Rudra
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Everything posted by Rudra
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The posts will appear when the devs start testing places for the new dancers. I've given my warning. Multiple times. And as I already said in this thread, I don't have a horse in this race. So I'm done here.
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War Witch was a relevant part of the discussion. It didn't matter where the devs tried to move her, it made players upset. And she was already in Pocket D, so she wasn't being added. All I was/am doing, is giving warning about other players' reactions. If the devs add more dancers, I won't care. I don't dance on the dance floor. I don't interact with the NPCs in Pocket D. I usually avoid Pocket D, only going there to hit up Null the Gull. I don't have a horse in this race. I'm just giving warning about reactions you are likely to run into by adding more NPCs to Pocket D that aren't somewhere players can't make use of such as behind the bar. The whole War Witch argument was very ugly. And again, she wasn't being added, she was being moved.
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powerset suggestion Mastermind Primary Powerset Suggestion: Slimes!
Rudra replied to Jeagan's topic in Suggestions & Feedback
Gang War does not potentially prevent you from summoning replacements for 15 seconds after any of your pets die. Neither do the specters spawned by the MM's inherent attacks from Necromancy. In both cases, when they lose one or more pets, as long as their pet summon power has recharged, the MM player can immediately summon replacements. And those replacements are subject to commands from the MM. Which means they can also almost immediately start soaking damage for the MM. As for the "need three Queens just to somewhat equal a single King" part, that isn't the least bit true. Since you have the the split slimes simply be uncontrolled and unable to be upgraded regular summons, you are still getting up to 6 T1 pets, 4 T2 pets, and 2 T3 pets. Yes, you lose access to enhancement upgrades too, but you aren't losing any combat levels; the splits are still the same level as the originating pet. You aren't gaining any improved accuracy or damage from enhancements, but you are doubling the number of pets. And those pets are still doing normal damage for pets normally summoned, just not enhanced damage from slotted enhancements. And you aren't losing number of attacks per pet with the splits, just access to their added attacks. And you have their attacks at a fast cooldown, so with 2 attacks at say a 4 second recharge each and a 1.5 second animation, they can still maintain an almost constant stream of attacks, just not incorporating any of their upgraded attacks. My main, a ninja mastermind, only gets a +26.5% accuracy boost from a single multi enhancement on the genin. The rest of their accuracy comes from Tactics, which is giving them a +11.81% boost to accuracy. And they only really seem to miss enemies on the highest difficulty settings. (They still manage to land a lot of their attacks even on the highest difficulty settings, just not for much damage.) My Dark Servant from my secondary set isn't even slotted for accuracy, but manages to always land that heal. While the T1 splits will struggle to hit depending on your difficulty settings, the T2 and T3 splits won't have any major problems and you will have 6 of those. One thing I've learned about MMs, when the fighting gets really difficult or bad, the upgrades aren't anywhere near as important as simply getting pets back into the field to fight. And splitting pets upon defeat means you will be getting lots of pets on the field. It also means the MM is best off not trying to protect their pets, but rather gets the best effect by sacrificing pets to get more pets on the field as quickly as possible. And then you get to teams. Can you imagine a full team of just slime MMs? There are already MM only runs for various TFs/SFs (just like there are other AT only runs), and they can have anywhere from 64-72 pets on the field at once depending on their secondaries. This AT could have up to 152 pets on the field at once depending on secondary. So you introduce your own invasion problems to the team, where not everything may be rendered to fight depending on the PC. Yes, this is an extremely niche case, likely never to happen, but it is a possibility to consider. Gang War does not even summon pets as capable as your T1s, and yet it has a 10 minute cooldown. -
I'm curious how you feel about 'bots and demons then. The Protector Bots have both a shield and a heal, and one of the tier 2 demons has a heal.
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powerset suggestion Mastermind Primary Powerset Suggestion: Slimes!
