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Xanatos

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Posts posted by Xanatos

  1. 4 hours ago, ShardWarrior said:

    You mean other than some people finding it fun?

     

    Incarnate characters are supposed to be powerful.  Read the text from the Mender's arc where it says people touched by the well were god-like beings.  Your character is on that path.  The problem is not incarnate abilities.   The problem is the lack of incarnate content.  Unfortunately, the game was shut down before more challenging content designed for and balanced around incarnates could be added. 

     

    There is nothing stopping anyone from forming "no incarnate powers" teams.  Seems to me there are enough people on here who feel the same way.  Why not use the available tools to form a SG/VG, invite each other and team to run whatever content how you like?  That gets what you are after with zero development time required.

     

    You didn't answer my question.

     

    Explain to me why judgement is a net-positive addition to the game.

  2. 6 hours ago, ShardWarrior said:

    No thank you. 

    Why does every player, regardless of AT, need a nuke when teamed?

     

    Judgement is the dumbest addition to the game since travel suppression / heal decay in PVP. (Two things which were, thankfully, removed from zones.)

    • Like 1
  3.  

    1 hour ago, Monos King said:

    [T]eams at the high end (where this thread truly hopes to make a difference) do not even need obey the  tank go first meta that you have earlier mentioned. Once the buffs are on, it is now DPS death for everyone via nukes, glancing AoEs, and incarnates if they even need those[...]It is simply unnecessary to wait for [tanks] due to how self-sufficient and powerful each individual already is.

    Speaking as someone who plays min/max blasters that can solo +4/8. I like it, when teamed, when Tanks "bunch" spawns ahead of the one being killed. It makes my AOEs hit more enemies as they are closer together. At no point am I ever waiting for the tanker to gather anything...he/she's doing it while I'm killing a different spawn.

     

    Would another blaster wiping out the second spawn whilst I wipe out the first spawn be more effective for the team? Of course. But if it's a Tank I'm teamed with at least he/she serves a purpose in the spot that blaster would have otherwise occupied. Right now, controllers don't even do that IMO.

     

    My bad on the knockback thing. I meant to say Force Bubble rather than Repulsion Field. (Was thinking of reverse-repel rather than reverse-knockback.) Obviously a KB affect would be OP. I like your idea of making it function like a pet go_to/pseudo taunt.

    • Like 1
  4. 44 minutes ago, Zeraphia said:

    So this is an interesting and IMO, a fair analysis. I do view Taunt as a form of CC, because that is what it is, you're controlling the crowd and how it behaves/interacts with you and your teammates. I do think Taunts actually belong to controllers, and I can indeed agree with this actually to make them stronger. I would like to see this done in a way that doesn't "out class" or "out shine" Tankers/Brutes themselves, but I think giving them some actually beefy resistances/defenses, the ability to taunt/group properly would indeed be a wonderful buff for them. 

     

    I'd avoid giving controllers any sort of taunt or aggro management. That should help avoid them overshadowing tanks/brutes. Their mezzes serve the same function, anyway.

     

    @Galaxy Brain - Stop skimreading my posts. I already explained where the window for controller controls would apply in  min/maxed level 50 teams.  I'll break it down, again, to make it easier for you:

     

    Team starts fighting Spawn 1

    Controller bunches Spawn 2

    Controller mezzes Spawn 2

    Team starts fighting fighting Spawn 2

    Controller bunches Spawn 3

    Controller mezzes Spawn 3

    Team starts fighting Spawn 3

    Controller bunches Spawn 4
    Ad infinitum

     

    The controller is always playing one spawn ahead. You know., the same way tanks play in the  min/maxed level 50 meta. (You...do know how tanks play in the meta, right?) Except keeping enemies off-of team-mates with mez, rather than by taunting them.

     

    The two suggestions I outlined allow for the controllers to survive the alpha, gives them tools to bunch with, and allows them to use their mezzes/primary powerset. My two suggestions solve the problems with regards to controllers in the current meta without making the game more tedious for everyone else. (I.e. by nerfing powers, or buffing enemies.)

    • Like 2
    • Confused 1
  5. 3 hours ago, Galaxy Brain said:

    In my OP, I showed how strong just your average AoE is. The problem extends beyond judgement.

     

    The team setup in your OP does not apply to the majority of teams at 50. So any conclusions you draw from it lack a wider application. Sorry.

