
Rudra
Members-
Posts
8634 -
Joined
-
Last visited
-
Days Won
49
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Rudra
-
Returning TP Foe to the game as a craftable temp power.
Rudra replied to BasiliskXVIII's topic in Suggestions & Feedback
Teleport Foe, as part of Teleport Target, cannot teleport bosses or higher. It can teleport lieutenants, but only some of them. That is why earlier in the thread it was described as only being able to teleport minions and under. -
I would have to say you have it backwards then. A lighter weapon should have the same impact, stopping when it hits a solid object like a monster from Monster Hunter or worn armor. A titanic weapon should stop when hitting something more solid than the lighter weapon. The feel you are looking for is the weight of the weapon. Which would be conveyed by knocking the target back or sideways if not of a sufficient mass to withstand the hit. Now if you were talking about a hitstop with the ground instead, then I would be inclined to agree. It would take longer to get the massive weapon back up and ready than it would a smaller weapon. However, if you want to argue how something feels rather than how something functions and you feel that having a more massive weapon means it feels stronger if it is affected by impacts that smaller weapons are not, that's up to you. I figured that would be your response. And while I won't disagree because if it were to be applied to every enemy in turn then you would lose a lot of time with the set's attacks, I do have to ask why only the first target hit would do anything to impede the weapon and none of the other targets also being hit do not. After all, you are hitting each of them too, so they are being impacted as well. And with the momentum you lost with that first impact's hitstop, each following enemy should have a longer hitstop than the previous until the weapon is denied the ability to hit any further enemies despite not having reached its target cap yet. I believe this is better addressed by aligning the effect (and impact) to mesh with the animation. Not going to argue about "a nice meaty 'crunch'" though. Sound effects do go a long way to conveying depth and feel of action.
-
Dumb question: why would titanic weapons with all their mass stop upon impact when light weapons still pass through? Wouldn't titanic weapons have an easier time punching through targets with all their mass than smaller weapons? (Edit: That was why execution swords and axes were so much more robust than combat weapons. To make sure they went through the target in one hit rather than risk the weapon not fully decapitating the target.) Edit again: Another question: When you use one of Titan Weapons' four AoE attacks, would the hitstop apply just to the 1st enemy or would it have to trigger on each enemy in turn?
-
powerset suggestion Mastermind Primary Powerset Suggestion: Slimes!
Rudra replied to Jeagan's topic in Suggestions & Feedback
NPCs following you seem to be classed as pets. And the pets they summon, if they all follow Dream Doctor's example, don't count as part of the team for xp gains. Dream Doctor is the only NPC I am aware of that summons pets that summon pets. I haven't bothered to check to see what Desdemona's summons do though, since I make it a point to not free her from anything until the map is cleared. Edit: Just checked Desdemona. And the results are... inconsistent. Sometimes I see a reduction in xp and other times I don't. There was a definite drop in rewards from bosses, but didn't really see any losses from minions. Checked Desdemona again, and yes, her pets reduce both the xp and the inf' gained from enemies depending on how much damage her pets did. If Desdemona defeats the target by herself, you get full rewards. (And when you leave her as a boss, she can routinely defeat minions before her pets touch them.) -
powerset suggestion Mastermind Primary Powerset Suggestion: Slimes!
Rudra replied to Jeagan's topic in Suggestions & Feedback
There is another concern with the split slimes. I just ran an Illusion Controller on the test server to verify, but pets of pets don't count for xp. You can see it on the mission where the Dream Doctor fights alongside your character. He summons a phantasm and it summons a fighting decoy, and your xp from defeats start wildly fluctuating. (Edit yet again: I think inf' does too, but I'm running from memory. On the test server test though, my inf' gains didn't drop with the Phantasm and Decoy Phantasm.) On the test server with the Illusion Controller I threw together to check, whatever target the decoy phantasm was damaging, I got less xp from. Equal level Council minions were awarding 4168 xp upon defeat, but with the decoy doing damage, the xp dropped as low as 2779. So the split slimes from the summoned slimes' defeats will reduce gained xp depending on how much of the damage the enemy takes is from them. And since the spawned slimes from the summoned slimes are also pets summoned by pets rather than summoned by the MM himself/herself/themselves/itself, they will also likely reduce xp gains. (Edit again: And unlike the Phantasm's single Decoy Phantasm, you can generate a lot of pet of pets mobs. That can, won't necessarily, but can neuter xp gains. Not sure about inf' gains, because I only checked on the Controller with the single decoy, and inf' didn't drop.) To ensure the validity of my test, I attacked a reference group of Council without pets and then the test group of Council with just my Phantasm and its summoned decoy. -
powerset suggestion Mastermind Primary Powerset Suggestion: Slimes!
