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Oh i don't know i recon there moving forward with it (all be it slowly) hence the hole Reformed badge thing also i recon its one of the reasons we got pain domination as a true healer was probably the last thing missing from the CoV side.
Way may even here more post I15 as its supposed to be the big issue moving forward a lot of story stuff there's also been a fair bit of speculation that we may see a new box some time around the release of champions and making the ability to change sides a integral part of a new box is a guaranteed way to get current player spending there cash. -
Hows about instead of making it a separate pack they add the items to existing/future packs?
the cyborg pack could have some techy stuff added powered down robots, guard robots, robotic legs/arms mounted on storage racks, techy scanning devices with lots of flashy lights and stuff etc etc
the magic pack could have cauldrons and standing stones with magical looking symbols on them demons head on a plaque etc etc etc
science pack could have lots of test tube themed things vandagraph generator type stuff large test glass tubes with shady figures inside
natural could have a range of training/Jim equipment tread mills, different weight lifting stuff, maybe even some form of swimming pool.
Mutants I'm not so sure about as there abilities are pretty much internal
holiday type items could be added as part of holiday events Xmas trees and presents at Xmas etc -
Yea more midnighters entrances would be nice and relitivly easy to do.
I would suggest probably Nerva and St.Martel to avoid having to use the uni building type entrance they could convert one of the existing shops in the zone into a magic/book/occult store using the same setup as they have for the Magic stores hero side and add a back door that leads into the midnight club zone -
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Malta Sapper AVs coming your way.
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Oh nasty -
I have it on my fire/kin and use it a fair bit in conjunction with fire cages for added AoE damage or when things go horribly wrong in a team i can drop it across a corridor and run. It can also be used pretty effectively to jam groups in corners.
and if all else fails its a way of getting some KB protection if you slot it with kinetic krash -
It would fit as a dominator secondary as there a mix of ranged and melee abilities
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I would recon that any Asylum for holding the super powered criminally insane is probably within the Zig.
tho maybe its time the zig was closed down and a more secure facility was built -
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Personally, I can't stand elemental melee sets that force us into using pseudo-weapons. Molding a concept around glowy/burning/rocky/icy bare hands is much more flexible of an option, plus I think the concept of a sword-shaped flame dealing partial lethal damage is moronic.
Personal preference, I know. Still, I'd prefer psi melee to be weaponless until we get power customization.
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I agree mixed weapon/fist sets bug me no end of course they could make use of branching power sets to give us the option of all weapons/all fists/a mix of both -
So i guess the i14 closed beta is starting soon going by the post from Ex Libris
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yea i was surprised we got psi blast with power diversification was sure we were going to see dark blast and dark manipulation.
Maybe next round. -
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that's not entirely true while yes taunt works of 5 targets your aura works differently as it makes use of gauntlet
[/ QUOTE ]Gauntlet=Taunt. There is no cap of 5 foes taunted, simply an AoE cap of 5 foes hit on one use on the Taunt power.
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Um no it doesn't they are different powers gauntlet has a much shorter duration than the taunt power for a start
by your logic brawl is the same power as total focus cause there both melee attacks -
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You misunderstood me, I'm not saying that Vigilance gives any uberness at all - what I'm saying is that a buff that also applied when teamed would take all Defender teams (Rad/ in particular) to astronomical levels.
[/ QUOTE ]Any half-decent all-defender team is going to have nearly capped endurance constantly, so making vigilance also give a boost based on your own HP would have absolutely no effect on them.
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Only if there one of the defender sets that have a endurance boosting power. -
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must...not...make more alts! >.<
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Gice into your addiction Alpha the world will be a better place with a stabby Fortunata in it -
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As mentioned you can only taunt 5 at a time so you may have 5 in aura range that will stay there, 5 taunted on one side of you and then maybe can't taunt the 5 on the other side until taunt is back up which could be 5 seconds. So in those 5 seconds you have 5 mobs quite ready to attack the first person who hits it.
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that's not entirely true while yes taunt works of 5 targets your aura works differently as it makes use of gauntlet (at least the damage ones do non damage auto hits may work different)) what this means is for every mob hit by a tick that mob and X mobs (i believe its 5 tho one can be the original target) are taunted so in theory your taunt/damage aura can taunt a lot of foes but its reliant on it hitting a target and considering that gauntlet taunt last only .75 it doesn't hold things for long.
Back on topic.
I'm not sure how a dominator style click power would work what would charge it? -
My point is inherent are supposed to help the AT do there job and at one time the tanks job was to hold agro while his team mates "arrested" the mob.
