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DarknessEternal

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Everything posted by DarknessEternal

  1. Easy fix to sentinels: 1. Increase damage scalar to Scrapper. 2. Increase defense scalar to Scrapper. 3. Stop pretending range is something you can force into actual play as exclusively beneficial.
  2. Show me the screenshot of you having done every story arc and task force in the game.
  3. This thread should actually be abandoned. The topic relevant to this thread is already covered and answered. There is no smart agent checking to see what you're doing that influences drop rates.
  4. Homecoming has a system to prevent inflation already. It's called Reward Merits. Their changes to those effectively limit the cost of things in influence because if things become more expensive than their merit/time ratio, people will use that. It does not have a drop throttler.
  5. It’s all in your head. No such thing exists, you’re just trying to make a pattern out of randomness.
  6. Any chance some brave soul will consolidate the times (and builds that go with those times) into something more readable than a 20 page thread?
  7. My suggestion is to not use Electric Blast on a blaster. It's the worst set in the entire game.
  8. Clicking on the game window switches which monitor it is displayed on. This happens every time, so I can't actually do anything except keep moving it to different monitors.
  9. Yes, why aren't you? Well, that's hyperbole. I'm only at the damage cap from half way through the first pull until the end of the mission.
  10. The upcoming Fury change does not change Brute damage. Brute damage will remain exactly the same at 700%. You'll just need 1 fewer of your infinite number of red inspirations to get there.
  11. Yes. Especially if you shift into sets with even more AoEs.
  12. Completely irrelevant. I can make a new maxxed out guy in a few hours and I have no emotional attachment to any of them. If these changes go live, I'll just make a Tank farmer. If you want an example of power creep though, that's it. One patch and one AT makes another completely irrelevant. Is that really the direction you want this game going down?
  13. I agree the damage buff is necessary. My contention is with the target cap. When one AT is hitting 16 guys and every other AT is hitting 10, you're going to have a problem. The current numbers are just not acceptable.
  14. This will have absolutely no impact on the current problem of Tanks doing more damage with AoE attacks. They will still more damage with AoE attacks no matter how much Fury a Brute has. And for those of you who just don't understand why increasing the target cap is a problem, Tanks will now clear maps faster than BLASTERS. Remember how bringing up Blaster damage is what caused the Brute nerf in the first place? Let's hope it does again with target caps. Everything else about the Tank change is fine. Target cap increase is a multiplicative effect that is not properly being accounted for in the current state of this change.
  15. So? I use red inspirations as soon as I get or convert them and I'm always over the live brute damage cap. Do you not use inspirations? Is that the source of this disconnect? Am I the oddball because I only use red inspirations and I never save them?
  16. Why do you think this is true? It's certainly not my experience of how the game plays. Damage caps and target caps are trivial.
  17. Did you not read the rest of the post where I pointed out how Fury makes zero difference?
  18. 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.
  19. 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.
  20. Why wouldn't they? It's trivial to constantly be damage capped solo.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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