Leo_G

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  1. Quote:
    Originally Posted by Saint Valencrime View Post
    In a Manga I read there was this PvE game called the counting game. There were a set number of enemies who varied in strength. Each person in the game would pick a number and they would have to defeat that number of opponents. The player who defeated the most opponents would win.
    Fairy Tail?

    Lol so there's an arena with 100 enemies, a good deal of weak, some strong and 1 really strong and you get to choose how many you want to fight at once and alternate with enemy teams at a chance to fight and each foe being 1 point.

    Ezra gets to go first and she chooses....to fight all 100 enemies at once. Ridiculous. Retarded. Frikken Awesome.

    I literally threw my hat up in the air and was like 'Whaaaa?'

    I'm begging, in the anime, they actually show the whole fight. OMG

    As for the idea, sure. I like arena-type situations.
  2. Quote:
    Originally Posted by Antigonus View Post

    Best solution: Grant mezz protection/resistance to certain Blaster secondary powers, particularly those sets (looking at you Devices) that are considered to be underperformers.
    Probably unlike others, I actually see this as a working possibility but I feel it works primarily out of that feature being set utility overall.

    You later mention the fact that the support sets that grant mez protection for the ATs that get it don't all flock to it primarily because there are other sets that provide other means to avoid mez. It may not be direct mitigation from mez, but Dark Miasma, Storm, Time and the like have *strong* self-mitigation effects that can extend to avoiding mez...at least enough to patch over other mezzing situations with inspirations easily.

    It's arguable FF, Sonic and Traps is superior for their mez protection (or at all in a lot of cases), but it proves that if some sets for Blasters granted some utility in the form of right out protection, it works on precedence. The problem that arises, though, is mez and self protection in secondaries is different proportionally to Blasters. For Defenders, their primary is full of mitigation for themselves or teams to varying degrees...For Blasters? Healing, Mez protection, Def/Res and comprehensive defensive debuffs (-ToHit, -dmg, -rech) are a premium, especially healing and mez protection.


    All that aside, and fixating on the actual effect mez has, another idea: What if mez actually affected each AT differently?

    ATs like Scrappers, Brutes, Stalkers and Doms, if they suffer from mez, they'd gain a kind of temporary 'lock' that would occur for x.x seconds after escaping the mez. This 'lock' would suppress their ability to use their full offensive might, perhaps locking out a certain number of primary (secondary for Doms) powers but leaving the tier 1,2 and 3 (or whatever) powers.

    ATs like Corruptors or Masterminds gain a temporary 'fizzle' power that occurs for x.x seconds after escaping mez which basically creates a chance for their secondary powers to have no effect if cast during that period.

    The Controller AT gains a temp power of 'suppressed' which only causes a period (notably longer than the other 'lock' and 'fizzle' power) where Overpower and Containment will not go off.

    For Tanker, it's just like now. If one manages to get mezzed, the universal 'toggle suppression' and 'offensive toggle drop' occurs, after which they receive no negative consequences.

    For Defenders, having Vigilance grant some kind of rolling mez resistance would mean, for ever tic of time they're under the effects of a mez, they get some stacking mez resistance to all. Beyond that, they suffer exactly like Tankers.

    Finally, for Blasters, and if all of the above is out of the realm of possibility then just do this part and leave everyone else alone...Blaster's Defiance not only allows them to use some of their powers while mezzed (tier 1s and tier 2) but their offensive toggles do not drop...and none of their toggles suppress...basically, if a Blaster gets mezzed (and they most likely will in the face of), the only effect they recieve is limited movement/function while mezzed. Their armor or offensive toggles stay on and after they escape the mez, they receive no negative consequence.

    Frankly, if many of the other damage ATs get a pass to ignore mez in most situations, I think it's fair if Blasters are only somewhat inconvenienced by it and not completely shut down. Along with giving their attacks some means of building resistance to mez through Defiance and I, personally, wouldn't even mind being mezzed on my Blasters.
  3. Leo_G

    Medicine pool

    *reads first page*

    See what I'm talking about? The way the pools are are to deter elitist min/maxers who think everything should benefit them for no cost or sacrifice.

