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That was kind of the point of this thread. I didn't want to see a bunch of threads popping up saying things like, "The Devs are looking at Tankers next!"
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Okay, before things get taken out of context and proportion, let's just get this straight right off the bat.
During the Dev chat today, it was mentioned that Tankers MIGHT be the next AT being looked at, and that was certainly NOT a promise. It was in response to a question about which AT might get looked at next, and the Devs there seemed pretty unsure. I think that Blasters were the elephant in the room, needing some decent changes. All of the other ATs are about right, with some minor tweaking here or there.
As such, let's not run rampant with rumors about Tankers being next on the Dev list. They aren't, but could be looked at. There was also absolutely no promise that another AT wouldn't come first if needed. -
The Snipe and ST-blast range standardization is good for Blasters, but I still wonder if it'll work out better for other ATs. I just wonder if this will give Blasters the boost they need to separate them from other ATs, or if is merely a rising tide, lifting all boats.
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Quote:Yeah, I'm sure they can be balanced...just going to be interesting to see how they work out in practice. But yes, it looks like Devices just picked up some good bonuses.The click ones will be longer duration, and obviously impossible to suppress when up. Energize has a small frontloaded heal, so that also compensates for the case of being temporarily unable to use it, but we will need to test carefully to see how the other click sustain powers behave relative to the toggles.
Its also possible that click powers will benefit (to a point: Arbiter Hawk mentioned that effects won't stack) from recharge, where toggles don't. That may mean they have slightly better potential to grow relative to toggles. But I believe Arbiter Hawk's intent is for the variability of the strength of the powers to be constrained so no one gets the "bad" version. -
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The Devs don't usually respond to questions posed in the forums to them. Even if they did, they likely wouldn't respond to a question like this because of how loaded an answer it would seem to many. So, while you're free to ask this here or in a PM to one of the Devs, I highly doubt you'll get an answer to it.
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This gives me one concern. The sets with the sustain toggles that don't suppress will be a LOT better off than sets with the click Sustain mechanisms. Because those sustain mechanisms won't be useable under mez. Will need to see how it works out, but it could cause an imbalance in these if the click numbers aren't higher than the toggle ones.
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Quote:Please tell me that ALL versions of Chilling Embrace are getting that!Sorta. Not -all- of the powers are just getting regen/recovery slapped in. Each power gets -some- sort of survival mechanic added, but not everything is strictly regen/recovery. Like chilling embrace gets an absorb shield
(Yes, I know that won't happen, but I'd be a fool not to ask for it!) -
Gotcha...just from the way people were writing it it looked like the power was completely changing. I figured that wasn't the case, but wanted to be clear.
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/Cold is better for -regen. /Poison just doesn't get enough of it (though it really, really should). They're probably tied for -res ability, depending on how you play your /Poison.
While I will be making a Water/Poison Alchemist character, I do think that Water/Cold will be better for most of the game's content. -
I also want to add that FF/ gets a bad rap because of high-end builds. During the leveling process, FF/ is a great support set. It's just when people start getting IO'd builds with their own soft-capped Defense that it starts to really trail off quickly. On my FF/Fire Defender, though, I can basically soft-cap my entire team at level 22 (only .44% away, really). So it's a great low-mid level support set, it just doesn't do well in the high-end game.
Cold/ would be in the same situation, but it's got a heap of great debuffs as well as their buff shields, so it works out for them.
However, if you're looking for a great support character, I would also check out Controllers. They get their support powers as a secondary, but with their controls, if the enemy isn't attacking, your team isn't taking any damage anyways. -
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Quote:Also, how do you "grapple" the Kronos Titan? If you were grappling with a tiny clockwork, would you have less damage/range than if you were to grapple with something taller/heavier?Pretty much this.
How do you "grapple" while Hovering? What about Arachnobots? Rikti Drones? Non-human Spirit Stalkers? The list goes on.
Also it's "their hands" not "they are hands."
But yeah, the engine can't support a set like this anyways, so it's a pretty moot point. -
I kind of agree. I like the new sets, I really do. But I'd also love a normal, non-gimmicky set if the Devs would release one. I mean, it's not like we don't have holes in concepts that don't necessarily need a gimmick.
Energy Shards: Energy/Lethal damage with a chance to stun
Earth Buff/Debuff
Psychic Buff/Debuff
Some sort of Smashing/Cold set
Gadget Control
Things like this can be put in for concept only, and while they'd need to function well enough, they don't need a gimmick. People would likely play them for concept.
Then there are other sets where I'd feel you'd need some sort of gimmick, like Radiation Melee, because -Def just isn't enough of a secondary effect. Or Mastermind Primaries, since they all have one power in the set that is pure gimmick that sets them apart somewhat.
