JayboH

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  1. Speaking of which, I wonder if they will let us see newer numbers.

    I haven't heard a thing about any 8th year anniversary events either. That graphic's viability was also called into question the day it came out, regarding the inf - there should have been many more billions out there.
  2. Quote:
    Originally Posted by dugfromthearth View Post
    The devs have stated that MM's had the tanker role on redside such as there was one, the players just did not realize this and assumed it was brutes. But the devs really wanted there to be no tanker role.
    Yes I remember, and I remember them changing brutes to what I was referencing.
  3. Quote:
    Originally Posted by Golden Girl View Post
    He should be drawing with the crayon in his mouth - it's more creative and it looks cooler.
    LOL... damnit I hate it when I agree with GG...
  4. Yeah I could see sacrificing one of the HOs for a dam/end IO even if I lose a little damage - they are overslotted for acc anyway.

    Actually, throwing an Enzyme in there to replace the defense IO would prob work too.

    EDIT: I assume you gathered all that defense so you could toe bomb with SS + Stealth?
  5. Quote:
    Originally Posted by Leo_G View Post
    Jayboh: You must have lost track of the actual OP. This was about Player Controlled animal characters and what they'd look like using regular Player powersets, of which was highlighted by the OP with examples like Electric Melee. Yes, that the discussion has reached nearly 15 pages shows it is a topic of debate whether you agree with it or not. It has little to do with animals wielding weapons in their mouth and more to do with animals with powers period.

    As for making the giant wolf with a sword fight into just a giant wolf fight? Because it's been done. Not saying that's a bad thing, but there's little worthy of note with the latter. Things that stand out more are what catch interest, especially when we're talking about fiction.
    Not sure if you are joking or not. I was directly addressing videos you spammed continuously in this thread. If I lost track of the OP, I have you to blame.
  6. Quote:
    Originally Posted by ShadowMoka View Post
    I said Rad/Rad, not Rad/Fire. Fire blasters can't be bad unless bad on purpose.
    Yeah you said rad/rad blaster, and there is no such thing.
  7. Quote:
    Originally Posted by Tater Todd View Post
    How can Rad/Fire get boring?!
    No I was replying to him, I don't think it is boring at all!
  8. Quote:
    Originally Posted by Carnifax_NA View Post
    This, with Scrappers moved up to 80% (and Stalkers left at 75).
    Sigh... this is a tough one for me.

    I think the brute cap is essentially due to having the tanker role while on redside mostly, before Going Rogue and before side switching became trivial.

    I think tanker damage caps can be raised, but their default damage should not - not their base mods anyway. I could see buffing individual powers, such as ice melee.

    Scrappers are fine, really, that 5% is going to do very little.
  9. Quote:
    Originally Posted by BrandX View Post
    That wouldnt be an AT issue though. That would be a powerset issue.
    True, I admit this - I just didn't want anyone thinking that the whole of MMs were great.
  10. Quote:
    Originally Posted by Johnny_Butane View Post
    If that was the case the changes wouldn't have increased the Stalker HP cap and they would have made them more dependent on Assassin Strike and less able at scrapping after the AS.

    But doing that would have been stupid, like giving more survivability to Tankers. They're already the most survivable AT in the game and survivability is the last thing giving them problems. Their problem is being one trick ponies that sacrifice far too much for aggro control when we don't really need a supreme aggro control AT because we've got two other ATs, three if you count Masterminds, intended to share aggro and tanking duties. Pushing Tankers further into that niche wont help them.


    .
    Pushing them into damage dealer roles would also not help anyone - got way too many ATs that share that role already, using your same argument. The HP cap was raised on Stalkers because of powersets added to the AT after the AT was designed, that couldn't properly use powers designed to increase personal HP caps.
  11. Rad/Fire is a great combo, and I did the same with one - fire looks great green anyway.
  12. Quote:
    Originally Posted by slaunyeh View Post
    on behalf of gravity controllers everywhere, i would like to take this moment to thank you for your consideration. Teams are much better without this kind of attitude on them.
    lol :d
  13. Watched the boss fight. Oh man, awesome boss... but why the stupid sword idea? A giant wolf would have been better, but no, some idiot thought a sword would make it better.

    Dark Souls 2: Our wolves have flamethrowers!
  14. Quote:
    Originally Posted by Draeth Darkstar View Post
    The inability to view something without a sexual component to the perception can be seen as a sign of repressed preferences.
    Anything can be seen as anything.
  15. Quote:
    Originally Posted by Leo_G View Post
    Yellow Indisputable Fundamental Fact #1: People have gotten this thread to 10+ pages in like 3 days, so the idea *MUST* be popular.
    Right, because people giving feedback about how bad something is, is also popular.
  16. Quote:
    Originally Posted by Johnny_Butane View Post
    I'm going to say this, and I'd like people to keep an open mind. Don't focus on the messenger, but listen to the message.

