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Rudra
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Everything posted by Rudra
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This is what I get (don't get?) about this post. Everyone else has the same effects when they use Secondary Mutation. You aren't being singled out and getting turned into a Rikti Monkey. So to use your analogy, everyone including you has the same flavor. You are presenting yourself as the victim. For choosing to use a power that you knew before you used it had a chance of negatively affecting you and being affected by it negatively. During combat when you already knew that the negative effect could be detrimental to your survival. So again, this is a you thing. You chose when to use the power. You gambled on the outcome and lost. You didn't account for what would happen if you got the negative result and paid the price for it. You are not the victim of the game being out to get you. If you are a victim in any capacity, it is in being a victim of your own choices.
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Imperial "Missile Backpack" "prop based" power set.
Rudra replied to cyberFluke's topic in Suggestions & Feedback
Then I ask for three things: Laser Spray: Have an eye beam and arm laser choice for animation. (Can already use existing animations for both.) Optical Laser: Have an eye beam and arm laser choice for animation. (Can already use existing animations for both.) Alpha Strike: Have a no eye beam, no arm beam, and both choice for animation. Why? Because some players like me will think the eye laser snipe makes no sense and want both lasers on the arm, some players will want their eye beams to do both effects, and some players will want to use the proposed set as is or swap which laser is which. -
Imperial "Missile Backpack" "prop based" power set.
Rudra replied to cyberFluke's topic in Suggestions & Feedback
I like this except for 1 part: the optical lasers. I feel that is more a robot bit than a power armor bit. (Edit: And especially as a snipe? Maybe move it to an arm or shoulder? Maybe use the Laser Spray set up for it? Sort of as a multi-function laser array?) Edit again: Also, what is a wide line cone? If what you want is a wide line area effect, the game apparently can't do lines except as extremely narrow cones. So if you want a wide line area of effect, you're going to have to settle for a wide cone because of game engine limitations. -
So you're saying I shouldn't give people second chances? And I'm not being any more toxic in my posts than you are choosing to read into them. As far as the OP goes? It's simple. Secondary Mutation is a player usable gamble. You already know what that gamble consists of. You already know what can happen if you gamble and lose. So if you choose to use Secondary Mutation while already in combat? The results are entirely on you. Not the game. Not other players. Not the devs. You. Because you already knew what could happen, assumed it wouldn't, gambled in combat, and got hit with the inevitability of statistics. Edit: And as a heads up? Choosing to attack me as a poster on the forums does not help your position as the author of the OP.
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You have no argument. There isn't even a comparison for the false analogy you have provided. Secondary Mutation is an affects self power. It only affects the character that uses it. Someone trolling a raid is not. And if knowing that there is a chance for Secondary Mutation to turn you into a monkey, you still choose to use it in combat? That is entirely on you. Not on other players trolling you. Not on the game trolling you. Entirely on you for rolling those dice in the middle of combat and coming up with a bad roll. If you can't handle dealing with the possible effects of powers that you as a player choose to use, then it isn't up to the game or anyone else to fix that for you. It's up to you. I don't know how to respond to this nonsense in a way that won't get me banned. (Edit: There are 6 possible results for Secondary Mutation. You have a 16.7% chance of being turned into a monkey for a whole minute as opposed to an 83.3% chance of a positive buff for 20 minutes. And because you can't figure out to not be in combat when you use it just in case you get turned into a monkey, now you also want another power that gives you all the rest of them? You know what? I can support this. Another effect in Secondary Mutation that grants all its effects at once. Including being turned into a monkey. Only now you are a monkey for the full 20 minutes of the buffs as well. That almost sounds fair for the ridiculous buff you are asking for. It still needs more penalties, but it is a start.) Edit again: I got it! This new option gives you all the buffs available to Secondary Mutation plus all the buffs possible from destroying the labs, does so for 20 minutes, but you are a Rikti Monkey for those 20 minutes with normal Rikti Monkey stats that the buffs are applied to and lack any ability to do anything like Null the Gull turned you into a gull.
