doesnt that require save editor shinangensI can do beeg numbers 2 guyse
doesnt that require save editor shinangensI can do beeg numbers 2 guyse
Yes please.I do hope not too many things get nerfed.
While I understand the desire to make every item viable it should not come at the cost of entirely removing a sense of progression.
Otherwise there is hardly any reason to seek out rare and unique equipment.
yea but the control rod has the best stats of ANY spell caster weapon and you can add another spell caster off hand to it that similar in power (blank scroll and ox totem), thats the reason its brokenYes please.
This is one of the things that does worry me a little.
Yes, I'll have to pass on the Control Rod if I don't want to bother with Floofs (I don't, Kiyoko just isn't my cup of tea) and that is a bit bad...
But so is the realization that your mythical ancient royal heirloom enchanted by a goddess is only slightly better than the bronze sword made by a smith in bumfuck nowhere.
Games need progression. I realize that keeping the powercreep to a minimum is desirable but not allowing any at all will just cause people to utterly ignore new stuff because why bother with dozens of weapons if they're all about the same in the important aspects?
I can't speak for Griefmaker but I had the rod in one of my savefiles and... well, it's better than other one handed weapons but it's not exactly game breaking. As levels increase the bonuses it provides will lose a bit of their oomph due to diminishing returns anyway.
It's better, not broken.yea but the control rod has the best stats of ANY spell caster weapon and you can add another spell caster off hand to it that similar in power (blank scroll and ox totem), thats the reason its broken
no the reason its consider broken is not becuase its super powerful, its broken becuase its better then EVERY two handed caster weapon, which odviously not the intent, and the fact its locked behind a side mission that never needs to be touch adds to this op level, and the fact it can be stack with an offhand becuase its one handed does not help, yes its not broken in the sense it trivilizes the game, its broken in the fact its far stronger then originally intended compared to other spell caster uniquesIt's better, not broken.
You know, this really gets on my nerves in any gaming forum I've ever entered. Something being better than something else does not make the former "broken".
Something is broken when it figuratively breaks the game, either by somehow exploiting a game mechanic or otherwise utterly trivialising the game in ways that undermines the design. An item's bonuses constantly stacking with itself multiplicatively in a battle would count (which would be a programming oversight). Or a spell that makes every enemy skip their turn combined with a teammate that decreases spell cooldowns (in that case the combination is broken, not neccessarily it's components).
That's not what control rod or (presumably, I don't play melee so I never used Griefmaker) other weapons currently around do.
If you want to nerf them (in spite of the problems I already laid out) then you should do it in order to not make them mandatory (they already aren't since I never used either of them in my last two playthroughs and still got through perfecly fine, barring the odd string of crits).
I can see Floof-waifu-averse mages complaining that the best wand is locked behind floofs. Hell, I'm one of them. I still enjoy my bone seax/bull totem combo since that allows me to dump dexterity. Is the rod better than seax? Absolutely. Does it break the game by being mandatory? No. Not even slightly.
Oh, nothing is. That's why control rod is going to be nerfed to smithereens.
May I ask, what will happen to the royal leathers? In my humble opinion, it is the best overall chest piece. High evasion, high sexiness with light tag, ludicrous ward and the second highest armor of all non heavy armors.Oh, nothing is. That's why control rod is going to be nerfed to smithereens. It's literally better than most staves.
It's definitely a great chest piece. All positive stats, the Armor is good, the Ward is good, solid Evasion. Plus a few minor benefits (Sexiness, Frost Resist, Light). I like it a lot.what will happen to the royal leathers?
No? What are you smoking?The Royal Leathers comes out fairly easily ahead of even the (somewhat cherry-picked) Conquerer's Breastplate.
I see it like this. Across all classes and all possible fight scenarios, the royal leathers are a great overall choice. Rogues and White/Black mages profit from the high defensive stats and no heavy armor penalty. Charmers get triple benefits, since other sexy gear has usually low defensive stats, it has an innate sexiness of 20 and it works with stylish, due to the light tag.Don't know if it's that much better than others, though.
No? What are you smoking?
Conqueror's is superior when worn by anyone who wants to tank
Complaining about cherry-picking in this context is incredibly disingenuous as well.
Then you aren't a tank. Apparently you think a tank is just a dps with a bigger health/armor pool. That is not the case.I generally run tanks [...] don't care to generate Threat.
It's definitely not a niche piece of armor and is good for most characters. If you count that as a factor, then it brings the Leathers far ahead.My final verdict: The royal leathers are one of the best or even the best chest armors for all builds, except some tank and/or leadership warriors.
Lamellar is indeed very good, on par with the Leathers and Conqueror's. It's terribly underrated because it doesn't have anything special, but all those stats and resistances taken as a whole are really good.lamallar
That's weird, right? A tank has two jobs: being hard to kill, and redirecting enemy attacks onto themselves. The first is virtually useless without the second.Then you aren't a tank. Apparently you think a tank is just a dps with a bigger health/armor pool. That is not the case.
