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  • I couldn't agree with you more!
  • @wilbur626 I think you have kind of hit on the major issue, as a whole, with these changes - progression has been made irrelevant. This reminds me of a post in a thread a couple of years back by @autumnwitch, where they had a friend 'try out' the game before the Mod16 changes, to gain their perspective of the difference…
  • You can certainly increase your Deflect Severity in very minor ways through the use of potions etc. yet it is impossible for a tank to reach 90% Deflect Severity. Even Incoming/Outgoing Healing, Control Bonus/Resistance etc. can be obtained far more readily and easily than Deflect Severity, as companion equip powers stack…
  • And the nerfs just keep coming... From @"noworries#8859": "There has been a lot of talk about Celestial Vs Lionheart weapon sets. On the stream I mentioned that for Celestial I removed the lockout timer so that if a player is constantly engaged they can keep the celestial effect up continuously. There were still complaints…
  • My apologies. I should have clarified that 'no tank Incoming or Outgoing Healing seems to generate Threat'.
  • That's not true. I've seen friends testing their DPS characters who have managed to cap Defense with ease, with very slight sacrifice to their offensive stats. They do have serious difficulty capping Awareness, but then so do Tanks. If a Tank was able to utilise a perpetual 40% 'bonus' to survivability derived from their…
  • Others above have kindly answered your first question, so i won't bother to repeat. When you refer to "Increases their stamina", I assume you're referring to the Anniversary Ham. From my testing many, many months ago, this did, in fact, increase the amount of damage being 'reduced' by Block. For example, at that time, it…
  • Again, i think it's important we attempt to consider this entire situation from the context of what each class needs in order to be able to do their job in a reasonably effective manner, and not necessarily as a competitive comparison between what one class may or may not have against another. As it is, which tank classes…
  • The unfortunate reality is that decisions are made regarding characters and their capabilities based upon both PVE and PVP, as the developers struggle to strike a 'balance' between the two with changes which they make. You've been around in the game for a while now, and I thought, for sure, you'd be aware of these ongoing…
  • AFAIK, the answer is "Yes" to both.
  • I'd never seen it before you introduced it to me - this was simply my attempt referencing my source. Exactly! Given the increase in NPC damage generally, and in particular the increase in damage output at end-content, the current EHP values are insufficient for tank survivability. These changes still leave it in the same…
  • A Smite only every once per minute? That's got to be difficult to manage :( I find i use Smite far more frequently than once per minute on Live!
  • The major challenge for Paladins with this is that using Divine Palisade with Unyielding Champion uses Divinity as well as Stamina, so the Paladin is then forced to choose whether to potentially drain their Divinity and potentially experience issues trying to generate/maintain/regain Threat/Aggro (as Threat and Hard Taunts…
  • I think a better understanding of the use and context would have clearly indicated that it wasn't as great as you might like to think. The difficulty with having that hard cap obtainable via usage of Dig In was that it was temporary, required framing, and resulted in a loss of Threat/HATE while benefiting from it. If the…
  • I, most definitely, agree that Barbarians and Paladins seem to need a bit more buffing to assist with managing the damage output from Combat Advantage increases. However, I don't generally end-game much with my Barbarian or my Paladin, as much as end-game with my Fighter, so my experience and knowledge pertaining to what…
  • From my perspective, Enchantments are a way to 'flesh out' a character's stats, and in doing so, provide the means for a versatility, flexibility, and uniqueness of build styles. With the current proposed system, the Enchantment-specific stats (i.e. the non-Combined Rating) stats, are far too lack-lustre to really make any…
  • I don't generally end-game with my Barby, or often with my Pally (my main is a Fighter), but from what i know and can see, your suggestions make a great deal of sense.
  • From my own testing of both ToMM and ZC on Preview with these changes, tanks definitely seem to be struggling a lot with the sheer size of the damage output from big hits, and also the frequency of hits. As suggested in the "Stats" thread, i recommend these as solutions to the problem(s): Hit Points and TIL Increase the…
  • The saddest thing i've seen in this thread so far, is not anything to do with the changes, but how all players of tanks seem to be focussing upon insisting that the 'other tank(s)' get nerfed, rather than just focussing on what their class requires to become effective. To me, providing suggestions on how to improve the…
  • This is why there's always such an imbalance - the devs see posts like yours and give it consideration, when it's clear you don't really seem to know what you're talking about. To be clear, a Fighter cannot attack while using Dig In. Perhaps play a Fighter and get some experience playing it at end-game, and then provide…
  • @"noworries#8859", there are serious issues with the almost complete and utter major nerfs to tanks and their survivability which needs to be given greater consideration. I believe some of the issues with the changes to the system you propose have been perpetrated, perpetuated and encouraged by people providing you with…
  • After reading many posts by people, including @"noworries#8859", claiming that the new proposed system actually leaves us players 'better off', I thought i'd take the time and get some hard data to actually see whether the significant nerfs i observed while testing were actually supported by data. Imagine my surprise when…
  • Yes. It would need to be +50% base bonus for tanks in order to ensure Tanks aren't completely nerfed by these changes, to the order of potentially millions of Effective Hit Points (EHP), especially given the secret, never-announced nerf to both the Shift (Guard) and Tab (Dig In) mechanics, where Fighters have been nerfed…
  • For tanks especially, the loss of HP in this new system can make a significant amount of difference. While some may argue that the 'increase in mitigation provided by the potential increase in damage reduction provided by defense' and the 'reduction in damage by NPCs due to the removal of Armor Penetration' balances the…