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Maelwys

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Everything posted by Maelwys

  1. Right, throwing a few test times in for some toons I have on Live that will be affected by "Nerfs" this page: These are endgame fully IO-ed builds; min-maxxed for regular gameplay rather than for a specific task like 4-star content or pylon soloing or farming. Galaxy Brain's Office Mission Simulator at +4/x8 with Bosses enabled. Musculature Alpha, Reactive Interface, and Assault Hybrid. No active usage of Incarnates. Average of 3 runs; after a "test run" on each toon first to get my bearings. EnergyMelee/RadArmor Scrapper LIVE: 4:43 BRAINSTORM: 5:32 (This toon was hit harshly by the nerfs to Ground Zero and Radiation Therapy - RT in particular is inflicting a LOT less damage in regular missions) BRAINSTORM #2: 5:14 (Redo using tweaked Radiation Therapy slotting for Healing Aspect + Damage Aspect + 2x Procs instead of Live's Healing Aspect + 4x Procs) BattleAxe/FieryAura Brute LIVE: 5:13 BRAINSTORM: 5:16 (Axe Cyclone's cast time increase is being offset by increased proc activation rate - the resisted pull distance is annoying but has no bearing on performance) BioArmor/Staff Tanker LIVE: 5:59 BRAINSTORM: 7:18 (Obvious Tanker nerfs here. Slightly offset by the buff to Sky Splitter and the fact that Innocuous Strikes is currently bugged with a 135 degree Cone) RadMelee/StoneArmor Brute ("AFK AE Farmer" build so INTENTIONALLY SLOWER THAN A REGULAR BRUTE when playing actively/normally - included here as a "control") LIVE: 6:19 BRAINSTORM: 6:21 (No obvious change here and negligible variation in clear times) I'll see if I can spin up some different Tanker-and-non-Tanker variants on Brainstorm at the weekend for a more like-for-like comparison.
  2. Agreed. Less "ticks" before the boom please.
  3. In case anyone's missed it - there are a few lingering bugs with Innocuous Strikes and Guarded Spin that should be reverted next patch. Brainstorm vs Live: - - - - - - - - - - Now... I have a request based on how the Staff Fighting powerset appears to be currently sitting after all of the above changes: The Staff Fighting powerset is consistently a standout underperformer across the board in terms of damage output; as shown in virtually every single melee powerset comparison thread - typically the only powerset than performs worse is Kinetic Melee. Staff's performance was previously propped up a bit on Tankers because their Global Arc and Radius increases from Gauntlet disproportionally affected it - the Arc size of Guarded Spin and Innocuous Strikes and the Radius of Eye of the Storm were all buffed... but even then Staff still came in well below average in a standard mission like Trapdoor. The long animation times of Staff attacks and the lack of "Build Up" make thematic sense; but they also drastically negatively impact its performance when compared to most other melee powersets. Whilst the set provides a lot of utility via Guarded Spin and perfection stacks granting additional useful effects like Damage Resistance buffs and debuffs; unfortunately this does not make up for its severe lack of damage output - especially its short-term "burst" capability (which is what is useful in quickly taking out problematic enemies or grabbing aggro). The recent tweaks to Sky Splitter (adding a decent chunk of extra damage when under 3 Perfection stacks) have partially addressed Staff's lack of Single Target Burst damage and are much appreciated. But there were only very minor changes to Eye of the Storm's damage so Staff's AoE coverage and Burst damage is still well below par. Therefore... would there be any chance of working a small +Radius/+Arc global buff into "Staff Mastery" in order to grant both Guarded Spin and Innocuous Strikes an increased arc; and Eye of the Storm an increased radius across all ATs without reducing their base damage? IMO that would be the easiest and most balanced route to take here and it also makes conceptual sense for a powerset with a long melee weapon to have a slight additional "reach".
