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Infinitum

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Everything posted by Infinitum

  1. Or a game mode option
  2. Another thing to add to my previous post. If You play +4/8 long enough like my group does on a regular basis, ordinarily its routinely smooth, however eventually you are guaranteed an off the rails event that will tax you to the limits, that you literally do hundreds of times even with the same team and that one instance kicks your butt. Its happened to us on the Khan, there was a glitch where the black hole generator wasnt working. Its happened to us on the ITF where the shadow cysts were running on luck and were playing on what seemed should have been +8. It happened on the lady gray, controls wouldn't control hami and then the double av fight seemed like they had unlimited regen. Stuff happens if you play tough long enough to test you. My point is I wouldn't want that to become the norm, because in my older years I don't have time or patience for that on a recurring basis. That's why you work hard and slot up synergetic characters and teams to hopefully run any content efficiently and smoothly. That's why my stance is for more content and options because the game feels fine, just incomplete honestly.
  3. I don't think any of those options describes the reality, but the first is closest. 1. Defense and resistances are fine. 2. Enemy accuracy is fine. 3. Some times you have the perfect synergy on a team and you steam roll. 4. Some times your synergy is off and you struggle but still succeed. 5. Tanks shouldn't due a lot under 99.9% of circumstances. It's easy to build the majority this way. 6. Scrappers, stalkers and especially brutes can mimic tank survivability and do increased damage - especially where scrappers and stalkers are concerned. 7. Blasters, defenders, controllers, corruptors, dominators, etc - squishies can be built more durable with set bonuses, Incarnates etc but realistically can't survive hard target encounters indefinitely like tanks/melee can without circus tricks. 8. Combine all the above with good synergy in any multiples of combinations and thats where you get your steamroller teams. So the non problem above is very complex. The actual issue is with content and options. There should be more incarnate level content and also an elite mode that makes things a bit harder kinda like you would select options in oro. Thats the state of the game right now from someone that plays each night with a variety of players and content. It may seem too easy but thats an illusion because the playerbase are vets and just need more challenges and more options. For your average new player it can still be quite difficult and I run across this often also. And we help them along as best we can. Which is why its a great community.
  4. Its there.... People do like it and want it.... If you do not.... Do not use it.... Otherwise You are simply trying to impose your will on what the majority do not want.
  5. Wouldn't it be ageless core for the constant recovery buff?
  6. Have one like reactive defenses scaling res. Except for this its scales the level of suck upwards for regen.
  7. Pre incarnate he can be tough but not really if you are prepared. Incarnates can finish filling holes to where with most builds its a cake walk. I've tanked him with invul/SS Shield/SJ Shield/Elec Shield/Dark Rad/Rad Fire/psi Fire/Fire Brutes Rad/Elec Psi/Elec Em/Invul Scrapper Kat/Nin SJ/Nin Ma/Nin All Incarnates some not fully realized Incarnates yet. A couple of times he hit me with the channelgun and I wasn't paying attention cause it was going good then my end crashed and toggles dropped. But other than that I've managed to hold him at bay without too much trouble just spamming the T1 until it's time to unleash hell on him.
  8. I first mained a rad Elec brute that is res capped on everything except toxic, cold, and neg energy. It was decent on those numbers as well. I rolled brutes for a while, have 3 of them still active including the rad/Elec. I had only rolled 1 tank at that point. Once I switched back to tanks I now have 10 tanks and havent played the brutes in a while. 2 weeks ago during the ITF weekly run I ran on my main tank first the shield sj then I ran it it on the shield/Elec the rad rad and the shield dark. Never had an issue, cake walk on +4/8. When I rolled out the rad elec brute it was a struggle through the shadow cysts part, and they even got me once mainly because I had a false sense of security from playing the tanks and wasnt on my toes. Its hard to go back to brutes when you have grown accustomed to the security a well built tank brings. Even when compared to a similarly well built brute. And yeah the scrapper brute comparison I'm with whoever said the increased damage and similar survivability puts scrappers ahead of brutes. Brutes are very niche, can be built tough and be single target monsters and second to none farmers, but for my perspective I'm rolling a tank or a scrapper for most things. And I'm sure there's 10 score on here that will reject everything I've said here and that's ok too, because it's more a preference debate than anything.
