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Posted

I wish it was higher.

Between  slotting, double assault,  follow up, set bonuses and Gaussian in aim I can self cap my damage.

add in double follow up + musculature and that is a lot of wasted potential.

 

Given how much I bring to a team I wish they could bring something to me...

I'll take that proposed tanker damage cap thx :)

  • 2 weeks later
Posted (edited)
On 9/17/2019 at 2:13 PM, Frosticus said:

I wish it was higher.

Between  slotting, double assault,  follow up, set bonuses and Gaussian in aim I can self cap my damage.

add in double follow up + musculature and that is a lot of wasted potential.

 

Given how much I bring to a team I wish they could bring something to me...

I'll take that proposed tanker damage cap thx 🙂

This is what I have been fighting in the tanker feedback thread among many other aspects where increasing the damage cap on the most durable AT in the game (and currently refusing to lower brute damage cap) is harmful to other ATs that are nearly immunue to gaining higher performance from team members.

 

My widow is stuck in the same place:

100% base damage

130% from slotting+musculature alpha

30% double assault

40% damage set bonuses

30-90% from follow up

80% gaussian

=over damage cap

While tankers have immensely higher health, healing, regen, resistances, aggro control, wider aoes, 20% higher endurance, and a damage cap that can rival blaster damage now too. But having a tanker be able to benefit from more than 2 fulcrum shifts or eat a tray of red insps is more important than this or balance with other archetypes.

 

Edited by DreadShinobi

Currently on fire.

Posted

I think the genie is out of the bottle, so I'm not really in favor of nerfing anyone whether it is the right choice or otherwise.

I'd probably just crank everyone's damage cap up to 600% and call it a day because if tanks weren't' benefiting from team buffs enough then the same argument can be made for all the 400% cap AT's.

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