Jump to content

Bonzenaattori

Members
  • Posts

    562
  • Joined

Posts posted by Bonzenaattori

  1. Idea to make current powertech better

     

    Issues - Power Yield's overall powerlevel as an ability is fairly poor.

    Namely:

    - Requirement for taking damage in order to stack is ridiculous given powertech's current performance and power level

    - Fails to serve as an effective deterrent as most effective cooldowns tend to serve as

    - Too much "one-size fits all"-esc around it's main concept

     

    Possible solution

    Make Power Yield a passive, that is directly tied to Explosive fuel, Hydralic Override, Kolto Overload, Energy Shield, Vent Heat and Thermal Override with 40% armor rating 3% damage reduction and 2% damage increase, each activation of the corresponding ability instead adds a stack of Power Yield, which actually reflects well off the name of the ability, the more cooldowns you use, the more power you yield

    The passive remains activated so long as ONE of the cooldowns are in effective duration, when they run out, power yield and the stacks built as a result, runs out

    In correspondence to this, what in turn happens, is with the (6) bonus, while the mentioned abilities are either activated or on their respective cooldown, everytime you take damage, reduces the effective cooldown of the abilities by 3 seconds

     

    For what little justification I can offer to this choice (which you of course DO NOT NEED TO AGREE WITH), what this does is actually blend well with Powertech's actual playstyle, as the class tends to have to use their cooldowns in very close proximity within each other, creating an 'all-in' tendency the class so demands of you

    There are many scenarios where you will end up using them all in close proximity of each other, and very rarely will you only need one or two stand-alone, in which case you are most likely in complete control.

    Regardless, Power Yield would then accurately reflect how much you would be committing to a certain situation, as the higher you commit, the more cooldowns you would use

     

    This would also make Power Yield more usable in situations than it currently is, as the situation would simply reflect the cooldowns you use. In situations where you would be going all-in, you'd use all your abilities, which then allow the Powertech to ramp up in power while having a slight backbone in damage soaking and the control of it's stacking mechanism without soul draining requirements like... ...dying. Whilst taking damage the mentioned abilities would come up more often, due to the 6 set bonus constantly triggering based on how much damage you take, which would make power yield available, so long as you're activating the corresponding skills as often as they come back off cooldown.

     

    There are probably easier ways to explain this, and even easier ways to come up with a solution of this ability, but this was one... lets say unique one I thought of.

    But as it stands, Power Yield by itself is worthless and demands you use it in tandem with other abilities, this change not only encourages that, but creates conflict of counterplay, where players are either forced to deal with you at your strongest, or leave you be, hoping the effect will expire, while you wreak havoc, with a 10% damage tied to a burst class that shouldn't be left alone.

    The synergy of this ability with the rest of your kit is self-explanatory, and will add value to increasing duration of Hydraulic Override, gives value to Energy shield duration increase, as well as Thermal's cooldown reduction and the rest of 'em!

    Good players will search for ways to keep the stacks up as long as possible, making it a beast when used correctly or with perfected play.

     

    To reflect

     

    Power Yield - Activating Explosive Fuel, Energy Shield, Kolto Overload, Hydraulic Override, Vent Heat & Thermal Override adds a stack of Power Yield granting 40% Armor Rating 3% Damage Reduction and 2% Damage Increase. Once the most recent ability's duration has expired, Power Yield will end

     

    Set Bonus

    (2) Increases Mastery

    (4) Power Yield has a duration of 5 seconds if not stacked or refreshed before duration ends

    (6) While Power Yield is active, abilities that add Power Yield stacks cooldowns are reduced by 3 seconds whenever user takes damage.

     

    No Undying Rage needed...

  2. From what I saw, there is really no testing going on. People are just running around on Odesson not really going out to do some testing. Yes a few are but most are just standing around playing with their AOE on people logging into Odesson.

     

    I logged into Odesson, got the armor I thought would work for my character and then went and did the black hole, came back to make some adjustments and the same people were there throwing out AOE.

     

    What do you expect? Real testing will take you.. roughly 30 mins if you try everything out (it took me that long at least)

    What more do you want? people to quit and go on retail? Sure, then test servers would probably be empty. Some people will want to do other stuff, cant really blame them for that, especially if theres nothing to do on official servers xD

     

    Anyway, I think the set bonus selection is great!

    In terms of frequency at least, the effects on the otherhand... well, 90% of them feel like filler to me.

    I'd rather if they did something more fun... like sets without a 6piece, should have 6/6 effect - Gives you 1 utility point or something.

    Just so people who don't have 6 set bonus or dont like the bonuses can at least get something. If it appeals to them at the very least..

     

    Besides that, amplification is unfinished, and none of them work (at least the ones i tried. I didn't try the crafting ones, and some of them i just couldn't be bothered to confirm)

    The tacticals have gross balancing issues.

