Leogunner Posted October 12, 2019 Posted October 12, 2019 1 hour ago, Captain Powerhouse said: OK I hope this calms down the last few days of discussions: brutes wont be nerfed any further. In fact, the next patch has a buff to brute fury generation on teams. And just thong in cheek: the only way brute resist cap would go down to 85% is if tanker resist cap also goes down to 85%. But there is no plan to do that at this time (or ever, ever ever.) Rather than a buff to fury generation, how about a look at fury degradation? 1
macskull Posted October 12, 2019 Posted October 12, 2019 3 hours ago, Captain Powerhouse said: And just thong in cheek What 4 "If you can read this, I've failed as a developer." -- Caretaker Proc information and chance calculator spreadsheet (last updated 15APR24) Player numbers graph (updated every 15 minutes) Graph readme @macskull/@Not Mac | Twitch | Youtube
golstat2003 Posted October 12, 2019 Posted October 12, 2019 1 hour ago, macskull said: What Probably a joke referring to super hero costumes and thongs in cheeks that were made popular during the 90s. aka psylocke's costume, aka rob leifeild (and generally IMAGE comics) female characters. I hope. . .
Developer Captain Powerhouse Posted October 12, 2019 Author Developer Posted October 12, 2019 Just a typo. 1 1
summers Posted October 13, 2019 Posted October 13, 2019 14 hours ago, nihilii said: Am I the only one who finds it funny "you shouldn't balance around IOs" but "lowering brute resistance to 85% would wreck the AT"? Very few brutes reach 90% resistance to anything without IOs or outside buffs, and for those that do, it's mostly against one damage type. - /stone against S/L - /fire against fire - /elec against elec - /invul, /elec and /rad using their T9s So, either /bio, /dark, /SR, /shield, /ice, /regen, /wp and /ea are all broken, or something doesn't add up here... 😉 It's eyeboggling when someone argues that the game is not balanced around IOs, but in the same thread, asserts that Brutes and Tankers have the same survivability... 2 1
Peerless Girl Posted October 13, 2019 Posted October 13, 2019 On 10/1/2019 at 10:05 PM, Vanden said: I was really looking forward to the T1/T2 swap expressly because of Jab. I hate the animation (both of them), I wanted to be rid of it. Just buffing it wouldn't have made me happy... Respectfully. If you hate the Jab animation, change it to the punch/alternate (I do). I'm GLAD they aren't swapping them, since being forced into punch would've sucked for my chain as punch is noticeably SLOWER than Jab (and Jab stuns and is part of my soft crowd control). I use AS in place of punch (it's flat better with a guaranteed knockdown/flipup). And I wouldn't have liked being "forced" into punch when my build has been Jab--AS--Haymaker for about 9 years now, so I'm gonna go out on a limb and say thanks for not swapping that, CPH.
Vanden Posted October 13, 2019 Posted October 13, 2019 6 minutes ago, Peerless Girl said: Respectfully. If you hate the Jab animation, change it to the punch/alternate (I do). I'm GLAD they aren't swapping them, since being forced into punch would've sucked for my chain as punch is noticeably SLOWER than Jab (and Jab stuns and is part of my soft crowd control). I use AS in place of punch (it's flat better with a guaranteed knockdown/flipup). And I wouldn't have liked being "forced" into punch when my build has been Jab--AS--Haymaker for about 9 years now, so I'm gonna go out on a limb and say thanks for not swapping that, CPH. I did change it, and I hate both animations. Punch's cast time is all of .13s longer than Jab, and for that you get 50% more damage. Jab has a 10% chance to stun minions. Punch has a 30% chance of knockdown, which affects all ranks of enemies. There's no contest, Punch is a much better attack than Jab. 2 A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool
Peerless Girl Posted October 13, 2019 Posted October 13, 2019 I disagree with you, and damage is nice, but not a tank's primary purpose. Jab also works great for stun sets, thankfully CPH has decided not to mess too much with what works. Heh.
Haijinx Posted October 13, 2019 Posted October 13, 2019 2 minutes ago, Peerless Girl said: I disagree with you, and damage is nice, but not a tank's primary purpose. Jab also works great for stun sets, thankfully CPH has decided not to mess too much with what works. Heh. It is their secondary purpose though. 😎 2
Myrmidon Posted October 13, 2019 Posted October 13, 2019 3 minutes ago, Peerless Girl said: I disagree with you, and damage is nice, but not a tank's primary purpose. Jab also works great for stun sets, thankfully CPH has decided not to mess too much with what works. Heh. The only thing that is changing in Super Strength at the moment is Rage. Playing CoX is it’s own reward
Haijinx Posted October 13, 2019 Posted October 13, 2019 Just now, Myrmidon said: The only thing that is changing in Super Strength at the moment is Rage. Barely changing anyway.
