Rudra
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Everything posted by Rudra
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You have a fundamental misunderstanding of boomerangs. Outside of TV and movies, I have not seen a boomerang actually come back back to the thrower's hand. They return for easy retrieval though. And it doesn't matter if the boomerang hits a large object or not. If it hits something, it stops or has its flight path violently altered. You can clip a stick with a boomerang and it loses the ability to return. That's a real world boomerang. Now a comic boomerang, or a cartoon/anime boomerang, or any other fictional boomerang? Yes, those always return to the thrower's hand. Often even after critically smacking some massive beast up its head. Those are called throwing sticks, not non-returning boomerangs. It is more appropriate to think of a boomerang as a (semi-)returning throwing stick than to think of throwing sticks as non-returning boomerangs. I don't have an issue with a boomerang set. However, it looked like you needed some education on boomerangs and throwing sticks.
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You know, if you have the safe space to rest, you can just dismiss your critically injured pets and summon new ones. They will appear fully healed.
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Zone/Mission: IOM_PRAETORIA_RUINED_CITY Position: [-1447.7 252.0 3208.4] Cross-barred girders are floating in mid air.
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kheldians My hopes for the Kheldian Rework - PeaceBringer
Rudra replied to Laucianna's topic in Suggestions & Feedback
They were definitely that too. That's their massive list of 14 primaries, one of which granted an additional 4 powers automatically if selected, and 13 secondaries, one of which granted an additional 6 powers if taken. You can basically build them to do anything/be anything. That is part of their being a challenge AT because there was just so much to pick and build from. If the player has a good understanding of the game and what the powers the Peacebringer offers do and how best to utilize, enhance, and combine them; then you had an extremely versatile and powerful character. Your reward for understanding the game so well. (Edit: On an original Positron TF, our team was struggling to clear it and most of the team quit leaving just my character, another standard character, and the Peacebringer. The Peacebringer took lead and [slowly but surely] got us through the TF where none of the rest of us could keep up. So if you can figure out how to build and employ them, Peacebringers are massively capable. The challenge is figuring out how to do so.) -
kheldians My hopes for the Kheldian Rework - PeaceBringer
Rudra replied to Laucianna's topic in Suggestions & Feedback
The Kheldians were meant as a challenge AT when they were first introduced on Live. You had to prove you understood the game by getting at least 1 character to level 50, you faced special enemies that only showed up for your character and did untyped (and therefor unresistable) damage, you were given a lot of power choices to sort through to develop your character, 2 of those power choices granted additional powers while still limiting you to the same number of enhancement slots as everyone else so you had to know how to prioritize powers for enhancement and to what degree, and your capabilities were automatically improved/altered depending on your team's composition. (So yeah, teaming was very heavily recommended to help deal with your special enemies and improve your character capabilities.) -
Really weird bug. I got the mission to rescue the Rikti general from Dark Watcher through Ouroboros. Got to the mission door, clicked it, then the screen went black as I got to continue listening to the Vanguard FOB defenses blazing away in the RWZ. After a few minutes, the screen finally comes back, my character is inside the building at the FOB in the RWZ, but not in the mission, not able to move, and clicking the door just gives me the busy icon for a while before going back to the click the door icon. (Edit: And apparently I can't log off the character.... Forcing game to close to see if that fixes it.) Edit again: Game crashed itself out before I could force close it. That fixed it,
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Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
All I am saying is that MM pets are already equal level to the MM in incarnate content including incarnate zones. I was correcting @Videra's post. What does that have to do with MM pets outside of incarnate content? -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
In incarnate content, the MM pets are the same level as the MM. If you are a 50+1 MM, then your T1s are level 48+3, T2s are 49+2, and your T1 is 50+1. If you are a level 50+3 MM, then your T1s are 48+5, T2s are 49+4, and T3 is 50+3. (Edit: And if you aren't incarnate yet? Then in incarnate content, including incarnate zones, your T1s are their level +2, T2s are their level +1, and T3 is your level.) -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
I don't know what to tell you other than what I already said about reporting it as a bug. I have never seen MM pets go away because the MM leveled up by any means. Not from gaining experience and not from joining a higher level team. MM pets are not supposed to go away just because the MM is now a higher level, because doing so leaves the MM vulnerable during normal game play. The only time I see MM pets just go away is when the MM finds himself/herself/themselves/itself now suddenly lower level than when the pets were summoned. And if you zone after leveling up while still having the now lower level pets, they automatically upgrade to your new level. (Edit: And they do so because the game spawns brand new pets every time you zone with active pets. Which is why pets go away if you are leveled down for any reason. Because the game can't just spawn new pets in the zone, the pets are now higher level than the MM and probably the mission, so the pets are removed pending being summoned again by the MM.) Edit again: Even the linked thread said it was not consistently happening, only being triggered at a specific level difference. -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