    Powertech only has 1 maybe 2 good tacticals,

    juggernauts are going to tear this patch apart!

    That's all im going to say xd

  3. Just make a new mod slot for amps and remove augment modification slot expansions and make them have a mod slot by default that is empty and needs to be filled

    Augment = Conventional Stat based mod

    Amplifier = Unique stat based mod

     

    Armor piece = 5 modifications

    Armoring

    Mod

    Enhancer

    Augment

    Amplifier

     

    Best armoring from operations

    Best mod from something else (maybe conquest or flashpoints)

    Best Enhancer pvp

    Best Augment from crafting

    Best Amplifier from something else (maybe conquest, flashpoints or Tactical whatever they're called)

     

    All listed types

    Operations - Operation based Set bonuses were always the best, that can remain the same!

    Pvp - Bring back the oldschool Enhancements from the good old days and make them purchasable from pvp vendors

    Conquest

    Crafting

     

    Have routes and avenues to provide high end-game mods of all kinds, however, each one has an outstanding unique type that stands above the rest, those who take part in all forms can enjoy the reward of having the best item selection (BiS)

    Those who dont like it can refer to the forums where they can complain to their heart's content

    It's a simple enough design for even the smallest minds can digest and understand

    It works well with the "Play your way" design

    It's easy enough to understand that there's no possible way you can screw it up developers... ... yeah you! >:3

  4. If you think that ~30% added armor DR for 10 secs on a 2 minute cd isn't good enough of a new dcd, I'll have to disagree. Class homogenization is bad and boring, and not every class should have a hard damage stop like undying rage. PT has been OP before because they do tons of dmg, and if you aren't satisfied with them becoming more of a leather cannon instead of glass cannon, and demand that they be turned into a plate armor cannon, you're gonna have a bad time.

     

    can't comment at this without laughing

     

    im going to wait for combat balance changes and see where the chips fall.

    Because statements like these on an unfinished content release, make you look really daft. and im at my wits end trying my best not to insult people, because i sometimes wonder whether you think before you say some of the things you say.... i really do

     

    On another note.... i can't be bothered to check, so can someone check for me:

    Does applying stacks to Power Yield refresh its duration?

  5. Wow, so I finally got on to the PTS - Power Yield is waaaaaaaaaaaaay too weak. The base ability only takes you from 27% DR to 34% DR, and that's not including armor pen amplifiers, or any of the abilities that reduce armor by 20%.

     

    This is way too weak a DCD. It needs to drastically buffed to worth anything.

     

    Additionally - the Duration Extension on the set bonus does not work at all

     

    Yikes - may as well be a passive at this rate :p:p:p

  6. I suggested on the class forums a while back that the problem with the Battering Ram utility is that the 2nd jump is on too short of a cooldown to be used properly. Ideally, you would be able to use the 2nd jump as a filler that deals somewhat more damage than basic attack. But it cannot be used as part of the opener, or it is a dps loss, thus the proc expires before you can use it as a filler during your first rotation after the opener.

     

    My suggestion: Increase the duration of the Battering Ram proc!

     

    Or they could make it a unique skill that triggers whenever your within 10m of the target, and just make battering ram a double leap instead of... whatever the hell it is now.

    And Jet Charge's damage still doesn't... ..ugh nevermind

     

    Also, for those who haven't played the PTS yet, the Powertech cooldown is 2 mins... so, lul

    Any hope of using Explo. Fuel in tandem with new cooldown will throw it out of whack the moment you use the new passive, and get cd red. on Explo. Fuel

    I think 2 mins is extremely long for a very narrow defensive/offensive, that is so situational, I don't think you can be sad if you fail to max stack it for whatever scenario.

    But then again, with all the armor pen floating in the game atm and ranged classes abusing dot specs for easy play, I highly doubt ppl will ever see the 200% armor rating as an immediate threat if they stack it carelessly.

    Whatever, I have a ton of marauders I can play, so no skin off my nose

     

    The delusional can enjoy the "80%" damage reduction that will never happen... every 2 minutes lol

  7. So after claiming you can give many examples of situations where this applies, you've now fallen down to one. Impressive for sure!

    It doesn't take much to realize there are far more situations where you can reflect than you are suggesting, which still puts corresponding classes with reflect ahead in dps spikes where the opportunity is at its most optimal. Not to mention, they have smaller cooldowns, which means they will be up more often. More damage return, used more frequently. Explain this "miles ahead" please!

     

    If you're going to force bias in this discussion, by only considering the scenarios where reflect will yield no effect, then you prove this is more pointless than ever before. But even then, one fight doesn't justify "miles ahead", and never will

     

    In the one scenario you depict as being an off-tank, 2 of the 3 classes with taunt have reflects, where targeted abilities can and will be reflected, thus, always making reflect a viable option so long as you taunt the boss and use cooldowns that will be come off cooldown much faster than Energy shield. Which, makes reflect a far better option. Despite that, these 2 of 3 classes still have better option select than a Powertech, which is one of their biggest issues right now, that you seem to keep evading on one hand, then suggesting this is somehow a 'unique playstyle' on another.

