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Geoffron

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  1. I think the common sense reason is that most armor sets have SOME kind of damage increase, whether it's a damaging aura or some kind of buff. There are a few other exceptions, but not many.
  2. How so? How did the playstyle actually change? Just because you're putting out slightly smaller numbers in certain situations? If that's what's making it less fun, you don't enjoy Tankers, you enjoy being overpowered. Because that's what Tankers are. They got overbuffed by the Homecoming team, and now they're finally reining them in a little. A little! They're still way stronger than they were at the end of CoH's retail life. Their base damage scale is still way stronger, and their nerfed overcap damage is still better than dealing NO damage to targets above that initial cap. I get why people say this, but it's such an obvious trap. Ok, you buff Brutes. Now why play a Scrapper? Ok, let's buff Scrappers. Now why play a Blaster? Are we just going to buff everybody? This game, overall, is easy. After these Tanker changes, it will continue to be easy. The general playerbase does not need a buff. Brutes can do everything a Tanker can, really, they're just happen to be worse at it, other than single target damage (and not even, until your Fury builds up!). Yeah, I mean, that's a real problem, but my vibes were that KM was already kinda bad. It would be ideal if the worst tanker secondaries were getting compensatory buffs in this same patch, but it does make sense to test the sweeping changes first, and buff the most underperforming sets second. Please remember that the Homecoming team is a small group of volunteers and this is already a pretty big patch in terms of class design changes. I personally have faith that KM will be buffed. Just... probably not this patch.
  3. Perhaps the word "opportunity" would be a better choice than "chance".
  4. Hi, (probably unoptimized) Claws/WP scrapper main here! To answer your main question, it is very unlikely that you will have to make any changes to your build. Typically, the only reasons you'd have to make changes is if one of the defensive sets has a damage aura, you want different defensive set bonuses, or if the endurance recovery/costs are different. In this specific case, Claws' claim to fame is its low endurance costs, so endurance is unlikely to be a major factor. (I think it's probably unlikely for any power set at max level, but I confess to not knowing for sure). WP's aura does no damage, and I'm not super familiar with SR but I don't know if they have any aura at all, so that won't matter. You may want different defensive set bonuses, but WP is sort of a jack of all trades (with a slight preference to health regen) so basically anything is fine. SR is obviously NOT a jack of all trades, so if you're heavy on health/res bonuses, you may want to diversify.
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