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Posts
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Joined
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I was never really gone. I posted too many times in one day, which caused a temporal anomaly to open and propel me into the next forum.
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Quote:I used to farm the Storm Palace for arcane salvage on my DM/DA, but that was while I was getting her filled up with IOs, and I never took on more than two bosses...and of course, DA vs. psi damage, etc.The storm palace +2 brutes that were heavily resistant to status effects and knockback and mixed with eyeballs, or the +2 wisps with nearly 100% psi damage, or the flying endurance-draining energy-flinging clouds. Though, there have been more changes to scrappers than just IOs since then. My claws/sr scrapper can, sometimes, handle the +4 rikti spawns, but the storm palace is still a bit much without inspirations.
Although, I didn't think pylons were much more than a means of measuring DPS, and were made easier by changes to scrapper animation times moreso than anything else.
I haven't given the +4 bosses a try due to one hit taking like 80% of my hit points. -
Quote:Well, the RCS challenge was three even-level mobs, but click panic buttons made those trivial.For clarifying timelines, the challenges that the "RWZ scrapper challenge" sprung from were in rikti crash sight and the storm palace, and were used for quite a while. RWZ with 3 +4 bosses wasn't the only challenge, which is why I said "challenges"
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I think the storm palace has always been a better place to challenge builds, but it's just too inconvenient, I guess.
What were the challenges equivalent to taking on the pylons or 3 +4 bosses at once? -
Quote:That's because some tankers want to outdps scrappers, not because tanker damage is intolerably low.I disagree. Scrappers having lower defenses do not hamper them the way Tankers having lower damage hampers them. Scrapper do not have BAD defenses at all. Scrapper defenses are in fact optimal for soloing. On teams, they have outside support from buffs, debuffs and heals. You will find very few complaints on the Scrapper boards about them being to weak defensively. Many fewer than you will find of Tankers complaining about damage.
Quote:A well built Scrapper can survive just about anything he wants, hazard sized spawns, EBs, AVs, and thanks to their superior damage they'll defeat them in a shorter time than a Tanker.
Quote:That's not accurate. Tankers deal roughtly 65% of what a Scrapper does with the same power set. That's not counting Criticals
Smite does 114.5 three slotted for damage on a Tanker, 177.1 on a Scrapper.
Scrapper Smite at 50, unslotted: 20.02 smashing + 62.56 negative = 82.58
58.73 is 71% of 82.58.
If you three slot for damage... Let's say to 196% damage, that becomes:
115.11 to 161.86
Perhaps unsurprisingly, tanker damage remains 71% as compared to scrapper.
Quote:I think you may be confusing me with someone else. I agree, Minion fights are trivial. I've specifically spoken AGAINST making Tankers better Minion/LT/AoE killers. I've always leaned to making Tankers better at hurting the big guys, the guys who can take it.
Quote:I fail to see how improving Tankers at damaging Bosses will destroy game balance.
Quote:In all of my suggestions, Scrappers still outdamage Tankers on the whole. Be it my Tanker Domination proposal, suggesting a damage bonus against bosses and up or whatever.
Quote:And I pointed out that consistant, medium, vanilla damage is far from their super hero roots and the ideal of the comic book tank.
Quote:I think it's very comparable. With have two ATs, both with defensive primaries and offensive secondaries. When one had "feel" problems, largely due to how it performed offensively, it got offensive tweaks. I'd say that's very relevant.
Quote:What about being like the Thing? His catchphrase was "It's clobberin' time!"
Not "It's aggro management with medium damage time!" -
Quote:That's why I said "all things being equal." A stone brute doesn't have the same survivability as a stone tanker (although it's arguable whether the difference is relevant). I also think that Granite is overpowered.Stone/ brute, Fire/ tanker, many enemies.
Any tanker with a psi hole, /Dark scrapper, Countess Crey or PCWK.
Any tanker without drain resistance, /Elec or /Dark brute, Carnies.
Many tankers, /Elec brute, Rikti.
It happens. Not frequently, but when it does it's very frustrating for the tanker, who can't attack without drawing aggro and getting killed. I just don't think you should ever have your inherent prevent you from attacking under penalty of death. -
Quote:The Rikti War Zone Challenge was not around long before IOs. Issue 9 introduced IOs. Issue 10 introduce the RWZ. Issue 11 introduced purple sets.The challenges were around long before IOs
edit: not denying that more scrappers can "win" the scrapper challenges now, but so can more tanks.
