
Rudra
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Everything posted by Rudra
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Respecs for Incarnate Abilities / Powers
Rudra replied to Squid Vicious's topic in Suggestions & Feedback
Valid point, however, my take is to just go ahead and refund the salvage for the power broken down. Yes, that would mean that any powers required to craft said power would be lost, including their salvage, but it is the rare and very rare salvage components that are the most expensive (or time consuming) part of the power. Break down a T4 radial Cimeroran Lore power? You get a Supercharged Capacitor, Detailed Reports, and Forbidden Technique. Those commons aren't helpful for the power you want? That's okay, there are multiple ways to get threads and common salvage is cheap to craft. That very rare isn't helpful for the power you want? That's okay, the game gives us the ability to convert it. And now the player has a leg up on getting the power (s)he/they wants. Definitely no Empyrean Merits to be given though. -
Respecs for Incarnate Abilities / Powers
Rudra replied to Squid Vicious's topic in Suggestions & Feedback
Not really a fan. I personally don't see the point. The benefit of respecs is that it lets us effectively remake our characters for the limited resources available to our characters. We can only ever have one primary set, one secondary set, up to four power pools, and one ancillary/patron. And from those seven pools of 44 powers, we can have 24 powers. Never any more than that. (Edit: And once chosen, we can't change those powers ever unless we use a respec and basically start the character over within the limits of the game engine.) Whereas with incarnate powers, we can have all of them. Every last one. We can slot only one per type (Alpha, Lore, etc.), but we can have every power from every type across every theme in those types. If we really wanted to, that means we could have both T4s, all four T3s. both T2s. and the T1 for everything all at the same time available to us to have slotted. If we grind enough to do so. And incarnates include their own respec ability automatically. As long as we haven't just changed the power or were in combat, we can change any incarnate power we have slotted for any other incarnate power we have crafted. That is a respec, and it is one we don't need to craft or get any respecs to use. All that said? I guess I don't really care. If the devs decide to grant a new level of incarnate respec that lets us break down crafted powers, that's their choice. I'm not going to cheer if it happens, but neither will I cry or scream about it. It's not going to affect me either way. However, I am very much against it not having a cost for doing so. That is the one part I will most definitely oppose, it not having a cost to do so. (Edit again: Oh yeah. Since your request is to break down crafted incarnate powers as a respec, you should probably do a search on the forums for the previous threads about breaking down incarnate powers.) -
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Allow Masterminds to choose their weapons
Rudra replied to Annapuma's topic in Suggestions & Feedback
The problem I have with this statement is that it cuts out a massive slew of possible character concepts and stories. In one of the episodes of Teen Titans, Jinx and Kid Flash are talking to each other. Kid Flash asks her why she is hanging out with the rest of the Hive Five. To which Jinx answers that her powers are all about bad luck, so being good was never an option for her. Until Kid Flash gets her to realize that her powers don't define if she is good or bad, her actions and intentions do. Declaring things as "hero appropriate" or "villain appropriate" hamstrings character design and development. A character wielding radiation isn't really fitting for heroes? What about heroes that use their radiation abilities with pinpoint accuracy to kill off things like cancer cells without subjecting the patient to the problems of radiation or chemo therapy? What about heroes that use their radiation abilities to kill off lingering bacteria or viruses in an area, sterilizing it, and then neutralizing their applied radiation making the area safe for others? Demon summoning isn't appropriate for heroes? What about heroes like Infernal that summons and binds demons to do his will. He still summons demons, even before the MM AT and CoV was released, and he uses them to do good. Or King Solomon (if I'm not confusing references) who summoned demons and used what he gained from them to do good? Or maybe light-based is viewed as not really fitting for villains? What about fallen angels wielding divine might to cause terror and suffering? Or a character wielding positive energy (typically portrayed as healing energy such as in D&D) applying so much positive energy to their victims that sure they get healthy at first, then the over-saturation of energy instead completely burns them out? (Edit again: Or maybe most disturbing? The character whose powers can only ever heal, never doing harm, who would be torturing his victims to death except that his powers keeps them alive so he can keep torturing them in ever more gruesome ways? All his powers can do is heal, but I'd say he is very much a villain just the same.) What about, what about, what about? You can't really say "this type power is heroic and this other type is villainous in concept/application" (to paraphrase) because it all boils down to how the specific character uses it and why. -
Super pet much?
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Okay... uhm... I need some clarification please. On the one hand, your post reads as a pool that players can only get 3 powers from ever because of the mutual exclusivity of the attack powers. Which would run up against the Sentinel's armor exclusive powers problem the devs said they won't do again. On the other hand, your suggestion also reads as more attacks being available from a selected category, which implies to me that the pool is actually a group of pools linked together through the 1st power of the pool. Which would make far more sense as an AT, but that AT has already been discussed multiple times. So I am thoroughly confused as to what you are actually asking for. Edit: And hopefully before anyone counters with the 'can select all powers from the set' response, that is the author's 'I'll settle for" result. I'm asking about the actual desired result.
