
Rudra
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Everything posted by Rudra
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No one is saying the reduced xp is a bug, Zork.
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That would be the crux of the problem though. I never seemed to do any real damage. Maybe 10% of their health tops before the group finished killing them. I admit I am terrible at controllers, but there you go. I don't use confuse past the starting levels because it never works out for me. And as soon as I can respec out of the confuse because I'll have a mass hold or stun at that level when I exemplar down, I do.
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(I'm not saying I want enemies defeated by confused enemies to give me xp/inf'. I'm saying that is why I avoid confuse powers and was what I thought was the original complaint. Sorry for any confusion.)
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Yeah... that is not what I thought you were upset about. At least now I do. I thought you were upset that the group confused mobs attacking each other awards less xp and inf' than if you attacked them without the confuse, even to 0 xp and inf' if the confused group ganks one of their own before you actually hurt it. It's why I avoid group confuse powers, or confuse powers in general, is because I've gotten tired of getting half xp/inf' or less for the mobs doing way better damage to each other than my controller can to the group.
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I've seen it happen once on a new character in Mercy Island. Was wondering how I clicked the recipe "button" on the right side of my screen when the P2W window was on the left side of the screen. Attributed it to being too tired, and it never happened again. Don't know why it happens, but am glad to know I am not the only one to experience it.
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So... uhm... how would you propose disabling a power effect during the active duration? Mobs are spawned as combat (friendly/hostile) or non-combat. Without requiring a de-spawn of the target, which can shift the target to a completely different part of the map when the non-combat version spawns, how do you propose this be addressed? A power that turns off confuse when an enemy shifts from hostile to friendly can cause confuse to become useless as it keeps getting flagged to turn off because the confused target changed alignments like it should.
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Need Dev Confirmation on powers affected by domination.
Rudra replied to Nemu's topic in Bug Reports
I can't speak for the devs, but I always figured the domination bar was built up by the dominator's actual domination powers, not any pools powers, epics, or what have you. The fact a few other powers also build up domination always felt more like a happy accident. The problem with domination is that when you read it, it reads a lot like fury in that it grows every time you attack. Except it only actually seems to grow when you use a mez specific power. I agree that domination needs some clarification, and I would greatly appreciate actually knowing what affects a dominator's domination bar, but as I said, I always just figured it was the dom's primary mez powers and possibly their secondary attacks. -
Minor mission setting bug I noticed with 5th Column
Rudra replied to KaizenSoze's topic in Bug Reports
That has actually been happening since Live. The restriction keeps bosses spawning upon map load as lieutenants. So that part works. However, lycanthrope bosses are still bosses, just forced into being lieutenants because of a toggle. So when the transformation happens, the boss, downgraded though he may be, is still a boss spawning a replacement boss. And the toggle does not affect new spawns. It's just something most solo players that don't willingly fight bosses have learned to watch for and fight through. -
bug Invisible Hercules mech from Malta! Screenshots.
Rudra replied to Excalibur's topic in Bug Reports
I've seen this bug like twice. Across both Live and HC. Basically, you damaged one or both Hercules Titans in a single spawn enough that it triggers a merge, like you said. The two Titans get close enough to start the merge, animation starts, but one of the Hercules finishes being destroyed at start of animation. Game goes "Wait a minute, can't summon the Zeus with a single Hercules" and the summon does not happen. Normally, this results in a single visible remaining Hercules that continues the fight. However, if the timing is close enough, both Hercules have started their de-spawn so the game can summon the Zeus. Since the summon is aborted, the partially de-spawned Hercules remains to fight as it is supposed to since the Zeus does not spawn, but it is not rendered because it is also not supposed to be there any more since the summoning animation for the Zeus has already started. Voila, invisible Hercules Titan remains to try to rip your face off. Since both times this happened to me I was on an MM, my pets didn't care it was invisible and still smashed it. I'm not sure this problem can be fixed though, since it is a very specific window of time under very specific circumstances that it happens. -
I can see how that would be a problem for other powers, but I don't get why you would even need to use that command when summoning pets. Pets already summon at cursor location when you use the power. Having a macro to summon pets is the same as just using the power icon. You click it or hit number key, you place the cursor where you want and click to summon at chosen location. For that matter, targetable AoEs work the same way. Having the command work as intended is good, yes, and the discrepancy you point out needs to be fixed, but why bother with the command when it is already built into the power anyway?
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Given the animation, brief rooting makes sense. Does Conductive Shield also root? They have the same animation. If not, then someone goofed and one or the other needs to be fixed. If so, then it is because of the animation.
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Unfortunately, that is how confuse works. Friends are enemies and enemies are friends. You confused him as an enemy so he became a friend. When his health hit the trigger point, he became a friend, so you became an enemy because he was still confused. It's why using confuse on mobs that go friendly during combat is so tricky. With any mob that starts an enemy, gets confused, and then switches to friendly while confused, (s)he will resume attacking you because the confuse prompts him/her to do so. Retreating until confuse wears off or avoiding using confuse alleviates the problem. Regardless, this is not actually a bug, but how the power works.
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I don't know why City of Data says Self only for the standard effect for presents. The activation data lists everything the inspiration affects.
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Look at the Team defense inspiration. It reads the exact same as the presents for everything except Entities Affected and Entities Autohit (which both read the same for their respective inspiration). Team says Entities Affected/Autohit: Player Teammate (Alive), Self. So it buffs those on your team within range and you. Now Presents says Entities Affected/Autohit: Ally (Alive), Self. It buffs all allies within range and you. Presents were never meant to buff just the user, they always buffed all players (and allied NPCs with a lower priority) with a limit of 16 targets buffed.
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They Call Me The Doctor does not update in Ouroboros after completion
Rudra replied to Rudra's topic in Bug Reports
Unfortunately, it is one of those few missions where it is a higher level than it is made available in Ouroboros. It is kept at the contact's normal level range for other missions in Ouroboros, but is actually nominally higher level than the others. This results in the mission spawning mobs at its lowest level for its actual level range, which still puts them a level above the contact's normal maximum for Ouroboros. I think there are 3 other missions in Ouroboros that are the same way, but can't remember which ones at current time. -
Could just as easily argue that since it is the power in the poison set, that it should be called Poison Trap. Which would make the traps one better suited to be called gas trap. Regardless, that is for the devs to decide (and would be nice if they did to stop the ongoing confusion of Poison Trap powers) and not particularly relevant to the original post. Better to submit that under a request topic than argue over names in a bug post.
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Searching didn't show this posted yet. In the Rescue Wretch mission from Scirocco to unlock patron powers, you come across an Operations Officer whose comment is "string". So either we caught him sewing or the assigned text string for his comment is incorrectly linked.
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There are 2 Poison Trap powers. The one in the Traps secondary has a choke/vomit component that has a chance to act as a brief (4.6 s) hold, -1000% Regen, and -30% Recharge. The one in the Poison secondary has a (8 s) hold, -1000% Recovery, -10% Endurance, and a minor damage Toxic element that ticks for up to 31 times. It can be easy to get confused since both powers have the same name, but Poison's poison trap always did damage instead of weakening Regen.
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Like kelika2 said, Traps secondary has a poison trap that inflicts choke/vomit, weakens Regen, and slows Recharge, but does no damage. The two powers are not the same.
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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.