Rudra
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Everything posted by Rudra
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If you attempt to Teleport Target on a target beyond Teleport Target's range, the power does not activate. If you activate Mission Transporter and you have a mission, it activated. If you have no missions and you try to activate Mission Transporter? It does the exact same thing as Teleport Target. It gives you an error for not having a mission and it does not go on cooldown because it was not activated. So Mission Transporter already works the same way Teleport Target does and does not go into cooldown if there is no "target" for it. Assemble the Team always activates. The moment you designate where to bring your team to. (Edit: I haven't checked to see what happens if you hit Escape to try and cancel out.) Regardless of whether you have teammates to yank or not, so it goes on cooldown. Edit again: That was interesting to find out. You can cancel Assemble the Team. And doing so does not put it on cooldown. You just hit Escape after activating it but before you click the location. And I told you how it works. You can look in City of Data and see for yourself. https://cod.uberguy.net/html/power.html?power=pool.teleportation.recall_friend&at=tanker
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I don't know anything about adaptive recharge. I don't have any characters that have adaptive recharge powers. And as far as snipes and assassin strikes go, you are looking at the interrupt time having an interrupt applied. Interrupt powers are designed to stop before use when interrupted. Assemble the Team and Mission Transporter don't have interrupt periods. They work when used. If the conditions for their effects to function are not met, the powers themselves still worked. They weren't interrupted. They weren't cancelled. They were used under conditions in which their function served no purpose. And as I said six posts up, if the author wants Long Range Teleport's cancel to function like an interrupt and simply turn off the power without use, that is a separate matter. I don't see enough of a difference between initial activation of Long Range Teleport and re-use while the red ring is active for me to care if that re-use period were to go away and the power simply did not activate if the cancel button is clicked. It is the convolutions of adding a new timer to the teleport powers because a player used them under conditions in which they can't do anything that I have issues with. To me, that is like claiming that since a PBAoE melee attack didn't hit any enemies for their being no enemies around, it's recharge should just go away. The attack worked, so why should the recharge not apply?
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What powers work like that? If I try to hold a mob and I miss or the mob resists, the power still goes on cooldown. Not shortened cooldown, normal cooldown. If I try to heal one of my MM pets and the pet runs out of range before affected or dies before affected, the power still goes on cooldown. Not a shortened cooldown, its full cooldown. If I go to upgrade my MM pets and the boss kills them before the power finishes, the power goes on its full cooldown. (Edit: If I re-summon a pet and then go to upgrade him as a MM, and that pet runs out of the radius for the power or around a corner so the power is considered blocked, so the upgrade fails to apply, the power still goes on its full normal cooldown.) (Edit again: If I am teleporting and I click too fast and wind up teleporting in place, the power still goes on its normal cooldown. Though Teleport has a short enough cooldown that it doesn't matter. Or if I have Fly on and click Afterburner but don't move, it still goes on its full cooldown after its window of use expires. Same thing with Super Jump and its Double Jump ability. If I click Double Jump but just keep running, Double Jump still goes on its full normal cooldown when its window of use closes.) So please, what powers go on shortened cooldown when they are used but don't do what the player hoped for? Wait what?? That sounds really messy to me, one power accessing two different powers, I really hope they just coded it as a single power that does different things under different circumstances based upon who the target is. O.O Suppose they could have called the older functions, but that still sounds messy to me when it could all be contained inside of a single function. Recall Friend and Teleport Foe were folded into Teleport Target. You use Teleport Target to access Recall Friend or Teleport Foe based on whether you have a friend or enemy targeted. It is two separate powers being called up by the Teleport Target power. Recall Friend and Teleport Foe were not changed other than being accessed by Teleport Target as a single power pick instead of players choosing two powers as power picks.
