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Negative Power Boost suffers similar problem as -DEF: resist based sets are hit more often, therefore mezzes land more often. Reduced mezz protection = toggles gone = game over.
[/ QUOTE ]Mez protection powers can't be buffed or debuffed. -
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Now in my experience Power Boost buffs defense but not resistance, so I would expect this to debuff defense but not resistance, making it worse for def sets.
However in a later post Castle seems to think it wouldn't affect defence (or heals), but would affect mez resistance.
[/ QUOTE ]It's not about thinking it wouldn't affect them, it's about what he'd set it to affect. Power boost buffs each attribute seperatedly, so it'd be easy to only put debuffs on certain ones rather than all of them. -
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All I was saying/implying was that your understanding of game mechanics was lacking.
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That's your opinion
[/ QUOTE ]Indeed. That's what it says in my sig.
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[/ QUOTE ]I aim to please. -
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Maelwys gave you all the figures needed, I added some. Now if you persist in that direction I could say that you perhaps lack of understanding of game mechanics and, fisrt of all, you clearly lacks of intellectual honesty.
[/ QUOTE ]1) All numbers necessary were already given by Mael, you only added mace numbers, which are hardly relevant since mace is an underperforming set.
2) If, by my drection you mean my insistance that DPA is the most important value, I'd suggest you check Mael's number post again, since he actually says the same thing there.
3) I'm quite honest about the fact that I'm intelligent...or did you mean something else? -
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All I was saying/implying was that your understanding of game mechanics was lacking.
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That's your opinion
[/ QUOTE ]Indeed. That's what it says in my sig. -
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SS is not the overpowered set you're trying to tell everyone here.
[/ QUOTE ]I said it was overpowered where?
All I was saying/implying was that your understanding of game mechanics was lacking. -
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Reducing 12s by 50% will always be better than reducing 25s bye 50%. Except if you think that 12,5s is shorter than 6s...
[/ QUOTE ]Sure. However, once we reduce by 80% and consider that there are other attacks in the chain as well, a few-second difference in the base values is no longer significant. -
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Death_badger if Footstomp recharge time and endurance cost can be affected by IOs whirling mace too. It is proportional. You're talking as if war mace tankers didn't use IOs to enhance their powers...
[/ QUOTE ]Once theres enough +rech and +recov in play, recharge and (especially) end cost no longer matter. Only damage per animation time does. -
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They thought this was really funny and informed me that this is not as effective as 'proper' taunting. Is this true guys?
[/ QUOTE ]If you're just taunting from range, and always hitting the same 5 mobs, leaving the rest of the group to your teammates, then yes, it's certainly ineffective. -
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I would much rather Rage stays as it is and that Taunt be tweaked to be usable even during a Rage crash (similar to the new defiance ability to use tier 1 powers when mezzed for blasters).
Alternatively, increase the Gauntlet % and make it constantly firing at surrounding enemies regardless of character state to make it a worthwhile innate (although I prefer the Taunt tweak myself).
[/ QUOTE ]The problem is that doing so for rage would also do so for phase shift and other intangibility powers. -
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SS, with Rage running is behind the stone melee and energy melee attack chain.
[/ QUOTE ]Funny, when I did the maths it seemed to be just slightly below stone without factoring in rage. -
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and? He put it on test, people said they hate it. Only if they push it on live despite of this will there have been a really big problem.
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Putting it on test then stating it wont be revisited for months, is a statement of intent, Max. there's no other way to read it.
[/ QUOTE ]He said there will be no time to make further adjustments to rage. This means there are only two possibilities.
1) The rage changes go live as they are. This is very unlikely considering that the test version of rage allows you to circumvent temporary power restrictions, which is a BIG exploit
2) Rage gets reverted to what it's currently on live, and stays so until I12. This is far more likely.
So I see no reason to panic yet. -
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You have to remember Castle is a key player in a team responsible for a multi million operation. This is fairly big business. And he has to answer to shareholders who want to see a hike in profits.
He's demonstrating to me that he's not up to the job.
