Tannim222

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  1. Tannim222

    New Grav Tweaks

    Also, Dimension shift will be a targeted aoe, that can even be targeted in the air so as to allow the user to really choose the area of effect.

    I generally try to stick to a personal rule I made a few years back to not duplicate powersets in play so I could get a really different experience within each AT that I play. I could dust off my old Grav / Kin troller, but I've actually roled a grav /time troller to try out these changes with.
  2. Tannim222

    pc help

    Quote:
    Originally Posted by MaHaBone23 View Post
    I'm pretty lo-fi bush league when it comes to tech support but...

    Could the DVD drive have a blown motor or slipped gear? Does it ever spin up?

    Have you tried installing in on another system?

    In the OP it was stated that a new drive was also tried but with the same issue.

    My last PC began to have the same problem. I also placed a new rom drive and it would attempt to spin, but then stop. It ended being my PSU, which had also fried my GPU just after that (it's ram went kablooie).

    I'd still try for the driver fix first, then if that fails, go with the psu. I hope everything turns out ok.
  3. Tannim222

    pc help

    I'd check to see if DriverCleaner can clean out any rom drive drivers from safe mode. Restart, then install the latest driver from the manufacturer's website.

    If that doesn't work, I'd be tempted to think that the PSU connection may have gome bad so you can try and switch the connection being used. Could be that it just can't draw the power necessary.

    If that doesn't work there's an outside chance that you're PSU may be starting to go.

    Other than that, make sure your system is clean of all anti-viruses and malware. Or that if there was a recent infection, that whatever was deleted didn't also cause any root commands to be corrupted.

    Also, check your system admin tools for error reporting and see if anything comes up when you dry to run the rom.
  4. Well, if you look at the idea I posted, this combo system is completely free-form. There'd be no reason for orange-ringed powers, or powers gated by the use of a number of previous powers, or effects for that matter.

    The player gets to decide what their chain is and thus, what secondary effect they'd like to continue at the end of that chain, which is on the third attack.
  5. I agree, but still believe that MA is a set that would benefit from this system. It doesn't require the use of orange ringed power like other combo systems, since this is extremely free form. It would only require a combo counter, and all this particular idea does is allow the player to choose which secondary effects they'd like to pull off.

    Right now MA has:
    mag 2 disorient
    mag 3 disorient
    knockback
    knockdown
    immoblization, -def, -fly, -spd, -def
    mag 3 disorient, increased chance to crit (Scrappers / Stalkers) or Increased damage (Tankers)
    one attack with no secondary effect (Scrappers / Stalkers) or + def melee / range / aoe (Tankers)

    How cool would it be to carry that defense buff to another attack for a short period? Or to disorient a Lt. with say Cobra Strike, which was used as second tier chain and then follow up with Eagles Claw on a boss and effectively stun the boss if both disorients fire?

    Either way it's only an idea I had.
  6. So, the few threads in which people discuss MA, StrJ often comes up. Mostly this is due to animations. But it got me to thinking about the new combo system.

    One of the chief issues with MA is that the secondary effects are all over the map and thus don't have much synergy with each other.

    My idea is to make MA use quick chain-combos. Have the first two attacks act as chain builders, and whichever third attack you use as a finisher, uses the 2nd attack's secondary effect along with the third's.

    This is rather like how Eagle Claw can provide a crit chance to another attack, but now tied to building combos.

    Here's an example:

    Storm Kick > Cobra Strike > Dragon's Tail (which gets a chance to disorient foes along with it's own knock down effect).

    Another:
    Cobra Strike > Crippling Axe Kick > Eagle's Claw (now with immoblize, -fly, -spd, -def).

    Please chime in with your 2 inf
  7. Quote:
    Originally Posted by Johnny_Butane View Post
    The question is, is that really a problem? In PvE at least?

    Hit and run hardly seems like the most efficient way to deal damage. Even if you could play that way, would you? Yes it may be safer, but that comes at a cost of lowing your damage output. I don't necessarily see a problem there.

    I almost feel like it's one of those holdovers that don't make as much sense today as they once did.

    .
    I seem to recall that one of the reasons for suppression in pve was due to people queueing attacks and straffing, and with enough recharge, were defeating encounters with a high degree of minium risk.

    Many players tried to reason that there were quite a few AT powerset combos that let them defeat difficult encounters with minumum risk, but were put down stating that players that stayed in melee were still at more risk, or at least engaging in the contect the way it was intended.

