Tater Todd

Legend
  • Posts

    2291
  • Joined

  1. Quote:
    Originally Posted by Mad Grim View Post
    If their damage modifier was raised to that of a brute, they would still have nowhere near brute damage due to lacking Fury, which makes up more than half their damage a good deal of the time.
    That's what I was thinking as well...but for me it would change nothing...even if Tankers were the highest Damaging AT in the game. I personally hate most melee toons and I hate Tanking...that's why I like playing a Brute, Scrapper or Stalker...yes it's still melee but less responsibility/accountability if the *Ahem* hits the fan.

    I think the up in damage would appeal to a lot of others though.
  2. *sits back and eats popcorn* The Ancients are Dueling! :P
  3. *yawn* lol I love seeing threads like this so I can just point at the screen and laugh at the absurdity of it all.
  4. Quote:
    Originally Posted by Shadey_NA View Post
    I have an Elec/Earth that is very nice. It's incredibly easy to keep things bouncing more than an ice patch making it a pretty easy survivability set. The PB really sets off your end drain for serious end crashes. You have some very hard hitting powers in /Earth that give you a serious crunch feel that makes you glad you are a melee char. Once you get over Tremors cast time, much of the set is good on activation times. Cap it off with Ice Mastery and you have good aoe, Defense, HP boost, Oh Crap powers to add to the fun. Overall a very satisfying set. Almost forgot, your chain fences has no -kb in em which allows for all the kdown you do to continue. That's actually a very important part of the combo.
    /Earth has very good damage for single target and a slightly "meh" amount of damage for aoe which can easily be shored up with Ice epic.
    I second this I LOOOOVEEE my Elec/Earth not only could it solo at level 20 at -1/+6 but it's...well it's just fun! My favorite part was slotting Forced Feedback in 5 of my KB powers. The proc is always on which drives my recharge through the %$#@!^& roof! And I don't have to worry about end issues!
  5. Even if Tankers did damage equal to brutes I still would not roll one. I love Fury...a lot and I also like the fact that a brute isn't expected to always have Taunt.

    Wow I must be the only one that fell that doms need better debuff values. Then again most dom players on play sets that are known more for killing things than mitigation.
  6. Quote:
    Originally Posted by Zyphoid View Post
    I take that as a complement, as I am also a southerner. I have seen my fair share of bad in humanity, but something always seems to happen to renew my faith.

    I think the time for the game to just merge is fast approaching. Go gray and you have access to the whole of the game. For whatever reason, the majority of the players just don't find red side to be fun. I am not sure that a huge influx of content would fix it either.
    I only have hope for a select few. I sure hope they merge one day that way I can still play blue side but enjoy the awesome redside contacts.
  7. I understand Johnny but a lot of people still don't know about the Stalker change even when playing one and seeing the Assassin's Focus Icon *sigh*.

    Well my idea has been scrapped...what if Tankers had their damage upped to a Brute's level...do you think people would roll one then?

    Also Stalkers didn't even do what they were suppose to do well and the devs know it.
  8. Quote:
    Originally Posted by Schismatrix View Post
    Unless you're talking about it happening against the Tanker's primary target, in which case i pretty much agree. It's also something i haven't seen happen myself unless the Tanker went down. If a Tanker has a target fully aggroed it's nigh impossible to steal it.
    I was talking about this mostly...even though it is rare I have seen it happen...even though one has to factor in was the tanker giving it their all. Sadly this if far as I can go on the discussion since I only have one Tanker that I rarely play. I normally play Ranged toons so I can only see things from my side of the fence .
  9. Quote:
    Originally Posted by Mad Grim View Post
    At one point there was no aggro cap, I am unaware of any other caps between that point and the current number. Entirely possible that I'm wrong, wasn't around then.

    And yes, that sounds nice. Will definitely give them some advantage over brutes. Might have to take some reworking though, as far as I'm aware the cap is currently static across all ATs. May have to do more than change some numbers.
    I think that Tanks work as intended BUT I understand where Tankers are coming from...one needs incentive to want to roll a Tanker over a brute or a Scrapper or sometimes even a Stalker haha.

    I hope that they can change the Cap only for Tankers and leave the rest of the AT's alone.

