Rudra
Members-
Posts
7593 -
Joined
-
Last visited
-
Days Won
42
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Rudra
-
Equip Thugs only accepts Endurance Reduction, Range, and Recharge Reduction enhancements. Same with Upgrade Equipment.
-
Except it really isn't. KM is about as fast as some other power sets. What makes KM feel slow is when the effects are applied in the animation. KM typically applies its effects at or near the end of the animation. Other sets apply their effects sooner in the animation.
- 66 replies
-
- kinetic melee
- pvp
-
(and 1 more)
Tagged with:
-
Completely unrelated stat and that could make everyone into a Tanker.
-
Actually, what @Burnt Umber is saying is correct. According to the patch notes that guide is citing, that is not the case. See link below: https://archive.paragonwiki.com/wiki/Issue_7 The cited patch notes for that article specifically states that pets must be in Defensive Follow while in the MM's Supremacy radius. (Which would be a good reason why I never saw it work when I used the GoTo command with my Defensive pets.) So if that was changed, it wasn't in the cited patch and the correct patch notes for adding GoTo and Stay need to be cited. Edit: And to be sure, I logged on my incarnate MM, summoned all my pets, and checked them on Defensive Stay. Even in Supremacy's radius, they will attack things that attack me, but they don't take any damage when my MM is hit. So either I'm bugged or Bodyguard Mode only works in Defensive Follow.
-
That's not true, Rudra. The content has been overwritten and replaced with Longbow spawns. In addition, the "home base" has been changed to be in the center of the zone. This makes the island feel smaller. Also, the fantasy has been altered. The original fantasy was better designed. All the original missions and the contacts that give them are still in Mercy Island. The contacts are in different places now and the missions use different doors, but they are still there. You still have Longbow, Snakes, RIP, Arachnos, and the Infected. So all the groups you faced in original Mercy Island are still there too. Where they are on the island and to what extent, yes, that has changed. Where you start on the map and the order in which you move through the island is different, yes as well. The comment you are quoting even says as much. So no, the content has not been overwritten, it has been moved. It is all still there, but you access it from a different location on the map now.
-
I'll take your word for it, but I'm viewing this from the lens of the number of times I've seen lower level lieutenants and minions stomp an EB. (Or the times I've watched a full fledged boss I'm escorting in a mission get separated from me, and when I get back to said boss, he was almost dead from just a single spawn on the map.) Edit: In the end, it doesn't really matter to me since the listed AV would be there to save the last turret, not fight 4 new level 54 EB turrets. So that gives me 7 chances to get the AV(s) I need to get those badges. I can just take each pillbox down to 1 turret, check what AV responds, and either defeat said AV or move on to the next pillbox to try again.
-
All the original content from the original Mercy Island is maintained in current Mercy Island, just re-organized for where the contacts are and where some of the missions take you. Mechanically, the order of progression through the zone is re-arranged, which is what most of the complaints are, and a phase shifting area was added. Other than that, it adds a few new arcs.
-
That would require a lot more work than just adding an option that lets players select their pets' default state. The option is both easier and doesn't step on any players' current play style. What I feel strongly about is your insistence that everyone have the Stay command be their MM pets' default state instead of a selectable option. What I feel strongly about is that you insist others adapt to how you want to play. That is what I feel strongly about. that's not a use-case, that's a description of the functionality. But like I said before, your needs are valid and right now it feels like one of your needs is that the way you interface with the game remains stable. I can understand that, I respect it, and honestly this is one of the best places for a person with needs such as yours. This very much is a use case. If I am on a team and if I want to stay with the team so my buffs stay on them and I can heal them when they get hurt, I need to be able to move with the team. So if I need replacement pets, I summon them as I go and let them catch up to me. They can be upgraded during the next fight. If they are changed to Stay instead of Follow, then not only do I have to summon my replacement pets, now I also have to command them to get moving and follow me. Something I do not currently have to do. That is very much a use case. Or how is one? I'm running from a fight that has overwhelmed me. Without my pets, my MM is very squishy. So I'm running away and pausing long enough to trigger one of my summon powers so I have pets to shield my health. Something they won't do in Stay. Because they are almost immediately out of my Supremacy range as I flee the enemies. Worse? They could have survived if they had stayed following me. Now instead odds are they get wiped out because they are just standing there. There are a variety of times and reasons why a MM player may want to summon on the move. And when you do, you want those pets following you. Even if only to shield your health. I definitely did imagine the possibility that a new player might play the game, and in fact I show this game to everyone who will listen. I believe that the proposed functionality would be beneficial to them because it would allow them to play Mastermind more like a strategy game, which is the background that most of the players I bring have. And if the player is not someone that you introduced to the game and decides to play a MM? Why should they expect their pet(s) to not automatically follow them when with every other AT their pets automatically follow them and in every other game with player summoned pets they also automatically follow the player character? Look, this is going to sound angry and/or mean, but I'm thinking it is necessary at this point. If your response is going to insist that all MM pets default to Stay rather than Follow, then my response is going to change from that is a good option to let players set, to learn how to control your pets. Does that sound like a nice thing for me to say to you? Oh, you just need to learn how to correctly control your pets and they will do exactly what you want them. Sounds nice, right? No? Well, your insistence that MM pets all get set to a default Stay command instead of a default Follow command instead of just asking for an option for the player to set their preferred MM pet summon state is basically the same thing, just reversed.
