Rudra
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Everything posted by Rudra
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Say you can stack 3 layers, since player stacks seem to be 3 or 5 depending on the set. The PC has all 3 stacks up and is hit by an attack that would have killed the character. Except the attack doesn't kill the character and the character is still safe from 2 more such killing blows until able to throw a 3rd layer up again. Maybe just 1 more killing blow because the killing blow was a weakness hit. Any other character with any other armor set would simply be dead with no further chances to simply ignore more killing blows. Even a character using an armor with a heal has to time that heal to be used when they need it so it is not recharging when they actually need it and they don't die because they waited too long. With your proposal, they don't have to worry about timing anything. As long as that player has layers of armor, that character can't be killed. And if the pitch were to be 5 layers like some sets get stacks of their set's buff, that is an even more unkillable character. So no, I don't think having stacks of 'it's just a flesh wound' is balanced. If you don't like the heal option, that's fine. I'm open to more ideas, I just think being unkillable for X number of hits without using something like Phase Shift is OP.
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That seems too powerful. To have the ability to ignore X killing blows depending on current stacks of water would almost make you unkillable. I like the idea, stacking layers that can be peeled off, I just think this presentation is too powerful. What if water armor was a mix of defense (the water causing attacks to slip by/past or diffusing hits to useless if the hit was too weak), damage resist (focused on fire, smashing, lethal, and toxic), and light regeneration with its schtick being that you can layer one power for bonus HP that does not regenerate. So to replenish that pool of HP, you have to recast the power. This could potentially be done similar to the Maintenance Drone. Or to simplify it, it could simply be a Maintenance Drone effect that is on the character or a healing ball of water that follows the character around (and only heals the character), providing supplemental healing up to its total health. (Yeah, I know, this is a really weird take on the idea. Sorry, trying to find a way to make it different from the other armor sets though.) Edit: That could be both an interesting and simple take on water armor. Make it a defense set with focused resists and a heal pet, either 'worn' or following, that only heals the character and probably can take damage to make it less OP of a self heal, instead of the normal heal.
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I remember ticket farms, but those weren't popular. And I don't remember anyone getting regular rewards from AE until after the patch after AE was released. Edit: Yeah, I misremembered. The tickets were in lieu of random drops. My mistake. Apologies. (Edit again: I still don't remember power leveling farms that far back, just ticket farms, which I don't remember being popular, but seeing as I forgot how AE originally worked, I probably forgot those too.)
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That was the problem with AE when it was first added though. Because you couldn't earn any xp or inf', just tickets, and those tickets had a cap that was quickly reached depending on what you did for your story, no one was doing any of the AE content. So you had players making the best stories they could, but they couldn't beg, plead, or otherwise tempt others into doing their stories unless they were close friends who had an interest in it. And even then, it was a difficult at best to get even those friends to try what you made because they weren't getting any immediate rewards. It was after the Live devs allowed AE to award xp and inf' that AE arcs finally started getting attention, but it also pretty much immediately saw farms being made. And the farms garnered way more attention than the stories, because most players seem to prefer fast gains over storytelling. The easy fix would have been to do what you are saying, revert AE back to just tickets, but then AE would have been a dead idea from lack of interest. The problem with the OP isn't xp or inf' being gained from AE. The problem is that it will do nothing for what the author is complaining about.
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Considering that farming AE is still vastly simpler and more reliable than cycling missions or repeating Ouroboros, as long as AE gives xp and inf', it will likely always be the preferred means of farming unless AE goes back to only giving tickets. And I'm against AE going back to just tickets as reward, because back when it did, you couldn't get players to even try any player made stories/arcs in AE. However, pumping up xp and/or inf' awards from AE isn't going to help matters any either.
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Yeah, but the response I was responding to was for the pitched change to pets + armor. Going back to the original, I've already given my response. About the only thing I have left to say on it until new information arises is that the armor set should be limited to Scrapper, not Tanker or Sentinel. As a control + armor AT, it is plenty robust between its ability to lock down entire spawns on top of getting any armors.
