New Dawn

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  1. Quote:
    Originally Posted by BlueRidger View Post
    To the OP: (I didn't bother reading any other responses because I don't really care what they have to say) No.
    I think it's easier if people stick to reading the OPs post and giving a response. Then there is a lack of derail. I am not down with the idea that stone needs changing past Granite being customizable in icon and female versions having bewbies. I can't sit there and think to myself poor, poor old stone, it is the butt of all jokes and suffers the pain of all problems. It is what it is and has been for seven or eight years. Some people won't have other types of Tankers to know what problems they have to get around for themselves and some people will comment despite not having one or one high enough. I myself see problems and then overcome them problems rather than fall over and cry until someone else comes to pick me up. The amount of things that can be self surmountable yet gets looked to the Devs for a sodding set of stabilizers is frigging unbelieveable.
  2. Quote:
    Originally Posted by JayboH View Post
    Lol... actually, there are devs that have that person on ignore too (yes really.) I figure that it won't be long before I do the same..

    You're saying that there is more than one developer with Reppu on ignore?

    I smell BS.


    And for that I will be putting you Jay on ignore along with everyone else never worth my time because they talk ****.
  3. Quote:
    Originally Posted by Airhammer View Post
    I think I might be the only person that is a little upset about this enhancement. For years some of us have been looking for a way to have a choice as to whether a power does knockback or not and now we have been given that choice in a limited fashion because the IO is a Unique..

    Therefore in toons with Multiple KB attacks I can only slot this once..

    Not saying im not going to place it in a few toons.. but kind of a huge letdown for the plans I had for some

    There is still time for a set that removes KB from a power, it maybe that you do less DPE with the set compared to other sets I don't know but this is certainly a universally good way as it effects all ATs thus shifting the balance no where.
  4. Personally I would like to see the Granite look be customizable and that female stone tanks get bewbies.
  5. Quote:
    Originally Posted by Vitality View Post
    The potential problem I see with that...is Brutes built for tanking no longer wanting to team with Tankers...with Fury and all that.

    It almost brings up a situation where bringing in a Tanker on the same team with a Brute built for tanking would lower the efficiency of the team...by way of lowering said Brutes damage output.


    Going back to my idea of buffing the max targets and radius of Tankers Taunt...

    ...this would potentially make any team more efficient.

    Imagine the idea of the Tanker grabbing max cap agro in 1.67s (using mids time)...allowing certain players to unleash their aoes right away without any worry of getting agro. (assuming that some players wait till most of the agro is accounted for before using aoe's) This would also allow the Tanker itself to focus more on doing damage...indirectly increasing their damage output.

    This way...said Tanker would still "share" some of the agro with a Brute built for tanking...but that Brute would never be able to grab the initial agro the way a Tanker can.
    I think tanks can cause the shoot fish in the barrel effect well enough, other players in teams usually don't want to shoot fish in a barrel anyway so when I say well enough I am saying I don't want to see that made any easier and it should be more noticeable with Brute that they can't offer that boring way to play so easily.

    Brutes don't need alot to fuel fury. An alpha is good enough which is somewhat befitting as real life Brutes tend to be fearless and believe me I would love to see the Brute AT naturally resistant to fear effects. After the alpha, a Tank can drop in share aggro perhaps. The Brute can then use attackss to maintain fury.

    As a Brute myself I tend to shoot off and herd the next group ready. The tanker takes over then at the right moment I will go off and herd the next group and so on and the tanker looks after the team. However some Brutes merely herd and don't attack which is bad cos they do more damage, sometimes they herd mobs too quickly for teams to process and when bringing too many mobs to the Tanker who is already aggro capped, aggro is lost to other people. An aggro capped tanker can't always help them. So I do believe in not just constantly herding for teams as a Brute but to do some damage. I would set up herdpoints elsewhere for other players and contribute damage till they come. I'll only be so far ahead in terms of time as I would have only x amount of secs to survive before the team arrive.

    Often some tanks do not know what they are doing, pointing enemy aoes directly onto the more vulnerable (which is alright as its means an exciting learning phase) but I believe that when you have experience, a little bit passed seeing team wipes you'd want do things like direct aoes elsewhere just to get the job done. It's nice as a Brute to be able to do that when teamed with a inexperienced/feckless Tanker but I would rather see Tankers who think like Tankers have the advantage over feckless Brutes. I think it pointless if Tankers can't dominate the situation by dictating the battlefield because if that is the case then Tanks have no real position in any given team, only some given teams instead.
  6. Quote:
    Originally Posted by Vitality View Post
    Tank is a playstyle...it's even shown that way in the new character creation screen.

    A Brute can be a Tank.

    Being a Tanker does not make you a Tank.

    Is it proven that a Brute who is just attacking an AV will steal the agro from a Tanker who is attacking and taunting (with enhanced Taunt) said AV?
    A Brute can Tank for a team but shouldn't be as good as a Tanker.

    And it is proveable that a Brute who is attacking an AV can hold aggro off of a Tanker that is taunting and attacking same AV. It's proveable in different ways. The threat formula is made up of many parts which determine an outcome, there is also attack rate, there is also the AVs particular abilities.

