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Y'know... with all of my various guest appearances in Z's pics, I'm famous! Or at least some of my heroes are... whee!
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7.) Also, will this niffty new one-shot code introduce lag?
Any new serverside check will introduce a small amount of 'lag.' However, since we are constantly working on ways to improve the servers, this really shouldn't not be a noticable factor.
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Double negatives make me a sad panda. Should I assume it was merely a typo, or that it's a veiled threat to my latency?
DOOOOOOOOOOM! -
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Ooo hey cool, I'm in there!!! That's what I get for hanging out with Windy
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Hey, me too! Innnnnteresting.... This makes me famous, no? -
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Okay, not that I want to be flamed or anything (I also agree that SR sets deserve some lovin'), but doesn't this necessarily mean that a person is exposed to the same amount of risk (up to +5 levels) for increasing reward (up to +5 levels)?
Doesn't this contradict the idea of reward scaling with risk?
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Not terribly. Consider that a +5 foe is still going to be able to do more damage per hit than an even con. They might each have only a 40% chance of connecting, but that 40% is going to be more risky with the +5 strength than with the even con. Thus higher level foes will still be riskier...
The question, however, is how this affects base to-hit chances. Will the +5 foes have an equal to hit chance as a -5 foe? Or do the base to-hit marks remain as they are, just the defense power bonus itself remains constant within that range (which is rather what I expect).
Y'know.. I really hate numbers, but I think it's going to be necessary for this one. -
Whoops, I'm just blind then. Sorry bout that.
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Where does the slow from CE factor into this balance, Circ?
Is it commonly used by ice armor tankers? Is it taken?
How does the slow work to balance out?
I've seen lots of your concerns deal with defense and resistance, but if the mobs are slowed, would they not be able to toss as many attacks at you as against a different armor set?
Again, I'm not saying you're wrong, and moreover am just curious.
Changing Permafrost, sure, not a bad idea, it's in the same boat as FA's Temperature Protection. Couple of those never-taken powers. -
There come some drawbacks to having just resist (Fiery Aura). We get hit by damn near every shot, until pools are taken. You add knockdowns into that mix, and Fire stands a bit shorter on the totem than the others as for lasting ability, as a flipped tanker cannot set Burn patches. Again, pools must be tapped into to be able to do some of the impressive tanking that can be done. I really wish there were a way to get knock resistance other than acrobatics, but that's nothing to do with this thread.
I would agree that there should be a suitable balance found with a purely defensive set like you Ice tankers have. Unfortunately, I don't have any suggestions on that, seeing as I've only ever played Fire tankers beyond lvl 15 or so. I really hope you guys get helped...
The one thing I did want to clear up:
Someone did mention that Blazing Aura did more damage than Icicles. I would kindly remind you that the boost in BA's power came after the balance to Burn's tick speed and recharge. Icicles should not be equivalent of BA there. As for differences in endurance consumption, again I am unknowing here. I would've figured it'd be the same for BA, Icicles and Mud Pots.
Brushfire 50 Fire/Energy --Archons of Justice -
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But CoH's free content isnt nearly on par with expansions people pay for. Can you imagine them charging 20 bucks for issue 2?
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If I remember correctly, SOE called it Legacy of Ykesha, and it went for 25-ish. And a large mass of the playing population moaned about it, and still those 5 zones are highly under-utilized to this day.