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Rudra

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Everything posted by Rudra

  1. No, you don't read the posts? No, you won't read the posts? If you are /jranger'ing my request you actually read what people are posting, what exactly are you /jranger'ing? ... You know what? I don't have the /Willpower to deal with you. So not going to bother with you.
  2. Uhm... no... a badge for every 50 levels that you go undefeated? Even without farming, I'd be against it. Those who don't farm and are on squishies have a very low chance of getting these badges. Scrappers, stalkers, tankers, and brutes wouldn't really have much trouble, but there is always a random chance something takes you down no matter how careful the player may be. And also yes, because farming. (So I definitely agree with the nevermind bit. Sorry, you declared it a dead horse, but I still felt a need to respond.)
  3. I've never had a problem with being interrupted while placing Trip Mine. Devices' Trip Mine is a T7 power. Traps is a T8. They do the same damage, have the same END cost, have the same accuracy, have the same radius, and have the same duration. I would hope the T8 was better than the T7 in some way. In this case, 10s faster recharge. Though the T8 does have almost double the cast time and has an interrupt time that the T7 lacks... which is weird....
  4. Cool idea! Would be weird with Dual Pistols curving cone attack, but still... COOL!
  5. How is this? Using Greycat's Option #1 reducing the timer to 5 minutes, except there is a new spawn of Red Caps every 15-30 seconds even if the previous spawn(s) are still alive (Edit: like they do in the Hollows mission with the constant waves of Igneous. Or was that a Who Will Die mission?), and at the end of the 5 minutes an Elite Boss Red Cap spawns not too far away with a minimum entourage of 1 lieutenant and 5 minions. Have the final showdown spawn scale up in size from that point based on team size (or difficulty settings) with the EB able to grow into an AV or GM for large enough teams (or high enough difficulty). Kind of like Snaptooth does, except he starts at his EB, AV, or GM state and stays there.
  6. You have some interesting ideas. Yeah, the Red Cap final ritual mission is boring. Dumb question though: if you're fine with the stop 30 Fir Bolg mission where you just stand at the small henge and smash the individual groups when they approach, why are you not fine with the Red Cap version? Seriously asking here. Is it just because it is the final mission in the Croatoa line? I agree it is fairly anti-climatic, but it is thematic given what has been going on in the preceding arcs. That said, I'd honestly have to play through your suggestions to decide how I feel about them. Sorry for the lack of useful response. (And honestly, I would have liked a major battle against a unique Red Cap like Snaptooth either after the 15-minute counter ritual was done or in a follow-up mission. Just probably not against him specifically since he is intended for the Valentine and Christmas events.)
  7. Obi-Wan didn't make them not see the droids. He made them think they were not the droids they were looking for and that they did not need to check the droids. Like you said, he confused and distracted them.
  8. Do you not read what posts say and just post responses to them? (Edit: Also, incarnates are not a reasonable argument in my book. The set was designed long before incarnates were added. Incarnates are effectively post game content to me. Adding things to builds were never considered as responses to the sets. Inspirations? Yeah, that is an argument, it was a consideration when the set was made. Teammates? Also a good argument, except my counter is I solo. Still a good argument though. Incarnates? Post main story content where your character becomes a god? No.) As I said: This is not a claim the set is broken. It is a claim the set's designed hole makes no sense. As I mentioned to MTeague and Glacier Peak. It's great you think WP is reasonably fine. I do too. Makes no real sense, but is fine. Please read the posts in a thread if you are going to respond. Appreciated.
  9. That's fair. (Though I was thinking perception, energy, and negative energy with a large reduction in regen, smash, and lethal; but apparently I can't seem to get anyone to understand that. Or they don't care. One or the other. Oh well.) Figured I'd be running into opposition on this. ... Actually, I figured a lot more opposition.... I thought there would at least be some people that agreed though. Nothing ventured, nothing gained though. I pitched the idea, and the only (two) respondents are against it.
  10. (Also, please note in my OP, I never asked for END drain and REC drain resists to be put in without something to offset it. So I am not asking for willpower's primary hole to just be plugged without losing something. I'm asking for a hole that makes sense. Your comment, Glacier Peak, feels like you think I am asking for the set to not have any holes.)
