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Rudra

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Everything posted by Rudra

  1. That soooooooooo doesn't count! 🤣🤣🤣🤣🤣 I never even knew that was out there. Guess I should have been patient enough to actually reach those silhouettes.
  2. Where is that? I never noticed it.
  3. No, there aren't. Neither are there any gas stations anywhere else in Paragon City, the Rogue Isles, or Praetoria.
  4. Incorrect text and messages go in the Report Typos Here sub-thread.
  5. I think that is the point. The OP mentions both the Summer Blockbuster and Dr. Kane's House of Horror. Both require 4 characters to do. Both as minimum and maximum.
  6. Technically, you do. It is the tier 9 power and it is called Full Auto. The difference being that you have to click it each time you want to use it whereas the MM pet upgrade powers only need to be used once per pet summonings. Mind if I ask how you are deploying your MM and pets? Because I can solo AVs, EBs, and GMs and for most of them, never lose my pets. (Well, I haven't tackled any GMs since they got buffed, so maybe that has changed? Though active pet control goes a long way to mitigating pet wipes.) Some have really bad AoEs, and they get problematic, but you don't need upgraded pets to clear them. (You can also throw your summon location outside of the enemy's reach, and your pets will appear safely.)
  7. There have been a rare few occurrences when I was on a Hami' raid where Hamidon spawned pretty much immediately when the league attacked the first monster wall. It takes a random number of defeated monsters to spawn him. And that still ignores everything else posted on this thread so far, not least of which is the game's existing story. Edit: Not brought up yet? Hamidon Buds. What happens in PI when those little buggers spawn randomly throughout the zone because there are players scattered all over the zone minding their own business doing missions or selling? What happens if one of these level 52 EBs spawns inside a store next to a level less than 50 player dealing with a vendor? Or inside Portal Corps? (Edit again: Though with all the hiding places in PI, that could make for cruel humor. "I've spent the past hour trying to spawn Hamidon!" *invokes ancient summoning ritual* "Did we miss a bud?")
  8. Agreed. It's only 25 tip missions. (To author:) You do you though.
  9. Hamidon floats in the water when you fight him in the Abyss as much as you or I float in the water when standing in a rain puddle. The water in the Abyss where you fight Hamidon is shallow enough that our characters are running on it rather than swimming. The waters of PI are deep enough that our characters have to swim. The water depth where you fight Hamidon in the Abyss is not proof that he floats. Though I do agree with you that the OP is silly and not likely to ever happen.
  10. There are no land masses there. The zone is still officially a level 41-50 zone. The zone is still open to characters below level 41 who routinely enter to join radio missions. Player characters are still subject to Hamidon's extreme detection and attack range, and one of your designated areas has the ferry in ready detection and attack range of a spawned Hamidon. Hamidon's arrival goes unannounced even in the Hive and Abyss except via the monsters themselves retreating, which players not out on the monster islands will never notice. Hamidon still already has 2 zones dedicated just to him where there are no contacts, missions, or story arcs that players are doing/dealing with, requiring raid league leaders/assemblers to request players not there to fight Hamidon leave so others can join, and adding islands for Hamidon to spawn will require a whole new map be made just to add a third place to hunt Hamidon for no other reason than someone would like there to be a reason to hunt the monsters in Peregrine Island other than for the rewards those monsters award already.
  11. The AE building. Sure, get Hamidon added as an available enemy in AE and go to town. Replacing the AE building? No thanks. Edit: Especially since the AE building is in the middle of the main island where everyone passes through doing their missions. Of a level 41-50 zone where lower levels show up to join radio teams and will likely find themselves passing near the spawned Hamidon. Possibly without ever knowing he was spawned until he kills them.
  12. Where would Hamidon even spawn in Peregrine Island? He takes up a lot of space and none of those northern islands are big enough to house him. Even the largest island doesn't have the open space necessary for him given how it is set up. So, yeah, I would prefer Hamidon stay in the Hive and Abyss. Especially since per the story, it is there that we have more or less successfully contained him. Edit: And then there is the MSR question. Every time I happen to be in RWZ doing missions and there is a MSR forming, there is also a constant request for those not doing the MSR to leave the zone. Which correct me if I'm wrong, is why an instanced version of the MSR was requested? Hamidon gets his own zone currently. Two of them. Without the need to ask players running their missions in zone to go to another instance of it so the raid league can form.