You are wrong yet again, but I'll give you points for consistency. The builds I mentioned aren't designed to do damage, which you could have understood from the pretty clear descriptions thereof.Then you aren't a tank. Apparently you think a tank is just a dps with a bigger health/armor pool. That is not the case.
Nope, a tank works if its survival means the team wins. A support tank that keeps the whole team alive does that job and, come to think of it, pre-dates taunting as a motif in hobby gaming. It was nigh-impossible to build a successful taunter in most tabletop rpgs in the early 80's (maybe Champions?) but playing an unkillable healer was often available. If the only way to kill the team is to kill the support, the support can't die, and the opponents cannot generate sustain to match the team's damage, then the team is a success. In CoC2, this is why Leadership is useful, as its damage speeds up the process (purely quality of life) and makes it easier to pick off mooks that could destabilize the sustain lock.That's weird, right? A tank has two jobs: being hard to kill, and redirecting enemy attacks onto themselves.
There's a lot of ambiguity in there, and I suspect an error. You're not "weaker" if you focused on Leadership if your goal was to do no damage save via Leadership. So long as your party members a) output damage that outpaces enemy sustain and b) absorb damage at a rate that the party can heal without risk, you are stronger than you would be if you tried to dump Leadership to do . . . well, I'm not sure what you'd be doing instead of supporting and healing. Doing less damage than hybrid bruiser should, I guess.having focused on Leadership, you're weaker and your party members are stronger
A healer or support with health and armor also isn't a tank. It's a healer or support. You inability to comprehend basic definitions of classes is getting incredibly tiresome.The builds I mentioned aren't designed to do damage, which you could have understood from the pretty clear descriptions thereof.
Nope, a tank works if its survival means the team wins. A support tank that keeps the whole team alive does that job
There's a lot of ambiguity in there, and I suspect an error. You're not "weaker" if you focused on Leadership if your goal was to do no damage save via Leadership. So long as your party members a) output damage that outpaces enemy sustain and b) absorb damage at a rate that the party can heal without risk, you are stronger than you would be if you tried to dump Leadership to do . . . well, I'm not sure what you'd be doing instead of supporting and healing. Doing less damage than hybrid bruiser should, I guess.
It's bizarre being told that the thing I did in this game (not to mention others) for, what, has it been years now?, is something unpossible! that can't be done. Support tanking is utterly reliable, more reliable than a good number of dps builds and far more reliable than temptation builds (particularly before the combat revisions). This . . . this isn't debatable. You can just do this. It obviously works. This is like being told that internal-combustion engines are terrible for overland travel. I'm not sure what to do with that.
The way you're describing things, I'm starting to think that you're using a highly unusual definition of "support tank" where "tank" doesn't mean tank. I think you just made a party that's hard to kill and are taking down enemies slowly over time. It would explain why you're not concerned with your "tank" (a character which is almost completely useless if it doesn't take hits) taking aggro, and are not valuing offensive power very highly (you're talking about it like it's a luxury). I think you didn't make a tank, you simply made a support character that just happens to be fairly well-armored.As I already mentioned, support tanks work because they refuse to die and they trivially keep alive characters that should have a vulnerability to attrition. Since the only way you lose is if you die -- even your NPC party memebers can be resurrected (not that you ever needed to do that in the previous build, but I'm still working through the revised combat version) so long as you're alive -- once you've achieved a bare-minimum of DPR, the only real value is in increased survivability.
Conqueror's makes your character virtually as hard to kill as the Leathers do (like I said, Evasion does almost nothing on a tank since you have high damage reduction and can't be crit), it does have 30 Focus where the Leathers don't have any, and if you're using a standard party configuration instead of a superdefensive attrition-based one, the Leadership is amazing as it lets you kill the enemy before the enemy kills you. For most parties, a high damage output isn't a luxury, it's the primary goal.Conqueror's decreases survivability compared to Lamellar and Leathers. It has the hardest-to-get stat the build usually wants, but by the time you get it, you already have enough of that stat and the only danger is being taken out by sustained heavy damage. Evasion reduces the chances of that happening. More Leadership doesn't solve any problem you have. It's guilding the lily. (Confession: I still want the Leadership because I enjoy the numbers going up, but it's practically stupid.) Conqueror's is better for non-support characters, especially those that don't invest in Presence or Willpower and can use the moderate damage buff of Leadership and need that Focus. I wish there were a version of it for my favorite build, but it is what it is.
