Bosstone

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  1. Quote:
    Originally Posted by TwoHeadedBoy View Post
    People keep calling for a ground up rework of the archetype, and it's not necessary. Case and point.
    Yes, it is. Set and match.
    Quote:
    All that needs to happen is other secondaries need to be buffed to be as good as /Mental.
    You say this like it's the easiest thing in the world.

    Let's see:

    Buff Darkness Manip
    Buff Devices
    Buff Electricity Manip
    Buff Energy Manip
    Buff Fire Manip
    Buff Ice Manip
    Buff X primary powersets (optional)

    versus

    Buff Blasters
    Nerf Mental Manip (so that it's the same as the other secondaries)

    Yeah, no.
  2. Nerf Drain Psyche!

    Then buff the AT.
  3. Quote:
    Originally Posted by Beauregard View Post
    I suspect you'll find that Teleport is actually a lot slower than other movement powers from a practical standpoint due to the mechanics. Unless you're blindly teleporting, you have to finagle with the targeting reticle and then put up with a 4 sec self-immobilize at the end of your jump.
    I don't really have input on the rest of this thread, but:

    /bind LSHIFT+LBUTTON powexec_name Teleport

    By using this bind, you can hold the left shift button and click anywhere on the screen. You will automatically teleport in a straight line to wherever your cursor is without having to fuss with the targeting cursor. It is highly accurate and very fast. The only caveat is that you have to allow the teleport to fully complete before you teleport again, otherwise the game will think you've clicked twice in the same place and you'll waste a teleport.

    Also, if you combine Teleport with Hover, you won't be immobilized after the teleport (albeit you will move very slowly).

    It does require two power picks and some slotting for endurance and range, but Teleport+Hover with the bind above is, at least IMO, the ultimate travel method. Nobody has ever been able to outrun my hoverblaster in a race. A Blaster with perma-Boost Range would be even faster.
  4. Quote:
    Originally Posted by B_L_Angel View Post
    Well the epic ATs do not trade harder play for higher rewards,
    Just because one of the current EAT concepts was executed poorly making for an extraordinarily difficult AT that doesn't provide amazing returns and the other is a pretty easy AT that's just fantastic all around doesn't invalidate the theory behind epic ATs. Epics are supposed to be Hard Mode; that's why they're locked until you reach a certain level, so that you've gained at least some experience with the game before you try them. (Yes, I know they're unlockable on the Market now. That doesn't change how they were originally conceived.)

    Quote:
    and it there is a certain amount of sense to having people learn and play a game instead of just slamming their fists on the number keys and hoping for the best
    Not when that AT theoretically provides a unique experience that no other AT provides and when that AT is specifically something many newbies like. It's not labeled as Hard Mode; there is nothing about a Blaster that would suggest it's any more difficult than other ATs, and in fact it's not supposed to be.

    All out-of-the-box ATs should ideally provide a similar game experience. Not in gameplay; of course a Scrapper or Defender or Tanker will play differently from a Blaster. But there is absolutely no reason someone who picks a Blaster should have to experience a harder game than someone who picks a Scrapper or Defender. There's no justification for it beyond "the AT was designed poorly."
  5. Bosstone

    Electric Armor

    Resist-based sets are not the best for Scrappers, especially if you don't intend to trick out their defense. Since Scrapper resistance caps at 75%, they're mathematically unable to achieve the same level of performance as a Tanker or Brute with the same powerset.

    It's not that it wouldn't work; an /Elec Armor Scrapper would certainly be viable. It's just that if you're going for resistance instead of defense, you'll get more mileage out of a Brute. Scrappers tend to shine in defense-based sets, where they can match survivability with Brutes and come out ahead in damage.
  6. Quote:
    Originally Posted by Zyphoid View Post
    What they lack is anything that in uniquely theirs. That is what EG states, and what I have been trying to get across also.
    I love how you say that like if we'd just understand what you're getting at, we'd agree that this is indeed a problem.

    What you're not getting is that to a certain subset of other players, undefinable but probably not significantly smaller or larger than your own subset, do not want something unique, except in that the AT has nothing unique. That is just as valid a preference as your own, with just as much justification backing it, ie none. Unique qua unique is not automatically desirable.
  7. Quote:
    Originally Posted by Katie V View Post
    I don't know about GuyPerfect, but I wouldn't want to put in the hundreds of man-hours needed to compile such a list without some assurance that it would be acted on.
    Hence "if you have".

    Really, I'd love a polished game, and I'm surprised Paragon doesn't have a dedicated copyeditor/proofreader whose job is to check this stuff (if they do, they're paying too much for what they're getting). On the other hand...I'd love to have you guys work for me for a year proofing documents and then tell me you give half a flip about spelling errors you're not being paid to catch.
  8. Quote:
    Originally Posted by B_L_Angel View Post
    Is there room in the game for an AT that just takes more effort to play ?

