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Rudra

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Everything posted by Rudra

  1. How many times are you going to go back to that after I already said you were right about it? Also, why are you telling me to "use my words, not comment deletion"? I'm not a GM. (Edit: Neither have I reported any comments or asked for any comments to be removed.) Edit: This is like the 4th time in this thread I said you were correct about that. Edit again: My other 2 comments were deleted when the GM shortened the thread, but here is one you thumbs downed with the 3rd concession highlighted:
  2. I can get behind it being a click instead.
  3. From a personal point of view, don't know about Enflame since I never used it, but as far as Spirit Ward goes, it would be nice if it didn't de-toggle the moment the person you were using it on moved past the cast range. The person you buffed with Spirit Ward used an elevator? If you didn't enter the elevator at the same time, the buff goes away. The person you buffed shifts to attack a target and their movement puts them outside of cast range? The buff goes away.
  4. Chance for fear is already a part of a redside ATO kit. I know. However, like I said, I think it would work better for Brutes. The main difference would be that the SoA ATO only triggers off the slotted power, but the Brute one could have a (lower) chance to trigger globally off the Brute's primary attacks. (Edit: Besides, @ThatGuyCDude and @PeregrineFalcon already came up with much better alternate proposals.)
  5. You see the core problem then. Before Proliferation, Brutes were the Tankers for red side. (Yes, there are claims that MMs were, but MMs couldn't pull it off until they got Bodyguard Mode added after the fact.) So Scrappers out-damage Brutes(, and some Tankers out-damage them too). So if you want damage, go play a Scrapper (or Stalker). Tankers and Brutes have the same damage resist caps, but Tankers start with better base stats for their resists. So if you want to be durable, go play a Tanker. You can't improve Brute's damage without stepping on Scrapper toes and you can't improve Brute's resilience without stepping on Tanker toes. So how do you break out Brutes in a manner that works for all Brute character concepts? (Edit again: Also, please bear in mind that I do play Brutes. I have more Brute characters than any other melee AT. So I'm not dumping on Brutes, I'm trying to illustrate their dilemma.) Edit yet again: Melee AT breakdown (at least from my point of view): Stalker: Assassin AT. Sneak around and gank. Lots of fun. Scrapper: Damage AT. In your face maul-fest. Lots of fun. Tanker: Soak AT. Can take a pounding and not care. Lots of fun (for others). Brute: The not a Scrapper or Tanker AT. Still lots of fun, but lacks a standout identity.
  6. Good luck with the damage. I mean, I get the current devs are not the same dev team as back on Live, so maybe they will be on board with addressing it in a manner that isn't a sidegrade middle finger that they call a buff like the Live devs did. (Yeah, I'm still upset about that. Sorry.) At least addressing it from that angle isn't just another more +recharge request. And I understand @CrusaderDroid's goal of getting a unique ID for Brutes rather than hybrid Scrapper-Tanker that isn't either. Maybe tweaking Brute's identity as an AT will help them break out from where they are. And yes, I understand @CrusaderDroid's point about how +recharge can actually do that. I just disagree that +recharge is the only or even the best way to do so. What is the best way? I don't know. I've given my ideas on possible options, even leaving several examples open-ended so others can hopefully come up with better variations or ideas for it, but to say that is unpopular is an understatement. I don't understand the +recharge fixation. Yes, a Brute can be a fast attacker rather than a skilled one, but so can a Scrapper. So where do we go from here?
  7. I don't know. Maybe a global chance for fear, so Brutes are scarier to enemies than other ATs. Maybe a ToHit or ACC debuff, again because enemies are more scared of the Brute than other ATs. (I think the fear component would work better on Brutes than it does on Soldiers of Arachnos at least.) Hells, maybe a proc that for that power lets the Brute hit a higher damage cap than the Brute currently can. I'm just tired of +recharge being the go to any time someone thinks something needs to be buffed.
  8. I see your points, but those were just thrown out there to show there are other options beyond yet more +recharge. If the devs decide to improve Brute's ATOs and they go the +recharge route, then at least Brutes finally got some love. It wouldn't be my preferred solution, but at least they finally got some.
  9. Nope, still wrong. If the comment is wrong, then prove it, because your response does not. A chain is very much developed the way I said. A chain can be changed as power availability changes, like I said. And I already conceded that you were correct about me being able to simply not change my chain and so go unaffected. So your continued argument against that makes no sense. I can not want more +recharge fit into everything just as much as you can want more +recharge fit into everything. That makes it a question of preferences. You would prefer more +recharge, I would prefer more variety in improvements. Edit: Example: a character has attacks 1, 2, 3, 4, and 5. The character runs a chain going 1, 5, 3, 2, 4, 1, 3, 2, 4, 1, 5, 3, 2, 4, 1, 3, 2, 4 and so on. Now those powers become available more frequently. So the player decides to change the chain to just be 1, 5, 3, 2, 4, 1, 5, 3, 2, 4. Power 5 is used more frequently in the chain, so the chain has changed. (Edit again: To remove power 8 since I forgot to put it in the example sequences.)
