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Posts
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Really? You're saying that Storm, Traps and Ice are worse for soling than Emp? All of those are pretty well suited for soloing, and a Traps Defender can take down a GM solo (so could an Cold Defender, probably). How the heck are you ranking these?!
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I'm still hoping for Carp Melee someday. Sigh.
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Same here, sadly. Am I surprised that it went the way it did? No, not really. Still was hoping it would just be a quick post, people would read it and move on (i.e., just a quick, informational post regarding current comments by the Devs). Do I mind that it went the way it did? Not really, because it has sparked some good discussion.
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Also, in addition to what Starsman said above, there are sometimes cases where an AT can be improved with reductions to another, and other cases where the easiest way to buff an AT is to directly improve it. If you have 9/10 ATs that are roughly in balance, and one that is outperforming them all by a wide margin, do you buff the 9 ATs, or do you balance the outlier? If 3/4 of the melee ATs are fairly balanced, and one is not, why not bring the one back in line?
Blasters clearly lagged behind the other ATs, so there was no need to contemplate reducing other ATs. Whenever Tanker issues are brought up, and math becomes involved, people inevitably compare them to the other melee ATs, because people view Scrappers and now Stalkers to be fairly well balanced, and some feel the same way for both Brutes and Tankers. So then it becomes a mathematical exercise which seems to suggest that Brutes at their top end of performance seem to be higher than where they should be. So it becomes logical to discuss that issue.
And, just to be honest, I saw more than a few posts discussing the Blaster changes where their damage was compared to Scrappers and Brutes, and saying that those two ATs needed their damage potential lowered. I just think that most people just felt that Blasters needed buffing more than those ATs needed lowering. That does not always need to be the case, though. -
Quote:Wow. Wake up on the wrong side of the forum, this morning? My last comment was in jest, hence the little smiley face. Did I think that this could happen? Yes, of course. Did I hope that it wouldn't? Also yes.I can't believe someone with as many posts as you would could start a thread like this genuinely believing what happened wouldn't happen.
Honestly, what did you expect starting such a controversial topic? That people would go "oh, ok, thank you for this important announcement Aett Thorn, good thing you're here to tell us what to think because you're such a greater mind than us all and oh gosh how would we ever survive without you" and move on? There is little to no value in the OP, hence it's obvious people would move on to the logical, much more interesting topic related to it, that is, tanker balance.
I'd bet dollars to peanuts if you didn't create this topic, nothing would have happened. If you truly intended to play backseat community manager, you can look at this as a lesson to what good it does.
And, given the Dev comments that sparked this, I am betting that SOMEONE would have started a thread like this even if I didn't, and may have started off more controversial. The point of the OP was merely to say that the Devs might be looking at Tankers, and to inform people that the Devs never promised that they would do anything or actually look at us, only that we may be next on the list. That's not something that has no value, especially when someone with as many posts as I have has seen Dev comments taken completely out of context before.
Was I trying to play backseat community manager? Absolutely not. I was just trying to relay accurate information to the community it would potentially impact. Why is that a bad thing? -
Icicles is very fun, and is a great place to put the Might of the Tanker +Res proc. That proc is a great boon for Ice Tankers, who have little resistance natively. Do you have any idea for a secondary in mind? I was toying with creating an Ice/Mace Tanker the other day (ended up going Ice/Dark, but might reroll). The combination of the KD/Stuns and the -DMG/-Rech from CE seems like a good mix of survivability tools for every situation. Ice/Dual Blades also seems like an interesting combo, if you can find a sword option that does make them look like icicles.
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Not a Dom expert, but thought I'd weight in a bit here. I think you should try to use IOs for the recharge bonuses, since you'd want those when exemplared, too. Relying on Incarnate content to get perma-dom doesn't help you running lower-level content if you ever do.
This will allow you to more freely pick from the Alpha abilities. However, I would not go with Nerve. The Hold duration really only helps with two of your powers, where the others would help with everything. Cardiac might be a good choice if you find yourself with Endurance issues, Spiritual if you'd like even more recharge. Musculature would definitely help with damage if you needed that, buffing your immobs and ToHit debuffs as well. Vigor might be an interesting choice, as well, helping you with Acc, Heals, and Healing, but also buffing your fears and confuse powers as well. -
Just a more general message to the OP: basically, the players can come up with ideas faster than the Devs could ever put them into the game. If the Devs were to ever go insane and sy to us that they'd put every suggestion the players came up with into the game as soon as they could, people would STILL feel like player ideas weren't going in, because the Devs might never get around to THEIR idea. They'd basically be so swamped with the first 100 or so ideas that they'd never get to the other 100,000,000 ideas that players were suggesting.
