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Rudra

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Everything posted by Rudra

  1. I see no reason to change the Flight pool itself over just Group Fly. I'm fine with tweaks being made to Group Fly if possible so other players have the ability to not be affected by it without having to go to Null the Gull to do so. Again, if possible. Changing Hover, Air Superiority, and Fly though? No. Leave those alone.
  2. And what if I don't want my beasts or ninjas flying around? I'm happy to have my MM flying around, but I don't want my pets flying around too. So there is no reason to change either. I can take Group Fly right now if I want my pets to fly too, or just Fly if I don't.
  3. Yeah, back when Unyielding was Unyielding Stance, Invul' characters took Teleport to get around. So did some Stone Armor characters for Granite. My comment wasn't in reference to those though. Back on Live, before they added Hover to Teleport, and then extended the duration of Hover after teleporting, characters would routinely wind up falling faster and faster during/after teleporting because those players weren't fast enough at teleporting to avoid it. On the occasions that Teleport glitched and just started dropping my characters at the end of teleporting as well, I would either aim my teleports higher to keep going or teleport to the ground/water to stop the momentum. However, I would occasionally hear players complaining that Teleport killed their characters because they were falling during/after their teleports and slamming into the ground. Which is why Hover got added to Teleport by the devs. And yes, I know we can end Teleport's hover effect if we attempt any movement, I've used that to jump up from where I was hanging in mid-air to reach a platform I was trying to reach but couldn't directly see to teleport to on several occasions. However, just hitting the W key, you still find yourself moving at Hover's speed for a second or two until you break out of the effect.
  4. Good point. I had a Controller back on Live (that I swear eventually will be remade on HC like all my other Live characters I still need to remake) that used both Air Superiority and Flurry. Those were my Controller's primary damaging attacks. (Without them, it took me over an hour to clear even tiny mission maps. With them, I could finally clear maps at what I considered to be an acceptable pace.) The -Fly component of Air Superiority was also part of the PvP meta back on Live for knocking flying Blasters and Controllers to the ground where the rest of your team was waiting to tear them apart. So there are more uses for Air Superiority than what the author claims.
  5. The reasons for this are because Fly gives you the ability to bee-line anywhere without having to navigate terrain like in Skyway City or Grandville, and because flying lets you avoid being attacked by enemies whereas running and jumping both leave you susceptible to enemy attacks while traveling. Teleport has the nuisance of having to constantly target where you want to go every 350 feet and briefly locks you into hover at the end (so players no longer just plummet to their deaths if they start dropping while teleporting like I was told some characters did). (Edit: Why they didn't just aim their teleport higher to compensate when they started dropping through teleport or just teleport to the ground/water to stop and reset it? No clue.)
  6. Where are you getting origins from the Warburg Rockets? How is nuclear a natural origin?! If you want to expand the variety of rockets? Okay, I don't really care. Just don't pretend they have anything to do with character origins.
  7. I oppose this request. You can lead as many scientists as you can manage. They don't immediately despawn when you change scientists. So as long as you are willing to invest the effort, you can escort multiple scientists at a time. You just keep changing who you are escorting every time you get so far past the last scientist you escorted. Also, you can get bypass codes that reduce the number of scientists you need to complete for each launch. I don't view this as a problem. It prevents players from stockpiling large numbers of missiles. So you are complaining that a temp power that can be reduced to a single scientist rescue per missile isn't as potent as god powers you have to grind and craft? I'm not seeing a problem here. All told, I'm not seeing a problem that needs to be fixed, just a request for yet more power creep. So I'm against the OP.
  8. As opposed to demons meshing well blue side? Why even try to differentiate? There is already lore in abrahamic religions about fallen angels. And there is already comic depictions of angels and demons being from opposed realities or basis, light versus dark, but that both are dangerous to humanity. So there is already ample ways to identify angels from a villainous perspective.
  9. There is nothing wrong with pets having auras. There is nothing wrong with pets having buff powers. The issue was that the proposed set is a MM primary set that has buffs for its powers instead of pet upgrade powers. Not that the pets have buff powers, which is fine. See Robotics for pets with buffs for instance. Buff powers for MMs themselves to use on others belong in their secondary set, the support set, or should only show up in the T7 of their primary. MM primaries have 3 pet powers, 3 MM attacks, 2 pet upgrade powers, and 1 "other" power because the MM primary is about summoning and upgrading pet servants. (Edit: Though like @TygerDarkstorm said, pets typically only use their buff powers on each other and their summoning MM.) All I was saying is that the proposed primary needs to have its 2 pet upgrade powers, and those upgrade powers are not going to be support power type powers.
  10. Holy Fury at T7 functions a lot like Hell on Earth. It is a temporary boost to your pets. The pet upgrades are permanent buffs that add powers to the pets making them more capable. So the only pet upgrade you have is Celestial Empowerment, and that is only on the hope that it includes added powers for the pets. Edit: And if it doesn't, but rather works like a support secondary power instead? Then you have no pet upgrade powers and I recommend adding 2 so the set keeps up with other MM primaries. Edit again: And if your intent is to not have to upgrade your pets in this set like you do other MM primaries? I'm willing to bet that won't happen.
