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Rudra
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Everything posted by Rudra
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Siphon Power does only two things. It boosts your ToHit by +7.5% for 20 seconds, and it applies a siphon ability (SiphonMode) to your other Kinetic Melee attacks for 20 seconds. I can't find SiphonMode in City of Data except as a mode set to your character for 20 seconds from Siphon Power, but it looks like it both reduces the struck enemy target's damage and boosts your damage.
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Yes. That is exactly what I am saying. Replacing the self-rez in the sets that have them won't change how well those sets survive. It can shore up other weaknesses, but it won't particularly change their survivability. All it takes is enemies that use damage types the set is weak against, and every armor set has at least 1 damage type they are weak against, and that character will go down like a sand castle when high tide rolls in unless you turn the difficulty back down to be able to survive it. (So they can still be effectively unkillable, not facing defeat, while playing at the default +0/x1, but +4/x8 is going to see them curl up and die.) Every set has that. Even offensive sets like Fiery Aura can easily achieve 90% damage resist against three damage types, and 50% against everything other than toxic and psionic. And when enemies that exploit your armor's damage type vulnerabilities do so, only sets with self-rezzes get back up without needing assistance (including awakens). Every armor set is designed to not be universally strong. So all replacing the self-rez would do is change how your character handles other debuffs/effects, because I'm willing to bet that the self-rez will never be replaced with a response to what the set is already weak against. Then I guess no armor set in the game is up to snuff. I've seen every armor set in the game die at one time or another. Not in my experience, no. For instance, Willpower is my favorite armor set. I use it a lot. It has no self-heal and it includes a self-rez. I always take the self-rez. I almost never wind up using the self-rez even at +4/x8 difficulty. And when I do fall in combat? It's right there for me to use. Others may choose to not take the self-rez. That is their choice. And they will handle +4/x8 just fine. After all, I take the self-rez and handle it just fine. And then when they fall in combat, their only choice is to hosp'. Or use a wakie. Or ask their teammates for a wakie or rez.
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Kuji-In Rin takes a whole 1.83 seconds to cast. There is no enemy in the game that is going to be attacking you for "several rounds" while you re-activate it. They can get 1 attack off if it is a fast attack, and that's it. Your presentation is still heavily biased into excessive exaggeration. And if you take out the enemy mezzer first, then you don't even need to re-activate Kuji-In Rin during that fight anyway. (Edit: And it lasts for 2 minutes. You can easily get its recharge under that. So keep an eye on its icon and renew it before any new fights.)
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No, it means that set has holes in its protection, and a heal is a catch-all way of addressing that. However, it's important to note that you aren't punished with debt for using a self heal, like you are with a self-rez. Every armor set has holes. Some armor sets include a heal to keep you going. Some armor sets include a rez to get you back up in the fight. That does not mean the armor set is saying it can't keep you alive. All it means is that the armor set has more examples of characters being nearly unkillable despite what should be lethal amounts of harm being endured. Using Regeneration and Wolverine as example. There are comics, or at least 1, where Wolverine was witnessed being killed. (The example I remember was after Magneto ripped the adamantium out of him, he basically went feral, and the X-men monitored him from a distance until he settled back down. He was run over and all his vitals were flat. The comic full on stated he was dead. [Edit: The picture even showed him being literally completely flattened.] Then a little bit later, he stopped being street pizza, got up, and continued.) The self-rez in those sets simply say that even being killed won't keep the character down, the character is that tough to deal with. If you want to think of self-rezzes being taken by the player as an admission of inadequacy or whatever? Fine. Everyone is entitled to their own beliefs and approaches to things. However, that does not mean self-rez powers themselves are such declarations. Except other sets don't need it, and as others have already mentioned, you still suffer the punishment/penalty for being defeated. No set in the game needs a self-rez depending on how the character is built, played, and how their defenses stack against the current faction they are facing. Not even sets that have self-rezzes. However, every set can fail to keep the character alive. And when that happens, only sets with self-rezzes say "Okay, that was a good shot. Now it's my turn." with their ability to get back up from even being defeated to resume the fight. Except that with the exception of Willpower, the sets with self-rezzes also include heals. (And Willpower's self-rez includes a universal damage buff, improved recharge rate for all powers, improved recovery so you can use those faster recharging powers, and an improved ability to hit targets. Pretty good for a "That was a good shot, now it's my turn" style power.) And those sets that lack self-rezzes? Aren't necessarily better at staving off character defeat than the sets with self-rezzes. They just happen to have other tools to deal with other situations. So again, if you want to view having a self-rez as being a bad thing, that's entirely on you. Don't take the self-rez and use the power choice to pick something else. However, self-rezzes are not inherent declarations of set inadequacy. They are declarations of concept robustness, that not even what should be death for the character will ever really be so.
