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Posts
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Joined
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Quote:No, I get what your saying...but I mean, if they know it's able to be exploited, then why don't they fix it?Yes. Because Players are all mindless drones with no self-control or ability to think for themselves.
Anyone who over-exploited this latest bug, especially after what happened with the Mito bans and Positrons address over it is a bit dim IMO and probably shouldn't be allowed onto the Internet by themselves. -
Nice..."lets's create a system that our players can easily exploit and then we will ban them".
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I'll be re-rolling my main, WP/SS Tank, as a SS/WP hero Brute.
Bout time I can have a high damaging super strength hero. -
Quote:Right, but the same could be said for scrappers who never take taunt.It's not absolutely necessary for a brute to take Taunt or try to deal with aggro issues (outside of, perhaps, some Strike Force situations).
However, if you want your Speed Boost dealer alive and handing out the crazy pills instead of face-down on the floor, it's nice to be able to make people stop shooting him.
I think it's wrong that people will expect Brutes to Taunt and hold all the agro. -
Quote:Are you serious? You can't be serious.You can already do this several different ways.
1) Transfer via the Market. (One character puts a low demand item up, other character overpays for it.) Any server, but same faction, small transfer fee.
2) Make arrangement with another player. Any server, cross-faction if agreed. (Some may charge an exchange rate.)
3) Drop valuables into base storage, have another character pick it up. Same Server, Same Faction, Same SG.
What else do you want?
As others in this thread have already stated...you will be able to transfer influence/infamy when either I17 or GR comes out.
"What else do you want?" Haha, classic. -
Crey and Arachnos for concept.
Freakshow for radio xp. -
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I would definitely pay to see it.
I also believe that someone could make a good movie out of Web of Arachnos. -
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Quote:Yes, but in no way should people be EXPECTING the Brute to hold all the aggro.Except, of course, there are not tanks red side (right now). At least in name. Generally that leaves those with high hit points to fill the meat shield 'roll' such as brutes and masterminds (who are built for tanker-minding).
That being said since brutes generally have self taunting abilities they tend to get 'most' aggro anyways. I think one of the things that I love most about red side, in particular about brutes, is we're not pigeon holed into specific roles. We can be tanks or damage dealers (or in some cases both). -
Quote:That's BS. My posts on these forums have been critisized over and over by the community saying "If you want to Tank, play a Tank...if you want to deal damage, play a Brute...they are two different things."If you were running a level 50 brute it's not so unreasonable to expect you to hold all the aggro.
You should not be expected to hold all the aggro.
I'm not even taking Taunt on my Brute...I'm playing my Brute to do damage.
Again, as I have been told many times...Tanks and Brutes are two different things. -
My experience with SJ is this...
You jump 150' into the air...if it takes 150' or less to land...you take no damage.
If you jump 150' into the air (say your on a skyscraper)...if you jump off of the building you fall more than 150'...anything after 150' will give you damage. -
Would raising the fly speed cap to 60-65 be imbalanced?
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/signed.
I definitely think there should be more space.
Definitely not infinite space.
I too agree that double would be good. -
I have a couple questions about this.
If you get into beta...do you copy one of your characters there?
If so, does anything you do in there count towards your live character?
Say if I got into GR beta and used my main and did the whole side switching thing...would that character be switched for live? -
Quote:You missed where I said...Just my opinion, but if you are off the ground (fly/hover), you can't stomp it - your leg won't get physically longer. Other reason, guessing, is there no animations done.
Say you're hovering just over the ground, you click the power, you go down and stomp/punch the ground and then continue hovering/flying.
But if the game can't tell whether you are 1' or 500' above ground...then that's a pretty good reason why this can't happen. -
I was going to suggest this but I know it is definitely better to get all the information you can before suggesting.
Have the devs stated why this can't happen?
Say you're hovering just over the ground, you click the power, you go down and stomp/punch the ground and then continue hovering/flying.
Edit: Without having the click the Hover/Flight toggle on and off...obviously. -
Quote:My point, proved by the OP and some others, is that Tankers and Defenders(although I don't know too much about them) are the only ATs to get flak for not choosing a single power....which is what they are, and hardly a problem
... which is the point of MMORPGs, $15 a month + internet costs is an awful lot to play by yourself...
"Role" in this context is an ugly word, "Supposed to" makes it even uglier. I could be overly simple and say the only "role" anyone has is as a Hero or Villain, but I won't. If you wan to get pickey, as illustrated by the construction of the tanker AT, it's primary role is so soak up huge amounts of damage.
However, I don't recall anywhere is saying that a Tanker's primary role is so soak up huge amounts of damage for *you.*
If I take "taunt" as a power choice, that gives me the *choice* of being the "("I'll keep these guys busy,,, you get the hostage out!" hero-guy and/or the "boy, it's a good thing I was here, huh little buddy?" hero-guy. . If I don't that simply makes me the "Is that all you got?" type of hero guy. Again, it's all how I see my charatcer as "my" being the function word.
Many of the powers do have some small innate taunt, mostly to simulate the "Get the Big Guy" mentality of enemies. But "forcing" tanks to pulls the brunt of the damage is another thing all together. It's the same as saying "give all defenders "heal" or "no blaster should have melee powers." You might like that idea, but I very much doubt a lot of Tanker players would.
