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Posts
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Joined
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Was leading a team earlier for level 28ish missions and realized that +1 difficulty was a bit too easy for my team. So next mish, I head to Field Analyst and set it to +2. When we get into the mission, there's maybe 3 +2 mobs while the rest were +3, and this continued for the rest of the night.
Does/has this happened to anyone else, is it a known bug, or was I just unlucky tonight? When I set my mission to +2 for challenge reasons, I'd like to know that that's what I'm going to be fighting. Man was it tough! -
I like the changes to the set, but as mentioned by someone else, it's not enough to make me want to invest time into another Fiery set. I will however give it a chance and pull out my 50 fire/ss tank to test it out, but honestly, I'm not expecting my feelings for the set to change. At all.
No kb protection, temporary immob protection, no defense, weak resistances, the list goes on. Ugh, needs more work Castle. -
Quote:I never said more than one tanker was useless, just not necessary; big difference there.LOL!
I almost posted this exact comment when I saw that post.
In a nutshell, 8 tankers can and do kill anything they want to, and do it in good order.
Bruising just makes it ever-so-much better.
And of course, Tanker Tuesday is an exception.
Onto the topic though, if this thread is boiling down to Brutes stepping on the toes of Tanks come GR, than I honestly have no clue as to what can be done to avoid that. Best thing we all can do is to throw out suggestions and see what happens.
For me, I've always believed that tanks should have their aggro and target cap increased. We don't deal that much damage anyways, so why not let us hit more foes? That could be our way of "increased" damage. As for the aggro cap, it too could be our crutch. But as mentioned by someone earlier, Brutes would'nt be too fond of this; so in my regards. I give up!
*Walks Away* -
Honestly, I never really understood starphobia. All you have to do is set a mission every 15 minutes or so. Maybe some people are just born leaders and others followers; and of course, there's nothing wrong with that.
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So from what I've been reading about the set, it seems to be the Mastermind of the controller primaries?
Fun to play, but no real reason to put it on teams over other more effective sets. And here I was hoping the set would be epic. -
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Quote:Exactly what I was thinking Pilgrim. As of now, there's really no need to have more than one tanker on a team (sometimes not even one is needed). But here's some food for thought from Castle's perspective, suppose there was a team of say 8 tankers and this ability was stackable. Would their combined debuff be enough to make them easily able to take down the AV themselves? Exactly how powerful is a 120% resistance debuff? Of course, this is an extreme case.I can see why you made this change versus a straight damage buff (it's also more interesting, adds flavor, etc.), but is there a way for it to stack at all with another Tanker? I realize this is supposed to mostly help while solo (kind of like the new change to Defender's Vigilance), but aside from soloing, stacking Tankers on a team can also be said to have more limited use.
Personally, I like having more than one Tanker on a Master run, and I'll never say no to having more than one tank, but making this ability work with more than one tank hitting the same target would probably be a good idea.
Just putting that out there while you are (probably?) around. -
Quote:Although I'm not the OP, I'm not entirely sure what you mean here. Are you saying that a team gets buffed, but then someone drops, thereby causing a percentage of the buff to deteriorate, then thereby causing resentment amongst the players still on the team?The idea behind it? Interesting.
The consequences? "I have to leave for X reason" - legitimately. What does it do to the rest of the team? If it deprives them of a buff, what are those members going to do when that person (and I'm looking more at a PUG situation, though it could I suppose get nasty in SGs too) shows up again and looks for a team? Someone getting sick, or having a kid to suddenly de-glue from the ceiling fan, family medical issues, or just plain "I've been awake 28 hours, need to sleep now" could, in theory, find themselves blacklisted... making it *harder* for them to find a team.
If so, then I'd have to say I honestly didn't think of this sort of situation mainly because, while there are jerks in the game, they're definately in the minority; meaning good and understanding players will understand when this happens, and simply move on. -
Three years huh?
