Rudra
Members-
Posts
7575 -
Joined
-
Last visited
-
Days Won
42
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Rudra
-
The Tanker's Gauntlet inherent power, which is the punchvoke ability (as well as a few other buffs), triggers when the Tanker attacks something. Brutes "pokevoke" is a much weaker version of the same power. They only taunt when the Tanker or Brute launches an attack. Tankers and Brutes also have auras that taunt enemies, but those auras do so because they negatively affect those enemies. So if the Tanker or Brute turns off their offensive aura so it stops negatively affecting the targets and they don't attack the pacified target, then the power should pacify that target just fine unless the target has sufficient Placate resistance to ignore it. If you do not have any auras active that affect enemies and you do not use an attack, then pacify should work just as advertised even for Brutes and Tankers. If it doesn't? Then you should probably be reporting it as a bug. If you are expecting pacify to work through a Tanker's or Brute's auras and attacks though? You're asking too much. It doesn't even work through other AT's attacks. You taunt a pacified target regardless of AT, and it will attack you. (Edit: The Tanker or Brute can also use Pacify to shut up a ranged opponent for a little bit without their punchvoke/pokevoke breaking it.) Now, all that aside, let's look at your suggested changes. If Pacify crashed the user's threat level to 0 for a few seconds, then that is time the target just stands there and does nothing while you keep smacking it. That is not how a pacify power is supposed to work. ... unless you're a CoT Succubus.... Player pacifies are meant to be broken whenever we attack or taunt the target. If you want the target to not fight back for a few seconds? Invest in Stuns and/or Holds. (Or, just have your Tanker or Brute break off fighting and pacify the target as they run away.) We have blind effect powers for that. And a blinded foe cannot fight back while you stand there murdering it. Which defeats the purpose of pacify powers. Player usable pacify effects are not supposed to let your character murder targets with impunity, they are supposed to get one or more targets to leave you alone while you hide or run away. (And if the Tanker or Brute wants to go hide or run away from a single enemy? They can pacify the target as part of their doing so. This won't break the pacify effect.) This won't change anything. If the Tanker or Brute is trying to leave the fight and pacifies the target, this just delays the pacification effect, reducing the effectiveness of the Tanker's or Brute's attempt to get away. If they are trying to pacify a target while fighting, then their very next attack or their active offensive aura is going to break the pacify immediately even if you try to time the pacification to occur after you just taunted the target by attacking or having an active aura.
-
I don't see this as a very high priority, however, I would like to point something out. Pacify is a Mag 3 ST attack with a 60 feet range. If there is a single foe that a Tanker or Brute wants to pacify, they can just take a few steps back and pacify it, they can jump back and pacify it at the same time, or they can simply stop attacking (including any offensive auras) and then pacify the target. If they want to sneak by something instead? Say to grab a glowie? Then they should invest in stealth powers instead of the ST Pacify.
-
But it does show your character hyper-extending their leg to hit the ground. Which would still require your character to near invert to do as a punch from the lowest hover height.
-
Okay, I have to ask. The amplifiers from START say they activate immediately when claimed and you cannot activate them if you already have one running. So do they actually stack? (Edit: And then I checked them in game, and it says you can buy up to 8 hours. So does all 8 hours apply immediately or do you have to claim one from your e-mail every hour? For clarification, the 1st place I checked was the wiki.) Edit again: Oh, and counter-argument: START is in Atlas Park, Mercy Island, Nova Praetoria, and Pocket D. I don't count the tutorials. On the other hand, your base portal can be found in every non-PvP zone and you can buy a power from START to access your base in any zone including PvP zones.
-
Frisbee and Snowball at least don't have tranquilizer dart effects.
-
Here's the problem with this idea. I've been in some pretty toxic gaming groups where people liked to make life as annoying as possible for various people. In one such group, their focus was on the team leader because he was trying to actually get us through the adventure the GM had us playing through. At least there we had a GM that could tell them to knock it off. The OP would enable such behavior in this game. Using a tranquilizer dart on your team or league leaders, stunning them for the sake of imposing a cartoonish tiny bird circling their head, can be used by players to stun their team or league leader even in combat. (Unless it was a resistible effect and they have a high enough mez resistance, but then players trying to use it will complain that it doesn't do anything.) (Edit: For clarification, they stopped when the GM told them he was going to kick them out of the gaming group if they persisted. So no, the GM didn't just let them keep doing so.)
-
To be fair, I've been hoping (at least for rocketboard) since during Live that those animations would be made.
-
That isn't really the issue. The issue is that for the rocketboard, void skiff, and magic carpet to be able to be used with the character's powers, then just like with Fly, you would need the correct animations for all the attacks to be made for those 3 powers. Jetpacks get away with it because they aren't adding anything to the character that gets in the way of existing animations.
-
Yeah... I wasn't happy with this in CO, so I'm pretty sure I won't like it in CoX either. Especially since you can just make a SG for your character, not invite anyone in, and design your personal base however you want already.
-
You're right in that it isn't a question of power creep. You still have to expend the same number of resources to get the time regardless of whether you do so all at once or refresh periodically. And I'm not going to lose any sleep if the devs decide to implement it. I just don't get what the problem is with renewing the buffs between TFs. Edit: Maybe I'm missing the point again, but there have been threads asking to make SG bases more... bear with me, I can't think of the right word, so I'm just going to go with central or noticeable, to the game. Well, we have empowerment stations we can have in our bases. And we can have more than 1 of them. So why not use the time rallying between TFs/SFs to pop into your base, maybe even talk your team into joining you inside, and everyone refreshing your buffs before the next TF/SF?
