
Rudra
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Everything posted by Rudra
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The travel pools have always been a bit different from the other pools. More so after their actual travel power had its prerequisite unlocks removed. So I have to disagree with the comparison. The only thing that makes them comparable is that most travel pools include an attack power.
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Oh, thank goodness. I was thinking I had lost my mind when I saw my little Dominator sporting 27.something KB protection with just Acrobatics on. Even turning Acrobatics off, it still shows KB protection at 16.something. I thought I had gone crazy. Err... crazier? So it is Mids going crazy instead.
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Yes but the one you are talking about is just that static not fire or ice or anything else and I was not addressing your, so you comment was not needed You think the devs won't want clarification too? The more information provided, the easier it is to understand what you want.
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It would seem you have never experienced the true horror, absolute terror, and overwhelming might that is a rainbow. There is truly nothing more evil. That is why leprechauns use them to guard their pots of gold. 😜😆
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Take the one with the 100% and 30%. If the 100% is END resist and the 30% is Recovery resist, then go up against a Malta Sapper. Let him blast you with his END drain attack. Your bar shouldn't even budge and your attacks won't drain your END bar any faster than normal. Then pop into an AE mission you make with some Hamidon blue mitos and let them blast you. Your END bar should still be unaffected, but you will see that it does not recover anywhere near as fast as it does from you using it. (Edit: Especially if you have multiple blues blasting you. You just won't recover END any more, but your END bar would only be dropping from your use of powers.)
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The way you can test that is by playing a character that gets one or the other (but not both unless you can separately boost one to 100% and leave the other fairly weak) and going up against enemies that debuff endurance, followed by ones that debuff recovery, and then ones that debuff both. If you can get your resistance to 100% for either, but not both, you can watch your character's endurance bar to see that the two debuffs are not resisted by the same resists.
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If you look through the forums about this topic, you will see a trend. There are examples of requests that in order for Boxing and Kick to be worthwhile picks, they need to be as good as a Scrapper's or Tanker's mid-tier attacks. And that is as a stand alone power. However, pool powers are not meant to replace your primary or secondary abilities, simply augment them, so making these melee attacks as good as mid-tier melee AT attacks goes against the purpose of pools and their powers. The argument to justify that is that melee ATs already have better melee attacks, so the pool needs to give even better attacks to justify fitting them in. However, those melee ATs also already get their own armors, so Tough and Weave aren't adding anything they are missing, they are improving something they already have. So at least to me, picking up Boxing or Kick even on a melee AT makes sense because you are choosing to further bolster your strengths. And if those players refuse to take more than just 1 attack from the Fighting set, after the set has already been buffed, that is entirely their choice. However, from my experience, just looking at the numbers, if you take Boxing, Kick, and Cross Punch, they become better than the T1 or T2 attacks melee ATs get.
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Thanks for the reminder. I forgot about that.
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The level cap increase from 40 to 50 was a red side thing. Blue side was always level 50. Red side was capped at level 40 when released, though I don't remember the specific reason why and it was announced as a temporary level cap.
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Sure it does. They're all things that improved convenience or advanced power creep. Why not just answer the questions if you have no fear from the answers? It has no relevance to the discussion because it shifts the topic from the OP to a person posting on the OP. Where I am from, we call that a transition to personal attack from topic discussion. As for why didn't I answer the questions? They weren't posed to me.
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Yes, there is a difference. An endurance debuff directly affects your endurance pool. A recovery debuff affects your ability to build that pool back up. For instance, the Malta Sapper can completely bottom out your endurance pool, but does not affect your ability to recover endurance. If you have 100% endurance debuff resistance though, then he can't even do that to you. A Hamidon blue mito's blast however can reduce both your existing endurance pool and your recovery. So if you have endurance debuff resistance but not recovery resistance, then you may keep your endurance pool, but you won't build it back up as you use it. They are very different status protections.
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This has no relevance to the discussion.
