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Rudra

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Everything posted by Rudra

  1. I'm waiting for "The forms" as response....
  2. So, just to be clear, because an opponent is an AV, that opponent should be able to take and inflict damage like an AV unless that AV is a Kheldian of some type, in which case they should only do AV damage in Nova form and only take AV damage in Dwarf form? How does that make any sense?
  3. Next time this or something similar happens, use /whereami and add the information it gives. There are lots of maps in this game, and many missions draw a random map from a pool of available maps. Including office maps. Without knowing which map specifically is causing problems, preferably with the location causing problems on that map, you are just asking the devs to inspect every map in the game for a single element that may be very small or minor, and so not easy to detect, until they find the cause to fix.
  4. Vortex Cor Leonis Adjutants do as well with their grenade launchers. https://cod.uberguy.net/html/entity.html?entity=council_vortex_cor_leonis_lieutenant_high
  5. Summon your pets near hostile mobs, and those pets will be attacked unless something else is holding the mobs' attention. Pets can most definitely be attacked and defeated by mobs during their summoning. As long as they are present in your pet window and their model is on the field, even if you cannot target/select them, mobs most definitely can. Pets cannot attack during their summoning animations. I never claimed any of these things you are saying, so why are you attributing any of this to me? Let me try to clarify what I said. 1) Pets can be upgraded with their upgrade powers even if you cannot select them/target them to apply the upgrades. As long as you have a usable target to apply the upgrade to, even if that target cannot be affected by the upgrade such as a combat NPC such as Back Alley Brawler or any other that is with you. So if you have a Dark Servant, you have a surviving primary power set pet, you have a fighting NPC with you, or you have anything else associated with your character at that time, you can target that something and apply the pet upgrade(s) and it will catch and upgrade even your freshly summoned pets that you still cannot target yourself. 2) Pets can still fight, and with no loss in combat ability, just a lack of some combat powers, even when not upgraded. 3) Pets do not have a 10-14 second lockout window. They are targetable by the player and start fighting attacking enemies not later than 2.03 seconds from when they are summoned. How much sooner? I don't know. I don't time them. However, I do know that my ninja pet summons take 2.03 seconds and any other pets I summoned before that summon is active before I even finish the current summon. 4) If fighting an enemy that keeps AoE'ing pets when they are summoned, you can prevent that by placing the summon location outside of the enemy's attack radius. 5) If fighting an enemy that is pressing you and your pets, you are not stuck doing nothing for 10 seconds. Even just summoning new pets takes 6.09 seconds. And you can summon pets around throwing your own attacks, adding debuffs to the enemy, buffing yourself, using inspirations, popping heals, or any other action you want or need to take. 6) Players will need to tailor their approaches to their enemy. Active pet control, which only MMs get, goes a long way to bolstering pet effectiveness and survivability. If a player wants to just summon pets and then leave them on autopilot like a Controller or Dominator? That is their choice, but then they are losing out on a large part of the MM's functionality. And lastly, if you want me to address your post as a whole, then don't make multiple sections I need to address separately. Am I saying that MMs as an AT are perfect and that nothing can or should be done to help them? Not even close. MMs have their challenges and their weaknesses. MMs struggle to maintain peak effectiveness in some content or difficulty settings. MM pets getting level shifts to make even the T1s equal in combat level to the incarnate shifted MM was a huge help to MMs. However, if you are going to argue for buffs to MMs, then you need to be honest about where MMs actually stand and accept what the devs have already told us about what they are not going to implement for MM changes.
