
Rudra
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Everything posted by Rudra
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Except I did base shop. All the bases had bosses. So I chose the 1 that had just the 1 boss. (And I was on a flying Scrapper at the time.) (Edit: I swear we've had this discussion before....)
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Tried that. Most times, every firebase had at least 1 boss turret. And even taking the approach of weakening every turret to near dead and then trying to blitz them, which I was successful at, by the time I reached the computer inside, it told me I had to clear the base defenses first to use it. Tried that 3 times, always taking the approach of getting all eight turrets as low on health as I dared to avoid accidentally killing them, wiping them out post-haste starting with the missile turret because it took the longest to kill, racing inside, and getting told again that I had to clear the base defenses. There was no way that was a 5 minute respawn time. (I completed it at the time because a PvP'er came by, was not a villain, and lent me a hand.) (Edit: Hells, even with the Blaster helping me, it took us another 3 tries to get to the computer and not be told we still had to clear the base defenses.) (Edit again: It may have actually only taken 2 tries with the Blaster, but it definitely took more than 1.) Admittedly, this happened back on Live, but still, unless the turret respawn times have been adjusted to be longer by HC, some builds cannot solo clear the Bloody Bay firebases.
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Masterminds as an AT devote almost everything to their pets. THis leaves them with just 3 underpowered, endurance heavy, attacks. Crab Spider Soldiers on the other hand have their choice of 17 attacks, 4 of which are mutually exclusive in pairs, with which to decimate and destroy their opposition. They also get 5 armor power choices to MM's 0. So no, I disagree that Soldiers of Arachnos should get to control their pets like how MMs do. They have other advantages, lets not take away the MM's key advantage.
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No, it isn't. It has been a thing for as long as I can remember playing the game. Oranbega map T-intersections often have different spawns on opposite sides of the half-column. Just like that one tiny room with the raised platform area that is basically a T-intersection room routinely has 3 different spawns in very close proximity to each other, but their line of sight is broken by the raised platform area.
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I do not agree with this. You are correct in that just because a badge exists, that doesn't mean everyone has to get it. However, I am of the firm belief that anything added to the game should be achievable by anyone playing the game with sufficient applied effort. And some things are just beyond some characters. Saying those characters can't have something the game provides though because you think they aren't good enough if they can't get it without help? That I have issues with. I can take a Controller or Dominator on some missions, just regular missions, not a TF or SF, and have to call for help because the boss, not the EB or the AV, the regular boss is effectively immune to my layered mezzes and I lack the HP and damage to triumph. (Hello, Fortunata Mistresses.) Especially if they spawned at a higher level than me. (Which can happen even if you lower the difficulty to -1 depending on the mission.) That isn't a bad thing in and of itself. It means I either need to out-level the mission or call for help. (Typically, it means I have to call for help because I'm going to need multiple levels over the enemy to prevail in the provided example. Other examples, I may just need an extra level and sufficient inspirations.) Both are viable options. Now if I'm trying for a badge because that badge title suits my character concept and I can't get it because someone decided that only players playing characters that can complete that content unaided are deserving of it? I have a problem with that. If it is a team badge? Okay, I have the option of joining a team to get it even if I prefer to play solo. (I've actually joined multiple teams expressly for this purpose despite being a soloist.) If it is a solo only badge? Not even a mission or task accomplishment, but strictly a "I did this completely solo" badge? And the badge requires the solo character clear a TF or SF that the character cannot without help? Then how is that a player choice? So I have issues with it. (Yes, I had issues with the Master of badges back on Live for this reason too. [Which I still got eventually, but for a long time there, there were players running around with Master of badges mocking players on their team that didn't have them. Personal experience. And those same players screamed when the Master of badges started being achieved by everyone else. They weren't the elites of the CoX world any more as proven by their badge title. And that is something I would rather stayed dead.] It is also why I am not a fan of MM only badges and similar. What if that badge is the perfect title for my Stalker? Well, too bad, so sad, your Stalker should have been a Mastermind despite that not being the character concept.) So yeah, if there is to be a "I soloed this! Huzzah me!" badge for every TF/SF in the game? No, I oppose it. If it is for soloing any TF/SF though? Okay, I'm fine with it because the badge will be achievable with sufficient applied effort and the penal length comparing stays dead in the game.
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If you want a badge to solo each TF/SF? No. Not every AT can and not every build in the ATs that can are able to either. Whereas anyone can join a team to clear a TF/SF. Neither are those vaunted Lore pets available below level 45, not everyone can manage to get a Shivan pet from Bloody Bay with how the firebases work (because if you're too slow clearing all 8 turrets, the ones you cleared respawn), and trying to leverage START pets/powers isn't within everyone's price range, especially if in heavy use/demand. However, if you just want a badge for soloing any TF or SF? Fine, I can accept that. Because then players do have access to your listed options to clear something.
