Rise to the Challenge shutting off?


Eiko-chan

 

Posted

I have been duoing with my son lately with me on a corr and him on a brute. We noticed sometimes his Rise to the Challenge is just toggled off. I chalked it up to bad keystrokes or running out of endurance at first, but today I've actually been paying attention. It's not on his main bar so he would have to be "accidentally" hitting ctrl 9 to toggle it off. He isn't running anywhere near low on endurance, it's just randomly toggling off.

Anyone had this kinda thing happen before? It's only RTTC. Combat Jumping and Mind over Body are right next to it on the bar and are not getting toggled off.


 

Posted

RttC has a -to hit component on enemies. This flags it as an "offensive" toggle, so if your son is getting mezzed (and the mezzes are working through mez protection), RttC will be toggled off.


 

Posted

Quote:
Originally Posted by Eiko-chan View Post
RttC has a -to hit component on enemies. This flags it as an "offensive" toggle, so if your son is getting mezzed (and the mezzes are working through mez protection), RttC will be toggled off.
Huh, interesting. Yeah, he put off his anti mez toggle for a little bit because my corr is a /kin and can tag him with Increase density when needed. That's probably the issue then.


 

Posted

Quote:
Originally Posted by Humility View Post
Huh, interesting. Yeah, he put off his anti mez toggle for a little bit because my corr is a /kin and can tag him with Increase density when needed. That's probably the issue then.
That'll do it. ID does not protect against as many mez types as the toggle, and is weaker as well.


Dr. Todt's theme.
i make stuff...

 

Posted

I personally wish they'd remove the -tohit from RTTC, its not large enough to make a real difference. Not to mention makes PvP horrid with Willpower.


 

Posted

Quote:
Originally Posted by Gypsy_of_Paradox View Post
I personally wish they'd remove the -tohit from RTTC, its not large enough to make a real difference. Not to mention makes PvP horrid with Willpower.
In the current version of the engine PvP powers are separated from the PvE powers. They can have two totally different effects.

You can no longer justify any change to the way a power works in PvE based on how that power works in PvP. If you don't like how a power works in PvP, go to the PvP forums and request the change there where it belongs.


 

Posted

I personally wish they'd remove the -tohit from RTTC, its not large enough to make a real difference. Not to mention makes PvP horrid with Willpower.


 

Posted

Quote:
Originally Posted by Gypsy_of_Paradox View Post
I personally wish they'd remove the -tohit from RTTC, its not large enough to make a real difference. Not to mention makes PvP horrid with Willpower.
I personally like it the way it is because I feel every little bit helps and I don't PvP.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by je_saist View Post
In the current version of the engine PvP powers are separated from the PvE powers. They can have two totally different effects.
While true, the devs try to keep things similar, so that a player doesn't have to readjust to their own powers when getting into PvP (they just have to readjust to how different the experience is).


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Gypsy_of_Paradox View Post
I personally wish they'd remove the -tohit from RTTC, its not large enough to make a real difference. Not to mention makes PvP horrid with Willpower.
Not yet. Until I can figure out how to squeeze a little more defense out of my build, I want it like it is.


 

Posted

3.75 isn't much, but I'd rather have that than nothing.


 

Posted

Quote:
Originally Posted by Humility View Post
3.75 isn't much, but I'd rather have that than nothing.
And it can make all the difference if your build is already near the softcap.


Dr. Todt's theme.
i make stuff...

 

Posted

Let me rephrase so its clear, I have no issues with RTTC in PvE. But, its crippling in PvP, we have several powers that function differently PvE vs PvP. Just remove the -tohit from the PvP version.


 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
While true, the devs try to keep things similar, so that a player doesn't have to readjust to their own powers when getting into PvP (they just have to readjust to how different the experience is).
lol


 

Posted

Quote:
Originally Posted by Gypsy_of_Paradox View Post
Let me rephrase so its clear, I have no issues with RTTC in PvE. But, its crippling in PvP, we have several powers that function differently PvE vs PvP. Just remove the -tohit from the PvP version.
I understand. Your house is on fire. But this is a hospital. We can't help you. You should go talk to the fire department down the block.

Get it?