    Most people playing this game don't know there's an aggro cap, let alone what it is, let alone think that it's too low. I highly doubt that raising it is going to make Tankers any more appealing except to a relative few hard core players, as most players wouldn't even notice the difference.

    Furthermore, if you're trying to increase Tanker popularity with the masses, making the toughest AT even tougher isn't going to do it. If they're not playing Tankers now, it's because being tough isn't enough of a selling point to them, especially at the cost of so much damage. That is not going to improve Tanker's image of being slow, low damage and boring. If people wanted premium survivability at the cost of losing a ton of offensive capability, Stone Armor would be the most popular power set in the game. Pushing Tankers further towards the extreme, and pushing them further into a niche doesn't help them.

    I ask you to look at what was done for Stalkers. They didn't play up their hide-and-backstab shtick further because they were hurting for being too specialized around that. What they did was improve their fighting ability and damage they could do when not hidden and increased their HP cap for a bit more survivability. In other words, they brought them a little bit closer towards middle and made them a little more rounded than they were before. And they are all the better for it. I've rolled and kept more Stalkers since their buffs than I ever have, largely because they don't feel so much like one-trick ponies now.

    The same should be done for Tankers. They're currently one-trick aggro ponies. They could stand to be able to pitch in with the damage dealing a little more and have their damage cap increased the same way Stalkers had their HP cap increased. Because I'm sure if you asked people why they're not playing Tankers, they're not going to answer that it's because they're not tough enough and the aggro cap is too low.


    .
    No, you are twisting things. They altered Stalkers to be closer to the original design goal; that is, the single-target damage kings and is still the lowest-armored melee class.

    So, the question is what to do to Tankers to make them closer to the design goal, NOT what YOU are saying they should do. The only way I would agree about getting more damage for certain secondaries is by taking it apart. Let's start with Ice Melee and go from there.

    Tankers will hopefully never be the freaking superman/juggernaut clones with plenty of damage and godlike survivability just so you can live your comic character dreams while saying 'to hell with balance.'
  17. Quote:
    Originally Posted by Issen View Post
    MMs were already sleep-walking through Trials.
    Right, because Mercenaries are as amazing as bots/thugs/demons.
  18. Quote:
    Originally Posted by Miladys_Knight View Post
    Yep. I usually check vet badges first though. Far far far too many bad experiences with bad grav players. I once was on a 3 hour PUG ITF (I was helping a newbie I was trying to mentor) that featured a grav/FF controller. If we had kicked him we'd have been done in an hour.

    I won't go into that particular missions details again lets just say that I won't stay on a team with a grav player that I don't know unless he/she has at least 4 years of CoX experience and even then its a first 5 minutes type thing.

    To date I've never teamed with a "good" grav player and the recent "update" to grav means that there are lots more "bad" grav players out there. To save myself the hassle I just don't team with them.
    I read the two first comments you made in this thread and I am appalled. What a prejudicial elitist attitude towards other players... good lord - I don't care what one or two people did to you to slow your progress a little, but not even wanting to help them, just wanting to plain kick them, or not join based on veteran badges (because we all know how amazing they are at showing knowledge/skill) or quitting a group due to a powerset + badge combo raises all kinds of red flags.
  19. Excellent - although where did you put your last 3 slots - this is a level 49 build..?

    Enforcers are probably the first time I would consider HO enhancements - they have too much stuff to buff. Do they run out of endurance? They seem to on mine - he is 43 now.
  20. Quote:
    Originally Posted by Leo_G View Post
    Humans, naturally, do not know how to use swords.



    Did some animal actually tell you this?
    Oh come on, give it up. Humans craft swords, animals don't - it's fine if they want to take this idea and do it but don't make such silly arguments to make a point. Come on.
  21. Quote:
    Originally Posted by ShadowMoka View Post
    I also forgot to add I tried rad/rad blaster before. NEVER AGAIN.
    No such thing.
  22. Also, wouldn't rebirth be better than barrier?
  23. Make sure to take a moment and /bug it to get it officially on paper for them.
  24. I haven't played this character in a very long time, and he is level 40 at the moment, but would love some input on build ideas WITHOUT purples, but with an ATO set.

    Obviously recharge and defense are the keys to this combo but I have never taken any MM to 50 yet, out of my 21 level 50 characters, so this is something I want to work on.

    Does anyone have a Mids build of their characters? I can only imagine Thugs/Traps being pretty popular so I hope to see some suggestions.

    Where do you put the ATO? What is the general consensus on that?

    etc. I've been away a long time.
  25. Forcefields is by far one of the most boring powersets in the entire game. Period.

    It is CRAZY powerful, especially on a defender, but boring. Sonic Resonance is more interesting in comparisons - people seem to love seeing a sonic defender now and then.