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Great thread and idea, Castle (though should BAB be asking about this? Heh)! I appreciate your wanting feedback on this.
Most important for me is to give some options for the most commonly re-used animations. The new Super Strength animations were a great start on this. Haymaker's animation is used on a LOT of powersets, and new looks across the board (even offering them the same option) would be nice. I usually avoid Air Superiority on any character that already has a Haymaker animation, as it feels far too repetitive to me.
Same thing for Footstomp style powers. Even if Kheldians, Earth, etc., powersets get the fistpound animation, it would be nice to have the option.
Another group of egregious animation reusers are three weapon sets (I think because they grew out of a weapon mastery set): Battle Axe, War Mace, and Broadsword. We really need some new options to differentiate those sets (like Katana received), or at least get a couple options for the reused animations across those sets. I played War Mace and don't feel like touching Axe or Broadsword as they "feel" the same from the animations. Vary those up and I will play those sets and be a happy camper.
I think some blasting animations could use a little flavor, too. A big hurling animation could be nice for powers like Fireball and Explosive Blast, for instance. It would be visceral and feel like you're throwing something wicked strong at your opponents.
That's all I can think of for now, but I'll toss out more if I remember ones that I have wished for, heh. -
Quote:I am... confuzzled to say the least by this. Our secondary sets are being treated like our primary? What do you mean? Not even sure what you mean by HPs, since that has always been an advantage that Tanks have.Here's my unsolicited feelings about these changes:
-Our secondary power sets are treated once more like our primary, HPs are our secondary power set, and our primaries are like power pools.
-Sounds like we are being told that we are not playing correctly with the devs toys. <paraphrase>"Why aren't you guys using your tier 1 attacks?"</paraphrase>
With GR, I will probably never make another tank. Still have over half my character slots filled by tanks, but every other month I delete one or two of them because they just aren't any fun to play anymore.
With Bruising, the devs are acknowledging that we have to take that first attack, and that it is potentially a bad thing that many Tankers neglect that attack at later levels (I do not usually, but I know some do: in fact, I'm reworking my main Tanker's build to slot his first tier attack better than it is now). They're now buffing a power that we have to give, helping out our ability to solo, and also allowing us to give more to a team.
In short, Tanks received a few buffs with this issue, and that means you are deleting yours? That is the most confusing thing about all of this. You list off a lot of benefits, and then take them in a negative direction!
Quote:let it go, like healbots, Tanks just arent useful in this game.
I won't even get into your "mention" of Tanks, either, as that's even worse.
For the whole defense debuffing thing, I honestly wonder if melee ATs, or at least Tanks and Brutes, should get some inherent defense debuff resistance. There are a lot of such debuffs in the game, and they're the mostly like to need that defense in a situation with a lot of defense debuffs. I would also guess we're going to see more of such debuffs as well.
If we can't adjust the defense softcap, that would be one way to address the equal benefits a Blaster receives from being at the same levels of defense as my Tank, Scrapper, etc.
Just throwing it out there. I know defense caps are only so great from experience. My experience with SR and Ninjitsu, as well as soloing Blasters, has shown me how hit or miss defense can be (ha, ha). I'm still annoyed at how many purples my Blaster had to keep eating when he soloed the EB version of Silver Mantis. However, I still have to acknowledge defense is very nice. -
Ah, okay. The way I read your guide, it sounded like you didn't get anything if you were a hero and chose the hero's path again (or vice versa for a villain). Thanks for the info, I appreciate it.
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Huh. I thought those who chose to keep their alignment gained powers... but it's people that swap that get the powers? Different from what I remember.
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Quote:What, you can't come up with a concept of someone gaining magical powers and keeping it hidden? There is a resistance group, surely some magical groups can be on the hush-hush side as well (or have joined the resistance). Plenty of room for your imagination to work, and who knows how they'll fit it in with future updates."Oh it's there, you just can't see it," comes off as something of a cop out to me. I understand that a lot of people enjoy technology and sci-fi, and I can see it being tightly controlled, but to leave no traces of it whatsoever and include nothing for heroes of magic origin? It seems like those of us who lean more towards the medieval fantasy type style are just getting forgotten or ignored. :| You have no idea how hard it is for me to make costumes for my mage character.
