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Rudra

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Everything posted by Rudra

  1. Flash Arrow from Trick Arrow is set to not notify enemies when used per City of Data. Its -450 feet Perception is much greater than any mobs perception radius. (Snipers have the best perception radius at 149 feet, but reduce that by 450 feet, and you can walk right up to snipers and not have them do anything unless you hit them with another attack. Flash Arrow from Trick Arrow also imposes -9.375% ToHit on mobs, plus another -9.375% ToHit that is unresistable, so they are also losing hit chance from it. Edit: https://cod.uberguy.net/html/power.html?power=defender_buff.trick_arrow.flash_arrow&at=defender (And even if it is only -90% with the -450 feet being for players though City of Data does not say the -450 feet does not apply to mobs, that still means snipers can't see you beyond 15 feet, GMs can't see you beyond 10 feet, and other mobs can't see you beyond 5 feet.)
  2. Sounds like a bug to me. I've never had any problems with that mission, and the fact it is unreliable for completion to you (and others) means something is glitching. So this should really be a Bug Reports forum thread.
  3. Shadowhunter is a unique entity in the game and we are not likely to get his costume pieces. Though a fur cloak/cape of another style can be an option. And you have to be careful with American Indian costume pieces being added. I don't think there will be a problem with fur or leather shoes and boots, but incorporate too much cultural symbols and there is the risk of a lawsuit over cultural appropriation. So not likely going to get American Indian headdresses or feathers.
  4. Movement suppression has existed since long before PvP was added to CoH. So I'm not sure what you mean by being propagated from PvP to PvE.
  5. As opposed to say Peacebringers or Warshades who only gain a benefit from their inherent when on a team? And only if the team has sufficient variety of team members? Or Scrappers that rely on their ATOs to make their inherent reliable? Vigilance gives its best benefits while solo, sure. Vigilance gives Defenders an increase in their damage output when on a small team, that is to say, a team of 3 including themselves. That damage increase improves if they only have 1 team mate, and improves again if they are solo. Their END cost reduction improves as their team mates suffer greater injury, letting them turn the tide of battle. They have heals? They can use those heals more freely because of the reduced END cost. They have toggle debuffs? They can layer more debuffs with the reduced END cost. They have toggle buffs? They can layer more buffs with the reduced END cost. And they can layer in more of their attacks while applying the increased heals, buffs, and debuffs, potentially saving their team. I don't view Vigilance as a 'keep your team almost dead for max results' ability or as a 'only applies to heals' ability. I view it as a 'holy crap! The team is in danger, time to pull out any remaining stops on my power usage and go nuts' ability. Sure, if you have a strong team, it never comes into play. Neither does the Stalker's Assassinate inherent ability really come into play on those teams either. Or the Corruptor's Scourge ability since Scourge often kicks in just in time to not do anything because of how fast the team mows down the opposition. Half the time neither does the Tanker's Gauntlet since mobs just melt upon contact with the team these days. Or the Sentinel's Opportunity. So though I've been sitting this discussion out, since I'm here now, I have to say I don't see anything wrong with the Defender's Vigilance ability. It all boils down to how you choose to see/interpret the ability, and so apply it.
  6. Once an attack resolves its hit roll, even if the target runs out of range, regardless of if it is a PC attacking a mob or a mob attacking a PC, that hit follows through regardless. (The only time I've seen it stop is when Crey Voltaic Tanks try to Thunder Strike me but I hit them with a KB/KD before the animation lands the strike.)
  7. Why would you give different ATs the same inherent? Even the Kheldians have different inherents depending on whether the character is a Peacebringer or Warshade.
  8. My mistake. I didn't realize they were using Follow.
  9. Then I don't care if it becomes a toggle. I don't remember though, do any of them have damage resist too?
  10. I oppose this. It is already ridiculously fast and easy to level up in this game. Without needing to farm. Like you said, you used to have to wait for Double XP Weekend back on Live to get double normal XP, but now you can get double XP whenever you want. And it seems like mobs already had their XP boosted from Live while the game was hidden away and limited to just a few players back in secret server days. So while this is selfish, I do not want to blunder into contacts randomly giving me more XP for their missions/arcs than I already get. And as was stated on other threads about boosting street sweeping XP, the current set up is to encourage players to do the content the devs spent so much time and effort developing. So it is very unlikely that street sweeping is going to get boosted for XP.
  11. No, I'm saying because the devs already did it, there is no point to arguing about whether it was worth their time or not. The devs that already made these changes and had them implemented decided the change was worth their time. So we as the players of the game do not get to say it was not worth their time because they obviously thought it was for having done so. So if you want a change rolled back or changed to something else, find a different argument other than what the devs chose to do was not worth their time, because you do not get to decide what another person thinks is or is not worth their time, especially after they already showed they felt it was for having already done it. (Edit: So to simplify my response, no for the 1st question and yes for the 2nd question.) Edit again: You know what would make something a dev spent time making for the game a waste of their time? Telling them to remove it afterwards. If they remove something from the game after they have already spent the time developing it, testing it, and then implementing it, then all that time spent developing, testing, and implementing whatever it was is very much wasted for having to be removed. So you are asking the devs to have wasted their time when you ask them to undo something because you as a player of the game they are maintaining decided you think it was a waste of time. So if you want something changed or undone? You need a different argument than what is or is not a waste of time for them.
