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Quote:I said 'well built'.*Snrk* Superman wouldn't need to break line of sight!
Seriously though, if you're saying that any tanker primary, when played by the average player with SOs, is unkillable in 95% of the games content, you're either deluded or outright lying.
Sets have strenths and weaknesses, Invulnerablility isn't going to do so hot against Carnies, Psychic clockwork, and other Psi damage enemies. Dark has issues with energy damage. There are weaknesses in all the mitigation sets, and there isnt one that ignores all content with ease, let alone all of them doing so.
I'd wager any Tanker power set with Destiny, Hybrid Melee and smart Alpha and slotting choices is damn tough for just about anything, especially when played well on a team that works together.
Destiny, Hybrid and other Incarnate powers only apply to VIPs right? Thankfully VIP/Incarnate content is where most of this unresisted damage is showing up.
Quote:Right right, kins. I forgot that individual powerset balance, and cross AT powerset balance was based on what they can do with a pocket kin. Because every team has one, all the time, no matter what they're doing!
Quote:Here's the thing, some ATs get more from some things than others. There's a reason why Shields is a better Scrapper set than a Brute set, and the reverse it true for Fire.
THAT. ISN'T. FAIR. OR. BALANCED.
And no, that's NOT their "schtick." That's the devs having a quantifiable and irrefutable double standard when it comes to Tankers and Brutes and them saying "f*** tankers" while throwing them under the bus.
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Quote:Make Tanks stronger against the most dangerous types of attacks, specifically autohit attack and unresistable damage attacks, which should greatly change the feel of the AT for the better.Quote:
The ability to Brush off a disintegrate one of Maelstrom's Marked for deaths, while a brute has to run around like they're about to die, would be a huge change in perspective.
Unresistable damage and autohit attacks were put in for a reason. All ATs should be in danger from something. Well built Tankers are already all but unkillable in 95% of the game's content. They don't need any less challenge than they already face or have even more risk removed.
If you get Marked for Death, learn to break line of sight.
Quote:Forget the damage cap, all it helps is some SS, and Shield tankers. Its a waste of effort for too little return, and ignores the fact that these characters are not the only ones to be able to cap their damage themselves (thus making additional outside damage buffs pointless)
Quote:yet I don't see Warshades, defenders, or corruptors getting a damage cap buff.
Defenders and Corrs are walking force multipliers. Four Tankers with a 500% damage cap couldn't buff each other AND ALSO debuff the enemy like a half team of Kin and Rad Controllers could. Not to mention, Corrs "defy" their cap a good amount with Scourge.
Warshades are an even stranger fruit with their form shifting and flexibility in role. I'm no expert on them, but I'd think they should loose some total potential for being so adaptable. But really, I'm not going to argue for or against them having their caps looked at too. All I can say is, maybe Khelds need a counterpart to myself to argue for them.
On the other hand, as fruit, Tankers and Brutes are way more comparable. They're both in the Tank AT catagory. They share most of the same power sets. They share the same goal, both want aggro: One to generate more damage and one to protect the team. I'd venture to say one is a Golden Delicious and one is a Gravenstein.
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Quote:I've got two responses to that:for people who enjoy the traditional 'tanking' role in MMO groups?
yeah, it would.
1. Objectively speaking, those people are fewer in number. Damage dealing ATs are extremely popular and making Tankers tougher doesn't make them more appealing to the majority, especially given the most common complaint about Tankers I see by people who don't like them is their damage. If the goal is to broaden Tanker's appeal, you won't do that by doubling down on something they already do really well when they're already at a point where it can be superfluous and doesn't really give an advantage in many situations.
2. Increasing Tanker damage caps does nothing to harm or take away anything from the people who do like them for their tanking role. What it does do is:
-Increases their damage potential on teams and thus the value of additional Tankers.
-Allows all Tanker sets and combos to get the full benefit from damage buffs and things like Hybrid Assault or whatever they cook up in the future.
-Brings them in line for total performance potential with the other tanking AT, Brutes. Right now, when choosing between Brutes and Tankers for who is the better investment, Brutes are the clear winner.
-Allows them to be closer to their heavy hitting comic counterparts. If someone wants to argue that it doesn't and would require a special mechanic or something for that, I disagree. Stuff like Hybrid and future offense improving powers can do it; but the caps as they are currently don't permit them to.
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Quote:I agree, and will add that People are quick to suggest increasing Tanker survivability to distance them from Brutes and defeat my caps argument. Give them more (Max)HP, give them Absorb, give them high base regen, etc.
