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There have been several threads on Fitness since it was announced, and one idea of mine was to drop a power at the top end and move up the ancillary/patron level minimums similar to the following;
Tier 8 Secondary power at level 34
Tier 9 Secondary power at level 36
Tier 1 Ancillary/Patron at level 38
Tier 2 Ancillary/Patron at level 41
Tier 3 Ancillary/Patron at level 44
Final Power choice at level 47
At levels 48, 49, 50 you would get 3 slots each level.
Then add 1 more slot to levels 3, 11, and 21
Currently we get 24 powers, 67 slots
This would become 24 powers, 70 slots
I chose levels 3, 11 and 21 carefully, based on when characters get enhancements and when those enhancements naturally "kick-in". At level 2 you have 3 powers, so at level three you can put an extra slot on each power. Its minor, but it feeds well into later improvements. At level 11 you are on the verge of DOs. So being able to plan ahead for them and throw some extra slots into the build will smoothly increase the character.
And of course level 21 is the "cusp" of SO-level enhancements.
One of the biggest complaints with this change is that we are getting 3 more powers but "zero" more enhancements for the added powers, unless we scrape them off Health and Stamina. I agree with the sentiment, but with Incarnates right around the corner, I think that everyone will soon find that they could afford to move slots around from other powers. For example, Biospark is "Heavily" recharge focused. When I have an "Alpha" slot available and can sink a "global recharge" into it, this could very well free up 1 slot in each of the following powers: Hasten, Regen Aura, Healing Aura, Heal Other, Adrenaline Boost, Fortitude, Recovery Aura. Thats a potential of 7 new slots that can slide around to other powers. In reality, I will be surprised if I get 7 slots to "re-assign", but 3 more slots is VERY reasonable to expect. -
It hasn't gone live yet, but I for one cannot hardly wait. I have several Alts just hanging around doing nothing so they can play through the low levels with this change and see how it goes.
The change does not address any disparities that may exist between ATs and Powersets, but I am not sure that was the purpose for the change.
The biggest thing that this change DOES in my personal opinion is change DRAMATICALLY which powers you will pick and at what levels you get them. Currently, at level 20, you will have 12 powers, and will have access to 7 of your primary and 6 of your secondary powersets. If you are like me, 5 of those 12 powers will be consumed by Fitness(3 powers) and Travel (2 Powers), leaving ONLY SEVEN powers to pick and choose from 13 available primary/secondary choices. That means just over 50% of your main-course choices can be on your power tray and the rest have to wait till your 20's or 30's. With this change, you could have 10 of those 13 available powers (just over 75%). Not to mention many, many other subtleties that this makes possible. For instance, Scrappers who want Tough. Think about it for a minute.
So, Inherent Fitness at level 2 = 1 more power pool to choose from,
Slotted Stamina at level 3 = soloing lower levels just got much easier,
3 more Powers on my Tray at level 20 = PRICELESS ! -
Quote:Hehe, well in those situations you will find me cycling Ball Lightning and Short Circuit once every 7 seconds right in the middle of the spawn. Sorry, if you really need that healing aura, come jump into the middle of the fire with me, the tank and that crazy blaster we brought along to speed up fights.....
Heal Spam? Eh, if you don't have any good attacks and you have already finished your buff cycle why not throw out a heal other, you never know when some softcapped squishy is going to get a bad roll. -
Playing an Empath and knowing how many folks view Empaths in general makes me avoid these kinds of threads. My suspicion is that the majority are folks seeking to start up the "monthly" Empathy sucks threads.
With that being said, my instinct is that you are truely asking for assistance.
So here are my opinions on your two questions.
I don't have Absorb Pain. In 2004 when I first began playing the game, it was from the experience of a support specialist from other MMOs, so when I looked at the description Absorb Pain seemed a no brainer. Well, it is a highly situational power. And even up to the first time I ever ran the STF, I had my doubts about the decision to NOT take it on my latest and greatest Empath. On my first ever STF run, my friend StratoNexus even sent me a tell saying that NOW was the time that I was going to wish that I had Absorb Pain. He was correct, of course. Lord Recluse is one character out there that can take a character's health down fast. But, I consider Rez more usefull in 99% of every team encounter by far, and here is why; Anything nasty enough to take a character to death fast enough to need Absorb Pain, may just be TOO fast for you to stop a player from dying<-- enter Rez.