    In the other scenario you depict as being a dps with no taunt, 2 of the 3 classes without taunt, have an equal or greater option, being mercenary's Pyro shield, which performs on par with Powertech, or Marauder's Cloak of Pain, which outperfoms Pyro shield AND close and personal, two classes which have far greater synergy with the corresponding abilities, Energy Shield, and Cloak of pain, both as passives, and with utilities in mind. And that IS even if you consider the usage of Close and Personal, which has a 3 sec cooldown and only triggers on aoes, not targeted dots that happen to hit everybody in the raid... like the majority of spells you listed such as Affliction and co.

    In fact, Nahut is the only tangible one you used out of the list you brought up in the first palce, and its the one you're now trying to use for this example in your last post. Pretty dishonest, but sure, I'll pretend otherwise. Pyro and C&P still fall behind, sorry to say. And once again, all these classes, have better option select, meaning if they don't have optimal choice available, they can still cleanse, and use other cooldowns to give interactions that enhance their playstyle

     

    You then mention the idea of using this new cooldown will make you sponge damage better than any tank. This is wrong, as the ability is Adv. Class based, so a Shield Spec can still sponge better than you. And skills like Immortal from Jugg will easily beat this both in stat and in principle. So I don't know what you're talking about

    Even then, you have not addressed any of my points, about other classes currently having better option select than PT, you are just suggesting that in situations where reflect isn't viable due to a very, VERY narrow select interaction (apparently at your convenience), that Pyro shield is better. Which it isn't, because Cloak of Pain is still better.

    Furthermore, other classes having similar effects, so once again in your example used, with Nahut, where you are constantly taking damage, a Mercenary with Pyro shield will be on par with your own Pyro Shield, and a Marauder with Cloak of Pain, will be dealing more damage, and his effect is twice as long as yours, and is half the cooldown of yours, meaning the class will have their ability up more often, and will be reciprocating more damage over its duration.

     

    Despite that, you still ignore my original question, which is to say "How does this validate that this is a unique playstyle, when there are so many different classes who can perform the same interaction?" Unique, being, one of a kind. Having good dps opportunity doesn't make you unique, it just means you have a good utility for the scenario listed. many classes can trigger reciprocation, so how is this a 'unique playstyle'?

    Feel free to answer that anytime, unless you don't want to 'waste' your time, evading the questions made in the first place. lol

     

    Here it gets even better! Because Marauder are getting a 25% damage buff with their next ability, which will trigger every 30 seconds. Which is give or take, around the same time their berserking will come up and I can only begin to imagine the possibilities with Berserking, Furious, and Ferocity combos. I can't wait to see what happens then.

    There is no mention of the new 200% armor cooldown, so if it is greater than 30 seconds... well, it will be a very short lived long expected outcome. Enjoy that

     

    You're wrong

    Have a nice day

  8. Sigh

    My post was deleted, despite the fact it wasn't insulting in anyway, nor contain anything that could qualify as a personal attack, so I'm just going to assume somebody (most likely you) reported me

     

    You are probably just trolling, but sure I will gladly give you a lot of examples. Also, I didn't say Powertechs gain dps when off tanking, they gain dps when they take damage, this new ability would just make it possible to off tank whilst taking way less damage than tanks.

     

    I'm going to put this in really quick sentences.

    As I mentioned previously: Many classes can do this better!

    To quote myself

    Not only are there a healthy number of classes that do it better, you fail to even prove we have it to begin with rofl.

     

    Powertech has two utilities:

    Pyro Shield - deals elemental damage when you receive damage

    GAJ - vents 20 heat when stunned, knocked around, immobilized etc. next tech ability deals 10% increased damage

    Let's go over this real quick

    Pyro shield.

    only lasts 15 seconds with a cooldown of 2 minutes (dps spec)

    Marauder Cloak of pain lasts longer, does more damage, has cooldown reduction, and gets damage increase from utilities. lower cooldown

    Juggernaut has reflect, deals more damage upon reflect, not only to the very narrow list of abilities you mentioned. but also negates the damage also lower cooldown

    Assassin has reflect, self cleanse, combat stealth shenanigans, lower cooldown

    Operative has cleanse, reflect, lower cooldown

    Mercenary has the same utility and then some!

     

    To quote you:

    Powertechs can gain an insane amount of dps when taking damage, this ability would definitely fit into the unique playstyle of the class

    You're wrong, every other class mentioned not only has better performances in those situations. they also have more options. So this is not an insane amount of dps when taking damage, and this is not a unique playstyle.

     

    You are wrong.