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I disagree. A Scrapper gets lower caps for their armors than a Brute or Tanker, but gets to hit harder and gets routine crits (even if the ATOs are necessary to get those routinely). A Brute has to work harder to build up their armors than Tankers, but gets a combat driven damage boost. A pet focused AT with an armor secondary, even if that armor set were to use Scrapper caps instead of the requested Tanker or Sentinel, is going to be more robust than a Mastermind. Many armor sets also include a self-heal, which balances out the MM's heal for those MM secondaries that include a heal. (Edit yet again: It won't keep the pets alive, but since the Commander can just soak the damage where a MM can't, then it doesn't matter because the Commander can just summon more pets.) The current pitch for Commander also seems to be all 6 pets with both their upgrades, so the Commander isn't losing out on number of henchmen or their capability. (Henchmen class pets are already weaker than pet class pets, so I doubt an even weaker class of pets would be made.) And with no support abilities for the Commander player to keep clicking to keep them and their pets in the fight, the Commander can focus more on their attacks. Even if those attacks are melee instead of ranged. So while the MM is splitting focus on what his/her/their/its henchmen are doing to limit aggro, spamming buffs or debuffs, re-summoning if needed, and maybe trying to squeeze in some attacks as well, the Commander can just attack, pop the occasional self-heal, not really worry if their pets run off to another spawn because the Commander can probably tank it or endure long enough to leave, and summon replacement pets for added damage if feels like it. That's not just a different play style. Edit: And how much of a partial sharing are we talking about? 10%? 50%? Somewhere else between those? Remember that henchmen also have their own native resists and defenses. So say a Commander gets to 75% damage resists. How much of that 75% is being shared with the pets on top of their own damage resists? Or your Commander gets to 50% positional defense. How much of that will be shared with the pets? Especially with defense-based pets like the ninjas. And after you add in Leadership? (Edit again: A Force Field MM has to renew their shields every 4 minutes. The Commander has to renew their defense boosts for their pets never if they can simply share their armor. Doesn't sound equitable to me.)
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Then there would be very little point in playing a MM. Why bother making a MM where you have to keep using your support abilities to bolster and protect your pets if you can just make a Commander and let your pets enjoy the benefits of your armor set while still enjoying the full suite of MM pets and their upgrades? If the proposed AT were changed to an armor and MM pet set, then that is all it should be. Your character gets an armor set and your pets are left to their own devices for survival. No BG Mode, because the AT does not need it to survive like how MMs routinely do. No extending character armor effects to the pets. Just summoned pets, their upgrades, your 3 native attacks, and your armor powers. The whole point of me pointing out that pets will die without the MM's support abilities is to remind others of that. (Edit: Most of the complaints about MMs is having to re-summon pets as needed.) I'm fine with re-summoning as needed.
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And why would the AT be given Bodyguard Mode when it has an armor set for its secondary? The point of BG is to keep the MM alive. The proposed AT can already do that with its armor.
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Without the MM's support abilities, those pets are likely going to die horrible, gruesome deaths fairly repeatedly.
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NPC Rogue Bane Spider broken in 'One Good Spider' Hero Morality Mission
Rudra replied to dnomad333's topic in Bug Reports
Make sure you find and wipe out the entire spawn of both Fortunatas at the back area after initially freeing him. As long as any mobs from either spawn survives, he will not move. -
Probably a Brute rather than a Tanker. The levels line up with a Brute.
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Armor/Support wouldn't be impossibly slow but safe, it would be impossible to do solo missions, but incredibly safe. The only attack you would be guaranteed to have is Brawl. Every other attack would have to be bought from START or gained from a power pool. I'm also uncertain about giving the BotD to the OP for Tanker/Controller because the OP says Tanker primary and Controller secondary. That is very specifically Armor/Support. Though I do grant that the OP's "final pet replaced with taunt" lends heavy credence to to the author simply being confused since as far as I can remember, only 3 Controller secondaries have pets as in mobs that will follow your character around or chase down enemies, and only 1 of them has it as the final power. However, the second part of the OP with Controller primary and Sentinel secondary, so Control/Armor, is at least viable. Even though you would still lose the Controller's Containment ability and its associated damage boost.
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Sure.
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It also gave background information like for the ghost ship.
