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I'd like to see Presence revamped as follows:
Challenge
Intimidate
Provoke
Invoke Panic
This puts the two single targets together and allows people that want to do the intimidation thing without being forced to take a taunt (something counter productive on a Controller, Blaster or Defender). -
I'd like to see one build option per costume slot.
Different models of armor, different weapon sets, etc.
Or in the case of one of my characters: different people with similar training. (have a brother/sister character where each costume/build is a different person) -
Realistically, Brutes and Scrappers are in competition rather than Brutes and Tanks.
Brutes and Tanks have different jobs and while a brute can serve as a tank better than most scrappers, they are still not true tanks.
A Brute on first glance at stats appears to be just as effective as a Tank, but there are some holes in the overall.
Brutes and Tanks have the same maximum Defenses, Resistances, Threat level and Taunt modifiers.
Brutes also have the same ability to slot taunt enhancements into attacks and auras.
However, that's where the similarities stop. That would seem to be the main functions that make a tank, but there are details, and details are always the things that trip us up.
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When the Brute attacks a target, even if he has taunt enhancements in his attacks, he taunts one target.
When the Tanker attacks a target, even if he doesn't have a taunt enhancement in his attacks, he taunts five targets.
That means, that a brute has to switch targets much more actively to keep aggro than a tank. In addition, when the brute switches targets the lack of gauntlet means that he will lose his aggro on old targets while he's trying to gain aggro on new ones, especially in the face of supporting fire from his teammates.
Taunt Auras are excellent for acquiring aggro, but in the face of blaster fire they require frequent reinforcing with taunt and/or gauntlet to maintain aggro.
Brutes lack this.
Likewise, while Brutes have the same maximum hit points as Tankers, they have only about 80% of the base hit points. As such, it will take them more effort to reach that maximum HP level.
This 20% drop has a bigger impact than you might think.
It translates to less regeneration as well, which translates to the resistances and defenses having to work harder for the same effect that tankers get.
A Brute's defenses have to defend a smaller pool of Health with a 20% slower rate of renewal.
In addition, while Brutes maximums are the same, their defenses are secondary. This results in two things: slower power acquisition (only a concern at low levels) and lower base levels, making it harder to reach those maximums.
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Looking at a comparison between an Invuln Tanker and an Invuln Brute
both have the following:
RP/TI/Uy/REl/REn/Us: +50% Res
Invin/TH: +50% Def
DP: +95% Heal/+95% Recharge
Health: at +95%
Phys Perfection: at +95%
Assuming each has the following 6 second attack cycle:
Melee Single Target, Melee Single Target, Melee Single Target, Taunt, PBAoE Attack (10 targets)
At level 50, with base HP, the Tanker has 1874.1 HP and the Brute has 1499.3 HP.
The Brute's resistance and defenses are as follows Total(Base):
Res. Phys: +11.25%(+7.5%) Smashing/Lethal
TI: +33.75%(+22.5%)
DP: +884.5575 Max HP, heal 1169.415, recharge at about 3m5s
Res. Ele: +11.25%(+7.5%) Fire/Cold/Toxic
Unyield: +5.25%(+3.5%) Smashing/Lethal +11.25%(+7.5%) F/C/T/E/N
Res. Ene: +11.25%(+7.5%) Energy/Negative
Invince: +5.625%(+3.75%) Defense +1.125%(+0.75%) per enemy/ +11.25%(+7.5%) max
Tough Hide: +5.625%(+3.75%) Defense
Unstoppable: +78.75%(+52.5%) Resist
Totals without Unstoppable:
Smash/Lethal: 50.25%
Energy/Negative: 22.5%
Fire/Cold/Toxic: 22.5%
Defense(w10 Enemies): 22.5% vs all but Psi
With Unstoppable:
Smash/Lethal/Energy/Negative/Fire/Cold/Toxic: 90%
Defense(w10 Enemies): 22.5%
HP without Dull Pain: 1499.3
HP with Dull Pain: 2383.8575
Regen Tick Size without Dull Pain: 74.965 HP
Regen Tick Size with Dull Pain: 119.192875 HP
