
ExeErdna
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Focused Feedback: Tanker - Archetype Inherent Changes
ExeErdna replied to The Curator's topic in [Open Beta] Focused Feedback
That's because Brutes shine with double offensive auras where Tankers shine with there as well. Yet often times their ATO pulls them over the cap armor dependent. Yet then you have Energy Aura and Regen now that people wanted because it played differently compared to what's expected from a Tanker. Since both lack an offensive aura they need to have a decent overall attack power or else they're just a ticking time bomb before their defenses get overwhelmed. That's one of the worse things to happen is when you realize how your build is crashing. Most other AT's are basically like "don't pull that aggro" Yet the MAIN ONE that's supposed to do that should never be struggling to do that job. The issue with 4 Star runs there is a reason why most runners of it say "EVERYBODY NEEDS BARRIER CORE" Since even with everybody most like min-maxxed it still ain't enough. -
Focused Feedback: Tanker - Archetype Inherent Changes
ExeErdna replied to The Curator's topic in [Open Beta] Focused Feedback
The funny thing is procs aren't a problem either, the problem isn't the ATs or Procs it's AE and how people farm. Yet are they really the problem? No, it's more so an excuse. Not everybody is running papers/strike forces or trails. Most people miss out a a massive chunk of stories because how fast you level even without the boosters. Procs are nice on support classes like Defender, Corruptors, Controller, Dominators and Masterminds just to toss out a bit of extra dmg on something that normally doesn't do damage. Yet what the nerfs to Tankers seems to be return them to how they were before the buffs when they used to "bruise" without giving them that back... Or when they had to fix it so Irradated Ground took melee sets. Which personally more consistent on Brutes than it is on Tankers since the absorb is so small you really wouldn't notice it like that. The thing for Tankers they need a solid offensive state so they aren't just taking damage -
Focused Feedback: Tanker - Archetype Inherent Changes
ExeErdna replied to The Curator's topic in [Open Beta] Focused Feedback
It won't because hitting Tankers this hard is just gonna make them buff them in a few months or year when people stop rolling tanks except for the few die hards and people running trials. People are still gonna be running AE at work spending billions on outright buying what they want off the market. Seeing how mobs are getting buffed and how I see that they MAYBE need to keep their DPS intact because of how I'm seeing BWI and 50+ Wyvern and Freaklok gonna be a problem for Tankers that aren't min-maxing or proc bombing. It reminds me of when Powertech was grossly nerfed in PVE because of PVP antics in SWTOR. To me to never nerf because of a subset of players that aren't really interacting with the greater game. That's how you over nerf and then in PVE the class is gonna end up lagging behind. All due to it's too strong in a corner you just can't knock the house down... -
Focused Feedback: Tanker - Archetype Inherent Changes
ExeErdna replied to The Curator's topic in [Open Beta] Focused Feedback
It's because they unironically need that advantage if they can't consistently do damage which allows them to hold aggro what's the use of a Tanker? This is pretty much reverting the buffs they got a while ago when people really weren't using them. Are procs really the problem? Or is it a VERY small subset of the player base making murderballs playing AE all day the issue? -
Focused Feedback: Powerset - Gravity Control
ExeErdna replied to The Curator's topic in [Open Beta] Focused Feedback
From what I played with Grav/Rad on live. Making it an adaptive AOE hold with a bit of damage is all it needs. Not all the older AOE holds need to be a field now. -
Focused Feedback: Tanker - Archetype Inherent Changes
ExeErdna replied to The Curator's topic in [Open Beta] Focused Feedback
To me when soloing getting surrounded is bad. I rolled up a Regen/Savage Tanker and I started pulling mobs and getting surrounded on purpose. The lost of attack power hurts now from when playing groups there wouldn't be this issue but, at that point I'm just a meat shield. So the "murderball" of having double damage auras is messing up the metrics of this whole design choice. Sure Fire/Dark/Elec/Bio and Rad/Spines can do what they do without much input. Yet what about the others that don't have that? Them now being weaker doesn't solve a problem it creates another one. To attempt to stop the murderballs the other sets get hit a bit too hard, especially with how enemy regen got bumped up it feels a bit excessive. -
Yeah, that's what I was wondering because currently when slotting the column. I do a 5 piece Dark Watcher and Acc/Dmg hami. When full slotting Clouded Senses is just better. Also might help with some higher-tiered enemies outright ignore it since the acc atm is too low. I think the wheel's AI is set to "normal" when it might need to be set to "melee" since this is an issue with a lot of pets where they hang back and aren't as aggressive as one may think. Since I remember with earlier testing the Wheel would often chase enemies into rooms. This is when I noticed my Wheel chased down a runner and almost killed it. It was during one of those "All Paragon Protector" Warehouse missions. Also, this was the time I was reporting that the wheel was also getting stuck on corners. If you would move too fast around objects or around corners it would need to be resummoned because the commands wouldn't work at all.
