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Uncle Shags

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Everything posted by Uncle Shags

  1. It's statements like this that has me scratching my head. Where is this coming from? Who are you even talking about? It's like there's this monolithic player in the game named 'Tanker' that has taken over the game, making every other choice obsolete. I'm quoting you, but you're not doing anything unique. It seems nearly everyone is doing the same thing - referring to this as an issue of addressing this mythical OP tanker that's terrorizing our neighborhoods, stealing our candy, and ruining the game. I've just been genuinely confused, because it's so disconnected from my own experience. I play this game a LOT, as tanks, and with other tanks, and I'm not seeing what everyone else is talking about. My tanks aren't OP. They're really tanky, yes, but they're damage is crap. And the ones I see in game are either doing okay, getting in the way, or make me want to get back on my tank. But they're not making the rest of the team obsolete. But I've finally got it. I've had a eureka moment! I think I understand. I don't farm. I play PUG mission teams. And this is about farming! Tankers are the best farmers. Tankers are the kings of the farming world and now there's a reaction to it! I finally get it. It all makes sense now. These OP Tankers aren't a thing in non farming content because their damage is a joke compared to a well built dps AT, and a good support team can make even a blaster into a tank. It's just solo farming where you need the ability to survive and do enough damage yourself! So here it is: The devs are making sweeping changes to an entire AT because of farming builds. Every tank I have and run with in the "normal" game is getting nerfed because OP farming builds have pissed people off. How disappointing...
  2. This is the part I take issue with. I think the more accurate statement is, "some tankers are overperforming." By lumping all tankers together as a homogeneous unit it legitimizes a broad sweep damage reduction, rather than changes that target the problems directly.
  3. In case you've missed it, there are changes coming to tankers in the next issue. You can check them out here: Tanker Changes Focused Feedback There are quite a few changes coming, but the big takeaway is that, when you add it all up, it will lead to a significant damage reduction. Please, feel free to copy your tanks to beta, do your own testing, and post the results. I've tested a few of my builds and it seems like time to clear is increased by up to 1.5 times. Or around a 25-33% decrease in damage. This stings for me. Quite a bit. The builds I tested are ones that I've spent a ton of time designing and playing, and obviously I'm invested in them. When I go into beta and see the difference it's pretty depressing. It also seems unfair, because my tanks are already on the low damage side, so I'm having a hard time understanding the justification. But rather than rant, or rage quit, or wallow in pity (although I'm not taking those options off the table, lol) I've decided to appeal to the tanker community for help. In order to stay organized and focused, I'll lay out my argument: 1. There are particular tanker powers and/or combinations of powers that interact with certain game mechanics that may be problematic. Gauntlet aoe, procs, rad/ss, etc. This should probably be addressed. 2. The changes proposed in beta will effect ALL tankers, not just the ones doing big damage. Lower damage tanks aren't a problem, so why is their damage getting cut by a third? 3. The proposed changes will impact low damage tanks more, because of some principle of math someone might help me with. Basically, increasing kill times from 2 minutes to 3 minutes is different than an increase from 6 to 9. The former goes from super fast to still really fast. The latter goes from slow to abysmal. I think these three points are true. But maybe I'm wrong. I'm biased, I'm sure. It's definitely up for discussion. So finally, we get to the point. Big brains in the tanker community, what can be done? Is there a better way? How can the devs make adjustments to high damage tanks without harming the low damage ones at the same time? Also, feasibility and ease of implementation is important, as resources are limited. What say you? How would you nerf tankers in a fair way?
  4. The author's premise seems to be that the patch doesn't mesh with the speed meta. That conclusion seems to be based on one change: seeds of confusion. They missed the bigger change to control (adaptive recharge) which speeds up control quite a lot, so I hear.
  5. Inv/SS Live: 6:00 Test: 8:00 Has anyone else done any testing? Replication would be nice.
  6. These guys are friggin rough! People on test were saying they are in live, but I've never run into them. I tackled them solo a few times and think I figured out some of their secrets. They get aoe+tohit from Psychic Battery and maybe fortitude, and end drain from Psychic Flow. Ageless solved the end problem, or, I think I may have been able to move out of the aoe for psychic flow. For the +tohit I basically had to cheat and pop purples... It took 100% defense to overcome their tohit buffs.
