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Everything posted by Erratic1
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You say that after I've already planned my submission (and my big question was how wed you were to orange):
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You know, I was content to stick said person on Ignore, but since you felt a need, I will quote what was said: My response was: No claiming that someone said a Tanker could not have stealth, nor claiming someone said could not benefit from it. I noted that Tankers are not even necessary to a successful team (not that a team does not benefit from one but that they are not necessary), with the import being that however a tanker with Stealth behaves there is a way on that team to be successful. Maybe I should have been more explicit on that last point but I trusted in the intelligence of the reader for the imputation to be clear. That entire last line of your about reading beyond that? Well something about mirrors or perhaps kettles interacting with pots might apply. Edit: And with that, I am done with who said what and discussions of stealth. If anyone wants last word, by all means have it.
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I believe the original Tankless team was an all Defender team debuffing the poo out of things way back pre-IO days and certainly I have heard of all Controllers being successful. As noted, I am certain I have seen tales of an all Blaster team (but just imagine how many deaths there must've been). In more normal play, yes they do! Of course for my money, nothing beats not having to worry about squishies at all. If you've never done a Tanker Tuesday, you should.
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Oh I know why. Anyone who read your sad little post does. So yes please, do move along.
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You wrote two paragraphs of 285 words to object to 12 words from a 131 word post? Really? A dubious claim given the bottom half of your post is purely to setup an insult. Still, I will give you some insight--if your objection to there being a stealth power in a powerset...no, let me think here...to any tanker having a stealth power (guessing it is fine for there to be a stealth power in the powerset, just the tanker should never take it) is that ONE of your character may at some point maybe perhaps might be inconvenienced, allow me to suggest that what inconveniences one of your characters is not likely to be seen as good basis for set design.
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They overwrite so yes, they get shorter. The reason is that running attacks one after the other you do get the benefit of enhanced damage as the chain builds--your second attack which will push the chain to Endangered got the benefit of the target having 5% less resistance and likewise your third attack got the benefit of the target having 10% less resistance. The specific duration of the debuffs is something which the developers can iron out--I did not attempt a full mathematical breakdown of the current system by which to try to match it but rather was trying to address the qualitative problems players have identified with the current Offensive Opportunity mechanic. If it works better as 16/14/12 that is fine by me. I am not wed to any particular set of numbers. But in looking at what the numbers should be, looking at another AT might help fence in some what would be appropriate. Corruptor Scourge, for example, cannot even trigger until the target is at half life and you do not reach a 50-50 chance of double damage until the target is at 30% of its base health. If I have done the math correctly that is on average a 30% boost to their damage output for a given target. Obviously having to fill a meter means Sentinels would not be getting a boost on every target. That is balanced by a number of considerations: Resistance debuff boosts not just the Sentinel's damage but the damage of everyone on the team. Sentinels also have a healing mechanic. Sentinels have superior defenses to Corruptors. Not getting a damage boost on three targets then getting a boost on the third can be worked out as an average per target over time.
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The tie to Tier 1/2 could be severed by changing the mechanic such that once the meter triggers any attack applies a chaining resistance debuff to the target. "Chaining" would be a series of three different debuffs: Threatened - Can only be applied to a target with no chaining debuff on them, 5% Resistance Debuff for 10 seconds. Endangered - Can only be applied to a target which has the Threatened debuff, 10% Resistance Debuff for 8 seconds, overwrites Threatened. Vulnerable - Can only be applied to a target which has the Endangered debuff, 20% Resistance Debuff, for 6 seconds, overwrites Endangered. The penalty for missing with an attack is greatly reduced because any available attack can advance the debuff chain. It is not eliminated because missing is missing. Of course during the window of Opportunity a Sentinel could change targets. Hit one target then switch to another and you have two targets at Threatened. Hit either target a second time and that one advances to Endangered. This way it is less problematic to debuff a target which quickly dies but makes it so the obvious choice is to focus on a single target.
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As long as you are leaping in first, taking the big hit, grabbing aggro, and not activating too many groups at once most teams are not going to need you to actively pay attention to what everyone else is doing. When I tank I try to pay attention to life bars and intervene when someone has gotten aggro they are unprepared to deal with but the other ATs do have function and purpose other than being protected by the tankers on the team...they heal each other, control foes, and occasionally even defeat opponents. If someone has gone off in a corner to get a group of six foes mad at them, while I might (depending on how often they've done this) try to save them, I am not going to say you're doing it wrong if you decide that is a problem of their creation.
