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Posts
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Joined
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He's more saying "Defenders don't get Ice slick". Or that's how I read it, at least.
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*checks his character with Invader, recalling that it said that they unlocked*
Huh. Could have sworn that it was supposed to unlock with Invader. I was wrong. -
It'd just reapply next tick, like all your autos.
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You can use attacks with Whirlwind going. It used to be broken to unroot during animations.
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I believe it was always there, actually. Just way off to the side, behind those big counters, and easy to miss.
I could be wrong as well, though. -
I'd expect it to not expire as long as they're leasing it.
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It would allow the power to do -something- when it can't teleport the target, theoretically.
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They tried this in Alpha, it didn't work then as it allowed people to break the game and to cripple themselves too easily, and so, don't foresee them allowing it again.
This has been hashed over six billion times, so don't take it too personally when people point this out. -
I've always personally chalked it up to Atlas Medallion. More research may be needed. It's not mentioned in the power help or the real numbers, though.
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The tanker wants a team because he solos slower, on average, than higher damage ATs. The blaster wants a team because he has a higher risk of death than more defensive ATs. The scrapper wants a team because the team is more likely to be able to keep him alive than his being well-rounded will. The controller wants a team because he is much more effective with allies, and he is a proficient force multiplier. The defender wants a team because his force multiplication powers do not function on himself, because he knows that he makes a team much more effective.
The team wants a tanker because a tanker will, with the support of the rest of the team, be able to survive encounters as pointman. The team wants a blaster because the blaster's ability to defeat its enemies will enhance the team's ability to survive, its rate of completion, and its ability to defeat extremely difficult enemies. The team wants a scrapper because it will do significant damage with a minimum of outside support. The team wants a controller because a spawn that is unable to fight back is unable to kill it, and because the controller will enhance its ability to kill it. The team wants a defender, because the defender will greatly enhance the team's ability to survive and to defeat its enemies.
The tanker's protections extend only to himself, instead of the entire team. The defender/controller/corruptor can make seven people extremely scary, but not himself - this is why buff/debuff is allowed to be so potent, precisely because it requires outside support to reach its full potential.
Or are you proposing that buff/debuff should be eviscerated as well?
Lastly, an AT shouldn't be punished for its ability to solo, especially when its abilities in a team are somewhat limited. -
"Give it to us, I don't care how it looks" may be acceptable to you, but I'd get pretty grumpy if my characters' robes or dresses had to stretch and contort in ugly and unpleasant manners in order to accomodate their motions.
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Sorcerers also come in only one size and have only the one power set.
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Don't forget that tanker damage was only ever increased from 75% damage scale to 80%.
That's not much. That's not significant, but it was enough. -
The defender version of TB, at least, does not have an end gain.. So it's only the 2 nuke-lite powers that don't zero your end.
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This looks like a thinly-veiled complaint about changes to curb farming, after its subsequent posts.
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Quote:Builds don't "remember" the state of their recharge. The power recharges completely, instantly.
So, after the first build change use, you couldn't repeat that attack chain, because "both" Self Desctructs would be already used, and wouldn't charge for quite some time.. In fact, that would count for pretty much any long-term recharge power....
Quote:On top of that, the Devs already seem to have some sort of system already in place that keeps timers on powers, regardless of the fact you just switched a built--i.e. Vet Teleport power or Mission Transport power. If you use the Vet Teleport power, then switch builds, it doesn't reset it automatically. -
And let's not forget that closed beta will probably be going on a long while before the veteran/loyalty program people get in, which is how it went with City of Villains...
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Don't forget x3 for Huge, Female, and Male.
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Not yelling at you, but it gets proposed every other week. The devs have been on record as being against it, there are various forumites for and against, and these usually end in heated bickering between the two.
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Quote:Both correct and not.
I don't recall it that way. Tankers got the Gauntlet inherent because so many of them were taking Provoke from the Power Pools. It was the only way to hold aggro, because Tanker damage was so low.
At the time, the tanker was required to take provoke for relatively easy threat retention, and provoke was easily spammable. Taunt was made AE to replace provoke, so tankers would not have to go into the pools for their "look at me" power.
One of the other major threads of tanker discord, however, was the tauntbot mentality - the notion that the tanker should not be most effective with taunt/provoke set to auto and going to get a soda. (We used to joke that I could go AFK and the groupmates could TP me around with Provoke autofiring and nobody would notice or care. Before some people start taking potshots - I said joke for a reason. I was more likely to actually swing that fire sword than taunt something. ;p)
At the time, pre-Gauntlet, tanker attacks still had a taunt component, but only on the target of the attack - so it was generally more effective to not even bother with the attacks, if you were just damage sponging. Provoke was autohit and AE - why bother with anything else? Gauntlet was implemented to address this - the theory being that a tanker should be actively participating in combat to generate taunt, not spamming a taunt button. When target caps went in, Taunt was given a lower cap to reinforce this, though it retained its autohit and relatively long recharge.
Tanker damage was a separate issue. -
Yes, there's a new option. It will not be forced on those who don't want to use the new option.
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You have two problems:
1. You are not entitled to a free instant character with no experience loss at any time just because you may not like your current set. You've already noticed a way to exploit this, and tried to play it as a good thing. It isn't.
2. TF balance. Being able to suddenly change AT or even set during a TF is exploitable.