Aett_Thorn

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  1. I know that there is no chance of these going in before Christmas, of course. It's more of a list of things I've been wanting for a while now, and since it's Christmas time, I feel like it's time to sit on Santa's lap and get some requesting in.

    1) More powerset proliferation:

    Pain Domination for Controllers and Defenders, Empathy for Corruptors and MMs (these two have no more thematic limitations since we can start any AT from either side now)

    Ice Melee Stalkers

    Energy Armor for Tankers

    2) New IO sets, especially for areas like targeted AoE damage, which have fewer sets than they should. This includes Purple sets for Defense, Resistance, Fear, etc. The last sets that were added were the PvP IOs.

    3) Since it's a wishlist, let's get a new AT or two in here as well: A (Buff/Debuff)/Melee AT and a Melee/(Buff/Debuff) AT.

    4) Do some rebalancing of sets that need it. Powersets should not be left massively weaker or massively stronger than other sets for as long as some of them have.

    5) New Mastermind powersets: Pirates (spectral or otherwise), Wizards, Sidekicks (super-powered henchmen), Elementals

    6) Psychic Armor

    7) Carp Armor/Carp Melee

    8) Complete some of the existing costume sets. I can have Steampunk Armor chest, legs, and gloves, but no boots?

    9) More alternate animations. C'mon Devs, even you know this was done of half-@$$ed. 4 new animations give to dozens of powers isn't what the players were asking for, and you know it.

    10) Do some balancing of the Ancillary/Patron Pools. Some of them are just laughably weaker than others for no reason.

    11) Speaking of which, give us some new Ancillary Pools, and give blueside characters some way of opening up the patron pools without having to switch sides. I'd pay for that last one, actually.

    12) a DC Player Summit. Yes, I know this is just me being lazy/cheap, but it would be fun for me.


    That should do for now. C'mon Santa, you know I've been a (relatively) good boy.
  2. Quote:
    Originally Posted by Vega View Post
    Bad Idea.

    You would be giving the King of HP more damage for doing nothing. How about making it interesting and have a trade off. Whenever in that High Burst damage state, they get Blaster HP and lose passives.

    Otherwise there would be nothing but Shield/Electric tanks running around with Spring attack and teleport.
    THAT'S EVEN WORSE! Please tell me you were joking. If that went in, we'd have Tanker afraid of taking the alpha strike, further marginalizing Tankers.
  3. I would go with a TW/WP Brute, and a Dark Armor/? Tanker.

    Reasoning: Willpower is a bit lacking in terms of aggro control. Certainly, a good Tanker can hold aggro with it, but Willpower and TW as a combo seems like it would be better on a Brute, allowing you to keep attacking and keep momentum going with few click powers necessary.

    Meanwhile, Dark Armor is great on a Tanker, providing a lot of mitigation (more than most give it credit for), but is costly in terms of endurance (pro-tip: get a Theft of Essence IO +End proc and slot it in Dark Regen as soon as you can). Dark Melee isn't a bad pairing with it. You get a cone, and two true AoE powers, that are just on longer timers. But one buffs your ToHit and Damage per enemy in range, and the other gives you endurance back for each for in range.

    War Mace, Energy Melee, Martial Arts, and Kinetic Melee all have a few stuns in them that you can use to stack with Oppressive Gloom from Dark Armor to stun bosses, and a Dark Armor/Ice Melee toon is a melee controller.
  4. Short answer: yes.

    Long answer: yes, but with some complications. Basically, against even-level enemies with normal ToHit chances, a -ToHit debuff of 15% is exactly equivalent to a 15% Def buff on your pets.

    However, that defense buff will always be 15%, but against higher level enemies, the -15% ToHit debuff will get weakened, meaning that it's not quite as effective as the Defense buff.
  5. Quite honestly, besides the creation of new powersets (there's a whole thread with various powerset suggestions stickied at the top of the suggestion forum - you might find some good ideas there), I think that if you tried a Street Justice/Ninjitsu Stalker, you might find it to be pretty similar to what you're looking for.

    And the rest of it can be done with various Pool/Ancillary/Incarnate abilities, though I know those take a while to get to.
  6. Quote:
    Originally Posted by Psiphon View Post
    Sorry My bad, meant to quote this one.
    Well, I threw it in the front posts yesterday. My only concern is that this basically gives every Tanker a -ToHit debuff auto-aura around them, since the game currently doesn't give out -ToHit debuffs depending on who you're attacking. This could have unforeseen consequences.