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As a suggestion, don't auto follow the Tanker. Then you should not be getting any sort of notice before the Tanker engages (excluding perhaps Nemesis here and there but there will not be enough of them that do notice you). Glass cannon does not mean you shatter in one hit from one mob. The way you describe things every team has to have a Tanker (or more than one) who is gobbling up ever drop of potential aggro. If that has been your experience, I will note that one of the things people repeatedly exclaim about the nature of CoH is the lack of need of any particular role. All <fill in the AT name here> teams have repeatedly been successful including all Blaster teams with not a single Tanker around.
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I did not have this in mind consciously when coming up with the background but I did love Babylon 5. What I drew inspiration from was the novel Whipping Star by Frank Herbert, who is more commonly known for Dune.
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I would have to say you did far better with that chest piece I gave up on in your choices for the rest of the design. I really like the color choices. And wow...the almost identical idea on containment suits, body, and sharing Electrical Armor. Is there a telepathic link I should be worried about?
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We all know how addictive the character creator can be when it comes to designing costumes. What I have come to is trying to match my initial concept for a character but accepting that I will need to design a better costume at some future date (usually somewhere after SOs unlock) when a lot of details about the character have firmed up in my mind. That's also when I tend to put their character bio in place. So I present the evolution of a costume from the rough beginning to a final form for my Electrical Armor/Fire Melee Tanker, Star Soul: The first costume was driven by my desire to get away from the pieces and colors I find myself normally using--something helped considerably by the background of the character (see below). Having decided her costume should function as a containment suit for her manifesting in our dimensions drove the second costume design. But the leg boots were just a bit too thick at the top for my tastes and eventually I got tired of it bothering me. That drove a number of not pictured revision passes which never made it out of the costume designer. I wanted to keep the second costume's belt but once I decided on the new shoulders and legs the choice of belts became obvious.
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D'oh! Got used to thinking of my healing coming from Siphon Life on my DM/Inv Scrapper. And yeah, dropping the matter here.
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Invulnerability, as good as it is, does not heal, give endurance or recharge. But how about this instead... Energy Cloak PBAOE, (Team but not self) +DEF (Smash/Lethal/Energy), +RES (Endurance Drain) You are able to extend your energy shield to nearby allies who gain a bonus to their defense and resistance to endurance drain. Make it a toggle power affecting allies within a radius. I am tempted to add in having it redirect a portion of the damage dealt to allies to the tanker. Either way, now there is a power which has no use solo, does not give defense--weakening its defensive value compared to what Energy Cloak originally did, and does not provide stealth--and has only a limited situational benefit. That might make a port sellable.
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So Energy Aura would have healing, endurance recovery, recharge boost AND extra health? If the developer is already leary of porting Energy Aura to Tankers I am not sure how giving it more health than other sets is going to be a selling point.
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If it is something tankers do not need then by definition giving it up should not get you anything as you have not really given up anything. The real problem with altering Energy Cloak to do something else more in line with tanking is that Energy Aura is, when you look at all it already has, a really good power set. It has healing, endurance recovery, and recharge boost. Shield, awesome as it is, does not heal you or keep you in a fight if you run out of endurance. Super Reflexes has neither healing nor endurance recovery and while it has inherent Recharge boosting, it cannot hit the highs Energy Aura does. Arguably for all that Energy Aura brings to the table, getting the minor defense boost that Energy Cloak brings along with the situational usage of stealth is its balance. If you replace Energy Cloak it needs to be with something that brings nothing more to the table.
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I know how aura work. I am talking about how people play the game--a point on which I have been quite clear regardless of you need to repeatedly twist mine and other peoples statements into something other than what they are.
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You keep saying, "no amount of stealth will keep them from seeing you" as if that is somehow meaningful. (1) In combat, not it will not. And? Nobody has said in combat it would. (2) Out of combat it will until you get close enough for some aura (or their perception...think Nemesis) to trigger them. As for "...you aren't a tanker then" that is YOUR belief. It is not written as a universal truth.
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That first word is the big conditional in the sentence. People have all sorts of skill levels and all sorts of ways to play the game.
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I think the problems with the entire, "shouldn't be stealthing thing" is that if you're going that way Scrappers and Brutes, who are there to deal damage, shouldn't be sneaking around either--things know you're there when you're sinking claws or swords into them. And just as sneaking around is used to get into position to deal damage so too sneaking around can be used to get into position to draw aggro (I'm now behind the guys so they will all turn and face me, for example).
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So you're saying Spiderman emptied his inspiration tray? 😁
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Gotcha! And a thing to keep in mind MCUwise is Thanos beats Thor and the Hulk. So that Spiderman is able to make Thanos struggle means Spiderman is not much behind (if at all) Thor and the Hulk in MCU. In the comics of course Thanos would not be someone Spiderman would really stand a chance against short of writer fiat. Of course there was that time when Cannonball defeated Gladiator....
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Was referring to what Thanos is ranked at in the comics.
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Yes. MCU he is able to make Thanos, who is officially Strength Class 100, struggle.