Rudra
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Everything posted by Rudra
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For the same reason why you can't just use /AH from inside your base. The AH cannot be accessed from inside instances. If you want to have access to the AH and a crafting table at the same time, use the crafting tables in the Vanguard base in the RWZ.
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Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
Set them to Stay while in Aggressive. They will maintain range and just keep shooting. I do this on ITFs for instance so the crystals don't kill off my pets when they explode. You're entitled to play however you want, and I personally am also almost always in Bodyguard Mode. (Though I often break Bodyguard Mode to direct my pets to focus on key targets in several fights.) And I also lend my own attacks to my pets to expedite dropping targets. However, as a matter of opinion, I disagree that MM pets are useless. Just positing my opinion on the matter in contrast to your own. -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
I have to disagree. MM pets do fine for damage. My MMs are doing most of the damage when I'm running around with my friends, and when they run an MM instead and the rest of us are not, it is typically just Blasters and Scrappers outdoing the MMs for damage. Pump up the pets' damage and the MMs will outkill everything on the map. The thing that mainly keeps MM pets from just obliterating everything is that when you have all 6 pets and are running at +0 difficulty, the enemies are +2 to your T1s and +1 to your T2s. And as enemy levels go up in relation to your MM, those differences ramp up. So your pets hit less often than your MM character or any other AT. Especially if you find yourself on a +4 non-incarnate team so your T1s are trying to hit +6 enemies and your T2s are trying to hit +5 enemies. That is what mostly slows MM pets down, not their damage. (And that is why calls for improving MMs most often revolve around keeping pets alive.) -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
Sorry, I should have commented on this sooner. The devs have already said they will not do that. -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
If your pets are dying because you leveled up and not from enemy inflicted damage, you need to report it as a bug. The only time your character changing levels causes them to go away is when you level down. If you level up, they just remain at their current level until you re-summon them or zone. -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
Jamie Madrox, eat your heart out. It's the new Infinity Engine. If you can't beat them, bury them under a sea of pets. 😄 -
What damage aura are you talking about? Need more information to try to help you or verify bug. (Edit: The only electric aura I see for Blasters is Dynamo, and it does not have an endurance cost. And if a power does not cost endurance to use, it can't slot enhancements to reduce its endurance cost.)
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Is there any reason that enhancement combining can fail?
Rudra replied to Monos King's topic in Suggestions & Feedback
Yes, in D&D and Pathfinder, no matter how high your crafting skill is, if you roll a 1, you botched whatever you were crafting. However, players can offset that by taking 10. I kind of have to agree with @Greycat on the matter. However, I am also of the opinion that something can be made available in the game to improve your chances of a successful combination. Even CO had catalysts that you could use as part of your creating (merging 3 into the next higher tier) to reduce the chance of failure. -
I can definitely see option 2. While Manticore has always been a bit ruthless, he is also a proven and valued member of the Freedom Phalanx. So they aren't likely to kick him out. Not just for being the vigilante he already is in game, alignment notwithstanding.
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Info for the Assault Bot says " Only a the most insidious Mastermind could construct such monstrosity. Cold and relentless, these Bots obey only one voice, and will execute any order without hesitation." That first "a" should not be there.
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Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
Yeah, you're trolling. Yes, MM pets have lots of open areas in their defenses. That is intentional. However, we can improve the resists and defenses they get. That is an improvement. That is a buff. (Edit: Also, I don't use boosted IOs. I use attuned ones. And my numbers are pulled from City of Data. If you want, I'll log on my MMs and pull the data from in game.) Edit again: Well, you are correct. My math is off. I checked my main bots MM, and dropping the +30% from the procs, they get +40.29% rather than 40.26%. (Except for the Assault Bot. The Assault Bot is at 50.36% before the +30% from the procs.) -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
All MM bots get +25% damage resistance from Equip Robot. That damage resist becomes 40.24% with that +60.96% boost from slotting Equip Robot. That is an improvement. Their damage resist is more powerful. The fact you refuse to acknowledge what the moved defenses and damage resists let you do with your MM pets tells me you are trolling. I agree that MM pets still need help. However, they have been buffed with that defense/damage resist move to their T1 upgrade no matter how much you scream otherwise. Edit: And ninjas go from 18% AoE defense and 13.5% ranged and melee defense to 30.933% AoE defense and 23.2% ranged/melee defense. -
BASE LOVE PLEASE: Tailor are under-capable. Can we please fix it?
