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Rudra

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Everything posted by Rudra

  1. You're not the 1st to ask for this, and as explained on those other threads, this isn't something that looks like it can be "fixed". The issue is that even if your character has the Rogue alignment, that character is still a villain, just a villain that can get blue side. And vice versa for a Vigilante character. So if a Rogue on a blue side team or a Vigilante on a red side team enters a zone other than the appropriate alignment zone, or maybe a co-op zone like RWZ, they will be booted for being the wrong alignment. Simplest solution? Instead of walking those heroes through the steps to become Vigilante through Null the Gull, have them go Rogue instead. Or if you are running blue side missions, instead of walking them through how to go Rogue, have them go Vigilante. (Edit: Or if they don't want to go Rogue to play red side or Vigilante to play blue side, tell them to not use any SG bases or Ouroboros to get around. We do have trams and ferries in all the zones to get us around.) (Edit again: And don't forget there is also the Black Helicopter Line to expedite travel red side too. Particularly helpful for Nerva Archipelago. Not to mention the TUNNEL connections on both sides.)
  2. If you are referring to the Void Skiff, Rocket Board, and Flying Carpet powers you can buy, those are Affect Self Only because there are no animations for power sets that have them. So in order for them to stop being Affect Self Only, the dev team's lone animator will have to make new animations that incorporates the Void Skiff, Rocket Board, and Flying Carpet for every power in the game. So that poor animator will have to make new animations for every power available to players 3 times. If you don't want to take Fly or Mystic Flight, and you want to fly but not be limited to Affect Self Only powers, you can buy a jet pack from the START vendor.
  3. PP MoG can always be avoided. And PPs can be killed through MoG too.
  4. Why? I am engulfed by mobs, I should not need to waste 3 rounds positioning, while they are getting free hits all along, when I already have enough mobs to be totally around me 2 deep! If you are surrounded, it is because the game AI is moving to position the mobs where they can attack you. This usually means they are getting out of your area of effect. So you have to re-position them to be back in your area of effect. If you are playing on a high enough difficulty that the mobs are surrounding you 2-3 deep like you are saying, then just cut loose with your cone and you will hit them. If you aren't? Then you should check to see what you are doing versus what they are doing. And if you are taking "3 rounds" to position to use a cone? Then I don't know how to help you. It only takes my characters a single step or two left, back, or right to get the mobs into the cone unless they are scattered and so not in melee range anyway.
  5. So "no" to snake bottoms/"legs" for players to get? 😭
  6. We kind of but not actually do. We have the boxer shorts which are similar, but we don't have those shorts in the screen shot in the costume creator.
  7. Because of the nature of Praetoria as a player zone and its established story? I'm betting never.
  8. Thunderclap, as opposed to the Thunder Clap power, is a background hero. There is literally nothing about him other than he lived in Florida, moved to Paragon City to help rebuild, and briefly teamed up with War Witch and Apex. https://homecoming.wiki/wiki/Thunderclap How is he a famous hero and why should anything be done with him?
  9. Swarms are one of multiple mobs in the game that reward no influence. Check your inf' gain against something else. Generally, don't check your inf' gains against Underling tier mobs because not all of them award inf'. It depends on how dangerous they are, and Swarms are not dangerous, just annoying. (Edit: Here's an easier rule of thumb: ignore anything the DE summons for inf' gains because none of them award inf'. That means Swarms and emanators like Cairns.) Edit again: Actually, I don't think any Underling tier mobs award any inf'?
  10. Here's a weird idea! What if we got a red balloon costume piece that occupied the same costume slot as a halo? Except the balloon would be positioned slightly behind the character instead of overhead. And randomly, the balloon has a face and leers at others. Too weird for consideration? Edit: And my apologies to @Mr.Hassenpheffer. I'm not trying to mock your idea. Though that would be more of an emote, I'm fine with it. Let the devs make balloon emotes (of different colors like we have for inner tubes). It just happened to give me a really weird idea when I read it. (Made me think of the 99 red balloons song and ghost pokemon at the same time for some reason.) Edit again: Bonus points for each of the following: The face is similar to a Haunter's face. There is a subdued/quiet creepy laugh or chuckle each time the face appears. The balloon pops and goes away when your character is defeated, only to re-appear when your character is revived. Why a costume piece instead of a vanity pet? As a costume piece, you never have to worry about the balloon getting lost or having to catch up, or being killed from enemies attacking it. (And for why a costume piece instead of an emote? That keeps it from disappearing because someone decided they wanted to buff you even while you are standing safely inside city hall for the sake of disrupting your emotes.) Edit yet again: Some other things that could also be made to put there? A small ball of light. (What is that light? You tell us. It's following you around after all.) A butterfly. A bird. A fairy. A skull. (Burning or not.) A cupcake. A To Do List. I should probably stop now....
  11. The "need" varies wildly, though, from set to set, and is, IMHO, more of a "like to have" than an absolute necessity...