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Teleport Target is two different powers that are accessed by a shared power icon. If you select a foe and use Teleport Target, it accesses the Teleport Foe power and goes on cooldown as per Teleport Foe. If you select an ally and use Teleport Target, it accesses the Recall Friend power and goes on cooldown per Recall Friend. It is two different powers going on their cooldown, but Teleport Target is what you see go on cooldown. There is no reason that I can see for the added complication of yet another timer for Assemble the Team, Long Range Teleporter, and Mission Transporter. Especially in the case of Long Range Teleporter since it already has two timers it is tracking: the window of available transfer when activated and the cooldown. If you wait out the open window for Long Range Teleporter, and I don't mean the zone selection window, I mean the window of time the power is flagged as activated and awaiting player input for zone transfer, the power cancels and does not go on cooldown. As far as Mission Transporter and Assemble the Team goes, there is no cancel to be had. You click the power and it immediately does its thing. If the player does not meet the requirements for those powers being activated, then those powers still attempted to fulfill their function and go on cooldown. Tried to Assemble the Team when you are the only person, either in the zone or because you are solo? The power still attempted to bring the teammates it is supposed to look for and recall to you, it is just that you did not have any for it do so with. The power still properly functioned and did what it was supposed to do. So it goes on cooldown. Tried to use Mission Transporter with more than one mission in your mission tray and none selected as the active mission? The power still tried to send you to a mission door, but the mission it tired to send to you does not have a mission door to send you to. Contacts are not mission doors. Contacts that you have to talk to that then send you to another location for the actual mission are not mission doors. And if that is the mission that Mission Transporter tries to send the player to because the player did not select a mission to be transported to, the power still did its function and tried to send you. It couldn't because there was no valid location to send you to, but it did execute. So it goes on cooldown. As far as the game is concerned, in the situations being discussed, it is improper use of the power causing it to fail. So with the powers doing what they are supposed to do, how and why would they decide that a second, shorter cooldown would be warranted? Now if you wanted Long Range Teleporter's cancel button to not maintain a window of use to expedite player's use after activation but instead fully cancel out? That is a separate matter.
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I don't count that. (Edit: That isn't him showing up in the game, it is a GM throwing him out there for whatever reason.)
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Open "Settings", select "Devices", select "Mouse", select "Additional mouse options", select "Pointer Options", turn on "Show location of pointer when I press the CTRL key". (Edit: Then when you press CTRL, not hold, just press, a shrinking circle zooms in on the pointer.)
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Windows 10 has the same option. If you aren't using 10 or 11? I would have to look up similar features.
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I could stick needles in my eyes too and that would solve the problem in a different way 🤣 I don't understand your response. How is being able to simply press a key to see where your pointer is a bad thing like... sticking needles in your eyes?
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Yes, it closes the window. If you don't want the power to be flagged as used, wait for that red circle to go away. It will go away after a few minutes. I never said anything about Mission Transporter teleporting the player inside their mission. What I said was that if you do not have a specific mission actively selected and you have multiple missions in your mission tray, Mission Teleporter will randomly send you to one of those missions. And if the mission does not have a door to enter the instance, the power has nowhere to send you and completes. It "fails" because there is nowhere for it to send you to the mission it tried to send you. It still successfully activated and was used. If you want to avoid that, make sure you have your desired mission actively selected so Mission Transporter knows where it needs to send you. And if you select a mission that does not have an instance to enter and you use Mission Transporter, it will still successfully activate, just not be able to send you to the mission. So it still goes on cooldown. This is a player problem, not a power problem. If you activate Assemble the Team and you have no teammates in the zone for it work with, the power was still successfully activated but it had no one to bring to you. That is a player fail, not a power fail. Don't use gather teammate powers if you don't have teammates for it to work on.
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Remove that flag and you give a giant middle finger to solo players, particularly in the earlier levels. That do not notice flag is why my Dominators are able to look at a densely packed area the game requires me to be in for the mission, and not have to crap myself when my confuse power fails to take hold on the target.