  11. I have a problem with the proposed set. It only has 1 pet upgrade. Drop Blessing of Grace as a buff and instead make it a pet upgrade, and okay. Blessing of Grace as presented should be in a secondary set anyway.
  12. They already are. You get a Transcendant Merit and e-mail it yourself. Then you have the other character claim it and convert it back. Transferred between characters on the same account accomplished.
  13. Because you do. Not only does the player character start earning iXP even if exemplared down, but both incarnate shards and threads also can drop while exemplared down. Regardless of how much you exemplar down. I get them routinely even while doing low level missions/arcs through Ouroboros. (Edit: @Psyonico is correct though. Relying on random shard and thread drops from mobs from doing non-incarnate content is probably the slowest way to get incarnate abilities crafted.)
  14. I'm good with this. Not so much this. I guess there isn't any real problem with a zombie and a separated astral projection of the same person, but it seems weird to me.
  15. No. Zombie Anti-Matter isn't Anti-Matter. Why would there be zombie versions of living AVs?
  16. I couldn't either, but I wanted to cover my bets. And a player can always choose to add zones to their journey for whatever reason.
  17. It's a key part of the game's lore that a single incarnate shared his power with others, not that he made those others incarnates themselves. As soon as Tyrant was defeated and lost the Well's favor, so did everyone he was sharing that power with. Not the same thing as what the OP is asking for. It is the difference of a god granting power to followers versus a god empowering others to likewise becoming gods in their own right. In the first case, you have Tyrant empowering non-incarnate beings to extend his own power. In the latter case, you have what the OP is asking for. Edit: And you never become a Well of your own. Mot gets the closest to becoming a Well of his own. And he started as a god and proceeded to devour the world. And even then, he still didn't become a Well.
  18. Depending on how you choose to get there, it is 2 zones. You base portal to Eden and you use the gate that is almost right there where you appear to get to the Hive. You pop into Grandville and the sub is almost right there by the ferry to take you to the Abyss. The way the base portals work, it very much looks like they are meant to provide a means of getting to zones with missions and mission givers to me. I say that because we had our access to the Echo zones removed from base portal access. And there are no missions or mission givers in either the Abyss or the Hive.
  19. I oppose this request on the grounds that becoming an incarnate is a personal journey. You don't see characters ascending to godhood in literature and then turning around and sharing the resources they used to become gods with other random individuals. (Edit: Yes, the means by which they ascended is shared/known, but not anything else. And the means by which our characters can ascend is already shared/known.)
  20. For things that can be transferred, the in-game e-mail does this.
  21. I'm more in favor of the OP. If someone has a vanity pet and they don't want it any more, then they should be able to either speak to an NPC like the START vendor to revoke the pet power (with no refund of any of the resources spent getting the pet) or they should be able to simply delete it like they would a temp power.
  22. That's a door bug. Happens randomly/occasionally when you are inside and you get a waypoint outside. However, if you look at your map instead of the waypoint, the map should have the correct marker location. And if you were to state what the objective was, I could help you with finding it. The mission itself does not have you going in circles. (Well, it does, but not the way you were stuck.)
  23. That doesn't hold up though. I can currently place a toggle debuff like Darkest Night which has a 70 feet range on an enemy and that debuff will remain active on that enemy until the enemy dies, I turn off the toggle to avoid extra aggro, or the enemy runs far enough away that the game drops the enemy from being tracked at all by my character. So that toggle debuff remains even though the targeted enemy ran well beyond the power's 70 feet range. However, I'm going to set aside Enflame for this discussion, even though I can throw any other debuff toggle on an enemy and never have it drop until the target dies, I decide to turn it off, or the enemy gets beyond game tracking distance for my character. Spirit Ward however? Sure, I've learned to only use/apply it during active combat and ignore it dropping outside of combat, but I don't understand why it works the way it does. I can throw a buff on an ally and it will stay until it times out or the ally dies unless it is Spirit Ward. Spirit Ward drops the moment your ally moves more than 80 feet away though and can't be used against enemies. So if you and your warded ally go in separate directions unintentionally, you often lose the Spirit Ward in the time it takes to correct for the movement. Or if your ally is faster than you, then even when you are going in the same direction, unless there are more enemies nearby, odds are you're going to lose that Spirit Ward until you catch up again to re-apply it. If your ally uses an elevator in the game, even if you both click it at the same time, if there is any difference in your transition times, you lose Spirit Ward even though you are both going in the same direction to the same place at as close to the same time as you can. Why? Sure, it is a toggle rather than a click, so it needs something to balance it out. However, why is that balancing an immediate dropping of the toggle for exceeding distance when I can maintain any of my debuff toggles far beyond their listed ranges? (So to be clear, I agree with you, but I don't agree with the usable on enemy portion of your statement.) (Edit: No one is asking me, but my recommendation would be to reduce Spirit Ward's range to 30-40 feet. Once applied however, it does not drop until your distance exceeds 150 feet. You can even apply a penalty of double END cost while the warded target is more than 80 feet away with the added END cost not being affected by any END reduction enhancements or effects.)
  24. Yes! Please! Oh lord I can't remember how often I was just scrolling through the badge list trying to check progression and wound up changing my title, requiring me to search the wiki and my badge list to find the correct badge to be my title again! Please make changing titles require a confirmation request or other prompt!
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