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Biosphere

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Everything posted by Biosphere

  1. Random test provides that Black Scorpion being hit with bruising reduces the -20% to -13%. That's still pretty solid in my book. Because it's not just the Tanker who benefits. It's the damage archetype. That's like giving the entire team another assault. It might not bypass the purple patch, but it's still good.
  2. As someone who enjoyed playing Tankers I can say I'm really disappointed to see bruising go away. I can understand trying to give Tankers more damage, but that mechanic was given to them for the purpose of helping the entire team including them. If removing the resistance debuff was done as a trade off then I think it's a mistake, because the entire team now suffers for that change. I think Tankers have a good role, they hold threat and control the mob like a Controller, although they do it through Taunt and being a hard body. Bruising allowed them to boost their team's damage for significant targets, while also maintaining threat, giving them the power to direct damage. The Tanker holds the threat of the enemies, and in that respect they know who should die first. Bruising was like that, it marked an enemy for death to compliment the intent. By removing it the Tanker has lost some of that nuance that I thought was the better way to design the archetype. There's always been people who have argued "why pick a Tanker when a Brute deals more damage?" And to be fair, on a full team with tons of buffing the Brute will reach the Tanker cap numbers. But a Brute could never deal resistance debuff.
  3. SWTOR has these leaderboards that show up as soon as you're done with a PvP match, and it has all the stats mentioned like damage dealt, healing, protections etc. I know it's from PvP, but the point is that the feature exists in another MMO. Considering the information displays in the combat log I would imagine it'd be an easy port to simply recreate a screen like the leaderboards from SWTOR.
  4. The combat log tracks damage dealt from enemies and from players, as well as healing. You could make a piece of code to total up the damage and healing values from the log as soon as it started from entering the mission to when the "Mission Complete" text shows up.
  5. I would love this too.
  6. I don't know if you understood my second enhancement properly. The effect of the mez would not expire, the duration would be modified. Think of it like this. Dominator with the enhancement slotted has Domination active. They use their hold which from their enhancements has something like 90% hold duration on it. The enhancement then triggers a new effect once the target is held by the Dominator. The new effect adds a "proc" like enhancement effect against the enemy which boosts the hold's duration from the 90% slotted hold duration to something like 150%. As long as the Dominator doesn't touch the target that 150% duration stays. However, as soon as the Dominator touches the target it removes that "proc" and returns the value to the base of the 90% hold duration. Everyone else would be able to attack it and the duration would stay at 150% as long as the Dominator avoids damage the target directly. Everything else would perform the exact same.
  7. I always thought that out of the ATO enhancements Stalkers and Scrappers had some of the better designs, because their enhancements compliment the archetype's playstyle. Like the global critical chance increase, or the instant rehide. With that in mind when I look at the Dominator's I don't see the same level of impact. The +DMG one is okay, but it's a basic effect that's nowhere close to how the other ATO Enhancements like the Stalker's polish its playstyle. You could add that to any archetype and it'd be fine, and I'd rather see the enhancements add definition to the Dominator with respect to its inherent. With that in mind I came up with two ideas for how to change the current ATO enhancements for Dominator. Replace Ascendancy of the Dominator Recharge/Change for +DMG with... Ascendancy of the Dominator Recharge/Critical Damage: UNIQUE -- No more than 1 enhancement of this type may be slotted by a character. This enhancement allows you to do extra damage to any target affected by Domination. It's basically a repeat of Containment, but only when the Dominator has Domination active. It wouldn't always be on unless the Dominator has perma-dom. Then I'd replace Dominating Grasp Recharge/Firey Orb with... Dominating Grasp Recharge/Increased Control Duration: UNIQUE -- No more than 1 enhancement of this type may be slotted by a character. This enhancement adds duration to your control effects while under the effects of Domination. This extra duration is canceled if you attack the controlled target. It'd work like this: While you have Domination active anything you control would have extra control duration added to it, so long as you, the Dominator, didn't attack the target after applying the control effect. I think this would compliment the Dominator greatly because the Dominator with Domination active has the ability more than any other character to hold or control a target. Sometimes the target that needs to be controlled will not be the damage focus of the team or the Dominator. Therefore I think giving it an ATO enhancement that allows it to completely lockdown a target and add duration to that effect rounds out how the character would be played.
  8. Chronos gives you 81.25% damage buff while conventional Blaster Build Ups give you 100%. Even Upshot which also has a Recharge buff on it gives you 100%. Proof:
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