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You do realize that the XP smoothing done a while ago helped directly with this issue, right?
Yes, you stop gaining powers as quickly, but you get more slots, which helps out at that point more anyways, since you should have most of your basic powers anyways. -
Arcana,
While I do think that, on average, the Blaster will bring twice or more the kill speed to the Tanker, I also know that there are a good deal of exceptions to that.
A Fire/Fire Tanker is likely not going to have his kill speed doubled by adding an Energy/Ice Blaster to the team. A Shield/Elec isn't going to farm twice as fast if he brings along a Psy/Energy Blaster.
Largely, this is irrelevant, because people aren't going to be tracking time down to this fine of detail. But it is possible for a Blaster/Tanker combo to go under the 2x kill speed of the Tanker alone, and not be indicative of large-scale problems of either AT. -
And the fact that there's a Vet reward that gives every character 5 merits, just for being made. So if they were tradeable, you could just keep making characters and sending them to your other characters, and repeat ad nauseum.
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Quote:Arcana, while in general, I agree with you, I do tend to think that it will vary from what you present here. Mostly because of how you've figured out your baseline of 2x the damage.I'm hoping you just misread my post that the numbers are quoted from. I said the tanker-blaster combo would likely be 3 to 5 times faster than a single tanker alone. If you just add another *tanker* you should get 2 times faster kill speed if they just headed in opposite directions. If you believe that a tanker plus a blaster is actually not any faster than two tankers on average or requires a particularly bad tanker to make true, then you believe blasters deserve a *huge* damage buff, or tankers do way too much damage. On average, a blaster can expect to do at least 40% more damage than a tanker under equivalent endurance and damage slotting conditions simply due to the archetype modifier difference, so long as they can use their offense without worrying about aggro, and in a tanker-blaster duo it should be presumed that aggro is under control most of the time.
Basically, the number has to be higher than 2, because that's the case where the blaster does exactly the same amount of damage as the tanker, 1 to 1. But it gets difficult to make it go very much higher than 5, because that would be the case where the blaster was individually outdamaging the tanker 4 to 1.
Basically, if you have one Tanker, he goes off in one direction, and kills everything that he finds. If you have 2 Tankers, each one goes off in a different direction, and kills everything he finds, at the same speed. Thus, 2 Tankers = 2x the speed of one Tanker, and we'll call this speed X).
However, with a Blaster, things will differ a bit. The Blaster usually stays with the Tanker. Thus, there is no splitting, and you're killing the same spawns at Y speed. If Y is equal to X, then the Tanker + Blaster combo will kill at speed X, equivalent to the 2 Tanker combo. However, if Y is less than X, then you're going slower than the two Tankers, leading to an outcome where the Blaster/Tanker duo goes at a slower pace than the 2 Tanker duo. If Y is greater than X, then the Blaster/Tanker duo will progress faster than the 2 Tanker combo.
I just don't think that you can say that the Blaster/Tanker combo will progress at least as fast as the 2 Tanker combo, if you give them different tactics (which they would likely display). -
Actually, it does a bit (certainly more than it does now), but does depend a lot on player skill. Basically, if you can get the first hit in, you can get the damage boost, and this does not depend on stealth-like abilities.
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First off, welcome to the game and to the forums!
Secondly, there are a lot of threads out there right now about dual pistols, in both this forum, and the archetype (AT) specific forums. You might want to check those out. -
Quote:Seriously? Really, seriously?Alright I dont know about you guys but I have an urge to play an ice melee tanker, problem is, ice melee blows! Ice melee got a tiny buff not to long ago but IMO, not enough, but a solid start.
First off I think ice melee needs to take a step in the more 'smashy' direction. Meaning focus more on frozen fist type powers. I think frost is the first thing that needs to go. Replacing it with a single target damage power would be an excellent idea! Also (this is just me) I think ice sword should be ditched for another single target power, but with the frozen fist type animation.
And here is the biggy id love to see! Ditch frozen touch for a much more fun and unique power, a combo of sheild charge and thunderstrike if you will. The point would be to target an enemy and when the power activates, you nearly fly to the target and beat him with an icy fist! (sort of like johnny cage in MC) This would then cause an aoe effect like thunderstrike but the targeted enemy takes more damage!
This is just a few ideas, id love to see this sub par powerset be revamped and not simply buffed! Anyone else feel the same as I? If so post your ice melee fixes!!
The changes to Ice Melee that happened before were of much bigger significance than you seem to make them out to be. Also, you seem to be under some serious misunderstandings about Ice Melee, and what it's supposed to be.