Rudra replied to Jeagan's topic in Suggestions & Feedback
Plus the three the knights can summon when they get their one attack in before dying. Even at only 5 second duration, they are still additional pawns capable of launching up to 2 attacks during their window of existence. -
powerset suggestion Mastermind Primary Powerset Suggestion: Slimes!
Rudra replied to Jeagan's topic in Suggestions & Feedback
You summon before the fight. After the fight starts, you aren't anywhere near that 9 second recharge any more. Knights die, you immediately summon more and have 6 pawns on the field. If those knights die, you have possibly 12 pawns and can summon 3 more knights 9 seconds into the fight. Timed right, this means you can have up to 3 knights and 15 pawns for maybe 3 seconds. Where are the extra 3 pawns coming from? The knights hit a target affected by Sludge Hurl. (Edit: This of course assumes that the pawns are miraculously surviving where the knights are not somehow.) -
powerset suggestion Mastermind Primary Powerset Suggestion: Slimes!
Rudra replied to Jeagan's topic in Suggestions & Feedback
I would personally recommend either dropping the splitting slime function and just retain the extra slime spawning ability, or change the summoned split slimes to not be the same as the summoning dead pet. Will this hamstring the split slimes? Yes, however, provided the game's code can handle the splitting function in the first place, having say Underling tier pets spawned from the Henchman tier pets' defeats would at least give the player incentive to upgrade their pets and keep them alive, while still retaining the ability to get more pets from your pets' defeat. Since you envision this as a perma-Gang War, and considering that Gang War's pets only last a few minutes on a 10 minute timer, cutting down the split slimes' capabilities would make it easier to justify the sheer number of pets your proposal can generate. -
powerset suggestion Mastermind Primary Powerset Suggestion: Slimes!
Rudra replied to Jeagan's topic in Suggestions & Feedback
You're not factoring the animation times. Your bigger attacks will hit harder, yes, but it works out better for the player to not bother giving the pets those bigger powers. Those bigger powers also have longer animations and longer recharge times. Both the pawns and the knights have the exact same attacks with the exact same animation times and the exact same recharge times. Yes, the knights will get a faster recharge with their enhancements, but they still run up against the wall of only 1 attack at a time and having to get through their attack animation before starting the next one. So if you don't upgrade the knights, you can more than double their damage without bothering to enhance them for it simply by making sure they die as expediently as possible and you can re-summon them as soon as possible. And without Hasten, I can get the T1 summon down to available every 9 seconds. On a 15 second timer, how many pawns and knights can you stack at once? Using your 30 second time frame, running with 1.5 second animations on a 4 second recharge for 2 attacks at base pet: Pawn: 12 attacks over 30 seconds at 50 damage each. 12 x 50 = 600. Only half will hit, but you do have twice the number of pawns for a total of 600 damage. 1.5 second attack usable every 4 seconds at two such attacks. Each attack has a 2.5 second window of non-availability. Each attack is used in the non-availability window of the other attack. Between both attacks, there is a combined 2 second window where the pawn has no attacks. 5 total seconds for the combined sequence. 30/5=6 cycles of two attacks each for a total of 12 attacks in a 30 second time frame. Knight: 20 attacks over 30 seconds at 75 damage each. 20 x 75 = 1,500. Only 60% of your hits land though. 1,500 x 0.6 = 900. 1.5 second attack usable every 3 seconds at two such attacks (to avoid the complication of factoring in the upgrade attacks). Each attack has a 1.5 second window of non-availability. Each attack fills the non-availability window of the other attack. Between both attacks, you have a combined 2 attacks per 3 seconds without pause. 30/3=10 cycles of two attacks each for a total of 20 attacks. So factoring in enhancements, the knights do 1.5x the damage of the pawns. (So yes, you would need 3 pawns to match the damage of a knight.) Now add in the extra complication of you can summon more knights while the pawns are in play, and those knights can die to spawn two more pawns each. And then add in the complication of each knight can spawn a pawn without dying through the Sludge Hurl ability that you are spamming on everything when you aren't summoning more slimes, even if they only last for 5 seconds and so get off 2 attacks tops. Do you see how this cascades? And this is without even considering the game's notorious spaghetti code or how old the game engine is. -
powerset suggestion Mastermind Primary Powerset Suggestion: Slimes!