    Frankly, I'd sooner suggest changing Stimulant into something like Stim-Field, a Targeted AoE mez protection/resistance that has a long interrupt period. Basically, if you have an ally, you can give your teammate(s) and yourself some temporary protection before a tough fight. Does it help a Scrapper? Who cares...something like that would actually do the *whole game* some good.
  4. Leo_G

    Medicine pool

    The pools are the way they are to deter min/maxing so you can swiftly dip into the pools and grab your Acrobatics, Hasten, Weave, Aid Self then the Leadership pool. It's so you have to choose which pools you need rather than just grabbing the good stuff on every build.
  5. Quote:
    Originally Posted by Nethergoat View Post
    Seems self evident- ranged damage.

    It's pretty much all they do well, unless we're talking some kind of radical re-imagining of the whole AT....at which point you might as well just leave them be and make a new AT.
    There's a plethora to cover that you skip over. How does one focus on 'ranged damage'? Should they just have longer range? Should ranged do even more damage? What?

    And ranged damage isn't currently all they do well. Blasters have effective melee attacks too and PBAoE, I probably wouldn't consider ranged but they have that too.

    Their's also the value of range, their overall role as range-ers, the effectiveness level as a whole across non-ranged powers and so on.

    Quote:
    Originally Posted by Oliin View Post
    I'm sure someone will correct me if I'm wrong, but didn't this (or something like this) used to be the case? I seem to recall that blaster attacks had a lower end cost than similar powers for other ATs but then at some point everyone else's end costs got reduced while blaster's stayed the same.

    Edit: Hmm, I think I might have been recalling the end reduction of tanker and defender attacks from back in Issue 2.
    I'd have sworn there were global endurance reductions for all ATs too. Can't recall. But AFAIK, Blasters do get cheaper powers for the damage they do...it's rolled into their damage mods. They do more damage for the same cost as others with the same powers.

    Me, personally, I think Blasters should go the other way...their powers intentionally costing *more* endurance and recharging slower and subsequently boosting the base damage in relation. Pretty much what they did for Dominator secondaries. Considering the rarity I whip out some of my melee attacks (maybe 1-3 times each full confrontation), I feel it'd probably would be an overall boon to effectiveness if melee attacks were even pricier still but with an even beefier effect. Basically, if we're only cycling a specific melee attack 1-3 times despite it cycle being faster, stretch the cycle and effect to match its likely use.
  6. Quote:
    Originally Posted by Profit View Post
    Animations are half the problem. They don't feel powerful. So, even if we don't use momentum on the AT, the animations need to be redone as well. Also, I don't care if it is a specific sets "schtick", ATs > sets
    Well good thing devs don't go adding stuff to the game willy nilly. That idea is time consuming, balance altering and non-sensical to me. Forget that some players hate Titan Weapons because they don't like Momentum, the idea sounds like you just blurted it out without actually thinking it through.
  7. I think you missed the question, Goat.

    The question was "What should blaster's role be?" not "How to fix blasters?"

    That is to say, if you think they should have an ulterior or additional role besides doing damage, if they should be focused only on (or in part) range or if they are to have better survival, to what ends.
  8. If text is too graphic for you, I'd suggest not reading the blaster boards at all.

    Oh, and nice contribution to the thread.
  9. Quote:
    Originally Posted by Miladys_Knight View Post

    Our primary role (and therefore the powers in our primary power set) should be to be kings of single target and AoE ranged damage.
    I am *SICK* of hearing the whole 'kings of' title thrown around. It's dumb and it's false and to attempt to chase after such a title is folly as to ever come close to reaching it would require either nerfing others in the process or throwing balance further out the window in exchange for power creep.

    It was dumb for Stalkers because, 'king of single target' is folly if you think Blasters should have the same title. I'll repeat.

    It.

    Is.

    Stupid.

    You can't have 2 kings...and even then, it won't ever be true as the real 'kings' are the ones with the buffs and debuffs.



    ANYWAY...back to the idea of the OP, a consensus of what a Blaster's role should be...I think I'll bring some parallels of trope classes to maybe get a scale to help myself imagine what a Blaster should be doing...