The concept of the AT's is not to define your role on a team, but help you create a character a bit more to your liking, and to simplify charatcer creation a bit for the developers by utilizing well know comic book "archetypes" (see what I did there? 8D) to narrow the choices into a more manageable (and marketable) subsets. It has nothing to do with team construction, with the exception that eventually most comic-book super-teams realize that a balance of abilities is a good thing.
And look at it another way. I'm suddenly forced to build my Tanker to be the enemy-magnet, that means the my defensive abilities also need to be enhanced to soak and survive wave after wave to balance it out. Since I now draw all the bad-guys to me, I can survive their assaults, and can eventually take them out... what exactly do I need "you" (meaning non-tankers) for.
Hmmmm... list time
1) I think most players try out all their powers at some time or another, why else would we have respecs? I think it's a big assumption on your part that most Tankers will skip "Taunt" and more so that they so because don't "understand" what the power can do. It very plane what the power will do for a Tanker... it will draw enemies to them and away from other players. I thinkk most people can read
Most of the people I know that did skip it, did it for conceptual reasons... they didn't see, for whatever reason their character doing that. It's Role-Playing, which is what the game's all about.
2) What constitutes a "Bad" Tank is your personal opinion based on how you think a tanker should be acting to be most useful to *you." It's not considering the other player and I pray its not something that you presenting to a new player as "part of the game."
3) Taunt is helpful to who? It's not very helpful to me as a Tanker... it means I get punched more, and harder, and by a lot more people. It's akin to wearing a "NASCAR Sucks" tee-shirt to a Daytona 500 block party. I hope you like running... I don't (I have a "Dwarven" physique.)
Humor aside, taunt *can* help out a team. It can also "hurt" a team as well, with even the most surgical uses having unexpected (and often overwhelming) results.
I personally use it very discriminantly, like when the blaster just AOE-Agroed an entire room of Warriors or I need to draw away a mob so someone can get a hostage out. I don't spam it to keep the party safe... I expect you know enough to run or yell for help if you need it. (And I might also let the group of Warriors beat the crap out of you so you learn not to pull damn-fool stunt like that again, but I'm a mean bastich 8D)
Nope... A Tankers role is to take a punch well, not be a meat shield for you, any more than a Emp Defender's role is to be a life-support system for a Tanker (and personally, I hope the Emps healing the squishies first, and not worrying about me so much... we're supposed to be able to handle hits well, and if I go down, then I bit off more than I can chew) or a Kin Controller's job is to keep feeding Speed Boost to you. It's an part of what a tanker can "choose" to do
And even then, it's hardly from the get go. The actual "Taunt" power is not even in the Primary Power Sets... it's part of your *secondary* Powers as a Tanker, and then not even available to you until at least 10th level (I think). And if we consider Secondary Abilities to be worth "two thirds" of Primary ones, then Taunt only represents about 5% of the capabilities that a Tanker can have, with many tertiary powers giving more benefit to a team than taunt.
Heck, mechanics-wise it's considered more important to a Brute, than a Tanker... after all at least is in his Primary sets, and he gets a direct benefit from it's use.
No... for a Tanker, Taunt is simply another choice you have with your character as you build it and not a requirement anymore than a "Buffing" power is to a Corr, or "Blasting" is to a Defender. It's a secondary power and shouldn't be a "primary" responsibility. If you're face-planting on a team, don't blame the tank (or any archetype for that matter) simply because he's not using "power x..." blame yourself because you overstepped your capabilities. -
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Quote:I agree with you on this.I'm afraid I have to completely disagree with this, in my opinion a team tanker's overriding responsibility is to protect the team first and foremost, THEN worry about dealing damage. I'll say a big HECK YES that a GOOD tanker IS there as a babysitter.
Yes, I do feel very strongly about this, and I have from the moment I rolled up my first tanker. If I'm playing a tank you better believe I'm doing my best to hold aggro and keep the rest of the team alive. A blaster who doesn't have to worry about aggro is much more effective at killing the mobs quickly; I'll handle the aggro while he handles the damage. Seems like a fair trade to me.
There are limits of course, I can't do anything about the squishy who runs the opposite way from the group into another room of baddies but anyone who's with the rest of the team can count on me doing my best to keep them alive, that's what I'm there for. If I'm playing a squishy then that's the kind of tanker I want on my team. I've no use for a "tank" who refuses to at least try holding aggro.
Have you ever played the Superman Returns game based off the movie of the same name?
Well, in that game, Superman cannot die...the only way to lose is for the city to take too much damage.
That's exactly how I play my Tank. I build up to where I don't have to worry about my health...and the only way I can "lose" is if my teammates take too much damage.
Basically...letting someone else die is equal to me dying. -
The problem is that some players pick the Tanker AT to conceptualize a powerhouse type character and they just like to team with people...not realizing that ATs actually have a role they are "supposed" to play on a team.
I think adding Taunt to the inherent would go along way in making players play Tanks well, no matter if they are new or a vet.
Think about it. Most players will pass over Taunt and never know what it actually can do.
If it's there as soon as you make your Tanker, then these new players and these bad tanks will be able to practice with Taunt from the get go...and will realize that Taunt is an extremely helpful tool from the get go...which will make them realize part of the Tankers role from the get go. -
I think CoH/V needs to quit coming out with more content after I17 and GR.
They need to make sure all the I17 and GR bugs are fixed.
Keep the CoH/V servers running...and keep collecting the monthly fees.
Focus all the manpower you can on CoH2.