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Posts
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Uho... Forum consolidation? The game is dying i tell ya!
You heard it here first!
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No but i think the very first version of Rage had the player dropping all toggles and be disoriented when buff duration expired. ( maybe im mixing stuff with the old Unstoppable power... All this is so far behind... ).
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You can refer to Inspirations as "combat drugs or chems, stimpacks or meds"
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Conceptually, its not that rare when tough guy tanks go in blind rages and become much more vulnerable but devastating offensively (compared to their norm) something Rage sort of mimics for Super Strength. I'm not sure why the devs never gave Rage a persistent survivability debuff, though.
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We have that, it's called Fury.
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Not really the same, Fury is like the hulk, it just gets stronger and stronger as it goes.
The blinding rage that leaves you open to everything is a bit different, it does not increase with time, it has a maximum and it tends to be all or nothing. It tends to be accompanied with the death of the hero in question just as he lands the last blow, though.
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Sounds like Issue1 Rage version of Superstrength. -
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It's a question of balance but not balancing in a vacuum. Allowing tankers to become part time scrappers makes them the melee archetype of choice in every case.
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Hense the stated drawbacks that would balance out the equasion. We are talking about "Approching" scrapper level damage with a major decrease in the ability to mitigate damage. On top of that your statment had nothing to do with my quote. In that I was speaking of not making a change because of the "Uproar" from another group. That should never be a reason to or not to balance.
I am not saying balance in a vacuum, I am saying balance without the influence of potential people complaining.
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Furthermore the whole argument of tanker offense is based on the fact that we are not really focusing on tankers in the first place.
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As a Fire/SS I have no problem with Offense, I can hit 240% damage buff on my own.. The one thing I do see is, as I stated, the lack of a redundant role on a team for a Tank. Having them be able to fill in a bit more Melee damage would allow for a couple of different roles on a team and perhaps some more diversity.
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As of now i fail to see what the problem is with multiple tankers on a same team. People said there is no benefits to that? I kinda disagree. Maybe true that you do not need extra agro control provided by extra tankers but still, any tanker brings over the top survivability to a team.
4 tankers on a team? See them as 4 scrappers with a little less damage but with higher hps and very low maintenance. Most high level tankers have at least one or two aoes/pbaoes/cones, you let the 4 of them stack all these together and spawns will be obliterated fast enough, there will be no runners, and there are no chances whatsoever that a ranged or supports char will get annoyed by foes.
It may not be the best team setting to have 4 tankers but i do not see it any more bad than having say 4 scrappers or 4 brutes or 4 stalkers. The combination sure can work if players are willing to work together. You can select one main tank ( the toughest one against the engaged mob ) to take the lead or you simply can have the 4 tankers jump in together or even have them split into two groups.
Unless you are only caring about having the most optimal/fastest team, i see no problems with having many tankers on a team. -
My defenders are doing decent damage once their buffs and debuffs are set ( rads or storm ). The only thing that prevent them to be very successful soloers is the lack of status protection. Many solo fights can become hazardous especially when my Breakfrees are running low. I find it easyer to solo with a controller even pre-pets because they can pre-empt enemies and lock them down before they throw mezzes at you.
Would i be happy if defenders were gettings some mezz protections? Of course. Would it be balanced? That i don't know. -
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I think we should keep gauntlet and get another inherent. Blasters get pseudo-mez protection and a damage buff, controllers get criticals holds and containment damage, so why not give tankers a second effect.
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Yup! Give Tankers CRITICAL Taunt! Once enemy get critically Taunted, it will be angered at the Tanker for DOUBLE duration! WOOT! -
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That same developer also admitted that increasing tanker damage to compensate was a mistake as well.
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Did he now?
And what quote would that be?
I'm remembering the interview where he sought a modifier increase for Tankers but was told that couldn't happen. We don't know if any thought was put into special mechanics or temporary damage increases. Circiumstances are different now anyways, and what was unacceptable before might be possible now.
Once upon a time, infinite respecs, cross factional teaming and flashbacks weren't possible or were things that were argued shouldn't be done. Things change. I don't think it's out of the question to re-examine Tankers.
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You know JB, if tankers were to deal even more dmg than they already do now, the recharge for their attacks would need to be multiplied by like 10 to make sure they cant have any attack chain. They would be one-hit wonders. Bruisers that could one-shot bosses but then would have to wait quite awhile before dealing another hit.
