Rudra
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Everything posted by Rudra
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I don't know if this was done as part of a patch or what is going on, so I am posting here. My purple IOs are now all suddenly 50+5 enhancements. I have never boosted them and I was never going to. Yet they are all now 50+5 and I have no idea why. (Edit: I tend to do a lot of exemplaring on my characters, either playing with others or doing flashbacks, so if this makes my enhancements no longer function below 45, I am going to be upset.)
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This is not a bug. The tool tip checked to see if any other enhancements can be combined with the enhancement you are trying to improve, and like it says, there are none. And whether you are on the merge screen or just the enhancement window, IOs always state that they cannot be merged with another enhancement.
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Powers that need alternate animations
Rudra replied to strangething's topic in Suggestions & Feedback
Only as an option. Archery was very much also used by ninja, and I like my arrows. -
Omg what is there to clarify only someone who is slow would need that. It's not that hard to understand or comprehend elemental capes my god. Are you asking for just the western traditional 4 humors of earth, air, fire, and water? Are you asking for the fantasy expanded list that adds light and dark? Are you asking for the taoist elements of fire, air, water, wood, and metal? Are you asking for capes that have the emblem of the element(s)? Are you asking for capes with the sign for the element(s)? Are you asking for stylized long capes? Stylized short capes? Are you asking for capes made of the element(s) in question? (And if so, how would you do an air cape?) Are you asking for elemental themed clasps as well? (Which would then also get the same questions as for the capes.)
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The Fighting Pool is redundant when you already have eighteen melee and defense powers to choose from. That's not who the Fighting Pool is for. The Fighting pool is for whomever wants to take it. It is/was really meant for characters that lacked melee attacks and armors, but it is available to everyone to choose from. I'm against much of the requests for the Fighting pool on the Suggestions and Feedback forum. Including the OP of this thread. The point of my comment that you are quoting, is that until players can just take Tough and Weave with no prerequisites or Boxing and Kick as stand alone powers become premier melee attacks that put melee AT attacks to shame and so become highly desired powers in their own right, we are going to keep seeing requests like the OP. (Which I will continue to oppose every time.)
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Even without travel pools, the others' prereqs feel actually good out-of-the-box. Leadership: defense buff aura or damage buff aura that benefit the caster Medicine: ally heal or clear mind (which I didn't even realize was also made into a potential enemy debuff?) Presence: raise threat or lower threat - even if you just want Unrelenting, throwing out a random Pacify still has concrete utility compared to throwing out a random Boxing or Kick Concealment (before being considered a travel pool with the change to Infiltration): worse invis but can attack or give someone else stealth I'm wondering what forums we are on that we get such different reads. For the most part, I find all the power pools to be of use depending on what I am doing and what my character concept is, so please keep in mind that I agree with you that they 'feel good out the box' for the most part to me too, but Medicine and Presence? Those 2 sets specifically have been called for changes along the lines of the Fighting pool here, in that players are saying their first 2 powers are the suckage and need to be replaced or revamped, just like the Fighting pool in this thread. Face it, as long as pool power attacks are not better than melee AT primary/secondary attacks, but players want Tough and/or Weave, there are going to always be calls for Boxing and Kick to be improved, replaced, or bypassed so players can further optimize their characters for a game where their characters are already wildly outperforming the game design. (Edit: Though I would be fine with the calls for alternate animations for Boxing and Kick. Of course. And I would also be fine with Boxing and Kick's secondary effects getting buffed to a higher trigger chance than they already do if you have Boxing, Kick, and Cross Punch.)
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This would be a good thing, but also difficult to implement. Right now, a hat/hair combo is a single piece that fits onto a bare head. Like a Lego minifig. The devs would have to manually edit each hat to have different hair styles attached. So take the number of hats, and multiply by 3-4 hairstyles. That's a lot of work to do. I do wonder how hard it would be to add a new selection slot under hats. If a single hat can have different styles, that gives the dev team room to implement hair options, one hat at a time. The reason why hats with hair in the game are a single piece and our hats don't let us choose a separate hair option to go with them is because the hats and hairs clip through each other when done separately. Like really, really, really badly clip through each other. To get around this problem, each hat has a specific hair that is designed to work with the hat, and that hair choice is part of the hat to prevent possible clipping between them. So to add a selection slot under hats to give players a choice for hair options for the hats, each and every hat would need to have all the possible hair options that would be included be (heavily) edited to fit that specific hat, done for every hat in the game, and again for every new hat to ever be added to the game.
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The travel pools have always been a bit different from the other pools. More so after their actual travel power had its prerequisite unlocks removed. So I have to disagree with the comparison. The only thing that makes them comparable is that most travel pools include an attack power.