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Well, the effect on five targets is going to be quite noticeable. The initial tick is stronger than Combustion, and then you have all the ticks after that. So it won't slam quite as hard as FSC at the start, but close. I'm assuming that if any of the initial targets drop, some others can get caught in the burn patch's ticks, at least. So that's a lot of nice, there.
Burn won't affect as many targets as rain of fire, though. If you need a control power of sorts on your Blaster, it'll work better. Damage is about the same, probably, if most of your targets are going to be in Rain of Fire the whole time (if I'm reading CoD right). I always figured Burn is a bit tough to use on a Blaster, anyway. -
Quote:Okay, good to know. Thanks. How much do the Fury changes really affect things for Brutes? I can't really tell well enough if it makes things a little tougher for them offensively, or not (the lowering of Fury degredation along with other adjustments make them sound more consistent, which is probably good for them). Sounds like it some from a thread I'm seeing on the Brute forums, since the people saying they're okay with it, etc., have pretty good judgement from other posts I've seen by them.The experimental change that was made (and cancelled) was a slight buff to Brute resist powers, but a reduction of their resist cap to 85%.
So, in everyday solo play (outside of Granite) brutes would be more durable, but less durable than tanks in resist-buffing situations.
Again, that change is not going live; nothing has changed for brute survivability.
Quote:With the buffs to Tanker, and the "re-balance" to Brutes, I feel they should be on more equal terms now. Before Brutes were simply numerically superior to both Scrappers and Tankers. I considered this to be a problem with the Brute AT rather than a deficiency in the Tanker AT, so I've never felt like Tankers were under-performing, just that Brutes were too powerful.
I don't think they gap was as big as some people suggested, but you couldn't ignore the numbers, either. Hopefully this will make things better for Tanks and Brutes together (and Scrappers, too, though they're quite well off).
*added*
Johnny, Castle distinctly said he wished there had been a change to the defense softcap way back in I8 or so, but it didn't happen, so he would have to live with it. The player reaction to a change in the softcap for people now would be enormous, making your disgruntlement on the issue seem as nothing. Castle recognizes this and isn't going to make the change: just make sure things like BotZ didn't make it too easy to get there.
I do hope they get more creative with some encounters, though. I can see AOEs and cones for AVs being one thing that they could do (where a control of the AV's aggro makes a difference... unlike Scirocco's dratted sandstorm twister attack)... some already have these, and having a tank (or brute) control these is a good way to make aggro control needed, without necessarily making the damage overwhelming like Recluse buffed by all his towers. -
Quote:I'm curious to see what the new endgame brings for us. It may be that the challenges will call for greater survivability and need what Tankers can give more easily. I only hope this is the case, and not more instances like the end of the STF where you need to be well beyond the defense softcap and at the resist caps to take on Recluse fully buffed. Most tanks need inspirations or a little help to do that. I'm not sure what the midground is on that, but STF is not it.But Starsman, your point has its merits. Brutes are tough. Not Tanker tough, but tough. No one can fight the arguement is that a fully buffed Brute can replace a Tanker in most situations.
Quote:Still, Brutes aren't Tankers. Brutes don't grab aggro to help teammates. They selfishly grab aggro to SMASH! Plus, Brutes will face plant if they bite off more than they can chew. Much moreso than a Tanker would. Plus, Punchvoke makes Tankers better aggro magnets than Brutes in almost every case.
Personally, I've always thought it ridiculous that every AT can get to the softcap, just like Tanks, and that Brutes were allowed to have their resist caps be the same as Tanks. And it's nothing against other ATs... I have a lot of non-Tank alts (and I'm keen on trying Brutes without being a villain). It just seems to make more sense for balance to portion things out differently.
