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ryuplaneswalker

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Everything posted by ryuplaneswalker

  1. They already have a higher Modifier than a Brute.
  2. Dem Billable Hours.
  3. I wouldn't try to figure out how taunt auras work, they don't seem to have a guiding star of design beyond "Scrapper damage ones don't taunt at all"
  4. All of the Scrapper Taunts are weaker than the brute/tank ones.
  5. Well, Procs don't work for every spec, and while Frankenslotting can be good you still lose out on the power of having an absurd amount of free recharge. My main point was that the actual bonuses are not balanced in what they can do, you can get 80% recharge with very little effort..but you can't get 80% Damage Buff, heck even in terms of the "powerful" set bonuses Recharge still has huge advantages in that the majority of purple 5 sets are recharge.
  6. It was added in at some point to buff the set and give it an aggro aura in order for Brutes to be able to tank with it more effectively.
  7. And that is something that should be looked at at the IO level. IO sets have always been terribly balanced against each other. There are only two ways to IO yourself out..Survival or Recharge.
  8. With that line of thinking then scrappers need brought down as well.
  9. Just saying, Wall of Force is Totally Haoshoku Haki.
  10. That depends on how you define fix, it fixed a massive problem melee pets had at the very minor cost of Ranged pets running in which is a quality of life issue more than anything else. Pets getting murdered by Melee AOE is a problem with how accuracy works with levels and the fact pets are very often in the purple patch nowadays.
  11. And back then the melee pets were broke, because they would sit back and spam their crappy range attack. That is the thing I have suggested for "ranged" pets forever.
  12. Both of those would break the attack chain AI pretty bad.
  13. This will either hurt Tanks or Brutes, with the -Resistance from Gauntlet Tanks had something unique to bring, an axis to which one is differentiated from the other, now Tank - Brute balance is tied directly into Damage and one will always be superior to the others. This is a mostly completely pointless change for any Tank except Maybe Dark Armor or Titan Weapons users. The Tanking class should have a higher damage cap than the Pure DPS classes? I would be okayish with this change without the damage boosts, being able to hit more targets reliably thus increasing ease of aggro would be a good axis in which to differentiate brutes from tanks.
  14. Back on Virute we had the VirtueUnited channels as one of the main Globals for the server, I made EverlastingUnited in hopes of rebuilding that sort of community feel.
  15. if we are over-exaggerating the difference then why is there a conundrum at all?
  16. But it won't, it will just make the gap less but an IO'd Brute will still be miles better than an IO'd tank.
  17. I never advocated nerfing IOs, but there is a fundamental problem in IOs in that things like +HP, +Regen, and +Damage are completely blown out of the water by Recharge and Defenses. Resistances and Typed Defenses were like that too until I-24. Making Tanks "better" involves one of two things, adding some sort of buff/debuff mechanic to their inherent or giving them a benefit from IOs that Brutes don't have. That isn't really the reason at all, the only time you spend fully damage capped is with Fulcrum Shift, even if you boost Tanker cap they aren't going to have many ways to use it. Extra damage won't help tankers need something that sets them apart from brutes.
  18. Yes, but understanding the cause of the problem is core to solving it, and quite frankly balancing around IOs is a really bad idea.
  19. The only reason Scrappers aren't OP compared to both is because Scrappers don't have punchvoke like Tanks/Brutes do. This is only true Post IOs, Previous to that people wanted the tank AT on Redside because Stone Armor and Invulnerability brutes were the only ones who could tank the Heroes without FF/Sonic/Cold/Thermal buffs.
  20. Well that means that Crabs aren't meant for Single Target Damage, Personally..Even in Single Target most of my Attack chain involves my AOE attacks. Edit : Just to clarify my stance, the reason I don't think the wolf attacks should get ported for crabs is because I don't think the gulf between them and the actual crab attacks is that vast, the reason I think Banes need to have Venom Ported or have one of the beam powers copy it functionally is because Venom Grenade is the best power in the Entire AT by a large margin, There is nothing in the Bane Toolkit that comes close to what Venom Grenade does and that is a problem. If you wanna take the wolf attacks as a Crab? well sure but you should deal with the cost of using the gun, you have attacks as a crab you can take and you are choosing to use other ones, you may be marginally more powerful for that annoyance but you do you. Not taking Venom as a Bane however is actively harming yourself in a major way.
  21. All of the ranged attack comparisons are based on Lethal vs Energy, you are also comparing Bayonet a melee attack to Longfang, a ranged attack, as well as comparing a level 2 attack to a level 12 attack (effectively). Not that I would take any of these attacks and use them as anything but set mules.
  22. Okay sure, Not sure why you feel you need it but sure. Which one exactly? The only thing I see that are really different is that single shot has a faster activation than suppression.
  23. what is there in wolf that crab doesn't have a better version of?
  24. Frag Grenade can go without the animation change since there are AOE tools in the mace that are roughly equivalent, but Given that Venom Grenade is the best power in the entire AT there is no reason to penalize Banes for picking their strongest power while Crabs aren't. That or give Mace Beam Blast similar functionality and lock out Venom Grenade if you take it like Crab Venom Grenade does.
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