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Posts
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Yeah of course. He's like a level 50 and the Clockwork stop at level 20.
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Levels don't enter into it. I'd say the same about a Malta Zeus Titan. -
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Can you tell me how to slot Hand Clap to make it pick up a Boss over my head and break it in half?
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In a comic book representation of a CoH fight, my Tank could definitely pick up a Clockwork Boss and tear it in half. -
That picture looks about right to me. You could easily substitute my Tanker for Statesman in it, or pretty much anyone else's.
Except Johnny's. He says they suck. -
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If i was given somehow the ability to modify tankers, though, I would somehow modify them to be AoE specialists. They would not be the best at ST damage but they would be the most effective AoE fighter, both endurance and damage wise.
I have brainstormed a bit of a way to do that.
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Fiery Melee is already a good example of how to do this. -
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Other than tweaking it to make it dev balanced, there still is the issue that it overall doesn't seem to be warranted for any reason but to add flavour and fun. Without Tankers falling behind in purpose or play, especially on teams, there's little to no reason for a major system upgrade such as would be required in adding a new (or re-used) mechanic to the AT as a whole.
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Plus I don't think a lot of players would consider another click power to manage all that fun. Adding an ability similar in function to the least popular AT probably isn't the best idea. -
I think a case could be made for a slight buff from 0.8 to 0.84, to bring Tanker damage back to 75% of base Scrapper damage.
It's not really needed, and the outcry for small buffs to other ATs would probably make it more of a headache than it's worth, but I think it's a valid case. -
I wouldn't be surprised to see the Tanker damage cap raised eventually.
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The Thing clobbering something and not even being able to make a dent in it or even wear it down when Daredevil can isn't very awesome. More like awful.
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They can both be awesome in their own way. If playing a Scrapper is what lets you feel awesome, go for it. -
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OBVIOUSLY, AVs are group content. The point I was making is that in the comics the Tanker-types tend to go toe to toe with the big guns. That doesn't mean standing there for eternity unable to affect them, it means having the theoretical hope of eventually defeating them. My comments were aimed at the goal of emulating this to some better degree than is presently the case.
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It's already emulated- either you take on an AV with a team (where the Tanker gets to fight toe-to-toe), or you take on an EB solo. Either way, they're going down. -
Area-based event triggers, like how moving within a certain distance triggers a cut-scene. Events could be a clue or descriptive text, sound effect, music cue, spring a trap, ambush, etc etc. Maybe even a cut-scene.
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but other ATs have inherents that are noticeable, like Containment and Fury. shouldn't all the ATs have inherents that benefit you in some way?
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Inherent powers are more important to the Villain ATs because they were created around them. The Hero ATs originally had no inherents, which is why they have less use for them.
Criticals and Gauntlet were added to fill a need, Containment was important to the Controller revamp, but Defiance and Vigilance were added simply because "everyone else has an inherent" (Defiance was later changed to become more important, though.)
Basically, there's no equality to the inherent powers because the ATs weren't created equally. -
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why on earth do level 1 blasters get a better "super strength" power than all the powers of super strength combined ? (Power Push - good kb attack that any SS set SHOULD have).
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Because the players don't like that much knockback on a melee character. -
Changes are made to improve the "feel" of the game, but buffs always have hard numbers behind them.
That even goes for zone changes- I'm sure there was a lot of datamining behind Faultline and the Hollows' facelift. -
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He feels that this change should be made to keep signature characters from overshadowing players.
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No NPC can overshadow players because they're dumb as a stick. That's why they're made so overpowered, and why they still always lose despite being overpowered.
That said, I'm always up for more interesting Boss encounters. Fighting teams of villains/heroes is an often requested one (including in this thread.) I made a villain mission where you fight a team of heroes and it's just so much cooler than the usual Boss and Minions set-up. -
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I don't use Hand Clap very often, but when I do it's usually for the knockback. I'll sometimes use it to move enemies around, like knocking them into a debuff's radius.
I like Hand Clap and I wish I could take it earlier in my build (but not too early, that Accuracy penalty hurts before SO levels), but it's a skippable power and I think most players like it that way. It's like the dilemma the devs faced with Invulnerability's passive powers- players wanted them buffed, but not so much they felt they had to take them. -
Great job rallying the troops for Babbage, Gryphon!
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I'm glad I was able to make it tonight, our Synapse team was a lot of fun.
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I've worked a Tanker up to level 16, might be 17 by Tuesday. I'm willing to form a Synapse TF (I luvrz TFs)
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I predict I will join that TF. -
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Besides the obvious name? or the "rage meter" they have. But if you need a more obvious hint; " Brutes live to fight, and as a brute you revel in hand-to-hand combat. With power offensive sets to inflict pain and impressive defense to take it, your the best there is in a straight fight. Protracted battles only makes you mad, and the madder you get, the more damaging your attacks become." - CoH Brute description.
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That's just the "default" AT description. Players are free to role-play their characters however they choose. -
There will be some sort of basic brawling/punching set... soon™.
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CoX and Champs title characters are exactly the same and boring.
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Who cares? Our characters are the stars of the show, not them. -
A level 3 in a level 18 mission should not stay faceplanted very long. He'll auto-rez when he levels.
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Call_Me_Awesome has a guide on capping Defense with Invulnerability here.