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Quote:First off, I like the basic idea. I do think that having a bit more choice in the power pools would be a good idea. Specifically, I think that your ideas for Speed, Medicine, Leadership, and Concealment are great ideas. The speed one could work, I think, being modified from the Shield Charge tech that is already in the game.
Concealment: Vanish (single target foe Placate, requires a tohit check and uses endurance)
Fighting: Resilient (toggle protection from Stun, Sleep, and Hold)
Flight: Divebomb (a flying 'charge' attack, might be tough with current game tech)
Leadership: Efficiency (team +Recharge toggle)
Leaping: Grant Leaping (single target ally travel buff)
Medicine: Sedative (short range single target foe Sleep/-Spd/-Rcg)
Presence: Impress (single target Confuse)
Speed: Charge (a ground based 'charge' attack, again might be tough with current game tech)
Teleportation: Teleport To Ally (you teleport directly to the targeted team member within range on the same map)
For Teleport, I think that the pool is really lacking a combat option for travel, like Flight and Leaping have. So what about a short-range TP that grants some defense, has no hover period, and a lower range/endurance cost than regular TP? -
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The Zombies aren't that tough once you're higher level. Low-level characters might have some trouble with them, but even then, if you take them on in small enough groups, they're fine.
You only get debt if you're higher than level 10. I'm not sure if it gets turned off during the invasions or not, but I would think not. -
Me, I think that it's a holdout perception from before Brutes got Claws. The larger radius definitely helps for ease of use (i.e., you don't need to make sure that everything is packed in tight around you before using it), but I'm thinking that people still aren't thinking of Claws when it comes to Brutes, even though they've had it for a bit.
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Quote:If that is the tac you want to take, then why shouldn't we be able to choose from the first three powers from our primary pool at level 1? Wouldn't that allow for more customization? Why not be able to take a power from any tier at level 2? That would allow for more customization, wouldn't it?Castle himself called the new Dominators dual-primary. I ask again why you would even WANT to back up such a concept. Why should we care to emphasize secondaryness?
It's arbitrary and it does not work with a game that's supposed to embrace customization.
It also does not work with every powerset. Some of them have stronger tier 1s than tier 2s. Some are up to taste. If a controller prefers gale, have they broken the game by not acquiescing to your imagined secondary penalty? Should one type of taste be favored? If you want the tier 1 more does that make you overpowered?
At some point, the line must be drawn. The current line works, and nobody here has shown any differently. If you move the line, you do have the potential for weaker characters, especially among newer players (ones who might not know that Stalkers are supposed to take hide, for instance), since because there was a choice, both must be okay choices to take at level 1.
Bruising would also likely be lost, since one of the reasons it was added to the tier 1 Tanker attacks was because you had to take the power. If you can make the choice, then logically you'd have to revert Bruising.
To sum up, the current system is:
Not broken, can't unintentionally gimp characters
Proposed system:
Also not technically broken (though sometimes out of Dev design), can unintentionally gimp characters.
And then you're asking which one I prefer? I prefer the one that is idiot-proof, thankyouverymuch. -
I understand Fury. I was merely pointing out that base stats are not always a differentiator between primary and secondary sets.
If you want another example, look at the traps set, which has a number of powers that work at exactly the same base values on both Corruptors and Defenders, thanks to the pseudo-pets.
There are a number of cases where the secondary set has better stats than the primary. In those cases, the slower progression of powers is the only thing making the secondary weaker than the primary powers. -
Well, range does generate threat at different values, but there's no final value for "melee aggro" versus "ranged aggro" which is what I was trying to say (and doing it badly, apparently).
Basically, Threat is Threat, no matter where it is generated from. Range just plays into the value a bit. Even still, knowing what most of the other values for the Mods in the formula normally go between, I highly doubt that range is as huge of a modifier as TauntDurationRemaining * 1000 is. -
Ahhh...forgot about that (it's been a while since I took the power). I know that it can be slotted with KB enhancers, which are schedule D (60% for an even-level SO).
3-slotting Acro, then, could get you 7 + (2 * 2.8) = 12.6 -
Quote:The stats don't always work, though. Controllers get a lot more benefit from the Storm Secondary powers than a similar Defender might, for instance. Certainly, the debuff potential is higher on the Defender, but with Containment, Controllers can do more damage.This, even if the OP is a troll. The secondary thing does not accomplish anything.
The only response people are making to attempt to rebut it is 'it reinforces the concept of a secondary.' SERIOUSLY? Like the stats do not? Why is reinforcing such a concept even desirable?
Here's how you should think about it. If secondaries were currently open, would you suggest they be restricted just to make them feel more secondary? No, that would just be absurd and pointlessly restrict customization, in addition to being a very weird way to accomplish that goal. If it would make no sense as a new feature, why should it make sense in any case?
Or look at Dominators and Brutes. Dominators have higher base damage on similar attacks.
So stats do not always make it so that the secondary powers are weaker. -
It is -9. Not sure why the two sites have it listed as -7 and -2.
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Bill, in short, they found that it works like this:
Threat = Damage * DebuffMod * AI Mod * RangeMod * ATMod * (TauntDurationRemaining * 1,000)
Taunt, with a 45 second duration, gives the Tanker 45,000 Threat before anything else is even factored in.
