God yes if anything might should be inherently anti crits
I would love to see all might powers get a much higher base damage but a pretty substantial negative critical hit chance. So that they were more a consistent pounding damage.
Maybe give some of the big hitters like haymaker a critical severity multiplier so if it dose crit (which should be a big IF) it hits like a truck.
Why? Why does might get to have consistently huge damage numbers for no sacrifice of survivability when nothing else does?
Why are might users so entitled to being nearly invincible AND doing the same or more damage than builds who sacrifice nearly all survivability to get maximum damage?
If might gets the ability to have lots and lots of base damage, then i want munitions to have an inherent +100% crit severity on all of its attacks, because i don't care how awesome you are, if you take a .338 Lapua Magnum round to the cerebral cortex or spinal cord, you're not getting back up. Oh and ranged and Melee TK should have "Ignores 100% of damage resistance", because I'm hitting people with intangible mind blades and not actual kinetic energy since they all do "Ego damage".
im not reading 33 pages to see if its been reported but...
Mez is no longer scaling at all, the tooltips lie!
Yup all mez I tested now simply use default duriations regardless of what their tooltips say. IE containment field at low / high mez boost said 9 second / 50 second duriation but was always 15
Powers tested: all ice roots, freeze dirtbag on ice burst, containment field, containment blast on force cascade, grasping shadows, psychotic break on shadow blast
Why? Why does might get to have consistently huge damage numbers for no sacrifice of survivability when nothing else does?
Why are might users so entitled to being nearly invincible AND doing the same or more damage than builds who sacrifice nearly all survivability to get maximum damage?
If might gets the ability to have lots and lots of base damage, then i want munitions to have an inherent +100% crit severity on all of its attacks, because i don't care how awesome you are, if you take a .338 Lapua Magnum round to the cerebral cortex or spinal cord, you're not getting back up. Oh and ranged and Melee TK should have "Ignores 100% of damage resistance", because I'm hitting people with intangible mind blades and not actual kinetic energy since they all do "Ego damage".
I'm confused, it's the passive and specs that make might hard to kill. These defenses can be applied to a supernatural build and an unarmed and a PA. Those examples are a hell of a lot better than might.
I'm confused, it's the passive and specs that make might hard to kill. These defenses can be applied to a supernatural build and an unarmed and a PA. Those examples are a hell of a lot better than might.
Yeah, but might people keep wanting all of their sets' attacks to have huge base damage compared to every other set simply because they refuse to purchase a penetrating or precise primary offense item from the Silver champion Recognition vendor... It makes no sense...
Literally nothing else you can slot into primary offense is useful besides +healing or +crit chance/severity. Everything else just gets completely lost in diminishing returns.
Also, I have one toon of each of the Brick sets. They're all crit based and hit like 747s packed with TNT very consistently. If I swapped out their offensive passives for defiance, they'd get knocked down a notch to hitting like trains.
The only brick set I can see reasonably needing buffs is heavy weapons, because of the fact that even with crits the charges of that set only hit for around the same spike/dps as claws MA does. Except all the charges in HW self-root in addition to being significantly slower.
im not reading 33 pages to see if its been reported but...
Mez is no longer scaling at all, the tooltips lie!
Yup all mez I tested now simply use default duriations regardless of what their tooltips say. IE containment field at low / high mez boost said 9 second / 50 second duriation but was always 15
Powers tested: all ice roots, freeze dirtbag on ice burst, containment field, containment blast on force cascade, grasping shadows, psychotic break on shadow blast
Hmm this is interesting.. Thank you for posting. All of these are also powers that are not proccing a stack of Manipulator because they are not properly tagged as crowd control powers once you take the advantage.
While I have not yet verified this I will be trying to make another full review of the current state of Crowd Control once the new Manipulator form is live (currently on Live the energy return still does not scale with INT)
Heh, I've always just used FotT because it gave better top-damage and energy returns than the multiplier forms (except for MD), so maybe that's why I'm "not getting it".