Myrmidon Posted October 13, 2019 Posted October 13, 2019 Perhaps “getting a band-aid” was better terminology. 1 Playing CoX is it’s own reward
Myrmidon Posted October 13, 2019 Posted October 13, 2019 12 hours ago, Captain Powerhouse said: In fact, the next patch has a buff to brute fury generation on teams. Perfect. Now, you can get back to getting that patch ready and we can get back to waiting. 😁 Playing CoX is it’s own reward
Bossk_Hogg Posted October 13, 2019 Posted October 13, 2019 It's probably also best to balance the tank AT to get a baseline feel before balancing the individual sets. 4
Haijinx Posted October 14, 2019 Posted October 14, 2019 7 hours ago, Bossk_Hogg said: It's probably also best to balance the tank AT to get a baseline feel before balancing the individual sets. Agreed. It probably is a good idea to worry about the sizable majority of sets that follow the standard progression with standard Build Up mechanics, instead of focusing so much on Rage and the quirkiness of SS. 2
Murcielago Posted October 14, 2019 Posted October 14, 2019 What is the most efficient way of testing and providing feedback for this change?
eldriyth Posted October 14, 2019 Posted October 14, 2019 On 10/1/2019 at 5:54 PM, Captain Powerhouse said: Tanker Updates [Experimental Changes] Tanker Damage cap lowered to 5.0 Brute Damage cap lowered to 7.0 The Tanker Max End has been removed. Lowered Tanker's -Res and +Buff Damage modifiers. Fixed a bug introduced last patch where Melt Armor for Tankers and Brutes was doing more -res than intended. Fixed a bug introduced in a previous patch where Kinetic Attack had the T1 and T2 inverted, something that generated invalid characters. I personally think brutes should have all of their base damage reduced by 20% as well. Let's face it, they need nerfs to be brought back down to earth a bit. 2 1
Infinitum Posted October 15, 2019 Posted October 15, 2019 6 hours ago, eldriyth said: I personally think brutes should have all of their base damage reduced by 20% as well. Let's face it, they need nerfs to be brought back down to earth a bit. *rolls eyes* You dont get the concept of buffing the tank - increasing the aoe and nerfing the brute damage cap basically putting tanks and brutes in line pretty well do you? what exactly do you want them to be balanced around now? petless masterminds? 2
Myrmidon Posted October 15, 2019 Posted October 15, 2019 10 hours ago, eldriyth said: I personally think brutes should have all of their base damage reduced by 20% as well. Let's face it, they need nerfs to be brought back down to earth a bit. 1 2 1 Playing CoX is it’s own reward
XaoGarrent Posted October 15, 2019 Posted October 15, 2019 11 hours ago, eldriyth said: I personally think brutes should have all of their base damage reduced by 20% as well. Let's face it, they need nerfs to be brought back down to earth a bit. You do realize that Brutes already have the third lowest base damage out of all the archetypes, right? Defenders are the only class with an attack set that has a lower scalar, and the only AT lower than Defenders is Controllers... Which still have some options for doing crazy damage and farming like a boss, Fire/Kin being the one everyone knows and loves. Even if you were to actually drop even more nerfs on Brutes, the way you want to go about it is kinda tilting at windmills. Honestly, the size of the base damage difference between Tankers and Brutes is now large enough that in party play I can legitimately see Tankers being prioritized over brutes when building a team. Tankers have always been a bedrock choice due to Gauntlet just being so damn good at its job, but now they can do respectable damage too? I really do think the "design space" between Tankers and Brutes has widened considerably now. 1
ryuplaneswalker Posted October 15, 2019 Posted October 15, 2019 (edited) 12 hours ago, eldriyth said: I personally think brutes should have all of their base damage reduced by 20% as well. Let's face it, they need nerfs to be brought back down to earth a bit. With that line of thinking then scrappers need brought down as well. Edited October 15, 2019 by ryuplaneswalker
XaoGarrent Posted October 15, 2019 Posted October 15, 2019 While everyone is still ranting and raving about the wildly unpopular nerf to brutes, I'd like to just bring this back to the original point of the thread and say that... On 10/1/2019 at 7:54 PM, Captain Powerhouse said: Tanker Updates [Experimental Changes] The Tanker Max End has been removed. This is actually the most disappointing change in this patch to me. The maximum endurance increase not only was one of the most thematic changes I could imagine for tanks, but it opened up new high energy build possibilities that really only would have been comfortable on tanks. I kinda wanted to try a DA/TW Tanker, because the idea of a massive intimidating reaper dude covered in shadows and a suit of armor seemed like a lot of fun... But man that endurance is going to be terrible. Oh well, the changes should make something like Ice/Spines fun, even if it's not as cool a concept. 1
Infinitum Posted October 15, 2019 Posted October 15, 2019 3 hours ago, XaoGarrent said: While everyone is still ranting and raving about the wildly unpopular nerf to brutes, I'd like to just bring this back to the original point of the thread and say that... This is actually the most disappointing change in this patch to me. The maximum endurance increase not only was one of the most thematic changes I could imagine for tanks, but it opened up new high energy build possibilities that really only would have been comfortable on tanks. I kinda wanted to try a DA/TW Tanker, because the idea of a massive intimidating reaper dude covered in shadows and a suit of armor seemed like a lot of fun... But man that endurance is going to be terrible. Oh well, the changes should make something like Ice/Spines fun, even if it's not as cool a concept. Set bonuses. 2 1
skoryy Posted October 15, 2019 Posted October 15, 2019 52 minutes ago, Infinitum said: Set bonuses. Energy Mastery, incarnates, enhancing for end red, hoarding blue skittles... Endurance management is part of the game for everyone. 1 1 1 Everlasting's Actionette Also Wolfhound, Starwave, Blue Gale, Relativity Rabbit, and many more!
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