Wigz_SF

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  1. [ QUOTE ]
    2. After analysis, Scrappers CAN NOT reach the same levels of resistance as a Tank. Regeneration, though, is a small concern.

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  2. Thank you. We finally get some info on what's coming and now people are freaking out because of certain information given out by the man himself.

    Regen Scrappers haven't realized that it's quite possible MoG is made useful again.... omg what a nerf that would be!!!

    I've played Regen, and I'm quite confident nothing drastic will be changed with regards to the power set. The set as a whole is incredibly weak in certain area's but at the same time incredibly strong at mitigating all forms of damage by out healing it. Regen goes down hard whenever faced with difficult opponents, and as such, any changes made to it would be easily modified by the player's themselves.

    Currently, any */Regen Scrapper template can be easily built into an incredible juggernaut by 40. Regen has no issues before IH and IH solves issues with the post 30 game. Powers such as Reconstruction and Dull Pain are so plainly overlooked by most that I even hear most post-28 saying not to take it, even though, time and time again, those powers have saved my scrapper's butt who is post 40.

    I usually ended up tanking stuff for my friends as my regen scrapper and it was tough, but not impossible because I made sure I could use Reconstruction and Dull Pain enough to mitigate damage issues.

    Any changes made to IH will be easily countered by the way the power is designed. Currently, the power accepts three types of enhancements: Healing, Endurance Reduction, and Recharge Reduction. Recharge is useless, because if you slot up endurance reduction, you can essentially keep the power on as long as you have endurance(easily countered by getting QR and Stamina fully slotted). So the benefit from IH is that you can slot it with 3 heals and 3 end reductions(or a similar variation) and keep it on at all times in order to mitigate all forms of damage by out healing it.

    Note, even if the % healing rate is changed, players can easily adapt by modifying the number of healing enhancements in the power itself or by slotting up Reconstruction and Dull Pain, or focus on max'ing Health & Fast Healing(though the effects are hard to notice, they are certainly there, as a Regen and Invul player, I notice the effects of Auto Powers way more than I did when I solely played Regen, and suffice to say that Invul(perma-Unstop)
    and a well slotted Health are an incredible combination.

    As for Power Pool issues, I wouldn't fret too much that most Regen grab Fitness and Fighting, I don't blame them. The Regen power line is very endurance heavy, and Stamina helps a lot, but powers like swift, hurdle, and health are still quite useful without needing slots. As for Fighting, Tough and Weave are very useful, with one providing defense(something regen naturally lacks) and the other providing damage resistance to the two most common damage types(which regen has a bit of already, found in Resilience.) Ask a lot of others, and almost every one will say they have Fitness(so regen can't [censored] that they have to take it meanwhile everybody else also uses it) and Fighting: Dark Armor, Ice Armor, Earth Armor, Fire Armor, SR, Invul are all armors sets which are quite likely to still take Tough and Weave, so Regen isn't alone in the department of 'I gotta take this power pool to survive' category, um hello! Can anyone say Provoke? Tankers are essentially screwed into taking that power pool in order to actually do their job.

    Does Regen need a tweak?

    Yes

    Does it mean IH needs to be nerfed?

    Hell no. IH is fine.

    Do the other powers in Regen need to be improved?

    Hell yes. Powers such as Reconstruction, Resilience, Revive and Moment of Glory need to be made better.

    - Reconstruction needs to come back faster by default, this would make things easier for the early regen scrapper.
    - Resilience needs to gain the damage resistance to 'vomit' based damage types like it was intended to get, in the process, start adding these damage resistances to the other armor sets.
    - Revive needs to rez the player with full health and full end, and a short buff to resistance to all forms of status effects and damage, so that the player doesn't instantly die again without being able to turn on his toggle powers. (Regen needs it toggles on)
    - Moment of Glory needs to be made useful. Right now it is nothing more than a way to earn debt and quickly. Fix MoG!