But Castle made it clear a few months ago that he is living with everyone having the same defense softcap, and (if I'm reading notes right) the removal of changes to the Brute resist cap seems to indicate that is not going to happen. I'm not sure, though, as no one seems able to tell me what happened there. Grrr. -
Quote:It's still at 5. I'd say the most creative change (and in a short period) was to Fiery Embrace, and I like that a lot. Burn having front loaded damage is also better than it used to be, to my mind. I kind of wanted it to work more like another AOE, rather than a patch still, but it'll work.I was hoping for FA to get some KB protection and a bit more of a radical burn change, but I tend to have an creative imagination for how powers could be changed. What's the target cap on burn? 10 foes now or still 5?
My biggest worry is how to fit it back in my already tight build. -
Any Tanker can tank AVs, you just have to know where you are weaker and build accordingly. Shields is a lot of defense, a little resist, and some good +HP. So it's a good idea to get to the defense softcap with it if you want to be really resilient (though it's not strictly necessary, unless you want to play at the screaming edge).
On mine, I was originally going to go with Aid Self, but I switched to grabbing Tough. With it, teammates or green inspirations were enough, whereas I found myself having issues before that if my defense got bypassed (either through defense debuffing, Nemesis with stacked Vengeance having ridiculous +to hit, Devouring Earth, etc.). I'd also say One With the Shield is decent to have: if you use it proactively. Get used to when things are going to hit the fan (like when you're facing a couple of Nemesis mobs at once), and fire it off before you start getting hit a lot.
OWTS saved me when I used it that way. If you use it when you're close to defeat already... the extra resists may not be enough to save you.
For decent damage and mitigation, Super Strength is pretty nice. You can use Rage judiciously when the crash isn't going to hurt you. You also have some decent mitigation in the set, especially via Footstomp. War Mace and Axe are nice in this regard, too. I like Fiery Melee, of course, but if you want to have more mitigation from your secondary, I wouldn't go that way. -
Quote:I've said it a lot of times before, and I'll say it again (just noting it again as I don't expect you to know/remember my thoughts on the subject, Warkupo... or anyone for that matter, heh): one of the best things about CoX is that any combination of ATs can succeed, and no one AT is needed to complete any content. That's awesome, and I love it.@Grey Pilgrim
I suppose I don't really consider AV's a big enough menace to be really concerned about them. Outside of a few TF's, I've never really gone up against an AV that I considered utterly challenging to defeat or requiring of some specialized tactic to take out. Once you get an AV by itself it isn't really challenging regardless of what your team composition is; You just attack it until it dies.
Where I notice deaths occurring is when the team is getting swarmed by MANY enemies at once. Without someone to manage the hoards, be it a Tanker, Controller, or well buffed team, the group is going to start having problems. So it's actually in general game play that I'm more interested in Tankers because that's where I feel their niche exists.
I DO think that some AT's can replace the "role" of a Tanker, just as a Tanker can replace the need for the other AT's. I don't see this as a problem. If a Tanker was MANDATORY for every team a lot of players wouldn't *get* anywhere and this would quickly turn into every other MMO I've played and dumped where the progress of your party often relied on having a specific class such as the Tank or the Healer.
All of this said, I rather doubt a team if normal players is going to notice that the Tanker is lowering the AV's resistance by 20% unless they already knew that the Tanker could do that. Just like when playing a defender, teams rarely realize you're the one making them awesome unless there's green numbers flying around their noggins.
Still, that doesn't stop the hordes of min/maxxers and doomcriers to say that "x" AT is better than another one, or that "x" AT is going to be utterly phased out with Going Rogue (like the devs would let that happen, heh). I have seen such posts on... just about every AT forum, ironically enough. So it's enough to make me think that it won't happen, just from that (if I didn't have other thoughts on the subject).
People seem to like pick on Tanks, though, and I do think it's arguable that Brutes and their shields are allowed to get too close to Tanks in survivability, while Tanks aren't really allowed to touch their offensive capabilities. Also, I can just hear the min/max crowd saying "'x' Brute can outdamage a tank and get to the same resist caps, might as well take them... who cares about bruising." Such reasoning would only get more strident and persuasive if you talk about having more than one Brute or Tank on a team.
