recalx

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  1. oh yeah, and when i tank an RSF on my stoner, i still cap out all my psi resists before jumping in.
    your team should be able to kill sister and numi before your allotted oranges are depleted.
  2. Quote:
    Originally Posted by MisterD View Post
    Was just arguing about this with a friend. If you look at stf vs rsf, in a bubble..rsf IS harder. The fact people still fail stf (and my friend said shes failed more) is more due to people being idiots and having NO idea of the type of team make up a smooth STF actually NEEDS. That and stupid people wanting to take out towers in the wrong order.

    And how can you even compare the final fights? 8 Heroes, which you cant split up, and buff each other...vs ONE av that you can 'tank' with a jetpack?? Such an epic fight that.

    there's a huge "culture" issue with the STF and RSF.
    the RSF, prior to incarnates and IOs, was possibly the hardest TF/SF in the game. running it redside without 5-6 corrs and a brute with one pity spot was pretty much the only option if you wanted a 100% assured smooth run with a decent time.

    the STF was hard for the first 3 months before people got their IO'd builds together. after that, it was laughable compared to what it was like to run an RSF with only SOs/HOs.

    so yeah, my point is; you can see it in the average team make-up for an RSF, people still know that anything besides buffers/debuffers and 1 tank is a waste. that's not the case with the STF, because people never had to run it prior to IOs being introduced. "bring what you want" is more common on an STF.
  3. Quote:
    Originally Posted by Eldagore View Post
    I want to comment on the OP with just a bit on the rest of this thread.

    The tankers role needs to be evaluated based on the current game. History of the game and what tanks did 5 years ago is great, and should be considered when thinking about how players react to changes etc. But really, when you go to roll a new lvl 1 tank right now, what you did 5 years ago really doesnt matter anymore. the game evolved.

    that said, the tanker roll as an AT is simple. To provide a playstyle different then that of scrappers, brutes and Stalkers. At this, the tank AT succeeds- on its face. No other AT is as easy to make into a very tough, takes a beating without a sweat character. it is true that specific IO bonus and build considerations can blur the lines, but, in general tanks can be made tougher still using the same methods.

    Whether or not this is a "required attribute" for team play is largely irrelevent; no AT has a "required" attribute. They do have pro's and con's, and some do certain things better then others, but this is not Everquest in tights. A team of 8 tanks can beat pretty much whatever in the game, a team of blasters can, etc. Outside of content specifically designed to be extra difficult, or designed specifically for mixed teams. Usually, these require force multipliers to succeed.


    Now then, that said i think there is something to be said as for "what do players feel a tank should do on a team" and also how that compares to "how do players actually play tanks".

    to me, the tank is the extra durable point man. Solo, the tank is the AT used to make super tough characters that like to get in to the fray and throw punches. On a team, its pretty much the same thing really, with the added mechanic of being able to help protect your teammates. All the aggro gathering tools make it possible. the methods used and the varying degrees of success that follow are on the player.

    the tank is the point man. A good tank drives the team- as such a good tank will have to gauge and trust his team mates possibly more then any other AT which is a little odd considering how durable the tank is. The tank will be the first one in, and will set the pace. The tank will use AOE and taunt to help manage aggro, and position enemies. This of course, is where the whole subject of "what do tanks need" gets its foundation.

    because

    "Brutes can do it too!! Scrappers do it almost as good and do tons more dmg!!" This is true...sort of. it is a matter of deciding how much gray area should be allowed. After all, a peacebringer can hit the res cap easily on a team, and there are enough buffs and debuff mechanics in this game a team full of defenders can make mincemeat out of hoardes of foes and laugh and eat cake while they do it. But, it takes some special circumstances or team composition etc to accomplish this. I think the biggest beef here, out of all the AT comparisons, is the gray area between brutes/tanks/scrappers is too big. The amount of "special circumstances" required to effectivley allow the non tank AT's to perform that roll of point man and aggro manager is too low.


    now, that said, that isnt really a problem of itself. in fact, the idea that the dev team of City of could create such a situation in a game with such an unprecedented amount of force multiplying mechanics is really profound. City of really has pioneered this aspect of MMO mechanics and balance.