Edit: Just clarifying timelines. -
Quote:I've had this happen on other forums (in Firefox) in the past. What fixed it was deleting the associated cookies.Ok. I like the new forums all very well. But now, the last 24 hours or so, the forum seems to have forgotten which threads and posts I have already read. Everytime I open the forum in my browser (IE, don't kill me) it's still showing older threads and posts as unread. As I doubt I'm alone with this minor hickup I was wondering what to do.
Thanks in advance.
//Jack -
Quote:I had this happen earlier this morning, on a stationary target.There may be another explanation for what you are experiencing. Sometimes there may be minor lag between the server and you when you press Foot Stomp while moving. On your screen you may be in the middle of the spawn of enemies. On the server you may be just outside of it. Your character Foot Stomps in the middle on your screen but not inside on the server. No hits nor damage occur because you aren't actually near any enemies. Occasionally you may notice that you hit the "front" of the pack, but not the back while in the middle.
This may or may not be what is occurring to you. The difference with the original post is that his Foot Stomp is doing something to the enemy in the combat log. In lag situations there'd be no hit checks.
This looks like something that happened when they introduced gauntlet and the ability to hit fleeing targets with melee attacks. For some reason, you could chase a fleeing target all day and your attacks wouldn't do anything - they'd fire, but no hit or miss.
In this case, it seems to not be related to movement, but it reminds me of that. -
All things being equal, I don't think it's possible for anyone on a team to have greater survivability than a tanker. That's a complete red herring. It's hard to shed a tear for fully IO'd scrappers outtanking SO'd tankers, though - even then, I don't think it's likely, given the potential for team buffs and debuffs multiplying the tanker's survivability.
This idea isn't bad at all, I don't think. It's a kind of stance thing that gives tankers more flexibility solo and on teams. -
Oh, and while I don't think raising the aggro cap to 25 or so would go very far toward hurting the game, I think removing it entirely would be a fairly big mistake. The only purpose for such a move would be to facilitate farming, not to improve overall gameplay.
This was part of a series of changes in issues 5 and 6 (global defense reduction, ED, AoE caps, and others) that were intended to shift the scale and focus of the game. Removing the aggro cap would simply be a retrogade move. -
Quote:Unless I accidentally slipped into an alternate universe since the CoV beta, they never nerfed tanker damage. They buffed scrapper damage in issue 5, after buffing tanker damage in issue 3.way to miss my point
I am perfectly happy with tanker performance, I said scrappers are overperforming.
I never once said NERF SCRAPPERS.
What I said was, when they nerfed em before they didnt go far enough. They nerfed Tank damage because it was too close to scrapper damage, they nerfed scrappers defenses for the same reason. This was in order to differentiate the two ATs from each other. Well, with tanks, they more than met their goal, and with scrappers, it is my contention they did not. the fact that scrappers can solo AVs pretty much proves that point. When a scrapper can tank lvl 52 boss farms, without support, they are overperforming. Even with IOs, it is difficult for a tank to solo an AV. Not difficult to live through, difficult to kill it. For an IOd scrapper, the opposite should be true, the damage is there, but the ability to absorb the damage should be the sticking point. it has been shown before, it is not only not difficult, some have taken on multiple AVs at once.
ATs are supposed to be interchangable, to a point. If a tank can't fill the role of a scrapper, or any other AT for that matter, then why the hell should a scrapper, be able to fill the role of a tank.
What I stated before was not a suggestion, not a cry for nerfs, it was AN OPINION.
Anyway, this has gone way off the OP's original point, and I still agree with him, the aggro cap is outdated.
I'm trying to understand this perspective where you're insisting that tankers can't do enough damage to stand in for a scrapper, though. I mean, I have played tankers, and my Ice/Stone specifically has never had trouble dealing enough damage alongside another tanker. I mean, sure, it's not equal to a scrapper, but at the same time, it's not exactly wimpy, you know?