Rudra replied to chuckv3's topic in Suggestions & Feedback
I was unaware of that change. Thanks. Then yes, the base tailors need to be updated to match. -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
Yes. I would call it a worthless buff, but it would still be a buff. MM pets became enhanceable for their defense or damage resist depending on set. That is something that could not be done previously. So yes, that is a buff. Except that MM pets did pick up more survivability. Bots for instance, can now have their damage resists enhanced. My bots MMs for instance, have their bots' damage resists improved by 60.96% from slotted enhancements. Something that could not be done before. My ninja MM has the ninjas' defense boosted by 71.85% from slotted enhancements, something that could not be done before. That is an improvement. And yet, my pets die just as fast in incarnate content as they do outside of incarnate content. So by your definition, that is not a buff. And we both agree it is a buff. Check the damage your bots take without damage resist enhancements slotted and with damage resist enhancements slotted. Your bots can take more damage if you slot their upgrade with damage resist enhancements. It's just like how if you run around with your MM not in Bodyguard Mode you won't notice any major change in the damage you take just because you took Tough. You're still going to get mauled by most enemies doing Smashing or Lethal damage regardless of whether you have Tough or not unless you use Bodyguard Mode. Except your pets don't have a Bodyguard Mode to protect them. More crippling for them is that if you are in Bodyguard Mode, your pets will take both their damage and a portion of your damage, and that double hit is going to hurt even through their improved damage resists even with enhancements even for bots. Agreed, just like how the pet upgrade powers becoming an apply to all pets instead of just one pet per use was a massive buff/improvement for MMs. Not arguing that either. Regardless of whether you think it is a buff or not, it is a buff. If you had instead argued that you thought it was an insufficient buff rather than it not being a buff at all, we wouldn't be having this debate. Because then you would be arguing your opinion and I can't impose my opinion on you. However, you instead chose to say that the obvious buff, regardless of whether you think it is sufficient or not, is not a buff, and the whole point of its implementation was to buff MM pet survivability. -
Player skin colors to match "tights" clothing colors
Rudra replied to Idiotfool's topic in Suggestions & Feedback
The problem with that is the skin palette does not differentiate between body locations. (Edit: Character costumes have 2 palettes: the costume palette and the skin palette. What palette is pulled up is dependent upon whether you have selected the Skin tab or not.) -
BASE LOVE PLEASE: Tailor are under-capable. Can we please fix it?
Rudra replied to chuckv3's topic in Suggestions & Feedback
We only have access to the tailor NPCs. What you want are the surgeons the tailors have. -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
You've lost me. First, there is an improvement. My bots for instance can take more hits before they die. (My ninjas on the other hand still like to block enemy attacks with their faces instead of make use of their improved defenses. However, they do still more or less survive better with their enhancement improved defenses.) There is a bug where the enhancements don't always apply to the pets, but that is a bug the devs need to fix and is something they were aware of when they made the change. Edit (for missed second half of thought): And second, how and where did I contradict myself? -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
Nah, I'd more argue that is a pointless buff or completely ignorable one. (Edit: Or a giant middle finger to the players buff.) -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
A buff is an improvement. A manifest change can be a buff but can also be a redesign. Your definition is irrelevant because it does not match up with what a buff is generally understood to be or is defined as. MMs have gotten 2 buffs so far. The pets get combat level shifts up to the MM's incarnate level while within Supremacy's radius in incarnate content, and their defense and damage resist can be enhanced which previously they could not. Those are buffs. No matter how much you close your eyes and cover your ears screaming la la la you can't hear me. That MM pets need further buffing is not in contention. With me at least. Your declaration that MMs have not gotten any buffs however, is. -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
To buff something in the game is to make stronger, better, or more effective. (Edit: In other words, to improve it in some fashion. And the improvement in this case is that having moved the defense and resists to the T1 power, now it can be enhanced. It now being enhanceable is a buff.) Whether you like the buff or not does not change that it is a buff. If you choose not to take advantage of that buff, that is on you. However, you cannot simply choose to say something is not a buff because it does not meet your preferred levels of achievement. So no, I am not going to let this go because you were arguing against @PeregrineFalcon that the buff the devs implemented is not a buff whereas it very clearly is. That you are not satisfied with it does not change what it is. And if you insist on arguing from a false standpoint, expect to have others argue back on that standpoint. -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
MM pets use lower scalars than other pets. And the fact that other pets have better resists does not change the fact that moving MM pet defenses and damage resists into their T1 upgrade is a buff implemented to improve their survivability. Now, do you have anything that proves the provided buff was not in fact a buff or are you just going to keep crying that their buff does not count as one to you because MM pets are still intentionally lower than Controller/Dominator pets? (Edit: Oh, and using bots as the example? You can enhance their damage resist past 30% by slotting damage resist enhancements in their T1 upgrade, something Controller/Dominator pets can't.) (Edit again: And Controller/Dominator pets have a base 240 second recharge. The slowest pet recharge for MMs is 15 seconds at base. So if those Controllers and Dominators lose their pets? They're SoL unlike the MMs that just re-summon their lost pets.) Yes, MM pets still need help. However, your insistence that the MM pet buff they already got is not a buff is undercutting your credibility. -
The procs are not affected by enhancements, inspirations, or power effects. So they should not be affected by Rage's crash. WAI.
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Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
Except the reason why defense and damage resist was moved from the pets themselves to their T1 upgrades was specifically to buff their survival by letting us finally enhance the pets' defense and damage resist. So it is a buff. -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
When it comes to MMs and inspirations, if you want to affect your pets with inspirations, your best option is to use the team inspirations. The personal inspirations can be used on pets, but they can also be a pain to use as pets run off or queue up an attack.