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Posts
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Joined
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I love getting SB. Man it makes the game fun....for just about everyone but the person with the power. Being a Speed Boost bot is just about the least fun you can have in the game since faultline was made easier to get around. Single target, short duration and so dramatically and noticeably affects the play of the recipient that a deafening whine starts just 3 seconds after it expires I swear Ive seen folks with SB please key binds .. Let them eat cake!
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No one here should be able to argue that taunt isnt the most effective aggro management tool without using lots of emoticons. There is a reason why taunt is in every tanker secondary. It is the single most effective tool for grabbing and maintaining aggro. Auto hit, AOE, ranged, low end cost, effective without slotting. Can its function be performed reasonably well with a combination of other powers and slots? Sure. Does it decrease the margin for error on the team? Undoubtedly.
I dont think every toon needs the most effective power for the perceived designed role of the AT.
The question really isnt do tanks need taunt? (because of course you dont really need anything COH related) The question is "what is the role of this archetype in a team setting?" If we assume that the role of a tank is to grab and hold aggro the question becomes "Is there a more effective power than taunt to accomplish that role." The answer is No.
People may argue that all tanks dont need the most effective aggro management tool because it doesn't fit their play style. They might also argue that in their opinion the role of a tank isnt necessarily to grab and hold aggro. Players might say that for them, air superiority is more fun to take than taunt. All are valid points. The fact remains all things being equal a taunting tank can grab and hold aggro easier and more reliably than one without. Whether or not that makes a difference to you or your team, or effects your enjoyment of the game are entirely different matters. -
Great job on the math Bubba youre a credit to the community. I think Cyber Nauts analysis of your data is correct.
If you are always better than me at something and occasionally better than me at another its pretty clear whose the better pick. Remembering that these are not outlier builds being utilized but common IOs helps isolate variables that certainly would skew results. Its also important to remember that this test creates a consistent condition and it has been pointed out that consistency is the purview of the scrapper not the brute.
The arguement that Brutes have to put themselves into positions that the scrapper would avoid to achieve the relatively modest levels of fury used in this test rings somewhat hollow. Simply put, anything that seriously threatens survivability of a typical brute usually fuels fury past the levels used in this test, not to mention activates the emergency teleporter of the face-planted scrapper.
The proof may well be apparent once GR hits. How many more brutes will we see blue side than scrappers on red? Does anyone really think it will be close? -
Quote:I think that the real issue isn’t that the tanks in this instance didn’t have taunt or weren’t effective at holding agro; its that the lack of communication about the deviation from expected roles in a team dynamic. The expected role of a tank is to capture and hold agro. While this is not the only way to play the archetype it is the universally assumed play-style. When playing in a team dynamic, a good (skilled) player who deviates from the expected role communicates to teammates what to expect.
This right here. This is what the OP (and many others) need to understand. For every person out there who complains about what you don't have, there's going to be someone else who complains if you do. What you want a tanker to do for you isn't what everybody wants the tanker to do for them.
You can't please them all, so what makes your opinion better?
The reasons for this lack of communication in this case may be that the players in question don’t understand the expected roles. If you don’t understand that generally speaking tanks are assumed to be there to take the punch then abilities that help you do that aren’t going to be your priority. You don’t have to take taunt to manage agro and you can focus on your attacks instead of defenses. However doing these things makes you less able to fulfill your expected role. The mobs aren’t surprised they could care less, its your fellow players that have to deal with the unexpected circumstances.
I agree that no one should be able to tell you how to play. No one should force you into being a good player either. Just know that if you are playing in a team and for some reason have built a character to play contrary to its expected role you either alert your teammates to that fact or you are a bad player (regardless of your toon’s capabilities or archetype.) -
Yeah! I'm telling you people to stop telling people what to do! You should never tell someone what to do! Dont tell people what to do. Dont ever!.....
Except to tell them to stop doing something they shouldnt be doing! Then tell them what....
Oh I get it...a wise guy. -
I think I've teamed with that Insect/Trick arrow guy.
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I like when you dont have to slot power; however I prefer having some choice in ways to slot them. I found quicksand very useful (and a every mob power) previous to Earthquake and during Earthquake's downtime. However once I hit 32 or so Quicksand sat in the tray neglected. When Respec time came around I found myself reexamining power selections and Quicksand didnt seem to have a role in mid and high level content. If it gave me the oppurtunity to collect some worthwhile set bonuses it would make keeping a power that defined my low-level career in the build much easier.
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(sorry for the necro post)
I'm looking at the issue from a set bonus perspective. When looking at it from an end-game build each power with limited set choices can really impact what can (and cant) be done in terms of those bonuses.
