Rudra
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Everything posted by Rudra
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Avilans 2.0 - revisiting an old, discarded EAT idea from live.
Rudra replied to Greycat's topic in Suggestions & Feedback
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. -
Avilans 2.0 - revisiting an old, discarded EAT idea from live.
Rudra replied to Greycat's topic in Suggestions & Feedback
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. -
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.
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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.
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Base Item: Alternate Tech Transportation Pads
Rudra replied to Oubliette_Red's topic in Suggestions & Feedback
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. -
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?
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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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Sounds like you're making a game decision to me. Just saying.
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That they aren't rage is my point. Rage is a thing that doesn't really show up for many super strength characters in the comics. That it does get used even for mental/tactical characters like Beast is something I agree with @Saiyajinzoningen about. However, desperation, panic, and other situations outside of raw anger tends to show up for them more often. Though mechanically it would still be the same mechanic as represented in a game. (Technically, you can even consider Build Up along the same lines. Just as a shorter duration adrenaline rush that lacks the crash and isn't portrayed as anger. Rage as a mechanic works for many instances of long duration pushing past your limits that don't include anger. It is unfortunately named though.)
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I would recommend not worrying about boosting the -ToHit of Dark Melee. Focus more on harming your foes and let the -ToHits from the set do their thing. With the exception of Touch of Fear's -10.5%, you're looking at a -5.25% ToHit debuff from your attacks. Depending on your armor set, that is enough.
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How did I forget Spiderman as an example of a non-Tanker super strength character?! Thanks. You are correct in that the presented panel is more Spiderman no longer holding back rather than a rage boost, but given that he launched Gray Hulk into orbit means he was still acting beyond even his amazing levels of super strength. So there is still a boost going on in that panel. However, @Saiyajinzoningen is not wrong in that various super strong characters do find themselves performing feats they normally can't because of anger even if they are themselves not prone to rage like say the Hulk. Though in most such depictions I have seen, it is a panicked or desperate boost rather than a rage-filled one. (And when you get down to it, rage is just another means of the body releasing adrenaline into the system to push us to meet the problem we face. Panicked, raged, injected; it all boils down to the same basic thing.)
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Expanding Portal Corps missions (more lore, experimentation, etc.)
Rudra replied to Greycat's topic in Suggestions & Feedback
Rularuu was going to play a part in the Coming Storm. If I remember correctly, Rularuu is supposed to be unleashed on Battalion and devour him before being resealed back in the Shadow Shard. However, the Coming Storm of Ouroboros and the Shadow Shard struggle aren't the same. -
Personally, I think if Rage was just renamed to like Adrenaline Rush, there would be less complaints about it. How many times have there been requests for replacement powers for Rage that were mechanically the same but had a different name?
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The Awakened and both Penelope Yins have their psionic power sets already. And they even differ from what players get, like how many enemies in the game do.
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Expanding Portal Corps missions (more lore, experimentation, etc.)
Rudra replied to Greycat's topic in Suggestions & Feedback
To the best of my knowledge, the game can't pick specific minions for things like random spawns or patrols. And the Arachnobots (or at least most of them) and the Arachnos Drones still have Arachnos personnel in them. Just those people's heads with the rest of their bodies discarded because it is punishment, but there are still living Arachnos personnel operating them. -
If you took Rage away from Super Strength, you still have Super Strength. And even if you choose to keep/take Rage, all it is, is an adrenaline rush boosting your capabilities for a while. That can be Hulk's rage or that martial artist who for a short period of time can focus his chi to bolster his attacks or any other short term boost to an already strong character's abilities. And if you just look at CoX and the Super Strength set? From personal experience, you can skip Rage and still be performing absolutely fine even in +4/x8 content while solo. I tend to view Wonder Woman more as a Scrapper than a Tanker. She is super strong and she is super fast, and she avoids being hit most times. Either by using her bracers to deflect or by actively dodging. And even if others decide she is more of a Tanker, then you still have Captain America and Winter Soldier. Both are super strong characters, both use shield defense ( Cap's shield on one arm and Soldier's armored robotic arm), and both can stand their ground against their foes, but neither are Tankers. They are durable Scrappers. And if you want to muddy the waters even further, Wolverine. (Who possesses above human strength, adamantium claws and skeleton, and insanely good regeneration.) And to finish? Yes, Batman has gone toe to toe with super powerful/strong characters and just traded blows. (Edit: Or how about Beast? He has super strength but he actively avoids being hit, bounding around to use his strength while Colossus holds everyone's attention.)
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What sets Scrappers apart from Tankers is that the Tanker is best known for his/her/their/its ability to soak damage and the Scrapper is best known for his/her/their/its ability to inflict it. A Tanker can be a skilled fighter, but tends to shrug off damage that other supers can't. A Scrapper can be a super strength power house, but tends to be more vulnerable to harm. So while it may be easier think of Scrappers as the skilled fighters and Tankers as the power houses, the differences between them tends to be a lot more grey than that. I tend to view them more in being defined by the roles they take while on a team in their comics. Superman tries to hold the enemies' attention because he can (usually) take the hits, while Batman tends to be more elusive and tactical. However, Superman has been elusive and tactical in his approach to combat as well, but when others are present and in danger, he steps in and makes himself a target. Batman has chosen to be out in the open holding enemies' attention because others' lives depended on them not being seen/attacked, but if someone else can step in and be target, Batman falls back on stealth and tactical engagement. It is how the character defaults to their approach to combat that determines if they are a Tanker or a Scrapper, and you can be a skilled fighter that chooses to be hit to demoralize your foes as easily as you can be an elusive power house avoiding being the center of attention on a team and still smashing targets.
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I don't know. She may have been clipped into the ground for having swum through the land. Every time I witness her dive, she has flippers, tail, and body. And in @Frozen Burn's post 5 up, you can see it.
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Powerset Concept: Staff Blast [Working Title]
Rudra replied to Ishiga's topic in Suggestions & Feedback
You're fine with Staff Blast. You're more likely to get pushback with Aether Blast. Especially since you are trying for a staff set with ranged attacks. (Edit: After all, the set is about using a staff to shoot things somehow. What could be more descriptive for the set than Staff Blast? And staves aren't bound to any specific origin. Aether, which is an uncommon spelling of ether, has nothing to do with staves.) -
Yes, sometimes, and no.
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If it did, then when you exited the mission, you would still be wherever you were when you used it even if it was a different zone from the mission.
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Then it is working correctly. The Protector Bots are level 49 and they can't use anything more than 3 levels higher than them.
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Sure, okay. It's just a name. I'm more attached to the flashy effects and the versatility and the overall gameplay feel of the set than I am to the exact name of the set. No need to thumbs down over a name. What name would you think is best, then? Primal Forces sounds like a good start. Let's run with your proposal as basis: Primal Forces T1 Fire Blast T2 Water Blast T3 Lightning Bolt T4 Tremor T5 Chill of the Night (From Spectral Demon Lords since they already have the effect you describe) T6 Frost Breath (Or Ice Cone or whatever) T7 Upgust (Just renamed Lift basically) T8 Energy Beam (Though I'm not sure you can get away with a massive damage resist debuff for the attack's type built into the attack before the damage is applied. That's OP.) T9 Primal Spirit (Though I'm not sure you can get a pet in a blast set) The animations can be magic based since the set has to have something for animations, especially since Demon Summoning sets the precedent for magic themed set animations. However, at least this way, the set is not specifically tied to a single origin out of the five we can choose.