As for expressing your opinion, you expressed your opinion that scrappers should be nerfed:
Quote:Personally, I think they should hardcap scrapper defense and lower their resistances caps, but somehow, I don't think that would go over too well. -
Quote:I'm sorry, it is fair because scrappers get more damage in exchange for lower defenses. Tankers get more defenses and can withstand more mobs of all kinds pounding on them, and are less likely to be reduced to red health in a single shot. In addition, tankers are still doing ~3/4th the damage that scrappers do, which is still effective.This game didn't do that. This game decided that Wolverine gets to outdo the Thing whether they're fighting 30' tall robots or droves of ninjas. They could have said "OK, Tankers are better fighting one large foe(like a Boss), and Scrappers are better at lots of little minions". They didn't. They said Scrappers get to be better at fighting everything, all the time and Tankers get to be decoys. How exactly is that fair?
I already explained why your idea here is a poor one, and it's been a poor one for a long time. No AT needs "better at killing minions" as a niche. Some are better at it than others, due to AoE and overall damage levels, but fights against minions are largely trivial.
Quote:What Samuel is pointing out is ONE abstraction that didn't have to be made so abstract. There have been NUMEROUS ideas and suggestions made about how to deal with Tanker concept issues. We could maintain game balance and solve these problems by next issue if the devs wanted to tackle it. It doesn't require throwing out ATs or the system. It requires some thought and the desire to do it on the devs' part. That's all.
Quote:The argument that Tankers have to be the way they are now because that is the only way that works doesn't hold water. If that was the case, NONE of the ATs would have been altered after they were launched. In recent game history we've seen striking changes to Blasters, MMs, Stalkers and most recently, Doms. In the last instance, Doms were changed for very qualatative reasons. Castle listed those reasons as:
Quote:While there is some argument already about Brute vs Tanker viability in the coming expansion, addressing the "Jeckyll and Hyde feeling" and the "feel of low level play" seem to me as just as valid reasons to alter Dom secondary damage as arguments about the "feel" of Tanker offense and improving the feeling that Tankers are heavy hitters are for changing theirs.
Quote:True, but being better at one thing may not be as beneficial or fun as being better at another.
When the things you're not so great at contradict what people's reasonable expectations are of the AT based on any number of outside examples, why shouldn't we attempt to rectify that? You can tell those people their expectations are invalid, OR you can try to make improvements. -
Quote:It's not a good suggestion because the fights that matter are against bosses, EBs, AVs, monsters, and GMs. Fights against minions are over in moments, so giving scrappers a bonus against them to balance tankers being better against the aforementioned categories would make scrappers pretty worthless on a team.I could get behind that. Give tankers a damage bonus against Bosses/EBs/AVs/Monsters/GMs.
Also, other ATs are much better at minions than scrappers - blasters, for example, can take them down faster without needing to move into the minions in the first place. -
Quote:But it's an age-old tanker forum tradition! "I'm not satisfied with tanker performance. NERF SCRAPPERS."That's because nerfing one AT to make another AT more important is beyond stupid.
And what he really wants is a nerf to all other ATs, because hard capping scrapper defense and reducing the resist cap would require the same be done to everyone else, except perhaps brutes.
It's also a feature that more than one AT can fill a given role on any team. -
Quote:Yeah, I agree with this.When one has a favorite AT, it's natural to want to push the boundaries and want to make it more capable. But like it or not, ATs are all designed with inherent tradeoffs. To fundamentally alter tanks such that they did more damage, they'd have to have a commensurate reduction in survivability at which point they'd likely end up looking a lot like Brutes.
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Quote:I was going to respond to each of your points until I hit the paragraph where you claim that tankers level slowly because of hitting mobs with higher regen than your damage, and I couldn't keep going. I don't believe tankers have it this bad (or really, have it bad at all).But I simply don't agree with the notion that a large, hard target can ever be perceived to be a threat without actually having anything more threatening to offer than just about EVERYBODY else. Tankers right now are threatening because the system gives their attacks a high threat rating. However, from a purely practical standpoint, they're the most harmless AT of them all. What does a boss or an AV stand to lose by completely ignoring a Tanker and focusing on the Blaster or the Controller? When we actually have an answer to that questions that's something other than "nothing" will I ever be able to accept that any Tanker is actually threatening.