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You just provided the useful information (not just data) that justifies it, as did I earlier. WM hits more targets, has a wider arc, has arguably a "better" damage type (smashing), hits harder with most attacks, and has the hardest hitting single target attack with the lowest animation. So, what are you saying exactly? -def justifies lower damage, less targets, less arc, and no clobber equivalent? Head Splitter and Crowd Control are NOT similar powers. Head Splitter and Shatter are similar. Why would you compare a 180% arc power with a 20% arc power but to muddle the discussion? Clearly, that doesn't make any sense. Why are you so vested in defending a clearly, tangible, mathematical difference that is most readily observable in the manner I listed earlier? (i.e. spreadsheet style) It's an indefensible point, which is why you attempt to muddle the details instead of analyzing simple, relevant comparisons. Broad Sword is simply inferior to katana, War Mace, and Battle Axe, and all it takes is simple math (addition and/or subtraction) to witness this. The only subjective point would be arguing the value of -def versus knockdown, or stun chances, etc. You keep saying versions of the same tired argument ... "many things come into play in assessing value" then you post the numbers that clearly prove Broadsword is objectively inferior. If you take clearly similar powers from each set and put them side by side, there is never an instance where BS comes out on top. Compared to katana, the animations are significantly longer with barely more damage. Compared to War Mace, as I've demonstrated so many times, the animation times are similar, the endurance is similar, yet war mace does more damage and to more targets and has a significantly better single target attack with fast animation. And, BA has similar advantages to WM, but with the added convenience of a pbaoe whirlwind with two true aoe's that don't require positioning. It's the bottom of the pack with no discernable advantages over the others (aside from ability to be used with shield compared to katana). Are we reading the same things? First, smashing and lethal damage are the most resisted damage types in the game. Second, when you compare Slash to Bash, the powers that you said were equal and are, the only difference between them is Bash has a 10% chance of stunning a target while Slash has a 100% chance of reducing the target's defense, they are the exact same. Third, I compared Crowd Control to Head Splitter because both of those powers are the sets' capstone powers. If you compare a power you can get at level 2 from your primary to a power you can get at level 26 from your primary and expecting them to be anywhere near comparable, then either you want that T9 power you get late in the game to be a joke or you want that T3 you get almost at start to be god tier. Neither is acceptable. Fourth, when you compare the two capstone powers from the sets, they are comparable. Crowd Control has a wider arc, but Head Splitter has a farther reach. Crowd Control has a guaranteed KD if the target lacks KB resistance, but Head Splitter has a high chance of knocking down targets while also guaranteed to debuff their defense. Crowd Control can hit more targets, but Head Splitter hits roughly 2/3s harder.
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In regard to Katana, it is because kendo/kenjutsu teach the sword is properly wielded with both hands. (Edit: As opposed to broadsword that was commonly wielded one-handed with a shield like longswords and arming swords.)
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When it comes to the different powers and power sets, everything is factored. The damage each power does, the animation times of those powers, the endurance cost of those powers, the secondary effects of those powers. Everything. For instance: War Mace: Bash: 1.05 base accuracy, 7 feet range, 1.33 cast, 0.5 seconds before effect, 4 second recharge, 5.2 endurance, 10% chance of Mag 2 Stun for 5.96 seconds, 62.5615 damage. Broadsword: Hack: 1.05 base accuracy, 7 feet range, 1.33 cast, 0.7 seconds before effect, 8 second recharge, 8.528 endurance, 100% chance of -7.5% target defense for 10 seconds, 102.6009 damage. Edit again: Broadsword: Slash: 1.05 base accuracy, 7 feet range, 1.33 cast, 0.5 seconds before effect, 4 second recharge, 5.2 endurance, 100% chance of -7.5% target defense for 6 seconds, 62.5615 damage. Edit yet again: Let's also take a look at Crowd Control vs. Head Splitter. War Mace: Crowd Control: 1.05 base accuracy, 8 feet range, 2 second cast, 0.9 seconds before effect, 12 second recharge, 11.856 endurance, 180 degree arc, 10 target max, 100% chance of Mag 0.67 KB (KD), 100.724 damage. Broadsword: Head Splitter: 1.05 base accuracy, 10 feet range, 2.33 second cast, 1.233 seconds before effect, 14 second recharge, 13.52 endurance, 20 degree arc, 5 targets max, 60% chance of Mag 0.67 KB (KD), 100% chance of -7.5% target defense for 10 seconds, 162.6599 damage. Powers are not just animation time and damage. So if you want to have Broadsword changed, you need to provide justifying data that the devs can readily check to convince them to change it.