  7. Fire/BA tanker Live: 4:00 Test: 5:35 Tanky Crab (should be no change other than regen changes on mobs) Live: 5:00 Test: 5:05
  8. I did the Clear Speed Test AE mission at 0x8 on live and on test with my SR/DM tanker. Twice each. Live: 6:05 Test: 8:35 If you look at the thread linked below you can see other times. 6 minutes is really low. So I guess my question is, why is my damage getting nerfed by 40%? It was low already, now it's going to be pathetic. I can understand why a build that beats out other ATs for damage might need to be addressed. But what's that got to do with me? Can't we address the problems directly instead of hammering the entire AT indiscriminately?
  9. I too am disgruntled! Grarr. I have invested so much time in my thing that this change feels like a personal attack. They literally took off their white glove and slapped me in the face with it! And now people are telling me I shouldn't be offended? That it's only a small glove?! Well, it's still a glove! To the face! They have besmirched my honor! Oh, so you say I should be calm, unbothered, and not overreact?... Well howdy doo..! While I'm at it, I will take offense to this as well! Let's see how you like it. Here it comes...I'm taking off my white glove!
  10. The place I used to work had amazing parties. Potlucks for holidays and birthdays. People brought in amazing food. Then one day management ended our parties. One person complained and said they felt pressured into bringing in food. Rather than address it with the individual they punished us all. That's what some of these changes feel like. Sweeping changes to the entire AT in order to address a couple over-performing powers.
  11. It seems like it's some sort of fold space/ace cyclone effect. I haven't been on test to try it though.
  12. Nice try. You're not fooling anyone...
  13. Thanks for the help! Although, there's a part of me (the same part that came up with the name and backstory) that thinks I should leave it as is. True to my roots? Urgh...
  14. Dark/spines tank wasn't available on early live so I made a scrapper version. Loved the character and backstory but didn't like the durability. So the first toon I made on homecoming was the version I wanted to make 20 years ago. I didn't realize my global would be stuck as that first character's name. Now I am known globally as Explosive Pooh.....
  15. Needs more details. What level are you? What powers did you take/skip? How did you slot them? -1 should not be hard. Dark Armor is great and should provide more survival than you're describing. You'll be fine with either brute or tank. The difference in toughness and damage between them isn't that much. Although it sounds like you like the brute more, so go with that. Dark Armor is great. Titan Weapon is great.
  16. I use a logitec g13. Super old and hard to find, but awesome.
  17. My favorite is when I drop a full aoe rotation including nuke on a big group of baddies and wonder wtf they're still standing. Then I realize I just blew my load on a pile of pets...
  18. It could be worse. Word on the street is, when you go into negative for defense you're not only auto hit, you also hit yourself for extra damage.
  19. God I'm bad with math... So my napkin tells me to add the 50% to the 158%. 100% more would be double, so 200% would be triple. So 100 dmg becomes 316 dmg? I think?
  20. I think that would be if I had 0% damage resistance to start?
  21. How much damage is that?! Long story short, I pulled two or three groups of Longbow and almost crapped myself when my health dropped unexpectedly. I looked at my stats and my smashing resistance was at -158%! So I looked it up and of course longbow has all sorts of -res attacks. Which is fine. The game should be challenging. I was being reckless - I don't have much resistance debuff resistance so I was asking for it. I just hadn't encountered that much -res before. I guess the question I have is: How much damage is that?! Let's say an attack does 100 damage to me with my normal 50% smashing resistance. How much would it do if I had -158% smashing resistance? One MILLION?!
  22. The funny this is, despite multiple posts, lots of bullet points, and charts, in two threads, I'm still not sure what OPs point is.
  23. It would cool if kb caused collision damage and kd with targets in the flight path.
  24. Some people get mad at a derailment, but I am very much not! My silly little earthquake mystery was resolved (mission accomplished) and I got useful info to help deal with it (bonus!). But now I get to host all this extra good stuff, including the glorious addition of an s at the end of math (super bonus!)! It's like hosting a small dinner party for coworkers that suddenly turns into a raging kegger. But the party is at the local pavilion, not my house, so I I don't have to clean up the mess. Who's up for a keg stand?!
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