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Quote:I agree with you on why it's popular, I said pretty much the same exact thing a few posts up (or maybe it was in another thread, not sure, lol). But it's not popular because it's way better than anything else, it's just a top notch set and good at both single target and aoe. There are several sets that are better single target performers and there are better aoe sets as well.As for whether SS dominates PvE play, I dunno. It certainly is very, very popular. Unlike old EM, it provides a lot of AoE and pretty decent ST damage. If you ask me, I think its popularity is because of two things. One, this is a superhero MMO and it's friggin' Super Strength and two, it's effective as hell.
That is precisely why the devs would be crazy to change SS. Because it is popular and it's not blowing the competing sets away at anything, outside of being a complete set that has balanced single target and aoe abilities. If they have a different idea for an SS set, why not just make a new SS set and offer it along side the old one? Then you make everyone happy and you offer a brand new set without having to make one up from scratch. And if any super power deserved alternate choices, it's the definitive super hero power super strength.
Quote:More /psi and less EM/, pls.
*: Because it used to have its particular roost that it ruled, namely ST damage/burst and it now doesn't. More importantly though, it now has two suuuuuper slow attacks. I'd much rather have a weaker but faster TF or ET. -
It's a great IO, but at this point I don't even consider getting another one. I got lucky early on and grabbed one for around 500 mil.
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Quote:These are the answers you are looking for... (does jedi mind trick thing)All three are good depending on what you want to do with the sets
If you want one that can farm decent and solo av's i say fire if you want purely farming elec/sd is pretty darn spiffy with the LR +FB and SC + FB
If you want pure ST and do not want to have to fit aidself then DM/SD rocks
any of the 3 sets perform well it just depends on what you are looking to do -
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Quote:Just ran two more missions. I generally sit between 80 and 90% fury, almost never going past 90%. Moving between spawns, I'll drop to 60% fury. I'm back up to 80% before the first baddie hits the floor.
I can conservatively state that on this level 24, now 25, character, using energy melee, while in combat my average fury is 80%, perhaps even 85%.
Therefore: My brutes win.
The idea that fury is a difficult thing to attain and keep is just not true. Any decent player should be able to stay between 60-70% fury without any effort at all outside of attacking enemies, which means any decent player will get better performance out of a brute than a scrapper in more instances than not. It's not a massive, game breaking advantage, but it's an advantage none the less. -
Quote:Only if you use the magical balancing equation that I have argued over and over again as being ridiculously flawed.Of course it did, but it was ignored because no one wanted ET nerfed. Now that ET is nerfed the self damage is used as an argument against the nerf when in fact removing the self damage would cause another nerf.
Quote:Exactly, and the self damage still reflects a balancing point against the BI.
Quote:I'm no dev but I assume the equation is per power and not per set. I agree, and have always agreed, that the AoE abilities of EM are poor. However, I think the purpose of EM is to provide that good ST ability while providing good mitigation.
Quote:Now, I know you are going to say that EM's stuns are not reliable or good mitigation but I assure you that having the ability to stun a boss and 2 other critters at once is indeed, good mitigation. Stun is a fantastic power that nearly ever EM user skips because it does zero damage but it used properly Stun can provide excellent mitigation when stacked when Barrage, EP, BoneSmasher, TF, WH and ET.
Quote:I agree. EM is a better solo set than team and I don't find that to be an issue. The same way I don't mind ELM being a better teamed set than solo.
Quote:To be accurate, EM is not an underpowered set overall. It's underpowered in the AoE department and that's it. EM provides good ST ability with good mitigation but offers poor AoE capabilities (damage wise).
EM is competitive in single target ability, but that's not the overall picture. In terms of aoe, em is way behind other sets that are at the same level as em in terms of single target ability. That's why em is underpowered.
Quote:The only changes to EM I would like involve re-instituting the fast pace feel of the set. The low AoE damage really isn't a concern. I just pair it with a secondary or primary that provide some AoE Damage (ELA, DA, SD, etc).
Quote:I don't think all sets should be the same.
Quote:I would love to see the attack chain.
