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FUBARczar

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Posts posted by FUBARczar

  1. 1 hour ago, Cawshun said:

     

    The problem is then damage has to be adjusted either to rage or to the kit as a whole to adjust for the lower up-time. Not to mention characters with perma-double stack will feel weaker regardless because with your example they would be hitting for less during 60 of those 120 seconds. Even if the numbers were balanced perfectly to compensate so that the damage over an extended period was the same, going from hitting hard permanently outside of crashes to only hitting hard for half the duration would feel awful.

    It's easy to give players something. It's very hard to take it away once they have it without leaving a bad taste in their mouth.
     

    Didn't quite follow your thought.

     

    Do people feel weaker currently when BU is not up?

    Or currently when Rage isn't double stacked?

    Or how about when Rage crashes!?....  that one for sure!

    Or when there's no kin on the team?

     

    The point is there is a reward for achieving higher recharge numbers, for teaming with others than can boost your recharge, etc.

    And for the sake of balancing I would much rather have the buff #'s lowered on Rage than keeping any crash in it.

     

    Also I think you are not taking into account other changes, such as the Tanker melee damage modifier being increased from 0.80 to 0.95

    And Rage is not the set, it should be a flavor like Build Up, Follow Up, Staff Forms,  Power Siphon, etc.

    • Thanks 1
  2. 1 hour ago, Replacement said:

    This isn't binary, buddy.  There exists a point where you can add enough damage for tankers to feel good without threatening other ATs.  And as CP said, Bruising is currently providing almost nothing to Tankers except forcing a weak power into all of their attack chains.

     

    I feel like every argument you make against the changes should apply to Corruptors. But the forums don't seem to show a bunch of upset Defenders and Blasters so nuance must be working, to at least some extent.

     

    Note that the damage cap is going to be 575% from 600% next build, so keep that in mind.

     

    As someone who mostly plays in squads smaller than 4 members, I will enjoy these buffs.

     

    As someone who enjoys playing Support, I would feel a lot better knowing any offensive buffs aren't a complete waste on a Tanker.

     

    As a human being trying to enjoy a game, I welcome changes combating the old "this class just isn't allowed to have fun" mentality.

     

     

    I am totally amenable, and my hyperbole was sarcasm.  

     

    I agree that this isn't black and white and the best fixes translate partly into feeling, a fun-factor, etc.  What we should be cautious of is making Tanks too offensive discarding a balance of risk vs reward., and encroaching too far into Brute territory.   I would hate to see any one AT completely dominate, I don;t want to see this turn into City of Tanks, even though I really like playing tanks.

     

    Also, I would point out that a damage buff is not the only buff that support characters have.

     

    let's take a look at the damage.  Maybe I am looking at this completely wrong.   Is this not how it works?

     

    Let's take KO Blow....

     

    Dmg % KO Blow Damage Scale
    100% Blaster 198 1
    500% Blaster Cap 990 1
    100% Tanker old 158.4 0.8
    400% Tanker Cap 633.6 0.8
    100% Tanker New 188.1 0.95
    575% Tanker Cap 1081.6 0.95
    100% Brute 148.5 0.75
    775% Brute Cap 1150.9 0.75

     

    Just on the surface, does it make sense that a tank out-damages a Blaster, and nearly equals a Brute?  Maybe it does...

     

    Either way after removing Bruising, a bump in the damage scale is certainly warranted.  As for the a dmg scale buff + a dmg cap buff, the latter seems a bit much.  Something less than or equal to 500 seems more appropriate.

     

    100% Tanker New 188.1 0.95
    500% Tanker Cap 940.5 0.95
    • Like 1
  3. 1 hour ago, cejmp said:

    Why all the semi-hostile non-sequitor and empty hyperbole? You seem almost offended that I asked for your thinking in your post. I was under the impression that a discussion board was for discussion. My bad. 