Regen Ticks don't come per second, but with the regen speed increases from Health and Phys Perfection, that translates to:
HP/Sec w/out DP: 13.556 HP/sec
HP/Sec w/DP: 21.554 HP/Sec
The Tanker's resistance and defenses are as follows Total(Base):
Res. Phys: +15%(+10%) Smashing/Lethal
TI: +45%(+30%)
DP: +1105.6895 Max HP, heal 1461.7785, recharge at about 3m5s
Res. Ele: +15%(+10%) Fire/Cold/Toxic
Unyield: +7.5%(+5%) Smashing/Lethal +15%(+10%) F/C/T/E/N
Res. Ene: +15%(+10%) Energy/Negative
Invince: +7.5%(+5%) Defense +1.5%(+1%) per enemy/ +15%(+10%) max
Tough Hide: +7.5%(+5%) Defense
Unstoppable: +90%(+70%) Resist
Totals without Unstoppable:
Smash/Lethal: 67.5%
Energy/Negative: 30%
Fire/Cold/Toxic: 30%
Defense(w10 Enemies): 30% vs all but Psi
With Unstoppable:
Smash/Lethal/Energy/Negative/Fire/Cold/Toxic: 90%
Defense(w10 Enemies): 30%
HP without Dull Pain: 1874.1
HP with Dull Pain: 2979.7895 HP
Regen Tick Size without Dull Pain: 93.705 HP
Regen Tick Size with Dull Pain: 148.989475 HP
Regen Ticks don't come per second, but with the regen speed increases from Health and Phys Perfection, that translates to:
HP/Sec w/out DP: 16.945 HP/sec
HP/Sec w/DP: 26.942 HP/Sec
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Assuming an enemy to hit number of 50% with an accuracy of 1.00 with attacks that deal about 100 S/L damage with neither tank nor brute being in Unstoppable. Each of the surrounding 10 enemies attacking twice per 3 seconds.
The Brute would take 11 hits out of every 40 attacks. This would be 1100 damage over 6 seconds (each opponent attacking 4 times) reduced to 547.25 damage by resistances. Assuming Dull Pain is not up, 81.336 HP would heal over the same six seconds bringing the Brute to 1033.386. A total reduction of 465.914 HP over 6 seconds. Death in roughly 19 seconds.
With Dull Pain, the heal rates would be: 129.324 HP, and the HP total at the end would be: 1965.9315. This is a total reduction of 417.926. Death in roughly 34 seconds.
With Unstoppable without Dull Pain, the total damage would be: 110 damage over 6 seconds, of which 81.336 would heal, making a total reduction of 18.664. Meaning a loss of 559.92 HP (accounting for healing) by the time the Unstoppable drops at 3 minutes, which means you should be fine as long as the unstoppable doesn't drop during the fight.
With Unstoppable with Dull Pain, the total damage would be: 110 damage over 6 seconds, of which all of it would heal, resulting in no overall damage. Which means you should be fine as long as the unstoppable doesn't drop during the fight.
During the 6 second attack cycle, assuming each Single Target attack went to a different target, the Brute should have taunted 3 enemies 6 times (Single+Taunt+PBAoE+Invince 3 times), 2 enemies 5 times (Taunt + PBAoE + Invince 3 times), 5 enemies 4 times (PBAoE + Invince 3 times).
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The Tanker would take 8 hits out of every 40 attacks. This would be 800 damage over 6 seconds (each opponent attacking 4 times) reduced to 260 damage by resistances. Assuming Dull Pain is not up, 101.67 HP would heal over the same six seconds, bringing the Tanker to 1715.77 HP. A total reduction of 158.33 HP over 6 seconds. Death in approximately 71 seconds.
With Dull Pain, the heal rates would be: 161.652 HP, and the HP total at the end would be: 1965.9315. This is a total reduction of 98.348. Death in roughly 182 seconds.
With Unstoppable without Dull Pain, the total damage would be: 80 damage over 6 seconds, of which all of it would heal, resulting in no overall damage. Which means you should be fine as long as the unstoppable doesn't drop during the fight.
With Unstoppable with Dull Pain, the total damage would be: 80 damage over 6 seconds, of which all of it would heal, resulting in no overall damage. Which means you should be fine as long as the unstoppable doesn't drop during the fight.
During the 6 second attack cycle, assuming each Single Target attack went to a different target in the most efficient manner, the Tanker should have taunted 15 enemies 6 times (Single/Gauntlet+Taunt+PBAoE+Invince 3 times), which is more than the 10 enemies set earlier.
