FoodStamps

Cohort
  • Posts

    5
  • Joined

  1. [ QUOTE ]
    On a funnier note. I can't wait to here when Domsitron gets a mission go fight Positron. oooooo

    [/ QUOTE ]

    Purple triangles of DOOM!! Domsitron's primary powers are rendered useless through most of the fight.
  2. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    515A:Some of us, in fact a *lot* of the playerbase do NOT have the ability to dedicate that much time to playing.

    [/ QUOTE ]
    Lol, I'm lucky if I get to play 2 hours a day, and definitely cannot play every day.

    [/ QUOTE ]

    Confirming something I've often suspected -- some of you spend more time arguing about the game than actually playing it

    [/ QUOTE ]

    I really did laugh out loud when I read this. Now my co-workers are giving me funny looks...
  3. [ QUOTE ]
    We've got a nice tweak to the Domination ability coming down the pipe (it will crank up your Mez resistance while it is active), and are currently data-mining PvP to see what effect our last set of tweaks to the AT have had.

    [/ QUOTE ]

    I pray this has nothing to do with domination whatsoever. With domination up, I don't have any problems. It's the surviving long enough to get domination up, that's the problem... oh yea and breakfrees.
  4. If I was a crook, money would suffice.
  5. FoodStamps

    Tanker Update

    [ QUOTE ]
    As promised, I've been looking into the issues facing Tankers; I thought I'd explain the direction we're going. As we analyed it, Tankers have three very valid concerns (aside from the issues with specific power sets):

    1. Without Provoke, they are not a real Tanker. Those people who enjoy the MMP role of "meat shield" have trouble holding aggro properly.
    2. The Tanker's defense stats can be matched by a properly slotted Scrapper - but the Tanker can not approach the Scrapper in damage.
    3. The Tanker doesn't "feel" like a comic book Tanker should. And frankly, this one really, really bothered me. Because our game is a comic book MMP.

    So - here's the solution we're going to try internally. We went through a ton of possible solutions, and we weighed each one against how well they answered the three points above as well as how long it would take to get done.

    1. Tankers will get a "provoke" like AOE effect on their melee attacks. The more a Tanker lands his blows, the more and more mobs he'll attract. The bonus here is that it's not exactly like Provoke (it's not ranged) - but it makes a lot of sense. Some huge monstrosity is bashing the heads of a villain group - they're going to get more and more concerned about taking him/her out....

    2. As a Tanker lands more and more blows, he'll start doing more and more damage. The longer the fight, the more powerful the Tanker becomes. I can't say that the Tanker will do as much damage as a Scrapper - but it'll certainly be more than he does now. This ability really gets to the core of a comic book Tanker. He's extremely powerful - but at the start of a fight, he holds himself back some. As the battle progresses, he lets loose....I prefer this system to a power because this way it's inherent. It's simply the nature of the Archetype. And it also sets the Tanker apart from the Scrapper's criticals.

    Of course, the thought in your minds must be....WHEN?...I'm afraid I don't know. First, we need some code for this. Then we've got to test it thoroughly. Finally, it'll go on the Test Server for awhile to gather data and impressions. This is going to take some time; but I thought you'd like to know at least where we're going, even though we don't know when we'll get there.

    Feel free to comment!

    [/ QUOTE ]

    Now that's what I'm talking about. I should be able to carry the team if the fight happens to go the distance. I mean that's what melees are for. Anyways especially as a tanker, when we fight we "outlast" our opponents. Oh man, I'm so excited about seeing this implemented.