Leo_G

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  1. Quote:
    Originally Posted by cursedsorcerer View Post
    Be honest... how many of you are secretly hoping Lord Recluse or Tyrant or someone from the CoX universe makes a cameo?
    Nope.

    Either a Pokemon or some character from a JRPG (pick one...Dragon Quest, maybe).
  2. Leo_G

    Kinetic Melee

    Quote:
    Originally Posted by Sukugaru View Post

    Regarding Power Siphon - should I mostly use it like Build Up, hitting it when I need more to hit and damage? I'm always worried about if the +damage part is going to charge up enough if I'm using it on only one opponent.
    I'd say, use Power Siphon when you know you can leverage it by the duration of the fight (i.e. Power Siphon lasts 20 sec and each buff for the attacks lasts 10 sec, so you'll have a good hardy buff around the 15sec mark and still have a moderate bonus at the 25 sec mark). Basically, use it at the start of a fight knowing you'll ramp up at some point halfway through Power Siphon.

    And if the fight won't last that long, look forward into ways to leverage that buff by moving faster before you initially engage.

    That said, I'd agree with others who say KM is really good for Stalkers. With the mechanic to get 100% crit on Burst, 100% chance to recharge BU with Concentrated Strike and the ATO which will very often rehide you (depending what attack you put it in) so that you can trigger those odds, it's a pretty involved playstyle.

    That said, I still think there's advantages to having a Scrapper with KM too. Like a Brute, you can ramp up damage auras *while* you're pounding things. There's other synergies you can build to leverage too:

    -KM has inherently low ToHit bonuses because it lacks BU and only gets 7% ToHit from Power Siphon...so pair it with Invulnerability for the extra ToHit from Invincibility.

    -KM has easily leveraged damage buffs which can be oversaturated by more damage buffs (eventually capping)...so pair it with Fiery Aura and its extra fire added on by Fiery Embrace which will also be buffed by Power Siphon.

    -Or you can capitalize on that damage buff with more damage buffs via Shield Defense and let loose with buffed up Shield Charge as well.

    -Or make up for inherent debuffs (Granite Armor).
  3. While a kind of 'Melee' or 'Weapon' Judgement is probably most highly requested, I'm still going to suggest one of my favorite ideas:

    Toxic/Caustic Judgement =



    That or a kind of Hydra looking beast...



    Toxic/Caustic/Acidic Judgement is the most damaging Judgement ability of them all, on paper. Because this judgement summons a large pseudo-pet that lingers on the battlefield, causing extra DoT and spreading debuffs to those that touch it. I say, on paper, because it has the potential to do more but actually would do less straight dmg than Pyronic.

    Toxic/Caustic/Acidic Judgement (PBAoE pet summon, foe high DoT, contagion) The pet creates a patch that causes toxic and fire DoT for 10 sec to anyone who remains in it (like blizzard, so it *could* do less damage if the target moves out of the patch). The pet lingers for an extra 5 sec to continue spreading contagion. Contagion are granted temp powers that randomly debuff an attribute. The temp powers can stack and you can catch more contagion temps by being near a target with contagion or the summoned pet. Contagion can debuff def, res, regen, heal, dmg, ToHit, recharge, movement, recovery, Max END and cause additional minor toxic DoT. Using it in a mass of foes will caused contagion to spread in mass quickly (although most will probably be dead).

    The different branches have different specialties, one branch focusing on a larger radius to spread contagion and with more attribute debuffs added to the table while the other focuses on causing toxic damage (and focusing mainly on the minor toxic DoT contagion without the other debuff effects).

    Come to think of it, I don't actually have a character concept for this character...but I'm sure I could come up with something if it were ever made.
  4. Personally, I think the 'ninja mesh' detracts from any type of futuristic feel the mock up has. It's rather passe compared to modern ceramic type body armor in functionality and usability.

    If a redesign of Malta were to happen, I'd look less toward paramilitary and more toward futuristic cybernetics. Somewhat like the IDF but less super-mech with cable muscles and power connectors...thinking of a kind of cybernetic suit but mass produced and modular.

    And it would probably be for a special group within Malta that uses the armor to varying degrees. The current Malta should be what most people see on the streets.
  5. Holy crap, Power's back.


    Wait, that doesn't rhyme...

