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Quote:A scrapper not using confront can steal aggro from a tank not using taunt.The assertion that Brutes hold aggro as well as Tankers is also weak.
Even using taunt, I've had scrappers steal aggro if I didn't taunt frequently enough. Never in less than the recharge of taunt, but definitely less than the duration.
Brutes will typically do more damage than tanks (as well they should), and they have the same threat modifier and same taunt magnitude in taunt auras and attacks.
I don't see why the assertion is weak. -
Security reports having briefly seen someone near the back-up servers. When attempting to bring this up to the supervisor, she was found napping. What is management policy on 35 hour maps and working four consecutive shifts to take them? Does that qualify for overtime?
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Quote:No it hasn't. Arguably mandatory for tanks, sure. Though a Super Reflex tank can hit the soft cap without weave. But the way tanks are balanced, they find either weave or tough nice to have, and if you have tough, you might as well take weave. I have one tank that doesn't have the fighting pool. It's a concept build and doesn't have Unyielding, Temporary Invulnerability, or Invincibility either.Fighting pool has became mandatory for all characters since fitness became inherent.
Scrappers? I've got two, and only the fire scrapper has the fighting pool. Willpower went with Leadership.
Stalkers... I think all of my stalkers have the fighting pool now. For a very long time, Admiral Whiskers didn't, but when I got Beast Run, I dropped Super Jump and grabbed the fighting pool.
My Widow has the soft cap without weave, so she didn't even bother with tough.
I have yet to take the fighting pool on a non-melee based character. I suppose this is also because I don't build to hit the defense soft-cap on most characters. -
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Well, it's very expensive to run, costing .5 end/sec.
If you have a Super Strength tank with stacking Rage, you won't see full benefit from assault. If you have a Super Strength tank with stacking Rage and musculature, you won't see any benefit from assault.
If you have a controller, defender, or corruptor with Kinetic support, you won't see any benefit from assault (in most situations).
Johnny is essentially arguing that, since the Tanker damage cap is +300% (with typical slotting, that means roughly +207%) assault just isn't worth it because you're rubbing against the damage cap already. -
I have one robot character: Energy Pump.
"Energy Pump was just your average, mild-mannered, back-up, wood-fired electrical generator until he was bitten by a Nuclear Physicist."
Energy Pump is technology origin because Electric Armour comes from Energy Pump's function as a generator and Energy Melee is a function of the body the generator is now installed in.
The powers he got from the bite are sentience, near human intelligence, and the proportionate strength of a human. -
Quote:If I was tasked with differentiating Tanks from Brutes and had no restrictions on development resources for it, I'd do the following:IMO the problem is actually that Brutes and Tankers are too directly comparable in very simplistic terms and need to be pushed away from each other. The difference needs to harder to quantify than just "one has more defense, one has more offense."
Get rid of Build-up on Tanks.
Balance Super Strength so it doesn't need Rage and get rid of Rage too.
In its place, each set would get a power that would do the following:
(numbers not based in any actual balance consideration, read as placeholders)
It would have a fairly quick activation (1 second), and have an even faster recharge. It would provide a Charge-up stack. Each stack would have a duration of 15 seconds.
Like Combo finishers, each power would then get different abilities depending upon the number of stacks present, and using an attack would clear all the stacks.
Jab currently has a 20% chance of mag 2 stun.
Jab with one stack would have a 60% chance of a mag 2 stun and would get tick of 10% extra damage.
Jab with two stacks would have a 100% chance of a mag 2 stun and have one tick of 15% extra damage.
Jab with three stacks would have a 100% chance of a mag 3 stun and have one tick of 20% extra damage.
So you could attack without interruption (as people do now), or, if you're willing to attack less often, you could have more control and a bit more damage. -
Yeah, I wasn't really sure about what to do for the level 20 stuff.
They could decrease the per body bonus as well as doubling the recharge. -
Quote:The Kheldian ATs are great for people who are primarily Kheldians and develop as kheldians.That seems a bit... overpowered...
It might be interesting, down the line after the origin power pools, but at the same time isn't that what the Kheldian ATs are supposed to be for?
That's not necessarily the case for all people who join with a Kheldian.
If someone was a hero before joining with a Kheldian, does that person forget how to use all of his/her existing powers? -
Perhaps you remember Dr. Shelly Percey's "Steal a Nictus" mission, wherein you steal a Nictus and gain three Nictus powers: Nictus Gravitic Emanation, Nictus Shadow Step, and Nictus Absorption.
With the upcoming "Sorcery Power Pool" opening the way for themed Power Pools, I'd like to see a "Warshade Power Pool" and a "Peacebringer Power Pool" for characters who might be Nictus, Warshades, or Peacebringers, but not lose development of their other powers.