    Have a nice day

  9. !Speaking from the perspective of a pve player!

    A lot of people seem to really dislike the new ability, but I personally feel like it gives Powertech DPS an amazing cooldown that could be used to off tank bosses when energy shield and explosive fuel are off cooldown. This would give us an even more insane burst window whilst helping with tank damage: with 200% increased armor and an additional 25% flat damage reduction through energy shield we should end up at around 80-85% damage reduction, not taking into account any damage reduction we gain through the passive skill tree. Powertechs can gain an insane amount of dps when taking damage, this ability would definitely fit into the unique playstyle of the class. I obviously understand that a lot players want to move away from the playstyle of taking damage to deal damage but exactly this and its burst capabilites make the class special. I've played PT for a long time now and I definitely think this is a great ability for pve.

     

    powertechs gain the least damage related benefit when taking damage as offtank what are you talking about? a sin, juggernaut and even a marauder get and do way more. so saying that the niche of taking damage to increase our dps belongs to a powertech is a baseless statement, that you've added... absolutely nothing to validate or demonstrate this.

    How does off-tanking gain more damage for us? two utility points that are out-dated and are easily beaten due to reflect mechanics from sin and juggernaut, and that even rebuke out damages? One utility that only triggers once every 3 seconds, and one only applies when energy shield is up?

     

    You have to be joking

    Don't know what kind of pve you do but care to explain what you mean when pt gains damage by offtanking... which is wrong :D

    Not only are there a healthy number of classes that do it better, you fail to even prove we have it to begin with rofl.

    pls stop sabotaging the discussion with awful information that is flat out wrong. it makes a bad class look worse

  10. Firewall - Translocate no longer swaps places. Targets debuffs are transferred to you, and defense chance increased by X%. Translocate no longer has a cast time.

     

    Thought of this while doing a operation earlier and discussing with a new PT tank how useless translocate currently is. When he got the giant red circle dot on the Calphayus fight and ran away, I thought how useful it would be if he could take that debuff from dps and such, and tank it to the side so they could stay on the boss. There are a bunch more instances where this could be useful like cascade on izax, various armor debuffs that would normally cause a tank swap, and so on.

     

    Another variation of it could be transferring your debuffs to the target or guarded target, but I like the first take on it more.

     

    This idea is really bad, for many reasons

    Firstly, looking at the example you gave regarding Calphayus and his "giant red circle", which I'm guessing you're referring to distortion.

    Given this situation you've used, the possibility of a tank getting red circle is unheard of... and considering that tanks have to play around tank swap so knockback tank doesn't get backhanded into oblivion by Calphayus, any time you feel like swapping debuff to take it off a dps sounds like you will just kill your tank, you would probably be called out for trolling or something else. You'll either have a damage debuff yourself on tank swap and then take red circle, which makes no sense and would end up killing your entire melee dps, as the red circle does more damage to your surrounding group members inside the circle and slows them.

    I'm not sure how swapping debuffs would help in anyway other than killing your team

     

    I just don't see how an effect like this would ever benefit your ops group, as a constructed team would prepare certain mechanics specifically and rely on tried and true strats like tank swapping if a tank has a significant debuff, which is why you run with two tanks. Swapping debuffs will never change that dynamic, so its a wasted effect.

     

    IF you're in a premade, maybe this can work out, as you can prepare and plan around things, but I feel that there are already effective methods that exist, that supersede this.

    However, if you're in a PUG, you're at the complete mercy of randoms who will most likely assume you're trolling or griefing, as they have no idea what you're doing or why, and if you make a mistake when executing this, it will only fuel the fire.

     

    I'd highly suggest simplifying the interaction, for example: Cleanses the target you transpose.

    Which... again, would feel pointless, as I highly doubt EAware would permit a cleanse to work on operation debuffs that cannot be cleansed to begin with.

    But swapping debuffs feels like a needless sacrifice for one or the other of the transpose members, due to the simple fact that griefers exist (just think of Sorcerer/Sage pull as an easy example of the potential of stupidity that interactions can create), and even if they aren't griefing, all it takes is plain outright selfishness and self preservation to create all sorts of drama.

     

    As for the PVP situations, swapping debuffs on a target you swap with such as stuns, electro net... again, sounds pointless

    You're giving your target a benign presense (I call it bubble), which makes them immune to damage, so long as they don't break the effect prematurely.

    If you swap the stuns and all the wonderful joy they just received, you're giving a target a bubble, while you get stuns and electronet for your troubles. Again, I fail to see how this could possibly be the right decision, you compromise yourself to protect a target who's probably getting globaballed, now you're in the same position as he was, and you have all his stuns and electro net to boot... while he gets the shield.

    How does that solve anything.

    In a situation where you save a player from a stun and potential global... I fail to see how you swapping yourself and taking his debuffs when he's immune to damage for 6 seconds solves anything.

