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ivanhedgehog

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Everything posted by ivanhedgehog

  1. Thats when you advertise a free fire farm and say you dont expect anything..it will drive them crazy
  2. they are using a time machine and will release it in spring 2020.....or maybe 1920
  3. currently the brute just plows through and anyhting over cap doesnt even attack him. he lets everyone else fend for themselves.
  4. The cap makes it less fun for support. the mobs come in groups much larger than can be agro controlled and the tanks/brutes pretty much just run around killing things while the support wait to rez.not a whole lot of fun for the squishies. There are a LOT of numbers between 17 and no cap but the anti changers seem to just see 2 options. there is a lot of room for discussion. and yes, I made a tank on we have cake with no cap, it was fun, but very slow. A cap of 25 would allow a tank to actually manage agro, not just grab the nearest group and hope that nothing else gets involved.
  5. If you are using eoe's you shouldnt be taking damage. Difficulty in this game is very easy to increase. This game is probably the easiest to customize difficulty. Hami damage is untyped so that makes it a very different fight from other content. Make your own hurdles and enjoy. Start a weekly non incarnate ITF where everyone unslots thier incarnates. I could see a toggle on tf starts that disables incarnates. challenged achieved.
  6. I think, dont have proof though, that there are a lot of full IO set bonus super builds running now, probably much more than live. That probably has a lot bigger effect. It should not be nerfed because it is part of the long term game. without getting use of the sets there is no incentive to continue to play them.
  7. The only problem I can see is I dont know if the devs have the tools, desire or manpower to make the new costume pieces, but I would love it if they could. That and phase 3 aoe needs to be a longer timer. That would sideline melee players. But numbers can be adjusted, so thats just tuning.
  8. Then it is a good thing we dont balance around level 50 fully IOd incarnates. there are 49 other levels playing the game too, using SO's.
  9. The relevance is if you insist that agro caps should be the same, why shouldnt other caps be the same? You have yet to offer a reason that they should be the same for all at's. agro specialists should have larger agro caps due to their job of controlling agro. Just like blasters have higher aoe caps due to their ob of damaging things. Controllers have higher mag hold due to their jobs. etc. allowing tanks/brutes to have a somewhat higher agro cap allows them to pull overflow mobs off of squishies. Not all groups are limited to 17.
  10. explain why? and why shouldnt aoe caps be the same for all also? and why shouldnt hold mag be the same also?
  11. there is a lot of room between herding maps and mass chaos. I like having a tank that can compact groups and control the flow
  12. there are a few places that "need" things. mito taunting in hami raids comes to mind. the tank/brute needs taunt. auras dont do it properly. currently, building a team to steamroll, given the choice of a equipped DPS or an equipped tank, the DPS is the better choice.
  13. If it were for everyone, dps would have to be more in control of what they agro, no more leroy jenkins if you want to live, especially at lower levels. They could make a null the gull setting with the default being 17 to make it more of a choice. I could see soloing lower/midlevel defenders setting it lower even to help them. That would be a side benefit of the changes. By making the changes just for tank/brutes they could allow them to have their niche to increase their utility. And contrary to the anti herders out there, it would allow your team agro specialists to taunt mobs off of their squishier compatriots in those "oh shoot" moments. This benefits teams quite a bit. you dont have to herd to get a benefit from this.
  14. It was boring for YOU. Not for others. Go ahead and make your teams of 8 soloers if you want, no one is stopping you. Other people want coordinated teams that actually work together. There is plenty of room in this game for all sorts of play styles.
  15. increasing the cap for tanks/brutes would give them a mechanic to control the flow of battle. which makes them desirable for many people. That is the point.
  16. They dont dictate, but people might want to play with their friends here. It is just discussion. the changes to em were great, should they not have done them because someone else did them too? we have been playing cox again for well over a year now and we have experience(if we wish) on servers with different changes. discussing what we liked and what we didnt like is a good thing. Right now there is little team coordination, the tank/brute runs in and the controllers/doms lock everything down wherever it happens to be. People complain about herding but it maximized dps damage and made for orderly progression, as opposed to everyone soloing in a team.
  17. right now there is less reason to invite a second tank or brute. they do less damage. It would make teams that coordinate easier, which is as it should be. there are some roles that you wouldnt want multiples of on a team. empath or rad are good examples. you sont need an empath, rad or tank right now, but they do come in handy.
  18. If tanks have a raised agro cap, say 25 or 34, they would have increased utility in teams. Making them more useful instead of more powerful. It would be worth a teams time to let their agro management experts control the flow of battle. There is a lot of space between current agro cap and no agro cap, it isnt one or the other. Maybe letting null the gull set the cap at set points, 16,24,34,40. The numbers arent important, that would be for the devs to decide. But it would give tanks/brutes a reason to be.
  19. you seem determined to derail this thread . why is it so important to you that you need to rudely talk over people? Who died and elected you to crusade about this?
  20. I solod Dr Q. with therapy and a lot of help I can once again be a productive member of society.
  21. I am against scaling. part of the fun is dealing with enemies at the level they are. how do you deal with them with only the powers of that level? That is part of the fun. not having your full kit adds to it. I tend to do lower level tfs with a toon about the appropriate levl. I have to agree with the kill alls in nearly identical missions. gets boring fast. Dr Q I am looking at you.
  22. You have a limit. unslot the incarnate when doing such content. Problem solved.
  23. If you dont know what doesnt give xp, you dont play the game. communications officers dont give rewards and neither do their summons. As for the devs time, I am just as right to give my 2 cents worth as to what I would like the devs to spend or not spend as you are to be suggesting nerfs to rewards. Commentors do NOT have to make their own threads just so you can claim ownership rights to this part of the forum turf. Pretty much all of us can claim times we have been asshats, I dont find it appropriate for anyone here to make a thread calling somone one I know I am that way at times, that is why I quit PVP.
  24. people that want incarnates removed from use can form tfs/raids etc that advertise "no incarnates" everyone can unslot their incarnates at no cost and go to town. If there arent enough people that want that, well that speaks for itself.
  25. you must not play the game. There are a number of mobs that give zero rewards. They shouldnt spend time on it because it does the player base zero benefit. New content and new zones/ats/power sets give us new and exciting things to do. nerfing our rewards, not so much.
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