Maybe it's not your tanker, but the tanker AT in general. Awhile back, (emphasis on the word awhile) the tanker AT was nerfed. Maybe that's what you're referring to? Because I've just finished getting an Inv/ tank to 50 and there's absolutely nothing wrong with them. If anything, I think it's the best tanker primary in the game. -
Thanks for the all the replies all, it really helps both mentally and directly. One more question before I move on however.
The set seems to have alot of attacks worth picking up, which could theoretically build to a long attack chain. With builds being as tight as they are lately, what do you think is a good attack chain for the set. Keep in mind, I love AoEs so I'm more than likely going to get WA, CC, along with shatter. -
I gotta say, this is a FANTASTIC idea and I'm not sure why anyone hasn't come up with it already. And, theoretically it does make sense, the more time you spend with people, the more you learn of their attack tendencies, strengths and whatnot.
My only concern is the team leader double buff deal. Last thing we need is people saying "No I want star" "Well I'm already the leader so you can't have it" *Person quits.* And let's be honest, we know it's going to happen. Maybe make it so the leader gets to decide which buffs the team will get? That way it's appealing, but not TOO appealing. Also, would these buffs be mission based or timed based (timed base I believe could be very exploitable)? And will the buffs become progressively stronger?
As I mentioned, I absolutely LOVE the idea; there're just a few kinks that need to be worked out, such as what Mike mentioned about new members joining. I look forward to seeing others thoughts on this topic as well. -
Mute teams.
Sucks when I look at the chat feed and see my name, and only my name, with the occasional "gratz" squeezed in. I understand there's work to be done and justice to be had, but c'mon guys, speak! -
Quote:I really like the second idea as it could make those "Find 20 glowies in this big open wide area" missions a bit more bearable (yes I'm looking at you Unai Kemen)!I've seen many people gripe about the temp power recipe drops, and I agree with them. I don't want my recipe inventory full of Plasmatic Tasers and Revolvers when I'm going for IO sets. But I like having a few temp powers to cover up my AT's weaknesses. So I'd like to see different ways of these being offered, and I have a few ideas.
1. At the end of a mission, offer the chance to roll for a temp power recipe. This way they can still be plentiful, but also for players who want them.
2. Have crates within missions with temp power recipes in them. This could potentially reward players for going off the beaten path of a mission.
3. Add a temp power recipe roll to shops, accessible only once every hour to once every day. Perhaps also having different roll categories, such as damage, buffs, and heals, so you can roll based on your build's needs.
Not too sure about the other two however. -
I really really really wanted some kind of lightning power that has Lightning crashing to the ground repeatedly, therefore knocking foes down; could've been its earthquake like power. Would've been soooo cool yet from what I've seen, doesn't look like it'll be included. =(
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Can't really tell if this is a serious thread or not. But anyways...
Why fix what isn't broken? -
I gotta agree with Tans here. There is definately some uncalled for aggression in this thread. Some people don't like capes and therefore shouldn't have to do it, it's that simple. It's like you're waiter telling you have to eat your entree first before they'll bring you your dessert. Yeah it's a small annoyance, but it's an annoyance that has no reason to be.
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From what I've been reading lately, warmace seems to be an under-appreciated set. I'm currently rolling a WP/WM and the reason I picked WM is because...
1. It's one of the only secondaries I've yet to try on a tank(battle axe being the other).
2. I had a really cool concept in mind for him.
My only concern is that I'll reach my late 30s or early 40s and realize that this set subpar. I know alot of people say that it's bad on damage, but the way I see it is, "I'm a tank, damage isn't my job anyway."
Anyways, I'm just searching for final thoughts on it before I begin to invest more time in him. As always, any and all feedback is really appreciated. -
Whoa whoa guys, chillax on the OP a bit will ya? In his post, I didn't see an actual suggestion to merge the servers, just a few curious, and understandable questions. Should this be in a different part of the forum?? Maybe. Should he have used the search function first? Sure. But all I see here is a harmless question; no need to pull out the torches.
