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Posts
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Quote: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.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...
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. -
Quote:Brutes don't have the Gauntlet inherent. Their attacks have a taunt effect just like the Tanker counterpart. It's used to build fury.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. -
Quote: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.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. -
That was the word I was thinking of but couldn't remember it, so I used spark. It's changed now.
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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 -
Quote: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.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. -
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.
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Quote:Nice to hear. Thanx.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.
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The changes to snipes should of been a "Blaster only" change.
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Quote:You have a point here.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? -
The added +Regen to Blazing Aura will be a nice bonus to stack with my Hybrid Melee.
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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?
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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.
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Quote:Blasters must be getting something cool that every other archetype is getting, yet again reducing their roll.Originally Posted by Synapse90 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.
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Quote:... 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. -
Quote: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.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)?
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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.
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Quote: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.Originally Posted by ArcanavilleThe 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.
Quote:Originally Posted by ArcanavilleAddressing the secondaries would require individually adjusting each powerset separately which would take a lot of time.
Quote:Originally Posted by ArcanavilleAnd 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.
Quote:Originally Posted by ArcanavilleThis 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. -
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. -
Would you suggest Core or Radial for an INV/SS?