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To the best of my knowledge, yes, they are. However, if the author (or anyone else) can show that Broadsword is not in line with the other sets for it, then that would be game data the devs keep asking us players to provide but never seem to. So again, game data to show the set needs to be updated/changed is what the devs ask we provide when we ask for sets to be updated/changed. (Edit: I would also ask that you prove that "a lot of OG sets weren't balanced with these things in mind", because even back on Live, there was great discussion about how the sets were balanced, and the animation times were part of those discussions.)
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There are players that aren't happy with Broadsword. Okay, that happens with different power sets. (For instance, I find both the Rad Melee and Rad Armor sets depressing [the armor set] or too clunky [the melee set] to use. I don't like either set.) However, I see two things that are problematic from my point of view with the OP. The first is that the OP requests "Make broadsword amazing again!" without stating what would make the set "amazing" to the author. The second is that the author isn't providing any play data or other reference-able data for the devs to check/make use of to "make broadsword amazing again". (Also, if a T2 cone were to be as capable as a T9 cone from another set, there would be something seriously wrong with one of those sets.) (Edit: Yes, the OP references animation and root times, but those are factored into the power's performance. So the only way the author is going to get those changed, is with actual checkable play data. Any other changes to "make broadsword amazing again" need to be stated for what the author wants, or (s)he/they may find changes they don't want.)
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I don't think you can, no. A stunned enemy, unless immobilized, can simply stagger around doing nothing. And as @biostem said, they can do so at extremely high speeds if the timing of the Stun and their movement command happen in the right sequence within the correct window of time. Faster than they even run normally, for instance. And I've never been able to Confront/Taunt them back.
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Allow us to combine 3 inspirations for 1 of the next higher tier
Rudra replied to gabrilend's topic in Suggestions & Feedback
Because they are already existing in the game, and - see my quote above about the various tiers not being unlocked until the character reaches the level that they would unlock anyway. So were TOs, and yet they have been removed in any meaningful way. The only way to get them now is to go to your SG base and buy them there. That does not take away that if the OP were to be implemented, there would be no reason to retain the small or medium inspirations for dropping any more because large inspirations can be cranked out for ridiculously cheap. So you know the request will come up to have small and medium inspirations 'removed' and larges made available from vendors for the current crafting cost of 900 inf'. There is already a request to do that with incarnate components/powers. (Edit again: And you know that if the OP were to be implemented, even with your limitations in place, there will be follow up requests to remove those limitations so players can upgrade to large inspirations even at level 1. Just look at the enhancement request threads on these forums for proof of that.) I don't care about PvP in any form. So market PvP means nothing to me. All I see when I look at the AH is a means of getting something for my characters that they currently lack. If I have to outbid others to get it or low-ball bid and pray it goes through sometime in my lifetime, that is fine with me. However, the OP will take away a current inf' sink, in a game where we already have a plethora of players complaining that they are awash in inf' with nothing to use it on. I don't use my inspirations unless I find myself in absolute, undeniable need for them. While I get them more often than the 1/3 missions rate I endured back on Live (RNG hates me*), I still only get them infrequently at most. So I hoard my inspirations. If others are getting them frequently? Kudos to them. Use them. Don't ask to upgrade them and bypass the drop rates for them though. Especially since they can already be bought for cheap from most vendors. This looks like it is going to be one of those times we adamantly disagree with each other. I'll be looking forward to your responses to this, but I'm not feeling like arguing my point further. (At this time at least.) (* - My current record, from Live, was 1 enhancement drop and 4 inspiration drops after completing 10 missions where I cleared the maps.) -
Allow us to combine 3 inspirations for 1 of the next higher tier
Rudra replied to gabrilend's topic in Suggestions & Feedback