A Damage aura or attack, with a 13.5 second Taunt, gives 13,500 Threat before anything else is factored in.
With Gauntlet, a Blaster would need to out-damage the Tanker by more than 27 to 1 (yay for AT mods) in order to strip aggro from them.
Now, what a lot of Blasters do see is that they throw out an AoE like Fireball (target cap of 16) at a group of enemies that the Tanker has engaged with either his own AoE or his aggro aura (target cap of 10), and see the other 6 look his way. That can happen. However, unless you had Taunted those exact 6 enemies before the Blaster threw the AoE, some of them would have looked at the Blaster anyways. -
Quote:This is NOT true. It doesn't override anything. It just adds a heck of a lot of Threat. If someone else can generate more threat than Taunt can, they will get aggro. It also doesn't force mobs into melee range, it just brings them closer. Some mobs it won't do anything to (i.e., Snipers).Taunt is an autohit, zero-endurance AoE that overrides all current threat values with a hardcapped range debuff which forces the affected mobs into melee range where they can be more efficiently held by Gauntlet. Are you claiming that Taunt cannot be considered a key power in the tanker archetype?
It is not a key power for the AT, it just helps a lot. -
Ummmm...I have. Many times. There's no such thing as melee range aggro. It's just aggro. As long as they are attacking, they'll be fine. A 13.5 second taunt effect from their attacks, * 1,000 generates a lot of Threat.
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Well, without any more info, that's pretty much the only answer. I mean, depending on your secondary, you might not find Hasten all that useful, but it should help more than 2% Res to the elements and energies.
However, Resist Energies and Resist Elements also come with some debuff protection, which I'm not sure if you need. -
Well, given those two statements, then Teleport will be your friend.
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Quote:Why would Frozen Aura need to be changed at all? It works fine as is, now. It didn't when I6 came out, which is why Dominators got Ice Sword Circle in the first place (and was one of the suck-tastic properties of Ice Melee, which is why Brutes didn't get it), but now that it does a good amount of damage, I would think that it would be fine.Hrm. Ice Melee, Freezing Touch is only a single target hold, so keeping that as it is can work. The main problems are Ice Patch and Frozen Aura. My suggestions would be:
1: Frozen Fists (keep as it is)
1: Ice Sword (keep as it is)
2: Frost (keep as it is)
6: Freezing Touch (move into lower level, keep as it is)
8: Build Up (keep as it is)
12: Taunt (move into level 12 to standardize)
18: Ice Patch (see below)
26: Frozen Aura (see below)
32: Greater Ice Sword (superior damage instead of high, move into level 32)
- Ice Patch - give them a localized (PBAoE) weaker version of Sleet with reduced radius (10"?). Enemies can still attack, and it would work in conjunction with Ice Melee's lowish damage, raising it due to the -res in Sleet.
- Frozen Aura is now Ice Sword Circle from Dominator's Icy Assault.
Could work as a specialised Brute.
Ice Patch is no more problematic than Hand Clap, really, and would most likely be skipped on Brutes, but that's fine. -
/signed.
I know the reasons against it, but I still want. I've got an Elec/DB Tanker who would love to have some sort of electrical blades, too. -
No, he's talking about gaining a slot to put on another power, not a universal slot. So, taking the tier 1 powers would give you one additional slot to put on another power.
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Severe, for a Fire/Fire Tanker, you might be right, but for a Fire/Ice Tanker, Fire Blast would be equal in damage to your Ice Sword, basically your second-best single-target attack in the set.
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Quote:Well, that depends entirely on the AT, though.I'm inclined to oppose this as well, but to play devil's advocate....
Unlock them at level 38. Given the nature of most tier-9 secondaries, giving players the choice of taking them or taking their first epic pool power would make for some interesting build options. While the epics usually help "round out" a character, many/most tier-9's are "extreme situation" aspects of the archetype. (Elude, for example, offers extreme defense values, while many of the ancillaries offer a controller-y power at the first level.)
- It wouldn't necessarily be game-breaking
- It would open up more power selection variation
- Now that fitness is inherent, it offers additional power options in their place (people could choose all 5 epics.)
Of course,
Does it NEED to be done? No.
Is it necessarily a bad idea? No.
For a Scrapper, that might be the case, but most Tankers get their best attack at level 38, but could probably have an open slot at level 32, since that is when they gain their situational power. -
Neither of these are broken, so there's nothing to "fix."
Now, if you want it to change, then that's a different story. However, I disagree. This would open up a decent amount of problems (e.g., Stalkers not taking Hide), and does away with the thinking that your secondary is, well, secondary to your character. If you get the powerset as a primary, you get the choice of the tier 1 and 2 powers. If it's in your secondary, you don't. Basically, you're weaker in terms of power and choices in your secondary. Seems to make sense to me.
As for boxing and kick, those are the prereqs for the other powers, just like every other power pool. Why would they change just that one pool? -
Melt Armor is a waste of a power pick. It's not that good, and it's on a long recharge.
I say go Pyre Mastery, get Char, Fire Blast, and Fireball.