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Rudra
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Sakura's Indecent Power Change Proposals
Rudra replied to Sakura Tenshi's topic in Suggestions & Feedback
Your character is adept at evading attacks, but that doesn't make your character deaf, immune to provocation, or otherwise resistant to being taunted into focusing on a specific target or ignoring said target. Given everything that power does, unless you can show me another power with those effects that is AoE, I'm willing to bet the devs won't be implementing this. I don't care how lame anyone thinks these powers' animations are. I will not support this. Now if you had asked for alternate animations instead so those that want the current animations can have them while those that want the other animations can have them? I would be fine with it. Simply changing the animation though? No. Edit: As long as you are fine with the mobs unloading on us with the same power, sure. Remember, the doppelgangers get every power from the Wolf Spider set and every power from either the Crab Spider or the Bane Spider set depending on our current build. Even if having all those powers would be impossible for our characters to have in that combination (such as having both versions of the Venom Grenade that they use back to back) or if it gives them more powers than our characters can have. (Edit again: And don't be surprised if the Wolf Spider Huntsmen and Arbiters get it too.) -
In Champions Online, you also always know what the story is and who is going to appear. (Edit: And where your nemesis was going to be/appear and what your nemesis was going to say and do. Every time.) Because it is always the same missions. (Edit: You only ever encountered your nemesis on a random drop nemesis tip which could be ignored as long as you wanted and always followed the same order for what specific mission that tip was. There were two exceptions. The Nemesis Alert where the nemesis was for the first character on the team to load on the map, or if that character didn't have a nemesis, would be a generic "nemesis" for the team to fight. And a mission on a very large (for CO) map that had everyone's on the team's nemesis if they had one, but the team had to go looking for most of them because except for one of them, they spawned in out of the way locations on the map for a mission that most teams preferred to just blitz and be done with.) (Edit yet again: Well, three exceptions to waiting for the tips to randomly drop. When you made your nemesis, there was no waiting for a tip to drop. You immediately got to go fight your nemesis at the museum.) There was one, maybe two missions tops, that differentiated between the three types of Nemeses you could choose from. Aside from that 1 (maybe 2) mission(s) though? The entire arc was the exact same from start to finish. Including the mission after you 'finally defeat your nemesis' to go back and free your nemesis to run through those exact same missions all over again. (Or throw together a new nemesis to go through those exact same missions all over again.) Edit again: Also, haven't you brought this up before? This discussion about adding personal arch-enemies to the game has come up multiple times before. And I'd swear you were at least part of the discussions.
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Snakes aren't really that bad most times. While yes you can see them in the odd fight against a Wolf Spider, they most often spawn in a particular alley in the city (where there is an open area behind a group of buildings as their alley), on the rooftops (which can be a nuisance at low levels), and in the crater/depression area by the water treatment facility where the Infected drink their water from the standing pools. (Edit: They also like to pop out of snake holes in ambush in the west end of the city itself if I am remembering city layout right.) That said, they did used to have more areas where they spawned more frequently before the Mercy Island revamp.
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You did. And I apologize for that.
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Not what I said in the slightest. See below: Edit: Now if you are saying that my comment can be read as my taking your comment as an attack on someone? It wasn't, but I can see how that can be viewed that way. And if that is the case, then I apologize.
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Yeah, we're done. You're just arguing for its own sake now. Let me know when you're ready to have a discussion again.
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This is not how you're wording it. He's demanding proof to prove HIM wrong. Stop trying to rewrite history because you jumped the gun and got called out again. You are again misrepresenting what was said. First, it was "prove us wrong", not "prove me wrong". Second, as a debate, if you want the devs to lend more credence to your claims, then you will need to prove what you are saying as opposed to what @Doc_Scorpion or anyone else arguing against is saying. Whether it is adding a hard mode setting or server, the game's code itself is going to need to be changed to accommodate it. A change like that will most likely need proof that it won't just be time spent making something that doesn't get used. Is asking for proof really that big a deal? If you gather proof that there is at least a modest number of players that will make use of it, the devs are more likely to invest the time and effort into making it.
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Except I did read the posts. And here are the relevant ones below: The one who called someone nobody was you. In response to you being asked to do what the devs have asked us all to do to have a change implemented: gather data for them.
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As long as you are attacking my idea, and not me like several people like to do on these forums, I won't. Not the same thing? (S)he/they is not a developer as far as I know. So who cares if you state that.
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Like GM2 tells us routinely: Be excellent to each other. Attack the idea, not the person. And @Doc_Scorpion was attacking the idea, not the person. Anyway, I've done my White Knighting for the month.
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You literally started your posting by calling the guy, who was very friendly most of this forum, idea as shit. rules for thee not for me 😞 No, (s)he/they called the idea that. Not the person. Quote here: See? Nowhere in the post is the author being called anything vulgar. Just the idea. If you don't like the idea being called that? Okay. Saying that is the author being called that however? Is a stretch.
