Ice Tanker Feedback
This change didn't actually BUFF Ice or SR, which is what is needed. This patch effectively buffed EVERYONE which doesn't make Ice or SR better sets since ALL sets became better from this change.
Seriously, Statesman, you need to BUFF Ice and SR not nerf the mobs. The logic here baffles me. Dont' just run defense vs resistance numbers either, numbers and how it actually FEELS when you play the sets are entirely different.
PLEASE play an Ice and SR, have some members of the dev team play them as well at all levels (but especially 30+).
Please.
[ QUOTE ]
This change didn't actually BUFF Ice or SR, which is what is needed. This patch effectively buffed EVERYONE which doesn't make Ice or SR better sets since ALL sets became better from this change.
Seriously, Statesman, you need to BUFF Ice and SR not nerf the mobs. The logic here baffles me. Dont' just run defense vs resistance numbers either, numbers and how it actually FEELS when you play the sets are entirely different.
PLEASE play an Ice and SR, have some members of the dev team play them as well at all levels (but especially 30+).
Please.
[/ QUOTE ]
Its important not to think of it as a buff or a nerf at all. The way to look at it is this:
For low defense sets, the base to-hit of a villain is not a critical factor in survivability. When defense is low, all high to-hit means is you're going to get hit a little more often. My invuln scrapper (on live) does not look at a boss and think "oh, he's more dangerous because he's more accurate."
Defense-oriented sets, like SR and Ice, care very much about base to-hit, because most of our damage mitigation comes from making the villain miss.
On one level, the higher boss to-hit hurts everyone, and conversely, lowering the gap in base to-hit between minions and bosses helps everyone. But the devil is in the details: specifically the details of how defense works.
If bosses hit *everyone* 50% more often - if that was how their accuracy worked - then higher boss accuracy would be fair to everyone. Instead, based on my best understanding of how to-hit calculations work, higher to-hit for bosses means that bosses hit high defense sets disproportionately more often than low defense sets: bosses are all effectively tuned to defeat defense, but not resistance or regeneration.
Saying that increased boss accuracy hurts everyone is like saying if all boss attacks had -regen that hurts everyone also.
If bosses and AVs used accuracy enhancements instead of having higher base to-hit, higher boss accuracy would be fair to everyone. Instead, it disproportionately hits defense.
Thus, narrowing the base to-hit range of minions, LTs, Boss, and AVs is an actual benefit for SR and Ice tanks, although its important to note that this reduces a pre-existing imbalance, it doesn't provide an actual advantage.
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I'm just going to throw out my desire to improve Hibernate here again.
The activation time it currently has does not allow it to be very functional.
Also, unlike other such powers, it causes the character to be immobilized and unable to take any actions. That makes sense but means they can't just use it and get out of harms way. They stay in harms way and have to deal with that harm when they bust out of the glacier.
In light of the immobilization penalty, throw us a bone and reduce it's activation time so it can save our lives and in turn save our teammates.
If you think it's fine as is than at least give us the chance to slot activation reducing enhancements into it. When the power was first created it didn't have need for them but it certainly does now.
Well just sending in my 2 cents.
I have a lvl 50 Ice/SuperStrength tank.
Hoarfroast sucks, i barely use it only to heal myself and it was the only other power to take at the time.
Chilling embrace sucks at higher lvl's, i only ever usued it for aggro when i didn't have taunt at low lvl's.
Icicles I only use for aggro mostly although w/ rage it ups the damage, again the end is kinda costly on it though.
Glacial Armor is ok but would be nice to get this sooner. Engergy absorbtion works ok, (specialy if ya can stack it), i do like how it will give end back (which is what i thought the power did in the first place when i took it), but if it doesn't give defense u might as well label it convserve engergy from fire tank. It also works great for aggro.
HIBERNATE IS A WASTE!!!! DON'T EVEN TAKE IT UNLESS
ITS FOR SHOW.
Please replace it w/ a better power, i don't care, its just wasting a spot there. The only fun thing w/ it is turn it on during pvp fight and let them try to hurt you, lol!!!
When i did have it i never used it cause there was always a healer around.
The best powers so far are:
*Frozen Armor
*West Ice (My favorite) U need this!
*Permafrost
(Any nerfs to these and i'll be upset!)
---------------
*Glacial Armor (works against what- electic attacks and
COT? is that all or am i missing some?)