This game has multiple abstractions to make it a playable game, instead of trying to balance out how to deal with Superman and Batman on the same team if they do appropriate levels of damage when fighting mobs. It's not easy to set up a game to handle the non-combat side of things, and especially handle them in a way that's satisfactory to players - it's about confronting, fighting, and defeating your enemies (heroes or villains). In that environment, everyone has to be able to contribute, and that means if you have more defense, you do less damage. It also means stuff like origins are cosmetic - Natural heroes do the same damage as mutant and magical heroes, even though natural was initially defined as humans who get there with training - how do humans train themselves to be invulnerable and superstrong? How does my natural tanker train herself to wrap herself in ice and pull stone mallets out of the air? This game is full of conceptual weirdness, and I don't think this one thing, the threat mechanic, is really the spectre that you're making it out to be.
It also means that archetypes need things that they do better than others, or there's no point to having archetypes at all. The argument of whether games need archetypes is separate to the fact that this game has archetypes, and has to balance around that fact. So in this game, Batman gets to outdps Superman because Batman needs to be relevant in the situations the game represents. -
Quote:I think you're splitting a lot of hairs I didn't even begin to imply. SWG was a fairly successful MMORPG prior to the NGE change. IIRC, this change was announced within a week to a month of ED, and is ultimately behind a significant number of subscribers leaving SWG. You can argue specifics all you want, and even argue over whether or not the game was objectively worse after the changes, but I think that's largely irrelevant. People liked the game before, and the game it was after was no longer the game they wanted, they quit. You can find ex-SWG players all over the place who are more than happy to explain this. My current WoW guild is full of them. Don't pretend this is a theoretical discussion about a theoretical game with theoretical changes. There's a real documented history.It would be if the specifics of the change were the ONLY thing contributing. Any change at all is going to drive people away no matter how small or how beneficial. People will leave. You've been here long enough to know that. As an extension of that, a MASSIVE change to the status quo is very likely to upset a lot of people who quit based not on how better or worse things became, but simply based on the fact that things are DIFFERENT and they want the old status quo. Add to that the fact that such a change isn't just big, but also one that fundamentally alters the game in many, many ways, and you have a recipe for disaster before the merit of the actual change ever comes into consideration.
It would be open to debate if they launched SWG2 with these changes and it tanked, and even then it wouldn't be entirely based on the changes, themselves. Let's not indulge in tunnel vision and grasp at only one of a multitude of reasons for failure and proclaim it to be THE reason. Maybe it is, maybe it isn't. It's more complicated than just that.
It may be that it was the last straw for people after the combat rebalance and other changes, I wouldn't be surprised. But it was such a huge straw, and people who say they were happy with the game until then left.
Quote:As for giving Tankers more damage, I'm well aware of the "damage to survivability" ratios and how they must be upheld. Interestingly, they aren't upheld very much in this game. Blasters have significantly less survivability than, say, Scrappers, yet they don't have a proportionally higher level of outgoing damage. They have more, just not as much as their defences are lacking. Brutes have more survivability than Scrappers, but their are much farther behind in damage than Scrappers are behind in survivability. In fact, Scrappers aren't very far behind survivability at all, yet they deal significantly more damage even WITH Fury taken into account. Masterminds have, all things considered, about as much survivability as your typical Scrapper. In fact, in certain instances, they may have even more, such as a Forcefields Mastermind defence-capping all his henchmen and nearly defence-capping himself. Their damage is less, obviously, but not by too much AND they have the benefit of providing team support on top of that.
Quote:The game isn't consistent when it comes to who has how much survivability to how much damage. Scrappers and, to a large extent, Masterminds get the most beneficial ratios while Tankers, with a few exception, get the short end of the stick, being regarded as taunt bots and sheep herders. Walk into any Taunt debate and you're likely to get at least a few people who believe it's not a Tanker's "job" to do damage but rather to run around slapping things so they don't attack his team-mates. Not doing damage, but applying threat. Forgive me for saying this, but for a big, hulking monster's greatest output to be imaginary threat rather than, you know, PUNCHES, is disappointing.
