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Posts posted by Vanden
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1 hour ago, Auroxis said:
You removed Bruising which fundamentally changes the way the tanker plays by making it less of a support, while also changing attack chains.
For the better! Forcing Tankers to use their weakest, most useless attacks to contribute in a team environment was the opposite of fun, and as Captain Powerhouse pointed out, barely improved the Tanker's personal DPS overall.
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If nothing else goes live I desperately hope that the T1-T2 swap gets in.
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5 minutes ago, RenInferno said:
You're missing how Rage apparently, (broken, intended, or otherwise,) worked on Live. Which is that when it was Perma, There Was No Crash.
But what you're missing is that that was a bug, it was always a bug, and Homecoming has made it clear that that feature is not coming back. That ship has sailed, but with that in mind, we can see that the changes to Rage here are unambiguously a buff.
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4 minutes ago, RenInferno said:
You're both missing the point of it being a "set to auto and forget" power. If you want to micromanage your trays, be my guest, but don't force everyone to play your way by punishing those who don't. It's easier to over-shoot recharge a little bit, just to make sure it's perma when fighting anything with -rech, and people shouldn't be punished for that.
The fact that you're pushing for "micromanage better" instead of "I can understand how this could affect other people" says a lot about the kind of player you must be.If putting Rage on auto is the only way you can be bothered to use it, then nothing changes for you. If, on the other hand, you're willing to put some thought into your play, you can reap the benefits while saving your only auto-cast for some other power. For example, your Shield Brute? Can now use that auto-cast on Active Defense.
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1 minute ago, Haijinx said:
I didn't see if they did or not? This thread has moved 100mph.
They will have to if you don't want to make ELE, Dark, and FIRE, etc. the boss sets.
From my testing Invincibility doesn't seem to have improved range.
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3 minutes ago, Captain Powerhouse said:
The taunt they have is about equivalent to what is provided by the gobal proc.
What about them not getting the radius increase?
Also noticed a bug with Rage; it's showing the new "weakened" floating text even when you avoid the crash.
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3 minutes ago, RenInferno said:
I'm not asking to double stack it. Like, the entire point of what I'm saying is that I would rather have one stack perma with no crash than two stacks with a crash.
Well if you don't want to double stack it, then the change already gives you what you want.
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8 minutes ago, RenInferno said:
I'd take a crash before perma-ing the power in exchange for not being able to get more than one stack of it.
Double-stacked Rage with no crash is simply too good. It (almost certainly) won't happen.
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9 minutes ago, Captain Powerhouse said:
Powers like RTTC and AAO still have their Built-in taunt effects.
Isn't this going to make those powers noticeably worse at holding aggro compared to damage auras?
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Just now, Jon said:
I have to say I'm flabbergasted as to why you think people would want Rage to change from a low-maintenance power to a power you have to meticulously keep your eye on duration for. That's ridiculous.
There's no need to meticulously keep an eye on its duration, it has a ring to indicate when it will cause a crash, so you can tell at a glance when it's safe to use. Furthermore, Rage on the Live shards crashes no matter what, so if you're using Rage ASAP, there is no change in how often the power crashes on you.
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4 minutes ago, Jon said:
Players shouldn't be punished for stacking rage with high recharge. This is not a good change. Stacked Rage should counteract the crash penalty to incentivize IO usage. If I'm spending inf on a build, one of the key powers in the powerset should not get worse on that investment.
I have to say I'm flabbergasted at how many people seem to think they have no choice but to use Rage as soon as it's recharged.
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1 minute ago, Captain Powerhouse said:
It does not apply to pets like Ice Patch or Burn.
So does the initial pulse of Burn now have more range than the patch?
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15 minutes ago, Captain Powerhouse said:
As part of their inherent power, tankers get a buff that works similar to Boost Range, but it boosts Radius and Arc of powers. The arc of Cones gets boosted by +100% and the radius of PBAoEs are boosted by +100%.
This means a 90 degree cone will actually cover a 180 area, while a 10ft PBAoE will cover 20ft.
Any power that has more than 90 degree cone, or more than 10ft radius, is immune to this buff.
Question: Foot Stomp's AoE was 15 feet. According to these rules, it should be exempt from these changes. However, the info window is showing the AoE as 10ft. Was Tanker Foot Stomp nerfed specifically to let it take advantage of the new inherent, resulting in an overall buff?
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The icon for Gauntlet in my list of buffs keeps blinking as though it's about to expire (which it never actually does, naturally).
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3 minutes ago, Amarlex said:
I hope that means that Foot Stomp can still reach 15 foot radius, since it seems to have been changed on Pineapple to be a 10 foot radius PBAoE.
It seems like that's part of a bug with the real numbers tab, because the radius of Foot Stomp seems unchanged.
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1 minute ago, johua said:
Why does rage need a crash at all?
Because it's literally a Build Up that lasts 12 times as long as regular Build Up.
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44 minutes ago, Vanden said:
Possible bug? I checked the numbers on the Live shards for Tanker secondary attacks, and they're the same as they are on Pineapple, despite Tanker's supposedly having higher modifiers on Pineapple.
Expanding on this, for some reason the Real Numbers™ in the info window are showing the values with the old damage scalar; when you actually use the attacks they do more damage than the info window says they will.
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4 minutes ago, DMW45 said:
Welp. Still, having to purposefully gimp yourself in some way--you can't build *too* well or you'll be punished for it--just seems wrong to me.
I just think that refreshing over stacking is the most intuitive way to fix it.
All you have to do is not click the power as soon as it's recharged, no build considerations required. It even gets a ring around the icon now, to tell you if using Rage at that moment will cause a crash.
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Just now, DMW45 said:
Eh, back when the game was official if you made it perma it didn't crash.
No, it just didn't debuff defense, which was a bug.
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7 minutes ago, DMW45 said:
Didn't used to, though.
The only time it ever didn't do that was when it stopped you from using any attacks at all.
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Now, personally, I like the T1/T2 swaps (except for the sets where it puts the weaker attack first, like Katana).
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1 minute ago, RenInferno said:
I'd still trade no stacking for not having to worry about suddenly doing NO damage in the middle of, say, a long AV fight.
Do you not use Rage at all? That's exactly what happens with Rage no matter what you do on the live shards.
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2 minutes ago, Veracor said:
I want to be a tank. That's all I ever wanted to be.
Then what's the problem? These changes do nothing to make you a less effective Tank, and in some cases (higher AoE caps) make you better at it.
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Well, dang.
Focused Feedback: Tank Updates
in [Open Beta] Focused Feedback
Posted
I missed this change in the initial excitement, but seeing it now, I think it's too much, taken with all the other changes. Taunt is an incredibly powerful tool for aggro management; you basically push one button, and that target and any targets near it is yours, now and forever. This is why the live devs originally reduced it to 5 targets in the first place, and I agree with their rationale. I think letting that affect up to 10 targets is overkill.