*Engergy Absorbtion
---------------------------
Keep in mind i also have Tough and Weave for Pool power and Combat Jump slotted, Making a total of 7 toggles, is this
really nessessary to make me almost as good as the other tanks?
Defense against psychic attacks isn't that nessasary since w/ energy absorbstion i can stand my own, can even out-herd invuln tanks again rikti monkeys
But if energy absorbtion get's hit then we may need it.
I do however find myself always at a disavantage against AV's and some boss's (Carnaval-Master Illusionnist, getting hit way to much agaisnt them) I also see a prob. where against knives of artimes trying to fight on Caltrops, i take alot of damage compared to unvulnerable tank can stand of them all day, also the same thing in the reactor, I take alot more damage w/ my sheild off and they just fight the whole lvl sometimes w/out a sheild.
Also I did a TF for Sara Moore- Cascade Archipelago w/ SG and we faught the evil dude who looks like fathom of kind. Anyway i could only take like 3 attacks of his footstomp like attack compared to a fire and unvulnerable tank. both of whom stayed near him the whole fight. what is up w/ that?
Energy absorbtion didn't get squat from him.
Again I have not yet been able to test issue 5 on test server yet but i hope they improve the Ice tank defense or something. Please let me here other peoples feadback!
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Reduced Accuracy of Archvillains from 90% to 75%.
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Yay in PvP all players hit like ArchVillains!
Nerfing defense is a silly way to go about things.
I saw # like these:
Frozen Armor: 15% DEF Smash/Lethal, 30% RES Cold, 10% RES Fire
Wet Ice: negligible DEF, 30% RES Cold
Glacial Armor: 15% DEF Energy/Negative, 30% RES Cold
Energy Absorption: negligible DEF
Max slotted for DEF/RES as appropriate that leaves us at:
33% DEF Smash/Lethal
33% DEF Energy/Negative
Ive seen similar Numbers for the other Defensive powersets.
Consider a Defender who takes Tactics and Fully Slots it. One Toggle running goes a long way to Negating the Entire Defensive Values of a Powerset. Super Reflexes, Ice Armor, Stone Armor and Force Field, entire defensive lines, all wasted by a single power. Of course its not just tactics. Plenty of other villains have +Acc Powers.
All this so we can be forced into playing as the "Vision" Requires. 3 White Minions. 3 White Minions from level 1 to Level 50. It sounds pretty fricken boring to me.
As I play now on the Live Servers I get a feeling of advancement as I play my Hero and as I continue to level my Hero. I get a feeling of accomplisment and power as my character achieves certain milestones while I level up to 50. The game does get easier to fight 3 white minons after 25+. I like it. It gives me that sense of my Hero is powerfull and has accomplished something other than to get another flashy effect that pops up on the screen. I can remember when Killing 3 white minions was tedious and could hurt me.
3 White Minions from 1 to 50 is just boring.
Hello all!
First off, thank you Statesman for acknowledging the ice tank issues. And thank you for the accuracy reduction in the ennemies post lvl 40. It is well appreciated... by everyone.
Thank you Circeus for taking all the time to test the ice tank on the test server. Without you we would still be in deep trouble.
Now, I'm not going to repeat all that's been said in the previous posts. I don't need too. They are all good ideas that deserve being looked into. And the ice tank issues (both on live and on test) have already been clearly identified. Besides I haven't been on test, so my knowledge of I5 is limited to my trust in my fellow ice tank testers. So I will give my personal analogie of what I have experienced on the live servers.
Playing an ice tank is like playing russian roulette with a six-shooter. Yes we can avoid alot of attacks, but one shot will eventually go off. Pre-40, I could usually bite the bullet and keep on going ( thank you Dr Radix, Red Lover, Last of Yra and all the other empaths on my list), so I could still tank with the best of them. Post-40, that's when we have to face those AV defense-piercing one-shot bullets. These I can't do anything against, even if I had 7 empaths with me on an 8 man team.
Statesman, reducing the ennemy accuracy helps, but it doesn't take away the one-shot bullet... it only adds another chamber to the six-shooter.
What we do need is a bullet proof vest...
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Statesman, thank you for your attention to these issues. My personal thanks also go out to Circeus for his tireless organization and summation of the difficulties that Ice Tankers face.
Like Statesman, I enjoy and appreciate a challenge. Triumph over a difficult-but-viable challenge makes me feel like I have skill, and that I can figure out how to overcome a problem with what I have at hand.