IF you play Empathy correct, you will focus your build on as much recharge as possible.
Combine high recharge with Heal Other and you can spam enough healing to bring anyone from the brink of death quickly, even on the STF. Heal other doesnt have any nasty side effects associated with it, so its a "no brainer" to me. Perhaps at lower levels and with a lot less recharge, you will find Absorb pain more needed on teams, but I have never missed it since 2004 when I played my first Empaths.
Healing Aura on Auto. Not a chance. And there are several reasons (some have been mentioned already). First of all, if you get your recharge built up (something most Empaths do), then you should have several on your team buffed with fortitude, your RAs should be firing frequently and Adrenaline boost should be near-perma on one team member. Between all your buffs there should be very little need to fire off Healing Aura very much at all. I find that I use Healing Aura mostly solo these days. I do use it on teams, but only in situations where my Regen Aura is not up, and multiple team-mates are getting hurt. I will target the one that (I believe) is in the most danger of dying and fire heal other followed by healing aura. This assumes that I am standing near everyone that is getting hurt as well.
The second big reason that you dont want Healing Aura on auto is cycle-time. With no recharge enhancement, Healing aura takes 2.03 seconds to cast and 8 seconds to recharge. Thats 2.03sec per 10.03 seconds that you are rooted and cannot react and cast ANYTHING else. Approx 25% of your cycle time. Now if you increase your global recharge AND enhance Healing Aura the way I have you can get the recharge down to 2.62sec, this means I would be using 43% of my available cycle time CASTING Healing Aura. But the amount it healed would be the same as when I have ZERO recharge in it. Healing Aura on auto fire is simply bad use of cast times at the end game. Its not even a really good use of your time at lower levels. I have run a few POSIs recently where my in battle actions would go something like this: Heal Team-mate (A) with Heal Other, Lightning Bolt and CB a mob attacking the same player to draw some heat off them and keep blasting until mob down, cast healing aura to bring me and team-mate back to full health and switch to a new target.
The truth is, Heal Other and Fortitude are your two best powers until you get into higher recharge and higher level powers. And then they are still your most Basic and useful powers.
I Hope this helps you in some way
-Bio- -
Ahhh very interesting !
Thanks Garent and Klaw for the feedback.
This make me much happier about this situation. -
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Hello folks,
Have a question which I should seek the answer on before embarking on the journey.
Can you have 1 build setup with Ancillary powers at 50 and fully IOed, then switch builds, turn Villain, run the Patron Arc(s), respec the second build and set it up with the Patron pool powers. Basically, 1 build as Ancillary choices and the second as Patron choices?
Thanks in advance for any feedback.
P.S. I realize that if this is possible, I would need to be a full Hero/Villain on the proper build if I ever respecced again. -
Quote:HuH !??? I am assuming this was a typo....
200 merits takes like literally less than 15 min to get in most cases....
If not, please enlighten me as to how I can earn 200 reward merits in 15 min.
The best I have managed is 30-50 in a 2-3 hour stretch. I am sure there are folks doing better, but 50X better ?? -
I almost always change their costumes at some point. To answer the question I would say, almost never.
The most annoying problem for me isn't their costumes, it's their powersets. Sometimes after I play a character, the name and costume are wonderful, but I decide that the AT/Powers need a tweak. Reroll !
I have dozens of saved costumes that get re-used every time I try out a new set of powersets. Eventually, something sticks.
And then there is coloring of the powers. If I change a costume theme, it often comes hand-in-hand with power color changes.
Its all good ! -
Quote:I have not looked at DDR numbers recently, but you are correct. I would not skip it either, if it were swapped with Temp Inv. What is even funnier is that even though I think Temp Inv makes more sense as the Tier 1 "forced choice", Scrappers/Brutes have this power open up at Level TWO. So even if you think the devs made a slight error in power order for Regen/Willpower/Invuln, its a whoppin 1 level wait to correct the error and the Tier ONE (In EVERY case) for these powersets is a power I would take eventually anyway.If I recall correctly, RPD is the lion's share of Invuln's Defense Debuff resistance. Considering that the Defense part of Invuln's mitigation is non-trivial, I'd find it silly to skip it.
