Hatred666

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  1. Quote:
    Originally Posted by planet_J View Post
    So fixing your favorite AT requires nerfing the daylights (or sufficiently enough anyway) out of the second most damage dealing AT in the melee sets so that one has to sacrifice most survivability to get any damage (3rd if you include stalkers since the changes)?

    Look at pylon times...brutes are up there, but Night Widows and Stalkers and Scrappers still obliterate their times.

    I like tanks...tanks do have an inherent advantage that some of you think is redundant...that is boosted defense and resist and HP base numbers...I have a Dark Armor tank with just shy of 2500 HP...I have a Dark Armor brute that barely breaks 2000 HP...both of those are with accolades but it is a very clear point.

    I like brutes...far better than scrappers...though scrappers still deal more damage...Brutes feel like a good solid middle road between tanks and scrappers. More defensive ability than scrappers, but similar base values, just higher caps...(which are not easily leveraged...but are there.)

    I also think nerfing SS is a bad idea...isn't that one of the best powersets for you guys too? Just curious...cause I sure see a boatload of SS or TW or Fire tanks...and I know they wouldn't have so many if you guys weren't looking at damage numbers. Personally I don't see that getting ported to scrappers anytime soon, and I don't see them touching it anytime soon...it would cause an uproar the likes of which would take a complete turnover in staff to extinguish the flames of revolt....

    Brutes don't need a nerf...you guys need something that is truly yours, I agree with that...but the direction you're going will not get you traction if you think that the devs will completely nerf an entire AT while everything else gets adjustments upward...it doesn't make any sense with the trends that things are moving towards...
    Long ago, wasn't the resist cap for Scrappers reduced from 90% to 75%? Maybe I'm wrong, but I was under the impression the reason for this was that because Tanks weren't capable of reaching Scrapper damage output, so therefore Scrappers shouldn't be allowed to reach Tanker survivability.

    I don't see how the situation is any different between Tanks and Brutes. Brutes are capable of not only doing far more damage than Tanks, but they have the defensive caps to reach the survivability of a Tank as well. IMO, either Brutes defensive caps need to be lowered to a middle between Scrappers and Tanks, or the Tanker damage cap needs to be increased to Brutes damage cap.
  2. Quote:
    Originally Posted by DJ_Onslaught View Post
    Remove Gauntlet from Brutes... It's supposed to be the tank inherent why did they give it to brutes, never made sense to me.

    Buff the tank damage at a base level in addition to raising the cap and maybe find a way to increase the agro cap tanks can hold, maybe by way of something with the agro aura powers and them being a primary instead of a secondary.
    Brutes don't have the Gauntlet inherent. Their attacks have a taunt effect just like the Tanker counterpart. It's used to build fury.
  3. Quote:
    Originally Posted by ChaosAngelGeno View Post
    For 14 years I have been playing Magic. I still play Magic to this day and I can tell you there is nothing balanced or free of power creep in the Standard format. I dislike the format because it creates a limited metagame that forces you to either play the best deck or metagame against it. Going back this has been the problem that has plagued the game for the last few years...(that and a few broken powerful cards and mechanics). Even MTG suffers from power creep. Going back even the last ten years there has been little diversity in Standard. You can find an unbalance and power creep in the several periods during the game in MTG's Standard format.

    While I agree that power creep is a problem for every game designer, I completely disagree that MTG is good example of how to combat power creep. If anything, especially recently, Wizards of the Coast completely failed in this aspect.
    Some of the mill decks are no joke. The ones built around the plainswalker cards like Jace Beleren are almost unbeatable if built and played right.
  4. Quote:
    Originally Posted by Bullet Barrage View Post
    How did you forget the Defibrillator rez power?
    I do like this idea, but we have plenty of electric powersets, so I wouldn't place this on the devs immediate radar.
    That was the word I was thinking of but couldn't remember it, so I used spark. It's changed now.
  5. Was thinking about the idea for a while now. With the new Nature Affinity set coming out soon, I figured I'd give an Electric Affinity set a shot.


