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Rudra
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Everything posted by Rudra
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Please make MM upgrade powers passive
Rudra replied to Col. Kernel's topic in Suggestions & Feedback
I may be wrong, but I believe the reduced recharge times and the AoE upgrade effects were implemented on Live. So that would make you wrong about the game play loop as described not being relevant. And it isn't tedium since it does affect all pets and the MMs secondaries can keep the pets alive so as to not need to be re-summoned and re-upgraded that often. -
Please make MM upgrade powers passive
Rudra replied to Col. Kernel's topic in Suggestions & Feedback
Also, as a heads up in case anyone is unaware, if you are having problems targeting one of your pets for anything? Whether an upgrade or a heal or any other reason? Simply click them in the pet window and it selects them. -
Please make MM upgrade powers passive
Rudra replied to Col. Kernel's topic in Suggestions & Feedback
If you are summoning a whole fresh set of pets, by the time your character finishes animating the last power, even if the last pet is not yet targetable, you can select any other pet, apply the upgrades, and all pets still get them. If you are summoning replacements, then target any existing pet, including Dark Servant if you went /dark, or any combat NPC being escorted, and apply the upgrades to them, and it applies to all your pets. Pet summon completion time is easily bypassed. -
Please make MM upgrade powers passive
Rudra replied to Col. Kernel's topic in Suggestions & Feedback
And neither does the MM have to do anything at all a lot of the time. I've set my MMs to Walk through entire maps and not hit a single key other than for moving the character and completely cleared the maps. Can a Blaster do that? We have trade offs for the ATs. Each excels and is hampered in different ways. -
I think that is a code issue. There was a rumor back on Live that the devs were working on a clinging/wall crawling power set (for travel as a power pool). And then the rumor just (not very quietly) went away. Even CO which is a newer game than CoX couldn't do clinging/wall crawling. The chain swing power? Doesn't connect to anything. The burrowing power? Doesn't let you go under anything or up anything. Just the limits of an ancient game engine is my guess.
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The wiki is missing some information from the game. Enriche isn't anywhere as safe as it is billed to be, by design. It's just safe from DE contaminants.
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I'd like steaks, chicken (not just what we already have), lobster, and a few more entries. (I'm not against your proposal, but I have a few restaurants in my bases that shouldn't be serving fast food and it would be nice if I could place more appropriate items.) (Edit: Some fish dishes! Please, some fish dishes!)
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Back when they saw in testing how it broke the game before release and everyone was making the exact same type of character with no variety in concepts?
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Not really. There are several comics, movies, cartoons/anime, and other media that aren't about Wolverine but have characters that extend 2 or 3 claws between their knuckles from within their forearm. Wolverine is just the most famous of them. So there is ample grounds to argue against Marvel for copyright infringement on the Claws set. That said, there are other characters that fire various blasts from their eyes too. Not specifically concussive blasts like Cyclops, but various blasts nonetheless.
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Uhm... yes, I am. Depending on whether low level or end game. Am I saying that is bad? Not in the slightest. Am I saying it wouldn't be a hindrance? Absolutely. It's 15 minutes. So about a TF or so. So not really a problem. Each equal level SO grants a +33.33% boost. Pump them up to +3s and they grant +38.33% boost. And since the character would be up against low level spawns with their low damage, low hit points, and low damage resist; the whole set bonus consideration isn't really a concern because just using SOs at low levels will delete mobs with ease without really putting the character with the full 67 available assignable enhancement slots all placed on the level 22 and lower powers in any danger. That's fine. Like I said: "most sets". Not all sets, most.
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We can have two (three?) builds. Make one build where you have your nuke fully slotted with SOs and any relevant powers to keep it available frequently like Hasten at like level 10, and make the other build conventional. Since most IO sets won't work below level 17 anyway, and even the sets and generic IOs that can be used by players below level 17 are going to be inferior to SOs at those levels anyway, the proposal is a win/win for max power at all levels. Edit: And since the player would just be using sets on the end game build anyway, there isn't even the argument of exorbitant cost for maintaining two builds worth of enhancements, because with even as many enhancement slots thrown into the first 22 levels of powers at max enhancement slots for each power, the player would still only be spending on SOs for that build, so only the end game build sinks the player's inf'. While still maintaining max power for those first 22 levels of powers that can be chosen from T9s, pools, and epics.
