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golstat2003

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Everything posted by golstat2003

  1. This actually isn't a bad idea.
  2. I would rather they increase the cap. I'm FIRMLY against making the zone lvl 35+.
  3. Disagree. If we start balancing around IOs does that mean we start balancing around all configurations of those builds? Do we consider defense focused builds, recharge focused, damage focused, etc etc? Also what level? Fully purpled out setups with attuned IOs? Frankenslotted builds that don’t have set bonuses? Or builds that have sets but aren’t the max farming builds or those built for the max? At which balancing point if we are considering IOs do we start with and who makes that determination? I would be against any group of players making that determination. For a small volunteer team of devs this seems unrealistic. Keeping the balance somewhat focused on one universal starting point like SOs seems more manageable. Edit: in this specific example for Brutes vs Tanks are we focusing on Brutes that build for defense vs tanks? And what if Brutes that don’t build for max resistance or defense? How about those that build for recharge?(Hint: NONE of my Brutes build for defense or resist, including my farming ones and they do just fine) How are you balancing that against IO’d Tanks?
  4. I would love to throw an aircraft carrier at someone! LOL
  5. Ummm was that actually confirmed as happening. I thought it was just a suggestion made in the last tanker feeckback thread. I never saw CP or any other dev confirm that THAT WAS being done. But maybe I missed a thread/post.
  6. I don't mind it during halloween time.
  7. I DISAGREE with the suggestion. Even more so now that you can start a raid via LFG.
  8. Possibly. And possibly meaning that more players care about that than about absolute performance. Which wouldn’t be surprising since the live dev team of old mentioned more than once that most folks aren’t really forum visiting players who care mostly about performance. To them Super Strength’s performance is just fine, as long as it’s fun. Which one could surmise from the gathered stats above, most players in fact DO find Super Strength fun. For many fun does NOT always mean perfectly balanced performance.
  9. Ha ha! Just noticed my unfortunate typo! But with that said, TRRRUUUUUEEEE!!!! LOL
  10. They also have to make sure it does introduce some unforeseen bugs.
  11. Pretty much. Also I’m not sure how easily this could be done to keep some pre-refs for balance reasons and drop others. Seems like a coding nightmare waiting to happen.
  12. For the record I don’t think a level cap increase is a good idea. For one it would make Homecoming diverge even more from the other servers. Secondly MANY players would expect content to match that level increase pretty much immediately. Not sure how much of a burden that would be for you ladies and gents; a volunteer team. On the other hand if you open up creating content even more to player volunteers . . . 😁
  13. What if those level 50+XX characters with extra slots could only be played in Incarnate Content? (Aka if you pick the extra slots and use them you can no longer participate in anything other than incarnate content like DA and Trials?)
  14. Seems pretty clear to me /shrug
  15. Agreed to making it more noticeable.
  16. And maybe do something to make it noticeable to the rest of the team. Cause most teams simply don’t notice such a tanker contribution in the face of more noticeable debuffs that fly around in the average team. I’d be down with such a change.
  17. There is absolutely nothing of these buffs or the responses from the lead dev that shows they are throwing caution to the wind in terms of these buffs. This has been one of the most methodical and well explained feedback threads I have seen discussed in ages.
  18. The same Cottage Rule that Castle himself said he was open to breaking as needed? Yeah.
  19. My response: I don’t think it’s really a problem if Tankers can outperform Brutes DPS-wise in certain high-end, buff heavy environments, unless it’s for some reason sacrosanct that Tankers can never outdamage Brutes by any metric.
  20. Thanks for the clarification.
  21. I don’t see the issue either. As I said, if I’m on a brute and the tank on the team is doing more damage, I don’t care. The more damage the team brings overall the faster we get through content and get our rewards. And I’m more like to invite a second or even third tank to the team if I know they going to actually bring something useful to the table. The changes being made are also more likely to get myself and some of friends I regularly play with to try out Tanks. This is a group of returning players who generally despised melee ATs on live.
  22. Pretty much this. In a team game where the faster the TEAM melts mobs of enemies = the faster we all get xp, i couldn’t give a flying fart if a single tank or brute or whatever is doing more damage than the character I’m currently using in that team setting. Who the hell cares. Blast away, I get my xo and vet levels faster the more damage we all do.
  23. In the age of incarnates complaining about damage caps seems a bit irrelevant to me, since mobs will be judgmented to death faster than you can say “Pull”. But to each their own.
  24. The 550 damage cap is just fine. We agree to disagree.
  25. Disagree. It’s an outlier and that’s all. We should not be balancing an entire AT by outliers. If anything those individual outliers should be dealt with.
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