I'm not looking at it from a making money point of view. I'm looking at it as it takes away the reason to even get the Inner Inspiration power at all and it removes an inf' sink from the game. Why even bother going to the AH to buy tier 2, tier 3, or tier 4 inspirations if you can just pop 150 inf' at almost any vendor and have a tier 2 inspiration? 450 for a tier 3? Right now, looking at the AH, a tier 2 red, Righteous Rage, is selling for 123 inf'. So they'll lose 27 inf' doing the proposed merger instead. A tier 3, Righteous Rage, is listed at 20,000 inf' on the AH at this moment I am typing this. Just spend the 900 inf' at a vendor for 18 tier 1 reds and merge them up to get 2 tier 3 reds and save yourself 19,100 inf', and e-mail them to yourself. Save yourself the 500,000 inf' it costs to get Inner Inspiration if you didn't choose it as your free power from START and instead of waiting once per 30 minutes to get 3 tier 3 inspirations, just crank them out on demand for almost nothing in cost. Hells, for the cost of the Inner Inspiration power (if you don't get it when it is free), you can crank out 555 tier 3 inspirations using the OP. Why even have tiered drop rates for inspirations any more? Why even have less than large inspirations any more? Just load them up at the vendors for 900 inf' apiece and remove tier 1 and 2 inspirations from the game. No. I oppose that. I oppose the OP and any attempt to make the game any easier than it already is. I don't consider market PvP. A Super Pack costs 10,000,000 inf' on the AH per the wiki. For that, the author can skip the Super Pack's random cards and just crank out 111,111 tier 3 inspirations. -
Allow us to combine 3 inspirations for 1 of the next higher tier
Rudra replied to gabrilend's topic in Suggestions & Feedback
Again, you are taking away the only reason to get the Inner Inspiration power and will kill demand for larger inspirations on the AH. So, still, no. -
It's a "small" glove as compared to regular "full" glove. Huge characters can still wear "small" gloves, because we aren't talking size of glove, we are talking "small glove" as in a glove that covers the hand and part of the forearm as opposed to a full glove that covers the hand and part of the upper arm. Edit: It's amount if coverage, not hand size.
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Just like any other costume piece that is shared by 2 or all 3 of the character model types, the costume piece has to be adapted to work with the other character model types.
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Please add a "Cottage" vanity pet to the START vendor
Rudra replied to mistagoat's topic in Suggestions & Feedback
This is silly as hell. Go for it! -
It doesn't matter how often your vampiric character targets someone through an ally. That ally can't suck the life from the target just because you use your life draining powers. If you want to heal allies? Invest in support ATs, grab the Medicine pool from the power pools, or grab a healing incarnate ability. (Edit: Just like just because your character can regenerate his/her/their/its wounds, does not mean they can make an ally regenerate as well. You cannot simply have an ally use your powers. You can grant an ally a power because of your ally augmenting power, but they can't use your own powers.)
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Bringing incarnate abilities from T1 to T4 less cumbersom
Rudra replied to DrRocket's topic in Suggestions & Feedback
Or, you know, just do the conversions to materials and combine them to make the incarnate abilities as you go instead of waiting until you have 68 merits to get it done. Which also gives you the ability to use said incarnate abilities even before you get them to the full T4 power. -
I see your post that has Enforcer, and I have an issue with it. The reason why Controllers have so few HP and straight damaging attacks is because they can lock enemies down with their mezzes. So they rely on their mezzes and/or their teammates to keep the enemies from killing them. Your armor/control scheme? Means that character can face tank enemies until they get the enemies locked down with their mezzes, at which point, who cares if their armors degrade in favor of damage? Nothing is going to be fighting them for that armor to matter any more anyway, so of course they will prefer the damage increase. So I have to say: No. No, you didn't describe Counterstrike. Here is what you posted for it: The problem? Any attack you do after an enemy attacks you is a counterstrike. Every AT in the game counterstrikes. Okay, so your Counterstrike is a triggered attack that cannot happen unless an enemy hits you first. That's a good way to get your characters killed in this game. Nice concept, but I really don't see it working in CoX.
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Melee/Control would work. My Kin/Kin would thrive. My post you are quoting has nothing to do with mixing melee with controls. It was strictly about the post I quoted in that post.
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THOUGHT IT WAS TRAY OF REDS? What does a tray full of reds have to do with the comment you are quoting? TRAY OF REDS You shouldn't assign things that weren't said or even implied to things others are saying. Necromancy has 3 attacks the MM can use that each apply a -ToHit modifier on the target. Dark Miasma has Darkest Night that at base effect imposes a -11.25% ToHit on targets. (Edit: And if the Dark Servant is in play, that is 2 instances of Darkest Night on that AV.) Shadow Fall boosts the user's defense. And Tar Patch reduces the target's damage resistances by -30% at base effect. Add in pets, and @Spaghetti Betty can very much accomplish what (s)he/they said without needing to eat a tray full of reds. Yes, those debuffs become less effective as purple patch comes into play, but slotted to boost their effectiveness and with pets slotted to boost their accuracy and damage, a MM can still eat most anything it can get alone.
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I cannot respond to this without getting permanently banned.