    Defender, Corruptor, Blaster, Dom and Controller (with a side of Mastermind) to me are the 'Mages' of the game. They're the guys with flashy, overwhelming but costly abilities along with quick easy-use powers and utility to help themselves, their teammates or their summoned pets. Although technically they can span other type classes, I'm going to ignore that at the moment...

    Masterminds are like the necromancers relying on pets, Controllers like druids with their large toolset of skills, Corruptors like Sorcerers with strong attacks and a subset of tools and Defenders like priests focused mainly on support. I'd probably say Blasters should be like theurgists or warlocks, offensive focused with price attached.

    Relating that deeper, Blasters probably have the highest amount of offensive powers available from just their primary and secondary sets, therefore their goals should incorporate many highly destructive yet costly powers and their effects should be devastatingly effective.

    To relate that to CoX, basically, their role should simply be to bring about the downfall of their foes plain and simple, using a wide toolset of offensive powers. Be that downfall the enfeeblement of the enemy or their complete and utter destruction.

    I won't dictate what % each type power should be or how much compared to other ATs. I will simply say, the effect of their powers should be devastating, to say the least, and even at the cost of recharge or endurance.
  10. I was sure this thread got boring and the popcorn stale.

    Can't wait for the next thread, tho.

    /sarcasm
  11. Quote:
    Originally Posted by Airhammer View Post
    I'll let others debate about the effectiveness of the secondary but it seems silly to me to proclaim that every secondary except Ice sucks and that if you are good with other secondaries or enjoy them its because you like to play things that are crap.

    I just find that comment distasteful and insulting.
    I'm sure your comment is at Goat. I'd have to agree, certain secondaries aren't for everyone just like certain ATs aren't for everyone.

    Blaster secondaries, on another hand, vary a lot and maybe as much as Corruptors...but in a different way. Corruptors' secondaries vary a lot but are tailor built to work in conjunction to blast sets because that is what they are more often paired with.

    Blaster secondaries have one specific counter-point in how they work with primaries and that generally lends to melee range or long range. That's a difference I feel should remain, which may not mesh with some primaries or playstyles but it's *going* to cause problems overall. You can just look at the auras and already tell it's a major problem because they're so close range, they don't do all that much damage *AND* they shut off if you get mezzed which is more likely to happen in melee.

    But yeah, this isn't a thread about Blaster secondaries (is it?). It's about mez. I feel Blasters (and Defenders and Controllers and Corruptors) should have an answer to mez. It doesn't have to be melee protection worthy, but there has to be *something* there they can take advantage of. It'd be like, if Melee ATs were all short-range and all could *NOT* choose flight, super speed, super jump or teleport and could only rely on sprint and combat jumping so if foes decide to fly and plink at them or run, they have *no* answer except to sprint. That'd certainly be a weakness to melees but even *then* they have other avenues to exploit like AI, LoS or moderate range in their attack sets.

    Basically, point to a situation where melees have *no* answer to at all. I honestly can't think of one.

    Arcana's idea about the triggering mez resistance with attacks should probably translate to all blasts. Being able to basically shoot at foes and build up mez resistance (probably have to adjust mez resistance caps if needed) wouldn't make mez a non-issue, but if it'd make getting mezzed mid-combat only a moderate annoyance instead of a death sentence, I feel that'd be enough...and with Blaster's ability to shoot while mezzed, it'd give them a more pronounced advantage for relying on offensive tactics (as they should).
  12. The secondaries aren't the sole problem for Blasters, IMO. Like I said, it's a lot of little points that add up but secondaries is one of those points.

    It's not that the secondaries aren't good, they're just not good enough (IMO). I'd think the closest analog to secondary effectiveness that ranks as good as Blasters is Tankers. Tankers' secondary (melee) while not great, it's still very good and it's hard to argue they're less than that. Not only that, they actually *have* a wide variety of them so if one doesn't suit you, there's most likely another that will do so better.


    Blaster Secondaries:

    So the first point of issue, is the number of them. There's only 7. Even Doms have more secondaries (1 more). It's less likely that, if one secondary doesn't fit, that another one will barring conceptual element. A mini-point within this point is that the secondaries vary in their application. Some are melee or damage focused, others are mitigation focused and others some mix of utility with something like control, some are ranged some are PBAoE, buff and/or damage with the extreme outlier being /devices as it's a tangent to straight damage.