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The Brute and Tanker have pretty much identical survival times when Unstoppable is running, but without Unstoppable, the Brute has 26.76% of the survival of the tank without Dull Pain and 41.46% of the survival of the tank with Dull Pain. Without accounting for damage output, however.
Also note this is against Smashing/Lethal damage.
In addition, the Tanker is overlapping its taunts such that there is very little chance of 15 enemies escaping while the Brute is maintaining good aggro on just 3 opponents.
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Indeed, the question isn't Brute vs Tanker, but Brute vs Scrapper, but each of those has their obvious benefits and losses. -
Quote:Our group has a very good theory going about the Gunslinger AI pattern.There's a variety of Gunslinger that's a boss. Not only are they more powerful, but they teleport as well. They're among the nastiest bosses in the game for sure, right up with Bane Spider Executioner and Blade Prince (albeit an EB).
From what we've gathered (and this was started to be suspected with Gyrfalcon on the Reichsman TF) is that the first target the Gunslinger chooses seems to be either the target furthest from him, or the target with the least HP (usually the same target).
This was causes us to fail the MKTF attempt we first made as Gyrfalcon would immediately port away and gank a squishy.
Our answer was to fight ALL fights standing on top of Gyrfalcon's prison. Which was annoying because he was the last one freed. Meaning I, as the tank, had to grab both the Countess and Devore and bring them over to stand next to Gyrfalcon. However, when he finally came into the fight, he aggroed immediately on me rather than a squishy. -
Yep, but that's only 20 mph, leaving me with either 50 or 70 depending on whether elude is up.
btw, I sometimes avoid certain origins based on the SOs
for example, the Magic SOs all involve gaining power from the Entities, if my character in question isn't very priest-like, I default to either Mutant (magical creatures) or Natural (spell/relic users that don't ally with the powers). -
Quote:The very reason my first vet attack power choice was the Undead Slaying AxeWhat are those particular low-spawning enemies that you have the worst trouble with? Y'know, the ones who could almost be an Elite Boss or above, but aren't. Somehow they seem to defy the norm and tear your characters to shreds and you're left staring at the screen and asking... "Wha... wha... what the hell was that?" Here's a few picks of mine.
Spectral Daemon Lords - It's suppose to be a lieutenant, but seems way overpowered for one. Some builds can take 'em down easy, but others? It's like... um... oh crap. Especially bad when they con orange. I hate fighting these guys.
Nerva Spectral Daemon Lords - Not as bad as above, but if you're not careful, can easily remind you such experiences with their earlier level bretheren.
Quote:
Sorcerers - Very irritating liuetenants for melee builds. They just teleport all over the damn place and even heal the guy you're trying to kill in the meantime.
Ever since, Sorcerers and anything with the same behavior (Air/Earth/Fire Thorns for instance) "Rabbits"
Quote:Centurians - Um... wow... you hit hard for a primitive. Squishies beware, bring a couple purples just in case he gets too close.
Once, at the end of a fight, I exclaimed "Yay! Postive Defense!"
I want to say I was playing my stone tank at the time, but I'm not certain of that.
Btw, you missed Dark Ring Mistresses and Sappers
Oh...and Swarms.
HATE Swarms
HATE HATE HATE -
Quote:Not looking at it right now, but my impression was that it was something like .45/sec.How much does Ninja Run cost, endurancewise? The balance point with the other travel powers is that they suck a lot of endurance... if Ninja Run doesn't drain much, that may be why Castle limited it.
somewhere between combat-move powers and travel powers
Quote:Originally Posted by BkidIf I plan on using NR as my travel power, should I get (and eventually slot) both swift and hurdle?
Also, NR is considered an inherent power, yet is removed during a master TF as if it were a temp. :/
I know my SR can hit blue numbers if I pop elude, but that's three-slotted sprint, three-slotted swift, three-slotted quickness, three-slotted hurdle and ninja run in addition to Elude.
and if anyone questions the use of so many powers when I could get superspeed: superspeed suppresses.
so having that much speed without suppression seems a worthy sacrifice for three power selections and eight slot placeable slots -
Quickness Three-Slotted
Swift Three-Slotted
Hurdle Three-Slotted
Sprint Three-Slotted
Ninja Run
70 mph
Elude
Speed Cap (91.5 at level 48)
of which, only 20 mph (ninja-run) is suppressed when I attack. -
I can draw strength from a tendency to champion things that other people say that the devs would never put in.