  4. Thanks. My bad on Sweeping Cross - obviously I was so blinkered on Tanker (and Staff!) changes that I missed the Street Justice one! FWIW; as it stands currently on Brainstorm the current state of Innocuous Strikes with the increased arc and almost the same damage seems to be propping up Staff Fighting's overall damage output a fair bit. Since Staff is consistently a standout underperformer across the board in terms of damage output and the recent tweaks to Sky Splitter have partially addressed its ST Burst; it probably makes sense to bump its AoE coverage a bit. So would there be any chance of working a small +Radius/+Arc global buff into Staff Mastery to allow both Guarded Spin and Innocuous Strikes to have an increased arc; and Eye of the Storm to have an increased radius across all ATs? I'll add the request into the Focused Feedback thread; but thought it was worth mentioning here as well given the context + for visibility.
  5. Kin Melee times there are rather telling IMO. Scrapper Willpower gets a Taunt Aura (Rise to the Challenge) to dissuade runners but no offensive buffs... whereas Tanker Shield Defense gets a Taunt Aura plus a damage buff from Against All Odds and a decent AoE in Shield Charge and is still a good 6 minutes slower! (+55.3%) The two Martial Arts toons are roughly the same proportional speed difference too, despite the lack of a Taunt Aura on the Scrapper. (+58.7%)
  6. Sweeping Strike (Dual Blades) indeed appears to have been properly reverted. Shatter (War Mace) indeed appears to have been properly reverted. However Innocuous Strikes (Staff) has apparently not been reverted fully. Currently its effect area is listed as 135 degrees and its base damage is listed as 5x ticks of 16.17 damage. On Live its effect area is listed as 90 degrees and its base damage is listed as 5x ticks of 17.54 damage. Guarded Spin (Staff) has also not yet apparently had its damage reverted fully. Currently its effect area is listed as 90 degrees and its base damage is listed as 6x ticks of 11.28 damage. On Live its effect area is listed as 90 degrees and its base damage is listed as 6x ticks of 12.24 damage. Likewise Sweeping Cross (Street Justice) currently still appears to have not been reverted at all. Currently its effect area is listed as 75degrees and its base damage is listed as 70.58 damage. On Live its effect area is listed as 50degrees and its base damage is listed as 79.24 damage.
  7. Gamma Boost is up to +40% recovery (whenever you're at 100% HP) or about +0.8 End/Sec Particle Shielding is +50% recovery (unenhanceable; and not perma out of the box) or about +1 End/Sec My BattleAxe/ Brute averages about -4.6 End/Sec just by spamming their attacks with no toggles running.
  8. It doesn't; as long as comparing damage output (or even mission completion times) between different Archetypes and Tankers is the goal here. But is it only damage output that we're being asked to test? The bit about Cone attacks makes me think that yes; this is mainly about comparing damage output and/or clear times across different ATs. And if so then Pylon times, Trapdoor times, AE Office Mission Simulator times (Galaxy Brain's still got it published on Test as Arc ID 23878 and on Live as 57885) all work. Therefore Uun's +2x8 Trapdoor should be grand too - I assume that would have been as a Lv50+1 character if the Alpha and Interface slots were active. I'm happy to do some runs over the next few evenings as/when I can find the time; but it'd probably be best if we can all agree on a common test case.