  10. Then maybe the devs can see about fixing that instead. Make it so that when the pets are a set distance away from the MM, they automatically teleport to the MM so we can stop wondering if they will teleport to our character or slowly run across the map/zone.
  11. What I would like? Is for hostages to be able to use things like stairs and ramps without the player having to stand at the top or bottom of said stairs or ramp watching the NPC not be able to figure out how to use it. Especially since you can't teleport those NPCs to you.
  12. It was addressed previously. Now MM pets automatically teleport to their MM when they get too far away. The problem with that is that it seems to be random for when it works. And the purpose of Group Fly and Team Teleport being in the game in the first place was so that players could get their teams from point A to point B in the event team members lacked travel powers. And MMs are their own team. They benefit the most from making use of team powers like the Leadership pool and Group Fly and Team Teleport. And though it costs 1,000,000 inf' from START, you can get Assemble the Team from Start and have the ability to immediately recall all pets to you without giving up a power choice on your character.
  13. Teleport Target and temp powers like Assemble the Team are your friend.
  14. Unpopular opinion: Use Savage Melee for your Sabertooth characters. It already has slashing nails. (Though Lady Deathstrike style claws being added to Claws would be nice. [Edit: It will require alternate hand models and animations though.]) And if the posture and animations for Savage Melee aren't your thing? Request alternate animations that are less hunched over for Savage Melee. (Which is something I would like for my Savage Melee character.)
  15. I would still rather not. If players want the Brute ATO improved, I'm not going to complain. However, I will ask that +recharge not be what it goes to. That will throw my END management off as suddenly my attacks are faster and burning through END faster requiring me to go back and reconfigure my END management to keep it under control.
  16. I don't understand the formulae used in City of Data/Heroes. That is why any time I post anything from CoD and the reference is a formula, I state that I don't know what it means or I state that I am leaving that particular reference out of my discussion for not knowing how it works. And just because damage resistance and defense don't play by the rules Misdirection is for its placate means nothing to me. Give me a placate reference. If you want the formula changed, then you already know my response. Submit a suggestion to get it changed. Which is why this discussion is so confusing. A little bit of background here. Yes, my initial inclinations should something like that happen is that it can't be what was intended and so must be a bug. However, after having had to perform several mishap investigations, I've learned that is not an acceptable approach to viewing problems. Just because I think something doesn't make sense and that there is no way the person involved meant for something to be the way it is, does not mean that the person/people involved did not make it that way because it makes sense to them. Hindsight is always 20/20, but foresight and intent are not. So, as much as it seems to annoy everyone, I will persist on not reading what I think may have been someone's intent on something and instead continue to look at what that person or those people did as compared to what was/is going on. So if something in the game says it is supposed to work a particular way and it in fact does, even if I think that makes no sense, it will remain as intended and I will continue to advise others to make suggestions to change it. My argument was that the OP was wrong, that Misdirection was not supposed to only have a 2 second duration, and you agreed with that. My justification for such was that the power said it was supposed to last longer than the OP supposed and it in fact lasts longer as described, making it not a bug. That is my take on the OP. You could have just said the OP was wrong, given your justification for it, and not dove down this rabbit hole of bug by intent you choose to read into things versus what I refuse to read into things. My arguments are in good faith, regardless of whether you can accept them or not.
  17. Yes please. This comes up a lot on my MMs where I go to click a door to progress through the mission, but instead a pet that isn't in my window gets selected. I can deal with that by shifting my camera angle to a more top down look to click the door and then returning to a face forward view, but not having things not on my screen not be what the game keeps thinking I'm selecting would be nice.
  18. Missions pull from the different factions to populate the maps. So for your example, both are Arachnos. The same faction. Minions draw from the pool of minion tier mobs, lieutenants draw from the pool of lieutenant tier mobs, and so forth. And yes, there have been requests for players to be able to substitute different factions' models for their pets. Such as the request for PPD, Cage Consortium, and a few others for Soldiers and Thugs.