  9. Giving this a gentle nudge for visibility. Yes we are still recruiting and still going strong! Come join us.
  10. Everything about this statement is incorrect. I think what you are meaning is that they removed bruising in favor of an outright damage buff if i am not mistaken here. They still have gauntlet though. If you calculate the increased radius and Arcs, and the amount enemies you can hit with any AOE type, you are actually out damaging Brutes in a lot of cases. If you build it correctly, you can outsurvive a brute, and also have similar damage output if you go musculature core and assault radial. But doing less damage than before, theres just no way.
  11. Hasten has quite the following, yes, but again I think it's more to do witha combination of why not take it, what else is there and also man my build needs it to perma X power. But none of that says its OP or an outlier to me, if anything its more indicting that the above chart of those sets dont provide any incentive to not get hasten - not to mention the top tier of speed has similar numbers to these also. The balance issue isnt that hasten is too good or that it is even too popular, but that there isn't one dang useful choice left over to replace it with once you theme out the character with the other pools. Whats left over is the above crap and its wall to wall crap as you can see by the numbers. So why in the blue hell would you not take hasten? Give us other valid choices to not want to take it, revise the above sets to offer something that isn't hot garbage.
  12. And thats peak efficiency, safety, and speedy.
  13. This is how i would do it, its a variation on my Invul SS which is nigh unkillable. Tanker (Invulnerability - Super Strength).mxd
  14. Who will be the first to roll a Vera tribute from in living color? lol
  15. If you are on a team which I never solo as a tanker my best powers arent attacks. My attacks compliment my defense to carry out my role as a tanker. I get what you are saying, but its just not the same in every situation. Thats why nerf hasten because it does X isn't a good argument because it isn't the same value across every AT, every build, every personal preference. The fact that it is important to some still validates the point to leave it the hell alone. I would much rather see more valuable choices in the useless table of pool powers added or redesigned to make hasten less attractive as an option or filler - whichever it is used for.
  16. So basically hasten doesnt necessarily make any every build better in terms of survivability then. Thats my point. Its being made to look like hasten is this uber power that no build can live without and it doesn't cost anything to run it and neither are true in any sense. Its nice to have but honestly on my melee its just because all the other pool power choices are crap or useless to what I'm doing. Thats why the other pools need to be made more attractive.
  17. Taking about survivability, you don't need hasten to do any of it. Hasten doesn't speed up any of the toggles, the set bonuses, the passives or the incarnate powers. I'm looking at it from a tanking perspective but it also applies to my Scrappers, stalkers and brutes too. You don't need hasten for survivability especially on melee, and again if you do, you aren't building it right in the first place. I could see how it would apply for trollers because of speeding up control cast times and locking down mobs. And if you are talking leagues, you wouldn't need hasten to debuff the poo out of your target when there are 24 debuffing or buffing.
  18. Yes it does, according to the dictionary.
  19. Strip all that away, and survivability boils down to how much defense, resistance, or regen you innately have. No empath ever won the day by casting healing aura against a group of hard targets. It boils down to whether or not he's soft capped in defense or not. In team play, yeah buffs and debuffs come into play if you all aren't io setted out, but if you are io setted out those don't boil down to being necessary to survivability either. An average team that would matter more but not in the end game incarnate style play.
  20. If you want me to look up the definitions for quiescence and equilibrium, I can do that too. Signed CoH homecoming keyboard ninja. Actually touchscreen ninja right now.
  21. But, none of them that work as well as to just build to survive. why go around your elbow to get to your thumb? look up the definition of static and dynamic. Static means you dont have to do anything. its the more stable way. that isnt opinion, that is fact.
  22. Again every single bit of that is dynamic, the only sure survivability is static layered mitigation. Which is any combination of soft capped defense, capped resistance, high regen. Tier 9 armors should never enter a conversation for reliable survivability. You can take hasten out of every one of my melee builds and they wouldn't miss a beat. The only reason its in those builds is because the other choices are crap. Again and again, not hastens fault. It would hurt most on the ill rad. As for attacking more, it isn't without a cost - you are also using more end which in turn could hurt survivability with an ill timed hasten and perhaps also a rage drop mid battle. I love it how everyone pro nerf is acting like there are no associated costs to run hasten.
  23. Maneuvers = team wide stacking +defense. Hasten does not increase survivability. If you are relying on hasten to do that you are doing it wrong.
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