    I don't feel there should be anything to fix this except add more secondaries. Go ahead and vary them, make a secondary that focuses primarily on buff and control, one on utility only, another on purely damage, etc. But there definitely should be more of a focus on secondaries for Blasters as well as Dominators.

    I think the second and main point of issue with the secondaries is they don't go far enough. Compared, again, to Tankers who aren't particularly savvy with their melee secondary compared to other damage focused ATs, they still get good aggro management from their secondaries (Taunt is tailor made for Tankers + Gauntlet shoots their aggro above others on a straight-by-the-numbers standpoint) and they still get things awesome like Arc of Destruction, Rage+Footstomp, Martial Arts Storm Kick adds defense to all for them, Power Siphon buffs damage a lot, Fault is a horrendously good mitigation tool...there's highlights in practically all their secondaries. I guess there's also Defender's blast secondary not being that well off but that may have part to do with how blast sets are made-up. For Blaster secondaries, only some have premiere highlights and it usually amounts to sub-par or menial effects like Build Up, Drain Psyche on a moderately low HP scale, Power Boost on effects and defense that again is on a low scale, Hotfeet which is horrendously endurance intensive, etc.

    To minimize the need to formulate secondaries, just go through every secondary and when you'd say "Eeeehh, I think that's good enough for them" go in and bump it a little more anyway. Blasters ain't got much else choice so why not make what rag-tag powers they do get into something *really* nice?

    Devices...
    -I'd say Web Grenade, Targeting Drone, Taser (if you buff Blaster's control mod) and Caltrops are fine.
    -Smoke Grenade could use some boosts. Make it into a Blinding Powder Clone, except not a cone and probably without the confuse.
    -Trip Mine, speed up its animation. Not going to talk about Time Bomb...
    -Gun Drone...why is this thing so clunky? Why is it so expensive and take so much time for a pet with a limited duration? Is it equivalent to some of the tier 9s others get?

    Dark Manipulation...
    -I have no experience with it, but I it has one flaw I can see that is shared by ever secondary with a certain kind of power...Why is Death Shroud 8ft radius? It should be 15-20ft radius. I don't care, cap it at 10 foes but you should need to be standing right next to something.

    Energy Manipulation...
    -I think EM is fine, frankly. Not because it's melee focused or utility focused but because it's versatile. If you want to do melee, you can tailor choose which powers emphasize that, or if you want range, you can keep to powers that benefit you better. If anything were changed, I'd probably change one of the powers into a pseudo-ranged power like Stun or Power Thrust so that it keeps to that versatility.

    Electric Manipulation...
    -The best secondary for Blasters, IMO. For straight up content, it's got melee dmg, it's got debuff and control, and Lightning Field is 20ft radius. If blaster control mods were upped, I feel the secondary would be fine with perhaps some adjustments to utility...adding some +End to self would add variety.

    Fire Manipulation...
    -It tries. If Blasters weren't plauged by other little problems, this secondary would probably be the best overall for damage...but Burn is slow and close ranged, Consume is long recharging for its utility, Blazing aura is pitiful for damage, and auras as a whole shut off from being mezzed. There's no way around that unless you have mez protection...or if the devs changed it so toggles specifically don't drop for blasters (only suppress).
    -The set itself is probably enough to deal damage...you probably wouldn't even need a primary. I could see 1 or 2 powers being modified to add either utility or buff instead of damage to vary this set but it doesn't quite need it.

    Ice Manipulation...
    -One of my favorite secondaries because it gives Blasters what they need, control and mitigation. It doesn't, however, provide a lot of damage, just Frozen Fist, Ice Sword and Freezing Touch.
    -Either add more damage or add more utility or add more control.
    -Several of the powers animate too slow...Ice Patch, Shiver, Chilling Embrace, Frozen Aura...for doing no damage and having limited utility and control, it's hard to justify their speed of use.

