Jump to content

Snakebit

Members
  • Posts

    289
  • Joined

  • Last visited

Posts posted by Snakebit

  1. 1 hour ago, Sylar said:

    If NCSoft aren't even concerned at this point, why would Marvel or DC or any other franchise give a hoot, especially when this isn't even a legal server?

    If you are a trademark owner you must aggressively protect the trademark or the trademark loses it's value.  It doesn't matter if you actually incur damages from the offending material. You cannot allow offending material to exist without challenge, lose or win. For a trademark holder, it is better to make several small complaints that you lose than to not pursue action. In the event that a serious problem comes up down the road, you have established validity and value of the mark. Even if a trademark holder were unable to win any actual damages in a lawsuit against the Homecoming team, it would be a financial disaster for the game and a huge pain in the ass personally for our gracious hosts. 

     

     

    • Like 1
  2. I think adding a stun or 

    fear to TP Foe would make it a lot more attractive. It should take whatever set fits the mez. Maybe  targeted AOE stun at the beginning of the animation that hits the spawn should be considered.

     

    I think TP needs a range and cost buff and a knockup PBAOE, damage not required. 

     

    The animation, interrupt, recharge and cost of TP Friend needs to be dropped to almost nothing. Its a utility.

     

    Team TP needs the same as TP.

  3. 27 minutes ago, AurianArchive said:

     

    Here? From what I've seen in broadcast and global channel chats, it seems to be a return of the Live-server behavior. Nobody announces a power-leveling session for new players, and in some cases I got the distinct impression that if a player can't contribute to a farm they aren't welcome.  

     

    I see people offer free PL's for under 10 toons on the daily, in LFG. I just came out of the game and someone has posted "free farm, 7 spots open". 

    • Like 1
  4. 22 minutes ago, Mr. Igneous said:

    Wow...you make a nice thing to do every now and then sound so horrible and wrong....

     

    You do realize that once upon a time the game allowed this, right?  Just trying to get some of that fun back.  The feeling of being overpowered is the reason CoH is fun.

     

    Even with the limitation to Taunt to 5 on live I still help people in Atlas by Taunting groups of 5 for them to kill, and guess what...people appreciate it.  Obviously if I sneeze they would all die, so can't activate my aggro aura to pull a full 17.

     

    To each his/her own I guess.  I like being nice.

     

    Later,

     

    Mr. Igneous

    What will end up happening with no aggro or taunt cap is exactly what happened on Live:

     

    1) Enter mission

     

    2) "Wait here"

     

    3) 10 minutes later nuke mobs.

     

    Every. Single. Time.

     

    No thanks.  

    • Like 1
    • Thanks 2
  5. 9 minutes ago, ParagonKid said:

    Losing Bruising for slightly better AoE is still a huge net loss for Tankers. Bruising improved not only their direct damage, but the damage of Hybrid Assault and Interface damage procs and any IO procs on their attacks.

    Increasing their damage mod to .95 while removing Bruising makes them demonstrably worse.

    Let alone the fact the people who value ST damage would be having it forced on them. I personally find this whole thing very alienating and distressing that my tanks are getting nerfed.

    And for what? I mean, even at the end of the day it doesn't make Tankers more attractive to everyone else. They don't BECOME better than Brutes at anything people care about with these changes (and becoming better is what it takes to actually shift anything).

    Slightly better AOE, better damage scale, better damage cap, Leadership buffs...

     

    The only argument against the buffs versus bruising is AV fights. AV fights where bruising is not nearly as good as people want it to be because  A) It requires a hit check and has a 10 second duration meaning there are periods of time where it will not be debuffing and B) AV's resist Debuffs, meaning it's only good for about 10% resist debuff.  

     

    It sure as hell makes it more attractive to me. I don't care about how it stacks up to brutes or scrappers, I care how it plays. And right now tanks sit in the same category as Defenders without proc bombing...zzzzzzzz. 

     

    If you want to back up your claims with actual numbers I'd love to see it. Because I've rolled 3 different tanks on test now and the changes are a huge improvement to the AT as a whole. SD/Elec, Dark/Dark,  and Bio/Spines.  Which ones have you actually PLAYED with the changes?

     

     

    • Like 1
    • Thanks 1
  6. 21 minutes ago, Auroxis said:

    Happy about the leadership changes, it makes the tanker more of a force multiplier to make up for the loss of Bruising though you kinda need to pick up Assault to leverage that and it doesn't quite make up for losing a -20% res debuff.

     

     

    Why not? Bruising only works on one target. Assault works on all targets, so every attack including ST attacks on non-bruised targets does more damage. How is this not better?

     

    I know you are going to reply with AV, but that doesn't answer the question. 

