR. It does get made though.
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Moving the slots from power levels to slot levels
Rudra replied to AlwaysAPrice's topic in Suggestions & Feedback
First off, why should the game's enhancement system work two different ways, one for normal leveling and another for respecs? Second, how would the game know if a player using a respec is a veteran player. You earn respecs just by leveling up, and a newbie or more casual player would be more likely to use or need them since they would much more likely need to correct any power/slotting mistakes they made in their intended build leveling up. And if you have the devs add an "advanced respec", then how do you ensure a newbie or casual player doesn't screw themselves over getting and using it, winding up with an unplayable character at their current level or while exemplared? Third, your proposal would only really benefit end game players that never exemplar down for anything, or at least never exemplar down beyond a minimum threshold to always have access to specific powers they are not harvesting enhancement slots from, making those characters more powerful than other characters that continue to play through the whole range of levels via exemplaring/Ouroboros when they go to do end game content, not because those more powerful character players are more knowledgeable about building their characters but because they will have more enhancement slots available to devote to their late game powers than anyone else. Fourth, we can already make insanely powerful characters that laugh at pretty much anything the game can throw at us without harvesting default enhancement slots to place elsewhere.