Rudra replied to Jeagan's topic in Suggestions & Feedback
I highly recommend losing the splitting slime function. Aside from standard code rant, MMs rely on being able to command their pets. Uncontrolled pets don't function for Bodyguard Mode, and since the split slimes will most likely still count as the appropriate tier pet for summons, they not only decrease the number of pets available for Bodyguard Mode by transitioning to being uncontrolled as Aggressive-Follow pets, they would also prevent replacement pets from being summoned for the extra 15 seconds those uncontrolled slimes exist. I'm also not sure if the Elemental Infusion would work given what we know about the game's code and the fact you are trying to change what your pets do/how they function. You probably also won't get the ability to have your pets spawn more pets even for the low time you posted since you are now looking at a MM that can have up to 18 pets just from their primary power set, that despite being uncontrolled while active, are still every bit as powerful as your 6 standard pets, just without their upgrade powers. (6 pawn slimes from defeated knight slimes, 3 pawn slimes spawned by the knight slimes before defeat, 4 bishop slimes from defeated rook slimes, 2 bishop slimes spawned from the rook slimes before defeat, 2 queen slimes from defeated king slime, and 1 queen slime spawned from the king slime before defeat. [Edit: And if for some reason replacement slimes could be summoned even while their split versions are in play, then you could feasibly have up to 24 pets for a very brief window of time just from the primary power set. The 12 split slimes for however much of their 15 seconds remains, the 6 slimes you summon normally, plus the 6 slimes those replacement slimes summon for 5 seconds each. Especially after you get the recharge rate of Sludge Hurl down so you can focus on just spamming it on every enemy in sight.]) This means this set plays best by not upgrading their pets since the upgrades would slow the rate at which the pets can be defeated, so they can generate more pets faster between replacement summons. Edit again: It also means the MM is best served by not even trying to keep their henchmen tier pets alive with their secondary so they can get more slimes in play faster, freeing them to focus on spamming Sludge Hurl and the occasional pet summon for yet more slimes. -
City of Data says Empowering Circuit replaces its existing effect when from the same caster and that only the highest value applies. https://cod.uberguy.net/html/power.html?power=mastermind_buff.shock_therapy.empowering_circuit&at=mastermind
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I know this is a dumb question, but, did you talk to her afterwards? You don't get the ring from the mission, she tells you to hold on to it after you talk to her again.
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Just did that mission and the Keres spawned for me. Edit: As far as the glowie goes, I found it in the same room as the Keres. It is a large trunk and it was just past the Keres in what I have come to call the sacrificial/ritual room.
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https://homecoming.wiki/wiki/Hide_(Slash_Command)
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Potential Regeneration power update recommendations
Rudra replied to Xion80's topic in Suggestions & Feedback
There is a difference between something affecting something else and that something causing harm to that something else. A regeneration character isn't going to recover from sand in their eyes any faster or better than someone that lacks regeneration ability. A willpower character isn't going to recover from sand in their eyes any faster or better than someone that lacks willpower, but the willpower character can still power through the sand to keep his/her/their its eyes open despite the sand to see the blurry enemy and strike. I should probably also point out that /Willpower does not actually have any resistance to Blind effects. Instead, the /Willpower character has heightened senses, so the character can perceive enemies farther away, and so takes more blinding to incapacitate. Why /Willpower has heightened senses and /Regeneration does not? I have no clue. Either way, if we disagree, we disagree. Not something to argue over. -
Potential Regeneration power update recommendations
Rudra replied to Xion80's topic in Suggestions & Feedback
(S)he/they/it has the willpower to keep their eyes open through the irritation of the sand and smoke in their eyes. Still going to have reduced perception from the smoke, except in game which can't make that distinction, but they can at least keep their eyes open through it all. Others tend to shut their eyes until their tears can wash out the sand or they get out of the smoke. It's not a question of healing ability. -
Potential Regeneration power update recommendations
Rudra replied to Xion80's topic in Suggestions & Feedback
Because no matter how good your regeneration may be, it won't help you see through sand in your eyes or smoke in the area. No character has Taunt as part of their Regeneration. You are mixing the armor set with their attack set. -
There are jets in that mission. You can hear them approach and fly past. And if you watch the sky, you can see them too. I'm in agreement with @Greycat on this. I think this works much better as a TF/SF power for specific missions than as an incarnate power. I also agree with @Techwright that it doesn't really fit in with the idea of how incarnate powers work. However, I'm loathe to have that debate again, so I'll leave it at 'it's a nice idea and I would enjoy it as a TF/SF specific power, but I'm not exactly a fan of it as an incarnate power. Let the devs decide either way'. I can get behind this as an alternate idea. It won't be very powerful this way, but every little bit helps when you find yourself dipping into temp powers for added punch.