Evasion is good. It just happens to be much, much, much less valuable for a tank because tanks have low Evasion in the first place (meaning even if you add some, they still get hit all the time), enemies missing a tank isn't anywhere as valuable (because they have very high damage reduction), and you can't get an accuracy-based crit on a tank because you can't crit a tank at all.And to get back to Evasion, that Evasion is why the Lamellar isn't a clear improvement on the Leathers even when it should be (in a magicless situation). Honestly, what makes the Leathers nutty is that it has offensive stats (which my main build/builds ignores) that it doesn't really seem to pay for. If Lamellar had perfect stats for my build, taking the Leather's better numbers and dumping the things I didn't like, the Leather's would still seem overtuned, though I would never use them and go Lamellar forever.
A healer or support with health and armor also isn't a tank. It's a healer or support.
You inability to comprehend basic definitions of classes is getting incredibly tiresome.
Drawing attention (or otherwise taking damage for your teammates) is what a tank does.
but if you invest in a stat that makes your other party members stronger, you didn't invest in a stat that made yourself personally stronger, thus you're personally weaker.
They'll get attacked before you do and then being a tank is pointless because your party will be dead.
It's not impossible,
The way you're describing things, I'm starting to think that you're using a highly unusual definition of "support tank" where "tank" doesn't mean tank.
It would explain why you're not concerned with your "tank" (a character which is almost completely useless if it doesn't take hits) taking aggro, and are not valuing offensive power very highly (you're talking about it like it's a luxury).
Conqueror's makes your character virtually as hard to kill as the Leathers do (like I said, Evasion does almost nothing on a tank since you have high damage reduction and can't be crit), it does have 30 Focus where the Leathers don't have any
Sexiness. I did point out that I generally wasn't using the stat, but that's the case for many builds.I'm not sure what you mean by "offensive stats that it doesn't really seem to pay for". There are no offensive stats on it.
I think they're a bit overtuned compared to some other attire. I think the solution there, though, is not nerfs, but to take a look at the more lackluster pieces of clothing and give them some numbers that can let them work with more builds, as well as very slight buffs. I'm actually in favor of the kind of thinking that went into the Leathers going into more armor.Don't get me wrong, the Leathers are good. The Leathers are very good.
That's simply wrong, since the ability to tank hits is a characteristic of a tank. Tanking isn't merely a role in recently-made video games, kid, it's an attribute. I get that you are too young to know this and are lashing out, but learning new things shouldn't be something you are afraid of.
Your aggravation is caused by your own inability to understand and inability to know that you have refused to understand. Again, other games existed before WoW and EverQuest and in gaming before MMORPGs narrowed themselves into pigeonholed-combat-role systems, tanking was taking large amounts of damage and anyone that could do that for a team was a tank, regardless of why the could tank the damage -- which, again, is the only way the definition would work because the pigenhole-games didn't exist yet. We were calling characters without taunts that could tank damage "tanks" in the 80's.
I get that you're upset and are having trouble reading as a result, but slow down and reread the parts above where I point out that taunts were basically not a system motif of tabletop roleplaying for decades. You didn't have to draw attention to absorb damage -- you just had to absorb that damage. Frontline clerics have been tanking without taunts in a tradition old enough to be in a midlife crisis. If you want to scream into the void that no one used the term "tank" before 2001, feel free, but it won't change the lived experience of millions of tabletop roleplayers.
Hell, you don't even have to go back that far. In the heyday of d20 3e, I was at a table with someone running a caster with swarms of summons, Shield Other, familiars, and temp HP that had more EHP than any well-built melee character. No one hesitated to call them a tank. There's more to life than WoW; there's no need to get upset about that.
sorry to say but your actually quite wrong kidThat's simply false. Leadership is derived from Presence and Presence can easily make you stronger. Leadership as a stat on items can increase your DPR more substantively than other offensive stats depending on configuration, making that position also situationally untrue even for Leadership directly.
They won't because it's trivial to keep them alive if you're healing them. I already described that. I even mentioned the difficulty in finding opportunities to rez them because, if properly configured and maintained, they won't die. Again -- this is already a thing that you can do in CoC2, as I said.
What you're declaring is like saying "you can't possibly play a Thief in CoC2 because you'll be defeated before your damage defeats anyone else." Well, no -- Thief builds can beat opponents before the Thief runs out of hit points if built well. Everyone who's played a Thief will just be perplexed that you're denying that lived experience. Same thing here.
I think the issue here is that you're acting as if survivability is a non-issue so long as there's a single tank, and therefore, having gotten one character to tank, all emphasis goes to damage output, and then effectively saying that that's the One True Way to build a party. It is, however, not, and if there are multiple characters that can tank damage and the team's damage outuput is high enough to crush threats, the combat minigame's only real problem left is PC survivability. By the current max level of CoC2, that's the only issue such builds have left.
It's one of the characteristics of a tank.That's simply wrong, since the ability to tank hits is a characteristic of a tank.
Psst: You're not playing a tabletop game. You're playing a video game.motif of tabletop roleplaying for decades
oh cool, the codex for stats says it only increases attack power and summon stats, and lover's dry does nothing for my character having max presence already as isLeadership increases spellpower, just check the codex or your companions stats when you take a lover's dry.