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Quote:Slow, low damage on a power I won't be using for the damage anyway. Yeah, that pretty much seals it. I'm fine as I amI wouldn't add damage to it unless you've reached the upper 40's and have slotted all your other powers first.
Also keep in mind that Char is damage over time. It's only 4.2 seconds, but given how little damage it deals to start with, there's bound to be somewhere else for you to put the slots that will have a bigger impact for you.
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I'm not sure where exactly the numbers being discussed here come from, but crash nukes have more than just two possible outcomes. I don't remember Thunderous Blast offhand, but each nuke is based off a total scale damage of 6.0, with a guaranteed damage component of 3.0 (which is more than a snipe), a possible damage component of another 1.5 at a chance of 75%, and another possible damage component of 1.5 at a chance of 50%. This would give you four distinct possibilities at just base, base +75%, base +50%, base +75% +50%, but since two of those are identical, you actually end up with three. You can get 3.0, which is more than a snipe, 4.5 which is more than Total Focus (sane scale damage, but at a higher mod) and 6.0, which is close to a successful Assassin's Strike. On EVERY target.
As well, nukes have a 1.4 native accuracy, which isn't really linearly comparable to either accuracy slotting or to-hit buffs, but suffice it to say that anything you get from to-hit and enhancements is increased by 40% of itself. That basically soft-caps you against anything up to +2, though I would still slot an accuracy in there just so you can hit things like Rikti Drones, Banished Pantheon masks, Fake Nemesis and so forth.
Unfortunately, it's 5 AM and I'm not good enough at statistic to figure out how much the chance of each and every level of damage is to happen, but let me put it like this - I've had a lot of experience with both Nova and Inferno, and I know what they are - Spawn-B-Gone. The biggest problem with them by far is gathering enemies close enough for the nuke to catch them all. If it does, they go down. Yes, the errant minion here and there might survive, but that's hardly a concern to anyone who carries inspirations and actually uses them.
As for crashless nukes, AKA Full Auto and Rain of Arrows, those do have their uses, and it's cool to have them, but crash nukes do have their uses, as well. -
Quote:Actually if I were in charge, I'd have given them shields and protection of some sort, which is still rather more direct, but I think we can clearly see one of the many reasons why I am NOT in charge.If you were in charge of powers design, given your opposition to gimmicks, are you saying that rather than add the gimmicks Castle added, you would have just continued to increase the Blaster damage modifiers to keep the "straight-forwardness" of the archetype until the problem was solved?
For what it's worth, I feel the solution to Blasters was pretty good. They upped their damage both directly and a little more subtly and they even added what has to be the most eccentric form of status effect resistance I've seen in any game. As you point out, surviving is still not a given, which still bugs me now as it did before, only it bugs me a LOT less.
If I have to be quite honest, there are still a few sore spots about Blaster balance that get my panties in a bunch, but those are unlikely to ever be resolved in a way I'm going to be happy with unless I suffer some kind of benevolent divine intervention and someone decides to make Snipes worth using for their damage or open up Epics a little sooner, which has a chance to occur so minuscule I tend to ignore it.
I like to say that Blasters are about the bare minimum of what I'd consider "decent" when it comes to self-sufficiency, performance and progress speed, and that's largely because they're undoubtedly fast. They're not at all easy to play and their not in the slightest safe, but it IS possible to play them reasonably well without compromising speed of progress or, indeed, style and dignity too much, so I can't complain. Going below that, however, is not something I'm willing to try again any time soon. I've tried and I've hated it. -
That depends on what you prioritise as the general output of a mage. In my universe, a mage with the power of fire would generally focus on burning things first and foremost, and do fancy tricks like making cages out of fire on a distant, like, fifth. Which is why choice is a good thing.
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Quote:Sorry, I didn't mean to be a dickThis is an internet MMO Sam. We will never find anything that people agree with 100%.
The main point I was trying to make, albiet poorly, is that people don't go around regularly shouting down this idea.
The way you said it, it came off that, no, this isn't shouted down at all. Everyone just nods and it's a wonder it hasn't been implemented yet. It's suggested pretty often, and it tends to receive mixed responses and a variety of arguments. If it's coming, it's coming, and I won't exactly cry about it, but I'm still not a big fan of the idea. It slashes a lot of the character progress by basically starting us off with a lot of everything. It's cute, but I fear for the implications. -
What BABs explained was not a technical problem of anchors and mechanics. What he said was that weapons which require a second hand check are harder to animate because of this requirement. With a one-handed weapon, all he really has to do is ensure the weapon doesn't cut through any body parts as it's animating, but anything that sends it through open air is fine. With a two-handed weapon, he has to manually adjust the animation such that the weapon is consistent with where the second hand is, either adjusting the weapon, adjusting the hand or adjusting both.
