Jump to content

ryuplaneswalker

Members
  • Posts

    66
  • Joined

  • Last visited

Everything posted by ryuplaneswalker

  1. 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.
  2. 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.
  3. Just saying, Wall of Force is Totally Haoshoku Haki.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. if we are over-exaggerating the difference then why is there a conundrum at all?
  9. 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.
  10. 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.
  11. Yes, but understanding the cause of the problem is core to solving it, and quite frankly balancing around IOs is a really bad idea.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. what is there in wolf that crab doesn't have a better version of?
  17. 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.
  18. It doesn't help that the permanent level shift is incentivizing running at +1 or higher so that anyone sidekicked is automatically at a -2 to everything, bringing someone not 50 to an ITF or LGTF was never an issue until the Alpha shift came around, There is a difference between someone saying "You shouldn't play that way ever!" and "We shouldn't actively push people into playing in that fashion." As for The Trial shifts in Apex/Tin mage..do we really need that? These things are face roll enough with just +1 shifts, the only remotely "hard" parts are the ones that aren't very well designed which is mostly the Hyrda Sewers and parts of Battle Maiden. If you add 2 levels to everyone these TFs will be doable in 10 minutes total.
  19. And Giving Tanks more sustain will do nothing, but here is the problem. Post IOs Brutes have the exact same sustain as a tank and do more damage, and mind you my idea is to give Tanks some sort of damage boost through IO sets. This would be my general preference as well, if it were possible I would suggest something like sentinels have, where they have a bar and as the tank gets attacked it gets filled and once filled their next attack would give an unresistable low % debuff, with each attack having a different debuff. Tier 1 could be -regen, Tier 2 would be -damage and so on. This would give Tanks something that brutes/scrappers can't easily duplicate without making them terribly overpowered. There is a Stone Armor thread, stop trying to drive this conversation there, and Tanks are "fine" at So levels of power, they just get left behind by IOs. Finally : RE - the Debuff Numbers being thrown around. You all realize that those number differences are effectively the same after AV(really the only things that debuffs that aren't -res) debuff resistances right?
  20. Two of those classes are support classes, saying "I did an All Defender/Controller STF." is sort of like saying you played a game on the easiest setting, and I am willing to bet in Pre IO land. Scrapper and Blaster STFs were not very smooth. In content where it matters Tanks were 100% wanted, like Master of Pre Incarnate, Even in the Post IO World Tanks were desired in the situations where pure survival mattered. That is because the game is super easy and there are no DPS checks. I would attribute that to..not all brutes taking taunt and not being effective at aggro management. Of course given that in the time of Inherent stamina..I have no idea how someone can avoid taking taunt if only because it requires no slots to do it's job.
  21. Defenders also bring the most potent support capabilities in a game where Support effects alone are enough to bring a character. And that won't solve the problem. This, isn't remotely true, Pre-Side Switching Tanks were the only real aggro aura class that could take AV level hits without having an Empath/FF/Sonic buddy running around with them, and even if you have a scrapper to tank they won't have the aggro control that a tank has for trash and against some of the End Game AVs a scrapper with a pocket empathy user will still get completely destroyed. Because This is the thing that Tanks don't have. Once again. The Reason Tanks have fallen behind is because you can get massive survival benefits from IOs. The reason that Brutes have replaced Tanks as the primary Tank class in the game is that they get Aggro Tools and Damage, and IOs cover the fact that in exchange for the extra damage Brutes have lower baseline defenses. Tanks need either some level of debuffs/buffs to bring something that brutes do, or some manner of extra damage benefits from Sets.
  22. No the Brute won't have "much deeper mitigation" Scrappers and Brutes have the same defensive values, the only difference between a Brute and a Scrapper in a farm situation is that the Brute has higher HP, but if you are facing AE mobs specifically tailored to your armor set that won't matter, and with the ATO's scrappers do more damage than Brutes, of course this really doesn't matter in regards to Tanks, but saying that "Brutes are overpowered currently" is completely untrue. One of the Roles of a Brute is to tank, that is one of their jobs and before IOs come into play Brutes do have a downside, they have Scrapper Numbers. Tanks are mostly fine where they are in terms of SOs/HOs they just don't gain anything out of set bonuses and that is a problem, but that is an IO problem, especially in the ATO sets where they do nothing to boost Tanks in the areas that tanks needed to be boosted. It has been said by the GMs that this is not doable per AT, where I would start with bringing Tanks in line in a Post IO/ATO world, would be for the Proc ATOs to have real offensive value, like the Resistance one also providing a To Hit/Damage buff every stack and for the Absorb proc one to have a (very high)damage pulse when it triggers. PS: I apologize for the lateness of this post, I thought I hit enter.
×
×
  • Create New...