  9. FWIW, because it's not overly spelt out in the patch notes: for Radiation Therapy this line seems to refer to all damage dealt (the initial energy damage, the toxic damage DoT and any damage procs); as well as to the amount of health/endurance recovered. This appears to be using the same mechanic and follow the same exponential diminishing returns curve as "overcap" Tanker AoEs did on a previous Brainstorm build. My /RA Scrapper using it on a small pack of +3 (Lv54) Cimerorans looks like this: 51.96 Energy damage to the first 36.37 Energy damage to the second 25.45 Energy damage to the third 17.81 Energy damage to the fourth 12.47 Energy damage to the fifth 8.72 Energy damage to the sixth etc. etc. Note that proc damage should be higher than in this screenshot as it's currently still bugged; but it's going to be adding much less damage to large packs than on Live. Compared to Live... when slotted up with damage procs and a Musculature Alpha slot; per activation you can expect Radiation Therapy to be doing roughly the same damage as before (or even slightly higher) to a single target; but half of the previous damage to 5-6 targets and only a third of the previous damage to 10 Targets. The table below shows typical average damage per activation on Live and Brainstorm; including T4 Musculature Core: Targets: 1 2 3 4 5 6 7 8 9 10 LIVE (4x Procs) Energy Damage 18.14284 18.14284 18.14284 18.14284 18.14284 18.14284 18.14284 18.14284 18.14284 18.14284 Toxic DoT Damage 22.67873 22.67873 22.67873 22.67873 22.67873 22.67873 22.67873 22.67873 22.67873 22.67873 Avg Proc Damage (x4) 258.3004 258.3004 258.3004 258.3004 258.3004 258.3004 258.3004 258.3004 258.3004 258.3004 Total: 299.1219 299.1219 299.1219 299.1219 299.1219 299.1219 299.1219 299.1219 299.1219 299.1219 Cumulative Total: 299.1219 598.2438 897.3658 1196.488 1495.61 1794.732 2093.853 2392.975 2692.097 2991.219 BRAINSTORM (4x Procs) Energy Damage 68.1935 47.73545 33.41482 23.39037 16.37326 11.46128 8.022897 5.616028 3.93122 2.751854 Toxic DoT Damage 85.26 59.682 41.7774 29.24418 20.47093 14.32965 10.03075 7.021528 4.915069 3.440549 Avg Proc Damage (x4) 134.088 93.86162 65.70313 45.99219 32.19453 22.53617 15.77532 11.04273 7.729908 5.410935 Total: 287.5415 201.2791 140.8953 98.62674 69.03872 48.3271 33.82897 23.68028 16.5762 11.60334 Cumulative Total: 287.5415 488.8206 629.7159 728.3427 797.3814 845.7085 879.5375 903.2178 919.7939 931.3973 BRAINSTORM (3x Procs plus Lv50+5 Dmg IO) Energy Damage 93.1194 65.18358 45.62851 31.93995 22.35797 15.65058 10.9554 7.668783 5.368148 3.757704 Toxic DoT Damage 116.424 81.4968 57.04776 39.93343 27.9534 19.56738 13.69717 9.588017 6.711612 4.698128 Avg Proc Damage (x3) 100.566 70.39621 49.27735 34.49414 24.1459 16.90213 11.83149 8.282044 5.797431 4.058202 Total: 310.1094 217.0766 151.9536 106.3675 74.45727 52.12009 36.48406 25.53884 17.87719 12.51403 Cumulative Total: 310.1094 527.186 679.1396 785.5072 859.9644 912.0845 948.5686 974.1074 991.9846 1004.499 BRAINSTORM (2x Procs plus 2x Lv50+5 Dmg IO) Energy Damage 107.2989 75.10926 52.57648 36.80354 25.76248 18.03373 12.62361 8.83653 6.185571 4.329899 Toxic DoT Damage 134.1522 93.90654 65.73458 46.0142 32.20994 22.54696 15.78287 11.04801 7.733607 5.413525 Avg Proc Damage (x2) 67.04401 46.93081 32.85157 22.9961 16.09727 11.26809 7.887661 5.521363 3.864954 2.705468 Total: 308.4952 215.9466 151.1626 105.8138 74.06969 51.84878 36.29415 25.4059 17.78413 12.44889 Cumulative Total: 308.4952 524.4418 675.6044 781.4182 855.4879 907.3367 943.6308 969.0367 986.8209 999.2698 And this only tells part of the story - because of the new "Adaptive Recharge" it will also cycle much faster than before vs 1 target but much longer vs 10 targets. So as Shin