     

    you inferred the offense; and you ask for what you don't give yourself, and you misread what was written; and you apply things I wrote to questions I wasn't answering.

     

    nice trollin' bruv....cheers 😜

  4. 1 hour ago, cejmp said:

     

    Tanks can't reach the cap on their own, meaning it requires a team environment, which means the entire team will be capped which means that the increase to the damage cap makes the AT better than it is only under certain conditions.

    Tanks can't reach it on their own, so let's make it 1000%

     

    Quote

    Nobody has a taste of anything, it's all on test and won't be rolled live until they are done testing. The playerbase doesn't get a taste. 

    Duh, that's why I am saying that the current proposed changes shouldn't go live so they don't get a taste on live for OP changes that later get nerfed.  ie I am advocating for these proposed changes to be tuned down before they go though. 

     

    Quote

    What did your testing show that makes you think the damage cap is too high?

    You provide nothing to justify or support a 200% jump in the damage cap.  Where's your support for such a drastic change?  

    The greater burden of proof resides with giving reasons to make the change in the first place.

     

    Quote

    Why can't tanks do non-trivial damage?  Saying "Damage sponge" is an non-answer artifact of a decades old vision from a game designer with demonstrably flawed ideas of how to make an MMO.  Give us a reason that doesn't involve "Role" or "Brute". 

    oh I didn't realize that MMOs disregarded any notion of risk vs reward, or need to balance damage vs survivability.   Let's just let the character creator allow us to mix and match any powersets.  Hmm give me Tanker Defense set with a Blaster Blast set.

  5. 1 hour ago, cejmp said:

    Aggro cap cannot be chamged for 1 AT.

     

    What did your testing show that makes you think the damage cap is too high?

    can't change aggro cap is too bad.

     

    As for an increase to 600% damage cap one does not need to test that raising the cap above damage ATs (500% - Blasters, Corruptors, Scrapper, Stalkers (unless those changed too since live)) does not make sense.  Nor to see that things may be askew if the damage modifier was raised to .95 and the cap to 600% for a damage sponge (not dealer).   And consider that this counts on Bruise remaining.  

     

    Also my overall point was aimed at not overshooting on the first set of changes.  It's easier to increase incrementally rather than rolling back changes after people get a taste.

     

     

  6. WOW!

     

    IMHO: I would tone it down a little bit to help tanks, but not step on Brutes' toes

     

    Keep Bruise

    Increase Aggro Cap

    Increase Endurance as proposed

    Increase damage scale to be = w/ Khelds - 0.85 melee / 0.80 ranged

    Is it possible to only extend effect of secondary effects?  If so do that for the Arc & PBAOES

    make appropriate T1/ T2 powers swaps

    BUT......

    Do not change damage cap

     

     

  7. Thematically it shouldn't even be called "Rage."  It should be something like, "No holding Back," "Unleash," or "Overpower," etc.  Calling it "Rage" is not only unfitting for "Super Strength" but also seems to be limiting perceptions, imaginations.   I think that would help a lot with some people's perceptions that this power needs to HAVE a penalty at all.   Because in no way should Superman turn into Bruce Banner.   

     

    SOLUTION:

    Remove the crash and increase the recharge time to make double-staking difficult, and only attainable for some amount / % of overlapping-time with a lot of +recharge.  It seems fitting. and reasonable.  It gives reward, incentive and brings balance to the power in a much simpler solution.  It rewards having teammates providing +rech, it rewards obtaining harder to get IO sets, it rewards getting certain Incarnate powers, and it's more inline with "Super Strength."

     

    edit:

    for instance, for a starting point, say one could obtain double-staking 50% of the time at the recharge cap.  

  8. On 8/23/2019 at 5:03 PM, Bentley Berkeley said:

    You do understand blapping was a derogatory term applied to pretty much all blasters that didnt cower behind others right? 

