SuckaChump

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  1. SuckaChump

    Dark Armor drone

    [ QUOTE ]
    This was fixed with the latest patch. The droning fades away after 10 seconds.

    [/ QUOTE ]

    Yay!

    Any chance they are gonna tone down some of the animations so characters dont look like swirling clouds of dirt? Id be fine with the Dark Embrace animation for amors and maybe the Shadow Fall animation for stealth (Murky Cloud and OS i'd be fine cutting all together).
  2. SuckaChump

    Dark Armor drone

    Amen!

    I've been waiting to roll a /DA forever, but I cant bring myself to do it with the constant metalic clanging. Not to mention the fact that I'd like to actually see my character at some point.

    DA has great resistances, cool utility powers, and some great control. I'm convinced that the devs decided to balance the set vs. the unbearable sound FX and graphics.
  3. Didn't read the whole thread, but just wanted to make a quick point.

    The last 2 issues saw defenses and controls nerfed to 1) make the defenders feel more useful, 2) make the game harder. Fine. I think both of those objectives were reached somewhat successfully.

    The other big goal of States was to curb powerleveling, so we saw the AoE limitations put in the mix. A fine solution on the surface, but I think this is where Tanks really feel the nerf bat hardest.

    With defenses lowered, and no ability to taunt/control/or even damage groups of mobs over a certain size, a fundamental gameplay change occured. Teams went group by group, killing off each group before proceeding to the next one. Even maps were changed to reflect these changes so spawns were intentionally moved further apart.

    With fewer mobs to manage in each fight, damage became more important in terms of leveling than damage mitigation did. As has certainly been pointed out, a scrapper with enough buffs/heals can certainly manage one spawn's worth of aggro/dmg. Outside of the over ambitious blaster/spawn with too many hard hitting bosses, things are still very manageable. But now the emphasis is put on speed from group to group. Id rather have a battle over faster with more heals, than one that lasted longer with less.

    Personally, I'd still prefer a tank in an AV fight, or vs certain spawn types, but, in general, a scrapper will contribute more measurably to the team on average.

    Anyway, don't know if I have much of a solution. Maybe raise the Taunt cap to 10 and up base Tanker Def/Res by 10%. Possibly combine those kind of changes with a reduction in offense?

    Just some thoughts.
  4. So we'll be using 13% less end per second, but we'll be regening about 25%(ish) less end per second (going from six-slotted stamina to 3-slotted stamina). Net 12%(ish) nerf.

    And while it helps a little, the Defense & Recharge nerfs are the biggest issues here. Try fixing those first.
  5. SuckaChump

    More answers....

    How about a way to refuse non SO enhancements, or non have any DO or training enhancements drop from +35s?