1) Frost is a great AoE. It's pure cold damage, and not much in the game resists or has Defense to cold. It's a decent cone now, and very wide. It's not hard to get multiple enemies in it, especially if you position yourself well. Replacing this with a single-target attack would be a huge nerf.
2) You can have my swords when you pry them from my cold, dead hands. Maybe with power customization in the future you can make it into a fist attack, but please don't offer an improvement for yourself that would take away the fun for someone else. I LIKE the sword powers.
3) Frozen touch is a great hold power combined with your highest DPA in the set. This is one of the only 'must-take' powers in the set, I feel. Making this into something that is just like two other powers doesn't make it any more 'unique.'
4) Ice Melee is supposed to be the control-heavy set. That is what it is based on. You've basically just gotten rid of one of the best controls it has, stripped it of some AoE potential, and tried to make it just like every other set. No thank you.
If anything, GIS's damage does need to be increased, to make it not suck. That's really the only change that needs to happen to the Ice Melee set. But the set is otherwise fine. I'm sorry that you feel like it should be a more "smashy" set, but if you wanted that feeling, you can take other sets, like Super Strength, or Stone Melee. Please leave me my control-heavy set, which is why I took it in the first place. -
Well, I don't exactly have the same hostility as Talen (but really, who does?), I'm also not a fan of this idea.
Why? It helps out the AoE-heavy sets, but doesn't do much for the single-target oriented sets.
For instance, Fire Melee, Electrical Melee, and Dark Melee would get a LOT more out of this than Energy Melee would. And since, for PvE, Energy Melee is already seen as one of the under-performing sets, this would further aggravate that issue. I honestly think that this idea would help the sets that don't need it, while leaving the sets that do need some help even further behind. -
Discussed often. Basically, it won't really work out that well, especially the back pieces, like a quiver. That is because the back costume node doesn't work that well with non-standard body sizes. You can see this now with the jet packs, and either really tiny characters (where the jet pack floats well off the back) and really big characters (where it's actually IN the back).
As far as just side holsters go, the guns would either need to always be in them, or they would need to be always empty. -
And a Tanker with Rage, Build Up, Fiery Embrace, AAO, Shield Charge, and Lightning Rod wouldn't be broken or anything.
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I like it. I think that it would probably need a few tweaks, but I think it would be a good idea overall. I'm almost more tempted, from an influence sink perspective, to allow you to do it with enhancements that are already slotted, but I'm willing to bet that's a no go for a couple of reasons:
1) The new enhancements would likely have to be put into your enhancement tray, and not into a power, like when combining SOs, so it would be a way to unstick IO enhancements from powers (maybe that's a good thing?).
2) I'm not sure if the recipes can check on items in your powers, versus your 'inventory' slots.
3) Would really cramp up the crafting interface with a ton of recipes, unless there was a separate tab for upgrades.
If #1 isn't a problem, it might actually help out the market a bit, as I believe that it would allow for more items to be placed back into the market. For instance, if I'm taking a set of Mako's Bite, and wanting to replace it with a Hecatomb, I could modify each of the Mako's Bites, fill in the new empty spots with the Hecatomb, and place the Mako's Bites onto the market. This would almost be a double influence sink, as there would be even more influence lost due to market fees. -
Quote:I'd still say that it would vary so much between the Tanker and Blaster in question that it's completely useless. No offense meant by that, by the way.Thx Arcana for your reply, it was thoughtful. Wendy, I get your point, I really did not follow where you got your numbers from.
Let's just go for the average of Arcana's numbers. 3-5 times the kill rate, sustained. Anyone agree with that? Anyone disagree with that?
I'm just saying that, depending on what type of Tanker you have, you might end up out-damaging the Blaster, so the rate of the Tanker compared to the Tanker/Blaster might be less than 2. Say, a Shield/Elec Tanker and an Energy or Elec/Ice.
On the other hand, you could have a Stone/Ice Tanker, and a Fire/Psy Blaster, and the Blaster is going to be putting out a lot more damage, and might be 5 times the kill rate, or even 10. So what does this mean? Pretty much nothing more than having two people on a team means you go faster than being solo, and that's it. -
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Quote:Except, that's where your math breaks down.You guys are really getting upset. Aett made some decent points. In my opinion most of the rest of what was said was just shouting noise. What really amazes me is that I started down this line of conversation to illustrate the synergy of blueside teams, that the sum being stronger than the parts. What I have encountered is a shield wall of "Tanks don't need nobody." The scenario I have pointed too is valid, and I might be off on the multiplier. So what? From what I have seen most people responding to this have two problems. 1) Cannot admit that blasters do significantly more damage than tanks. 2) Cannot understand mathematics.
