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Haijinx

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Everything posted by Haijinx

  1. I think that Blasters are in a pretty good spot now.
  2. Thanks. I think its pointless even without the legal ramifications. Adding in legal issues. Wow.
  3. Its just a pointless request. Why the Homecoming team even want to get involved in that mess?
  4. The request that the OP wants their NCsoft COH stuff back. And it has everything to do with it. Why would they even bother with the old COH accoints?
  5. Except SR still is incredibly durable. It gets decent scaling resist when you are hit hard, so those follow up hits really don't get to you like you'd think they would.
  6. I don't think I've ever actually been hit by the confuse effect.
  7. MA/SR StJ/WP Both for style as much as anything else Ive also played MA and STJ with EA on Stalker. Which I just play as Scrappers..
  8. The fact your build isn't perma hasten and not pushing double rage as much as possible doesn't really mean its not a common build goal.
  9. Seems bad enough to call bad. Also Fire seems like its not where it should be.
  10. How tough do you need to be? If you never die on your invul you still never die.
  11. And the builds are actually easier than trying to fix Stones damage / recharge hole.
  12. This request is out there. People do know this isn't the same company that ran COH right?
  13. Tankers don't need the same damage as brutes, but they need more than now. The proposed changes do that. Brutes will still do more ST, and to those affected by their AOEs will also take more damage Tankers will hit more with their AOEs be better minion stompers and will grab AOE aggro easier. That's more difference in flavor than a lot of paired ATs get.
  14. This is how i see it too. Incarnate IO Squiahies can survive 75%+ of content Sents / Scraps / Stalkers 85%+ Brutes 95%+ But what Brutes also have are strong taunt tools. So basically there is a soft cap on how much aggro management and toughness is needed, and Brutes surpass that cap comfortably. So there is no room for the tanker in that direction. Brutes are Tanks now. As much as Tankers are 95% of the time. So right now they are the only one of the pair living the current reality. Tankers are still playing some old issue. They need more damage. Or the game has to change to make everyone die a lot more.
  15. Im going to assume the OP meant ADDs fest rather than AIDs fest. just sayin
  16. Why? Team survivability is already too high. I haven't had a character die in months. I think my Fire blaster died twice on the way to 50.
  17. Im confused how? How do you make them different? They were literally the red side version of Tankers. The Direct Inverse. They even shared almost all the same sets. The same way Corruptors were the red side version of Defenders. Again with inverted Primaries and Secondaries. And yes Stalkers were the Red Side version of Scrappers. Though they were even closer. The reason they ended up so close to Scrappers is Scrappers were already the inverse of Tankers. The big difference being Scrappers had different sets. But that difference is mostly gone.
  18. It takes less than a week for a casual player, playing one character, to hit 50. At 50 with IOs many blasters, definitely all stalkers and sents and scrappers can take alphas at +3/x8 with minimal support. Meanwhile Brute can be built to basically rival a Tanker against 95% or more of content, and has nearly the same aggro tools as the Tanker. But much more damage. Somehow the tanker needs to stay relevant in this world. So i guess we should change the entire game? Rather than upping Tanker damage a bit?
  19. Leveling up Brutes do a lot more damage than tankers, and will continue to do so with the proposed changes, because the tankers can't access the better attack powers and slot them as early. Except for the Hide gimmick Stalkers are essentially very close to Scrappers. So thats 2 already in the melee DPS group. Brutes can either be tough scrappers or high damage tanks. For the former they would need Taunting/Toughness adjusted downwards. For the later, well Tanker damage needs to improve. Or of course they can be "DPS!!" (Ohh psst also tanks but don't tell anybody or they will buff tanker damage) <- this is the status quo. I think in retrospect the name "Tanker" has helped lead to this whole mess.
  20. How does it make more sense to lump the Brute into the fundamentally similar camp with Scrappers and Stalkers than into the camp with Tankers? The reason we have so much overlap is the whole side changing thing. Tankers should be to Brutes what Defenders are to Corruptors. ===== Team Buffs can take the place of IOs in that comparison. That and IOs do exist.
  21. I brought up the damage since that's the reason people push for the high recharge double rage builds. That and the 5 second Foot Stomps. Since as you pointed out correctly no one is building for +40 to hit. Its just a side effect. Right now the trade off for all this to hit (and damage) are the crashes. In a presumed Base Damage adjusted world with a crashless stacking rage with less +dmg, what will be the +to hit trade off?
  22. It would also make the game easier, since risk for squishies tends to come from aggroing the baddies the tank/brute hasn't locked down. And of course there's the whole Aggro cap isn't based on AT the way its implemented that has to be brought up weekly.
  23. Also the aim comparison isn't needed, since you can't get aim on Tanks and Brutes. Compare it to Build Up instead. Which can't hit the same value, nor anywhere near the same uptime. Or follow up / Soul Drain which have to hit first.
  24. They aren't doing it for the to hit, they are doing it for damage. Double Rage changes SS from a mid range set to one of the best sets. The to hit is a bonus. That's how this line of discussion started. You didn't want the to hit touched when the damage is looked at. And are we really going to play both sides of the "too hit" is/isn't an advantage again? It obviously is or you wouldn't want to keep it. Its enough of an advantage to argue for keeping it even though its an outlier.
  25. I agree single rage to hit is at least a sane amount. It doesn't take away from the fact that the goal for SS builds is to get double rage up for as long as possible. So the +40 is an issue.
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