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Quote:I can see why several of us are so dedicated to Scrappers having something that is uniquely theirs, what I can't see is why you are so dedicated against it.Need specifically referring to the context in which the discussion surrounded. Merit as in stalkers needing a buff in the eye of the devs.
Like it or not, this has become such an issue in so many places the devs will have taken notice. Assuming they hadn't already. -
Quote:This sums it up for me.Nonsense. There is exactly ONE AT in this game that isn't currently overpowered and that's Blasters. And there are several threads going on about that already. The Scrapper AT has no unique properties, unless you count having no unique properties as a unique property.
Defenders got an inherent originally simply to give them an inherent. It was buffed for QOL reasons to give the preeminent group AT a little help solo. So yes, I think it's quite warranted for Scrapper to get a QOL change here. Both to give the AT something unique and now that I think of it, to give them a little help in teams.
This isn't going away. It became inevitable once players of other ATs which needed no help decided they were going to go for it all. Well, they got it. Now my Scrappers, some of whom predated the ATs in question want some of their uniqueness back. -
Quote:Actually I think it was Geko. He was the lead powers guy at the time.The same Positron that instituted ED, that caused the game to take it's steepest population dip ever? Oh yes, that was Positron, not Jack. Jack couldn't spreadsheet his way out of a paper bag, something like ED was beyond him. Posi masterminded ED and GDN from all accounts, all Jack did was take the flak for it.
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Quote:Hmmmm, maybe there could be something here.
Tanks and Brutes have a 5 target Taunt, because they are set up to hold agro.
Stalkers have Placate, because they are set up to avoid agro.
Scrappers aren't really designed to do either of those things as a primary function, as evidenced by the fact that only a few of their secondaries have a taunt aura in them.
It's also true that Confront is the most universally skipped power out of all Scrapper primaries.
How about a tweak to how Confront works? In it's current form it is just a single-target version of the Taunt that Tankers and Brutes have.
I had an idea of how it could be adjusted without drastically affecting anything.
Here goes:
Make it more like an "Intimidation" power. The Scrapper has called out his target, making it clear that he is coming for that target specifically. This rattles the target, causing their attacks to be slightly less accurate and (maybe) slightly less damaging for a time.
And I mean Accuracy, not To Hit. Specifically, a debuff that counteracts Accuracy bonuses that NPCs get for being higher rank or higher level. The catch there would be that if the target does not have an accuracy bonus, the debuff does nothing, making it rather pointless to use on minions.
Since AVs get a 50% accuracy buff, the lowest their final To-Hit will ever get is 7.5% as opposed to the 5% of most other critters. If Intimidation* gave a 50% debuff to that accuracy, it would reduce the AV's Accuracy bonus to 25%, effectively lowering their To-Hit floor to 6.25% instead of 7.5%.
Interestingly enough, this effect would be more valuable the lower your defense is. If you're already softcapped, the AV's accuracy bonus is applied to 5%. If you have no defense at all, it is applied to 50%. Normally, an AV attacking a Scrapper with 0% defense will hit 75% of the time. Using Intimidation on that AV will reduce the final To Hit from 75% to 62.5% instead (if that debuff was 50%)
It would still function as a Taunt, because it would be dumb to ignore a guy who just said he's coming for YOU, but the Accuracy debuff would replace the -range debuff found in Tanker and Brute Taunt (and Confront as well). And since it woudl still function as a Taunt, any Scrapper who took it and slotted it with a taunt set will not have to change their build.
50% might be (and probably is) too strong, I just used that to illustrate what I'm talking about.
It would be something that no other AT has, that relates to the "traditional" role of the Scrapper (attacking single hard targets). And if done correctly it won't really affect performance in a really noticeable way (because reducing To Hit from 7.5% to 6.25% isn't a huge improvement, and it probably would not be that strong anyway).
The other catch is, time spent using this ability is time that could be spent attacking instead, leaving the Scrapper with the choice of whether he wants to reduce his enemy's accuracy against him or attack. Most Scrapper players I know would choose to attack again, and STILL skip this power, so it probably would not end up being game-breaking at all.
The other idea I had is give Scrappers the ability to apply a minor regen debuff when they land 2 Critical Hits on the same target within a given time span. Make the time span long enough and the debuff small enough that it will only really come into play against something that survives more than a few hits from the Scrapper in the first place.
I dunno, that's just my idea. Don't think it's really necessary, but it would be kind of cool for the Scrapper Taunt to work slightly differently from Tanker and Brute Taunt, to reflect their slightly different role (not really meant to take agro for a team). And 99% of Scrappers will probably still skip it anyway
*I don't have a name in mind for it, so I went with Intimidation.
I think that is really cool. -
My suggestion was a scaling End buff where the Scrapper got +5 total end every 10 levels for a max of 125 end at lvl 50. Useful, but low impact on balance.
