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Quote:This. And to the person responding to the cant be "killed", note killed is in quotes and he refers to it in concept, and then goes on to show rise of the pheonix as a workaround. he didnt actually mean litterally cant be killed like a tank mage.You, and others suggesting work arounds, are being intentionally obtuse.
Okay, so what if someone wants to make a character that uses 2 pistols, can regenerate super fast and cannot be 'killed'? You know what experience matches that to a T? Dual Pistols/Regeneration or Willpower. Want to know what is just a cheap substitute? DP/Energy blast with +regen IO bonuses and Rise of the Phoenix from epic pools. Or Empathy/Pain Domination + Dual Pistols and Soul Transfer.
What if someone wants a character that shoots ice powers but also covers their body in stone/granite? Or a character that shoots fire and carries a shield? Or fires arrows and covered in flames?
It's nice to build work-arounds to fulfill a concept that is otherwise impossible, but that's not what this thread is for, now is it? -
Quote:i think I said this before, but I have played traps. i have played most everything, i have been sub'd since I2. yes, it is fun. Sleep still get's through, there is still some set up time, and the dmg is sorta meh without the set up time. Scourge helps, but in the end, it is a corruptor.This.
This describes what you say want to a "T", Eldagore, with the sole exception that sleep will still get through FFG, but one hit(or breakfree) and you're no longer mezzed.
I've played a trapper from 1-50, and if you spend 5 minutes placing a fancy little minefield then you're doing it wrong. You can open up with seekers, they work much like Phantom Army in drawing the mob's attention away from you, and then they debuff the mob. Dropping seekers too much work? Then simply throw out some caltrops and blast away. With your FFG already out and running, you can choose to either blast them from a distance or run up point blank, drop PGT, Acid Mortar, and then blast them, but no matter how you do it you will like it.
Trust me on this one.
There's no need for the devs designing and testing a new AT, make a Traps Corruptor or Defender and smile.
I propose a fury mechanic for two reasons. 1, it allows solid dmg to be built up to. 2, it keeps the At from being a tank mage because of the fury decay. The same reasons brutes dont run away from scrappers hands down in the dmg game.
people keep suggesting work arounds. I thought I mentioned in the OP, but, I mean I have played "workarounds" and I think it is time to introduce this playstyle as an out of the box AT with access to a dozen blast powersets, and dozens of possible combinations of powersets.
Look at it this way...defenders and corruptors share powersets, like almost exactly. Why did the devs bother with this? because it is AMAZING what simple AT modifiers and inherent mechanics can do to playstyle. sonic/fire defender =! fire/sonic corruptor. -
except a peacebringer doesnt use any of the 12 blast sets i would like to play in this style, or any future sets they come up with. it also requires an IO build, and a lvl 38 power.
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Quote:I know this is old, but I want to put this in yet....AFAIK there was no bug, don't know what the OP is talking about.
The set is ridiculous in its current form. The nerfs turned one of what was a surprise dark horse favorite character of mine into a guy I haven't logged on to in years. I would pay cash money to have that character back to at least animating like he used to, let alone playing.
The bug was with brute fury. Barrage was giving double fury generation. EM was doing dang high dmg, even for a brute back then before the current fury. Not at the peak really, but it was very easy to build fury very high very quickly compared to other sets. This made the ST dmg over time look higher then it was, and of course we didnt fix the bug until the changes for ET were going on.
So, rather then fix the bug and redo the datamine, we just did all the changes close together and now we have current EM that no one plays.
I remember stuff like this because my main character, an invuln tank, went through nerf bat smash from hell because of a bug in invincibility that was giving 10x def it was supposed to. they did the same there- nerfed the resist values into the ground, wondered why it didnt work, and then fixed the bug and waited like 2 years to roll back any of the pointless nerfs. In the meantime invuln got it's entire personality changed. EM would appear to be the same.
Worst thing is, with current fury they could roll back the animation change AND the bug and it would still be in the middle.
Anyway, sorry for a necro post, just wanted to put that in here. -
Rise from your grave!!
Really though I think others should be able to enjoy this like I did ....4 years ago. -
Your missing the point. it's not the dmg type. its the idea the playstyle is limited so much. there are 12 blast sets. I dont recall how many armors, but if you made a character for every combination of ranged/armor you could fill all 4 pages of a server and then some. how many different characters can you make out of VEAT?