  7. 50 minutes ago, biostem said:

    Well, unless you're playing on a rather low resolution, you can easily have both windows open, see what salvage you're missing, then buy it and craft, without closing or moving anything.  Now, what I'd like to see is a way to simply craft multiples of an item, (really more for the basic IOs than anything else)...

    You still have to type in at least a portion of the name, click the salvage, enter a bid, click bid. If you have 80 recipes to craft, that's a lot of searching, bidding, and clicking. 

  8. What do you all think about a toggle option to autobuy missing common and uncommon salvage at crafting tables?

     

    I see it like this:

     

    Set the option to yes, set the autobid price/qty to x. 

     

    Head to the university, open the crafting bench, open the AH, click craft.  Missing salvage is sent to the AH window as a bid, click get, click craft again, and done. 

     

    The player maintains fine control of bidding and it dramatically speeds up the crafting process by eliminating repetitive searches and new bid placement. No worry about overspending on Rare because you have to manually buy it. 

     

    Thoughts?

  9. A Katana/Nin scrapper would be super easy to play and bring plenty to the table on teams. Simple defense setup, good damage output, very little micromanagement.  95% damage mitigation plus a self heal, permahasten, and very manageable end use plus a couple of utility powers. 

  10. In the AE there are a some missions that spawn a single boss per spawn point. They are level locked at 1 or 2 and usually have a buffing NPC. Bads in the City is one, and Tunnel Witches is another. IMO, these methods are the fastest way to solo PL prior to having decent attack chains/defenses. Getting to 20 is not at all difficult, just tedious and repetitive (but it beats the hell out of door sitting!).

     

    I've paid 2 million per run for PL's and I've been paid with dropped PVP recipes and up to 5 million for a run. I don't charge for PL but I do answer LFG "Tipping for PL" chat.  

  11. 10 minutes ago, DreadShinobi said:

    Good changes regarding balance are carefully thought out, and typically smaller in scale that can lead to significant improvements. These changes reek of bias and being quickly slapped on as a bandaid. Let the other changes roll out first and then see if a higher damage cap is still needed *for top-end performance only*. The damage scale increase and aoe radius increase already means they will be doing more than non-trivial damage, on top of having a higher endurance bar than every other AT. 

     

    I mean, come on. Nothing has been rolled out and nothing is being slapped on. They proposed a buff to the set that benefits the entire AT and are testing and responding to the tests. Because they are doing it incrementally from high to low instead of low to high doesn't mean anything. 

    • Thanks 2
  12. 7 minutes ago, Auroxis said:

    If you're talking high-end there are Tanker combos that contribute Scrapper levels of damage to a team if not more. A Scrapper/Brute with the same combo would deal more damage, but Tankers certainly have the tools to reach damage levels of an average Scrapper/Brute and have more -res utility.

     

    There are combos that fall behind, and AoE's don't benefit from Bruising, but saying Tankers can't make up the damage gap is inaccurate to say the least.

    When you say "reach" you mean after spending hundreds of millions and getting Incarnates right?

     

    Yeah?

     

    GTFO with that.  

    • Like 2
    • Thanks 1
  13. 48 minutes ago, Auroxis said:

    Huh? Are you implying that an AT with access to Bio Armor/Fiery Aura and TW/SS has to conform to trivial damage? Tankers can be developed to do very respectable damage as well. That's not the problem.

     

    Inside the Tank AT box they do respectable damage. In relationship to the rest of the melee pool, yes they are conforming to boundaries defined by trivial damage. Highest of the lowest is not a prize. 

    • Like 1
  14.  

    19 minutes ago, Replacement said:

    This isn't binary, buddy.  There exists a point where you can add enough damage for tankers to feel good without threatening other ATs.  And as CP said, Bruising is currently providing almost nothing to Tankers except forcing a weak power into all of their attack chains.

     

    I feel like every argument you make against the changes should apply to Corruptors. But the forums don't seem to show a bunch of upset Defenders and Blasters so nuance must be working, to at least some extent.

     

    Note that the damage cap is going to be 575% from 600% next build, so keep that in mind.

     

    As someone who mostly plays in squads smaller than 4 members, I will enjoy these buffs.

     

    As someone who enjoys playing Support, I would feel a lot better knowing any offensive buffs aren't a complete waste on a Tanker.

     

    As a human being trying to enjoy a game, I welcome changes combating the old "this class just isn't allowed to have fun" mentality.

     

     

    So much of this. The only thing that has kept me from playing more than 1 tank is the lack of damage. You can get decent damage on every support class solo EXCEPT tanks.  I'm not a "solo only" player, but when I have time to log in and play I'm not waiting for teams and I don't run teams, so I watch LFG and I solo. That might be for 2 minutes or it might be for 2 hours. But when I log in, I don't want the decision on what to play be determined by LFG invites. There is nothing fun about aggro herding and plinking away at a spawn for 20 minutes. 