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If you set to be hidden globally, it only applies to the character you set that option to. I used to go full hidden when playing when I just wanted to be left alone, but as soon as I changed characters I would get messages from friends online because they saw me before I could set the other character's status to full hidden as well.
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To the best of my knowledge, if the game has already determined a mob is going to do an attack (as in it has already been resolved for calculations but not yet animated), then it doesn't matter if the target is held, knocked, slept, or otherwise rendered unable to act for that attack, the attack still goes off. I have been seeing thins happen in the game since it launched. It gets a lot more noticeable if there is any latency, but it does happen routinely in my experience.
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It's the Tower. https://homecoming.wiki/wiki/Mystic_Fortune (It's the Damage (Self) notice.) Edit: Which @twozerofoxtrot posted. (Sorry, @twozerofoxtrot.)
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Or maybe just do like @macskull said and don't use Secondary Mutation in combat? The buffs last for 20 minutes. Being a monkey lasts for 1 minute. If you aren't in combat, then turning into a monkey doesn't hurt you. And if it is a buff instead, you aren't at risk of it timing out any time soon. The Devolution effect is fun and funny.
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Option to raise team up to max level range for TF/SF.
Rudra replied to Mystoc's topic in Suggestions & Feedback
If the team leader has higher level team members and wants to run the TF/SF at max level? Then just have that higher level take the star (if the higher level agrees) and run it. Otherwise, if the team leader does not do so? Then it can be treated as the team leader either doesn't care or wants to run the TF/SF at level. If you are a team member and want to be at max level for the TF/SF? Then just ask the team leader if (s)he/they is okay with giving a higher level the star. Edit: I see team members asking to take over as lead to be higher level and team leaders asking team members to take over for being higher level many times on the occasions I opt to team. It is not cumbersome. If you chose not to ask your team leader? That's on you. -
Making the Long Range Teleporter better organized.
Rudra replied to Mystoc's topic in Suggestions & Feedback
It doesn't make sense to me to color non-Praetorian zones in Praetorian colors. Blue is Paragon City. Red is Rogue Isles. Gold is Praetoria. And if you want to split out the co-op zones from Paragon City, then maybe make them Vanguard purple. -
All those red square exits are... tricky... to exit with. Not just the one in the King's Row map. (And by tricky I mean there is no consistency on what makes them let me out, and quite often they simply don't let me out. So I click the Mission Complete button most times for those maps instead.)
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Low Priority : More Day Job Badge Accolades ?
Rudra replied to JMacClear's topic in Suggestions & Feedback
We already earn patrol xp everywhere in the game. There is absolutely no place in the game where players don't earn patrol xp. Believe me, I would have every one of my characters cramming into that spot if there was. So what is the point of a City Beat Reporter day job for earning patrol xp when the Patroller (Paragon/Praetoria)/Criminal (Rogue Isles) day jobs already do that everywhere? -
QOL Suggestion for Mastermind Pets (Auto TP mechanic)
Rudra replied to VertigoIguana's topic in Suggestions & Feedback
I understand. Really, I do. It annoys me to no end when suggestions conflate henchmen pets and regular pets for the same thing. And when it comes to discussing the differences between them, I wholeheartedly agree that the distinction needs to be made. I just feel that in a discussion specifically about MMs, it isn't a problem if someone simply calls them pets rather than the longer henchmen. Just wanted to say that. So if you, @Glacier Peak, or anyone else wants to keep pointing out the differences? You aren't wrong, I just don't understand the drive in a MM specific conversation. -
Like @AboveTheChemist said, there is an exclusion bubble there, but you can still get to 17 feet away which awards the badge. Just checked on a character that doesn't have the badge and got it with no problems. It even awarded before I got to 17 feet away.