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I'm trying to remember, but it's rather foggy. Anyway, if you activate LRT and you zone by any means before the use window closes, the power has no way to differentiate between it sending you to another zone and you simply going to another zone. So I'm pretty sure since you went to another zone while the use window was open, the power has to show as used, not just activated, and go on cooldown. Wait 5 minutes after you activate the power if you are just going to zone by another means, and the use window will close and the power won't go on cooldown. If you do not have a specific mission in your mission tray flagged as the active selection and you activate Mission Transporter, it will try to send you to a random mission. If that random mission does not have an instance map to go to, the power has nowhere to send you. Since the power still tried to send you to a mission, it goes on cooldown. Always make sure you have the desired mission selected and set before you use Mission Transporter. If you activate Assemble the Team, it grabs every team member in the zone and teleports them to you. If there are no team members in the zone, it still looks for team members in the zone and teleports them to you, but there aren't any to teleport to you. That isn't the power failing, that is the power working but not having anyone to recall. Having been used, it goes on cooldown. Edit: In the case of Long Range Teleporter and whatever the base teleporter power is called, they have a secondary timer for when players change their minds about using them. When you use the power, it goes active for 5 minutes, and if not used in that time period, goes back to unused and ready for use. So if a player wants to cancel their teleport, they can, without the power going on cooldown. Meeting the power's transit requirements by zone/base selection from the power window or by transitioning to another zone or entering a base (as appropriate to the power) is considered successful use of those powers and puts them on cooldown. I am not aware of a way for the game to see if it is that power or anything else that transitions you, so if you transitioned and the power is open/active, it is considered successfully used and goes on cooldown.
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The OP isn't about making it easier to get the EBs and Nemesis during the events, it is just about having a place to go where the events are always going. So even with event specific zones added, getting specific enemies isn't going to be any easier. You will still need enough players in a given area to spawn the bosses, EBs, and unique. And with events like the Rikti Invasion which has multiple parts, you couldn't even run the zone as a constant event. It would have to run normally just so that it can time out and start over so all the phases are available. (Also, just how small a population does a server have to have before they can't get the event badges?) (Edit: And on a smaller population server, wouldn't the OP work against them? Since with the event zones, the players can quickly get bored of the events just like the players do with the current set up for the events because they will always have access, so less players are likely to want to join badge efforts for newer characters and/or players.)
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If you are using Windows 11, you can go into your mouse settings and turn on "show location of pointer when press CTRL key".
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Croatoa isn't a suburb of Paragon City. It is its own separate town, barely big enough to be a modern village. (Edit: It mostly seems to be a farming community that expanded to include a university.) And with a university there, after the Rikti Wars, it kind of makes sense to have a maglev connect to it. Distance maglev connections exist in Japan for instance, though I think those are more just updates to their pre-existing train lines. And there was an attempt in California to have a new maglev connection that ran across almost half the state, I think.
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He doesn't. We face some of his aspects in the game, and we were supposed to release him to devour Battalion when that story line reached its completion, but he otherwise does not himself show up.
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Event badges shouldn't be something we can just walk up to a contact and get. Most events have a trigger, just run the TF to trigger them, go to the zone they trigger in, and do the event. Otherwise, if a zone for constant events were to exist, I would say treat them like AE. The event badges cannot be gained there, but do the events themselves to your heart's content.
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This would be nice to have, yes. Checked Battle Axe in the Tanker set in AE, and the taunt is replaced with Throwing Knives. So yeah, that rather limits our ability to make more tactical enemies. Being able to give them leadership powers would be nice too.
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I'm dropping out of this conversation. Even when I pointed out how having multiple Sentinels on the same team benefits the team, you are still fixating on their inherent and how it applies to a single enemy. Edit: I left this part out because I know it will not be well received and I will be getting another GM warning for it, but I'm going to make it anyway. Teams will get more DPS if they tell the second and later Sentinels where they can stick it and shove off? Boo hoo. Who cares. Sentinels in numbers on a team are not going to make that team fail anything in the game that any other better DPS AT will also fail at. Statement made. I now await my GM warning.
