ClawsandEffect

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  1. This thread was amusing.

    Thanks for quoteing Rx10 so I can actually see what he was babbling about. I forget exactly why he ended up on my ignore list, but since so very few people have ever earned a place there it must have been a good reason.
  2. Quote:
    Originally Posted by Schismatrix View Post
    Unfortunately that ranking is unable to show anything actually relevant about SGs. The prestige bar to having a well-equipped base is so low that displaying prestige totals shows nothing but an SG's ability to rake in prestige. Which in itself means little to nothing.
    This.

    Just because an SG has a lot of prestige does not automatically mean they are a good SG.

    If an SG forces all their new members to farm for prestige or be kicked out of the group, and forces them to spend all their excess currency buying prestige, they could easily claim the #1 spot on a given server. I don't know about you, but I would not want to be a member of an SG that did that.

    The fact that they have the #1 spot does nothing to inform you what kind of players they are. Extremely strict and borderline abusive SGs who insist their members earn X amount of prestige per week or be kicked tend to be very high on the list.
  3. Quote:
    Originally Posted by magikwand View Post
    Proliferation is a good thing generally. I hope for just about everything to be proliferated at some point, with the exception of /ninjitsu. I think those poor stalkers deserve to keep at least that one thing after all of the shafting they get.
    I'm of the opinion that every AT should have one set that is unique to them.

    It's not going to happen, but I can still have the opinion that they should.
  4. Quote:
    Originally Posted by Captain_Photon View Post
    To be fair, the NPCs didn't pay to be here. I'm just putting it out there.
    Pretty soon we won't have to either.
  5. Well, as stated, water powers would either A) look horrible, or B) require more processing power just to display them.

    "Holy" powers are very unlikely to happen.

    Why?

    Because it brings in religious conotations to the game that the devs do NOT want to have to deal with.

    Think about it, have you seen ANYTHING in this game that can be tied in with an existing real world religion? The only religions even mentioned in the game are either A) ancient ones that no one practices anymore, or B) completely fictional and existing only in the game.

    If you put a "holy" powerset in the game, you are going to have huge problems with people getting offended all over the place when other people start making religious-themed characters. There's a reason politics and religion are off-limits topics on the forums, and that is the same reason that we most likely won't see a "holy" powerset.

    The game doesn't need publicity like that.
  6. Quote:
    Originally Posted by magikwand View Post
    Can you confirm that /regen for brutes is getting taunt? I know the change is coming for /energy aura, but I didn't see anywhere that regeneration would definitely have a taunt added in.
    I'm not taking it as a given at this point. Energy Aura lacked a taunt aura for a long time, and it didn't seem to hurt the set any.
  7. Quote:
    Originally Posted by Generis View Post
    With the next power proliferation, Corrupters will end up with exactly he same powers as Defenders, including the longed for Psychic Blast.
    Therefore, the only difference i see between them now is that one starts critting on a low target - Scourge - the other one starts getting an end discount and a 30prct dmg buff if he's in team, and someone in his team is taking damage.

    Tbh i'd go for scourge any day on a Psy/Pain or Psy/Rad corr.

    What do you guys think? Am i missing something or are they reducing blaster to the 2nd most useless AT after PBs?
    Defenders will still have better numbers on their buffs and debuffs.

    A Rad Defender will debuff things better than a Controller or Corruptor ever will. An Empathy Defender or Force Field Defender (which Corruptors still don't have yet) will buff people better than they will.

    And Vigilance gives an end discount for each member of your team tanking damage, and a 30% damage buff when solo, which reduces for each teammate you have, disappearing completely when you have 3.

    No, Defenders won't become useless any more than they did when you could take Corruptors blueside to begin with.

    People said Defenders would be obsolete and useless when we could play hero Corruptors, they said it when we got Destiny buffs. People said tanks and scrapper would be useless once we got heroic brutes.