pointed out earlier in the thread... realistically you could now completely ignore the damage Radiation Therapy inflicts and just use it as a mule for 5-piece Panacea (providing you have sufficient Global Accuracy!). However if you still want to leverage it for damage as well then from what I can tell the best balance is going to be: (Obliteration IOs are Dam + Dam/Rech; Touch of the Nictus IOs are Heal + Heal/Rech + Acc/EndRed/Heal + Proc) On my Scrapper this slotting seems to be producing the optimum damage on Brainstorm over time, regardless of how many targets I'm fighting. Compared to my 4-proc slotting on Live it's working out at ~143.4% of its previous damage over time vs one target, but only ~24.1% vs ten targets. 1-Proc version on Brainstorm: vs 1 foe (every 16.128 secs) = 16.05839 DPS [258.9896 per activation] vs 10 foes (every 31.068 secs) = 27.00247 DPS [838.9127 per activation] 4-proc version on Live: vs 1 foe (every 26.718 secs) = 11.19552 DPS [299.1219 per activation] vs 10 foes (every 26.718 secs) = 111.9552 DPS [2991.219 per activation] Personally I've found it to be a noteworthy boost to survivability if I'm fighting only one target like an AV; and the DPS bump vs 1 foe means that using it for that purpose hasn't been quite as harmful to my DPA as it would otherwise be. However it's still a very noteworthy loss in AoE Damage output whenever I'm herding mooks. Or if you're inf-rich and don't overly care about completely ED-capping its Healing Aspect: (Obliteration IOs are Dam + Dam/Rech + proc; HO is an Acc/Heal; Touch of the Nictus IOs are Heal + Proc) 2-Proc version on Brainstorm: vs 1 foe (every 17.968 secs) = 16.99362 DPS [305.3414 per activation] vs 10 foes (every 34.758 secs) = 28.45544 DPS [989.0543 per activation] Also... if you really need more recovery (Battle Axe?) then the 'Theft of Essence' +Endurance Proc still works fairly well despite being affected by the diminishing returns: (Obliteration IOs are Dam + Dam/Rech; Theft of Essence IOs are Heal + Heal/Rech + Acc/Heal + Proc)
  10. Good News: Cones are now fixed as of Build #6. Bad News: the "Overcap" damage reduction for regular AoEs is currently still a flat (and IMO overly harsh) -67%. Make that "Not Quite So Good News": Several cones appear to have been missed out, so currently not all of them have yet been "reverted". From what I can tell Sweeping Cross, Sweeping Strike, Shatter, Innocuous Strikes and Guarded Spin are all still operating with reduced base damage compared to Live. (and the listed Arcs or Radius are still apparently inflated in all of them except Guarded Spin which just has a wonky damage figure...) All the rest I looked at seem to be fine; but I may have missed a few others in my rather quick flickthrough on Brainstorm earlier this morning.
  11. True. But in the (rare) event that all your henchmen need preemptive mez protection then it's quite possible to keep ID up on all of them (and/or on all of your squishier teammates) individually... although it's annoying to have to mentally keep track of who has it because there is no difference in the buff icons. On a different AT where your character's offensive performance is gated by their own attack animations; spamming short-duration buffs results in a pretty major offensive performance hit - but that's not true on a /Kinetics MM as you can still issue orders to your henchmen in the middle of animation cycles. Which is why I noted that "there is such a negligible performance hit for the MM themselves to spam it given their low damage scalars". Although to be fair IMO the Resistance Buff is ordinarily sufficient; especially if you're running Clarion. (and if you're Bots/ then you really should be running Radial Clarion...)
