Johnny_Butane

Renowned
  • Posts

    2441
  • Joined

  1. Quote:
    Originally Posted by Leo_G View Post
    I guess it comes with the territory that Tankers or Stalkers aren't the 'beat chest' types, they just don't. But it doesn't make the others boasting about overpowering the game anymore right. It's probably a detriment to the health of the game, in fact.
    Are you suggesting the game would be better off if Stalkers and Tankers were the only melee ATs? That I can agree with.



    .
  2. Quote:
    Originally Posted by Bill Z Bubba View Post
    You play on Pinnacle? If not, then no, it wasn't me.
    I know you play on Pinnacle. It's under your avatar.

    I say 'pretty sure' because at the time I looked at the global of the character in question and noted it was one of the forum regulars who liked to show up in my threads and antagonize. And they said at the time that they didn't typically play on my sever.

    Quote:
    Come to think on it, I solo my own AE farming, so I seriously doubt it.
    On top of that I haven't sat in a mission while someone else did the killing since around issue 3 and hated it then.
    The person said something along those lines too. You sure it wasn't you?


    Quote:
    On top of all of that, if I were to ever find myself on a team with you, I'd quit in a heartbeat. There's no way in hell I'd ever sully my playtime with the likes of you.
    How kind.
    You'd never know it was me because as I said, I tank with a smile and nobody (who knows what they're talking about)complains about the quality and you wouldn't recognize my accounts/characters anyways.

    Quote:
    EDIT: Side note: I'm playing a tank right now. I'll be soloing him from 1 to 50 as I do so many of my characters. And I won't be whining about his damage output because I know how to build my characters to not suck.
    S'funny. I'm working on a Claws/SR Brute on and off since GR launched. He just hit 27. I'll let you know when he faceplants.



    .
  3. Quote:
    Originally Posted by Bill Z Bubba View Post
    So it doesn't matter that tanks get higher base HP, higher HP caps, higher base damres and defense, higher damres caps, better taunt auras
    What special advantages do these things afford Tankers?

    Surely they're the most popular AT then with all of those perks? The richest AT on average?

    No? Which AT is according to the devs then? Oh...Scrappers? Hmm. How about that.


    The "benefit" Tankers get for those attributes is special responsability for the team's wellbeing. Often they're expected to do it on their own with no support. They're the first that get the blame if things go south in my observation, and as others here have pointed out, are expected to carry all-Blaster (read: bad/nightmare)teams.

    Tankers are a relatively unpopular AT. They lost to being the least rolled blue side to Defenders in the last info released by the devs. They're asked a lot by teams, more than any AT I've ever seen. I've personally taken more crap on my Tankers than on all other ATs combined. Nobody tells my Crab how to Crab. Nobody says boo to my Blasters. People let Scrappers run wild and even give it an affectionate name. Yet, every two-bit two-month wonder thinks he knows what my Tankers should be capable of at level 5. Yet in game, I tank with a smile and I'm personally sought after. In fact, I'm pretty sure one 2XP weekend Bill sat in AE while one of my Tankers farmed for him and friends.

    Tankers are asked a lot, yet they don't get a lot in return. The myth that they "get on teams more" and that somehow offsets their soloing is bogus because any Scrapper at any time can form a team themselves.


    Quote:
    AND a damres debuff on their tier 1.
    Because I love buffing the damage of Scrappers I'm teamed with further while already giving them a huge survivability boost by absorbing damage.



    .
  4. Quote:
    Originally Posted by Gilia View Post
    This is EXACTLY what Bill meant by you not understanding game balance.
    Anyone trying to justify soloing AVs and Pylons intended for raid teams doesn't get to comment on game balance. Period.

    Quote:
    you don't get the concept.
    The "concept" is that the devs let some ATs get away with anything, get to be generally better in every way that matters, get to solo best and get the same rewards on teams as everyone else and get to start a team like anyone else.
    I don't want to "get" that concept because it's not balanced or fair.


