Rudra
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Everything posted by Rudra
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My response was specifically to the person I quoted. That person was complaining that they were not able to do all of both the Loyalist and Resistance arcs without turning off xp. That is akin to complaining that you have to turn off xp to do all hero and villain content in a given range. If that person's version of the request existed, then players would have to do both sides or farm to level up through the level ranges.
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How to fix Storm Summoning; A Hot Take
Rudra replied to ValiantBlu's topic in Suggestions & Feedback
I take it you have never seen objects actually being thrown by hurricane winds. They don't orbit anything. The more massive the object, the more linear the path it takes until it impacts something not being moved by the winds or gets far enough that the momentum given it by the wind drops off and it hits the ground. Hurricanes don't make objects orbit, and they definitely don't draw objects in towards its center. I'm not talking fine particles like sand or water vapors, which to a point can circle which is why when you fly over a hurricane you can see its circular appearance. (Which is the water vapors.) From things as light as playing cards to things as massive as fishing boats, they are hurled in progressively more linear (edit: and less chaotic) paths as their mass increases. Why? Because you still have to deal with the object's mass and inertia. Even if you just try to spin an object not on its axis, it will always spin away from the center because of centrifugal force. (When you spin a gyro or coin, you are spinning it on one of its axes, so it stays more or less spinning in place. Try spinning it not on itself and watch it whip away unless you have some sort of tether to keep it orbiting the center.) -
Zones don't scale to your level. Neither do mission maps. Contacts give missions at your level as long as you are in their level range. As long as you are a valid level for the contact, the mission will be at a valid level for you. Once you out-level a contact though, even if you have a mission from them, the mission will not scale up to your level. If you simply level up but are within the contact's range and you already have a mission from the contact, the mission is still a lower level than your new level even if you have not started the mission yet despite having it. Turning off xp is not a punishment and I am sorry you feel that it is. In order to do more content than the game is set to give you for your side, you will need to turn off xp to stay in range. At the really low levels, you may need to turn off xp to not out-level your contact simply because HC gives more xp than Live did. And in Praetoria, since the mobs are more difficult than in blue side or red side, you run into an even higher xp reward which exacerbates the concern. So turning off xp isn't a punishment, it is a tool to be able to do more content in a given level range than would normally be possible. If you have a personal base, you can place a Crystal of Fire and Ice in your base and access Ouroboros functionality even without going to Ouroboros as long as your character is at least level 15. Dr. Steffard's arc is in the 15-19 range in the crystal (because his max level for content is 15, not 14) as the "Self Restraint (Imperial Warden Ch. 3" entry.
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How to fix Storm Summoning; A Hot Take
Rudra replied to ValiantBlu's topic in Suggestions & Feedback
Except you do? Starting at level 14 or 15, Hellions gain the Molotov Cocktail attack. And you can fight Skulls and Hellions up through level 20. (Edit: You can fight Skulls up through level 24 with them no longer available at level 25, but you can fight Hellions up through level 20 with them no longer available at level 21.) (Edit again: There is a whole world of content for low level characters outside of DFB and Positron 1/2.) -
Aggro caps were added to the game to stop Tankers from herding entire maps and hit caps were added to stop Blasters from obliterating those herded mobs. So they aren't going to be removed or made optional.
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How to fix Storm Summoning; A Hot Take
Rudra replied to ValiantBlu's topic in Suggestions & Feedback
Not the purpose of Tornado. It's job is to inflict damage and keep enemies from fighting. It does that well. Throw in an Overwhelming Force proc and it does it very, very well. What?! If we're talking realism, yes, hurricanes swirl. However, they don't have things orbit in them. They hurl them. Things being moved by the hurricane aren't tethered to you. They are being hurled by the wind. And that means away. It's a heal. You can heal your pets or allies with it. What is so niche about that? Further, it is a heal that also boosts perception of the healed target and protects against sleep, stun, and endurance drain. So it is a very good ST heal. -
Add a new twist to badge collecting!