    Also, I don't feel like making Tankers "Brute-lites" is the way to go.
  7. Quote:
    Originally Posted by Shadow Chimera View Post
    Again people, I understand that the odds of my idea being used, even in a form different from what I envisioned, is very small, so please stop reminding me that it probably won't happen. Also, I am pretty sure that there are some people who are anime-phobes that like tokusatsu.
    Nobody is saying that it won't happen. Just that from what you've described, it seems much more like a new powerset or playstyle thing than it needing to be a brand new AT. Take that kind of feedback, and see if you can fit your idea into it, or change your idea to make more sense for what you're trying to get at.

    Because I have to agree with those posters above: you can already do this in game with some of the ATs and costumes that we have available to us. And any changes that need to be made could be done within the realm of a new powerset.
  8. Quote:
    Originally Posted by Leo_G View Post
    Lol are you *blind* and *dumb*?

    And I'll give you 2 guesses what was posted in that last link between the time it was posted and the 51 minutes later when it was edited...
    The first post you linked to seemed to be in jest. And Dechs redacted his comment after he seemed to understand the suggestion.
  9. Quote:
    Originally Posted by Psiphon View Post
    Hi

    There have been no comments on whether this is a good idea or not, I assume from that, it's not.
    Just wondering why, is it simply lackluster or not suitable for some reason? Just wondering.
    Arcanaville addressed this in the post below it, Basically, it would require the devs to need to rewrite how the ToHit formula works, which just opens up a lot of problems.
  10. Well, at least this idea has one thing going for it: it's pretty much united the Tanker forums on an issue. Granted, it's to say that this is a bad idea, but still, how many times has this forum every had this many people arguing the same side of a subject?
  11. First off, while Stone Armor Tankers have a decent aggro aura, it is not one of the best. Invuln and Shield have longer durations, which help a lot, and Ice Armor has two aggro auras, of which one contains a decent amount of debuffs.

    But let's take a closer look at the Threat formula:

    Threat = Damage * DebuffMod * AT Mod * AI Mod * RangeMod * (TauntDurationRemaining * 1,000)

    So let's get rid of the three items that are either the same or we don't know much about: AT Mod, AI Mod and RangeMod. That leaves us with:

    Threat = Damage * DebuffMod * (TauntDurationRemaining * 1,000).


    Obviously, within this formula, the TauntDurationRemaining * 1,000 should end up being the highest value. At level 23, Taunt has a duration of 29.4 seconds, and the various Gauntlet effects from attacks has a 6.26 second Taunt. You aggro aura, Mud Pots, has a 6.26 second duration Taunt, does 4.6 fire damage, and has a handful of debuffs. Crushing Blow on a level 23 Tanker does 46.08 damage and has a debuff.

    So let's take a look at some values of Threat:

    - Un-Taunted Mob hit with Crushing Blow: 46.08 * 2 * (6.26 * 1,000) = 576,921 Threat

    - Taunted Mob his with Crushing Blow: 46.08 * 2 * (29.4 *1,000) = 2,709,504 Threat

    - Un-Taunted Mob hit with Mud Pots: 4.6 * 6 * (6.26 * 1,000) = 172,776 Threat

    - Taunted Mob hit with Mud Pots: 4.6 * 6 * (29.4 * 1,000) = 728,640 Threat


    So as you can see, Crushing Blow on a Taunted Mob has a HUGE advantage over the other sources of aggro. This is because of the large Taunt Duration of Taunt, and the higher damage of Crushing blow over Mud Pots.


    Now, let's compare those values to a similar Brute with, say, 100% Damage buff from Fury (should be easy enough to maintain, even at those levels). We'll make him a TW/Stone Brute, just to compare apples to apples here. His Taunt values are the same. He does 86.4 damage with Crushing Blow and 8.6 with Mud Pots.


    - Un-Taunted Mob hit with Crushing Blow: 86.4 * 2 * (6.26 * 1,000) = 1,081,728 Threat

    - Taunted Mob his with Crushing Blow: 86.4 * 2 * (29.4 *1,000) = 5,080,320 Threat

    - Un-Taunted Mob hit with Mud Pots: 8.6 * 6 * (6.26 * 1,000) = 323,016 Threat

    - Taunted Mob hit with Mud Pots: 8.6 * 6 * (29.4 * 1,000) = 1,517,040 Threat


    So, a similarly-outfitted Brute can generate almost twice the amount of Threat that a Tanker can if they use similar powers. It is because of their potentially higher damage output, and the fact that their AT mods and Taunt duration values are the same.

