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Haijinx

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Everything posted by Haijinx

  1. And of course farm faster
  2. The entire concept of Tanking is apparently unrelated.
  3. Think some posters see the forums as a pvp zone
  4. The amount of time people have invested in this thread, they could have killed 100 Fake Nemesi on multiple characters.
  5. It is noticeable. That said I made it to 50 on my Widow in pugs/TFs/etc with only 2 defeats. So its not squishy by any definition. The damage is excellent. But not as good as a Stalker.
  6. See, I don't buy the Smashing is heavily resisted thus Double Stacked Rage argument. Smashing is one of the most common Melee damage types. And none but SS gets Rage at all. I doubt that whether Smashing is resisted figures into the balance at all.
  7. Tanks and Brutes generate much more Aggro relative to their damage than any other AT. Making them the priority target. Thus the Blasters and whatever can do their thing without getting attacked. You describe it in the second paragraph. That is what I meant. Now sure you and the other guy say that job isn't really needed in a team where everyone has even reasonably priced IO builds, okay, I can buy that. I've seen that. It works fine. But that's not Tanking. Of course the game doesn't start with IO builds. I like to start slotting attuned sets and helpful uniques as soon as possible, but a lot of people wait till after 40. Thus the tanking job is more important. But the Brute quickly can do the job as good as the Tank with either IOs or a little Support. Leading to this whole thread.
  8. Dealing with aggro you generate isn't the same thing as dealing with the aggro everyone else on the team generates.
  9. Think that's more why they never proliferated it. "What about SS?" "Ugh wed have to look at Rage" "Yeah. Damn. Worry about that another day. Lets do War Mace. Its strong and pretty." I remember people drooling when proliferation first started about how awesome Rage was going to be for Scraps, because they assumed Rage would get Scrapper damage mod scaling also. So basically +100 damage per stack, not +80.
  10. Focused Accuracy should be spit out, then call the waiter and choose Tactics.
  11. Sure Really good on brutes too. Maybe better tbh. Better relative DPA since they used longer recharge. And SR on brutes has a better level progression. That was my last project on live. Night widow is basically a claws srish scrapper as well. Bit more fragile, more damage.
  12. I suspect that attacking from stealth in pvp is a thing? Meaning waylaying people is a thing. Then seems almost like the no big deal pvp zones are empty crowd is being disingenuous.
  13. Really think the main issue stopping SS on scrappers is double stacked rage.
  14. I think they wanted the ATs to feel different. In the original game manual they described tankers as have slow but devastating attacks. While scrappers had quick attacks. The proliferation came a lot later. But at this point its like closing the barn door after the horses have already escaped, left the state, and moved in with the 3 little pigs.
  15. I don't think the problem with champions was power design. I think the problem was one a lot of newer MMOs have. No one really teams up. That's why i like COH. People still make teams.
  16. It is almost universal that this happens. Then they dumb down PVE thinking that will keep the non pvprs happy without the pvp shinies.
  17. Should add that damage was only balanced by recharge by AT. The between AT balance wasn't so much a thing since there was no proliferation. Only blasters and defenders shared damage focused sets
  18. It wasn't really DPS. Just recharge. So two scrapper attacks with 5 second recharge did the same damage. Even if one animates in 1 second and the other 3. Making the DPS a lot different, since they recharge after the animation. Its harder to see it now since in the effort to improve some under performing sets some base damage was buffed.
  19. if getting incarnates is a requirement, then I'm not sure why this thread exists. That takes 25x as long as the accolades.
  20. Actually the DPA wasn't originally a design criteria. All the powers were balanced around Recharge Time basically. When Back Alley Brawler started to shave some of the animations they admitted as much. So any set that came out before Dual Blades / Dual Pistols may or may not be balanced for Animation time. And if it is, it only sort of is because it had some animation shaving done. The amount this could be done was limited. Originally it wasn't an issue. Since no one had the Recharge necessary to build these DPA based attack chains.
  21. Ok, so my Stalker attacks some group of +4s, full of bosses. My damage is pretty good, but I can't 1-2 shot +4 bosses. I have 50 Def, and pretty good resists, so the whole alpha comes in and my green bar doesn't move. Then that Sidekicked Blaster behind me throws an explosive blast. All those mobs I just aggro'd ignore me and attack the blaster, since I don't have Taunt. Or any Taunt attached to my attacks. Or Gauntlet. Or a Taunt Aura. Or even a level 4 threat level. So I didn't really "Tank" anything there. I just took the Alpha. Which on a lot of teams is all you need. Maybe our team had a FF Defender or whatever and the Blaster is fine. But a Stalker can't really "Tank". That is all I meant.
  22. Nope. It had to do with getting ganked in PVP.
  23. It seems like its possible to make benefits contingent on PVP.Since that is how the PVP IOs work. So they should be able to have PVP only advantages acquired doing PVP related things, without it affecting anyone else. For example - PVP Accolades that provide the same bonuses as PVE accolades that are easier to get that function in PVP zones. ========= Although realistically being able to get say "The Atlas Medallion" by doing PVP stuff that works all the time wouldn't actually break anything, since they wouldn't be getting any bonus you could not get doing PVE things.
  24. Seems you enjoy Forums PVP also. Thus proving her point.
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