  13. But you can't: Use the same character name across all those characters made for the sole purpose of costume slots. Change your costume except by either visiting the tailor or logging off and changing characters. Continue progressing that character on the current content if you have to alt to change costumes. (Made worse if it is the mission prompting the costume change, like with Vanguard.) If the just use save files and change at the tailor route is followed, then it will also require you: Maintain a large amount of inf' on that character for the sake of using a preset costume, rather than use that inf' for other characters or to acquire other things. Hope whatever team you are on is willing to wait for you to run over to a tailor and purchase your pre-saved costume without dumping you, getting another player, and pressing on. Sort through your list of saved costumes to find the correct one for that character for whatever you are doing rather than just using the costume window or a macro to change. If the multiple character slot route is followed, then it will also require you to: Spend time waiting to log off and then back on just to change your costume, rather than just using the costume window or a macro and pressing on. Hope whatever team you are on is willing to wait for you to change characters for the sake of changing costumes, rather than just dump you, grab another player, and press on. Purchase all your character's build enhancements repeatedly for every character slot used for the sake of costume changing. Re-acquire all the same badges you gathered because they are part of the character concept. Level up that one character to the same point it is supposed to be (Full incarnate, level 50, perma-level 38, whatever) just to have those costumes that you would normally have with 10 costume slots.
  14. The Verify or Re-validate functions should automatically repair/re-download the corrupted/missing files. If it didn't, then yes, an uninstall and re-install will be called for.
  15. Okay, all this may sound condescending, but I do not intend it that way. This is a basic overview of MMs and most likely includes information you already possess. When it comes to MM survivability, there are added factors other ATs don't have to consider. Looking past the shared factors, where MMs suffer a bit behind other ATs, you have all the MMs pets. Both from the primary and from some secondaries. (Though I think only Dark Miasma and Storm Summoning have any actual pets as a secondaries.) MM pets amplify the MM's ability to fight by being able to add 6 separate attacks the MM does not personally have to use, 7 or 8 in the case of Storm Summoning for brief periods of time, so the MM can be doing other things such as using support powers and still be doing damage. This obviously does not stop the MM from using his/her/their/its own attacks, so if the MM chooses to go all out on offense, that is 7 sources of damage not counting things like Gang War or Tornado to afflict targets with. So while MMs themselves do less damage than other ATs, they wind up doing a lot of damage if they focus their efforts on a single target. When it comes to the pets themselves, MM henchman class pets are pretty universally weaker than regular pet class pets such as Controllers use. Fortunately for the pets, the MM has ample tools available to protect them, recover them, and/or facilitate their ability to be effective in combat. So long as the MM's pets are alive, depending on what mode or stance you have them in, they do different things as the MM needs. The most recommended for the MM's survival, as in the ability to survive being attacked/hit, is using Defensive/Follow to have the pets in Bodyguard Mode. While the MM's pets are in Bodyguard Mode, all damage the MM takes is divided by the number of pets in Bodyguard Mode + 2. The reason for this is that the MM will always take 2 shares of the applied damage and each pet will take 1 share of the applied damage while in Bodyguard Mode. This has the benefit of shielding the MM character from harm so the MM character can fight for longer, but it also means that if that attack was an AoE that caught the MM character and his/her/their/its pets, then each of those pets are actually being hit twice by that attack. Once for the attack hitting the pet and again for the share of the damage the pet is shielding the MM character from. This is how a lot of MM pets die, from the sheer accrual of damage to themselves and their summoning character. Outside of Defensive/Follow, which is the only way to be in Bodyguard Mode despite what the wiki says, the MM has access to additional stances and commands for their pets so the MM can tailor how his/her/their/its pets are deployed to deal with the given situation. If your character can take the hits? Aggressive ensures your pets are always attacking any hostile within their aggro radius. If you don't want them fighting? Passive keeps them from doing any fighting at all. Positional commands like GoTo and Stay lets the MM place pets where they can be more effective. For instance, having pets in Aggressive/Stay while on an ITF from outside a Shadow Cyst's explosion radius means those pets will keep attacking the Cyst with their ranged attacks and not suffer defeat when the Cyst explodes upon its defeat. Preplacing pets with the GoTo command also does the same thing. This is less effective for Beast Mastery since only the Dire Wolf has ranged attacks. Managing his/her/their/its' pet aggro is tantamount to MM survival. Even in Defensive they can and will wind up fighting mobs not in the group you are fighting. The fastest way to stop your pets from drawing additional aggro, provided you are paying attention to where they are and what they are doing, is to quickly flip them over to Passive. As long as they are in Follow or GoTo, they will immediately return to your side or to the spot you assigned. On large teams, minding what the team is doing and what the enemy is capable of is tantamount to both MM and his/her/their/its' pets' survival. Ordering pets to get out of combat to recover or reduce aggro is a constant consideration. Changing from Aggressive or Defensive to Passive to pull pets back and then returning them to Aggressive or Defensive also helps keep the pets out of trouble. Letting any damage sponges on the team take the lead before letting the pets loose and yanking the pets back when the damage sponges look to be losing control of the situation is routine on high difficulty missions. Basically, a Mastermind player has to be extremely involved in the minutiae of everything that is going on or the MM will lose control of his/her/their/its pets and find the pets need constant re-summoning. This can get very overwhelming. And I personally think this is a major reason why MM pet power recharge times were reduced so much. Further, if the fight gets so crazy that keeping pets alive and upgraded becomes a problem, the MM can elect to not upgrade pets during the battle. Yes, this means the pets lack their better attacks or other abilities, but if the fight is that frantic, just keeping up a steady damage stream from pets is often enough to help turn the tide even if they lack their upgrade attacks or other abilities. Sorry for WALL OF TEXT, but hopefully that helps clarify some things.