Rudra replied to Jeagan's topic in Suggestions & Feedback
Except you are discounting that they can each only make 1 attack at a time. And with a fast recharge, even not upgraded, they can maintain a near constant stream of attacks. And you are also ignoring that you have twice as many pawns as knights. So your 250 becomes 500. One knight dealing out 450 damage per hit breaks up into two pawns doing 250 damage each for 500 damage total between them. And with fast attacks, they can keep those attacks coming. And if you can summon replacements despite having the splits in play still, then now you jump up to 950 between the 3 of them. And if you don't upgrade the knight to keep his resists down and you don't support the knight with your secondary to keep him alive, you will be nearly constantly generating new pawns, doing more damage than your knight. Edit: And as for why you wouldn't be able to summon replacements while the splits are active? Lets take just the knights. You summon 3 knights. They die and become 6 pawns, so you immediately summon 3 knights. Which die and become more 6 pawns. Depending on how many pawns survived and haven't timed out from the previous run, you have up to 12 pawns now. And you can still summon 3 more knights. -
The posts will appear when the devs start testing places for the new dancers. I've given my warning. Multiple times. And as I already said in this thread, I don't have a horse in this race. So I'm done here.
-
War Witch was a relevant part of the discussion. It didn't matter where the devs tried to move her, it made players upset. And she was already in Pocket D, so she wasn't being added. All I was/am doing, is giving warning about other players' reactions. If the devs add more dancers, I won't care. I don't dance on the dance floor. I don't interact with the NPCs in Pocket D. I usually avoid Pocket D, only going there to hit up Null the Gull. I don't have a horse in this race. I'm just giving warning about reactions you are likely to run into by adding more NPCs to Pocket D that aren't somewhere players can't make use of such as behind the bar. The whole War Witch argument was very ugly. And again, she wasn't being added, she was being moved.
-
powerset suggestion Mastermind Primary Powerset Suggestion: Slimes!
Rudra replied to Jeagan's topic in Suggestions & Feedback
Gang War does not potentially prevent you from summoning replacements for 15 seconds after any of your pets die. Neither do the specters spawned by the MM's inherent attacks from Necromancy. In both cases, when they lose one or more pets, as long as their pet summon power has recharged, the MM player can immediately summon replacements. And those replacements are subject to commands from the MM. Which means they can also almost immediately start soaking damage for the MM. As for the "need three Queens just to somewhat equal a single King" part, that isn't the least bit true. Since you have the the split slimes simply be uncontrolled and unable to be upgraded regular summons, you are still getting up to 6 T1 pets, 4 T2 pets, and 2 T3 pets. Yes, you lose access to enhancement upgrades too, but you aren't losing any combat levels; the splits are still the same level as the originating pet. You aren't gaining any improved accuracy or damage from enhancements, but you are doubling the number of pets. And those pets are still doing normal damage for pets normally summoned, just not enhanced damage from slotted enhancements. And you aren't losing number of attacks per pet with the splits, just access to their added attacks. And you have their attacks at a fast cooldown, so with 2 attacks at say a 4 second recharge each and a 1.5 second animation, they can still maintain an almost constant stream of attacks, just not incorporating any of their upgraded attacks. My main, a ninja mastermind, only gets a +26.5% accuracy boost from a single multi enhancement on the genin. The rest of their accuracy comes from Tactics, which is giving them a +11.81% boost to accuracy. And they only really seem to miss enemies on the highest difficulty settings. (They still manage to land a lot of their attacks even on the highest difficulty settings, just not for much damage.) My Dark Servant from my secondary set isn't even slotted for accuracy, but manages to always land that heal. While the T1 splits will struggle to hit depending on your difficulty settings, the T2 and T3 splits won't have any major problems and you will have 6 of those. One thing I've learned about MMs, when the fighting gets really difficult or bad, the upgrades aren't anywhere near as important as simply getting pets back into the field to fight. And splitting pets upon defeat means you will be getting lots of pets on the field. It also means the MM is best off not trying to protect their pets, but rather gets the best effect by sacrificing pets to get more pets on the field as quickly as possible. And then you get to teams. Can you imagine a full team of just slime MMs? There are already MM only runs for various TFs/SFs (just like there are other AT only runs), and they can have anywhere from 64-72 pets on the field at once depending on their secondaries. This AT could have up to 152 pets on the field at once depending on secondary. So you introduce your own invasion problems to the team, where not everything may be rendered to fight depending on the PC. Yes, this is an extremely niche case, likely never to happen, but it is a possibility to consider. Gang War does not even summon pets as capable as your T1s, and yet it has a 10 minute cooldown. -
I'm curious how you feel about 'bots and demons then. The Protector Bots have both a shield and a heal, and one of the tier 2 demons has a heal.