    *deletes rest of post*
  6. Quote:
    Originally Posted by Memphis_Bill View Post
    I'm waiting for a reason other than "It isn't X AT" to revamp the AT as a whole. And most of the arguments end up sounding exactly like that. I mean, hell, EG wants them to be Dominators. Some people seem to want them to be VEATs. You're busy comparing your Blaster to your wife's Brute. Well, guess what, you're not a Brute. You play differently. That's kind of the point of different ATs. Do I take longer to finish a map? Who cares? I'm managing spawns. It's how I survive as a blaster. So what if they're not "monkey pound keyboard" easymode? Not everything should be. If mezzes are so bad to you, use the tools at your disposal, team, or play a different AT.

    I swear, it seems the forums in general just want everything to be a grey AT. Everything gets the same resists, damage, damage scale, recharge. Tanks, scrappers, stalkers and brutes can get pets and major ranged AOEs from level 1. Squishiess get melee level mez protection and defenses - and what the hell, let's throw team buffs in there, too. Everyone gets Hide level stealth with bonus damage. Oh, and plenty of control, too, can't let the controllers and doms have a niche. Everyone gets controllable pets with bodyguard. Let's reduce that AT icon to the worthlessness of the origin icon. Would everyone be happy then? Because that's the direction these freaking "OMG, X AT is worthless, it needs to be revamped!" discussions go - with *every* *single* AT. (And yes, I did basically just describe the result of Incarnate powers. Part of why I don't particularly care for the system.)
    To make another point about why the situation is the way it is is how the sets themselves are formed. The disparity is between melee sets and ranged sets...

    For mitigation, the secondary effects tend to be balanced well enough however there are many (too many) outliers that put this difference in question. Sure, there are comparables like Energy Melee's Stun and Sonic's Screech as having the same stun effect, but you'll be hard pressed to find a whole ranged set whose 2ndary effect is hard mez to stack with it. Then melee sets have more outliers like Hand Clap, Fault and Touch of Fear that can provide superior mitigation or Clobber and Cobra Strike who can provide good control and superior damage. Ranged sets have their outliers too, like Siren's Song which provides superior mitigation and Atomic Burst that provides good control and superior damage, but there are far fewer outliers for ranged than for melee and on top of that, the outliers they do get are still not as good as the outliers available for melee.

    And on top of all that, Blasters tend to get stilted for mitigation for no apparent reason...like, why is their version of Touch of Fear in Darkness Manipulation weaker than the melee version?

    Then we can talk about damage. The melee sets tend to have sets modeled well for performing great at damage with tier 9s that aid their overall performance. They tend to have more high powered attacks with a cache of utility built into them, and bring out the full potential of them through bonuses, boosts and manipulating AI.

    For ranged, the sets themselves are awkward, with different ranges, interruptible 'utility' attacks, low powered mezzes and a nuke that may crash you. Sure, Blasters (*possibly*) have melee ranged attacks to outfit a better chain of damage but there goes that awkwardness again with different ranges. Where Blasters are suppose to be aided by using range to their advantage, they are instead penalized by doing less damage for using that range.

    Then there's buffs. Melees are gifted with a plethora of buffs built into their attacks like Dark Consumption, Soul Drain, Siphon Life, Parry, Defensive Sweep, etc. They also have damage buffs that gear them to higher regular sustained damage like Power Siphon, Follow Up and again Soul Drain.

    Blast sets are not gifted with an equivalent of Soul Drain...or with a Parry and comparable powers to something like Siphon Life do less damage and heal for less. They're penalized because they are ranged.

    It's because the set is ranged it gets penalized...but the thing is, melee gets *rewarded* for being melee ranged too...on top of the capabilities melee ranges can perform at...

    AND Blasters are *further* penalized for secondary effect, mez duration, quality of effect, buff strength and so on just because they're blasters.

    I'm not trying to say turn Blasters into [insert AT] but I can at least admit they get short changed for effects while having their mods cut short and penalized for available effects because they are 'the AT that's functionally armorless'.

    It takes more than just fixing ranged sets in general...one needs to address the awkwardness of the AT as well...the odd ranged switches, the crashing or non-mid-battle attacks, the powers that just don't work properly like Time Bomb, any offensive aura that gets turned off at the drop of any mez, so on and so forth.
  7. Because I'm bored and because I can't sleep and because my dentist appointment isn't until Friday (!!!!!!!!!)
    , my position on fixing blasters. Tell me what you think...