    If the AT can be made to perform well with just the tools the game provides but there are observed performance problems are the problems a player issue or a developer problem.

    If the game is about telling stories of heroes and their struggles shouldn't the story of the hero that does overcome obstacles and suffers to do so have a place ?
    Absolutely, as an Epic AT. Those should be the Advanced Classes, the ones that are harder to play but allow the experienced player to reap more dividends. It certainly should not be an AT that's available out of the box to every player immediately and theoretically has its own niche that makes players want to play it over any other AT.

    Blasters are popular. Newbies like them. That's not a good position to put a difficult-but-rewarding AT.
  9. Congrats, Leo. You've become the J_B of Stalkers.
  10. Quote:
    Originally Posted by Arcanaville View Post
    I say that's a high level: its high on an absolute basis, but its probably a very low level compared to the average player. Incidentally when debt kicks in, my guestimate is that separate from travel time each death per level costs about 1-2% in overall performance.
    That's my guess too. Either the Blaster will start accruing debt or he'll have to take pains to avoid dangerous situations, which will slow him down where the Stalker can breeze through more easily.

    Personally I'd like to try my hand at this test too, but using a Corruptor or Dominator. Comparing a Fire/Dev Blaster to a Fire/Traps Corruptor would be simply unfair, but a Fire/Ice Blaster and a Fire/Cold Corruptor could be an interesting comparison. (In that case I'd actually expect the Blaster to win the front 25, but the Corruptor would pull ahead in the back. Benumb and Heat Loss, what what.) Sadly I haven't got the spare time for it currently.
  11. Quote:
    Originally Posted by EJI View Post
    Are we looking at the same data? It looks to me like the blaster took less time to complete the same stuff, but with a couple of deaths...

    What am I missing?
    THB is using timestamps as markers, not durations. If you parse it out, his first run had the Blaster take 58 minutes to go from leaving the tutorial to level 7 with 1 death and the Stalker take 57 minutes with 0 deaths.

    On his second run, the Blaster took 54 minutes to get from level 7 to level 9 with 1 death, while the Stalker took 53 minutes with 0 deaths.

    Figuring about a minute or so to hosp and get back to the mission after death, that's pretty much identical so far. Aside from the deaths, of course.
  12. Quote:
    Originally Posted by Another_Fan View Post
    You can now see what I have been talking about all along. Relying on statistics can paint a completely false picture.

    If you go by reward generation and leveling speed the blaster is doing better. If you go by success in accomplishing tasks the stalker is doing better.

    What I really hope to see from this is just how much changes in the game change the nature of the signals the devs can pick up from the variables they monitor.
    Yeah, I don't think Arcana is the one getting a false picture.

    2HB isn't even above level 10 yet, man.
  13. Quote:
    Originally Posted by EvilGeko View Post
    If you really think what we have now is balance where you have four nigh-immortal melee ATs and a ranged AT which specialty is dying, then I have some lakefront property in North Africa to sell you.
    If that's what you got from a post which explicitly mentions the problems with Blasters, then I think we're done here.
  14. Agility Core is pretty excellent for Energy Aura.

    * End Mod boosts the effectiveness of Energy Drain which is fairly significant. Stamina gets a boost, but it's small beans.
    * Defense boosts the defensive powers as a whole (also including Energy Drain).
    * Recharge is always good, naturally, and the extra end/sec Recharge imposes is offset by the End Mod increase plus EA's in-built powers.

    Energy Aura basically gets full use out of Agility. The only thing it lacks is Heal to boost Energize.

    If you feel you've got Energy Aura pretty well covered, Musculature's a good second bet. You don't really need Cardiac for Energy Aura; Energy Drain should be seeing regular use.
  15. Quote:
    Originally Posted by EvilGeko View Post
    The emphasized sentence is not a reason to buff an AT. Nor is the popularity of an AT relevant to whether it should be buffed. Stalkers performed their intended role, damage, just fine. Saying they didn't perform it 'well enough' is a qualitative assessment.

    Stalkers could solo fine and contribute to groups. If they were hurting there, then your point might be sound. But pull away the flowery language and Stalkers wanted a buff...because they wanted a buff.
    You're missing the logic train.

    1) Stalkers were highly unpopular.
    2) One of the devs' core assumptions is that an AT should not be significantly less popular than the other ATs. Less popular, certainly, but not significantly so. (Another core assumption is that an AT should not significantly underperform other ATs, hence the concern about Blasters. Both of these are aspects of game balance.)
    3) The devs went, "Why are Stalkers unpopular?"
    4) Players gave their reasons why they wouldn't play Stalkers.
    5) The devs examined the AT and agreed that those reasons were problematic.
    6) Stalkers got a change.

    At no point did Stalkers get buffed because Stalker players wanted a buff. That is not and has never been the sole impetus for a change, and I'm frankly shocked that you think it is. The devs have to agree that a change is warranted, and all the devs care about is game balance.