    People have been saying Archetype X would be useless once Situation Y happened pretty much since the start of the game. They haven't been right yet, and I see no reason why they would be this time either.
  8. Quote:
    Originally Posted by SlickRiptide View Post
    With Freedom presumably landing sometime within the next 3-4 months, I've been thinking about a facet of the game that I often find to be somewhat lacking.

    Namely, the backstory.

    I get that there's a paucity of lore outside of the game because the devs want the players to discover much of that lore inside of the game via badges, missions, and what-not. I also get that they want the game world's history to be loosely defined such that anyone can fit their characters into it in any way they choose.

    Even so, it seems to me that when basic questions cannot be answered without out and out guessing, that there's something wrong with this picture.

    It's my feeling that this is a concern at this time because the game is being set to hopefully draw in thousands, maybe millions of new players. (No joke - However many free members play long term or become paying members, a decent free to play game can easily pull in a couple of million short term players in a very short period of time.)

    One of the things that will ground those players in the game world is a well written, well indexed,and well-documented history of the game world. Blizzard is not the 800 pound gorilla because of its cutting-edge game design. Bioware is not being hailed as the new 800 pound gorilla because of its fantastic reputation as a MMO publishers. In both cases, their games are/were built up on an intellectual property that has a massive amount of backstory that was well known and well documented. The early adopters either were intimately acquainted with it already, or they were able to find it inside of the game world itself.

    Paragon City has the disadvantage that the newbies won't be intimately acquainted with its history. In fact, they have the disadvantage that even many veterans aren't acquainted with its history and they seldom entirely agree about the "facts" behind the parts they DO know about.

    My feeling is that the time for a drip here and a drip there is past. It's not simply a case of disgruntled veterans wanting more story at this point. It is, or it ought to be, a financial decision based on the ability of a rich history to pull in the new players and convert them to fans of the game and its setting.

    I don't pretend to have any special knowledge in this area other than my own years of experience playing many, many different games and talking to other such players like myself.

    Backstory and history are investments in the game but more importantly, they are investments in the players of the game. Those thousands of new players need to feel like they are entering a place that is more than a Hollywood back lot if you want them to become attached to the game. Yes, this is my opinion, but I feel it is an educated one.

    If players are having to guess the answers to their questions or worse, make them up for themselves, then I believe that Paragon Studios is going to miss a chance to hook them into feeling like they are part of something bigger than themselves.

    That's an opportunity that shouldn't be missed. Lore and story are food for the soul and imagination. Deliberately keeping them scarce just isn't a wise plan if you want to turn those free-to-play members into VIP's.
    There is something you're missing here though.

    The 800 lb gorilla has a deep storyline and huge events going on while you're playing....BUT....you are just a faceless goon in the army of good or evil during all of that.

    The REASON that CoH's storyline is so scarce is, when it plays out in the course of a story arc it makes you feel like you're actually important in this world. You're not just Superhero #9823, you're MEGA-GUY. It is set up so you are an important figure in the storyline, not just a warm body filling a spot in an army. Why do you think that, until recently, the size of a team was kept so small? And still, there are only 5 things in the game that you can take more than 8 people on.

    I played a little bit of some of the fantasy MMOs, and decided that the storyline was exactly what I DIDN'T like about them. The storylines of the vast majority of them make it quite clear that you are just Elf #7654, and your position could be filled by any other Elf in the game and it would make no difference.

    I think CoH's storyline will have the opposite effect of what you are predicting. Don't you think that players coming over from games where they are just Human Ranger #10986 will appreciate the fact that in CoH's missions they are actually the focus of the story, rather than a footnote?
  9. ClawsandEffect

    Need build help?

    Quote:
    Originally Posted by Aurora_X View Post
    That is a good question. I usually like to stand back but have few melee attacks just incase. So defense is important to me. so would you just put one slot in aid other/self and fully slot health? Hopefully this info can give you an idea of what i am looking for
    If you plan on staying at range most of the time, I'd swap the 6 slotted Crushing Impact with 6 slotted Mako's Bite. The 6 slot bonus on that is 3.75% ranged defense.