    .
  5. Quote:
    Originally Posted by Siolfir View Post
    Actually, it's Brutes, assuming they're on the team.

    They have less mitigation than Tankers, do more damage, and since they also have a taunt component in their attacks, they pull aggro off of the Tankers.
    I've never had Brutes pull aggro from my Tankers.


    Quote:
    Learn to read yourself - while you're at it, pay attention to what you write. It was quoted in the post you replied to. I highlighted the relevant part, so that no matter how lazy you are when replying you'd have to try to miss it.
    How does "My IOed Tanker" = Invul?


    .
  6. Quote:
    Originally Posted by Bill Z Bubba View Post
    L I use SR. Don't talk to me about Master Ills hurting your Invul tank with his massive HP backing him up when their pets have a base 75% chance to hit and several of their attacks lack a positional component at all.
    I didn't talk about my Invul Tanker fighting MIs at all. Learn to read.

    Quote:
    And griping about all the pain you get when on a team? Either fix that with team buffs or if there are none taunt less.
    I can't turn off Gauntlet and my survivability aura taunts on its own.

    Quote:
    Learn to play.
    I know how to play. It's just unlike you, with my AT of choice I don't get to have my cake and eat it too.


    Quote:
    Tanks do not deserve more damage output anymore than scrappers deserve higher mitigation caps.
    With their existing caps, Scrappers can muster enough survivability to solo just about whatever they want... and do it faster.

    The reason I have no opposite number on the Scrapper forums demanding higher mitigation caps for Scrappers is because they have as much as they'll ever want. When you're already optimal (or OP), you don't fight for anything.


    .
  7. Quote:
    Originally Posted by Bill Z Bubba View Post
    It's called game balance.
    No, it's not balanced one bit.

    If it was balanced, Scapppers wouldn't be able to obtain the survivability needed to solo an AV, nor would Tankers be able to muster the damage needed to.

    Scrappers being able to muster the damage AND survivability to solo AVs, and (provided there's even Tankers capable of soloing AVs at all) doing it faster than a Tanker isn't balanced. It favours the Scrapper completely.

    Bill, you're the biggest hypocrite on these boards. You got your cake and ate it too, and you mock anyone who asks the devs for some.



    .
  8. Quote:
    Originally Posted by Bill Z Bubba View Post
    And the thing that You seem to be having incorrect expectations about, JB, is the new content we're getting that will necessitate the use of the incarnate powers.

    We've actually already received a hint of things to come with tip missions. I've seen two threads talking about an increase base tohit value for some of the critters in those tip missions. Guess what that means to those depending on the defense soft cap? Yup, chu ain't softcapped no more!

    Tank mitigation may be overkill for 95% of the content we have now, but I'm placing my money on it not being overkill at all for a large amount of the new content. Think Vanguard on crack.
    I know Vanguard.

    You know who suffers on a TF or team mission with Vanguard-type enemies? Tankers.
    Foes on taskforces that hit harder only screw over Tankers because Tankers are the ones getting hit. If the enemies break off or are taunt resistant, the Tanker gets chewed out for not eating the aggro and doing his job. If the enemies spam AoE, people cry for Reverse Bodyguard or some tripe.

    Solo, foes who stack debuffs screw over ATs who take longer to defeat them because they get a chance to stack more. If you're Scrapper who can AoE a number of them before most get a shot off, you're in a much better situation. My IOed Tanker stuggled against Master Illusionists that my Scrapper could take down before they could summon all their pets and then phase repeatedly. Before he got Def debuff protection in the Invul buff, my "Invulnerable" Tanker got hacked to bits by Cimeroran swords while my Blaster could nuke the heck out of them in seconds unscratched.

    Any new content they have up their sleeves is going to be the same.


    .
  9. Quote:
    Originally Posted by Bill Z Bubba View Post
    As much as I despise JB's constant whining about not being able to play Superman
    Because that's unacceptable, but clawed six-minute Pylon killers are A-OK.