    Snipes

    Affected Sets/Powers = Archery/Ranged Shot, Assault Rifle/Sniper Rifle, Beam Rifle/Penetrating Ray, Dark Blast/Moon Beam, Electric Blast/Zapp, Energy Blast/Sniper Blast, Fire Blast/Blazing Bolt, Psychic Blast/Psionic Lance, Radiation Blast/Proton Volley

    Unaffected Powers = any Non-ranged exclusive sets

    These powers will be opener blasts meant to do high damage at high cost. Snipes would remain interruptible when first used but have a high chance (75%) of granting Sniper Focus. Sniper Focus is simply a termed temp power granted by the snipes that will grant a trigger to use a shortened cast time similar to momentum.

    Sniper's Focus will allow use of Snipe powers with the interrupt portion cut off as well as instantly recharge the Snipe. While under Sniper's Focus, the shorter power only grants a 25% chance of granting it again and recharging the Snipe instantly.


    Utility Blasts

    Affected Powers = the mezzing power of each blast set that currently does minor damage

    Unaffected Sets = Beam Rifle (no mezzing power), Fire Blast (no mezzing power), Radiation Blast (it's mezzing power is a high damage attack)

    These should be buffed to do as much or slightly more than a tier 2 blast and the cast times slightly adjusted lower.

    If not add damage, then lower endurance and recharge so that it can be a viable tool for mitigation, better quality than what one would obtain from melee sets.


    Nukes

    Affected Powers/Sets = Dark Blast/Black Star, Electric Blast/Thunderous Blast, Energy Blast/Nova, Fire Blast/Inferno, Ice Blast/Blizzard, Psychic Blast/Psychic Wail, Radiation Blast/Atomic Blast, Sonic Blast/Dreadful Wail

    Unaffected Sets = Archer, Assault Rifle, Beam Rifle, Dual Pistols

    Using a Nuke should still crash your endurance (but we can oust the -recovery...or nix the extreme cost but keep the -recovery), but also comes with and advantage. Similar to how Hail of Bullets provides a slight buff to defense while activating, crashing Nukes could buff resistance (and cap resistance to its damage type) for 15-20sec after using.

    Also, lower the recharge of these powers to 3 minutes.


    Blaster Specific Changes

    I'd have suggested a buff to Aim powers for them, basically giving them an Inner Light clone but that leaves sets without an Aim power in the dark. Instead, focusing on the secondary:
    -Melee attacks. Significantly increase the recharge on melee attacks while equally boosting the effects (damage, END, secondary effect) very high.
    -Secondary effects. Significantly boost mez chance and duration to counter the low mods and stilted capabilities native to Blaster.
    -Tweak powers to provide greater utility...give caltrops a 25ft area and a 16 target cap, give touch of fear the same numbers as melee ToF and a chance of hitting 3 extra foes around them, make ice patch a wider radius, etc.
    -Give Blasters more secondary sets. They don't all have to have extra melee or high mitigation but should definitely be compensated in areas for what it lacks.

    Defiance could be added to:
    -Adding scaling damage resists along with damage buffs with each attack.
    -Add complete unsuppressing toggles for Blasters, meaning not only do their offensive toggles not shut off when mezzed, their defensive toggles do not suppress at all while mezzed.
    -Along with all of the above, give Defiance a scaling Overpower on all single target mezzes. Defiance Overpower will have a heightened chance to add 1 mag of mez on bosses and above (40%) with lower chance on everything else (15%).
  8. Still haven't seen what dark water looks like...too bad I can't log in

    People are worried about pee? Well what about poo? Or semerrr....white gooey stuff (pair that with Glue Arrow for flavor)?

    I'd definitely recreate my rad/elec blaster for this. Water + Lightning should be Super Effective!

    Also, I'd probably reserve the name Depth Charge if I could...either for the water/elec blaster or some pairing of /devices or traps with it. Combining that Whirlpool with a bunch of mines just sounds kind of fun.
  9. Quote:
    Originally Posted by Premonitions View Post
    I believe the point here is the sheer amount of min-maxing and creative gameplay needed to make such an outlandish idea viable is such that you learn a great deal from it.
    Quote:
    Originally Posted by Linea_Alba View Post
    I would agree. I would have said playstyle and metagame, things you just can't see in a build file or pure numbers, but only by doing. Unless you've played every conceivable combination of primary and secondary for years, there's still something to be learned.
    I would also add in learning about the enemy in-depth. There's just some things you can't learn about the foe's, their abilities and their AI unless you experience them in different ways.