    Mental Manipulation...
    -Another I have limited experience with. Drain Psyche is probably too powerful. Fix the debuff on it and perhaps add boost other effects like the stun chance on Psi Shockwave, buff Scare, along with boosting World of Confusion to 15-20ft and I'd think you'd have a better balance vs the set leaning heavily on Psy Scream, Drain Psyche and Psi Shockwave.
  13. Have to say, the exchange between Bender (Leia) and Timmy (that imperial guy) was classic.

    Boobies!!!!

    And don't say boobies...

    T****s!!

    Too bad, no Harley Quinn...
  14. Quote:
    Originally Posted by Another_Fan View Post

    If you really want to go town and kill things a scrapper or brute is your bread and butter now. No set up, no fuss, no muss, just go in and kill things.
    If they had a version of scrappers or brutes that used the blast sets instead of the melee sets, I'd probably be playing those instead of blaster.

    I play blaster because that's the AT that can do straight up *punch* but with blasts...no muss, no fuss, just blast. That said, I usually don't take the melee attacks unless it actually fulfills the character's concept better.
  15. Quote:
    Originally Posted by Electric-Knight View Post

    If you like options and style and the thrill of being the underdog and surviving fights without a full Health bar... Blaster is the best choice in this game.

    I love it... Most of the time, I wipe the floor with my enemies, but I enjoy it even more when it's tough... Maybe a green inspiration to save me... the last enemy drops while I just have a sliver of health... That's being a hero! That's why!
    Sooo you like being gimp.





    Sorry, EK, jk
  16. Quote:
    Originally Posted by Hatred666 View Post
    [snip]

    Damage comparison between shared attacks:

    Defender Power Bolt - 83.4
    Blaster Power Bolt - 136.4

    Defender Power Blast - 136.8
    Blaster Power Blast - 223.6

    Defender Power Burst - 176.8
    Blaster Power Burst - 289.1

    Defender Explosive Blast - 74.3
    Blaster Explosive Blast - 120.3

    Defender Energy Torrent - 79.2
    Blaster Energy Torrent - 129.5

    Defender Nova - 397.4
    Blaster Nova - 521.1

    Defender Total Focus - 257
    Blaster Total Focus - 430.4


    There is a noticeable difference between the range attacks. The one thing that really surprised me was how low the Blasters AoE damage was compared to what the Defender could dish out.

    The Blaster has 2 extra melee attacks, Power Boost, and Boost Range. The Defender is provided built-in Defense, Status Protection, team support powers. Other than these differences, the two build share the same powers.

    For me, the question I ask myself is whether the extra damage the Blaster build does in comparison to the Defenders build justify the lack of tools that the Defender has access to? That the Blasters build is provided instead? Honestly, I would say no.

    Remove Force Fields and replace it with something like Radiation Emission, and the damage output for the Defender would only increase, getting closer to the Blasters output, while simultaneously being provided with much better tools.
    Not a bad idea, frankly. Are those damage numbers from teamed defenders? What about solo? How about taking Defiance into consideration? I'd assume the damage numbers creep further apart when you consider that. The question would be how far apart and if the amount of utility gained in exchange is outweighed by it.

    What about the stun in Repulsion Bomb? Or if it were slotted for damage instead? Or the stun durations on the melee attacks?

    What about comparing the control utility of a defender vs blaster? Like maybe Sonic Blast or perhaps the debuff utility differences of Dark Blast? Frankly, I just don't feel it's justified that Blasters are hamstrung for utility like they are when their utility is limited to begin with. Why give Blasters -5% ToHit on their dark blasts yet give Defenders -9%? It's not like Blasters have Darkest Night and/or team +def buffs to stack to make them compete for the support role. If anything, it'd just be better for their own survival if they had effective debuffs and controls, more so than it would for the defender.
  17. Quote:
    Originally Posted by DrGemini View Post

    The real problems are that Blasters aren't doing enough damage and their secondary powers need attention.
    *shrugs*

    I feel like I do just fine on damage but I'm not all that experienced. I have a few blasters but I just play them when I feel like doing other stuff besides melee...mainly focusing on the blast set as a whole.