    .
  10. Quote:
    Originally Posted by Bill Z Bubba View Post
    YAY POWER CREEP!
    The fact is, the closer you are to either end of the spectrum (be you Glass Cannon or Stone Wall) the less you benefit from power creep. Scrappers and Brutes sit (too IMO)comfortably near the middle.


    .
  11. Quote:
    Originally Posted by Dechs Kaison View Post
    All I can say is that the powers I have seen the in game descriptions for, which will be granted by the incarnate system, will give my tanker -regen in his attacks and AoE massive damage procs.
    All of those will likley function better for a Scrapper than a Tanker. A Scrapper's Judgement attack will do more damage than a Tankers. Even if they're the same and ignore damage mods, the Scrapper will still be doing more damage with every other attack.

    All this means, is that a Scrapper will be able to nuke a conventional spawn before the enemies even seriously hurt them.

    This, in addition to being level shifted, will almost always put the Scrapper at the advantage.

    Quote:
    -regen is the only thing I need to down a GM.
    How much -regen does the Interface slot in question provide? Can you say? No, you can't. How much does a GM resist that debuffing simply by being a GM?

    Even if it's enough -regen for a Tanker to down a GM, simply cap Defense on a Scrapper and he can down that same GM, and faster than the Tanker.

    The deck is stacked against Tankers because in this game, more survivability is easy to build for from a variety of sources and doesn't really require a reciprocating loss of damage. Scrappers and Brutes are very close to the optimal survivability they'd ever need and can get more if they want.

    Survivability has diminishing returns. Increasing survivability is increasingly less usefull and will aid you in a smaller and smaller number of situations. On the other hand, returns on more damage does not diminish nearly as sharply; increasing levels of damage will contintue to be usefull until you get to the point where you're one-shotting GMs.

    Also, since defeated enemies deal no damage, increaeing damage past a point has the indirect effect of increasing survival time.

    In this environment, an AT with medium damage and high survivability will always be at a loss and disadvantaged to ATs with high damage and medium survivability.



    .
  12. Quote:
    Originally Posted by Dechs Kaison View Post
    Again, your metaphor doesn't work. They told us they're giving us a tank, which by their definition is something that can take damage. It is not the fault of the devs that you misinterpret their design and expect something else.
    They wrote a description on the box that contradicts their definition, a definition that they only decided to enforce after the fact. It's very much their fault they lied, and they continue to lie by not changing the box's print.


    Quote:
    If half of what I've heard of the incarnate system is true, I'll be taking those monsters down myself
    Would that be the half you made up in your mind?


    Quote:
    quickly.
    Not on a Tanker.


    Quote:
    Because I can team with seven blasters that offer no support and still tank them six (perhaps more) at a time.
    I don't think bad teams should be rewarded, and I don't think Tankers carrying bad teams helps anyone in the long run.


    Quote:
    The circumstance was I decided to herd up a few monsters before the Hami raid started. I got to six DE monsters and sent a tell to the raid leader saying I had a group for him due east. He then said "Oh, great. Just hang on a few minutes, we're still forming teams."
    So, you were the person who pulled a bunch of monsters to the saferock the other night a half hour before the raid while people were AFK?

    Quote:
    I've also jumped head first into the Rikti Bowl during a mothership raid before the rest of the raid was ready to head into the bowl. I kept the attention of one GM and the rest of the aggro cap of level 54 Rikti while everyone else planted two more bombs. I'd love to see any brute accomplish that without support.
    I think you actually griefed the raid there. IIRC, once U'Kon is aggroed, the bombs planted after that don't count to the timer.

    Quote:
    When the incarnate system hits, it's going to grant a ton of offense (at least, that's what it seems like). Considering that, the ones to benefit most will be the ones who can already survive the most.
    Actually, I expect you're dead wrong. The system was designed to uniformly increase everyone's power level (as uniformly as they can at least). That means an Incarnate Scrapper/Brute will be stronger to all existing enemies, and they'll still be doing more damage than an Incarnate Tanker.