-
fixed internally Rikti portal spawning large number of bosses
Rudra replied to Uun's topic in Bug Reports
This is the 3rd thread for this on the current page. Edit: Oh, nevermind. You had the default portal being complained about and a Communications Officer portal too. My mistake. -
Patrol XP for Explore Badges is a Useless Bonus
Rudra replied to Frozen Burn's topic in Suggestions & Feedback
Zero at level 1. No, it was 5 at level 1. I typically grabbed all my early explores at level 1 and they always awarded 5 xp unless I had xp turned off. -
Well, that would definitely make it easier for me to get the Signature Heroes/Villains badges, so I guess no complaints here....
-
Yeah, the regular turrets are level 54 bosses. However, the turrets on captured pillboxes are not all level 50 bosses. Only 2 of them are. The other 2 are level 50 lieutenants. (Or minions? It's been a while.) If the captured pillboxes got their four turrets as all level 54 EBs, then at least some of the signature characters are probably going to die when they attack the pillbox to take it away. Edit: Just did a re-read of the start of the quoted post. I'm not following. Are you saying you want the way the pillboxes work to spawn a signature character to help defend it?
-
The regular turrets are level 54 bosses. If the captured pillbox turrets are all level 54 EBs, they will probably eat the signature characters sent to retake the pillbox as a challenge for the players.
-
The game doesn't differentiate between teams and solo players when it comes to just randomly clicking the wrong door. So like @lemming said, that could really hurt a team. Edit: Hells, it can hurt a solo player too. I can't recall the number of times I clicked the wrong door for a mission because the marker was between 4 doors on a building but only 2 apply for the mission. Especially on a timed mission. You click the wrong door and instead of a "You cannot enter.", you actually enter, rush through the mission clearing things, finish the mission and exit, and then find out that you entered the wrong mission and are about out of time on your timed mission. (Edit again: There have been many instances during the Halloween event where I'm rushing to a mission, click the door, and mobs pour out to attack me instead of me entering the mission because it was the wrong door.) And then how would the game differentiate between single AE missions and full AE arcs?
-
Patrol XP for Explore Badges is a Useless Bonus
Rudra replied to Frozen Burn's topic in Suggestions & Feedback
It was 5 at level 1. I believe it was 10 at level 2. -
I explained this to you on the other thread where you mentioned it. You found a zone event. Specifically, you found the Syndicate zone event in Imperial City. Zone events are not limited by side. If you can get there, you can do them. The Syndicate were actually leaving a specific building to defend it, and then moving to fight you because you were there. If you pay attention to the Syndicate at the event, it is pretty clear what building they are coming out of. When the first phase of the zone event is completed, you enter that building and fight your way up to the top. In Nova Praetoria, the zone event shows some seers and civilians. You initiate that event by either attacking the seers or the civilians. Then you follow the instructions of the event to progress it. In Neutropolis, you find a zone event where ghouls and PPD are fighting. You initiate that zone even by either attacking the PPD or the ghouls. Then you enter the building they are fighting at to progress the event. In St. Martial, the zone event is near the Golden Giza. You fight the Longbow gathered around the building. When you clear them out, you enter the building they were surrounding and fight the Family. Then you fight Longbow again outside to finish.