However i personally believe that roll is no longer as valid as it once was teams can be hard to come by meaning that the tank becomes slow to play and in the case of some power combinations almost impossible to play.
tanks no longer have that great amount of spike damage and are in-fact probably the least damaging of all the hero ATs even tho according to there description they should be medium damage.
amongst the melee ATs there by far the worst and if crossing sides ever happens i can see tanks becoming near extinct because solo a brute performs better and in a team with just a few buffs (hell some don't even need the buffs) are as good defence wise as a tank and who need aggro holding when you can smash entire spawns before the team even catch up.
invention sets have closed the gap between ATs low lvls of defence and resistance can be had quite easily adding survivability to what were once considered squishy ATs and while extra damage can be picked up as well tanks damage is so low to begin with it makes little difference
It is mainly for these reasons that i believe tanks need looking at and altering there inherent power would be a start. -
it makes sence to me but im quickly loosing track of the argument
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thats because retiredplayer is trolling i dont care what the maths says should happen its not what happens in game
and im claiming this as a non retired player who still plays tanks -
oh yes there's gaps in villain only SFs but the argument that there are gaps I'm SF that villains can do is wrong that link shows that there are SFs all the way up
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and no one has a psi hole in pvp thanks to the pvp 2.0
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to be honst i dont really care if villians get more TFs or not my point was that those percived gaps arent empity and theres easily plenty to do in those percived gaps
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What exactly is percieved about the fact that there are gaps in the villain side SF's?
A gap is a gap, if you dont see a problem with a gap then thats great.
But something missing is not percieved, its missing.
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Um all SF doable by villians here pls point out the gap -
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<QR, quoting several different posters>
I can't believe I had to make a new account to post to this, but the amount of misinformation and bad players in this thread is just massive.
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Tanker inherent is either useless or way under-powered. Even if you wade into a mob first and start cracking heads before the teams has moved in, enemies will STILL rip off after that nice squishy blaster and normally pulp them all across the floor. This is low level, before taunt. Once you HAVE taunt, why in the name of all that invulnerable do you NEED the inherent?
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You obviously need everything you can get since you can't play your character right. Holding aggro with just attacks an your aggro arua is [censored] easy, taunt is just there to grab the occasional mob from range.
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I don't think you can take Gauntlet away from Tankers without breaking them in team play. Punchvoking and holding enemies with Mud Pots etc only work because Gauntlet makes all Tanker powers Taunt. Without this, enemies simply flock to the first blaster that hits them with an AoE. (As the Blaster's damage makes the Tanker's look feeble.)
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Actually, all Gauntlet does is give you a fancy icon in your buff tray. The taunt effect is built straight into your powers. The same applies to Cont/Corr/Scrap/Stalk inherets.
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taunt limit. (16 IIRC)
[/ QUOTE ]The aggro cap is 17 mobs, the AoE cap for taunt is 5.
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To a certain extent this is as much the failing of the Blaster as it is the Taunt effect. In my experience it's a common delusion that Taunt is an absolute effect.
[/ QUOTE ]If the tank doesn't suck [censored], it is an absolute effect, or at least close enough that the few mobs that might occasionally break free aren't a threat to the rest of the group.
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Sorry. Got a bit carried away earlier. First of all, I should confess that my only tank is a Stone/Energy. I suspect Mud Pots is one of the better powers for holding aggro. (It's an auto-hit toggle.) I should have remembered that other combinations might behave very differently.
[/ QUOTE ]Every tank primary has at least one aggro aura. In the case of Invul, it's Invincibility.
I hadn't realized how much the level of these boards had fallen until I saw this thread and that nobody was correcting all these blatantly ignorant posts. I guess I might as well completely give up on reading these soon.
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Nice you turn up claim to be a old player but choose the board name retiredplayer instead of your old board name (or something close)
As your a old player when was the last time you played? holding aggro with your attacks and aura is not easy the aggro generated by these wares of pretty quickly and as some one pointed out once its off and the mob is locked on a higher damaging AT its very difficult to pull it back off.
yes it may be built into the power but its still classed as the ATs inherent and could be removed.
so the taunt cap is 5 that makes it even worse 8 man team spawns are normally over 5 on heroic never mind any other difficulty there for taunt is even more useless
taunt is not a absolute effect and can be over come by a high damage AT with IOs allowing blasters to reach even higher amounts of damage its even easier and as i said earlier once you loose a mob they tend to stay lost unless you can plant a taunt on them of course this means stopping taunting those that surround you
yes every tank has a taunt aura some even have more than one but not all taunt auras are equil.