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Rudra

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Everything posted by Rudra

  1. 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.
  2. The procs are not affected by enhancements, inspirations, or power effects. So they should not be affected by Rage's crash. WAI.
  3. 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.
  4. 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.
  5. After the previous thread asking to be able to slot MM ATOs into all MM primary powers, I'm fine with that. However, the other sets are Pet Damage sets and Recharge Intensive Pet sets. So it makes no sense to be able to slot those into non-pet powers. So for those sets, I oppose your "not optional" proposition. First, even in incarnate content, MM pets still get their negative level shifts. It is just that in incarnate content, they get added combat levels to bring them back up to the MM's incarnate level. Second, I'm fairly certain that this will never see the light of day outside of incarnate content to keep MMs from getting too powerful. To an extent, this has been looked at. At least as far as some GMs go to keep all player character pets from simply disintegrating in combat against said GMs. Something to bear in mind is that if the MM is in Bodyguard Mode and the MM and the MM's pets take a hit from the enemy, that's two hits on each pet from that one attack. One hit from the attack on the pets and another hit from the damage the pets absorb for the MM. While I would be glad to see MM pets not suffer as much damage from enemy attacks, I'm not sure how much mileage you will see on this.
  6. Fair... even if you are wrong. If I'm wrong, then oppose my comment. If I'm right, then agree. Agreeing and disagreeing in this manner is a cop-out.
  7. It's not his pathing. It is that friendly mobs are showing as hostile to him. Which is why they can't be killed.
  8. It's not a bug. Experienced Marksman is a PvP set. PvP sets and purple sets do not show up on vendor lists for selling to prevent you from accidentally selling them. However, they do show up for placing on the AH.
  9. That needs to be its own Judgement power. What damage type does it deal? I don't know... what damage type(s) are missing from the existing Judgement attacks? Make it untyped damage. Because who can resist the power of kittens?
  10. Instance maps exit you where you accessed them from. So if the Mission Transporter simply placed you into the mission, then when you exit the mission, you would leave the mission and be placed at the same location as you used to enter the mission. So that would be the "regular place".
  11. Power sets are not designed for and so are not likely going to be changed for speedrunning teams.
  12. To the best of my knowledge, magitech was a Final Fantasy thing. Technomancy predates magitech and I've seen it in use much more often than magitech, which again I have only seen in the Final Fantasy series of games. In the end, it doesn't really matter because both reference the same thing. For all I know, there are other names/labels for the fusion of technology and magic beyond even just those.
  13. Technomancy. Techno being shorthand prefix for technology and mancy meaning magic. So technological magic. Though yes, while practitioners of technomancy would be technomancers, they are also called technomages.
  14. As @PoptartsNinja said, there is a distinct difference. When most players play heroes or vigilantes, even if they play brutal, murderous, psychopathic characters, they are out to save the day and all blue side missions/arcs move towards this goal. When players play villains or rogues, they do so with a different mind set. Some may be out to cause as much mayhem and damage as they can, and most of the red side missions/arcs lend themselves to it. Others prefer to play a more honorable villain, one that commits great evil but does so within strict boundaries set by the villain's code of honor. Others yet may prefer to simply play the selfish character, doing whatever best benefits the character which makes the character a villain because (s)he/they/it is taking from others for their own benefit, but selfishness doesn't extend to casual murder, intentionally causing medical disasters, rounding up random innocents to be experimented on or harvested for the sake of someone else's plans, and so forth. So villainy comes in a great many forms, but the red side missions/arcs too often lock you into the more extreme takes of it. Whereas heroism boils down to the same thing regardless of personal motivations or methods, because the end result is still to save lives. So yes, blue side and red side both lack agency, but that agency is much, much, much more important to red side story telling. Edit: That said, there are some work arounds. For instance, on the Vahzilok mission where you deliver those 3 people to them, I intentionally leave almost the entire map of Longbow standing so that they can see and trace my path, and so rescue the 3 citizens. For the plague distribution, I have my characters draw attention to the canisters and the plague already had a cure made for it. (The cure was mentioned in the Outbreak tutorial.) And for the mission where you steal the only sample of a cure for a disease, I have the character emote leaving half the sample with the defeated hero so they can still have the doctors and scientists work on replicating it. (It helps to come prepared with additional tubes just in case.) So there is a way to build some agency into some of the stories just by player action.