    But my main blasters are a lvl 40something DP/Fire/Ice, a 40something Sonic/Ice/Munition, a 40something Energy/Fire/Fire, a 30something Elec/Energy and a 30something Dark/Energy. I can't recall the levels because I'm actually not near my game PC and haven't been for a week now and hadn't actually touched the game several weeks on top of that. And on top of that, I had been focusing on my DP blaster and Claws brute for a month before that. So yeah, I don't actually recall off the top of my head about those....

    Anyway, Demon Revolver (DP blaster) feels like a very offensive and AoE damage oriented blaster. Focusing mainly on the blast, auras and AoEs from fire, (s)he finds herself doing pretty well taking down spawns even on teams with few buffs. Actually, I remember joining a team with an incarnate Dom who was helping his friends (which I'm now one of) lvl in RWZ missions and joining him in the mid 30s. It was tough going but I ended up getting a purple drop which I later sold and outfitted my blaster out with some IOs to help with defense (+frozen armor). Got h(im)er a SBE Lockdown Proc for Suppressive Fire and soloed pretty well at +1/x4 with only half a build. Rejoining my incarnate dom friend, I was tearing through purple foes right along side him. While the dom was doing an excruciatingly strong job of draining all the mobs, I was right beside him hailing bullets and helping the Plvling process for the rest of the team.

    Maverick Reploid (the sonic) does a bountiful job of striking down tough targets. With the combo of -res and both Aim and BU, he can drop a single boss in a blink, just toss out tier 1+2 then Aim+BU Shout. He's not all that great for AoE but he's got controls. He can sleep a whole mob + bosses, he can keep foes off him with a slick, slow down masses with shiver and he's got a stun and 2 holds and for AoE, he can occasionally snipe-nuke. All things considered, for a control oriented build comparable to Stone Melee, I think this out-does what one can do for control and damage.

    All that said, on a DPS metric, I'd have to admit Blasters don't exceed pure melee unless built to incorporate melee too. They do fine on the damage front on a pure comparison to damage dealing ATs (with dom being the outlier). They have options, strategies and synergies most melees cannot accomplish. While I feel some points should be addressed (like Blasters' low control and debuff numbers), they feel like they do a mass amount of damage either to a specific target or to many targets.

    It's when it comes down to the whole balance of mitigation vs damage, like Arcana and others mention, does that whole 'do enough damage' comes into play. Frankly, I don't want blasters to do more damage. I'd rather accomplish more with my powers besides just damage. I'd like my limited controls to be much better at controlling, my debuffs to matter more all while not being hamstrung for mitigation.

    I can see so many possibilities to improve Blasters to make them feel rewarding, make them an even bigger asset to a team and keep their niche concept somewhat intact...It's just rather frustrating and overwhelming that there are so many ways to go about it, I don't know what to think.

    Needless to say, I really do enjoy my blasters. What they suffer from isn't necessarily from being blasters or even being squishy...more a lot to do with little things that add up...the way blast sets are set up and ordered, the way their secondaries are, the AI and binary nature of mez...one after another, it just piles up into something that makes blasters and ranged damage as a whole messy.
  18. Quote:
    Originally Posted by Airhammer View Post
    I have played Airhammer and Taser since two months after launch.. and I still dont think giving Blaster mez protection is the answer to the blaster problem and in all honesty IMO the devs arent going to give it to blasters because it would set a bad precedence.

    Corruptors will say.. well we are the ranged damage AT for redside.. why dont we have it..

    Then Defenders will say.. well we are reverse Corruptors.. why dont we have it..

    I mean why even have Mez in the game at all..

    Carry break free and get them before they get you..
    I'd say you're right. Every AT should have some sort of direct answer to mez. It's not fair that certain ATs completely circumvent that aspect of the game. It'd be different if it was *only* Tankers that basically ignored mez (then that'd be their schtick) but the way mezzes are (binary 'on' and 'off') is the problem in and of itself. Unless measures are made so that you can't simply ignore them, giving a pass for some and not everyone to go about ignoring them does more harm than good.

    Since we don't have to worry about PvP, in PvE something should and can be done about it. Either fix mezzes or give options that work for the majority of the game.

    Acrobatics is nice and mez resist IOs help (my DP/Fire/Ice actually built with moderate +res to mez along with the two uniques and it helps but perhaps it's also the +def build into the build) but it's hardly comprehensive coverage.