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new archetype New Archetype: Manipulator
Rudra replied to LightMaster's topic in Suggestions & Feedback
Elite Bosses are a bit much to ask to be able to control, don't you think? Just one equal level EB will let you stomp entire spawns/maps without you having to do anything. And how long would you maintain control for? -
Returning TP Foe to the game as a craftable temp power.
Rudra replied to BasiliskXVIII's topic in Suggestions & Feedback
Normally I can understand where you are coming from, but not in this case. For the multiple accounts part, there is absolutely nothing stopping you from having a character with Teleport Target on any of them other than you choose not to. And that is like choosing to not take Teleport Target itself. It is your choice to make, but if your choice is to not take Teleport Target, then why would you complain that you don't have access to the power when you have chosen not to take it? What is stopping you from even just throwing a level 4 character together with Teleport Target named "Emergency Teleporter" or whatever other name you prefer? As for requesting help on available channels, you are more likely to get someone to be able to help you requesting help from the community than you are to get help from a GM. (Also not a ding on GMs. I understand the staffing problem.) And there are players like me that when we find out someone needs help, regardless of a boss they can't beat, they are having problems finding a glowie, or any other problem including stuck mobs, we stop what we are doing unless we are on timed missions and lend a hand. And all that ignores the already available options for dealing with stuck mobs. (Edit again: For that matter, players can use their second build to have Teleport Target available to them already on that character. The second build doesn't even need to be fully slotted/tricked out with enhancements. Mob stuck in the wall? Change to second build, yank out, defeat, and then when able to, change back to main build.) So I have issues with this response. The author's second post references just having the power for general use. The author's third post full on throws out the mobs stuck in walls reason. The author's fourth post specifically calls out being able to teleport bosses, which is something Teleport Target can't do. I'm sorry, but the only thing "weaker" about the proposed temp power is having charges. And even that is circumvented by being craftable. Just pop a crafting table in your mission and craft more charges. And the proposed temp power as portrayed by the author is stronger than the pool power in what it can teleport. So it is a stronger teleport effect that takes no power picks and can be recharged on the fly by simply crafting more as you go. No, it isn't. I'm not calling anyone a weirdo for taking and using a power the game had available to us for use. Neither am I calling anyone a weirdo for not taking and using a power the game had available to us for use. (Edit: In fact, the whole point of my response to the comment I was responding to with the quoted comment you think is biased is specifically to say there were reasons for taking Teleport Foe without Recall Friend, and that does not make those players weirdos.) That's fine. Everyone builds to their own specifications. You aren't insulting other players for building and playing different than you though. Not the point of the comment you are quoting. Why would you ask about chains? (I'm guessing you mean attack chains here.) I'm curious as to who uses Teleport Target as part of their attack chain now. No, the author's post I was responding to was stating that Envenomed Dagger could be used to pull and isolate bosses. Envenomed Dagger only has an 80 feet range and you must have direct line of sight to the target to hit the target with it. So you are at risk of getting attacked by everything with the target boss, including the target boss from the author's post, when you go to use Envenomed Dagger to pull. Teleport Foe, as the power being called up by Teleport Target to go after your chosen target, has a 200 feet range and does not require direct line of sight to the target, just that the target be targeted. So while it can't teleport bosses or higher, or even many lieutenants, it can still be used to isolate mobs without having to have direct line of sight or risk attacks from the other enemies with the one you are teleporting. I was pointing out the difference in capabilities of the powers of the post I was responding to. (If the proposed temp power is made powerful enough to teleport any enemy you can encounter on an instanced map, like the author seems to expect with his/her/their boss comment, then you are now talking about a much, much, much more powerful power as a temp than the pool power it is supposed to be a weaker version of. Regardless of number of charges or recharge rate.) -
Returning TP Foe to the game as a craftable temp power.