Quote:I'm 85% sure the devs take into account both AoE and mitigation when creating or balancing a set. Did you think that maybe, just maybe, the devs don't want EM to have a mid-high level of AoE damage?
Quote:You are right to a point. I'm ok with the nerf because I understand why the changes were implemented to ET, TF and Barrage. I'm not ok with the nerf because I dislike the slow, clunky feel of the set since the changes to ET and Barrage.
Quote:Is buffing WH and removing the self-damage from ET your only wants for this set or did you have something else in mind?
If that was not an option, some of the changes I'd like to see would be (some or all depending upon the specifics of the changes):
1)Make stun a pbaoe. This would dramatically increase the sets mitigation and aoe abilities.
2)Make ET either a small cone or have it jump like Chain Induction. This would justify the slow animation and make the attack more viable on teams, especially if it was made into a cone.
3)Make TF work like thunderstrike and improve the aoe of the set further while making the sets tier nine more attractive after the stun reduction. -
Quote:What is good or poor design is a matter of opinion. Granted with some recent changes, it seems the devs agree with your opinion, but it's opinion none the less.And this is indicative of poor set balance. I do love SS and whatever happens I wouldn't be keen on a nerf, but if a set is balanced around an overpowered skill then the set as a whole needs looking at.
See: what happened to /psi. People told themselves PSW wouldn't get touched because you had to slog through 38 levels of crap powers to get to it, but it did get changed for precisely that reason.
Having a set underperform without an overpowered skill is poor set design. You shouldn't have to suffer with awful tier 1 and 2 attacks because you get an overpowering BU power later on.
I personally think it's ok for some sets to be balanced with a bunch of good, equal strength powers on one extreme, and another to be balanced around some weak powers and a few really strong ones. It creates more diversity. If you balance all the sets the same way, I think it would get monotonous real fast, and many sets would lose their unique identity.
Poor set design/balancing, imo, is when said set is disliked by players and never gets played. They went with your opinion with em, and now the set is a subpar mess that gets little play. So imo, that was a really bad move, because they took a set that many players loved, and ruined it, angering many of their paying customers. And people can argue to the contrary if they want, but the fact is em was not dominating pve play in any way, shape or form, to justify crippling it as they did. -
Quote:I wasn't necessarily arguing that the balance is intentional, but it is balanced with competing sets WITH rage right now. If you weaken rage, the damage bonus anyway, the set become subpar in relation to it's competitors.No, it wasn't. Or at the very least, I argue the "obviously" part.
* Animation times aren't a part of balance. Low damage/recharge powers were intended to have higher DPS than high damage/recharge powers. Due to DPA, this completely fell apart.
* KO Blow used to deal little (think EM/Stun) to no damage. I can't remember which, but the damage was added later.
* A lot of SS's powers did knockback. This includes Punch, Haymaker, and Footstomp. (The knockback being detrimental to player damage output wasn't considered - it was added because it was thematic.)
* Rage didn't use to have a def crash, it used to have a high MAG disorient. It was either strong enough to detoggle your by itself, or all it took was an additional MAG1 stun to break your status prtoection.
I do not think Super Strength, and honestly a lot of the original sets, were balanced around many of the intangibles people think they were.
Having said that, I think some of it was intentional when you compare most of the powers with similar sets and see that they are all underpowered damage-wise on their own. I'm not saying they had some perfected balance equation, but I think they took into account most people would take rage, and the fact it was easy to make it a permanent damage boost, so they had all the attacks do lower damage than other sets without such a power. -
Quote:I do however find it strange that people are saying Rage isn't overpowered. Stick it in Fire Melee and see what you think of all the Fire/Shield toons then. The only context where it isn't overpowered is because the rest of SS needs a buff.
That's why it's not overpowered in SS, because the set is obviously designed around it. -
Quote:No, you build fury by being attacked or getting attacks directed at you. So if you're playing, you'll have some kind of fury going... lol.Personally to eaches own, me I don't like fury too much work to keep up. Don't you have to get hit to generate fury? So that would mean getting soft cap works against you? Just too much to deal with.