    1) Electrocute - Ranged, Foe Hold, - Regeneration, -Recovery

    2) Charged Shield - Ranged, Ally +Res(Smash, Lethal, Energy, End Drain)

    3) Defibrilize - Ally Rez, +Regen, +Recovery

    4) Conductive Shield - Ranged, Ally +Res(Fire, Cold, Energy, Neg Energy)

    5) Static Field - Toggle: PBAoE Ally, +Recharge, +Recovery, +Res(Hold, Sleep, Disorient)

    6) Energize - Ally Endurance Discount, +Recharge, +Regen,

    7) Electric Burn - Ranged(Foe AoE), Foe -Res, -SPD, -End

    8) Bolt of Lightning - PBAoE, Foe Disorient, Foe Knockdown, Foe -Recovery

    9) Tesla Field - Toggle: PBAoE, Minor DoT (Energy), Foe -SPD, -Regen, -Recovery, Team +Regen, +Recovery, +SPD
  6. Quote:
    Originally Posted by SpyralPegacyon View Post
    I never understood qubbles over tankers and brutes at the caps. If you're capped out, then pretty much so is the rest of the team, and at that point individual performance is just another body left behind in your team's wake.

    Well, OK, I kinda understand, but I doubt those thoughts would be taken kindly.
    Because it's unfair that Brutes get to have Tanker HP caps, resist caps, etc. Yet, Tanks don't get to have Brute damage cap.
  7. Quote:
    Originally Posted by BrandX View Post
    True. I find running Tactics to be a popular thing on teams. So on teams, I'd likely expect to see lots of Blasters able to use Snipe often at it's non interruptable phase.
    Messing around with Mids, I figured a way to fill in my Snipe without sacrificing any important powers or losing +def values. My idea was in teams to use Snipe in my chain, since there is so many people usually running Tactics. Blazing Bolt + Blaze + Fire Blast.
  8. Quote:
    Originally Posted by Arbiter Hawk View Post
    Some Blaster mods do feel a bit low. Whether or not we will change them at this point, I'm not sure - it's a very risky change, because changing class mods changes how every single one of their powers works. If Blaster Effective Health is still found to be wanting after these changes, however, the buffs will continue until performance improves.
    Nice to hear. Thanx.
  9. The changes to snipes should of been a "Blaster only" change.
  10. Quote:
    Originally Posted by Johnny_Butane View Post
    How does making an AT that is already nigh unkillable even more nigh unkillable improve them in a meaningful way? Are people not playing Tankers because they die too much?

    No. So why do they need to be tougher than they are when they're already the toughest?

    And why do you think that if people aren't playing Tankers despite the fact that they're the toughest, that making them tougher will change their minds?
    You have a point here.
  11. The added +Regen to Blazing Aura will be a nice bonus to stack with my Hybrid Melee.
  12. Quote:
    Originally Posted by Quoll View Post
    Thanks for all the responses. Right now its looking like i'll go FA and drop Temp Protection, Consume, and Burn.
    Why don't you just post your build for us to critique and give advice, before you drop your slow resist, end management tool, and your heavy damage attack?
  13. Quote:
    Originally Posted by Quoll View Post
    Are there any primaries that have 2+ skippable powers? I've found that most of the secondaries i'm interested in have next to no skippable powers so i'm feeling a bit stuck atm.
    Is there a reason your looking for a set with multiple skippable powers?
  14. I solo'd all the AV's in the Maria Jenkins arc with an INV/SS Tank before Incarnate powers. So yes, it's perfectly possible for melee characters to do it.
  15. Quote:
    Originally Posted by Synapse
    90 seconds for a nuke doesn't sound all that scary to me honestly. It really doesn't, however that's a bridge I'd like to cross at a later time. Next issue you'll see why. One thing at a time.
    Blasters must be getting something cool that every other archetype is getting, yet again reducing their roll.
  16. Quote:
    Originally Posted by houtex View Post
    ... gettin' to 50?

    Well, now you have. Brawling Humiliator (Pinnacle) is now a 50. Using Brawl/ Will Power/ Energy Mastery. Woot.

    Brawl was the only, and will be the only, directly offensive power used. And he soloed the Alpha slot missions to boot.