  15. It reads more as opposition. "You want this? Then become a dev and make it." is the overall feel of your responses in this thread.
  16. A bit extreme, but I at least understand the sentiment.
  17. Do you always ask if someone making a suggestion is going to be a dev? If making a suggestion, especially if said suggestion is prefaced as a thought experiment instead of a full request, should result in the requester becoming a dev, then all of us better be signing up to be devs. Your question is odd to say the least. This is an even weirder response than your initial dev question. If you can't be bothered with reading the posts you are going to comment on, then how can you expect to have any reasonable idea what is actually going on in the thread?
  18. The Vampyri do spawn in the Bonny Morass. However, they only spawn at night, and they can't spawn if other spawns are already taking up those spawn locations. I did that mission just fine. (Edit: Also, if you see them outside the Bonny Morass and you can draw them into the Bonny Morass, they count.) (Edit again: You can also try the Bog. I think they count in there too. And if not, draw them from the Bog to the Bonny Morass.)
  19. Oh I'm not talking about locking costume parts behind the EAT. I'm just saying that the EAT should have a preset theme appearance with available modifications like how the VEATs do. I'm one of the ones that wants more head, wing, and tail options for our characters after all. So if any new bird costume pieces were to be made for the Avilans, then just like with some of the Arachnos only costume pieces, I would want that available for others too.
  20. Okay, you're probably going to hate how I "dump on this", but some thoughts. If the Avilans are to be brought back as an EAT, they would probably need to have a set appearance. Like with the Arachnos Soldiers, you start with a base model and you can change specific elements of it within the given range of options. So maybe different avian heads, different style wings and tails, different styles talons/claws, but otherwise locked into a set theme. They are after all, a race being presented as an AT. So either they would need to be defined as aves type or chiroptera types. Or some new type maybe. They can even follow in the current EAT footsteps and be broken out into 2 EATS, one for each type. Then there are power sets. Maybe for primary they can go: Talon Slash (ST Melee) Feather Dart (ST Range) Wing Gust (ST Range) Shredding Talons (ST Melee) Piercing Cry (ST Range) Disorienting Cry (PBAoE Confuse or Stun) Aerobatic Slash (PBAoE) Aerobatic Charge (Teleport attack + KB) With a choice as per the VEATs for either a tech-based group of attacks or a magic-based group of attacks, each set providing 10 more options for the EAT. And then you could do something similar for their secondary set with a focus on a more SR or Ninjutsu build. Maybe like: Agility (+DEF) Feather Defense (+DEF, +Res Cold, Lethal) Aggressive Flier (+ToHit) Evasive Flier (+DEF) Flock Leader: Evasion (Team +DEF) Flock Leader: Assault (Team +DAM) Flock Scout (+Perception, +Stealth) Inhuman Mindset (+Res Psi, +DEF Psi) And a matching shredout for tech or magic for supplemental abilities. With hollow bones, they would be more vulnerable to smashing damage, but not the other damage types. Edit: For clarification, the Avilan shredouts can be chosen as part of character creation rather than having to respec into it like the VEATs. So they would immediately have access to both sets of power sets depending on their choice as they level. They could also have a starting contact that sends them to a Shaper (tailor) to create a disguise to move among the humans, explaining why players still have access to all their normal costume slots plus their Avilan costume slot like a VEAT.
