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Rudra

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Everything posted by Rudra

  1. You're just trolling the thread, aren't you? I'm disinclined to look up what "sesquipedalian" means. Do you have an actual valid complaint about the OP? Is there something Brutes do well compared to Tankers? Do Brutes have any advantage going for them mechanically or in game role? I even gave you a means of getting me to shut down the thread. Your comments seem less aimed at actually dealing with the content of the OP and more aimed at just causing a disruption. So here is my question to you: What exactly is your point? What are you trying to say about Brutes in reference to the OP?
  2. You're missing the point. My point isn't that I want to max out the Fury bar. My point is that the Brute AT does nothing unique and even with a full Fury bar does less damage than the "lowest damage melee AT" in the game with no benefit or other standard to set it out. Brutes are basically inferior Tankers in the game because of how often they got nerfed (without any buffing) and how often Tankers got buffed. Tankers complained they were the lowest damage melee AT in the game. The problem with that, is that Tankers were always billed as and are still billed as the lowest damage melee AT in the game. And they still do absolutely everything better than Brutes do, including damage.
  3. The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. All Scrapper melee attacks have a chance to land a Critical Hit for up to double damage. The higher the rank of the target, the greater the chance for a successful Critical Hit. The standard chance of a Critical Hit is 5% against players, pets, and critters of Minion rank and below, and 10% against critters above Minion. ( https://archive.paragonwiki.com/wiki/Inherent_Powers#Critical_Hit ) Contrast that to having an inherent that because of increasing rate of decay the more full it is, keeps most Brutes locked at no more than 80-90% of their inherent's full ability. We're not talking about having an inherent that is already good and gets improved by the AT's ATO procs. We're talking about an AT that can't even utilize its own inherent to full normal listed ability without either the Frenzy power or the ATO proc. (Edit: Or in cases like me apparently, even with the ATO proc. That Scrapper's could use a boost to their crit chance for enemies higher than minion, preferably scaling with the increased rank, isn't part of this discussion.)
  4. I'm with @Glacier Peak on this. Aside from Brutes having been nerfed into being an overall inferior AT compared to Tankers, no other AT in the game relies on a specific enhancement proc or temp power to maximize their inherent ability or even try to fully utilize their inherent ability. Edit: What can Stalkers do? They can inherently sneak around and 1-shot mobs before combat even begins with their planned criticals and assassination attack. What can Scrappers do? They get automatic criticals, the likelihood of which increases as their enemy's level increases. What can Tankers do? They can automatically taunt up to 10 enemies, soak insane amounts of damage, and still do solid damage. What can Brutes do? Everything a Tanker can do, but at lower levels of capability.
  5. I haven't been able to hit 100% Fury on any of my Brutes regardless of what I do or how many enemies I surround myself with. What's the trick?
  6. There are no primary or secondary power sets that are specifically designated as being a specific origin. Let's keep it that way. Robotics, Devices, and Traps look like technology because they have to have some model for use in the game, but as has been discussed in several other threads, fit any origin. If you want a multi-element power set, make one and propose it. Keep it fairly generic though. (And teleport is available in the Teleport pool. Grab it for any character you want.)
  7. And yet, when CoV launched, it was the Brutes the devs were saying were the red side version of Tankers. Especially since MMs have no inherent taunt ability, have no taunt power, and until they got Bodyguard Mode added to the game, had little survivability.
  8. Note that I never actually say to buff Brutes in the OP. I said to give them back their damage output in comparison to Tankers. That can be a buff to Brutes or a nerf to Tankers. Please note the attached images taken straight from the game. "Tankers deal the lowest damage of all melee archetypes." And yet, they have a higher starting damage than Brutes. And Brutes can't even close that gap with a full fury bar. Tankers have been pushing for years to make Brutes irrelevant. I can't recall how often I spoke with a Tanker player in the game and walked away seething because the player flat out told me Brutes should simply be removed from the game. Well, mechanically? They may as well have with all the buffs Tankers have gotten over the years and all the nerfs Brutes have gotten over the years.