  11. DISCLAIMER: I am about to complain, nothing I say is made with intention to hurt, offend, belittle or harass anybody!

     

    My opinion:

     

    To be frank, these Powertech changes look and feel rushed.

     

    1) New Ability - Power Yield

    This is exactly the same issue as Stabilized Armor... why is this effect, dependent on the user taking damage?

    This immediately relegate's it's usefulness in raiding, as when dps'ing your fundamental mind set is to avoid taking damage wherever avoidable!

    Either make it two-pronged LIKE THE EFFECT! or it will remain useless and highly situational. Effects that involve my ability to be more useful should be based around MY performance, not the performance of others

     

    2) Set Bonuses

    Explosive Yield - Same as point 1), it shouldn't be specifically based on TAKING DAMAGE, if the effect as BOTH damage reduction AND damage increase

    Doublecharge - Jet Charge gets 2 charges? What of Battering Ram utility? And how will this interaction now take place?

    Carbon Conversion - This just feels like you ran out of ideas, despite the fact there are some fantastic ideas in the Powertech forum, on the post YOU created!

     

    3) Tactical Items

    Sonic Heal - Are you trolling?

     

    Thermal Screen - Heat screen stacks 6 times? What about Heat Blast?? Does it consume all 6 stacks and get a heightened effect to reward you for stacking the deep 6? or just boring 3 stack?

     

    Flame Detonation - Why doesn't this interaction consider the use of Flak Shell?!

     

    Seems like only the force users get all the fun toys... ...can't say I'm surprised, oh well, looking like another dead season for powertechs. At least I have a 200% armor rating to make me look like im trying not to die in a situation where I'm going to die anyway

     

    You have marauder and juggernaut (INCLUDING TANK) on route to getting a raw 25% damage amp for FOUR abilities... with no hidden stipulations that are outside of their control, not to mention synergy and methods that allow them to prematurely stack the effect, and stack it in combat at a hastened rate

     

    Assassins flipping sh*t in the background resetting abilities at will like they're preparing for the second coming of Christ

     

    Operative getting longer stunlock than a world boss

     

    and I have to sit here, facetank and pray to god my opponent isn't stupid enough to kite me for 10 seconds? So I can ramp up? Assuming 200% armor rating is going to do anything for me...

    Please reconsider this, these changes are saturated with ignorance, and lack of knowledge on the class and it's core design, performance, opportunities and capacity

  12. Advanced Class Tactical Items

     

    These are ideas based on Advanced Class skills, where previously I targeted the Discipline spells specifically, this one targets a broader spectrum of skills on the Advanced class Trooper/Vanguard, the purpose of these ideas are to bring them in line with the Discipline Shield Specialist's priorities and combat proficiency.

    Each skill design & passive is a separate idea however, that doesn't necessarily mean they class or cannot co-exist

    These ideas currently made in line with the current content patch however, are subject to change on future changes depending on the 6.0 balance changes

     

    Going to start with the much deliberated Defensive abilities

    Note: I am NOT going to propose, nor are these ideas in any way proposed "balance" changes for the class, they are insulated ideas designed to add new, enhance functions of current existing abilities!

     

    Reactive Shield

    Heat Dome

    When activated, your Reactive Shield is charged with intense heat, burning attackers for elemental damage when they are within 8 metres of you. The longer the afflicted targets are inside the effective radius, the stronger the burn gets

     

    Idea notes: So one of the things I'd love added is an effective radius that deals continuous damage when targets are in close proximity. This lets tanks punish players who commit, and can serve as a deterrence for melees to hard push on VG tanks whilst punishing immobile ranged players or those who simply don't respect the tank's presence

    Now this may remind you of a certain utility (Electro Shield) however, this is designed to be a continuous damaging field so long as the target is inside the field and gets stronger the longer they stay inside.

    This goes really well with Vanguard's pull, allowing them to keep the enemy inside the field, as well as Hold the line, preventing enemies from knocking you away, making you a huge threat when used properly

    We could propose that the ability leaves a stack on the target, which climbs every tick of the ability leading to the attack getting stronger, similar to Electro net's stacking effect

     

    Adrenaline Rush

    Stamina Restoration

    Increases the maximum health of Vanguard by 35% when Adrenaline Rush's healing is activated

     

    Battle Focus

    Promise of Victory

    When activated, the Vanguard lets out a battle cry, greatly increasing the morale of all allies within 30 metres, increasing their combat ability for 15 seconds

     

    Idea Notes: I haven't decided what the stat would be exactly, I was thinking something along the lines of damage reduction or defense chance, but realistically it could be anything. At first I felt it should be defensive as its from a tank standpoint, but the base effect of battle focus is an offensive one.