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Quote:Now do this with fire blast.This. My Fort hits about as hard as a Dominator (that's good) and is defense capped to all positions. To round out her soloability, she's also invisible and has Confuse (which is aggro-less and mates beautifully with invisibility), Dominate and Subdue to keep the amount of danger she faces while solo to near zero.
How is that not exactly what subby is describing?
Oh wait.... -
Quote:My observation of the last few years is that if enough players get behind something, it gets a looksie. Like the XP curve from 1-50 getting smoothed out, the powersets we have gotten like street justice and dual pistols, that type of thing. if enough players say "yeah, i would totally play that!" it will at least get a look. if enough players get behind an idea, and it lingers for a long time, it eventually happens. look at power customization.The niche you want was filled by VEATs, ranged attacks with mez protection/armor.
Would be nice to have a less focused theme AT that has similar effects.
That said, they seem to want things to have a cleanly crafted AT niche, and I'm not sure it would make it through marketing to introduce an AT like this, as cool as it would be. But maybe, just maybe.
The dev team has really come into their own the last few years i think. The first year or two there was a lot of "impossible." answers from them. nowdays, I think anything is possible with this dev team. its part of why I have stayed on sub. all this time. -
this is a hyperbole. I do not want "good at everything". Certainly this new AT could not tank, or control, or buff a team with force multipliers. it couldnt surpass a blaster in dmg output. The specialized AT's would surpass this new AT in what they do. The new AT would be average without much time or investment, just like all the other AT's.
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Traps and trick arrow deserve a special mention. They do allow for solo use quite nicely.
BUT...
it still isnt quite what I am after. Again, i am not knocking the sets or AT's. but a Brute or scrapper, when you see a spawn, you just go for it and start throwing punches etc. there is no stopping to set up a minefield, or spending your first 2 or 3 actions setting up a poison trap or triage beacon.
And thats the difference- i want to just go for it, and start blasting stuff without gimicks or set up time. I want to use tactics for especially difficult fights, not almost every fight. I want to cut loose and chuck fire everywhere, and not be stopped dead in my tracks for 15 seconds because a tesla knight clockwork put me to sleep, or a crey liut hit me with a mag 1 stun punch so my dmg aura detoggles and half of my defenses are suppressed. I dont want to rely on "chance for knockback" to keep me from getting 2 shotted. I dont want to be forced into the endo drain metagame to play an elec blast character because thats the only way to survive long enough to win the battle.
I want to blast. i want more reliable defenses that keep me moving for a faster paced, less tactical, less gimmicky solo game, but only enough defense that a normal spawn poses a similar threat as it would to a scrapper or brute. I want a simplified blasting experiance. -
Here is a list of ranged blast sets:
Fire blast
ice blast
dark blast
psi blast
rad blast
archery
assault rifle
beam rifle
dual pistols
electric blast
sonic blast
energy blast
here is what you have offered me:
Crab spider
AT where 90%of primary or secondary is useless outside of a team
Shapeshift mechanics where the high dmg output is saddled with a major survivability drawback, or vice versa. human form still gets mezzed and killed easily. Keybinds are needed for efficient play. not really a simple playstyle.
high lvl IO build
This is why i suggested this in the first place. you have offered me the same crappy conventional workarounds to my dilema that have been around for years. There are 12 blast powersets(outside of epic AT's) and the only way to play them is to either play a high risk blaster, or a team AT. I am looking for a ranged attack scrapper or brute, to put it simply.
I have played your suggestions. They are fun in their own right. They are good AT's, I wouldnt change them. they are not what i am looking for. I want to make "Captain blasto" and not have to have giant legs coming out of his back, or turn into a space squid. I want to have a secondary that has more then 3 powers that do something for me solo. I do not want to rely on a lvl 50 IO build to achieve these goals.
basically, i am fully aware of the conventional wisdom and I want something new that can achieve this goal out of the box without gimicks or drawbacks or the need for a high level Io build that draws from as many pool powers as possible and uses unconventional slotting and power picks as IO mules. -
I have found /energy manipulation to be the best middle of the road set for both teams and solo. it offers self click buffs that help a lot solo, and if you want to team with it, you can pick the melee punches to do some big melee dmg.
For a primary blast set, there are more choices.
Ice blast is single target oriented, and does really nice dmg for solo play. It has an amazing nuke power. On a team, you can focus on hard targets to make the fights go much faster and easier, and use the nuke to wipe out entire spawns when it is recharged. the self buffs in /nrg make ice blast more potent.
Dark blast has a nice mix of aoe and single target, and some nice hold and debuff powers. My dark/nrg is my current favorite blaster.