    I just think we can make the game a bit less shoot fish in a barrel for a team following a Brute doing the Tanking. I tank with my Brutes, I'd tank with my Scrappers who all have confront. I'd do it from an early stage with AVs as low as we can go. It's not an issue for me to make other ATs tank but it is better if the difference between different ATs tanking for a team widens. People should be less safe with a Brute upfront even though they've buffed it to high heaven. Game is good with a chance for more anarchy and the Tanker AT sticks out more.
  7. Quote:
    Originally Posted by Aett_Thorn View Post
    Except how would you do this given the game's mechanics? I don't think that the aggro cap can tell what sources are driving it, so how would it know if Brutes were generating the aggro from their version of gauntlet or through pool powers? Everything just goes on a Threat list, and once over 17, nothing goes on that list (or, actually, it's the 17 highest threat values, which complicates things further). So I don't think that the first one is doable, although all other ATs could have a aggro cap lower than a Tankers, I don't think lowering other AT's aggro cap is the way to go. Otherwise, you could be attacking 16 enemies, and only being attacked by 10.
    That's not what I was implying if I am reading this right. I think Brutes aggro cap should remain 17. I think all ATs aggro cap should remain 17 but only Tankers effect the total of 17 with Taunt and Gauntlet. Brutes can say aggro 17 but only 10 with the full threat mechanic. I am not sure if it's doable. I didn't create the engine but it will make for some unpredictability in the game and at least when a Tank consolidates 17 you are safer than when a Brute consolidates 17.

    Quote:
    Originally Posted by Aett_Thorn View Post
    Secondly, there's no way for an AV to selectively resist an effect based on the target. So to do this, you'd have to give AVs Taunt resistance, and then give Tankers' taunt effects a higher value when used against AVs.
    "Use no way as way". If I were doing things then Brutes would have a different form of gauntlet than Tankers. Tankers is different by being a aoe gauntlet anyway, that aoe is a number of max targets. So some changes in how things work could happen in some way possibly. These are only suggestions I doubt devs read anyhoo. If I had time to sit on the forums all day I'd a) never get any work done and b) fall asleep.

    Quote:
    Originally Posted by Aett_Thorn View Post
    But that would affect more than just Brutes, and what if a team/league doesn't have a Tanker on it? Then does the AV attack everything that would be generating more Threat than the Brute would be? What about MMs that use Provoke to be Tankerminds for their pets?
    No nothing should be generating more threat than a Brute if they took taunt versus an AV. Taunt doesn't change, only gauntlet changes. Brutes gauntlet can be still powerful against an AV, as powerful even now just not as powerful as a Tanks. A Brute shouldn't be able to Tank for a Tank. I mean what the hell? Tanks tank don't they.


    Quote:
    Originally Posted by Aett_Thorn View Post
    Brutes may be OP (and I tend to think they are), but I don't think that your suggestions would fix the actual problem, while they'd create many more.
    I am not sure that you have interpreted my suggestion correctly enough to come to this conclusion so soon. Always better to get the other person to elaborate more before this.

    I do believe that the threat calculation can be redesigned to make the Tanker AT stand out better as a Tanking AT. Tanking is not standing there and mitigating hits idly, it's dictating the battle through threat control. Atleast that's how I have seen it for years and thinking that way has always helped me solve my own problems.
  8. Quote:
    Originally Posted by Vitality View Post
    What do you mean in your first paragraph?

    As for your second paragraph...if said Brute is just "blanket thinking"...which I'm assuming it means just mindlessly attacking...than the Tanker/tank who thinks like a tank should have better control through their use of Taunt. No need to lower Brutes inherent taunt duration.

    The only way for a Tanker (assuming they have and use Taunt) to lose agro to a Brute...is if that Brute is built for tanking as well (meaning the have Taunt and use it).

    I don't see why Tankers have a problem with this. You picked the Tanker AT to have the best inherent survivability and assumingly to have the ability to protect your team. If some Brute that is also built for tanking takes some of your agro, why do you care? If they can survive the agro (assuming they can or they shouldn't have taken Taunt) then why does it bother you?

    The only thing I can think of is because said Tanker didn't choose the Tanker AT to protect his team when needed...they choose it to be the center of attention.


    I don't believe Brutes need to be nerfed for the Tanker AT to stick out...I think the Tanker AT needs "buffed" in a way that (as someone previously mentioned) makes them more unique.
    First paragraph, make it so Brutes can apply gauntlet and taunt to a maximum of 10 yet through presence and more they can still aggro cap.

    Second paragraph, allow AVs to resist Brutes Gauntlet better than they would Tankers gauntlet. Brutes with a player who thinks like a Scrapper often do not have taunt or use it in a unproductive/counter-productive manner.

    Your only way for a Tanker to lose aggro to a Brute is actually wrong. I can meet you ingame and prove it.

    Brutes are imo OP.
  9. The way things are going I think perhaps Brutes although they should aggro cap 17 might be better to only cap 10 with taunt maximum, same with Scrappers. They can all still aggro cap 17 just not all with taunt factored. They're pretty much less survivable than Tankers who I expect to cap 17 with taunt.

