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Never have I seen a regen die on AV and I have seen dozens of AVs fall to regen.
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I see regen scrappers die to AVs now and then. Today a +3(or maybe+4) chimera killed a regen scrapper in about 2 seconds with a whirling sword AoE attack while my tank held his aggro. Several other AVs does a nuke when severely hurt that one-shots many things, not sure how regens stack up to that.
And why do praetorian AV missions on invincible? Because an 8-people team gets silly amounts of xp clearing the maps, even with a few deaths.
I dont think it is a problem that some people powerlevel, but if half the server population sits in werewolf missions getting bored to tears, just because it is a lot faster xp than other things, the game gets in trouble.
I suspect that nothing else can be herded nearly as efficiently as werewolves, since wolves run 5 times faster than other enemies. Which might make regular missions slightly more appealing in comparison. -
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Actually all of the other tanker powersets DO have something like it...Build Up, which has no penalty other than it can't be made perma, and it takes five more slots to reach its best potential.
Rage provides an 80% boost to base damage for 120 seconds and then ten seconds of zero damage. That comes out to roughly a 66% boost to base damage overall. Build Up can be up roughly half the time and provides a 100% boost to base damage. That comes out to about a 50% boost to base damage overall. Actually it is a bit less than that since Build Up falls short of being up half the time by a few percent, but it's close enough to make the point.
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You can activate max-slotted buildup about 5 times in 120 seconds, which is probably slightly over 5 seconds total cast time lost, and would cost 37 endurance. Not too far off from rage.
Perma-rage also has the acc bonus, which might let the rage-user remove a few acc from attacks.
It's mostly a question of preference. Rage is more powerfull, buildup is safer to use. -
replace terrify with full auto.. that would balance mind controll... yeah...
Well, maybe not. But some endurance efficient damage source might be nice. Like a pet, or voltaic sentinel. But I am not sure losing an existing power would be worth it. -
Just get granite armor for any serious tanking, and ignore those extra armors. (unless you want to use crystal vs sappers).
As for the forcefield anology, just find a forcefield that helps you dodge lethal attacks. -
Once again, for no particular reason:
Fully slotted frozen or rock armor (44% smash/lethal defence), used to give 88% defence to an attack that did both smash and lethal damage (the only one I can think of is the old 5th valkyrie rockets, but there are others). Now it gives 44% defence, just as it would to a baseball bat. -
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The way I see the problem is resists do stack, defense now does not. That is how ice tankers got nerfed. If invuln runs RPD and RE they get to resist both sides of the attack. But if I run 2 armors I get to defend against one.
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You get to defend against both with only one armor. Sounds good to me!
Ice tanks, like my stone tank before armor stacking, can defend perfectly well against clockworks in melee with only the first armor. The energy armor only helps against clockwork ranged attacks.
Ice is probably underpowered in the late game, but this is not the reason. -
If you do a global ignore on someone in your server friends list, you can see their global handle in the global ignore list. This way you can find out the global handle of anyone, which is bad for people who want to be anonymous on alts.
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Okay. Anyone figured out how to chat in a channel via a bind?
My standard bind does not work:
/bind rctrl+s "beginchat send "Silver Moon" "
See the problem?
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/bind rctrl+s "beginchat send SilverMoon "
This will work for channels with no space in the name. I dont think it is possible for channels with a space in the name. -
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/power_lock
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Good idea, I hate accidently changing powers around during combat.
As to the ctrl-#, I like the proposed changes. -
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I'm annoyed that everytime States attempts to up the difficulty just a bit; the legion of "What? I don't want to have to think when playing, I just want to see a group of spawns and push buttons in sequence until they drop. In essence, I WANT my 'perma-god mode'." Folks claiming that 'Heroes don't get defeated", etc, etc.
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Lots of people got defeated often by the old bosses. Making the game totally unsoloable without reading the forums for build hints is not good at all. -
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They are just +1.
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No they're not. They're more. In some way - both in terms of hit points and in terms of damage, they are far more than +1. I have more trouble with +1 bosses now than I ever had with +2 before the patch.
From my own comparison of numbers before issue 3 went live, bosses recieved a +40% to hit points and a +40% to damage. I don't know if accuracy was boosted as well, but I certainly hope that was not the case.
If bosses, prior to issue 3, went up 40% in hit points and damage every level, I suspect people would have complained about boss difficulty long ago.
I'm not sure what the difference is, but this +1 boost in difficulty is not true.
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I compared test to live a few days before issue 3 went live, in creys folly. a lvl32 warhulk and crey protector both went from 1460 to 2355 hp (just checked on live, it is still correct), a 61% increase. Their damage went up 61% as well.
Fighting a +1 makes my powers around 10% less effective and accurate. I dont know how much it affects the enemy, but it is not 61%. Perhaps it is a bug/misstake.
Now I dont have much problem with it... but it seems way too harsh for many. -
Do anyone have all the data on granite? Numbers on resistance, defence, -recharge, -damage, and end cost?
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I was thinking that the hover is really nice when you need to leave quickly, but I guess wont happen past 32
What you describe sounds more fun than running away. -
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To respond to some of the other points about superspeed and lacking mezz resistance, let us not forget some of the current changes in the pipe (emphasis mine):
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Improved Stone Armor/Granite Armor Mez resistance.
Stone Armor/Granite movement speed penalty was slightly reduced and its Endurance cost was reduced. Cannot be active at the same time as other Armors in this set, Super Speed, Sprint, Hover, Fly, or Group Fly. Slightly increased recharge time.
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Eeeek! Good thing that you mentioned it, I had not noticed. How annoying.
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But, well, it is probably a good thing. Super speed does not fit with the 'slow as a rock' thing. Time to slot up swift perhaps?
Another thing, which perhaps can be answered by people who have it on live, when you teleport with granite do you hover two seconds or drop like when rooted? -
I like rooted, it fits stone armor well conceptually.
The graphics are a bit screwed up though. The stone cage is not around my character if I run while activating rooted, or teleport around. And sometimes there is only a black ring on the ground.
Hopefully we can stack the def armors later on, this will make fighting non-smash/lethal groups more fun.