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Wravis

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Posts posted by Wravis

  1. Do these changes mean that in the future you'll listen to tester feedback? Because every concern you're addressing now was brought up repeatedly during the initial testing for Storm Blast. But they were dismissed because the people wanted Storm Blast to "feel different" and "be unique" at the expense of actually playing well.

    • Microphone 3
  2. 9 minutes ago, Maelwys said:

    But honestly? Anything that gives Brutes and Tanks a slightly different desirable niche on a team would be appreciated at this point. IMO we really need to get away from this "ping pong" situation where after every other patch one of those ATs suddenly becomes "the Tanking AT that can deal the most damage" and the other one instantly becomes undesirable.

    That's the problem with having two ATs that do the exact same thing and were made to fill the exact same role. Brutes were meant to tank. That was their job in CoV, so they were never mechanically distinct from Tankers. Whereas an AT like Corruptors started out as the ranged DPS of CoV, so they were designed to be meaningfully distinct from Defenders.

    Giving tankers some kind of passive team buff. Leadership style, or Grant Cover style, or even debuffs on enemies. Something that makes the team safer, at the expense of the damage a brute would bring.

    That's a way to make them distinct rather than trying to thread the needle of just the right amount of damage vs survivability vs aggro management.

    • Like 1
    • Thumbs Up 1
  3. 2 minutes ago, Player-1 said:

     

    This was a mistake on my part and I have corrected the original post. I blame my focus on the non-tank archetypes  😉 

     

    Gauntlet will splash only on Single Target attacks, though in testing there is some overlap where the ST and AoE can trigger that I will need to examine. However it doesn't seem to mess with target caps or total aggro so it may just be a display/order of operations under the hood and does not impact taunting ability.

     

    The overall point remains where thanks to ST splash and target caps, 1:1 a Tanker will be more efficient on taking aggro than a Brute.

     

     

     

    The 50 was a mistake on my part when examining the Gauntlet proc, and I corrected my original statement. 

     

    When it comes to overall aggro caps, this argument could be made in reverse where having >16 as the cap is superfluous if there are rarely more than 16 targets to even aggro. In context of Tanker vs Brute, the duration will mean that a Tanker should pull aggro over the Brute if they are attacking the same group of enemies, focusing fire on the Tanker. This is specific to balancing the roles of a Tanker vs Brute, where a Tanker would naturally take more heat, leaving a Brute on the same team free to focus more on damage.

     

     

     

    The balance relates to how Aggro functions. If an enemy is aggroed to Tanker A, it is stuck to Tanker A until somebody piles enough threat to swap to them instead, such as Tanker B actively taunting and attacking 1 target from the group Tanker A is fighting.

     

    If 1 Tanker can hold all the aggro, then another Tanker will not be able to "Tank", nor would a Brute or other player with taunting. Compared to Defenders stacking buffs and debuffs, or Controllers stacking Control, aggro is a bit more binary and not as collaborative. This could be limiting to where some teams may not want more than 1 Tanker. 

     

    @Maelwys brings up a point about how this is already something that can happen with Tankers and Brutes, but is something we also do not want to reinforce by making multiples even more "redundant".

     

     

     

    I guess my point is... Is a Tanker being better at taunting than a Brute really enough of a benefit to merit bringing/playing a Tanker when a Brute gets the job done well enough, while also bringing more damage?

  4. 23 minutes ago, Player-1 said:

     

    1 v 1, a Tanker also using Taunt and Taunt Auras has a stronger Taunt than a comparable Brute, and with Gauntlet has a huge edge in target saturation. 

     

    Gauntlet's Taunt is Mag 4 and lasts ~15s, hitting up to 5 targets in an AoE off of the target the Tanker hit. The Tanker's Taunt auras do not splash per target hit, but also apply that Mag 4 ~15s Taunt per target. The Taunt power Tankers can use hits 5 targets in a 15ft AoE with a 41s duration, Mag 4.

     

    Brute's "Punchvoke" is not a splash, only effecting the targets hit per swing. Their Taunt effect is Mag 4, but lasts 13.6s, making a Tanker Taunt have higher priority if they strike the same target. This is the same in their Taunt Aura powers, meaning a Tanker standing next to a Brute vs the same target will Taunt over the Brute with just the aura. The Brute's Taunt power is the same as a Tanker's however, with the main difference being that a Brute applies -75% range, while a Tanker applies -100% range which encourages enemies to come 25% closer to attack.