Example:
Okay, I have laid this out at least 3 times, once very explicitly.
(1 tank) vs (1 tank + 1 blaster), So, even if the blaster did the exact same damage as the tank (And that has been alluded to more than once by my distinguished associates in conversation) then you are already at 200% damage. blinks. yep.
Even if the Blaster did the exact same damage as the Tanker, the Blaster would end up doing less damage in the mission. This would be due to needing the Tanker to acquire aggro and such in the first place, which is most easily accomplished by an AoE. First strike would always go to the Tanker, and he could probably get off another attack while the Blaster is firing his first one. So, that can skew the numbers. Then there's the fact that the Tanker will be taking more incoming damage than if he was alone, which can mean that he needs to slow down going from spawn to spawn to heal. And this still isn't accounting for the powerset aspect of all of this.
So, a doubling of damage potential does not necessitate a doubling of speed.
I think we all know that a Tanker with a Blaster will do more damage than the Tanker by itself. A Tanker with a Defender will do more damage than the Tanker by itself, or a Controller, or a....
I think a lot of the people here were more arguing with your supposition of how much more damage the Blaster/Tanker duo would do, which made it seem like you were vastly over-rating the Blaster's effect on the team, which in turn appears to many to under-rate the Tanker.
I know that you were trying to say that the ATs were set up to help round each other out. But what you appear to be saying is that the Tanker should only hold aggro, because they're not good at doing anything else, and since holding aggro helps you out, that's all they should do. A lot of the people in this forum have had to deal with that attitude since the game came out. I've been here since issue 3, and have seen it since then. People think that Tankers are their personal babysitters, and shouldn't do anything but hold aggro.
That's fine if you want to build that way, but if I can hold aggro and contribute to enemy death, I'm going to do that, and am not penalizing the team in any fashion by doing so. -
1 Tanker at levels 1-10 is going to go at about the same speed as the baslter, if he takes a decent amount of his attacks. Since he can't really control aggro at that point, adding a Blaster isn't going to help all that much. Certainly not 20 times the speed of the Tanker alone for levels 1-10.
For levels 10-20, the Tanker does have the ability to hold aggro a bit more, but isn't able to survive a whole lot of it at this point. At least the level 10-15 point. Without some support, he is going to have to go slower, even with a Blaster friend along, because he'll need to rest up a bit between fights.
At level 20-30, the Tanker comes into his own, and at this point, can really shine with a Blaster friend. The Tanker has gotten most of his defenses, slotted them up with SOs or some IOs, and has had a chance to get a few more attacks. He has the ability to hold and generate aggro, and survive it. Here is the fastest point comparison between the Tanker and a Tanker+Blaster.
At level 30-40, the Tanker has a good amount of his attacks slotted up, and the endurance to use them. At this point, the comparison between the Tanker and the Tanker+Blaster pair begins to level out again, since the Tanker would be doing better on his own than the level 20-30 Tanker. However, at this stage, the Blaster begins to find out that the Tanker needs to hold aggro even more, because a few rogue shots can kill him. This means that the Blaster needs to wait a bit longer for the Tanker to get aggro before he unleashes. This slows down the team vs. just the Solo tanker.
At level 40-50, the Tanker has his attacks and defenses fully slotted, and can tap into Ancillary Pools if he wants to. This will increase his solo speed versus that of the Blaster+Tanker combo. However, the Blaster also gets to use his Ancillary Pools to get some defenses, which help him out. Still, the offense of the Tanker I think goes up more than the defense of the Blaster, so it's still a lot slower than 20 times as fast as the solo Tanker.
ALL of this completely ignores again the combination of Tanker and Blaster, versus what kind of solo Tanker you're talking about.
And yes, I was comparing two Tankers versus a Tanker and a Blaster, because anything else would be comparing apples and oranges. Any other AT brought along will speed up the Tanker than if he was by himself. That is obvious to anyone. However, I was trying to point out that it's not 20 times greater, and that you aren't really making a valid comparison, since at that point, I CAN say that a second Tanker can increase the killing speed just as much as another Blaster. ESPECIALLY when we take a look at various power sets.
