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Posts
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Joined
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I like this new version (From what I hear)
Afterall, WE'RE NOT SUPPOSED TO COUNTER THE EFFECTS
For the damage boost as long as it is, we should suffer on the back end. Its a good balancer. For those who can't understand why powers like this need to have any balancer at all, it is because without balance there is no choices and no tactical decision making. Every power has balancers and usually it is endurance, recharge, and animation time. Hasten and Stamina mitigate those balance issues but they do not remove them completely. These changes are designed to make it so they can still allow Rage to be permanent if you so choose but more likely, you will look at a combat situation and decide if it is a rage situation. Is it worth it? Its not that it is a panic button, but sometimes it is not cost-effective and therefore you are making an informed tactical decision every time you use it. That makes for a better game.
I'm concerned that 15 seconds may be too long though in that it would be a very frustrating time, especially if the Tanker cannot taunt. Still, I think I could live with it.
The endurance drop means you have to plan ahead if you don't want your toggles to drop which means it rewards moderation over spamming keys.
I would start using rage again if it went live like this. I haven't been able to use rage without unstoppable since the current implementation. -
--Super Group missions/TFs that take 2 hours tops.
Make us do 3 missions at once then switch up and do 2 more simultaneously and finally one instanced missions where the whole supergroup can play as a team.
--Also, extended Supergroup mission contacts. Make them require 4+ people in a group who are all from the same supergroup and put timers between them. That is to say, you do mission one and then are told that 3 days (for example) must pass before you can do the next mission. Intersperse these with ambushes on the super group players over that period of time. This would encourage allowing everyone to feel that they are participating and you can have different teams each time you undertake another part of the story arc. -
Of course, if the backstory for heroes not having capes until level 20 is the HEro One thing, then surely when CoV comes out all villains will be wearing capes form day one.
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For instance, well put a teleporter in Peregrine Island to allow people instant access to the Crash Site.
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Please, no teleporters. Its evil Rikti tech afterall
Could it instead be possible to give us a flying shuttlecraft route that mimics the functionality of the trams? -
I'm a big Feng Shui fan so that's what I want.
Modular portal worlds of different genres. Make one 'dimension' every 6 months with 3 ATs that has 5 zones and some more fleshed out villains and allies.
Give us the land of the Tsoo, a 1930s pulp world, a futuristic totalitarian state, and a 4-colour comic world (where we can get back to punching nazis).
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As much as I would like pulp, I honestly don't see it working in a MMRPG environment. Pulp heroes are generally in small groups of like-minded individuals. The sheer mass of flaky heroes running around is an easy conceit in the super hero genre, but it would be so jarring to pulp that it would break it.Nope, you'll have to step outside the box and sell server installations. Let us run our own instanced full versions of the game for up to 8 people at a time. Go a step further and allow us to design content to upload and download and otherwise share.
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No wonder we'll never get secret identities in the game: The devs already have this feature so don't see that it is missing.
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Devs dont really play. I have to agree with an earlier post that stated devs dont play otherwise the nerf bat wouldnt be so liberal. If they did play theyd make tanks flavorful, and tankful...and scrappers scrappy...and blasters kill stealing retards....oh wait they already are.
Serious(and i was) Tanks would be more like tanks, or they would just merge the melee into one class. Impossible i know, but maybe they wont make the same mistake with COV. Just one melee class you can go hi defense or hi offense or a mix of both...and viola much fewer balancing options.
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Or maybe they play and have fun and don't think exactly like you do about the game they made. Maybe they like the game they made (like so many others of us do).
P.S. For me, Tankers are Tanky and Scrappers Scrappy. They play completely differently in my experience. -
Zippitydooda,
You got exactly what you aimed for, IMO. Street Sweeping, especially at lower levels, is a great way to miss the game.
The missions, the storylines, the TFs, the ambushes, and the exploration are the heart and soul of the game.
As soon as you look on it as levelling is the goal and therefore street sweeping is the way to achieve that goal, you have stopped playing the game that was designed for you. -
Too bad the powergamers couldn't just be moved onto a server where everything stays like it was on day one and they can all have 'fun' their way and the rest of us can embrace the developers vision, see the changes that the developers give, and enjoy the new content, all in line with that vision.
I really like their vision. It is soundly based in balance, fun, teamplay vs soloability, and most importantly, it suits the genre. They've got a great game here and with every patch and with every nerf, it just keeps getting better and better.
