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Troo

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Everything posted by Troo

  1. Holding targets does something. Immobilizing targets does something. Disorienting targets does something. Draining a target completely of endurance seems to do nothing. We can't toggle drop non-player targets. EBs and AVs seem to still be able to wield massive attacks. At a minimum, it seems we should be able to dramatically slow a target's attacks? It seems if they only need one point of endurance to attack it just doesn't feel like they are effected by endurance drain. At a maximum, no endurance could mean no attacks and no active defenses. Helplessness. Defeat. Could it be compelling to add a second path to defeating an enemy rather than just chipping away at the red bar?
  2. Thanks for the clarification on your position.
  3. I am open minded enough to ask and hear Shin's answer and then try not to quibble over it. Simple clarification regarding context. -------- -- -------- I and likely others would love to see the Brute ATO fixed if broken and would welcome a Brute buff so long as the tradeoff isn't punitive to existing characters for the benefit of mostly min/max endgame builds. This is normally my baseline.
  4. If you are asking for a secondary button, I'd vote yes. Primary Button = Teleport (player picks destination) Secondary Button = Teleport to target The only issue would be the teleport in sorcery since it is already a secondary.
  5. Shin you are saying Tanks out perform Brutes in nearly all situations? Full teams, smaller teams, <5 targets, >5 targets, even level, +4, level 20, 30, 40, 50, 50+, etc. If you are describing specifically 54/8 or hard mode content, I will not contest. --------- -- --------- It seemed to me that a Tank and a Brute were very effective together. Early in a fight, the Tank's splash damage hitting more targets with the Brute's smaller splash being able to increase the overall agro cap while quickly building fury to knockout the harder targets. Could two tanks do this? Sure, it's a fairly easy game, but not as effective with the remaining hard targets. On a steamroller team this might be nearly imperceptible but on a smaller lower level team it anecdotally seems to play out. Solo, Tankers, pre-uber build, seem to struggle a bit in general with hard targets while other melees do better.. if they can stay standing.
  6. @gabrilend Interesting idea. Keep 'em coming. ..and to anyone trying to say Brutes were never in the middle of Tankers and Scrappers for survivability and damage. Please see below: Scrapper Stats Survivability 7 Melee Damage 10 Ranged Damage 2 Crowd Control 4 Support 2 Pets 2 Tanker Stats Survivability 10 Melee Damage 7 Ranged Damage 2 Crowd Control 5 Support 3 Pets 2 Brute Stats Survivability 8 Melee Damage 9 Ranged Damage 2 Crowd Control 5 Support 2 Pets 2 One could say IOs brought the three a little closer and Incarnates a little closer still. I'm not a super fan of this suggestion but I like seeing interesting ideas.
  7. I have 'Troo' on all servers. I do not have dozens and dozens of character names copied on every server, just the main one. And I visit each server periodically to give away startup capital to young villains. This is not wrong is it?
  8. Last weekend before this event closes. (there are prizes) Folks are always welcome to take the Slot Machine Challenge anytime.
  9. This makes sense though I've always thought low, mid, and high should all be considered for the overall player base rather than catering to the best players/builders/number crunchers.. There are folks who break the mold, while other don't care what level they are, if they have optimized slotting, or if they are using the ideal attack chain. Kudos to everyone. An Identity for Brutes? A villain melee archetype with damage and survivability positioned between Tanks and Scrappers. <-- if that's not broken it's working.
  10. My original City of global was 'Gy' and when we went to a three letter minimum 'Gray', 'Guy', 'Gee' were unavailable. So I switched to 'Tru' who was my Misfit Villains base raider that folks recognized easily enough. 'Troo' was always a level locked pvp specialist for Siren's Call. After shutdown and when I got to play again, 'Tru' was unavailable. Some dirty rat had coveted the name from live and snatched it up. (I do not know if this is troo) So same name different spelling it was.
  11. If only there was a way to export 'Name', 'AT', 'Primary', 'Secondary', 'Level', 'Character Screen Slot Number' THEN maybe I could manage all these characters.
  12. I hear ya @Lyone_Manes. I'll agree that the pathing isn't always great for pets. A lot of quality of life improvements have been made, MMs included. So things could be worse. Much of the game is choices and consequences. Thanks for making your suggestion.
  13. the Jokes AI.. programmed for sarcasm in the 80s this utility was added to the popular AI engine 'Princess' and wouldn't you know it, something went terribly wrong.
  14. what does this even mean? is it gross? do I even want to know?
  15. @Ston with respect. When you farm, what do you farm with and why?
  16. I am not against your idea but the statement quoted is how many archetypes leverage their core. Example: Having to take 2 of Boxing, Kick, Tough in order to get Weave. In this case can't Teleport Target (combined Recall Friend/TP Foe) accomplish what you are looking for. I believe it can relocate individual pets and henchmen as well as bring targets to the the party. Followed by Team Teleport for your whole group and Fold Space for enemies.
  17. interesting Thanks for pointing to your trade off. Slow-starting, momentum-heavy attacker = yuck, as in lower level and non optimized experience could suffer. If I read between the lines a bit, are you suggesting that there are so many other damage buffs in-game that fury ends up being a non-factor? A Tank just isn't (in general) putting out the <5 target damage a Brute is. A Scrapper just isn't (in general) on par with a Brute's survivability. These are nuanced differences which just work for different players and play styles. (my opinion of course)
  18. @Shin Magmus Just curious, are these apples to apples examples? Do you see the same thing when engaging multiple 54 regular targets? I'm curious and with you that if it is bugged then it should be addressed,
  19. @CrusaderDroid So your plan is to ask for Brute's Fury ATO to also provide +Rech, again? 😛 m0R3 d4m4G3 !! is just not likely. <-- hear me out. Increasing damage quickly trivializes many aspects of the game. That's why some of the buffs like Fulcrum Shift are so noticeable. Don't get me wrong I would love to get more damage and more recharge. However the devs would be fools to implement such a change WITHOUT a significant offset. The Homecoming team are no fools. (do you have an offest in mind?) Raising the damage floor for Brutes might be doable but raising the ceiling probably is not. Fury is a clever way to allow Brutes to not have to invest so heavily in damage allowing them to leverage procs and other aspects such as stun and knockdown controls. +Rech is already one of those available. We are unlikely to get +Rech on top of +Rech. CC Magnitude & Mez/Slow Resistance could be something. I'd love to see stun and fear have larger rolls. Alternately, Brutes being able to fury past slows or PSI attacks a little more than Tanks is also interesting if it could somehow compliment the Tank roll. A scaling AoE radius without increasing target cap could also be something but may not be worth the level of effort.
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