What level were you as part of the league, what levels were your pets as part of the league, and what were your respective levels when you left said league? Because on Hamidon leagues, monster leagues, and ToT leagues, that has never happened to my MMs unless my MM's level dropped below the pets' summoned level. Same with my friends who play MMs. -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
They're talking about when you join/exit a league or the team order gets shuffled and the leader changes. Your pets instantly explode when they are forced to change level like that and you are forced to resummon and re-buff them. I understand that, however, I have never seen my pets get unsummoned, dismissed, explode, disappear, or otherwise go away in any capacity when I join or leave a team or league unless doing so levels me down below the level at which I summoned the pets. Pets only go away (outside of combat or being dismissed) if the MM's level drops below the correct level for the pets to exist. If the MM joins a group or gets shuffled to a different team while on a league and finds their level going up? The pets do not go away. They remain at their summoned level. (Which necessitates re-summoning them, yes, after you dismiss them yourself, in order to bring their combat level up to the MM's higher combat level.) -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
For the most part, I agree with you. Learning how to control your pets and then actively doing so goes a long way to 'fixing' a lot of the problems I hear from others about MMs. However, there are enemies that insta-kill all your pets in 1 go and can do so with multiple powers unless your pets are out of range. And for beasts and ninjas? That isn't really an option. Usually when that happens, I either just re-summon and keep going or run away if re-summoning isn't an option, typically because a random sneeze anywhere within the country will finish killing my character at that point in time. However, sometimes you're fighting an enemy and while your MM can keep his/her/their/its HP at a good spot, the pets are being massacred wholesale on a constant basis. Ranged MMs can just pull back and summon at a distance, ordering pets to stay at that distance, but melee MMs, the ninjas and beasts, have to keep their pets in melee to do damage to the target. And those melee pets keep getting obliterated with every attack from said target. (Yes, you can order ninjas to stay at a distance too at a hefty cost in their damage, but beasts lack ranged powers outside of the T3.) So your MM is stuck just constantly hitting summon powers, not even upgrading, just summon T1s, now T2s, now T1s, now T3, now T1s, now T2, ad infinitum. On a team this is more manageable because the MM can choose to focus more on using their own attacks and their secondaries to support the team, occasionally replacing their missing pets. When solo though, this makes some enemies extremely annoying to deal with. -
How about boombox emotes where the character's dance reflects the selected music choice?
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Player skin colors to match "tights" clothing colors
Rudra replied to Idiotfool's topic in Suggestions & Feedback
Again, this is an age 13+ game. If you really want to play a naked female, I'm sure there are other options out there besides trying to bring it into a game where 13 year olds play. -
RWZ Base rework has done more harm than good...
Rudra replied to Shin Magmus's topic in Suggestions & Feedback
Just so you know where they are, one of the fly/jump/teleport up points from the base to the RWZ is in the bay area behind the quartermaster. Go through the now open gate and proceed to the right back from there. You will see the open platform area above you. The other spot is in the motor pool area, also basically in the back right from where you enter from the hall. Then there are the stairs and the Vanguard portal that was always there like you said. Hope this helps. -
Kind of. The start of the OP is a complaint as mirrored in the now locked thread. The rest of the complaint is about a bug that has been reported about by others and would have been known by the author after a quick search.
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I don't have to report bugs twice, to support and here
Rudra replied to temnix's topic in Bug Reports
Support tickets also have a much lower character limit than the forums, so you can go into greater detail here. Further, there can be a running discourse about the problem to help find a solution on the forums, which you can't do on a support ticket. -
I don't have to report bugs twice, to support and here
Rudra replied to temnix's topic in Bug Reports
If Support is sending you to the Bug Reports forum, it is so the devs can see the bug. Odds are, you are getting a GM with a support ticket. And GMs have as much ability to facilitate bug fixes in the game as the rest of us do. Edit: Also, this should really be on the Suggestions and Feedback forum. -
Player skin colors to match "tights" clothing colors
Rudra replied to Idiotfool's topic in Suggestions & Feedback
Those underwear characters are using swimsuits to portray that. Swimsuits are acceptable for teens. Nudity is not acceptable when it comes to young teens. (Females have bikini options, not underwear options. While males have bare as an option for their bare legs, not underwear option.) Edit: And for those that want to say 'but labeaux thong and carnie bottoms'? The labeaux thong is an alternate bottom option for the labeaux top. (My guess is a second top that worked with the alternate bottom was going to be made but wasn't prior to shutdown.) And the Carnie bottoms are NPC proliferated options, one of which is meant to be used with the corresponding Carnie top but is not required to be. Something that was deemed to be acceptable for someone 13 years old to see whereas nude characters are not. -
Player skin colors to match "tights" clothing colors
Rudra replied to Idiotfool's topic in Suggestions & Feedback
The game is listed as a 13+ game, so there are teens as young as 13 playing. So of course you can't make a naked character. We've already had this discussion. -
RWZ Base rework has done more harm than good...