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Focused Feedback: Tanker - Archetype Inherent Changes
ExeErdna replied to The Curator's topic in [Open Beta] Focused Feedback
My measure of a stable build is non-incarnate slotted 50 versus Malta 50+2/8/bosses and AV's on since they're now the most "fair" group at the 50 currently. Once the KW update rolls out that's gonna change to Cray. I take missions where I have to kidnap or grab an item, so I can always reset the mission. To me you're not REALLY supposed to be soloing AVs yet can I GET TO THEM? Can I handle the alpha strikes without Incarnates or excessive buffing? Since I play like I'm in a group what can I do for this group. Which means on Lady Grey can I with this character run ALL the way to Penny can save her? If a Tanker has a hard time doing that there's a problem. Many tankers can't deal with Hami's debuffs. Yet I sure as hell wanna see how much can a Regen Tanker really can hang versus a real Hami. To me a Tanker should be able to hang versus +3 enemies from 2 pulled groups. BWI, Wyvern and Freaklok should be the newer higher end testing measure for a stable build. What's a DPS test when you need to factor in being debuffed while doing the DPS. Like versus BWI and Wyvern it was a shitshow with my building logic with +3 and +4 enemies. The only tanker that I made on Brainstorm that was stable versus that newer higher end foes was my Stone/Stone/Earth -
Focused Feedback: Tanker - Archetype Inherent Changes
ExeErdna replied to The Curator's topic in [Open Beta] Focused Feedback
Yeah, I can agree, Tankers were never really AOE specs unless you were running Elec, Staff, and Titan which can reach out pretty well. Yet most secondaries have 1 really good AOE and the rest are ok. It's why to me at least Primaries with damage always stood out. -
Focused Feedback: New Costume Additions & Fixes
ExeErdna replied to The Curator's topic in [Open Beta] Focused Feedback
The lights are based on the time of day from what I've noticed, they're only on at night. -
I get where you're coming from especially, on the aura. Personally, the effect needs to cover more of that 20ft radius for more visual feedback. Since it's the same radius as Hot Feet and that has the visual aspect that helps it feel more impactful. Also, multiple blasts do happen it's often time the sound is drown out and the "Blast Off's" are stacking between the aura, the pet and what you're casting. The problem I think is bothering you is how the Blast Off procs are inconsistent sometimes. As it'll hit 1 guy like 4 times and the rest of group is just debuffed, so, the frequency could be buffed to be a bit more snappy. That "Pow" sound is Incendiary going off. I don't want it to be like "firecrackers" since they'll roll into the "annoying sounds please turn that off" That Hurricane, Repel and Sonic Repulsion currently have. Sparking Chain is fine because it's supposed to be used after a Glittering Column. If Sparking Chain was buff to be like that it could risk pulling 2 mobs which would just cause more problems later. Since that's an issue I've have when playing Trollers when I first started throwing out that AOE Immo can makes things worse if you hit 2 groups by mistake. I like it being a bit more contained than other AOE Immos
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Focused Feedback: Tanker - Archetype Inherent Changes
ExeErdna replied to The Curator's topic in [Open Beta] Focused Feedback
From my time testing tankers I realized Tankers are melee controllers. So to me they either NEED to be able to sweep through mobs and soften them up for other players. Or IF their damage is low their debuffing/mezzing should be high. A Lowbie troller using their AOE Immo or a Fire Blaster using Fireball should NEVER pull aggro off a Tanker. If a Tanker now is gonna be lower damage they need a higher aggro cap which means their AOE's need to be made bigger. Which is now a cascading effect of problems. Since if they are weaker people will expect something else is stronger. Since Brutes can get wild with their damage numbers they just prefer to have double auras to be a ball of damage. While if you would mirror the build on Tanker it would be a slightly bigger ball of aggro. It's why Fire, Elec, Dark, Ice, Bio/Spines, Rad are popular across both AT's When they don't have a proper AOE aura like with Regen and EA they have to make it up with being extremely solid almost to the point of unkillable. That's a traditional thought process of the Tanker yet when ALL the damage and AOE are pulled down to prevent the "murder balls" it's hurting the Invincible/Broad Sword which was already lacking normally. Since one thing personally about Tankers they should be the BASELINE of melee damage and defensive scaling. Since Brutes SHOULD scale higher damage wise because their builds are often extremely hot and unstable. Scrappers have amazing offensive and defensive selection of powers not too strong and not too weak. Stalkers being the powerhouses because they often give up AOE attacks and defensive ability for stealth and high burst. Finally, Sentinels are sitting in the same lane as Scrappers but with Blaster sets. Instead of going for "everything should be closer to the same" It should be "Everything needs to stand out" letting Tanker's keep their baseline damage doesn't make Brutish Murder Ball less appealing due to stability. Upping their AOE isn't just for the murder balls it's for Titan weapons, the Super Strength, Staff Mastery, The War Mace, Broad Swords, etc. The Regen/Axe shouldn't be weaker because the Fire/Rad is just gonna be stronger. Let them both be strong in their own way. -
Focused Feedback: New Costume Additions & Fixes
ExeErdna replied to The Curator's topic in [Open Beta] Focused Feedback
This is a good selection of stuff to be ported to the players I know it'll be harder to get those armor pieces over to the female models tho. Eventhough how much I want that PPD chest and shoulders for my Arsenal/Traps troller. -
Brillant Barrage should work more aligned with how Glittering Column should work as an AOE. I've noticed the Barrage has a weird LOS between me and the enemy feature which has down me honestly too often. Due to I'll attempt to stack the barrage on top of column even if I'm not that far out from it and it just refuses to work. I've even experienced this is melee range where it wouldn't click. IMO the LOS has to go before release because it's gonna get complaints.