
Rudra
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Everything posted by Rudra
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Zone/Mission: SmoothCaves-Rikti_45_Layout_02 Position: [628.0 0.0 128.0] There is an invisible block at the specified coordinates.
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I understand the question. The only reason for my post you are quoting is to point out to the author that the PPD and Longbow do not spawn already in the bank as their post I quoted states. I'm not arguing against any changes or corrections.
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That can work too. I would rather an aura so anyone that wants to have a personal force field as part of their character concept can, but if the devs prefer to add bubble alternate effects to Energy Aura instead, I would be fine with that.
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Actually, they don't. When you break down the vault door and the PPD/Longbow ambushes start spawning in response, they spawn outside the bank and run to it. I've intercepted them many times just camping at the bank entrance with multiple traps ready for them. (Edit: After looting the vault and running back to the entrance.)
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That could work. Not a fan of the energy wisps inside the area, but it could work for a bubble force field effect. So maybe get a version of that ported into a selectable aura for character costumes? (Though I would still like to see an expanded version of Victorian Decor for more form fitting fields as well.)
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QOL Feature: Option for No Temp Powers in Tray on Respec
Rudra replied to twozerofoxtrot's topic in Suggestions & Feedback
Yes please!!!! -
Is there a preview for them? I don't seem them on the wiki and I don't have Prismatics to check, so I only see Warshade and Peacebringer effects listed as their effect. (Edit: And maybe we can have an option for starting force field defense characters that doesn't cost 250 Prismatic Aethers?)
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I've been thinking... yeah, I know... bad habit.... Anyway, I was looking through the auras already available to see what works as a force field for Tankers, Brutes, or whatever that want their defense to be force field like. The best option I saw was Victorian Decor. It has clean lines and follows the exterior of the body nicely, but the patterning doesn't work universally and it only applies to select body parts. There was also Battle Fury, but the presentation is too erratic. Glowing Aura can also be used, but it has no defined edge, just a filled area. So what about something else? Maybe just a bubble taken from the Force Field set and made available as an aura? Or better in my opinion, make a new aura derived from Victorian Decor, except that encompasses the character and lacks the patterning, maybe just a moving sheen the defines the barrier instead. Thoughts?
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These parts are feasible, which is why I didn't comment on them.
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This would require new animations for every Brute power.
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You are misunderstanding me. (This seems to be a running theme....) I'm fine with the powers in the power set. I'm fine with you pitching a variation of Invulnerability because it does look fairly different to me. I'm fine with you specifically designing the set to better embody a powered armor set from the comics. The issue I have is that the defenses and other capabilities found in powered armors like Iron Man et al, is that those same powers are also found in characters that don't use powered armor. Or any armor at all for that matter. However, naming the set Power Armor runs into the same problems we see with existing sets like Necromancy and Super Strength. There are characters that raise or manipulate the dead beyond just necromancers. There are other forms of adrenaline boosted performance beyond Rage. However, there are players that are upset that in order for them to have an undead master Mastermind, they have to be a necromancer. There are players that complain that their super strong character doesn't rage, but gets an adrenaline rush that performs just like it. There is a lot tied up in a name. That is what I am asking about. The proposed set? Looks fine to me, the devs will have to go over it and make any adjustments they see fit. All I am asking is why is the set called Power Armor and are you willing to consider alternate names that fit the same theme such as Integrated Defense or anything else?
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I don't have issues with what the powers do. And last I checked, a psychic manifestation of armor was psychic or psionic armor, not power armor. Cyborgs also use integrated weapons and defenses, but they may not have any actual armor, just a very robust frame. I don't care if @Ultimo creates a new armor set that works better for powered armor characters like Iron Man, by all means, go for it, I'm just asking for a more open presentation for it. (Edit: Or at least a good explanation as to why the set has to be called Power Armor with power names reminiscent of hi-tech powered armor.)
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Why should the set be specifically power armor? This even cuts out other tech concepts. Cyborgs can have integrated defenses without power armor. Magic can too. So why specifically Power Armor as the set? Will it also apply physical, tech-based armors to characters that use it? (And if so, why?) Why not the Integrated Defense set for instance? Something that doesn't lock out other character concepts.
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That would make the pool power rez better than some support AT rezzes.
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The issue I have with the OP is the idea locks out other concepts. Why should a character have to be a power armor character for this? Edit: You can just as easily call it the Resilience set or something. Maybe as follows: Hardy Tempered Resilient Robust Impassive Evasive Quick Recovery Second Wind Overpower
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Players are free to express their feedback to any suggestion. And as you keep bringing up the same topic, you should expect to get repeated responses about that topic. My previous post was going to be my only post, but this post requires a response.
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The info screen for Brute's Irradiated Ground says it does Toxic damage, but the Detailed Info screen says it does Fire damage. It is difficult for me to tell which it is actually doing because while Irradiated Ground is hitting my test targets, it isn't listing Irradiated Ground unless it misses on my combat log.
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My mistake. Thanks.
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That's the thing though, support ATs are all about support. It is their identity. Players dipping into the Medicine pool aren't support characters. The Medicine pool isn't supposed to make your character a support character, it just gives you the ability to throw some supplemental heals. (And I just checked Aid Self during combat in the game. I'm not seeing any interrupt time. So the OP isn't correct.)
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That is an extremely biased opinion.
