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ParagonKid

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Everything posted by ParagonKid

  1. It's not 20% more. The damage mod would have to be .96, not .95 Anyone can see the damage numbers are lower than live with their own eyes. Even if you bumped it up to .96, like I said before, damage output will still be lower because procs, bonus damage, Doublehit, pets, NPC allies, and countless other things that don't care about the AT damage mod will no longer benefit from the -Res.
  2. The abject entitlement to not want something you care about changed simply because of someone else's fleeting whims. RIIIIGHT.
  3. I'm talking about the damage numbers that appear when you attack an enemy.
  4. Don't BS me. I can see that on the Live servers, Haymaker with Bruising applied does 13 damage at level three and on the test server, Haymaker with the .95 damage mod is doing 11 damage. Having to weave in a T1 attack every 10 seconds negatively impacts your damage less than NOT having Bruising buff all your procs, bonus damage, Lore pet damage, whatever. And even if you still think I'm wrong, I don't care. I don't want these changes. I don't want my characters impacted because someone else wants to make Tankers better farmers. Sorry if you don't like the attitude, but I feel like I'm being mugged at gunpoint by someone trying to explain how good being shot feels.
  5. I didn't ask for better AoE and I don't care to give up anything from my Tanker for it, especially ST damage, regardless if others feel it's insignificant or not. The onus shouldn't be on me to fight to keep what I've got. I didn't ask to bargain and I don't care if others think it's a good deal; I think it's a swindle and don't remember authorizing anyone else to make that choice for me. If you think tankers are underwhelming or underperforming, buff them. If it is truly the case that they are lacking, it shouldn't be required they trade anything.
  6. Losing Bruising for slightly better AoE is still a huge net loss for Tankers. Bruising improved not only their direct damage, but the damage of Hybrid Assault and Interface damage procs and any IO procs on their attacks. Increasing their damage mod to .95 while removing Bruising makes them demonstrably worse. Let alone the fact the people who value ST damage would be having it forced on them. I personally find this whole thing very alienating and distressing that my tanks are getting nerfed. And for what? I mean, even at the end of the day it doesn't make Tankers more attractive to everyone else. They don't BECOME better than Brutes at anything people care about with these changes (and becoming better is what it takes to actually shift anything).
  7. My names for the powers in SS: Weak Punch Normal Human Punch First Actual Super Strong Punch Should Be An Inherent Power Should Be a Disorient Cone or -ToHit Debuff Should Do Thrice the Damage and Knock Back Should Add Bonus Damage Instead of +Damage and Not Stack or Crash Should Do Twice the Damage and Be Twice as Big Should Be Mighty Judgement 😛
  8. Well, I mean, people are going to take whatever performs the best to farm. If there wasn't a clear AT winner running out front, there wouldn't be so many farming Brutes. And "the best AT is subjective" is an excuse IMO. We have an objective measurement of "the best" as perceived by most of the playerbase: the one everybody flocked to when the slate was wiped clean. Yes, farming isn't nessisarily the entire game, but most of the game is about killing groups of enemies. Farming is just doing so unaided and cutting out the walking. Of course,, you have to apply this line if thinking to balance intelligently: SS will probably remain a popular set regardless of how it performs for reasons on concept/roleplay alone. Heck, I feel it's popular despite it's terrible animations and uninspired design.
  9. Also, regarding endurance use: It's beyond the scope of this specific thread, but I think that the blue bar is a bigger issue that impacts all ATs. I've been playing Classic WoW recently and looking at how they modernized their combat systems over the years. If CoH had continued I feel like they would have followed a similar trajectory: a faster tempo, less downtime (so maybe an End discount for everyone) and removal of pointless whiffing (low level CoH is bad with the hit checks, but Classic Warriors are nothing but MISS, PARRY, DODGE, MISS). Such a large revamp is something I'd like to see explored...eventually.
  10. Honestly, I can't think of a reason to roll a Tanker* over a Brute, even with Bruising. Brutes are just so much more optimal and have greater potential. Once Brutes became available blueside, the only thing that "saved" Tankers was roleplay/thematics/inertia; luckily for them, most of the playerbase weren't really Meta followers. *The only reason I rolled a Tanker since Homecoming, was nostalgia and to get my main back.