-
Resistance players cannot 'teleport to contact' to Talos
Rudra replied to Losc's topic in Bug Reports
Because as per how the Resistance members are treated as heroes for the Pocket D Spring Event missions, and because the game only has 2 actual alignments with additional flags to try to incorporate the other alignments, the game thinks you are a hero for the purposes of Mistress Eva being available to send you to the Praetorian zone of First Ward would be my guess. -
Resistance players cannot 'teleport to contact' to Talos
Rudra replied to Losc's topic in Bug Reports
That's because, other than the game glitching into locking you into one contact and giving you a way point to a contact that isn't in the zone, it is working the way it is supposed to. As a Praetorian character, you are not permitted into any zones that are not Praetoria or Pocket D. Talos Island is off limits to you until you complete the mission that sends you to Primal Earth as a hero or villain. Just skip Mistress Eva and go talk to Doorman directly to access First Ward. ( Edit: As for your problem at end of post, log off the game, clear your system memory to be sure afterwards, then log back on.) -
It's not even a speed run thing. It's been a while since I did most of the TFs, but even solo I can clear all the TFs I do at around an hour. And that is fighting through everything. (Edit: And no, I don't turn down the difficulty to expedite them. My MM typically runs them at +2/x3 or +0/x8.) Okay, you got me on Synapse, he sucks. Dr. Aeon though? Just on a regular mode run? Is not even 90 minutes. Even if you fight your way through the missions. My most online friend and I ran Dr. Aeon at 1-star Hard Mode (and previously at regular difficulty), and with both of us being limited to an hour of play time, it didn't take us an hour to fight our way through the maps.
-
Masterminds' henchmen upgrades should be autopowers
Rudra replied to temnix's topic in Suggestions & Feedback
Funny. I'm the same way. -
It gets suppressed on players rather than de-toggled now.
-
What TFs take longer than an hour or 90 minutes any more? Even Quaterfields aren't that long any more.
-
I find myself in agreement with @Clave Dark 5. Empowerment station buffs already last 90 minutes. And you can dismiss the buff any time you want before then, so if you have been using 1 (or more) for a while and are worried it is going to wear off soon? Pop in your base, dismiss them, and craft new ones.
-
If I remember correctly, this was implemented because the Tyrant solo mission where he fights a massive Arachnos force just before the Magisterium iTrial was breaking people's computers and not running because of all the mobs the game was trying to render, and the computers not being able to process it.
-
Usually when a person quotes someone else's post like your post looks to be, the quoted post is retained so readers know what you are talking about rather than it looking like you are trying to make it seem as if the quoted person said something (s)he/they didn't. If you just want to reference someone? You can just type @ followed by their forum name, and their name will be highlighted and they will get a message telling them they have been mentioned. (Edit: Because you chose to delete the quote you chose to insert your own comment into it, my quote of your post is blank because your post does not have anything outside your "quote", so the forum gives a blank quote for there not being anything there.)
-
Containment should not be changed to benefit the rest of the team because it would exacerbate how quickly teams can already devour mobs. (Edit: Especially on GMs since they just got buffed to slow down how quickly they are eaten alive. This would undo that.)
-
Masterminds' henchmen upgrades should be autopowers
Rudra replied to temnix's topic in Suggestions & Feedback
The devs have already said they won't do this. Also, if you need to upgrade some of your pets but not all of them? Upgrade any of them and the ones that need it get it. It doesn't even ahve to be one of your MM primary pets. Any pet, including the Dark Servant or a combat NPC you are escorting, works as the target, and all of your not upgraded pets will be upgraded (unless they ran out of Supremacy's range). -
π₯§πππ§π¦π£πΆοΈπβ ββCuisine Affinity
Rudra replied to Purrfekshawn's topic in Suggestions & Feedback
You're off by 7 days. Entertaining though. -
Yeah, given how things already break in this game, I don't think that is feasible. Like you said, standard code rant.
-
Seriously? Let's set aside Gale for now since most people seem to not like KB. Storm Defenders get: Snow Storm: This power slows the movement rate and recharge rate of enemies within its radius with a base -62.5% effect that can be enhanced. Slower attack rate means you and your allies aren't getting hit as often. So you're less likely to suffer defeat. Steamy Mist: Aside from the stealth effect this power grants the Defender's team, it also improves their defense against all attack types and improves their resistance to fire, cold, and energy damage. It also grants the team a Mag 8.65 protection against confusion effects. Freezing Rain: This handy dandy little power does a little bit of damage in area for a sustained duration. It also slows enemies' movement and recharge rate just like Snow Storm does. And the effects stack last I checked. Even better? It also near murders enemy defense and damage resist values. Hurricane: This power is one people like to hate on. Slot it with a KB to KD convertor though? And all you have to deal with as a negative is its repel effect. Which is only Mag 1. Otherwise? It reduces affected enemies' attack ranges by 75%, forcing them to stay as close as the power allows to hurt you and your team, making it easier for the melees on your team to crush them. Thunder Clap: I'm not a fan of this power and the others like it, but at a Mag 2 Stun effect, it can help stop some enemies from being able to attack for almost 15 seconds. Tornado: I don't know anyone that hates on Tornado. Especially if slotted with a KB to KD convertor. Keep all the baddies sitting on the ground while the tornado and your team chews them up? Sounds good to me. Lightning Storm: The signature power of the set, this power lasts for a whole minute and each of its lightning blasts has a range of 100 feet with a 5 feet effect area centered on the struck target, imposes a 5 second Mag 50 fear effect (though this can also be a negative depending on whether the targets just cower for those 5 seconds or try running away), slightly reduces their END value, and has a chance to reduce their recovery rate by 100% for 4 seconds. So how is O2 Boost the only power in the set that 'can truly help the team directly'?
-
Ask a dev, I don't remember the specifics. All I remember is that the game cannot handle accessing things like the AH from inside instances. And SG bases are all instance maps just like mission maps.