-I can dance on the head of a pin as well. Fleet of foot and all that. Heh, the tourists love that stuff.
-You require my counsel, yes? -Be doubly careful. I'm sure all manner of stupid mousetraps await our toes in the dark. A trap most devious for the careless of foot.
This is probably the worst thought out "fix" for a problem that doesn't exist ( well played, well geared melees in medium or high reaper ).
It will affect crowd control, tanking, hjealing others, class differences and higher reaper - the very difficulty you designed to be "unbeatable".
Get rid of cleaving bosses or dodge bypassing champs if you have to. Update tactical feats maybe.
More hp will only make everything more boring.
Shahang (hjealme), Wipekin (kotc), Nezhat (barbie) Ghallanda/Devourer
Honestly I can't think of anything more boring than the current meta of the end game (r8+) if you play a dps . All you have to do is stack your bonuses via PL, gear , reaper trees and whatnot, and then spend all the quest beating helpless mobs who can't even hit back cause if they did they would 1 shot you more often then not. On the hardest dificulties you can't even go toe to toe with 1! single melee mob unless you have a way to CC or instakill it, we not even talking about a group of mobs, it's just ridiculous. All turns to be a matter of numbers and how stacked on power you are; no really much skill required, you just wait for the CC to kick in and then dps helpless mobs, over and over and over. I understand that some people may find it fun, good for them, they can not use the feat, it's a toggle.
Last edited by KingNite; 08-15-2018 at 07:56 PM.
-I can dance on the head of a pin as well. Fleet of foot and all that. Heh, the tourists love that stuff.
-You require my counsel, yes? -Be doubly careful. I'm sure all manner of stupid mousetraps await our toes in the dark. A trap most devious for the careless of foot.
I play a lot of different toons, including melee, so:
Rogue assassin and rogue acrobat: won't use this feat, because her spot heals and rezzes are always too important in group. I can't risk wiping the group.
Monk: will probably use, since she doesn't normally throw heals, but will have to jump out and toggle off to rez if necessary. That will suck if she has aggro, which is often.
Bards (swash and warchanter): won't use, because heals and rezzes are too important.
Tempest: probably won't use due to spot healing and rezzing.
Wolf druid: probably won't use due to spot healing and rezzing.
Tank: will probably use for the 5% I guess, depending on whether it is usable or not, because all she cares about is defenses.
Looking at my list, it tells me how often I throw heals and rezzes from various melees, and how few of my melees can benefit from this feat. The only ones that might use it are the ones that don't need it. That's a bad implementation.
A little snark, no vitriol.
(with credit to HungarianRhapsody)
Graceana (currently a caster bard)
My alts are put out to pasture
The Casual Obsession
Khyber
They should get rid of the healing range penalty, makes no sense at all and badly hurts cooperation.
-I can dance on the head of a pin as well. Fleet of foot and all that. Heh, the tourists love that stuff.
-You require my counsel, yes? -Be doubly careful. I'm sure all manner of stupid mousetraps await our toes in the dark. A trap most devious for the careless of foot.
Exactly. All this buff will do is encourage people who aren't properly prepared into higher difficulties. The solution to this imaginary problem is already in the game; gear up, improve your build and practice so you get better.
Even worse, it will mean people using the stance don't even think about looking after their teammates anymore. Put these two things together, and what you have is a liability, not someone you would want to encourage into your group.
It's much like people who play DPS builds running in Unyielding Sentinel. Their survivability gain is the rest of the group's DPS loss. But at least right now those people do actually have the ability to heal other party members. What we are getting doesn't even allow that.
Thanks.
Some people look for any and every excuse as to why they can't do something. The rest just figure out how to do it.
Just because you didn't build for enough PRR doesn't mean it can't be done. Assuming you intended to run that toon in mid and high skull reapers, it just means you built poorly
180 was a conservative case scenario. 200 is easy to hit. I have standing 172 PRR and 44 dodge without Blitz on a 3rd life cloth armor melee DPS toon with exactly 1 epic PRR PL and 0 PDK PLs. 202 PRR with Blitz. 217 in Earth stance instead of Water/Air. 226 w/ 9 PRR from Reaper points. That toon also has around 1.6k HPs in Reaper with a grand total of 14 Reaper AP. Could have added a few more PRR with a few enhancement swaps, but 200ish seems to be good enough for up to R6/7. Am I soloing R6 with it? No way. Am I running in R6-10 groups and "contributing"? Most definitely.
So as a person that really does run mid to high skull reapers successfully on a low PL, non-meta DPS melee build, I still say the HP buff is a bad idea.
Also, DPS melee users should go for BOTH Silent Avenger AND Adherents set bonuses. At least that's what I've done on all my cloth and light armor toons. The fact that you don't is quite telling.
Last edited by LT218; 08-17-2018 at 01:22 PM.
It is quite telling to the fact that monk is completely OVER POWER and HEAVY ARMOR is completely BROKEN.
Please look at these numbers 226prr 44dodge 1600 HP with EVASION soloing R6 with few reaper points!
This is why we need Armor Up 2,=Heavy Armor +25% AC and MRR
Paid for by the Campaign for
Make HEAVY ARMOR GREAT AGAIN
-I can dance on the head of a pin as well. Fleet of foot and all that. Heh, the tourists love that stuff.
-You require my counsel, yes? -Be doubly careful. I'm sure all manner of stupid mousetraps await our toes in the dark. A trap most devious for the careless of foot.
I know of many people who are prepared for and run high skulls often and succesfully who welcome this change because they find the current meta boring as hell, not because they can't already beat it.
Also don't you worry much about the newbs not healing you and being dead weigh on high skulls. As it is right now on lama no one will be using it much in high skulls ( unless going solo ); the ammount of hp given ( around 500 at cap ) is not enough to really matter on the highest skulls and the healing range penalty is too punishing.
-I can dance on the head of a pin as well. Fleet of foot and all that. Heh, the tourists love that stuff.
-You require my counsel, yes? -Be doubly careful. I'm sure all manner of stupid mousetraps await our toes in the dark. A trap most devious for the careless of foot.
Not really seeing your point about why your friends think the current meta will be improved by these changes for high skull players. If they think the HP buff is insignificant and they won't be using the new stance because of the cost of losing the ability to heal at range, how exactly is this an improvement for them?
It's also very disappointing to see how badly the stance seems to be set up for melee/caster builds, and how little acknowledgement there is of that by SSG. How many seconds long is the cooldown for toggling the stance?
Thanks.
SMH - you wouldn't know merit if you fell on your head. You lost all credibility on anything you say about PRR with this:
But then you doubled down on the failure and got wrecked here with actual math instead of incorrect, unsupported statements like you make:
Overstatement is an act of stating something more profoundly than it actually is, in order to make the point more serious or important or beautiful. In literature, writers use overstatement as a literary technique for the sake of humor, and for laying emphasis on a certain point.
That's all for today
Community Member