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Quote:Join the farm teams, unlock Hybrid and call it a day.Actually all this doesnt really matter.
I HATE this trial, I HATE it. Doesnt even matter why i hate it.
But its the only way to open hybrid, and that feels really like it goes against their design document of not requiring people to do something boring or tedius for a reward.
There are lots of sources for other ixp, components, merits, etc
But this... this is the only path to IXP and it stinks like rotten foot cheese.
Or wait for the other method they will have to unlock it, coming SOON.
Other than that there isn't any other way around it. -
Quote:I don't expect that it will run that often after the core people on smaller servers open up the hybrid. Freedom, Virtue, or the mid-sized servers, sure. The smaller ones? . . . We'll see."Most servers" don't do the same thing.
Justice rarely runs BAF/Lambda only. People usually run "streaks" of the more popular iTrials, including BAF, Lamda, TPN, Keyes, and DD. MoM and UGT are not run as often, the former because it's easy to fail for comparatively low reward and the latter because it's long and somewhat easy to fail for its reward (even though the reward is good).
I expect the Magisterium trial to be added to the list, as I don't think it's going to be nearly as easy to fail once we get it down pat, as MoM and is comparable in length.
keep in mind that the devs eventually ARE going to bring out a way to get the particular iXP without running the Mag trail over and over.
Ofcourse the first part will be farmed to death, so maybe completing it won't be necessary. -
Quote:It's not hard.I've seen a Tyrant battle going nowhere fast until people finally learned to watch for the "Air Crackles" warning and run. If people run, that spreads out the lightning columns and you can jump back on Tyrant right away.
Also, death is a rather significant debuff to the damage you can put out.
Once they learned to dodge, Tyrant went down lickety split. But while a handful of players kept getting killed, Tyrant stood tall.
Moral: lrn2dodg
Fun, on the other hand?
I expect (which is already happening) that the first part will have regular farm runs, so that actually beating the trial will become irrelevant to actually unlocking Hybrid.
/shrug. -
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Quote:I personally don't think tankers need anything added or brutes anything taken away.I disagree with it.
Until I see a clear problem statement I won't agree to any solution. Because they aren't solutions they are just random suggested buffs.
When people state an actual problem with tankers the solutions are easy and obvious. The problem with this thread is people unwilling to state a problem because what they really want is a buff to tankers which is not justified.
But I would not say no to a tanker buff or even blink at a brute reduction.
/shrug -
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Quote:No matter when you run them, the number needed to unlock the slot doesn't change.It -is- a choice though. You can run one Magi trial when it launches... one the next week... one a month from then, and then 2 in one night 5 days later. BOOM! You have Hybrid unlocked on one of your characters.
There is no reason whatsoever to blast Magi trials as if there is nothing else to do in this game, because, well, there -is- other stuff to do. And the only trial where the difficulty is such that Hybrid will come in handy, is, well, the trial you have to do to unlock it. -
Quote:Sooooo no matter how long they released the issue people would still be doing what they were. I think we are saying the same thing here and don't know it.More to the point then: After a few runs of Magisterium to unlock, then plopping in that nice, new T4 Hybrid... will the OP (and others with similar complaints) still be running trials all the time? Of course they will. That's what they do.
How long you have to run the trial to unlock the slot has nothing to do with how long it took the issue to come out. It's going to take them the same amount of runs no matter what. -
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Quote:I agree mostly but in this context the question doesn't really make sense.I have ... 4 characters that I bother to incarnate. Four. Because I play other characters, other games, work, go out, and other such things that would prevent me from having 45 incarnated characters.
Now, will the lack of a 7th or 8th slot stop you from running iTrials all day and night? Right. They didn't wait too long.
You have NO CHOICE except to run the Magistarium trial all day and all night, since it's the only way to unlock the Hybrid slot.
You ask that question like it's a choice.
so technically speaking no they didn't wait too long. If they had released it today or two weeks ago or a year ago you would STILL have NO CHOICE but to do 4-5 trials to unlock the slot. -
Quote:Right. But THIS current engine probably can't do something like that.Depends - Various gaming engines have reached a level where they are indeed capable of creating such desigs without bigger problems, even in multiplayer enviroments. Sure, some things might get cut short in detail (like the hair, not moving each piece of them individually), but overall it's cleary possible to get such suits done with the right engine.
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Quote:As long as it doesn't negatively effect situations where all you can get is a brute (namely a full villains side team or when there are no tanks available) for aggro management, I see no issue.And the last run of posts only convince me more that it's more about aggro management than survivability.
I don't care what a Brute can or cannot survive vs a Tank. The fact that it's aggro management is the same is what makes them just as 'useful' and do more damage. It seems like everyone wants to nerf their resistance/defense caps, but that won't change that they can hold the same ammount of aggro, and as everyone keeps saying 'with the proper buffs' (whatever they are dependent on the Brute) a Brute can tank as well as a Tank. What it can resist is almost pointless in comparison. A well buffed anything does a better job than a non-buffed something.
Again, lower the Brute's Threat rating, making spawns more inclined to peel off them when others attack in teams, and normalize the Tank's Threat rating, and possibly increase how many they can retain aggro on, so they're desireable again for what they're supposed to be about. Even if they can't do the latter because it's a universal constant, they can affect the former, making Tanks the unequalled contender in aggro management again.