-
powerset suggestion Mastermind Primary Powerset Suggestion: Slimes!
Rudra replied to Jeagan's topic in Suggestions & Feedback
I highly recommend losing the splitting slime function. Aside from standard code rant, MMs rely on being able to command their pets. Uncontrolled pets don't function for Bodyguard Mode, and since the split slimes will most likely still count as the appropriate tier pet for summons, they not only decrease the number of pets available for Bodyguard Mode by transitioning to being uncontrolled as Aggressive-Follow pets, they would also prevent replacement pets from being summoned for the extra 15 seconds those uncontrolled slimes exist. I'm also not sure if the Elemental Infusion would work given what we know about the game's code and the fact you are trying to change what your pets do/how they function. You probably also won't get the ability to have your pets spawn more pets even for the low time you posted since you are now looking at a MM that can have up to 18 pets just from their primary power set, that despite being uncontrolled while active, are still every bit as powerful as your 6 standard pets, just without their upgrade powers. (6 pawn slimes from defeated knight slimes, 3 pawn slimes spawned by the knight slimes before defeat, 4 bishop slimes from defeated rook slimes, 2 bishop slimes spawned from the rook slimes before defeat, 2 queen slimes from defeated king slime, and 1 queen slime spawned from the king slime before defeat. [Edit: And if for some reason replacement slimes could be summoned even while their split versions are in play, then you could feasibly have up to 24 pets for a very brief window of time just from the primary power set. The 12 split slimes for however much of their 15 seconds remains, the 6 slimes you summon normally, plus the 6 slimes those replacement slimes summon for 5 seconds each. Especially after you get the recharge rate of Sludge Hurl down so you can focus on just spamming it on every enemy in sight.]) This means this set plays best by not upgrading their pets since the upgrades would slow the rate at which the pets can be defeated, so they can generate more pets faster between replacement summons. Edit again: It also means the MM is best served by not even trying to keep their henchmen tier pets alive with their secondary so they can get more slimes in play faster, freeing them to focus on spamming Sludge Hurl and the occasional pet summon for yet more slimes. -
City of Data says Empowering Circuit replaces its existing effect when from the same caster and that only the highest value applies. https://cod.uberguy.net/html/power.html?power=mastermind_buff.shock_therapy.empowering_circuit&at=mastermind
-
I know this is a dumb question, but, did you talk to her afterwards? You don't get the ring from the mission, she tells you to hold on to it after you talk to her again.
-
Just did that mission and the Keres spawned for me. Edit: As far as the glowie goes, I found it in the same room as the Keres. It is a large trunk and it was just past the Keres in what I have come to call the sacrificial/ritual room.
-
https://homecoming.wiki/wiki/Hide_(Slash_Command)
-
Potential Regeneration power update recommendations
Rudra replied to Xion80's topic in Suggestions & Feedback
There is a difference between something affecting something else and that something causing harm to that something else. A regeneration character isn't going to recover from sand in their eyes any faster or better than someone that lacks regeneration ability. A willpower character isn't going to recover from sand in their eyes any faster or better than someone that lacks willpower, but the willpower character can still power through the sand to keep his/her/their its eyes open despite the sand to see the blurry enemy and strike. I should probably also point out that /Willpower does not actually have any resistance to Blind effects. Instead, the /Willpower character has heightened senses, so the character can perceive enemies farther away, and so takes more blinding to incapacitate. Why /Willpower has heightened senses and /Regeneration does not? I have no clue. Either way, if we disagree, we disagree. Not something to argue over. -
Potential Regeneration power update recommendations
Rudra replied to Xion80's topic in Suggestions & Feedback
(S)he/they/it has the willpower to keep their eyes open through the irritation of the sand and smoke in their eyes. Still going to have reduced perception from the smoke, except in game which can't make that distinction, but they can at least keep their eyes open through it all. Others tend to shut their eyes until their tears can wash out the sand or they get out of the smoke. It's not a question of healing ability. -
Potential Regeneration power update recommendations
Rudra replied to Xion80's topic in Suggestions & Feedback
Because no matter how good your regeneration may be, it won't help you see through sand in your eyes or smoke in the area. No character has Taunt as part of their Regeneration. You are mixing the armor set with their attack set. -
There are jets in that mission. You can hear them approach and fly past. And if you watch the sky, you can see them too. I'm in agreement with @Greycat on this. I think this works much better as a TF/SF power for specific missions than as an incarnate power. I also agree with @Techwright that it doesn't really fit in with the idea of how incarnate powers work. However, I'm loathe to have that debate again, so I'll leave it at 'it's a nice idea and I would enjoy it as a TF/SF specific power, but I'm not exactly a fan of it as an incarnate power. Let the devs decide either way'. I can get behind this as an alternate idea. It won't be very powerful this way, but every little bit helps when you find yourself dipping into temp powers for added punch.