Sorry OP, but "server merging" is a very touchy topic here. Best to leave it to the "don't ask don't tell" category. -
I'd say go with Fire/SS simply because with the new changes coming to Fire I think it'll be a bit more fun to play. Rage+Fiery Embrace+Burn+Blazing Aura= equals pure fun (knock on wood).
Reason I say this is because I heard Fiery embrace will begin to add fire damage to all attacks and the fear component in burn will be removed albeit it's damage may be nerfed quite a bit. But again, this is what I heard, and if it's true, your friend as well as many others will be very pleased.
Also, I played two elec/ builds and disliked both. I dont know what it is about Elec/ but it just doesn't have any uniqueness when compared to the others. It's just meh imo. But to each his own -
This suggestion is purely for fun and was inspired by CoX's double xp weekends.
The idea is to for two days, to remove the aggro and target cap and give season players of CoX that feeling of deja vu. Would it be abused by players herding entire maps then having a Elec/shield scrapper just tear through everything? Of course it would, but would it be loads of fun to relive the glory days? Heck yes!
Again, it would only last for a weekend, heck, I'd settle for just 24 hours. I can't imagine it being too much of an imbalance, simply because it wouldnt be combined with double xp, just in it's own merit, and removing the target and aggro cap would just be a different way of conveying double xp, since missions would be finished in twice...err three times the amount of time.
Anyways, standard code rant applies as to if it even can be done (which I'm sure it can, just don't know how easily). And besides, just because you have the option of taking on an entire map, doesn't mean you can.
All in all, I've just been searching for ways to spice things up a bit in the CoX universe. This is what I got. -
Wow, just wow. That's alot of well thought out information there, and anyone willing to put that much effort in their post deserves a merit. As such, I like your idea, it takes a new spin to the tanker theme. My only two questions for you however are..
1) How well do you think it'll be able to take alpha damage?
2) How well will they manage against AVs?
I see that the set has alot of +HP and +Regen, is that it's defining factor? Sought've like the regen of tanks, but with a twist?
P.S. Sorry, I know that's 4 questions but I'm just really curious. -
Quote:That is a great idea, but as mentioned, I just joined the SG and don't have the privlidge to edit it in such a way. I figured if this was made standard, more SG leaders would be more inclined to include it in their designs.I agree.
In the meantime, try what I did:
I changed the SG emblem to a "V", placed emblem floortiles on the floors in every room, aimed towards the exits (entrance room and teleporter rooms, which are all in one area), then changed the SG logo back later. The floortiles stayed as "V"s.
I'd certainly like room labeling. If I can't label the rooms myself, just being able to tell (from the popup map) that one room is a teleporter room and another is a workshop would be nice, even if it doesn't tell me which zones that room's teleporters go to.
Heck, I'd like the map to stay fixed in one direction. I planned my base to have a layout like the letter "C", but half the time, the map is spun 180 degrees. "]" instead of "[", basicly. -
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Often times I join new SGs and enter the base, only to get lost while looking for zone teleporters, inspiration vendor, crafting table, etc. My suggestion is to allow the base creator to add direction arrows on the base walls and/or be able to label the rooms on the map.
For example, when you open the map in your base, the base's layout is shown. With this suggestion, each room in the layout would say something like teleporters, lobby, etc.
Thanks for your time. -
Quote:So did this.*sigh* Its opposite number is a buzzkill for me - when someone gripes at my emp for *not* making everyone gather. I can't count how many times I've had conversations like this -
"You fired off your RAs without warning us so we could make sure we got them!"
"Everyone was close to the boss fighting. I was in the middle of all of you."
"But you might have missed me, and I really needed them!"
"Dude, I was standing right next to you. You weren't going to get missed."
"Next time tell everyone to gather."
"DUDE, I WAS STANDING RIGHT NEXT TO YOU."