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QOL Suggestion for Mastermind Pets (Auto TP mechanic)
Rudra replied to VertigoIguana's topic in Suggestions & Feedback
There is nothing wrong with referring the MM henchmen as pets. They are pets. They are henchmen tier pets as opposed to pet tier pets, but they are still pets. -
QOL Suggestion for Mastermind Pets (Auto TP mechanic)
Rudra replied to VertigoIguana's topic in Suggestions & Feedback
No it doesn't. When a Controller or Dominator uses their pet power while they already have surviving pets out, it dismisses those pets and summons new ones at the Controller/Dominator's selected location. When a Mastermind uses their pet powers while already have surviving pets out, it simply puts the power on cooldown. The henchmen are not dismissed and new ones are not summoned unless replacing pets that have been dismissed or defeated. (Edit: The pet powers work differently between Controllers/Dominators and Masterminds because Controllers/Dominators don't upgrade their pets and it would be problematic if the Mastermind dismissed surviving henchmen to replace defeated ones and lost their upgrades.) -
This is the only thing we have agreed on this entire thread.
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Fine, I get it. I'm in the minority crowd or the only one that thinks villains shouldn't be a fucking joke to the NPCs.
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That isn't a Magisterium issue. It is a league issue. And yes, it needs to be fixed.
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That sort of NPC chatter is fine. Now if only that triggered instead. Edit: Or perhaps I just should stop doing paper and tip missions? Or better yet so players can play whatever content they want? Replace those NPC comments with more like what you are showing.
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You're right. They shouldn't have anything nice to say. However, when the NPC comment is presented not as you overhearing an NPC mumbling to himself/herself but out loud calling you pathetic or pansy, both get used in different NPC comments red side where the text is written like the NPC is speaking directly to you, then it is rather difficult to write it off as just something overheard. Where did you get the impression that I thought the NPC comments red side should be adoring? I never stated they should be. What I stated was that red side NPC comments are insulting and I don't want that trigger rate to be increased. A prime example being where my 50+3 character that just turned Captain Mako into sushi is being called out as pathetic for not being brave enough to go fight Captain Mako. After I had just completed a mission fighting Captain Mako. Or the many times my characters got called out as if being directly addressed by the NPCs to be called pansy because I had just completed a newspaper mission. Nowhere did I say that the NPCs should be adoring or singing our praises. Their comments should be fearful. Stating that the inverse of getting praise is good motivation is also true does not specifically mean I want the red side NPCs to sing my characters' praises. They should be cowering, They should be mumbling their anger/displeasure in the hopes my characters don't overhear them and murder them for it. They should be advising other NPCs to keep their distance. They should be doing damned near anything other than calling out the PC like they think they can take the PC. Edit: Hells, you can even keep them being insulting, as long as it done right. Like "That bastard <character name> did <insert last mission reference>. When will it end?". Or "Did you hear what that jerk <insert character name> did this time?". Or any of several other ways other than directly calling out your character like your character is just gutter trash waiting for the NPC to clean away.
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There is no such thing as ranged damage or melee damage. There are ranged attacks and melee attacks and AoE attacks. And your kinetic pulse is a melee strike. Edit: Hells, you should probably go back and finish your edit. You still show 3 support powers. (The two shields and the heal.)
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Sure. Tell me how. The only time you can do that is on a Mayhem. I'm not looking for praise as a villain. I'm simply expecting to not be constantly belittled by NPCs that should very well be crapping themselves. You're missing the point. No one plays a villain to be loved. Feared? Yes. Not loved.
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Are you serious?! If someone is playing a terror of a character, do you really think that person is going to consider being called out by a nothing character and called pathetic as validation of that character doing a good job as a villain? Or do you think that rogue that just waffle stomped Captain Mako is going to take being called pathetic by NPCs while the NPC stands there cowering from a level 8 Goldbricker as validation of them being a villain? Those comments should have never been put in. It saps my desire to play red side and if red side wasn't more fun in my opinion, I wouldn't still be playing there because of the incessant bullshit comments from the NPCs calling out my character as if a random starter street punk on the routine. So just ignore the NPC comments red side but lap up the comments blue side? Double standard much?