As Umbral points out, there is nothing technically complicated about this, it's just a lot of extra work to make sure both that the animation looks right AND that different slider settings don't make it look wrong. A poleaxe powerset would very much require a sliding hand grip, which makes that job even harder, as not only does the off-hand constantly need to be checked and rechecked to make sure it's on the weapon, but it also has to be animated as sliding along the weapon without seeming like it's sliding out of it and without making the weapon wobble into it. Remember, the weapon is only attached to the right hand (for a right-handed poleaxe), with the left hand only positioned in such a way as to intersect the pole and look like it's holding it.
It's the same with Katana/Ninja Blade, it's the same with Stone Mallet, it's the same with Assault Rifle. It's not impossible or even technical. It's just a crapton of work for BABs. Of course, so is making whips by developer admission, so you never know.
I would personally consider it a much bigger visual problem that the options for what a polearm would be. Even if we ignore appropriate fighting style, not all polearms can do all moves. A spear can stab, and that's pretty much the extent of it. You can swing it and bludgeon things with the far end, and you may even be able to scratch with the tip, but a spearhead does not have a cutting edge or a blade. A Halberd would be able to slash, and it would even be able to stab, but it wouldn't be able to stab as deeply thanks to the shape of the cutting blade. A scythe, depending on how unrealistically it's designed, would probably be able to slash (or at least stab with slashing motions) but it would not be able to stab like a spear for lack of a spearhead. A quarterstaff would be neither able to slash nor to stab, but only bludgeon.
Whatever you make the powerset able to do, you HAVE to ensure that the weapons available for it can all do all of the attacks with any real credibility. Yes, it looks silly to stab with the Kopesh (making me wonder why it can even do that), but it still at least has a bladed tip. It may look silly to cut with the side of the shovel, but at least it has an edge on its side. But as a sword set requires a cutting blade and at least something resembling a sharp tip, so a polearm set which can slash and stab requires weapons that could be used to slash and stab with. It's like what was requested for the custom handguns thread - weapons that look like pistols and which look like they could fire in the ways the set is designed to fire.
And then we have to deal with melee range. -
Um... Have you any idea what this means? MoG is on a 240 second recharge and provides a 15 second buff to both defence and resistance to everything but Psi enough to cap yourself on everything (but psi). Rise of the Phoenix, under your suggestion, would be a power on a 300 second recharge that heals you, restores your endurance, causes a lot of damage, a lot of knockback, enough stun to affect bosses AND gives you 15 seconds of complete untouchability AND that can also resurrect you if you happen to be dead. And this doesn't strike you as sickeningly overpowered?
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Quote:Well, in a pinch, whatever works is what I'll useI dunno, sounds more like a smart player using his head rather than anything cheap.
I call it cheap, though, because the Avoid effect in these powers is put in there for the express purpose to limit their usefulness (especially in Burn), yet I'm using just that to protect myself. It's clever, but it IS cheap, and I'd want to punch my PC if the AI ever did it to me. At least we're immune to Avoid effects in powers. Unlike my stupid henchmen! Damn you, zombies! Stay put and burn if you have to!
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One quick note: I'm not convinced Squid Form has its own damage mod, unless the in-game numbers lie a lot. It's listed as a serious damage buff, instead, which actually does make a difference. Beyond that...
Quote:Perhaps I should have mentioned that my observations were very, very OLD, and apparently I need to update my game plan. I still live with the sense that Stalkers are 0.9 and Doms are in the crapper, when they actually are not. I still have damage-related grievances with Dominators, but those aren't based in fact so much as preference, so they are irrelevant. I do not have any damage-related grievances with Stalkers, not in practical terms, but I have a theme-related complaint regarding them. Stalkers are all fighters, and typically small-scale fighters, as well, with a lot of Scrapper-borrowed sets lacking an AoE to fit in Assassin's Strike. While this isn't a problem in actual practice if you approach them with the right mindset (and I do just fine), it's a problem conceptually.Overall, Scrappers and Blasters are the top damage dealers right out of the box (discounting squids). You have 4 villain ATs that are right below that before you even reach the next lowest damage dealing toon for base stats. And MM pets range from 0.35 to 0.65, but again, you get six of them. So if Blaster/Scrapper damage is your baseline for adequate damage, those are the ONLY two ATs you can ever play. Except maybe a squid-only kheld.