So that's where my thoughts on Bruising comes from. I don't really envy Castle's analytical task in comparing Brutes, Tanks, and even Scrappers. They're all melee, they all have defenses, and they all overlap to some extent. Trying to balance the three and keep them unique is a tough chore, but I more than think the devs can do it. Bruising shows Castle and co's ability (once again) to make an interesting adjustment. Same thing for Fiery Embrace, really. He went with a cool change that is more difficult than anything most of us asked for, but it probably beter. -
Other sticky wicket for me with that... Thor is a god from Norse mythology, for crying out loud. Marvel shouldn't and doesn't have all rights to that idea, even if this is a superhero game. Having Shields and Martial Arts in game didn't seem to hold them up in the same way... they can continue to generic Captain A wannabes like they would Thors, right?
I have an Odinn themed background for an Elec/Elec brute I'm starting with GR, and I shouldn't hear any complaints there. I've never read the Thor comic, and my interest is entirely in Norse myths and poems. -
Quote:I suppose, but I still think of Thunderstrike as an ST attack with benefits.Electric Manipulation Thunderstrike and Electric Melee Thunderstrike are not the same animal. Melee Thunderstrike does knockdown, not knockback, and deals nearly half its damage as AoE (specifically, a 1:0.96 ratio).
As for Shatter and Cleave, one thing to remember is that the AoE is free. Both are treated as single-target powers for purposes of the damage/endurance/recharge formula. -
Quote:Brutes get all the changes to Fiery Aura as well, sans Bruising. But Bruising was probably a needed boost to Tanks, given how everyone shouts about Brutes and their offense.All the folks talking about how Brutes are going to displace Tanks don't yet realize exactly how much buff Tanks got here. Brutes should be feeling nervous.
Castle is putting Burn back to where he is comfortable with it being. I'm assuming he'll up the recharge or lower the damage if he sees it as being too much (which is what I always asked him to do, if he would only remove that dratted fear component, heh). Keep in mind what Lightning Rod and Shield Charge can do when thinking about Burn, too. Dumpster diving is not back. Aggro and targeting caps are still in place, and it will still make more sense to wade into a mob or two at a time, and fire off your AOEs.
Quote:I have to figure out how to squeeze Burn back into my Fire/Fire. I kept it on my Fire/SS and used the Fear for mitigation. I do like the changes so far.
Don't get me wrong, Castle! I love the changes! I'm just having to figure out how to rework my build to accommodate them, heh. -
Quote:Bruise is unresistable? I thought I saw in the notes at there that it is resistable. Or has that been changed?The one really good thing about the Bruise effect is that it ignores the purple patch, meaning it's always a 20% damage boost. This aporach would make the stackable segment be subject to purple patch degradation.
The max debuff I'd give a team of 8 tankers would be 60%. Anything after that may be "too much." I guess if the 5% stack-able was on top of the 20% instead of a portion of it, it would work nice (20% + 5%*8 = 60%)
Actually, perhaps if the T1 added this strong bruise, and every other tanker attack landed a -5% for CastTime + 1 seconds...
Yeah, I didn't see that earlier. All tanker teams can beat up AVs. Ones with heavy resists and Tier 9s can be harder and take longer (was on an all Tank LGTF that took a bit on Hero 1), but it's definitely doable.
Not sure what to say on the status of Brutes and Tanks. I asked this earlier, but anyone know if Brutes are getting their numbers changed in anyway? Still can't tell if they were or if those adjustments in resistance were kept.
*added*
Warkupo, the reason a lot of us are focusing on AVs with Bruising is that's where people and teams are going to notice it most. Sure, it will help solo and against bosses on a team, but players and teams may not notice them much. And while we don't need to min/max in this game, people still seem to do it and call "x" AT unneeded. -
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Quote:Thought I was linking to some patch notes (which he linked to from the thread you mentioned). Bit confusing. Rather wish they would put the effort in to have all that stuff up. Crazy that we still don't have an official page or post about what the extras are with the Collector's Edition.Yeah... that's the eighth page of the ZM thread I posted above...
