
Rudra
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Everything posted by Rudra
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It would be cool if we could spawn Hamidon PI
Rudra replied to Azari's topic in Suggestions & Feedback
Where would Hamidon even spawn in Peregrine Island? He takes up a lot of space and none of those northern islands are big enough to house him. Even the largest island doesn't have the open space necessary for him given how it is set up. So, yeah, I would prefer Hamidon stay in the Hive and Abyss. Especially since per the story, it is there that we have more or less successfully contained him. Edit: And then there is the MSR question. Every time I happen to be in RWZ doing missions and there is a MSR forming, there is also a constant request for those not doing the MSR to leave the zone. Which correct me if I'm wrong, is why an instanced version of the MSR was requested? Hamidon gets his own zone currently. Two of them. Without the need to ask players running their missions in zone to go to another instance of it so the raid league can form. -
We are once again asking about Mastermind pet customization
Rudra replied to JetMalakai's topic in Suggestions & Feedback
But you can't: Use the same character name across all those characters made for the sole purpose of costume slots. Change your costume except by either visiting the tailor or logging off and changing characters. Continue progressing that character on the current content if you have to alt to change costumes. (Made worse if it is the mission prompting the costume change, like with Vanguard.) If the just use save files and change at the tailor route is followed, then it will also require you: Maintain a large amount of inf' on that character for the sake of using a preset costume, rather than use that inf' for other characters or to acquire other things. Hope whatever team you are on is willing to wait for you to run over to a tailor and purchase your pre-saved costume without dumping you, getting another player, and pressing on. Sort through your list of saved costumes to find the correct one for that character for whatever you are doing rather than just using the costume window or a macro to change. If the multiple character slot route is followed, then it will also require you to: Spend time waiting to log off and then back on just to change your costume, rather than just using the costume window or a macro and pressing on. Hope whatever team you are on is willing to wait for you to change characters for the sake of changing costumes, rather than just dump you, grab another player, and press on. Purchase all your character's build enhancements repeatedly for every character slot used for the sake of costume changing. Re-acquire all the same badges you gathered because they are part of the character concept. Level up that one character to the same point it is supposed to be (Full incarnate, level 50, perma-level 38, whatever) just to have those costumes that you would normally have with 10 costume slots. -
The Verify or Re-validate functions should automatically repair/re-download the corrupted/missing files. If it didn't, then yes, an uninstall and re-install will be called for.
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LBD's Moderate Mastermind Makeover
Rudra replied to Little Big Demon's topic in Suggestions & Feedback
Okay, all this may sound condescending, but I do not intend it that way. This is a basic overview of MMs and most likely includes information you already possess. When it comes to MM survivability, there are added factors other ATs don't have to consider. Looking past the shared factors, where MMs suffer a bit behind other ATs, you have all the MMs pets. Both from the primary and from some secondaries. (Though I think only Dark Miasma and Storm Summoning have any actual pets as a secondaries.) MM pets amplify the MM's ability to fight by being able to add 6 separate attacks the MM does not personally have to use, 7 or 8 in the case of Storm Summoning for brief periods of time, so the MM can be doing other things such as using support powers and still be doing damage. This obviously does not stop the MM from using his/her/their/its own attacks, so if the MM chooses to go all out on offense, that is 7 sources of damage not counting things like Gang War or Tornado to afflict targets with. So while MMs themselves do less damage than other ATs, they wind up doing a lot of damage if they focus their efforts on a single target. When it comes to the pets themselves, MM henchman class pets are pretty universally weaker than regular pet class pets such as Controllers use. Fortunately for the pets, the MM has ample tools available to protect them, recover them, and/or facilitate their ability to be effective in combat. So long as the MM's pets are alive, depending on what mode or stance you have them in, they do different things as the MM needs. The most recommended for the MM's survival, as in the ability to survive being attacked/hit, is using Defensive/Follow to have the pets in Bodyguard Mode. While the MM's pets are in Bodyguard Mode, all damage the MM takes is divided by the number of pets in Bodyguard Mode + 2. The reason for this is that the MM will always take 2 shares of the applied damage and each pet will take 1 share of the applied damage while in Bodyguard Mode. This has the benefit of shielding the MM character from harm so the MM character can fight for longer, but it also means that if that attack was an AoE that caught the MM character and his/her/their/its pets, then