Let me put it like this. If I have a concept for a very powerful... Mage, let's say, who's able to... Let's say lay waste to cities with fire. CoV-side, I can't pick a Stalker, for one because they're all smaller-scale fighters, and for another because they don't wield many of the direct elements (yet). I could pick a Dominator, but while their damage is decent, it's not quite decent enough for lack of Build Up, Aim and a decent selection of large-scale AoEs. They do have larger-scale control, but this isn't exactly what I have in mind. I CAN make a Blaster, and the concept is pretty much tailor-made for that, but I can't take that Blaster CoV-side... Yet. Once I am able to, I will have no complaint to make regarding AT balance.
Which is kind of while I hate the idea of unique powersets to an AT and unique ATs to a faction. Some concepts just fit elements and ATs that aren't native to the side I want to work with, so more freedom enables me to get exactly what I want. I envision Going Rogue solving a lot of AT-related grievances, in fact. -
Quote:Here's the thing - I don't have one specifically designated. I think the closest I can give you is my Axe Brute, who typically goes like this:Ok, how about this: Instead of me throwing darts blindfolded, pick a brute of yours and tell me what his attack chain against an EB looks like.
Swoop -> Cleave -> Gash -> Pendulum -> Beheader -> Chop, redux. Possibly a Whirling axe appended at the end if I'm hit with a slow. It doesn't always go like this, but against a single target, it tends to. Against multiple targets, I tend to emphacise Pendulum over Cleave over Whirling Axe over everything else.
Basically, my approach is to hit Build Up and cycle attack from the strongest downwards so as to maximise my Build Up time. It's not as meaningful on a Brute as it is on most other ATs, but it still has merit to abuse it as much as I can. Energy Melee can take out two enemies with two attacks and no Fury if I abuse Build Up, for instance.
And, no. No Brawl. I don't tend to have time left over for it, anyway, though now that it doesn't cost, I don't see why I couldn't use it. It was costing me more than it was worth before, so I took it off auto. -
Did I miss something? Was it confirmed that Going Rogue will feature no 20+ content somewhere that I missed?
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Drop an accuracy is easy, since I play lower level enemies and one is enough to cap against most things. Recharge also shouldn't be a problem since I picked up Hasten on a whim and I can rely on that in a pinch. I'll think about adding a second duration enhancement in there. I try not to let fights last long enough for it to come to that, though, as long as it stacks with itself.
I'm not sure damage slots in there are merited, though. On the one hand, I know I'll be using it and I know it might as well do damage, but on the other hand I'm not sure if that damage is actually worth it. The power does about as much damage as Flares, and while that isn't TOO little, the only way Flares is useful is via continuous use, e.i. firing it over and over again since it recharges so fast. Char doesn't recharge even remotely as fast, so its overall DPS contrubution is slim, and even its shock DPA isn't all that great. It's worthwhile as just a little added damage, but at the cost of so many extra slots... I don't know.
Fire Cage I ended up slotting for damage as I'll be using it while held, so it's good to have that, but by and large I have a hard time figuring out what to do with control power damage. I had the same problem on my Dom, but he's gone now, so I never got around to solving it. -
I don't know what I'm doing wrong, either, outside of possibly using all of my attacks. I never spend any time sitting around waiting, on recharge, though.
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Outside of Hamidon enhancements which I can't even use for another 5 levels, and outside of Sets, if that's possible.
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Char from Pyre Mastery. It's a really simple question that I'll try not to make more complicated than it needs to be.
Char is a hold, from what I see a hold first and foremost. However, what I hadn't noticed was that it did damage. Decent damage, too, about as much as Flares, which is cool. It's not efficient, it doesn't have good DPS, but I'm going to use the power and I'm going to use it a lot, so does it make sense to slot damage into it? I'm already slotting damage into Fire Cage, though that has a lot more damage to offer.