I really think that would be enough without effecting sweeping changes to Brute's survivability just to make Tanks feel special. -
[QUOTE=Oedipus_Tex;4249192]I agree with you.
I don't think the fix is simple. Overall in it's current state I don't think this game has much room for either Tankers or Defenders. They overlap too much with other ATs without defining themselves.
But I still think Brutes need to take the Resistance cap hit. If Scrappers and Stalkers can make do with the same Resistance as a Blaster or Controller, Brutes do not need the same resistance cap as a Tanker.[/QUOTE]
Seriously. I mean how often the folks play at the cap? Such a change would not bother anyone who solos.
And if you are teaming you aren't going to notice.
Playing end game? Who give a *&^%? You're probably destinyed up the wazoo.
I never got the Brute ******** about the reduction Castle proposed. -
Quote:I think you see where I'm coming from. If the devs turned around and said "we are reducing Brutes by 5%" I would not mind. What I would mind is if that were the end of the discussion. That reduction in 5% doesn't do jack squat to make any tank stand out more, and literally has NOTHING TO DO WITH TANKS. Those who still invited Brutes over Tanks for whatever reason would still do it. Those who didn't care for either way and just invite whatever is available would still do so. Generally the population in game wouldn't give a ****, generally.*shrugs* I don't put much stock out how some extremist view ATs period. Reducing Brute DR to 85% cap was not world-ending. Castle thought it a *small* step towards putting ATs in their proper places relative to each other, and I thought he was right. Whoa, but the outcry over that piddly 5%...
So, where we are right now, my Tankers have been retired permanently until something happens to make them stand out more from my Brutes. We know that 'more damage' isn't likely to be that something.
Something to make Tanks stand out more than Brutes is something to make TANKS stand out more than Brutes. A nerf to just brutes and just a cap increase to Tanks would be pointless.
EDIT: That'd be like if they had reduced how much stealth other melee classes can get and just increased damage on stalkers while they are stealthed, without any of the other changes they made DIRECTLY to the stalker class and called that the fix to stalkers. I think a lot of stalker players would have called that "pure idiocy". Just saying.
Sure class balance is VERY important, but you don't focus solely on class balance if you want improvements to your AT. -
Quote:For the record I wouldn't bat an eye if Brutes got hit, as an argument can be made for it.I'm sorry, but you have no ground to stand on here. If you're going to post and post and post about how Tankers are useless because Brutes are so great, you can't come back now and act suprised that nerfing Brutes might be in order.
There is a culture in this game that thinks that we should never nerf anything, and the blunt truth is that it causes more long term problems than it fixes. For example, we can't let Dark Control be as good as Plant Control because Plant Control is overpowered, but people bug out if we mention nerfing Plant. It's untenable and with the introduction of pay-for powersets now likely to start affecting the bottom line.
And Brutes, frankly, need the nerf. They should have had their Resistance cap lowered back when, but the usual suspects went ballistic.
However, doing only that and not making any other changes to Tanks other than a damage cap increase, and calling it a day, wouldn't solve anything for the Tank players who perceive that tanks have issues. -
Quote:Now this . . . where the majority of the changes go to the ACTUAL ******* AT in question, makes more logical sense.Raise Tankers Taunt to 10 targets max.
Raise Tankers aggro cap.
Raise Tankers damage cap.
(Possibly raise Tankers resistance cap to 95%)
Lower Brutes resistance cap to 85%.
Just saying. -
Quote:Those alone would NOT matter for some people, as already posted in this thread. The players who play Tankers would not mind the damage cap increase . . . except for the problem that regular solo tanks don't reach anywhere near that.I never got the huge outcry when Castle tried to reduce Brute DR cap to 85%. My main is a Brute and I have no problem with this. I don't think 95% of Brute players would even notice.
Also, what would be huge problem with raising Tanker Damage caps to, say, 500%?
I think these two simple things would solve just about all the perceived issues
Also the changes to brutes do what exactly to help tanks?
It doesn't make tanks any more wanted or needed. No AT in this game is really needed, so what exactly would be the point of changing another AT that has nothing to do with the AT you play.
That's like saying reduce the damage corrupters and other ranged toons do, raise the damage mod for blasters and all blaster issues are fixed.
That would not fly with blaster players. They would still be calling for changes to blaster nukes, snipes, etc.
Also: Let me put it this way. Had they reduced the abilities of all the other melee ATs right before the stalker changes, stalker players would STILL be asking for the buffs the eventually got. I think you put too much stock into how people view other ATs affect what they want for "their own" AT. -
Quote:I completely disagree.I would agree with this statement.
If Castle had been allowed to actually do what he wanted to do regarding Brutes, the vast majority of this thread we are currently in would not exist.
I would also venture a guess that if Castle had been allowed to reduce the maximum potential of Brutes as much as he wanted to, Johnny would not be quite so up in arms about how they perform better than Tankers.
Thanks for finding the actual quotes, I had no idea where to look for them.
The problems tankers have would still be called problems by people who play tankers and couldn't care less about the other melee ATs. -
What is 5:30 PM PD in Eastern time?