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Warboss

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Everything posted by Warboss

  1. Was it just implied or stated that Brutes would be okay with receiving a 10% damage reduction (because 10% wouldn't be a big deal)? Seems like it was... and might help to further the differences in the ATs.
  2. It was fun and we had a great turnout, plus we got to team with some friends from the SnS event on Torch, so welcome and thank you to them for participating in our event. Also welcome to all the new comers and first timers, sounds like to got to see some "classic" TT antics and participate in the melee chaos that is Tanker Tuesdays! We'll be back here on the 2nd Tuesday of next month. See sig for other TT times and events. Join TankHQ to keep up on the chatter and posted events. See you in game!
  3. I thought one of the reasons for these changes was to adjust how procs worked with AoEs. Is it worth procing AoEs or just slotting for normal damage (maybe include one proc (included in the set))? How about for ST attacks, is standard slotting or procing better?
  4. So after all is said and done. Tanks got nerfed. Did that resolve "the Brute" issue? Because the few Brutes I play still clear faster than my Tanks. I don't recall my Tankers ever clearing faster than my Brutes. Even so, what's instore for Brutes? Should they get buffed or modified, we'll be back in the same loop we're in now. I just don't see these changes (maybe aside from the proc issue) really resolving anything (other than impacting my enjoyment of the game),
  5. Keep in mind we had a mob of tooled up, incarnated, veteran Tankers who knew the missions. I think that helped as we all concentrated on the right things at the right times. I'm not sure what was going on, but one of the boss swords I was fighting keep regening like mad. I'd get it down to about 1/3 HPs and it would heal back up to full. I don't recall experiencing that prior to this run.
  6. Happy to help out Ronin, and I had a great team. Thanks all for the efficient run! Oh, and I made PLV do most the work (kinda'). 😉
  7. Sounds like the Tank is running through the mob to aggro more. You can do that, but it's usually better to have either another melee AT or Tank, to bring multiple mobs together. OR... have a 'troller or the like lock down or stall the mobs and start the debuffing. After the first pass most should be down, and as @Erratic1 has mentioned the rest should fall fast. Leftovers and rezzers can be picked up by a single taunt (unless damage is applied by another AT, then things get weird, especially now). It tends to take a bit of time for some players to get the hang of Tanking for various teams. But the damage output of most teams is usually enough to level the whole mob after the Tanker jumps in/through (Tanktics would be a whole other thread).
  8. Some thing still seems off. I can't put my finger on it, but ST attacks seem to be doing less damage (more attack cycles to take out bosses and above). I don't have a great deal of time to work on this, so if anyone else sees this please chime in. Yes, there has been a lot of confusion about this and most to the changes proposed. I do recall seeing somewhere a chart that showed the various AT Scalars, and at that time. It showed the Tank Scalar as .95. I don't have the source atm, so I can't link it. It was in the forums somewhere, maybe under the Beta section.
  9. Thanks for the response. I'll have to look it over vs what I'm seeing in game. Right off the bat, I agree with you on the Overcap daamge. 33% is a bit low for AoE specialists.... ST seems low to me too. Not sure why since it looks like the bulk of the adjustments were for AoE/Cones.
  10. Hi all, After all is said and done. Where exactly are we at? What nerfs went through, and what was rolled back? What I know, is my Tanks are not like they were prior to the patching/"fixes", and Ground Zero still doesn't work right. Is there a consolidated thread that shows exactly where we're at, or can someone who has ferreted out the information post so I can tell what is causing what I'm seeing? Did the Damage Scalar reduction go into affect, or was it rolled back? Where are we at with the Damage mechanics for AoEs? Were the AoE Distances dialed back? (looks like cones have been nerfed into idiocy) There were other issues as well (certain powers affect, like GZ), but I can't remember them all right now. Things seemed to get pretty confused right before the release. Any info or links would be appreciated. Thanks!
  11. Exactly what we've been asking (and testing... and posting) about.
  12. I can see that, I didn't say it was going to be an easy task, but isn't the issue "no place for Brutes"? Agreed, the explanation seemed clouded at best. Fixing proc rates is fine. Agreed, most cones right now are pretty lame. And Frost has taken a beating... I'm still not 100% on board with the current solution. Agreed, see above. Hearing that it was a bug is fine, but do we have a patch date targeted? I think the last post I saw was "sometime in the future". I used Avalanche's proc in it, but to the same affect. I'll wait until the patch is out to see what we get.
  13. I think this question has been answered. Brutes are the "official" metric for farming. Should any AT surpass that (even with specialized builds and missions), a nerf hammer will be falling. To me the main issue seems to be the lack of "building up" vs "tearing down". I haven't looked through all the pages of the latest patch/release, but I don't recall there being any mention of resolving the Brute issue (beyond nerfing Tanks).
  14. Hmmm... so if you have mobs gathering around a Tank they will get hit (up to 30?) overriding the possibility to hit teammates, league mates, other allies not in league?
  15. I didn't know that had been included as an option. Perhaps the only reason to run BS now.
  16. Hiya' Ice, good to see you again. Hope all is going well for you.
  17. As of last Saturday night (6/21) it's hitting the correct number of enemies, but not the correct number of allies. Feel free to check it out on your own (run a Rad Tank on a team in a league). See the Tanker thread where I posted what I was seeing. Link
  18. Tanker, and I didn't realize the power required 30 target to work correctly. In the past it would hit whoever was around (teammates, league mates, other heroes not in league or on team). It was hitting mobs fine, just not the other mentioned above.
  19. Whatever happened to Ground Zero was major. It no longer hits league mates (or one out of many), nor does it hit anyone not on your team. The accuracy for hitting teammates has been greatly reduced as well. I tested it extensively during SnS on Torch. Please look into this as I find it hard to believe this was the desired result.
  20. Thank you for so articulately stating this Zem. I believe this is what many of us stated on open beta as well.
  21. Just checked again. No affect on anyone not on my team. Tried again and it hit ONE. Tested again with mix of teammates and non-teammates, only hit teammates.
  22. Just tested it in league. Doesn't affect anyone but my teammates. I'll test again. Maybe a bug? But I tried multiple times and on other teams in the league and no healing was done.
  23. Agreed, I think the changes are heavy handed and overdone. I extremely dislike the change to GZ. It should be able to heal any it hits, not just affect team members. Was that change really necessary? I can hold aggro, but forget about doing anything else. Certainly decreases the "flavor" of the set...
  24. I love the way they ignored all the feedback except making the Diminishing Returns 1/3 damage for everything past "cap" (because the previous math was confusing)... sigh, we tried.
  25. I don't think it's a "you problem" it's a game balance/game mechanics issue (maybe power sets as well...). One that needs to be addressed by resolving procs and other AT shortcomings PRIOR to nerfing Tanks, or any other AT.
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