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SwitchFade
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Everything posted by SwitchFade
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I wonder if that love you speak of... Is tainted.
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Sorry, i no vote almost all requests for basically making this an instanced only raid type game. The beauty of this MMO is the explorable areas, the co-op, the travel. It's already so easy to basically never set foot outside base and just go mission door to mission door. I'm not saying nerf anything, but no more instant gratification, afkarena, type changes. Sorry, I whole heartedly respect you and want you to keep bringing up ideas, but no vote on more convenience changes that change the game from it's beauty.
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Patch Notes for February 11th, 2020
SwitchFade replied to The Curator's topic in [Open Beta] Patch Notes
I hope test soon™. Sadly, work has precluded me from much hero duties. And wife. And... Stuff. Also, any feedback on the increased "harrassed" causing foes to flee from everyone? It goes beyond tank classes, all my AT's cause MOBs to go on a pilgrimage.. ありがとうございます。 がんばって -
Patch Notes for February 11th, 2020
SwitchFade replied to The Curator's topic in [Open Beta] Patch Notes
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Uh, I think you may be misunderstanding, Mez protection is superior. Mez resistance is merely reducing the time one is under effect. There would be less of an issue adding resist to a set than protection in terms of balance. Mez protection renders one immune, so long as mez protection has higher mag. Mez resistance is generally useless to build for, as even 100% resistance merely halves the time of duration. For example, if I am held for 45 seconds and have 100% resistance the hold time is 22.5 in this scenario, which = death The reason tanks get protection is it is superior, and mez resistance is then superfluous. All of which points to passive mag resist as questionable, at best. In a toggle? Sure.
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Patch Notes for February 9th, 2020
SwitchFade replied to The Curator's topic in [Open Beta] Patch Notes
If i may inquire, would a seperate detailed patch note regarding tank/aggro/proc/taunt changes be forthcoming? We would be most appreciative! Of course, time allowing, and thank you again. -
OP, I think you need to let this one go. It seems you know what a MOB is, in MMO terminology, then you most likely know enough to decipher game stats. And, should the advice I gave be taken, "if you don't understand test, test again, click on everything," you would have discovered what we all did, back before anyone could give us answers. When I was unsure of things like this, I play tested, and figured it out, I mean, that's half the fun of the game! Also, just in case there's confusion, a MOB is short for mobile, a computer controlled character/NPC. And, NPCs are part of the game environment, as there were two distinct aspects to gaming in MMO, players and environment. For example, you play in PVE when you play vs the AI in "Player vs Environment." As opposed to PvP, or "Player vs Player." So in essence, the power description is CORRECT, and you are actually in error. However, it's understandable you may not know all this, but the fact you're saying you know how defense in games works and using terms like MOB indicates otherwise. Were people snarky? Maybe. Were you, MAYBE. So, let it go. Also, be careful when you say snarky, cuz Snarky might show up and post!
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Side note, after reading your OP again, where you mention the tank needed help to not die from herding a map... I needed no help, my tank could do it alone. All other members of the team were window dressing. True, it was an invuln tank so it's not like I was arresting baddies particularly fast, but I needed zero help to herd them and then eat Cheetos. Fire tanks? Easy. Herd, run, burn, they die too fast to do much damage. Not sure you were running at that stupidly broken level, but it became so prolific it was clear even to the main tanks.
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1. It's evident that higher difficulty or challenge is not the true desire, but a thin veil for omgherding, because it's been clearly demonstrated that raising aggro cap will just result in tanks being the end game again. To be clear, my tank could continue to brutalize an unlimited number of foes because very simply, even 100 or 1000 MOBs could not sustain enough damage before dying to get anywhere near eclipsing my mitigation. 2. Your explanation here of what you want is exactly how the game is now. You and 7 others go run into the bowl of the mother ship and watch how each person will take aggro, exactly because of the limit. You want to run in to a room and have 1000 MOBs attack you, if you're alone, and then if you are with a teammate, only be able to keep the attention of... 17? 30? 50? Essentially that's live, now. Run into a room with 143 rikti on a team of 8. All 8 take aggro. Difference? Sure, when your alone on the warrior map, you can herd the whole map so the net change is you get to dumpster herd again. So, the desire to change aggro cap as you have described is... So a tank can solo herd a map. 3. Because the tank could survive this, you now turn the game into "tank required," for one reason, the difference between a tank and a not-tank; where the not-tank is floored in 5 seconds. There would be NO middle ground. A happy casual team of 5 buddies go into an outdoor Hydra map, and they have no clue how to build a team. Few concept builds, poorly slotted... One or two blasters, and maybe a peacebringer with no idea about how to macro tray swap... Yeah, picture it. Get too near a second group... Run for it! Third group... Wiped. Or, maps where MOBs have increased perception? Spawn wiped. Gg, hosp it and abandon mission. 4. If you're playing 60 feet back from the tank... 'nuff said. My sentinel, scraps, controllers, defenders are all alpha absorbing machines, in BEFORE the tank. In issue 3, when this was how the game was, if the tank slipped up at all, or a blaster got excited, instant kill of the squishy, because there was no limit to how many would aggro him. There was no middle ground. You either run low diff, or tank diff. Further, due to aggro mechanics that cause MOBs to instantly target defenders, controllers and all support, those classes would be insta killed. I'm sorry, but for more than a dozen reasons this is absolutely a hard no vote. Unless you roll the entire game back to issue 3.