Quote:over this last week, about every other day I was home (5 of 7 days), I would pick a thread in the beta forums, and read everything. KM for one day, FA the next, CoP for another (ignored zones, read a bit on badges). It's a lot of freakin stuff. I feel sorry for the people who will get slammed with all this stuff without any ahead-of-time knowledge :/ -
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Quote:Hmmmm, I thought I covered stacking in my other two posts, but maybe I didn't? I don't know how feasible it is, but maybe they could make the debuff lower the more times it was layered on a target, eventually capping out? I'm well aware that there is balance needed with this, so I would like to see multiple Tankers on a team helped in this, while still remaining balanced.Exactly what I was thinking Pilgrim. As of now, there's really no need to have more than one tanker on a team (sometimes not even one is needed). But here's some food for thought from Castle's perspective, suppose there was a team of say 8 tankers and this ability was stackable. Would their combined debuff be enough to make them easily able to take down the AV themselves? Exactly how powerful is a 120% resistance debuff? Of course, this is an extreme case.
What changes are for sure with Brutes in Going Rogue? I saw mention of their resistance cap being lowered, with their powers getting a slight increase overall to resistance, but it looked like that was removed in Zombie Man's list. I personally thought that was a move in the right direction with Going Rogue. That change would keep them over Scrappers in survivablity, but not overstep on Tankers.
Adjusting aggro generation to favor Tankers more would also make more sense, as Starsman kind of mentioned. -
Looking at it quick, Freezing Touch already is one of the heavier ST attacks in Ice, thought it is a DoT. I could see it getting lower recharge or higher damage if people could make the case to Castle, but you might see the hold duration lowered for that (which is what happened with Clobber's stun).
I would definitely hope it doesn't get the exact same setup as Cobra Strike, as I am a bit dismayed that Cobra Strike no longer has a 100% chance for a stun (75% if the numbers I'm seeing are right). Used to be you could use it along with Eagle's Claw and know you had a boss out of it. No more. Guess the damage is seen as a good enough of a tradeoff, but I'll miss it. -
I believe you can get it on Motorcycle jackets. Not sure if it's currently intended, but you can actually use that overlay in the live version of the game on motorcycle jackets. Found it the other day when working on my Blaster's costume.
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Quote:I can see why you made this change versus a straight damage buff (it's also more interesting, adds flavor, etc.), but is there a way for it to stack at all with another Tanker? I realize this is supposed to mostly help while solo (kind of like the new change to Defender's Vigilance), but aside from soloing, stacking Tankers on a team can also be said to have more limited use.Reposted from Beta Forums:
Why was Bruising implemented as a 20% damage resistance debuff rather than a straight up increase in Tankers damage across the board? What benefits does that bring that the later approach does not?
- It increases the Tankers overall damage output while solo, but the amount it increases by changes as you level. Once you have a complete attack chain, you see lower returns on using the attack. It benefits single target sets slightly more than AoE heavy sets.
- It increases the Tankers TEAMS overall damage against "Hard Targets" such as AV's, while not affecting AoE effects much at all.
- It provides greater functionality to an attack which all Tankers must take, but tend to relegate to disuse at higher levels. It is now a distinct gameplay decision to include this power in your attack chain.
Personally, I like having more than one Tanker on a Master run, and I'll never say no to having more than one tank, but making this ability work with more than one tank hitting the same target would probably be a good idea.
Just putting that out there while you are (probably?) around. -
More fair to say they were balanced/fixed. Fiery Aura needed help, and Shield Charge had incorrect numbers.
Still wish Fiery Aura would get KB protection. I don't see any good reason for the set to not have it, and it's a pain that it doesn't get it. The rest of the changes are fantastic to me. Fiery Embrace has viability next to Build Up, Burn is usable all the time again, and Consume helps out more. -
Here's Zombie Man's list of stuff changed for GR. Fiery Aura stuff is further below.
Overall, I think this is fantastic. Burn actually adds to your damage all the time (I'll have to see if I want this as well as other Combustion and FSC, or to remove Combustion in my builds), and Fiery Embrace is more unique and helpful. Now it's not a choice between Build Up and FE. Ugh, my build just got more complicated. Consume's changes are nice, but not much.
