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Rudra

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Everything posted by Rudra

  1. What I am saying is that I'm fine with integral weapons being available for weapon sets, but those integral weapons are going to be weapon options selected from the weapons menu for that power set. So no to a no weapon option where you just say your thick glove is the weapon because without a doubt there will be characters that are being made that don't even have that. (Edit again: Hook hands that are shooting bullets is just too ridiculous in my book.) So using Assault Rifle as an example. Your character chooses the Assault Rifle power set. You get to the costume creator. And under the Weapons button, when you click the Assault Rifle button and it brings up the list of available weapons, somewhere on that list would be say a Wrist Gun that has a back of hand gun that is used as the weapon. Or an Integrated Forearm that uses the existing Advanced Clockwork Blaster. Or a Power Gauntlet that uses a bulky glove of some type with a visible built in weapon. So on and so forth. However, there would not be a No Gun option trusting players to just go find a suitable costume piece that can be interpreted as having a gun for it. Edit again: Yes, this will require that the glove option for the costume be disabled for the integrated weapons. That is by design. Though having the weapon gloves available under the Gloves menu so they can be mirrored should also be considered. Edit yet again: Bear in mind that the animations will need to be adjusted for the new emanation points otherwise the attacks will continue to come from the current emanation point and not be connected to the attacking character. Requiring players to choose their integration from the list of available weapon models insures the attack emanation points are linked to the corresponding weapon.
  2. Weapon sets are defined as having weapons. So I oppose a no weapon option for weapon sets. If you want an alternate weapon that is gauntlet, vambrace, glove, or whatever? Sure, let there be integrated weapon options to choose from. They still need to be weapons though.
  3. I'm all for henchmen customization across the board. If the DEVs fear what we may do if we can fully costume our henchmen, at least give us options for different customizations across the board for each set. Want all your thugs to be women? There are Outcast and Skull female thugs, so why not use those? Want all your thugs to be clowns? Shouldn't be hard for the DEVs to design a costume that doesn't have issues for each of the Tiers I'm going to go back to "there are plenty of costumes of enemy groups that could be used for henchmen" for most if not all of the of the mastermind groups. I'm all for MM pet customization. I'll even settle for simply choosing from existing factions if that is all that becomes available. That is not what the OP is about though. The OP is about randomly having female models of MM pets be summoned each time you summon new pets. That is what I oppose. The OP isn't asking for the option of doing that, which I would be fine with, the OP is simply saying to implement random female and male models each time you summon pets. And that is what I hate about the Thugs T1 summons, that I name my pets and they die, so I summon replacements but I've got different model thugs. Now compound that frustration with suddenly Jim is now female because the models used are not only random for skin tone, but now also for gender. And expand that to all the MM sets. Hiro my ninja summon is now Misaka, but she has Hiro's name. No thanks. Option for random genders? Sure. Simply make everyone have to deal with it? Hells no.
  4. Sure. For the suggested nerf to balance the reduce the END cost if you summon less than all the pets for that power, I recommend... Nothing. Absolutely nothing at all. There is no reason for there to need to be a nerf for altered summon END cost. Bear in mind that Controllers and Dominators are going to demand the same thing, but it won't apply in their case because they always summon their full array of pets when they use their summon powers. And the reduced END cost per pet still alive does not change how quickly those pets can be summoned due to power recharge, how powerful those pets are, what upgrades those pets start with, or anything else. It changes how much END you spend if you still have pets from that power available, but is not fundamentally changing anything the power itself does. (Edit: I doubt you will get the 1/3 and 2/3 cost reduction, but a pro-rated END cost for summoning when you are not summoning them all is not out of reason by itself.)
  5. Neither snipes nor assassin strikes have an interrupt time when they are used mid combat. Both have a quick version that gets used while you are already fighting. You only have the interrupt time if you are using them out of combat like sniping a distant foe to pull the spawn or drop like a Sapper before the fight with that spawn starts.
  6. The OP's proposal is that you pay less per summon per henchman tier pet you actually summon with that power, but at a 66% for T1 and 50% for T2 base endurance cost increase. This part of the proposal is strictly intended to punish MMs. I don't care if the MM summon powers are changed to have a reduced endurance cost if you are summoning less than the full number of pets for that power. The issue I ahve is with the intended punishment of MMs for summoning replacements. Especially at a rapid pace to deal with high difficulty foes such as that Warrior EB that seems to have a single ST attack and the rest are extremely damaging AoEs and your MM has melee focused pets like ninjas. Or I don't know, maybe Beast Mastery that has a single pet with a single ranged attack, that still requires that pet to be in close to use because it is a cone attack. Keeping range focused pets alive is much easier than keeping melee focused pets alive, and I really enjoy my melee preferred pet power sets. Which are more dependent on being able to rapidly summon replacements for losing them in combat than a range preferred set like bots that can have the pets ordered to maintain a safe distance without a care in the world.
