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Quote:Thanks for actually looking at the numbers and analyzing it. Very good points all around. The damage nerf (from 80% to 74%) is meant to account for the downtime the current Rage enforces. With this version of Rage, your damage over time would be as good or perhaps even better than currently (ignoring double stacking).
Either way double or triple stacking is going away at some point in the future, we all know this, it's only a matter of what is given in exchange. "Don't change Rage" is not an option.
If anyone else has any Rage modification ideas, let's hear them, I'm sure there's some great ideas out there.
Well most builds are going to stack rage to some point, so simply stopping the stacking will nerf the damage enough, imo. And on top of that you'd be bringing the to hit down to a bit over 1/4 effectiveness - so like I suggested, if you were going to nerf the damage bonus on top of all that, then I'd like to see a reduction on the end cost to make up for that.
But overall, I like your idea, because I really, really, really, really, really hate the rage crash and have always felt it was overkill for what the power actually did - which is give SS damage on par with other sets, and a to hit bonus that was overkill in most situations. Your suggestion is much better than the last attempt to fix rage by adding a no end recovery to the crash - which is why I'm terrified at the though of the devs trying to 'fix' it again. And judging by their latest powerset, dp, it seems their aiming at flashy but underpowered powersets, which is a bad move, imo, especially in a game where people want to play super heroes. -
Quote:If players who are unfamiliar with brutes try them with GR, I think there will be a migration to brutes form both tankers and scrappers. I think brutes have an advantage over both tankers and scrappers, in overall strength and performance. Maybe not so much of an advantage that it will be blatant to most players though. I agree with you that the gap between brutes and tankers is greater than between brutes and scrappers. Should be interesting to see what happens when going rogue hits, but I'm pretty sure I'll be adding a lot of brutes to my stable, lol.I think that's not quite the right comparison, because I think more players will move stuff from villains to heroes than the reverse in general. The more meaningful metric is probably going to be the ratio between the two ATs on blue side.
Personally, I don't expect to see a major case of one of these two AT over the other. I'm a pretty serious min/maxer and the performance differences in real play don't convince me that there's a reason for concern. Add to that I see a fair number of people who prefer the Scrapper's consistency over the need to feed Fury (irrespective of whether or not they think it's "hard" to sustain fury), and I think there's not a problem.
If there's a migration, I expect it to be from Tankers to Brutes, not Scrappers to Brutes. There are plenty of Tanker players who really love the core toughness of that AT, but there are also a lot of them who play it because it's the closest AT match for the classic Superman-style super-strong tough guy. Brutes straddle the conceptual gap between Tankers and Scrappers, and I think doing Scrapper-level damage with more HP and Tanker buff caps is going to be even more attractive to those players than it is to Scrapper players. -
Cims are just plain nasty in large numbers. And it's not just about defense with them, because they debuff it big time, so you need high debuff resists against them as well.
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I haven't heard anyone mention nemesis as a problem on +4/x8. When they start stacking vengeance, they can be murder.
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Quote:On +4/x8, I once herded 7 death mage bosses. One I added the 8th, my health really started to take a nose-dive.
Do you have any idea how difficult it is to herd 8 bosses while clearing out their spawns and moving to the next with a claws/sr? At least I had provoke on that last build...
Anyway:
Council, CoT, Freaks: all a cakewalk for my claws/sr at +4/x8
Arachnos are rough. I can get through them, but not without effort.
Carnies at +0 or +1 are a cakewalk. Higher than that and they start to seriously put the pain on me.
Vanguard? Forget about it.
SR squishy? Ummm, no. Before SOs, yes, painfully. After SOs, not so much. Once you have all three toggles and passives? Doing good. Tack on tough, weave and CJ? Approaching serious mitigation.
IOed to the gills? Near godhood.
IOed to the gills SR plus aid self? Immortal unless you're taking a nap.
My claws/sr currently sits above the softcap on defense. He has 1887 HP. He has ~18% dam-res to S/L. He doesn't die very often.