    @Bentley Berkeley uh, no...Blapping is a Blaster in Scrapper range (ie melee).  BLAster + scraPPER = BLAPPER

     

    Quote

    Essentially any Blast-type toon who can accumulate enough mitigation (be it Defense or Resistance) is a Blapper.
    Pretty much any super-high-end build is essentially a Blapper.

    @Hyperstrike - that's inaccurate see above.  if a blaster is not hanging out in melee range more often than not, then it is not a blapper.

     

    *edit

    Quote

    I pretty much only heard "blapper" used as a derogatory term back in the *early* days, like right after ED happened. 

    @Keilis that's interesting, that people inferred the term blapper to be negative, rather than merely descriptive.  I always found "blapper" to be a neutral term, separate from one's opinion of it.

     

  9. On 9/1/2019 at 7:06 PM, Odhinn said:

    Seems that the prevalence is indicative of how iconic the power set is as opposed to how good it is, the world's most iconic superhero is SS/Invul.

     

    My hope is that the team will look at this and prioritize fixing rage given the size of the player base using the set and not conclude it isn't broken because it is popular.

     

    Full Disclosure: I main Tank Invul/ SS , I just don't use rage.

     

    Side Note: jubakumbi, you signature is so true.

    Ignore @Hyperstrike and @nihilii they are the crazy ones, Rage needs to be fixed.  Just because people can (live with current rage), doesn't mean they should.

    • Haha 2
  10. looking for group

     

    Name: FUBAR
    Global: @Mr. FUBAR

    Preferred role: Offensive, Disrupt, willing to try Support

    Available Characters:

    Blaster>>>  Ice/Tactical;   Psi/Martial;   Beam/Time;   Dark/Plant;   

    Sentinel>>>  Beam/Bio;   Dark/Regen (WIP)

    Corruptor>>>  Ice/Nature

    Stalkers>>>  Psi/Bio;   Staff/Ice;   Psylk-Psi/Rad (WIP)

    Scrapper>>>   Psi/Nin

    Brute>>>   Psi/Bio;   Psi/Regen (WIP)

    Tank>>>   WP/Rad (WIP)

     

     

    Availability:
    Very Flexible

  11.  

     

    So are you saying that Beam Rifle works pretty well on a Sentinel?

     

    Oh yeah, Beam is great, if you aren't constrained by concept, or can add a rifle to your concept pick up Beam Rifle.

     

    Sentinel Beam Rifle...

     

    dps...check

    -res...check

    -regen...check

    -def...check

    some soft control...check

    awesome ranged T9...check

     

     

  12. Trading RttC for Recon is fine; it works better for hit-and-run play. Losing Quick Recovery is a bummer. I'd much rather give up Resurgence or Strength of Will.

     

    Yeah SoW becomes the situational recovery tool at times

     

    And I never understood Resurgence on WP anyhow (it was like... regen has it, WP has regen, so WP should get it), it totally should have been scrapped, and not QR

  13. basically it just means if you are playing Inv, SR, ELA, etc. you have a skippable power.  Which can be GREAT! 

     

    And ELA probably has the most skippable, since with IOs you can hit the resist-cap on nearly every dmg type, meaning the only thing it does is hurt you with a crash.....hahaha  It should at least be made into a clone of Meltdown, MoG or RotP (where a lightning bolt slams into your body and raises you from your dirt nap....and call it "Reanimation"  or for fun, "It's Alive!")

  14. I built a Beam Rifle/Bio and I love him. Watch for Steambrain on Indomitable. I'm now working on slotting him out with Sets. I'm stealing from other Bio builds people have posted. It's fun!

     

    Yeah this was the no-brainer combo for me too, beaming away with a constant 50%+ damage buff in offensive mode. Not to mention the -regen from BR and -res from Opportunity then add your preferred Interface and wow a killing machine.  A great debuffer and DPS for any team.

    • Like 1
  15. Can someone take a look at this build?

     

    Here take a look for some ideas, this on has  better resists and def overall with only a tiny sacrifices here and there like 5% global recharge...