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Please make MM upgrade powers passive
Rudra replied to Col. Kernel's topic in Suggestions & Feedback
Sure. I do that with my Corruptors routinely every time I team with my friends. That said, why the hostility? Edit: Sorry, you said every 3rd fight. No, I tend to do that much more frequently than every 3rd fight. Edit again: Besides, per the other threads requesting this, the devs have already stated they won't be making MM pet upgrades passive or automatic. -
New Mastermind Primary Suggestion: Elemental Summoning
Rudra replied to biostem's topic in Suggestions & Feedback
On the one hand, this proposal is going to be weaker for using minions. Those Animus Arcana minions are going to get rolled up worse than the regular T1 pets other MMs get. Especially with their negative level shifts. On the other hand, this proposal is going to be ridiculously OP. You have 2 different pets that as far as I can tell don't have HP bars and aren't subject to enemy attacks in one power, you have two very solid Controller pets in another power with all the advantages Controller pets have over MM pets, and you end with a boss. Even if we treat the wind ones as the T7 unique for the set, you are giving your proposed mastermind much better pets than other power sets in the AT get. I mean, I'm in favor of an elemental set, I've even pitched a version on some threads where it came up, but I don't know how I feel about your proposal. Edit: And without the need to manage pet upgrades like the other sets, this set may relegate the other sets to obscurity. Or at least give players the precedent to remove pet upgrades from MMs. Edit again: And if one of those 2-pet powers isn't on a timer for the pets to despawn at the end of, then this set is going to have the added advantage of 8 permanent pets on the primary to every other sets' 6. -
Please make MM upgrade powers passive
Rudra replied to Col. Kernel's topic in Suggestions & Feedback
Passive is your friend. Can go Defensive or Aggressive after upgrading. -
Random chance one of those mouths pops out of the door and eats the character. Wind up on an instanced map trying to find your way out of the darkness. Or is that excessive?
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MM T3 at level 2. MM 2nd upgrade (or even just 1st) at level 4. At level 6 have a fully upgraded T3 pet. (Edit: And still have the no level penalties yet T1 pet from level 1.) No enhancements needed to just walk through missions.
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Especially since exemplared they would be fully slotted as well? Edit: Hells, not even exemplared. If a Blaster can get their nuke at level 2, as long as they have the funds for it, that nuke can be fully slotted at level 7 with PvP or ATO enhancements. Even if sets are disallowed, fully slotted with SOs or generic IOs.
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What benefit would this be to the game?
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Even free form builds in Champions Online had prerequisites for every power past the initial character creation choices. You want that Fireball attack? You have to start as Fire Blast and have either the energy builder or the energy consumer attack. You want that higher level fire power in the fire set? You have to have X number of fire powers from the fire set to get ti, with higher level powers in a set requiring progressively more powers from the set to unlock access to with the highest level powers in a set requiring 5(?) other powers from the set to already be part of the character to get.
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Click the petition type appropriate to what is being reported. If it is a technical bug, choose technical issues. If it is an exploit, choose exploits.
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Sure, sculpted works fine. I already agreed with that. Let there be a sculpted stone option that players can select in their power customization window.
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If you are making a character that uses stone armor, not is a being made of stone, but is using stone armor in some way, then use the Stone Armor set. That is why it is there. If you are making a character that is stone, either stone skin, is a golem, or any other such reason, whose very nature as a being is stone and so is difficult to hurt but does not use stone as an armor, then use Invulnerability. That is why it is there. If all you care about is say Mud Pots? Then ask for an ancillary Earth Mastery set that has Mud Pots.
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Emphasis added since you are either intentionally ignoring it or somehow missing it. If a player wants to make a character concept, they are free to do so. If the tools to make said character do not already exist in the game, then I support their requests. Making a stone character that does not have the visuals of Stone Armor is already available in the game. Well no, you're an Invulnerability character with a rock texture. You don't have any of the power specific to the Stone Armor set. Emphasis added.
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That would be fine. You summoned the rocks, they appeared, now you instead have a rock field (the crumbling effect) that continues. Those rocks are there and affording you protection. They are just granular and constantly moving. Having that as an alternate selectable effect for Stone Armor would be an option I would agree with.
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Speed of Sound/Jaunt, the worst of both worlds
Rudra replied to Warspite's topic in Suggestions & Feedback
Because as a movement sub-power, a character moving fast enough to seem to be teleporting can get to different elevation places through sheer momentum. And just like those speedsters that move so fast they seem to teleport, if they don't make it to whatever platform or surface available for them to stand/run on, they fall back down. As opposed to an actual teleporter that can teleport where (s)he/they/it wants but that game limitations don't directly allow except by constant use of teleport with hovering to buy players time to re-target a destination. (Edit: Teleport had hover added for two reasons. The first was to make the power easier to use so more players would start taking it rather than respec out of it for personal difficulties in employing it. The second was because even if a player was able to immediately teleport at the end of their teleport, the game would occasionally have them immediately start falling and we didn't lose any falling speed as we teleported. And the rate of fall increased as you continued to teleport. This resulted in characters that ended their teleport on a surface still losing massive amounts of health on their landing unless they placed the cursor on actual surface and not just slightly above but looking like it was actual surface. A few characters I've teamed with died from their teleports. So for those two reasons, Teleport got Hover added. Jaunt can only be used three(?) times in a row before going on cooldown. On a running power. It doesn't face the same problems Teleport did.) That said? I don't really care if Jaunt gets a (very) brief hover duration added. I don't think it fits the theme of a super speedster jumping to a different elevation whereas with Teleport it is necessary for some players to have the time to continue their teleportation, but neither do I think it will break anything as long as it does not come close to Teleport's brief hover duration.