What do Tanks have? More survivability? Doesn't matter, because tanks have enough to fill the role as team damage taker. Damage? Brute have the ability to do more damage than tanks. The ability to move enemies about, as if on a leash, and manage aggro? I'd tell you if tanks could or not, but that brute won't let me take the aggro of her and wants to do it herself.
This is all without consideration of caps. Who cares if the Brute can "only" get 85% resistance; when anyone being honest in the discussion (and this was brought up against J_B's attribute cap argument) knows they don't realistically play at their caps.
Reducing the Brute's cap would be a cop-out that would not change gameplay in any meaningful way.
I ask a simple question: does this make Tankers more fun to play?
ATOs brought with them the Tanker +Res proc. This little beauty, I'm at capped S/L resists even when I'm exempted down to level 15 to run the new Steel arcs. Previously, these arcs wouldn't have stressed my Tanker, but now, my HP bar doesn't even move on them.
Did it make them *any* more fun to play on my Tanker? No. If anything, removing any danger or risk to them makes them more boring. It certainly doesn't improve Tankers' rep as slow and boring.
I ask another question: What would improving Tanker survivability do for them? I can already tank all the content in the game. I can already stand up to all the "soloing challenges" in the game like AVs and now Giant Monsters; survivability isn't even my hurdle in defeating them, it's damage. My Brute has a greater chance of overcoming BOTH of those hurdles compared to my Tanker and does.
Neither my Tanker, nor my high end Brute really sweat the new DA content on most settings. I still have to use my self-heal on my Brute, and my Tanker can for the most part ignore his HP bar. That doesn't make the Tanker any more advantageous or fun. The Brute can still survive the content and do so while dealing more damage. And that is the case for 95% of the content in the game. Even if you dropped his resistance cap to 85%, that wouldn't really change anything presently because he's not at the cap and doesn't HAVE to be for the vast majority of content in the game.
Increasing Tanker survivability further is nonsensical and pointless. People are so committed to not improving their damage that even if they can see and admit there's a problem with Brute and Tanker survivability versus damage levels, the only thing they can think of is to meaninglessly increase Tanker survivability or nerf Brutes when neither really improves Tankers and makes the more fun to play.
On the one hand you've got supreme survivability at the cost of a good deal of offense. On the other you've got survivability that's still plenty tough to get the job done and doesn't give up any offense. The answer of which most people are going choose is obvious. Making them 'super extra supreme' survivability won't change the answer and ticking everyone off by nerfing their beloved Brutes won't help anyone.
Bring Tanker damage caps in line with Brutes adjusting for the Max HP difference and Bruising, let Tankers get the full benefit from stuff like Hybrid Assault and team damage buffs and don't do anything in the future that gives either a serious edge over the other. Problem solved AFAIC.
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Quote:IIRC, all it says is his "dead man's switch" has been activated.Chimera is definitively mentioned as being dead by the Red Floating Text of fourth-wallness, but I don't recall for sure about the rest of them.
http://en.wikipedia.org/wiki/Dead_man%27s_switch
It doesn't necessarily mean he's literally dead, just incapacitated.
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Quote:The feature may be bugged (it is a beta after all) but I tested it and the "criticals" from that branch of Hybrid Control only do about 14-17 damage to a Rikti in the RWZ. That's like, nothing. That's like 1/5th of an average Reactive DoT.There's a 75% chance to deal psionic damage to enemies with low health, and a 75% chance to deal psionic damage to enemies under control effects as a t4 Hybrid. Not criticals per say, but they're achieved in the same manner.
If it's bugged, it's bugged. If it's WAI, its a laughable alternative for a Tanker missing out on the Assault tree.
Quote:FWIW, I'd argue that Brutes are too powerful as is, and the resist caps need to be lowered down to around Kheld/Arachnos values (85%), and Tank damage caps raised slightly as well.
Quote:Absorb shields vs Brutes getting Bruising is a fairly even trade off, but I can only see new support or defensive armor sets cropping up that utilize absorb making an enormous HP pool even more irrelevant.
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Quote:Hi. It's the future now.It's worth noting that your worries about Tanker damage having a very low ceiling for Incarnate powers have so far not really been borne out. Judgement attacks, Interface DoTs, Lore pets, and level shifts all increase Tanker damage in ways unrelated to the damage cap. If future Incarnate powers make it an issue (like a hypothetical +damage Destiny you once posited), you'll have a point; with current trends, you do not.