Also, I'm pretty sure mental Discipline wasn't touched because TK is such a mess of duct tape and diamonds that the whole tree would fall apart without it. (I've still always preferred its crit enhancement over the couple hundred top-damage on 8 stacks of focus since it came about.)
Oh hey, maybe they can make mental disc give 8 stacks of focus and 8 stacks of concentration at the same time, that'd work!
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Why? Why does might get to have consistently huge damage numbers for no sacrifice of survivability when nothing else does?
For something different under the current system its pick your attacks and then stack as much crit as you can shoe horn into your build. It would be nice to have at least one build that did not rely on crit to up its damage (Note I am not saying might should get this and nothing else should I was just making it as a of the cuff suggestion on how I think might should work eg just bludgeoning blows with little to no real finece)
Why are might users so entitled to being nearly invincible AND doing the same or more damage than builds who sacrifice nearly all survivability to get maximum damage?
First off im a everything user I am not a mite user my current alt count is 71 (+1 unbuild guy) I take pains to make them different sure I have might guys I also have MA guys and fire guys and elec guys and just pistols chics.
Second "nearly invincible AND doing the same or more damage than builds who sacrifice nearly all survivability to get maximum damage?" this is a pointlkess argument my suggestion was firmly aimed at the attacks only with a aim to put mite attacks on par with other attacks from other sets.
The survivability issue dose not come into it unless might attacks add some kind of extra survivability that no other set can match (which on a hole it dose not) now if were talking passive especially offensive passives they are in a massive need of some balance love but that's not solely a might issue
f might gets the ability to have lots and lots of base damage, then i want munitions to have an inherent +100% crit severity on all of its attacks, because i don't care how awesome you are, if you take a .338 Lapua Magnum round to the cerebral cortex or spinal cord, you're not getting back up. Oh and ranged and Melee TK should have "Ignores 100% of damage resistance", because I'm hitting people with intangible mind blades and not actual kinetic energy since they all do "Ego damage".
+100% crit severity on all of its attacks on all munitions attacks? no a level of inherent critical severity on all munitions attacks though could be something to set it apart and give munitions its "thing"
Oh dont get me started on TK and its ego damage its my biggest bug bare in the hole game there is no good reason why a TK blade or any TK attack should be doing ego damage TK is pretty much universally considered the physical manifestation of the power of the mind grumble grumble.
Not like the weeks of pushing this thread and countless forum-goers signing did anything though, obviously our friend didn't bother to read it. Though I think I'll go back to it and change it up too, force it to be 'melee only' damage instead of 'melee and ranged' because frankly, forms need to be reverted, Concentration and Compassion were the worst ideas ever, considering there was no base damage nerf to any ranged powers or heals to justify the forms. (Which grant damage AND energy returns).
Comments
Why? Why does might get to have consistently huge damage numbers for no sacrifice of survivability when nothing else does?
Why are might users so entitled to being nearly invincible AND doing the same or more damage than builds who sacrifice nearly all survivability to get maximum damage?
If might gets the ability to have lots and lots of base damage, then i want munitions to have an inherent +100% crit severity on all of its attacks, because i don't care how awesome you are, if you take a .338 Lapua Magnum round to the cerebral cortex or spinal cord, you're not getting back up. Oh and ranged and Melee TK should have "Ignores 100% of damage resistance", because I'm hitting people with intangible mind blades and not actual kinetic energy since they all do "Ego damage".
Snark never dies.
Mez is no longer scaling at all, the tooltips lie!
Yup all mez I tested now simply use default duriations regardless of what their tooltips say. IE containment field at low / high mez boost said 9 second / 50 second duriation but was always 15
Powers tested: all ice roots, freeze dirtbag on ice burst, containment field, containment blast on force cascade, grasping shadows, psychotic break on shadow blast
I'm confused, it's the passive and specs that make might hard to kill. These defenses can be applied to a supernatural build and an unarmed and a PA. Those examples are a hell of a lot better than might.