    Some of the talk in game at the time and note this is probably rumor, it basically came down to people saying that there was a way to do things that allowed people to gain xp at an extraordinary rate (this was pre AE, snowbeast babies, etc...days) so take that as you will.
  8. JB, was that a joke Either way you made me laugh

    MMO_Grinder:

    As someone has been with the game since a few months after launch, I'd say your review was mostly fair.

    I did scratch my head over the slow combat comment. Perhaps at early levels and depending on archetype that could be true. Particularly if you choose a Controller. That can be slow. But choosing a more combat oriented AT, even by level 6 or 8 there's enough attacks to keep going. And that's something you could have expounded upon.
  9. Quote:
    Originally Posted by Tenzhi View Post
    A film could enjoy such success and still not entertain me, so, not something I find relevant. What I do find relevant is that aesthetic choices were made in both of his Batman films that I didn't like. Now, both of those films ultimately managed to rise above the things that bothered me, but that's only two movies - Nolan hasn't established enough entertainment credit with me for me to loan him blind faith.
    I thought Memento was quite good. I own both Batman movies, and the Prestige. I'd own Inception as well, but haven't bothered to purchase any films form myself lately (kids ).

    For me, he's 5 for 5. I'm not saying he's not able to foul up, because well he is human and all, but I'm betting that I'll end up thouroughly enjoying this film as well.
  10. I think its fair to say that part of the appeal behind the design of Brutes is that they have the most potential. They can't really reach Tanker levels of survivability without serious investment and outside assistance, they can't maintain high levels of damage consistantly.
  11. Quote:
    Originally Posted by Johnny_Butane View Post
    The developers seek to do the same for Stalkers, but that doesn't mean they're backing off on damage because "doing damage" makes them closer to Scrappers. It about how they do damage, unique mechanics. "If Tankers got improved offense it would automatically make their play style a carbon copy of Brutes" is a poor argument.
    You're argument based on Stalker changes is blatantly false. They aren't being made close to Scrappers. They are being given a niche for which they were originally designed: Burst Damage.

    I've clearly stated the issues with Stalker's assassinate strike tied to stealth on teams. People who play stalkers have brought them up since Stalkers were in CoV Beta. Back then the responce was that they might not be that good in pve teams, but they more than make up for it in PvP.


    Quote:
    They are the best at it. Brutes don't get an AoE Gauntlet, and believe me, that has a real impact. I've tanked when Gauntlet was broken. Maybe there's some peculiarities with aggro mechanics that need dev attention, but that's a bug with aggro, not Tankers.

    "Being the best" at basketball doesn't mean only you ever get the ball. So a Brute can take aggro from a Tanker? So what? They're tanking too. A Tanker using Taunt trumps that. If a Brute is actively using Taunt, they want to be attacked. If you don't like that, try coordinating with them. Communication is the best skill a Tanker can have in their repertoire.
    I agree, communication is key.

    You always fall back on the only answer to the issue for Tankers is simply give them more damage. Did it ever occur to you that there may be other options? Perhaps, simply making them do more damage doesn't further seperate them from Scrappers and Brutes.

    I know that in your perfect world, there would only be 2 melee ATs. The one that is extremely tough to defeat, and does the most damage per attack.

    And the one that isn't as survivable, and has to do pull off multiple attacks to be near equal to that of the first AT's few.

    But since Cox isn't built that way, you'd rather just give Tanks more damage. Tanks in this game have never been and probably won't ever be what you want them to be. What happens if the devs come in and don't give them a straight up increase in offense and whatever changes occur, pleases just about everyone else?

    You'll go right back on to harping the same old tune simply becaus you can't seem to face the fact that this AT isn't what you want it to be.
  12. Quote:
    Originally Posted by Thirty-Seven View Post
    Umm, NO AT has two inherents... your suggestion is to ADD another inherent to tanks? That wasn't made clear. I took this as a replacement for Gauntlet.
    Actually, Controllers have Containment (held, immoblized mobs have 2x damage done to them) and they have Overpowered, which applies +1 mag to their status effects. Overpowered was in place far before Containment, only it never had a word graphic to indicate it occured.
  13. [QUOTE=Johnny_Butane;4043785]The only thing anyone has 'shown' is that some people can't stand Brutes getting any aggro. Newsflash: they're there to share aggro with Tankers. They're listed in the Tank AT category too. Deal.[quote]

    So do Kheldians and Warshades, but they don't present those problems. And I've witnessed problems with Tankers suddenly losing aggro of key mobs. Like cone weilding attacks that suddenly get redirected and end up nailing the squishies. Or pull attempts gone very, very awry. It happens. And it's not necessarily sharing aggro that is the problem.