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Tanker

    Primary Power Set: Shield Defense

    Secondary Power Set: Fiery Melee

    Power Pool: Speed

    Power Pool: Fighting

    Power Pool: Leaping

    Ancillary Pool: Soul Mastery

     

    Hero Profile:

    Level 1: Deflection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Max HP%(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9), LucoftheG-Rchg+(11)

    Level 1: Scorch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46)

    Level 2: Battle Agility -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(11), ShlWal-EndRdx/Rchg(13), ShlWal-Def/EndRdx/Rchg(13), ShlWal-Def(15), ShlWal-ResDam/Re TP(15)

    Level 4: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), Prv-Heal(19), Prv-Heal/EndRdx(46), Prv-Heal/Rchg(48)

    Level 6: Active Defense -- RechRdx-I(A)

    Level 8: Against All Odds -- EndRdx-I(A)

    Level 10: Combustion -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(21), Erd-%Dam(21), ScrDrv-Acc/Dmg(23), ScrDrv-Acc/Dmg/EndRdx(23), ScrDrv-Dmg/Rchg(42)

    Level 12: Phalanx Fighting -- LucoftheG-Rchg+(A), Ksm-ToHit+(42)

    Level 14: Taunt -- PrfZng-Dam%(A)

    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(19)

    Level 18: Grant Cover -- LucoftheG-Rchg+(A)

    Level 20: Build Up -- AdjTrg-ToHit/Rchg(A), AdjTrg-EndRdx/Rchg(48), AdjTrg-Rchg(50)

    Level 22: Boxing -- Dmg-I(A)

    Level 24: Tough -- StdPrt-ResDam/Def+(A), Ags-ResDam/EndRdx(25), Ags-ResDam/EndRdx/Rchg(25), Ags-Psi/Status(43)

    Level 26: Shield Charge -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(27), SprGntFis-Acc/Dmg/Rchg(27), SprGntFis-Dmg/EndRdx/Rchg(29), SprGntFis-Acc/Dmg/EndRdx/Rchg(29), SprGntFis-Rchg/+Absorb(34)

    Level 28: Fire Sword Circle -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(42)

    Level 30: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(31), RedFrt-EndRdx/Rchg(31), RedFrt-Def/EndRdx/Rchg(31), RedFrt-Def(33), RedFrt-EndRdx(33)

    Level 32: One with the Shield -- GldArm-3defTpProc(A), GldArm-ResDam(33)

    Level 35: Incinerate -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(36), SprMghoft-Acc/Dmg/Rchg(36), SprMghoft-Dmg/EndRdx/Rchg(36), SprMghoft-Acc/Dmg/EndRdx/Rchg(37), SprMghoft-Rchg/Res%(37)

    Level 38: Greater Fire Sword -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(40)

    Level 41: Combat Jumping -- LucoftheG-Rchg+(A)

    Level 44: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Dam%(46)

    Level 47: Darkest Night -- DarWtcDsp-ToHitdeb/Rchg/EndRdx(A), DarWtcDsp-Rchg/EndRdx(48), DarWtcDsp-ToHitDeb/EndRdx(50), DarWtcDsp-Slow%(50)

    Level 49: Super Jump -- Jump-I(A)

    Level 1: Brawl -- Empty(A)

    Level 1: Gauntlet

    Level 1: Prestige Power Dash -- Empty(A)

    Level 1: Prestige Power Slide -- Empty(A)

    Level 1: Prestige Power Quick -- Empty(A)

    Level 1: Prestige Power Rush -- Empty(A)

    Level 1: Prestige Power Surge -- Empty(A)

    Level 1: Sprint -- EndRdx-I(A)

    Level 2: Rest -- Empty(A)

    Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(3), Pnc-Heal/+End(3)

    Level 1: Hurdle -- Jump-I(A)

    Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5), PrfShf-EndMod/Acc(5)

    Level 1: Swift -- Run-I(A)

    Level 0: Freedom Phalanx Reserve

    Level 0: Portal Jockey

    Level 0: Task Force Commander

    Level 0: The Atlas Medallion

    Level 50: Agility Core Paragon

    Level 50: Melee Core Embodiment

    ------------

     

     

     

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  16. Thank you everyone for the help. I was attempting to find E/N S/L defense. Do I not need these at 45% as well for softcap?