    IMO, players that experience the game in a multitude of ways turn out to be better players in the long run/in general than players that focus on a narrow avenue of play such as in min/maxing.

    If you played pre-buff Stalkers to any length and perfected using interruptible powers mid combat, you can do special things with the interrupt window that you cannot do if you don't clock in time trying things. There's also timing of attacks/enemy attacks with animation times (cause you used placate a bit) as well as disrupting foe actions and what not.

    Same with players that strive with current Blasters. It's one thing to be able to min/max a blaster to solo spawns and farm maps like the rest, and it's another thing to *play* the game to *get* to that point. Blasters aren't easy but if you can manage to excel at one, just think how awesome you'd be if you pulled off a Dom or Corrupter with AoE mitigation to boot? Same goes for knowing what foes use what attacks and mezzes. If you're invulnerable to mez, most likely you won't even try to memorize that type of enemy's chain of attacks. A lot can be learned by not playing the game straight.


    As for the project, houtex, if you're aiming to maximize use out of brawl/pool attacks, you can always look into sets that have higher innate global benefits while straying from sets that don't.

    Example:
    -Fire Armor might be an interesting choice since I think Fiery Embrace also adds fire damage to pool attacks.
    -Energy Aura has a -rech foe aura that also grants you +rech.
    -Ice Armor and EA have drain powers that can wear out foes while building your defense greatly all while enfeebling foes' recharge.
    -Stay away from Kinetic Melee as Power Siphon only adds a tiny bit of ToHit and can only add damage by using Kinetic Melee attacks.
    -Super Strength might be an interesting choice since Rage boosts damage and ToHit for longer but with a period of inactivity.
    -Titan Weapons is a no-no. Build Momentum has a seemingly long animation time compared to standard Build Ups and provides less +dmg than BU while the burst of momentum does nothing for outside powers.
    -If we're only using special powers as sources for damage while retaining other mitigation powers, what about damageless effects like Hand Clap, Fault, Touch of Fear, Lightning Clap and so on? Ice Melee for BU and Ice Patch might be a very good combo if you're using Jump Kick as well. Throw in a secondary that either adds more functionality/power to jump kick (like Fiery Embrace) or one that offers extra mitigation (Invulnerability) and I could see that working pretty smoothly.

    As for what to do until lvl 4, you could always do badges or auto-complete missions until you get there...or like you said, just ask someone to Plvl you to 4.
  10. I remember spying on you when you were in the RWZ bapping Arachnos on the street. Are you aiming for interface to make your brawl more lethal?

    Also, wondering if Shield Defense would have helped you out. If you're looking at Jump Kick Brute, perhaps pair it with Stone Armor for extra hilarity?
  11. The answer is obvious!

    Knockback.
  12. Quote:
    Originally Posted by EvilGeko View Post
    See, it's interesting. You all keep phrasing this in terms to demonize people who wanted something different. You project this negativity that I didn't see. Folks stated a preference, the devs did not wish to go in that direction and didn't. That's all.

    No 'whining children'. That's not an argument, that's just calling the other guy a name. Doesn't really make your point. The devs made their point. They believed that a click provides more interesting gameplay. I don't disagree with that. I did try to make the point that many characters already are laden with clicks to manage and having too many cooldowns can lead to tools not being used.

    I didn't see anyone countering that. I did see many people calling names and reflexively assuming the worst of people who had a difference of opinion. Sad, but that's the internet.
    Now I did separate the statement about childish whining and stating a preference. Those were two different paragraphs.

    As for countering your point, I remember supporting the notion that having lots of clicks has its downside, but I suggested making a point of it for future incarnate slots. Because to retroactively squeeze a preference into something not deemed to be the proper direction doesn't help anyone, you're either left with a particularly restrictive clickie or a boring, unimpressive passive few care about (less).
  13. Quote:
    Originally Posted by EvilGeko View Post
    I guess that's where we disagree. If they had no intention of changing their mind no matter what was said, that's not listening, in my opinion. That's reading the comments and summarily disregarding them. They did attempt to appease us, and they are to be commended for that. But they did not listen to our concerns because they had their own design goals and they STATED they were unwilling to modify those goals. They explained why, which is important and appreciated. However, they did not listen.
    I was always told listening is a two-way street.