Quote:I know brutes can hold their own and build up to do some great damage but to really do a real calculation I think scraps would come out ahead. I know it sounds a bit like I am a Scrap fanboy, and I will admit I probably am since like I have 10 scrapper 50s, but if solo you should include the down time between mobs and how you start a mish with 0 fury. On teams the same things should be evaluated along with your teammates, Fire Corrs lay waste to mobs along with most MMs severely hurting fury gain.
I played my brute on teams and it was really hard to keep 50% fury and it sucked if I went afk for a second. Solo I generally stayed between 50% - 65% it was hard to keep my blue bar up so I couldn't sprint between mobs. (EM/Inv Btw) On my Scraps, any of them, I don't feel time constricted.
Brutes have to work hard for that damage and to keep it up, while Scraps have it all the time so they can be lazy. So yeah Brutes may get higher resistances caps, but they get the same base as Scraps but they have the same base, So really without outside help an SO built Brute is just barely a little bit more survivable than a SO built Scrap the only difference being HP.
However, I will agree that Fire Melee for brutes has the advantage. -
Quote:Players like you and I are fine with the fury mechanic. However, I've read more than enough times on the boards, and had enough conversations in game with other players to see that not everyone feels the same way about fury.
Quite a lot of people dislike the mechanic, and prefer the no maintenance appeal of scrappers.
I play the way you do, but it most certainly requires a good build.
It's certainly not being done on every secondary, at every level pre-IO sets.
Buffs/Debuffs make most content trivial. Is this really a problem with Brutes?
I think it will be more apparent than you state, when blueside players with minimal villain experience try and substitute their lowbie brute for a tanker and faceplant as a result.
Actually, your own ideas on /SD illustrate how I feel about Brute survivability needs and fury.
You can substitute Fury/Brutes for AAO in the quote, and be pretty close to the mark.
I guess we'll see what happens. Personally, I don't care much since I primarily prefer scrappers and brutes, but being fair, I feel it necessary to point out the problems I see with tankers in terms of competitiveness. At the very least, I think tankers need some kind of improvement on aggro management, maybe just up their aggro cap a bit.
I don't agree with the fury/aao comparison though. You'll build fury on just attacking, and getting attacked by whatever you're attacking. AAO has a serious taunt aura, and you're going to be pulling aggro off everything with it, and many times you can end up pulling in more aggro than you can handle. My AAO discussion was obviously in terms of being on a team and facing larger than solo groups - with fury, you have far more control on how much aggro you choose to take on. -
Quote:If it wasn't in regards to pvp, then it was probably about av soloing, since those are really the only two instances where it would have been overwhelmingly useful. And nobody is claiming ET wasn't loved, it was, and it made EM a set people wanted to play. That's the point though, now that ET is neutered, the set is not very popular.In theory, and using today's game as a yard stick...you are right. However, I was in the Brute forum for quite some time and I remember all the EM Brute thread (mostly EM/ELA) and they weren't all PvP related either.
EM/ELA was FotM for quite sometime before IOS hit the scene because /ELA offered Lightning Reflexes which gave the user +20% recharge. That was the ONLY way to obtain more recharge other than Hasten and Buffs before IOs. Having a 1 sec ET animation that recharged so quickly was extremely potent. No one really cared as much about AoE back then in my experience. This whole AoE is king thing started around the time IOs were introduced.
But the vast majority of posts laughing at people for not taking em was because em was the only melee set that was effective in the old pvp system.
I'd agree that aoe has gotten more popular lately, but it was big back then too. I remember when every other toon I'd see was a fire/kin looking to fill out a team.
Quote:I agree for blasters, but brutes and scrappers shouldn't have a insta-boss-mezz power in their primary when they have an entire secondary devoted to mitigation. -
Quote:many of these proposals would change rage beyond recognition; what happens to everyone who slotted up recharge first if it's turned into a click power that ignores recharge buffs and debuffs? Or even a toggle, most of which don't get slotted for recharge as a priority.
super strength set b! -
Quote:I could understand a nasty crash like that if rage made ss really outperform compteting sets, especially damage-wise, but it really doesn't.I wouldn't be surprised if the majority of SS players don't like the crash, if only because it's forced downtime and forced downtime isn't fun. Altering Rage so the crash is eliminated increases the fun factor of the set, and eliminates the problem of being fair to Resist and Defense sets all at once.