    What you can't deal with is the fact that Tanker's defined role is that of a melee-controller by using aggro control and survivability as a soft control. DEAL

    It's what defines Tankers in this game. YOU may not like it, but that's the way its been since before i1.


    Quote:
    Tankers are already amazing at protecting the team and managing aggro. They are. If Tankers truly need a boost, wouldn't the logical thing be helping them in an area they don't do so well in?
    I completely disagree. You're premise is that the answer that Tankers don't do well enough in is melee damage. They do fine melee damage. Just not what you want them to do. One could build an argument that Tankers don't offer enough control methods just as much if not more than you want damage. Or buffs. Maybe Tanker attacks should provide a team only +heal effect once a Target is hit

    What's really happened is that Tankers should provide a unique play experience that is different from Scrappers and Brutes. Right now, that experience is in aggro control. They should be the best at it, but aren't. It's as if Controllers didn't affect mobs as well as Defenders because Defender mag strength on status effects were initially made higher and never adjusted.

    [quote]Stalkers hide better than anyone else. They've got stealth sewn up about as well as Tankers have got a handle on aggro. It was determined Stalkers needed buffing to stay competitive with Scrappers, but the devs are not doing it by making them even more stealthy. While that would further differentiate them from Scrappers, it wouldn't really help them, nor do they really need more stealth; that's not why they run into problems.[quote]

    It has nothing to do with competiveness with Scrappers. Try playing a Stalker in a team. Stealthing to a single target to take it out may work in small teams, but the larger they get, the harder that is. Try standing in that long AS animation when everyone else starts AoE'ing, pulling, or defeating your target so that it's either interupted or the mob is dead before it goes off.

    Stalkers were meant to hide in order to provide burst damage. It just doesn't work well with teams. So, finally that some new tech is availabe, its being tested out with Stalkers in the hopes that they'll finally have a particular team role, which is burst damage.

    Which in case you don't understand, giving them a niche.
  14. Only because the those ATs are suppossed to perform differently in the game.
    Scrappers are meant to be more survivable than Defenders because Scrappers are meant to be in melee, and theoretically, in more danger.

    They're meant to do more damage because while in melee, they may not survive even with their higher survival values, unless they can do enough damage. These are bare bones basics, there's more to it than that.

    But if Defenders were meant to exist permantly within melee, they'd perform quite differently.

    A better comparison would be Defenders and Corruptors. One does more damage, but buffs and debuffs not as well as the other. One buffs and debuffs better, but does less damage. You'd think all things considered, they'd be equal, but they're not (for the most part, there is some overlap there).
  15. Quote:
    Originally Posted by Johnny_Butane View Post

    So answer me this question:

    Why is it wrong to improve Tanker offense because it might "crowd" the Brute out of one of its roles, but it's OK that Brutes came into the picture and pushed the Tanker out of one of their roles?
    It's not that's why so many have shown that Tanker threat modifiers need to be changed. It's just that you don't want that to happen and only want Tankers to do more damage. You won't be happy until you see your particular powerset of choice popping bigger orange numbers.

    Never mind that there are Tankers that can achieve high DPS chains and do quite respectable melee damage even when compared to Brutes. You don't want that though, do you? You want bigger orange numbers.

    You many not like it JB, but Tankers from the very first version that players got to use, going back to the first Beta pre-launch, were melee-controllers. Look at the secondary effects to their attack powers, many had some form of control attached to them compared to the only other melee AT which. Only Martial Arts came close and at the time, MA was one of the lower performing Scrapper sets.

    Going forward, Taunt was made aoe, guantlet was added, Tankers even had their base melee damage modifier increased - all in an effort to keep their threat generation up.

    Quote:
    I am currently being extremely well behaved for me, as others have observed. I'm doing this so Tankers get the dev attention they deserve. But if you chose to make me a "problem", I can become one; and people will testify I can be a very disruptive, very annoying, very persistent problem indeed.
    Is that suppossed to be some type of threat? That if we don't stop disagreeing with you, by stating the inconvenient truth you don't want to admit to, that you'll basically put on a forum tirade that's the equivilant of an internet tantrum?

    The only thing you succeed in doing that is ending up on more people's ignor list. I highly doubt anyone is scared of you losing your mind and going off on the forums because you became "uncivil". So not impressed.
  16. So we'll probably see:

    Hobbit part1 dvd, blue-ray, blue-ray/dvd/dc set
    Extended editions of each.