Rudra replied to BasiliskXVIII's topic in Suggestions & Feedback
This is a very biased presentation. I often took Teleport Foe back on Live. And I always did it with an eye to yanking specific targets out of a crowded space to me where I could deal with the target alone. And seeing as how that novel idea was told to me by multiple people in the game, it wasn't just 'weirdos' taking Teleport Foe without taking Recall Friend. Envenomed Dagger has a range of 80 feet. Which is also combat range for the mobs. The Teleport Foe component of Teleport Target has a range of 200 feet. So as long as you maintain the targeting box, you can yank targets from well beyond aggro radius. (Edit: And you can do fun things like teleport enemies to you at elevators, take the elevator back to a different floor, re-teleport the target to you again, and have nothing else follow because they won't use elevators. And after a little bit, the mobs that may have pursued to the elevators or portal will go back to where they started, and it is safe to return to the previous area and do that again. Or target a foe, run back through some halls to another room where the mobs will give up pursuit trying to reach, and teleport the target to you to ensure isolation. Something direct attacks like Envenomed Dagger can't do.) -
Returning TP Foe to the game as a craftable temp power.
Rudra replied to BasiliskXVIII's topic in Suggestions & Feedback
I should add that Teleport Target only works on minions and underlings, so *if* this temp power was made, would it have to be stronger than Teleport Target in case LTs and Bosses get stuck in a wall? And wouldn't that make it even more likely that people would use it for something other than just getting mobs unstuck? Teleport Target works against lieutenants too, but not against all lieutenant mobs. Like the Rikti ignore Teleport Target all the time. So yes, if the temp power were to be able to affect any stuck mob, it would be stronger than the pool power, even without the Recall Friend portion. Especially since it would need to be able to teleport Monster and AV class mobs for when they get stuck in the geometry in instance maps since we can fight enemies all the way up to Monster tier in our missions. And since there is no way to limit the power's use to just stuck mobs, that would mean players will take this temp power and be yanking Monsters on the zone maps to anywhere on the map they want them. However, if it was made as Teleport Target with the Recall Friend portion stripped out, then it would not be any stronger than Teleport Target, and would not get all stuck mobs free. So you would still be left with using one of the existing fixes/workarounds to deal with the situation anyway. -
Returning TP Foe to the game as a craftable temp power.
Rudra replied to BasiliskXVIII's topic in Suggestions & Feedback
@OEM61 summed it up very nicely. I would also like to point out how quickly the author was willing to drop the "we need this for stuck mobs on our defeat alls" in favor of just having access to Teleport Foe in general without having to take Teleport Target. This tells me it isn't about stuck mobs, that stuck mobs are just a convenient smokescreen. Going back to stuck mobs, there are ample methods of dealing with them. In addition to the ones I already listed, a player can reach out to their friends and request any of them that are available and have Teleport Target lend them a hand to yank the target out of the wall. A player can have a second account with a character that has Teleport Target that they add in long enough to yank the target back out. A player can step outside of their mission and ask in the Help channel, Broadcast, or other suitable channel if there is someone who has Teleport Target that is willing to enter their mission, yank the target free, and then quit so they can resume. I would be willing to swap to one of my characters with the power to help, leave, and then swap back to the character I was playing. And I like to think I'm not unique in that. And if the player is on a full team? Then see if someone on the team can swap to a character that has Teleport Target, yank the mob, and then swap back. On a TF/SF? Use any of the already mentioned fixes including calling a GM. Edit: And for foes that resist teleporting, it wouldn't help yank them out of the wall anyway. -
Returning TP Foe to the game as a craftable temp power.