They could fix it, but its really a minor, AND Personal Opinion whether it should be changed.
The ONLY Standout powers that I could find were Alkaloid (Poison) and PFF (Forcefields).
Thats it 2 powers out of 85 forced picks. And PFF is a power one should take eventually anyway, so in reality, that is ONE forced pick out of 85 that seems really "OFF" to me.
/sarcasm COME ON DEVS, COULD YOU FIX THIS PLEASE /end sarcasm
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Just out of curiousity, I decided to look at all 85 "Forced powers" to see how many of them would be considered "marginal" by my standards. Powers which, if the choice to skip were possible, would I skip them? Be advised, these are just MY opinions of a power's worth and I don't mind at all that others view them differently.
So, of the 85 choices, this is what I found.
Blasters: Damage for Web Grenade and Power Thrust are markedly lower than other secondary counterparts, and Only Power Thrust seems to "stand the test of time" in a build. A single target Immob is still useful, just less "fundamental" in the end-game.
Controllers/Corruptors : My previous comments on gale as a possible "marginal" power are all taken back. I love this power and it is plainly obvious that other powersets have it worse off. Gale only suffers from the same issue that plagues the whole "Storm" powerset and that is powers that don't always play nice together.
Sonic Siphon seems a little on the "weak" side for a power and is less usefull as you level because you gain better tools to do the same thing. If the cast time were considerably shorter and maybe recharge faster, then this power could be more of a "staple". Cold Dom's Infrigidate probably could have the same improvement made to it, but it's cast time is perfect at 1 sec. Trick Arrow gets Entangling Arrow. Again, this certainly is not useless, but for the vast majority of choices, it could lose its appeal at higher levels. heck Glue Arrow practically makes it obsolete.
Defenders/Tankers/Dominators : Single target Attacks. Basic survival tools, no issues here other than they do Tier 1 damage. Can we have more damage? Please ? No ??? Ok
Scrappers/Brutes : Willpower, Regen and Invulnerability are the only sets that get forced to take an auto power instead of a Defensive toggle. This would make alot of sense to change. Temp.Inv is a better Tier 1, Mind over Body for Willpower and Regen is a case where Reconstruction would make sense as well. The big question is : Are the Auto powers "optional" ? An argument can be made for each power's necessity. I would still take them, but might wait till later to pick them.
Stalkers : this AT is a special case, and as I mentioned in a previous post, I asked whether it would make more sense to make HIDE an inherent, and move stalkers secondaries back in line with Scrappers/Brutes. Whether or not that makes sense, they still run into the same three powers at level 2 that Scrappers/Brutes did at level 1. So in the case of stalkers, their Tier 2 and 3 powers could stand to be swapped so that TI/MoB/Recon become available at level 2 instead of level 4.
Masterminds : Alkaloid in Poison is the only standout set here. Envenom or Weaken seem to be better suited as Tier 1 powers, and to be honest Weaken seems like it could use the same treatment as Sonic Siphon (make it cast faster and more often).
The only other item of note is the difference between Controllers and Masterminds with regards to Forcefields. Both Force Bolt and PFF would find their way (and have) on any build of mine, but I personally think Force Bolt makes more sense as a Tier 1 power. PFF makes more sense later in the powerset. Forcebolt suffers much in the way some other powers I have mentioned do, which is they can be replaced by powers later in the set, so there is some reasoning to improve the power in some way.
So lets see out of 85 choices of "forced" picks, I found 11 that I would definitely call "out-of-order" : Fast Healing, Alkaloid, Resist Phy Damage, High Pain Tolerance, PFF (controllers). And of these, Only Alkaloid is a power that I would really "hate" being forced to take at level 1. And 9 of the 11 are the same 3 powers for 3 seperate melee ATs. Thats a pretty low percentage of error.
