
Rudra
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LBD's Moderate Mastermind Makeover
Rudra replied to Little Big Demon's topic in Suggestions & Feedback
Why are you adding AVs to my list of AVs, EBs, and GMs? AVs are already listed. Congrats! I don't need to see proof. Doesn't affect the discussion about being able to field pets and keep them alive, but good on you. That depends on the enemy, the difficulty settings, and how you are playing. Like I said, I have fought many EBs, AVs, and even GMs, and never lost a single pet as long as I maintained active control. If I stop bothering with commanding my pets and just leave them there? Yeah, they'll die. A lot against some enemies. (Though against others, my pets still never die despite the foe being an EB or AV.) Nope. Players are free to play however they want within the CoC. They may even find better ways to deploy their pets to keep them alive than what is currently being shared. However, MMs are a very complicated AT and they are intentionally designed to be a challenge as far as I can tell. So players that don't want to worry about those parts of playing MMs are free to do so, but they should expect to have difficulties until they find an approach that works for them. Except I was considering it. In order to use your assault rifle on full auto, you have to click the Full Auto power every time. Once your pets are summoned, they keep fighting until they die or you make them stop. And MMs get 6 pets discounting any from their secondary. And they don't even need to be upgraded to be effective, though it definitely helps. And you can upgrade any of your pets even when they are going through the summoning lock out. Just click a surviving pet or a combat NPC following you around and throw the upgrades on them. It still applies to the newly summoned henchmen even if they are still under selection lockout. And if you need to summon pets against a foe that keeps AoE'ing? Summon them outside the enemy's attack radius. Make use of your secondaries buffs and debuffs. Actively command your pets, including ordering them in or out of combat. If you use the NumPad to control your pets? Okay. No one says you have to use the icons. So I don't get why you felt the need to point that out. Edit: And as far as the pets being attackable for 10-14 seconds while themselves not being able to attack back? We both know that is a lie. Once the pets get through their lockout phase of being summoned, they immediately start attacking anything that is currently attacking them or the summoning MM. What AT has to stand around for 10 seconds doing nothing while taking damage? Now if you're talking about ATs while they are Held or Stunned, okay, but that isn't part of this discussion. MMs do not have to stand around for 10 seconds doing nothing except eat damage. Even if they need to summon pets. MMs do have their own attacks they can use. MMs can be throwing debuffs on the enemies. And even if all the MM does is summon pets, that is 6.09 seconds. And those pets, as already stated, are more than capable of killing any foe even without their upgrades. So if you're in a tight spot and having to re-summon everything? Throw your summons, maintain your buffs/debuffs, and attack. Then summon new pets as needed. If you are just standing there twiddling your thumbs for 10 seconds and you aren't mezzed, that's on you. The pets are only as defenseless as you choose to leave them. They may be useless outside of soaking up your MM's damage until they finish getting through their summoning, but they can still soak damage for you and you can still upgrade them even when they can't be targeted/selected by you. (By the time you finish using a summon power, any previous summon is already selectable for anything you want to do. So even your time frame is wrong. They are unavailable for at most 2.03 seconds.) Devs already said they will not allow that.- 36 replies
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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.