    Heck Biospark pointed out something that I didn't know about Taunt. I had no idea that Taunt only maxed out at 5 Targets. Up the Taunt cap for Tankers to 16 and raise the aggro Cap to 24-27 or higher if we dare and give Tankers the absorb mechanic to help with all that extra Aggro.

    I've seen Scrappers, Stalkers, Blasters, Corruptors and ESPECIALLY Dominators pull aggro right off of a Tanker or Brute. That's fine if that happens with a Brute but that shouldn't be allowed to happen with a Tanker.
  10. Quote:
    Originally Posted by Mad Grim View Post
    Current aggro cap is 17, I believe.
    Ah! Thanks! to what was the old Tanker Cap? I can't remember was it 24? I thought I remember hearing that they lowered it a few years back. I think that the new cap should be either 24 or 27 and slap some absorb on that baby. Boom! Half of the Tanker's problem is fixed.
  11. Quote:
    Originally Posted by Tannim222 View Post
    It's not so much as Tanks aren't good enough for their designed role. They're stury enough to do well. It's just that the mechanics behind how Tankers operate are so subtle that unless you know about them, you'd never know they were there.

    I've seen people ask out loud why Tanker attacks can be slotted with taunt. And really, if you didn't know about gauntlet, everyone generates aggro by attacking, so it doesn't feel very different when you're using a Tank.

    The only thing is the sense of sturdiness and that when you mash the Taunt power, you instantly nab mobs' attention. Which is a concept given many other games.

    There's seems to be sufficient reason to warrant the devs to take another look at Tankers. Enough so that Synapse has stated that they'd do so.

    I'm certainly not advocating for a new inherent that increases damage - or at least not directly. I'd like it if Bruising worked with other powers in the set and had some ability to stack with other Tankers. But I get it if that's not feasable.

    The change may be as simple as providing effects for guantlet to show on mobs, or something to do with the new Absorb mechanic. Wouldn't it be interesting if Tankers had a MM like ability to guard nearby players and absorb some of their damage.
    They should Raise the Aggro Cap ONLY for tankers and once the Tanker passes the old Aggro Cap he should have a high chance to generate Absorb for every extra mob that is pass the old cap...I think this can be achieved by having the New Gauntlet power grant absorb only after 12-16 baddies are surrounding the tank (sorry, I forgot what how high the agrro cap is). Also make it so that Gauntlet works with a few more powers but I think if you raise the aggro cap for tanks and add absorb this will help Tanks be more...well Tanky.
  12. Quote:
    Originally Posted by Stormclaw View Post
    How to fix Redside:
    Make all outside world objects (parking meters, mailboxes, cars, etc) destructible, a la mayhem missions.

    Seriously though, I don't think the lack of population is so much due to the preference for heroic 'style' (though I do agree Arachnos is rather overplayed). It's just that it feeds back into itself.. people see the redside having slightly lower population and think, "Well, I want to play where more people are!" and so they roll on blue.. and it just keeps reinforcing the population discrepancy.

    There is an inherent difficulty in writing for the Villains side, though. As a hero, it's easy to justify your character "taking orders" from so-and-so superhero league or science team and so on. But people are rogues or villains for a wide variety of reasons, and it's hard to satisfy every niche when it comes to mission dialogue and how your character is supposed to react.
    Stormclaw, I think that there are many factors BUT for the new recruits and even some of us old heads the main reason why people play blueside is a combo of what you just posted and what Comicsluvr posted.
  13. I agree with an earlier poster about Ice anything needs to be revamped in this game. The only good Ice set are Ice Blast, Cold Dom and Ice Armor for Stalkers and even then Ice Blast needs another secondary effect. -Recharge doesn't mitigate anything in game these days. I think Ice Blast should have -RES maybe half or 1/4 the -RES that sonic has.