[/ QUOTE ]It's not like what he's done so far will have any noticeable impact on subs, so there's no problem there.
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Firstly scheming this nonsense up. Then oputting it forward. Then the way it was announced. .999 damage (yay) zero recovery (wha?) and then ... 15 seconds drop. and then, almost unbelievably, putting it on test knowing we wont like it and knowing he cant or wont revisit for months.
[/ QUOTE ]...and? He put it on test, people said they hate it. Only if they push it on live despite of this will there have been a really big problem. -
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Any Tankers here that think that losing a spike of 50 Endurance every 120 seconds (or sooner with stacked rage) is remotely fair?
[/ QUOTE ]I'm going to say yes, but only because I'm Ice/. With any other tank set, or any brute set other than /elec and /NRG, I don't think I could manage with it. -
A low level tank can take the alpha for an 8-man team just fine, as long as they have decent support.
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Besides, even if your point holds up, SS is weaker in terms of damage out put than most Tanker sets (minus rage.) We have no build up and the overall chain of powers is no where in comparison to, for example, energy melee. (Although I accept footstomp wipes the floor with whirling hands)
[/ QUOTE ]Of course it's weaker without rage, it's been balanced around rage.
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And thematically it's wrong, especially in a game like this. If anything SS should be the strongest Tanker set because of the images super strength conjures up in the super hero community.
[/ QUOTE ]SS should be balanced with the rest of the sets. It certainly shouldn't have the highest total damage output considering it has quite a few secondary effects, compared to, say, fire.
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That it isn't is one thing. But to say it doesnt matter qwhat damage we give out because we're meatsheilds is just plain wrong in my view. (And as I say, in the view of an awful lot of Tankers who brought us to where we are today.)
[/ QUOTE ]Oh, I wasn't saying tanker damage is irrelevant, just that you can quite easily play an SS tank without rage and still be efficient. -
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Making rage a situational power is fundamentally unfair because
a) it wasn't designed to be one
[/ QUOTE ]I'd imagine it was. A lot of powers were designed to be something completely different than what players eventually used them for.
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b) try playing an SS tank without it.
[/ QUOTE ]Any tank that's focusing on taking damage instead of dealing it is just fine without rage. -
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31% tohitbuff thats 1 lvl 50 acc IO you can skip in ALL powers.
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Well it looks like the -Def is now going to be hefty -Rec.
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Just an update:
I'll be removing the 20% Defense Debuff, and replacing it with a Max Recovery = 0.00% debuff, in addition to the aforementioned change.
EDIT: Consequence of this = Stacking Rage is dangerous! Keep a good supply of Blue inspirations if you plan on doing this.
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Source
[/ QUOTE ]To counter this, I propose we change the penalty of nukes to -20% def!
It's only logical. -
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I know you can skip those powers that doesn't suit the concept but how fun is it to skip the majority of your secondary powerset just because Blasters did not get a matching secondary sets to go with the new primary sets, when all other ATs got matching sets when they got new powers.
[/ QUOTE ]What matching sets did controllers get with TA and sonic?
Besides, if you want to make a pure archery or sonic character, the option is there. It's called defenders. -
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-999%? Three capped fulcrums and +99% damage enhancement in powers is enough to counter that.
I'd rather it stayed as it is, this penalty seems too small considering how powerful it is.
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Yes, because I always carry 3 kinetic defenders with me while tanking in order to counteract the downside of a single power 8% of the time I'm using it.
[/ QUOTE ]I didn't mean it's too small a penalty just because you can overcome the debuff, that was a seperate point
IMO being able to still benefit from secondary effects and invinc/RttC/EA would make it too powerful. -
-999%? Three capped fulcrums and +99% damage enhancement in powers is enough to counter that.
I'd rather it stayed as it is, this penalty seems too small considering how powerful it is. -
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not to mention "dodgerblue" text on a light blue background...
[/ QUOTE ]Use the CoV texture instead -
I'm not sure if I like it...Ah well, will see once it's on test.