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SwitchFade

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Everything posted by SwitchFade

  1. Have you read the power description? And, where are you getting the 100% chance info from? I'm curious.
  2. Heh, my 50+ water/SR does really wall at soloing +4/8 quickly. Tough, ignores alpha, carries a group by nuking every group. Blaster level damage? No, but the value of effortlessly consistently laying waste is all the fun. I regularly run farms and drag 7 other people with me. First in, first to Nuke, wipe all the minions and the lt's at 1/5 health. I frequently get surprised reactions from anyone I team with on just how powerful the toon is. Especially when brutes are going down and I'm in full on SentLock. Sorry it didn't click for you. I agree sents need some polishing, but I will say that Water/SR is magic.
  3. Method? I prefer the Socratic Method. And cheesecake. I definitely prefer cheesecake. Nerf Regen. And brutes.
  4. Hmm, that IS interesting, then. I wonder how we can get confirmation that it's 100% and description wrong, or chance? If itsb100%, is that a bug or intended? Maybe a Dev can tell us the intent?
  5. I'm pretty sure it is a chance, also.
  6. Hi. You have 3 threads now all with the same topic, all getting the same response. Look, tanks will always be able to aggro strip brutes. By design. In the other threads many responses posted why, and how, it works this way. A tank, with auras and attacks, will out aggro you. That is how it should be. Now, the other new info you have here, about losing aggro to non tank types, warrants testing. You'll have to playtest it and provide specific details for devs to investigate. Keep in mind that there are certain powers that have dramatic threat level, like debuffs. And heals. Also, fury generation was changed, this was also mentioned to you in other threads. Fury is not the same as love, it's stupidly easy to hit 80-90% and stay there without min aggro.
  7. I'm sure you're familiar with the conflict in the area from 63-69? Soviet land abutted Afghanistan during the insurgency in belochistan, Soviet military would regularly train, equip assist and in turn learn from the guerilla tactics used there. Soviet special forces, in turn, took these tactics to other proxy wars such as Vietnam. The round was deployed in the field as early as 1968 for testing, where they used it in different configuration for development purposes. It didn't magically spring into existence and was tested in the field. Theround was entered into service in the early 70's. Notice, I didn't say the war the Soviets had with Afghanistan I said learned in Afghanistan. The cold war had many such proxy wars in the middle East, this just happens to be the prime area where the round was being tested. I digress. Rapid thread hijacking and all this is public domain, feel free to research it. Snarky time travel quips are a bit uncalled for, eh?
  8. The 5.56mmx45 was developed in the 50's, but the 5.56mmx39 "Soviet" was introduced in the 70's, along with the ak74. This round, profile, weighting and characteristics were developed to defeat body armour, create drastic wound channels and incapacitate. The round was developed with specific boat tailing, jacketing, weighting and a nose profile that created a tumbling effect that enlarged the wind channel. It has higher velocity than the 7.62mmx54, the regularly (in the 60's and 70's) used 5.56mmx45 nato variant and other such rounds used by American forces. Soviet military strategy of the time, especially those taught to guerilla fighters, such as the NVC and Viet Cong, relied heavily on maximal effect for minimal effort. One of the ways this was achieved was this very round (who's predecessor was developed for increased ammunition carry) to wound and incapacitate, forcing field medics and allies to respond, presenting more targets and reducing fighting forces exponentially. Further effect was the increased number of patients at MASH facilities, overwhelming them. Field reports from enlisted men routinely documented enemy forces that would attack individual targets and leave them wounded, but not dead. Anyone responding to help them would also be wounded and left. American forces began to loath going into the field from FB's and forward operating bases, because of the morale impact. This is the nature of guerilla warfare, one which the Soviets learned in Afghanistan, and put to use in Vietnam. This is all well documented fact.
  9. Well we'll. Thanks for the vitriol. You have no idea what you speak of, but I welcome you to research. And assault rifles are not precision weapons, fact. Again, please avail yourself of the knowledge that is at hand before you type text such as this.
  10. OP, go to RWZ, do Gausian's arc... And fight the Rogue Vanguard on +4/8. Seriously. After that, you will be relieved to fight nems
  11. What AR actually needs is distinction. DP has ammo swaps, AR needs something of this flavor or a power that gives splash AoE to all attacks. Assault rifles are notoriously inaccurate have high velocity penetrating rounds. They are not precision weapons, they're meant for suppression and excessive output. For instance, the 5.56mm round was created intentionally small and jacketed so that it would penetrate body armour without fragmenting, leaving the target alive and incapacitated, screaming in pain. It demoralized healthy troops who witnessed and they attempted to rescue the not dead soldier. Think, you shoot one person, he does not die, 2 come to help him. One round, 3 men stop fighting. So the point is, it should just mash things, splash damage, stun, DoT, fear so forth.
  12. Sorry, no vote, leave Nems as is. The game is face-rolly enough, no need to make every group family/warrior omgroflecopter easy. Nems get veng, Malta resist and suck end, rikti mez, carnies... Just suck, but that's good... Longbow wreck you, KoA slow, arachnid just blind the holy fuxorsauce out of you and mindmash... So on. Tactics (literally and figuratively), yellow candy, lower diff, recruit help... It's all a Nemesis plot.