    .
  13. Quote:
    Originally Posted by Gilia View Post
    That's because it wasn't a plane (or a helicopter or whatever this metaphor is comparing brutes/scrappers to), it's a locomotive. Sure it only moves in one direction, but let's see your puny helicopter try to stop it.
    Air power usually devastates any rail system, what with trains needing tracks and tracks being unable to dodge bombs and Hellfire missiles and such.

    Quote:
    In my mind it comes down to the fact that much of the forum community (more so I believe than the players at large) rate powersets, builds, and ATs in general against a steamrolling high difficulty almost-farming style of play. In that mindset all you have to do is survive: you don't need any more mitigation than that. So if with mild support a Brute will hold any aggro that's not locked down, then he's better suited for the job than a Tanker, because mitigation has been met and he's killing stuff faster.
    I disagree. What it comes down to (again with a vehicle metaphor) is that the devs handed us a box labled "M1A1 Abrams" and inside was found a M113 because they couldn't tell the difference and didn't care.

    Quote:
    As Dechs pointed out though, his Tanker can tank DE Monsters. That's one circumstance where I'd take a comprable player/built Tanker to a Brute.
    So? He can't scratch a DE Monster. Even if he could muster that damage on a Tanker, it would be a long, drawn out fight for little XP or reward. To actually do anything to said Monster, he'd need a team. If there's a team present, why not have a Brute tanking that Monster with the team's support? What circimstances will you be fighting DE Monsters anyways? A Hami raid? There's so many buffs and debuffs flying that "tanking" isn't really needed. Everyone is crowded around the Monsters with heals and defense/res buffs taking care of any damage and nobody cares who the Monster is aggro'd to.

    For that matter, if one wants to just stand next to a DE Monster and not die, just roll a Stalker with Hide.




    .
  14. -I've not seen any Defenders red side since GR's launch.

    -I've seen a few Defenders in Nova Praetoria, less in Imperial City. I've seen none in Neutropolis.

    -I've seen quite a few Corruptors everywhere.

    -Of all the people trying Kin Melee, I can count the number of KM Tankers I've seen at any level since Loyalty Beta started until now on 1/2 a hand. Being a new set, one expects higher than usual numbers of people rolling KM.

    -Of all the melee AT's coming into Talos after 'graduating' from Praetoria, Brutes and Scrapper are the overwhelming majority, with Brutes edging out Scrappers for the lead.

    -I've not rolled any new Tankers myself since GR went Live, nor do I have any desire to. I compare it to buying an RC Spitfire model kit that's missing half of the wing parts. Knowing the end product will be incomplete destroys any joy in putting together what is there. You can call it a plane, but is it really without two wings?

    Alternatively, one could buy a helicopter instead. It will be harder to put together, harder to get in the air, but it will fly and it has all the parts in the box.



    .
  15. Quote:
    Originally Posted by Avatea View Post
    Badges
    • The Achievement badge for completing a Hero Morality Mission has been renamed "Gallant" from "Resolute" to correct a duplicate title with the Veteran badge "Resolute".
    I demand that the equivalent villain Achievement badge now be renamed "Goofus".



    .
  16. Johnny_Butane

    Alpha Slot

    Quote:
    Originally Posted by Kobolt_Thunder View Post
    • Alpha
    • Judgement
    • Interface
    • Lore
    • Destiny
    • Hybrid
    • Genesis
    • Mind
    • Vitae
    • Omega
    Is that proper order too? Why would they associate the AoE team buff with Destiny? I seem to recall asking myself then too, so likely that is the right order.


    So anyways, there's the other four. It's anyone's guess what they do because they were empty when last they were seen.

    The question is, will you craft Peter Gabriel or Phil Collins?