But yes, a simple, non-gimmick set would be fine with me. -
The flipside to the GOD characters mentioned above is that with a system like this you could also end up with a character that is pretty much useless. Imagine a Sonic Resonance/Willpower character. They'd be survivable to a degree, but would have absolutely zero attacks. How would they solo? The Devs have a basic functional rule in this game that everybody should be able to solo to some degree. These characters wouldn't be able to.
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First two I like...third one I'm not such a fan of. I could see that being VERY annoying since very little in the game has any sort of protection against repel, and you'd have the same sorts of complaints about KB with no way to negate it if you want.
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Quote:I think it was the Consolidated Tanker Improvements thread that really ended a lot of the fights there. It basically gave everyone a single place to just put any idea they had to improve Tankers. And once we heard back from the Devs that they were looking there for when Tankers got their looking at, I think it really ended a lot of the perceived notion that if we just scream loud enough, the Devs will hear us.I think it's the only thing I do in these forums...
Needless to say I have been disapointed I still have not seen a single balance discussion/argument in the Tanker forums since I returned. Every single thread is about X/Y builds.
I ponder if all tankers are content these days, the ones that were discontent just rolled brutes, or it was me that was always starting the fights...
We've basically come up with a lot of ideas for the Devs to explore, but now it's just a waiting game to see when Tankers get a balance pass. I think that most Tankers understand that Stalkers and Blasters are worse off. But once Blasters get their look, Tankers will probably scream for their chance next. -
Quote:I think the issue is more like this:Again, then maybe that's a problem of running at an extreme difficulty, rather than the AT. We're also not taking into account things like what powersets or what enemy group.
And your statement sounds an awful lot like "Blasters should be balanced to be able to solo those difficulty settings" which Arcana stated was NOT the case because higher difficulties are NOT the average, nor the standard for balance.
I think the "issues" regarding blasters are being overstated. I'm not denying the issue exists but saying "Blaster can't readily solo extreme difficulties, fix it so they can"?
Can other ATs solo at base levels? Yes
Can Blasters solo at base levels? Yes
Can other ATs solo at +2/+6 fairly easily? Yes
Can Blasters solo at +2/+6 fairly easily? And the answer becomes very muddled, but generally is a no.
Another AT running on just SOs is likely to be able to run through content at 0/0 difficulty faster than a blaster, but not that much faster. Either that, or their survivability is much higher, allowing them to have less defeats. Basically, reward/time subtracting for defeats is higher for other ATs. However, this may or may not be within the margin of error.
Also, other ATs running at just SO levels might be able to crank up the difficulty to something higher while still being able to go through at speed equivalent to Blasters doing their missions. So, since they are at higher difficulties, they're getting more rewards/time.
Now, we take some mid-high level builds into account. Other ATs may be able to crank up to +2/+6 without a significant investment, and run those missions at a decent clip. Blasters either need more money into them to perform at that level of difficulty, or for the same investment lag significantly behind in rate of advancement.
So, are people saying that Blasters should be able to run at +2/+6? No. What they're saying is that given roughly the same investment in their build, Blasters should be able to run at +2/+6 at a pace similar to, but not necessarily equal to, other ATs.
If Blasters can run with the other ATs at base levels of difficulty, but start to lag behind significantly at higher levels of difficulty, it MAY point to a problem with the difficulty slider, or it MAY point to a problem with the AT. Given that many other ATs can run fine at that level, including ATs with similar defense levels, it seems to point to their being something wrong with Blasters. -
Add sleep in. I know that it can be broken with heals/damage/knockdown, but it will still cause any armors to suppress, and any toggles that affect the enemy to drop completely. For some blasters, this may not affect much, for others it could mean life or death (or at least a lot of annoyance).
You'd still have holes for fears, immobs, and confuse, so it's not like you're giving them complete mez protection, just enough to keep their toggles working for a bit. -
Quote:Not as much as you'd think. Scrappers/Stalkers/Brutes/Tanks are all mirrored to some extent.No. Simply put. No.
You can't bend the word 'mirrored' to suit your needs here.
This is beyond silly. Defenders/Corruptors and Tankers/Brutes are mirrored, that is it.
It is very specific to what a mirrored set means in this game.
Corruptors/Defenders are definitely mirrored.
But seeing as how that is 6 ATs out of the basic 10, I'd say that if you gave Blasters some more control options, that even if it DID cause them to become mirrored that it wouldn't be a problem. -
That's what I'm hoping! Got a good name, great costume, and good backstory. Just hoping the combo isn't terribad.
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Very often suggested, but there are several problems with it that "just because there's a rocketboard, we can have this" doesn't cover. First off, there's the issue of strafing: how do you strafe on a motorcycle realistically? Secondly, there's the issue of off-road or through-water transit: how does the motorcycle do this? Thirdly, how would they get the scales right on the motorcycle to get every possible body combination to look right on it?
Edit -> See this recent thread for more: http://boards.cityofheroes.com/showthread.php?t=290825