Rudra
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Everything posted by Rudra
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Connect costume change emotes to the quick keys
Rudra replied to temnix's topic in Suggestions & Feedback
First is 0, 3rd is 2. 2nd is 1. So for 10 active costume slots, slot numbers are (from costume selection screen layout): 0 1 2 3 4 5 6 7 8 9 -
To the best of my knowledge, what you are seeing is a jump effect. I like to use it when running near a war wall in the RWZ to avoid Rikti Pylons or when in Faultline to cross gaps along the war walls. I don't think it works for strictly vertical movement as I haven't had it work on strictly vertical movement, but it is the jumping component of movement that seems to make that work. (Edit: I have Combat Jumping on when I do it, just for clarification.) Edit: The problem with running on water in this game is that your character has to be on a suitable surface to move on it. And water has its actual surface below the visible surface. So to the best of my knowledge, you won't ever see characters running on water because the water would need to have a new surface added to it that only worked if the character has Super Speed or Speed of Sound active.
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Connect costume change emotes to the quick keys
Rudra replied to temnix's topic in Suggestions & Feedback
Or, you know, you can set up key binds and macros to do the same thing. Even using different costume change emotes for the same costume slot with different macros. -
I personally don't like Whirlwind. The animation is silly for instance. However, I do understand why they animated it the way they did. It is the super speedster's run so fast you make a whirlwind power except with spinning to avoid the problems of animating a character running in circles even when moving around. I would normally be against changing a power's appearance to deviate from theme, but in this case? I'm not opposed. I can head canon it as the character is moving so fast either running tiny circles or spinning that the our eyes can't keep up. So we only see the after effect and the character standing there inside. More options are a good thing. (Edit: Though maybe a slight blurring of the character to imply their movement would help sell that head canon.)
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You're missing the point. No one is actually advocating for badges to be moved, let alone so aggressively, we're just having fun.
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I appreciate that, but I meant it needs to not be called intangibility for its effect if it does not abide by what intangibility in the game says it does. (Edit: When you look up detailed info or look on City of Data for its effects, it says Mag 4 intangibility. It should have a different name if it follows different rules for its intangibility.)
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It's both. Double checked against a +17 Rikti Pylon. Okay, yeah, Mag 4 intangibility does not protect you. (Edit: Except Phase Shift is only Mag 3. So if Super Speed doesn't work the same, then it needs to not say it is an intangibility.)
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Please explain how super speed is lagging behind the rest as a travel power. Super Speed has 1 contemporary power: Speed of Sound. Super Speed has +350% running speed, +35 feet stealth radius, and -1 threat level. Speed of Sound has +350% running speed. Super Speed has a secondary power in a popup tray that makes your character intangible and thus unaffected by enemy attacks. Speed of Sound has a short range teleport.
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Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
Oh. My mistake. Every time I read purple patch, I think purple triangles of doom. I knew enemies got more resistant to effects as they leveled higher than the player's character, but I thought it reduced the duration of debuffs, not reduce the power of debuffs. I sit corrected. Thanks. -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
Your statement, as I read it, says that the ToHit debuff only affects minions. It does not. It affects everything in its radius. -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
Okay, thanks. Then yeah, I agree that needs to be improved. (And prefereably the END cost too.) -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
Where are you getting the pulses from? Even in game I see no mention of pulses for the ToHit debuff from Cloak of Fear. Just that it is applied after 0.5 seconds from power activation in CoD. And where are you getting your information from? Yes, the terrorized effect only affects lieutenants and minions, but the ToHit debuff affects everything in range. -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
Like I said, I admit the set is extremely END heavy. All I'm arguing in this case is that -5% ToHit debuff is not negligible. -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
If the build works, then it isn't a bad build. -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
I disagree. I have it on my Dark/Dark Scrapper and I leave it on most times. Yes, Dark Armor is END heavy and I wish it wasn't, but it does work for me. (Edit: Then again, I'm used to running the set from before Fitness became inherent.) -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
I agree the END cost is high, but the Mag 2 terrorize isn't bad. It just doesn't affect anything higher than a lieutenant. For reducing the amount of hate my Dark/Dark Scrapper takes though? It works well. -
Does Dark Regeneration need a balance pass?
Rudra replied to SeraphimKensai's topic in Suggestions & Feedback
Negligible? Cloak of Fear's -5% ToHit is only 0.63 weaker than Dark Melee's attacks and can affect up to 10 targets (in its 8 feet radius). -
Sorry, but this proposed set is nonsense. All 6 enhancements provide a KB to KD proc? And would all 5 set bonuses also be KB to KD? Edit: Also, the level range is ridiculous. Only PvP sets and ATOs get a level 10-50 range, and nothing gets a level 7-50 range. So maybe a level 20-50 like other sets, but most definitely not a level 7-50 range.
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+100% recovery rate isn't enough? Then build more endurance management into your character.
