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Thornstromb

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Everything posted by Thornstromb

  1. I'll throw in my 2 cents, though i have little true mechanical knowledge of the game as I am a filthy casual. Which feels to me like exactly who the changes are "supposedly" harming? Regardless, I'd actually feel more inclined to support a clearer distinction between Tanker, Brute, and Scrapper. As a Casual, they don't feel very different aside from stat distribution, which limits them. In fact, as a "Casual", I feel more inclined to Brutes as a "Im a tank that can do damage!" thing. I think it would make more sense to lean into all of that, emphasize lower overall damage on tankers, more AOE capacity, while brutes have higher single target damage and aggro holding. And scrappers need something like Stalkers: some altered powers that make it clearer that they cant rely on tanking, sacrificing some defenses for more offense. I'd suggest bonuses related to overall anti-control. maybe attach an effect to Critical Hit to match Blaster's Defiance defensive aspect (blasters can always use their early powers even while mezzed) and make them take only half effectiveness from movement control? (Clarification: this means snare potency on the scrapper is halved, and stuns and immobilizes act like snares instead. Stuns still prevent scrappers from attacking unlike blasters, but its impossible to stop a scrapper from moving into attack position.) Brutes should have higher recovery/regen rates overall, to fit their "keep fighting" mechanics and style, while tankers should have overall higher capacities. Brutes should be more responsive to healing, Tankers should be more responsive to enhancement ie buffs. Again, just my Filthy Casual 2 cents. Addendum, as I realize some might misinterpret: The "Half Potency" idea effects the actual strength of the movement reduction on the scrapper after it is applied. Actual mez stacking/strength/magnitude is unaffected in any way, only the final result is halved.
  2. Title says it all. Note: I don't generally select Lore powers in advance, due to how variable they are and how little they directly affect a build. (Edit: Hooray for my face being dumb, here's the file attached instead of trying to display in post.) Gammathorn - Tanker (Radiation Armor - Radiation Melee).mbd
  3. thanks for that. it appears i was using the .fandom wiki which is.... well... crap. the paragon wiki is far more complete, and actually lists the accolade conversions. Thanks for the time.
  4. but for example, Invader on the villain side has a 5% hp bonus. its hero equivalent, Stouthearted, has no bonus whatsoever. so what happens if i switch?
  5. This post regards 2 things: 1: ive been told that the paragon wiki is still accurate regarding accolades, save for those granting cosmetics (which are all unlocked by default). Does this include the accolade bonus powers and passive buffs? (note, i already know a few are available form the P2W vendor) 2: if so, what happens if i get a bonus-granting accolade and then switch sides via the morality system? i know some badges "change", but are accolades affected, and if so.... yeah. kinda want to know now before i put the effort into getting Invader, as ill eventually swap this Arachnos Soldier to hero.
  6. thanks for the info!
  7. so no costume piece recipes?
  8. As the title says.... how many are there now? how many accolade bonuses are achievable, how many costume pieces are unlockable... that sort of thing. a huge amount was formerly associated with store purchases or event rewards. Anyone got a list?
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