Quicksand is great out of the box and I might argue there is no need to enhance the slow portion of the power at all.
In high end 50 builds how much of a role is having fewer set options playing in terms of effectiveness for any specific task? This is a question that really may come to the fore with a blaster primary (fotm but still) that has a very popular power without slotting options. -
Quote:(Caps Mine)Im scratching my head and trying to figure out why anyone would say Earth Control is lacking or weak in any way.
I have a Earth/Sonic Controller, and a Earth/Earth Dominator, and they dont lack a thing.
Its prolly the same people that use Mids and forget that its a imperfect program that lies more THAN anything.
Ahh well, Flame on!
I disagree with both the position you posted regarding Mids that it lies more then does anything and what I assume you meant to post that it lies more than anything else.
Still if you wouldnt mind lending a hand in improving its purported shortcomings Im sure that your assistance would be cheerfully accepted. -
Is there any indication that something will ever be done?For the Devs is it a case of " Good enough lets move on.." or "We are to busy" or " Doesnt look that way to us.?" Just curious if anyone has insight.
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I think it still wont jump from a defeated enemy. So it takes a little selectivity when using in groups if you want it to be an "aoe."
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Quote:Leveling up:
1)Willpower/Regen
2)Invulnerability
3)Electric Armor/Fiery Aura
4)Dark Armor
5)SD/SR
Late/End Game - low level enh (so's or mild io's)
1)Willpower/SR/Inv
2)Dark Armor/Regen
3)SD
4)Electric Armor/Fiery Aura
End Game - Pimped Out
1)SD
2)Willpower/Inv
3)Dark Armor/Regen
4)SR
5)Electric Armor/Fiery Aura
Just my opinions, don't flip out if you don't agree, lol. *Note - I have not played electric armor on a scrapper, and haven't used it since the heal was added, just going by the numbers and seeing it in use by others on that set, so I could be off on that one.
I think this is pretty well spot on but I think you have to remember that "pimped out" doesnt make say willpower worse, its just that with big +recharge numbers / set bonuses SD gets silly fun. Also keep in mind that the costs to really "pimp out" a SD and SR or Regen vary wildly. -
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Works better with the punches though I'd prefer rage to Focus Chi for sure.
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If there was an enhancement you could slot that changed KB to KD how much would the popularity of Energy rise?
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One issue I think you have to consider is the context in which MA operates. With only Dragon tail as an AOE your role in groups tends to be a Lt/ Boss hunter as apposed to a minion muncher. Focus Chi becomes more important in that context as you frequently want burst damage for those types of opponents. That said, certain secondaries carry some AOE potential (dark, fire, shields, electric) and given these secondaries if your function is to handle minions; then Dragons tail shield charge etc all is likely to handle that role without build up easily.
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((Hangs head in shame.....Ive been eaten by a zombie..)
** Necropost victim ** -
((I would point out that our friend Green Arrow didnt even get first billing in his own mag for 40+ years?! Arrow car anyone? ))
Trickshooter, Deathstroke... was an appropriate villian for the " New Teen Titians" agreed though again hes no Darkseid or even Doctor Doom. Now that I think about it, I think Frostfire would give him a run for his money!
In anycase lets no bicker and argue about who slew who, let us instead Buff Trick Arrow please. -
My point was that Hawkeye/ Green Arrow seem to confront Minions/ LTs rather than Bosses or EBs. That really seems to be the case with TA/'s.
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My Ice/Cold Troller sort of floundered around lvl 30. The issue seems to be unless your can consistantly get on large teams you are hard pressed to accomplish much. It could be that my Cold/Ice defender just rocks socks, but I found that Ice/ Cold's theme is "lets make everything painfully slow." It seems you can make it very safe for teams but its not a combo I would recomend for solos..
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Has there ever been an explaination offered on why quicksand can be slotted for -def? With such a high base value it seems it was clearly intended to be a primary feature of the power. If the concen is that its base value was too high to be enhancable I'm sure there would be little complaint if the base was dropped 5% or 10% and was made enhanceable. I'd love a little more variety in set slotting in it.
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Quote:Impressive movie... still not often folks post a "Challenge Failed" video of themselves!
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I think they have managed to capture the comic book feel of Trick Arrow though. I can hear mobs mumble to themselves : "Its only Green Arrow / Hawkeye we dont have to worry. Its not someone impressive like Batman/ Captain America"
((I tried to go with less epic Icons though Superman/Thor would have been equally valid)) -
Something special about the concept of a Granite armor tank ripping the ground apart and tossing a piece of sidewalk. (Hurl) With a little creative slotting you could get rage perma. It would be an expensive build but capped resist (except psi) along with 30+ def.. you got something there for sure.