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So, in my opinion, the devs could stand to make Tankers more accessable and more enjoyable to a larger number of players by improving them offensively. They may even sway a few people in this thread who've said they only like Brutes to change their opinion and say they now enjoy BOTH.
[/ QUOTE ] That sounds reasonable, but how could they do it without making Brutes and/or Scrappers irrelevant?
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Unique mehanics.
Scrappers, Brutes and Stalkers are all melee damage dealers, yet they all play differently enough to make each attractive and distinct offensively.
One suggestion I floated for Tankers was a (old version) Domination-style periodic damage buff inherent power.
Another suggestion was stacking -resistance and/or -regen debuffs on Tanker single target attacks. Like Brutes, they would see their damage to a tough target increase over time. But unlike Brutes, minions, LTs and other soft stuff wouldn't see as great of an effect since the effect wouldn't get to stack on them as much.
One suggestion I mulled over, but never formally proposed, was an inherent power for Tankers similar to Hunter's Mark in WoW. A Tanker could pick out a single target, mark it and then be dealing much much more damage to just that target until it is defeated. Other players and other Tankers would still deal the same damage to that target, however. The power would be on a long enough recharge so that you couldn't use it every spawn (maybe every second spawn at most), but it would be available for EB/AV/GM battles.
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[/ QUOTE ] Without going into the numbers, those sound like reasonable suggestions. As it stands right now, the STF is the only thing in the game in which a tank is on my priority list when I'm forming teams. I'm not saying tanks are bad or that I won't take one, just that they can become irrelevant quite easily on a decent/good team. But adding -regen and -res to their attacks would make them more desirable to me. -
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M_I_Abrahms
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Well, mini-games would be fun, but there's a legal issue. Unfortunately, there's some one shortsighted enough to have made any form of online gambling, including ones that have no interaction with real cash, either illegal, or heavily fined. I'm talking even places like NeoPets had to pull their games, and they don't even have a monthly fee.
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Mini games are one thing but any type of gambling opens the company up for all sorts of unnecessary legal headaches.
[/ QUOTE ] I don't see how that statement could be accurate. If so, Myspace and Facebook wouldn't be able to afford their poker games since the two companies can't seem to make money. -
First, your English is fine. You write better than most native English speakers I see on forums.
But to your question, I would pick the Warshade. Carry a couple break frees with you, and you'll feel like a tank mage. -
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So, in my opinion, the devs could stand to make Tankers more accessable and more enjoyable to a larger number of players by improving them offensively. They may even sway a few people in this thread who've said they only like Brutes to change their opinion and say they now enjoy BOTH.
[/ QUOTE ] That sounds reasonable, but how could they do it without making Brutes and/or Scrappers irrelevant? -
/signed. I think it would be a fun distraction.
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I don't see the reasons why reward should be changed for solo vs team: For example, you getting the same reward for 3 men Posi as 8 men posi. Why solo posi should be any different?
[/ QUOTE ] Almost all the the TF have at least one AV in them. By scaling them down to EB level they become significantly easier.
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Even if TF has AV in it, AV will be scaled down to EB in case if only 2-3 players are on TF and all others quit...
[/ QUOTE ] Why would it scale down because people quit? I was assuming you only get the EB if you start it solo. -
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How would this badge be rewarded? By the people that did the damage? Then what happens to Healers/Main controllers? By the teams that defeated him?
[/ QUOTE ] Just give it to everybody.
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Then what happens to a leaching team member?
Then what about just plain leachers?
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Don't worry about them, some people are just losers. -
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If tanks did more damage I would play them more.
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They used to.
[/ QUOTE ] I wasn't talking about broken game mechanics. -
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Technically, a solo friendly task force is a story arc. If the task force is solo friendly, it defeats the purpose of making task force instead of a story arc.
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I'm going to have to agree with the sentiment here.
Story arcs are designed for a single player with the help of small groups on occasion (for EB/AV situations). Task Forces are, by their definition, designed for a group of players to tackle at once. If you want to solo a Task Force, you should go into it knowing that you're trying to solo something designed for a group.