-
Like I said, if you want the devs to add an option that lets you configure the default state for your pets, I'm fine with it. If you keep insisting that everyone has to have their pets default to stay, then I most definitely oppose your suggestion. Just because you would like to run your MMs differently does not mean you get to impose that on other players. What is the use case for preserving the current style? When I summon my pets, I can do so on the move and not have to spend extra effort setting them to follow. If you get them changed to default stay, then you are adding extra steps to my play style in the name of your play style. So, option for setting pet default state to stay? Good. You get what you want without imposing it on others. Changing the default state for everyone to stay? Bad. You do not get to dictate how other players approach their MMs. (Edit: For that matter, can you imagine how this would affect someone new to MMs? They summon their pet, run off into combat, die, and wonder why their pet didn't move down the hall to help them fight. The expectation would be that if a pet is summoned, it will follow and support. So adding an option so that you and anyone else that wants their pets to stay put when summoned can configure them to do so is fine. Whereas requiring everyone to adapt to your preferred approach is not.) To the best of my knowledge, that would not work. At least not with this game engine. And you can upgrade your pets as soon as they show in the pet window. You don't even have to have them targeted. I've upgraded replacement pets by applying their upgrade powers to my Dark Servant. I've upgraded replacement pets by applying their upgrade to Manticore, Ms. Liberty, or any other combat NPC I have to escort.
-
The black color in powers. Avatar view distance
Rudra replied to temnix's topic in Suggestions & Feedback
That doesn't make the character unplayable. It just means you need to scroll out first. Setting aside that comment, being able to set a camera preset distance by character would be a nice option. -
Talos Island Paragon Dance Party Bum uses outdated text
Rudra replied to mechahamham's topic in Bug Reports
The PDP entrance I saw had PDP fliers strewn around like the Pocket D fliers strewn around the Pocket D entrances. -
I never even noticed and they don't affect me. My MMs already had sufficient recharge on pet summons that there was insufficient delay between my ability to summon the pets and then summon replacements. The longest I had to wait since HC was available was maybe 10 seconds. And I build all my characters to manage END. So even if I had to summon all my pets and then apply both pet upgrades, I could still spam heals. Though I usually had to hold off on my own attacks until my END got back up to a safe level. So really? These changes did not affect my game play at all. Changing how my pets work when I summon them? That will affect my game play because then I would have to further delay my heals, debuffs, buffs, and attacks to get my pets back to where they do what I need them to. Oh no doubt. I am thinking, given what's already been discussed, that the pets don't yet "exist" when you activate the power, so there's nothing to apply the command to, thereby making the behavior command apply to nothing... The thing to remember about MM pets, or any pets really, is how long it takes for them to spawn. That is the primary concern for anything with them. And the pet window is an excellent tool for tracking that. Summoning animations can go over long, the thug and his motorcycle for instance. In those cases, you should be seeing that pet in the pet window even before the pet has finished his summoning animation. In this case, the pet is still subject to being affected, such as by applying an upgrade to another pet and having it apply to the motorcycle rider thug. Any commands given after the pet shows up in the window but while the pet is still animating will appear to be ignored. Because the pet has to finish the summoning animation. However, unless the game bugs, after the summoning animation is done, the pet follows the given command. You can see it if you choose to use an Aggressive pet state macro. The pet does nothing while getting off the bike, but his status shows aggressive and he immediately attacks the nearest target within his aggro radius after the animation. Now when he rides up and you can see him but he still isn't showing in the pet window? It doesn't matter what you try to do with him because he still doesn't actually exist as your pet yet. (Edit: It should be noted however, that just because a pet is not yet listed in your pet window preventing you from affecting said pet, that does not protect the pet. The model is already there and can be attacked by mobs, just not affected by you. Like when a Freakshow rezzes and you can't target him until he finishes his animation but your pets can if set on Aggressive.)
-
Uhm... what? If using macros isn't your cup of tea, that's fine. However, your reasoning here fails. If you have a Stay macro set up to command your pets to stay, then all pets you currently have update to that command even if they are already affected by the command. It doesn't matter if they've always been there or you just summoned them. Now if you hit your Stay macro before all your pets are listed on your pet window? Then yes, the ones that weren't spawned yet will ignore it because they didn't exist at the time you gave the command. As long as your pets show up in the pet window, they are subject to your commands. (You can also set specific pets to stay, go, follow, whatever in the pet window as long as you have it set to Advanced Mode.) I wonder, then, how you feel about the recent Mastermind rework? Where they changed the functionality of the summon spells, among other things? The only changes to MMs that I am aware of is that some pets had their defense or damage resist moved to their 1st upgrade power so players can buff their defense or damage resist. And when it works, I'm fine with it. When it doesn't work, I'm not fine with it. What changes are you talking about? (Edit: Or are you talking about the changes made to the MM's native attacks with their own weapons? They didn't change how I use them, so it doesn't bother me. Changing how pets function when summoned though? That will change how I use them by requiring me to add steps to summoning them.)
-
*sigh* If you want to host walking competitions, no one is stopping you. You can even make SG bases specifically for your competitions.