Fire blast is the classic. Tons of easy to use aoe, solid single target. it doesnt offer much for safety tools, but it works anyway because of the speed it doles out damage. Fire/nrg is a potent combo in all situations.
those would be my choices for a solid multipurpose blaster. -
I had this idea for a new AT. Lately I have been reflecting on my playstyle preferences and builds. I came to these conclusions:
1. I really like to play ranged dmg sets. they are flashy in visual and sound fx, and offer a large variety of effects and powers.
2. i do not like having to play ranged dmg sets on At's that are eighther designed for team play, and thus have gimp dmg in exchange for team based powers or have really high dmg in exchange for poor survivability.
3. in the modern game, there is no reason ranged dmg sets should be forced to be tied to some major drawback in either soloability or survivability.
As a solo player, I feel there is a large hole in the coverage of the AT's in regards to ranged dmg sets. doms, corruptors, defendors all have eighther gimp dmg due to it being a secondary role alongside team play powersets, or in the case of doms mechanics i dont really enjoy and powersets that have to much "not ranged dmg" type powers.
Blasters solo well, for about the first half the game. Then the survivability issues start to show.
this is not to say the current AT are poor. they are interesting, diverse and enjoyed my many. it is as I say above, there is playstyle hole.
I enjoy Brutes and scrappers. I enjoy them more for the playstyle then anything as some of the sets arent particularily flashy(though some are). i like that there is no need (mostly) for some kind of goofy movement tactics, or positioning, or tactical breakdown of a spawn. The threat of defeat is not brought by failing at some particular elaborate or specific tactics, but more so by simply biting off more then you can chew, or moving to fast, with occasional surprises thrown in by mob AI or spawn make up. So, why not a form of ranged dmg that can achieve a similar playstyle?
Bottom line- the current ranged dmg AT's have too many gimicks to allow success. blasters have positioning, hoverblasting, aggro managment, etc. Doms have the domination mechanic. Corruptors and defenders have primaries/secondaries focused on team play. I want an AT that can simply be a self contained straight forward fighter- that uses the ranged dmg sets as a means to fight.
To that end I came up with an AT that could do so. it would be balanced by base modifiers and caps. Primary: ranged dmg. secondary: armor sets.
"ZOMG Tank Mage!!" you cry. So that is obviously the biggest concern. Lets look at that.
I would propose the primary: ranged attack would be limited in these ways
1. low base values
2. much lower dmg cap then blasters
3. Fury type mechanic implemented
4. Range values reduced.
This would accomplish a few things:
Blasters stay the dmg kings with both much higher base values and cap
Low base values and fury work on brutes very well. it would work on a ranged set similarily, possibly better. lets look at this.
Range is it's own type of defense. Lowering the base range of powers would similarily lower this defense. on top of this, most foes dont have a full array of ranged attacks. So, for the new AT, keeping foes at range may be safer, but it would also reduce attacks, and lower fury generation. So, safe vs dmg output remains balanced in this way. Furthermore, if one were to use ranged holds(freeze ray etc) it would further reduce incoming attacks and fury generation. In short, the safer the player chose to play, the longer the fight would end up being. if one were to play with the techniques used by current blasters etc, (maximum kiting, soft controls etc) fury generation would suffer heavily. It is also important to note that building fury with ones own attacks favors faster animations, and on blast sets, the hardest hitters have somewhat long animations to go with them.
So then, lets look at the secondary: armor sets
These would need these considerations:
1. Lower base values
2. Lower caps for resists
3. HP cap could be used as a balance tool
4. Epic power pools should not offer more mitigation, only soft controls or melee dmg
Lets look at these.
lower base values- lower overall armor values would be supplemented by range as a survival tool. lower base values also keep things like IO bonuses in check. Lower resist caps keep team buffs from making the character a tank mage. The def cap would remain, and indeed, a character with a def set could try for soft cap. A /sr for example. However, low base values means a soft cap build would require much more dedication then a comparible scrapper or brute to achieve. In this way, high survivability def builds would sacrifice power choice and utility/dmg/etc to achieve their high def.
HP caps would be used to balance sets like /regen. Lower HP means less regen over time. Lower HP in general reduce survivability.
It is important to tie in reduced range of blast powers here: reduced range means the foes will close to melee range more quickly compared to other ranged blast AT's, increasing threat.
