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Bill Z Bubba

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Everything posted by Bill Z Bubba

  1. Again, wrong. You should really stop trying to put words in my mouth. I dislike stalkers specifically because Hide hides my costume and because their AoE output is generally garbage.
  2. No, I realize completely how complicated it would be. A huge amount of coding would have to be tweaked in every area of the game. It's just something I wish the devs had thought about early on. Would have made balancing issues far simpler to deal with moving forward. Instead, we get the mess we have now. One made messier with the creation of Sentinels and how their powersets were further altered from the originals.
  3. +4 no insps no temps no amps no cheats. Walk in, kill them, survive the efforts. Anything short of this is a failure. Edit: Why, yes, I've plenty of failures in my roster.
  4. On a team of course. Solo you're getting 100% of the aggro all the time unless stealthed or pulling. And I don't stealth or pull with my armored characters.
  5. Cuz the blast sets are purty. As it is, my shield/em tank survives better AND clears everything faster than my fire/bio sent for a variety of reasons, so... what you state is already the case.
  6. Truth. Super Stoned Melee is NOT like Drunken Kung Fu.
  7. Don't you have to click off hide for escorts now? How would that be different than a click you get with the inherent to suppress hide when needed?
  8. And so easily fixed. Imagine that.
  9. Excellent question. You'd need click that allowed you to turn off hide as the P2W now has a power than allows you to turn off all powers. Since we know it can be done, it can be done.
  10. Ugh. You are absolutely correct on dinging me on that. Edit 2: And for the record, yea, the inclusion of Hide created a completely new powerset called Stalker-SR that shouldn't exist. Hide should be part of the inherent and not part of the armor. Here's the side by side on brute vs stalker SR: Brute: Stalker: I knew there was another reason I always hated stalkers. Stalker order would follow the other AT order with the exception of the power removed to make way for Hide. So stalker order *would* be: Hide FF FS Agile PB/MB Dodge Evasion Quickness Elude Edit: Since I'm waxing philosophical at this point, the order for Tank/Brute/Scrapper *should* be: FF FS Evasion PB/MB Quickness Dodge Agile Lucky Elude And stalker: Hide FF FS Evasion PB/MB Quickness Dodge Agile Elude
  11. For the possible questions to the last post: All SR users would then get the choice between PB and MB. All SR users would have a taunt component on Evasion. You get into range for that to work, you taunt. Full stop. The value of the taunt would be adjusted by the AT Mod. SR would have the same power order for all ATs. Edit: And, yes, for the blast sets, either all would get the snipe or none would. This would make it FAR easier to balance all the archetypes on both the inter and intra-AT fronts.
  12. Negative. Taunt on Evasion is power based not AT based. Tanks/Brutes have it, Scraps/Stalks don't. In my head, all powers should be identical across the board. All sets as well. Diversity would be derived from AT Mods and Inherents.
  13. No, I was specifically talking about how armor set Y is a different set amongst ATs, as with SR thanks to Master Brawler, or how SR Evasion has a taunt aura for brutes/tanks but not scraps/stalkers, or how attack X doesn't share the exact same dam/end/recharge values across all ATs.
  14. Let's roll with this a second. If Sents are cruising around with stalker level mitigation coupled with the ability to always fight from range which equals more mitigation, where should their damage levels be? Obviously not up at blaster levels as their only mitigation is range. Nor brute levels for that matter. That places them in the tank levels of damage output. Tanks are the aggro management set and stalkers are the boss killers, with scrappers and brutes in betwixt, so what do we do to get sentinels to tank damage output but with their own identity apart from "protected ranged damage dealer" other than just buff their AT dam mod and call it a day?
  15. Also, please see "ride" for the same reason. No, I don't know why I use that. "tt" is faster to type.
  16. Nope. It's currently in my build but I never use it and I'm about to respec out of it. Any extra mitigation I need I get fully from Rebirth +regen and the Tank AT IO +damres and +absorb procs. Edit: Back on topic, it still confuses me just how often people ignore range as mitigation. This game doesn't throw out NEARLY as much damage at range as it does in melee and Sentinels sit pretty with mez protection, armor and can perpetually hover blast with no need to ever go into melee.
  17. Oh that's easy. Shield/EM tank.
  18. It's an imperfect world. Screws fall out all the time. But this is why we have other games! For something to do when we can't log into CoH.
  19. Not at all. I see no reason why scrappers shouldn't have taunt auras just like brutes. Full stop. Everything else going on between the 4 melee sets is an entirely different conversation that has gone nowhere and never will.
  20. Or shield. But I grok the rest of the post. So what we're really seeing here is a need to buff scrapper damage AND give them all taunt auras.
  21. I don't know why my brain is fixating on this but are there any explanations as to why this might be?
  22. But by your math, that's still only 180% more mitigation (not the 250% stated earlier) and the brute has to constantly be running at both the defense softcap and damres hard cap 100% of the time. I know none of mine do that. Generally speaking, especially where def debuffs are in play, (yea, ok, I like the ITF a bit much) my resist based sets are sitting in negative defense land unless I've got ageless radial cranked. And sometimes even then. But back on topic, yes please to taunt auras for scrappers.
  23. Using identical builds for claws/sr, the scrapper takes down a pylon in 3 mins, the brute 4. That works out to around 341 DPS for the scrap and 288 for the brute. Scrap is doing 18% more damage. So that's certainly in line with your 10-20 figure. Not sure where you're getting the 250% more survivable, though, when the brute gets identical base values and only 12% more HP.
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