     

    That said, your observations do apply to min/maxed level 50 teams. Which is where the conversation should focus IMO. (I.e. No suggestions for changes that will impact casual/regular/bad players. Such as buffing bosses, nerfing AOE, etc.)

     

    1 hour ago, Replacement said:

    In a vacuum.  I would like to point out GB is, in this very thread, pushing for mez buffs.

     

    Buffing mezzes...whilst making them miss more? Pointless.

     

    Anyway, the problem isn't the strength of the mezzes. The problem is that the controllers aren't given the opportunity to mez in min/maxed level 50 teams when everyone is playing optimally. It doesn't matter if your hold is mag 3 or mag 5000 if your min/maxed level 50 team-mates are AOEing everything to death.

     

    2 hours ago, Galaxy Brain said:

    Well, they sort of are when you want to boil down why certain sets "suck" and why the "game is too easy"

     

    No-one finds the game too easy.

     

    Some people dislike that others find it easier than they do, though.

     

    But that's just your usual casual-player-whining-that-the-min/maxer-is-better-at-the-game rhetoric you find on all MMORPG message boards.

     

    Anyway, academic. Not relevant to whether controllers needs buffing or not.

     

    ----

     

    While I'm still unconvinced that there is a surplus of AoE damage and that said surplus is a significant problem to the majority of non-min/maxed level 50 teams. (Outside of Judgement, which I consider to be one of the worst things ever added to CoH.) I can still see that controllers are probably due a buff that will allow them to contribute to the level 50 min/max meta. Controllers are one of the most popular ATs, and it's not fair they are left out.

     

    Let's consider the current min/max meta at 50:

    • Damage
    • Support (buffs/debuffs)
    • Tanks (take the alpha, group the next spawn)

    Controllers do Support already. Damage isn't their role. So maybe something that lets them "ghetto tank" with their primary would be the best way to fit them into the meta? Like so:

    • Controllers taking the alpha - Give controllers something akin to the blaster buffs - higher HP cap, more survivability, etc. (They will still be more squishy than tanks, but their controls should help mitigate this.) Although I'm worried doing this might start a slippery-slope for Defenders/Corruptors/Dominators all getting something like this.
    • Controllers group the next spawn - Give the T1 controller power the ability to "bunch" up a spawn. (Similar to how tanks do). It would work like this: You select one enemy in the group with it, hit fire, and the result is a reverse propulsion-field. Every other enemy in the group is drawn to the target for a second or two. (Long enough for the controller to get off their AOE mezzes.)

    So while everyone is AOEing spawn one to death, the controller is prepping spawn two. Their bunching and controls helping to streamline the damage-train, much in the same way tanks play in the current meta. This would make controllers very welcome in min/maxed level 50 teams IMO. (And would also make them more useful in regular teams!)

     

    Benefits of this idea are that it doesn't add to the AOE damage creep, it doesn't make the game harder for everyone else, and it doesn't nerf anyone.

     

    Thoughts?

    • Like 2
    • Confused 1
  6. On 6/22/2020 at 11:55 PM, Galaxy Brain said:
    • Increase the base HP of Bosses/Elite Bosses by 20%. This would require 3/6 8 man cycles at +0, and 7/13 cycles at +4 for your normal AoEs to wipe out these targets, while allowing ST DPS to shine as you can still take down these tougher targets faster while the AoE specialists wipe Minions and LT's and still contribute
    • Give Bosses/Elite Bosses inherent AoE defense. Not sure on the number here, but maybe something like 15%ish sounds right to allow them to sometimes just flat out "deflect" the AoEs that wipe out their underlings, and over time allow ST damage to shine brighter against them

     

    First idea would make soloing and casual/unoptimized play more difficult. This would negatively impact the majority of players. /unsigned.

     

    Second idea would make controller AOE mezzes weaker. This would make controllers even more irrelevant at level 50. /unsigned.
     

    IMO the first step to fixing the surplus of AOE damage at the super high end (assuming that it even exists in the majority of level 50 teams...I'm not sure that it does) is to either remove judgement, or have it greyed out when teaming.

    • Like 3
  7. Hail of Bullets + Incendiary Ammunition is still broken. It does much less damage than it should be. (Less than with it switched off!)

     

    Seems like the additional damage from Incendiary Ammunition is REPLACING the standard lethal damage, rather than adding to it.

     

    Thread below has more info. Have tested this on my own DP blaster and can confirm it is accurate:

     

     

    • Like 1
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