Rudra
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Everything posted by Rudra
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Didn't see this on a quick search, so posting it. In the A Flashy Thief mission from Bobby Curtin, Arc Flash says "If it could have traded my own soul for it,". This should probably be "If I could have traded my own soul for it," instead.
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Then I retract my concern/comment.
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I think Requiem is an older host than Arakhn, but I'm not sure on that point. Aside from when they each became a host though? The only differences between them are what unique powers the devs gave them and what their goals are for the Primal Earth Nictus.
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True, the updates to the Council has several individuals seeing red, but that is why I said the proposal would garner a lot of hate. However, I'm open to new arcs/missions being made that pits players against them going all out. Or maybe update the Requiem in the fight where you fight Requiem and Reischman.
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Agreed. The Minds of Mayhem iTrial has a badge called Dreamwalker/Dreamkiller. It takes 16 different opponents to earn, and only 3 of them randomly appear each time you run the iTrial. It is a nightmare to get that badge. I would rather that not get duplicated to more aspects of the game, even if the proposal is a different badge for each randomly found secret area.
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New Warriors Costumes Looks Like a Zombie Invasion
Rudra replied to Arc-Mage's topic in Suggestions & Feedback
The Warriors are a street gang running around Paragon City with weapons just like the Hellions, the Skulls, the Tsoo, the Family, and other gangs. They've always had those weapons at hand. Even before the update that gave them sheathed/holstered weapons, you could walk around any zone that had the Warriors and see them out in the open wielding their weapons. So I don't get your hate that the weapons they were already using and that you could already find them holding/using openly even before they aggro'ed on anything should be visible when they haven't aggro'ed on anything. It's just that now, with their sheathed/holstered weapons, these normal humans not practiced in any form of magic are pulling their carried weapons from someplace they can be seen instead of being stuck due to game limitations of drawing their weapons from thin air. As for the PPD and Longbow being all over them for having weapons out? First, why weren't they all over them when the Warriors were sparring with each other, shaking down innocent civilians, or openly fighting the Tsoo? Second, the PPD and Longbow will fight the Warriors should they encounter them. -
This is a suggestion that will probably garner a lot of hate. However, what if Arakhn and Requiem were finally updated to give them their tri-form? The Awakened PPD have theirs, so isn't it time Arakhn and Requiem get theirs? I'm not asking for them get full Changeling, but maybe it's time for them to finally get their forms.
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Great. That isn't a suggestion or feedback for the game though. So it still belongs in the General Discussion forum.
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And as your provided links show, that is a costume change, not minimal FX. (And it still ignores the game's lore.) As @Ghost said though, it's time to just drop this conversation. So, I'm out.
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Yes this happens every time you /cc without any powers being tied to it Exactly. When you do a costume change, you are not making a minimal FX power choice. You are changing everything the character's power sets call to for animations depending on whether you use the same character model or not. They've added entire zones, modified entire enemy factions, and added entire powersets and ATs... I think a couple animation tweaks is within the realm of possibility This is not a couple animation tweaks. This is a power code change. And an extensive one at that. (Leaving out the whole lore aspect of what the Kheldians are doing and why, which is still a fundamental part of any RPG.) I don't know seems like Null the Gull could add a costume slot to the list Or maybe a Kheldian-exclusive contact could give you a tailor-like mish to complete to unlock a new costume slot (used specifically for transformations) Or... idk, a Kheldian exclusive tailor in Pocket D who can "help you recall your previous forms" (modify costume slots A and B) There is a reason why player characters are limited to 10 costume slots. VEATs technically have an 11th, but it cannot be accessed except through the use of slash commands.
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And as I responded back on the first page, the very first response to the OP, it is not a minimal FX request. It never was.