  12. Oh, I'm not arguing about there being a gap. However, I do run around with a Broadsword/Regeneration Scrapper as my partner twice a week, and she usually doesn't have any problems even at +4 unless the spawn sizes get too big. So I get the desire to buff regen' and I am most definitely not arguing against buffing regen', I just think some of the arguments in favor of the buffs are flawed. Especially the argument about armor sets and branching out of their set powers to shore them up. Every armor set needs to branch out to other sets, be it pool powers or incarnate powers or IO set bonuses, to cover for their weaknesses. Some need to do it more than average and some need to do it less than average, but needing to reach into other sets to bolster your character is not a solid argument for buffing a set. At least not to me.
  13. Not to the best of my knowledge. They are still modifiers to the base power, you can just get them from outside the power to be enhanced. (Edit: Some are, yes, specifically the procs to the best of my knowledge. Others aren't.) Edit: You may be right. Edit again: Looks like you're right. My mistake. Apologies.
  14. Depends on the content. As someone else stated, Regeneration is perfectly fine for +0 content.
  15. That mission predates the Going Rogue expansion. Those are the original Carnival of Light. They show up in other missions too, and it explains why people on Primal Earth can't tell the Carnival of Light from Praetoria apart from the Carnival of Shadows.
  16. Tankers with Dark Armor get 20% energy resistance from their armor powers. 20 x 1.33 = 26.6. After all your enhancements plus Resilient Core Paragon, your energy resist is 20% x (slotted enhancement resist buffs + IO set bonus resist buffs + Resilient Core Paragon - efficiency reductions from ED after you reach ED's cut off level) = 47. Nothing boosting any of your character's stats takes your enhanced values and figures its boost from that. It is always the base stat being used to determine the boost. So yes, Resilient Core Paragon is boosting your energy damage resistance by the listed 33%, but derived from your base value with all other listed factors.
  17. Yes, it is. The core part of the base is unchanged, they just added a very long hallway that you reach via two very easily missed hallways if you don't know they are there. So in my opinion, navigating the base is easy because the portals are both 'together' with a (misnamed) directional arrow pointing to their door, and the rest of the addition is just a long winding snake hall. With the portals being the only 'important' addition to the base since one of them is a mission door. However, apparently it is not easy for others to navigate.
  18. It has this. I don't think this is even possible. Why? No, it is not a damage resist set. (Edit: Though it does already have a clicky damage resist and defense power.) Though Super Reflexes gets this and I was thinking earlier that Regeneration should as well, I don't think this fits, though I am not set in opposing it.
  19. Agreed given Willpower's +24.188%. (Edit: Though the Willpower Scrapper also only gets +19.35%, I can see Regeneration getting a regeneration debuff resistance boost.) However, is that all you were asking for?
  20. IIRC, Assault has some taunt resistance. My comments were also kind of proposing those that are missing from regen be added, as well. I wonder if a mechanic could be added that kind of counters DoTs with an equal amount of healing in response to them, if the ability to outright end them sooner is not possible... You're right, +31.605% taunt resistance.
  21. Yes, there is a regeneration debuff resistance. For example, Willpower's Fast Healing grants +24.188% regeneration resistance. https://cod.uberguy.net/html/power.html?power=tanker_defense.willpower.fast_healing&at=tanker Edit: Also, Regeneration already grants +19.35% regeneration resistance from Fast Healing (Scrapper version). https://cod.uberguy.net/html/power.html?power=scrapper_defense.regeneration.fast_healing&at=scrapper And no, I do not believe there are any armor powers that grant healing resistance to protect against healing debuffs. Yes, there is a perception debuff resistance. For example, Dark Armor's Cloak of Darkness grants +60% Perception resistance. https://cod.uberguy.net/html/power.html?power=tanker_defense.dark_armor.cloak_of_darkness&at=tanker I don't know about taunt resistance, though I'm pretty sure there is taunt protection, at least from IO sets. I'm going to go out on a limb and say that isn't going to be possible without some possibly major changes to the code.
  22. Code wise, that's pretty simple. You just add debuff resistance to the set that cannot be enhanced. That automatically reduces the time debuffs affect the character. However, Integration already gives Mag 7.74 Hold, Immobilize, Sleep, and Stun protection, Mag 10 Knockback and Knockup protection, as well as -10000% Knockback and Knockup resistance, 50% movement debuff resistance, and 77.4% Hold, Immobilize, Sleep, and Stun resistance. And then Resilience adds Mag 3.87 Stun protection and 129% Stun resistance. (As well as unresistible damage resistance.) So what debuffs specifically are you referring to?
  23. Marauder announces an attack that he must trigger. Regen' is an automatic thing. So if the AVs were to announce their regen' ticks, you would have a constant stream of regen' spam announcements. None of them have a heal power they are triggering in the iTrial.
  24. Have you tried doing her arc through Ouroboros and see if she introduces you after?
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