Yeah, but might people keep wanting all of their sets' attacks to have huge base damage compared to every other set simply because they refuse to purchase a penetrating or precise primary offense item from the Silver champion Recognition vendor... It makes no sense...
Literally nothing else you can slot into primary offense is useful besides +healing or +crit chance/severity. Everything else just gets completely lost in diminishing returns.
Also, I have one toon of each of the Brick sets. They're all crit based and hit like 747s packed with TNT very consistently. If I swapped out their offensive passives for defiance, they'd get knocked down a notch to hitting like trains.
The only brick set I can see reasonably needing buffs is heavy weapons, because of the fact that even with crits the charges of that set only hit for around the same spike/dps as claws MA does. Except all the charges in HW self-root in addition to being significantly slower.
Snark never dies.
Hmm this is interesting.. Thank you for posting. All of these are also powers that are not proccing a stack of Manipulator because they are not properly tagged as crowd control powers once you take the advantage.
While I have not yet verified this I will be trying to make another full review of the current state of Crowd Control once the new Manipulator form is live (currently on Live the energy return still does not scale with INT)
Heh, I've always just used FotT because it gave better top-damage and energy returns than the multiplier forms (except for MD), so maybe that's why I'm "not getting it".
Also, I'm pretty sure mental Discipline wasn't touched because TK is such a mess of duct tape and diamonds that the whole tree would fall apart without it. (I've still always preferred its crit enhancement over the couple hundred top-damage on 8 stacks of focus since it came about.)
Oh hey, maybe they can make mental disc give 8 stacks of focus and 8 stacks of concentration at the same time, that'd work!
Snark never dies.
Thank you for your common sense, I have a bloody link in my post, he should've figured out that was the thread I was referring to.
How does the conversation keep getting back to might/tanking?
EDIT:
That's a good thread too.
For clarity this is the LINK: Suggestion to satisfy all Brick users and more! It goes into detail about making might less reliant on crit so we don't have to do it here.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
For something different under the current system its pick your attacks and then stack as much crit as you can shoe horn into your build. It would be nice to have at least one build that did not rely on crit to up its damage (Note I am not saying might should get this and nothing else should I was just making it as a of the cuff suggestion on how I think might should work eg just bludgeoning blows with little to no real finece)
First off im a everything user I am not a mite user my current alt count is 71 (+1 unbuild guy) I take pains to make them different sure I have might guys I also have MA guys and fire guys and elec guys and just pistols chics.
Second "nearly invincible AND doing the same or more damage than builds who sacrifice nearly all survivability to get maximum damage?" this is a pointlkess argument my suggestion was firmly aimed at the attacks only with a aim to put mite attacks on par with other attacks from other sets.
The survivability issue dose not come into it unless might attacks add some kind of extra survivability that no other set can match (which on a hole it dose not) now if were talking passive especially offensive passives they are in a massive need of some balance love but that's not solely a might issue
+100% crit severity on all of its attacks on all munitions attacks? no a level of inherent critical severity on all munitions attacks though could be something to set it apart and give munitions its "thing"
Oh dont get me started on TK and its ego damage its my biggest bug bare in the hole game there is no good reason why a TK blade or any TK attack should be doing ego damage TK is pretty much universally considered the physical manifestation of the power of the mind grumble grumble.
Not like the weeks of pushing this thread and countless forum-goers signing did anything though, obviously our friend didn't bother to read it. Though I think I'll go back to it and change it up too, force it to be 'melee only' damage instead of 'melee and ranged' because frankly, forms need to be reverted, Concentration and Compassion were the worst ideas ever, considering there was no base damage nerf to any ranged powers or heals to justify the forms. (Which grant damage AND energy returns).
One day, hopefully, the devs will at least acknowledge that thread exists.
Hopefully.
You should all send this stuff into the thread linked in this quote. More support the better.