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Because you're already going to get the current 60 month vet reward for "free" at 60 months. You're request is a waste of developer time and will create even more bad will amongst some of the player base.
You get to wait just like those that chose not to purchase CoV got to wait and get it for free.
Quote:However, you say they are patient...I say something else. -
Eventually GR will be given to everyone as part of the game just as CoV was. And there will be plenty of people griping about it. Just as there was when CoV was bundled in.
I won't be griping about it just as I didn't gripe about it with CoV. Why? Because I will have had access to it for a couple years before that happens. -
Super Reflexes gets to skip elude. Willpower can easily skip resurgence. Kheldians can easily skip the forms.
You CAN skip the fitness pool. You can skip enhancements. But you'll be more effective with both at doing the ONE thing that advances your character through the levels: Killing Enemies. Everything else is fluff.
That fluff may be important to many players and I do not begrudge them that, nor do I wish to take that away from them.
All I would like to see is every single person that posts "you don't need stamina" to immediately follow that with the statement "you don't need enhancements or travel powers either."
In other words, show me a build without stamina, and I'll show you how to make it more effective by adding stamina. -
Quote:At 60 months we could cancel our subs and continue playing for free? I don't think they'd go for that considering their profit model.Here is a better one.
How about 60 month Vets not having to pay for new content?
Or are you whining about Going Rogue costing money?
For your 15 bucks a month you get access to the live servers and we're about to get a major graphics update.
After that, if you choose not to get GR, you'll get the joy of watching all your friends have fun with the new crap while you're stuck without side switching, Praetoria, dual pistols and demon summoning.
Should GR have been part of normal content updates? Honestly? Yes, I think it should have been. Same goes for all the goody packs.
I've already bought them all except the valkyrie pack, regardless of that opinion. Why? Because my one month subscription to this game costs me the same as 3.5 lattes. -
Quote:Ninja run+swift+sprint makes me a happy player. However, having run a build on my main that lacked fly, and now having it again, and now that I have the 60 month vet badge, I'll always take SJ or Fly at *some* point in the 20-30s.
But most of my villains are in their 20s before I get them a travel power because the temp powers do a good enough job. -
Quote:While true 99% of the time, for we 1%ers.... well, we have registry hacks, don't we?Just as an aside, given the people I have to work with (read: fix things for) every single day, this is actually a *really* good assumption to make. And in general STILL seems to give too many people too much credit.
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Quote:Let's check your math, shall we?
On Average if a Claws Keeps double stacked FU then a Brute needs to Average about 80% Fury. Not sure why but one BF on DB Brutes need to keep an average of 83% Fury.
Claws attack chain: Followup, Slash, Focus, Strike. FU is double stacked. All attacks have 95% enhancement.
Note: Claws is a special case. Brute claws was tweaked (more claws tweaks on top of claws tweaks!) to have higher recharges, thus cost more end, thus do more damage.
Scrapper:
Base damage of chain: 287.285
Buffs: 2XFU-75%; enh-95%
Total damage of chain: 287.285*(1+.75+.95) = 775.67
Brute:
Base damage of chain: 209.958
Buffs: 2XFU-60%; enh-95%
Fury needed to catch up to scrapper: 775.67/209.958 = 3.69; 3.69 - 1 - .6 - .95 = 1.14 or 114% damage buff or 57% fury. Just over half a fury bar.
EDIT: Forgot crits: 853.237 for the scrapper; 151% damage needed for brute, 75% fury.
Let's test your build up thought using my original post:
Scrapper smite (I know, DM doesn't get BU, but it doesn't matter) does 82.582 base.
Brute Smite does 55.055 base.
Scrap w/95% enhancements, 100% from BU and 10% crits:
(82.582*(1+.95+1))*1.10 = 267.979
Brute BU is 80%
267.979/55.055 = 4.867 - 1 - .95 - .8 = 2.117 or 211.7% more damage needed or over 100% fury.
OH NO!! However, BU isn't a permanent buff, as you did state. With three SOs knocking the recharge down by close to half, you're talking up 10, down 35, 28% buff over time.