    I would not slot Aid Other with more than 2 slots, and that's if you plan on ever using it. If you don't plan on using it, don't slot it at all. Note about using it: Aid Other is an interruptible power, so it won't be very useful in combat, which is when you might want to heal someone. Personally, I'd leave the healing to the ATs that are built for it. If you just want Aid Other to get to Aid Self, don't bother slotting it.

    I would seriously consider hover-blasting with this character if I were you. Hovering means you can prevent enemies from entering melee range with you at all, making that ranged defense even more valuable. Basic defense tactic: Force them to attack you from the position where you are strongest. If you have good ranged defense, make them attack you from range.

    You don't need to 6 slot Force of Nature. I'd just leave it with 3 recharge IOs, but if you want some more resistance out of it, you can use 3 Res/Rech IOs from different sets.

    Definitely move the Numina's Unique from Aid Self to Health. It does not work like the LotG piece, the power it is in has to actually be USED before you get the effect of it. Putting it in an autopower like Health means it will always be on.

    I'd replace the rest of the Numina's with 5 Doctored Wounds.

    And, I'd take some of the slots you saved there and slot up Power Thrust with a full set of Mako's Bite as well. It will give you another ranged defense set bonus and will give the power some recharge in case you end up having things in your face you don't want there. Plus the fact that you can still use it while mezzed means there are going to be a decent number of times where you want it recharging faster.

    I'd only put maybe another slot or two in Health. No more than 3 total.
  10. It should.

    Note that it will have a chance on each attack, NOT each damage tick.
  11. Advice: Do NOT, I repeat, do NOT ignore Energy defense on this build.

    Dark Armor has comparitively little resistance to Energy damage, and pure Energy atatcks are the third most common damage type in the game, especially in the Incarnate trials.

    What that means to you is that Energy attacks will have an easy time hitting you, and they're going to HURT.

    It's unlikely that you'll be able to hit soft cap on S/L AND E/N, so I would actually adjust my goals to be more like 32.5% defense to S/L/E/N instead. That puts you a small purple away from soft capped to all 4, and doesn't leave a gigantic Energy damage hole in your build.
  12. Quote:
    Originally Posted by Delerious View Post
    I'm sure /SR tanks will be effective though I doubt they will be overtaking /inv, /wp or even /ela when you take into account io's and incarnates.
    This is pretty much my expectation of it as well.

    The problems experienced by defense based sets will exist with SR, but SR has fewer tools to alleviate those problems. There will be times an SR tank will be awesome, and other times where you'll wish you'd brought ANY other tank.

    Quote:
    So what's so awesome other than the concept and being very strong just off so's?
    The fact that you won't need a single IO to soft cap it is exactly what's so awesome about it. That means you can focus 100% of your IO slotting on things like Recharge, Max HP, Regen, and damage dealing.

    It will be nearly as tough as your Invuln in most situations, and it will have massive recharge and good regen to boot.
  13. Quote:
    Originally Posted by Ghost_Ripper View Post
    Already took spiritual, although that poses a question of it's own. Do Regen's go for 45% Recharge and 33% healing or the other with all 33% and the 20% to Hit?
    45% Recharge/33% Healing.

    The To-Hit is pointless. Since Alpha slots act like SOs, the only powers it would have any effect on are: Blinding Feint, Tactics, Focused Accuracy. And of those three the only one you will have for sure is Blinding Feint.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    Only ever played that game on God Mode with the All Weapons cheat. Doom is and always has been a HORRIBLE game. At least not getting killed or running out of ammo was its one saving grace in my eyes.
    See, that's the major difference between us Sam.

    I could play that game on God Mode for maybe 10 minutes before I was sick of it and wanted to do something else.