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This should be reported under "Report Zone Geometry Errors Here". It is the 3rd pinned thread on the Bug Reports forum.
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Problems with that? Shielded Wires: A basic shielded wire, that is, a wire with basically a wire mesh wrapped around its core insulator that is then covered in an insulator, are in common use. Their purpose is to take stray electromagnetic signals, like say from an EMP or strong fields, and shunt them away from the system wiring and into ground. So basic shielded wires prevents system co-op by the AI through passive fields such as the earth's electromagnetic field. (Edit: Unless the computer itself is not shielded for some reason.) Shielded/Hardened Computers: There are computer systems that are hardened against EMP and other EMI to ensure their proper operation even in intense fields. Like with shielded wires, they take any external electromagnetic signal and run them to ground, away from the computer itself. Non-Networked Systems: Computers are set up to receive signals in a specific manner. Networked systems are linked via landlines or wireless transmission, with radios being an option. If the computer is not set up to accept external data inputs, then no external data is going to reach the computer to alter its coding. Non-Computer Control Systems: If there is no constructed computer of some type to operate the system, then control of the system must be accomplished by other means. In most cases, this means mechanical interaction with an operator. If the system is mechanically operated by an operator with no computers controlling system functions, then attempts to override the system with a computer will fail. You will need another operator to go in and mechanically operate the system or you will need to add a computer control system to the system as its operator. Computer controls cannot spontaneously generate themselves out of thin air. The same also applies with cybernetic systems. If an organic brain is the control system, then no amount of computer override or reprogramming is going to do anything since the computer system is the hardwired organic brain. Again, a computer control would need to be physically added to the system in order to take control away. Combined cybernetic-robotic systems like Malta Titans however, would likely be susceptible since precedent has already been established that the battle computer has priority control over the system with the organic brain being used as a reference system. I get what you are trying to do, but it doesn't just blanket work because something looks or acts like a robot. It doesn't matter where the AI itself is or what it uses for its nervous system, there are technical problems it just can't overcome on multiple in game unit types. Now if you want to move away from science fiction and just say it magically seizes control of the units? Then you also have to explain why it isn't also taking over organic systems like humans with our organic computers and wiring. (Edit: The fastest means of wiping out organic life if something can just seize anything like a computer or robot without consideration to hardening practices and technological safeguards, or organic control of the system, is to seize control of the organic computer systems organic life uses and have the lifeforms self-terminate.) Edit again: Even in things like Terminator, the machines rise up from a central point and spread out by producing more of themselves. They also seize control of vulnerable systems to expand their network. If a system is not accessible, then they have to go to that system and physically link it into their network. That's why shows like the Battlestar Galactica reboot are so annoying to people like me because it basically throws out what is already common knowledge and simple safeguards to make an enemy seem more imposing and dangerous than they should be. (Edit yet again: Want to know a good way to either make a technician laugh or curse? Make them watch most sci-fi and emphasize the tech being used. You'll get a fairly wide range of reactions depending on the person as common equipment is mis-represented, misnamed, and misused. It can be difficult to get out of a maintenance/repair mind set even when watching or playing fiction.)
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The Warhulks are basically exo-suits more so than robots. They would be largely immune like the Freakshow and most of the Arachnos bots. The regular automatons use the most advanced primitive computers ever. So they would also likely be largely immune due to differences in control systems. Especially since they seem to lack networking capability. Robot MMs are defined by the game as having absolute control over their bots so no one can take control away, yet they are affected by confusion attacks just fine. So Robotics MMs could be handled in one or more of three ways: the bots remain loyal to the MM for some reason, the bots underperform as the MM struggles to maintain control and the bots process conflicting commands, or the MM is fucked and rendered petless with their pets adding to the numbers of opponents.
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Why the Mapserver Event Needs to Change
Rudra replied to mechahamham's topic in Suggestions & Feedback
Each server gets its own events. And if you limit events to less populated servers, then players on more populated servers won't see the events to partake in. So this does not work on multiple counts. What causes the lag isn't the event itself. What causes the lag is the number of players participating in it, the number of mobs spawned for it, and all the powers and attached power effects bogging down the server's capabilities. Many players have limited time to play. Some have odd schedules. Their available time to play isn't going to line up with others. If the event is limited to a single weekend, it will be over before many players even have a chance to find out it ever even started. To a lesser extent, this applies to limiting the event to a single week as well. For the Halloween event for instance, I have friends that aren't able to get on the game for the entire first week of the event. This is not an invasion problem. All spawns get a set amount of time to animate arriving before being able to be attacked. You will see this most often with Freakshow when they rez. As they animate getting up, they can't be targeted by players. Non-player entities however do not have that limitation imposed upon on them. So pets can attack even rezzing Freakshow and kill them before they finish animating rezzing and being able to fight back. Move slightly away from the mob of players. The mobs on the fringes of the fight are more stable for targeting by players. -
Most powers that do KD are doing KB with a 0.76 or less KB. So KB protection works just fine against them.