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Quote:That's why I said 'a bit over 1/4'. I don't remember what 20% acc converts to in 'to hit' but I know its not much. Like I said, though, overall, I liked your suggestion.Note the 5% ToHit also has 20% Accuracy backing it up, so it isn't reduced to 1/4, though it isn't as good as Rage is now on ToHit, and this is intentional, as I gave my reasoning for this above. Nerfing the ToHit allows the damage to stay higher than it would otherwise (IMO). To me that's balanced, but YMMV of course.
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Quote:First of all, nobody has claimed the self damage didn't negatively impact survivability before the nerf. It did.Claiming the self damage affects survivability with the 2.67s when survivability was never an issue with the 1s animation is silly to say the least.
Why wasn't it an issue when ET was used in the DPS chain? Wait, I know...because no one wanted to bring up the fact ET was broken.
I don't like the self damage but it doesn't impact my survivability at all unless I'm playing like a buffoon.
Secondly, the reason it wasn't an issue was because the self damage was in exchange for the powers unusually high damage and fast animation.
My problem with the devs magical balance equation is that it doesn't seem to take into account all of the variables, such as a sets aoe capabilities and secondary abilities. The end result is a set that has it's single target abilities nerfed down to the level of competing sets while leaving its aoe abilities still lagging behind.
That is why it is no suprise that solo players don't mind the set and don't see any problem, and team players feel the set is a joke.
Quote:I don't use my EM Brute for AV soloing any longer so I'm not concerned about the DPS chain for EM. However, please provide your DPS chain and be sure to note the various levels of recharge.
But again, my point regarding single target dps, which is the one strength the set still has, is dependent on et being in the attack chain in order to compete with other top single target sets. It requires similar amounts of recharge as other sets require.
Quote:As stated previously, ET's BI would be reduced and end usage increased if the self damage was removed:
Quote:Just because I accept the nerf and moved on doesn't mean I still cannot debate the topic. I merely went from one side of the fence to the other. You do know there is more than one side to a debate right?
EM right now is ok and I play it on my Tank and Brute when I get the urge but I miss the fast paced feel of the set.
Also, you seem to be playing both sides of the fence - sometimes you say you hated the nerf, then you accepted it, then you're ok with it, then you say you want buffs which would indicate you're still not ok with the overall nerf. Tough to keep track, lol.
Quote:Did you ever think that the QQing I refer to is done by other posters and not you? I'm not sure why you have such personal attachment to EM. Also, observational statement is not the same thing as complaining.
And I'm not sure why you need to make this a 'personal' matter. I simply think em is broken and I'd like to see it fixed.
Quote:Of course, but making a solid post about facts and thoughts aren't what I was referring to. I'm referring to the posters that complain without much substance to their post. There is a difference. -
Quote:In fairness to what Mac said EM does appear to be an aberration when compared to other sets (and I don't just mean melee).
If they hadn't gone through and recently reworked weapons to have faster and smoother executions I'd be more inclined to agree with your position.
Is there a set that is better at corpse blasting (or punching) and feels more like swimming in molasses? Well I suppose some set has to take the crown.
*actually to answer my own question, dual pistols may give it a run for its money in corpse blasting, but at lest it is offset by "feeling" quick due to fluid animations.
Actually, dp is a decent comparison - I wonder how much play that set will get when the new shiny wears off. Also, didn't I see something in the new issue forums about the set getting a buff already... -
Quote:Do you have a source citing it was a pvp change that affected pve, or are you just speculating?
It probably hasn't been reverted back because it was a pve nerf that affected pve.