each of those pets are actually being hit twice by that attack. Once for the attack hitting the pet and again for the share of the damage the pet is shielding the MM character from. This is how a lot of MM pets die, from the sheer accrual of damage to themselves and their summoning character. Outside of Defensive/Follow, which is the only way to be in Bodyguard Mode despite what the wiki says, the MM has access to additional stances and commands for their pets so the MM can tailor how his/her/their/its pets are deployed to deal with the given situation. If your character can take the hits? Aggressive ensures your pets are always attacking any hostile within their aggro radius. If you don't want them fighting? Passive keeps them from doing any fighting at all. Positional commands like GoTo and Stay lets the MM place pets where they can be more effective. For instance, having pets in Aggressive/Stay while on an ITF from outside a Shadow Cyst's explosion radius means those pets will keep attacking the Cyst with their ranged attacks and not suffer defeat when the Cyst explodes upon its defeat. Preplacing pets with the GoTo command also does the same thing. This is less effective for Beast Mastery since only the Dire Wolf has ranged attacks. Managing his/her/their/its' pet aggro is tantamount to MM survival. Even in Defensive they can and will wind up fighting mobs not in the group you are fighting. The fastest way to stop your pets from drawing additional aggro, provided you are paying attention to where they are and what they are doing, is to quickly flip them over to Passive. As long as they are in Follow or GoTo, they will immediately return to your side or to the spot you assigned. On large teams, minding what the team is doing and what the enemy is capable of is tantamount to both MM and his/her/their/its' pets' survival. Ordering pets to get out of combat to recover or reduce aggro is a constant consideration. Changing from Aggressive or Defensive to Passive to pull pets back and then returning them to Aggressive or Defensive also helps keep the pets out of trouble. Letting any damage sponges on the team take the lead before letting the pets loose and yanking the pets back when the damage sponges look to be losing control of the situation is routine on high difficulty missions. Basically, a Mastermind player has to be extremely involved in the minutiae of everything that is going on or the MM will lose control of his/her/their/its pets and find the pets need constant re-summoning. This can get very overwhelming. And I personally think this is a major reason why MM pet power recharge times were reduced so much. Further, if the fight gets so crazy that keeping pets alive and upgraded becomes a problem, the MM can elect to not upgrade pets during the battle. Yes, this means the pets lack their better attacks or other abilities, but if the fight is that frantic, just keeping up a steady damage stream from pets is often enough to help turn the tide even if they lack their upgrade attacks or other abilities. Sorry for WALL OF TEXT, but hopefully that helps clarify some things.- 36 replies
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Re-validate your game files. You may have a corrupted file. (Edit: It's Verify from the drop down menu when you click the 3 dots on the HCLauncher and it is Validate under options for Tequila.)
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NPC ally is attacking when Tide pool is cast
Rudra replied to Ridiculous Girl's topic in Bug Reports
Tide Pool reduces affected target's stealth by 100 feet. That will increase the range at which they can be detected by 100 feet. That should even apply if the affected targets are not themselves using stealth. So when you opened with Tide Pool, you suddenly boosted the distance at which those mobs could be detected. So Grym and Lady Jane could suddenly perceive those enemies, and being combat NPCs, they attacked. Think of it as a backdoor way to boost everyone's perception range. Edit: https://homecoming.wiki/wiki/Stealth_and_Perception So basically, Tide Pool is adding 100 feet to the distance at which the affected targets can be detected. (Remember, stealth is just a -perception effect. So a -stealth effect is just a +perception effect. A +perception effect that only applies to your ability to perceive targets in the -stealth effect.)- 17 replies
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Catching things right on the edge and making your client confused
Rudra replied to srmalloy's topic in General Discussion
This happens relatively frequently to me. You don't even have to drift far enough away from the base portal to close the window and confuse the game. Just being in motion is often enough. Clicked the base portal, character was still drifting through from Fly, selected my base, and then nothing. Get the spinning hourglass for a while, still within the portal's actual area, so not anywhere near far enough away for the window to close without inputs, and then after a very long time, the hourglass goes away and nothing happens. Have to shift in place (since am in the portal's area) to get the window to pop back up so I can go in my base. (Edit: And like you said, it doesn't seem like a bug to me, just figured it was the game getting confused.) (Edit again: If I hit the "S" key to halt my forward motion, then this is almost guaranteed to happen.) -
We are once again asking about Mastermind pet customization
Rudra replied to JetMalakai's topic in Suggestions & Feedback