    Hobbit part2 repeat above.

    Hobbit 1 and 2 collectors set.

    Re-release of LoTR series with even more extras!

    And Complete collectors editions of both dvd and blue-ray sets!

  17. Also, for live-action hero themed, check out Misfits. There's a thread about it on the forums. It's a British show and while the first seaon doesn't necessarily get into the superhero aspect, season two shows some glimpses of it. Through its really about the misfit young-adults and not so much about them being heroes, its pretty interesting through.
  18. Batman the animated Series
    Batman Beyond
    Superman (Timm-verse version)
    Teen Titans
    X-Men (the 90's run)

    Though not directly related to superheroes, I enjoyed Gargoyles which included quite a few voice actors from ST TNG so it kind of crosses over with sci-fi

    Live-action sereis would include and mostly if you're nostalgic or a completionist:
    Wonder Woman
    The Incredible Hulk
    The Incredibule Hulk made for tv movies
    The Flash
    Batman (60's Adam West)
    Adventures of Superman (1950s)
    Lois & Clark the new adventures of Superman
    Smallville (of course)
  19. I've had a few ideas, but some started to become too cumbersom and are probably best left to discusson after more eloquent attempts are reviewed further. By cumberson, I mean anything that adds new powers (clicks / toggles) to Tankers.

    One of the first things that needs to be looked at is threat generation. Tankers should have this in a lock. Beyond that, I've thought that one player's post about a Tanker's secondary effects passing through guantlet - which should include Bruising - was one of the nicer ones.

    Another was a variable Bruising effect. Add Bruising to all Tanker attacks, including cones and AoEs. The more targets the power affects, the less value it has and shorter duration it has. The more damage an attack has, the less Bruising it does, but the longer the effect lasts. Lower damaging attacks have a higher value, but don't last as long.

    This way, lower damaging attacks soften up the target for big damage strikes, or big damage initial strikes allow lower damaging attacks to hit harder.

    I'm torn in the stacking issue. I'd be inclined to say that any bruising effect from the same Tanker doesn't stack, but the aoe / cone bruising effects of multiple tankers would. However, I don't think that's viable to discriminate from single target effects.
  20. I posted my toughts in the considated thread. Comes down to it feels like Tankers are penalyzind for fulfilling their design intent.
  21. I think something like this has been discussed before. The problems are that first, conceptually, it makes little sense. It would make a Tanker effectively weaker against multiple foes. Or put it this way, the longer a Tanker fights, the weaker he becomes against a single target. Might as call it Winded.

    Second, if Taunt is used prior to attacking, the first volley of fire at the high end of the game could practically wipe out the damage output.

    It's kind of like penalyzing a Tanker for fulfilling its design purpose.
  22. Quote:
    Originally Posted by New_Dark_Age View Post

    So while Tanks have it easier when building defenses, people willing to spare no expense to make an IOed character really have no logic building a Tanker other than concept. That type of person includes me
    What about those people who choose to build their Tankers for high dps attack chains which can put out some impressive numbers? Not every Tanker can do it, but neither can every Brute build to the soft cap for all values or easily match those values of a Tanker either.

    Even if we decided to completely ignor that fact (which some have apparently), then the answer to the question is to simply make Tankers do more damage because some people heavily invest in defense IO builds?

    I'd say that instead of simply having more damage, Tankers should provide a different play experience than Brutes that provides a unique* mechanic on teams (*a mechanic others may be able to do, but done in a way that is unique to the Tanker experience).
  23. [quote]What did Brutes and Scrappers give up for getting high IO level defense mitigation? Did they give up their damage ? .....Nope[quote]

    Thankfully, and I know some people don't like to admit this as truth or see this as some form of hyperbole, but the majority of the game isn't designed nor balanced around high IO investments.

    Even so, there are many ATs that can put out quite impressive defensive values while still pumping out a lot of damage, some which can put brutes and scrappers to shame.

    With comparitive builds, Tanker don't haveto invest as much as either Scrappers or Brutes to reach those same values. Which allows them for flexibility for building in different directions. You know, there are Tankers that can still put up really decent dps chains, while still being tougher than either Scrappers or Brutes.

    An great example of this was Silverado making a Blaster than can take down AVs. Or Boomie's elec / cold taking on quite a few AVs pre-incarnate pets. Particularly when at the time, quite a few people stated the two sets had little synergy.

