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Posts
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I disagree that this isn't possible lets use Super Reflexes or Scourge as an example:
Super Reflex passives do: .3% resistance per percentage of hp below 60
Scourge does increased critical chance when target below X and 100% at 15%. (I forget what X is and how the value scales, point is it scales)
What if you set the parameter to mag 100 knockback when target goes below 1% health? -
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****EDIT
I mean DEFENSIVE SWEEP
Defensive Sweep fast animation is not applying bruising I've discovered. Anyone else able to confirm? On my tanker its not applying. -
Actually... I think the alternate animation of Defensive Sweep is not applying bruising hmm.
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I notice on my Titan Weapons Tanker the bruising effect is not always being applied to my primary target of Defensive Sweep. Does it have a cooldown?
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Quote:Why does Brute need a nerf? Why does Tanker need to be higher? Why does the game need just one tank above the rest?I like what you're saying in part 3, let tankers be able to do more in terms of Buffs/Debuffs... bruising is a huge step in the right direction, but you don't want to overpower the tank. But maybe a slight mod boost to buffing attributes and maybe more -res in bruising, who knows. But I like the way you characterize it in part 3. I don't think you should streamline the way you mention in part 2. Either keep it as is, or make the brute go down to kheldian levels (85%). But that's just my opinion, not needing to be shared
Think of it as presenting a case to a developer, I'm not saying you are right or wrong, but for what reason does Brute need to be brought down or Tanker have superior caps?
I gave my reasoning for streamlining the 4 tanks in terms of caps, whats yours? -
The problem I think is the Tanker is too specialized, there is no content in the game that a Tanker can tank that a Brute or Kheldian cannot. (The game defines both Brutes and Kheldians as "Tanks)
Personally, I think all the Tank classes should be streamlined meaning that yes they should all get the same HP/Resist/Defense Caps. However, they should each bring something different to the table:
Brutes bring massive damage
Kheldians Bring tons of flexibility from pets, to heals, to shapeshifting with various attacks
Tankers just bring higher defensive mods and bruising.
I think the bruising is the right direction for Tankers and will get to this more in a second.
The Current Problem with Content and Tankers
The problem here is like I said above, a Kheldian and Brute can Tank whatever a Tank can. This leads to a few things:
1) Buff the content or nerf the other ATs to where only the Tanker can tank it. Personally, I think this goes in the wrong direction. As someone that played MMORPG's since Ultima Online and even Everquest where I was in a major raiding guild (I played with all the developers of World of Warcraft actually) one of the main problems in EQ was that there was only ONE main tank, the warrior class.
World of Warcraft also learned from this same mistake because the Warrior in that game for the first years of raiding content only they could tank stuff. In the current day and age WOW now has 4 tanks all equally viable in terms of tanking, the Paladin, Warrior, Death Knight, and the Druid. This makes it a lot less frustrating to form a group because you don't need *X* class. WOW also learned from this mistake by spreading out the various buffs to where various classes shared the same buffs. (IE Bloodlust, which made you attack much faster) used to be limited to one class. Now several classes have it so that a raid isn't pigeon-holed into needing that one class.
Since COH now has a type of raiding environment, and grouping environments, buffing Tanks to the point or nerfing other AT's or buffing content to where one class can do it would be a big frustration on players. A game needs flexibility to survive and to be fun.
2) As I stated above, I think the Tanking classes of this game should be streamlined and have the same caps and resistances. However, the flavor of each class should be different similar to World of Warcraft because that is what helps define that class and gives them more fun.
Bruising I think is a step in the right direction. It brings to the table a debuff that benefits the Tanker and the entire team.
Personally, I think Tankers should be given more debuffs in this fashion or possible buffs. IE, maybe knocking a foe back cripples their movement, or giving Tankers a shield ability to absorb damage from a teammate.
Maybe if Tankers had inherent buffs they could bring to the team (Similar to Warrior shouts in WOW) where you have access to 6-7 buffs but you can only have one up at a time. They could range from +Resistance, to +DMG, to +HP, to maybe things like -to hit.
A tanker could only use one at a time but multiple tankers could stack them.