Quote:I wouldn't say Tankers need a straight-up damage increase. That'd turn them into Scrappers. Yet Brutes, with below-Tanker damage, still somehow manage to have their cake and eat it, too, yet not become Scrappers in the process. There ought to be some way to allow Tankers to hit REALLY hard without being Super Strength or Energy Melee (and even then that's only on a couple of attacks altogether) without making them vastly overpowered in terms of sustained damage. Right now, as balance is made based on endurance cost to SCALE DAMAGE and Tankers don't benefit as much from their scale damage as true damage dealers do, they feel like those damsels in distress you see in cartoons, where the girl is slung over the bad guy's shoulder and is banging her fists against his back while he doesn't even feel it. A lot of energy spent for not a lot of return.
Brutes pay for their damage parity with scrappers by needing to maintain fury, which promotes a higher-risk level of play.
Quote:Personally, I'd rather make Tankers into a REAL threat, rather than a pretend one. I saw an idea around the time this thread was posted about making Taunted enemies take more damage from your own attacks, but Castle said he didn't see a need for it. I guess as long as people are happy, I can just as well wait for Brutes to become available hero-side via Going Rogue and use them, instead, but that still leaves an AT that is designed more with the MMO trinity in mind than with making complete characters on the agenda.
I mean, no one's obligated to be happy with the state of the tanker AT, and it's fair to be dissatisfied with the state of affairs where they're not the #1 damage AT (where Johnny Butane seems to be coming from) or don't simply have the hardest hitting attacks in the game (where Goldbrick seems to be coming from), but I think it's pretty easy to confuse what one wants with what's best for the game as a whole, and I think it's pretty hard to demonstrate that tankers are actually incapable of dealing damage.
I guess if this were WoW, where every character is designed to perform a particular role (and every class is designed to potentially fill 1-3 roles), I'd be more inclined to agree with you, at least WoW the way it was before the expansions. But right now in CoH, it seems to me that the MMO trinity is more of a polite suggestion. -
Quote:Is it open to debate that SWG lost a significant portion of its userbase after changing the game?This should tell you something about how successful Sony and LucasArts believed the open class system was.
*hint* They believed it was a failure because it was too complex and too flexible. They changed to the current system because their research showed that players preferred "classes" as opposed to choice.
Whether their research was flawed or not is open to debate, but the fact remains that in their eyes the open archetype system was driving players away instead of attracting them. -
Tanker damage is fine, they don't need more burst.
They especially don't need more burst than scrappers or blasters.
Editing to add more detail:
Doubling tanker recharge times and damage would be a huge buff to tankers, especially with access to IOs and global recharge reduction bonuses, which would push overall tanker damage into the stratosphere relative to every other AT. This is before you figure in the huge benefit tankers would suddenly get from red inspirations, their own damage boosts (build up, rage, fiery embrace), as well as team buffs and debuffs. It looks deceptively balanced, but the outcome isthat tankers would be seriously out of balance with the other ATs.
And this is all supposedly about how tankers are supposed to have this powerhouse feel (as if they don't) because the people who are constantly agitating for tanker damage buffs really want to play Superman in a game not balanced around that power level, and never really address how that power would come at the expense of other ATs - or sometimes, explicitly defining how they want that power to come at the express of other ATs as a desirable outcome.
Also: doubling recharge would screw leveling tankers so hard it's not funny. -
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Quote:I think it's mostly justifiable there, because the wow playerbase is not only capable of making multiple **** jokes in 5 seconds, but they'll make compound words and portmanteaus out of it.I'm reminded of the WoW forums, which go to the extreme of censoring words within longer words.
For example, grape (small round fruit) becomes g!$%#. And you also can't talk (successfully) about the several magic cloaks in the game whose names begin with Drape.
/facepalm
Wow's filter is actually much less aggressive than the one here. -
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Quote:I think your story is pretty funny, but I think people are a bit too invested in the whole "the most outspoken homophobes" thing, especially since it tends to make it sound like LGB people are directly responsible for causing homophobia.Me: I saw your whole conversation, you know that the most outspoken homophobes are the ones living in the closet, right?
Leader: **** YOU PIECE OF **** ****** ****** I AINT NO ****** UR THE ****** GO **** YOUR BOYFRIEND WHILE YOU **** YOUR DAD AND **** *** ****
Also: homophobic men are so stupid about women online. They think they have to insist we're all men just to keep themselves from accidentally flirting with a man pretending to be a woman and turn to same-sex loving forever.