  12. Freem! definitely needs to be toned back. I wholeheartedly agree with your description including that.
  13. Using it in the game shows it replaces itself and City of Data says it replaces itself. So no on the stacking. Edit: However, as a click power, it costs the character 0.026 END/sec if not slotted with anything. (5.2 END/activation with 200 second recharge.) And even if you don't slot any END reduction but get the recharge down to 86 seconds, you still have an END cost of 0.06 END/sec. Whereas if it was made into a toggle, the END cost will go up a lot. Edit again: So as it is right now, Kuji-In Toh can be slotted with damage resist, healing, and endurance modification enhancements for max effect without bothering to touch the endurance cost or recharge, and get full benefit on an auto-cast every 200 seconds for a scant 0.026 END/second. I'm in favor of keeping it a click based on that.
  14. You are not suddenly slowing down when pursuing enemies. You are in combat movement. Combat movement has existed since the game launched to keep players from just jumping into enemy groups they can't handle and then immediately just running back out. To the best of my knowledge, only teleporting does not have that. And that is only because there is no movement between locations when teleporting. (Edit: Flight had it worst of all since you were slowed to less than Hover speed. At least back on Live.)
  15. Except the developers already did it. They chose to do it and they did it. So the devs decided it was worth their time. Who are we to second guess if someone else thinks something is worth their time to do after they have already done it?
  16. The Council are now more in line with the other factions, making them less a pushover group, so I'm going to go out on a limb and say "yes, it worked". Because now players are considering base buffs and actually employing strategy even if only to prioritize targets or maintain sufficient distance from downed mobs. (Edit: Yes, soon the Council will become routine again to everyone and players will resume just steamrolling them without a care outside of the random FREEM!, but at least for now, players are being a little more observant or careful or tactical or making teams for them or otherwise at least not just laughing at the high level mobs that are still fighting them like they are low to mid level heroes/villains.) Edit again: And yes, the rezzed Council give their xp/inf' rewards upon their defeat again just like every other rezzed enemy.
  17. That would be a good reason why this thread gives me the feeling of deja vu. Thanks. So we already have a memorial for the fallen. So the OP has basically already been met.
  18. Or how about something simple that doesn't require the devs to keep remaking the map(s) with the mausoleum/memorial? Have a community page created to remember those who passed. Then the community can simply add the community members they wish to that thread without asking the devs to jump through hoops to keep the memorial updated. (Edit: I'm getting deja vu vibes from this thread.)
  19. That's the only version of a memorial I can support. Otherwise it will get to be too cumbersome over time. And who would even be the ones to keep the list updated? Let alone keep updating the model/map (edit: and interfaces) for the fallen? A generic tribute can work where a comprehensive one can't.
  20. This has been brought up before. I don't remember the outcome of that proposal though. However, I have to say I'm against it. Not because I lack a heart, but because there is no way to track all community members for their passing and even the ones that do get tracked will require an ever increasing tribute.
  21. Then you're missing the point of the comments. I'm not trying to stop the OP, I'm trying to make it make sense. And the author acknowledged that the three songs can be 1 song instead with different parts that achieve different effects. That works.
  22. With Sonic Resonance, the sounds themselves don't matter. With music, it does. This is true.
  23. Your provided example matches what I said. A character with multiple mouths, presumably with as many sets of vocal cords as mouths and also presumably with a brain capable of independent mental processing for each mouth. Edit: And even at that, singing more than 1 song at a time results in a jumbled mess where either 1 song is performed in a manner that overpowers the others or is just a discordant array of garbage. Having had the misfortune of being at a gym where multiple radios were blasting completely different songs, (each of the guys had his preference for metal to power through their workout with) I can assure you that the only thing your character will inspire in others is rage at your character for the horrific array of sounds. (I can't describe how bad the rest of us forced to listen to the sounds wanted to shove those radios down each of those individuals' throats. We even asked them to pick just 1 radio, but they each preferred their own music and their own music was easy for them to hear since the radio was at their heads.) (Edit again: And yes, after mandatory PT, we each went back to our supervisors and complained, getting more than 1 radio being played at the gym banned. Policy became choose 1 radio or bring your own headphones and keep your music to yourself.)
  24. A song is a specific range of vocalizations performed in a specific sequence. A single person cannot combine two different vocalizations at the same time. It isn't the same thing as simply digitally mixing two different sounds. And even when you just mix two different sounds, unless they are done to the same specific pattern/intent, all you get is garbage sound. So no, it cannot be done even by a superhuman unless that superhuman possesses 2 different mouths with separate vocal cords. Edit: And even in your example, they are all singing a single song. Each one is singing their part of that song when it is their time/turn to do so, but not singing more than 1 song and not from a single person at the same time.
  25. Agreed. Even using bards as the basis like the author does, it just doesn't work. A single person cannot sing multiple songs at the same time. And if the toggles are mutually exclusive to reflect being sung, then you're going to run into a lot of upset players just like back in the bad old days of only being able to have single armor toggle active at a time.
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