Fanboy? Maybe. Better than a raving, venom-spewing hater because the game doesn't suit them.
If your definition of 'fun' was reducing mobs to 0 range with smoke grenades and running over +3 mobs with fire imps without missing a beat, then perhaps the game for you is Tic-Tac-Toe. I'll even let you move first. That's not this game and it was never intended to be this game.
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As much as I like the idea of the increased damage over time, if it is tied to 'landing blows' it will go further toward removing us from the comic-book Tanker.
We'll be rewarded for having Hasten and numerous quick attacks with short animations. Subsequently, there'll be even more reason to get Stamina. -
"So if i were to find a LONE boss level 52... as a DM/REGEN, I should avoid him? I should call for back up? If I'm soloing a mission story arc and enjoying myself immensly, then run into this guy that I know can send me to the hospital with JUST ONE HIT... what would you have me do?"
Purple boss? Hell yes you should have to call for back up or go into it being gutsy knowing that it might one-shot you. -
If the fix is something like having Tankers have a build-up pool so that when they take damage, they can opt to unleash some of that damage back in the form of attack, really giving the Tanker a massive, slow attack that is based on the amount of damage they are taking, (or something similar) then all Tankers would share one large attack and the scale of Super Strength concerns would diminish. (How's that for a run on sentence).
At this point then, maybe this thread should be let lie (if possible). Voices have been heard on all sides of the issue and, under the shadow of ignorance about what upcoming change is planned, it is hard to say what will and won't be needed. This can be brought forth agan when we hear the intended changes (months from now) and still have issues with the disparity. -
"I'm comparing SS to other tanker power sets when I say that its subpar, and since Super Strength is pretty much the classic comic book power, I think that's a bad thing."
My argument is that Super Strength being the weakest is a good thing, precisely because it is the classic comic book power. That's why Fly has an -ACC and isn't as fast as others, for example. People still take fly foor the cool factor and they will still take Super Strength. HEck, they will still Make Super Strength Tankers knowing that they are subpar Scrappers in an effort to make the staple character.
People will naturally gravitate toward the staple powers and if there is to be any hope for variety in the game, the non-staple powers have to have something to offer.
So yes, you could argue that since people expect the staple powers to be the best, they should be the best, I would continue to argue otherwise.
Ideally, the difference should be marginal and some of the changes would simply move SS closer toward that margin. All the changes though would, IMO, put it above the others. -
Fair enough. If all these changes went in though, as requested, would Super Strength not be the ideal Tanker Secondary line? What would the shortcomings of Super Strength be?
It will naturally be the most popular and attractive due to its common appearance in Comic book heroes. It still is one of the most common secondaries even though it is commonly believed to be gimped. Once these changes go in, would the achetypical power-gamer not always point to super strength as the optimal Secondary? -
"As it stands, making a soloable or offensively effective SS tanker takes an inordinate amount of work, and even then we're still lagging behind."
There's where the difference really kicks in, in differences between understandings of soloable or offensively effective.
I can solo 15 orange baddies, but it takes a good while. I find that normal. Offensively effective? I'm not as effective offensively as a scrapper or Blaster, but I stand toe to toe offensively with defenders and controllers. That seems reasonable to me.
If I was to surround myself with Alpha-strike min-maxers and tooled up BS/Regen Scrappers, I'd probably feel differently. My friends and I don't go hunting purples casually. We don't pull an entire mission for a nova-strike. We play the normalized game and SS seems perfectly fine there. SS needs to be the weakest of the Tanker secondaries BECAUSE it is the most intuitive and popular choice.
I suppose I am naive; Living in an ivory tower. What I consider to be the 'normal' game is not the reality of it.
The bulk of the players are likely making the uber builds and thereby shaming the SSers. Ah well. If anything, right now the game is too easy (36). -
"This is from an L40 Tanker who also respecced on Test and is running perma-Unstop, perma-Hasten and perma-Rage."
Don't take this wrong, but anyone who wants to run this kind of character really has to sit back and be silent about what powers should and shouldn't be able to do. You are a min-maxer who wants to squeeze every ounce of effectiveness out of every power. That is not what the bulk of us want.
I don't want Super Strength adjusted so that you can make another perverse Tanker-Scrapper combo. Its the min-maxers who calculated the loss in DPS due to knockback that almost cost Super Strength its defining cool feature: Knockback.
You don't have a concept of what 'normalized' characters are doing with these power sets. You don't appreciate that Super Strength is perfectly fine in a normalized environment. You want it skewable.