*I* use all 10 costume slots and I told you that even before you started ignoring me. So your argument failed even before you asked it today. Edit: What could someone possibly use 10 costume slots for? 1- Hero appearance (for when hero alignments) 2- Villain appearance (for when villain alignments) 3- Formal attire 4- True Form (As appropriate) 5- Incarnate appearance 6- Winter Event/Snow missions/maps 7- Street Attire/Normal ID (As appropriate) 8- Starting character appearance 9- Hybrid Form (As Appropriate) 10- Halloween Event 11- Spring Event 12- Faction/SG appearance 13- Alternate Form(s) (for characters that have more than just a human disguise, true form, and hybrid form) (I have 1 character that has 4 such appearances) (This also includes rage transformations. Which some of my characters possess, not to be confused with rage transformations such as the Hulk uses.) 14- Just a change of pace appearance for when bored with previous looks (I have multiple such characters that cycle between appearances depending on how bored I am with the appearances I've been using recently) 15- Other appearances/looks a player may wish to use for RP, not to be confused with street attire. (This can include semi-formal attire, night out on the town attire, and more.) How many costume slots would a character need? As many as the player has concepts and desired appearances for whatever may come up in the game. If someone just wants to make a character with just 1 appearance? More power to them. Some players need more costume slots because just running around in ye olde standard hero/villain costume for everything doesn't fit the character. -
NPC ally is attacking when Tide pool is cast
Rudra replied to Ridiculous Girl's topic in Bug Reports
Yep, that would do it. Tide Pool inflicts a -stealth debuff on affected targets, so Grym and Lady Jane can see them and aggro.- 17 replies
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NPC ally is attacking when Tide pool is cast
Rudra replied to Ridiculous Girl's topic in Bug Reports
I don't have any characters that can use Ouroboros that have any do not notify powers, so I have no means of checking to see if that behavior also shows up on those as well. If they do? Then I have no idea what to say other than ask if you are within the NPC's aggro radius of enemies. If they don't? Then I agree that something weird is going on.- 17 replies
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NPC ally is attacking when Tide pool is cast
Rudra replied to Ridiculous Girl's topic in Bug Reports
Then that would be why the mobs aggro when you use those powers. The powers themselves are not supposed to notify mobs, and per what you are saying, they are not notifying mobs which is the correct thing to happen. Combat NPCs are their own problem, and them attacking is what is causing the aggro in your provided example. So then my question becomes: since Tide Pool and Shifting Tide are flagged to not notify, and when used without outside factors that themselves cause aggro do not actually aggro targets affected by Tide Pool and/or Shifting Tide, what is the bug being reported here?- 17 replies
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NPC ally is attacking when Tide pool is cast
Rudra replied to Ridiculous Girl's topic in Bug Reports
I don't have a Marine Affinity character to double check. However, do you have any procs slotted? And are they attacking when you use Tide Pool or is there another effect going on at the same time? And to follow up, if that is the case, then why did you post: So are they attacking when you use it or are they not attacking when you use it?- 17 replies
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Gender Equality!! MM Thugs/Zombies/Merc/Ninja
Rudra replied to MidnightCry's topic in Suggestions & Feedback
That's why I don't typically play Thugs. The T1s are always a different NPC model when they are summoned. Individually customizable henchmen for our MMs would be fantastic. Especially if we could have a different look for them based on our character's current look. My Ninja/Dark MM is at that formal get together Vanguard is hosting to discuss peace with the Rikti? My pets show up in formal attire just like my MM. We're running around on a snow map mission? They're dressed in winter clothes/camo just like my MM. I'm probably asking for entirely too much though. -
I missed that. That I concede. I still disagree, but whatever.
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Bolded the parts where they aren't the same. It's like claiming that Radiation Blast and Energy Blast are the same because they both use energy. They aren't. Look, I'm inclined to agree with @Psyonico that the OP isn't going to happen because Blasters already get those powers, so if you are arguing because you think I'm in favor of the OP, I'm not. However, those sets are not the same.
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I'm still inclined to say they don't. Because your linked Power Mastery states "You have Mastery over Power and Energy to defeat your foes", Force Mastery states "You have Mastery over Energy and Force to protect yourself and defeat your foes.", while Energy Mastery states "You have Mastery over your bodies Energy to increase your power and even hurl energy at your foes." So Power Mastery and Force Mastery read as force field sets to me while Energy Mastery and Body Mastery read as controlling your own body to me. Edit: So, yes, I agree that Power Mastery and Force Mastery are the same, while Energy Mastery and Body Mastery are the same. However, I disagree that all four are the same.
