
Rudra
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Everything posted by Rudra
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Personally, I just pull enemies away from hostages regardless unless I know with absolute certainty that the hostage is invulnerable. That way I don't have to remember what missions work what way.
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Good point. I retract my statement.
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"As an anchor point" won't work. Not unless you want your jacket image free floating behind you. (We can see through the seams in the floor, we'll be able to see the jacket image behind the jacket.) Given how the game seems to work, symbols on the back of jackets will either need to be a separate jacket that has the preset symbol that players select, or it will need to be a texture map like how the tops with skin works.
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Or pull the mobs away from NPC hostages. If there are no enemies around them, and you aren't near them until all the fighting is done, they won't be affected by the enemy AoEs.
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Cheap shot: Illusionary Armor: When you just want to think you are wearing armor. We now return you to your regularly scheduled tangents. (I have no idea how an illusionary armor set would even work, but I had to take the obligatory jab. I humbly ask I simply be shot rather than crucified for the comment. Thank you.)
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Not sure, but I think that just may be a text error in the power's area effect description. Looking at cones, admittedly attack cones, they have targets of "foe". Ranged heals have targets of "ally". PBAoE heals have targets of ""self". Soothing Wave and Regrowth also have targets of "self". And powers will not turn you to face others when you are the target. So as far as I can tell, Soothing Wave is working correctly. Edit: Lending further credence to that, the Vorpal powers are listed as cones, not ranged facing cones, and also require you to turn to face your targets with a target of "self".
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Control Hybrid Suggestion - Notify Mobs?
Rudra replied to Madvillain's topic in Suggestions & Feedback
Sorry. Replaced it with Mass Confusion in my head when I read it. Still, Mass Hypnosis is a sleep effect which is still affected by Control Core Embodiment. -
Control Hybrid Suggestion - Notify Mobs?
Rudra replied to Madvillain's topic in Suggestions & Feedback
Yep. The Control Hybrid powers' primary purpose is to add damage (or fear) to your control powers. As a side benefit, it might even bolster the effects of your affected control powers. So it should notify mobs while active. Edit: Also, all 3 of those powers are confuses. (Or at least have a confuse component.) And the 5th mag boost from Control is Confuse. So the Control Core Embodiment is affecting those powers. -
Control Hybrid Suggestion - Notify Mobs?
Rudra replied to Madvillain's topic in Suggestions & Feedback
Edit: It 1st checks to see if the targets are friendly or enemy, then checks to see if they are already mezzed. Then, if the affected targets are already mezzed, it has a 33% chance of improving that mez's magnitude by 1 and a 75% chance of inflicting psionic damage. The mag increase is not the primary effect. The damage is. Edit again: Hybrid powers are toggles. You can turn them off any time they are active any time you want. (And their recharge is only 2 minutes.) -
Control Hybrid Suggestion - Notify Mobs?
Rudra replied to Madvillain's topic in Suggestions & Feedback
Control Core Embodiment is... fun... It has a 100% chance of a 75% chance of being applied. (https://cod.uberguy.net/html/power.html?power=incarnate.hybrid.control_core_embodiment). (Edit again: Yes, I know that 100% chance just makes the 75% chance work. I just get a kick out of the way it has to work.) However, each of its mez magnitude increases only have a 33% chance of increasing mez magnitude, and that boost requires the target not be a friend and already be affected by that mez: https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_1 https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_2 https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_3 https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_4 https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_5 https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.control_boost_6 Meanwhile, its damage component has a 100% chance of a 75% chance of doing damage to any target that is not a friend and is already affected by a mez.: https://cod.uberguy.net/html/power.html?power=incarnate.hybrid_silent.containment_8 So your statement is not correct. (And you are more likely to inflict damage than get that control boost.) So again, use your Smoke Canister, then pop Hybrid for the rest if you want to not notify mobs that you are using a power that is guaranteed to be trying to affect them with a notify mobs component. (Edit: The damage component of Control Hybrid is the primary effect. You can tell by checking the T1 version of it that only has the chance to do damage. The control components are secondary effects. Just like @srmalloy said.) -
Control Hybrid Suggestion - Notify Mobs?
Rudra replied to Madvillain's topic in Suggestions & Feedback
That isn't how powers work though. You can't take a power and then only use the part of the power you prefer, you use the power. And all the Control Hybrid powers include either a damage component or a fear component. And damage and fear notify mobs. (Edit: It doesn't matter if the power in question failed to harm or terrorize the target, just that the power attempted to.) -
Control Hybrid Suggestion - Notify Mobs?
Rudra replied to Madvillain's topic in Suggestions & Feedback
The Control Hybrid Incarnate powers either grant a damage proc or a fear proc. Damage and fear notify mobs. (Edit: So pop your Hybrid power after firing your Smoke Canister.) -
Pets are unable to accept or deny teleports. So if you are affected by a team teleportation effect, they have to go. Once they teleport away from you, if they are too far away, they immediately teleport back to you. It isn't a bug, it is an unavoidable function of pets not being able to click anything.