The rest of the powers that I found issue with, were just deemed "weak" or "replaceable" later in one's career. These powers just need to be improved. If you swapped them to another Tier, they would just be "thrown" onto the woodpile of "skippable" choices. So it makes more sense to "fix" them rather than swap them around.
Ugh, didn't see this getting so long
-Bio- -
Quote:As far as Stalkers go, I think having 1 primary and 1 secondary power "ripped away" by choosing the AT was interesting, but something that could stand a slight change.Wow, I'd love to hear how Stalkers skipping hide is less a choice, or even remotely different.
In other words, "Why does Hide need to be a Secondary power at all"
Make it an inherent power, and give stalkers the same choices open to Scrappers/Stalkers. -
Quote:Sorry, must have misread your exchange with Fire, but it sounds like we are all pretty much on the same page. The "questionable" picks that are out there can be addressed individually in a case-by-case manner. I don't see any reason to use a Giant Hammer on the problem by allowing players to skip the "Tier 1" choice. That forced choice simply has to be a "no-brainer" like it is for the majority of character combinations. It is certainly not broken like the OP seems to feel.I take it you didn't notice the post he was replying to specifically mentions only Brute / Scrapper secondaries for the very reason you specify?
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Quote:Yep, which is why I suggested to go a melee route. Fire/Kin will out farm a tank, but the problem is getting that Fire/Kin to 50. The Tanker will kick in sooner and get there cheaper.Farming starts at 50.
Anything else is a different question... "what levels fastets" etc.
When someone posts about farming I assume they are at level cap, as they should be.
Plus, some folks might not like the controller style. I kinda assumed from the OP's original comments that he was a melee oriented player. -
Quote:I don't have an Emp/Ice, but here are a couple of things that come to mind about Emp/Ice as a combination.Hi all,
I was wondering what you all thought of an Emp/IB fender. Seems like a pretty good combo, but would love to hear from all of you who play this AT. Any thing I should skip? Anything that's a must take? Pit falls? Or pros and Cons?
Thanks in advance for your advice,
Warboss a.k.a. NuclearMedicine
Skipable powers : Absorb Pain and Blizzard both seem very skipable to me. I am not saying that they are not good, just that they are situational. In my book, that is the same thing as skipable. Bitter Freeze ray does not have that great of a reputation, but I cannot say from personal experience whether it is skippable.
From a solo perspective, I played my Emp/Elec nearly to 50, and Tesla Cage was a game-altering power for a solo defender. But it was not available till level 28, which made the first 27 levels very challenging. Ice Blast gets Freeze Ray at 16TH !!!
This power IMHO is not skippable. If you ever plan on soloing, this power will make life much easier. You can 1-shot Hold Lieutenants, or hit a Boss twice to hold them. It recharges fast and has a longer duration than Tesla Cage (I am sooo jealous).
Frost Breath is going to be your "ShortCircuit-type" power, so I expect that you will open with it in order to keep things away from you. It's very expensive, so you may not be able to start using it as soon as it is available (again just like Short Circuit), but would seem to form the core of your strategy on spawns. Slow them, keep them from moving far and blast them from range. If it were my character I would plan on as much ranged defense in the build as possible and play the "keep everything in front of me" strategy. Enhance the movement slow aspect of frost breath and consider this combination : Aim + Frostbreath + Ice Storm
Everything should be very slow and working to get out of the patch (slowly) and you will be shooting "ducks in a barrel" while they try.
Your first blast should be a Freeze Ray on the most annoying target.
One other interesting tidbit, now that GR is here is that Leviathan mastery has a cone Immob. Imagine that combination at level 50 : AIM + School of Sharks + Frost Breath + Ice Storm !! Who needs Blizzard.