  7. Okay, I think I understand what happened. No, you cannot set an escort to an added objective in AE if that objective is also linked to the escort for any reason. That function only exists in dev made missions. You can have an escort be the trigger to spawn or activate an objective, but that objective cannot be their destination. And that objective will not go active or be spawned (depending on your settings) until the escort has either fled on his/her/their/its own or you have successfully escorted him/her/them/it to the mission door. (Edit: If you want the ally/escort and the objective to both go active at the same time, then you need another objective that triggers them. They cannot trigger each other except as 1 triggering the other after the first is completed. So for your example, you can have the escort objective be the trigger to activate the glowy objective upon the escort either being freed and running away on his own or being successfully led to the mission entrance depending on your settings, *or* you can have another objective such as a boss objective that upon completion activates the escort and the other objective simultaneously. However, in the latter case, the escort and the other objective would need to be linked to the previous objective's completion, not each other.) Edit again: What you can do to keep it simple, say you want a glowy collection and an escort. You can set the glowy to go active when the escort is rescued, have the escort follow you or run off or do whatever with some escort text/dialogue, and then simply go to the glowy yourself. If you want to have the escort follow you to the glowy, then set the escort to follow, give text/dialogue when freed, go to the glowy, and then finish going to the mission entrance. As long as the escort is not triggering off the glowy with the glowy triggering off the escort. This means no setting the escort's destination to the glowy, because that is a circular trigger. Or you can have the glowy already there and active, and set the escort's destination to the glowy that way. Or you set another objective like a boss fight and have that trigger both the escort and glowy objectives, and still retain the ability to set the escort's destination to the glowy. (Edit yet again: In this last case, yes, the escort can have the glowy as his/her/their/its destination because the glowy is being triggered by the preceding boss fight, not by the escort. So they are not linked to each other, but are rather both linked to the boss, which allows you to set the escort's destination to an objective the escort is not itself triggering.) (Yet another edit: However, this will mean that the player can simply go collect the glowy even without the escort, but the escort will still need to be taken to the glowy even if it has already been collected to complete their objective.) (Hopefully final edit: I think my attempts to clarify are actually just further muddying the explanation. If anyone can make sense of what I posted and is willing to translate, it would be appreciated....)
  8. Can you provide a screenshot of the settings for both objectives? The error is saying that they are both dependent on each other rather than one triggering when the other is completed. (Edit: And yes,you can set an in mission ally that has no guards to defeat to free. You simply select "Empty" from the normal list of enemies.)
  9. There are times when NPCs that are following you will suddenly just make a break for it and go running back the way they came. It is usually a sign of high latency or unstable internet connection, whether at your end, the server's end, or somewhere in between. Normally, when the NPC loses you or the game loses track of the NPC, they go back to the previous path marker and then resume moving towards you. On really bad occasions, that last path marker can be back a few rooms, at which point the NPC loses you and you have to go get him/her and resume leading them. This can be repeated aggravatingly depending on what is going on with your connection, the game's connection, or the game itself if it is under a heavy load..
  10. This example doesn't hold up very well. For instance, I have such a character, bird-themed, that is slow on the ground. So I use Fly and/or Hover to get around with that character exclusively. While I don't have a teleport only to get around character, that would also work the same way. I use my most appropriate movement for the character as appropriate. (I have 1 character that can fly, teleport, leap far distances, and run really fast. Yes, that means I have 3 different travel powers, because Mystic Flight includes Translocation, while also having Super Speed and Super Jump. We can build for whatever travel powers our characters should have and then only use those if we want.) Look, asking for the ability to disable the inherent Fitness powers is fine, and you already showed that you did so. The slow request isn't going to work though.
  11. So am I. My first City of Villains character when the expansion came out was a Ninja/Dark MM and I lamented for what felt like forever that I was capped at level 40 until Grandville was finally added. This completely goes against your proposal. If you are a villainous mastermind player and you spend your pets freely to accomplish your goals, which means they are going to die, then why are you asking for an increase in pet summoning endurance cost that can only be mitigated by having your pets still alive?