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Assuming we get to defeat Praetorian Hamidon and it is a permanent thing unlike it is in Primal Earth where we basically just drive him back and contain him, or at least we are able to somehow contain him to the same extent he is on Primal Earth, then no, the Praetorians still would not (likely) have to go back. However, a great many would likely choose to go back and start rebuilding their home. Last Bastion is evidence of just how determined many Praetorians are to reclaim or hold on to their world, and just how likely they would be to choose to return if they weren't under threat of being Devoured.
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Actually I did, on several threads and sent comments as well. Unfortunately with life you don't always have time to visit the test server. That doesn't mean feedback after a rollout is wrong. The Devs should be will to reevaluate the change and community response based on feedback provided at several different points in the rollout. For many players, myself included, it was the first time I encountered them. As the game is community supported, you have the right to provided feedback at any timen. As I recall "Freem" wasn't extremely popular in the original game when it was initially tested/rolled out (April 1st or such iirc), so I'm a bit surprised it got pushed through here. You can give all the feedback you want. This forum is all about giving the devs feedback on things they implemented and on suggestions you would like them to consider. I am not saying to not give feedback. What I am saying is that none of us have any grounds to tell a dev (s)he/they is wasting their time on something. Especially to tell the dev (s)he/they is wasting their time on something after they have finished. If you don't like a change? Then say so. Give what it is you don't like about the change. Give your feedback, Telling a dev (s)he/they is/are wasting their time working on something (s)he/they already finished and implemented isn't giving feedback on said change though.
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If the OP is going to suggest not allowing pets for Hami' and MSR raids, then maybe tell people before starting the raid to dismiss their vanity pets to avoid confusion?
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The radiation using character in the OP is a Corruptor. That is why I used the Corruptor as reference. Otherwise I would have referenced a Controller instead. Edit: Whoops, missed the 1st Controller. You're right. My apologies. Edit again: Controllers and Corruptors seem to use the same data though, so it still works out.
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If you pop Temporal Mending and your ally goes running out of its radius, they lose the extra tics of healing, maybe even the full heal if they run out in time. If you pop Warmth and your ally runs out of your radius when you click it? Odds are they are already out range and don't get any healing. So no, I am not factoring running out of the healing auras as a factor for this comparison.
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You're looking at Defenders. I'm looking at Corruptors. And as far as allies running out of your aura? If they run out of your radius for any PBAoE heal, they lose or simply don't get its benefit. How is that a factor? Edit: And CoD isn't wrong. See current Defender link here where it says Defenders grant +43.25% regen' resistance: https://cod.uberguy.net/html/power.html?power=defender_buff.time_manipulation.temporal_mending&at=defender
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Everything I posted was taken from City of Data. https://cod.uberguy.net/html/power.html?power=corruptor_buff.empathy.siphon_energy&at=corruptor https://cod.uberguy.net/html/power.html?power=corruptor_buff.pain_domination.nullify_pain&at=corruptor https://cod.uberguy.net/html/power.html?power=corruptor_buff.radiation_emission.radiant_aura&at=corruptor https://cod.uberguy.net/html/power.html?power=corruptor_buff.thermal_radiation.warmth&at=corruptor https://cod.uberguy.net/html/power.html?power=corruptor_buff.kinetics.transfusion&at=corruptor https://cod.uberguy.net/html/power.html?power=corruptor_buff.time_manipulation.temporal_mending&at=corruptor And as far as Temporal Mending goes, yes, it is a PBAoE like Radiant Aura, but I don't consider it to be the same type because of the number of differences between them. That is why I added Transfusion and Temporal Mending as edits after, because I consider them a different type of heal. (Yes, I labeled their "type" as PBAoE or Ranged/TAoE, but that is because I don't know how else to label that. I apologize for the confusion.) Also, how does Temporal Mending miss a tic of healing? It has a 100% chance to check for its 100% chance of applying each of 4 tics of healing over 6 seconds after 1 second. (Edit: Whoops. It is 4 tics, maybe 5, not 6. Going back to previous post to fix that.)
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Okay, so 6 are fixed and 1 is random. Got it. In that case, I'm fine with the 6 fixed locations giving different badges. I'm still opposed to a random badge though. Thanks for clearing that up.
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So are they fixed locations or random access?!