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Posted
15 hours ago, Haijinx said:

Easiest- Make Brutes the melee AOE specialists.  

Revert the Tanker AOE radius and Arc expansions and give them to Brutes.

 

13 hours ago, PeregrineFalcon said:

You can certainly dream all you want but let's be honest here for a minute. The Council of Fourteen is not going to take the AOE buff away from Tankers and give it to Brutes.

 

I don't know if @Haijinx was actually promoting the "easiest" as a preferred solution, or as simply repeating the sort of nonsensical suggestion that is often made by a handful of forum members. I certainly agree that any suggestion taking something away from another AT to "make Brutes better" is a complete non-starter. Surely we recognize that HC CoX is not a zero-sum game between Brutes and Tankers?

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Posted
1 minute ago, tidge said:

 

 

I don't know if @Haijinx was actually promoting the "easiest" as a preferred solution, or as simply repeating the sort of nonsensical suggestion that is often made by a handful of forum members. I certainly agree that any suggestion taking something away from another AT to "make Brutes better" is a complete non-starter. Surely we recognize that HC CoX is not a zero-sum game between Brutes and Tankers?

Easiest in a sort of game design balance friendly way. 

 

If the problem is Tankers got overbuffed on AOE damage and Brutes need a damage role where they can shine but not surpass scrappers ... well.. the origin was the Tanker AOE thing. 

 

I of course know it would never happen.  None of the suggestions I made would ever happen.  I think over 99% of anything in this subforum also never will happen. 

 

I am not so sure everyone recognizes your point about it not being a zero sum game between Tankers and Brutes tough.  Or perhaps they do but ignore it on purpose.

Posted

Well, we all have opinions.  And we all have the tendency to believe that our opinions are closer to factual reality and everyone else's opinions are further from it.

 

At the end of the day, they're all just opinions.

 

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Posted
On 4/21/2024 at 5:43 PM, tidge said:

(Spines/Bio) Stalker: 11m 56sec.

 

(Inv/EM) Tanker:  12m 27sec.

 

(SJ/WP) Scrapper: 12m 50sec.

 

(Mind/Poison) Controller: 15m 50 seconds.

 

Since Penny Yin is the weekly, I ran a few more non-Brutes through the Penny Yin TF at +0x1

 

Beam/EA Sentinel: 12m 20sec.

 

Warshade: 20m 20sec.

 

Obviously both Brute and Tankers need to be nerfed to make the Warshade feel better. /s

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Posted

What if when Fury reaches max 100(85) the meter would light up and you can choose to click or not. Call this Rampage.The Brute gets a short duration buff (whilst retaining full fury) . This buff could be halving animation times of attacks or a +recharge/damage, reset all cooldowns, all attacks do a -resist debuff to enemies etc.

Once this buff crashes the Brute can not gain fury for x amount of seconds and take a hit to endurance/recovery.

 

I would not argue against increasing Brute resist/defense values slightly between Scrappers and Tankers to give them a little better middle ground.

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Posted
1 minute ago, Gobbledigook said:

This buff could be halving animation times of attacks

This would require new animations for every Brute power.

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Posted
9 minutes ago, Rudra said:

This would require new animations for every Brute power.

perhaps it could act similar to burnout and refresh all attack power cooldowns?

Its easy to criticize a suggestion but can you suggest an alternative?

Posted
4 minutes ago, Saiyajinzoningen said:

perhaps it could act similar to burnout and refresh all attack power cooldowns?

 

17 minutes ago, Gobbledigook said:

or a +recharge/damage, reset all cooldowns, all attacks do a -resist debuff to enemies etc.

These parts are feasible, which is why I didn't comment on them.

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Posted
12 minutes ago, Rudra said:

 

These parts are feasible, which is why I didn't comment on them.

I changed it to attack cooldowns, cause all cooldowns would be kinda OP

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Its easy to criticize a suggestion but can you suggest an alternative?

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