    I like my games to have some challenge to them. And unfortunately, the way this game is designed, the only way they can really give us any real challenge is to give us mobs to fight that have annoying powers.

    They only have a few options to make anything in the game challenging:

    A) Send overwhelming numbers at us, but we can mostly prevent this with our difficulty settings.

    B) Give us giant bags of HP to fight.

    C) Give the mobs we fight annoying powers that cannot be easily circumvented.
  15. ClawsandEffect

    Need build help?

    Personal Force Field doesn't need that many slots at all.

    You can't attack while it's on, so it doesn't matter how much end it burns, and it takes you WELL above the soft cap without any slotting at all. (the soft cap is 45% defense, PFF puts you at 60%+ unslotted)

    I'd just put a LotG +Recharge in there and call it a day. Use the 3 slots you saved somewhere else.
  16. An AE Farm making Hall of Fame does not surprise me in the slightest. After all, it is player votes that get things into the Hall of Fame. The devs have nothing to do with it.

    It will also not surprise me when that arc gets locked.

    Congratulations, by getting your favorite AE farm voted into the Hall of Fame.....you just brought it to the attention of the LAST people you want knowing about it.

    If farms start getting Dev's Choice selections, I'll be a little concerned then.
  17. I really don't mind the Glue Grenades.

    Are they annoying? They sure as hell are, I'm not denying that.

    But....if everything were a cakewalk in this game, it would be a lot less fun.

    I mean, how long can you play Doom on godmode before it gets boring?

    You start nerfing or removing annoying enemy powers and the game gets not only less dynamic, but it starts making less and less sense.

    You mean to tell me in a world where superpowered metahumans exist, no one EVER devised ways to deal with them?

    Those Glue Grenades are meant to be annoying, and the fact that they are just reinforces my belief that this could be a real world. A world where normal humans invent things to deal with the metahumans they can't take on toe to toe makes sense. A world where metahumans rampage over everything and anything in their path because the normals are using the same tactics on them they would use for other normals doesn't.

    Yes, you're superhuman. That just means the non-supers are going to devise a way to make you less of a threat.
  18. Quote:
    Originally Posted by Rial_Vestro View Post
    You're not making any sense.
    This....is not true.

    Quote:
    I don't understand a word of it.
    However, this IS.


    Just because you don't understand something does not mean it doesn't make sense. You just failed to understand it.

    I'll put it this way:

    Do you need the Incarnate powers? By which I mean, is there anything in the game you cannot do if you don't have them? Content you are not allowed, by the game, to participate in if you do not have those powers?

    No, there is no such content in the game. There is nothing at all that you cannot do if you lack those powers. Whether you have Incarnate powers or not has no relevance to your ability to participate in anything a level 50 character can participate in.

    Since that is absolutely true, it means you do not need those powers, you want those powers. The game did not make that decision for you, you decided all by yourself that you wanted them.

    Since those powers are something you want, and not something you need, there is nothing forcing you to acquire them other than your desire to have them.

    Now, is the game putting you into an Incarnate trial automatically the second you log in, without giving you the option of doing something else instead?

    No? It's not forcing you to do it then. If you have to actively seek something out to participate in it, you are not being forced into it.

    The game is not forcing you to do that content over and over again, you are doing so of your own volition.

    Having fun is the point of playing the game. It's the point of playing any game. If dancing in Atlas Park and never gaining so much as a single point of XP is fun for you, then you're doing it right. But I expect you won't understand that either.
  19. Here you go, a quick and dirty build for you.

    It almost hits Incarnate trial soft cap on it's own, and it does hit it when you use Energy Absorption.

    End recovery is a little low, but when Energy Absorption is available every 27 seconds or so, it shouldn't be an issue at all.