A Shield/Elec Tanker, set for +2/+4 for instance, will certainly not increase his leveling speed by 20 times if he brings along an Energy/Ice Blaster. He might not even double his speed there.
Meanwhile, a Stone/Ice Tanker, at level 20, will definitely notice an increase in killing speed if he finds a Fire/Psy Blaster. -
Quote:Maybe 2 times is a bit off, but 20 times faster is a good deal off. I would say maybe 3 times faster with a Blaster-Tank combo than two Tankers. Maybe 2.5 times as fast. Why?Nice idea Aracanville.
As far as Fallsights belief that a tank and a blaster will kill 2-3 times as fast as a tank by itself. Wow. So you believe adding a blaster is the equivalent to adding a tank, or maybe 2 tanks? Talk about hyperbole.
When I said over a very large sampling I was considering, say 1-40 levels of regular playing. I believe a taker/blaster duo, set at +0/x1 for all missions 1-40, would kill at 20 times the pace of a tank solo. By this I mean count the number of mobs/divide by time in combat. Does not include loading time/transport/buying/selling. Just pure how long did it take you to kill. What I am counting on is the various types of critters you will encounter over a very long time. A tank solo will inevitably bog. A blaster, say a Fire/Mental blaster might come up on a fire resistant mob. But the tanker partner will almost certainly have a different damage type, plus the Fire will not have to worry about agro, so even though against that mob he is nerfed, he can take the extra time needed to lay into them again. The solo tank will encounter many things soloing to 40 that will make certain mobs unholy to work against. Debuffers, resistant to his damage type, end drainers, etc. The duo will be more flexible, and able to work around problems that confound a solo archetype that is (let's be honest) not the most flexible in the game. All this will add up to sprinting through mobs for the dynamic duo. For the solo tank, a steady plod with occasional bouts of OMG this is gonna be slow.
The Blaster needs to wait for the Tanker to get aggro. The other Tanker doesn't. The two-Tanker combo can also go into a spawn, use AoEs to kill all of the minions and maybe some lieutenants, and then string the bosses along to the next spawn. Also, the two-Tanker combo can alternate who takes the Alpha strike, allowing them to move a bit faster than the Tanker-Blaster combo.
This is also completely ignoring the fact that different combinations will have different kill speeds. Two Stone/Energy Tanks are going to go rather slowly through large spawns, whereas a Shield/Electric Tanker combined with a Fire/Psy Blaster can move down large groups of minions quickly.
While at the same time, two Shield/Fire Tanks would go through spawns probably a lot quicker than a Stone/Energy Tank and an Electric/Ice Blaster. -
Quote:You miss his point. If the powers are balanced as they are now, changing them to be more convenient for the players would likely mean that the powers would drop in effectiveness, in order to maintain balance. As such, his point about the powers likely being nerfed if we saw what you proposed is not that out of line.Ignoring the rest of your post, which I think has good arguments, this part doesn't really fit. It's not fair to add ideas you dislike, and then tell me you dislike the suggestion because of the things you added. That would be akin to me serving you a meal, you pouring a bunch of salt on it, and then telling me you dislike the meal I gave you.
Obviously I think we'd all dislike it if they nerfed the power, but that wasn't my suggestion at all.
As it stands, I'd probably ditch my idea as well and just increase the duration to 5 minutes or so. Anything that accomplishes the goal of me spending less time buffing my party every other battle is a win in my book. Which is not the same as me saying I cannot keep up with a 2 minute buff, just that I'd rather not have too. -
They will fire off only when you use the power, and then be active for their 120 second duration.
They will only affect you. -
Also adding: the buff amounts would likely drop because you would be applying the buff to yourself, which currently you can't do.
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Heraclea, have you taken into consideration the new examplar rules, where you get to keep powers slightly above your exemplared level? I can think of a few cases where a power slightly over the max level of the TF might come in handy, if you're not doing the TF right at the exact max level.
For instance, on Sister Psyche, against the slightly end draining Freakshow, Ice Armor can be okay, but if you're exemped from anything higher than level 26, you've got Energy Absorption, which can both help your Defense and your Endurance. -
I think...THINK...that it's because the game can't really tell if you're just over the ground, or whether you're 500 feet in the air, during power activation.
There are actually a decent amount of powers that you can't use while flying, and it's for this reason, IIRC. -
I believe that there already is a window like this, though it is a lot shorter than 15 minutes. I think that's a bit too long for something like this. And while I don't know how much space it would take to hold a mission's worth of info for that long, I'd have to say that about 5 minutes would be a bit more reasonable.