    .
  17. Johnny_Butane

    Alpha Slot

    Quote:
    Originally Posted by War-Nugget View Post
    Is that not slotting? LOL! Just in comparison to Warkupo's "I would totally slot those...." He didn't say he was slotting them into the powers
    I would argue that it's not like slotting enhancements like we've traditionally had and more like gear found in other MMOs. Gear that is crafted, upgradable, able to be equipped and unequipped but is not tradable, does not degrade, has unlimited uses and presumably takes up no space.


    .
  18. Johnny_Butane

    Alpha Slot

    Quote:
    Originally Posted by Bill Z Bubba View Post
    I feel even MORE ripped off than I had felt. I was pissed that the alpha got yanked from I-18 but I understood why, even if I completely disagreed.

    Now we're not even getting what we were going to get in I-19?

    It's ******* ********.
    The preview with the Alpha that was supposed to come before i19 now is i19.

    i19 is now i20.

    Presumably, i21 is now the color orange, and the color orange is now the concept of "squishy".

    Until Positron "clears things up" again.

    The net result is likely everything has been pushed back three to four months, drawing things out longer.

    Handy for keeping the attention of people who bought GR for the Incarnate system (and felt ripped off so are now just waiting for their endgame). Those people are less likely to drop their sub until they see what Incarnates/endgame is all about for themselves. If they know that earlier, they may decide they don't like what they see and could drop their subs... just in time to try and maybe get sucked in by another super hero game launching in the near future. Perhaps? /tinfail hat


    .
  19. Johnny_Butane

    Alpha Slot

    Quote:
    Originally Posted by Bill Z Bubba View Post
    I see. Second post down in the PAX tweets. http://boards.cityofheroes.com/showthread.php?t=237378

    That's... pretty farking pathetic.
    Yeah, I've been spewing vitrol about it for the past couple weeks along with the Party Pack.



    .
  20. Johnny_Butane

    Alpha Slot

    Quote:
    Originally Posted by Bill Z Bubba View Post
    I see no reason why they would yank the incarnate items that were planned for I-19 to replace them with nothing but the alpha they yanked from I-18.
    Well, judging from the current scuttlebutt, this is what they have done. IIRC, what was said at Pax Prime this year and a recent article linked from the main page implied as much.

    The Incarnate "stuff" in i19 will be the Alpha slot, the arc to unlock the Alpha Slot and the Alpha Strike TFs. Again, I don't remember the exact sources off hand, maybe Golden Girl remembers.


    .
  21. Johnny_Butane

    Alpha Slot

    Quote:
    Originally Posted by War-Nugget View Post
    When the Alpha Slot comes along, I sense that MANY MANY MANY "high level" task forces will be ran to obtain the slot. So, I look forward to this coming.
    In the beta, the Alpha slot wasn't that bad, but then again, it was. Let me explain.

    You could unlock it by doing any of the level 50 TFs or Hami only once. Alternatively, it could be unlocked with a number of Vanguard merits (roughtly as many as people average on a mothership raid).

    Mind you, that just unlocks the slot.

    I conjecture, that it doesn't work like that any more and you will instead unlock it via a soloable arc that introduces you to the Incarnate system to be added in i19.

    ***

    After the Alpha slot was unlocked, things became complicated.

    The slot was empty, and you needed to craft an "enhancement" for it. Each "enhancement" had a recipe. You already had every recipe, but you needed to aquire the special salvage to build it.

    The basic salvage components were called Incarnate Shards. Shards had a chance to drop off of any enemy at 50+ and also you got X number of shards for running Hamidon.

    Shards were combined to form Basic Salvage parts like 'Grai' Matter' 'Blood of the Incarnate' etc. Every enhancement recipe required you to obtain specific salvage parts that it required.

    Besides combining Shards to make them, specific Basic Salvage parts would drop as the reward for the level 50 TF associated with them. If you needed 'Blood of the Incarnate' for example, you could run a STF and get it, usually faster than grinding for Shards alone to combine to make it.