That changes the equations to:
(82.582*(1+.95+.28))*1.10 = 202.574
Brute BU accounting for downtime is 22.4%
202.574/55.055 = 3.679 - 1 - .95 - .224 = 1.505 or 150.5% damage needed or 75.25% of the fury bar.
Brutes still win. -
So you want to suggest something that already exists as a vet reward to be nuked, turned into a paid for option so that anyone could get it at anytime, and then block all those that don't have the 60 month badge from getting it unless they buy it.
After a bunch of people already got it for "free" with their 60 month badge.
How about no.
Edit: Now if you want to suggest a "super in shape" paid for pack that lets us skip boxing/kick and still get tough/weave, I'm all for that. -
Quote:I actually agree. I see no reason to make the fitness powers inherent. My only wish is for the pre-stamina levels to suck less. We've made great strides in that area already:
This however is not a reason to make it an inherent. If someone doesn't want to be sucking wind, they should build for it. If that means putting Stamina into their build versus other things, that's up to them.
Beginner's luck for hitting our enemies
Temp travel powers
Better lowbie contact/missions design redside
Inventions (if you really want to get silly and frankenslot that early)
Vet attacks
I'm sure that there's more. I really only came into this thread to argue against the "you don't NEED stamina!!!" crowd.
You don't *need* enhancements to get to level 50 either. -
You could crank up Zloth's demo launcher and have it run comparisons for you tracking average FPS.
Run a set or three without the tweak. Run it again with the tweak.
If there's no difference, undo the tweak for safety's sake. If there is a difference, come running back here with the demo launcher data dumps so we can go ooo, ahhhhh, and do the tweak ourselves.
At least, that's what I did back when I was testing the renderthread flag on my P4. -
I've been very impressed with my new rig's ability to bounce between two sessions of CHV with alt-tab and the performance I retain while doing so.
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Quote:While I'm a fan of leaving well enough alone on the I-7 since CHV isn't going to be pushing enough to utilize it properly, the above statement was flatly proven false using a P4-3GHz-HT. Enabling the renderthread flag within CHV showed about a 15% performance boost on that proc while hyperthreading was enabled.
In most cases, forcing HTT on applications like City of Heroes will cause performance decreases... not performance increases. -
Had you bothered to read the thread you wouldn't have needed to ask that and you would have also seen the arguments showing that your stated belief is great for people that enjoy playing inefficient and sub-par characters.
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I was at 100 health when I entered the mission. 1 yellow lt and 6 white minions prompted the use of a respite.
The ma/sd scrapper is set at +0/x2 yes bosses, no AVs
The point stands, Sam. Defeating a single spawn will reduce my endurance so far that I am unable to take on the following spawn without completely running dry on end unless I either eat insps like skittles or rest/wait between spawns.
This is not an aberration. This is common. Do I sprint between spawns? Yes. Do I slot an end-red in every attack? Yes. (Exceptions being truly low end attacks like claws-swipe) Do all toggles get an end-red? Yes. (One exception being Deflection which must be slotted for both defense and dam-res)
Do I finish missions anyway? Of course. That's not in question. Obviously I do or I wouldn't be getting to 22.
It's just a matter of nuisance. Nothing more, nothing less. Will it be changed? I seriously doubt it.
What it IS doing is making me seriously consider powerleveling a farmer on my brother's account to powerlevel all future lowbies on my account past the PITA levels. EDIT: Regardless of how distasteful I find that process. -
I figured that, but was halfway through the post before I realized it. Said what the hell, throw it out there anyway.
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Shockwave on a scrapper becomes knockdown against +4s. It stays knockback against +4s for brutes.
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Quote:Energy Transfer, Gloom, Bonesmasher, Total Focus, repeat
I would love to see the attack chain. -
Quote:Last night on my lvl 14 ma/sd I ran into a spawn in Steel Canyon that consisted of 1 yellow boss, 1 white lt and 4 blue minions. By the end of that fight I had 8 endurance left out of 100.
Do you honestly run out even then? Because THAT I have a hard time seeing.