    Also and I am probably already sounding harsh on the Brute AT (of which I do have at 50, incarnated and all that jazz on a second account even) but when it comes to high ranks like AVs their gauntlet duration could be better resisted by AVs. Allowing Tanks who think like Tanks better control over Brutes that think like Scrappers (blanket thinking).
  10. Quote:
    Originally Posted by EJI View Post
    /holds THB's hand, commences skipping
    ..Not..sure..if THB has problem with that.
  11. New Dawn

    Back at It

    Quote:
    Originally Posted by The Texan View Post
    but I don't want to skip anything that might be common sense nowadays...

    ..PS - what happened to all the BBQ?
    Taunt became common sense.
  12. Although I think people have followed on with some valid points I really like this type of guide. This is the sort of guide I really like to see and this is the sort of thing people imo should also come to know if they want to be successful despite seemingly overwhelming odds. I find it lame if people give up on what can actually be done because they do not know that they could allocate team members to specific tasks.

    On high settings times many numbers, an Elec Tank can either; die quick because of some Toxic damage dealer adding to his woes or a Scrapper who has the survivability can confront that particular pain in the butt out of the equation and deal with it on the sidelines. Also rather than controllers knowing who to heal because they didn't lock down a particular member of an enemy group the controller knew who to lock down to have to heal less. I am sure some people farm easiest of enemies and get inf for pling so that they can build their toons; they probably don't need to know much about anything other than how to do a trial when incarnating and can mow the lawn so to speak but most people take time to get their properly. It's one way just getting by by knowing how to doing an expensive build but knowing the enemy is the interesting way for teams who are still on basic SOs or IOs to get through the game.
  13. Quote:
    Originally Posted by Edana View Post
    Vengeance gives 3.5 times the to-hit buff of Tactics; so more than 22% regardless of slotting or the AT using it.
    This might encourage Blasters not to be venge fodder.
  14. Quote:
    Originally Posted by Fulmens View Post
    Princess Darkstar: You're bad at math (or maths, I suppose, being British.) Please consider this before making math-based assertions.
    Brits use both.
  15. A might isn't news to me. I'd want to hear about what actually is. Arbiter Hawk might get back to the Ice/TA comp he started months ago but I won't hold my breath.
  16. Quote:
    Originally Posted by Hyperstrike View Post
    As there are a number of people who're operating the game without your level of incident repetition, likely the issue is with you or with your network connection.
    Thats the thing, if it is with me and my network then why dont I crash on my other games?

    They are newer games, potentially more demanding I would of thought.
  17. How comes that this, the oldest game I play happens to give me the most crashes?

    I can't even fly through a zone on a barren server on mediocre graphics sometimes and yet I can bugger off and log into another game such as:

    I know things can be "it must be ya poot poot" but I just do not understand the "lack of memory" business when some large packet gets sent whilst I am trying to play the game.

    I know things could be me, so this is not a dig or pop or anything. I am hardly the most poot poot literate person kicking about.
  18. Quote:
    Originally Posted by RiOTWRAiTH View Post
    ekrisma stick skins for dual blades would be cool.
    they would be so cool we could call them "chrisma sticks" because everyone would love them.

    I've played with Escrimas, perhaps you mean them?

    On topic:

    Perhaps with old sets some new cool ideas could be added but really would like to see more new sets.
  19. I've come to the conclusion that I can tank pretty much with anything. When I see different concepts, tanking is not an issue. I'd rather you picked on one concept. Each build will take some time to come up with a suggestion as there is for me quite a number of changes to make. Pick the fun or most interesting concept and let it challenge you.

    Certain things to aim for are Def, get all positions melee/range/aoe to 45% with Shield. Then aim for plenty of rechg.

    With Electric its possibly easier to work on S/L/E/N to 45% def then work on rechg.

    Extra Hitpoints is itself extra Regen and great with resistance.

    Damage is fight duration reduction and great for conserving endurance.

    Tie Power pool powers together for example: Don't get boxing and then tough 10 levels later and then weave another 10 levels later, get them close together.
  20. That's an S/L map iirc so no, it'll be Cags usual map.
  21. Quote:
    Originally Posted by PRAF68_EU View Post
    Replacing those melee attacks with defensive powers and improved CC seems like the only solution to me. Cottage Rule be dammed.
    You might not wish to be a Developer which is okay cos ya would of probably killed any chances right there.

    I've never Blapped. That's what PBs are for.
  22. Stops to wonder what this thread was supposed to be about before all the nerd thread jacking.
  23. New Dawn

    Medicine pool

    Quote:
    Originally Posted by Leo_G View Post
    Aid Other provides stun protection, I thought

    Aid Self does.
  24. Quote:
    Originally Posted by Moderator 09 View Post
    -=Mod9=-

    Good job.
  25. New Dawn

    Rad/Rad build

    As a player of Rad/Rad and Dark/Dark I think you might be asking for too much by hoping that Rad/Rad will be more fun. I don't get how it can be exactly but maybe it looks it to you.