    So, you got your Basic Salvage parts to make your Alpha enhancement and you craft it from your Incarnate screen. Done, right?

    ***

    Wrong. You've just made a Common Alpha enhancement. That is just the first level. The enhancement levels go from Common to Uncommon, Rare and then Ultra Rare, each more potent than the last. IIRC, only Rare and Ultra Rare apply a level shift.

    How do you upgrade? I forget exactly, but it requires more Shards and I think sacrificing two Common enchancments to craft an Uncommon, with the numbers of Shards and enhancments needed to upgrade growing exponentially as you go.

    The (sort of)good news? In the beta it looked as if you could get the stuff to make a single Common Alpha with only four hours of hard grinding level 50 enemies solo for raw Shards. Obviously, that's the longest route to take, and running the TF with a team would speed things up considerably.

    That's how things were in the beta. By the time i19 gets here, things may be different. You may only be able to get salvage parts from the new Alpha Strike TF coming in i19 instead of from the other level 50 TFs. Who can say?

    So yeah. Four hours investment plus the time to do an unlocking arc solo to get the bare bones Alpha Slot isn't that bad, and you can chase it further if you feel like it.

    Plus, A.B.S.: Always Be Stockpiling...shards, for when you want to start chasing upgrades again.



    .
  22. Quote:
    Originally Posted by Flarstux View Post
    I'm working through that arc with my dm/regen, so I should run up against him soon.
    Siege? The version I'm talking about is not in the arc. It's a standalone mission Maria gives out either before or after the arc.

    Siege also shows up in the old Hero's Hero arc in a mission with Nightstar, but he's his normal old Energy Melee/Energy Blast self there (and in AE if you make a mission with him).



    .
  23. Quote:
    Originally Posted by GuyPerfect View Post
    I took him down with a Mastermind/Dominator combo no problem.
    Perhaps he was held with Domination and it kept the heal from going off at 1/4 health?

    Or, as I said, he could simply have been fixed in the last month. I've not fought him since because there's no easy way to repeat that mission after you do it. It's a one-off that isn't currently in Ouroboros.


    .
  24. Quote:
    Originally Posted by Ironik View Post
    Now that you mention it, I vaguely recall something like this coming up in Durakken's "Lore" thread, where someone said there is only one Shadow Shard and only one Underworld, but multiple Earths. (I'm envisioning it as a building with three floors: the basement is the Underworld, the attic is the Shadow Shard and the second floor has multiple rooms, each room being a different Earth.)
    That's always how I've seen the cosmology. Primal Earth has an attic with the Shard, but maybe other universes don't. Maybe some do, but their attic is decorated and nice while Primal's just has piles of angry eyeballs and the cast of 'Cocoon: The Return'.


    .
  25. Quote:
    Originally Posted by Golden Girl View Post
    That's something interesting about Praetoria 2.0 - although it's fleshed out the AVs and given them motivations, it's actually made them even more evil - in Praetoria 1.0, they were pretty much just generic villains, but GR has turned them into total monsters.
    I wont even call it a Crime Syndicate(then) vs Justice Lords(now) kind of shift. The Crime Syndicate had goals, methods; they're super powered organized crime on a world scale.

    But we had Tyrant sitting on a throne loarding over a smoking ruin of a world with zombies for subjects. That's evil for evil's sake; ie stupid.
    http://tvtropes.org/pmwiki/pmwiki.ph...aysChaoticEvil
    http://tvtropes.org/pmwiki/pmwiki.php/Main/ForTheEvulz


    Praetoria 2.0 was more of a shift to this for the most part:
    http://tvtropes.org/pmwiki/pmwiki.ph.../PresidentEvil
    http://tvtropes.org/pmwiki/pmwiki.php/Main/LawfulEvil

    All the old arc stuff was written for the first set of tropes, and the new stuff is distinctly different and thus doesn't really fit anymore IMO.


    .