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DarknessEternal

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Everything posted by DarknessEternal

  1. They will. I've always maintained that all damage should be considered at capped amounts because of this. Brute changes a year after the tank changes take place should not be considered relevant to this topic. If their plan is to make Tanks better for a year, then make Brutes better after that, they should come up with a new plan. This is doubly true since only Fury is mentioned as a thing being changed. Fury can be 0, and it would make no difference. Damage will always be capped.
  2. Get back to testing then. I spend more time on the test realm than live. Tanks clear maps faster than Brutes with these target cap changes. This is not theoretical.
  3. 1. So it's ok for tankers to be "brutes, but better"? That's what is happening with the target cap changes. 2. Brutes are getting straight nerfed. Damage is going down. And there's no change to Fury. You're just making that part up.
  4. I've been testing a variety of options lately while waiting for Tankers to officially replace Brutes, and I've noticed we have a fundamentally flawed assumption. Capped defense and resistance is not, and should not, be the goal. I came to this realization while running a blaster with 40%/60% defense/resist and my health never moved. Now, what to do with this information. Obviously we'd want to direct those resources away from durability into offense. However, extra offense is sort of hard to come by. While farming, you're at the damage cap nearly 100% of the time through normal slotting power use and the deluge of inspirations. Additionally, Firey Aura just gets capped fire resistance basically for free, so there's not even a resource to move around there. We can't just get rid of Fiery Aura, since it contains Burn and Fiery Embrace; none of the other sets come close to that amount of offense. Where's that leave us? I guess it means more recharge. Although that's sort of a limp noodle. If you're doing a lazy rotation, everything is as slow as Ball Lightning, and even a capped recharge Ball Lightning (which is unfeasible for Brute farming) still takes longer than the animation times of whatever other powers you're using. I guess that's when you sneak in the Embrace/Build Ups/whatevers? I'm not sure what to do with unlimited budget builds now. The good news is that it's cheaper to get into farming on the ground floor since all those Lord of Winter sets aren't really necessary. PS. Blaster farming sucks. Half the mobs run when you hit them with your first power. PPS. I hope everyone has your Tank farmer ready to go because Brutes are on death's door.
  5. So you just want Tanks to be unilaterally better than Brutes? That's not good design. In fact, it's the design this entire change was made to rectify, but instead is reversing.
  6. I'm not sure how you play, but that's how I play. Why make changes that make this common scenario re-institute the problem it's trying to fix, but just swung to a different overpowered AT. Tank target cap cannot increase.
  7. And with actual gameplay numbers which will always be at the damage cap: (Rage is irrelevant) Tank Foot Stomp 16 * 1.42 * 0.90 * 5 = 102.24 Fire Ball 16 * 1.1928 * 0.80 * 5 = 76.3392 Total 178.5792 Brute Foot Stomp 10 * 1.42 * 0.75 * 7 = 74.55 Fire Ball 16 * 1.1928 * 0.75 * 7 = 100.1952 Total 175.7452 Tank wins. Tank wins on the worst possible option of a set with only 1 AoE. Tank wins even more on sets with more than one.
  8. So, all end game content then? The most common scenario where any caps matter at all? This is the scenario you need to not allow.
  9. Ok. Brute damage scalar is .75. Damage cap is 7. Max targets is 10. Tank damage scalar is .9. Damage cap is 5. Max targets is 16. Brute single target = .75 * 7 = 5.25. Tank single target = .9 * 5 = 4.5 This is fine. Brute does more damage. Brute aoe = .75 * 7 * 10 = 52.5 Tank aoe = .9 * 5 * 16 = 72 Tank does more damage. This is not fine. Nothing either AT can do to change those as they are maximums. Max target increase on Tank powers is the only part of the Tank/Brute changes that is objectionable. There should not be a situation where Tank has both better damage and better survivability than Brue, else we are just back to this boat where one AT is objectively better than the other. This is especially a problem because hitting maximum number of targets is the most common scenario for anyone also working hard enough to reach damage caps, eg any high end gameplay.
  10. Use rune of protection in sorcery also. You can always have one of the two up.
  11. If the current aoe changes to tanks goes live, there’s no amount of work a brute could do to out damage tank. It’s mathematically impossible.
  12. I hope they do remove those. That change is what would obsolete brutes instead of the damage ones.
  13. Can Force Feedback proc in powers that have Sudden Accelerations' Kb to Kd?
  14. Regen on tanks would be a trap, not good.
  15. Why would you want to take longer getting to the roll?
  16. Drops are entirely random. Don’t try to invent a pattern to it.
  17. Will Tanks be better farmers than Brutes after their changes take place?
  18. I approve of this twice: first for the message and second for learning I can use robots again.
  19. Ok, welcome to Ignore. You have nothing useful to say to the CoX world.
  20. Prove that's useful in actual play over a Blaster who just kills things.
  21. Better defense than sentinels actually. They have .7 scale on armors
  22. This is what I meant. You don't actually intend to use Power Blast or Power Burst. Why have them.
  23. I don't think Range increases size of PBAoE.
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