  9. This request will likely upset many players. At least the Tanker players. Anyway, the request is simple: Give Brute's back their advantage. Give them back their higher damage output. When CoV launched, Brute's had the advantage of higher damage output compared to Tankers. Tankers had the better starting resists (and in some cases defense), but Brutes had the better damage. At least when they got their Fury going. However, I tried building a Tanker and a Brute with the exact same powers and enhancements. Admittedly, it was in Mids. And the Tanker had better damage resist. The Tanker had better END recovery compared to END use. The Tanker had better HP. The Tanker had the better status protections and status resists. They had more or less the same defense and regeneration though. And surprisingly, the Tanker had the better damage even though both builds were operating at the same 126% damage. Even with the Fury bar maxxed out, which is something no Brute can accomplish in game because of the insane rate of decay, the Tanker was doing much better damage than the Brute. So I'm at a loss as to what the Brute can do that isn't done hands down better by the Tanker. If anyone can explain to me what advantage the Brute still enjoys over Tankers, I will consider deleting/hiding this request. The Brutes were the red side version of Tankers. Tankers took damage better than Brutes, or at least had an easier time achieving max resists, but the Brute AT was the more damage focused red side version of Tankers. And before anyone chimes in with MMs are the red side version of Tankers, that isn't true and was never the design. MMs got Bodyguard Mode after the fact because MM players were complaining that mobs were ignoring all their pets and butchering the MMs. MMs weren't the red side equivalent of any blue side AT.
  10. Frost Breath doesn't do knockdown and I can't find Arctic Breath. https://cod.uberguy.net/html/power.html?power=sentinel_ranged.ice_blast.frost_breath&at=sentinel Could you clarify please? Nevermind. Found it. You are talking about the Patron Power from Captain Mako. Okay.
  11. People are already complaining about existing attacks in the power pools as being subpar or a tax to get other powers in the pool. Teleport doesn't need to be roped into that as well. Especially just to fold Combat Teleport into Teleport which would hamstring Combat Teleport anyway. Folding Recall Friend and Teleport Foe into the single power Teleport Other was fine because neither power effectively went away. You can still enhance them, except as a single power now, to improve their effects just as well as when they were separate powers. So those with both powers prior to merging (like me) didn't actually lose anything, we gained an extra power slot while retaining the functionality of both previous powers. Folding Combat Teleport into Teleport would not allow that and would hamstring the players currently using it. They would no longer be able to enhance Combat Teleport or use it without somehow having a Teleport toggle active. (How would a teleport toggle even work anyway?) All for the sake of giving Teleport a pop-up power it doesn't need and can't effectively use for not being a toggle power. Especially since Teleport already has 2 supplemental effects to make it stand out: free hover (no END cost) and brief untouchability.
  12. That isn't saying much. How are the two slotted for enhancements? What are their attack chains? How many times do you use a secondary power versus primary power on that Blaster as compared to the Sentinel? How are you playing the two types in comparison to each other (as in are you more aggressive with one than the other)? There are lots of possible answers as to why something like that would happen.
  13. No visible countdown. Glowie remains glowing. If character doesn't move away in time, for instance because said character is trying to interact with the glowie again, character and others within set radius takes damage. Good for specific missions at least. Most obvious example the exploding terminal in the Dr. Graves arc. No. Especially since the last group is routinely not flagged still on defeat all missions. Trying to chase down runners is bad enough. Trying to chase down runners that may already be running because they are the last group would be infuriating. Especially with how often the last group fails to show on the map in defeat alls. (Edit: Especially on a multi-floor map where the last group happens to be one in a corner you missed on a level you are not on. Especially if while running, they get snagged in an obscure corner because of AI pathing issues or winds up running into and through a break in the map to get behind a wall or under the floor like happens on some Arachnos maps because of AI pathing issues and hidden breaks in the geometry. I've actually had to restart missions because the NPC walking at my side somehow gets under the floor on Arachnos maps and can't get back to me.)