    Anyway, the whole point of this idea, is that Vanguards (or troopers) are soldiers, veterans of war, and from a roleplay standpoint, you're a freaking high ranking officer, which means you're used to controlling the battles on the front lines, well the way I see it, Vanguard should have like a Warcry mechanic that boosts the morale of his fellow soldiers. (terrible idea i know) :>

     

    Shoulder Cannon

    Advanced Static Shield

    Static Shield's effect (50% chance when shielding/defending attack resets Stockstrike) now additionally instantly reloads 1 shoulder cannon charge at the same rate

     

    Idea Notes: Ok so this has been an idea i've wanted for a VERY LONG TIME!

    I always found Static shield to be one of the best talents ever designed, it has fantastic synergy, however my quarry with this ability was that it never grew as the game progressed, always sticking with Stockstrike, it's itinerary never increased as time went by. Well I think that should change! and shoulder cannon is probably the best candidate for this. It gives good utility synergy with Guard Cannon despite it's nerfed state, which I felt was VERY unfair, given the nature of the nerf only considered Tactic's Discipline and it's 7 cannon charges which nearly doubled it's healing capacity. With this idea, the design thought scales as your ability as a tank is performed! Giving you good damage punish whenever you trigger your main defensive function (shielding attacks), as well as a little healing for your troubles. It doesn't solve any problems concerning Vanguards, but it doesn't necessarily have to, nor should it! But it adds sustain and damage opportunity when you're doing your job! and that should feel and be rewarding, synergy is the best way to approach that vector!

     

    Neural Jolt & Sonic Round

    Anticipation

    Taunting an enemy with Neural Jolt and/or Sonic Round causes the Vanguard to block/resist the next received attack at 100% chance

     

    Idea Notes: So, whenever you taunt something, the most expected outcome is that whatever you taunt is going to want to slap you in the face for such provocations. Well, Vanguards being the tactical specialists they are, can see it coming!

     

    Guard

    Super Guard

    For the first 5 seconds whenever guarding an ally, the target is immune to all movement-imparing effects, knockdowns and physics, and has 100% of it's damage intercepted, 50% of all incoming damage from enemy players is transferred back to you.

    This can only occur once per unique target, every minute

     

    Idea Notes: Ok here me out on this one. Wouldn't it be really interesting if one of the tanks had like a super guard? Now see here's the thing, Guardians have Guardian Leap, so I was thinking it should be Shadow or Vanguard, however, Shadow sucks and I feel this effect for them would be super abusive with stealth, so that leaves Vanguard... ...fight me!

     

    More ideas coming soon...

    :rolleyes:

  13. Plasmatech

    Note: These ideas are based on three things:

    1) That tactical items is a new specific item slot whose primary function is to change the way a skill functions or adds an addtional function to an ALREADY existing discipline specific skill. For plasmatech these are as follows: Plasmatize, Incendiary Round, Plasma Flare, Shockstrike

    2) That the changes listed as potential ideas consider the fact that set bonuses are a seperate design, however can coexist together without necessarily clashing in functionality

    3) The ideas proposed are not/do not consider the possibility of new changes expected for future class balancing, and are therefore likely to change to correspond to the updates

    That said, each ability is to be considered a separate idea, for the sake of creativity

     

    Tactical Items: "These should modify one of your Advanced Class/Discipline abilities to work differently. The goal is for you to use the ability in situations you previously wouldn’t (more often, against specific targets, etc)"

     

    Plasmatize

    Plasmatize now automatically spreads to another target when the duration of the effect expires or is prematurely replaced with another Plasmatize, regardless of if the target dies or not

     

    Plasmatize now automatically applies Incendiary round, effect occurs once every 30 seconds

     

    Plasmatize tick rate is increased by 100% and it's duration is reduced by 50%

     

    Plasmaflare

    Plasma Flare now leaves a burn mark on the target's armor, allowing you to cast Shockstrike from further way

     

    Plasma Flare causes Incendiary flare, causing Incendiary Round and Plasmatize's burn effects to end prematurely, dealing the unique damage if they are currently on the target

     

    Plasma Flare is now affected by Burnout (10% damage increase on targets lower than 30% health)

     

    Shockstrike

    Shockstrike now disarms the target for 4 seconds, preventing them from using aggressive abilities for the duration

     

    Shockstrike causes an electrical discharge, damaging one additional target for the elemental damage portion only

     

    Shockstrike now immediately grants one missle charge of Shoulder Cannon

     

    Incendiary Round

    Whenever Incendiary round is spread due to Rain of Fire's Ion wave effect, the damage over time ticks faster

     

    Incendiary Round now has splash damage on targets within 5 metres of the initial target

     

    Incendiary Round marks the target allowing High Impact bolt to be used at any range. The mark has a low duration of 5 seconds however.

     

    Set Bonuses: These should be focused on the broader “kind of tools” your class uses, but not specific abilities. Some examples are sets that center around bleeds, force damage, lightning, shields, cover, and so on.