    They don't even need full or all-the-time coverage, just something they can use that helps a lot some of the time (coupled with break frees, and you have all-the-time protection) or something that helps a bit but works all the time...if Acrobatics had minor protection to stuns too + decently high resistance to all forms of mez, at least it would be worth more than the two ****s it's worth now.
  19. A G cup? Seriously?

    But yeah, I enjoyed that. And to think, we used to get Toonami every weekday. Boy, I must have been spoiled.

    Nice to see a game review in there too although not something very new.
  20. Well now this thread might need to be locked...looks like you're trying to defy a mods decision to close the topic by bringing up the previous thread in the OP and naming it the same thing.
  21. Quote:
    Originally Posted by Tyger42 View Post
    Sure, all those things at once aren't needed in a team. But any one of them is far more valuable than what a tank can do. That was my point. I honestly don't see why that was so hard to see, but whatever.
    And of all those things (damage, (de)buff, control), how good are other melee ATs at doing any of those?

    I don't see how it'd be so hard for you to comprehend. Overkill *MESSES* with *EVERYTHING* in the game. Overkill on mitigation, overkill on control, overkill on damage...it makes things screwy. And if you don't like it, then you should probably stop overkilling things. No one said we need a kinetic on every team, or to lock down everything, or capped defense, resist, regen, etc or rotating nukes and judgement damage. And when you do have those things, *WHY* view it like a necessity, an outlier occurrence or *anything* but a blessing?


    Back to the topic: People keep bringing up changing aggro caps for Tankers and stuff. AFAIK, aggro caps are shared by every entity in the game, from pseudo-pets, pets, critters, defenders and dominators, brutes and blasters. There's probably not even capability to 'raise the aggro cap' without raising the cap for everybody. The only way to individually raise Tanker's aggro cap is to grant them pets that have aggro of their own.
  22. Quote:
    Originally Posted by Memphis_Bill View Post
    While not (to my recollection) an NCSoft program, there's already "Real world hero."

    ... and personally, I'd prefer people do it because they want to, not because they want another badge for the collection or other in-game items. That makes it "a purchase," not charity.
    Agreed.

    And I'm sure such options would come off the wrong way when a villain uses their Wonder Kid summon or Inspiration to Children power
  23. Quote:
    Originally Posted by Tyger42 View Post
    It's not opinion. The tank role is irrelevant except in only a couple spots where the devs designed the content specifically to force in a need for it. Other than that, the benefit they provide is easily outshone by other ATs abilities. Who needs a tank when your team can buff defense to the softcap, heal faster than anyone takes damage, lock down entire groups of mobs with holds, confuses, etc, and dish out enough DPS to mow down most sub-AV level mobs in seconds?

    You can keep screaming that it's "opinion" all you want, it won't make it so. What does the Tanker bring to the table to compete with any of that? Two things: Jack and <feces>.

    And I'm not trying to force a play style down anyone's throat. If someone wants to play a tanker, fine. I'm not going to refuse one on my team. However, accept the fact that they are severely sub-par compared to any other AT out there because their one trick is irrelevant.
    If you think about it, and I mean *REALLY REALLY* think about what you just posted:

    -If everybody's healing and protected by buffs so foes are a non-threat, how useful are holds and confuse powers in that same situation? Hell, confuse will just take away your XP.

    -If everything is locked down, just statues or beating on each other and pose no threat to your team, how useful will defense and heals and resistance buffs be or any defensive abilities? It's just a waste of END to debuff foes' ToHit or toggle on armor.

    -If mobs are dying so damned fast, what point is there to have controls or support at all? Just click your buffs and BU and nuke. Lather, rinse, repeat.

    The moral of the story is: anything can be worth 'Jack and ****' in a lot of circumstances. That doesn't mean that is all it amounts to.

    Overkill is a messy messy way to play. If you have a problem with what it does, then stop doing it.
  24. *shrugs*

    I like it. And since you can wield it 1-handed, you can couple it with a shield.

    I'd probably make a Joust homage myself

  25. I noticed you don't have the auto-flip option chosen.

    So I'm not the only one who likes to flip them manually one-by-one?