
Rudra
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Everything posted by Rudra
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"I haven't tried it but I know I don't like it." People can play the game however they like as long as they aren't out there harrassing others. If some players don't want anything to do with Hard Mode/Advanced Mode, that is their choice. That is pretty much why Hard Mode/Advanced Mode was made. So players that wanted a more difficult/challenging experience can have it and those that don't won't have to deal with it.
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Show all day jobs in the drop down list
Rudra replied to Captain Fabulous's topic in Suggestions & Feedback
Just use https://n15g.github.io/badger/. As long as you make sure to export your character from the site to a word processor of some time to save, you can track your badges there. No, you can't just export your badges from CoX to the site, so you have to go in and manually tag all the badges you have on each character, but it has been of great help to me. -
It is in the badge progress bar text. Where it says make level X and Y IOs to get the badge. Otherwise it would have been make level X or Y IOs to get the badge.
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Display incarnate powers on character info
Rudra replied to Player2's topic in Suggestions & Feedback
My guess is because you can change your incarnate powers whenever you want outside of combat. -
Maybe give the power an effect like Blasters' "Reach for the Limit", where it simply has a proc to grant a temporary damage boost, or perhaps up the base defense a little bit or have it grant additional KB protection... Or just don't worry about it and let it be a niche application bonus damage. Or if the niche application is too distasteful, then just change it to a minor +Perception.
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I am aware that the purples automatically function all the way down to level 1. That's not the point. I never have and never will boost my enhancements. Yet now I have a character with 9 level 50+5 enhancements. (Weird thing is, one of the sets is not all 50+5. And again, I have not boosted any of my enhancements. Ever.) My other 50s all have attuned purples. (I was on auto-pilot when I slotted them.) But at least they aren't all magically level 50+5 now. There is no need to boost enhancements to 50+5, and I like playing without the boost. To me at least, it is a reminder that the game is not so difficult that it needs players to boost their enhancements through the roof. Edit: Besides, I wouldn't be wasting money buying anything from the market. My character still has 46 catalysts from random drops I haven't bothered throwing on the market. I've been saving them for my other characters when they get to level 50 though. That is the primary debate, keep saving those catalysts for my other characters, selling as needed to get them more inf', or use them to get rid of the boosts. Edit again: Fine. I'll leave them. I still have the other characters with their attuned enhancements.
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I don't know. I'm thinking of attuning my Ninja/Dark MM's purples to get rid of the boosts.
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Probably because the IO creation badges don't have a fixed number for the number of IOs you make. If you need to make 7 level X and 7 level Y plus 1 extra of either, how do you code the bars? If you show it as 3 parts, 7 of X, 7 of Y, and 1 of X/Y, then the X/Y one will show completed when you make either X or Y for progress in the other 2 trackers. The Hellion Arson event has a fixed count of both fires and Hellions to track, so tracking them separately works. The current IO progress bars track X and Y separately, then applies the next IO you craft in excess of the fixed value to the variable. At least, that is my best guess.
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Is it possible to fix escort missions?
Rudra replied to FreakazoidRobot's topic in Suggestions & Feedback
That's a good point I forgot about. There are several NPCs that have ridiculous aggro ranges, like Ms. Liberty, and the last thing they need is to have even better perception to notice things to aggro. -
Is it possible to fix escort missions?
Rudra replied to FreakazoidRobot's topic in Suggestions & Feedback
That's a pathing issue, not a PC detection one. MM pets do the same thing all the time. -
The only way I got any emotes (other than stancehero2) to work was by logging in on the (newly made character) and not moving. After I moved around for a little bit, the emotes I tried (other than stancehero2 which worked fitfully) stopped working at all. Which was the same comment made back on Live. That you can emote until you play the game with Shield Defense.
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Well. You and @Player2 have convinced me. Obviously I cannot use emotes to save my life and hopefully some day someone will teach me how because as I posted in my previous comment, I only got /e stancehero2 to work, and even then only occasionally. So since emotes work with Shield Defense, then the OP can be tossed in the trash bin.
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Is it possible to fix escort missions?
Rudra replied to FreakazoidRobot's topic in Suggestions & Feedback
You are mostly right. I believe there is 1 combat NPC you have to escort that can't follow you through stealth. -
Arachnos both existed and didn't exist prior to CoV. There was no faction to fight against, but when you did the Hess TF, Hess gave you an Arachnos pin. They were in the background, but not a built faction ready to fight. (Edit: After CoV launched, Hess stopped giving out the pin.)
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Odd. I tried /e stancehero2 and it only sometimes worked. I tried /e ddcoffee and it failed. I tried /e dance2 and it failed. I tried /e militarysalute and it failed.
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Really? I could have sworn it used to be different. I remember being able to emote without fiddling with my toggles. Not with Shield Defense.
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I still would like to know how and why it happened. Especially since I just finished going through my characters and only my Ninja/Dark MM had this happen. And I never boost my enhancements. (My other 50s all have attuned purples. So they can't be boosted.)