My damage capped Tanker gets **** all from three of the four Hybrid threes, and nothing that improves him offensively.
My Brute will get plenty of improvement offensively and defensively from both Assault and Melee trees.
Pretty much exactly what I said would happen, did.
So will you admit there's a problem with Brute and Tanker caps now?
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Quote:Plus Deadpool, whether you like him or not, got pretty big in a relatively shot period of time. Even suggesting he get his own movie is more than one would expect with his roots as a forgettable New Mutants/X-Force 'parody' villain.Some have made it to the big time, though, like Venom and Harley Quinn.
Also, as I hear it, that's part of the reason they pushed X-23 so hard over the last decade, because someone felt a 'female Wolverine' movie would be more viable in the wake of stuff like Alias. Because as much as fanboys love Wolverine, they love a chick in leather pants doing the same stuff even more.
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Quote:Both, but this is just my opinion.So, is the problem that there's too much magic, or that magic and other themes are frequently mixed together?
Look at the Avengers: Earth Mightiest Heroes cartoon as an example.
Out of all of their members, only one is 'magical'. Magical elements are treated as rare (to the point Tony Stark is *still* in denial) and magical threats got at most one two-parter to close the season, and the main theme was how much the other Avengers were out of their element.
Even if you look at a series like Justice League, where magic was more common it was still less common than everything else combined, and they really didn't have any "magic users" in the original roster.
Compared to that, CoH is drowning in magic. I'd say despite being only one of five origins, magic is found in more than half of the enemy and NPC groups, even the ones that don't have a magic focus has a major magic division like Arachnos.
DA, Rularuu, the Midnight Club, Darrin Wade, First Ward, arguably Ourobos (because we don't exactly know how they work) with their Pillar of Ice and Flame and resident Titan: It's not hard to make the claim that WAY MORE than 1/5 of the recent content has been magic related.
Magic very much has intruded into everything, and everyone's power coming from a magical font only underscores that.
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With very magical Portal Corp possessed scientists running around.
Also nothing concrete yet, but given what Prometheus said on the subject, it could very well turn out all these parallel worlds are all the result of magical Ascended beings.
Quote:Rikti Warzone- tech/science to the point of sci-fi.
Also at 50:
Rularuu, Banished Pantheon, Knives/Talons of Vengeance (becoming progressively more magical), Arachnos (which is roughly 50% magic with their Mu mystics), Tsoo (more magical now than ever) not to mention the Midnight Club factoring into just about everything now.
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Gotta side with the OP.
CoH is extremely magic heavy, and a lot of the diversity falls away in the later levels.
To the point establishing all super powers are essentially mystical in origin coming from The Well. Don't think the Well is mysitical? If it looks, walks and quacks like a duck, the Well is one very magical duck, despite claims otherwise.
To boot, the last several zones like DA and First Ward have all been "magic" oriented, as has the SSA and the second SSA smells a lot like it from what I've seen as well.
On the whole, the game is too much of a generic fantasy and has long ago lost touch with its super hero roots, IMO.
I would like nothing more than for them to reaffirm their commitment to super heroes in all ways. That includes power sets. If a power set the devs are thinking about doing is equally at home in a FPS or sword and sorcery game, I'd rather they did something else. We've got tons of swords already, lots of guns, but still many iconic super powers left unrepresented because medieval and martial arts weapons are more cost effective I guess.
I've said it before and I still believe it: if you can buy it at a ren faire or out of the trunk of some skeezy guy's car out by the airport with the serial numbers filed off, it ain't a super power.
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Quote:I've watched five minutes of this after skipping ten, just watching this guy try and set up Ventrilo...when he should've worked out any technical issues before the start of the recording session....and then it's further compounded by his complete unfamiliarity with the game and apparent inability to stay with a raid group.
I'm really stunned that this is a video for a press event where the developer team can't be heard so they can sell this (being kind of the point) and that they have someone who isn't familiar with the game enough not to look foolish during the recording.
mmorpg needs to get their act together with this sort of thing...along with PS's marketing department. Looking this amateurish does not a sellable presentation make.
S.
Yeah, I would have loved to hear what the devs were saying, because the guy clearly was getting some things wrong trying to relate them second hand.
Also I'd like to know where this rumor about the i23 beta opening this week got started. Considering today is Thursday, and tomorrow is Good Friday, that seems not so likely. Could still open today, sure, but seems way too soon.