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Is there a suggestion here? Because if you are just looking for a general discussion, then this really should be in the General Discussion forum. (Available here: https://forums.homecomingservers.com/forum/10-general-discussion/ )
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When a person asks for an alternate animation, all that is changed is what animation the power(s) use(s). When a player chooses one of the available animations for a given power, all the game has to store is a pointer to the correct animation for that power. When a person asks for a minimal FX option, all that is changed is whether or not the existing animation retains special visual FX like glitter. When a player chooses a minimal FX option, all the game has to store is a pointer to a stripped down version of the animation. Asking to change Nova and Dwarf is asking to change the powers themselves. When you click the Nova form or Dwarf form power, the power does a call to the game that removes your character model and replaces it with another character model around which the now available powers are animated, while also suppressing all powers not assigned to the chosen form. The request is not for an alternate animation or even for minimal FX, it is a request to change how the powers themselves work. So that the power has to change whether it does a call for model replacement or not. And then the linked powers for the Nova or Dwarf form have to then also make a call for animations appropriate to the new model. (Which only really applies to the Nova form, I believe, since I think the Dwarf form uses humanoid animations.) What does this mean? Let's go with 'just keep my current appearance'. The Nova and Dwarf shapeshift powers are changed so that they grant the player the ability to either use the Nova/Dwarf form or their current character model, and no other choices. In the case of Nova, now the associated attacks for the Nova form have to make a different call, automatically, to use humanoid animations instead of hovering squid animations, but only if the Bright Nova/Dark Nova power is assigned by the player to not replace their character model. Otherwise, the 4 attacks have to still use their normal animations for being a non-humanoid character model. And those attacks have to do so without added player input for form/appearance. Even when the form itself glitched and Nova didn't transform the character as someone earlier said, the animations for the Nova's powers did not line up with the character model being used because they were the wrong animations. So the emanation points didn't connect correctly with the character model. Then you get into the "design your own alien life form appearance". The Nova and Dwarf shapeshift powers will now have to have added checks not just for whether to use the existing Nova/Dwarf model and their associated animations or the current character model and its associated animations, but will now also have to do a check through all the character's available costume slots to find the correct appearance character model and then figure out whether to use the regular Nova animations or humanoid animations. This is only slightly more complicated than previous because the player would presumably be able to simply point the game during power selection (when leveling or in the tailor) to the desired costume slot. However, now not only do you have the game tracking whether to use the correct normally assigned character model or the existing player made character model, but now you have the game tracking whether to use the regular Nova character model, the current character model, or a different character model in one of the character's available costume slots not currently being used. And in doing so, it also has to automatically correctly assign the correct animations for the form's 4 attacks in relation to if the character model is a Nova model, a male model, a female model, or a huge model to properly line up the powers' animations. Nowhere near as simple as just an alternate animation for a given power or a minimal FX option for a given power. And then you get into the MM custom pets but at the cost of player costumes debate. Because to do this, unless the devs come up with a way for the player to edit/replace the Nova/Dwarf character models without using a character costume slot, it will take a character costume slot to do so. And then, you guessed it, back to the lore. Even if the Kheldians allowed for custom alien form appearances that players design for themselves, they would not be Novas or Dwarfs. So they would not retain their existing linked powers and would need new linked powers assigned to them. So again, this is not just an alternate animation or minimal FX request.
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Except it is. When a character goes Nova or Dwarf form, they lose access to all their human form powers, including any powers that may be shared between them, to gain access to 4 attacks that hit harder than normal or to gain access to better damage resists. If this was a cosmetic change, then the Kheldian character would not lose access to their human form powers. The human form powers would not be suppressed, and the shapeshifted powers could be used in human form. Asking for an alternate animation for Spines to have it appear as bananas does not alter any of the power set's powers. All those powers in Spines would still be available as normal, just with a different animation. (Edit: As opposed to the OP which is asking for the Nova and Dwarf powers to be changed in how they work.)
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I'm waiting for "The forms" as response....
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So, just to be clear, because an opponent is an AV, that opponent should be able to take and inflict damage like an AV unless that AV is a Kheldian of some type, in which case they should only do AV damage in Nova form and only take AV damage in Dwarf form? How does that make any sense?
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Next time this or something similar happens, use /whereami and add the information it gives. There are lots of maps in this game, and many missions draw a random map from a pool of available maps. Including office maps. Without knowing which map specifically is causing problems, preferably with the location causing problems on that map, you are just asking the devs to inspect every map in the game for a single element that may be very small or minor, and so not easy to detect, until they find the cause to fix.