Side-Switching and Power Customization for instance.
Now if only I can add brush style fox/wolf/dog tails to that list.
Oh well, give it another five years.
Quote:You are very likely right. Like Dual Pistols as well... didn't Malta Gunslingers have them way before Thugs MMs and Lady Jane got them?
It seems like the Devs like to use enemies as tests of how something might work for PCs.
Btw, yeah, my family and I have long looked at enemies to predict what was coming for players.
All the way back to when the Tsoo suddenly started throwing shuriken at us instead of all using bows like the Eagle. -
Quote:Traps vs Devices is Team Buff vs Self-Buff rather than Good vs EvilTraps Domination because it goes along with the theme of Devices vs Traps like Empathy vs Pain Dom. Two very similar sets with different powers appropriate to the Hero vs Villain idea.
and I agree that the 9th tier powers should be some sort of spawn, but what that spawn should have/look like is beyond me. -
Quote:I can hit max damage bonus from controllers, max recovery, max regen, max movement speed, near max recharge and the hard cap on defense is more or less unnecessary.I'm afraid I don't understand how they hit their max. If you were, to say, get a crit force field all of a sudden it does 45%ish defense buff instead of 20-25%ish which certainly is not "Adding MORE buff on top of that is basically just adding more wasted effort.
"....Even if used on a SR scrapper, that scrap would become absolutely unstoppable. I can't think of a single defender primary that hits the "max". I am not talking softcap, I am talking hardcap.
I don't like the idea of boosting a defender's defense, damage, tohit or anything similar. The concept of a defender is to help teammates so I think the power should help the defender defend his teammates.
Likewise, I can easily bring enemies down to minimums with debuffs.
Simply put, fun as defenders are to play, they're an extra, poorly planned out AT.
They're supposed to be clerics to controllers' mages, but they're basically just sort of scattered. -
Quote:No use.I was thinking, maybe get rid of vigilance and give defenders a critical buff, similar to the critical damage that scrappers have. For example a defender uses Insulation shield on a teammate, and there is a 10% chance that the buff has double strength. Feedback on this idea?
Controller buffs get you to your max or very close to it.
Defender versions give about 20-30% over what you need to hit max, resulting in the common trend that the difference between a Controller and a Defender buff or debuff is wasted effort.
Basically, there's little difference in results between a Controller using their secondary and a defender using the same set as a primary, mostly because of the max-limits.
Adding MORE buff on top of that is basically just adding more wasted effort.
You could try a extension to buff durations, but that doesn't help every defender set either, several are based more on Toggles than on Clicks.
I've discussed this before, Defenders are not a coherent enough of an AT that they can have an easy inherent.
The only thing they universally depend on is Endurance, which is why Vigilance affects Endurance and even that is less than perfect. -
Quote:I know, oh well.Would it be kinda cool to have 3+ arms? Yeah, I think so.
But... I don't see this happening anytime soon. The skeletons just aren't put together to include a spot for extra arms... Not to mention the animation system. Literally every animation would need to be re-engineered so that the arms do not clip with one another.
Massive Work for BaB and Co. + Minimum Payoff = Not Gonna Happen.
We'd see it as an enemy first. Like Archery, Shuriken and Shields. -
Multiple Arms - Scrapper Melee Set
High Inherent Accuracy - Smashing Damage - Geared toward Single Target Killing
1 - Minor Smashing DoT, Very Fast Recharge - flurry of attacks
2 - Moderate Smashing DoT, Fast Recharge, chance for dizzy - small flurry of double-fisted attacks
3 - Minor Smashing DoT, Immobilize, Moderate Recharge, -Def - holding the opponent still
4 - Moderate Smashing Cone DoT, Moderate Recharge, chance for dizzy - spreading attacks among the enemies
5 - Heavy Smashing Damage, Knock-Back, Slow Recharge, damage dealt on landing - throw/knock opponent into the air.