Facing off against an Archvillain or Monster as an Ice Tanker has rarely seemed like a difficult-but-viable challenge. This is because my success or failure is mostly due to factors beyond my control.
Ice Tankers have a much smaller margin for error than other Tankers. Some Archvillains can one-shot an Ice Tanker from full health, even with Hoarfrost. Plenty of Archvillains can one-shot an Ice Tanker that is mildly damaged. While other Tankers can gauge how long they'll last against an enemy, playing an Ice Tanker is very much a crapshoot.
Just looking at the numbers, one may perceive that an Ice Tanker takes a comparable amount of damage over time compared to other Tanker sets. The problem stems from not being able to mitigate massive damage over a small span of time. Realistically, Ice Tankers have fewer options and less time to react to a situation that starts going badly for the group.
If I successfully face off against a major enemy, I feel like it was because I was lucky, not skilled. That's not satisfying.
What I've enjoyed most about CoH has been the possibility for versatility. Limiting the number of viable solutions lessens the fun. I suspect this is why a lot of Ice Tankers chafe at the idea that they "need" to either take Tough or team with a Sonics Defender - they want to be viable with a broader range of options.
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Because he could have just said "asking" but instead stretched for the sake of DRAMUH~!
[/ QUOTE ]
*sigh*
People, my people...
[ QUOTE ]
[ QUOTE ]
Because he could have just said "asking" but instead stretched for the sake of DRAMUH~!
[/ QUOTE ]
*sigh*
People, my people...
[/ QUOTE ]
Crying was a poor choice of words. It would have been much smarter to use a word that couldnt easily be interpreted as an insult. I don't think thats too much to ask of a man with two Master's degrees.
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[ QUOTE ]
What I've enjoyed most about CoH has been the possibility for versatility. Limiting the number of viable solutions lessens the fun. I suspect this is why a lot of Ice Tankers chafe at the idea that they "need" to either take Tough or team with a Sonics Defender - they want to be viable with a broader range of options.
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Quoted the above for emphasis. I've always enjoyed this about CoH as well. Every type of hero should be useful, and none required. Furthering this idea is a large part of the reason for these change, I thought. Bubble and healing defenders werent feeling needed in the late game because we tanks have largely already been capped and therefore dont benefit from buffs. I do think the swing has been way too far to the other direction where buffs now are the only way to go and our actual powers seem negligible (yes that is exaggerated a bit, I know it, but not by much.).
The lowering of accuracy does not address Ice tank/SR scrapper issues. We will still have large problems. With AV accuracy decreased from 90 to 75% for even levels AVS, but our Defense has been reduced In I5 from 78% to 33% for lethal/smash and much worse for other types. This means we are now being hit and killed from 42% of the AVs hits. With no damage reduction we are getting hit by almost half of the AVs hits. No healer is going to be able to save us, no matter how amazing his heal numbers or how fast his reflexes. We now HAVE to travel with the appropriate def and resist buffing defenders to survive at all.
Possible fixes for Ice Armor? First, bug fixes to the existing powers. Once these are working correctly, then I actually really like most of the set. It does have a lot of weaknesses as has been pointed out. With already having a weakness against anything that can buff its own accuracy or be buffed by allies (DE) or has defense debuffs, we dont need to also have weaknesses to fire and psi. (Toxic is a damage type but not an attack type so still falls under our lethal/smash defense numbers if I understand that correctly).
But now with much lower defense numbers (defense lowered far more than accuracy), how to surivive as an ice tanker?
I like the idea that has already been proposed of EA providing 10% defense from its first target and then perhaps 1% per additional target. This would help survive the tough single person battles as well as the help a little against the crowds while still being deadly if you get too large a crowd about you (some will always be hitting for full).
I also propose an idea for Permafrost. Give it a new type of resistance. Instead of getting damage resistance as a straight percentage of damage mitagated, have it give resistance based on the strength of the blow. For example, if a hit does 10% of your total hits or less (not current hit points remaining bt your total hits), then it provides no resistance at all. But if a hit is going to do say 90%, it gets reduced to only being able to hit for 30% of your total hits. Obviously, tweak the numbers for balancing but its an idea. This would give us still no resistance against most minion blows and still wouldnt be able to herd huge crowds without getting hurt, but also prevents being 1 or 2 shotted by the AV. Dying that fast as a tank is just no fun. I'd also love a graphic on it so that if Permafrost prevented daamge from the attack, chunks of ice fall off you. I dont actually want to then make the armor look thinner or anything, just having chunks falling off with the armor staying whole is fine. This is just graphical effects, not real world physics. This idea makes all types of defenders welcome additions to the a team with an ice tank, but none absolutely required. Without a defender, an ice tank with his 33% defense is getting hit a lot but never 1 or 2 shotted and has time to hit his self heal, health insps, or Hibernate. With a bubble or sonic defender added to the team he then enjoys the additional defense/resists provided by the buffer, and an Empath has the time needed to actually be able to heal him instead of seeing just full health->dead.