I was in that argument when the devs were posting about the nerf, and I can state without question that one of the devs defended the change by saying that they kept seeing all the posters laugh at people for not taking em in the forums. Now say what you will, but that laughing was clearly in regard to em's value in pvp, where it was really the only viable set for mellee in the old pvp format - hence people getting laughed at for taking something else. Certainly nobody would laugh at someone for taking a set other than em for pve play. So without question, em's dominance in pvp skewed the devs opinion on the set, either accidentally or not. -
Quote:Now I know you're not going to agree with me cloudy, and these are just my opinions, but I have to respond to this, lol...ET having a 1 sec animation was beyond broken for PvE play. It allowed some ridiculous ST DPS chains for my EM/ELA Brute before IOs were even in the game. EM was THE AV soloing Primary for brutes.
Total Focus could stun a boss with one application. That was pretty awesome since some bosses can be extremely deadly. To be honest, I wish TF still have a mag 4 stun for blasters.
ET's one second application of single target damage is/was severely overshadowed by a vast array of aoe attacks and abilities in this game. I think the problem lies in the fact it's harder to balance this game with an 'equation' in terms of single target ability vs. aoe ability. But in pve, I think most rational players would agree that em was not one of the top sets for the vast majority of the game, even with the one second et power in play, precisely because of the fact the set is feeble in terms of dealing with more than one enemy at a time.
In regard to TF and it's ability to stun a boss, I think it was justifiable again due to the fact the set was/is feeble in terms of aoe, including secondary effects, so to balance that weakness, it should be heads and shoulders above other sets in terms of single target secondary effects, like having the ability to one shot stun a boss. -
Quote:I still dont see any real evidence that rage is going to be changed anytime soon or even that it will ever be changed. Has Castle or any other developer said anything recently about changing rage? How do we know Castle hasnt already looked at it and decide that it good as is? What would be the point of a change, to make rage better or worse?
As someone who plays mostly Tankers (so I cant say anything about a Brute), I dont see a need to change SS at all. Its very good but not so good that it out shine the rest. Fire does more BPS, Mace and Axe have more AOE, Dark is more survivable so it not over powered. This thread shows that the pros and cons of rage have some people liking it and some people not, that sounds like balance to me. So again I ask would the goal be to make rage better so more people take SS or worse so less people take it?
If I were a developer I would leave rage alone and spend my time on something like ET, a power that did go from over used to under used.
Yeah, probably better 'fixing' the sets that are actually broken - broken in that they get very little play. People like SS and it's not overshadowing all the competing sets, so it's probably better to leave it alone. If the devs really want to change SS, make a second set of SS to represent non-hulk superstrength type characters. They could reuse all the animations, they'd just have to reset the numbers however they like. Then you'd have an all new powerset for people to play with, using one of the most popular concepts in the super hero genre, super strength. -
Quote:You just don't fight Nemesis on a Defence toon, regardless of how over-the-top your Defences are.
Anyway...I'm quite interested what you decided to change for your build to compensate for the BotZ changes Effy.
Fury
On my fm/sd toon, I dropped purples from fireblast and six slotted thunderstrikes to make up for the range defense I was getting from botz. But I'm also using the pvp +3% def unique - I"m betting a lot of the people who are saying the nerf is no big deal are, lol. You can still soft cap without it, but obviously the sacrifices become greater. -
Quote:Those tactics don't work as well when you're primarily aoe damage dealer, lol. Or on a team with people who are unaware or don't care about said tactic.Arcanaville once stated something about the way I use shockwave...
Yes, it provides wonderful mitigation, especially against +4s where it becomes knockdown instead of knockback.
As for Nemesis, I haven't run into a mission with them at +4s. It'd be interesting, but I always work backwards against them anyway. Minions first, then LTs, then bosses. Lessens the pain considerably.
Bottom line is, once the veng starts stacking, a SD or any primarily def reliant secondary toon is dead in short order. My favorite solution for indiscriminate slaugher of nems is my SS/WP brute, the ss lets me hit through veng and wp's layered defenses handle the damage.
But in terms of shockwave, I love that power on my claws toons. Even when it's kb, if you know how to direct it, it's still gold. A very undervalued power imo. -
Quote:The 'fury mechanic' is way overblown, imo. I never 'chase' fury, it just happens. People who play brutes and scrappers primarily, are usually not the type to rest for five minutes between fights. The only time I stop killing is when I'm out of endurance or dead, lol. And it's not like it takes very long to generate fury, jump into a group and it gets up there pretty fast.I think most people who play scrappers for the unfettered fun they are will continue to do so. Not needing to chase fury, or not wanting to be "volunteered" as tank for the team (even when you're not really built for it) being the easy examples.