    So then, what does one do to give the tank AT that little something special that makes the AT play differently enough from the other melee AT to make it feel more unique? IMO, the answer will not be found anywhere in the realm of AT modifiers. it used to be found in available powersets a long time ago, but proliferation and CoV has eliminated that. it used to be gauntlet and taunt effectivness, and AT modifyers and caps, but CoV to some extent, and IO's to a much larger extent removed that. So, they added bruising. Bruising was something, but not enough at all.

    The answer falls in the AT inherent ability and how it has essentially been massively diluted by giving brutes so much taunt ability. Now, they can not take that away from them as the fury mechnic is balanced around it. They need to give tankers a new mechanic.

    IMO, it needs to be some kind of mix of kheldian team based mechanics(honestly the peacebring AT inherent would fit tanks to a point except the mez part) and somthing else that yes I will say it, specifically affects dmg output- though mostly for solo purposes and AT uniqueness rather then team dmg output. For instance, once upon a time like 5 years ago i read a suggestion that tanks get a dmg bonus to objects or non-living entities like robots. because you know, superman would cut loose on stuff when he knew no one was going to actually die from it. Now I am not saying that is the right mechanic, BUT something to that effect, an outside the box AT mechanic is needed here.

    This would solve the tanker woes. it is also going to be really difficult to get something going on these lines in a game that is this old and established. but it is possible. The tanker AT is old, and stuck in a game designed 7 years ago that doesnt exist anymore. The Tankr At needs a new inherent mechanic that brings it into the "new" game we have now. No more taunt bots, herd bots, or well, tank really. not by the Everquest standard anyway. We need a City of point man AT.


    On that note, perhaps a new thread for brainstorming such new inherent mechanics is needed?
    smart post.
  4. with t4 reactive, and t4 rebirth you might wreck a melee downie or two.

    but anyone with half a brain will have a huge advantage over you.

    i wouldn't waste glad javs on this :-\
  5. Quote:
    Originally Posted by Vox Populi View Post
    Melee ATs tend to solo better than buff/debuff ATs (yes, I realize there's exceptions), so I have no problem with the latter being more team-friendly.

    Tankers are a nice balance in that they're a support AT that also solos well.
    that's cute.
    tankers are not a support AT, they're a waste of space on 99.9% of teams. just like scrappers.

    brutes at least have the insanely high damage cap, so they're an adequate receptacle for buffs and they actually do magnify damage... but there seriously is no reason to bring a tank to anything in this game, in lieu of a real support AT.

    stop deluding yourself.
    playing a tank in this game is like building a car in america.
  6. Quote:
    Originally Posted by ChaosAngelGeno View Post
    Your welcome.
    you're.

    goddammit kids, l2engrish
  7. the main problem with tankers, and all melee for that matter comes from the fact that they aren't force-multipliers.

    any proposed change that does not involve an inherent that buffs the team or would make a melee heavy team equally as effective as a buff/debuff team ignores the issue.

    "moar damage" is just a dumb approach..
  8. Quote:
    Originally Posted by Daknah View Post
    If everyone had the def/res DR numbers as scrappers that would make it more interesting as well
    i'd just go at implementing two DR functions. one for self-buffs, and one for team-buffs. the team buff one operating at scrapper levels for squishies.
  9. Quote:
    Originally Posted by Rikti View Post
    Ok bro sorry I haven't kept up with this game like you have. I was under the impression that storms weren't nearly as effective as they once were and so were kins. Sorry if I was wrong, I haven't exactly played a million hours since i13. I would experiment with **** myself and form my own opinions, but it's kinda hard to win with anything when you're broke and have no means of farming PvP IOs (which seems to be the standard for anyone who has money - again, tell me in a non-dickish way if I'm wrong).