 

Posted

Quote:
Originally Posted by Scooby_Dont View Post
I understand. Your house is on fire. But this is a hospital. We can't help you. You should go talk to the fire department down the block.

Get it?
Thread topic is RttC getting detoggled

My replies were about RttC, your reply implies you have no idea how the power works.


 

Posted

IMO, the ideal fix to RTTC would be to change the -ToHit to +Def(All) that doesn't stack with self, though perhaps just a tiny bit weaker (ie, around 3.00%) than the -ToHit


This would:
-Change the invention sets allowed in RTTC (bad)
-Remove the "offensive" component, allowing the toggle to remain active when mezzed (good)
-Provide nearly identical utility - less useful vs equal and lower level, more useful against AVs, +toHit resistors and higher level (net good)
-Provides a useful benefit from opponents at a distance (good? Alternatively, provide Def(Melee) instead of Def(All) if problematic)


 

Posted

Quote:
Originally Posted by Gypsy_of_Paradox View Post
Let me rephrase so its clear, I have no issues with RTTC in PvE. But, its crippling in PvP, we have several powers that function differently PvE vs PvP. Just remove the -tohit from the PvP version.
Some elements can function differently some can't. I don't know which the suppress vs. drop flag is but I wouldn't bet on it being one that can.


 

Posted

Quote:
Originally Posted by Shadow State View Post
Some elements can function differently some can't. I don't know which the suppress vs. drop flag is but I wouldn't bet on it being one that can.
It does sort of make sense to maintain the suppress vs drop flag in PvE - otherwise you'd have Fire Scrappers killing enemies in their sleep, literally.

The difficulty can be in deciding where to draw that line (some powers not dropping is certainly preferable to all dropping, at least from the toggle-user's perspective ). RttC being a taunt power, the usefulness of the ToHit debuff is almost entirely experienced by the toggle's user, rather than the team or pets, so ToHit and Defense don't have much of a meaningful distinction (other than, perhaps, if they drop AoE powers on the toggle user with other teammates in range...but that's not likely to make a large difference in the long run)


 

Posted

Quote:
Originally Posted by Gypsy_of_Paradox View Post
Let me rephrase so its clear, I have no issues with RTTC in PvE. But, its crippling in PvP, we have several powers that function differently PvE vs PvP. Just remove the -tohit from the PvP version.
Quote:
Originally Posted by Scooby_Dont View Post
I understand. Your house is on fire. But this is a hospital. We can't help you. You should go talk to the fire department down the block.

Get it?
Quote:
Originally Posted by Gypsy_of_Paradox View Post
Thread topic is RttC getting detoggled

My replies were about RttC, your reply implies you have no idea how the power works.
The thread was started to ask a question about how the power works - not to crusade for a change. What I think Scooby meant was, if you want the power changed, either go to the Suggestions thread or PM a dev. You're in the wrong place.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Thank you. Exactly. Sorry I put it in a joking way. I do that sometimes. It was a crappy analogy. But I thought it made sense at the time.


 

Posted

Quote:
Originally Posted by Korith View Post
RttC being a taunt power
RttC is the worst taunt aura in the game. I don't think you can necessarily depend on it to make sure everyone it hits is actually taunted to the caster.


 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
While true, the devs try to keep things similar, so that a player doesn't have to readjust to their own powers when getting into PvP (they just have to readjust to how different the experience is).
right, thats why every single power in the game that does damage doesn't do the same amount in pvp and pve. and why self buff (and all buff powers but you said "the players own powers so i'll keep it in the realm) are messed up.


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

Quote:
Originally Posted by Eiko-chan View Post
RttC is the worst taunt aura in the game. I don't think you can necessarily depend on it to make sure everyone it hits is actually taunted to the caster.
Fair enough, but given a team where the RttC is the only taunt, it at least has a long enough duration that some sort of taunt will be in play at any given moment.

That said, looking at it and comparing it to other auras, yeah...that's a very weak taunt indeed (at less than 10% duration as compared to other auras).


 

Posted

Quote:
Originally Posted by Schismatrix View Post
And it can make all the difference if your build is already near the softcap.
Indeed, I have about 39% Def to S/L. I put 4 Dark Watcher's in RttC, so if gives me around 5% -tohit , which effectively puts me at Softcap for anything less than a Boss