Rudra replied to Gobbledygook's topic in Suggestions & Feedback
What do you mean by "getting tips for door missions"? And what are you talking about for "and at the end, it sends you to a door Mish where you play the last mission or two, and gives an increase to the accolades or you're rewarded with a new one that gives an additional bonus of the same type"? The last mission or two of what? Except for exploration tips and Valentines tips, tips already are door missions. And if you are talking about making existing accolades better, my response is "No".- 1 reply
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Mission Transport Confusion/Harvey Maylor/Alignments
Rudra replied to lemming's topic in Bug Reports
You were trying to do a blue side arc red side. The game does that whenever you are in the wrong side for the content being done. It attempts to place the mission, but the provided way point for the mission is not correct. For instance, if the mission were to be in Atlas Park, odds are the mission location for your character being in a red side zone would show as Mercy Island. However, the mission is not in Mercy Island, it is in Atlas Park. And if you go to Mercy Island because you were red side and went to where the nav bar said, you would either not find a mission there despite the location stating Mercy Island or be directed elsewhere. To get the correct information, you need to be on the correct side. As for the whole "This is a side specific mission and requires all team members to be on the same side" bit, it is the notice to you that your character is technically the wrong side for the mission, simply due to being in the wrong alignment side area. (Edit: The alignment system, particularly Rogues and Vigilantes, always was a bit of a kludge to get working.) -
According to the Live devs when it was added to Null the Gull, it adds a hidden power that negates Group Fly as a power capable of affecting the character. Which is part of the reason why Group Fly is still an opt out power rather than an opt in one. (Aside from the power being an opt in completely negates the power itself for its function. Can you imagine taking Group Fly and finding out it doesn't actually make anyone other than yourself fly? Instead of the forums being inundated with Group Fly option threads, you'd see the Bug Reports forum filled with players saying Group Fly doesn't even work, that it is just a slower, more expensive Fly power. [Edit: And I would almost be willing to wager that players using Group Fly for their MMs would suddenly find themselves having to go to Null the Gull to enable Group Fly on themselves so their pets would be affected by it. Since it would by default not apply to anyone other than the using character as an opt in system. So definitely would be a lot of upset, confused players about Group Fly 'not working'. Or having to go to Null the Gull to make Group Fly actually a group flight power. (Edit yet again, again: Hells, as an opt in system, they may need to go to Null the Gull to remove the hidden power to even let Group Fly work on their own character despite taking the power themselves.)])
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I highly recommend you read through those threads I linked for you.
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While the text in game isn't as clear as it could be, if you read what is there on the incarnate window for that power, it says: Melee Core Embodiment This power grants the user a stacking Regeneration, Resistance, and Status Protection buff for each enemy within a 10 foot radius. The effect reaches its maximum strength at 9 enemies. This power also grants a very large Regeneration, Resistance, and Status Protection buff regardless of nearby foes. Equipping this Hybrid power grants a passive boost to Regeneration at all times. Note that only the last line, where it talks about a passive boost to regeneration, says you only need to equip the power to gain that benefit. The power itself is a timed toggle. So it stands to reason the other benefits are only available when the power is toggled on.
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Slotting the Hybrid. They have to be slotted/equipped to do anything, passively or actively. Passive boosts are always applied if equipped/slotted and the character has not exemplared below level 45. Active boosts must be activated by turning on the toggle.
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Locking out certain door locations on the Synapse TF
Rudra replied to ShardWarrior's topic in Suggestions & Feedback
Didn't realize that was your proposal from how that line was written. Sorry. (Edit: Your post read more as you were requesting those doors be removed from the game to me.) -
Locking out certain door locations on the Synapse TF
Rudra replied to ShardWarrior's topic in Suggestions & Feedback
Or that specific TF mission could be assigned to a specific door. -
Almost constantly as long as they have the END for it and got the recharge down.
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This has been discussed many, many times. The most recent of which is currently on page 2 of the Suggestions and Feedback forum. I'm not currently inclined to rehash all those threads again, so I'll just post this:
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I can get behind that. Sure.
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Single Enhancement Slot Respecification
Rudra replied to ShardWarrior's topic in Suggestions & Feedback
"Only give me feedback I like or can use" is not something anyone can agree to. Feedback comes in both positive and negative forms, both of which are constructive. The 'constructive' part of my feedback is "this has been asked for many times and you are not likely ever going to see it because of the game's limitations". It isn't a "Your idea sucks" or any other form of destructive feedback like that. I would love to be able to just respec a single power or a single enhancement slot. There have been many times that was all I needed but the respec system doesn't allow for it. Just because we want something though doesn't mean we get it. And I fail to see the point of making a request for something that won't happen, so I don't understand your position that you know this won't happen but are asking anyway. -
Single Enhancement Slot Respecification
Rudra replied to ShardWarrior's topic in Suggestions & Feedback
That was included in my response you quoted. Thanks for ignoring that. And when suggestions like that are made, it is better to point out to the requester why it won't happen than let that person persist under the delusion it might. (Edit: That is part of the feedback portion of the Suggestions and Feedback forums we are on.) -
Single Enhancement Slot Respecification
Rudra replied to ShardWarrior's topic in Suggestions & Feedback
This has been asked about ad nauseum. Short answer is it won't happen because it can't happen because of how the game works. If something changed and the devs are able to do this? That would be fine. Don't hold your breath though. -
I think, much like savage melee's special ability, that it should be a more reliable mechanism, built into every power, instead of relying on its version of build up... I'm not arguing for or against. All I am doing is providing the data to @BrandX in response to the comment I quoted.