     

    With Gauntlet's splash per target, simply attacking with AoEs can make a huge difference. Take Pendulum from Battle Axe for example. On a Brute, you can hit up to 5 targets, and taunt 5 targets. On a Tanker, you can hit up to 10 targets with Overcap, and in theory aggro up to 50 thanks to 10x procs of 5-target splashes. 

     

      How many situations are there in this game where, after people hit their nukes, or hit a couple AOE powers, or use their judgements, that there are 16+ enemies still standing? A tanker holding aggro on a fresh pull for 1-3 seconds better than a brute can means next to nothing. Once the minions and lieutenants are taken out, there aren't 16 (let alone 50 you say is possible. What content are testing on?) enemies to hold aggro on.

    This game is more than just 4 star difficulty TFs and Incarnate Trials.

    When the thing that sets an AT apart is entirely overkill, at the expense of contributing meaningfully in other ways... Why would anyone take "aggroes best, but can't compete on damage" option over the "aggroes great, AND can do damage" option?

    19 minutes ago, Player-1 said:

    When it comes to being a traditional "aggro magnet tank", a Tanker should have a Brute beat for that specific role. With multiple Tankers on a team, having a higher aggro cap would mean whichever Tanker aggros first would just "take" the job of the other Tankers, thay cap ensures there is enough to spread around. These differences also let a Brute shine where its damage can be a key component for a player.

      
    Maybe I'm misunderstanding the point you're trying to make with this part here. Sorry if I am. Not trying to misconstrue your words.

    Claiming balance around having multiple of the same AT seems a little ridiculous to me. Balance around one. "Defenders are good because if you have two defenders you might have a better spread of debuffs and buffs" doesn't make sense. Neither does "Tankers are better because if you have multiple Tankers there's more aggro spread around".

    • Like 1
  5. 33 minutes ago, Player-1 said:

    A higher aggro cap will make multiple Tankers redundant. Tankers already proc Gauntlet as an AOE off of all targets they hit.

     

    A Tanker using a 16 target AOE (with Overcap) has 16 different splashes of 5-target Gauntlet flying around to gain aggro. A Brute meanwhile has punch-voke, but only effects the target hit and not as a splash from their targets. With less duration than the Tanker's Gauntlet, and with less target cap, the Tanker should win out in grabbing Aggro. 

    Until you factor in taunt. And taunt auras.

    Then the difference is (even more) negligible. And not enough to make a Tanker better than a Brute.

  6. 16 hours ago, Maelwys said:

    Can we please get a "Design Intent" blurb here?

    These changes definitely buff Brutes... but after i28p2 Brutes already overtook Tankers as the #1 desirable melee AT on teams for "holding aggro and dealing damage".

    IMO the "roles" of Brutes and Tankers (or at least their mechanical benefit to teammates!) really need a bit of work/clarification. Last page Tankers were apparently deemed the "AoE Specialists" of Melee ATs'... but whilst they can indeed hit more targets; a Brute on Live is already currently able to inflict more damage with the same attack to 10 foes than a Tanker to 16; even with comparatively low levels of Fury (see numbers on Axe Cyclone here - at Fury levels of 60+ the Brute wins!). 



    Anyway...

    (i) The Defense/Resistance scalar increases are welcome. Defense Powersets on Brutes can reach the softcap easier than on Scrappers; and Resistance Powersets can almost be slotted the same way on Brutes as Scrappers and hit their respective hardcaps. Good Stuff. This incidentally means that min-maxed Brutes end up with considerably more wiggle room in their builds to increase their raw damage and global recharge.

    Seems like the intent is to bury Tankers again. Do more damage. Hold aggro just as well. Hit your defensive/resistance caps just as easily. All baked in WITHOUT the added benefit of procs being easier to work into builds.

  7. They couldn't pick a different color for Help Me? I support making changes to accommodate disability, but don't inconvenience a large portion of the community with a half-baked change just to do it.

    I get not caring about the few people with gold titles. Not a lot of them out there.

    But the tags block afk messages now, which plenty of RPers use to denote character traits. And they don't show at all on people with gold titles. 

    There's a better solution.