3) So lets assume we streamlined the Tanking classes:
Brute = Damage in addition to Tanking
Warshade = Pets, Eclipse, various holds and debuffs, and of course the human/squid form
Peacebringer = Human/Squid form, heals, debuffs, etc
Tanker could = Buffs, Debuffs, utility, etc and a higher defense/resist mod.
Thoughts? -
Quote:Yeah I agree here too. The problem I think is the Tanker is too specialized, there is no content in the game that a Tanker can tank that a Brute or Kheldian cannot. (The game defines both Brutes and Kheldians as "Tanks)I don't think reducing Brute defenses will do anything for the "we don't need a Tanker" problem, as Scrappers were serving the "good enough" role long before we got Hero Brutes. And personally, I notice a large difference in survivability between my Tankers and Brutes. I don't think there needs to be a larger defense gap.
I think Tankers just need to be made more fun in a less "raise/lower these numbers" way, if your goal is to make them more appealing.
Personally, I think all the Tank classes should be streamlined meaning that yes they should all get the same HP/Resist/Defense Caps. However, they should each bring something different to the table:
Brutes bring massive damage
Kheldians Bring tons of flexibility from pets, to heals, to shapeshifting with various attacks
Tankers just bring higher defensive mods and bruising.
I think the bruising is the right direction for Tankers and will get to this more in a second.
The Current Problem with Content and Tankers
The problem here is like I said above, a Kheldian and Brute can Tank whatever a Tank can. This leads to a few things:
1) Buff the content or nerf the other ATs to where only the Tanker can tank it. Personally, I think this goes in the wrong direction. As someone that played MMORPG's since Ultima Online and even Everquest where I was in a major raiding guild (I played with all the developers of World of Warcraft actually) one of the main problems in EQ was that there was only ONE main tank, the warrior class.
World of Warcraft also learned from this same mistake because the Warrior in that game for the first years of raiding content only they could tank stuff. In the current day and age WOW now has 4 tanks all equally viable in terms of tanking, the Paladin, Warrior, Death Knight, and the Druid. This makes it a lot less frustrating to form a group because you don't need *X* class. WOW also learned from this mistake by spreading out the various buffs to where various classes shared the same buffs. (IE Bloodlust, which made you attack much faster) used to be limited to one class. Now several classes have it so that a raid isn't pigeon-holed into needing that one class.
Since COH now has a type of raiding environment, and grouping environments, buffing Tanks to the point or nerfing other AT's or buffing content to where one class can do it would be a big frustration on players. A game needs flexibility to survive and to be fun.
2) As I stated above, I think the Tanking classes of this game should be streamlined and have the same caps and resistances. However, the flavor of each class should be different similar to World of Warcraft because that is what helps define that class and gives them more fun.
Bruising I think is a step in the right direction. It brings to the table a debuff that benefits the Tanker and the entire team.
Personally, I think Tankers should be given more debuffs in this fashion or possible buffs. IE, maybe knocking a foe back cripples their movement, or giving Tankers a shield ability to absorb damage from a teammate.
Maybe if Tankers had inherent buffs they could bring to the team (Similar to Warrior shouts in WOW) where you have access to 6-7 buffs but you can only have one up at a time. They could range from +Resistance, to +DMG, to +HP, to maybe things like -to hit.
A tanker could only use one at a time but multiple tankers could stack them.
3) So lets assume we streamlined the Tanking classes:
Brute = Damage in addition to Tanking
Warshade = Pets, Eclipse, various holds and debuffs, and of course the human/squid form
Peacebringer = Human/Squid form, heals, debuffs, etc
Tanker could = Buffs, Debuffs, utility, etc.
Thoughts? -
I also heard that some people bought Staff Melee as well? Is this true?
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Just looking for a level 10 I am afraid, call it my OCD
Thank you though. -
Quote:Should clarify a few things:OK since no one else has taken a crack at this I will try.
First part, not sure. I assumed that all lore pets were equal level to you but never actually looked. If buff pets are -1 it shouldn't be a huge deal since they just buff and heal but will impact their surviability if they are not the protected version.
Part two, I think all lore pets share the same recharge of 10 minutes. However that 10 minutes doesn't start until the pets despawn I believe, so if they are out 5 minutes then you get 15 minutes from when you first activate lore pets until they can be activated again.