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However, tips don't change your character's alignment unless you accept the change during your own morality mission. (Edit: There is also the consideration that you can choose to do the tip mission as your current alignment, which further negates the build up alignment progress argument.) I don't see that as an invalidation of @Luminara's statement. Yes, radio/paper missions are ad libs, but like @Luminara said, enemy groups not found in radio/paper missions are found in tip missions, where their missions fit the faction where ad lib may not. I'm not arguing against the OP. (Please see my earlier posts.) I'm just saying your argument has holes in it.
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Twilight Grasp should apply a HoT instead of a direct heal
Rudra replied to gabrilend's topic in Suggestions & Feedback
No, they aren't applied slowly over their duration. They are applied immediately, as limited by cast time, with ongoing effects. A sustained effect is not a slowly applied effect, it is simply sustained. Now if say Darkest Night, to use as an example, applied a -2% damage debuff and -1% ToHit debuff that increased over time to the power's base -22.5% damage debuff and -11.25% ToHit debuff, then it would be applied slowly over its duration. However, it doesn't work that way. Darkest Night immediately applies its -22.5% damage debuff and -11.25% ToHit debuff after the 0.5 second wait time of its 3.17 second cast time. So you are applying the power's full effect even before you finish getting through the power activation animation. And that time before effect is found in every power in the game. The only thing that keeps Darkest Night from achieving its full effect upon being used is the target's resistances to those debuffs if the target has any. Same thing with Tar Patch. 1.067 seconds into Tar Patch's 3.1 second cast time, you are already applying the power's full -72% run speed, -1000% fly, -50,000% jump height, and -22.5% damage resistance (as resisted by the target's appropriate defenses if any) without any build up. Same thing with every other power in Dark Miasma. There is no progressive application of effect, just sustained application of effect. Edit: Howling Twilight is actually a great debuff power. It just also happens to be a great rez. Howling Twilight applies a 15 second Mag 3 fear effect for 15 seconds, -50% jump height, jump speed, running speed, and flight speed for 30 seconds, -500% target regeneration for 30 seconds, and a Mag 2 Stun for 15 seconds. I use Howling Twilight specifically as a debuff when the fight starts going south before focusing on spamming heals. (Edit again: Conveniently, it also gets my allies back on their feet as long as I had the sense to be near their corpses. Which also means my follow up heals ensure they stay alive long enough to get their toggles back up or their pets back out or to get out of range.) -
Twilight Grasp should apply a HoT instead of a direct heal
Rudra replied to gabrilend's topic in Suggestions & Feedback
That... is actually a pretty cool idea.... Though it would be a minor effect for the DoT/HoT since the affected targets are effectively removed from battle. -
Twilight Grasp should apply a HoT instead of a direct heal
Rudra replied to gabrilend's topic in Suggestions & Feedback
Please tell me you aren't being serious. If a new player for some reason struggles with a direct heal that also heals over time, how would that theoretical player manage applying just a HoT effectively? Managing a stream of small tics of healing to keep allies alive is far more complex than simply applying a direct heal, even if that heal also has a HoT component. You see, this is where we differ and why I can't accept Twilight Grasp as a HoT. You see Dark Miasma's powers as a progressive thing where I see it as an immediate, continuous thing. I want my enemies to be slower and take more damage? I throw a Tar Patch and they are immediately slowed and rendered more vulnerable until they leave it. I want my enemies to be less accurate? I throw a Darkest Night and they are suddenly near blind until they or I die. I want them not attacking at all? I throw a Fearsome Stare or Petrifying Gaze, and they are immediately cowed or held. I want a group of them out of my way? I throw a Black Hole and they are immediately removed from the equation until the Black Hole goes away. There is nothing slow or progressive in Dark Miasma's power set. It is all about immediately, negatively affecting your enemies. So its heal likewise immediately, negatively affects its target while also immediately, positively affecting nearby allies. -
Twilight Grasp should apply a HoT instead of a direct heal
Rudra replied to gabrilend's topic in Suggestions & Feedback
No, that is an argument against HoTs as the only means of healing. Even Nature Affinity has a direct heal, and it has 4 HoTs. That direct heal gives the player the ability to tell an ally "You're not dead yet! I've got you!" whereas a HoT says "If you can hold out a little longer, you'll be okay!". If the set has multiple heal powers, even if they are mostly HoTs, like Nature Affinity does, your character can go "I've got you! You're fine!" with that direct heal and then follow up with "They aren't going to hurt you any more!" with the HoT further bolstering them. Dark Miasma only has the 1 heal. Sets with no heals have other powers you can apply to your allies to keep them alive. Like Force Field where you can layer levels of protection on your allies and mitigate the need for heals in the first place. Dark Miasma is all about debuffs. Even Shadow Fall is a debuff, it just also happens to have a buff in it as well. And without the other tools to use on your allies, relying on debuffing your enemies, unless your anchor is a GM, you're going to be constantly throwing new debuffs on targets to protect