Still no KB protection.
Here are the changes to Fiery Aura I could find in Zombie's list:
- Burn changed power substantially:
- Added initial hit damage
- removed Fear effect
- reduced tick damage by half (to scale 0.03)
- decrease tick rate by 4 (now ticks every 0.8 seconds, instead of 0.2 seconds) (1/8th total damage from DOT, replaced by initial hit)
- Burn further adjustments
- Increased Initial Damage from scale 0.84 to scale 1.6
- Increased Damage per tick from scale 0.3 to scale 0.6
- Added To Hit check for Initial Damage
- Fixed the issue with Fire Manipulation Burn not having an Initial Hit portion.
- Burn further adjustments
- Fixed an issue which could result in Invalid Target messages appearing when attempting to activate this power.
- Fixed an issue with Burn spamming the Combat log with Immobilize Buff messages when multiple targets were hit.
- Fixed an issue which sometimes caused the Initial Hit damage to affect the caster as well as the targets.
- Burn - Reduced Damage to 20s equivalent (Scale 1.6 reduced to Scale 1.44)
- Heres your chance to give feedback on a possible change to this power.
- The Tanker Fiery Embrace power now adds bonus fire damage for all Secondary Powerset attacks instead of being a normal damage Buff. All Secondary powerset attacks made for 20 seconds after activating Fiery Embrace will do bonus damage based on that attacks damage. This bonus damage IS affected by enhancements and outside buff/debuff effects. At low levels, this means Fiery Embrace will have lower impact than the old implementation, while at high levels or on teams with lots of +Damage effects, you will see increased damage output. THIS IS STRICTLY AN EXPERIMENT FOR BETA AND IS ONLY SET UP ON TANKERS.
- Update: In order to allow for more accurate testing results, the new Fiery Embrace buff will now affect Ancillary and Patron Power Pools in addition to all Secondary attacks. Please keep testing and giving your feedback on this experimental change. This change still only affects Tankers at this time.
- Corrected Fiery Embrace bonus for several Dual Blades attacks
- Fixed damage values for Dark Melee powerset,
- Fixed damage values for Electric Melee Chain Induction and Lightning Rod
- Fixed damage values for Stone Melee Hurl and Fault,
- Fixed damage value for Kinetic Melee Repulsing Torrent.
- Update: Added Fiery Embrace test support to Damaging Tanker Primary powers, such as Burn
- Fixed issues with Fiery embrace buff to Lightning Rod, Shadow Maul and Midnight Grasp.
- Fixed the Fiery Embrace bonus damage for Tanker Pyre Mastery/Fire Ball
- Added Fiery Embrace support to the new Tanker Patron Power Pools after the recent change.
- Update: The Experiment is over! We didn't find any egregious problems, so it is time to spread the love.
- Extended Fiery Embrace changes to Brutes
- Extended Fiery Embrace changes to Scrappers
- Critical damage is not affected by the new Fiery Embrace
- Spines Toxic Damage Over Time effect is not affected by the new Fiery Embrace
- In PvP, Fiery Embrace uses the previous Damage Buff version.
- Fixed Thunder Strike Fiery Embrace bonus -- it was not properly applying the split radius effect.
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I like the Bruising concept... it's nice, and allows for a little change/buff to tanks. I think it's a great idea. I'm less keen on the lack of stacking for tanks. That is one arguable thing you could say about tanks (that having more than one isn't "needed"), and bruising doesn't help much with this, as you're only facing multiple AVs at so many times, even if this will help with multiple bosses.
Kind of so-so on the health cap increase. It's nice, don't get me wrong, but it's mostly only going to help Tanker Primaries that give +HP in some way. So yay for my Invuln and WP tankers, but meh on Grey Pilgrim, my Fire tanker. He has all the accolades and a decent smattering of HP bonuses on his defensive build, and he's still only at about 2400 HP. And Healing Flames still only goes off of your base hp before bonuses.
So unless they did something to change base hp for Tankers... not really seeing much boost from this part of things.