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Forum Moderation - give me suggestions and feedback
Rudra replied to GM_GooglyMoogly's topic in Suggestions & Feedback
Except I'm not using it in that context. I'm using it in the "12 volt output is functional for the part being worked on, but 10 volts is correct for the components using that voltage" context. However, this argument is a derailment, so I will not be engaging further. Feel free to feel however you do. Lord knows given the way I feel about patrol xp, I sure as hell can't comment on the way others feel. However, I will end with the statement that claiming people calling for a correction to an idea are calling the idea itself, let alone the originator of said idea, wrong, is in need of correction. -
Forum Moderation - give me suggestions and feedback
Rudra replied to GM_GooglyMoogly's topic in Suggestions & Feedback
Then you are choosing to find a reason to be offended. Because whether a change is called an adjustment or a correction, the result is always the same, the idea (or other relevant thing being dealt with) was corrected. If a correction wasn't necessary, then the change wasn't either. That correction is not a dig on the idea itself. Neither is that correction a dig on the person that originated the idea. The correction is a change to the idea for whatever reason those seeking that correction have for desiring (or even needing) the change. -
If Ouroboros access were to be incorporated into available base design elements, then why not just treat it the same way other game available portals we have access to work? The Ouroboros portal itself can be an arcane portal option and an Ouroboros beacon added with both an arcane and tech option to be used with any given portal choice just like zone beacons. This would let players that want the portal design itself use it for their portals to access the various zones or other parts of their base for theme/appearance and also let players that don't want the portal itself but are interested in Ouroboros access to do so with their existing portal choice(s).
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Skirmisher Archetype Concept: Assault/Armor Tank
Rudra replied to Steampunkette's topic in Suggestions & Feedback
The MM discussion is not relevant to the OP. If you want to continue discussing it, maybe move it to a new thread or necro the old thread where it is. (And yes, I will say "No" to the MM/Armor proposal just as emphatically now as I did then for the exact same reasons I gave then. If MMs get to have an armor set and their pets get to inherit those armor powers, then what is the point of the current MM AT where we have to keep using our secondaries to keep the pets alive when the new MM AT can simply not worry about that since their pets get the benefits of an entire armor set as inherited from the PC?) -
I'm not a fan of changing things just for the sake of changing things. And changing Bat'Zul's appearance very much feels like that.
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Probably not going to happen. Doing so would require the devs to go through every faction of the game and create AV versions of every boss in those factions to implement this and this would encourage farming. And while the devs don't seem to have any issues with players farming, they also haven't demonstrated any support for providing farms themselves. (Edit: Oh yeah, it will also require new versions of every arc in Ouroboros that replaces the bosses for each mission with the newly created AV version instead, and it will require implementing a system that swaps between those two versions of arcs randomly every 2 hours.)
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If I remember correctly, that was possible back in alpha, but was removed because of technical problems. Edit: Not just masks please. We've been asking to be able to remove ears when using alternate ears. So if removing ears because of mask patterns becomes a thing, then just being able to remove them in general so we don't have 4-eared characters with dis-congruent ears would be really nice.
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Allow Masterminds to choose their weapons
Rudra replied to Annapuma's topic in Suggestions & Feedback
If I had an idea about how to implement the OP, I would have. Because the only idea I had @srmalloy already pitched, I don't have any further ideas. While we are making requests of each other, how about instead of focusing on the fact I pointed out the potential problems of one of three proposals about how to make it work, you don't jump straight to "Rudra is simply disagreeing with yet another thread and trying to get it shut down" and actually look at what I am saying and why. And this derailment is now over. I will no longer engage with you on this thread. -
Allow Masterminds to choose their weapons
Rudra replied to Annapuma's topic in Suggestions & Feedback
You want to talk about disingenuous? Show me where anywhere in this thread I have called out the OP, the request to let players choose their weapons for their MM characters, and stated that it cannot or should not be done. Anywhere at all. Because the only arguments I have made on this thread are that yes bow and arrow makes sense for a ninja character and that moving MM native attacks from the primaries to power pools runs up against multiple problems. What problems? Go back and read my posts. The only arguing I have done against the OP and its proposal that players should be able to choose what weapons with relevant attacks their MMs get is you reading into my statements what you want to see in them, not what I have said. I have not argued against @Annapuma because I wholly understand his/her/their desire for players to be able to use a bow as a beast master or a whip as a beast master or guns as a ninja caller or anything else. I didn't argue against @Wavicle for the epic set option because while it would be a long wait, the MM player would still be able to play however they wanted with the ability to change over to a different weapon set later. I specifically did not say @srmalloy was wrong or that his/her/their proposal can't be done or shouldn't be done or has any problems because @srmalloy addressed the potential problem in his/her/their option while still making it possible to either start with a pet or with your preferred weapon. The only thing I argued against is ninjas not making sense for using a sensible weapon, but not against them also having a shuriken option, and breaking down the problems of moving MM attacks into power pools for multiple reasons. Nothing in my statements claim giving MMs their choice of weapons (with relevant attacks) is not possible or should not be done. So kindly stop reading your own biases of my intentions into my posts when they are clearly not justified. -