  14. Which if folded into Teleport as a pop-up as per the OP, you would not be able to do any more.
  15. Something you aren't factoring in with this statement? When you have Mystic Flight active and use Translocation, you are paying the END cost of both. You can't just pay the END cost of Translocation because it is not an available power unless Mystic Flight is on. As compared to Teleport's END cost which has no other travel power costs required for use. So it is not actually 25% less END cost to use Translocation as compared to Teleport. Teleport has a base END cost of 13. Translocation has a base END cost of 9.75 + .455/s. And while you can reduce the 13 cost for Teleport, you can't reduce the 9.75 for Translocation. Just slotting Warp's Endurance/Range enhancement into your free slot gives Teleport a 9.11 END cost and a 405.8 ft. range. Which again, you can't do with Translocation. So just 1 enhancement into your free slot gives Teleport better range and endurance cost even before you add in the endurance cost requirement of Mystic Flight.
  16. I hadn't realized the pop-up teleports lacked the hover period. I usually only use them to get past a group of mobs in a mission I don't want to bother with. However, I just checked Speed of Sound's teleport, and sure enough, as soon as you arrive at your teleport location, you immediately start falling if not on the ground. So advantage: Teleport. Another advantage of Teleport? I don't have to make a bind or macro to speed spam it to get across zones/maps. Since it is a slotted power, it has its own spot on my power trays, I can just keep tapping the number key and click. Makes for very fast zone teleporting without needing a macro or bind. Another advantage of Teleport? You can slot it since it is a power slot choice. Why is that an advantage? You can use the enhancement sets Warp, Time & Space Manipulation, and Jaunt. Why is that an advantage? Because you slot improve Teleport's range and endurance cost, something you can't do with Translocation or Jaunt. Hells, Warp has a proc that increases your perception too. (Edit: Warp: Range/ Increased Perception) The reason why most people don't take teleport as a power choice to the best of my knowledge is that it is a clunky power to use as compared to just turning on your flight or ground speed toggle. You have to click the power, place the cursor for destination (at correct angle or you can end up teleporting in place depending on where you are), and then click the desired location. The individuals I spoke with that don't like teleport find that unnecessarily troubling. When you get the hang of it though? Teleport is insanely fast and easy to use. And it even makes you untouchable briefly when you teleport in. So you not only have a window where you hover in place to re-align the character and teleport again, you are also briefly untouchable. I'd say that means Teleport has extra bonuses to match the other travel powers. Edit: Untouchable reference: +100000% Untouchable (self only) for 1s https://cod.uberguy.net/html/power.html?power=redirects.pool_teleportation.teleport&at=blaster
  17. I would rather see LRM improved. For starters, by not making it a rifle-fired rocket anymore. Let it be a more conventional shoulder-fired missile for devastating damage. (Edit: Besides, we already have the Warburg rockets for the called in missile strike.)
  18. Looking through the snipes in the Blaster AT. Archery: Ranged Shot: Available level 18; 1.67 quick cast time; 3.67 normal cast time. Assault Rifle: Sniper Rifle: Available level 12; 1.5 quick cast time; 2.67 normal cast time. Beam Rifle: Penetrating Ray: Available level 18; 1.67 quick cast time; 3.4 normal cast time. Dark Blast: Moonbeam: Available level 8; 1.33 quick cast time; 3.33 normal cast time. Electrical Blast: Zapp: Available level 12; 1.33 quick cast time; 3.33 normal cast time. Energy Blast: Sniper Blast: Available level 8; 1.33 quick cast time; 3.33 normal cast time. Fire Blast: Blazing Bolt: Available level 22; 1.67 quick cast time; 3.67 normal cast time. Psychic Blast: Psionic Lance: Available level 12; 1.33 quick cast time; 3.0 normal cast time. Radiation Blast: Proton Volley: Available level 12; 1.33 quick cast time; 3.33 normal cast time. Seismic Blast: Tombstone: Available level 18; 1.67 quick cast time; 3.67 normal cast time. Dual Pistols, Ice Blast, Sonic Attack, and Water Blast don't have snipes. So Assault Rifle does actually have a shorter cast time in Quick Form mode, has the fastest normal cast time, and has the average quick cast time. And like with other snipes, is not subject to being interrupted while in Quick Form mode. If Sniper Rifle did not have its Quick Form cast time adjusted up to 1.5, it would be a .67 cast time sniper attack. That would be roughly half the time of the fastest Quick Form snipes in the game. As for Ignite having a strong fear reaction? Any damaging TAoE with continuing effect imposes insane fear on mobs these days. It is a rather big complaint from several individuals including myself. (All data pulled from City of Data https://cod.uberguy.net/html/archetype.html?at=blaster .)