I still can't believe he used the word crying.
The man need a PR person.
kenny
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I still can't believe he used the word crying.
The man need a PR person.
[/ QUOTE ]
Weird. Until I saw these responses I assumed he meant crying as in "crying out," or beseeching, not as in "sobbing like little babies." Perhaps he does need a PR person, to help him keep his vocabulary down at an appropriate level for the forums.
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Funny thing is that when I went to CuppaJo and asked if she could get Statesman's or Positron's ear for me, I wasn't crying for a thread, I was crying for some feedback and answers to questions that are much needed for Ice Tankers.
At that point it was crying, as in crying out loud.
Instead I got a thread, and a post about stuff that helps everyone. And absolutely no real feedback or concrete responses to the questions at hand.
Now I'm just plain crying, as in why the heck am I doing this again?
Hang in there, Circeus, you are nearer your goal.
Stateman seems to have been unaware that the nerf to foe accuracy did not hlp Ice Tankers in the way you meant. He has that info now. Hopefully he will analyze it and get back to us with an answer that clearly addresses your concerns.
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As a pre-EA ice tanker(1.3 more levels), the change isn't all that fun. I rely strictly on the armors for my DEF and I'm noticing a lot more damage getting through, even versus Smash/Lethal which is where my highest numbers are. I don't have Glacial Armour yet because I haven't gotten alot of pure energy stuff thrown my way and hoarfrost's heal and my team's defender has helped. I've got Frozen Armour and Wet Ice both 6slotted 1end/5def. I noticed the difference immediately as my herostats showed that I wsa taking more damage. .
As a young Ice tank, looking forward to many, many hours of tanking, I have to ask myself, and since we're in this official thread -you devs as well, why all the weaknesses? I understand you guys wanted psy to be a blanket tank weakness, but in addition to that, Ice must deal with the streakiness of accuracy resulting is surprising deaths, the AV alpha strike, Fire attacks, and the literal avalanche of powers that can lower defense.
None of the other tanks deal with all that. Why not throw us a bone and give us some psy def somewhere or something to help with all the -def powers?
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
[ QUOTE ]
I've seen more than a few people crying for Ice Tankers to have their own place to give feedback. And since we've already planned to change Unyielding some, a few think we're ignoring Ice in favor of Invulnerabilty. So I wanted to start this thread.
Here's a couple of changes coming that I think will help:
Reduced Accuracy of Minion level Turrets from 75% to 58%.
Reduced Accuracy of Lieutenant level Turrets from 94% to 65%.
Reduced Accuracy of Boss level Turrets from 113% to 75%.
Reduced Accuracy of Snipers from 75% to 65%.
Reduced Accuracy of Archvillains from 90% to 75%.
Reduced Accuracy of Giant Monsters from 90% to 75%.
Reduced Accuracy of Monument Minions from 75% to 58%.
Reduced Accuracy of Rularuu Bosses from 90% to 75%.
BIG thanks to Circeus, for his tireless devotion to all that is Ice Tankerish. Hip hip hooray!
PLEASE keep the discussion limited to Ice Tankers. Anything else will be removed.
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I've just come back from test to compare my notes on how well my lvl 50 ice/ice tank does v. DE monsters. The tests were against a thorn I believe.
First off, both tests were conducted using all the ice tank armors. 2 slots each for end redux, 4 slots each for def. Except Wet Ice, which I have slotted slightly differently...though since it provides a small boost to def. we need not worry about how I have it slotted.
Second off, I also ran tough and weave, six slotted the same way as my armors...2 end reductions, 4 def. or damage resist depending on which one we're talking about.
Third off, only green inspirations were used.
On live monsters hit me about 50-60% of the time, which seems fair since defense is all that an ice tank has going for it. Its hard for me to double check those numbers since I can't run the live server on the notebook I'm traveling with right now, but that's the ball park.
On test, which I can run on my notebook so I've tripple checked these numbers: against the exact same monster, I was hit 9 out of 10 times without fail by a Thorn. That's an equivalent defense of 10%. How does that make sense?