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Quote:It's actually a terrible representation, as all that damage doesn't even come from his Tanker attacks, which from the video seem to be only Jab, KO Blow and Foot Stomp/Hammer of Zeus. Aside from him spamming all those [Flow Lightning]'s, his attacks in the fight proper look fairly ineffectual.I finally see the visual representation of what JB wants tanker damage to be.
Not to mention he didn't manage to defeat anyone with that Tartarus Judgement attack.
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A little more came out of the dev stream at MMORPG.com
Assault has a Fury like branch of stacking +Dam buffs. Personally, I'd avoid that on many of my Tankers if they're not going to do anything about the damage cap.
The Scourge-like branch for the Control(?) tree sounds promising, especially if it works in conjunction with Bruising. Have to wait and see what the numbers look like and what all the options are.
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Quote:Yeah, not a lot to go on. I hope it gets a passing mention in the dev stream at MMORPG.comThe wording on Paragonwiki is slightly different than the official page was, but still about all we know so far. Is it a passive? A click buff power? Does it add extra effects, like Interface, or enhance existing effects, like Alpha? All we've got is the little blurb describing it in not-very-specific terms, so one guess is about as good as another.
It doesn't seem to be like any kind of stance mechanic, though, at least not if it's anything like how the other Incarnate powers are structured.
I don't see how a Control or Support tree can work for all ATs. If you don't have buff powers, does it give you some for the Support tree? Or just affect your Destiny buffs?
Or the Control tree? I mean, it could improve your control durations like Power Boost, but what does that do for say a Fire/Fire Scrapper? Not much. And if that's all it does, how is that functionally different than an Alpha?
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Anyone catch that little tidbit of information before they yanked the page? I didn't, but I heard about it.
Thoughts on how it may relate to Tankers?
Quoting from Paragonwiki.com:
"Incarnate System: Hybrid Slot and its four trees, Assault for damage, Control for locking down enemies, Melee for defense and status protection, and Support for buffs."
Apparently it's like stances, but not?
Discuss.
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Quote:But, joking aside, reasons for COH2, in my opinion:
Graphics. I happen to like COH's graphics, but they are becoming dated.
Engine limitations. They can't really do destructable environments, and that is something a super hero game should have.
Freshness. Despite how much I love COH, the same thing over a long time loses its shine.
I agree with all of these. Sadly, they're not gonna happen.
But have some more vanity pets, desperate horrible looking normal mapped faces clashing with decade old costume parts and endless variations on melee weapons and martial arts; this is the future of CoH.
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Quote:It doesn't really matter to me what the new IP is. All that matters is that CoH essentially has no future.I know I am being overly negative, but it makes me sad that they are not doing COH2.
I especially can't get excited without knowing what the 'NewIP' is.
A new [insert 4 legged vanity pet] a month in addition to variations on melee weapon sets and martial arts plus whatever they can kludge together for issue content...from now until whenever they decide to shut down the servers, plus whatever more forms of downsizing (like loss of EU localization) that happens along the way? Yeah, no thanks. CoH deserves better than that. It deserves a proper sequel.
It's not being overly negative when the studio has apparently decided that something else is their future. Part of the reason I was willing to freely spend money on the market was because I thought it could only help the chances of a CoH 2. But Arcana makes good points; CoH 2 almost impossible, especially when they're apparently also working on two other projects. In light of that I don't see the point of supporting the game when it's really not working towards something greater.
All of this talk of other projects, the service downsizing for EU and the general direction the game seems to be going in post F2P (and to an extent post GR), has left a real bad taste in my mouth. Even the Pummit can't raise my spirits.
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Quote:After, like, a whole month of dog reveals leading up to it, including a leak of a whole power set that was like 75% dogs.For good reason nowadays.
"Darkness Control's tier 9 is so cool, it deserves its own reveal!"
Oh boy, what otherwordly horror from the netherword could possibly be in store for us?!
It's....!!!
... a dog.
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Quote:Black Spider, who also appeared in the YJ episode 'Infiltrator'.So does anyone know who "Not Spider-Man" was in this week's Young Justice episode?
He was voiced in this episode by Josh Keaton, who also was in the 'Spectacular Spider-Man' as...well you can guess.
Both YJ and SSM were written by Greg Weisman, so it was a bit of an in-joke.
Also note, fan speculation is that the reporter Black Spider was targeting was intended to be Bernell Jones and his daughter Cissie King-Jones(Arrowette).
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