And why that? Because tankers should take more time defeating foes than blasters or scrappers do. Simply because we can already see what a Tanker with a fast attack chain dealing heavy damage while never being in danger is JUST PLAIN BROKEN. It is already abnormal that tankers can wade into packs of deep purple +4 bosses and survive on their own like forever. At least they have a hard time killing the bosses, it is time-consuming ( not always mind you ) and i guess THAT is what makes the AT balanced in the end.
Many tankers are competing with scrappers on live servers while having better hps and better survivability. Raising even further Tanker's damage without penalizing them elsewhere would be totally unbalanced. -
One tanker build that i have found surprisingly effective at solo farming Cimerorans on the wall is my Invul / Axe tanker.
Capped resistance with Tough ( 90% ) renders Cims harmless and the axes powers Whirling Axe ( 10 targets ), Pendulum ( 5 targets ) kills the romans at a decent pace. Maybe not the fastest farmer but it is very decent and relaxing. -
I want to be a Tarantula Mistress!!!! How cool would be that?
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While I'm wont to agree for the most part...,
- You must realize that a defender (more then any other AT) really shines in group play. In essence, a defender that's actually defending people is well...a defender. The powersets alone often scream 'team-player' (i.e. - empathy, force-field), but that is not entirely the case.
- After making a few defenders...some bad, some just plain blah yet others not knowing how I managed to get past 20th there are a few powerset combinations that really shine - SOLO. One particular set combination was Kinetics/Energy Blast. This combination, so far, has been fun...almost to the point of being helarious.
- With the recovery, regen, kb almost perpetual nonstop buildup...this powerset turns into a literal wrecking ball even after just one application of siphon power. Once you have siphon power stacked (or even better, fulcrum shift)...you won't have much by way of defense, but you won't have many enemies opposing you either - you just blasted them to kingdom come!
- Give a Kin/EB Defender a try...you might be pleased to have a defender deal out that much carnage!
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I could also suggest the classic Radiation/Radiation defender as a great wrecking machine. You only fear status attacks. Else than that, you can steamroll with Rad Infection/Enervating Field just like a blaster. Cosmic Burst is a great ST Mag 3 Stun DMG attack and you have a few great PBaoE and AOE attacks that can even further be enhanced with dmg procs and achille heel.
My Rad/Rad defender solos the 52 AE bosses that have baseball bats alot better than any blaster would. -
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It's no doubt psi blast is overpowered in pvp zones.
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Not at all. What makes you think that? -
Regardeless, i'd rather have these noobs and newbs take the time to do the tutorials and learn basics than have them broadcasting "Im lost! How do i get out of here!".
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I was talking to a SoA the other day, lvl 50, and I faceplamed myself so hard, I think I got a brain tumor.
"Why don't you have your toggles?" I said.
"What toggles?"
"Your team toggles, you know, the maneuvers and assault"
"Oh, those don't help me, and they cost way to much."
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I hear ya. Last night i decided to join a 52 AE farm in Atlas because it was late and no TF or stuff was going on... I figured i could make some quick tickets with that team until i started reviewing the team composition:
- A level 44 rad/rad defender with no Radiation Infection, no Enervating Field and no Lingering Radiation.
- A level 28 invul/ss tanker with no Unyielding.
- A level 20 BS/Shield scrapper with Jump Kick and Acrobatics.
- A level 33 Archery/Device blaster who kept complaining about RoA saying it sucked because he couldnt obliterate a pack of 52 bosses with it...
- Add other oddities i noticed but do not remember enough to type here...
Well, i said nothing, NOTHING at all. Im done being patient and polite with players that seem clueless ( even on Virtue which isnt looking like the Virtue server i remember ). I simply clicked Quit Team mid-mission. I was done with them. -
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The Cancel Mission Option! Use it, love it!
If you are not willing to get help or load in Inspirations, every two days you can cancel a mission for every of your characters and still get reward and be able to move on to the next task.
This does not sound heroic? It`s only in your head. Just imagine that you have beaten the AV and then hit Cancel Mission. It will be our little secret. Oh, and make sure that you set your mission on Invincible before cancelling, you will even get more reward haha
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Yes, because it's so much fun to NOT play the game.
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I feel 0 guilt to once in awhile drop a mission i have no intention to complete because i find it too difficult, annoying or boring. YMMV. Point is, YOU have the choice.
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This. And sometimes playing at 3AM I'd rather just move on then try to get a team or get frustrated.
It's a game. It's supposed to be fun. Not annoying. If you want to drop a missh that's giving you trouble there is nothing wrong with that.
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Using it once in a while to get rid of something annoying seems a far cry from "use it, love it" offered as a solution to the OP's original question. I myself use drop mission to get rid of stuff I've outleveled, or missions I absolutely hate (any on the outdoor PTS map... I hate that map with the fury of a thousand suns).
