-
Posts
697 -
Joined
-
Here's a really old suggestion of mine- "Temp Invulnerability" is a terrible name for the power, and could really use a change to something more descriptive of what it actually does.
My suggestion: "Bulletproof" -
Well, an all Blaster team would have problems because they'd all be faceplanted. Most Scrappers, Stalkers and Brutes would probably need temp powers or a lot of inspiration use to stay alive as well. So that's half the ATs right there.
-
-
A common problem I've seen over the years is comparing a Scrapper (or these days, a Brute) plus a Defender to a Tank plus a Defender. That's comparing Damage + Support to Support + Support. Obviously that's overkill.
A better comparison is a Tanker plus a Blaster. Who needs buffs and debuffs when you can just destroy stuff? -
New money making idea:
Send Idea to Devs: 80 Paragon Points -
This was suggested a long, long time ago, and I remember the answer was that it wan't possible. But a lot of things weren't possible back then, it may be now.
I hope so, it's a great idea. -
Another Blaster idea- have Defiance add Defense when using Melee powers, instead of damage.
-
A Martial Arts/Ninjitsu-mix secondary for Blasters would help a little- it could have a defense power, possibly in exchange for giving up Build Up.
-
-
-
Quote:This "alternate contact" thread has a lot of low level suggestions, hopefully most still work.Thanks for the AE offer, Vox. If you know of some good ones for anywhere in the 1-10 range, please feel free to post them here. Still, I wish the people who actually got paid for this would give us some decent choice of low level content.
-
It can help to find some low level Architect missions you like, or make your own.
-
I doubt Alan Moore cares, but I'm sure he will think up some juicy quotes for the inevitable interview question.
-
Everyone should have a chance to be mezzed, it's just more rare for some than others.
My idea would be to randomize status effects- the attacker has to roll higher than the target's resistance to that status effect, which would differ based on Archetype. Tankers would have high resistance while Blasters lower. However, each time you successfully resist a mez, your resistance is debuffed for a short time (make you more susceptible to multiple mezzers), and each time your are hit with a mez, you resistance is increased for a short time (so you shouldn't be chain-held/knockbacked/etc.)
Enemies could use a similar system, removing the need for "purple triangles" and making battles more interesting. -
I find it easy to consider Tankers the "heavy hitter". It just happens that some of that power is represented as "aggro" instead of damage, for game balancing purposes.
-
There's also the issue that the average Tank player probably doesn't want the attention of more than 16 enemies, especially certain groups.
(Or they may think they do, but will change their mind once they get it.) -
-
Quote:If they were going to do something like that, they should bump everyone up to 775%, just to make it more epic.One thing I keep seeing repeated in this entire hullabaloo: End game, End game, End game. Incarnate end game.
Here's a thought, albeit one I don't believe is necessary, that may get things on track to more realistic ideas.Just like now, where your second and third level shifts do not work unless you're in an incarnate trial (IE. as Lambda, BAF, Keyes, UG etc.), would it make any sense what-so-ever to set it so the Tank dmg cap is raised by 100% during incarnate trials? Nowhere else in the game, only in the incarnate trials.
Again, I don't believe it's necessary to do this, but it might be a compromise.
I don't think bumping the cap for Tankers up 100% (all the time) would make much difference, so what the heck, why not do it? -
-
Quote:There's nothing wrong with Brutes stealing some aggro, they benefit from it.I'd actually like to see tankers have superior generation control compared to brutes and scrappers. Technically they already do, but it's still possible for a heavy-taunting brute to pull aggro off a tank that isn't spamming Taunt. As such, I'd like to see the taunt magnitude for tanks elevated slightly. In the Taunt power itself, in the Taunt component of their aura, and Gauntlet. I'm not saying double, triple or quadruple. But have it so that people have to actually WORK to strip aggro off. Sure, a damage increase would be nice. But I'll take better combat control any day of the week.
-
Tanks do pretty decent damage, if you're having a problem you should ask for advice in this forum.
-
Quote:I felt the same way. There was a reason the original Tanker powersets were as similar to Controller sets as they were to Scrapper.For a long time I was an opponent of powerset proliferation, not because I thought the sets shouldn't be converted from one archetype to the other but because the sets were just being transferred from one archetype to the other without regard for the fact different archetypes have different requirements. Before Brutes came along Tankers did have markedly different offensive sets from Scrappers in having far more soft control in general. That soft control was a form of extra mitigation over and above defensive numbers and it made them play substantially different. Brutes and powerset proliferation blurred that distinction somewhat in a counter-productive way.
Quote:PBAoE soft control should have been the primary forte of Tankers over Scrappers and even Brutes, but Brutes basically made that impossible to do directly. But given the mechanics of gauntlet, the devs should see an obvious way to do it indirectly. -
On the aggro cap- I don't think it needs to be raised. It's a team of superheroes (or villains), one member shouldn't get all the attention. Plus, Brutes want aggro too.
-
Quote:I agree with this, I've always thought better secondary effects would be the best way to give Tankers a unique flavour without increasing damage or defense.Regardless, if anything should be done to improve Tanks, let's not just glomp on damage output. If I wanted to do tons of melee damage, I'd roll a Brute or Scrapper. The main role of the Tank, IMPO, is melee control. Let's think about other things that can be done in that regard, such as debuffing enemies, instead of just playing the "increase damage" card.
A good example is Kinetic Melee- Tanker debuff numbers are a little higher than Scrappers. I think other sets like Dark Melee should work the same way.
Add some effects to powers- have Combustion cause knockdown, for example. Tankers could have a higher chance for secondary effects, or possibly higher magnitude.
These would just be small changes to help make Tanks play a little differently. Not a big buff, but I don't really think Tankers need one. -
Fury was a bad idea that showed how little planning went into the PvP part of the game, which is why it kept getting tinkered with for years.
But that's ancient history, let's not turn this into an old folks home.