6 -Confront
7 - High smashing damage PBAoE, Slow Recharge, chance for dizzy - flailing at all opponents
8 - Hail of Debris - Ranged Moderate Smashing DoT, Moderate Recharge, chance for dizzy - multiple hurled objects, small rocks/baseballs/whatever
9 - Superior Smashing DoT - Slow Recharge, Four ticks, First Tick: large damage tick + Knockdown, Second Tick: large damage, Third Tick: lesser damage than first, Knock up, Fourth Tick: Largest damage, dizzy: (beat down, smash while down, throw up, volley ball spike)
Multiple Arms - Brute/Tanker Melee Set
High Inherent Accuracy - Smashing Damage - Geared toward PBAoE Damage
1 - Minor Smashing DoT, Very Fast Recharge - flurry of attacks
2 - Moderate Smashing DoT, Fast Recharge, chance for dizzy - small flurry of double-fisted attacks
3 - Taunt
4 - Moderate Smashing Cone DoT, Moderate Recharge, chance for dizzy - spreading attacks among the enemies
5 - Moderate PBAoE Smashing Damage, Dizzy, Moderate Recharge damage dealt on landing - smashing opponents into each other (hand-clap animation)
6 - Minor Smashing DoT, Immobilize, Moderate Recharge -Def - holding the opponent still
7 - High smashing damage PBAoE, Slow Recharge, chance for dizzy - flailing at all opponents
8 - Hail of Debris - Ranged Smashing DoT, Moderate Recharge, chance for dizzy - multiple hurled objects, small rocks/baseballs/whatever
9 - Superior Smashing DoT - Slow Recharge, Four ticks, First Tick: large damage tick + Knockdown, Second Tick: large damage, Third Tick: lesser damage than first, Knock up, Fourth Tick: Largest damage, dizzy: (beat down, smash while down, throw up, volley ball spike)
Could also be a defense, but can't think of a good selection of powers that make sense.
Customizable "Weapons"
Human Arms, Tentacles, Monster Arms, Pincers, etc. -
This game's base mechanics were never designed with PVP in mind and it doesn't really work well with it. Also, the player base is more composed of casual players than hard-core gamers, people not so interested in PVP.
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Quote:You don't have slow defense. You only have slow resist.basically a defense set for all melee archetypes, its based around being more feral. This set grants defense to basically ranged attacks, psi and toxic based damage and has some good special boosts.
1) Animal Reflexes (TOGGLE: +Def ranged, AoE, slow)
You are more in tune with your animal side to enable yourself to have the reflexes that most predators have, you are able to dodge incoming attacks an debuffs
(Animation is the backflip emote)
Quote:2) Enhanced Sensing (TOGGLE: + ACC, Perception and toHit, +Def to Debuff)
You can smell, hear and sense your surroundings much easier and be able to evade the lurking dangers by sniffing out stealthy enemies.
(Animation is the Howl emote)
Quote:3) Hunters Focus (CLICK: +Res Psi, Toxic, DoT and debuff, Self Heal)
You are able to focus away from the harm done to your body for a brief period of time allowing you to concerntrate on your enemies state and not your own
(Animation is the "look left and right" motion used in heightened senses and danger sense)
In this case, you'd only resist Psi and Toxic damage, DoT or otherwise.
Specify what sort of Debuffs this would resist. If you want to resist all debuffs, you would have to list it this way:
+Res: Slow, Recovery, Recharge, Defense, Damage, Resist (I think that covers it)
Quote:4) Wild Agility (CLICK: +Res Disorient, Hold, Sleep, Immobilize, Knockback)
You are able to evade the trapping capabilities that enemies use against you for a short time allowing yourself to be able to escape from status effects
(Animation is the tarzan emote)
5) Overwhelm (TOGGLE: PBAoE enemy -ToHit, Self +DMG, Defense(all), +Special)
When crowded by enemies, you are able to look within your animal side and fight back against them making them suprised of your feral side allowing you to cause more damage and increse your defense
(Animation is the "one handed" roar emote)
B) This would be the single most powerful drain aura in the game:
Invincibility: Self +Acc, +Def, Enemy Taunt
Against all Odds: Enemy -Dam, Self +Dam, Enemy Taunt
Rise to the Challenge: Enemy -ToHit, Self +Regen, Enemy Taunt
In case you don't see the pattern, each of those does Taunt + two other things
Yours does Three things +Special/Taunt, that's too powerful.