  6. Why are you adding AVs to my list of AVs, EBs, and GMs? AVs are already listed. Congrats! I don't need to see proof. Doesn't affect the discussion about being able to field pets and keep them alive, but good on you. That depends on the enemy, the difficulty settings, and how you are playing. Like I said, I have fought many EBs, AVs, and even GMs, and never lost a single pet as long as I maintained active control. If I stop bothering with commanding my pets and just leave them there? Yeah, they'll die. A lot against some enemies. (Though against others, my pets still never die despite the foe being an EB or AV.) Nope. Players are free to play however they want within the CoC. They may even find better ways to deploy their pets to keep them alive than what is currently being shared. However, MMs are a very complicated AT and they are intentionally designed to be a challenge as far as I can tell. So players that don't want to worry about those parts of playing MMs are free to do so, but they should expect to have difficulties until they find an approach that works for them. Except I was considering it. In order to use your assault rifle on full auto, you have to click the Full Auto power every time. Once your pets are summoned, they keep fighting until they die or you make them stop. And MMs get 6 pets discounting any from their secondary. And they don't even need to be upgraded to be effective, though it definitely helps. And you can upgrade any of your pets even when they are going through the summoning lock out. Just click a surviving pet or a combat NPC following you around and throw the upgrades on them. It still applies to the newly summoned henchmen even if they are still under selection lockout. And if you need to summon pets against a foe that keeps AoE'ing? Summon them outside the enemy's attack radius. Make use of your secondaries buffs and debuffs. Actively command your pets, including ordering them in or out of combat. If you use the NumPad to control your pets? Okay. No one says you have to use the icons. So I don't get why you felt the need to point that out. Edit: And as far as the pets being attackable for 10-14 seconds while themselves not being able to attack back? We both know that is a lie. Once the pets get through their lockout phase of being summoned, they immediately start attacking anything that is currently attacking them or the summoning MM. What AT has to stand around for 10 seconds doing nothing while taking damage? Now if you're talking about ATs while they are Held or Stunned, okay, but that isn't part of this discussion. MMs do not have to stand around for 10 seconds doing nothing except eat damage. Even if they need to summon pets. MMs do have their own attacks they can use. MMs can be throwing debuffs on the enemies. And even if all the MM does is summon pets, that is 6.09 seconds. And those pets, as already stated, are more than capable of killing any foe even without their upgrades. So if you're in a tight spot and having to re-summon everything? Throw your summons, maintain your buffs/debuffs, and attack. Then summon new pets as needed. If you are just standing there twiddling your thumbs for 10 seconds and you aren't mezzed, that's on you. The pets are only as defenseless as you choose to leave them. They may be useless outside of soaking up your MM's damage until they finish getting through their summoning, but they can still soak damage for you and you can still upgrade them even when they can't be targeted/selected by you. (By the time you finish using a summon power, any previous summon is already selectable for anything you want to do. So even your time frame is wrong. They are unavailable for at most 2.03 seconds.) Devs already said they will not allow that.
  7. What everyone is trying to tell you is this: Healing Aura Nullify Pain Radiant Aura Warmth Type PBAoE PBAoE PBAoE PBAoE Recharge 8 seconds 8 seconds 8 seconds 8 seconds END Cost 13 END 13 END 13 END 13 END Radius 25 feet 25 feet 25 feet 25 feet Heals 117.7986 117.7986 117.7986 117.7986 Secondaries None None None None Edit: Transfusion Temporal Mending Type Ranged/TAoE PBAoE Recharge 8 seconds 18 seconds END Cost 7.8 END 13 END Radius 20 feet 25 feet Heals 207.514 (if hits enemy target) 132.5434 (+35.3396 x4[5?]) Secondaries -11% END +34.6% regen' (30 seconds) -50% regen' (20 seconds) +20% all speed (30 seconds) So Transfusion gets more effects because it can miss and fail. Temporal Mending gets more effects because it takes so much longer before it can be used again. (It has more than double the recharge of Radiant Aura.) The heals that are of the same type as Radiant Aura however, are also functionally identical.
  8. You don't need to ask for it to be deleted. Choose to edit the OP and select to hide the thread. Then no one short of a GM can even see it.
  9. Which still ignores the part where the devs said that the only way they could give players the ability to not be affected by those powers was via Null the Gull who grants that character a hidden power that prevents those effects from affecting them. If they could have done it as an option, and I'm pretty sure they tried to, then I'm also pretty sure we would have that option available to us on the options menu right now. Edit: And if you are hoping to be able to interact with Null the Gull anywhere you want? The (Live) devs said they were not going to do that. (So I'm pretty sure the current devs won't either.) (Edit again: The discussion of duplicating Null to other locations has been discussed already. And Null's options apparently can't just be rolled into the options menu. Which is why Null even exists for us to use.)
