
Rudra
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Everything posted by Rudra
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No, it really doesn't. When you leave Praetoria, it is to help the heroes defend Primal Earth against the impending Praetorian invasion or to seize power for yourself while there is still time before the invasion. As a Vigilante alignment, while you are still ostensibly going to help defend Primal Earth against the invasion, you may not since you may think murdering other threats is the better choice. So when they send you to join the heroes, it is as a Hero. As a Rogue, while you are still ostensibly seeking power, you are more focused on the profit and opportunity available rather than the absolute power. Further, those missions are available at level 20. At level 20, alignment tips become available. And unless you use Null the Gull, player characters have to do 10 alignment tips and then a morality mission to change from Hero to Vigilante or Villain to Rogue at that level. So your Praetorian has to do the same thing. Either do the 10 tips and the morality to change alignment or go talk to Null the Gull. It's about fairness.
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Give Double Jump more functionality (Sub Power of Super Jump)
Rudra replied to Mystoc's topic in Suggestions & Feedback
The only power in the Flight pool that shows -Fly resist is Evasive Maneuvers. The rest function by not being close enough to the ground for -Fly effects to yank you down. I use Hover frequently. Very, very, very frequently. It provides zero protection against -Fly effects. So this argument fails. So ask for a jump IO that does the same thing. Which is why flying is the slowest travel power. You need a better argument. -
Give Double Jump more functionality (Sub Power of Super Jump)
Rudra replied to Mystoc's topic in Suggestions & Feedback
I said give more functionality to double jump not take away its ability to double jump. it still does what it does but now has something the differentiates it from the start vendor power is the idea. You are not the one I was quoting, so not the one I was addressing. -
Give Double Jump more functionality (Sub Power of Super Jump)
Rudra replied to Mystoc's topic in Suggestions & Feedback
Maybe just call it Continuous Jump then? I would rather not nerf the power and have to go to START to get that functionality back and devote another power slot to it rather than have the popup tray hold it. -
Give Double Jump more functionality (Sub Power of Super Jump)
Rudra replied to Mystoc's topic in Suggestions & Feedback
Doesn't have to be. It just has to be strong enough that with gravity, you can't jump out of it. (Edit: By the same token, flying lets you defy gravity too. And a web grenade will still stick your keister to the floor. Are you telling me it shouldn't do that for characters that can fly? [Edit again: And Afterburner doesn't do anything to protect you from that either.]) (Edit yet again: And considering the things we can glue to hang down from something despite its mass, the adhesive of the web grenade is very probably stronger than gravity. This is a super hero game with materials well beyond anything real world physics can currently make after all. It even has unobtainium.) -
To have in the tank head option as the controlling entity for the body.
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I would need to see proof of that. Because I've watched her swim past Tuatha without anything happening.
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Like @Psyonico said, that is caused by being red side. Most players avoid red side like plague. And without a robust player presence, doing anything like a DFB is going to be difficult.
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https://homecoming.wiki/wiki/Guide_to_Flight_Poses
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Well, I've never seen them activate for combat purposes. (Edit: And I've waited out the timer before since it no longer causes mission failure.) And you have to admit, fighting 5 bosses at once is a bit of an ask for a solo level 8-15 character to handle.
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The 5 Metronome prototypes in the mission Finale of the arc Clockwork Face are listed as Notable NPCs (edit: without the normal ally or enemy tags shown) in the wiki. It's been a while since I did that arc, but I don't think those 5 bosses, and they are only bosses, are actually enemies.
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Buff her how? Aid her in what? Nothing that isn't a PC attacks her and she doesn't attack anything.
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I'm not seeing that in CoD and I don't use Arsenal Control. I'm not arguing how well Mass Confusion works or doesn't, I'm simply saying that those three powers aren't comparable. (Though if the constant application of Smoke Canister is correct, then those two are at least similar.) So if you want to argue about whether Mass Confusion needs buffing? That's for someone else to argue, not me.
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They aren't comparable. Synaptic Overload Smoke Canister Mass Domination Accuracy 1 Accuracy 1 Accuracy 0.8 Range 80 feet Range 80 feet Range 80 feet Cast 2.37 seconds Cast 1.4 seconds Cast 1.67 seconds ATBE 1.767 seconds ATBE Weirdly set up ATBE 1.7 seconds Recharge 60 seconds Recharge 90 seconds Recharge 240 seconds Single Target (Can chain)* 25 feet radius/10 targets 25 feet radius/16 targets 8.528 Endurance 16.64 Endurance 26 Endurance Mag 3 Confuse/27.938 seconds Mag 3 Confuse/3.725 seconds Mag 3 Confuse/37.25 seconds -10% Endurance -100,000% KU/KB / 4 seconds Mag 1 Confuse/ 20% chance/27.938 seconds Mag 1 Confuse/ 20% chance/4 seconds -15% ToHit/2.5 seconds -2.2 points Endurance /20% chance Mag 3 Confuse/ 20% chance/1.863 seconds *- Synaptic Overload Jumps 1, 2 & 3 Accuracy 2, 1.5, & 1 respectively Animation 1.167 seconds ATBE 0.5 seconds 15 feet radius/1 target Mag 3 Confuse/22.35 seconds Mass Domination confuses targets for 10x longer than Smoke Canister and almost 10 seconds longer than Synaptic Overload. And can affect more targets than either of them.
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TAoE sleep: Spore Burst - 45 second recharge Mass Hypnosis - 45 second recharge TAoE hold: Chords of Despair - 240 second recharge Gravity Distortion Field - 240 second recharge Shadow Field - 240 second recharge Total Domination - 240 second recharge TAoE confuse: Mass Domination - 240 second recharge No other TAoE confuses that I saw, just Seeds of Confusion's cone.
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The fog comes back even if you play on the same computer. My level 50 characters, that have all the explores, and don't get played for a week or so? Finds every map hidden by fog of war despite having explored the zones. And once a character has the fog of war restored for some reason? It seems to restore the fog of war more frequently.
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It's what I do....
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I know this phrase gets thrown around a lot but: as a menu option then? I actually would like to see when others are using it, especially if their character concept is a fourth-wall-breaker. Works for me. Spend the prismatics to get it and others can turn on the ability to see you use it if they want.
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That is not what Group Fly is meant for. Group Fly existed long before MMs were a thing in the game. Group Fly existed long before MMs were even a thought for the game. Group Fly, like Team Teleport, has the design purpose of a player character being able to transport other player characters that for any reason do not have travel powers. It became a less rare power when City of Villains was added and MMs became a thing. The current primary use of Group Fly is for MMs to get their pets around, but that does not mean that is what the power is meant for.
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So my evil character out to conquer the world must be a selfish rogue rather than an actual world conquest villain if I want to have a non-psychopath villain? Evil does not necessitate psychopathy or gratuitous murder. It can include it, but it doesn't require it. Evil, like good, comes in a great variety of styles. And the simplistic Hero - Vigilante - Villain - Rogue alignment system does not encompass how diverse it truly is. So if a player wants to play a non-psychopathic villain, they can. Because that is what the Villain alignment is for. Someone who is evil and goes about doing villainous acts, regardless of the flavor of evil in question. (Edit: That is even how the alignments are presented in game. The selfish rogue looking out for Number 1 and seeking profit and opportunities at every turn. The evil villain out seeking world domination, world destruction, or other grand scheme of villainous nature.)