It's not the fault of the devs that most players are purposefully skipping over the stories just to get to the rewards faster. If you really want to take it slow and fully enjoy the story, get together with some friends who all want to take their time with it. You're not being forced to PuG.
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/this.
Sometime after Croatoa came out, there were specifically... the one on pinn was called a "Smell the roses" run. Time was taken, the story shared, oohed and ahhed over.
That and, really, the majority of the content in this game is able to be soloed. A little (very little) team specific content isn't a bad thing. Could they use reviewing and revamping? Sure. Put in a solo "cliffs note" side arc if they want? Fine. But a task force of one isn't a task force. It's a mission.
[/ QUOTE ] FWIW, I agree with Umbral and Memphis_Bill. I like the idea that some content is made for teams. I was just trying to compromise. -
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I don't see the reasons why reward should be changed for solo vs team: For example, you getting the same reward for 3 men Posi as 8 men posi. Why solo posi should be any different?
[/ QUOTE ] Almost all the the TF have at least one AV in them. By scaling them down to EB level they become significantly easier. -
I don't really have a problem with that, but there should be a massive reduction in merits if you're fighting EBs and the entire TF is spawned for 1 person.
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Wow, not even close to what I was saying. I guess I expected too much.
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Wait, you expect a finished product that works properly? Sucker
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Brute all the way. Every time I try to pick back up a tank I get bored and switch to a brute.
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Hmm.
I ask must ask, would improving the Tanker's aggro handling abilities or giving them increased mez effects make them more interesting and less boring to you?
And if not, what would?
I extend that same question to everyone else so far who's answered Brute.
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[/ QUOTE ] I'll play! I would pick a brute hands down. If tanks did more damage I would play them more. -
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DM/SR duh!
[/ QUOTE ] That's what I use. I'm 4-2 in AV soloing attempts since I finished my build. Silver Mantis being the two losses. -
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Maybe im to old to get it
[/ QUOTE ] Probably
I'm doing it out of pure curiosity.
Although I made the mistake of having updates sent to my phone, and an NFL player agent decided to update his twitter about six times at seven A.M. Pissed me off. -
First, I meant to post a modified build last night. I must have forgot. But it worked out, I actually liked what you did better than what I did. I took your second build and modified it a little more.
I put the sixth Obliteration back into eviscerate for the melee bonus. That allowed me to slot five Crushing Impacts in Slash for the recharge bonus.
Practiced Brawler is actually gonna be perma for you with the base slot, so I took it away. I also took away the extra slots in combat jumping since your Ranged defense was already high enough. I stuck one Defense IO in there.
I added some more slots to health for the extra hit points and regen. Since you don't have Aid Self I feel you're gonna want them.
For the Dodge, Agile, and Lucky I replaced the def/end IO with the Gift of the Ancients Def/run speed. The end reduction doesn't do you any good in auto powers and the run speed IO is fun to have IMO.
I'm not sure what your budget is like, but if money is no problem then I suggest sticking a Luck of the Gambler 7.5% recharge IO into you four defensive toggles and Combat Jumping.
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I made a few changes. Your recovery went down a little bit, but so did your end usage.
Your melee and AoE defense were both at 49, which IMO, is overkill. So I traded some stuff around and got you an additional 10% recharge.
I changed the slotting in follow up to add more recharge and damage. I'm not a claws player, so I could be wrong on the slotting. But from what I've gathered reading threads, that is what you want. -
Sets will help a ton. I have mine fully slotted and in long fights(AVs and Pylons) I still have to rely on Dark Consumption and Conserve Power.
Make sure your accuracy is high enough in each attack, a miss is wasted endurance. Also make sure each attack has an endurance reducer.
Without seeing your build, I can't really give more advice than that. Whenever you get home post your current build and we can have a look at it and suggest some potential changes.
But why wait until level 50 to slot sets? Most of my set IOs are level 33(so I can exemplar), and I get good numbers out of them. I have tons of recovery and soft capped without a problem. -
So I finally gave in and started a Twitter account. I'm not sold on it at all, but I haven't really found anybody interesting to follow. I'm wondering if there is any good CoX related Twitterers to follow. Anyone know?