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LBD's Moderate Mastermind Makeover
Rudra replied to Little Big Demon's topic in Suggestions & Feedback
Summon your pets near hostile mobs, and those pets will be attacked unless something else is holding the mobs' attention. Pets can most definitely be attacked and defeated by mobs during their summoning. As long as they are present in your pet window and their model is on the field, even if you cannot target/select them, mobs most definitely can. Pets cannot attack during their summoning animations. I never claimed any of these things you are saying, so why are you attributing any of this to me? Let me try to clarify what I said. 1) Pets can be upgraded with their upgrade powers even if you cannot select them/target them to apply the upgrades. As long as you have a usable target to apply the upgrade to, even if that target cannot be affected by the upgrade such as a combat NPC such as Back Alley Brawler or any other that is with you. So if you have a Dark Servant, you have a surviving primary power set pet, you have a fighting NPC with you, or you have anything else associated with your character at that time, you can target that something and apply the pet upgrade(s) and it will catch and upgrade even your freshly summoned pets that you still cannot target yourself. 2) Pets can still fight, and with no loss in combat ability, just a lack of some combat powers, even when not upgraded. 3) Pets do not have a 10-14 second lockout window. They are targetable by the player and start fighting attacking enemies not later than 2.03 seconds from when they are summoned. How much sooner? I don't know. I don't time them. However, I do know that my ninja pet summons take 2.03 seconds and any other pets I summoned before that summon is active before I even finish the current summon. 4) If fighting an enemy that keeps AoE'ing pets when they are summoned, you can prevent that by placing the summon location outside of the enemy's attack radius. 5) If fighting an enemy that is pressing you and your pets, you are not stuck doing nothing for 10 seconds. Even just summoning new pets takes 6.09 seconds. And you can summon pets around throwing your own attacks, adding debuffs to the enemy, buffing yourself, using inspirations, popping heals, or any other action you want or need to take. 6) Players will need to tailor their approaches to their enemy. Active pet control, which only MMs get, goes a long way to bolstering pet effectiveness and survivability. If a player wants to just summon pets and then leave them on autopilot like a Controller or Dominator? That is their choice, but then they are losing out on a large part of the MM's functionality. And lastly, if you want me to address your post as a whole, then don't make multiple sections I need to address separately. Am I saying that MMs as an AT are perfect and that nothing can or should be done to help them? Not even close. MMs have their challenges and their weaknesses. MMs struggle to maintain peak effectiveness in some content or difficulty settings. MM pets getting level shifts to make even the T1s equal in combat level to the incarnate shifted MM was a huge help to MMs. However, if you are going to argue for buffs to MMs, then you need to be honest about where MMs actually stand and accept what the devs have already told us about what they are not going to implement for MM changes.- 36 replies
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LBD's Moderate Mastermind Makeover
Rudra replied to Little Big Demon's topic in Suggestions & Feedback
Why are you adding AVs to my list of AVs, EBs, and GMs? AVs are already listed. Congrats! I don't need to see proof. Doesn't affect the discussion about being able to field pets and keep them alive, but good on you. That depends on the enemy, the difficulty settings, and how you are playing. Like I said, I have fought many EBs, AVs, and even GMs, and never lost a single pet as long as I maintained active control. If I stop bothering with commanding my pets and just leave them there? Yeah, they'll die. A lot against some enemies. (Though against others, my pets still never die despite the foe being an EB or AV.) Nope. Players are free to play however they want within the CoC. They may even find better ways to deploy their pets to keep them alive than what is currently being shared. However, MMs are a very complicated AT and they are intentionally designed to be a challenge as far as I can tell. So players that don't want to worry about those parts of playing MMs are free to do so, but they should expect to have difficulties until they find an approach that works for them. Except I was considering it. In order to use your assault rifle on full auto, you have to click the Full Auto power every time. Once your pets are summoned, they keep fighting until they die or you make them stop. And MMs get 6 pets discounting any from their secondary. And they don't even need to be upgraded to be effective, though it definitely helps. And you can upgrade any of your pets even when they are going