  10. Unless it's a purple, when you craft an IO, it is locked at that level. You crafted a level 25? It will always grant its benefits at that level unless you exemplar more than 3 levels below its crafted level. You craft a level 50? You lose its bonuses when you exemplar below level 47. Attuned IOs always give their enhancement bonuses, with that bonus scaling based on your current level. It just doesn't always give the set bonuses, since those still go away if you exemplar more than 3 levels below that set's minimum level. So yes, if you want that level of versatility from your IOs, you need to catalyze it.
  11. I disagree with your explanation, since it is already an option for teleportation, so your answer can't be right Regards Teleport is an instant effect. You can add a prompt for an instant effect without too much trouble. Group Fly is a constant effect. It is being applied on a constant basis. (It re-applies every 2.25-10 seconds I think?) Null the Gull when spoken to for disabling Group Fly, applies a hidden power to that character that negates the effects of Group Fly. So yes, there is a reason why some things are only available via Null the Gull.
  12. Task Forces and Strike Forces are meant to be group play activities. Because some players were capable of soloing them, they were made available to solo players that want to tackle them. If you need a team to clear a TF or SF, then form a team. If a team isn't available, do something else until you can get a team for it. TFs and SFs are not meant to be soloed, but they are permitted to be for those players that can do so.
  13. This is not the thread for this. And instructions on how to play on a Mac are available from the Home Page on the third thread named Getting Started. Clicking the Getting Started Guide available from the Home Page screen or from the Getting Started page screen if you click that instead takes you to a page that has the Installing City of Heroes on a Mac X OS. Follow those instructions. Quick link available here: https://forums.homecomingservers.com/getting-started/
  14. I'll do my best to remember these next time you make another thread asking to take away powers from existing power sets.
  15. Then tell the devs why you think it was wrong. Don't say "This is a waste of time to do, so you should undo it", because first it has already been implemented, and second the dev obviously thought it wasn't a waste of his/her/their time to work on and implement. Tell the dev "Hey, I don't think this was a good change because...".
  16. What powers are granting an unstated REC Drain Resistance?!
  17. They are separate servers. That is why one can be down and the rest be up. And why updates don't all take at the same time for them. Because each server has to be updated separately.
  18. Homecoming has the Everlasting, Excelsior, Indomitable, Reunion, and Torchbearer servers. While, yes, HC is referred to as a server when also talking about the others (whose names I can never remember), HC is not a single server we all play on. It is 5 with a 6th on the way.
  19. Is that a costume option that was added recently, which animates? I am aware that the Praetorian Clockwork enemies have an attack where a little blaster pops out of their forearm... is that what you're talking about? Upper Body -> Gloves -> Advanced Clockwork Blaster The right forearm opens up to reveal two Praetorian Clockwork blasters.
  20. Well, for starters, your posts show that your Bio Armor character is indeed resisting END Drain. Your Bio Armor character is losing 8.18 END on initial hit followed by 2.07 END per tic after. Your Willpower is losing 26.59 END on initial hit and 6.64 END per tic after. So your Bio Armor is most definitely resisting the Sapper's END Drain. (Edit: And your post shows your Willpower taking 3 END Drain hits, while your Bio Armor took at least 5 END Drain hits.) As for why Inexhaustible only resists END Drain and not REC Drain? I'm going to guess because it also boosts your recovery by 25%.
  21. No, there is more than 1 sound. There is a walking on metal sound and a walking not on metal sound. (Edit: Not arguing that a mod likely wouldn't work, because there are not separate sounds for types of feet, but there is more than 1 footstep sound in the game.)
  22. Is that Sapper higher level than you? And if so, how much? (Edit: And how much of your END bar was left from your own attacks and powers before the hit?)
  23. Like @Trickshooter said, Recovery Drain Resistance and Endurance Drain Resistance are not the same thing. If you look at the power data in your screenshots, Murky Cloud gives both Recovery Drain Resistance and Endurance Drain Resistance. So you see the recovery one in your combat attributes window. Inexhaustible only gives Endurance Drain Resistance, which does not have a listed tracker in the combat attributes window.
  24. Inexhaustible grants 69.2% resistance. And Malta Sappers drain a lot. Is it 1 Sapper zeroing your END bar in a single hit or does it take multiple hits/Sappers to zero your END bar? Edit: Reference for how much is "a lot": https://cod.uberguy.net/html/power.html?power=malta.malta_sapper.sapp_stick
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