Jump to content

ShogunGunshow

Members
  • Posts

    54
  • Joined

  • Last visited

Posts posted by ShogunGunshow

  1. 6 minutes ago, Captain Powerhouse said:

    As part of their inherent power, tankers get a buff that works similar to Boost Range, but it boosts Radius and Arc of powers. The arc of Cones gets boosted by +100% and the radius of PBAoEs are boosted by +100%.

     

    This means a 90 degree cone will actually cover a 180 area, while a 10ft PBAoE will cover 20ft.

     

    Any power that has more than 90 degree cone, or more than 10ft radius, is immune to this buff.

    Does this apply to non-damaging powers like Ice Patch?

  2. 1 minute ago, Captain Powerhouse said:

    As part of their inherent power, tankers get a buff that works similar to Boost Range, but it boosts Radius and Arc of powers. The arc of Cones gets boosted by +100% and the radius of PBAoEs are boosted by +100%.

     

    This means a 90 degree cone will actually cover a 180 area, while a 10ft PBAoE will cover 20ft.

     

    Any power that has more than 90 degree cone, or more than 10ft radius, is immune to this buff.

    Jesus.

     

    Dark Melee shadow maul here I come.

    • Like 5
  3. Just now, Profit said:

    In an SO world, this is exactly what you want, more differentiation between the two ATs. And it's already there, these changes will generally only effect much higher level gameplay. They will have a marginal effect on SO gameplay, but not enough to disturb the current balance.

    Pre-IO sets, everything is pretty hunky dory, I'll agree.

     

    But that's generally not what people plan for, or focus on.

  4. Just now, Captain Powerhouse said:

    Like it or not, the Tanker is not the only Tank archetype in the game, just like Defender is not the only Support archetype. Fury scaling was already nerfed when Going Rogue came out. If anything, I'd argue Kheled tanking capabilities need improvement, it's just something I would not do without first addressing Tankers first.

    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.

    • Like 1
  5. 6 minutes ago, Captain Powerhouse said:

    Brutes contribute to the issue but are not the only issue. The game has evolved and made tanking itself less relevant. The playerbase in this game will allow a brawl-only-concept build to join groups and get to 50, but truth is the tanker is at a disadvantage.

     

    Over the years many things have been considered, but they all eventually change the way the archetype plays too much. A primary goal of this change is to improve tankers in a way they can log into the game without reading any patch note and play exactly the same. 

     

    Turning the tanker into buffers, or controllers, or any other team support role, would be too big of a change (ironically I myself suggested such an approach to the live team almost a decade ago, I got a very similar reply, and I have come to agree with that reply.)

     

    A big chunk of tankers seem to enjoy leveraging herding foes in a way only their survivability allows (pre-IOs) so it feels, to me, focusing on this target cap and area increases puts more focus on a way a large number of players already were optimizing the archetype towards.

    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.

    • Like 1
  6. 2 minutes ago, Vanden said:

    Then what's the problem? These changes do nothing to make you a less effective Tank, and in some cases (higher AoE caps) make you better at it.

    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. 

    • Like 2
  7. 1 minute ago, Crimsanotic said:

    Quite a few damage buffs are AoE and FF and Cold Dom's buffs are AoE and permanent so neither of those sets are picking or choosing who to buff. Fortitude is one of the only single target defense buffs I can think of.

    Increasing their damage cap -is- an offensive buff though, since that means a tank can spam yet more reds than they could before, or benefit from Fulcrum better, or literally any other damage buff. And in addition to treading on brute territory, buffing tanks offensively gives them overlap with even scrappers.

    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.

    • Like 1
  8. 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.

  9. 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.

  10. On 8/22/2019 at 12:55 PM, quixoteprog said:

    I would suggest leaving the damage as is, and just have it be an AoE affecting up to three opponents in your forward facing arc. That would be both thematic as well as explain the long animation time. I mean, you are using super speed after all.

    Having it be a cone like Shadow Maul is probably best.

     

    Either that or just doubling the damage.

    • Like 1
  11. 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. 

  12. 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.

    • Like 1
×
×
  • Create New...