So, in conclusion, Statesman, I applaud the idea of the changes, but they aren't working in the way intended on test right now. As it stands an ice tank can effectively tank a monster on live (while doing no damage mind you), but on test an ice tank cannot survive due to the lack of defense.
As a second comment, I greatly appreciate the +en on Energy Absorbtion now, that rocks.
If a minion currently has 50% accuracy, a Lt has 55% and a Boss has 60% accuracy...
Then Ice Armor Tankers need to be able able to reach at least 60% Defense to be viable. They should be able to floor at least even-con Bosses (putting SR Scrappers at 48% Defense). This would also put AVs/Monsters (going to 75% accuracy) at 15% to hit. Does this seem reasonable?
Also, what if Energy Absorption acted as a reverse Invincibility, adding to Resistance rather than Defense? Say 5% Resistance per foe, up to 3 foes or so (Enhanceable to 11% per foe)?
This seems to indicate that after slotting, Wet Armor and Glacial Armor ought to grant around 40% to 60% Defense each, with Frozen Armor granting 25% to 30%. Or is my math off again?
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Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
Just putting in my own experience from making a lvl 1 Ice Tank and going through to lvl 9 ( within a bub of lvl 10 ) on the test server.
Is Blade, has done well for the most part, I try to blog the experience on the Tanker Forum under title, "Is Hammer, Is Blade, and I5 a first encounter" thread #3357579.
I have found that Wet Ice does not seem to be helping any ( or very miniscule amount ) when dealing with Energy and Fire using mobs. If this the way this is supposed to be then it would be good to move Galacial Armour down from lvl 18 to lvl 8 ( Permafrost spot ). Galacial Armour is a basic armour type covering one of the most common types of damage. Waiting to lvl 18 for a basic type of armour is a long wait for a young tank.
My experience with Is Blade is that I am having a struggle in some encounters because I do not have the same defense I do against Smash/Lethal attacks. A pure energy or fire attack has almost no protection that I am really noticing.
If these attacks were not too common then I would use luck inspirations to make up the differance. I am starting to find things that are using this type of attack commonly.
This is different from my previous experience leveling Is Hammer on the live servers.
It would also be good if Galacial had fire defense included of the same amount as the energy and negative energy ammounts.
Right now, on test, my DM/DA scrapper is more survivably than my Ice/Stone tanker. The scrapper has five-slotted shields and the tanker has six-slotted shields.
Ice needs to be able to survive as much as Invuln, even if by different means.
Frozen Armor and Glacial Armor: The base defense probably needs to be boosted. There's no reason that Ice Armor shouldn't be able to floor even-level minions on its own.
Chilling Embrace: Fine as it stands, or could use a -dmg debuff to improve ice tanker survivability.
Wet Ice: Defense on this needs to be clarified. Slotting it on test is a waste of time.
Hoarfrost: Fine, as it stands right now.
Permafrost: Please make this something that mitigates one-two shot defeats by giant monsters and AVs. Or, at least, give it something better than minor fire resists. The ice resist is practically irrelevant. If the ice resists in the other three shields are reduced to make it actually do something, it still won't be taken because there's like three whole villains who do ice damage. Maybe five.
Icicles: This needs to have the same end cost and damage as, for example, Blazing Aura. Otherwise, it's probably fine, even if not attractive to everyone.
Energy Absorption: This needs to provide visible +Def per target hit. Right now, it seems to offer no benefit at all.
Hibernate: As others have pointed out, this is basically an uber rest power. It doesn't compare well to Granite Armor or Rise of the Phoenix, and probably not Unstoppable. I use it, and it saves me, but it takes me out of the fight until I shut it off. It also shuts off toggles when activated, and I don't think this behavior is intended. Testing shows that different characters lose different toggles.
This can be reproduced by turning on every toggle available to an ice tanker, and then turning on Hibernate. Two different tankers will lose different toggles.
Weaknesses: Toxic (some resist from Hoarfrost), Psi (no defense), Fire (minor resists, minor defense from WI, some from EA), heavy hits (no resists to most damage types). Too many weaknesses to balance the fact that Ice is weaker than the other tanker primaries.
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Well looks like we're on ice until next weeks patch (if even then).
Maybe we'll actually get some answers to the questions that need them here in the meantime, eh?
Oh and for the record, this:
[ QUOTE ]
Devouring Earth Herders should summon fewer Swarms now.