    /oh, he's got a mace, but he just holds it when he fires off Build Up.
    //It looks cooler when he does that but still baps them in the face.
    ///All Solo and street sweeping too. No missions, no teams. But he's 50 now, so that rule goes bye. He'll team and mission now.
    ////Well... Have to admit the two teams for badging, no XP for Adamastor and Jurassik.
    /////And I gotta say he did no XP tip missions to go Vigilante, which really wasn't worth it.
    //////I gave the loot and the Inf gained during those away, so they really didn't count for anything.
    ///////Oh yeah, that one ITF attempt. Didn't work out. Ditto gains given away.
  17. Quote:
    Originally Posted by Stealth_Bomber View Post
    We were told when ED was announced that there was a plan to offer more powerful enhancements and that we would be able to reach essentially the same level of power as Pre-ED. I don't think that goal has been reached. Is it possible to have every attack at 198% damage (that is 6 slots of even level SOs)?
    So was ED a preperation for IO's? Forcing the player to earn their ridiculous tank mage levels? I started playing during i8, so everything prior to that I have no experience with. From what I've read though, ED does sound like it was implemented for IO's.
  18. Having a 2 min recharge is a bit much. At least cut the recharge down to 1 min to make the power a bit more useful.
  19. Which time was more powerful?
  20. Quote:
    Originally Posted by Darth_Khasei View Post


    It's like choosing one of the WOMEN in this picture. Can you really go wrong either way?
    1. Middle
    2. Left
    3. Right
  21. Quote:
    Originally Posted by Arcanaville
    The reason why I'm not currently advocating a rebalance of blaster secondaries specifically to address their current issues is because the secondaries are all dissimilar from each other and clearly aren't just missing some singular obvious thing that would help the entire archetype.
    Corruptor secondaries are very dissimilar as well, yet they function to support their primary blast powers. Their isn't a blatant difference in range damage output between Blaster/Corruptor primaries, which tells me the secondary is what really makes the difference. So I respectfully disagree, and that there is something specifically missing from Blaster secondaries.

    Quote:
    Originally Posted by Arcanaville
    Addressing the secondaries would require individually adjusting each powerset separately which would take a lot of time.
    If it means doing it right, and not just putting a band-aid over a gashing wound, I would be all for waiting.

    Quote:
    Originally Posted by Arcanaville
    And if global additions can go anywhere, it makes more sense to add them to the primaries, because blasters tend to have more primary than secondary powers on average, and they unlock earlier in level progression.
    To me, it represents the problem with Blaster secondaries. Lots of the powers just aren't worth picking up.

    Quote:
    Originally Posted by Arcanaville
    This is not to say that I don't think a review of secondaries isn't waranted, just that its neither necessary nor sufficient to address blaster global issues, and would delay any change to blasters for an indefinite amount of time.
    Adding multiple powers choices per tier wouldn't seem that difficult. Just need to decide what other powers they would have access to, and in what tier to place them in. Maybe it would take longer than I'm thinking, I don't know. I'm more than positive you have a much better understanding than me of how something like that would take time wise.
  22. Like most people have mentioned, the main problem with Blasters are their secondaries. The powers just don't support a primary ranged AT. IMO, Blasters should be the opposite of Dominators. Dominators are a control primary with a mixed secondary of range and melee. Blasters, with their range primary, should have a secondary of control and melee. When I say control, I mean actual hard controls; holds, stuns. Not sleeps and fears.

    Obviously the powers in Blaster secondaries cannot just be removed and replaced after how long they have been in the game. The so called "cottage rule". My idea would be to give Blasters multiple power options per tier in the secondaries. So if a /fire Blaster wants to switch out Blazing Aura for another power option within the same tier, he can. At the same time, another /fire Blaster with Blazing Aura who loves it is not forced to lose it. This would also ad a unique feature to Blasters, since no other AT has the option of different power picks within the same power tier.

    I would leave the inherent the way it is, but also add an existing mechanic like domination. Instead of an increase to contol powers, the Blasters version would add a 50%-100% damage buff, endurancy recovery buff, and also adding temporary status protection just like the Dominators counterpart.
  23. Would you suggest Core or Radial for an INV/SS?