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Rudra

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Everything posted by Rudra

  1. Once targeted, it doesn't matter where you are with your teleport as long as you are in range. Hence my question. So unless the teleporting Freaklok work like the Rikti Headman Gunman, which they probably do, I haven't encountered them yet on that arc, they should not be able to teleport out past the fence. If they can teleport like the Rikti Headman Gunman? Then maybe teleporting Freaklok should be disabled on that map. However, that still leaves the quandary of the Freaklok Disc Jockey, which can fly but not teleport, causing the same problem for others. And it is because of the Freaklok Disc Jockey that I don't think they are escaping from that side of the fence but that Freaklok already on the player side of the fence are erroneously being flagged as hostile to the point of being targetable, but still possessing their ally flag preventing them from being even attackable except by indirect means which did no damage, which was the problem most often reported for this incident on that map.
  2. Did you do so through the fence or were you flying at map height limit near the fence when you did it?
  3. This part I disagree with. (Edit: If you want to give the beast handlers war cries to buff the other Warriors? Okay. The animals doing so? No, it makes no sense to me.) (Edit again: And if you are wondering why I disagree? It's because the Warriors aren't berserkers or other type of combatant that should be swayed by essentially a combat trained pet being loud.)
  4. Something on Beta then? Okay. Thanks.
  5. law of the west.mp4 (Sorry, bit of an odd mental state right now.) Edit: law of the west 2.mp4
  6. The Physique slider does the same for all three character models. It increases/decreases muscle mass of the male, female, and huge characters. Now if you want a muscled appearance like the male and huge models have, then you are asking for a new female model to be added, not a new slider. (Edit: That, or you are asking for a muscled texture like the barbarian costume pieces have for each of the with skin options.)
  7. bdc391b1-9d8c-4817-984d-6d0cedf45d97.mp4
  8. You are fighting a friendly. Yes, it shows as hostile, but the Freaklok are your allies on that map. And you can't hurt an ally. That's the bug. That something, maybe a confuse effect, is flagging a Freaklok as an enemy even though it is still an ally.
  9. Isn't the Wisp Overlord like twice the size of any character? So its model won't have costume pieces/details in the same relative position as your shorter character since your actual costume is linked to your character model's appropriate costume slots. (Edit: And since you are using costume pieces in costume slots the Wisp Overlord has nothing assigned to, your costume pieces are showing up where they are supposed to on your character.)
  10. Very old game. Notorious spaghetti code. I don't know if this can be done or not.
  11. To be fair, it doesn't look like anyone is disagreeing with you to me. So there is that at least. Everyone seems fine with the option being added.
  12. There are few things as fun as doing nothing while waiting for the Tanker to grab the entire map and bring them to you. (Edit: For clarification, please note that I am being sarcastic.)
  13. Correct, it ends with 2 bosses and an EB. https://homecoming.wiki/wiki/Old_Positron_Task_Force#Protect_the_substation
  14. Or you can take a step back so the cone's width where the enemies are is big enough to catch all three. Or shift to a side and position them to be in the cone.
  15. Maybe because they remember how it used to work, like how some of them have already said, and don't want it to go back to that? There is a reason the aggro limits were added. So I doubt you will even be able to convince the devs to give an option of getting that back.
  16. If memory serves, this was explained as the mission loading the character model, but any costume detail/option that is not part of that character that your character has is retained since there is nothing replacing it. So for like tails, since the characters the game is portraying lack tails, if your character has a tail, it remains because nothing overrides it. Unless a different body than your character is used? So going from female to male or huge, going from male to female or huge, or going from huge to female or male will successfully replace all options for being a different body, so it only loads the correct details for the character?