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That cone should still be the T3. You're not going to get an AoE attack at level 1. (Edit: So maintaining your design, it should Quick Shot then Focused Burst then Wild Burst.)
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So I'm doing the Easy Job, Easy Money morality mission on a Crab Spider. I have a Blood Widow run up behind me and I have a Bane Spider in front of me. I want that Bane Spider to shut up and sit down, so I hit him with Arm Lash. And the funniest thing happened. Both he and the Blood Widow behind me took damage and got knocked to the ground. This is the first time I've ever seen Arm Lash glitch like that, so it may just be a fluke, but figured I should report it anyway.
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Sorry to nitpick, but wouldn't your focused burst be the ST and your wild burst be the cone? In a focused burst, you're focusing the burst on target after all, while a wild burst is just a spray-and-pray.
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Huh? Since when? Edit: Look, as far as the OP itself is concerned, I don't care. So I'm going to sit this out. This argument though? Is false. Wolverine's regeneration ability isn't based around his being defeated first. Neither is his combat ability.
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Yeah, that's a persistent bug. Don't think it can be fixed by the devs though.
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WHY DOES MY LIZARD HAVE TO CARRY AROUND A SHIELD WHEN HE'S SUPER SLICK?!?!?! WHY DOES MY LZARD HAVE TO HOLD TWO PISTOLS WHEN HE COULD SHOOT DUAL PISTOLS FROM HIS FISTS?!?! WHY DOES MY ROBOT HAVE TO COVER HIMSELF IN STONE WHEN HE'S WALKING ARMOR?! I'm sorry but this is how your entire comment chain in this thread reads. Thank you for completely missing the point of my comments.
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blarf can kill you even when you are gull incarnate
Rudra replied to Ridiculous Girl's topic in Bug Reports
I think that is by design. Since Null the Gull only buffs you, not renders you unkillable. (Sure, you get +1000% damage resist, but if damage is unresistable, untyped, or is set to simply set your health to 0; then you're still going to die.) -
Tankers/Brutes Should Have Fear Mez Protection
Rudra replied to Projector's topic in Suggestions & Feedback
Considering how often suggestions made would fundamentally change the game, even to the point of driving players like me away from the game, I think player feedback on player suggestions is a fair thing to allow. -
Agreed. That is pretty helpful information so you can know when it is time to remove someone from the list.
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Tankers/Brutes Should Have Fear Mez Protection
Rudra replied to Projector's topic in Suggestions & Feedback
Yep, so does Clear Mind, Shadow Fall, and other Corruptor, Defender, Controller and Mastermind buff powers. Teaming is beneficial. If someone wants to run solo, like me, then it is up to us to learn our character's weaknesses and take measures to protect ourselves. -
Or see if /stuck works.
