Krieger

Apprentice
  • Posts

    3
  • Joined

  1. [ QUOTE ]
    [ QUOTE ]
    I'd love to see a way to completely turn off XP gain, so as to be able to see and do it all with any given character.

    [/ QUOTE ]

    But, there is. Exemplar. Your level will never advance with it.


    [ QUOTE ]
    Character concepts are few and far between for me. I don't just close my eyes and randomly click on archetypes, powers, or costumes. Every character I create - and I only have 3 - mean something to me.

    [/ QUOTE ]

    And believe me, I value that! I wish I'd have known, I would have made my characters on the Virtue server.

    [ QUOTE ]
    And, bottom-line: If you don't want to use Flashback, can't see the point, don't like it, whatever, it's simple. Don't use it. But don't try to take it away from those who *do* want it.

    [/ QUOTE ]


    I don't want it *taken away* from those who would use it. I'm saying there are already ways to experience the missions. Okay, not enough of the backgroud--I think that was a comment on another thread, or this one?, that everyone in a team needs to be able to read the contact's dialog and clues. If they put that in, there's nothing keeping you from exemplaring and experiencing all the missions as if you'd done them the first time through.
    What I'm actually trying to get at here is not spending devs' time on something not needed. The dialog-clues thing is already needed for other reasons, and it's the only thing I can see missing from this doing old missions thing. Let's have them work on other things.

    [/ QUOTE ]

    Your exemplar solution does not work for players that prefer to solo.

    Krieger
  2. Krieger

    Tanker Update

    [ QUOTE ]
    Not in every way, dmd1966. Tankers have a higher HP. So they have less chance to be one shotted. I would happily take this survivability over increased damage.

    [/ QUOTE ]

    With a 90% damage resistance cap attainable by both scrappers and tankers, there is really nothing in the game that can one-shot either type of character. If you are referring to the state after Unstoppable has dropped (the 9th tier Invulnerability power) where your character is reduced to 10% hit points, you may be correct. If you heavily slot the passive resists, however, even a scrapper can survive that downtime (unless you are fighting psionic damage enemies, in which case both scrapper and tanker are toast).

    Let me put this in perspective...currently my Inv/Fire tanker can herd 100 white-orange con foes, jump into a cargo container and stand there all day either not getting hit or taking so little damage per hit that he heals completely before getting hit again.

    Any Invulnerability scrapper that takes Tough (the 3rd tier power from the Fighting power pool) can basically do the same.

    Sure, the tanker can do it much earlier, but the fact that every Invulnerability scrapper can do the same compromises the validity of the Invulnerability tanker to some degree.

    If you as a scrapper are not really taking any damage, does it really matter if you have fewer hit points than a tanker? I don't think so.

    I agree with your point, however, with regards to the non-Invulnerability (and perhaps non-Regeneration) scrappers.

    dmd1966
  3. Krieger

    Tanker Update

    [ QUOTE ]
    Here's a wacky proposal...

    Why not make ALL the tanker and scrapper primaries and secondaries available to both ATs? Each character would choose one offensive set and one defensive set. For Scrappers, the offensive one would be the Primary, while for Tankers, the defensive one would Primary. For Scrappers, the base numbers for their defensive secondary would be set at 75% of those for the matching Tanker primary; the same would be true for Tanker offensive sets, which would be set to 75% of the base numbers for the corresponding Scrapper primary.

    Certain specific secondary effects would be tied to the chosen AT, of course. Only Scrappers would get the chance to Critical Hit, while only Tankers would get the inherent taunting effect on their attacks and various other powers, like Invincibility. In the scrapper primary version, the third power would be Taunt; in the Tanker version of the same set, the power would be Provoke.

    Challenge, in the Presence pool, would be upgraded to be the equal of Taunt, while Provoke would remain as is. Thus, Tankers could get the AE Provoke without wasting a pool, and those Tankers and Scrappers that actually WANT both a single-target and an AE taunting power can still dip into Presence for the one they can't get in their offensive set.

    This would make room for the current crop of unhappy Inv/SS tankers, who really want to be SS/Inv scrappers. It would open options for both ATs, without really undermining either. The only thing to stop this from happening is a gut sense by the devs that Super Strength "feels" like a tanker power, while Claws "feels" like a scrapper power. But that is just graphics and special effect, really--they've already blurred the line between the ATs by making Invul available to Scrappers. Why not just open everything to both ATs? If the numbers balance out--and there is no reason why they shouldn't--such a change would do nothing but widely broaden the choices available to both ATs.

    [/ QUOTE ]

    This is interesting, but unless the cap for Scrapper damage resistance is limited to 75% instead of the 90% damage resistance cap for Tankers there would be absolutely no reason whatsoever for people to choose to play Tankers. Scrappers under your proposal would be superior in almost every single way.

    Good suggestion, Silikate.

    dmd1966