    And the devs did pretty much admit that they wish they hadn't focused so much on defense values for IOs and offered more resistance as well.

    The point is, asking to either nerf Brutes and / or Scrappers isn't how one should go about seeking changes for Tankers.

    Also asking for the toughest defensive (not just + defense values but all attributes therein) melee AT to also be consistantly as good offensively as either Brutes or Scrappers isn't how one should go about seeking changes for this AT.
  24. Quote:
    Many are very vocal about their blatant hatred of Tankers
    *snip*
    Quote:
    I look forward to the haters being proven wrong. Again.
    Hatred? That's a very serious word to use and its one more piece to a puzzle that is starting to show me that I think you've taken something that any of us may be passionate about (the game, an AT, etc...) and made have begun to take it more personally than is healthy.

    I have not seen any posts here, or in the consildated ideas thread, nor elsewhere that would indicate someone hates Tankers. There are a few that have posted that they don't particular enjoy playing the AT, which is fine. Some people don't like Defenders, or Blasters, or Scrappers. Not liking a particular playstyle of an AT is very, very different than hatred. I've don't recall any recent threads in which someone stated they wouldn't invite a Tanker to a team. Some have posted that they feel multiple Tankers are redundant, but again, that's not an example of hatred.

    Quote:
    I don't see the same kind of outcry rallying against the proposed Stalker buffs. Only Tankers elicit the turnout of the same dozen or so players who show up to shout down any proposed improvements.
    The problem that was being addressed is that one should never propose an idea for changing one AT by nerfing another.

    With regards to Stalker changes, the issues surrounding that particular AT have been well documented and brought up by the devs on multiple occaisions. Outside of early pvp, Stalkers have never worked how they were intended to, which is why the AT has had as many changes as its had. In othere words, changes for Stalkers are justified.

    That's not to say that any change to Tankers isn't. There is a minority of players that feel there isn't a problem with Tankers. Its their opinion, their entitled to it, and entitled to post as such. I'm in rare agreement with you in that something needs to be done for Tankers.

    What that is we differ on greatly. I doubt we'll see any new toggle or click powers, mass rebalancing of all the secondaries, etc...Most likely we'll see something done that's more...organic in nature. Something that players won't have to relearn or change tactics to how they play Tankers. I have serious doubts that whatever changes come it'll center around a direct buff to damage or damage potential.

    I might be wrong though and I don't mind admitting to that nor would I complain. Its a game after all and I'll conintue to play Tankers even if no other change is ever done to them because I'm still having fun.
  25. Quote:
    Originally Posted by Montaugh View Post
    Rather then giving up defense or resistance you could always look at the secondaries and increase the damage via slowing down recharge and increasing end costs. This would make tankers more heavy hitters via bursting damage rather then DPSing with faster attacks.
    This has already been gone over going back years ago until recently in this thread. There are several problems with this idea.

    First, the early levels: Tankers would be even more penalized with slower recharging attacks, and therefore having an even more lower leveling curve compared to other melee ATs while solo. This is but one of the bullet point reasonings being Bruising.

    Second, attack chains: the entire set has to be taken into consideration, and given that you can string attack chains together, an attack chain could still be built around longer recharging powers that could still pull ahead dps wise.

    Some Tanker sets already have very high dps chains.

    2b, recharge builds: even with Hasten and SOs, a long recharge attack could still be made significantly shorter, given multiple attacks, doing this would still allow for a very high burst, and high dps attack chain.

    At which point all you've done is given Tankers over-all more damage.

    Something like this would require a high magnitude of dev hours to go through each and every Tanker secondary at which the "high recharge penalty" doesn't really end up a penalty at all for more damage.

    Third, increased endurance cost: besides the balance issue and devs hours required to do this, again you've only hurt early level game play with several attacks strung together would still do high damage, but effectively cost more endurance to do this with. This was another early level issue with Tankers as it cost them more endurance to defeat a Target than other melee ATs. Bruising was also meant to lessen this curve to a small extent.

    One way of inreasing each Tanker's attack damage and avoid attack chains would be to create a variable forced cool down or lock out of the entire secondary after an attack is triggered. Now you could have a very high damaging single attack, but wouldn't be able to immediatly follow it up with another attack. I think we could all agree that in game play, this would not be very fun.

    Another would be to be increase the damage of all secondary attacks, but then have each attack proc a damage debuff for a short duration, so that there's burst damage, but attack chains would pull damage down to near current level for example. This could end up causing multiple issues and conceptually makes zero sense.