  11. No, I'm saying out of all the ways the devs could have balanced the set, like leaving some of the damage resists open (such as both energy and negative energy), they chose to make a hole that completely goes against the set. (And I almost always play solo. So no to the teammates bit.) Look, I know how to play the build. I know if I'm up against a group like Malta, I need to find the -END targets like Sappers and make them follow the dodo into history, effective yesterday or sooner. I don't have a problem doing that. This is not a claim saying the set is kerfuggered. This is basically me asking "Hey, devs, what the hell were you thinking when you made this set?!". Willpower resists Perception debuffs. Why? That has nothing to do with having a strong will and continuing on. (Pop some yellows to compensate for your visual weakness.) The set has a base 22.5% resist to smash/lethal compared to 20.63% psionic and 5.63% everything else. Why is smash/lethal so high instead of 5.63% like the other non-psionic resists? It has a base 300% regen. Why? It should have a 100% regeneration base. Regeneration rate is not a factor of willpower. Because those are so high though, willpower lacks its fundamental resists. (Hells, Dark Armor has 22.5% base smash, lethal, fire, and cold, with 37.5% psionic, 15% toxic and energy, and 30% negative energy, and it still has 69.2% endurance and recovery drain resist. That blows Willpower right out of the water. And for a +200% regen that doesn't even make sense for the set? No matter how strong your will, you can't heal back any faster. That is a function of your metabolism, not your mind.) The ability to keep fighting until the fight is over one way or another is what willpower is about. You pick yourself up and you keep going. And when it is over, you wake up in the hospital or you're standing over your beaten foes. Not standing there glaring at your foe saying "I'm too tired to continue. Can we take a break?" My question is: Why? Why the huge gaping hole in something so intrinsic to the very idea of willpower? Edit: Strength of Will and Quick Recovery mean nothing to a mob that in one hit, zeroes your endurance and ability to fight, and for the rest of the power's duration, keeps setting your endurance to 0. Sorry, just saw your edit, Glacier.
  12. Quick Recovery means nothing when a lone minion can completely shut that power down with a single attack. Don't get me wrong, I love Willpower. It is my preferred armor set. (Edit: Even if only because it is the only set besides Invul' that doesn't have a lot of effects. And I just don't enjoy playing an Invul' character.) The fact it has no resist to either END drain or REC drain just makes no sense to me.
  13. This was brought up in Bio/WP DDR, but I think it needs to be specifically pointed out. Willpower is all about having the wherewithal to persevere and keep fighting until the bitter end, or victory, whichever occurs. However, Willpower has no resists against endurance drains and recovery drains, blowing a huge hole right through the middle of the whole idea of the set. I understand all armor sets should have holes in their defense, but how does not being able to act because a lone Sapper or a Carnie mask effect instantly nukes your endurance make sense for Willpower? If it needs a different hole for balance purposes or whatever, fine. Maybe take it from the set's perception debuff resist. Being able to perceive the target makes less sense as a factor of willpower than being able to press on despite being fatigued.
  14. Would work just fine for a war scythe (which was a real weapon). Instead of the blade being perpendicular to the shaft, it was set in line with it. It is not the type of scythe being asked for though....
  15. In Hardcase's mission to collect demonic essences, there is an apostrophe that does not belong. The final clue, Full Crystal Pendant, says "This is a crystal pendant created by the demon hunter Hardcase. It is used to collect the magical essence of demon's you defeat. It is now full, it's crystal blackened by the demonic energies it contains." The word demon's is not being used to show possession of anything, but is instead being used as the plural of demon. So it should be "This is a crystal pendant created by the demon hunter Hardcase. It is used to collect the magical essence of demons you defeat. It is now full, it's crystal blackened by the demonic energies it contains."
  16. Yeah, I hear you, but I still have 50s that can't fight any higher. So I still disagree. This thread is starting to do some serious wandering now, so I'm just going to drop off it. If this pool gets implemented? Fine. I hope it does so with a Mag 1 limit for mez protection, but at least no higher than Mag 2. And keep the other resists low too. I do seem to be in the minority on this though. If it does not get implemented, I won't shed any tears.
  17. I've got a bone to pick with this statement, but beyond this statement, I'm not going to make it. I've already had that argument and all it did was make me unreasonably angry. You are correct though. The x8 does not mean the spawns should take a team of 8 to clear. As has been said in another thread, the x8 only means the game spawns mobs in group sizes it would as if you were a team of 8 players. It does not account for how you build your character. It does not account for your AT or power choices. It simply spawns larger numbers of enemies to match the spawn sizes you would get if you had a larger team. And I believe this was included pre-incarnate because tankers, brutes, and some others were tired of asking for 7 other players to join them and door sit so (s)he could get the enemy spawn sizes (s)he could deal with solo. With that in mind, if anyone is using a difficulty higher than x1 as a basis for a need for this power pool, then your reasoning doesn't work. You are playing at a higher difficulty than the game was stated as being. For those of you citing difficulties higher than x1 to prove mezzes can get through your mez protection, but not necessarily as a reason for this pool to exist? Meh. Some spawns can achieve the protection breakthrough even on the normal +0/x1 difficulty, typically Tsoo in my experience. Your point is still valid though. There has been a lot of discussion as to whether this pool is needed, or if it is just a quality of life bit, or if it is power creep, or if it is progressing the game into even easier territory for those that are already yawning their way through everything. Again, neither for it nor against it, but if the magnitude of protection is low enough, this pool is not really a problem. Any mez protection higher than Mag 2 though, is excessive in my opinion. Firstly because this is a pool and should not be a mainstay or must have pool choice. And secondly because being able to routinely ignore even just lieutenants, let alone a boss regardless of how weak that boss' mezzes may be, is a pretty ridiculous ask considering the game already accounts for it. Squishies have range. They get mezzed? As long as they maintained their distance, they should survive long enough for the mez to wear off and do something even if they are not packing Breakfrees. I'm just one person and this is just my opinion, but there you have it.