the team, which the team will promptly kill because debuff anchor visual seems to mean "Kill this one NOW!!!!!" to most players, so that heal becomes more important. You lack the ability to directly fortify the team, and when they take damage, if you only have a HoT, they are likely going to die unless you are spectacularly fast at re-applying those debuffs to whatever is about to imminently terminate that ally. (Or pet.) (Edit: And if you think heals in this game are 'whack-a-mole'? Try preemptively debuffing specific enemies to protect specific allies. Yeah... not a nightmare I want to deal with....) Had your request been "Maybe add a HoT to Twilight Grasp", I would have said "That is probably on the OP side", and then shut up after any counter-arguments. Because it can still work, even if the direct heal part is lowered slightly to compensate. Simply converting to a HoT though? That requires the character to lean forward and preemptively "heal" allies to protect them, which is not as viable a strategy with a heal that requires an enemy to pull health from, and hampers the set's ability to keep characters alive since it would now lack any direct heal ability and only have a HoT. "Sorry, Rockford. If only you could have absorbed that 800 HP hit you ate after my HoT started to affect you, you would have been fine. But hey! If you had, then I wouldn't have wasted part of my heal over-healing you!" doesn't work for me. I don't care if I over-heal allies or pets. I only care that my allies or pets needed an injection of more health and I was able to provide it before that next hit finished them. As far as theme goes? Sure, shadows and darkness can be viewed as a creeping progression like you say, but they can also be as sudden as blowing out the candle. So from a thematic point of view? Twilight Grasp as is fits darkness just as well as a more progressive approach like a HoT, except with the ability to keep allies/pets that suddenly need the help for any reason alive where a HoT cannot. -
Twilight Grasp should apply a HoT instead of a direct heal
Rudra replied to gabrilend's topic in Suggestions & Feedback
Because when I go to heal myself, my pets, or anyone else with me, I need that heal now, not progressively over time. Yes, I prefer the direct heal over a HoT. Like I said, when I go to heal someone, regardless of who that someone is, I need that heal to affect them immediately. Dark doesn't have an array of heals to fit any given situation, and Twilight Grasp is a PBAoE, not a ranged heal. So if I'm not alone and someone needs that heal? First I have to get near them, and then use the power while praying they don't run off to smack something else before its effect kicks in. (Especially true of pets.) Now if it were to be a HoT instead, the likelihood of that character dying increases. (Especially for pets, since the T1s are already more fragile for being 2 levels lower than you and probably won't survive long enough for that HoT to save them.) HoTs are fine in sets like Nature Affinity because it has 4 HoTs, 1 of which also has a direct heal. So sets like that can layer their HoTs. Dark Miasma has 1 heal, and aside from Shadow Fall's PBAoE effect, everything else is applied to the enemy. (And everyone seems to prefer to target and murder whatever enemy is being used as the anchor no matter how you try to set it up so that they won't.) So converting Twilight Grasp to a HoT is a serious nerf to the set. Twilight Grasp is less "whack-a-mole" by virtue of being a PBAoE. It's primary challenge is being within the 20 feet radius of everyone that may need to be healed. Do you have a defense other than "you just don't like it because you're you"? -
Sure you can. You exit the mission, set another mission as the active mission, and then set the tip mission back as the active mission. Everything you did is dumped and you start the mission over. And if that doesn't work for some reason? Log off that character and log on another character, run another mission to be safe, then log back. Or log off the game, wait 10 seconds, then log back on and try again. The thing is, some tip missions have killable NPCs you need and others don't. They aren't all the same. (Edit: And going through all the tip missions to find out which versions of which ones are set up that way is a fairly big task.) So my recommendation is to approach all rescue-able NPCs as being exceedingly fragile and making the effort to pull enemies away from them even if the NPCs are invulnerable. Edit again: Oh, yeah, it's that one. Yeah, also make sure you pull any other enemies within aggro distance of the heroes and eliminate them before freeing the heroes. Once freed, they become valid targets for other mobs that will 1-shot them and make the mission unable to be completed if they are within aggro distance. So... just make sure you wipe out anything near the target NPCs by drawing them away, and you'll be fine.
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Twilight Grasp should apply a HoT instead of a direct heal
Rudra replied to gabrilend's topic in Suggestions & Feedback
Yeah, I would rather they just removed the "slowly" text. Leave Twilight Grasp alone please. -
I misunderstood. Apologies.
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It would work like the Rocket Board et al. travel powers. You can't attack from those. You have to turn off those powers to fight. Edit: Oh, and as far as motorcycles and other options go? A grav bike could work, since it is basically a sit down version of the Rocket Board.
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The problem with cars as a travel power, is how do you explain driving a car inside an office building? And if you take the approach CO did that vehicles as travel powers can only be used on zone maps, then why can't your character be driving his/her/their/its car on the instanced city maps some missions use?