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ryuplaneswalker

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Posts posted by ryuplaneswalker

  1. 5 hours ago, Demon Shell said:

    SO balance is just a matter of if you can clear content within an acceptable time-frame. We're past that. We have to look at IOs now. Not necessarily a fully purpled out build, but people are going to use Gaussian, that effects damage caps. They're going to use Luck of the Gambler, that's a significant recharge boost. These things can't be ignored anymore.

    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.

  2. 2 minutes ago, TheAdjustor said:

    Either way it wasn't a fix.

    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.

  3. 20 minutes ago, TheAdjustor said:

    You can thank Castle for this. It used to be before he "FIXED" if you slotted for a decent amount of recharge they wouldn't run into battle and cycle their ranged attacks.

    And back then the melee pets were broke, because they would sit back and spam their crappy range attack.

     

    2 minutes ago, HelenCarnate said:

    Increase the range of their brawl attack to 80' range?

    That is the thing I have suggested for "ranged" pets forever.

    • Like 2
  4. On 9/10/2019 at 7:30 PM, Leandro said:

    Tanker: Ranged damage modifier increased from 0.5 to 0.8, Melee damage modifier increased from 0.8 to 0.95

    • Bruise has been removed in favour of a flat damage scale increase

     

    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.

     

    On 9/10/2019 at 7:30 PM, Leandro said:

    Tanker base endurance has been increased to 120, to reflect the fact that they kill slower, but last longer in combat.

    This is a mostly completely pointless change for any Tank except Maybe Dark Armor or Titan Weapons users.

     

    On 9/10/2019 at 7:30 PM, Leandro said:

    Tanker damage cap to 600%, this would increase the max Tanker damage potential when grouped.

     The Tanking class should have a higher damage cap than the Pure DPS classes? 

     

    On 9/10/2019 at 7:30 PM, Leandro said:

    AoEs

    • Most Tanker Melee AoE powers have had their target caps increased. Most cones are now 10 target cap. Most PBAoE are now 16 target cap.
    • Tanker Taunts now have a 10 target cap.
    • Most Tanker AoE powers now extend to inflict damage and other effects beyond their radius or arcs.
      • 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.

      • Almost all cones with over 90 degree arc, or AoE with over a 10ft radius, ignores this buff.

    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.

    • Like 2
  5. 3 minutes ago, ZeeHero said:

    It is but nerfing IOs is too. changing the AT mechanics is the key.

    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.

    1 hour ago, Zepp said:

    The biggest reason for this disparity is the low damage cap for Tankers compared to Brutes

    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.

     

    12 minutes ago, Galaxy Brain said:

    Throwing this at the dart board,  but what if tankers got a damage bonus per team mate?

    Extra damage won't help tankers need something that sets them apart from brutes.

    • Like 1
  6. 7 hours ago, ZeeHero said:

    I agree mostly that brutes can be ok as is, but tankers themselves need help becuase brutes are UNDENIABLY OP compared to tankers. compared to say, scrappers with damage for instance they are clearly not.

    The only reason Scrappers aren't OP compared to both is because Scrappers don't have punchvoke like Tanks/Brutes do.

     

    7 hours ago, ZeeHero said:

    Tankers and brutes have been in the same category since they were both a thing. they do the same job in endgame and brutes do it better when a single AV is concerned.

     

    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.

  7. 1 hour ago, Thezanman said:

    Okay? Those are the only ST attacks available to Crabs, and they're all worse than anything Wolf has.

     

    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.

  8. 6 hours ago, Thezanman said:

    Single Shot is faster than Channelgun with the same damage, Burst is faster than Longfang with the same damage, Bayonet is both faster and more damage than Longfang while also beating the DPA of Channelgun and Slice. The only favorable comparison is that Slice has better DPA than Pummel, every other comparison between a Wolf and Crab ST power is bad.

    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.

  9. 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.

    • Like 2
  10. 7 minutes ago, krj12 said:

    I'm also aware that it's unnecessary to put such high restrictions on who joins your team, when the TF was created for level 35s. 

    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.

  11. 17 hours ago, Kimuji said:

    I still maintain that going on the more damage route will lead to a heavy redundancy between Tankers and Brutes or worse making one AT obsolete.

    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. 

     

    17 hours ago, Kimuji said:

    But I fully agree that the debuff/team buff option is worth exploring.

    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.

     

    13 hours ago, Voldine said:

    In other words: Baby steps, and realize that Tankers are most likely in a fine position at the moment. Stone Armor, on the other hand...

    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?

  12. 1 minute ago, Infinitum said:

    Yet you had all scrapper, controller, tank, defender, blaster STF. 

    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.

     

    6 minutes ago, Infinitum said:

    That's not even remotely true.  Maybe on farming AE missions brutes are more prevalent, but in the normal game/missions/tf, I'm not seeing any discrimination against tanks, or any increased number of brutes replacing them.

    That is because the game is super easy and there are no DPS checks.

     

    7 minutes ago, Infinitum said:

    If anything I've had a more than few teams still look for a tank while my brute was on team.

    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.

  13. 12 hours ago, Kimuji said:

    Now if you want to find a really bad inherent power look at Defenders.

    Defenders also bring the most potent support capabilities in a game where Support effects alone are enough to bring a character.

    9 hours ago, Kimuji said:

    And you can make them better at managing aggro, there are several suggestions going in that direction on this thread.

    And that won't solve the problem.

    19 hours ago, Jeuraud said:

    Again... the Tank pretty much lost its roll right out of the CoH box, and they have never been "important" in CoH, because CoH broke the Trinity.  With the breaking of the Trinity there are no "important" ATs in CoH and there never has been. I think that is why so many Tank players in CoH are butt-hurt. They are coming from other MMOs where the Tank is a Primary AT/Class in the Trinity, and there is no primary or important AT in CoH.

     

    I'm all for making the Tank a different/fun AT to play, but quit trying to make them "important" to the group. To do that you would have to turn CoH into a Trinity MMO, and I'm definitely against that... not that I really see that happening in CoHH.

     

    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. 

    17 hours ago, Kimuji said:

    Why does half of the suggestions include increased damage?

    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.

  14. On 8/3/2019 at 7:45 AM, cejmp said:

    The Brute is going to have damage output comparable to the scrapper but much deeper mitigation.

    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.

     

    On 8/3/2019 at 7:45 AM, cejmp said:

    An AT capable of filling 2 different roles with no downside.

     

    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.

    On 8/3/2019 at 7:45 AM, cejmp said:

    Tanks are fine where they are.

    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.

     

    13 hours ago, Leogunner said:

    I still stand by my suggestion to just make Tanker AoEs hit more targets

    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.

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