I believe these parameters can be tweaked sufficiently to make a balanced AT. Said AT would offer less dmg then a blaster, less team freindly then a defender or corruptor(no force multipliers) and much less crowd control then a dom. The new AT would offer solo ability on par with scrappers and brutes, while caps in place would keep the AT from becoming a tank mage on a team. The playstyle offered would be more comparable to a scrapper or brute: straight forward fighting- except with ranged dmg sets instead of melee.
I do not see why a straightforward playstyle like this would be unattainable. An AT like this would be a first choice for a solo player wanting to play all the various ranged dmg sets. Other ranged dmg AT's would bring more for a team, be it dmg, buffs, control, etc. other ranged dmg At's could surpass performance of this new AT, especially at the hands of skilled players. But this new AT would play much more simply then existing AT's, and offer an experiance with less frustration to a solo player. -
The devs borked up a couple things.
The range is one. You need the extra range because it takes an extra attack or two to defeat robotic enemies(which there happen to be a rather large amount of throughout the game) or other foes with psi resist. Range also gave Psi blast flavor.
What else gave it flavor? the cone attack, mostly for its unmistakable sound fx. Moreso, subdue. moving subdue to the secondary was not a good call.
"but ONOZ, they needed a ST immob tier one!!!!zorz" EEHHHH! No they didnt, they should have put TK thrust in tier one to act like power thrust in /nrg manip. That boring eyesore of a power psi dart should have remained a dom exclusive, and mental blast and subdue should have stayed the course. They could have put conserve power, power boost, boost range, etc in the slot where TK thrust is now.
Now, i can see putting the cone into the secondary as it did really spice up the new manip set. but somthing needed to go back into psi/ to fill the aoe hole. Nothing did. So we have a set with
Range nerfed
Aoe nerfed(moved to secondary)
ST utility removed(ST immob and solid dmg from subdue)
Will Dom nerfed- omg dmg nerf
This set needs a pass. If they want it to remain a ST dmg set, then they should up the range and restore Will dom. otherwise it should get an AOE, or maybe at the least Psinadoe should get a solid increase, enough increase to cover for two normal AOE powers. There is precedent in the ST focus with Ice blast. but Ice blast works. Psi blast is like Ice blast's Sk'd up 30 lvls sidekick.
the pvp stuff- yeah its true. Deny if you want haters, but the PWNZ forum was filled with new anti PSI threads every day the "old ones" from yesterday got pushed pages back. Crying, gnashing of teeth, doomz, etc. it was overblown to say the least.
Psi/ is still in time out. I keep hope, as once upon a time fire/ice tanks got fire armor put in time out and now thats mostly fixed, sort of. IH toggle got /regen into time out, and /regen just got a recent increase to it's auto power. So, maybe down the road Psi blast can stop staring at the corner and rejoin the class too.
*edit
I get sort of bothered by this issue. mostly, because Psi blast was a set I wanted on blasters from almost day one of my sub in I2. then they announced proliferation, and I hoped. And then they announced it would get the port, and i jumped for joy. then they released this mockery of the original, this set that is so distorted you almost cant compare them besides the power names, this ABSOLUTE DISSAPOINTMENT of what could have been. I put it out of my mind most of the time. i only notice it at character creation. Mouse over it, shake my head and choose something else. or when someone brings it up again on the boards -
Quote:Abysal gaze and Bitter Freeze Ray pretty much do identicle dmg. BFR has a higher endo cost(by a lot) but it's hold duration is like double of AG.the holds in ice do pitiful dmg compared to abyssal gaze, abyssal gaze is essentially darks answer to a "short range really high dmg attack" that most other sets have (ie its the cosmic burst of the set)
im not too fond of the nuke being pbaoe, but since it has a crash im very likely to just skip it or not use it much, but it is also very good with powerboost because it does a massive amount of -tohit (in a planned build i have slotted for some -tohit with powerboost it can reach the level of -71% tohit, which will floor just about anything)
that said, i strongly prefer AG over BFR. probably the animation time combined with the (feels like) giant endo cost of BFR. -
Ice/nrg is a fun combo.
Something I do(most of the time): 6 slot power thrust with Kinetic crash. You get a 7.5% rech bonus, 3 points of KB protection, and the best part, the foes you punch in the face will fly REALLY far compared to a power thrust with no KB slotting. It is rather good fun. -
Electric blast is a fun set. Drain builds work well to solo. other builds do not work well to solo, at least, not once you get to around lvl 30-ish. The lack of concentrated dmg makes it annoying unless you play your blaster like a controller.
there are two things i think elec blast should get a pass at, both mentioned in this thread.