through the summoning lock out. Just click a surviving pet or a combat NPC following you around and throw the upgrades on them. It still applies to the newly summoned henchmen even if they are still under selection lockout. And if you need to summon pets against a foe that keeps AoE'ing? Summon them outside the enemy's attack radius. Make use of your secondaries buffs and debuffs. Actively command your pets, including ordering them in or out of combat. If you use the NumPad to control your pets? Okay. No one says you have to use the icons. So I don't get why you felt the need to point that out. Edit: And as far as the pets being attackable for 10-14 seconds while themselves not being able to attack back? We both know that is a lie. Once the pets get through their lockout phase of being summoned, they immediately start attacking anything that is currently attacking them or the summoning MM. What AT has to stand around for 10 seconds doing nothing while taking damage? Now if you're talking about ATs while they are Held or Stunned, okay, but that isn't part of this discussion. MMs do not have to stand around for 10 seconds doing nothing except eat damage. Even if they need to summon pets. MMs do have their own attacks they can use. MMs can be throwing debuffs on the enemies. And even if all the MM does is summon pets, that is 6.09 seconds. And those pets, as already stated, are more than capable of killing any foe even without their upgrades. So if you're in a tight spot and having to re-summon everything? Throw your summons, maintain your buffs/debuffs, and attack. Then summon new pets as needed. If you are just standing there twiddling your thumbs for 10 seconds and you aren't mezzed, that's on you. The pets are only as defenseless as you choose to leave them. They may be useless outside of soaking up your MM's damage until they finish getting through their summoning, but they can still soak damage for you and you can still upgrade them even when they can't be targeted/selected by you. (By the time you finish using a summon power, any previous summon is already selectable for anything you want to do. So even your time frame is wrong. They are unavailable for at most 2.03 seconds.) Devs already said they will not allow that.- 36 replies
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What everyone is trying to tell you is this: Healing Aura Nullify Pain Radiant Aura Warmth Type PBAoE PBAoE PBAoE PBAoE Recharge 8 seconds 8 seconds 8 seconds 8 seconds END Cost 13 END 13 END 13 END 13 END Radius 25 feet 25 feet 25 feet 25 feet Heals 117.7986 117.7986 117.7986 117.7986 Secondaries None None None None Edit: Transfusion Temporal Mending Type Ranged/TAoE PBAoE Recharge 8 seconds 18 seconds END Cost 7.8 END 13 END Radius 20 feet 25 feet Heals 207.514 (if hits enemy target) 132.5434 (+35.3396 x4[5?]) Secondaries -11% END +34.6% regen' (30 seconds) -50% regen' (20 seconds) +20% all speed (30 seconds) So Transfusion gets more effects because it can miss and fail. Temporal Mending gets more effects because it takes so much longer before it can be used again. (It has more than double the recharge of Radiant Aura.) The heals that are of the same type as Radiant Aura however, are also functionally identical.
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You don't need to ask for it to be deleted. Choose to edit the OP and select to hide the thread. Then no one short of a GM can even see it.
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Which still ignores the part where the devs said that the only way they could give players the ability to not be affected by those powers was via Null the Gull who grants that character a hidden power that prevents those effects from affecting them. If they could have done it as an option, and I'm pretty sure they tried to, then I'm also pretty sure we would have that option available to us on the options menu right now. Edit: And if you are hoping to be able to interact with Null the Gull anywhere you want? The (Live) devs said they were not going to do that. (So I'm pretty sure the current devs won't either.) (Edit again: The discussion of duplicating Null to other locations has been discussed already. And Null's options apparently can't just be rolled into the options menu. Which is why Null even exists for us to use.)
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Massive QOL suggestion, maybe? I'd like it anyway.
Rudra replied to Warspite's topic in Suggestions & Feedback
Unless it's a purple, when you craft an IO, it is locked at that level. You crafted a level 25? It will always grant its benefits at that level unless you exemplar more than 3 levels below its crafted level. You craft a level 50? You lose its bonuses when you exemplar below level 47. Attuned IOs always give their enhancement bonuses, with that bonus scaling based on your current level. It just doesn't always give the set bonuses, since those still go away if you exemplar more than 3 levels below that set's minimum level. So yes, if you want that level of versatility from your IOs, you need to catalyze it.