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Posts
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Many players complained about the stun at the end of Rage because it turned off toggles and left them helpless. At the same time, hardcore players with perma-unstoppable or Unyielding were able to avoid the Stun effect. Thus the casual player was getting penalized and hardcore player wasnt getting the desired penalty. We're still looking at the issue - so feel free to post your thoughts & ideas!
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Option 1) (programmatic nightmare I am sure) How about a 10 second freeze. Toggles stay up, regens stop (health and end), nothing is clickable, and you can't move.
Option 2) (easier) Double the end drop of Hasten, but make rage a comination of hasten (minus the def buff) + existing rage. Increase the recharge on it (maybe double it).
When I am raging I should fight faster too dontcha think? Then, if I zero out my endurance at the end, it was because I wasn't paying attention and really giving it my all.
Rage as it is on live is liveable. I wouldn't take Rage as it is on Dev, because in a team, raged or otherwise, my DPS contribution is negligable really. Just busy work for me.
I am all for making player slot a power based on their planned usage of it, and gaining diversity this way. Some will slot it like hasten for perma, though it would have a significant end suck. others would slot it for to hit and endredux so that they could use it more positively.
If people want to use rage + hasten, they will be burning through an INCREDIBLE amount of endurance in short order.
Balance through BUFFS! -
I think I have given you DEVs/Designers a bad rap over your concept and implementation of the tanker. I knew that being a tanker would illustrate to you the problems inherent to the AT, but I am really surprised that you nailed it so well.
For the record, I am invalidated by a Spines/Inv scrapper in my group. She is tougher than me in the ways that matter most except, oddly enough, when it came to an AV battle. I was the one that could almost effortlessly stand up to the AV without fear.. (well, a little fear of the unstoppable timer, but i like risk). So scrappers can't ALWAYS fill the role of a tank in missions, and it looks like maybe, just maybe, we might be able to reclaim some of our tankability during hunts as well.
Anyway, thanks for listening Statesman, your proposal is proof positive that you not only listened, but are hearing correctly too.
I am a tanker, plain and simple. I can't do much else and stay interested. As a tanker, this game was quickly growing tiresome but now I can't wait for your changes, CoH has become fun for me again.