Quote:6) Animal Agility (AUTO: +Speed, +jump hight, +MaxEnd)
As like many predators, you rely on speed and agility, you are able to move faster, jump higher and have more endurance, this power is alwats on and costs no endurance
7) Feral State (CLICK: +DMG, +ACC, enemy PBAoE fear)
You release your feral side upon your enemies making you stonger and more accurate with your attacks while striking fear into those who surround you
(Animation is the same as "unstoppable" from invulnerability, only with a loud roar audio)
8) Pounce (targeted AoE, superior Smashing/lethal DMG, knockdown)
You can pounce at your enemies headfirst into battle making an impact on enemies around you knocking them down and causing superior damage
(Starting Animation is the same as when you dive into the back of trucks, finishing is the ending of the original Assassins Blow from martial arts)
9) Animalistic Fury (CLICK: +Res(All), Disorient, Sleep, Hold, Immobilize, Knockback, +Recovery)
You are able to allow yourself into a primal state of fury making you highly resistant to all damage types and status effects, although costing little endurance, you will be severly drained of endurance arterwards
(Animation is the same as "Elude" from super reflexes, only with a howl audio)
As it stands, this is primarily a self-buff set rather than a defense set, something I thought about suggesting a while back myself. However, it will need to be paired with something fairly quick, AoE heavy or both, because otherwise you're going to find yourself face down a lot.
Defense wise, you have Regen minus Instant Healing, Revive, Fast Healing, Dull Pain and the regen buff of Integration.
This would be a very hard set to play and survive with, but combined with good inspiration use or a good team, you would be one of the more lethal scrappers around.
It would need heavy work to make this fit a tanker or brute concept, both would need more in the way of defense ability. -
Quote:Brutes certainly are the hulk style living weapon types, but I do like my tankers, solo and group. Nothing else survives quite the same amount of stuff.
Here's the thing, though - when we start switching sides, I'll just make heroic Brutes to act as my tankerish heroes. Frankly, Brutes are what Tankers should have been all along, in my eyes.
Tanks are more like Juggernaut or the Thing than the Hulk.
Example, given the choice between Elec Tank and Scrapper for my Nanoha homage: Sip-Sa, I went with Tank because I was mostly modelling off of Subaru, and Subaru is a TANK. (Vita, meanwhile, is a brute, given her specialty is breaking barriers.) -
Yeah, I'm in the category of people that use songs to match up with my vids.
But, just in case, here's my youtube channel: http://www.youtube.com/user/Thrythlind -
Though, actually, I already have a Rally clone that ended up taking an extreme twist from the original concept. Thug Mastermind.
Visually she's very close to Rally's fighting togs + cat ears and tail, and her name is Gunsmith Cat, but because I made her magic instead of natural, I changed the background.
Basically, she's a cat spirit in service to Bast and her thugs are her "brothers" in human form. She works the avenger side of Bast's role and basically acts as a longbow agent in the Rogue Isles. Come Going Rogue, she's coming in from the cold. -
Quote:I see your point, defenders have a lot of functionality that varies so much from one primary set to the next that there is no one particular bonus you could give them that would truly help them all equally, so they settled with an end discount. I personally think the end discount is lame for two reasons: it's only usable when teaming, not solo, and it's of greater benefit to some primary sets than others. For example, it makes Empathy insanely cheap (discount when teammate's HP is low, and no one heals when they are all at full health anyway) and makes Forcefielders expensive (you keep them from getting hurt much in the first place and don't often get much of a discount, especially if a healer of some sort is also on the team). I won't lie, it's always cheaper than NOT having it, lol, but still, something else would be better, but the key issue is... WHAT? What else is there for them. I think you pretty much covered all bases in your post.
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On that note, what about Guantlet? I keep hearing from people that it's broken, and I would really like some elaboration on that because when I hit someone, they turn and face me, end of story. Seems to be working to me. The problem is, with adequate Threat Value numbers, this would be duplicated in an already implemented game statistic. Just make the tank have more threat (which they did) and you don't need Gauntlet.
Gauntlet does nothing to help while soloing, only teaming. Blaster Defiance was changed for a balanced potential when solo and when teaming. Gauntlet could use some of this balancing.
My suggestion is to make tankers have a bar much like Brute Fury, but instead of a damage buff, a bonus to secondary effects of your attacks (either duration or chance, that would depend). Gauntlet, by definition, (besides being armored gloves, which I doubt is the definition used here) is an assault from all directions. To "run the gauntlet" is to make a dash through an angry mob or something of the like. It's to face attacks from all directions and press on anyway. With my suggestion for Gauntlet, when the tank keeps getting struck and keeps fighting back, he builds up a Gauntlet bonus that lets his War Mace stun more, or his Battle Axe knock things over more, or his Fiery Melee to catch them on fire for even more damage. That way a tank would be able to put in that last ditch effort as the fight wears on, without making him overpowered or making his inherent power useless when solo.