    Edit -> In short, loading up Taunt with TauntDuration enhancements is the best way to go, along with making sure that you are slotting up attacks for damage as well.
  12. Good morning, all.

    I wanted to start this thread in conjunction with the Consolidated Tanker. Basically, I think that throwing out a ton of ideas at the Devs will help them to figure out what we're looking for. But I think that having an open and honest discussion about what we, the players, feel is the actual role in this game of what we think that Tankers are, and what we want them to be, will help them as well.

    I think that most of the discussion I see posted about new ideas are that it doesn't fulfill the tole of the Tank in the eyes of the commenter. This is problematic for a number of reasons, but mostly because I think that even amongst mainly Tanker players, we have different ideas of what a Tanker should be.

    So, while the other thread is looking at specific ideas that people want done for Tankers, this thread will be more of a general discussion. What do people feel is the role of a Tanker in the level 1-49 content? In the 50+ content? Does it change? What about on a buff-saturated team? Solo? On Trials and i-Trials? All of these are up for discussion. Also, I think it would be useful for the Devs to know what we think the Tanker's role SHOULD be. I know that this will open up a lot of discussion, but I think it's one that the Devs need to see if they're going to be looking at Tankers soon. If we throw out 1,000 ideas, and they choose the ones that the players feel take Tankers away from the role that we feel they should have, nobody is going to be happy.
  13. Quote:
    Originally Posted by Acemace View Post
    I had a request from Profit who's unable to post atm to add a suggestion he has for Invul, "resist physical dmg needs to be switched with tough hide".
    As that has more to do with a single set, and not large-scale changes to the Tanker AT as a whole, I won't be including that here. I hope that you (and Profit) understand. I think that we could very easily get down into the bushes if we start down that path, and it's not something that I want to do here. Sorry!

    Edit-> Also, front posts should be updated. as of 12/20/11: 8:22 am EST.
  14. I gotta agree with the others. This just isn't what is needed, and will encourage bad Tanker play to get the carrot of more damage.

    I'll add it to the Consolidated thread, but I'll say in this thread that I don't like it.
  15. Fifthed!




    What? I like to be ahead of the curve.
  16. It's not, but I don't think that there is a rularuu Titan weapon model yet.
  17. Honestly, Knight, I just had no idea what you were trying to say. It seemed like you were mixing up concepts (e.g., Rage versus Fury) which led to your post making little sense. That, plus the grammatical errors caused me to have no idea what you were actually trying to get at.

    A -ToHit debuff on other players in range of your Taunt aura? What? A bar that goes up as the Tanekr and his team gets damaged? What about Tankers that rely on not getting hit? Taunting aura range going up increases the Tanker's threat?

    I don't think your idea is overpowering, per se (although the note about having Tanker damage potential be equal to that of Brutes could be), but it just doesn't make sense to me.
  18. Quote:
    Originally Posted by jwbullfrog View Post
    I think its just shy of one trillion. NOt really sure on this since I don't think anyone has ever gotten even remotely close to that number.
    Ummm...isn't it a 2 Billion limit on one character?
  19. Okay, front page posts should be updated. If you feel like I've missed your idea, please let me know.
  20. They are part of the Celestial set, which is bought with reward points by Tier 9 VIPs.
  21. Staff Melee is already coming. After that, I hope that we get some non-weapon powersets. Give me Rad Melee or Psychic Melee before another weapon powerset.
  22. Quote:
    Originally Posted by GreenGunNewb View Post
    Aett, there have been a few new suggestions and a proposed revision of the battle mastery concept. Can you please update the list on the first page to reflect the new ideas?
    Haven't had internet for most of the day thanks to Comcast. Will go through this post tomorrow and see what I can pull out to add to the first posts.
  23. The cones and AoEs are limited in number of targets to match every other set. Removing or loosening those restriction would make this set vastly overpowered.
  24. The last one of these we did was a few years ago, so another one would be nice. The first one we did at a Dave and Busters, and it worked out really well. The second one was a picnic at a park near DC that I tried to help organize, but wasn't able to attend.

    The theater sounds like it could be fun, though, especially if people didn't mind us talking through the film.

    I will say, though, just because of experience that the Dave and Busters did work out really, really well though. Reserved a semi-private area there that had pool tables and shuffleboard, so that people were able to eat, talk, drink, and have a good time before heading off to play video games. A combination of theater/Dave and Busters might work, too, but would be decently expensive.
  25. Guys, I would really like this thread to remain on track and be useful to the Devs. Can we take all side conversations out of this thread into another one?

    Thanks,
    Aett