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Tankers/Brutes Should Have Fear Mez Protection
Rudra replied to Projector's topic in Suggestions & Feedback
Correct. Tactics only provides protection against confuses. It provides resistance against fears. Edit: https://cod.uberguy.net/html/power.html?power=pool.leadership.tactics&at=tanker -
Tankers/Brutes Should Have Fear Mez Protection
Rudra replied to Projector's topic in Suggestions & Feedback
You're probably not going to get that for the same reason why the mez protection powers across all the sets grant different protections. Some have KB protection in those powers, others don't. Some have END drain protection in those powers, others don't. Some have slow resist in those powers, others don't. And some have fear protection in those powers, and others don't. Each armor set has its own array of defenses and weaknesses. Edit: Anyway, why the big deal over fear? It is a mez that lets you keep fighting. Each time you are attacked, you get to make an attack in return. It doesn't stop you, just slows you down. (Edit again: And it doesn't de-toggle you either.) -
Tankers/Brutes Should Have Fear Mez Protection
Rudra replied to Projector's topic in Suggestions & Feedback
You already can, you just have to use the sets that have it. Dark Armor's Obsidian Shield, Shield Defense's Active Defense, and Willpower's Indomitable Will all grant Mag 12.975 protection against fear effects. Built in fear protection in armor sets has always been a question of choosing the armor set that grants it. -
That is my point. That the proposed power set, by virtue of being defined as worn armor, restricts imagination. Edit: With how the set works, it could just as easily be Adaptive Defense or anything else, and still fit as a power armor concept without a)denying that power armors already exist in the game as both PCs and NPCs or b)requiring that characters that wish to use the set have to wear armor for it.
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Again, that is the problem I have with the proposed set. That I can have a character that the power set mechanically suits, but it conceptually requires that character be wearing a suit of something. My robot is walking armor, but I have to don a suit to make use of the proposed power set. My lizard is extremely resilient with adaptive defenses, but has to put on a suit to use the set. Why?
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This is all I was asking for on this thread. Something open enough to be usable by any character concept, not just power armors or those wearing armor. So if that was your point, then yeah, I completely missed it. Sure, but sets like fire, ice, et al follow a theme that can apply to every character that uses those powers. Building a specifically power armor set is ridiculous because what is the constant of power armors? They are some form of armor with a power supply. That's it. Everything else is subject to change. So if the author were to propose a generic armor set that fits what (s)he/they wants? No problem. It is the presentation that this is the power armor set that I have issues with.
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What built in tools? Remember, not every power armor is built with the same devices. One person's power armor may include a force field generator, built in medical system, oxygen supply, and grapple for reaching difficult places. Someone else's power armor may include a star flash (tm) system for blinding, enhanced perception, olfactory boost, integrated claws, and hydraulic leg supports for better jumping. (No force field system at all.) And yet someone else's power armor can include anti-gravity thrusters, beam weapons, mini-missiles, ultrasonic scanner, thermograph and infrared systems, and even an x-ray scope. And someone else's power armor could be generating shadows that hides their presence and makes it difficult for enemies to pinpoint him/her/them, while carrying all their weapons and tools. So what built in tools and contingencies do power armors have that are all shared? I feel like I'm beating my head against a brick wall, but a suit of power armor can be literally anything the creator chooses it to be. It is not a single all-encompassing secondary power set. It is a selection of abilities with a power armor visual. And we have the visual already in the costume creator. Want more visual options? Ask for them. And the powers the power armors have are a question of what exactly do they do. For that matter, what do you call the existing power armor characters should a power armor power set be made? Pretenders? Characters that couldn't afford real power armor? Imposters?
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Master Chief from Halo can be an Energy Aura character easily. His armor isn't doing anything other than being worn metal that also has a shield. And his shield does almost all the work. (I don't know anything about Half Life.) Iron Man from Marvel is just an Invulnerability character. His armor is just a worn focus that grants him the powers of flight, damage resistance/avoidance, super strength, and assorted ranged attacks, most notably his repulsors. In a super hero game, you need to look past "power armor is an advanced body armor that provides benefits" to what the armor actually does and what powers accomplishes what you want. Just like how in HERO system, GURPS, and other super hero roleplaying games, there is not a power armor power. There are powers that you use to build your power armor based on what you want it to do. City of Heroes gives us the ability to make power armor characters that have a wide variety of available powers at their disposal and different means for those power armors to work. So ask yourself, what exactly does your power armor do? How does that compare to existing power sets, are any of the existing power sets of the correct type? And build your power armor character. As for a dedicated power armor power set? I will always oppose that because it forces players to limit their creativity to use the power set. Now if the OP was not specifically designed to be 'the correct power set for power armor characters that requires a power armor be worn' but was instead a themed power set that was different from the existing power sets? It would have my support. Keep proposed power sets as open as possible so you aren't requiring others to play to your preconceived notions of what constitutes "correct" play for a concept.