     

    2 Set - Damage over time effects increase damage by 1% for every unique burn (max of 3%)

    4 Set - Shockstrike and Plasma Flares cooldown is reduced by 3 seconds and cost reduced by 2 heat

    6 Set - High Impact Bolt now triggers Critical Burns, for 15 seconds on activation, all burns caused by Plasmatize, Incendiary Round and Plasma Cell have a 100% chance to critically hit

    Full Set - Increases Mastery by 3% and damage on burning targets by 3%

  14. Just random ideas thought up

     

    Shield Specialist

     

    RIOT GAS

     

    Stim Cloud

    Riot Gas now increases the melee and ranged defense chance by 15% and increases movement speed by 70% of you and all your allies inside the smoke

    Explanation: (swaps negative effects on enemies into positive effects for allies)

     

    Chaff Grenade

    Riot Gas becomes Chaff flare, causing all ranged attacks to miss on allied targets inside or affected by the smoke

    Explanation: (intercepts all ranged attacks to people inside the smoke)

     

    Phosphorous Bomb

    Riot Gas causes all enemy targets inside or affected by the smoke to take additional elemental damage

    Explanation: (do I really need to?)

     

    ENERGY BLAST

     

    Energy Screen

    Energy blast now provides the Vanguard with a protective shield, if the shield is not broken within x(amount of time) seconds, the remaining amount of shield creates an energy burst that damages surrounding enemy targets.

    Explanation: (Give yourself a shield that absorbs damage, caster can prematurely break shield for damage or soak incoming damage)

     

    Energy Shield Defense

    Energy blast now converts energy from rifle to the Vanguard's shield , causing his/her shield to overload with raw energy.

    Greatly increases Shield chance & Shield Absorb, and reciprocates damage (LIKE REBUKE, NOT A REFLECT I SWEAR!) whenever damage taken while effect is active. Using an offensive ability, cancels the effect

    Explanation: (Toggle skill, makes shield overpowered at the cost of not being able to attack. Would make VG downtimes provide better option select)

     

    Energy Surge

    Whenever the Vanguard successfully shields an attack, Energy Blast becomes available, firing a powerful energy surge from the rifle dealing a large amount of elemental damage

    Explanation: (Think high impact bolt, except when you do your job as a tank, instead of vulnerability)

     

    TRANSPOSE

     

    Emerging Transpose

    Makes Transpose instant cast!

    Explanation: (Now the skill is more useful!)

     

    Enemy Egression

    Transpose can now be used on an enemy. Swapping location with you and hostile target.

    Once Transpose has successfully been casted, the Enemy is marked, preventing them from going into stealth or using mobility spells for x seconds (or just hinders them if you cba like me ^^)

    Explanation: (creativity)

     

    ION STORM

     

    Cryo Storm

    Pours a stream of Cryo energy in a concentrated field, all targets hit have their alacrity and movespeed reduced

    Explanation: (... ...really?)

     

    Ion Cannon

    Concentrates Ion energy on a single target, dealing greater damage

     

    Ion Accel

    Charged Ion energy power is streamed into the Vanguard's armor and shield. Instead of dealing damage provides Vanguard with a large Armor rating increase & Damage reduction for a very short period of time due to energy instability

  15. Tactics

    Note: These ideas are based on three things:

    1) That tactical items is a new specific item slot whose primary function is to change the way a skill functions or adds an addtional function to an ALREADY existing discipline specific skill. For Tactics, these are as follows: Assault Plastique, Cell Burst, Tactical Surge and Gut

    2) That the changes listed as potential ideas consider the fact that set bonuses are a separate design, however can coexist together without necessarily clashing in functionality

    3) The ideas proposed are not/do not consider the possibility of new changes expected for future class balancing, and are therefore likely to change to correspond to the updates

     

    Tactical Items: "These should modify one of your Advanced Class/Discipline abilities to work differently. The goal is for you to use the ability in situations you previously wouldn’t (more often, against specific targets, etc)"

     

    Gut

    Gut now has a cooldown of 15 seconds, Gut can now be used 15 metres away leaping to the target and applies Smothering Slag if the Heroic Utility is learnt

     

    Using Gut on a target now causes the Vanguard to steal 5% of the target's alacrity, reducing the target's alacrity by 5% and increasing the vanguard's alacrity by 5%, effect can only be applied once, only applies on the last target affected by Gut

     

    Assault Plastique

    Assault Plastique's damage is now instant, however it's range is decreased

     

    Assault Plastique now interrupt's the target upon explosion

     

    Tactical Surge

    Tactical Surge builds an Energy Lode. Applies once every 9 seconds

     

    Tactical Surge grants Tactical Aggression, allowing the next Stockstrike or Flak Shell to be used off GCD

     

    Using Tactical Surge grants Supression Fire, causing the next Tactical Surge to deal increased range, damage and have reduced cost. Can only occur when Tactical Surge is used consecutively, if any other ability is used then the effect is removed

     

    Cell Burst

    Cell burst automatically applies Reserve Powercell on a unique cooldown. Applies once every minute

     

    Cell burst no longer requires Energy Lodes, however has a 45 second cooldown

     

    Set Bonuses: These should be focused on the broader “kind of tools” your class uses, but not specific abilities. Some examples are sets that center around bleeds, force damage, lightning, shields, cover, and so on.