    Perhaps the devs responded to and *really* were listening so made changes accordingly. The ones shouting to get their way perhaps were ignored because that's rarely a positive and productive path to take, giving whining children what they want.

    But then I never found the argument 'I don't want more buttons to click' as very provocative a point to sway the people actually putting in the work making this junk. It's a preference, sure, but one seated backwards in the very objective of the game itself.
  14. Quote:
    Originally Posted by EvilGeko View Post
    Please speak for yourself. The majority of my incarnate characters would have been able to absorb that cost. I only had two characters that would not.
    Lol Shut your mouth, EG. I can tell you now, most of my incarnates can't but then most don't actually pick up powers for plugging holes. My Storm corruptor still drops off endurance even with ageless and my Claws/EA brute *needs* Energy Drain otherwise he's sucking wind...he's even sucking wind *with* ED and has to slow down occasionally since its recharge might not be up exactly when he needs it.

    But as for Hybrid being disappointing or not, I'm just going to point out that they can still be changed or added to. As mentioned before, people still have ideas for various hybrids. I'm actually liking the stealth idea as one could figure out a means to make a Blaster/Sniper hybrid out of that if you so wish or a Melee/Paladin hybrid with a healing/support option.
  15. Leo_G

    Medicine pool

    Quote:
    Originally Posted by Sir Hextor View Post
    I'm not a fan of locking any powers behind other powers, especially unrelated powers. I'd much rather there just be level minimums and the 4 pool limit. I feel the same way about Epic and Patron pools. Of course, it's been this way since far before I started playing, but it just seems counterintuitive to me and contrary to how all other powersets work, where the only power choice you are forced to make is the TIER 1 power in your secondary.
    Just wanted to make a comment: Locking powers behind other powers is how powers *should* work. I shouldn't be able to get Eagle's Claw without getting at least 1 other Martial Arts power. Same with any set and game, really. Prerequisites is how you stop people from just grabbing the best powers from every pool and outfitting their build with only the best powers. It's a measure to force you to choose some rather than all.

    Also, this isn't those other MMOs where we have Heal Minor Wounds, Heal Wounds and Heal Major Wounds all as 3 separate powers you have to choose and the lower powers are limited in actual use. In our game, all that non-sense is rolled into one. There are no weaker tier powers that lead up to 'the good stuff'. Which makes me scratch my head with people mention Aid Self being locked behind unrelated powers.

    Would you rather the tier 1 be Minor Aid Self, a click 1/4 the power of Aid Self then have tier 2 be Major Aid Self which is only 3/4 the power of Aid Self so that you have to take both to equal what we have now? The reason a prerequisite may not seem 'related' is because each power functions at full capacity for its capability.
  16. My favorite is Grimm of course.

    While I'd like to have more Shining Stars, I'd also like to see other NPC supergroups that you league up with to help them with their problems.

    At the moment, I can only think of Civic Squad. Would like to meet them and learn some of their backstory then help them in their endeavors just like we'd do with the Shining Stars.

    Then make a tech focused supergroup who is being infiltrated by Malta or something that you have to flush out the mole. Then a natural alien group where you end up taking your fight to other 'worlds' and dimensions. A supernatural group whose, I dunno, stopping Dracula from turning everyone into vampires...I dunno, I'm not really creative this morning >_>

    Is is still morning? Bleh, I need to go brush my teeth...
  17. Quote:
    Originally Posted by Oedipus_Tex View Post
    I'm departing from the original discussion, but I actually wish they would abandon "proc on hit" mechanics altogether. That is unless they want to delve into normalizing power cast times. Fire Blast as the premiere healing set would be a funny outcome, although it's really not too far from where we are now, with Plant Control's Roots power being one of the best AoE blasts in the game.

    I would probably aim to just make it add power to your temp power tray. Left side PBAoE heal, right side Heal Other and Resurrect type powers. Or you could go left: AB clone, right: heal clones, so even a "healer" build could pick up the one side of it and benefit.
    Interesting idea. Didn't think of that.

    But It'd probably lean to something like a +Regen aura with a temp power heal and +absorb. Maybe add +recovery to that aura.