  11. Here's what I'd personally like to see: Leave melee damage modifer as Live. A new effect added to all tanker attacks; Rend: 10% resistance debuff. Bruising: reduced to 10%, stacks with Rend. Reduce/remove the proposed Base Endurance increase if need be. Everything else, I'm OK with. Tankers get a little more AoE oomph, they bring a crowd debuff for teaming and they don't lose any ST damage.
  12. That's because it's a passive ability with no visual effects on one AT out of fourteen in a MMO where most of the playerbase engaged the game at an extremely casual level. Plus, at no point during character creation did the game actually TELL you Tankers softened up enemies or anything. 😗
  13. We'll, we're in agreement on that. Not a fan of this aspect of the proposed changes. Higher damage cap: sure! Endurance: I'm indifferent. At no point would I ever expect anyone to look at Tankers and say they do too much single target damage. Nor is more AoE something I'd ever ask for in exchange for anything. It's not something I'd ever get behind thematically, for that matter. Let Brutes be little AoE monsters while making Tankers better at unloading on the hard targets.
  14. "Melee damage modifier increased from 0.8 to 0.95 Bruise has been removed in favour of a flat damage scale increase." This is a straight nerf though (according to the in game numbers)? To both the Tanker and everyone grouped with them.
  15. People will play what they want to. But personally, I sidelined my Tanker when it was barely soloing pylons while my Brute was soloing GMs. The power difference only became wider as the Incarnate system progressed.
  16. They're messing around with a new snipe IO set on the beta server, I figure new homebrew ATOs are also a possibility. What would everyone like for Tankers? Since both Might of the Tanker and Gauntleted fist have defense-oriented procs, how about a proc for bonus damage to Bosses and up? Or maybe a chance for the attack to splash?
  17. King Midas of the Goldbrickers may be orange (er, gold) but he's got an eye for making deals and big ambitions. HUGE ambitions, let me tell you. He needs a big hand and he's paying decently. What's the worst that could happen? WIP, still fixing spelling errors and such.
  18. People have been very receptive to the idea of taking some powers from Beast Mastery like Call Hawk and Call Ravens and making an all-avian ranged damage powerset with 'Birdemic' being the toxic-damage-dealing explosive T9.
  19. The narrative of the arc begins with the Freedom Phalanx inviting you to join. But on a deeper level, its missions are designed, intentionally so, to help you get the Freedom Phalanx Reserve Member Badge and associated accolade. All of the defeat badges you need for the accolade (Tank Buster badge, Gearsmasher badge, Unveiler badge) can all be farmed from this arc. All while still getting XP, Incarnate threads and reward merits while doing do. Much better than hunting gray enemies in zones.
  20. You've still got Hurdle and the Fitness powers in there as a power choices when they were made inherent long ago. This build is wildly out of date. I think you need to remake from scratch with Pines, which is the new Mids.
  21. Mighty is, well...basically United States of Smash as a Judgement power. I don't know if it was created by the Homecoming team or scrounged from i25. It's a PBAoE that deals Smashing damage. The left top of the tree deals more damage, the right side launches enemies up as CC. Overall, I didn't see anything that made me want to switch to it over Ionic Judgement.
  22. Intended. Was a change made a few issues before then end.
  23. That's the case with Hybrid, it seems. Thank you for sharing that info. I still can't call it working as intended because I'm 75% sure it was never a click when the game was live in i23, and the power description makes no mention a duration like every other Incarnate ability on a timer does. I don't recall it being changed for i24 when I was playing it on the Test Server, but the sudden announcement of Sunset and upheaval following could very well cloud my recollection. Then there's still the case of Reactive Core Flawless Interface only doing one tiny pulse of Fire damage and not a DoT. I explicitly remember the DoT in both versions of the T4.
  24. Just adding that, Reactive Core Flawless Interface doesn't proc right either. There's one tick of fire damage and that's it. No DoT. The Energy proc for Hybrid doesn't proc ever. I can confirm through the combat logs neither of these Incarnate T4s are working correctly on this inv/SS Tanker. Is this something screwed up with Gauntlet causing procs to bug again? Because that happened once on Public Test back in the day, IIRC.
  25. This was a great utility. A nice overlay that showed you all your buff timers in real time, tracked your damage per second, how fast you gained inf, etc. The sites that hosted it are long gone. Would be great if someone did something similar.
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