I'm asking because I don't have enough slots to go around, and doing so will require a bit of a re-evaluation of my plans, so I'd like to know in advance. -
Quote:I didn't see one, but that really would help. I'm not sure how easy it would be to tell identically-named people apart (and in a system with no name check, that happens more often than one would think), but it's a step in the right direction.And Sam; I don't mean to sound like a jerk, but in the issue of cosmetics, there was/is an option to hide the globals in the CO chat.
It still breaks my Catch 22, though - unambiguous everywhere, ugly nowhere. I don't feel there IS a good solution. -
Quote:Yes, and that's a horrible cop out I'd rather not see in the actual game in such a way as to acknowledge its existence. It's a utility tool to keep the room quiet, and as such it does a good job, but as an in-game conceptual thing, it fails miserably.It kinda does work with all origins. Sophisticated and specific power dampeners are already part of the canon (the AE quiet room and Pocket D).
You can SAY they did, but it won't make any sense a lot of the time. For instance, if you took away old Positron's powered suit, he'd fall apart and probably blow up. Or, I have a ghost inhabiting a suit of armour, whose power is merely to repair it when it breaks. Take away his ability to repair and you take away his ability to MOVE it, so he falls apart into plates of armour. I have a character whose ability to even EXIST is a manifestation of his powers and his control over a specific type of energy. Removing that energy from him or preventing him from using it would prevent him from existing altogether. Or what about the character whose super power is that he never actually leaves his base of operations but merely sends a "hard light" hologram out? Yes, you can take away his ability to project, but that just means he can't even exist.Quote:Even without that, if Crey, for example, captured a hero/villain they could tailor their treatment to remove their powers regardless of source.
And in a lot of cases, it just doesn't make sense. If a character is lighter than air, how do you take away his ability to float? Weigh him down with barbells? Or a character who has wings. How do you keep such a character from flying, specifically since wings flap when you jump? And it gets even better when you go into characters who were never human or even humanoid. Why would a sentient walking rock suddenly lose its strength and the durability of the rock, yet simultaneously not lose the ability to move?
I hate "power dampening fields" because, in actual fact, they are nothing more than "humanising" fields, in that they render any hero caught in them into having human abilities and human abilities only. Even if he didn't HAVE human abilities to begin with. You can only take away powers if they were separate from the character to begin with, with the character having basic human powers besides. Any other endeavour to remove powers faces so many custom situations it's impractical to try and implement it.
And that's before we even get into how being depowered is the lamest, cheapest, cheesiest plot device in comic book history, second only to being killed off-panel. -
Quote:Howling Twilight is actually a pretty bad example. Its conditions for activation never change, nor does its composition of effects. It's always activated on a living hostile target, the only difference is that some effects only play on living allied targets near you, and if there aren't any, they have nothing to affect.Whurl...Howling Twilight can be used even when no team-mates are dead, just for the stun portion of it, IIRC. Thats about all I got.
However, what we're talking about here is a power usable both when you are dead AND when you are alive, which I'm not sure is possible. Granted, checking out Rise of the Phoenix at Red Tomax's City of Data does not reveal any modes required or any modes disallowed (other than Disable All), so however that validity check is made, it's somewhere else. I do know there's an "alive" flag you can filter for in custom targeting binds, but I have no idea how this is rigged in the actual power. An ally rez is easy enough to guess - you need a power that is both "ally" and "notalive" for the power to activate, but a power activate on yourself (it's targeted at self/caster) may or may not actually work via target parameters. Specifically, since we can't target ourselves, there may be a different system for it altogether.
Even if we assume that we can just append "if alive" at every effect, there's still a bit of a problem. The power's self-affecting effects - heal, untouchable, endurance, self-immobilization and debt protection, are all written as effects to the power, but all of its offensive capability comes courtesy of a pet - Phoenix. Basically, it does damage, knockback and stun all in its one attack, which is autohit. I highly doubt trying to tweak the AI to play a different, non-autohit power from the same pet is a good idea, so we'll probably have to rid up two separate pets.
On the flip side, we have Mastermind Detonator, a power which actually does different things to different targets, and is actually set up, at least in City of Data, to check "f target is a non-human Mastermind pet" or "If target is a human Mastermind pet." If that works to make one power have different effects depending on what target you fire it off at (or at least play some of its effects only on specific targets) then this could be feasible. Of course, we still need to know how and even IF self-affecting powers actually check for your own status. And at the end of the day, the power may grow so fat in terms of setup, or bog the server down with so many validity checks that it may be unfeasible altogether.