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Electrical Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(33), Dct'dW-Rchg(34)
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(37), HO:Nucle(45)
    Level 2: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(23)
    Level 4: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(43), HO:Nucle(46)
    Level 6: Wet Ice -- EndRdx-I(A), EndRdx-I(7)
    Level 8: Chilling Embrace -- HO:Micro(A), HO:Micro(9), Empty(9)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(34)
    Level 12: Icicles -- Erad-Dmg(A), Erad-Acc/Rchg(13), Erad-Dmg/Rchg(13), Erad-Acc/Dmg/Rchg(34), HO:Ribo(37)
    Level 14: Jacobs Ladder -- Erad-Dmg(A), Erad-Acc/Rchg(15), Erad-Dmg/Rchg(15), Erad-Acc/Dmg/Rchg(46), HO:Nucle(46)
    Level 16: Thunder Strike -- Erad-Dmg(A), Erad-Dmg/Rchg(17), Erad-Acc/Rchg(17), Erad-Acc/Dmg/Rchg(40), HO:Nucle(43)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
    Level 20: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(21), RechRdx-I(21)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(42)
    Level 26: Energy Absorption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(27), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
    Level 28: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(36), HO:Nucle(36)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Hibernate -- Numna-Heal(A), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(33)
    Level 35: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(36)
    Level 38: Lightning Rod -- Erad-Acc/Rchg(A), Erad-Dmg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Sciroc-Dmg/Rchg(40), Oblit-Acc/Rchg(40)
    Level 41: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43)
    Level 44: Shiver -- ImpSwft-Dam%(A), TmpRdns-Acc/Slow(45), TmpRdns-Acc/EndRdx(45)
    Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(31)
    Level 4: Ninja Run
  20. Quote:
    Originally Posted by untoldhero View Post
    Whoa
    Lets not give the devs an idea here
    I am not, in any way, advocating that tanks should be nerfed.

    It just surprised me exactly how much of a mitigation advantage tanks really have when compared to a scrapper, assuming both ATs are sitting at their respective caps in identical circumstances.

    After running the numbers and seeing that scrappers do 150% of the damage of a tank while tanks have 360% the survivability of a scrapper, suddenly giving scrappers a small boost to their resistance cap seems more reasonable than it originally did.

    For the record: If you include Lore pets and Reactive Interface damage, that comparison skews even more in the tanks favor.

    Since all the Incarnate powers have the same values across all ATs, the fact that the tank is keeping a permanent 20% resistance debuff on it's opponent while the scrapper is not means the tank's Lore and Interface will deal more damage than the scrapper's.

    It's not a huge difference, but it does reduce the scrapper's damage advantage, while not affecting the tank's mitigation advantage in the slightest.
  21. Quote:
    Originally Posted by Deus_Otiosus View Post
    Technically, according to Johnny's Fallacy where Brutes and Scrappers are perpetually perma-defense capped, perma-res capped and perma-damage capped FA & SD Tankers are clearly the supreme powersets for the Tanker as they do more damage and are equally as survivable as an Invuln or Stone.

    I mean, FA is always capped at 3500 HP & 90% resistance to all right?
    What Johnny is saying is that scrappers' 50% damage advantage over tanks should be reduced, while the tanks' 260% mitigation advantage remains unchanged.

    Seriously, that is the most asinine thing I've read on these forums in at least a couple months.

    If anything, tanks need to be nerfed in order to bring them closer to fair.
  22. You are still making the choice to do it repeatedly yourself.

    I have never, ever, ever seen anything saying that Incarnate powers and advancing your character past levle 50 are mandatory or somehow required in order to play the game.

    There are only TWO things in the entire game that you need any part of the Incarante System to do. And the part you need in order to do them is acquired in a story arc you run one time.

    There is nothing forcing you to run the trials over and over, because the reward you get from them is not NEEDED to play the game.

    If there were a significant number of things that you were actually locked out of if you don't have all 5 Incarnate abilities you might have a more valid point.