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You are misunderstanding my posts and I am at a loss for how to clarify. From the villain player character's point of view, the character can choose to go with Arachnos via Operative Kuzmin or Kalinda, or the character can go a non-Arachnos route with Mathew Burke or just street sweep to level, or a combination of the above, yes. The interaction between Arachnos and the Destined Ones is as I described in my previous post. The player character is not part of Arachnos and Arachnos has no control over the character, even if the character does missions and story arcs for Arachnos. I am not trying to say that a player character by default is bound to interact with Arachnos, outside of the forces the character faces over the course of the character's career. I was responding to your statement about Arachnos and Destined Ones, and the fact that the way I read that post was the implication that the Destined Ones are faceless nobodies that form the body of Arachnos. And my point on that is that the reasons why a player character might do that will change from character to character, especially red side where such interactions makes less thematic sense, and trying to force a reason why they are doing so instead of just letting the individual players rationalize why their characters are doing so is hurting your argument. If I'm being brutally honest, I don't really care, I just think the implementation method doesn't work. The best way to add a reward is to have an objective that triggers said reward. Instanced missions have the benefit of completing the mission being the trigger that grants the bulk of the non-mob defeat rewards instanced missions have. You completed the mission? Have X xp and inf' as reward. Setting up rewards for street sweeping would most easily be accomplished by a bounty system, which would basically be a street sweep mission from a contact that gives out street sweep missions, where completion of the accepted mission awards xp and inf' as if it were an instanced mission, unlike current street sweep missions which do not. The problem with spontaneously spawning an AV after every X defeats, is that unlike a GM, AVs can, and quite possibly will, be wiped out by someone not on the team if they happen to encounter said AV 1st. So if you want street sweeping to have rewards and entice players into joining patrol teams, then you most likely should limit said rewards to the team specifically. And the only way I know how to do that, is by it being a mission completion reward rather than a spawned anything that just appears in the zone.
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Here's the thing about Arachnos and Destined Ones. While there are lots of Destined Ones, that is because Kalinda cannot narrow down who the actual Destined One is to a single person, just to a group of potentials. And even at that, none of the Destined Ones, whether PC or NPC, is a faceless nobody in Arachnos. They are cast adrift and watched to see which can actually ascend to being the Destined One, but they aren't Arachnos minions. Even Bane Spider Ruben makes a point of telling you that. As does Marshall Brass and a few other Arachnos contacts. They highlight that your character is not part of Arachnos, is not subject to Arachnos commands (outside of an Arbiter), and holds no authority over Arachnos forces. So your counter-argument fails. (Though I do understand you are just playing.) There is no in-game explanation. There is an out of game explanation: humans are social animals and typically prefer to be with others. In game though? Playing a villain? There is no attempt to explain it because from a villain point of view, it doesn't work. Which is part of my point. You're spending an awful lot of effort to explain in game why heroes and villains would form street sweep teams, and it isn't necessary. With many such reasons requiring lots of mental gymnastics and sideways squinting for the reason to make any sense. If you want a street sweep thing? You don't need to pitch an in game reason for it. Reasons that would work for heroes won't for villains. Not really, no. My point there is that the opportunity to learn the lore is one of the rewards players get for doing instance missions. It is just one of the rewards though. And no rewards are currently available for street sweeping, which is why players don't typically do it. Add rewards to street sweeping and it becomes more enticing to players. And that is a problem. That is why teams work the way they do. And even if your suggestion were to be implemented, you will want to maintain that team dynamic or you will wind up with a whole lot of angry players complaining about being 'punished' for doing the implemented street sweep content. The last thing you want is team members being arbitrarily dismissed from a given team they just joined by any means because they changed zones or neighborhoods. Look at the Bug Reports forum for some examples there from players complaining that going into their SG base while a Rogue hero side or a Vigilante villain side and finding themselves dismissed from their team automatically.
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So can the petsay command. That is even shown on the Petsay (Slash Command) page linked by both @gabrilend and @biostem. Edit: This site is more relaible: https://archive.paragonwiki.com/wiki/Petsay_(Slash_Command) I don't know about binds since I don't use them, but I haven't had any problems with typing in petsay commands in the chat line or using them from my macros. (Until someone linked me to a file that shut my demons up, I would routinely type the sleep emote for them into my chat bar and they would go to sleep.) The Homecoming wiki does have incorrect data as evidenced by its difference for the Bodyguard Mode Mastermind's have. And what are you talking about? Mastermind players can do this whenever they want. RP'ing in Pocket D, passing time waiting on teammates to arrive in a mission, during a fight (though the emote will fail immediately as the pet stops emoting to continue attacking, so text only for here), absolutely whenever the MM player feels like. Edit again: *hits Enter key, types in /petsay <em flex>, hits Enter key* *clicks speech bubble icon on chat bar, moves cursor to highlight new Henchmen category, moves cursor to All Pets category, moves cursor to desired emote category, scrolls through emote list until sees desired emote, moves cursor to desired emote and clicks* Pretty convenient in my book.
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That depends on your point of view. Confront: Provoke: 70 ft range 60 ft range 1 target 5 targets max (15 ft radius) 3s recharge 10s recharge 23.1s taunt 12.32s taunt -75% range (12s duration) -- So it depends on the player and how they intend to use it as to whether one is superior to the other. Yes, Provoke will affect 5x as many targets, but Confront forces the target to move towards you and affects the target for longer.