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Gobbledigook

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  1. Maybe reduce Rage to a 30 second buff with 2 minute recharge with no crash at all. Adjust numbers if needed. Turn handclap into a cone attack for some earlier AoE. Hurl stays single target but improve the activation time the same as Dominators version. Buff jab and any SS numbers where needed. Seems simpler.
  2. What if the Rage crash gave an effect like the dampening bubble effect on enemies in force fields and have reduced stats by a percentage. Damage would be reduced during the crash by a hefty amount but not totally. Same for def/res/end etc
  3. I wasn't that far behind scrappers before, 55-60 seconds or so vs 75-80 seconds on the old pylons a while back. Now i can slot more procs without worrying about survival as much and have higher health and higher mitigation caps. Of course some players build Brutes to Tank...i don't. if i wanted real damage i still would not take a Scrapper.
  4. I am not against this buff but i do predict a future nerf if this goes ahead. after trying my Stone Tanker and Stone brute. At least i will never need a Scrapper now.
  5. Doesn't need any, but yes wrongfully mentioned when i read above.
  6. Fulcrum shift. Corruptors do far more with that one power than any Rage.
  7. What if they changed Rage from doing zero damage during the crash and instead it did 50% reduced damage for 10 seconds. Would that be worth taking the 20% resistance and 10% defense debuff? Or Spread the Rage crash out amongst more stats like health, endurance modification etc. Reduce the 20% resistance, 10% defense to 10% and 5% with health and end mod taking a small hit also. Taxing on the whole system. Focused rage sounds better than unleashed might also. Rage becomes unbridled Rage.
  8. I think most knew that SS was not really a good combo with defense armors because of the -defense debuff in Rage. If SS were to be taken then it was advised to overcap defense to compensate if possible. this came at extra build expense. A lot of players just did not use SS with defense sets, which is a shame. Now they have alienated the other half of the armor sets with a -resistance debuff on top.....well done, great thinking there. They introduce UM which is not good enough unless they adjust some damage/activation numbers in the set also and think that is another good choice option . None of it is a good choice option.
  9. So that's 2 then. Players will usually pick more damage when survival is enough. A lot of players probably don't bother with the really hard content. Does really hard content require Bio or would it more likey be corruptors with buff stacking and barrier use etc? There is far more wrong in this game than Bio.
  10. Is Bio the most survivable armor set? not really, there are far more survivable sets. Can it bring extra damage? yes and i think this is why the set is getting it's reputation. Who runs Bio in anything other than offensive? probably not many as that is the whole reason most pick Bio. So maybe nerf that aspect only. If content is easy then players will run offensive stance as it is faster and the extra risk is minimal on easier content. Harder content can still be run in offensive stance as the team buffs and incarnates allow this this to be so . Maybe nerf them also. I think Bio was/is a very good set and it is a shame heavy handed tweaks are being put forward when all it needed were a few a small tweaks here and there. Ablative carapace nerf is a large nerf on it's own. Still we have other sets that bring survival and damage... for now at least. We have had a lot of extra content and changes recently which are now starting to look a little rushed.
  11. Players will always find a way to make sets/combinations look overpowered. I say we nerf those players instead 🙂. I would like to see Arcane show us. they seem to know a whole lot about Bio. Whichever set makes it to the top of the pile gets a nerf? ill pick 2nd place set then. Tell me which one that is Arcane please. Actually this is how it is........ lol.
  12. Or what about a 5% defense, 10% resistance and a 10-15% max health debuff instead. Or just don't allow Rage to stack and adjust SS primary attacks where needed?
  13. Normal content and soloing the Brute could always tank and damage. For high end content with buffs flying around and incarnates etc who cares as long as they have a taunt.
  14. Would it not be better if Rage lowered max health by a percentage instead of defense/resistances? That way everyone would be hit equally. I would rather that Handclap became the cone damage attack and hurl stayed single target with a 1.5 second activation time like Dom's version. That way the aoe in the set is not all at the end of the set.
  15. Don't Controllers have holds and buffs and pets are just a smaller part of their kit? where as with MM's the pets are pretty much everything to them.
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