
Rudra
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Everything posted by Rudra
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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.
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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.
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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.)
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Massive QOL suggestion, maybe? I'd like it anyway.
Rudra replied to Warspite's topic in Suggestions & Feedback
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. -
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.
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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.
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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/
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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...".
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What powers are granting an unstated REC Drain Resistance?!
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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.
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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.
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Enable Claws costume options for Savage Melee
Rudra replied to temnix's topic in Suggestions & Feedback
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. -
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%.
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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.)
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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?)
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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.
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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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Just checked my Dark Armor Scrapper. Murky Cloud also grants END Drain resistance, but it is not listed on any of the combat attributes lists. I think it just doesn't get listed.
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Because the core of those powers wasn't violated or ignored. As I already presented in my response to said post. To change the animations and give players alternate options for them is fine because it does not change the core aspect of the power. To change a power, like the OP is asking for, is not the same as asking for an alternate animation. Edit: I've already been told by a GM not to argue for 4 pages again, so I'm stopping here. At least for a while. Let others beat their heads against this wall for a change.
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I was only referring to Nova. I've previously stated that Dwarf does not overlap. And the most spoken of form in this thread has been Nova. Didn't think I needed to re-stipulate that, but I admit I should have. The shapeshifting is specifically called out when you go to first choose a Kheldian AT. The shapeshifting powers themselves are not mandatory, so I don't see why they would need to be specifically addressed in the missions. Do the Kheldian missions tell you that they get stronger on a team? They tell you that you have solid HP? The epic part is the story. That is it. The shapeshifting part is unique to Kheldians. Only Kheldians have shapeshifting powers they can use in combat. Other ATs? Can hit up START for travel powers that shapeshift them, but they can't fight in it. So again, if a player doesn't want to shapeshift with their shapeshifting alien? Then don't. (Edit: They still have 25 other powers even before they tap pool powers to fill their 24 power slots. Go to town with those. Enjoy your character's costume. No shapeshifting required, and without it, their costume is never hidden away.)
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And if the devs decide to throw the story part of EATs out the window, then that decides that and they may as well stop calling them epic archetypes. Because it is only their story that is the epic part of the AT. If the devs decide to downgrade EATs to just regular ATs, then they may as well open them up to other power sets, reduce their primary and secondary sets to 9 powers so they can be proliferated to other ATs, and enable the EATs to access APPs (and PPPs in the case of Kheldians). Until such time though? It is the story that makes them epic. And it is the story that forms the basis for resistance to things like "just let me see my costume at all times". That is what makes playing a Kheldian so unique. Because they are nothing like other ATs in their design. 27 different powers to a regular ATs 18. 2 of those powers do what no other AT in the game can do. Shapeshift into a completely different species to fight as. Each of which has their own 4 powers. Why even take the shapeshifting powers of a shapeshifting AT if the shapeshifting part is what a player does not like? Especially since anyone can make a perfectly capable human form only Kheldian that completely rocks. Or in light of how easy it is to make characters that seem to fight like Kheldians? Radiation Blast is a solid substitute. Color it white, make the character a Sentinel, and now you have a Kheldian character that you can always see the character's costume and shrugs off damage with ease. You're still not Heracles in that case. In the following section of your post, you mention the player designs the host, so you're still only inhabited by Heracles. That also further divorces the forms from being Heracles as well because now you're not channeling Heracles while in a non-human form - you're channeling his Zeus heritage or something else that's incorporated as a part of him but not purely him. You are still misunderstanding me. So I'm going to try and clarify again. Heracles has specific powers/abilities. Heracles was required to perform 12 supposedly impossible labors as punishment. Someone says (s)he/they want to play through that. However, (s)he/they don't want to use Heracles' powers because it doesn't fit their concept of their character in that story. And they don't want to go through the 12 labors story because they don't like the labors or why Heracles had to do them. Instead (s)he/they insist that (s)he/they be allowed to make his/her/their own hero and run around doing whatever (s)he/they want rather than those 12 boring labors, and call that hero Heracles. The Kheldian, the energy being that merges with the player's character is Heracles, and the host character the player made now has the opportunity to experience Heracles' full array of powers and set forth to complete the 12 assigned labors. The player making the Kheldian does not want to use 2 of the Kheldian's 27 powers though because it hides their costume when not in their character's own body, but does still want to use them because those powers add yet more powers for free with extra benefits. The player does not care about the story of the Kheldian, just wants to run around calling himself/herself/themselves Kheldian. Well, if the shapeshifting powers are not acceptable, the Kheldian character can be played just as well without them, but no, the player insists on getting to use the Kheldian's shapeshifting without having to shapeshift. (S)he/they want the benefits of the shapeshifting, but not the actual shapeshifting. Again, the player does not care about the Kheldian's story despite making a Kheldian to play. And the player is not satisfied with the powers the Kheldian offers without having to shapeshift, even though the 4 powers the player wants already exists in the Kheldian's human form arsenal. And I am left here wondering into what crazy wonderland I wandered into. Don't like the shapeshifting? Then don't use it. But the player wants to use it anyway, just change the power and its accompanying story to fit that player's concept. Forget why the EAT was even made in the first place, the added story and novelty of a shapeshifting AT means nothing. Just give the player access to 8 free powers and forget the rest, thank you kindly, now give me more enhancement slots for those free powers. Forget why those free powers are there, just change the EAT to suit what the player wants without regard for anything else. And I went off on a bit of a rant. Sorry.
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In my analogy, Heracles is the Kheldian, so the parasite. Hot dog, it was both; I should buy a scratcher. Probably not. Since that is our discussion, it is easy to predict. Edit: Let me try this.... The Kheldian is the thing that traveled across the galaxy and got to Primal Earth. The Kheldian has a known history, a past that sets up its powers. The current host is not the Kheldian. The current host is whatever the player wants him/her/them/it to be, and they are using the Kheldian's powers. Their non-Kheldian abilities are their pool powers. The player character is the host experiencing the Kheldian's and their shared lives on Primal Earth, and the current host, your character, has no impact on what the Kheldian experienced before merging with your character. Or what route the Kheldian took to reach Primal Earth and so what races the Kheldian encountered and bonded with to survive. What happened before their union is defined by the game. From where the Kheldian originally came from, what route the Kheldian took to reach Primal Earth, what species were encountered on that route, what those species were capable of, and what happened to the Kheldian along the way. The HEAT sets all that. How you choose to interact with that is up to the player, but does not change what the Kheldian and what it is designed to be in the game is. You can make a human or a non-human, an organic or an inorganic. Whatever you make, you are the current host of the Kheldian and rely on the Kheldian for most or all of your combat abilities. If you and your parasite friend/ally decide that you need to use one of the Kheldian's previous hosts to deal with something, you are relying on the game provided story to provide that previous race. A freeform approach would be a massive pain to draft and implement. So the devs gave players 2 previous races that the Kheldian can manage to transform your body into. Doing so allows the remembered race to use its own powers to deal with the situation. Choosing a Kheldian character is done with the expectation that the player is at least interested in the Kheldian story. They are a specific story within the greater game. Edit again: I know I sound like a stuck recording, but the reason why it always comes back to the lore is because of that "epic" part of "epic archetype". That story part of the AT is why there is such pushback against things like manifestation and construct variations. Outside of HEATs and VEATs, no AT has an "epic" part to them. Players get to define those other AT characters however they want.