  19. When I cite CoD, it is because I just finished looking at it for the topic in question. Ex.:https://cod.uberguy.net/html/power.html?power=stalker_melee.electrical_melee.placate&at=stalker https://cod.uberguy.net/html/power.html?power=boosts.attuned_energy_manipulator_c.attuned_energy_manipulator_c States does not affect friendly. (Screen capture provided below.) Now to continue with the thought experiment. Let's say the Energy Manipulator: Chance to Stun simply said target rather than foe rather than what it actually says. When slotted into a power that accepts endurance modification enhancements, does it stun? Are the targets the power is affecting being stunned? If it only affects enemies and not players, then it is a bug and it should be reported for having an incorrect description. If it affects both, then it isn't a bug, it was a very, very, very poorly designed enhancement and needs to be changed with a suggestion. (Edit: Yes, it is my inclination to say the dev that made it could not possibly have meant for it to work that way, and so it would be a bug, but I am not the dev that made it and I can't speak for the dev's intentions other than what the power/effect says it does compared to what it actually does.) (Edit again: Why won't I just call it a bug in the thought experiment? Because for all anyone knows, that dev may have intended for the set to only be used in offensive powers and it also being able to affect the players is to dissuade them from using it in buffing powers. Who knows. I'm not psychic. And I'm relatively sure neither is anyone else.)
  20. And yet Stalker placate effects are all 6 seconds in duration in PvP according to the game (and 12.3 seconds according to CoD). So it doesn't look like that "rule" applies to placate effects. Then that would be a typo bug because the description says the effect is one thing but the power does something else, and what the game says as the description is wrong. In the OP, what the game says something should do and what it does are the same. That makes it not a bug.
  21. Considering placate effects are broken when you attack the target and the in game data says it is supposed to be 9 seconds duration in PvP as opposed to 15 seconds in PvE, how can you say it is a bug?! (Edit: If the game says something is supposed to work a certain way and it does, then it isn't a bug. If you think a 9 second duration is too long, then submit a suggestion.)
  22. It's supposed to be 9 seconds in PvP. https://cod.uberguy.net/html/power.html?power=pool.invisibility.misdirection&at=scrapper
  23. You'll see that on pretty much any model swap. Wings and tails your character has that the character you play as instead lacks shows up on the character. I think if the gender changes, since your character model file no longer uses the same base model, extra features don't carry over, but if the gender is the same, it pretty much always carries over. (Edit: Even shoulder pieces can carry over if the target model isn't using any.)
  24. In the Taper of the Frozen Flame tip mission, in the Rogue version to destroy the taper, you get a clue when you find a glowie chest in the mission that says: Pile of Demonic Tomes Inside the chest you discover half a dozen tomes that are identical to the one that lead you to the Taper of the Frozen Flame. "Lead" should be "led" since it is past tense.
  25. I didn't say it was the Tyrant mission. I'm saying that Tyrant's mission with its massive numbers of Arachnos forces and one specific style of outdoor city map have the reduced rendering applied to them. On those maps, not just the Tyrant solo mission, not all mobs are rendered. A great deal of mobs are not rendered, by dev choice, because the sheer number of mobs on those maps was causing problems for some systems. That means on those maps the player will need to wipe out mobs on the map until the ones they are looking for finally get rendered on the map and become available to fight. You did say you had cleared mobs with a set range of the hostages, yes, but you also said the hostages were just standing there without captors when you found them. As I have said multiple times on this thread, if mobs are missing on specific maps, the only way to get them to appear is to defeat enough mobs on the map that the mission finally renders the missing ones. Since the hostages themselves were rendered, then their captors should have also been rendered as being part of that spawn. The captors may not have been rendered for limit of mob renderings still being achieved without them, so my recommendation would have been to keep defeating enemies or submit a support ticket in hopes a GM responds in time to force the mobs to you. Otherwise, they may have popped into existence hidden by a wall. In that case, exiting and re-entering the map, then checking the hostages to see if they had captors would have most likely solved the problem. If you managed to fight the mobs before seeing the hostages and they ran, then simply waiting would have brought the captors back and you could deal with them. They shouldn't take longer than a few minutes to get back. Maybe 5 minutes. If they fell through the floor or if they spawned below the floor, a problem that happens on some maps, then the specific location of the hostages, so the location of their captors could be identified, on the specific map you were on, is needed for the devs to be able to do anything. And also in this case, submitting a ticket to a GM to get them to force the mobs to you if they were able to respond in time would also enable you to complete the mission. (Still report the bug though.) Edit: To be clear because you still seem to not understand what I am saying from your preceding post, you are not getting new spawns/enemies to defeat by defeating mobs on those maps. It is not a case of 'defeat all and then more appear to defeat'. The game limits the number of mobs it will render, and as you defeat enemies on those specific maps, already existing enemies become visible as the game renders them for them falling within the number of mobs it will/can render at once. So depending on when the game decides the mobs you are looking for are one of the mobs it is rendering, then you can find and defeat them, but they were always there from when the mission started.
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