Rudra replied to BasiliskXVIII's topic in Suggestions & Feedback
If the devs agree with you, then they agree with you and it will happen. For me personally though? I'm tired of requests for powers to be added as temps, craftable or purchasable doesn't matter, because the requester does not want to devote a power pick to it. We have those power picks to be taken and used. If you want the power, I firmly believe you should take the power rather than ask for a means of getting it without having to take the power. Your words: Your request is not a utility request. Your request is not a quality of life request. Your request is "let me have a power without having to choose it as one of my character's powers". So again, if the devs agree with you? They'll do it. However, I am opposed to it. Edit: Something you could have asked for, though I don't know how feasible it is, would be to see if there was a way to buff mobs so they have an easier time getting free of walls and other map geometries, or if it would be possible for them to teleport to the nearest open space on the map if they are stuck in the wall or other map geometry for more than 20 seconds. Like maybe a power version of the /stuck command that mobs can use when they get stuck. -
Returning TP Foe to the game as a craftable temp power.
Rudra replied to BasiliskXVIII's topic in Suggestions & Feedback
There are other methods of getting mobs out of the walls: 1) Wait out of their attack radius but in their aggro range for them to manage to jump out to attack you. 2) Exit the mission, wait a moment, then re-enter the mission. They will usually be shifted out of the wall. 3) Continue on the mission and double back for them. Sometimes they get free while you're doing the rest of the mission. Or you can see about defeating them even while they are in the wall: 1) If you have location AoEs, then you can just defeat them while they are in the wall. 2) You can also use regular ranged attacks depending on how they are situated in the wall. You just have to move around until you find a spot where you can attack them. 3) If you have pets, they can sometimes manage to attack the target while it is in the wall. Then just let the pets destroy the target. Or invest in the Teleport Target power and just yank them out. -
Returning TP Foe to the game as a craftable temp power.
Rudra replied to BasiliskXVIII's topic in Suggestions & Feedback
Support ticket to GM works. So does just exiting the mission and re-entering most times. -
That is a highly subjective topic. What some deem valueless, others find highly valuable. It boils down to the individual player and his/her/their play style preferences. (Edit: Personally, I'm glad there are sets for each AT that cater to different play styles. It gives us the ability to play to our own play styles instead if all having to be the exact same just because we are playing the same ATs.)
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Wishlist item #7: Task-force membership visibility
Rudra replied to Whistleberry's topic in Suggestions & Feedback
Like @UltraAlt said, the game has the ability to share missions. Depending on the size of your team and the contact you want to do missions from, anyone not having the same mission as the team leader can simply abandon their current mission and ask for another mission until everyone has the same mission. Once you start a story arc from a contact, with very few exceptions, the missions are given in the same order. So if you want, you can just cycle through to the story arc and run from there. -
Wishlist item #7: Task-force membership visibility
Rudra replied to Whistleberry's topic in Suggestions & Feedback
There are no implications that players only participate in one task force. Players can only participate in one task force or strike force at a time. If they try to do more than one at a time? That requires them to be multi-boxing characters in the TFs/SFs they are participating in and all the TFs/SFs they may be participating in at once will suffer for their lack of attention. And if their team leader finds out they are in more TFs/SFs than the one the team leader is running, I guarantee that player will be booted from the team for wasting everyone's time. If they and their team are unable to finish a TF/SF before having to quit for the night? Then they should be coordinating when to be on again together to finish and not just jumping on to another TF/SF. -
Wishlist item #7: Task-force membership visibility
Rudra replied to Whistleberry's topic in Suggestions & Feedback
That is already visible. Look at your team window, and every co-member of your TF/SF is already there. So if that is all you are asking for, then it already exists and has since the day the game launched.