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Add to the long list: Fixes for Ice Melee.
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Some of the ice shades, if done correctly, can look somewhat like an energy shield over your character, but it's tough to pull off well. Another option is something like a DB/Ice or Staff/Ice fairy stalker.
I am partial to Ice Armor on Tankers, but have to admit that the set seems better for Stalkers. -
Quote:^This. Revamp Boomtown or Crey's Folly before revamping Faultline again.I think it's more like the zone has been revamped once already and there are others that could use a swab of the update brush before revisiting a zone that's fairly functional and enjoyable as it is. Could it be better? Certainly, that goes for about any zone. Faultline as it is though isn't bad and much better off than say Boomtown.
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1) Not sure exactly what this is trying to prove. Of course IOs and Incarnate powers can make you able to take on tougher enemies. I don't think that anyone has ever suggested otherwise.
2) A Fire/Elec/Pyre Brute at level 50 should EASILY be able to take on higher levels of difficulty than +0/+1. I don't know why you'd have so much trouble with base difficulty, but it's really not that hard.
3) A heavily-pimped out character will almost always beat a character running on just SOs. However, that assumes many things, like comparing the same build. But an Ice/FF controller with IOs might not be able to kill as fast as a Claws/Fire Brute on SOs. It really depends on a lot of factors. -
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Welcome to Pinnacle! PinnBadges is a great resource for teams and such. Or feel free to send me a tell anytime I'm on (@Aett Thorn is my global handle). I'm always willing to help answer in-game questions.
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Quote:I don't believe that anyone here is talking about bringing Brutes back into balance at the top end is the ONLY part of the equation for buffing Tankers. I think the point is more that if three of the 4 melee ATs are in rough balance, and one is not, that bringing the out-of-whack AT back into balance is a good first step.I would say then that work should also be done on improving tanks.
A decrease of brutes alone wouldn't really solve the issues that some see with Tanks.
My issue is that there is a whole game before we get to heavy group content. Leveling tanks are still an issue for many. We shouldn't forget about that.
Tanker problems (at least for me) stem from several old decisions that weren't very good at the time, and problematic to fix now. So changing them might not be the best idea, so you have to shoe-horn in a fix for Tankers. Brutes and Scrappers getting Taunt durations that are as long as Tankers' is problem number one. Because of how the Threat formula works out, Tankers having lower damage, but similar TauntDurationRemaining is why Tankers can't always hold aggro versus these ATs, and why those ATs can hold aggro well enough that you don't need a Tanker (and no, I'm not advocating that any team should NEED any single AT, but it can be a valid concern at points).
But beyond just giving Tankers more damage, there is almost no consensus on what exactly Tankers need in terms of a buff. Do they need more aggro capture tools? Better aggro capture tools? More debuffs? More survival? The ability to resist unresistable damage? Is it just certain sets that need help, and not the AT as a whole? End Reduction on attacks and armors? Look at the Consolidated Tanker Improvements thread. We're all over the freakin' place.
Quite honestly, I'd want to see the Dev's numbers on things, but I know I won't get them, before I'd make any suggestions. I'd want to know exactly where the problems are, if there are any. Are Tankers dying 25% less than Brutes over the whole game? Then we might be fine on survivability. Is the damage fairly consistent across teaming levels, or do Brutes have a huge bonus there in actual gameplay?
Without knowing exactly where the problem is, it's really hard to suggest a solution. and since even the Tanker community doesn't find a common problem, no solution we provide will fix everyone's problem. -
Quote:As has been said multiple times in this thread alone: solo, there isn't THAT much of a disparity between the two ATs. However, in a high-buff scenario, Brutes are a clear outlier in performance, meaning that they have more than enough survivability, and very good offensive potential as well. Basically, they have almost-Tanker survivability and more-than-Scrapper levels of offense. That is one of the problems. This is why when people talk about bringing Brutes back into balance, they talk about reducing caps that they would almost never hit solo. This wouldn't impact most solo Brutes (except those that famr specific enemies, but again, the Devs probably don't care that much about performance in those specific circumstances), but would have an impact where the problem exists.Why are we assuming a Kin Corr will just happen to be there most of the time for either a tank or a brute?