     

    2 Set - Applying and Refreshing the cooldown of Gut increases the damage of Stockstrike, Flak Shell, Tactical Surge and Explosive Surge by 2% per stack, lasts 10 seconds (max 5 stacks)

    4 Set - Reduces the cost of Cell Burst and Assault Plastique

    6 Set - High Impact bolt now applies 2 stacks of Energy Lodes

    Full Set - Increases Mastery by 3%, kinetic and energy damage increased by 3%

  16. Look I don't mean to burst any of yalls bubble here and please here me out. I have been maining a pt tank in nim raids and ranked pvp. And in terms of pvp this will not fix a single thing for our tank. Being able to shoot your railshot from 30m is not a useful thing to have. Here is couple of reasons.

     

    1. You are not even in guard range if you are doing that.

     

    2. You can't set up cleaves this way.

     

    3. Classes have gap closers aplenty. Mad dash leaps, rocket out, sniper rolls, operative rolls (who are we kidding with this 30m range).

     

    Out biggest issue right now is dcds compared to other tanks and utility. And by utility i dont mean 30m range. That adds nothing of value to the PT/VG tank. Is it fun pretending to be a range tank sure but its not what will make this class a better pick in pvp or pve. What we are actually lacking

     

    1. dcds to go toe to toe with a juggernaut. In most ranked matches a jugg wins in milage because their cooldowns are more effective and come back much much faster, relieving pressure off your healer.

     

    2. Utility things like intercede (harpoon a teammate)? Along those lines. The most utility we give a team is a transpose that is to slow, and sonic rebounder (great for raids not so much in ranked pvp).

     

    Fixing those will actually put us in a better spot. And for those talking about dps here is a couple of things it won't fix.

     

    1. Mercs and sniper don't care if you run.

     

    2. Juggs leap/mad dash and a plethera of slows.

     

    3. Mara has all what the juggs do plus predation which gives it to everyone.

     

    4. Operative.....you will not out range or run this.

     

    6. Assassin phantom stride/pull (if tank), low slash stun, stealth outs etc.

     

    So where is the range gonna help, because it is such a gimicky thing to waste an update on and treat it as a nerf.

     

    I don't get why you're seeing this thread as "only one buff is needed for this class, and this is it!"

     

    First of all, the essence of this thread is requested a change to be reverted. So in not way is this considered a solution to anything. You could say its, uhh... asking a change be reverted? But you're stretching your argument so far it kind of hurts just to reply to it, why are you running away with this idea that its only one change allowed? Don't get that at all

     

    As for all your "oh noes, the matchups!" I can't comment at it without laughing... lol!

    You're taking every situation where its ideal for the opponent and forcing the assumption that it loses you the fight. Yikes. You must have a hard time in pvp. I dunno

    Also, why are you bringing up VG tanking? Every post addresses this from a dps perspective, the least you could do it respect that, I get you play Tank mostly, I do too, but if it doesn't hurt your ability to tank I fail to see why you're trying to take a stance on disagreement when nothing you raise is a direct proponent as to demonstrate why this is a bad idea, and worse, you propose something that doesn't even address the main point of range here, there's a plethora of inconsistencies when it comes to vanguard and range/positioning.

    Especially when every melee class in comparison now has more range option select than a VG, you know, the class with the gun/rifle, usually considered a long range weapon.

    This discussion has nothing to do with defensive capabilities, so (not being rude) keep it on subject at the very least.

    There are many proposed changes and solutions to VG issues and playability, many people have offered great ideas, but this doesn't oppose any of them, at the very most, it compliments them. Hell even the OP mentioned DCDs and many other ideas offered, he's just making note that none of them mention VG range.

  17. /signed

     

    As a VG main since release, I gotta admit, everytime vg/pt got nerfed, i've just been left speechless, unable to fathom what anybody is thinking. While other classes with stronger utilities & dcd's get theirs buffed, when before buffs/nerfs, other classes had better options anyway

     

    VG's long-range has never been game breaking, against other ranged classes we'd just get laughed at, and against melees, they had way more mobility and utilities than us to close the gap, long range was a good way of forcing their utilities in bad positions to take away it's value, but we lost that, and essentially became an Operative cos-playing as a Juggernaut

     

    It's kind of draining on the soul.

×
×
  • Create New...