Entering the door mission I was headed to I was greeted at the door by a single yellow lt immediately followed up with a patrol of 6 white minions. I had to pop a blue to get through that fight.
This character has an end-red in each attack, and one in battle agility. Deflection doesn't get one because it is slotted 3def/3damres. -
Deus_Otiosus,
It sounds like you PUG a lot and this often leads to bad bruting experiences. I can see that being a problem.
I don't suffer the same issues as I do solo a lot and when I do team, it's with people from my server's badge channel. I don't PUG. I see no reason for such aggravation while I play.
How much fury does a brute need to catch up to a scrapper?
Brute Smite: 55.055 base
Scrap Smite: 82.582 base
Brute needs 25% fury to catch up. 82.582/55.055 = 1.499 = 50% damage buff needed, or 25% fury.
With enhancements, we'll say 95% each, the scrapper's smite goes up to 161.035
161.035/55.055 = 2.925 = (1+.95+x) = 97.5% damage buff needed or 48.75% fury. Almost half the fury bar.
Scrappers also crit. We'll go with 10% of the time for LTs, Bosses, AVs.
161.035 + 16.104 = 177.139
Brute now needs a bit less that 64% of a fury bar over time to equate to the scrappers average damage after taking into account crits and enhancements.
Buildup, fiery embrace and AAO from Shields will force the brute to work a bit harder.
From where I sit, brutes win. Most of the time. Maybe not on bad teams that don't know how to keep up or with multiple brutes that fight each other for fury.
EDIT: And just for giggles, a brute needs 6.5% fury to catch up to a enhanced tank. And on a team, he should be getting buffs to push him close enough to tank mitigation to do the job. -
Quote:And I would then have to insist on you explaining how you're slotting this character that you're soloing with and how long it takes to you to get through a base difficulty paper/scanner mission.
I challenge the truth of the above statement, because it contradicts what I do on a daily basis practically every time I log into the game. That's what annoys me about these arguments - the constant insistence that you CANNOT get through a fight on a single endurance bar unless you have Stamina. You very much can, and without waiting between attacks, running away, using inspirations or dropping your difficulty.
You've already admitted that a character without stamina is less efficient than one with it, so we can take from this that I'm building in a way that is gaining something for being less end efficient than yours.
Quote:Hell, I died more often than I ran out of endurance
Quote:I capitalised "your" merely to explain that insufficient endurance is intended and build into the system. Running out of endurance means the system works (well or not is debatable) and it falls on you to mitigate it, not on the system to fix it. We can argue about how much of a problem endurance should be, but if we start suggesting that endurance should NOT be a problem and that the game itself should take care of our endurance problems, then we should start discussing the removal of the subsystem in its entirety, because that's more or less its entire point in existence.
Quote:What about Quick Recovery? What about Recovery Aura? What about Dark Consumption? Or all the various endurance management Inventions? A lot of powers in the game are tied to base recovery, and boosting that would boost them, as well. Are you prepared to see them drop in percentage, as well? I would, but I'm not exactly objective in this case. Moreover, are you willing to see endurance become MORE of a problem at the exchange of it being less of one in the lower levels? Because these things will come up if and when this is actually considered.
Do I think it more likely that we'd get something similar to the beginner's luck tohit buff we get but for endurance as Lemur Lad mentioned? Yup. Would I be happy with that as well? Absolutely. -
Quote:Only at 50.You speak as a man who never has to look at his green or blue bars.
I just got done playing my level 24, now 25, claws/wp brute for an hour. He only has QR but it is 3slotted.
I think I ran through 4 scanner missions. I used rest 0 times. I *think* I'm set at +0/x3, but it might be x4.
There were plenty of moments that I had to eat a blue to keep going. Or a luck when I was taking too much damage too quickly.
It's all about finding a balance.
When is it somewhat tough? Pre-stamina/SOs. How tough is it? I leave diff at x2 and rest more often. Will I still be back up to high fury during a single spawn? Yup. -
Quote:We really don't need that analysis. Go for 75% fury and call it a day.
