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Wavicle

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Everything posted by Wavicle

  1. You haven't shown there's a problem based on math, so stop throwing that around.
  2. Emphasis mine. You clearly are talking about fairness. In terms of Balance, they are balanced. Brutes do more damage and are squishier, tanks do less damage and are tougher. The damage differences vary a bit depending on exact situations, the survivability differences become moot at a certain point. Both ATs are valuable on teams for both their offensive and defensive abilities. That is balance. You're claiming there's a problem where there isn't one.
  3. Because at no point have you defined "far too close". That's just an assertion you're making without basis. Based on the actual testing, no, they aren't. In fact, the opposite, Brutes can be built to survive just about as well as Tanks, but Tanks cannot build to do nearly Brute damage.
  4. You are presupposing that in order to be "balanced" the numbers for defense and damage should be identical, but that is an assumption that isn't backed up by any data at all.
  5. Yes, tanks get more defense than brutes get damage. No, that isn't unfair, because of the way the game works and the way IOs and Incarnates are set up.
  6. No, that's incorrect. This is your postulate: "That the extra mitigation provided to tanks is much higher than the extra damage provided to brutes." And that is correct. But your conclusion, which seems to be "And that isn't fair" is NOT backed up by the data.
  7. The problem, Bill, is that the tests people are submitting are showing that the difference in survivability is noticeable, but small and the difference in damage is also noticeable, but also small. You're right, it ain't rocket surgery. But people are backing it up and their results say that while numerically you may be right, the results in game are balanced.
  8. No, I care about AT balance and I think they’re balanced enough. Brutes do better damage, Tanks are tougher, but neither by enough that it is a huge deal. That IS balance.
  9. You are going around in circles friends. Brutes are able to tank, and Tankers do plenty of damage though not as much as Brutes. What is the problem?
  10. in the case of force fields, they can keep their knockdown aura running, spam repulsion bomb and force bolt, and Attack. i would argue that Force Field actually takes Great advantage of the inherent, since a bubbled team can live at medium health without dying.
  11. If things go south it benefits them plenty.
  12. It’s the sort of thing that belongs in Incarnate content. Level shifts beyond Alpha should be restricted to iTrials.
  13. I’m not advocating for that, though.
  14. AT specific def soft caps should have gone in at launch, but it’s too late for that. The only way I could see it being done now would be if Defense based armor sets, and possibly some support sets, had powers that let them get to 45 when everyone else could only get 40. A little like how travel powers now work, but with def.
  15. But damage output is more valuable than mitigation, ultimately. And so the fact that the tank is further ahead on mitigation than the brute is on damage doesn’t matter. edit: By doesn’t matter I mean they are still balanced despite it. I don’t mean it’s meaningless.
  16. I’m sorry, anybody who thinks that brutes are obsolete because tankers now do acceptable damage has a really twisted way of looking at the game and should just be ignored. Brutes are fine. They were always monsters and they still are.
  17. If the tank buffs went too far, then MAYBE pull them back a little. Brutes are FINE.
  18. Brutes are still the insane destroyers they always were. Stop advocating for power creep.
  19. This gets said a lot, but it isn't true.
  20. lol no this is silly Brutes and Tanks are very well balanced now. No changes necessary.
  21. Ok I have tracked the bug down! Is your Corruptor using Custom colors? What I found, on both my Cold Mastermind AND my Cold Defender, is Frostworks no longer orbits the target when using the Original color scheme, but does orbit when using the Color Tintable scheme.
  22. Pain Domination is not a soloist set. Team up with people, buff and heal them and attack their targets. You can get a pet from the Patron Pools, and from the Lore Incarnate power but those aren't available until pretty late and aren't up all the time.
  23. I think civilians whose name start with M tell you how many hours you've played on that character? Am I misremembering?
  24. I saw something like this happening on a Dark Blast Sentinel I just made. The Gloom animation seems to switch back and forth between original and alternate.
  25. That's for the base damage and "bruising" effect. For the inherent, a lot of ideas have been tossed around, several by myself...right now I'm thinking about this idea (I have no idea if this is possible): Opportunity - Inherent Timed Toggle Single Target 25% Def and Res Debuff. 0 Activation Time. Up to 60 seconds duration. Cooldown unaffected by global recharge, but instead... Recharge varies based on duration used. If toggled off before 16 seconds duration, recharges in 5 seconds. If toggled off between 16 and 30 seconds duration, recharges in 10 seconds. If toggled off between 31 and 45 seconds duration, recharges in 15 seconds. If toggled off between 46 and 60 seconds (auto shut off) duration, recharges in 20 seconds. Toggles off automatically if target dies before full duration or manual toggleoff.
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