Hexum

Apprentice
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  1. [ QUOTE ]
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    anyhow, without getting too far offsubject my point is .. umm, k what was my point.. err balance the offensive sets please.

    [/ QUOTE ] I would suggest posting your suggestions in JohnPreston's "Tanker Issues" thread. I'm quite happy with fiery melee, tho BoF could be improved. Other sets have status effects but DoT is fine with me.

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    oh yeah, don't get me wrong, I'm happy with fiery melee totally. I was trying to get across that fiery melee was actually a set that I see as balanced, energy melee as well. The other sets are the ones that need work (stone & superstrenth might be ok but havn't seen much of). I don't expect the damage of mace, axe, or ice or the others to be equal to the damage of fire, but in some cases, especially mace, the secondary effects are no where close to making up the damage difference.
  2. I mainly see 2 glaring problems with tankers nowadays.

    1. The advantages tanks have over scrapper(brute)s in defense is now small compared to the advantage that scrappers(brute)s have over tankers in the form of damage.
    Scrappers(brute)s can have thier resistance/defense increased in forms of buffs and debuffs to a level that is powerful enough to overcome any obstacle. Tankers damage, for many powersets, is low already and with damage buffs being much less common and with lower caps tankers can't make up the shortcoming as easily as defenses can. More damage is always useful, more defense is useful, but not as much so in most cases.

    2. still a very large gap in offensive powerset capabilities
    Mace for instance only has 2 attacks up until lvl 20 when you get another single attack, then a fairly weak melee aoe at 28 then 2 good attacks in the 30's. Another note to mention being smash which is resisted quite a bit and the disorient effects of mace rarely stick as they are minor, knockup is on the lvl20 power which is good but the only other 2 powers with decent secondary effects come at 35 and 38 which have knockback.
    Fire on the other hand, has their first 2 attacks doing more dmg, costing less, and recharging faster, then a very large radius aoe that recharges as fast as the maces aoe and yet does more damage, then a cone that does even more damage (this is all pre20), then a massively dmging aoe (I could solo on this power alone), then 2 very powerful single target attacks, all of this while being fire which is less resisted than smash.

    I'm not anti fire as I have a high lvl fire tank. I use these as examples as these 2 power sets have a huge gap between them in terms of damage. Mace having almost no advantage in end usage, recharge time, utility, or secondary effects. (and if you say clobber is utility and an advantage I'm going to clobber you )


    anyhow, without getting too far offsubject my point is .. umm, k what was my point.. err balance the offensive sets please.
    Beef up mace, ice, axe and others to bring them in line with energy and fire and look into end usage across all tanker sets (I could burn a bar of end on my tanks in a few rounds). If this is done I could see tanks being balanced as an AT.
  3. Hexum

    Potpourri

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    On some spine attacks there's the long barb that comes out and extends forward from the palm. For even the attacks that don't have that long barb the barb is appearing, but ONLY while the attack animation is going. So all of a sudden you have these huge arm length spines coming out of your hand that weren't there before and aren't there after the attack. They don't appear to be completely synced with the attack animations either.

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    I think a code fix for this happened in the last week or two before Beta ended, but I'm sketchy on details. Let me know if this is still happening and I'll pass it over to the graphics team to look at.

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    please please PPLEAASSSEE do NOT change this!
    I was extremely saddened that when the reanimation changes for spines went in I lost my long spines. I though the changes would just remove the reanimation sequence, which I actually liked and thought was cool, but to completley remove the long spines was horrible. The new arm spines don't look feirce at all, they only come out around your wrists! If you were to punch someone with spines like that the spines wouldn't even hit, only your fist would.
    I would love to have the old spines back, but in the very least don't remove my long spines.
    If you ever plan to put weapon choices in game give me a choice to keep my long spines.

    I have had my spines/regen since the game launched, I've been through all the regen changes and frankly they didn't bother me, but this I feel VERY strongly about, I miss my long spines.
    I'm making a spines stalker and a spines dominator cause I like them, but I really really miss the long lancing spine.

    It's not even out of concept for the long spines to thrust out during an attack.
    Take lunge for example, currently if you lunge at someone the long spine shoots forward stabbing them. If you remove the long spine then you'll basically be punching them as the spines on your toon come out of your wrist.

    I already lost the ability to have the long spines out for the most part, please don't take them completely away from me.