  12. Not for MMs, no. Increase Density, for example, is actually one of the best powers in the set for them (because its' Mez protection and Resistance buff benefits all your henchmen; and there is such a negligible performance hit for the MM themselves to spam it given their low damage scalars). Likewise Speed Boost is useful not for the recharge buff but for the recovery increase - plenty of henchmen ordinarily run themselves dry once upgraded, and Transference is much less useful for Ranged sets. Siphon Power and Siphon Speed are useful also. SP helps keep your flock at the Damage cap whenever mob density is lower; and both provide useful damage mitigation vs tougher targets like AVs. And as for Transfusion... srsly? It's a powerful AoE heal with a -Regen debuff on a set with Henchmen. Repel is dogturd, granted. Even whenever I extensively prodded at it after the Bonfire nerfs I was unable to get it to a point where it was providing useful damage mitigation via Knockdown, and it practically requires constant Transference spam. Personally I still think that Kinetics on a MM (and specifically a Robotics MM) is the best and most effective flavour of Kinetics. Everything (including you) sits at the Defense softcap constantly, with extremely high damage resistances, Mez protection, self-healing capability, etc. never mind being able to cap your own damage and floor an AV's Regeneration. The only downside is that it's extremely busy.
  13. As of the most recent patch on Brainstorm they've taken the enhanced radius and arcs away from the Cones, but left their base damage alone. AoEs on the other hand have had their base damage lowered to match their wider enhanced radius. The maximum target limit on most Tanker AoEs and Cones is still higher than other ATs, but any hits on targets above the regular limit are now being subject to a major reduction in damage (currently -67%, although we've been asking for that to be made a bit less harsh)
  14. Good News: Cones are now fixed as of Build #6. Bad News: the "Overcap" damage reduction for regular AoEs is currently still a flat (and IMO overly harsh) -67%.
  15. Thanks for this. [EDIT: After testing, it looks like some Tanker Cones have been left out of this reversion... I'm currently seeing Sweeping Cross, Sweeping Strike, Shatter, Innocuous Strikes and Guarded Spin all still displaying reduced base damage compared to Live... ] Any chance of this getting tweaked again? A -67% damage reduction for Targets 11-16 (including procs) still feels too harsh whenever it's getting combined with the reduced AoE base damage from the radius buffs. At most a flat ~50% flat reduction (or a compounding exponential reduction of ~20%) for AoEs would appear "balanced" here (and personally I prefer the compounding one!)
  16. Influence generation and consumption on Live was a whole different kettle of halibut. Getting kitted out with SOs was always very easy as long as you had at least one high-level toon or a supergroup. Prior to the market as long as you had at least one level 50 you also tended to get a steady stream of Hami-Os from raids. (Although certain members of my Coalition were constantly cadging millions off each other to fund their new outfit habit...) However after the market and IOs were introduced in issue 9; all hell broke loose and the "loot" system really kicked off. Influence actually started to mean something; and those of us who had previously thought that a few tens of millions was plenty had a rather rude awakening. But we adapted. Selling loot you didn't need earned you enough influence to buy different loot. So I started dual-boxing some PVE farming runs for rare salvage (with a Spines/DA Scrapper mainly IIRC) and it was easy enough to afford to kit out my own characters and help out plenty of my SG buddies too. Then after a few more issues PVP enhancements came out (Issue 14) and things really got silly. Billions per enhancement?!? The cost of those high ticket items was insane... and it also made earning influence incredibly straightforward for anyone with two accounts and half a brain. (For me; it was "take a Katana/Regen Scrapper with The Lotus Drops set to autofire plus a EM/Regen Stalker with Revive (slotted for recharge so that they stay dead for less than the ~180s forced hospital respawn timer) set to autofire. Park them both next to each other in a quiet spot up on a pipe in the depths of Warburg; and go to sleep/work/college. Then come back in several hours and collect the PVP IO recipe drops..." so suffice to say that in short order every character I had was at the influence cap + fully decked out in the most effective money-is-no-object builds I could come up with; and nobody on my Global Friends list ever had to pay for their own Icon visits again!) I for one am happy with the balance on HC: influence rolls in even if all you do is play your 50s and the asking price of high-end HOs and IOs is at least somewhat sane.
