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Gobbledigook

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Everything posted by Gobbledigook

  1. 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.
  2. Doesn't need any, but yes wrongfully mentioned when i read above.
  3. Fulcrum shift. Corruptors do far more with that one power than any Rage.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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?
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Big Brother is watching! 🫵
  15. 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.
  16. 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.
  17. 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?
  18. 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.
  19. 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.
  20. 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.
  21. Certainly 🙂
  22. Lol U1vJZanqUqM9yV_9io8aAwlACn3hALL4ocfyuh_8RH4.mp4
  23. 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.
  24. How about ranged cones that some Tankers get but all ranged classes get? Do they hit just 5 also?
  25. They certainly won't be now.
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