Allow Masterminds to choose their weapons
Rudra replied to Annapuma's topic in Suggestions & Feedback
The poster for the pools called them mutually exclusive. So you can drop that criticism. The poster calling for moving the attacks to pools is the one that assigned them to pools selectable as a regular pool. So if you want to present alternate method of MMs being able to select their weapon set? Go for it. That's the point of this thread. If you want to take exception to my pointing out the problems of moving MM attacks to power pools like the poster recommended in this thread? Then you should take the time to understand the arguments being made. As I have already stated. I am not against MMs being able to choose their preferred weapons. I am not arguing against MMs being able to choose their preferred weapon sets. What I am doing is pointing out the problems of moving MM native attacks to power pools. -
Allow Masterminds to choose their weapons
Rudra replied to Annapuma's topic in Suggestions & Feedback
The proposed pools moves the MMs native attacks from the primary sets into pool sets. With those attacks no longer in the primary sets, they can't be chosen during character creation. If they are pool powers, they can't be chosen until level 4. So the MM primaries would be: Level 1 T1 pet Level 6 1st upgrade Level 12 T2 pet Level 18 T7 power of set Level 22 T3 pet Level 26 2nd upgrade The native attacks would all be stripped out and moved into mutually exclusive pools for selection from after creation. -
S.T.A.R.T. vendor Inherent Travel Power that is just a car
Rudra replied to Rigged's topic in Suggestions & Feedback
Especially for getting around zones like the Shadow Shard. -
Allow Masterminds to choose their weapons
Rudra replied to Annapuma's topic in Suggestions & Feedback
Which still leaves petless MM builds with unwanted pets that they have to take for the proposed pool sets to work. And regardless of how anyone other than the players that make those builds feels about those builds, the pool option takes that choice away from them. (Edit: And I will never support taking choices away from players.) (Edit again: And those would be START attacks, not MM attacks as well.) -
S.T.A.R.T. vendor Inherent Travel Power that is just a car
Rudra replied to Rigged's topic in Suggestions & Feedback
I actually like (one of) the CO vehicles. (The rare grav bike that everyone strips of its weapons that are the best vehicle weapons in the game before putting the vehicle on the auction house for sale.) CO did one thing right with their vehicles though, they can't be used on instance maps. Which our travel powers in CoX can. (It also led to the problem of massive instanced outdoor maps not letting players use their vehicles despite technically being outside.) -
S.T.A.R.T. vendor Inherent Travel Power that is just a car
Rudra replied to Rigged's topic in Suggestions & Feedback
Potential problem: fitting a large character the size of a car inside buildings and being able to maneuver, and justifying being able to do that. Proposed fix: Make a Mission Transporter power that calls up a taxi or an Uber that sends the player/party to the mission door. -
Allow Masterminds to choose their weapons
Rudra replied to Annapuma's topic in Suggestions & Feedback
You can't choose any of those powers in character creation. My point is that every AT gets their choice of T1 or T2 primary power set when made. The proposal to move MM inherent attacks to a power pool, or even a MM attack pool, would leave MMs with no choice other than to take their T1 pet during creation. (And for anyone choosing to play a petless MM for any reason, preclude them from doing so.) (Edit: Especially if done as a power pool since those can't be accessed until level 4.) As for power availability after making the character like with START powers? If playing through the tutorial for any reason, the START vendor isn't available in the Galaxy City tutorial until just before you enter the final area to fight the giant Shivan. So again, no MM native attacks for a while and petless MMs are stuck with a pet they wanted to avoid. Again, please bear in mind that I am not against MMs getting their choice of weapons. However, the proposal to move them to pools has more problems than the poster seems to realize. -
Allow Masterminds to choose their weapons
Rudra replied to Annapuma's topic in Suggestions & Feedback
Even if a separate series of pools that aren't classified as power pools but rather as MM pools with only 3 powers each were made available and only available to MMs, that would still leave MMs unable to start with an attack rather than a pet during character creation. -
Allow Masterminds to choose their weapons
Rudra replied to Annapuma's topic in Suggestions & Feedback
That would penalize MMs for power pools. We can only have 4 power pools and 1 ancillary/patron, so MMs that want their own attacks back would have to forego another power pool. (Edit: And if MMs were allowed 5 power pools to compensate? Then MMs could simply skip grabbing their native attacks and just grab 5 regular power pools instead, which goes from penalizing MMs to bolstering them but not their pets.) -
This is my previous bug report thread moved to the appropriate location. While doing the save Marcus Valerius from the Kraken mission in Cimerora, one of the tentacles spawned half on the ship. Zone/Mission: IOM_KRAKEN_BATTLE Position: [1142.0 24.9 -749.0]