  17. *Waves hand* (My Fire Blaster really likes using Rise of the Phoenix, OK...?)
  18. Yeah, since forever. Any powers you've not changed will stay put in their original slots; but new powers (and temps - especially the prestige sprints) will "fill in" spare unused slots. Don't drag any powers around beforehand. Just complete the respec and then immediately zone.
  19. Yeah... although everyone tries proccing Hand Clap at least once, right? Right?!? (Ironically that's one power I've not yet tested "overcap" effects in, but I imagine it still applies to Proc damage on targets #11-15!)
  20. Yep, in Build 5 (the current one) they adjusted the damage dealt to "Overcap" targets (whenever Tankers hit >5 targets for most cones and >10 for most regular AoEs). Instead of the previous compounding reduction (where target #12 took less damage than target #11) they made it a flat reduction where everything over the cap takes the same -67% less damage. It's very unpopular so hopefully it's going to see further tweaks. To be fair, they've also stated that they're going to be revoking the radius changes to all melee cones, which should drastically reduce the negative impact on powersets like Dual Blades, Staff and Titan Weapons.
  21. Because the damage of Foot Stomp never followed the regular power design formula for damage scaling in the first place. It's the exception; not the rule. (And that's part of why the Devs are hesitant to proliferate the Super Strength powerset across to Scrappers; alongside Rage obviously!) To illustrate this: look at Spine Burst and Tremor and Axe Cyclone. They also have a 15ft radius on other ATs; but their base damage on Tankers is 55 (Tremor) and 48-plus-a-chance-for-DoT (Spines) and 53 (Axe Cyclone). Foot Stomp's is 75. Therefore making the base damage of Frozen Aura 58 (as it is on Brainstorm currently) with a 15ft radius is actually a bit higher than those other (non Footstomp) 15ft AoEs. Yes, the result of the radius changes definitely negatively affected specific powersets much more then others; but the numbers are still "balanced" according to the power design formulas. And the upcoming rollback of the radius increases to Melee Cones will help smooth things out again for powersets like Dual Blades, Titan Weapons and Staff.
  22. Given that 6-proccing attacks actually benefits Brutes more than Tankers (due to their lower base damage values) unless you're constantly surrounded by >10 easily-hittable targets I suspect it wouldn't matter much. IIRC target saturation tends not to be a thing for most of a Trapdoor run and isn't a factor at all in Pylon times. Procbombing definitely skews some AoEs more than others though; especially if they're 15ft base radius and take a FF +rech (I'm looking at you Footstomp and Axe Cyclone!)
  23. The radius and target count buffs were previously baked into the Gauntlet inherent. They didn't show up in the individual powers other than as a Target cap equation. (See the the various Tanker AoEs and Cones in CoDv2, which include lines like the below) Max Targets: 16 - 6 * Source.Mode?(kDisable_GauntletTargetCap) Max Targets Hit See Expression Above Historically Ice has been seen as one of the worst defensive powersets in terms of damage mitigation. Low resistances (other than to Cold) and low Defense Debuff Resistance. It does have decent +MaxHP and very good Recharge Rate debuff resistances though. However it's getting some love in the upcoming patch. Icy Bastion is miles better than Hibernate. Rime and Hoarfrost are IMO roughly interchangeable. Personally I'd still go with Stone due to the additional survivability plus the offensive buffs from Brimstone Armor and Minerals. But good alternative options if you prefer a more Defense focused set are Super Reflexes or Energy Aura (despite some upcoming minor nerfs to Energy Aura).