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Talk about bait and switch. Wasn't this thread about scrappers?
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Quote:I know right now I am playing an MA/SR stalker, and I am not even sure I am going to take placate.Stalkers having some meaningful pros vs their meaningful cons compared to Scrappers isn't a sign that Scrappers are a joke, though. That's a sign that Stalkers are no longer a joke. EG asserting that Placate & Hide more than make up for the health difference and etc does not make it actually true, at least not for every character in every situation.
I don't think scrappers are in any trouble, and I try hard to make that clear in multiple posts. What I am saying is I would like scrappers to have a mechanic that is theirs and theirs alone, that does not add complication to the AT. I like everyone else like the straight forward nature of the scrapper, I am however finding that stalkers can now also be played with that straight forward nature. I think many other people are seeing the same thing.
With the stalker ATIO proc in storm kick, the toon crits more than any of my scrappers do. I am also building him like I would a scrapper which may be different (I don't know for sure) that the old mind set on how stalkers were build and played. In SR hide alone (which is a 0 end toggle) seems to be making a lot of difference.
I am not a big math person, I am just relaying how it feels to me as I am playing the character.
Again, my point is not that scrappers NEED any help, just that I would LIKE for them to get something that is their own. My suggestion was the level scaling end bonus, because all it does is allow them to do more of what they are already doing with less down time.
Side Note: I think the reason I find MA more fun on stalkers is because of where the power selections fall. I really am not a hue fan of crane kick (because of the KB) and I don't like dragon's tail because the animation is ugly.
Also I agree, saying Scrappers are a joke is a big steaming pile of BS. It is like you son having to wrestle 10 lbs up all day because there were not enough kids to fill out the 140-50 weight classes, and he was right at 140 because he weighed in with his drawls and socks on. It is BS. I LOVE my scrappers. -
Please give us the shash the Tsoo are now wearing. That thing is so awesome.
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Quote:It was pretty big during the i22 beta too. I think what really happened is more people started playing stalkers than were on beta, and saw how to close Stalkers and Scrappers really are now.Honestly, this whole "scrappers need love" campaign kinda just surged within the past few days. I'm still trying to wrap my head around the whole thing but can't help but feel this is one big April Fool's joke in the making. What other logical explanation would there be?
EvilGeko makes some very good points in the other thread, that I honestly just don't have it in me to retype.
Nm, here it is.
Quote:Stalkers have the same critical strike ability. Only that ATs version is better. As for survivability being "far better" the difference amounts to 138 HP at level 50 and less the lower down you go. At the same time Stalkers get Hide which is a no endurance defense power. Let's look at what Stalker secondaries give up for it:
- Dark Armor gives up the damage aura so it trades damage for more defense and utility and the ability to have crits on demand;
- Electric Armor same thing;
- Ice Armor same thing;
- Energy Aura they give up...JACK. The other ATs have two passives to do what Stalkers do in one.
- Super Reflexes are in the same boat as Energy Aura. The AoE passive was rolled into the AoE toggle.
- Regen and Willpower are the only ones that are screwed in having to give up Quick Recovery.
So no, I don't agree that Stalkers are always less survivable than Scrappers. Placate & Hide more than make up for the Health base and cap difference. Other than that, Scrappers and Stalkers share the same caps and same modifiers. Scrappers and Brutes have a higher base and cap health difference and Brutes have a higher cap on resists. Which allows for the statement that they are ALWAYS better because Scrapper don't have anything that can shed aggro like Placate. -
Quote:The what power would I skip? I have often thought the same thing though. Like in MA replace confront with something like Mastery from Staff. Have different stances that make the attacks do different types of damage. Dragon Stance does Fire damage! Well, you get the point. I am pretty sure we are stuck with crappy Confront though, and we can all still look at it as the power we can skip.The ONLY thing that I'd really like to see done to scrappers is replace the stupid useless confront power in every primary with something useful.
You could even take confront away from scrappers and give it to brutes in place of taunt, so that tanks could feel special since they would have a better aggro management power than brutes. -
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Quote:In an SR build tough alone is worth it though because you can slot a Steadfast +I mean its much hated by me. It seems to be the new fitness pool before it became inherant. No matter what your power set, you have to sacrifice 2 to 3 power slots just to get this into your build.
3% global def in it.
Do you plan to switch over to IOs at 47-50? Also, the Performance shifter +end proc is nice in Stam and PP. -
Quote:Wrong or not, I do not think this argument is going any where until scrappers have their own unique "thing".Scrappers are fine, and far from useless. And I say this without irony, having already admitted that I was wrong in the thread I referenced.
I know, I know, we have already been round and round in the other thread. I will state what I stated there. Give scrappers a buff to their end max that increases every 10 levels for a max of 125 end at lvl 50. No balance broken, and scrappers have their own thing again.