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Further reason to avoid acro: Mag 7 KB protection is 3 points of useless. You either need 4, or 11, which is why for nearly all content 1 KB prot io is perfect. Two mag 4 casting bosses will break acro. Only in pvp will you see more, and then it's huge, 20+ in high end builds. The power, like most pool powers, for some reason were neglected during live.
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Acro was basically required on anything squishy for the KB pre invention. Since io's, it's superfluous. The mag 2 stun protection is offers is useless about 85% of the time, as next to no NPCs have mag 2, it's mag 3 and up. The cost of the toggle vs the end and pool pick it consumes is a terrible choice when the few breakfrees that are pretty standard in everyone's tray and a single io with KB protection are the same.
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Uh, no thanks. I don't want to be locked in to one, the point was to have customization, make them all options for all sets.
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This entire debate is theory crafting in a void where the past has yet to exist. Issue 3: herding entire maps was common. And fire tanks did it, the squishiest tank. My invuln tank in issue 2-3 was no where near as tough as he is now and I could herd the whole Dreck map to a dumpster. Regardless of what anyone thinks, Ed, GDN, purple patch and resist value changes on tanks were eclipsed long ago. Attacking normally, my tank has nearly 90% resist all with 45% defense to most. And my regen is higher now. Bottom line, if you remove aggro caps I'll still be able to lolafk a map If 4 GM's can't kill me while I laugh, then a whole map of council won't.
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I'm pretty sure Frank Castle didn't whoop ass by doing the Magical Spirit Hand Waving Cheerleader Dance of Joy 😁 you'll see what I mean when you watch the animation for the T9. Fear me, I'm pretty! Katana.
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Fix for endurance issues on low level
SwitchFade replied to Darkneblade's topic in Suggestions & Feedback
And to be completely fair, the first response post was mine that said no, and the reason was that there were numerous other threads that hammered this out and to go look there for solutions. So many people now try something, instantly go "uh, this must be a suck!" And then come and post how they want it fixed. Versus, "hey, I have no end, what am I doing wrong? I'll go research." And each time, I'm like a librarian, "yes, yes I see you think it's the suxorz and I'm glad you brought it up, Dewey decimal says that in aisle 4 under 1337.1 is a while bunch of research. Go jump in and benefit from all the people who experimented and wrote it down." The OP could be self motivated and not assume the game is wrong. -
Oh God! Shamans lost their underwear
SwitchFade replied to Replacement's topic in General Discussion
You fiendish knave! Look away! -
Sorry, what you're saying doesn't make sense. Regardless of what the power's description says, if you click detailed info you'll see what the power DOES. It adds defense to you. And you do know where it comes from, it comes from THE POWER. By taking the power you get the effects shown in detailed info. Even if the power said: "you get super-duper defense granted to you by the glowing eternal space ninjas dragon force of the order of the flaming fireballs that oppose robot dinosaurs that are named captain kilblainian" By clicking the detailed info it tells you defense vs cold, ene, neg ene, fire, smashing, lethal, etc... I get the description is not specific, but the details are. Sure, change the description, but if you spend time trying to figure it out, you'll answer your own question. The way I figured it out was, back in issues 1-23, trying it out. Trying again and clicking everything and reading and taking my time inspecting.
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Detailed info shows the %'s of resist, acc, damage, etc
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See my above post. Sometimes, if I don't understand something, I keep trying to figure it out. I prefer this to giving up on the first attempt.
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You know, you can click details, for the in game metrics of what the power does, and it'll show you what it is doing. So, regardless of what environmental means, you can see. Have you tried clicking details? It's informative
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Please try not to be so condescending and dismissive of other people's concerns. Their views are just as valid as yours.
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Hmm. Buckshot at a barn door from 100 meters. This is a pretty huge spread of a question. Katana pairs well with anything. I have a katana SR scrap, loads of fun, near unkillable, tons of damage, higher single target, and decent AoE I have 4 WP scraps with different mains, all very strong. WP on scraps is set and forget. Built properly, very tough and good Regen. You can't go wrong with any of them, I recommend try all three to lvl 20. If you're time limited try 2 of 3. Be aware that katana on tanks is wider AoE so, different flavor. If you want huge front load damage at many time, scrap. One shot kill +3-4. If you want aggro control, brute and tank. If you want more aggro than damage, tank. More sustained manic damage by running group to group, brute. Brute will take more cash to get to tank level tough, tank will tough it on the cheap. Scraps kill fast to balance the slightly less Toughy with cheap builds. Now, go forth and Alt!
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Martha forking thread neeeeecrooooo! Please, give us back "aaaaAAAAAaaaahhhhhh!" For male tanks. No more hrrrrrrrr!
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Disagree, not a good place to add it. Not even tanks get passive stun protection.
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Fix for endurance issues on low level
SwitchFade replied to Darkneblade's topic in Suggestions & Feedback
I have never been in a dfb or dib, I loathe AE and never use it. I level by story arcs, missions and contacts. I have toons from every AT and most powersets, and end is really not an issue, not because I buy specific io's but because, like I am sure you do as well, I have fun, play, learn and adapt. Through experience I have overcome the end problems there were self inflicted. Honestly, this is more operator error on the OP's part.