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Erratic1

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Everything posted by Erratic1

  1. I definitely want to do a Regen Tanker. The problem is I am not sure what secondary I want to try with it, especially in light of not wanting to repeat ones I have done recently. Currently I am weakly leaning Dark Melee, but honestly have no great thrill with that choice.
  2. My guess would be that building to play exclusively on teams or only solo would be the far less common way to build a character, but heck if I know how to substantiate that. What I don't get, is why one would do so given every character has the option for multiple builds they can swap between every 15 minutes. So even if focusing on a style of play is what one wants to do, you can still have one character who can change their style.
  3. The cap was to prevent dumpster diving a zone full of foes, which is a type of farming I suppose.
  4. Ignoring Willpower/Regeneration, most armor sets focus on Defense or Resistance. The only cost differential between a Brute and Scrapper is when it comes to Resistance, as Scrappers cap at 75% as oppose to 90% for Brutes. So a Defense built Brute spends just as much as a Scrapper does to get there. The Brute gets 160 more hps, base, at level 50 than the Scrapper. That is basically meaningless as the differential between something which will kill the Scrapper but leave the Brute standing is less than a hit from most things they would be facing. The Brute's cap is 800 hp than the Scrapper, but in the myriad number of builds I have seen over the years, boosting health just about never happens. So that leaves Brute survivability being better than Scrapper really only in the realm of Resistance sets. As contrast, Tankers have 375 more base hp at level 50 compared to a Brute, and 320 more at max, and that is on top of reaching their defensive maximums much more easily.
  5. Do Brute players procbomb themselves much? Because honestly, over the years, it has pretty much never been much of a discussion point in the Brute subforums.
  6. I doubt Brutes doing more damage is on the table. That would be going the opposite way of the previous adjustments (like dropping their damage cap from 775% to 700%) and would threaten the positioning of Scrappers and Stalkers. And if the narrative above is that Tanker damage being reduced means Brute ascendancy for tanking well enough while doing superior damage, giving Brutes more damage ends up in the exact same place. Not sure why Tankers got an ATO which makes them better at survival when the inherent nature of the values they get out of armor sets sufficiently covers that. Give Brutes Might of the Tanker (call it Berserker's Endurance) and give Tankers a target cap/area boosting ATO, keeping the damage increase Tankers got previously but doing away with the area increase. Tankers would still solo better than they originally did, and once they get their ATOs in place become area damage specialists as intended. Brutes survive better than they currently do but do not hold aggro any better nor in any amount approaching a Tanker.
  7. On Sentinels there is some merit to splitting one set to enhance range.
  8. The developers have stated they want Tankers to be the AoE specialists. Perhaps I am reading something which isn't there, but I am thinking the point of the comparison is to get Tankers up to the right numbers to achieve the stated goal. Already more than one negative change had been reversed. Case in point:
  9. The point it not comparing apples to oranges (or golf balls) but apples to apples--that is what testing (a) the same build live versus test server on the same mission and (b) testing ATs on the same mission are giving. It is not meant to be some, overarching, this is how powerset compares to powerset (in this case) but rather how the AT is performing. The context is how the changes are impacting Tankers performance and Trapdoor is a controlled setting. Physics is taught to students in context of simplified systems (see the meaning of 'spherical cow'). You consider trajectories being parabolas by ignoring air resistance. You consider elliptical orbits of planets by ignoring the impact each of the planets have on each other. Trapdoor is a simplification and objecting that it isn't real or encompassing of the totality of the Tanker experience is ignoring what the question is context of what the data is providing.
  10. No you didn't, but you excluded it from having any worth of consideration. Trapdoor is a test of solo play and it removes a lot of variables which can obscure and muddle understanding of results. And for the record, it is poor form to assume what a person understands. I addressed what was not being covered, nothing more.
  11. Payer-1's request was: I think it is understood Tankers are more survivable than Brutes are more survivable than Scrappers. Not saying testing more challenging content is meaningless just the most salient factor, given what has changed for Tankers, is damage.
  12. If your goal is to test damage output, then why does challenge matter? More challenging content is going to favor a Tanker because they are more survivable, but that does not address the way you end missions--by dealing sufficient damage to defeat targets.
  13. Or you built up your +Recharge and took Epic area powers.
  14. Foot Stomp does not need to be brought into line. The set it is in only has Foot Stomp as a means of doing AoE damage. Its higher damage value is making up for not having a second AoE damaging attack.
  15. They say Regen is nice and could be mine, There's even talk about it tanking fine. I must admit that's what I wanna here, But that's just talk until you take me there. If its true, don't leave me all alone out here, Wondering if you're ever gonna take me there. Tell me Regen's good because I need to know, Devs you gotta let me know which way to go.
  16. It is a challenge. But hey, so was painting the ceiling of the Sistine Chapel. You get more spectacular results with complexity than with cookie cutters sameness. Did I mention Path of Exile earlier? This is the Path of Exile 2 passive skill tree: Your starting place on it depends on your initial class. You then path through it picking up benefits with each level. And the number of mechanics addressed in the tree is staggering. This is utterly aside from equipment or skills or skill modifiers or ascendancy classes. CoH is not the above, even with the IO system and Incarnates and Powerset variety. In fact, you can choose to not engage with swaths of CoH complexity and still have a good time. Yeah, the complexity it has is not likely to make every choice completely valid and balanced, but trust me, you have a far easier time messing up a Path of Exile character.
  17. Foot Stomp, given its area and number of targets, does more damage than it should.... ...it is also the only damaging AoE in its powerset. No, all powerset powers solid not be identical.
  18. There are definitely games where getting going and understanding the basics is harder. Here you can do well without getting into the more esoteric aspects (unlike say...Path of Exile).
  19. I haven't. I just take Cross Punch instead. I'm not much into damage procs.
  20. Because Super Strength has only one damaging AoE power, I would guess.
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