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Posts
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Joined
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I've had problems since the patch. Seems a bit strange but I've only noticed it while fighting enemies. Moving around in the city or inside missions never "rubberbands". But as I enter a fight powers seems to take up a second to activate and the same goes for some effects like knockback etc.
I've closed down HeroStats - no difference.
Ran the game in safe mode - no difference.
Been running netstat for a while now and the Ping constantly moves from around 140 up to allmost 400. And what I mean is that it really goes up and down, starting at 140 then quickly runs up to 300 - 400, stops there for a short while then quickly drops to 140:ish again, like a pendelum kinda.
No other changes made - only the patch. I've had this computer for three years now (old - yes!) so it's the same old. Game is still playable but this is very annoying.
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Having the exact same problem. It's a right pain in the proverbial. At first thought it was my connection and router, but they all check out. I also notice I can't finish a tracert to eu.plaync.com or the servers. Perhaps someone needs to turn DMZ on the routers over there... -
By the way, this story is complete [censored]. Nvidia have released a press statement that basically says "lol wut?"
The chipset business is as strong as ever. -
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I wouldn't complain about the agro cap with the lack of defense tanks have now with ED.
Tonight 3 tanks (1 fire/ss, 1 fire/fire and my fire/ice) and a spines regen scrapper all lvl 50 STRUGGLED with freaks in a Dreck mission! This was just the start of the mission. Whereas I used to be able to hurd 6/7+ groups and not take too much damage now i can't even manage 1 group on my own!
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Obviously tanker defence has been cut across the board, but fire/* was never the most defensive set in existance, quite the opposite in fact, but always could handle anything and everything that was thrown its way. I guess they didn't want that to be the case. Fire/* was always billed as the most offensive (and therefore weakest defensively) and I guess in I6 and ED this really comes to the fore as all the other tanks have been weakened too, just since Fire/* never had the best def or res in the first place (even though it still had more than enough to deal with anything thrown its way), now it shows as the least defensive set. -
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If you're over 17 then taunt won't effect them
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Actually, opponents affected by a power take precedence over those that aren't, so in most cases Taunt should aggro the targets and lose the aggro of other opponents.
When you're facing more than 17 opponents at a time, that is.
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I've been meaning to reply to this all week.
Most tankers (excepting Inv afaik, they could, I've just never seen it) have a DoT attack/aggro holder. Does taunt override this too? Obviously it's a power but when I had about 17 rikti in my mud pots the 3 that I was trying to taunt off the blaster in front of me DEFINATELY ignored me. If they _should_ react to taunt but then the DoT (with it's mini-punchvoke/gauntlet) hits and the 3 others don't know what to do so they just keep going... because none of the ones in mud pots stopped attacking or went after him or anything.
If this is the case and Statesmans reasoning is "not everyone uses their DoT", bad call. -
Depends on how many are attacking you at the time. If you're over 17 then taunt won't effect them but you should still be able to attack as normal, keep an eye on it after you swing, some of the "miss" signs have a horrible delay on them.
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After reading this post I respec'd to sort out my powers and slots and I also got flurry. Indeed it is love ^_^ especially with build up, although all my attacks are 1 slotted now... :S
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Went against some Malta for the first time with Graham since I6 tonight, now as far as I recall rooted used to give a huge res to end drain? Sappers were barely noticeable 4 shots tonight and I was out of end and perma held...
Just me or another nerf?
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Four or so shots would have done it before ED as well. It seems to be threshold based resistance - you get no End drained at all for the first few attacks, but too many close together and you get hit full force. It's happened like that ever since the End drain resistance was introduced in I4 - quite a shock the first time your End plummets.
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It's the same with the Rikti Chief Mezmerizers and the Lost Abhorrent Rectors, even with Tsoo ink men. Get too many of them around you (this was I5, btw) and bam, everything drops, not even rooted could save you.
Oh well, I guess it'll teach us for not really REALLY specifically hunting only those gangs which pose us no problems.
*Gives birth to "selective herding"* -
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Well i can tell you that i have a lvl 50 fire tank to be honset i dont think i will be playing him again, its just a joke first they nerf burn and i know many of you out there will say good but it was the one and only good power imo on the fire tank, and now with ED both my fire and plasma shileds are a waste of time.
Its not just fire tanks that have been hurt by all the nerfs all tanks have imo, what they have done is for pvp (no matter what statesman says ) so unless things change i doubt very much you will see many more lvl 50 tanks around.
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I suspect fire tanks have been hit in much the same way as the other power sets thanks to ED, but fire/fire is the most offensive of the tanker builds, you can still do more damage than everyone else, but your already (comparitively) weak defenses have been taken down that chunk, just like ours have. I think the burn changes could've been worked around, or only used in corners (if they won't jump to get away that is) but meh, I've never used it so I couldn't really say.
We're all in the same boat mate -
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That's just dumb then. What's the point of a Psi defence power if it isn't good enough to help against AV's.
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Well it was fairly limited even before when it had 55% defence, especially if the clockwork king was about +2. I fondly remember my first go against him. It was me and an Inv tank. The team got ready, we braced ourselves, ran in... and he one shotted us both. Team wipe 8 seconds later. Should have used EE first.
My tactics got better after that.
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I think I was there with my blaster, hovering upon high with PFF on, laughing my [censored] off :P
If not, I've also seen 2 tanks 1-shotted by the psi clock king. -
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On a full-size team it's reasonable to expect others to share aggro-control duties though
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_This_ is "simply incorrect" as it doesn't work in game. You can spout all you want about getting other tankers and whatnot but basically if there isn't one around, you're [censored]. FTR I actually really enjoyed being the tank for 8 man teams. Now that little tiny sliver of fun has been removed too. -
It's all totally useless anyway because we now don't get to even make the decision to take the aggro off our teammates because of the damned aggro cap.
Tankers = pwnt by I6. Finally. They were trying hard in I5, but this just about freaking does it. -
I'm a lvl 36 unhappy freaking tanker because of the [censored] aggro limit,
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I think ED in I6 is just such a bad idea i mean really how on earth are us tankers meant to do our jobs without a personal healer? my tank will be fine until lvl 37 thats when ill need a full set of SO's on everything, and considering i have 5 x SO dmg resis on both shields and 1 x endurance reduce on each of em then i just dont no what im going to do. because the more dmg resistance SO's
the less effect it has. can anyone really tell me the point in all of this?
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You don't get less effect, just the amount the effect increases is reduced. -
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Problem I find is that 2 tanks is a pain for both tanks involved, as you get confusion about who is meant to be aggroing who and/or one tank doing most of the work while the other feels like a "reserve". For the rest of the team 2 tanks maybe be better but for the tank himself, it's solo all the way for happiness.
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Worse than that, the aggro won't be exlusive - you'll have overlap between the 2 tanks which will be a waste of a "taunt".
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"You take left, I'll take right" Problem solved, even if it does overlap it doesn't really matter as long as they're all locked down.
I did wonder why Rikti were just stood there doing nothing whilst I was playing. Sucky. Can't say I like this aggro cap, I was in a Crey mission and then a Rikti mission, there were only 3 of us on the first one and 2 of us on the second one and I still had over 20 of them on me, how am I supposed to save people when the enemies ignore my taunt? The blaster I was with nearly got totalled because my taunt SUDDENLY DECIDED NOT TO WORK.
Anyone who reads my other posts knows I generally wait and see how the changes actually affect toons before speaking out, but this is frickin' ridiculous. Albeit the simplest: WORST. NERF. EVER.