You say cooldown and I assumed that meant recharge but if you meant cooldown as in how long before you can switch what you slotted in lore then I think that is 5 minutes and can't be done if you are in combat.
1) When I say buff pets, I mean both the boss and the buff pet are -1 to me.
2) I meant recharge, when I right click on the Seers recharge time it says 10 mins, the cooldown on my longbow says 15 minutes. The seers are definitely out more. -
Also one thing to think about in raising the MAX HP cap is that some Tanker sets cannot even cap the current cap without Frostwork. Since that buff is so rare I don't think having that would help much unless they added more +HP buffs to the game.
Even the rebirth +HP is only like a 7% increase... horrible. -
Ok I have another question to add to this:
Are all the buff side of the lore pets -1 to you? I recently got the Seers Tier 4 Buff pet and the offensive pet and the buff pet are -1 to me.
I have the offensive longbow side and they all spawn even level to me.
Is this consistent across all the pets or are seers different? I also notice the cooldown on the buff side is 10 mins vs 15 mins... -
Great job developers, I played both sides and this is AMAZING. I really felt like I played a pivotal role in all of this.
I also had my difficulty turned on +8 (As I normally do) and I suggest if anyone is able to solo like this that you try it out. It REALLY makes it that much more fun and epic.
Wow I cannot wait for the next
*Standing Applause* -
Not sure if it was because I got used to the bugged Knockback, but now I seem to knock back things further then before the patch.
My KO blow seems to hit an NPC about 5 times my character's height (Its about a 6.5 foot character in slider terms moved to the right some).
I am not complaining as I like it, but is it just me or is the KB even further then prior to the bug? -
Currently have 2.2 billion. If you have this and absolutely need more I can farm it. Let me know.
@Ultimus -
I am hoping it was but since the devs have not really acknowledged it I worry
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Quote:Oh wow I never knew you could click the little powers in the box like that.In game do this:
powers > incarnate abilities > create > lore > right click on the t4 radial side of the tree icon > detailed info > click through their powers to find out what buffs each give.
In general most support pets will give 2 of the following -
aura heal
single heal
defense buff (5%, or 7.5% in the case of clockworks)
mez protection (usually included in the heal or def buff)
or some special buff
You should also keep the dps of the boss pet you get with it in mind, since thats a very large part of the power, ie I wouldn't make your decision on just the buffs, look at what the boss offers you as well.
Pick something that fills a hole in your toon's build. For example I picked up t4 warworks radial on my fire/cold since it gives me a def buff, mez protection, and a bit of healing when they are out (not to mention the boss pet is better than most other pets). Just keep in mind they are only out 50% of the time at best, so you can't really build your toon around them. The best buff pet is whatever fills the holes in your build the best, but not to a point where you would rely on it as well as the boss pet that comes along with the buff pet that does the most damage (which points to cimerorans' praefectus castorum and Warworks' Vicky)
I don't have an answer for your 1st question though because the only reason i even picked up the warworks radial side of the tree was if I ever felt I needed them to solo a tf or something, in a league setting the dps core side of the trees will be far more beneficial to the league to kill whatever AV you're fighting faster (especially in UGT, the faster that the AV's die in there the less chance you have at failing the trial). TBH if you're really looking into numbers I would pick up Cimerorans as an additional DPS pet option (so you can have your longbow when you want to have regen debuffs on hand, and cimerorans when you want pure deeps)
Learn something new -
Yeah I was looking at that page which lead to this post. I figured that perhaps the numbers may be different between pets.
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So I am going to be making my second Lore pet (Right now have the Tier 4 offensive longbow side) and I have a question about the buff pets.
1) In a team, league or whatever, will the lore pet only buff and heal you? Or will they do it to everyone?
2) Do all the lore pets give the same buff stat wise? I notice the Seer pet gives Fort but is this at the cost of Defense?
3) What are the buff's power at Tier 4? Ie like 5% defense?
4) Is one buff pet considered the best? -
I haven't rolled my /Elec Brute out in quite a few years, back then Energize didn't exist and it was Conserve Power. It was almost mandatory then you take Aid Self.
Do you still need it or does Energize do the job? -
So are these trials still in testing? Have any changes been made since then?