If you want to insist that building fury through attacks alone is viable, then we need a fairer DPS analysis and comparison between Brutes and Scrappers that doesn't show the brute at full fury from the start - punching an enemy that won't dissolve in a matter of seconds.
We could sit down and work out exactly how many outgoing and incoming attacks it takes to reach and maintain 90% fury, but really, what's the point?
Fury generation is freaking simple. Sprint between spawns. Use brawl if nothing else is ready to fire off. Beat crap up. Maintain 60-90% fury without issue all the way through a mission after stamina and SOs.
It isn't rocket surgery. Team with 7 other brutes? Sure, you might have fury issues, but it's not going to matter with that much damage flying around. -
With claws, I'm a firm believer in abusing respecs. On my claws/wp brute, here's how I leveled up so far. (He's 24ish now.)
1: Swipe
1: HPT
2: Strike
3: 1 slot in strike and 1 in swipe
4: Slash
5: 1 slot in slash and 1 in HPT
6: Fast Healing
7: 2 slots in FH
8: Spin
9: 1 slot in HPT and 1 in Spin
10: Indomitable Will
11: 1 slot in Spin and 1 in Slash
12: Followup
13: 2 slots in FU
14: Mind Over Body
15: 1 slot in Spin and 1 in MoB
16: Rise to the Challenge
17: 2 slots in MoB
18: Focus
19: 2 slots in Focus
20: Quick Recovery
21: 2 slots in QR
22: Start grabbing whatever else floats your boat.
I've actually run a few claws brutes up like this only to delete them, because I really like lowbie claws. It's blenderific. Sometimes to 14, sometimes to 20. Different secondaries.
You might swap spin and FH. Spin is just that damn good.
Feel free to post builds. I'll be happy to look at them as will many others. Think I'll play my claws/wp some now.
EDIT: 45 minutes to get from 24.1 to 25 while solo. Blenderific. -
Quote:Yes, yes, we could all run away mid-fight or count to 10 between attacks. The first isn't any fun and the second will get us killed. Not my cup of tea.
As far as it being impossible to not run out of endurance mid-fight pre-22, that's false on its face unless you want to quantify your statement or elaborate on circumstances. It's very much possibly, it just may not be possible in the ways you prefer to play. That's not a bad thing, mind you, but it still comes down to player preference.
Basically: The game is designed such that endurance should always run the risk of running out. If your endurance runs out, that's not a sign of bad design.
Yes, we could drop our difficulty to -1/x1 no bosses no avs. Also not fun. And we'd still have to rest (or stand there not being able to rest) every other spawn.
Quote:What? I mean... What? Stating that it's... What? Where did I even imply... What? What? I keep reading that quote over and over again, and I just don't get it. What, did you read the word "failure" and take offence or something? Quote:Running out of endurance mid-combat is intended to be a sign of YOUR failure, not the game cheating you out of a win.
It and the following statements annoyed me because to avoid "MY" horrific failure of running out of endurance during a fight my choices are:
Inspiration use. Absolutely. I use the hell out of them. Every time I have three of something else they become a blue.
Rest. That's been covered quite well in this thread. It appears we all agree that having the recharge time removed would please a great many of us.
Running away due to lack of end to attack with. No. I'll use brawl until enough end comes back up for another attack.
That's it. 3 options. None of which are very good.
I understand WHY endurance is in the game, Sam. For me and the way I build my characters, it's an extreme nuisance from 1 to 21 and a non-issue after that. I'd like to see a less binary view on it.
I hope that last bit there answers your question. We have the tools to make endurance usage meaningless AFTER a certain point. Before that, it's as much a nuisance game balance element as the time sink of hero side contacts sending you zone hopping every other mission. The saw the error of their ways when they made CoV and there vastle less zone hopping on that side.
I would like, someday, for the devs to correct both the 1-21 sucks due to weak enhancements and a lack of stamina just as much as I'd like to see hero side contacts start keeping you in their own zones.
They go get rid of TOs and DOs completely and let us have SOs at level 1. That right there would probably be enough to fix the end hassles, but then they'd have to go through and ramp up all the 1-21 enemy groups. We all know that this would probably be considered too much work.