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Oh, thank goodness. I was thinking I had lost my mind when I saw my little Dominator sporting 27.something KB protection with just Acrobatics on. Even turning Acrobatics off, it still shows KB protection at 16.something. I thought I had gone crazy. Err... crazier? So it is Mids going crazy instead.
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Yes but the one you are talking about is just that static not fire or ice or anything else and I was not addressing your, so you comment was not needed You think the devs won't want clarification too? The more information provided, the easier it is to understand what you want.
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It would seem you have never experienced the true horror, absolute terror, and overwhelming might that is a rainbow. There is truly nothing more evil. That is why leprechauns use them to guard their pots of gold. 😜😆
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Take the one with the 100% and 30%. If the 100% is END resist and the 30% is Recovery resist, then go up against a Malta Sapper. Let him blast you with his END drain attack. Your bar shouldn't even budge and your attacks won't drain your END bar any faster than normal. Then pop into an AE mission you make with some Hamidon blue mitos and let them blast you. Your END bar should still be unaffected, but you will see that it does not recover anywhere near as fast as it does from you using it. (Edit: Especially if you have multiple blues blasting you. You just won't recover END any more, but your END bar would only be dropping from your use of powers.)
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The way you can test that is by playing a character that gets one or the other (but not both unless you can separately boost one to 100% and leave the other fairly weak) and going up against enemies that debuff endurance, followed by ones that debuff recovery, and then ones that debuff both. If you can get your resistance to 100% for either, but not both, you can watch your character's endurance bar to see that the two debuffs are not resisted by the same resists.
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If you look through the forums about this topic, you will see a trend. There are examples of requests that in order for Boxing and Kick to be worthwhile picks, they need to be as good as a Scrapper's or Tanker's mid-tier attacks. And that is as a stand alone power. However, pool powers are not meant to replace your primary or secondary abilities, simply augment them, so making these melee attacks as good as mid-tier melee AT attacks goes against the purpose of pools and their powers. The argument to justify that is that melee ATs already have better melee attacks, so the pool needs to give even better attacks to justify fitting them in. However, those melee ATs also already get their own armors, so Tough and Weave aren't adding anything they are missing, they are improving something they already have. So at least to me, picking up Boxing or Kick even on a melee AT makes sense because you are choosing to further bolster your strengths. And if those players refuse to take more than just 1 attack from the Fighting set, after the set has already been buffed, that is entirely their choice. However, from my experience, just looking at the numbers, if you take Boxing, Kick, and Cross Punch, they become better than the T1 or T2 attacks melee ATs get.
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Thanks for the reminder. I forgot about that.
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The level cap increase from 40 to 50 was a red side thing. Blue side was always level 50. Red side was capped at level 40 when released, though I don't remember the specific reason why and it was announced as a temporary level cap.
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Sure it does. They're all things that improved convenience or advanced power creep. Why not just answer the questions if you have no fear from the answers? It has no relevance to the discussion because it shifts the topic from the OP to a person posting on the OP. Where I am from, we call that a transition to personal attack from topic discussion. As for why didn't I answer the questions? They weren't posed to me.
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Yes, there is a difference. An endurance debuff directly affects your endurance pool. A recovery debuff affects your ability to build that pool back up. For instance, the Malta Sapper can completely bottom out your endurance pool, but does not affect your ability to recover endurance. If you have 100% endurance debuff resistance though, then he can't even do that to you. A Hamidon blue mito's blast however can reduce both your existing endurance pool and your recovery. So if you have endurance debuff resistance but not recovery resistance, then you may keep your endurance pool, but you won't build it back up as you use it. They are very different status protections.
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This has no relevance to the discussion.
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There are even 2 Justice League episodes where that happens. In the Justice Lords' universe, Batman and a few other Leaguers are being held specifically in the Justice Lords' Batman's prison because they are all so dangerous. With the Justice Lord Batman paying extra attention to Batman and applying more restraints on him than the others. In another episode where the League goes to turn themselves in to prove their innocence, only Batman doesn't. However, they are sent to a military facility rather than a normal prison to account for their powers, including Batman (if he had shown up). So in CoX, regardless of your origin or powers/weapons, you are probably sent to the Zig because you are considered that much of a threat even as a level 1 villain. (Hells, every time you find yourself going through the Zig, you see what are considered non-threats by us players being held there. In the tutorial, there are rank and file Skulls and Hellions being held in the Zig.)
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The more attacks you take from the Fighting pool, the more powerful and effective they all become.
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Dark's rez, IIRC, needs a target. What would be the tradeoff, here? Yep, Howling Twilight needs a living enemy to trigger off of.
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Yeah... it's not a happy little program right now.... Edit: Double yeah. It won't even open my characters any more. And I'm disinclined to join something I am actively avoiding in order to get help.
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Well, yeah. If you want to lure flies into your web, you can't let them know what you're going to do with them. 😜