One final thing to consider when playing Empathy, is to use the Dual-Builds. I cannot say enough good things about how this feature seems tailor made for Empaths. Make one build your solo build and take only the Healing Aura and the 2 RAs, then grab all the secondary powers you want as well as pools to boost your survival (my Empath took : Leaping, Fighting, Fitness, Speed). Then have your other build be a Team oriented build and take all your primary powers (with the exception of Absorb Pain ... perhaps) and then take "key" powers from your secondary which allow you to "focus" on "slows" with some damage mixed in. -
Quote:This is one way to address questionable Tier 1 choices. But the big problem you run into here is playstyle choices. That Tier 1 Gale power that some folks hate being forced to take, is a great Tier 1 power for players like myself. I would be pissed off about being forced to take O2 Boost as my first pick, because it is a power that I usually wait awhile before taking since it does nothing for me solo. So then do you need to swap around the first three powers and force Snow Storm at level 1 ?This is my feeling on the whole thing too. Pretty much all of my issues with the required power picks in secondaries could be fixed just by changing the order of the powers slightly.
For example, with my earlier example about invulnerability, if they just moved Temporary invulnerability to tier one and resist physical damage to tier two, the problem would be solved.
Another idea is to simply improve the Tier one powers that everyone is forced to take, so that they are no longer of questionable value. Tankers getting "bruising" added to thier Tier 1 attacks is a good example of where the Devs hit a home run on this issue.
Powers like gale seem easy to address. Simply make them better. Gale could offer Tier 1 damage. This would make it unquestionably better than it's current form (although I personally LOVE this power). Players forced to take a power should be taking a "staple" power in the powerset, even if it is slightly stronger than a Tier 1 normally is. Just look at Kinetics to see what I mean. -
Quote:Bingo! This is exactly what a Dark/Dark guildmate and I have been discussing. He is working on a second build which will be more focused for farming. Shadowmeld seems like a good way to make a "farmer on the cheap". Start a fight at or over cap, use your buildup+AoEs and be done with the battle before SM wears off. Move to next spawn, fire off SM when it recharges, rinse, repeat. Depending on what you were farming, your "baseline" defenses (without Shadowmeld) could be pretty crappy and you still may be able to make a go at large +0 spawns. Who knows....Another exception might be a farmer. If you're on a 30 second cycle for the spawns you're hitting, that might fit in well with Shadow Meld. It'll absorb the alpha, and the enemies left after 15 seconds probably won't be standing long enough to finish you off.
And I suppose there might be other exceptions. Like a Dark Armor, with that exceptional heal and good resistance. They'd have to kill you twice over in 15 seconds, basically, to take you down. But I probably wouldn't be running a recharge build on Dark Armor, making Shadow Meld less useful.
I guess we really need actual in-game experience like you asked for. It's one of those things that might be great, and might suck. -
Sonic Resonance
I see it on Controllers from time to time, but other than my own, never on defenders. -
Quote:I try to not steer folks toward one AT or another. I think a Tanker will take a smaller investment in influence to get started, but a Scrapper or Brute can farm much faster, but will require a decent sized investment in survivability to do it.So do you think that a tanker with electric armor/fire melee will do well enough that I can choose tanker instead of brute and not be so far behind in damage?
My Brute experience is very limited as well as my Electric Armor usage, so I cannot address your specific question, but I can mention some specifics of Fire Melee that are relevent.
Tankers get the following AoEs available by level 50 if you go Pyre Mastery:
Level 4: Combustion
Level 16: Breath of Fire
Level 28: Fire Sword Circle
Level 47: Fireball
Scrappers and Brutes do not get Combustion, so that is one less AoE to choose from
Brutes base damage only exceeds Tankers while under some amount of fury, which is not very hard to achieve.
Scrappers Fire Melee is the highest and they get FSC at level 18, Breath at level 8
Personally, I do not like Breath of Fire, so my Tanker used Buildup+FSC+Fireball+Combustion. Then mopped up whatever was left.
The cooldowns for these AoEs are all the same on each of the ATs.
All three ATs have to wait till level 47 for Fireball.
It really comes down to how fast do you want to go thru spawns. A scrapper will be the fastest, but be the lowest in survivability. The Tanker will be the slowest, but have the highest survivability. And the Brute should come in somewhere in between.
My question (which I dont have an answer for) is whether Lightning Field would be a good substitute for Combustion. The cast time on Combustion is horrible, but its easier to use than Breath of Fire, so thats why I chose it. IF Lightning Field would be equivalent or even just slightly less DPS, then the amount of time spent using other attacks during combustion's cast time would make up the difference.
