Profit

Renowned
  • Posts

    255
  • Joined

  1. Quote:
    Originally Posted by Schismatrix View Post
    Just because they spend most of their time running the Dig Dug Dominatrix Trial (The Triple D Trial) on their Carp Armor/Carp Melee Tanker does not mean that it should be the primary metric for evaluating AT balance and performance.
    Carp Armor/Carp Melee is way to powerful.
  2. Quote:
    Originally Posted by Leo_G View Post
    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.
    Don't know enough about SoAs to speculate, but I think a good example of a Kheld Would be The Martian Manhunter.


    Quote:
    Originally Posted by Leo_G View Post



    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.
    Thats a very interesting idea. Along with raising threat levels would accomplish the goal handily I think.
    Quote:
    Originally Posted by Leo_G View Post

    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.
    Remember when gauntlet applied the power damage to everything it effected? Good times.
  3. Quote:
    Originally Posted by Rangle M. Down View Post
    Not everyone agrees with this idea, so it's not 100%. I personally don't think it's "necessary", nor a "fix" to tanks.

    I also believe that aggro caps are universal across all character, so if you raise the aggro caps for Tanks, you would essentially be raising brute, scrapper, blaster, etc aggro caps too.
    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.
  4. /bind numpad1 beginchat "/tell $name, <scale .6><bgcolor black><color green>+hp$$inspexec_name resurgence$$inspexec_name dramatic improvement$$inspexec_name respite"
  5. Quote:
    Originally Posted by Tater Todd View Post
    Thanks for the update. Well it's a good thing that I've been working out and sparring. Let me know if you guys want me to tag along but I will warn you I will not be the hero...I've seen plenty of horror movies and I very well know that Zombies find Dark meat to be very tasty. *BURP*
    Not necessarily, T-Dogg is going into his 3rd season on The Walking Dead.
  6. Profit

    Fix my kheld?

    I would've killed for a tank rofl.

    We had a brute that didn't have taunt, so he couldn't kite LR.

    Realizing I was the only one with taunt, and having years of tanking under my belt (I have mroe tanks than any other AT), I had to try.
  7. Quote:
    Originally Posted by Tired Angel View Post
    Bit late to this thread but I wanted to show off my Triform WS who is great fun to play.

    Name: Omega Sentry
    Bio: Alison Jacobs, code name "Omega", was an undercover detective for the Paragon Police Department. She was working on a case to infiltrate a gang of Skulls who seemed to be getting access to some high tech weaponary. After some time she found that they were being supplied by the Counsel and managed to infiltrate their base. However, it was then things started to go wrong. Alison was discovered and as she fled deeper into the base to hide she discovered a captured reformed Nictus scout named Senterion. Sensing each others desperation they joined becoming the Warshade Omega Sentry and used their new found powers to escape. Since then Omega Sentry decided to stay with the PPD and applied to joined the Awakened Devision. She battled long and hard to join this Peacebringer only devision and once a member faced even more difficulties as she was discriminated for being a Warshade and was not trusted at first. However, since she has proven herself a valued member of the devision, often going on stealth missions and using her detective and scouting experience to solve crimes that other members of may not be able to.

    Edit - ooops forgot screen shots!

    The build isn't 100% complete as I am missing some -kb IOs and a couple of other filler IOs but so far she rocks!
    Funny, my bio for my PB shares some similarities. Fellow PPD Detective joined with a kheld.
  8. Quote:
    Originally Posted by Sukothai View Post
    I thought Captain Marvel was DC comics.
    I'm sorry, we are going to have to request you hand over your geek card, nerd badge, and nerf gun. You are off the case sir.
  9. We have already 100% agreed upon part of the solution I thought, which was raising the aggro cap for tanks. I do not recall seeing any against that.
  10. Quote:
    Originally Posted by Nericus View Post
    Just read through this while eating my lunch, according to the article it was apparently a new form of LSD called bath salts which raised body temperature to a dangerous level and causes delirium, etc.

    I think we can postpone the zombie apocalypse warnings for awhile.
    Sounds like a cover up to me.
  11. Profit

    Fix my kheld?

    So, I'm partially slotted with IOs. SOs rest of the way, and I.... tanked Lord Recluse in the STF with my PB.

    Essence Boost + Lightform + Conserve Energy + Dwarf and the only outside healing I had was a wonderful trollers o2 boost spammed on me.

    And I successfuly sustained tanking him. Granted I died close to everytime lightform wore off, but restore essence and lightform were recharged by that point so when he ran off to the group attacking the towers, I would rez, click click click dwarf taunt and I was back in business! Truly awesome.
  12. Quote:
    Originally Posted by Dark One View Post
    Anyone else getting a little creeped out that we haven't heard more about this story? Like whether or not the victim is still alive? And in the OP's link, there's a blurb down at the bottom that says witnesses heard six shots plus the cop tried to separate them (iirc)...