    For a stealth hybrid, a +def self buff and 2 click temp powers: self stealth and assassination attack. Self stealth doesn't wear off when you attack but would last a short duration instead and wouldn't take long to come back. Assassination attack would only be usable during the self stealth. Using any attacks from that self stealth grants high chance for double hit while the assassination attack does moderately high ST dmg and debuffs the target (might be -regen or something).
  18. Well I don't think we're going to come to any kind of consensus about Blaster's role (besides doing damage which is a purely 'DUH!' answer). So when are we going onto the next phase thread?

    I'd actually like a chance to outline some ideas of how I'd add/adjust Blasters. There's inspiration in the theurge and warlock class that I could see making a Blaster somewhat strategic but still effective in its own right. And sort of like Dominators, recharge buffs should disproportionately help the classes with the most high powered powers. Beyond that, we've got instant-recharge procs that could also be incorporated into a Blasters' inherent offense. Mmmm, there's a lot of ideas...
  19. I'm moreso wondering if the devs will add new options to the rest of the slots and if so, how would they go about adding more options to Hybrid?

    There's too many suggestions for Judgement, I'd like some more options to Interface with a few more thematic branches. I'm sure there's lots of pets people want for Lore and with new mechanics coming around, there's still new options one can insert for Destiny.

    No clue about Hybrid though...they seem to have all possible themes covered in that it's just Melee, Control, Assault, Support. There's nothing really else you can do with it though.
  20. Why not just consider it an advantage of range? Most ranged ATs have other disadvantages that occur throughout the whole rest of the game that melees get to shrug off and I'm sure other situations are far worse off than melee...I'm imagining it's annoying for Masterminds to recall their pets from specific ranges and/or resummoning them when they inevitably bite the dust, control powers don't often have a use in such fights, so on and so forth.
  21. Superman: That man won't quit as long as he can still draw a breath, none of my teammates will. Me? I've got a different problem.

    Superman: I feel like I live in a world made of cardboard, always taking care not to break something...to break someone, never allowing myself to lose control even for a moment as someone could die.

    Superman: But you can take it, can't you, big man? What we have here is a rare opportunity for me to cut loose and show you just how powerful I really am.


    And where I think this example falls flat into inapplicable territory is simple:

    You cannot be trusted with 'World of Cardboard' power. None of you are responsible enough. Out of the many dozens of fights Superman gets into, how many are 'rare opportunities to cut loose and show just how powerful he really is'? At most maybe 1 fight out of 50 or even 1 out of 100. But you, those forumites over there and those players in-game won't delegate that power boost to such rare opportunities, no. You will use it *EVERY* *CHANCE* you get. You'll munch on those reds, you'll call for extra kinetics, you'll play the recharge game, everything and anything to milk whatever 'holy mother of punch' you can out of whatever you get.

    Seeking a buff that is equivalent or quantitatively rational to what Supes gets from that speech would help Tankers on so rare an occasion, it's a wonder why bring the example up in the first place. To use *it* as justification for your stance is foolish.
  22. You know that whole Superman 'World of Cardboard' thing from that cartoon show? Yeah, I hate it. It's dumb.
  23. Leo_G

    Medicine pool

    Quote:
    Originally Posted by PrincessDarkstar View Post
    I mentioned boxing in one of my posts, I see it exactly the same as the medicine pool, locking a power you would want for reason A behind a power you would only really want for reason B.

    Just as stim/aid other adds nothing to a build looking for survivability, boxing adds nothing to a build looking for survivability (And doesn't even get on the bar on any of my toons, I actually use aid other/stim occasionally).
    Quote:
    Originally Posted by Madadh View Post
    Totally agree with the Princess yet again. The argument for medicine getting the change the OP advocates (because you shouldn't be forced into getting a power that you don't want and don't need in order to get one you do want) applies just as well to Fighting as it does for Medicine. I'd even say it applies better for Fighting than for Medicine.
    *shrugs*

    I think it has more to do with the amount of effect the powers you're aiming for have and how valued they are to a build. Tough is a decent chunk of resistance to common damage types and Aid Self is a handy self heal. Apparently the devs think those powers can add quite a bit to many builds while apparently you guys find either power a wash. In the dev's thinking, gaining both advantages for 4 power picks is fair while you guys think 2 is adequate. Then I'd have to ask just how weak you think these powers are? It's about choice? Okay, well what about balance?