     

    I'm still waiting for someone...anyone...who is of the "Role is meatshield" opinion to explain why the "Role" has to include trivial damage. I can at least empathize with "mediocre damage is good enough". I don't agree, but there can be a point made that isn't driven by dogma written by 1st gen MMOs.

     

    Defenders can be developed to do very respectable damage while still maintaining their "role". Controllers with high end dps and team mitigations can be built with ease. Corruptors bring plenty of damage and mitigation. Brutes have huge mitigation and huge damage. Scrappers have huge mitigation and huge damage. Stalkers are on a whole 'nuther level. Yes, I realize it is possible to play a build that can't fight through wet paper and still be huge force multiplier, but every AT has the ability to produce builds that go off the rails with either burst or DPS. Except the Tank AT. 

     

    All of those AT's fill their "role" with mitigation and damage. Why does the "role" of tank have to conform to trivial damage in order to maintain "balance"?  The only role and the only balance I care about are "Fun to play". The proposed changes will not diminish any other AT, they will not marginalize any play style.  Steamroll teams will continue steamrolling  and teams that struggle will continue struggling. 

    • Like 1
    • Thanks 1
  15. 12 hours ago, Leogunner said:

    Your mileage may vary.

     

    Of all the ATs, I have encountered the most primadonnas playing Tankers and that's saying a lot when there's usually not multiple Tankers on a team but often multiple blasters, defenders, brutes, etc.

     

    Just yesterday, there was a Tanker who insisted on herding, calling where he/she was herding to, when to start attacking and such.  As a Stalker, I don't have to give a **** at all and was just kinda chuckling to myself.  He/she also insisted on pushing the difficulty up and holding team spots for a defender or controller specifically.  When he/she finally logged, I said one little grain of truth: "Well, he was rather overbearing..." and that released the flood gates of everyone complaining and making jokes at their expense.

     

    lol I'm not one to talk about people behind their backs (I'll say it to your face though) but I have to admit, it was a nice reminder of what I won't do as a Tanker.  That crap is too slow...or at least he/she was executing it in an aggravatingly slow manner. 

    This happened to me but with a Brute. I was stalking in an even level (for me) radios and someone (not the Brute)started getting snitty about me playing wide, not waiting for the spawns to coalesce around the brute, so I stopped and watched (as I usually do when someone complains). Then the complainer said "hey why don't you kill the boss in the hall" so I ran into the next room (2 spawns) and said "This boss?" and cleared both spawns. Sent "Can I play my toon now?" to team chat and got no response so I started playing wide again and nobody complained. They continued to corner pull and I continued to grief Paragon Protectors. 

    • Like 3
  16. 58 minutes ago, FUBARczar said:

    can't change aggro cap is too bad.

     

    As for an increase to 600% damage cap one does not need to test that raising the cap above damage ATs (500% - Blasters, Corruptors, Scrapper, Stalkers (unless those changed too since live)) does not make sense.  Nor to see that things may be askew if the damage modifier was raised to .95 and the cap to 600% for a damage sponge (not dealer).   And consider that this counts on Bruise remaining.  

     

    Also my overall point was aimed at not overshooting on the first set of changes.  It's easier to increase incrementally rather than rolling back changes after people get a taste.

     

     

     

    What about the damage cap makes it unbalanced? Tanks can't reach the cap on their own, meaning it requires a team environment, which means the entire team will be capped which means that the increase to the damage cap makes the AT better than it is only under certain conditions. Like in a duo. A tank at the damage cap is still doing less damage than Blasters, Corruptors, Scrappers, and Stalkers with the same buffs. What's the issue? Bruise is out, thankfully. 

     

    Nobody has a taste of anything, it's all on test and won't be rolled live until they are done testing. The playerbase doesn't get a taste. 

     

    Why do you support a lower damage cap? 

     

    Why can't tanks do non-trivial damage?  Saying "Damage sponge" is an non-answer artifact of a decades old vision from a game designer with demonstrably flawed ideas of how to make an MMO.  Give us a reason that doesn't involve "Role" or "Brute". 

    • Like 1
    • Thanks 1
  17. 1 hour ago, Trogan707 said:

    Why?

     

    That one change alone would make tanks unique and solve many of these issues. Is it not possible to make tanks have a higher aggro cap?  If its possible this should be on the short list of fixes..a tank should have a huge agro cap ....

    Because aggro cap is tied to critter AI, not players. It can't be done with the existing code. 

    • Thanks 1
×
×
  • Create New...