And that's before we actually concede on whether such a move is actually balanced. -
Quote:That hasn't been my experience. When there's only one elite boss left, my Fury drains faster than I can build it, which basically drains me to nothing in not too long a time, which is unpleasant and problematic.I currently run my elec/elec brute at +1/+2 and when I fight an EB, I always finish the fight with a close to full Fury bar. Brutes excel in protracted engagements. The longer the fight goes on, the more the enemy is at a disadvantage, because you are hitting harder and harder.
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Quote:It was a meaningless tangential argument that somehow got blown out of proportion into this big deal about how I hate the CoV ATs because they have Inherents or something. All I'm saying is that a lot of the CoV ATs' performance has, in comparison to CoH ATs, shifted to their inherents as opposed to on their stats. That's all. It's a pure observation. The only even remotely meaningful conclusion I drew on this was so as to make them strong, but not in a reliable way, as that tends to allow greater upper bounds of strength. Arcanaville disagrees on that tangent and it IS a big assumption, so I'm not really pressing it.I'm not sure I really understand what you're saying. Your argument sounds like you're saying the CoV ATs suck without their inherents. But you can't play a Brute without Fury or a Stalker without Assassination, so you can't JUST look at their base numbers and say they're weak because of it.
That one's fairly simple. I look at these changes, and see a slight shift of performance from the inherents and into the base stat mods, which I interpret as an acknowledgement that, in these cases at least, there was too much gimmick and not enough stability. Granted, Stalkers got a boost on their inherent, as well, which could actually be very meaningful on teams, but solo, what helped the most was the stat boosts. Fitting, given that the change was largely aimed at making them less hated on teams, not that it helped fix stupid Stalker players and stupid team leaders refusing to invite Stalkers, but that was the aim, and I'd say it succeeded in most reasonable instances. It's just something I see as an acknowledgement that stats ought to matter a little more.Quote:Stalker inherent was changed to be usable in more situations, more often. The AT also gained core stat buffs, but if the AT was going to be balanced around pure core stats like some of the hero ATs, Assassination wouldn't've been buffed so much. I would even argue it's LESS gimmicky, because Stalkers used to only crit when enemies were mezzed, meaning you needed a pocket Dom.
Domination could have perhaps been viewed as too gimmicky. But it still is. The thing was, Domination used to have a large +DMG component, making having Domination on as often as possible the intended goal for all players. Now that the damage is inherent to the AT instead of tied to the power, it's not as needed. However, Domination still offers numerous combat benefits, and having it around often is still a good idea. The basic gimmick of the power, to attack enemies so that you can enter an uber state where you're more powerful, is still in tact. It's just less sought after.
MMs got bodyguard because they were so easy to kill and all you could do was throw pets at badguys. I always thought the MM inherent power could just be coded into the core stats of the pets and then there wouldn't be a need for the bonus. So I always felt it was kind of a weak inherent. But I recognize the need for it, since it promotes keeping pets near you.
I'm not saying gimmicks are bad, I'm saying they're omnipresent and the one-size-fits-all solution to new ATs and fixes of old ones, it seems. I'm not saying it's bad and everyone should hate it, but at the same time, I enjoy flat stat characters as well, and CoV plain doesn't have access to those. Or doesn't at the moment, at least. Taking Blasters villain-side will be one of the first things I do. Not because I think Blasters are cooler than villain ATs (they're actually last on my list of favourite ATs), but simply because CoV lacks a simple, straight-forward, no-frills outright damage dealer that doesn't have to jump through twelve hoops to even see his damage. Opening up both sides to both ATs (which isn't actually happening, as I hear, but we'll still get the next best thing) would probably solve a lot of my woes, as I'll be able to use both gimmicky and non-gimmicky characters on both sides, being limited not by what I can build where, but rather by what each character would really fit. I have Brutes that ought to be Scrappers, I have Scrappers that ought to be Brutes and so on and so forth.Quote:The "need for gimmicks" as you call it isn't a problem. It's just a different way of designing classes. Take a look at Tankers and Defenders, who have the weakest inherents in the game. They also do weak damage, and are some of the most unpopular ATs. And there are always people trying to suggest a better inherent.
Not everyone feels that the "gimmick" is a bad idea. But at the same time, the gimmick doesn't have to be overbearing. Scrapper gimmick is just random crits. The AT doesn't heavily rely on them, nor is it something you even need to think about.