Sorry for the long post. Did that make sense ? -
Quote:The best Farmer I have ever played on SOs and cheap IO sets is a Tanker. The survivability and HPs makes that much of a difference (WP/Fire/Pyre).Well after reading countless threads since ive been back for a week after a year, I have a question that really hasnt been answered from what ive been able to search thru.
Is tanker damage really that bad compared to a brute? I'm trying to make a farming char to make money for me and my gf's chars. Either tanker or brute. I've got it down to either fire melee/electric armor/pyre or fire melee/dark armor/pyre.
I guess my real question is will the tanker survivability more than make up for the less damage? In mid's the tankers resistances look so awesome compared to the brute. I don't mind a little less damage if my survivability is way better. I find myself not even playing and just making build after build in mids cause im not sure which archtype to pick -.-. I do more researching and build making then actually playing. This will be solo only. I don't like tanking in any game :/.
Thank you so much for any answers you give.
From my experiences with guildmates, once you fully IO out a Scrapper (Brute too I assume) they are just sick on blowing through missions.
The thing you have to look at is the combination of powersets. Its not just about ATs when it comes to farming. Alot more comes down to creating great AoE damage combined with good survivability and sufficient recharge to move to the next spawn and have all your powers ready to start a new cycle. -
Quote:As an Emp that Duos alot with a Dark/Dark scrapper, I would like to add and detract from what is said here.I'd have to say emp. +dam, +regen, +recovery, +recharge, +def... the single target buffing and auras available to emp are heaven to a scrapper. Stacked with leadership from both of you and you're looking at tooons of extra damage and survivability. Have the emp take the sonic secondary for some awesome -res to hurt the enemies even more. Sounds like it would be an awesome combo.
Don't let the emp take absorb pain or heal other. You won't need the healing outside of the occasional healing aura maybe. That'll clear up slots to get more powers to help out the duo in a meaningful way.
An emp with ED slotted Maneuvers and Fortitude would be providing you with 30% defense at all times and that's before you even factor in the extra powers you'll be taking to bolster your own.
With Assault and Fortitude, you'll be getting +50% damage.
Emp will provide you with a ton of extra defense to stack on top of your resistance AND give you a whole slew of extra beneficial effects. No other duo buddy will provide you with as much as an Emp.
Leadership pool (I have all three Toggles) is really well suited to Empathy. Throw Fort on the scrapper and stand near them during combat and they basically have Fort on Steroids.
Adrenaline boost can be made perma for one target, but until then, you can alternate the RAs and AB to keep your partner boosted at all times.
Sonic is a good secondary, but I think you are min/maxxing too much. Play a secondary that you enjoy and all the rest is gravy.
Absorb Pain is definitely skippable, but DO NOT SKIP HEAL OTHER. You will not always be duo-ing and in the lower levels when your scrapper partner will not be IOed out, Heal Other is going to be used from time to time. Especially in the beginning of a fight. -
Quote:Hehe, AgreedI wasn't saying shield wasn't set and forget. I was saying that sometimes "set and forget" will bite you the hindquarters. Having a button that will heal you for pretty much ALL of your HP that recharges every 13 seconds or so is a pretty nice thing.
Don't forget that DA has a healthy dose of Psi resistance, is pretty easy to softcap to S/L, and has excellent resist to end drain.
Regen is nice and all, but you aren't going to regen fast enough to really do much good if the RNG hates you. More damage potential is useless if you are dead.
Oh, and while Touch of Fear does stack with Cloak of Fear, it really isn't pertinent to MA.
Like I said, I really, really want to play /Dark all the way to 50, just cannot get past 30 before I see something more shiney.
I don't know about being easy to softcap S/L. 5 (4-piece sets of) Kinetic combat plus 4 (4-piece sets of) Reactive Armor plus various other defensive powers sets (I would go Weave/CJ/Cloak of Darkness) means you will be spending a serious amount of coin for that magic number. What we decided to do instead is to rely on -tohit to make up the difference between 39% and softcap.