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https://homecoming.wiki/wiki/Energy_Mastery_(Brute/Tanker) https://cod.uberguy.net/html/powerset.html?pset=epic.body_mastery&at=scrapper https://cod.uberguy.net/html/powerset.html?pset=epic.energy_mastery&at=tanker https://cod.uberguy.net/html/powerset.html?pset=epic.energy_mastery_brute&at=brute https://cod.uberguy.net/html/powerset.html?pset=epic.body_mastery_stalker&at=stalker No, they don't both get those two powers.
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NPC ally is attacking when Tide pool is cast
Rudra replied to Ridiculous Girl's topic in Bug Reports
Tide Pool: https://cod.uberguy.net/html/power.html?power=corruptor_buff.marine_affinity.tide_pool&at=corruptor Shifting Tides: https://cod.uberguy.net/html/power.html?power=corruptor_buff.marine_affinity.shifting_tides&at=corruptor Both are set to not notify enemies. So yes, they are meant to not be noticed by enemies.- 17 replies
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No, Force Mastery is a psuedo-Force Field set. Powers include Personal Force Field, Repulsion Field, Temp Invulnerability, Force Bomb and Force of Nature. Whereas Energy Mastery includes Conserve Power, Focused Accuracy, Laser Beam Eyes, Physical Perfection and Energy Torrent.
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LBD's Moderate Mastermind Makeover
Rudra replied to Little Big Demon's topic in Suggestions & Feedback
So stacking Barriers counts as part of a build now? MM pets can't survive even with stacked Barriers? I admit I haven't done many Hard Mode/Advanced Mode TFs, but that is more from time constraints than anything else. The times I've done them though? While I haven't done any 4-stars, my Ninja/Dark's henchmen survive. It gets difficult in some fights, and in other fights I wind up re-summoning off and on, but I've never found my MM relegated to poor version of Defender though. And we didn't even have Barriers running. (Edit: Sometimes you just need to shift the pets over to passive and order them out of the fight for a little bit. Then send them back in after you've had a chance to heal them or get more debuffs layered on the opposition.)- 36 replies
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LBD's Moderate Mastermind Makeover
Rudra replied to Little Big Demon's topic in Suggestions & Feedback
Are the posters being shouted down, or are they being given suggestions? Like @tidge said, no one is being shouted out. There are tips being given though. And MMs always were a complicated AT that required active monitoring and manipulation of their assets, so it isn't like anything being said about ways to deal with various situations are wrong.- 36 replies
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LBD's Moderate Mastermind Makeover
Rudra replied to Little Big Demon's topic in Suggestions & Feedback
I do feel the need to point out that even if a Tanker or other characters gets the aggro before sending pets in, melee preferred pets can still be cut down by AoEs pretty easily depending on the enemy. Though I do very much agree with your post. If you managed to get your pets to 100% defense and 90% damage resist, then they should have very little difficulty avoiding hits and should be able to survive those hits they fail to avoid long enough for you to heal them if you have heals with ease. And if you are doing that without Force Field or Sonic Resonance, I would very much like to see your build so I can see if I can apply your approach to my own builds.- 36 replies
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LBD's Moderate Mastermind Makeover
Rudra replied to Little Big Demon's topic in Suggestions & Feedback
Just for clarification purposes, all MM Henchman tier pets are lieutenants. The T1s, the T2s, and the T3 are all lieutenants. Though I do acknowledge that the specific tiers themselves are listed as Minion, Lieutenant, and Boss in things like City of Data.- 36 replies
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We are once again asking about Mastermind pet customization
Rudra replied to JetMalakai's topic in Suggestions & Feedback
If you are talking about Hard Mode/Advanced Mode content, that was added specifically because content like that was asked for. And incarnate content isn't exactly normal game content, just like Hard Mode/Advanced Mode. The bulk of the game has gone unchanged for difficulty since the game was first launched, and when the game was launched, it was balanced around TOs at low levels, DOs at low to mid levels, and SOs for the rest. -
The only thing I have to say about Cursed Weapon is the same thing I had with Magic Blast. Cursed weapons are limiting in theme. Add in that a cursed weapon will impose negative effects on the wielder, and again my request is to use something less restrictive for players to use even if it possesses all the original intended animations. (Just don't make it actually cursed or the set will never see use outside of niche characters their creators want to suffer negative effects with.) The only thing I have to say about Packed Heat is to correct you about temp powers not really being able to be kept. That depends strictly on the temp powers in question. Though in this case, it would likely go away after so many charges just as you are saying. I have nothing to say about the epic pools themselves. More options for players are a good thing in my book, they just need further development to know more about what you as the author intend from them.