     

    no basically it's either/or...s/l/e/n/etc. or m/r/aoe.  And with Shield it offers m/r/aoe (positional) defense, and are the def. numbers you should be concerned about w/ Shield.

  17. I greatly appreciate the feedback and a build for reference. I was really going off nothing, so any direction is valuable.

     

    What does your attack chain look like? Something like Ripper>Throw Spines>Gloom?

     

    Definitely liking a lot of what you do with your build, perma-hasten is always nice and the Psi def/res would probably come in handy. Soul Mastery also seems like a solid choice, Gloom seems to have pretty solid damage and Darkest Night seems well-suited for survivability. Any reason you didn't use the Panacea +HP/END in Inexhaustible instead of the End/Rech?

     

     

    Yeah, attack chain goes something like that, Gloom is good to lead with too for the -to hit, also has good DPA

     

    Darkest Night is solid, and underrated, I have solo-tanked Lord Recluse on STF, with just that and some inspirations.

     

    Oh and the Panacea, was just an error, swap the End/Rech for the +HP/End

  18. So basically because you hate the fighting pool so much you want to skip weave (which is awesome on tanks) and sacrifice other bonuses like more resistance and +recharge...???

     

    I don't get it, it's a self-inflicted wound.  Just use tough as a mule for Steadfast +3 def, or Impervium armor Psi resistance.

     

    I don't hate it - I wanted to see if I could get to softcap without having to use those three power choices, especially since boxing/kick and tough are pretty much wasted. (I was able to get to 87.3% SL res without Tough using the build I posted - the extra resist isn't needed.)

     

    With the power choices I saved, I was able to put in all three leadership toggles for team buffing, heavily slot up multiple Pyre Mastery attacks (improving my abysmal damage output as an EM tanker) and I'm pretty happy with the outcome. *shrug* YMMV.

     

    I wasn't referring to S/L resist, I mean getting bonuses to resist the elements, energies and psi and recharge. 

     

    Ok so your trade-off is to try to be more Blastery and Defendery over being Tankier?  To each their own.  But I would  probably not advise people to do this 

  19. I'd say at low levels your two choices other than Psi should be Fire or Rad.

     

    Those two do the best damage.

     

    Defensively, comparing at lvl 16, the most complete sets at that level are (in no particular order):

     

    Fire - both shields and healing flames

    Regen - Fast heal, dull pain, recon. and integration

    Rad - all resist shields, and extra regen/recovery

     

     

  20. I farm just as well on my Stalker (Rad/SD) as my Scrapper (WM/SD)  and maybe even better than SS/Fire Brute ('cause SS sucks right now, I should just strip him)

     

    Why are you saying SS sucks now? The crashes suck, but with top tier, IOs that stomp every 5 seconds is ridiculous damage.

     

    On a /Fire Brute you should be able to turn off every inspiration drop except Damage, but nooooooo, not on a SS/Fire....You'll need Health and maybe even purples to combat rage drop, and take consume too.  Double stacking rage just means more rage crashes and maybe that you don't have enough greens or purples, and then rage crash kills.  With Rad/ or Spines/ I can get up and walk away, take a Bio, grab a drink, manage wife aggro, but no not on SS/.  I had a 50 SS/Fire, but I stripped him of his IO's and lvl'd up something else.

     

    I like something someone else posted in another thread and goes kinda like this...Rage turns Superman into Bruce Banner for 10 seconds, and if you are fighting a couple of mobs of "Parademons" they will kill you.

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