    On another note,

    - Ice armor needs Sleep Protection.
    - Unyielding Stance needs mobility, make it a slow like granite, or work it such that while immobile, the player has the full resistances provided by US and less when moving. This would make Invul much more fun to play instead of making perma-Unstoppable the only viably fun way to play as Invul.
    - Blizzard needs to be improved, throw in a minor hold and watch people scream out in joy that their power now works.
    - AoE damage doesn't need to be changed at all, leave it the way it is.

    Stop whinning already, you're making the baby black jesus cry.

    Wigz
  3. Wigz_SF

    Tanker Update

    [ QUOTE ]
    [ QUOTE ]
    3. Plain and Simple: The Tanker primary Taunt power should have always been like Provoke.

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    Thank you. Apprently some tanks disagree with you and would rather run willy nilly around the battlefield "tagging" mobs just so they can do their jobs. I prefer provoke.

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    I'm not sure if you're disagreeing with me or agreeing. lol
  4. Wigz_SF

    Tanker Update

    Since this thread has been resurrected....

    1. Instead of a Rage building-up power which increases damage.... (which doesn't work as per remarks you've made), instead give us faster Endurance regeneration rate as the fight lasts longer. This would at least let Tankers finish a fight without having to wait for the couple points of endurance we need to finish the foe.

    2. Change Immobilization to Slow. Rooted and Unyielding Stance provide status effect protection and various other benefits but essentially stop the Tanker from doing his job: 1) holding aggro 2) melee'ing a mob 3) trying to save his teammates from mobs far away from him.

    3. Plain and Simple: The Tanker primary Taunt power should have always been like Provoke.

    4. Ice Armor & Stone armors need to be able to Stack.

    5. Tankers should inherently become more resistant to status effects as they get higher, ultimately becoming completely immune to simple one's such as mag1/2, possibly 3. Nothing like running up to a blue CoT Air Thorn Caster and getting stunned 90% of the time by Thunderclap :P
  5. Good guide. Except my team failed miserably tonight at the mold wall.... the amount of mushroom stunning mobs is just insane and we couldn't do anything after the initial rush. I lost count how many people died after the first wall alone....
  6. wo0t, the dev's are listening
  7. Wigz_SF

    Tanker Update

    [ QUOTE ]
    As promised, I've been looking into the issues facing Tankers; I thought I'd explain the direction we're going. As we analyed it, Tankers have three very valid concerns (aside from the issues with specific power sets):

    1. Without Provoke, they are not a real Tanker. Those people who enjoy the MMP role of "meat shield" have trouble holding aggro properly.
    2. The Tanker's defense stats can be matched by a properly slotted Scrapper - but the Tanker can not approach the Scrapper in damage.
    3. The Tanker doesn't "feel" like a comic book Tanker should. And frankly, this one really, really bothered me. Because our game is a comic book MMP.

    So - here's the solution we're going to try internally. We went through a ton of possible solutions, and we weighed each one against how well they answered the three points above as well as how long it would take to get done.

    1. Tankers will get a "provoke" like AOE effect on their melee attacks. The more a Tanker lands his blows, the more and more mobs he'll attract. The bonus here is that it's not exactly like Provoke (it's not ranged) - but it makes a lot of sense. Some huge monstrosity is bashing the heads of a villain group - they're going to get more and more concerned about taking him/her out....

    2. As a Tanker lands more and more blows, he'll start doing more and more damage. The longer the fight, the more powerful the Tanker becomes. I can't say that the Tanker will do as much damage as a Scrapper - but it'll certainly be more than he does now. This ability really gets to the core of a comic book Tanker. He's extremely powerful - but at the start of a fight, he holds himself back some. As the battle progresses, he lets loose....I prefer this system to a power because this way it's inherent. It's simply the nature of the Archetype. And it also sets the Tanker apart from the Scrapper's criticals.

    Of course, the thought in your minds must be....WHEN?...I'm afraid I don't know. First, we need some code for this. Then we've got to test it thoroughly. Finally, it'll go on the Test Server for awhile to gather data and impressions. This is going to take some time; but I thought you'd like to know at least where we're going, even though we don't know when we'll get there.

    Feel free to comment!

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    I love you!