1. tesla cage. there are two other hold powers, abysal gaze and Bitter freeze ray, that are similar to tesla cage. These 3 powers should get a look IMO.
Tesla cage: 6.86 endo, 10 sec rech, 60 foot range. Chump dmg. Cast 2.17, 8 sec duration
Abysal gaze: 7.8 endo, 20 sec rech, 70 foot range. 9x the dmg of tesla cage. Cast:1.67 9.54 duration
bitter freeze ray: 15.18 endo(LOLWUT?) 20 sec rech, 80 foot range. 9x dmg of tesla cage.
cast 2.5 sec, 18 sec duration
So, we have tesla cage that apparently gives up both range and any type of dmg for a fast recharge time(comparitively) On the other end of the spectrum, we have bitter freeze ray that costs a lot of endo, but then gets a long duration, good dmg, and also(unlisted here) some -KB and slow effect. Abysal gaze is in the middle, faster cast, longer rech then tesla cage, but then gets good dmg.
IMO, abysal gaze should be the model for all 3 of these. the rech vs duration makes it possible to stack if you build for it(though only briefly) the animation is nice, and the power gets enough dmg that it doesnt feel like you have to give up dmg output totally to gain a little survivability. I adore this power on my dark/nrg blaster. Bitter ice blast is a little too steep in cost and animation time IMO; while justified, i think the power would be a little more useful and fun if it was a little less expensive with a shorter duration to go with it.(and shorten the animation by .25 sec)
tesla cage= fail, IMO. It is a hold which is indeed useful, but it is totally overshadowed by it's stablemates.
All this power really needs is to do dmg on par with Abysal gaze and BFR. This would both shore up elec blast dmg, and make the power much more useful(eliminate the "dmg or survivability" debate) There is no logical reason why tesla Cage should be the odd man out like it is.
The other power that was mentioned is VS. VS should get a new model(ZOMG my pet is just a stupid persistent ball lightning!!) and should be made more of a pet. Give it more powers. IMO, it should be able to fire off it's own tesla cage(non dmg type like we have would be ok) so that if you are observant, you can adapt and stack your own with it. it should also get some type of aoe. Static discharge comes to mind. i think giving it lightning field would also be nice. None of these add ons would be overpowered IMO, but would make VS feel more like a fleshed out pet, give it some variety so it is actually interesting, and for the love of Pete give VS a freegin model that doesnt look like some intern's last minute afterthought that got stuck on there the day before launch.
Anyway, that is my thought on Elec blast for blasters. -
Quote:On this note, dev team: Spring is a good ways off. Plenty of time to make an aura that does just what this poster describes. Namely, make plants/flowers/etc sprout up in a path behind you. Probably not fertile aura thoughIs the autumn aura supposed to be fallen leaves? It looks more like sprouting/growing leaves. If the latter, I was wondering if you could rename it to something more appropriate, maybe to something like verdant or fertile aura. I wouldn't complain, except that it looks like the aura does the exact opposite of what is associated with autumn.
but still, running around with spring flowers popping up behind you would be cool for plant themes. I am sure someone out there with the character "Green Thumb" the plant controller would jump for joy.
Also, I like this week. I like the IO sets price and short term availability. Real money micro transaction IO's need to be limited both in cost and availability so as they do not supercede the in game reward system. But, it is very nice to offer them occasionally as an alternative to the "w4nt nao!!" impulses of the MMO player that has an awsome concept and no current means to get the IO's in game. I will probably buy a set or two of ToD. -
Just wanted to comment on the scrapper vs brute thing....
Golden dragonfly gets extra % chance to crit. I have a kat/sr character I softcapped 2/3 positions and gave permahasten without purples etc. The high end performance attack chain allows you use GD a lot. Criticals fly everywhere, and they are huge. Build up comes up twice a fight solo. Learn to line up GD to hit two foes. Lotus drops is a great attack if you have a half dozen foes around, less then that and you are better off lining up GD on two guys.
Someday i will purple my scrapper etc and his build will change. Right now I use body mastery to help with endo use. Amusing diversion: Laser Beam eyes recharges fast. Originally before I realized just how much endo it takes to fuel this monster I was planning on shurikan and exploding shurikan. Shurikan recharges faster then its animation time with a permashasten build. the idea of a shurikan/SR scrapper amused me. Decimation chance for build up would be amusing when you can throw 10 shurikan in as many seconds.