I agree, SR io'd out is far more sturdy than some seem to think. Of course primary plays a role too. Do you use shockwave bill? If so that power mitigates a ton of damage. My favorite SR is a DM/SR, and with him, siphon life adds a ton of survivability. -
Quote:It's not ignorant to refute your claim that the self damage effect of a power is insignificant if only you don't 'mash buttons like a buffon', lol. The fact is, the effect of the self damage is a negative factor that is often ignored when some speak about the one thing the set has going for it, single target dps. Perhaps you shouldn't be so quick to imply other posters are 'buffoons' or 'ignorant', and accept that other people have different points of view than you do.Um, no I didn't. I just made an observation about the self damage and the sudden resurgence in it's request to be removed. Perhaps you shouldn't be so quick to jump on my posts with such ignorance.
Quote:Like I said before, the self damage is hardly an issue to survivability now since ET is not used like it was in the past in DPS chains. I tend to use ET as an opener to one shot or a closer, but that's my playstyle. If someone else is using the power whenever it has recharged, then they should build their character to compensate for the self-damage. That's seems logical to me.
I have no issues with removing the self-damage but I fear it will cause a reduction to base damage. If this was a perfect would then the self-damage would be removed without penalty but I'm a realist and I have a sneaky suspicion that such a change would not happen.
Going further, even with your 'If someone else is using the power whenever it has recharged, then they should build their character to compensate for the self-damage.', the fact that self damage is there and acts as a regen debuff is a huge negative factor that competing sets do not have going against it. So where is em's advantage? That's the problem, it just doesn't have one. That's why the set is subpar and that's why the set needs some work.
Quote:Just like everyone else here, I too have the privilege to post my thoughts and opinions on the nerf to EM and the subsequent QQing done since the changes. Just because a call is made to the devs to reduce the nerf, doesn't mean it's justified by any stretch of the imagination.
But since we're debating things, don't you find it to be hypocritical to complain/QQ about complaining/QQing? Just as you have the right to argue changes are not justified, we have the right to argue for changes we feel are justified.
And as far as the devs opinion is concerned, clearly the past has shown they do listen to their customers, and they do change their minds, so if players feel changes need to be made, they should voice their opinions. That's not QQing, that's called posting your opinion as a paying customer.
Quote:I would like ET to have a much shorter animation time to return some of the fast paced feel to the set it has lost with the changes to ET and Barrage (it was nice to see the damage upped on Barrage, but so was the end usage and recharge).
I would reduce the animation to 1.5 - 2 seconds, reduce the BI and remove the self-damage. I'm not sure exactly how low the BI would need to be reduced but I'm sure it's more than most posters realize. That's pretty much it. The only other change would be to increase the radius on WH. -
Quote:Hey I could live with em being the single target king instead of buffing it's aoe. The problem is, there are several sets that are on par with em in terms of single target that absolutely obliterate it in terms of aoe. So imo, it needs a buff either way. I'd prefer an aoe buff, since that benefits more of the gameplay, but I'd be fine with a single target buff too.A long time ago I sent Castle a PM explaining my own view on "uniqueness withint cox". Basically, if something is going to occupy a niche is needs to dominate that niche. I used examples like ice armor resisting slows and cold damage, fire armor doing damage and resisting fire (this was of course long before shields came out and stole the damage crown). The post was directed at super reflexes even though I wasn't playing it at the time. I said, if super reflexes' specialty is defense and pretty much only defense then it needs to be able to maintain that defense at all times even when being debuffed. About 4 months later SR was sitting pretty at 95% DDR with just normal slotting of the powers.
I'm certainly not trying to take credit for that change in the game as I'm sure many other people were making similar suggestions, but rather highlighting a point.
Personally, I don't want an AoE boost to EM (I have nothing against those that do and wish them well). I'd much rather the design principle that states:
If EM is going to only be good at single target damage and single target mitigation then it needs to be the best at that.
What about fire melee? fire can do damage near it, but fire also does a lot of aoe, so the point stands.