  17. If my 1st post wasn't clear enough, then here, I'll present a version of the set I can accept. +18% melee defense +21.625% Defense debuff resistance (not enhanceable) +20% smashing resistance +20% lethal resistance +15% toxic resistance +187.4 max HP +18% ranged defense +18% AoE defense +5% ToHit +300 feet Perception Mag 12.975 Hold protection Mag 12.975 Stun protection Mag 12.975 Sleep protection Mag 12.975 Immobilize protection +43.25% END drain resistance (not enhanceable) +43.25% REC drain resistance (not enhanceable) +25% Recovery 21.625% Defense debuff resist (not enhanceable) Mag 10 Knockback protection (not enhanceable)(edit again: replaces effect) Mag 10 Knockup protection (not enhanceable)(edit again: replaces effect) 20% Endurance discount (not enhanceable)(edit again: replaces effect) (still a click power) +7.5% all damage (not enhanceable) +4.25% all damage, per enemy in radius, max 10 targets (not enhanceable) -3.5% ToHit, all foes in radius +8% fire resistance +12.5% cold resistance +12.5% energy resistance +12.5% negative energy resistance +50% regeneration Self rez +100% HP +50% END +30% damage (for 30 seconds) Debt protection (for 90 seconds) Untouchable as per self rez +150% regeneration (60 seconds) +25% melee defense (60 seconds) +25% range defense (60 seconds) +25% AoE defense (60 seconds) +80% damage (30 seconds) (not enhanceable) 300 second recharge, unaffected by recharge (Edit: If you want better or more buffs, then I'm adding a crash to compensate.) Totals: Melee defense: 18% (43%) Ranged defense: 18% (43%) AoE defense: 18% (43%) Smashing resist: 20% Lethal resist: 20% Fire resist: 8% Cold resist: 12.5% Energy resist: 12.5% Negative Energy resist: 12.5% Psionic resist: 0% Toxic resist: 15% DEFDebuff resist: 43.25% ToHit: 5% ToHit Debuff: -3.5% Perception: 300 Regeneration: 50% (200%) Recovery: 25% END discount: 20% Damage: 50% (130%) KB resist: 10 KU resist: 10 Mez protections: 12.975 END drain resist: 43.25% REC drain resist: 43.25%
  18. Yet another invisible object on a Rikti map. Zone/Mission: SmoothCaves-Rikti_45_Layout_07 Position: [325.7 0.0 478.5] Edit: It actually has two.... Zone/Mission: SmoothCaves-Rikti_45_Layout_07 Position: [256.0 0.0 916.4]
  19. That's a bit much. Either the progressive recharge reduction or the progressive buff/debuff buff, but not both. With the recharge reduction, you can already bring more of your abilities into play to make up for the team being in a bad spot. (Edit: Including your attacks.) With the progressive buffing, your debuffs and/or buffs are of greater effectiveness, reducing the need for anything to be available more often. So while I understand your sentiment, I can only agree to one.
  20. You're missing the point. Look at the set in total. You have a 59.6% global endurance discount. That is better than a free level 50 END reduction SO in every power right off the bat. (Equal level SOs grant 33.3% END reduction, so you almost have two full END reduction SOs in every power before you slot any enhancements.) You also have a +68.25% recovery buff. So even before you get into enhancements, with the endurance discount, you have amazing staying power no matter what powers you pick and layer. Then you have up to 22.5% defense against all positional attacks. You coupled that with a -10.5% ToHit debuff without any enhancements factored in. So you've tanked other's ability to even hit you. You still retain a flat 15% base damage resist to everything except psionic damage so that even if you are hit, it isn't going to be that hard. And even if you are hit, you have up to a 200% regeneration rate before any enhancements and a heal. You start out with KB and KU protection, which other sets don't even get until level 10, if they even get it at all. You get a +65% damage buff from this armor set, and that is before the set's pet reduces the target's damage resistance. You still resist defense debuffs almost as well as Shield Defense does and you layer a regeneration debuff resistance on top of that. You also include a Perception buff to ensure you can ignore attempts to blind you. And then you include a pet that fights alongside you while also bolstering your character. Dark Servant has no attacks, just debuffs and a heal. Controller pets and Dominator pets don't bolster their summoner's own abilities. This is a do everything and do it all exceedingly well power set. Edit: And even looking at your provided table, which mirrors my list, your set does vastly more than any other set equally well, comparably to, or better than other sets. Without listing the pet and the attacks it contributes.
  21. The Defender shouldn't be the one tanking things until the team gets back on their feet. The Defender should be cutting loose with any buffs, debuffs, and/or heals (s)he/they/it were holding back on due to END cost/management to bolster the meat shields while further cutting loose with their own attacks. To that end, I am actually in favor of adding a progressive recharge reduction to go with the END reduction for the Defender's inherent, but not replacing the inherent.
  22. That may be your intent, but what you did was combine all the best traits of multiple sets without anything to offset it. You have Shield Defense pretty much in its entirety plus Electric Armor or Energy Aura's best traits. (Edit: While also throwing in a beyond incarnate global endurance reduction into the set. Not to mention a ToHit debuff aura that dwarfs even Dark Armor's Cloak of Fear and Willpower's Rise to the Challenge by several magnitudes.) And then you added a pet, that attacks your enemies, debuffs/knocks down your enemies, and buffs your character all at the same time. And I'm stuck sitting here wondering how you don't see that as grossly overpowered.