  18. As someone who plays solo 5 of 7 days a week, at +0/x0(x1) with most of my characters, I don't really see the problem with mezzes. Yes, I play at a very low difficulty compared to almost every other poster I've seen on the forums. Regardless of whether I'm on a corruptor, a blaster, or the odd dominator I bother making, I don't really have a problem with mezzes beyond the need to be careful and use some forethought. The blaster having the easiest time of the three in dealing with it. (Thank you, unmezzable T1 and T2 attacks.) I do have to admit though, there are times when my brutes at +0/x1 get mezzed. Typically because it is a Tsoo mission and I just got smacked by 4 Green Ink Men. Aside from the brief stun though, they aren't a problem. So I don't really see a mez problem. My corruptor got held and is in dire straits? If I'm a flier, I'm typically high enough that I'll survive until I recover. (Unless, you know, Malta.) I'm not a flier? I'll still typically survive long enough for the mez to wear off so I can get away to recover and plot my next attack. (Unless, you know, Malta. Or sometimes Carnies.) I don't really see a problem with the set as proposed as long as it is weak protection or only gives resists so the mezzes still apply. However, I also still don't see a need for it. Edit: And by weak, I mean Mag 1, maybe Mag 2. Enough to fend off a lone Fungoid minion's mez attack, but definitely not a boss.
  19. This. Of all the holes they could have put in WP, they gave it no resist to END drain and REC drain. The two defenses I most associate with being able to power through a situation, having the willpower to carry on. In the game's mechanics, is the ability to actually do anything. And yet WP has no such ability. A sapper sneezed 3 halls over? Oh no! All my toggles shut down and I can't act because I have no END! (Ridiculous exaggeration intended for both comedic visual and gross over-statement of problem.) I'm far less concerned with WP getting DDR than the ability to resist having their END pool completely wiped out by a lone minion. As for Bio? I never played it. I hate the visuals. They don't work for my characters, so I have no comment on it.
  20. Adding mez protection to the squishies is not really needed. Not in my experience. And I'm the kind of person that can run through multiple missions before I finally see a replacement inspiration drop. On a corruptor, one of my favorite ATs, I check the spawn, find the mezzer, then gank the mezzer. Deal with the rest of the spawn after. The primary mezzer is a boss? I blind the boss (Darkest Night, Radiation Infection, whatever) and do my best to drop him/her as quickly as possible, hoping the mezzes miss me in the interim. In the meantime, I'm flying out of the opposition's reach, so even if I am mezzed, I will hopefully not be swarmed to death. I can't do that? Then I hit and run the spawn until only the boss is left, then grit my teeth and go for it, popping reds and purples to gank the boss as quick as I can. Like has been said already, there are options for squishies to deal with mezzers. It doesn't always work, and if you have the inspirations, you can use them to mitigate the situation, but options are there. Again, I am not against this idea, but neither am I for it. Inspirations are a core part of the game. They are there to get you out of a bad situation. They are not build considerations. You can't rely on having them when you need to, but they are a consideration.
  21. With Mag 10 mez protection, you need to be facing some seriously stiff mez opposition. Or a pair of Dark Ring Mistresses backing up those Illusionists... Or a few Sappers backing up those Zeus Titans with their Hercules Titan support... especially if they are higher level... ... maybe a trial AV... ... ... so yeah... pretty serious opposition....
  22. I actually hated that about CO, which was the only game I played that had that. NPCs had mezzes that timed in for use just as the timer for reduced effect timed out, so they always knocked you or held you for full effect. Players however, would get sets that every power included knock or repel, and after the first attack, the whole theme of the set was useless because every attack added a stack of resist to the target and renewed the timer. (Hells, one attack was a sustain with repel that almost instantly maxxed out the target's repel resistance to immunity before you even got halfway through the power's attack duration.) It's an advantage of CoX that inherent mez protection does not exist to cause that. As for the debuff/resist power pool? I have no opinion. Blasters can still attack while mezzed. I don't play defenders so I don't know how well they handle it. My corruptors handle even mez focused bosses well, but all my corruptors fly and stay out of reach. I don't play controllers and rarely play doms, so no insight on them. And the other ATs have some protection built in. You want a dedicated pool for mez protection? I definitely won't complain. It never happens? I still won't complain.
  23. Can't the walk mechanic be applied in some way? The toggle suppression instead of de-activation of kheldian powers makes way more sense than the current system.
  24. Uhm... all the sniping sets, including Manticore, include interrupt enhancements.... Edit: Except for Exploit Weakness for some reason....
  25. The kheldians felt like a challenge AT when they were first released. I'm not saying they were or are, but they were and are the only ATs with mobs specifically designed to destroy them that would be encountered in every mission. Even when they first start out at level 1. Yes, they have a blaster form. Yes, they have a tanker form. So yes, they can fill either role if needed. As someone who quickly learned to hate kheldians when they were first released on Live though, I don't think they are meant to compete favorably with the more dedicated ATs. They are the Jack of all Trades yet Master of None AT.
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