  13. 50+ Earth)storm controller here. Tornado is the Bomb Diggity. Take, slot it with io sets and the KB>KD io, instantly transforms the power into a big dps power, an aggro tool, so on. Tornado with KB>KD is a must have on a stormie.
  14. It actually has been requested a bunch, not sure about the answers. Would be cool 😌 Stalker whips i particular, I can imagine the AS... 😁
  15. Quants are pretty simple on a WS. You get the cone stun. Open with the stun and pile on. Dead before they can react.
  16. Just to be clear, even not taunting, a tank with auras and attacking is going to aggro strip a brute I most situations.
  17. Situational. If you taunted and attacked first with auras on, then the tank would need to double your threat to steal aggro, in that moment. Like this, You attack first, full steam, tank comes in, you keep aggro for the first 15-17 seconds. You then lose aggro. Why? Duration. Other scenario, you are using full kit, tank is not, you can eclipsed tank threat so you get aggro. So the point is, tanks modifiers and values will eclipse brute threat. You may grab that aggro initially, or you may hold it when the tank lets you, but full steam, not possible. Most tanks spamming attacks and aura is greater threat generation than brute. Also, memory is a funny thing. Think, as a brute you're used to rushing in ahead of a tank, so you lay down taunt and threat attainment first. It takes time for the tank to pull that off you, but as a brute you killed them before that could happen. So, it's always been that tanks can't be readily aggro striped, you probably just got there first before and had the perception that tanks couldn't get aggro over you. They could, but you were just quicker. If I run with a brute, NOPE I'm in first. Now, tanks are even better at aggro control. Also, read the thread I posted for math to why.
  18. I was sad when this went through, as I (selfishly) think that invuln should have retained the 17 seconds. It was a major reason I loved it so much was the aggro capability. I do feel it should keep it due to how invuln works, layered defense, but I accept it was changed. Invuln is still great.
  19. That won't happen, by design. Tankers have higher threat, higher mag, higher multipliers etc than all other AT's AoE gauntlet, plus auras, plus attacking, plus debuffs they may do, you cannot out aggro a tank at full steam. Never could, never will. That's a Tank's whole purpose. You can't even build to do that, because the modifiers tanks have are higher. Just like you can't out damage a blaster at full tilt on any at, you can't out tank a tanker.
  20. Read this thread here on the forums. Pay particular attention to @Sarrate as the posts given from this member will help you understand how to build threat and gain aggro
  21. In a meeting I'll reply later with exact working, but in essence the multipliers for tanks are higher. Their threat level and their mag are higher. They get AoE on punch. They will always 1:1 out aggro anything. It's built into the AT you can't build a brute to out aggro a tank, if the tank is above lvl 25 and has even level SO's. Think of it like this: blasters cannot Be out damaged 1:1 build, in an SO environment, because they have significantly higher multipliers. The same attack at 100 base damage on anyone else is not nearly as high as on a a blaster. If you want to build a brute to aggro strip a normally built tank, the best you could achieve is maybe stripping aggro by a ratio of 30%. Math later, sorry, meeting.
  22. To verify this as a bug, or broken, we need specifics. What sets? What map? What io's? What levels?what auras? What MOBs? There may be a bug, so give as much info as possible. But I will tell you, a lvl 25 so'd invuln tanker will have his full aggro kit, so he's gonna start stripping your aggro, cuz invinc+attacks. Tank mag+duration. Now, pre-invinc? Now you have a case. Another example: Earth tank mud pots (I think) will always out aggro a brute aura. To find a bug though, give us details and specifics so we can investigate.
  23. Tanks have always had better aggro management capability. As an invuln tank, I could always walk up beside any brute and start aggro stripping them. Invuln could aggro strip other tanks, in fact, previously. In rare occasions I sometimes momentarily lost aggro for a few seconds to a blaster, but the MOB would always revert. If a brute was using taunt and punchvoke and auras, back on live, and was there before me, they could keep aggro of certain targets, but my taunt mag and duration would eventually supercede that and I would attain aggro. This is by design, because tanks, in an SO environment, are much more survivable than a brute. Brutes can become as tanky, but it takes investment. In essence, although brutes and dwarf form can "tank," and some scraps, an actual tanker will do this better, by design, as has always been and rightly should be. The AT is the primary Tank, so it should tank better than all other tank type tanks. Tanker tank will out tank other tank tankiness. Why? Because we are tankers and we sacrifice other things to get it.
  24. Strange, this post is almost identical text and vernacular to another post from another screen name "Kokonatsu." Are you posting on multiple accounts? Also, brutes should not have as high aggro management as tanks. But, aggro pulling doesn't quite work like this, it's about mag and duration, so pulling aggro off a tank who initiated taunt is going to be hard for anyone. Try initiating taunt first, usually the tank can't pull aggro off you. The taunt issues had nothing to do with tanks vs brutes, it was an aura bug.
  25. すみません、ちょっと。。。ここはだいじょぶです😁 Look over the patch notes, brutes will be better than before, their fury building is easier now. When a brute and tank are on a team, they won't conflict, because your fury building is easier now. Tanks should have a bit better aggro management, but now that doesn't hurt brutes. Play test it, you'll see bruting is easier now. There was an aura bug, that is fixed. Also, your name *almost* means "Summer's here!" So, if that was intentional, well played! Nice name. よろしくお願いします!がんばって!
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