For Peacebringers:
Level 4: Gleaming Bolt
Level 4: Incandescence
Level 4: Energy Flight
Level 20: Reform Essence
Level 20: Pulsar
For Warshades:
Level 4: Absorption
Level 4: Shadow Bolt
Level 4: Shadow Step
Level 20: Stygian Circle
Level 20: Orbiting Death
Or something to that effect. -
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Actually, you can't apply a straight damage buff at all.
Fiery Embrace used to work differently. It used to buff all damage for an amount of time, and then buff only fire damage for a longer period of time.
Basically, every damage buff in the game works this way:
+x% strength smashing
+x% strength lethal
+x% strength energy
+x% strength negative energy
+x% strength fire
+x% strength cold
+x% strength psionic
+x% strength toxic
When assault is buffing only certain damage types, assault looks like this:
+x% strength smashing
+x% strength lethal -
Beam Rifle is primarily single target. There are three AoEs, but one of them is a 5 degree cone and it's not frequently going to hit multiple targets. Disintegration Spread will give you a bit more AoE potential as well.
I play Beam Rifle/Poison. I probably apply the poison debuffs more frequently than I have to just because they recharge so quickly.
If you want to leverage the cones, you want to try to stay at range, so you want to avoid buff/debuff sets that encourage entering melee.
Radiation wouldn't be a bad choice, if you avoid targeting your anchor, you probably won't defeat your anchor before the rest of the spawn. -
If an argument is weak, then you're doing no favours by ignoring it. A weak argument is not a very convincing argument unless the person you're trying to convince already agrees with you.
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Aside from the first attack you make against an enemy, I'm pretty sure that a new application of bruising replaces the old one, so you can keep it up afterwards.
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I've never said you're incapable of forming a coherent argument. You have clearly stated arguments. It's just that the arguments for increasing tanker damage usually rely on your opinion that it's too low or comparing tanker survivability to brute survivability and tanker damage to brute damage.
And if you've only got one comparison, Brutes vs. Tankers, you can't tell which one is the outlier. So you need to compare Brutes vs. Tankers, Brutes vs. Scrapper, and Scrappers vs. Tankers.
I entirely agree with you on point 1. This is something I think the developers messed up when doing proliferation. At launch, tanker attack sets offered controls and scrapper attack sets offered buffs and debuffs (with certain exceptions). I think that, if they had continued that path, and not just given straight ports of the powers as they moved them to new archetypes, things would be different now.
But yes, some attack sets offer significant damage mitigation.
Point 2: Agreed. A scrapper that can defeat a Sapper in one shot is going to have less trouble with a spawn of enemies than a Tanker that can't. (I do kind of miss the days of 50% enhancement bonuses from Hamidon Enhancements. With 3 Acc/Dam and 3 Dam/Mez, I could one-shot a Sapper with Knock-out blow and I didn't need Rage at all)
Point 3: While everything is accurate, I don't think this is a strong argument.
Point 4: Also not a strong argument. Yes, there are times when having a tanker's ability at Damage mitigation is unnecessary, but there are also times when having a scrapper's ability of damage output is unnecessary, and there are times when the scrapper doesn't have the survivability to leverage her damage potential. -
Clearly, the solution, if we're not going to reduce a brute's resistance caps, is to increase a Tank's resistance caps. I'd be happy to go back to the days of tanks having the ability to reach 95% resistance.
Also, give tanks a higher threat modifier and more status protection. -
Quote:Can you present a coherent argument for increasing all tanker damage and damage caps that does not rely upon either "Tanks are described as having devastating melee attacks and right now they're piddling" or "Look at what Brutes get!"If they nerfed Brutes or not, that wouldn't improve Tankers and wouldn't shut me up.
I haven't seen you do that to date. -
Quote:I agree that tanks do have an edge on survivability. Brutes, however, have a bit of an edge on aggro. Hell, if a tank isn't using taunt, scrappers have an edge on tanks in the aggro department.Tanks DO survive a lot better than brutes though. It's not noticable in flat numbers but it adds up in gameplay. That being said, brutes create a situation where if you nerf them they'll become mediocre tanks or mediocre scrappers.
But I do agree that Brutes represent a uniquely difficult balance situation. -
Quote:I don't agree that tanks need a damage cap increase or that we need a damage increase.(and yes; Tankers need a damage cap increase also, not going to argue that, for the reasons you've stated).
I feel Tanks are, for the most part, fine offensively.
Some sets have problems. Energy Melee, for example, has to go 35 levels with nothing that hits harder than Bone Smasher. It makes for some very tedious fights. Even after level 35, Energy Melee has issues for entirely different reasons.
As Johnny points out, the sole problem is brutes. Tanks, as compared to scrappers, trade damage for survivability and greater aggro generating capabilities. Brutes seem to get aggro tools, survivability, and damage.