But when someone comes to the forums looking for advice on how to beat EBs with their dom, saying "just drop the mission!" seems unhelpful and even a bit snarky.
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Sorry, i did not want to be snarky at all. You really want to solo EBs with a Dom? Use INSPIRATIONS and Temp Powers. It really is that simple. Damage is the key to take out EBs so do damage! If you can't do enough damage to take them out then reread my previous post. -
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The Cancel Mission Option! Use it, love it!
If you are not willing to get help or load in Inspirations, every two days you can cancel a mission for every of your characters and still get reward and be able to move on to the next task.
This does not sound heroic? It`s only in your head. Just imagine that you have beaten the AV and then hit Cancel Mission. It will be our little secret. Oh, and make sure that you set your mission on Invincible before cancelling, you will even get more reward haha
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Yes, because it's so much fun to NOT play the game.
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I feel 0 guilt to once in awhile drop a mission i have no intention to complete because i find it too difficult, annoying or boring. YMMV. Point is, YOU have the choice. -
The Cancel Mission Option! Use it, love it!
If you are not willing to get help or load in Inspirations, every two days you can cancel a mission for every of your characters and still get reward and be able to move on to the next task.
This does not sound heroic? It`s only in your head. Just imagine that you have beaten the AV and then hit Cancel Mission. It will be our little secret. Oh, and make sure that you set your mission on Invincible before cancelling, you will even get more reward haha -
While not totally reliable, the critical hits scrappers often get can seriously devastate an opponent and that, at any moment, even in the first engagement when entering mission. There is no waiting and need for Fury build up. No need to rush the enemy. You just come right next to a lieutenant, you click Midnight Grasp and BANG! Critical Hit! He's dead already or the DoT left will finish him.
Tankers, Brutes, Scrappers or Stalkers with DM. I just like them all. They all have their place in the game. -
What's a wombat anyway?
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Now you are not being nice to wombats.
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Nah, poor ol Jack had no HORRIBLE communication skills. His mistake only was not to tell people what they wanted to hear
Unless his mistake was to tell people what they wanted to hear ( like "Fear not Regen scrappers! You will not be nerfed again! ) LMAO.
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As for "compare", which is generally a pretty simple word to understand, I'll give you a little lesson. Golf has the letter 'g'. God also has the letter 'g'. I just made a comparison between "golf" and "god". I didn't say they were the same thing.
Likewise, you made a comparison between Emmert and Hitler/Stalin, noting that they share the attribute of "influential". Of course, picking those two examples out of the group of all possible influential persons is a strong indicator that you were trying to connote a deeper comparison. But you then weaseled out of that by saying you weren't making a comparison at all.
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How dare you compare God to Hitler!
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Which one of these two is the most evil? Now that is the question -
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And about the possibility of kids playing and the parents have closed their chat window? Honestly, if they parent thinks they can't handle chat, they shouldn't be letting them play the game in the first place. Sorry, this game is rated T. If your kid can't play without interfering with others playing, don't inflict them on us. Or, at the very least, don't just let them go unmonitored and use the game (and us players) as a babysitter.
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Yeah, I have to agree with this as well. If the kid is too young to handle a T-rated game by themselves then the parent has no one to blame but themselves if junior gets upset or learns new words.
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Have to disagree, simply because I *know* some of those parents. They'll be nearby and watching anyway - but just because the chat window's there doesn't mean their kid has to be exposed to what goes on in it. Sometimes they DO just want to run around playing with or like their mom or dad, because they have someone dressed colorfully doing *stuff.*
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It is a Teen game. Personally i think kids should not even touch that game. It is not for them. Simple as that. -
There are definitely some malicious players who take advantage of spawns agroed to a tanker or locked down by a controller. Very often these blasters and scrappers will "come help" knowing they can get quick and easy xps, kills or rewards without effort.
It is not just in Atlas Park. Happens also in P.I. and even level 50s sometimes killsteal on other players. My tanker was fighting a Fake Nemesis and some blaster appeared out of nowhere did Aim-BuildUP-Inferno right in my face and killed my target. That was not nice.
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Taxing players for going ROUGE would be stupid. Just transfer all your wealth to another character then go ROUGE
Unlikely they would place a high flat fee to go ROUGE either imho. Money earning are so different from one char or one player to another. So the fee would be likely of no consequences in the big scheme of things or it would be prohibitive to many players.
Going ROUGE will not likely be a Inf sink. Do we need an Inf sink anyway?