As for not being any point in playing a scrapper...psht! What ever. My soon to be Staff/EA scrapper says up yours! -
Seems to me KM would take the lead because CS causes instant recharge of BU when it crits. With the ATIO proc you can crit a LOT, and therefor have BU up more.
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It was not me, but I want to say that it is awesome that you are doing this. There are days that I do have hope for humanity.
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Quote:They were not. Every archetype inherent was explicitly added for one reason only, to address a perceived weakness or deficiency of the archetype, until Vigilance. Gauntlet, Defiance, Criticals, and Containment were all added not for flavor, but to correct a deficiency. But when four of the five archetypes gained inherents, Defenders claimed they were *denied* an inherent as if they were left out, so the devs added Vigilance. Really, although the devs wouldn't admit it at the time, just to get the players to shut up.
It wasn't until CoV archetypes were created that the devs decided to take the concept of inherent powers and extend them to add differentiating features to the archetypes. But even there, in some cases they were more placeholders than anything else. The stalker inherent, for example, was just a description of a subset of its actual powers. That would be like calling Range the blaster inherent. And originally the Mastermind inherent was less than now: bodyguard was added later (the original was supremacy without bodyguard).
In both cases, the inherent powers were not "perks." Perks implies its something extra. Stalkers didn't get hide, placate, and assassins strikes as a perk. They got hide, placate, and assassin's strike as their central set of powers. Brutes didn't get fury as a perk, they were originally designed to start low and build higher. Its just that fury has been the subject of bad balancing coupled with historical inertia.
Gauntlet is not a perk. Gauntlet is an omission by the devs they should not have presumed all tankers would take the presence pool. Defiance is not a perk. Defiance is the consolation prize Blasters get for being designed to be dead. Assassination is not a perk, containment is not a perk. And really; fury, scourge, supremacy, and domination are not perks either.
What about AS having a chance to cause fear, is that a perk? Please don't take this as in insult, but you seem to only look at the numbers. You are like a Vulcan, just so dang logical. My wife is an engineer and is the same way. Just because the numbers are right doesn't always mean something feels right. I guess part of what I am saying is that you are pretty much right, I know you are right, but I don't have to like it. Goes back to what Claws said about the Ferrari.
It has been made clear here that to most scrappers do feel right. So be it, I would still like them (yes want) them to have something that is unique only to them. Even if it is a power set, or as paladin said a costume option. I think a costume option would piss people off more than an end bonus though.
Crap, so much for being done here. -
Quote:This.I don't need a Ferrari either.
That has never stopped me from wanting one.
I think I am done here. For some reason there are people in this thread want to turn this into a Fight.
Paladin, thanks for stepping in here with a good post.
I will send my suggestion and argument to Synapse in a pm. Thanks for helping me refine it. -
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Quote:I can live with that.We'll have to agree to disagree on this point. NO, I do not agree that every AT needs a unique mechanic, especially when it's essentially not needed in terms of balance. I like that we have ONE AT that has the main goal of "punch things in the face in melee, the end."
Especially NOW that we have new players to the game. It's nice to have one AT that you can point them to that isn't complicated or doesn't need a write up to explain. I think EVERY mmo needs at least ONE class like that. I don't see anything wrong with that.
However, the inherent end boost I suggested would change none of what anyone loves about scrappers. It would just let them do more of it, with less down time. I would love to see my scrappers have a total of 125 end by lvl 50 w/o accolades or IO's. +5 end total every 10 levels would be awesome, and not unbalancing. -
Quote:We will have to agree to disagree on that. Multiple times I have suggested something that is not a gimmick (I don't want one on scrappers either) and maintains the balance of the game.They should? Any reason why?
That makes them unique then, doesn't it?
Seems to me it's useful to have an AT without gimmicks for the people who don't like the other ATs' gimmicks. I know there's folks who might play Brutes except that they dislike Fury, or want a damage dealer but they don't like Stalkers' stealth mechanics. And the balanced nature of Scrappers is a selling point in and of itself.
Scrappers have plenty to recommend them as they are. They really don't need a bell or whistle. The lack of one, and the lack of need for one, is what makes them special. -
Quote:Dude, that is almost as offensive as some of what Johnny has said. It has nothing to do with another AT being brought up to speed for me. In fact I am playing a stalker right now, and having a blast. I have had an issue with this since Stalkers first got crits outside of hide, which was years ago.It does not matter, they want something because another AT was brought up to speed and no amount of logic or lack of need is going to stop the whining and begging by certain parties.
Each AT should have a unique mechanic, period. Not just Scrappers I feel this way about the WHOLE of the game. Right now, as far as I can tell, Scrappers are the only AT w/o a unique mechanic.
Through the whole of this my suggestion is the one that seems to have the least impact on balance.
Also, these threads are a way to refine ideas that we are presenting to the devs. If you don't like what is being said, don't read the thread. It is that simple.