Jump to content

Seph

Members
  • Posts

    18
  • Joined

  • Last visited

Everything posted by Seph

  1. I care, I tried to voice my complaints as well.
  2. The problem that a lot of you seem to forget is that no brute is constantly at 100% fury, nor are they constantly at 70% fury in groups. With the agro changes they will have even more trouble keeping fury up so tanks WILL do more damage. Edit: Regardless, I have made my opinion very clear at this point so I will be leaving this discussion so other people can chime in. I just hope more people see how bad a change this would be.
  3. Increasing tank damage A LITTLE is fine, this is a massive change. Oh and for the record you replied to me saying With So yes, that is what you said.
  4. So will they be behind or better? Make up your mind.
  5. Oh so tanks should have all the benefits but not the drawback of having to get fury all the time yet still start with higher hp/res/def 10/10 balance feedback.
  6. So lets say tanks get brute levels of damage, what do brutes get? The painful reality is that tankers either must do less damage than brutes or brutes tank better than tankers otherwise you get a "useless" AT. Increasing agro control and team focus is the way to go, not damage.
  7. And why should tankers do brute damage? They have higher hp caps, higher base defenses and better agro abilities. How about proposing something that makes tankers more unique instead of invalidating another AT to steal their spot.
  8. These changes sound more reasonable in my opinion.
  9. I agree with this completely, tankers should fill a role brutes don't. Not fill the role brutes do.
  10. I am not saying these changes are going live, I am speaking about the numbers as they have been posted and giving my feedback. Nothing else.
  11. So they are going to be better brutes with these changes, I expected as much as a 0.15 damage multiplier increase is massive.
  12. The increased damage cap does not help with soloing though, reaching that on a tanker requires outside buffs. I think the 600% is too excessive.
  13. While I agree that tankers should get some kind of damage boost a cap of 600% seems very excessive.
  14. So investing heavily in IO's, and teaming with 1-2 buffers will get you there? That was my point... Brutes also need to fuel fury, in a group you will usually sit around 50-60 fury on average in fights. Making tankers hit a damage cap that rivals brutes with one power from one character WILL make brutes "worse tankers"
  15. Getting someone to res/hp cap takes far more effort than "Here have one fulcrum shift"
  16. I agree with the tank taunt changes but making them have such a high damage cap will just make people take tanks over brutes. In high end content everyone is running around at damage caps etc so why take a brute that can deal marginally more damage over a tank that can A: Taunt better. B: Survive better, and hit more targets. The idea of increasing target cap for tanks is a good one but an increased aggro cap would really make tanks be what they are supposed to be, a brick wall for the team to hide behind. Brutes will become like scrappers are now, stalkers are just better so why even bother making one outside of "I want one"
  17. Character Name: Seph CPU: Intel Core i9-9900K Graphics card: MSI GeForce GTX 1080 Ti Gaming X RAM: Ballistix Sport LT DDR4 4x8GB 2666MHz DDR4 CL16 SR x8 Unbuffered DIMM SSD/HD: Kingston A1000 480GB M.2 SSD Graphics Settings: Literally everything graphics related maxed out 1440p 144hz gsync enabled. Did you notice a specific power or ability fire off when you got thanos-snapped?: The only power I could pinpoint was that I crashed once when I clicked "Rebirth radial invocation" but it worked without crashing me when I came back on.
×
×
  • Create New...