Actually, I find gauntlet rather useful in controlling runners, but that is a very narrow use indeed.
That said, I really would like my status effects to last longer and longer as a tank, even if they're not higher magnitude. -
Quote:For my part, two words: Rally VincentI know
Can't wait. Been wanting Dual Pistols since I picked up the box in i3, and thoguht to myself "Oh! I want to make a Dual Pistol extremely agile kungfu type hero!"
I was so sad when I saw I couldnt make it like the box seemed to suggest "Make any hero you can imagine" :/ -
Quote:That's Champions, about what I'd put at the third layer of potential complexity I've discovered.Years ago, a friend of mine was building a Champions(? might've been Villains & Vigilantes or Heroes Unlimited, it was a long time ago) character when he discovered that any effect could be teamed with any power. He promptly made a character who had Ego Attack with Knockback, which we liked to envision as Captain Magnificent going up to a villain and saying, "You suck!" with such force of personality that the villain would be sent flying.
1st Level: Purchase the power as it is stated, no frameworks, the only limitations and advantages that are likely to be used are things like armor piercing, area of effect and focus.
2nd Level: Multipowers (and Elemental Control before 6th edition made it a limitation instead of a framework) start being used, multiple versions of the same power to account for variations in how it is used, such as one Blast with no advantages, one with AoE, one with reduced endurance, etc.
3rd Level: Start making unusual use of limitations and advantages to more closely simulate bizarre and unique powers. Partially limted powers start to get used.
4th Level: Variable Power Pool. Nuff said.
5th Level: The profound realization that the "powers" in the book are not powers in and of themselves, but instead pieces of a whole. IE: Blast is not the entire machine, it's just one of the gears. You start to make frequent use of linked and combined powers.
6th Level: You look into the combat rules and manuevers and discover things like "rapid fire" and (most epiphany forming) Multiple Power Attacks and realize that you DON'T have to use linked power to make a combined effect: For example, say you have a blast and a drain. Both use the same attack roll (OCV instead of OMCV) so they can be used together in one attack. You mechanically use both powers together while roleplaying wise it is simply another power.
I discovered level 6....two years ago. I'll probably discover level 7 the next time I play an extended campaign. -
As to the early AT difficulties, the devs didn't have them unique enough, hence the add in of inherents and modifier tweaks.
They really should have come in with only three basic types: Melee, Ranged, Support, but they were stuck on the traditional 5-party team that D&D established as norm:
main warrior, skirmish warrior, rogue, divine and arcane
However, that party scenario was not based on team job so much as fictional archetype.
In addition, the utility tasks mostly carried out by arcane and rogue types (trap disarming, language reading, detecting strange things, looking for secret doors, etc) are replaced by the "click a glowy" system giving everybody those abilities (and anybody can get Stealth or Invis to be a scout).
Splitting things up by team task you have, as I said before: melee, ranged and support
If they were to split the ATs up that way then I'd look at designing them this way:
Melee: Sets: Melee/Defense, perhaps with Talent Tree type things to go either damage dealer or tanker or inbetween.
Ranged: Sets: Ranged/Self-Support - Pretty much what we have now, though less "encourage the wimpy blaster to get into melee range" powers and more "keep enemies out of melee range with the wimpy blaster" powers.
Support: Sets: Control/Buff - Pretty much the controller AT that we have.
A possible Fourth and Fifth AT would be: Skirmish (ranged/melee attacks) and Pet (ie, mastermind)
However, the system as it currently stands has had MOST of the problems ironed out.
The only lingering problem is Defender.
First problem, they're not well defined, they do...everything, a very little bit. They deal damage, they debuff, they buff(which includes healing), they control, they summon pets.
This is the primary reason that their inherent is vigilance.
Scrapper inherent? Easy, they're Single-Target Killers, give them Critical Strike to make their damage potential huge (a max buffed Scrapper hitting with a Critical Strike is dealing +1000% damage as compared to a maxed out Brute at +850%, Stalkers are probably comparable to scrapper in damage potential).
Tanker inherent? Easy, they're aggro machines, give them Gauntlet.
