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Vanden

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Everything posted by Vanden

  1. From my testing Invincibility doesn't seem to have improved range.
  2. 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.
  3. Well if you don't want to double stack it, then the change already gives you what you want.
  4. Double-stacked Rage with no crash is simply too good. It (almost certainly) won't happen.
  5. Isn't this going to make those powers noticeably worse at holding aggro compared to damage auras?
  6. 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.
  7. 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.
  8. So does the initial pulse of Burn now have more range than the patch?
  9. 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?
  10. The icon for Gauntlet in my list of buffs keeps blinking as though it's about to expire (which it never actually does, naturally).
  11. It seems like that's part of a bug with the real numbers tab, because the radius of Foot Stomp seems unchanged.
  12. Because it's literally a Build Up that lasts 12 times as long as regular Build Up.
  13. 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.
  14. 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.
  15. No, it just didn't debuff defense, which was a bug.
  16. The only time it ever didn't do that was when it stopped you from using any attacks at all.
  17. Now, personally, I like the T1/T2 swaps (except for the sets where it puts the weaker attack first, like Katana).
  18. Do you not use Rage at all? That's exactly what happens with Rage no matter what you do on the live shards.
  19. 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.
  20. Was this really even a bug? I found it pretty convenient that if I didn't use the full duration of my Hybrid by the end of a mission I could have it at the beginning of my next mission, too.
  21. 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.
  22. I think it works. Tanker base damage has been increased by the same amount that Bruising would add to your attacks, so the only real increase in damage is to the Tanker's AoE attacks.
  23. Oh boy, if this goes live I'm gonna have to make new charts. Is it feasible, rather than making this change, to simply make Tankers able to choose the T1 or T2 power at creation?
  24. I saw the same things you saw, I was there too. I’m not saying you’re wrong because I didn’t see the same things you did. I’m saying you’re wrong because you’re wrong.
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