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No, I'm looking at inherents, which was your argument, and how they benefit the team. One of your comments was how a Controller's and Dominator's inherent lets them stack mezzes to lock down a target. See below: Except there is no stacking of controls from their inherents. The Controllers are simply stacking controls. The powers in their primary power sets. Then you followed up with a MM comment: And there have been multiple comments on these forums about how it is better to simply grab a Defender than have even one MM on a team because the individuals making those comments go on about how they can't keep their pets alive and keep up with the team, and MM support isn't as good as Defender support. (Edit: Yeah, MM inherents are never redundant on a team, but that is because they do nothing for the team in the first place.) You then argued that VEATs are welcome on teams, even desired to have multiples of, which I have to assume is because of their inherents because the entirety of the rest of that post was about AT inherents: Except VEAT inherents are completely useless on a team. It is their secondary power set's auras that makes them welcome. And most of those auras any AT can get from the Leadership pool. (VEATs get to double dip, but that still isn't their inherent.) And all to say that Sentinels with their inherent are worthless to have more than one on a team because their inherent isn't stackable. And my point is your argument is garbage. Because most AT's inherents are worthless to the team itself. They don't even get to be applied to the team's benefit in a non-stacking way like how a Sentinel's does. It isn't the inherent, it is the power picks and how they are played. You can employ Sentinels on a team, with multiple Sentinels, and clear high end content just as easily as you can with any other 'does not have a team buff' inherent. Why? Because, yeah, Blasters are going to out-damage a Sentinel every day of the week and do so at longer ranges, but the Sentinel will last longer in a bad fight and still take down the same targets. It will take longer, yes, but they will still do it. Only one Sentinel's Vulnerability can affect a given target at a time? Until you reach that one target the entire team has to gang up on, the multiple Sentinels on the team are making multiple foes vulnerable to the team's attacks. While still being safer on the field than any Blaster can hope to.
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There is nothing making multiple Sentinels redundant on a team either. It is still multiple characters that can dish out consistent, solid damage. Just like with VEATs. VEAT inherents are doing jack all for the team. Absolutely nothing. However, the VEAT characters are still doing damage to the enemy and soaking hits. Guess what multiple Sentinels can do on a team too? Do damage to the enemy and soak hits. MM inherents are doing jack all for the team. And according to several posters on these forums that I disagree with, their pets aren't even doing anything either. You know what MMs are still doing on teams on high end content? Using their primary and secondary sets to take down enemies or support the team. You know what multiple Sentinels can do on a team? Take down enemies and soak hits so other members may be able to avoid doing so. You know what Controller inherents are doing for the team? Jack all. Containment is letting the Controller do extra damage to an already mezzed target. And most teams I've seen? Don't give the Controller time to mez anything. It isn't the Controller's inherent that is doing anything for the team on high end content, it is their primaries and secondaries. You know what Blaster inherents are doing for the team? Jack all. Defiance lets the Blaster keep fighting with their primary's T1 and 2 attacks and their secondary's T1 while also boosting the Blaster's own damage. It is doing jack for the team itself. The Blaster is just there doing damage. You know what Sentinels can do? Damage at range too. They get less range and damage, but they can soak hits and they don't suddenly stop being able to do damage at range for their being more than one of them. So I do not get the fixation on Sentinel inherents. If you have multiple Sentinels on a team, you know what you have? I solid firing line the squishy characters can stand behind as they add in their own attacks. So what Sentinels can't stack their Vulnerability ability on a single target. They still do solid damage and can take a hit. They shouldn't be your main tank, but they can act as an off-tank, a heavy scout, bait for the enemy, or just be another ranged attacker that also happens to be able to take a hit without having to hunt down every damage resist and/or defense IO bonus they can find. And if they decide to hunt down those set bonuses or grab those pool powers the Blasters grab too? Then they are tankier for it and can hang in the fight for longer doing damage. (Edit: Could anyone imagine Iron Man and War Machine showing up to join a team and being told "Nope! We don't need 2 armored range guys. Only 1 of you, the other can just go away now."? I am getting that sort of vibe from this thread.)
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You mean like how Controller inherents matter on them? Or Soldiers or Widows of Arachnos whose inherent does nothing for anyone other than them? Or MMs whose inherent is just ever so helpful on those content? Yep, so many team mates are benefitting from those MMs and their inherents on high end content just ever so much.