    Ice Manipulation needs a huge revamp...again I could go on but I'm talking about Sets now instead of ATs. Sorry heh.
  14. Quote:
    Originally Posted by ketch View Post
    I wouldn't alter doms' control values; the only time I find them inadequate is pre-20. Once SOs open up they start performing sufficiently to my taste. However, I would alter the debuff values for some dom sets. Looking at Ice in particular, it takes a hit on doms with the lower debuff values and Ice's general lack of hard control. It takes a second hit by lacking powers that greatly benefit from Domination. If a control set is built around using debuffs for soft control then it needs to be their for doms as well as controllers.
    Ah yes! I actually meant Debuff values *smacks noggin* This is really obvious in sets like Electric Control and Darkness Control.
  15. I don't think that the MM pets Ai is a hard fix to be honest Mercs suffer from small issues the same for Ninjas.

    Give Ninjas the Jack Frost/Animate Stone Treatment.

    Mercs...whew boy lmao!

    They use the old AR attacks and animations. Give them the updated AR animations. Make the medic ranged ONLY he needs a Pbaoe heal...God...

    Ok, I need to go to bed because I could be here all night talking about the horrors of playing a Merc MM.
  16. I agree, the 2nd set for doms are ok but the first ATO set is better.

    the Controller version summons the Incarnate Storm elemental pet.
  17. Quote:
    Originally Posted by New Dawn View Post
    Or do mediocre players like to pin the problem on these sets?
    No, it's the sets. Those three need a revamp.

    Trick Arrow needs a fast recharge soft control Alpha absorb power that actually works.

    Ice Control needs a lot of tweaks so they set can be actually safe and effective.

    Poison needs a lot of tweaks as well...especially the T9.

    Dominators- I think they need a small tweak when it comes to their control values. That's it. They are almost perfect the way they are now.

    Bane- I think Banes need something to cover their vulnerability...once Defense fails they are sitting ducks. Maybe they should get a chance for high regen if they Stack 4 attacks...like Assasin's Focus. I'm just throwing stuff out there.

    Khelds- They need more slots! :3
  18. Quote:
    Originally Posted by RevolverMike View Post
    With the Dom and Troller procs having such a low ppm would putting these in an AOE be ok? I can only fit the proc on the AOE sleep on my Dom.
    Place it in your group immob. It fires almost all the time for my Dom and Troller in my Immob.
  19. Quote:
    Originally Posted by Zyphoid View Post
    Wow, you are some pessimistic folks. I have been a Network Engineer, after 9/11 happened I took a $20 an hour pay cut to be a paramedic. When I lost my lung and could no longer do that job I decided to become a counselor (in school now). I have recently found out I have cancer in my larynx, and may lose my voice. So I decided to learn sign language just in case. If I had not just taken my pain meds I may not have shared all of that.

    You know, some people really do find it fulfilling to be good people.
    Yes, but they are rare Zyphoid....you are rare. People are not good by nature. It's not pessimistic...it's the truth.

    This is coming from a person who was raised in the south.
  20. Tater Todd

    Big Bang Theory

    So awesome! I just found out about this lol.
  21. Quote:
    Originally Posted by Wynele View Post
    Oh, ho! A, perhaps, more accurate theory would be:

    Humans, while often well meaning, know they are weak, flawed, and that very few will actually make a difference. Playing blue-side, or a hero, allows to pretend that we can.
    Spot on
  22. Quote:
    Originally Posted by Golden Girl View Post
    We do - some of the Tip missions deal with rogue Longbow who have gone vigilante and need a beatdown to bring them to their senses, as well as some of the RWZ content
    Tip missions don't count and you know it lol. Tips were only added a few issues ago and a lot of blue siders are still not used to fighting them and they complain about it...it's hilarious :P.

    Also most gamers (especially new recruits) avoid RWZ...heck a lot of them don't even know that it exists.
  23. Faultline is the hottest guy in the game *shrug* lol.
  24. People only like playing the good guy in video games because that's the paramount achievement of humanity. Lawful Good...the reality is that a lot of us show our true nature through our everyday actions. Going AFK in a mish on purpose, Ebil Marketeering, Leaving inappropriate comments on a friends facebook page, Not laughing at LOLcats memes and beating baby seals with a double padded nerf bat...these are just some of the Red side tendencies that many of us ignore.

    Also, you do NOT fight a lot of longbow on redside. People are just blowing it out of proportion because you don't encounter ANY longbow on blueside. Also, you can always change the mish or the diff, so to me the LB excuse isn't valid.
  25. Ugh I just hate wailers in general *bahumbug*.