  19. Whether by character only mirroring or by brand new animations, being able to choose your character's handedness is fine with me. Edit: Not just for weapons either, though that is a good starting point. Being able to fire your fire blasts or whatever from either your right or left hands to show your primary handedness makes sense for a followup to the OP.
  20. I have a friend with an AR/Traps Corruptor that she runs like it's a Brute instead. When she plays, she will be off on her lonesome even when we have a full team, just clear-cutting the side of the map she claims for herself. So take people's talk about AR being bad or worthless with a grain of salt.
  21. My recommendation is worry less about what others tell you about the set and just dig in and give it a try. You may be surprised. It basically boils down to your playstyle, but you need to decide for yourself how Assault Rifle is as a set rather than run off what you are being told. I find the set rather fun and effective. I have an AR/Devices Blaster that is both fun and effective. May not do as much damage as some of my other characters, but it can be rather hard to keep up with Fire Blast or a tricked out for damage Energy Blast set.
  22. There is 1 or 2 missions that when you defeat the named boss, the mission is complete. Even if the support mob(s) are still standing. That used to be how the defeat target missions worked, but that was changed to clear last room with the advent of CoV and Stalkers. (That mission, maybe two, are probably still that way because when the Live devs transitioned to clear room for defeat target missions, they missed that mission or two. That was a lot of missions to update.) The other defeat target missions have all been changed to clear last room with designated target in it. As for the other cross-faction missions where it says to defeat all faction mobs, those have always been defeat all missions without regard for mob faction in the missions. Outside of missions though? I can see a benefit to the OP. You can already do it with the current customtargetnext command as a macro instead of a bind. The macro lets you change what your desired target is without having to rewrite everything. The added benefit of targeting specific ranks would be a nice addition though.
  23. I'm rather opposed to being spoon fed my mission objectives. I guess I'm just weird like that. If the need is to find information from a faction and you have to search out X number of targets before you finally find that one individual that happens to know about what you need to gather information on and isn't at the location in question working on it, then it makes no sense for that faction to actually send individuals with such critical information straight to you. "This project is critical and we can't let the heroes stop us! So send a small team to stop the heroes and if they fail, send another small team to stop the heroes. And make sure to send some of the operatives working on the project as part of those teams. We need someone with such critical information present to make sure the heroes can never get that critical information. The heroes will never be able to find out about or stop the project if we have project members as part of the small team assault! Muahahahaha!" Yeah, doesn't make sense to me.
  24. Ouroboros isn't necessarily an alternate time line. A fun point is made in the Laura Lockhart arc: the player isn't the only one using Ouroboros. There are other characters, possibly even players, who are undoing elements of the things you do in Ouroboros. (Check Mender Valen during the Collateral Damage arc from Laura Lockhart. She flat out tells you that someone else is preventing you from accomplishing your goal. Also see some of Dream Doctor's comments to similar effect when you read his messages and talk to him through Ouroboros and the Dark Astoria bit.) That is the problem with time travel when utilized by so many. Odds are that anything you are currently mending or experiencing through time travel is being opposed or mended in different ways by someone else. (Edit: To be clear, I am not opposing the OP. My previous comment stands. I'm just saying that the Ouroboros bit isn't quite so cut and dry in how it works.)
  25. Or injured Rogue PPD in the burning building mission being killed by the Malta boss in the last room because the downed officer has a health bar? Or those three heroes with 1 HP being held by the Freakshow that die if you don't pull the Freakshow away from them with a ranged attack the moment the Freak Tanks do anything?
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