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Aid Other is a power I use less often, but everyone gets Lore pets. The main time I use it on teammates is when they self-rezz, because it shortens stun durations.
    Aid Other provides stun protection, I thought. But Aid Other has lots of uses. NPC allies are all over the game. Sometimes, the survival of NPCs is tied to mission completion. There have been many times I wish I could hand an NPC a few inspirations (I don't even think team inspirations work on them). You can buff them with Leadership or protect them with taunt but if you don't have healing powers, more often than not, NPCs go down which can be a problem for heroes that actually try to *save* people they run into and not let them die for your cause.
  24. Quote:
    Originally Posted by Granite Agent View Post
    I think ppl are too hard on Butane. He generally has good points about Tankers. I think the Devs could come up with an interesting new mechanic for Tankers that addressed some of the damage issues -- I think Johnny even suggested a type of toggle that would let the tank trade off survivability for damage (like "Enraged" or something). Or they could do something similar to what they did for Defenders: buff damage when solo, ramp it down as team size grows. Raising the damage cap would be a nice touch too, to encourage teaming. *shrug*
    To be fair, I'm not poking holes at his suggestion. A buff to caps or an adjustment to mods is all well and good but it'll only help those that it helps...and not help those that it won't...if you can get what I'm saying.

    No, what I was arguing with Butane was his argument for his change. Comparing Tankers to Superman, how their role isn't actually 'comix' and how 'Brute terk err bffz'. None of that makes any difference to me. I don't care that Brutes kicked you in the nads and took your Fury or that aggro ain't in comic books or that no existing media character fits Tankers. I doubt there's a real-comic example of a Soldier of Arachnos or Kheldian either since, you know, they're unique to our game.

    So yeah, don't care for trying to shoehorn Tankers to be comic book 'bricks' or what have you...just make them fun, unique, and remain focused on what they do. Keep em like they are, for all I care. I enjoy my Tankers *because* they're not offensive focused. What offense they're capable of (and they're capable of a decent amount) is just gravy to me.

    Quote:
    Originally Posted by Profit View Post
    I've never known the aggro caps to be universal. To be fair though, only the melee ATs survive very long at the aggro cap, so Could be.
    Even pets are limited to the same aggro caps for AI enemies. The only way to buff Tanker's aggro cap is to give them pets that are targetable by enemies...or raise the aggro cap of everyone.

    Although it might be possible to formulate an algorithm that increases everyone's aggro cap to something like 24 or some number but have threat dramatically taper off at the 15-18 foe marker so that it's *hard* to aggro that many unless there just isn't many players around to attract it. Make it so it literally takes taunt to do it...but that comes with consequences. I'd say the character who could either attract the most attention (taunt/gauntlet) or can affect the most foes at a time (most likely (de)buffers, crowd control and pet classes) get the aggro. So yeah, that'd be an overall nerf for those types if they cannot survive the extra attention.

    That said, the reason I suggested altering Tanker AoEs is because it's been shown that *powers* can have their target cap raised...it's shown in Judgement powers who have varying target caps depending on which branch you take. So it's not directly increasing the Tanker aggro cap, but as foes go down, it's all about who's affecting more foes...and if those AoEs have mitigation tied in them like KD or debuffs, you're indirectly protecting teammates those foes might be shooting at.
  25. I think one fatal flaw in you guys' decision that 'Blasters should Blast'...that's exactly why they're in the mess they're in. Blasters have their problems because they, frankly, can't do much else. They don't get comprehensible self-mitigation and what they do get, they get at reduced value. They can't debuff, they can't control they can't shed aggro and what of those capabilities they may get, again, they do at reduced value.

    To put it in another frame: What should Blasters do? Blast? Well, they do that and they still suffer.

    I love my Blasters to death, but it's usually through means to broaden them that make them attractive to me...focusing on whatever control abilities they can get, focusing on building self-protection through IOs, exploiting power boost for additional debuff like -ToHit, or using SBE procs to make their hold 1-shot hold bosses.

    Along with that stuff, they also blast and do so well solo or teamed. But this shouldn't be some chess game where you're moving all the right pieces to come out with a Blaster than can do more than blast. Blasters should blast *AND* be able to do *something else* with proficiency just like everyone else.