Anyway, IMO if you are going mega recharge, make a scrapper. All else aside, critical GD is enough reason to do so. -
This thread is an interesting read, but I feel it is looking at the set in too much of a bubble. I see a lot of comments that regen would be a bad team tank, I feel the opposite is true. As always, when you add ANYTHING to regen, def, res, etc.- regen becomes teh uber. And what better place to get anything, then on a team? odds are pretty good that someone on the team will have sonic bubbles, def bubbles, ice or thermal shields, or whatever.
Secondly, soft controls are vert effective for regen. take knockdown. other sets benefit from KD also, but obviously the amount of health regenerated between a regen and something else during the 2 seconds the foes are getting up in is going to favor the regen.
theres really two things that kill a regen, -regen(i see they added a significant res to this effect recently) and spike dmg. there is no cascading def failures. There is no "hole" to some type of dmg. -regen to my knowledge is not around in enough volume to really be a deal breaker, so that leaves spike dmg.
So get some protection from spike dmg from pretty much anything thrown on you from a team mate, and your good to go. Nobody on the team to help you out that way? then your team is probably to small to worry about an alpha anyway.
In short, I think the ONOZ about regen tanks are similar to the ONOZ about Psi blasters- they are/were both exaggerated.
besides, the most important proliferation related totanks is making Ice Melee available to an actual dmg AT! Stop hoarding it like your precious!! -
So after lurking here for quite a while, I have not seen any katana brute discussions.
So I wonder, whats up with that? Someone enlighten me on why I have yet to see one in game. Is it really that much worse on a brute then a scrapper? or is there some other reason?
I ask because i have this inkling to make a new katana character. my only one right now is a scrapper, /sr with stupefy levels of rech, and I would like to try a katana character that is more.... normal, like has more then 3 attacks. Thought maybe a brute would change up how the set plays too. Was thinking maybe kat/dark or kat/fire maybe. -
BS vs Katana really is a close comparison, unless you go to a mega recharge build. Personal experience: Once you make an insane recharge build for katana, you will never enjoy broadsword gain.
but that's me. A lot of people enjoy the crunch of broadsword over the flashy katana. I would say take what fits your concept better because that is like half of enjoying a character anyway. -
yes please. or scrappers. I want an ice melee character, and I can not get a tank past lvl 10 without deleting.
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WOW
lol, do you people really think they will be able to release a new powerset or a gigantic costume bundle every week?
The price? That is called excellent marketing strategy. See, lots of people will say " pffft, no way, thats too much!!"(like the price is right gameshow game) And then they wont buy it, and a few will come here and say thats too much.
But! A lot of people will buy it, because they have lots of money and dont care(you would be amazed at how many people fall into this catagory these days) or they are OCD and will buy it for that. And then, lots of people will hand a good chunk of money to NC, and NC will rejoice.
AND THEN!!!!
A few months from now they will offer it at a sale price, and more people will buy it because at that point the price will be more in line, and then NC will get more money and rejoice. So, in this way, they get people to buy the product for lots of money(relatively speaking) and then more people to buy it at what would be considered a "fair" price.
it's like new cars. People will buy a 50k dollar car, drive it for a year and trade it in for 25k with like 7k miles on it- because they have money to burn. And then the rest of us shmucks will buy it "almost new" for like 2/3 the price of new, because "thats a fair price"
It really is all genius. I bet the marketing model for the "new free game" rakes in more cash then the 15 dollar sub could ever dream of. Heck I bet people would be really surprised at the amount of players that went all in so to speak and bought out the store in the first week. And NC rejoiced. -
Quote:I am not sure why you quoted my reply and then made comments totally out of context to the discussion I was replying to. I was replying to a comparison of partial invuln vs partial DA. It will make more sense if you go back and read the post i was replying to.If you consider no immob or KB protection are issues, then the thread should address solutions to those points directly.
Endurance cost reduction in Dark Regen will not compensate for those issues. Reduce the end cost of Dark Regen and in a few weeks you will see other users asking for a different buff in the name of lack of KB and Immob protection.
I actually would find a case for native KB protection a much more valid one than a case for buffing Dark Regen. I would even advocate it myself, since its insane to tank without KB protection in this game. The only issue there is that IO's negate most arguments on the topic and it may be hard [not impossible] to push such a change just for the sake of free players.
Immob protection is required but not something you need to always have running. Since Immob does not disable you like a stun or hold would, you can just toggle it on once you are immobilized and need to move.
It's not too different in that sense from Fire Armor, who's Immob is only available after landing a burn patch.