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There are even 2 Justice League episodes where that happens. In the Justice Lords' universe, Batman and a few other Leaguers are being held specifically in the Justice Lords' Batman's prison because they are all so dangerous. With the Justice Lord Batman paying extra attention to Batman and applying more restraints on him than the others. In another episode where the League goes to turn themselves in to prove their innocence, only Batman doesn't. However, they are sent to a military facility rather than a normal prison to account for their powers, including Batman (if he had shown up). So in CoX, regardless of your origin or powers/weapons, you are probably sent to the Zig because you are considered that much of a threat even as a level 1 villain. (Hells, every time you find yourself going through the Zig, you see what are considered non-threats by us players being held there. In the tutorial, there are rank and file Skulls and Hellions being held in the Zig.)
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The more attacks you take from the Fighting pool, the more powerful and effective they all become.
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Dark's rez, IIRC, needs a target. What would be the tradeoff, here? Yep, Howling Twilight needs a living enemy to trigger off of.
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Yeah... it's not a happy little program right now.... Edit: Double yeah. It won't even open my characters any more. And I'm disinclined to join something I am actively avoiding in order to get help.
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Well, yeah. If you want to lure flies into your web, you can't let them know what you're going to do with them. 😜
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There are several characters that I would like this too. Whether an energy being, a rock being, a robot, an undead, or whatever, the breath on cold maps and other indications of the character breathing works against the character concept. So an option to disable that set of animations would be nice.
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Taskforce/ouro arcs limiting interaction with contacts
Rudra replied to Ukase's topic in Suggestions & Feedback
Unless the devs learned something about the code that changes exemplaring/malefactoring, they are going to run into why the Live devs set up TFs/SFs to work that way. Without a character to exemplar/malefactor to, the current TF/SF system was the only way to level down a character to the content. -
You can also get another pet from your secondary. Though the only one I can think of is the Dark Servant from Dark Miasma.
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Like others have stated, the number of vet levels a character has does not equate to a real attachment to a character or a deeper relationship with the game or a deeper relationship with the community or make the community more stable. I have lots of alts, and lots more I want to make but am not yet because of lack of resources and time. I have a strong attachment to all my characters except for the 2 base builder ones, and that is because the 2 base builders aren't characters I made for playing, but to have available to move to random SGs and help those that ask make their bases. I invest a lot of time and effort in my characters. From figuring out how they are supposed to look, to figuring out how they actually look in game given available resources, to figuring out their back story, to figuring out what powers they will take from their sets and why. So from the character I play most often to the character I play least often, even seemingly not at all, I have a real attachment to my characters. And no number of Veteran Levels is ever going to show that. I have a feeling that holds true for a lot of players as well. So I get what you want, I'm just saying that what you are saying doesn't make any sense. At least not to me.
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This belongs on the Bug Reports forum on the 4th pinned thread labeled Report Costume Issues Here. Edit: Also, if you have any screenshots to attach to the post, it will help the devs.
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I am extremely willing to bet that the 15 second duration would go the way of the dodo if Vulnerability became a toggle. Especially as you are describing it. Edit: And I still don't get what you mean by the button mashing with Sentinels. I don't have to mash buttons any more on my Sentinel than I do on any other AT. Their secondary is an armor set. So they have Vulnerability to click on top of their primaries? As compared to a Defender or Corruptor? Or a Blaster? Or a Dominator? Sentinels are the easy mode of ranged combat AT.
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I must be playing a different game then because my debuff toggles stop affecting targets immediately when I turn off the toggle. And no, Sentinels should not get an AoE debuff for their Vulnerability power. They are already ranged tanks. They don't also need to be ranged tank support characters. Their ST debuff is sufficient and as stated, can already be used against more than one target at a time. So I oppose giving them an AoE debuff effect toggle. (Edit: And if Vulnerabiliuty was made into a toggle instead of a click, it would not retain its current 15 second duration.)