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To fit the Mastermind AT like you say, it needs a couple more changes than that. I misread your post, sorry. You already covered all the things I thought you missed. A quick breakdown (for the OP): Level 1 (Add missing non-AoE attack, probably Corruption given MM attack sequencing and established whip powers) Level 1 Summon Spearman Level 2 Lash (Would actually go here.) Level 6 Equip Warriors Level 8 Crack Whip (Short range cone) Level 12 Archers Level 18 Berserk! or Dogs of War (Pick one for implementation. Devs won't do another Practiced/Master Brawler set up.) Level 22 Barbarian Level 26 Elite Training Now, as for not using whip? How about Staff Fighting or Battle Axe? Then it could be like this: Level 1 Mercurial Blow/Beheader Level 1 Summon Spearman Level 2 Precise Strike/Chop Level 6 Equip Warriors Level 8 Guarded Spin/Pendulum Level 12 Archers Level 18 Berserk!/Dogs of War Level 22 Barbarian Level 26 Elite Training Sure, this transitions the MM to melee attacks, but it would still fit the theme and there have been requests for melee MMs as well. If Staff Fighting and Battle Axe don't work? Then there is still Broadsword, Dual Blades, and War Mace. Or if ranged is to be retained, maybe Sonic Attack for the ancient war leader's bellowing voice? Edit again: Or hells, steal from the Cimerorans: Level 1 Dart Throw (Derived from Toxic Dart in the Experimentation power pool, just uses lethal rather than toxic damage and has damage scale adjusted) Level 1 Summon Spearman Level 2 Pilum Level 6 Equip Warriors Level 8 Frag Grenade (Cimeroran Traitor Immunes Engineer version) Level 12 Archers Level 18 Berserk!/Dogs of War Level 22 Barbarian Level 26 Elite Training
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While Duncan also still does not? Thanks for checking. Guess they have different problems then.
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Only if affected NPCs become level 90 full incarnates hostile to the player when hit with the tomato. Since it would have a taunt effect, make it like a Mag 300 taunt for 300 seconds or the offending target is dead (at which point stops being an enemy again), with a +9000% movement boost for the taunted/tomatoed NPC to reflect his/her/their/its rage. Edit: And for NPCs that don't have a combat version, they summon a full incarnate level 90 Avatar of Fury that is taunted to the throwing character with a Mag 300 taunt for 300 seconds or the offending target is dead with a +9000% speed boosted flight that despawns when the offending character is dead or the taunt times out. Why am I asking for such a ludicrous result? So players don't run around murdering now taunted contacts and other NPCs for the fun of depriving other players access to their contacts like players did (and possibly still do?) back on WoW.
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Conversely, Kadabra Kill seems to retain his mission available icon even when he doesn't have missions for you. Did the wedding event with him first, changed alignment, then went back but he was the one with the icon, not Sigil. However, he wouldn't give me the mission, but Sigil did. Edit: Odd thought in relation to the OP, has anyone seen if the Arbiter had the mission available flag for them when it should have been Ms. Duncan for their alignment? Given what is going on with Sigil and Kadabra Kill, I'm wondering if they are doing the same thing.
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One life per character? Done. Every time your character is defeated, immediately log off the character, not accepting any rezzes, and delete the character. There you go. Problem solved.
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Wouldn't the fact you end up needing it justify picking it up even when you respec'?
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A buff is anything that improves, that is buffs, something. So @Wavicle is right on that point. Gremlins, Fire Imps, Tri Cannon, and Animate Stone would like to say hello. Bear in mind that I have no stake in this discussion. However, your comments are wrong.
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A mini-van mobile burger stand?! ... Now if we were talking about a good food truck model where we dispense the best, fresh ramen (possibly in edible bowls), pork buns, and sweet rolls? Then we'd be talking!
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I think I'm representing this fairly just try to form a DFB redside then do it blueside and you will know what I mean. the problem is not getting people to switch villain at PD or stay just vig to do redside content the problem is making more people want to level and start as a villain or rogue at level 1 very few players are doing that. the more people who level as villain the more people who will form groups in LFG for redside content, having blueside hoppers that are willing to join in does not fix the issue because they aren't the ones starting the groups. You missed my point. Like I said, that is a problem now. What I am also saying is that even when it wasn't difficult to form teams red side, the vast majority of players refused to play red side. So like I said, you have a valid point, but there is more to it than was presented. Edit: Case in point: back on Live there were discussions about red side's lack of players compared to blue side. One of the arguments that got repeated was that it was harder to form teams red side. When it was pointed out that there were ample players red side to immediately form a team for anything, as was demonstrated by red side players in their arguments, the players stating that it was the lack of team availability shifted their argument to it being difficult to form teams with the friends they routinely played with. When it was pointed out they could invite said friends over and show them how much fun red side could be, the argument then shifted to their friends refused to play red side and because their friends refused to play red side they couldn't find teams they wanted to be on so they wouldn't play red side either. So it was never about forming teams on red side for those arguments. Now it actually can be but is not necessarily difficult to form teams red side. It depends on how many players are currently on and of those how many want to team as opposed to run solo. (Or are currently doing raids, TFs/SFs, and/or iTrials already so aren't available to team with others.)
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I've noticed that when enemies are at the edge of range/area they still get whatever visual is normal be applied to them, but for power effects (other than visual), it may or may not apply because the game isn't actually sure the target is in range or in the area. So while visual indicators are helpful, I've found them to be unreliable. As for the rest of your post? *shrug* I have no idea.
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While forming larger teams can be problematic now red side, it wasn't always so. And even when red side had a large population and forming teams to do anything was easy, the red side population was still only a small fraction of the blue side population. So while your statement is valid, I have a problem with the way it is presented. Because teaming itself wasn't what kept players from coming red side.
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You were the one who brought all this up. You, the author of this thread. And now you are upset that people are addressing it?! (Edit: Oh, and the military does work like the video game. In the game, you can get enough experience to be a higher level, but until you see that trainer to be given the higher level, you're still stuck at current level. In the military, in order to get promoted, you have to prove you possess sufficient understanding of your career field as part of your promotion test. So even if you have built up the requisite knowledge base and skills to hold that higher rank, until you go take that test and prove it, you are stuck at current rank. And with that higher rank comes the expectations that you will be able to handle the more difficult tasks that are levied on you. [Edit again: And at the same time, you stop getting tasks like you did at lower ranks, because those are beneath what is now expected of you.] So yeah, it's a lot like the game.)
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If all else fails, pay a visit to the Middle East and check out their variety of flying carpets for sale. 😜