Dersk

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  1. as an unscientific analysis update:

    my inv/ss tanker tanked eochai 7~8 times, and could keep agro without taunt. attacks used: jab, air sup, haymaker, & footstomp.

    the only times eochai turned was during a rage crash, or when there was a spectral army about. taunt took care of spectral army's place on the hate list.

    there was an elec/elec blaster who stayed in melee for thunderous blast, as well as a energy/energy blaster that stayed in range for total focus. I had a bs and dm scrapper, and ar/dev blaster to round out the offensive line. Various level of kinetics and radiation buffs/debuffs were present. No way in hell did I outdamage them all. The reactions of eochai after rage crashed were typical of punchvoke/gauntlet working.

    I don't have the opportunity to fight many av's/gm's with my tanker, so I don't have a lot of data to present. Though, I'm inclined to think if there's an agro problem, it's with specific monsters/villain or with specific powersets.

    edit: no commentary on jack in irons, since I usually spend half my time "terrorized" and don't attack much.
  2. [ QUOTE ]
    Tanks do less damage and are harder to kill- noone should try to eliminate them first- makes no sense.


    [/ QUOTE ]

    every game that has someone that's supposed to take the brunt of the damage, those characters have a hard time doing it without unusually artificial means (i.e., powers that do nothing but increaes agro/hate/taunt). A "comic book tank" would be the target cuz he'd be the only one in the villain's face

    I don't have a problem with the concept of gauntlet, just in its implementation. Enemies feeling threatened by a seismic smash, total focus, or knockout blow seems appropriate. Jab, on the other hand...
  3. [ QUOTE ]
    one that definitely was made after the reduction to Smoke Grenade (when people claimed that Cryptic said they'd never "nerf") was that they would never stealth nerf.

    [/ QUOTE ]

    the quote I see thrown around is "our nerfing days are over." It was too long ago to still be on the forums, but I recall something slightly less definite and a bit more open to interpretation.

    Generally, intentional stealth nerfs were in response to exploits (ha!) and the like.
  4. Adecdotal insert:

    I've fought a few giant monsters lately with my tank, and had no trouble keeping agro without taunt.

    It's a rather difficult situation to test, so I can't say why my experiences have been different, but there it is. I only used taunt when the GM turned to attack a squishy fire tank
  5. [ QUOTE ]
    [ QUOTE ]
    make taunt a clickable innate, and move gauntlet to a powerchoice in secondaries?

    I'm curious if that's what you're suggesting.

    [/ QUOTE ]

    Yes, why not?

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    Imagining the 120page thread in response to such a change makes me giggle.

    Not saying such a change would be good to bad.. but boy, if the taunt threads are thick now...
  6. [ QUOTE ]
    How about this: things that become requirements to fulfil any sort of remote purpose become the inherent. Let Gauntlet be the effect we can take.

    [/ QUOTE ]

    make taunt a clickable innate, and move gauntlet to a powerchoice in secondaries?

    I'm curious if that's what you're suggesting.
  7. [ QUOTE ]
    btw, I'd LOVE to understand why scrappers get damage is at 1.125, while tanks are stuck at .8, yet for defenses, they are .8 to our 1

    [/ QUOTE ]

    scrapper base hitpoints are 71.4% of tanker base hitpoints. for purposes survivability, ignoring outside healing, that difference can apply directly to the survivability difference between the 2 in addition to the differences in the raw defensive numbers.

    An invuln scrapper, for example, not only suffers with 75% of the raw numbers of a tanker, but total health and the dull pain health boost are only 70ish % of a tankers too.

    Barring unique differences between powersets, I'd have to say tankers make out better in the tradeoff.
  8. [ QUOTE ]
    Yeah, I don't know what people think you need -regen for.

    [/ QUOTE ]

    because for a few weeks after i7 launched, GM and AV regen rates were about an order of magnitude too high to be defeatable by most teams that didn't have -regen
  9. [ QUOTE ]
    Seriously, the more I read on what the Devs are doing to the AT, the more I truly believe they have no idea what the AT is supposed to be doing.

    [/ QUOTE ]

    This has been said about every hero AT. Scrappers just have it said about them by others, usually.
  10. [ QUOTE ]
    Confirmed by an anonymous developer source.

    [/ QUOTE ]

    Not to pry too much, but is this a "leak" kind of source?

    Not doubting the validity, I'm just curious why Iakona gets all the good info
  11. integration being a click, resilience being a toggle, superspeed giving capped defense but a massive -acc, fold space for grav trollers, and arctic air acting like steamy mist.

    I wouldn't mind getting that version of superspeed back.