  16. Re-validate your game files. You may have a corrupted file. (Edit: It's Verify from the drop down menu when you click the 3 dots on the HCLauncher and it is Validate under options for Tequila.)
  17. Tide Pool reduces affected target's stealth by 100 feet. That will increase the range at which they can be detected by 100 feet. That should even apply if the affected targets are not themselves using stealth. So when you opened with Tide Pool, you suddenly boosted the distance at which those mobs could be detected. So Grym and Lady Jane could suddenly perceive those enemies, and being combat NPCs, they attacked. Think of it as a backdoor way to boost everyone's perception range. Edit: https://homecoming.wiki/wiki/Stealth_and_Perception So basically, Tide Pool is adding 100 feet to the distance at which the affected targets can be detected. (Remember, stealth is just a -perception effect. So a -stealth effect is just a +perception effect. A +perception effect that only applies to your ability to perceive targets in the -stealth effect.)
  18. This happens relatively frequently to me. You don't even have to drift far enough away from the base portal to close the window and confuse the game. Just being in motion is often enough. Clicked the base portal, character was still drifting through from Fly, selected my base, and then nothing. Get the spinning hourglass for a while, still within the portal's actual area, so not anywhere near far enough away for the window to close without inputs, and then after a very long time, the hourglass goes away and nothing happens. Have to shift in place (since am in the portal's area) to get the window to pop back up so I can go in my base. (Edit: And like you said, it doesn't seem like a bug to me, just figured it was the game getting confused.) (Edit again: If I hit the "S" key to halt my forward motion, then this is almost guaranteed to happen.)
  19. *I* use all 10 costume slots and I told you that even before you started ignoring me. So your argument failed even before you asked it today. Edit: What could someone possibly use 10 costume slots for? 1- Hero appearance (for when hero alignments) 2- Villain appearance (for when villain alignments) 3- Formal attire 4- True Form (As appropriate) 5- Incarnate appearance 6- Winter Event/Snow missions/maps 7- Street Attire/Normal ID (As appropriate) 8- Starting character appearance 9- Hybrid Form (As Appropriate) 10- Halloween Event 11- Spring Event 12- Faction/SG appearance 13- Alternate Form(s) (for characters that have more than just a human disguise, true form, and hybrid form) (I have 1 character that has 4 such appearances) (This also includes rage transformations. Which some of my characters possess, not to be confused with rage transformations such as the Hulk uses.) 14- Just a change of pace appearance for when bored with previous looks (I have multiple such characters that cycle between appearances depending on how bored I am with the appearances I've been using recently) 15- Other appearances/looks a player may wish to use for RP, not to be confused with street attire. (This can include semi-formal attire, night out on the town attire, and more.) How many costume slots would a character need? As many as the player has concepts and desired appearances for whatever may come up in the game. If someone just wants to make a character with just 1 appearance? More power to them. Some players need more costume slots because just running around in ye olde standard hero/villain costume for everything doesn't fit the character.
  20. Yep, that would do it. Tide Pool inflicts a -stealth debuff on affected targets, so Grym and Lady Jane can see them and aggro.
  21. I don't have any characters that can use Ouroboros that have any do not notify powers, so I have no means of checking to see if that behavior also shows up on those as well. If they do? Then I have no idea what to say other than ask if you are within the NPC's aggro radius of enemies. If they don't? Then I agree that something weird is going on.
  22. Then that would be why the mobs aggro when you use those powers. The powers themselves are not supposed to notify mobs, and per what you are saying, they are not notifying mobs which is the correct thing to happen. Combat NPCs are their own problem, and them attacking is what is causing the aggro in your provided example. So then my question becomes: since Tide Pool and Shifting Tide are flagged to not notify, and when used without outside factors that themselves cause aggro do not actually aggro targets affected by Tide Pool and/or Shifting Tide, what is the bug being reported here?
  23. I don't have a Marine Affinity character to double check. However, do you have any procs slotted? And are they attacking when you use Tide Pool or is there another effect going on at the same time? And to follow up, if that is the case, then why did you post: So are they attacking when you use it or are they not attacking when you use it?
  24. That's why I don't typically play Thugs. The T1s are always a different NPC model when they are summoned. Individually customizable henchmen for our MMs would be fantastic. Especially if we could have a different look for them based on our character's current look. My Ninja/Dark MM is at that formal get together Vanguard is hosting to discuss peace with the Rikti? My pets show up in formal attire just like my MM. We're running around on a snow map mission? They're dressed in winter clothes/camo just like my MM. I'm probably asking for entirely too much though.
  25. I missed that. That I concede. I still disagree, but whatever.
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