  23. No, I didn't. I left off any and all teammates. I am doing a straight set to set comparison without regard to whether on a team or not. (Edit: Just what the set itself brings to the character.) It is still a pet. That means the character is effectively launching 2 attacks at a time, 1from the character itself and another from the pet. That boosts your damage output regardless of whether it is doing ST damage or AoE damage. That is what makes MMs dangerous, are their henchmen class pets which are still weaker than the Controller and Dominator pet class pets. For an AT, say Scrapper, that already does excellent damage on its own. And then you still have the pet fortifying the character's damage output passively even further boosting your damage while also reducing the target's damage resistance to all damage types even further boosting your damage output. And you get that benefit on top of anything you may slot to add -damage resist to your attacks or that is already built into your attacks. This is a proposed armor set, a pet has absolutely no place in it. Especially not when it also outperforms MM, Controller, and Dominator pets. And it only has a 50% uptime from recharge?! Crab Spiders, as an Epic AT, have a 900 second recharge with 240 second of use for Call Reinforcements and a 600 second recharge with 240 second duration for the Spiderlings. Underling class pets, not even pet class. And this armor set has their pet available out the box far more frequently. You don't even need to focus on building recharge into the pet to make it perma. Hasten + 1 recharge generic IO gets you below 120 seconds of recharge on a 120 second duration pet. Or just some global recharge reduction from procs and set bonuses + a pet set gets that done. (Edit: Which lets you boost the pet's capabilities or simply ignore it for being perma and focus on your other abilities.) Your argument that the pet in this set is bad is like arguing that the nuke in a Blaster's set is bad. This pet is available for Scrappers, Stalkers, Brutes, Tankers, and Sentinels as part of their armor set. And it is there at zero cost to the character in regards to that armor set's capabilities. It actually fortifies the armor set's capabilities while also fortifying the characters' damage, regeneration, and defense. And all it does is cost the character half its heal. A heal that it does not even remotely need because of how high the set's defenses are before you even get to the armor set debuffing every enemy in melee range's ToHit by -10.5% before enhancements. This set is untouchable. And on the off chance the set is hit? It still has equal armor to Shield Defense plus 200% regeneration and a heal. And the pet is adding to 3 of those elements beyond having 3 attacks of its own and also being evasive to all positional attacks. And with that, there is no point to discussing this with you. You obviously want OP sets.
  24. This isn't really a helpful post in general, but this is a repeating pattern in your post - if all you're doing is restating the effects without actually explaining what's wrong, there's pretty much no way the poor guy's going to know what they actually did wrong. Then allow me to clarify. This is a T1 power that boosts melee defense, protects against all KB/KU until late game, resists defense debuffs, and boosts all the character's speeds. It needs to at least lose the speed boost, though lowering some values would also be appreciated. It's hardly token. Except for S/L, Invulnerability only grants +10% damage resist at base value. This set gives +15%. With MUCH better defenses. Before you even get to the pet boosting defenses. Actually, yes, I am. +1,500 feet of Perception puts this armor set beyond absolutely everything else that can be found in the game. Even if you combine powers that add +Perception. This armor set is immune to blind effects whereas nothing else is. That the author meant +300 feet, makes it more palatable. You still have the heal, plus you have the ability to heal your pet without having to dip into the Medicine pool. Which is something my Dominators wish they could do. You lose half your healing from that one power because your pet gets the other half? Oh no. Since this set can easily be built for max defense and higher resists except for S/L than Invulnerability, not getting a full heal, which is still more healing than some sets get (Shield Defense, Super Reflexes, and Willpower), is hardly a loss. Edit: As for the pet itself, it has a DoT to go with its main attack, it reduces target's damage resists, and it knocks down enemies. On top of boosting your damage, before the -damage resist effect, boosting your defense, and boosting your regeneration. That is hardly a "not even good" pet. Edit: And if you want to compare it to Shield Defense? Then here you go: SD WI (with pet) Melee Defense 20% 22.5% Ranged Defense 20% 22.5% AoE Defense 20% 22.5% Smashing resist 15% 15% Lethal Resist 15% 15% Fire Resist 15% 15% Cold Resist 15% 15% Energy Resist 15% 15% Negative Resist 15% 15% Toxic Resist 15% 15% Psionic Resist 0% 0% Regeneration +0% +200% Recovery +0% +68.25% END Discount 0% 59.6% Damage +65% +65% Perception +0 feet +300 feet ToHit +0% +5% ToHit Debuff -0% -10.5% Damage Debuff -7% 0% Mez Resists 12.975 12.975 DEF Debuff Resist 56.23% 43.25% Regen Debuff Resist 0% 20% Recharge 30% 0% Movement +0% +unstated higher than 0% Attack Pets 0 1 Heals No Yes Limited Attack Sets Yes No And you still think the set isn't OP? It stomps Shield Defense.
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