Regen works surprisingly well for a Defense toon, but yeah a click heal would be better.
I knew that ToF was not relevant, but a MA/Dark would be using CS + OG for similar levels of protection. My point was that even though you are not at the softcap, you will be mitigating alot of damage thru crowd control, so will you really miss the softcap. -
Quote:My guildmate's build is sitting around 36% S/L 30% E/N. He will not be hitting soft-cap due to the sacrifices that would be required for this to happen. His final build will be around 39% S/L/E/N and 20-25% Psi/F/C. The heal is what makes up all the difference for /Dark IMO. Well that and CLoak of Fear stacking with Touch of fear. Anything normally seen solo isn't even attacking after the first strike."set and forget" until your health drops like a stone and you realize a heal button would be awesome. Once you softcap DA, it is a monster. Plus, i would rather have a clicky heal than clicky mez protection.
Shields on the other hand can hit the softcap to all but Psi and can use its IO investments for Recharge and Regen. I personally have a Shield Tanker that should be able to get pretty close to 400% regen. And that is very "set-n-forget" to me. Plus my Mezz clickie is on auto fire, so it may as well be a toggle.
Bottom line; MA/Shield seems the more Offensive combination while MA/Dark the more Defensive "scrap-troller" combination. -
Quote:No I didn't mean to imply that, if that's how you read it, my apologies. What I meant was that I think the Devs are currently interested in smaller "targeted" adjustments or tweaks to Powers and ATs than back in the day when they did use a Sledgehammer.There are a fair number of brute players that are upset about their nerf, or were you expecting people to get upset over getting a buff ?
And for that I applaud them.
As far as your example of Brutes, you picked a perfect example for my point. There are certainly Brutes that are very unhappy with the change, despite the fact that it came hand-in-hand with an improvement in "fury decay rate". From the threads that I have read on the subject the response was mixed. Some folks are very unhappy, others mildy unimpressed, and others who felt that it was a well-conceived change. THIS is what you want the devs to do IMHO. Fix things that need to be fixed, but in a way that is equitable or at least only Mildly "distastefull" to the community as a whole. Shield Charge and the BoTZ adjustment are two other recent "Nerfs" which received "mixed" responses. But I didn't see players quiting the the game in "droves" like they did after ED, GDN, changes to Burn, changes to Smoke grenade etc...
I am going to end my participation in the discussion regarding the Blaster/Scrapper parity, because it is really outside of the OP's desired discussion and others have complained about this debate continuing. Mainly, I feel you should have caution regarding your crusade about AT parity with Scrappers, because I don't think it will end the way you desire. But I have been wrong before.
Good hunting -
Quote:Another_Fan, You really should review this paragraph more thoroughly and determine if it is fair (to the devs) or accurate even.My ideal fix would be to adjust the earnings rates of the various ATs or at least by at and powerset combination, the problems I see with that is one there is not enough mathematical acumen on the part of the devs to properly model the system to do this correctly. This is demonstrated by the attitude they have of see how people do with things and adjust. Blasters being a very good example of this. Their tendency to use use sledgehammers when tweezers are the correct tools is further evidence. Did every defender combination need a 30% damage boost ? Did every tank combination need the extra -resist ? Does anyone really think a super strength or a stone melee tank can't solo ?
Variable XP earning would only work in a solo-focused sense, and I personally solo because of working odd hours or simply because I feel like it at the time. There is no reason (no good reason) for the devs to consider basing XPs in this manner. But that is a personal opinion.
You then go on to, basically, insult the dev team. Perhaps when we look back in time to ED and GDN, your "sledge-hammer" analogy is more accurate, but the most recent "changes" to the game are most definitely "tweaks". Could these changes have been more targeted towards "under-performers" ? Yeah, certainly. But they accomplish alot more of a subtle adjustment to the AT than you are perhaps giving them credit, AND (this is a big thing), these changes managed to piss off very few players (if any).
Try putting yourself in their shoes when you consider how changes will not only effect actual performance, but "perceived" performance. It doesn't take much to turn players against you, but a nerf is a sure way to start down that road.