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Siphon Power does only two things. It boosts your ToHit by +7.5% for 20 seconds, and it applies a siphon ability (SiphonMode) to your other Kinetic Melee attacks for 20 seconds. I can't find SiphonMode in City of Data except as a mode set to your character for 20 seconds from Siphon Power, but it looks like it both reduces the struck enemy target's damage and boosts your damage.
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Yes. That is exactly what I am saying. Replacing the self-rez in the sets that have them won't change how well those sets survive. It can shore up other weaknesses, but it won't particularly change their survivability. All it takes is enemies that use damage types the set is weak against, and every armor set has at least 1 damage type they are weak against, and that character will go down like a sand castle when high tide rolls in unless you turn the difficulty back down to be able to survive it. (So they can still be effectively unkillable, not facing defeat, while playing at the default +0/x1, but +4/x8 is going to see them curl up and die.) Every set has that. Even offensive sets like Fiery Aura can easily achieve 90% damage resist against three damage types, and 50% against everything other than toxic and psionic. And when enemies that exploit your armor's damage type vulnerabilities do so, only sets with self-rezzes get back up without needing assistance (including awakens). Every armor set is designed to not be universally strong. So all replacing the self-rez would do is change how your character handles other debuffs/effects, because I'm willing to bet that the self-rez will never be replaced with a response to what the set is already weak against. Then I guess no armor set in the game is up to snuff. I've seen every armor set in the game die at one time or another. Not in my experience, no. For instance, Willpower is my favorite armor set. I use it a lot. It has no self-heal and it includes a self-rez. I always take the self-rez. I almost never wind up using the self-rez even at +4/x8 difficulty. And when I do fall in combat? It's right there for me to use. Others may choose to not take the self-rez. That is their choice. And they will handle +4/x8 just fine. After all, I take the self-rez and handle it just fine. And then when they fall in combat, their only choice is to hosp'. Or use a wakie. Or ask their teammates for a wakie or rez.
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Kuji-In Rin takes a whole 1.83 seconds to cast. There is no enemy in the game that is going to be attacking you for "several rounds" while you re-activate it. They can get 1 attack off if it is a fast attack, and that's it. Your presentation is still heavily biased into excessive exaggeration. And if you take out the enemy mezzer first, then you don't even need to re-activate Kuji-In Rin during that fight anyway. (Edit: And it lasts for 2 minutes. You can easily get its recharge under that. So keep an eye on its icon and renew it before any new fights.)
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No, it means that set has holes in its protection, and a heal is a catch-all way of addressing that. However, it's important to note that you aren't punished with debt for using a self heal, like you are with a self-rez. Every armor set has holes. Some armor sets include a heal to keep you going. Some armor sets include a rez to get you back up in the fight. That does not mean the armor set is saying it can't keep you alive. All it means is that the armor set has more examples of characters being nearly unkillable despite what should be lethal amounts of harm being endured. Using Regeneration and Wolverine as example. There are comics, or at least 1, where Wolverine was witnessed being killed. (The example I remember was after Magneto ripped the adamantium out of him, he basically went feral, and the X-men monitored him from a distance until he settled back down. He was run over and all his vitals were flat. The comic full on stated he was dead. [Edit: The picture even showed him being literally completely flattened.] Then a little bit later, he stopped being street pizza, got up, and continued.) The self-rez in those sets simply say that even being killed won't keep the character down, the character is that tough to deal with. If you want to think of self-rezzes being taken by the player as an admission of inadequacy or whatever? Fine. Everyone is entitled to their own beliefs and approaches to things. However, that does not mean self-rez powers themselves are such declarations. Except other sets don't need it, and as others have already mentioned, you still suffer the punishment/penalty for being defeated. No set in the game needs a self-rez depending on how the character is built, played, and how their defenses stack against the current faction they are facing. Not even sets that have self-rezzes. However, every set can fail to keep the character alive. And when that happens, only sets with self-rezzes say "Okay, that was a good shot. Now it's my turn." with their ability to get back up from even being defeated to resume the fight. Except that with the exception of Willpower, the sets with self-rezzes also include heals. (And Willpower's self-rez includes a universal damage buff, improved recharge rate for all powers, improved recovery so you can use those faster recharging powers, and an improved ability to hit targets. Pretty good for a "That was a good shot, now it's my turn" style power.) And those sets that lack self-rezzes? Aren't necessarily better at staving off character defeat than the sets with self-rezzes. They just happen to have other tools to deal with other situations. So again, if you want to view having a self-rez as being a bad thing, that's entirely on you. Don't take the self-rez and use the power choice to pick something else. However, self-rezzes are not inherent declarations of set inadequacy. They are declarations of concept robustness, that not even what should be death for the character will ever really be so.