    Edit: I guess I should stop posting here, since apparently anyone who quit the game for a lengthy period of time isn't allowed to talk lest they be wrong. God forbid you be like Katalyst or whoever else that is actually helpful with their posts without being an *******. I quit this game over 3 years ago and came back and moved a couple of characters to Freedom about a month ago. I feel I've been pretty humble whenever I lose a duel (which happens most of the time these days), yet whenever I ask a dumb question or make an incorrect comment you and the gang try to drive me away from this game again because people that don't know every detail of i13, i14, i15, etc. etc. are a waste of space or something. ****.

    not trying to drive you away.
    trying to keep you from becoming the archetypal post-i13 pvper.
    teh downs is contagious.
  10. Quote:
    Originally Posted by Rikti View Post
    tbh I miss things like my storm controllers or kins being good in the arena more than I miss zone PvP w/o TS and HD, but I know I'm the minority there.
    this comment irks me.
    rikti, at the point, you have zero clue what works and doesn't work.
    justin spent the first half of i13 on a fire/storm making people cry. he spent the other half on an earth/elec.
    march was extremely effective on kin during the first freedom league.
    dex on his kin/elec defender made many many people cry in kickballs.

    stop regurgitating the crap you hear and think about what you say before you post.

    people in this game are horrible. you can pretty much make anything work, and back then we didn't even have incarnates. judgement and interface have narrowed the damage gap so that everything plays a lot more like it did in i12... it's just that people are far too dumb to see that, so they'll complain because it's cool to hate on incarnates.
  11. No HD, No TS week in RV would be pretty sweet.
  12. Quote:
    Originally Posted by Ironblade View Post
    Nah, at most I'll experience mild contempt at your rudeness.
    You've already been modsmacked at least once in this thread that I've noticed.
    hey, i care.
  13. if you aren't taking shraks, you're gimping yourself.

    "thank you come again." -musey
  14. Quote:
    Originally Posted by Rikti View Post
    I thought you were a laser.
    why trow laser when u can shrakabish?
  15. Quote:
    Originally Posted by mauk2 View Post
    Erm....

    I'm pretty sure using third-party programs to play the game is pretty solid banning territory. But maybe I'm wrong?

    Regardless, I sure as hell ain't gonna do it.
    i'm pretty sure people have been jamming their spacebar keys since like i3.
  16. 1) Hawkman Cometh - Elec/Therm Corr
    2) Karma Jolt - Dark/Poison Corr
    3) Deadliner - Elec/EA Stalker (imma doosh. u r want change rulz nao?)
  17. Quote:
    Originally Posted by Ironblade View Post
    Do your own research. Yeah, the self-rez breaks targeting. And this does not create the slightest hindrance to the farming.
    it does if you're doing a hardcore, truly min/maxed multi-farm, but that's all i'm going to say.

    rage at my cryptic-ness plz
  18. the way SR scales on a tank, you don't really have to be in elude to be nearly unkillable.

    oh and fossilize is still stupid on tanks.

    debuffs also do nothing against SR on a tank if built right.
  19. Quote:
    Originally Posted by Rikti View Post
    ^ This, plus reroll as a scrapper.
    nope.
    bad idea.
    you're dumb.
  20. worst most retarded rule-set ever.

    gtfo plz.
  21. Quote:
    Originally Posted by lll Phoenix lll View Post
    Dude are you f*cking serious? You are asking them to nerf incarnates in pvp? omg
    way old.
    way late.
    gtfo.

    oh and yeah stfu.
  22. recalx

    Sup Stalker...

    Quote:
    Originally Posted by Void View Post
    If possible, flag the uninterruptible version of AS to be PVE only. Have the pvp version still be interruptible so as to not mess with MY ASing while out of/in to hide. Problem solved.
    Or just have them give stalkers two powers, a la dual pistols "Swap Ammo".
    One for downies that can't AS and the other one for those of us who can actually land an AS.

    This is just starting to smell like the "Dom Buffs" (Huge nerf to anyone at the top 5% of the AT playerbase).

    Otherwise, I second this.
  23. Quote:
    Originally Posted by The_Masque View Post
    What I found funny, was how you went from trying to be so serious about getting a league going and a channel to where you stand now.
    get a rag

    1v1 irl bra?
  24. Quote:
    Originally Posted by Zwillinger View Post
    It would be an either/or for the whole group.

    If the consensus is Costume Code, I can do the Rula-Shin costume code.

    As to competitive prizing, the goal of offering costume codes is to incentivize participation as opposed to rewarding only the winners. If you guys have prizing you want to award as the organizers of the event, more power. For Paragon's lot, we just want to show our appreciation for those who are participating in PvP.

    In before "show us your appreciation by removing HD and TS."

    wtf is a rula-shin?

    but yeah.. can i also get my hunting license renewed? ocho used to issue those to me once every 3 months or so.