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Gobbledigook

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Everything posted by Gobbledigook

  1. 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.
  2. I have not actually tried SM (hence my lack of feedback on this set), only the MM changes but i tend to stay clear of certain gimmicky sets, hit A then B to open C sort of sets.
  3. Big Brother is watching! 🫵
  4. You don't have to play the set, which would be like not releasing it at all for you, if you wish. I probably won't play it. Hopefully though when more testing/feedback is given in game, they will allow time to do some real fixes for the set based on the feedback. Just as long as it is not pushed aside and remain unchanged, like Kinetic melee did. They can't get it right all the time especially if there is limited time.
  5. Yes they are in certain scenarios. Much higher learning curve and no more effective and even less so than other AT's in certain scenarios. I have really tried to like them but they are just so awkward to play, for me at least. I would like some actual improvements into how to manage the pets and not spend time resummoning and waiting for them to turn up and join the fight. Maybe then i could endure playing them.
  6. If MM's take so much setting up and managing and are to be slow and clunky then why should they not be far more effective? or should we just play easier to manage and usually more effective AT's?
  7. I like the addition of 40% set bonus, it should have been done long ago imo. Even level minions is also a good thing. A nerf to T1 and T2 minion health is not good. I never thought minions were too tough, in fact i always thought they were a little to squishy, even with a buffing secondary. A MM is far weaker with each minion he loses and next to useless with none. The damage MM's can do can be extremely good on hard targets, especially with a debuf secondary. A nerf to single target damage would not upset me. Aoe is fine as they don't have that much anyway compared to some other AT's. But i still won't play one unless they get a run speed buff or a summon to the MM's side as they are too slow and clunky in team play, for me anyway. When a minion leaves supremacy range a countdown should start and they will be teleported back to the MM if not called back. May need to increase supremacy range. I don't play MM's for reasons above and have limited experience with them, but i would if these issues were addressed.
  8. It would help if the train/equip/enchant minion skills were auto applied on summon rather than needing to cast it on them. The Ninja and Beast minions are faster runners and feel much better for it. Perhaps all minions should run at that pace. Maybe shorten the distance before minions respawn to the Mastermind when out of range could help also.
  9. Are you talking Pylon time? Because i have done it faster than 122s in the past with a Brute and i felt it was capable of doing even a little better. Some players like Auroxis would do even better maybe. Brutes having a taunt and higher mitigation cap/Health don't need more damage as that would upset Scrappers/Stalkers. They don't need more Tankiness as that would upset tankers. Brutes need very little if anything now, but something unique rather than just more damage/mitigations might be good.
  10. Certainly 🙂
  11. Lol U1vJZanqUqM9yV_9io8aAwlACn3hALL4ocfyuh_8RH4.mp4
  12. They were mostly fine and still are. A decent ATO would have been good as many agreed, even me. Tweaks were mentioned but Brutes tended to want the old glory days back. Don't get me wrong the Tanker buff was OTT and should have been tweaked but not like this. Two wrongs aren't making a right here. They got it wrong before and they got it wrong yet again. Brute players should have been more constructive and vocal about Brute improvements, which still sit in an awkward position,(i'd still pick a Scrapper/Stalker), and less damning of another AT which had vastly improved and become actual fun.
  13. How about ranged cones that some Tankers get but all ranged classes get? Do they hit just 5 also?
  14. They certainly won't be now.
  15. Exactly. Hopefully the moaning threads will stop now even though they didn't get any real Brute improvements. It will be doubtful if they get any now.
  16. Procs, buffs/debuffs, Range/AoE , certain sets and target caps add to basic damage scales, of which defenders are agreed, near the bottom. Defenders get a solo buff and 16/10 target caps just to clarify. I am not saying defenders are the best but they are not shabby either for what they bring. Procs are easier to leverage on certain sets and can unbalance them easily. It is not just the AT's fault. At least Brutes should be happy now and no buffs/ATO work needed for them as it could create imbalance. I will protest it if they do.
  17. I guess you need to be there. Primary helps a bunch. Hmmm don't defenders/corrs/blasters get more anyway than melee lol?
  18. Other clear time and pylon tests were done also and you will find a corruptor will destroy any Tanker/Brute in clearing both of them it seems lol. No one seems bothered about that, but lets pick on Tankers instead. My defender will clear a Pylon as fast as my tankers and easily kept up clearing maps pre nerf. Extremely survivable and buffs/heals the whole team and is ranged also....priceless. So what are they looking at nerfing next? Brutes?! lol. I won't object 🤣 Perhaps i should show some Corruptor clear times and get them nerfed and hopefully @Snarky will be happy another main is nerfed 😛
  19. If they ever get around to giving the Brutes a decent ATO which they need, this could change even more. Brute ATO probably should have been done before Tanker nerf.
  20. I probably won't stomach playing my Tanker if they become a shadow of their former selves. Tweaks good, heavy handed nerfs bad. Brutes complaints have fallen on deaf ears for years, do i want the same treatment? NO. I play corruptors more and more now and they are just easier. Good single and AoE damage (better than Tanker damage by a lot), Ranged which is just easier, buff the whole team and themselves and they don't have the pressure of Tanking for a team.
  21. It depends on who uses and abuses it also.
  22. It is one of the more annoying powers that have been introduced by the developers in their infinite wisdom.
  23. Certain sets do give that 800 hp boost over the Scrapper and also the higher mitigation cap, but yes not a huge difference in some cases. As i said i would certainly back a Brute buff/rework/something defining. I am a more bring Brutes up a little and Tankers down only a little kind of guy rather than just smack big nerfs on the Tanker. Scrappers wreck hard targets and do well generally, mainly hampered by lack of taunt. Stalkers ummmm uuhhhhh? dunno lol.
  24. I think most Brutes tend to build their mitigations to be more like Tankers and Tankers just have it easier doing this. But a Brute could proc and still have better survival than Scrappers. No one expects Brutes to main Tank if there is a Tanker around, but a Tanker is probably expected to and have taunt. I would be very happy for Brutes to get a nice buff/small rework to improve their role though.
  25. Yes i understand that and agree mostly. But They are less specialist AoE melee in this update than they are on live and if you want AoE you do not bring a Tanker to end game for that, you will bring corruptors and blasters. I understand the damage buff they got and needed but the extra AoE was not needed, but i guess that is just a matter of opinion. Higher mitigations and health, easier to build and slot procs and extra taunt would have been enough for me. The developers wanted it but did the Tanker players? I do not remember anyone asking for it. Seems heavy handed and clumsy so far. A lot more testing is needed imo. Will wait and see.
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