  21. I missed this part. Apologies. And I have to say: Most Definitely!!!!! The Mage-Killers just seem so petty in their arcs. From the kill this CoT leader because he used to be my lover but left me mission to the murder Mrs. Peebles mission, the Mage-Killers aren't even remotely near anything I would expect such high tier villains to be like. And if a player wants to complete those arcs as laid out, more power to them. For those players just walking into those arcs and then finding out how pathetic they are, betraying the contact because you disagree or decide on another course of action that better suits your needs or because you just want to throw a wrench into their plans because you think it's fun or any other reason makes sense. Especially as rogues and villains since betrayal is a fact of life for them.
  22. To add options to the metric for measuring, I typically go into that mission, wipe out Wyvern, and take out all but 1 or 2 generators. Those generators I leave standing have no visible health bar left, so my characters can claim that they did try to destroy the generators as Marshall Brass requested so they have no idea what went wrong, while leaving WSPDR with enough power, even if unstable, to send out their broadcast. (Some of my characters I even have swing back by the WSPDR building and emote something to signal Ms. Vines that her request is being honored before exiting the mission and then waiting the remaining time out.) So, how many players complete the mission, how many skip the mission to let it fail, and how many complete it partially to any extent before exiting to let it fail.
  23. If the Portable Workbench model was made available to us as a base item, it wouldn't need to be a teleportation pad in and of itself. You could just take the bench or prop, whichever it was as added to the base list, and sink it into the ground with a Vanguard Portal or Interdimensional Shard on top. And as for the Council Transformation Capsule teleporter? You can just use Vamp Chamber 3 and embed an Interdimensional Shard slightly or partially embed a Carnival of Light Portal, Summoning Portal, Black Hole, White Hole, or Small Portal; treating the parts that extend beyond as radiance emanating from the capsule portal. I'm in favor of more options, I'm just trying to help you make the things you have posted using what is available. If I want a teleporter that is different from what is available, I build it from various other objects and then place the portal effect I want in it where it can be easily access by the player.
  24. This would kill Vigilantes and Rogues. The rewards that were supposed to encourage players to stay Hero or Vigilante were the merits they earned for reinforcing their Hero or Villain alignments. Note that I said reinforce and not change to. Those merits could only be spent in locations that only Heroes and Villains could access. However, those merits were removed and anyone that can access that zone can now enter those formerly restricted locations. Losing access to your contacts because you went Vigilante or Rogue would almost make the game unplayable for Vigilantes and Rogues. This will incentivize teams to not allow Rogues or Vigilantes on them. And I am set in my opposition for punishing players and their characters for having the audacity to be Vigilantes or Rogues. This is a worse punishment than the preceding comment. Why are you out to punish Vigilantes and Rogues? Punishing Vigilantes and Rogues for being Vigilantes and Rogues will do nothing to encourage players to at least try red side. It just means you are likely to see less Rogues and Vigilantes as player characters because they are penalized for doing so without providing a reason for anyone to even try red side. This part there is agreement. That is a consistent complaint I have seen in this thread, that playing red side doesn't feel particularly villainous to some. So this comment I can get behind. I have to ask how this will draw players to try red side. Instances aren't zone events and to the best of my knowledge, not accessible to anyone outside of the mission team except by glitch. Now if you are talking about PvP events, that can work, as long as it is strictly an option for PvP'ers and not something forced on the general community. Why are you so focused on punishing players for playing the game?! This would have to be done with extreme care. One of the things I hated about WoW back when I was willing to play it was that members of the opposite faction could go into your faction's territory and murder all the contacts and merchants. It made the game frustrating and impossible to progress for those players leveling up through that area because suddenly their contacts are all gone and they can't sell or buy equipment. So my question is how would this be implemented without stepping on the other players using that contact?
  25. And just for clarification, in relation to your "after the release of the Awakened and Penelope Yin", First Ward, the Awakened, and Praetorian Penelope Yin were added back in Issue 21 when CoX was still Live. Corrupted Penelope Yin was added in Issue 24, so has always been available on HC. So there is no "Having these powersets is now a must after the release of the awakened and Penelope yin. " as a 26 March 2024 update to your 28 February 2024 suggestion.
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