I don't question the need for having Inherents. I agree with them, and they DO bring in a lot of variety. I actually enjoy a lot of them, even if I can't really justify my playing some. But, when it comes right down to it, I am the most a fan of flat stats and good stats, and would personally like to see a few more ATs that rely more on their stats than they do on a minigame around getting their stats higher. It's not a call for homogeny or yanking people's fun from under than, but rather a call for diversity by giving us an AT that acts more like ours did back in the old days. That, however, is highly improbably, as it would require Going Rogue to have new ATs, which I doubt it will, and it requires one of these ATs to be more basic, which I HIGHLY doubt will ever fly. Doesn't stop me from wishing for it, though.Quote:There are quite a few reasons why inherents exist. One reason is to give variety between the ATs. Without inherents, the difference between a Stalker and a Scrapper, or a Corruptor and a Defender is just modifiers. Inherents allow an AT to focus their strengths and weaknesses more specifically than just a boost to a core stat would. Stalkers are a good example of this. Instead of having crits, the AT could just do a lot more damage. Instead, the damage is focused around times when you're sneaking and hiding. And in theory (although most people disagree and think it's a crappy design anyway), the Defender inherent is meant to highlight performance when you need it most.
I'm not dissatisfied with the CoV ATs at all. I just wish they had something more like a Blaster among them. And, no, Corruptors don't cut it. -
Quote:See, that's not actually true. Blaster secondaries are not "about damage, albeit with a bit of mitigation." They are labelled Support for a good reason. Outside of Energy Manipulation, you don't actually see much melee in them at all. Ice Manipulation has two attacks, Electrical Manipulation has two or three, Fire has one direct one and two AoEs and Devices has no actual direct-damage powers. It does have mines and bombs, but these are far from direct-damage.True, but with Blasters both their sets are about damage, albeit with a bit of mitigation in the secondary. Effectively, you are already lowering their damage by changing the secondary.
That said, Blaster secondaries are a frikkin' mess. I'm not sure why that is, but they are both all over the place and stuffed with often completely pointless powers. For one, damage auras that tick slowly and require a Blaster to stand and fight in melee are almost as suicidal as the old Defiance, which immediately makes Fire Manipulation guilty as charged. Not only that, but it also has Burn of all things. Devices is outright laughable, with the almost completely useless Smoke Grenade, the almost completely useless Cloaking Device, the horribly eccentric Time Bomb, the hard-to-use Trip Mine and the badly imbalanced Auto Turret, which costs an arm and a leg, lasts barely any and does, to quote Yhatzee: "bugger all." And that's just off the top of my head.
Basically, I'm not sure what the original design for Blaster secondaries was, but they ended up padded up with garbage that I'd be willing to break the cottage rule for, and ended up not doing enough of anything. Not a lot of them are good for self-defence, few are good for self-buffing and none are really consistent. That's kind of like why I'd like to see Epics become available sooner, as they hold the powers a Blaster REALLY needs. -
How has no-one mentioned this yet? Originally, Grantie Armour did have a severe to-hit penalty. However, Tankers complained that the power which was supposed to help them survive and tank better actually made them completely unable to, as they couldn't hit anything for Gauntlet to provoke. I'm not sure if this were changed to the damage debuff or the slow (I believe it was -damage), but as it is now, it allows you to keep tanking, just not dealing damage. Essentially, to have your cake and eat it, too.
It's kind of like the crash of Rage. Back a while ago, it made you only affecting self for a while, but that again took Tanks out of the fight completely, so it was changed to a hideous damage debuff that caused you to hit everything for 1, but still allowed you to swing anyway. All of these powers are moving towards letting you fight, hit and land effects, but just not deal damage. -
And how would you explain our characters suddenly losing powers when a lot of mine, for instance, wouldn't make any sense whatsoever to be able to "lose" their powers? And I'm not talking "they're too strong" or anything. I mean, if they did somehow lose their powers, they'd cease to exist altogether.
In fact, this notion that a character can lose his non-human powers but retain his human ones, despite that character not BEING human or using these powers for basic locomotion, is one that never sat well with me. -
Quote:You all may hope so, but We all hope they do not. And by We, I mean I.No one actually tries to shoot this idea down. We all hope that one day the devs will change their minds and give us this feature.
Seriously, people, can we stop presuming to speak for a silent majority? It's disconcerting.