Controller inherent? That was a little more difficult, but the combination of Overpower and Containment emphasizing their main task: control eventually came clear.
Blasters? Relatively easy, but couldn't make it Critical Strike without stepping on scrappers. The original Defiance was a clever idea that I actually liked, but did encourage unusual behavior, the new Defiance, which finally gives Blasters some Status Mediation, is almost a stroke of genius.
The villain ATs, made after the original difficulties of the heroics had been mostly ironed out, where relatively easy. Bodyguard, Domination, Fury, Scourge and Assassination all are useful and fitting to the AT's position in the team.
But Defenders?
What do you do?
It's something like two-five ATs stuffed into one skin.
Critical Buff/Debuffs? That would seem to be the obvious answer, but they're already butting their heads into the buff/debuff caps as it is and they're well beyond the useful limits of what they can do (as in they already debuff and buff things to hell and back). An extra 100% buff past killing machine or below sick puppy is barely noticeable. Besides, some defenders are actually more characterized by controls and pets than buffs and debuffs.
Basic enhanced Buff/Debuffs? Their modifiers already give them that, WELL beyond what is practically useful. Adding more would be something like dropping a nuke on an anthill.
Enhance Damage? Not every defender focuses much on doing damage.
Enhance Defense? Ideally, the defender isn't going to be taking attacks.
Break Debuff Resistance? And that helps Force Field or Empathy, how? Not to mention a few other sets that focus more on buffing.
Critical Enhanced Effect Duration? Doesn't help every set equally enough to be a good inherent.
Recharge boosts have the same problems as Enhanced Duration.
There's nothing really that equally benefits all types of Defenders.
The only thing that equally effects all Defenders is endurance: hence Vigilance.
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The second problem with defenders is that they're really somewhat...extra.
Like I said, they butt their heads against the HARD Limits and step hard past the Useful Increases.
Controller buffing/debuffing ALONE steps hard past the Useful Increases. Heck, controller buffs take me to max in several categories. Defender buffs send me 30-60% past the light-blue level, wasted effort, effectively meaning there's no difference between a Defender buff and a Controller buff.
Not to mention the fact that some of the Defender primaries are somewhat...less than active and less than useful as a solo player. It's the only AT that has so much primary space spent on things that can't help itself. Empathy and Force Field are good controller secondaries, more than good, excellent, but they're....rather boring primaries. (unless you team with people that make a habit out of dying hideously in Empathy's case).
All that said, I like playing defenders, they're fun.
They just weren't well planned. -
Quote:I have the heal IO....it has never proc-ed... For tankers? For almost anyone, TBH. OK, solo controller or dom, maybe. And Mind, I seem to actually use it more than anywhere else. Otherwise - throw the heal proc from the sleep set in, and you have a nice, unreliable heal
otherwise, generally - yeah, I agree that's kind of useless.
Heck, I use *dimension shift* and I call PBAOE sleeps on a tank useless. That's pretty bad.
again, at least the resident Kin maxes out the Frozen Aura damage most of the time, and it outdamages my fireball
and actually, sleep is quite useful for setting your team up for a one shot kill using things like rad infection and enervating field and other stuff that doesn't break sleep while all your PBAoE people get in the middle of the spawn and wait for the Fulcrum Shift before tapping Build Up and unleashing Novas and such
but that's a ranged sleep use and requires planning to turn off any Damage auras ahead of time so you can take your time -
Quote:I made a thread pretty much the exact same to this, on archetypes and powersets, but realized it belonged here. Dirty Fighting would be a melee powerset for brutes and scrappers, where your character does anything in his/her power to win. Your character is not above, concealing weapons, or hitting below the belt.
This is my half baked powerset for a scrappper, feel free to make some changes if you have better ideas
1. Sucker Punch - Melee Minor Damage
1. Kidney Shot - Melee Moderate Damage
2. Knee - Melee moderate Damage -foe -defence
6. Build Up
8. Headbutt - Minor Damage Stunning attack
12. Taunt
18. Character reveals a blade near his ankle and does a quick slash - Melee High Damage Cone
26. Groin Kick - Melee Superior Damage -foe -defence
32. Gun (customizable) Character reveals a small fire arm hidden in his ankle or by his side - Ranged High Damage, Foe: knockback
alternate animations for Superstrength and Martial Arts