What about the times when they are solo?
Do Tankers have a survivability edge over Brutes at the caps? Yes. But it's not that big. Do Brutes have an offensive edge over Tankers at the caps? Yes, which they should. But the difference on Offense is much higher than the lower survivability gap is. Basically, the question becomes what percentage of survivability are Tankers over Brutes base and at the caps? What is the percentage difference of offensive potential between the ATs at base and caps?
Brutes are around 75% as survivable as Tankers at base, and if HP is the only difference at the caps, then maybe about 90% there. Offensively, we have to assume a reasonable level of Fury, because there's just too wide a difference there. But I'd say that a Brute doing 125% Tanker damage is lowballing Brutes, but we can use that. But at the caps, Brutes are doing WELL more than that when compared to Tankers.
So, the problem becomes that in high-buff scenarios, Brutes close the survivability gap on Tankers, and GAIN on offense. This is where people see the problem. Compare other ATs to the Tanker, and the relative values stay about the same, maybe a few percentage points here or there. But Brutes are a clear outlier at the caps.
And this isn't even taking into consideration the effect that offense has on your survivability. If you can take out enemies faster, they will do less damage to you.
The discussion is taking into account both potential scenarios: the solo character, and the character in the high-buff scenario. Solo, the two ATs are about right, thought Tankers may need a slight buff there as well, I'm still not entirely sold, but it's possible. But at the caps, Brutes are better than pretty much every other melee AT. -
Dr. Cox from Scrubs was in the movie Se7en.
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Quote:Trick Arrow and Poison could definitely use some help. Just getting the buff/debuff radii normalized would be a good start, plus all of your ideas for TA.So I believe Synapse jokingly called Issue 24, "Issue Fix All The Things", and that made me wonder... what if Trick Arrow is one of the things and hasn't been announced yet?
And that thought made me realize that if it does include Trick Arrow, I'll probably collapse on the ground hyperventilating. -
Quote:^This.While my suggestion focused on adding alternate animations away from the "mount spit" type... having alternates for those powers that don't have the "spit" type animation to have them is equally valid! I'd love to see the options available both ways for each power.
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If it's like Rain of Fire, the listed Acc is just for the pet summon, and the pet would have standard (or slightly above standard) Acc. as such, you might be better off slotting at least one Acc enhancement in it.
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Quote:Ice Melee has ONE power that is holding it back, and that's greater Ice Sword. Change it to Dominator's Ice Slash, and the set is basically fixed. Reducing Ice Patch's cast time would help, too. But it suffers from one of the worst reputation lags in the game. It got "fixed" years ago, but has just never caught on since. It was never a popular set, despite cold damage being very lightly resisted in the game. And it works quite well with Invuln, Shield, SR, and Willpower, who can leverage the sleep part of Frozen Aura.Ice Melee is horrible and it use dot be worse far FAR worse....but I think the Devs are wiaiting a bit before it is released to the other melee ATs since it needs some reworking and I think that the brute, stalker and scrapper version needs to be a new set altogether.
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Quote:While Ice Melee isn't THAT bad, that is the real reason Brutes didn't get Ice Melee/Ice Armor when villains first appeared. The slows and controls mess with Fury generation the same way that Dark Armor's mez auras interfered with Fury, but Brutes kept that.Another reason why Ice Melee hasn't been proliferated yet is because it's the worst powerset in the game.
Ice Armor is pretty good and I'm sure a lot of knowledgeable Brute players would take it regardless of its effect on Fury but the devs are wary of allowing potentially sub-standard choices being available to new players.
The problem was (and I can't believe that after this long, I STILL have to repeat this) that Ice Melee at the time was horrible. Frost had a terribly small radius and range, and it was the set's only AoE damage, because Frozen Aura was only a sleep, and a bad one at that. Ice Melee's only real benefit was Ice Patch for mitigation, but with ED and target caps coming for it, Ice Melee lost a lot of it's strengths.
Now that Ice Melee is fixed, it would be fine for Brutes. Ice Melee still needs a few minor tweaks to make it great, but it's good as is. -
The cutscenes don't have a voiceover at all, so you're not missing anything there. You should see the chat bubbles, though.