-
new archetype New Archetype: Manipulator
Rudra replied to LightMaster's topic in Suggestions & Feedback
Elite Bosses are a bit much to ask to be able to control, don't you think? Just one equal level EB will let you stomp entire spawns/maps without you having to do anything. And how long would you maintain control for? -
Returning TP Foe to the game as a craftable temp power.
Rudra replied to BasiliskXVIII's topic in Suggestions & Feedback
Normally I can understand where you are coming from, but not in this case. For the multiple accounts part, there is absolutely nothing stopping you from having a character with Teleport Target on any of them other than you choose not to. And that is like choosing to not take Teleport Target itself. It is your choice to make, but if your choice is to not take Teleport Target, then why would you complain that you don't have access to the power when you have chosen not to take it? What is stopping you from even just throwing a level 4 character together with Teleport Target named "Emergency Teleporter" or whatever other name you prefer? As for requesting help on available channels, you are more likely to get someone to be able to help you requesting help from the community than you are to get help from a GM. (Also not a ding on GMs. I understand the staffing problem.) And there are players like me that when we find out someone needs help, regardless of a boss they can't beat, they are having problems finding a glowie, or any other problem including stuck mobs, we stop what we are doing unless we are on timed missions and lend a hand. And all that ignores the already available options for dealing with stuck mobs. (Edit again: For that matter, players can use their second build to have Teleport Target available to them already on that character. The second build doesn't even need to be fully slotted/tricked out with enhancements. Mob stuck in the wall? Change to second build, yank out, defeat, and then when able to, change back to main build.) So I have issues with this response. The author's second post references just having the power for general use. The author's third post full on throws out the mobs stuck in walls reason. The author's fourth post specifically calls out being able to teleport bosses, which is something Teleport Target can't do. I'm sorry, but the only thing "weaker" about the proposed temp power is having charges. And even that is circumvented by being craftable. Just pop a crafting table in your mission and craft more charges. And the proposed temp power as portrayed by the author is stronger than the pool power in what it can teleport. So it is a stronger teleport effect that takes no power picks and can be recharged on the fly by simply crafting more as you go. No, it isn't. I'm not calling anyone a weirdo for taking and using a power the game had available to us for use. Neither am I calling anyone a weirdo for not taking and using a power the game had available to us for use. (Edit: In fact, the whole point of my response to the comment I was responding to with the quoted comment you think is biased is specifically to say there were reasons for taking Teleport Foe without Recall Friend, and that does not make those players weirdos.) That's fine. Everyone builds to their own specifications. You aren't insulting other players for building and playing different than you though. Not the point of the comment you are quoting. Why would you ask about chains? (I'm guessing you mean attack chains here.) I'm curious as to who uses Teleport Target as part of their attack chain now. No, the author's post I was responding to was stating that Envenomed Dagger could be used to pull and isolate bosses. Envenomed Dagger only has an 80 feet range and you must have direct line of sight to the target to hit the target with it. So you are at risk of getting attacked by everything with the target boss, including the target boss from the author's post, when you go to use Envenomed Dagger to pull. Teleport Foe, as the power being called up by Teleport Target to go after your chosen target, has a 200 feet range and does not require direct line of sight to the target, just that the target be targeted. So while it can't teleport bosses or higher, or even many lieutenants, it can still be used to isolate mobs without having to have direct line of sight or risk attacks from the other enemies with the one you are teleporting. I was pointing out the difference in capabilities of the powers of the post I was responding to. (If the proposed temp power is made powerful enough to teleport any enemy you can encounter on an instanced map, like the author seems to expect with his/her/their boss comment, then you are now talking about a much, much, much more powerful power as a temp than the pool power it is supposed to be a weaker version of. Regardless of number of charges or recharge rate.)