[/ QUOTE ]
does not solve the issue with Swarms that's brought up in the link above.
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I still can't believe he used the word crying.
The man need a PR person.
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I can't believe people are getting bent out of shape about a word choice. Relax.
As far as my post, I just wanted to add that, once upon a time Statesman told us "The Vision".
[ QUOTE ]
The recent changes to various powers had these specific goals:
1) Create a balance between Defense and Resistance power sets.
[/ QUOTE ]
I just have to say that, when a mob (say an AV) does a certain amount of damage, my Ice tanker risks dying instantly with nothing that can be done. Whereas the other tankers will survive that hit, and then can be potentially healed or other responses.
Until that issue is dealt with, the "Vision" can never be achieved.
[ QUOTE ]
I've seen more than a few people crying for Ice Tankers to have their own place to give feedback. And since we've already planned to change Unyielding some, a few think we're ignoring Ice in favor of Invulnerabilty. So I wanted to start this thread.
Here's a couple of changes coming that I think will help:
Reduced Accuracy of Minion level Turrets from 75% to 58%.
Reduced Accuracy of Lieutenant level Turrets from 94% to 65%.
Reduced Accuracy of Boss level Turrets from 113% to 75%.
Reduced Accuracy of Snipers from 75% to 65%.
Reduced Accuracy of Archvillains from 90% to 75%.
Reduced Accuracy of Giant Monsters from 90% to 75%.
Reduced Accuracy of Monument Minions from 75% to 58%.
Reduced Accuracy of Rularuu Bosses from 90% to 75%.
BIG thanks to Circeus, for his tireless devotion to all that is Ice Tankerish. Hip hip hooray!
PLEASE keep the discussion limited to Ice Tankers. Anything else will be removed.
[/ QUOTE ]
"Crying for Ice Tankers?" Nice.
Just a little question... how do all those nice changes above help ice tankers? That's a lot like saying "we upped xp across the board to help ice tankers."
The changes help everyone. Woot. Yay for everyone.
Now what about Ice Tanks? Where's Captain Obvious when you need him?
Its more like all tanks in general. Why should any tank require someone to buff them in their Primary ability of defense in order for them to be useful? The buffs should be going to help out ATs that have defensive powers as their least or lesser priority. A defensive buff to a tank should help them withstand a -RES debuff (or -DEF too) not determine if they can tank at all.
And I do mean all the tanks - Ice, Inv, etc. We might have to have different tactics, but underneath we're all a tank.
Titano INV/SS 50
Ground Elec/Elec/Elec 50
Automatos, Empathy Defender, 38
Umbrio, DM/DA, 32
Lone Amish, INV/EM Tank, 25
Ergon, Kin/Elec 14
Falstaff, WP/EM Tank, 14
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I have a few questions....
1. Is Statesman reading what we're writing here and taking it into account seriously for possible changes/improvements?
2. Or did he just start this thread to keep us occupied while he's busy dealing with other issues?
3. What are the chances of an ice tank reaching 50 post I5 if the changes on the test server go to live as is?
4. Was the accuracy nerf Statesman actual answer to the ice tank issues, or is he just buying some time while he and his team tries to find practical solutions for the ice tanks?
5. If the accuracy nerf is Statesmans answer, is it just for the ice tanks?
6. Do people think we're in for a "bait and switch" as the invulnerability tanks had?
7. What is the reason for nerfing ice tanks in the first place? It's not like we were the most powerful to begin with.
8.Can we expect Statesman to answer any questions we are asking here, or does he have the habit of posting answers and then letting it thread into a zillion posts before he comes back to see what people had to say about his changes?
Oh! and by the way... I read it as "crying out" and not as actual "crying" too. Didn't even see it until someone pointed it out.
Thank you for your time.
"You wear a mask to hide who you are, I wear a mask to show who I am"
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CLICK THE ABOVE LINK TO HELP DO YOUR PART TO SAVE C.O.H!!!!!
[ QUOTE ]
All I'm saying is this change is not UBER for SR scrappers or Ice Tankers.
[/ QUOTE ]
vs. what we have on the Live Servers? I will agree - no its not.
However, what Ice Tankers are presented with for defense on the Test Servers? Its a huge win. Ice Tanks on the test server can not even floor the accuracy of minions. So these changes are all gain. However, they're all gain for everyone else also. Less so for an SR Scrapper popping Elude. And less so for someone buffed by a bubbler.