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golstat2003

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Everything posted by golstat2003

  1. Great, but this would only be useful on AVs. Everything else in the game dies so fast you’d never see this happen on mob types below an EB. And for most of the game you aren’t fighting EBs.
  2. Agreed. I could get behind increasing the duration of the siphons and ID slightly though.
  3. AE farm are so much faster if you build a specific toon that can handle those custom maps with specifically chosen snob types. Try bringing a mostly smashing lethal damage mitigation based toon into one one of those faster fire farms. Let us know what happens. We’ll wait.🤣 EDIT: On a more serious and on topic note: I’d be fine if master runs did give a little bit extra something.
  4. And how would you balance that around powers like Bonfire/Ice slick, which arguably should not have ANY Stun whatsoever from a balance perespective? Just exclude them? Okay great. 😄
  5. The devs have already looked at it and said why it’s specifically not possible in more than one place in this very thread.
  6. Then how about we make no changes to any of the melee ATs at all then. If every single change is going to be scrutinized that it doesn’t balance against every AT in the game that similar to the one that you are making changes on, then the only fully balanced change is to make ZERO changes whatsoever going forward, on an AT level. Or we can go with the more realistic approach that you are never going to achieve perfect balance. Especially not with the size of the dev team we currently have. Some folks are under the delusion that this is still a paid mmorpg with a full staff of developers like on live. And not in actual fact a team of volunteers. Let’s get some perspective and realistic expectations folks.
  7. Part of the changes being discussed is giving more damage to Tankers. The point of this thread is to buff tankers, NOT nerf Brute. I think you need to read this thread. All of this has been hashed to death with dev comments all throughout. Please read the thread. There will soon be additional patches with a brand new thread for discussion. This one is pretty much done as all of this has been hashed to death.
  8. No one took this seriously when it was first suggested I don’t think. Tanks are already the premiere tanking class selected by teams. From what I’ve read that change is nowhere near in the table, and rightfully so.
  9. I thought it's been already been posted more than once that that's impossible.
  10. Mehhh, I'm good with the aggro cap where it is. As much as we can avoid any chance of going back to the "stand here" while the tank herds mentality, the better.
  11. Right they should take the chance to improve that, but it sounds like CP is not 100% on board with that.
  12. I think it's going to become very, very messy in the long run if you have certain sets in the Scrapper AT without taunt auras and some with. New armor sets should definitely include them where possible. But maybe CP has a technical reason for being against that.
  13. Yeah you need to keep stuff like that a bit more simple. I was able to follow it cause of my years of experience in IT. Not everyone has that. 😛
  14. Really? Cause on most teams I've been on, when aggro-holding is discussed, it's usually a tanker or brute that they look to. I've not seen too man even think about scrappers when they are talking about holding aggro. Especially not in high level content. Example: Hamidon Raids on most of the servers, the taunt team is still basically tanks, unless I've really missed something. EDIT: Also if a scrapper doesn't take anything to hold aggro no one bats an eye. A tank (and sometimes a brute) not taking any aggo holding powers like Taunt, and the sky is suddenly falling.
  15. I think that's the eventual plan. For now thought they should get the overall tank changes out and completed.
  16. Or I could just check the Monitoring function in game that does it for you already.
  17. Pretty much where I am. The quality of life stuff should stay.
  18. Adding new OPTIONAL difficulty options are fine. Note the word OPTIONAL.
  19. Same on auto upgrade for me. I'd prefer they keep the upgrades as is. The rest doesn't sound so bad.
  20. Might be a good idea if it's reduced. And I can see uses in the situation you laid out. . . I've just never been on a team where it matters with all the incarnate powers flying around. (Hint: I just don't play on low level teams anymore 😜).
  21. Interesting . . . in the BAFs I've done since this game has come back (I'd count about 50+) I've never noticed that called out as a tactic for any scrapper, or anyone. It's usually just pull Siege and Nightstar at appropriate times and the entire League goes to town. Usually there are enough folks beating on them that if one of the main targets get sequestered by Siege/Nightstar, they can dip out and the beatdown can still continue. For the BAF the main thing usually is just watching out that both die nearly at the same time in that last stage. But that just pure full on League damage. The adds that come with both over specific time periods we just ignore or they get mauled by splash damage. . . . and that's probably because enough of the League members by now aren't new incarnates that makes that possible. But I can see how it can be used in other situations.
  22. But . . . Why? Why should a Scrapper be able to ever out taunt a tank? Not a challenge, just seriously curious.
  23. I’d argue the problem with dark armor is its end consumption
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