    Since there is NOT anything that requires that, your point is moot.
  23. Quote:
    Originally Posted by LSK View Post
    I looked at your Build and see that you do have S/S/E/N over SC but the problem I see is that your res is way low. You have hardly any res for your tank at all. The only res you have is cold
    It's an Ice tank, the resistances are going to be low because the only source of any resistance other than Cold (and a piddly amount of Fire) is Tough. he really has no way to get resistance to anything else. At least not enough of it to actually make a difference.

    Quote:
    I would of put your numa ++ in to health instead of hibernate.
    I hadn't noticed that. This is absolutely right.

    By putting that piece in Hibernate, it means you only get the bonus when you are using Hibernate. The rest of the time it is doing nothing at all.
  24. Okay, let's look at survivability advantage versus damage advantage shall we?

    Assuming both a scrapper and a tank are at their respective caps on everything, and are both softcapped: the following applies:

    Consider both ATs fighting a single enemy that deals 1,000 damage per hit.

    Now, if both ATs are at their caps on both resistance and HP it goes like this:

    The scrapper has 75% resistance and 2409 HP. The scrapper will take 250 damage per hit, and it will take 10 hits to kill him.

    The tank has 90% resistance and 3512 HP. The tank will take 100 damage per hit, and it will take 36 hits to kill him.

    Since both are softcapped, we can assume they will take the same number of hits over a long enough period of time.

    That gives the tank a whopping 260% survivability advantage over the scrapper. That advantage skews even further in the tank's favor when you consider that every tick of regeneration will be giving the tank more HP back due to their higher HP cap.

    Now, on the damage side of things:

    Both are using the same attack that deals 100 base damage (I know nothing hits that hard, but it makes the math easier to use a round number)

    The scrapper will deal 112.5 damage with that attack due to it's damage modifier of 1.125

    The tank on the other hand, will deal 80 damage with that attack due to it's modifier of .8.

    Now, if both ATs are at their damage cap that changes to 562.5 damage for the scrapper and 320 damage for the tank.

    Now, the tank is capable of keeping a 20% resistance debuff on a target at all times as an inherent ability. That changes the tank's damage to 384 per attack.

    Now, lets say that enemy they are fighting has 10,000 HP.

    It will take the scrapper 18 attacks to defeat that enemy. BUT, that scrapper can only take 10 hits himself before he is dead.

    It will take the tank 27 attacks to defeat the same enemy. The tank, on the other hand can take 36 hits before he is dead.

    What that means is, if you only consider the damage caps compared to the resistance caps, the tanker has a HUGE advantage. It will take that tank 50% longer to kill the enemy in question, while at the same time the same tank will survive 260% longer than the scrapper.

    Since the scrapper will take more hits to defeat his opponent than he can take, while the tank can take more than it will take him.....the tank will win that fight, while the scrapper will die.

    In a situation where defense is not a factor, whether it is because it is equal betwen tank and scrapper or because there is none, the higher resistance and HP caps give the tank a MUCH larger advantage in survivability than the scrapper gets in damage output.

    Numbers don't lie.
  25. Quote:
    Originally Posted by untoldhero View Post

    Oh wait? Could it possibly be that tanks actually do have a survivability advantage or is it the fact that tanks shine when it comes to controlling aggro, all at the cost of a mere100% less dmg cap?
    Bingo!

    Johnny knows damn well tanks have a significant survivability advantage, that's why he keeps trying to gloss over it by saying it doesn't matter.

    He wants his cake, and wants to eat it too.

    You want more damage Johnny?

    Either boost the survivability of scrappers and brutes to match tanks, or give up some of the survivability advantage that tanks have that you keep saying doesn't mean anything.

    You don't get to have it both ways. You are NOT going to get damage potential to match scrappers unless the survivability gap is closed as well.

    And it's not ME you need to convince otherwise, it's the devs. If you think I'M being stubborn about it, tell the devs exactly what you've been telling us and see how far it gets you.