I think people who love tankers, will still play tankers. Primarily because while leveling to 50 and pre-IOs Brutes lack the survivability those players would be accustomed to on a Tanker.
And I think a smaller, number crunching, power gaming bunch (myself included) will enjoy Brutes for what they can be capable of once they have a truckload of inf and IOs dumped into them, and if they can learn to enjoy the fury mechanic.
In terms of the tanker survivability edge, it will still be apparent solo and maybe on small teams, but on a full size team with decent buffs, not so much. And it doesn't take much fury for a brute to obliterate a tanker in damage dealing ability, all things being equal. -
Quote:Exactly. And you're winning me over on the single target argument. Sure it was overall subpar because single target isn't that big in pve, but at least it was the unquestioned king of something, and being king is nice, lol. And it had that one, wonderful power, that made all the other kids green with envy and call for unnecessary nerfs (being that the set was underpowered overall to begin with, especially in the more valuable aoe department) - now what power do you drool over in this set? Barrage? Booooring and slow, not the best descriptors for a powerset.No argument from me. EM isn't the best at anything and while being average is fine it should come with being average at most things then.
The way I see it, the st damage either needs to go back up, or the aoe needs to be boosted. I'd prefer a st increase to restore its niche as I'm very fond of specialties. Leaving it alone is just disappointing.
*I especially like carving out niches for melee sets as they are otherwise so similar in terms of DS and recycled animations. It is far less of an issue for the buff/debuff sets as they were built from the ground up with focus specialization. -
Quote:The power's obvious antecedent is the archetypal "Berserker" rage. The conceit behind the berserker is that they are immensely strong while berserk, attacking mindlessly and paying no heed to their own defense. Afterwards they collapse.
From Wikipedia:
A toggle doesn't represent the concept of the berserker rage at all.
Many paper-based RPGs have a version of Berserk, and these often involve a defense penalty the whole time you're berserk, increased damage, increased to-hit, a chance to attack allies, and/or increased hit points, often followed by a crash of some sort.
If CoH's Rage is to stay true to its inspirational sources, the piper will always have to be paid. There are several other powers that have a far worse crash than Rage (Unstoppable, Elude, etc.), so Rage's crash is exceedingly mild. When my characters that run Rage crash I use some kind of control power (Hand Clap or Footstomp if I'm taking too much damage), Taunt, heal, drain endurance, or use a Vet power like Sands of Mu (which isn't affected by the crash -- which seems like a bug to me).
Finally, it's not unreasonable that certain combinations of primary and secondary don't work well together. It would be nice if you could mix and match any sets, but since there are sets that have synergies and sets that don't, why not sets that actively interfere with each other? SS/Ice isn't the only combination that has problems: Martial Arts and Invulnerability have a certain degree of incompatibility because MA has so many KB attacks, while Invulnerability grants defense from proximity to enemies.
Another possibility would be to have two versions of Rage to choose from: the current Rage, or a version of Build Up.
The power is called 'rage' not 'beserker rage' though. And the power doesn't really work like unstoppable or elude in that the set is designed around using rage - if you don't use rage, SS does subpar damage vs. competing sets, by a lot actually, where unstoppable or elude boosts the sets performance well above competing sets that are not using a teir nine like that. That's why the crash is so 'mild', though, imo, it's too harsh as is for what it does.
Your post does create an interesting idea. Maybe rage could be both an inherent and a click power. If you take rage, you get the damage boost that allows SS to compete damage wise vs other sets (70-80%), and that's it. No crash. The power simply means you've learned to fight with a controlled rage. But if you click the rage button, you go into a beserker rage with additional bonuses and a nastier, tier nine-like crash.
I probably like the OP's idea better, because anything more radical would probably require resetting the whole powerset, and lots of people are happy with it 'as is'. Of course I wouldn't complain if they came out with an alternate SS set...