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ShogunGunshow

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Everything posted by ShogunGunshow

  1. Was beginning to wonder if I would ever see these hit live! Thanks to the Homecoming team ❤️
  2. If those range changes apply to Burn and Ice Patch... Man oh man, I'm rolling the fudge out of that. What is old is new again.
  3. Does this apply to non-damaging powers like Ice Patch?
  4. Pre-IO sets, everything is pretty hunky dory, I'll agree. But that's generally not what people plan for, or focus on.
  5. You say this like it's impossible to tank with slightly lower resistance caps. Or like I was arguing that Brute shouldn't be able to tank. Which is not what I was arguing. I merely believe that there needs to be more, not less, differentiation in roles between ATs. I hope your iterations continue, I hope you're right. Currently, though, I just don't see this as the right way of addressing the problem.
  6. The issue isn't that tanks are below par. It's that Brutes are above par. It's pretty dang obvious when you look at player distribution and what ATs are played.
  7. I agree with most of this, but I still think that minor nerfs - toning Brutes down to Kheldian caps, slight nerf to Fury's damage scaling - would also help differentiate things.
  8. And stalkers do massive single target, and scrappers are just ... just kind of there, I guess.
  9. I believe the issue is that this shifts the focus of the AT away from that role, and becomes more homogenous with the much-mentioned Brute with a focus on dealing more AoE damage. Unpopular opinion: most of the issues here stem from the fact that Brutes can do too much. They should not have tanker caps, and should scale slightly less from Fury than they do now.
  10. The increase to the AoE cap is pretty explicitly an offensive buff, as well. Like, I get why, because buffing tank survivability doesn't mean anything, because tanks at caps in groups are pretty much invincible. But that's only a problem because Brutes can achieve the same caps, and do damage on top of it. What you have to do is kind of obvious, but it's a band-aid that no one wants to rip off. So this is what we get.
  11. Can't say I'm a fan of the 'fix' for Tankers being just to make them more Brute-like.
  12. Mace Snipe on Scrappers is kinda turbojank atm. It has an agonizingly long out of combat shot time and its vfx are way out of sync with its animations.
  13. I mean, by that logic, you don't need to buff Tankers either.
  14. Increasing Tank damage just turns them into shitty brutes and makes the ATs even less different than one another. Increasing aggro cap just leads to the days of tanks running around whole rooms herding everything again, which while fun for the tanker, is kind of not fun for everyone else. Increasing defenses is kinda pointless because Tankers are already practically invulnerable anyway. The problem is Brute. I'm not usually a proponent of nerfs over buffs, but Brutes need some (very mild) nerfs. Give them Kheldian resistance caps, and tone down the scaling they get through Fury a tad. Then a properly played brute is where it should be - between a Tanker and a Scrapper, not basically invalidating both.
  15. Was Mace Snipe for Scrapper intended to not get some of the sexy snipe changes? It's incredibly slow to come out, and ... has some weird, funky animation shennanigans going on, where the blast comes out significantly after the mace 'jumps' from firing. eDIT: The power gets the fast snipe in combat (well, as fast it can be with the draw animation...), but the out of combat snipe takes, like, over 6 seconds to fire, and several more for the damage to actually occur due to a lag between firing and the blast coming out, then a delay between the blast hitting and damage showing up.
  16. Is the Energy Assault mechanic of Energy Focus not supposed to trigger on grey mobs? Asking because I took my 35 Mind/Energy Dom for a quick spin around Talos, killed a hundred mobs, and the only time I got Energy Focus was from using Total Focus.
  17. That's a neat new mechanic for Energy Assault. Hopefully that gets ported to other versions.
  18. Make an inherent part of Knockback that it debuffs enemy resistance to damage for a short duration. Scales with KB magnitude. At least you'll get some good feels out of chasing something knocked out of the pack by getting big numbers.
  19. Personally, I'd like to see Force Bubble give a +ranged damage bonus for friendly characters standing inside it.
  20. Having it be a cone like Shadow Maul is probably best. Either that or just doubling the damage.
  21. I too have desired the chance to put Assaults on a primary, simply because I have characters where it fits that they can duke it out in range and melee. Designing an AT around the concept, though, is somewhat problematic. Ideally, you'd like the fact that you have this mixed bag of melee and ranged abilities to influence your gameplay. So often with my Dominators, the fact that I have ranged attacks turns out to be kind of irrelevant, because I'm spamming them in melee anyway. I try to imagine passives addressing this. Coming up with one that isn't overly dictatorial, however, is a challenge.
  22. Although it does a decent amount of total damage, Its damage per activation time is by far the worst out of all power pool choices. For comparison, on my dominator, Jump Kick/Air Superiority have a DPAT of 23.19. Arcane Bolt: 22.5 Flurry? 12.96 Most power pool attacks could use another look at for possibly buffing as filler attacks for characters, a la the Fighting tree, but at the very least, this is a long-standing oversight.
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