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Powers that need alternate animations
Rudra replied to strangething's topic in Suggestions & Feedback
You can check the animations in the character creator. Alkaloid is tossed. Envenom is spat. Weaken is fired from the hand. Neurotoxic Breath is exhaled. Elixir of Life is thrown/slammed. Antidote is tossed. Paralytic Poison is fired from the wrist like a dart. Poison Trap is placed. Venomous Gas emanates along the ground. -
I don't know if this was done as part of a patch or what is going on, so I am posting here. My purple IOs are now all suddenly 50+5 enhancements. I have never boosted them and I was never going to. Yet they are all now 50+5 and I have no idea why. (Edit: I tend to do a lot of exemplaring on my characters, either playing with others or doing flashbacks, so if this makes my enhancements no longer function below 45, I am going to be upset.)
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This is not a bug. The tool tip checked to see if any other enhancements can be combined with the enhancement you are trying to improve, and like it says, there are none. And whether you are on the merge screen or just the enhancement window, IOs always state that they cannot be merged with another enhancement.
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Powers that need alternate animations
Rudra replied to strangething's topic in Suggestions & Feedback
Only as an option. Archery was very much also used by ninja, and I like my arrows. -
Omg what is there to clarify only someone who is slow would need that. It's not that hard to understand or comprehend elemental capes my god. Are you asking for just the western traditional 4 humors of earth, air, fire, and water? Are you asking for the fantasy expanded list that adds light and dark? Are you asking for the taoist elements of fire, air, water, wood, and metal? Are you asking for capes that have the emblem of the element(s)? Are you asking for capes with the sign for the element(s)? Are you asking for stylized long capes? Stylized short capes? Are you asking for capes made of the element(s) in question? (And if so, how would you do an air cape?) Are you asking for elemental themed clasps as well? (Which would then also get the same questions as for the capes.)
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The Fighting Pool is redundant when you already have eighteen melee and defense powers to choose from. That's not who the Fighting Pool is for. The Fighting pool is for whomever wants to take it. It is/was really meant for characters that lacked melee attacks and armors, but it is available to everyone to choose from. I'm against much of the requests for the Fighting pool on the Suggestions and Feedback forum. Including the OP of this thread. The point of my comment that you are quoting, is that until players can just take Tough and Weave with no prerequisites or Boxing and Kick as stand alone powers become premier melee attacks that put melee AT attacks to shame and so become highly desired powers in their own right, we are going to keep seeing requests like the OP. (Which I will continue to oppose every time.)
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Even without travel pools, the others' prereqs feel actually good out-of-the-box. Leadership: defense buff aura or damage buff aura that benefit the caster Medicine: ally heal or clear mind (which I didn't even realize was also made into a potential enemy debuff?) Presence: raise threat or lower threat - even if you just want Unrelenting, throwing out a random Pacify still has concrete utility compared to throwing out a random Boxing or Kick Concealment (before being considered a travel pool with the change to Infiltration): worse invis but can attack or give someone else stealth I'm wondering what forums we are on that we get such different reads. For the most part, I find all the power pools to be of use depending on what I am doing and what my character concept is, so please keep in mind that I agree with you that they 'feel good out the box' for the most part to me too, but Medicine and Presence? Those 2 sets specifically have been called for changes along the lines of the Fighting pool here, in that players are saying their first 2 powers are the suckage and need to be replaced or revamped, just like the Fighting pool in this thread. Face it, as long as pool power attacks are not better than melee AT primary/secondary attacks, but players want Tough and/or Weave, there are going to always be calls for Boxing and Kick to be improved, replaced, or bypassed so players can further optimize their characters for a game where their characters are already wildly outperforming the game design. (Edit: Though I would be fine with the calls for alternate animations for Boxing and Kick. Of course. And I would also be fine with Boxing and Kick's secondary effects getting buffed to a higher trigger chance than they already do if you have Boxing, Kick, and Cross Punch.)
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This would be a good thing, but also difficult to implement. Right now, a hat/hair combo is a single piece that fits onto a bare head. Like a Lego minifig. The devs would have to manually edit each hat to have different hair styles attached. So take the number of hats, and multiply by 3-4 hairstyles. That's a lot of work to do. I do wonder how hard it would be to add a new selection slot under hats. If a single hat can have different styles, that gives the dev team room to implement hair options, one hat at a time. The reason why hats with hair in the game are a single piece and our hats don't let us choose a separate hair option to go with them is because the hats and hairs clip through each other when done separately. Like really, really, really badly clip through each other. To get around this problem, each hat has a specific hair that is designed to work with the hat, and that hair choice is part of the hat to prevent possible clipping between them. So to add a selection slot under hats to give players a choice for hair options for the hats, each and every hat would need to have all the possible hair options that would be included be (heavily) edited to fit that specific hat, done for every hat in the game, and again for every new hat to ever be added to the game.