    • Thumbs Up 1
  8. 6 hours ago, Glacier Peak said:

    The change to role titles was a short term solution to a problem.  It created unfortunate changes to other players experience at the expense of addressing said problem. Based on discussions I had before this change went live, I don't see it being reverted. But if the change was as impactful to the player experience as others have pointed out, perhaps that will be incentive enough for the developer who made this change to make more of an effort to compromise instead of making one player's experience less fun than another player.

    What problem did having colored names cause?

  9. Having a gold title makes it so that I am not visibly flagged as a roleplayer any more. This is very inconvenient. At least on Everlasting, plenty of players used pink names to show when they are in character and looking for RP. Now there's no way to show that, for those of us fortunate enough to have earned a special title.

    The change to how flagging yourself as Roleplaying/Helper/Help Me was pointless and unhelpful. Revert the change. Or at least make it so that if you have a gold title, you still show your flag as well.
    • Like 1
  10. Having a gold title makes it so that I am not visibly flagged as a roleplayer any more. This is very inconvenient. At least on Everlasting, plenty of players used pink names to show when they are in character and looking for RP.

    Now there's no way to show that, for those of us fortunate enough to have earned a special title.

    • Microphone 1
  11. If you're planning on just farming, endurance management becomes more of a reliance on Ageless and less on powersets. As well, the amount of AOE in a set matters less. You'll want be more focused on having one or two really good AOE attacks and then using AOE from one of the patron pools.

    This means radiation melee, martial arts, electric melee, and psi melee do just fine for farming, in addition to the sets people are mentioning above. 

    Savage melee pairs very nicely with dark armor, as long as you dump your blood frenzy stacks before hitting 5 so you don't get exhaustion.


    All of that is assuming you're not trying to build a real character that can farm on the side.

  12. Ugly damage aura that is either bright and eye searing or dark and obscuring, so people don't love running it. Same reason cold domination isn't as popular as it should be based on how good it is. People don't like powers that hide your character, and Irradiated Ground kind of does that.

    It's also weird to rely on a damage aura as part of the ATTACK set, for a significant portion of the set's AOE. Especially with its high end cost.

    And then its good attacks are all slow. 

    It's not a bad set though, just a lot of little things that make it not as fun to play as it could be,

  13.  

    On 5/26/2025 at 8:18 AM, The Curator said:

     


    Tasks

      Hide contents

    General - Task & Strike Forces

    • The minimum level of Task/Strike Force content is no longer enforced, except for Ms. Liberty and Lord Recluse's.

     

     


     

    This is not a good idea.

    "recruiting for TFs is miserable enough without having to fend off all the low level weasels looking to sneakily get power leveling for their characters because there's no fire farms for them to glom onto."  - @stormsparkle, godqueen of TFs on Everlasting

     

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  14. As I stated in the text of this very old revived thread. I don't think a rework is necessary but people complain about damage types not making sense if they aren't blades.

    I'm aware it doesn't need to be renamed to achieve the same result. But if the devs are using that as their excuse, then this is a solution.

  15.  

    • Your character name (Red Star Holder): Construction Boy

    • Your Global handle: @Wravis

    • Your base’s name: Slappy's Boardwalk

    • The shard it is located on: Everlasting

    • The passcode for entry: Boardwalk-23004

    • The category your base is entering under: Realism

    • Contributing builders’ names or Global handles: NONE

    • Any additional information you wish the judges to know beforehand: You're all great.

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  16. Base Code: EXPLOREONFOOT-20176

    Globals: @Wravis/@Jibily

    Shard (aka server): Everlasting

    Special Considerations: Explore it on foot first... that's why I gave it that code. Fly around after.


    Base Code: Cabin-8752

    Globals: @Wravis/@Jibily

    Shard (aka server): Everlasting

    Special Considerations: Kind of the protoversion of Exploreonfoot. But there's a cabin, too. My earliest base!

    • Like 4
  17. 7 hours ago, Dacy said:

    Wravis, with your permission, I would rather hold this back for next month's Showcase, Nature/Other? Since it's pure nature. I'm not putting it in the Tour hubs yet, pending your response. Please feel free to choose the next appropriate base for you to show off. 🙂

    That's fine.

    Replace it wiiiith

    Shard: Everlasting
    Base Code: Highschool-33072
    Builder/Owner: @Jibily@Wravis

    • Like 2
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