    We joke about zombies and all, but still...
    Whose joking?
  13. Also, while I do like this discussion, we need to keep one thing in mind.

    As a playerbase we are capable of effecting changes. Whatever we decide as a good "fix" we all need to be behind 100% so that when/if it's presented to Synapse we do so as a group. The devs are not opposed to hearing our opinions and even do implement them, but we as a group can not go off guns ablazin.

    So let's keep discussing this and maybe come to a agreement.

    It will not hurt me at all to be disagreed with on some of my ideas, but they are options we can consider.
  14. Quote:
    Originally Posted by Leo_G View Post
    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.
    I did actually think it through. Most people are screaming for more damage. Or screaming against more damage. Momentum would allow more damage by making the attacks come faster, would encourage use of gauntlet and bruising by... making tanks attack more (shock), these two things would give tanks something somewhat unique, help them solo a hair faster, and make multiple tanks non redundant. The animations are just a quality of life change to make things feel more powerful. Right now, the only set that feels powerful to me is Stone Melee. And to clairfy, I wasn't talking about completely changing animations, I see my error in wording. What I was talking about was adding effects, like the air disturbance currently used in Quantum Acceleration added to attacks for super strength.
  15. Quote:
    Originally Posted by Rajani Isa View Post
    So steal a specific set's schtick, and then apply it to an AT, requiring additional animations of half (or more) of every attack power available to tanks? Requiring not just powers team time, but art?

    Not going to happen.
    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
  16. It's the only way to be sure.
  17. I would the like animations changed some. With effects added. I think that is the first step to fixing tanks and making them feel more powerful. For instance,



    See the air disturbance on Quantum Acceleration? I would love to see that type of disturbance on the end of Super Strength attacks. Add some type of thematic disturbance to each tanker secondary. It's not THE fix, but it is a step in the right direction.
  18. How about this,

    Increase tank threat and aggro caps, then, add a momentum mechanic like Titan Weapons. Because once a tank gets rolling, etc.
  19. Quote:
    Originally Posted by Lycanus View Post
    Still not referring to the portion of the post which addresses the topic at hand, namely the survivability of a brute compared to a tanker.
    Right, thats not the portion of the post I wished to address. What I wished to address was that a tank can not survive herding a whole zone now. I am in the camp also, that brutes are just as survivable as tanks in most situations ,although I have lead some brutes into, lets just say abnormal situations, to let them know they are not as survivable as I am on my tank. SO, labeling herding a zone as a "abnormal" situation, then a brute couldn't do it either.
  20. Quote:
    Originally Posted by Lycanus View Post
    And your response to the parts of the post that did not contain obvious figurative hyperbole that also used the phrase "return to"?
    I should have phrased my response as such,

    A tanker in todays version of COH would be unable to survive taunting an entire zone.

    I have been tanking since issue 3. I remember herding Striga to get my wolf badge. I know how easy it was then. I know my limits now in todays COH (INV/SS), and while the aggro cap is not at the limit of what I can do, a whole zone is out of the question.
  21. Quote:
    Originally Posted by Lycanus View Post

    Were the aggro cap to be removed, and we returned to the bygone days of tanker vs zone, you'd be able to see that tankers can get larger hordes, faster than brutes. As it is, the aggro cap sits far below the max effective aggro ability of both brutes and tankers resulting in their abilities appearing to effectively be the same.
    A tanker in todays version of COH will be unable to taunt the entire zone. Sorry.
  22. I don't want to call for a nerf to another AT. I Really don't because I remember how it felt when blasters got tankers nerfed after *spit*PVP*spit* entered this game.

    Here is an idea, what if, the more fury brutes got, the less the gained from teammate buffs. Sort of a tunnel vision of rage if you will. That effectively lowers there values in the extreme, which is where buffs shoot them past tankers.

    I don't really like that idea, it was just a thought to throw out there. I really don't want to see brutes nerfed.

    On to the ideas I did like, forgot all the names so I'm just gonna mentino the ideas.
    Making the attacks FEEL more awesome. I would be up for some super awesome animation rewrites to make the attacks like the Justice League Darkseid fight. I think that would go a long long way toward helping.

    I like the idea of raising the aggro cap.

    I like the idea of raising the damage cap (NOT ADDING DMG, JUST RAISING THE CAP)

    Bruising on all attacks, stackable, good idea and gets people to keep hitting which benefits gauntlet.

    Making taunt inherent like a PBs flight.

    Adding debuffs/buffs to attack (KD, KU, Stuns etc as long as they fit the set thematically)

    We can't do them all ofcourse, but these stand out in my mind as possible good tweaks.
  23. Profit

    Fix my kheld?

    Just looking at the numbers on this build, it makes me very happy. lol Thanks Stone.
  24. StratoNexus had a very good quote in another thread that I think might apply here,

    Quote:
    I have played with a few brutes that can do nearly as well as a tanker, but most can't save me from myself as well.
    At least I think it was Strato, I can't seem to find the post now. Gonna sig it anyway.