    Scrappers will get a review when players leave the Scrapper AT in droves. When players prefer playing Brutes, Stalkers, and even Tankers over Scrappers by a significant margin, then it's reasonable to conclude that they aren't finding the AT interesting any more and something should be done to make it more interesting.
  16. Quote:
    Originally Posted by Zyphoid View Post
    Scrappers are not bad stuff, they are not in any form of trouble in the game. What they lack is their own "thing" something that is unique to them. They have no ability that is their own, that is not shared in some form with the other melee ATs. That is the point that some of us are trying to make in multiple threads.
    But it's not a point, it's just your own preference. Several others in other threads have expressed their preference that they like having a no-frills self-sufficient damage dealer available to them. Each preference has equal validity.

    When Stalkers were being pushed for a buff, it was possible to list reasons. "Given the assumption that all ATs should be viable options, the fact that so few people play Stalkers presents a problem. They do not fulfill their intended role well enough, and properly utilizing their available powers requires a slow pace that very few people find fun."

    That is an argument. Your argument in each of these Scrapper threads has been, "I think Scrappers should get a unique mechanic because I think each AT should get a unique mechanic." That's not compelling. That's just your preference. If a majority of people plus the devs shared your preference, it wouldn't be an issue, and it might even be counted as a core assumption. But they don't.

    Now, I can see an argument for ensuring each AT is unique. After all, if two ATs aren't sufficiently differentiated, why have two ATs at all? However, an AT encompasses more than just the inherent, and I do not believe it has been shown that Scrappers are not sufficiently differentiated.

    Yes, I realize you personally have been making a distinction between NEED and WANT, but rather than simply stating your preference and leaving it at that, you've been pursuing it pretty aggressively, as if you think your wants are what should be prioritized. When you're spending your own money or time, you can indulge your own wants without any justification, but here you're arguing that your wants deserve development time that could instead be used on things that have better justification for dev attention.

    That's why you get people pushing back against you and EG, even people who might otherwise enjoy a small Scrapper buff. This is the City of Heroes equivalent of First World Problems.
  17. Quote:
    Originally Posted by EvilGeko View Post
    Stalkers didn't NEED a buff. The players of Stalker WANTED a buff. They got it. Good for them. It is now entirely fair for Scrapper players to ask for something since their entire inherent is substantially weaker than Stalkers.
    And lo, power creep.
  18. Quote:
    Originally Posted by Another_Fan View Post
    I am certainly not in the blasters don't need to be fixed camp but statistical sampling of performance is certainly going to be way off. People make choices based on their abilities and resources about what they play. This inevitably skews any data you might get from taking a snapshot of the AT.
    I find that this makes statistics on poor Blaster performance rather more powerful than not, actually.

    If you assume players will gravitate to the best of an AT, then statistically that AT's performance data should be clumped around the performance of the best sets. If that's true for Blasters and they're still lagging, that says quite a lot.
  19. Quote:
    Originally Posted by Cheetatron View Post
    That's too bad I was hoping it would benefit the owner like the healing uniques rather than the caster.
  20. Quote:
    Originally Posted by EvilGeko View Post
    1) it doesn't increase Scrapper offense or defense; at least their solo performance
    Then Surveillance is off the table. Remember, it has -Res and -Def. See Munitions Mastery and Bane Spider Training.

    The Power Analyzers don't have those debuffs, but it's not like they're uncommon temp powers.

    Really, if you want something unique for Scrappers that doesn't impact gameplay, I vote for /e tantrum.
  21. Quote:
    Originally Posted by EvilGeko View Post
    No actually, there is literally no better use of resources than making a game more fun. Especially when there are no balance implications.
    Because when I think fun, I think Surveillance.
  22. Quote:
    Originally Posted by Zyphoid View Post
    Each AT should have a unique mechanic, period.
    They should? Any reason why?
    Quote:
    Right now, as far as I can tell, Scrappers are the only AT w/o a unique mechanic.
    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.
  23. Quote:
    Originally Posted by Snow Globe View Post
    Your stance on the packs can be well documented. The same can be said about your posts against anyone that speaks up about those packs.
    You know, it works the other way too. I'm going to leave this particular line of conversation be, since really there's nothing I can say your and Khasei's posts don't already.
  24. Quote:
    Originally Posted by Snow Globe View Post
    Right, as if you don't have an agenda either.
    This would make more sense if I went around calling them Superawesomebuythemnow Packs, but...kay.
  25. Quote:
    Originally Posted by UberGuy View Post
    Well, it sounds like they didn't mean to, unless we assume nefarious intent that they are misleading us about. (I'm not saying you're doing that, but I'm sure some people will.)
    Yes, I'm sure the guy who insists on calling them Supergamble Packs clearly wouldn't have any kind of agenda.