Rudra replied to Shin Magmus's topic in Suggestions & Feedback
I'm more or less fine with the additions. After I ran around exploring it, navigating it became easy. However, I do have two complaints about it as demonstrated by my previous post. The 2 hallways that lead past the infirmary blend in extremely well. It took me multiple passes to finally realize they were there. So making those hallways more easily identifiable would be nice. Also, the junction at the lounge is mismarked. There is a sign that says RWZ and points left, but if you follow it, you will never enter the RWZ itself because it takes you to a door that gives you access to the 2 portal rooms; one of which takes you into other zones and the other of which is a mission door. Edit: Also, just for awareness, there are now 4 entrances to the RWZ. 2 of them require you to go up directly under your own power. -
RWZ Base rework has done more harm than good...
Rudra replied to Shin Magmus's topic in Suggestions & Feedback
Adjust hall contrast so the 2 halls that run past the infirmary are much more noticeable and correct the arrow that says it shows the way to the war zone but actually leads to the Portal Corps portal. -
The Tsoo Ancestor Spirits were being absorbed by Mot. Just like the Circle of Thorns was. What helped the Ancestor Spirits were "anchors", places that had been reinforced against Mot's influence. And I'm not talking about the runic safe areas you can find in Dark Astoria. There was another place, that has an explore badge, that was resilient to Mot's influence and some of the Ancestor Spirits took refuge there. The Ancestor Spirits also had the benefit of their living Tsoo descendants like you said, who were also working to shield the Ancestor Spirits as desperately as they were shielding themselves from being devoured by Mot. (Edit again: Most of which was predicated by the Tsoo incarnate ink and the horrific practices that went into its creation. Hua Tov gives clues as does the explore badge. Basically, the Ancestor Spirits with the Tsoo survived by being shielded by the deaths of innocents while the Ancestor Spirits that found refuge were shielded by ancient protections predating the runic safe areas.) Like @ThatGuyCDude said, everyone that was devoured by Mot but not fully absorbed was released upon Mot's defeat. The weakest spirits Mot devoured would be absorbed, and thus destroyed, before Mot was defeated, so they would not have returned. The CoT on the otherhand had a hand in containing Mot since Cimerora even as disembodied spirits and so most likely were resilient to being absorbed after all that time. This would mean that the CoT would have been released with the other souls upon Mot's defeat. However, they would still be lacking bodies unless they were able to re-possess their possessed bodies. An unlikely scenario since those bodies would have been left soulless for the duration and so perished; unless those bodies were devoured as well as part of devouring the CoT spirits within them and so would have been kept as shells for their spirits even while they were contained within Mot. In which case the released CoT would have retained their stolen bodies. (Edit: You should keep in mind that before Mot's defeat, his power was no longer constrained to Dark Astoria and he was devouring most of the world in the last few missions. And those people all come back with his defeat.)
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Sure thing! Hmm.... ... ... ... ... .... Okay, I gotta say, you really need to pack more imps into your imp only build. 🤪
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ToHit debuffs are not worthless. They just shouldn't be a player's priority for buffing in their attacks. A ToHit debuff reduces the target's chance to hit by a flat amount. So using Dark Melee's -7.5% (since all but one debuffing attack has that value), you start with an equal level mob and its 50% base hit chance. We'll use a boss for its 1.3 rank accuracy. So that equal level boss unless it gets a ToHit buff from somewhere has 65% chance (50% + [30% of 50% =]15% = 65%) to hit your character. If you hit that boss with your Dark Melee attack which inflicts a ToHit debuff and not an Accuracy debuff, that 65% becomes 57.5% chance to hit you. (If it had been an Accuracy debuff instead somehow, then the boss' chance to hit you would instead be 61.25%.) The thing to keep in mind is that no one's chance to hit can ever be higher than 95% or lower than 5%. So if you manage to debuff that boss with -150% ToHit, his 65% becomes -85%, then clamped at 5% chance to hit. The clamp is not the mob's base accuracy plus minimum 5%, it is 5%. https://homecoming.wiki/wiki/Attack_Mechanics Edit again: Now enhancing the -ToHit of a support power like Darkest Night? That would be of much better use for -ToHit. With its -15 ToHit as a maintained toggle on the targeted enemy, you can get it up to almost -20% without even trying. For the example boss, that reduces his chance to hit you to 45%. Edit yet again: I think I have when accuracy is applied reversed. In which case the boss hit with Dark Melee would have a 55.25% chance to hit ([50%-7.5%]x1.3) and with Darkest Night (at 20% enhanced debuff) would be at 39% ([50%-20%]x1.3) chance to hit. Or unenhanced would be 45.5% ([50-15]x1.3) chance to hit. Regardless, ToHit debuffs are your friend. Especially since the enemy's chance to hit is further reduced by your defense before their accuracy is applied. Always with the 5% floor and 95% cap chance to hit you.