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skoryy

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Everything posted by skoryy

  1. A tank can still pull and survive more than any other class, so I'd think they still have their spot where pulling and survival are needed: Mosh pits, for one example.
  2. (I just got my third tank to 50, I don't want to start another brute, but maaaaaaaaaan...)
  3. Who's slotting normally and optimally, though? Some of us are a little slow on the meta, but how much of the playerbase itself? And brutes and scrappers are also going to be slotted 'normally'. Its not a question of procs, its a question of should the archetype with the best defenses in the game have the highest clear speeds. if not, how much behind the other melee AT(s) should they be?
  4. Yeah, that's what I thought: Tankers got a bigger target cap. Now I'm re-doing the math and either my numbes are wrong or brutes have been beating tankers out of the water on damage co-efficients if you give them both 100% damage buff and the brute 80 fury. Somehow I remembered it being closer.
  5. Target cap. Or did they just get an expanded AoE. It came with the big tanker buff patch.
  6. Right, but i also recall tankers have a higher cap than brutes and scrappers.
  7. When I'm less groggy, I'll have to do some math. I would've thought that overcap still gives the tanker the advantage over the brute since they're hitting more targets.
  8. If we're basing off of clear speeds, the next question is how do tanker clear speeds on beta compare to brutes and scrappers?
  9. "The game is dying because the devs aren't doing what I personally want them to do." A tale as old as the first game forums. I was there, Gandalf...
  10. I feel that Synapse is unchanged as a message for those who want to go back to Issue One. "Is this what you really want?
  11. Because sets with Build Up won't get dinged nearly as much as SS (and probably DM) will. And again, tankers were overperforming anyways. Yes, yes, it is.
  12. Because tankers are overperforming since the tanker buff, and Rage is really overperforming which has been known since the last time they tried re-working Rage years ago.
  13. That'd be helpful, yeah. An alternative to what I posted upthread, maybe a dev Q&A might not be a bad idea either.
  14. The conversation misses it because it doesn't line up with in-game experiences. It'd help to show how you know the majority is running as you say.
  15. Checked up on the last round of patch notes, and y'all really like us, don't you. XD
  16. You can check out any time you like, but you can never leave. (As long as we're being musical...)
  17. Good idea. I'll start with this line: "a complete failure to understand or establish whom the game is being balanced for, much less why" While I think he's off on this one, and I'll explain later, it does bring to mind one thing that has come to mind reading the forums as of late. The latest patch notes do have explanations for some changes, what I think is missing is what the guiding philosophy for all the changes are. What are y'all balancing towards? A mission statement of "this is what we're doing and what we'll be building in future issues and pages" might go a long way towards helping make things clearer. Then again, it took years for the word 'manifesto' to finally fade off in Guild Wars 2 discussions, so I'm not entirely gonna blame y'all for not going down that route. "Rushing through content, killing enemies in a targeted sequence, and building enough defense that you require minimal healing is not just doable but preferable. This means archetypes that facilitate that are ascendant, and those that don’t lag behind, especially at endgame. Moreover, it means that there’s a strong emphasis on mechanics that justify that speed or benefit from it" Yeah, he's right here, and this is a crux of a lot of forum discourse, buuuuuuuuuuuut... "Controllers are supposed to have an advantage whereby they are fairly safe thanks to hard control, and that’s balanced by lower damage, except with this patch, that’s been undone; they’re no longer as safe." I'm really not sure where he's getting at with this one, especially as he links to the inherent controller changes. How does more containment and keeping controller pets under control make you less safe? "A lot of the powers that are getting various downgrades are not meta picks anyway." The tanker inherent and rad armor changes are some real meta nerfing! "If no one has a comprehensive picture of what the game’s balance is supposed to look like, and the end result is an MMORPG that feels as if the fun is slowly seeping out with each balance pass." I'm not entirely sure I do agree, but a picture of what balance is supposed to look like might not be a bad idea. But again, 'manifesto'. Damned if you do, damned if you don't.
  18. Can I have their stuff that you didn't want?
  19. And everyone, like myself, in between.
  20. I'll repeat what I said on /r/sto the other day, since it fits the discussion: Reddit, forums, Discords, and all offline discussion will have to tiers of builds, powers, et al: 1. Optimal 2. Trash
  21. There was just a huge thread a week or two ago that said that building for defense cap was out of date, and its all about building for procs. If mobs are dying without even defense mattering, let alone control, then all the reworked IOs and special effects aren't going to matter when you can still procbomb your way through content. If damage is king and makes everything else irrelevant, there are two ways of fixing that: Nerf damage Tougher mobs In this patch, we're getting both.
  22. I think that's key. My beta testing was probably slower than what it would be on live, but also I'm not timing or spreadsheeting so it doesn't feel different. It's still the same tanker experience in roughly the same amount of time.
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