  24. It might make more sense if you look at it as a "Before vs After"... but instead of the "BEFORE" being "Tankers on the Current Live Servers" it's "What Tankers were like prior to the last round of changes in Issue 26 Page 4" Consider that before i26P4: Tankers had the same Radiuses and Target caps on their PBAoEs as Scrappers + Brutes did; but a much lower Melee Damage Scalar of 0.8. Scrappers had a scalar of 1.125, meaning that Scrappers did 1.125/0.8=141% of a Tanker's damage for every Single Target and AoE that they landed, BEFORE CRITS. Brutes had a scalar of 0.75, but with Fury they were typically getting a ~140% damage buff (assuming ~70 Fury - remember that Fury decayed much faster!) on top of that. Tankers also had a much lower damage cap - 400% compared to 500% for Scrappers and 775% for Brutes. Then after the i26P4 changes: Tanker's Melee Scalar became 0.95 and their damage cap got raised to 500%. And honestly? IMO that would have been enough of a performance boost by itself to bring them back into balance and justify their existence. But they ALSO got a Target cap increase and a Radius increase; the latter of which was coded as a "global buff" so that attack base damage remained the same as before. These were both really good buffs. Too good. Crazy good. They meant that mechanically-speaking Tankers became the only melee damage AT that was worth bringing along on teams unless you were specifically going up against very tough single targets (and even then Scrappers and Stalkers only won out due to the crazy Critical Hit rates they can achieve when fully min-maxed!) What the Devs now appear to be trying to do on Brainstorm is to adjust Tanker overall AoE damage output (e.g. pairing back the runaway crazy numbers that an AoE-focused Tanker can achieve) whilst maintaining Tanker larger AoE target caps and their heightened Single Target damage output. They've left the higher Melee Damage Scalar in place, meaning that Tanker Single Target damage is still higher than before (although melee Cones currently have reduced base damage; they're going to be undoing that) - Tick. They've kept the higher AoE Target Caps - Tick. They are still attempting to find the best way of rebalancing their overall AoE damage. - In Progress. The specific things that the Devs have been trying here to "rebalance" Tanker AoE damage actually also make sense when looked at in the context of pre-i26p4. By removing the global radius increase granted in i26p4 (which raised the base radius of each Tanker AoE power without reducing their base damage) they effectively reset the radius of Tanker AoE abilities back to "normal"; allowing them to make further "new" adjustments. They then increased the individual radius of Tanker AoE powers. The base damage of those powers was reduced accordingly; as per the standard power design formulas (e.g. the larger the radius, the less the damage!). This is not actually a "nerf" when viewed in terms of CoX power balance; although it is in terms of damage-per-activation. Albeit the new Tanker higher melee damage scalar of 0.95 means their damage is still roughly on par with pre i26p4. They then implemented "overcap" damage reduction on any Targets hit by Tanker AoEs (and Cones) beyond the regular caps. This, again, is not a nerf when viewed in terms of pre-i26p4 Tankers - they had the same target cap limits as everyone else; therefore being able to deal any damage beyond those limits is actually a "buff"! That said... I personally still don't quite agree with where the Devs are currently apparently going to be setting Tanker balance going forward... As noted above; the radius tweaks have had the unfortunate effect of reducing Tanker AoE damage per power activation (which hurts Tankers whenever they are fighting less targets; let alone a single target!) and when combined with the "overcap" reductions it feels extremely harsh compared to Tankers on Live (even if being able to deal 33% of their AoEs' damage to up to 6 extra targets might technically be a mechanical increase over pre-i26p4 Tankers). And also... if the only effect of Tanker's "Gauntlet" inherent is now punchvoke plus a very slight bit of potential additional damage on their AoEs then that is; frankly; very underwhelming. So I am personally still in favour of lowering the overcap damage reduction by quite a bit; IMO its current -67% flat reduction should be at most a flat 50%; and ideally I'd prefer it to be set to an exponential scaling reduction of 20% or lower. And perhaps buff the Taunt duration on Tanker Punchvoke whilst you're at it (say 150% of what it is currently). Alternatively; another way to approach it would be to leave the current overcap damage reduction values in place but increase the Tanker base Taunt duration and Aggro limits (say from 17 mobs to ~24-32 mobs) in order for them to become better at holding the attention of those much bigger groups that they're hurting.
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