  12. ... Right, so you were just trying to be an asshole then. Great. Am I wrong? Never leveling past level 1 is actually very easy. Make a new character. Go into the options menu and disable XP. Permanent level 1 character. I'm not saying playing this way is feasible, or at least very fun, but it is very much possible.
  13. Circle of Thorns. Low level mages use staves for their attacks. So the animations exist. (Edit: At least to an extent.)
  14. This is straight punishment. There are missions where the terrain will murder your pets. There are enemies that will murder your pets. You can get unlucky and see your pets die despite your efforts to keep them alive. And you are requesting that players be punished for summoning replacement pets on an AT that is very, very dependent on being able to field pets to fight and quickly replace them as they fall.
  15. Adding a 0% movement decrease to Swift will not achieve what you are trying for. First, because no matter how much you boost a value of 0, it will always be 0. Second because even if there was a negative speed component for the enhancement to multiply, it would still also boost the positive speed component, which is higher already, so would get the higher net change. (Edit: Same thing with allowing a slow enhancement to be slotted. The 0 would not be affected because it is 0. And the slow enhancement is looking for a negative movement effect to positively bolster. Since it will find a positive movement effect instead, it will improve your movement speed just as if you had slotted a run enhancement. The run and slow enhancements are just looking at the movement attribute of the power and amplifying that. For instance, Curtail Speed's Range/Slow enhancement affects movement by (0.625 * Melee_Boosts_33)% RunningSpeed, FlyingSpeed, JumpingSpeed Strength (self only) for 10.25s. Meanwhile, Quickfoot's Endurance/Run enhancement affects movement by (0.625 * Melee_Boosts_33)% RunningSpeed Strength (self only) for 10.25s. So you see, slow and run enhancements work the same way, and it is the power itself that determines how they function.) Edit again: If you want to play without Swift, Hurdle, Health, and/or Stamina, since they were made inherent and I'm fairly sure we won't ever get them reverted from that, your best option is to ask for a power that Null the Gull can apply to you so that those powers do not affect you any more like he does for Group Fly.
  16. No thanks. I would rather not be punished for playing a Mastermind.
  17. What exactly are you asking for in the way of power sets? Just saying you would like new power sets for the ATs isn't very helpful. And magic is an origin in the game. All power sets in the game are magic if you take the magic origin.
  18. Keep PvP in PvP zones please. I would be greatly disappointed if KW got missions, but they were PvP. Having villain characters running around assassinating targets? Sure. Having hero characters running around saving those targets? Great. Having a mission where you can't do anything unless there is an opposing player to face? No thanks.
  19. Like I said, it happens on every set. It isn't consistent. It can happen to AoE and ST attacks. Doesn't matter if melee or ranged. (Edit again: It doesn't matter if it is your opening attack, your finishing attack, or just another attack in between.) The attack goes on recharge, the mob(s) is(are) notified, but there is no hit or miss check, so there is no damage. Edit again: I'm guessing it is being noticed more by those when it happens as an opener because they have the time to notice it happening. I've noticed it on my openers. I've noticed it when I'm desperate to land my last big hit to finish the EB before the EB finishes me. And I've noticed it just randomly happening mid-fight when I launch an AoE to thin out my opposition.
  20. Illithids and cthonics arise! Take your freedom! Claim your right! Let us show these soft, delectable beings our true might! Ahem... I mean... this sounds like a good idea to me....
  21. That's not a Lambda only thing. Yes, some of the doors that don't let players click them while they are already open have been fixed, it still crops up in any mission with large doors in it.
  22. And if the devs decide to tweak it, sure. However, those elements still go into their calculations for balance. So they can't just be disregarded. And whether you think Web Cocoon is a good enough level 28 power is strictly a matter of opinion. If you want to see it changed, you're going to need to provide better data than "I think only getting a 1.49 second longer duration Hold, .33 second better cast time, and 8 second better recharge isn't enough to offset the lack of minor damage the Patron Pool Power version gets". You're going to need play data.
  23. Bane Spiders get a longer duration Hold (13.41 seconds versus 11.92 seconds), faster cast time (1.67 seconds versus 2 seconds), and better recharge (16 seconds versus 24 seconds). So it isn't just damage and recharge that differs.
  24. Once you defeat Chernobog, none of the Skulls in that mission are supposed to be able to fight you. The bug is that they aren't running for their lives.
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