So that means no more stone melee out controlling an entire group better than EM can control a single target. And no that doesn't have to come at the expense of Stone.
*It of course mandates that the statement about EM's damage be true, which in my view it should be, but the dev's could very well differ and likely do. -
Quote:I could live with this, and I love the no 10 seconds of impotence, BUT the damage reduction i'm not sure on. I guess you could reduce it a bit to make up for no impotence period, but I think giving up the stacking ability should allow the damage buff to remain as is. I love the end use to use it rather than on expiration, this way if you're low on end it's in your hands rather than hoping you have enough end in the middle of a fight. But if you force in the dmg reduction then bring the end cost down to 25.It's a given Super Strength's Rage is going to change, but how?
My take:
Reduce damage to 74%.
Reduce ToHit to 5% (Enhanceable)
Add 20% Accuracy (Enhanceable)
Add 86.5% ToHit Debuff Resistance
Click costs 30 Endurance to activate (equivalent to .25 EPS), 120 second Recharge/Duration (fixed unenhanceable/unbuffable/undebuffable)
No crash on power expiration, does not double stack.
The crash is "built in" to give 100% uptime. -
Quote:There's 'nothing' you can't handle on a non-soft capped sd? I gotta call BS.1/ 35% melee, 40% ranged and AoE IIRC.
2/ Most definitely, overall. I've had more powerful scrappers for very specific tasks (DM/invul for taking on X S/L AVs in a custom made AE mission, for example), but the ElM/SD is always at top level of mitigation and there's nothing the character can't handle on +4/x8.
Before I played SD, I felt you'd have to be silly to pick anything else for performance. After I played SD on a tanker, I started to feel bad for rolling anything but SD on a melee alt. Now that I've played SD on a scrapper, I don't think I'll ever reroll another scrapper (unless new shiny things change that). It's just so over the top and I can understand why so many people want to defend it, it's fun to be über. I just want Dual Blades/Shield now.
I run into trouble against several enemy groups on my pimped out/softcapped fire/sd that are better handled on other toons. And for pure, all around survivability, sd is absolutely not the best choice, especially if you're not softcapped. -
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Quote:You were trying to throw out the self damage as being insignifcant, I called ********, lol.I didn't suggest otherwise.
It's creepy that you feel the need to respond to my posts about EM. Let me set this straight for you one last time so you can stop your childish retorts.
I complained, tested and gave feedback on the nerf. I was critical about the feel of the set being reduced to a slow crawl from it's former self. I fought the good fight until I realized no more changes were coming. I then respeced my EM/ELA Brute once the changes were live and I adapted a bit.
I've always disliked the change to ET but I understand it. This allows me to move on and not complain about it in the future.
You like to be critical of any nerf ever, I get it.
Should I feel it's 'creepy' that you responded to my post? I hope not, I find your posts entertaining, like this one...
"To be honest, if the self damage is impacting your survivability then you need to do one of two things:
1. stop button smashing like a buffoon
2. reduce your difficulty"
Just because ni correctly pointed out a significant negative to the power in question, doesn't mean he 'smashes buttons like a buffoon' nor does it mean he is a poor player. He is simply pointing out that when those who defend EM as a set constantly tout the fact it's near the top in single target sustained damage, we should also take into account it applies what amounts to a nasty regen debuff, that competing sets do not.
Having said that, this is a thread about calling on the devs to reduce the nerf on energy transfer. I'm sorry if you were shocked to see posts inside supporting this, but what were you expecting exactly, brownie recipes? And for someone who has supposedly 'moved on', you sure seem to appear in these em threads a lot, lol. If you really want to move on, then please do. The rest of us will continue to lobby for em to get some love. -
Quote:Improving the set's aoe ability certainly would not make it a clone of other sets, lol. It would simply allow it to compete with other sets performance levels. The only thing unique about EM right now is how slow the set plays and how pitiful it's aoe abilities are.Its not an aoe set, why do we need another set thats exactly the same as others with a different glow? Energy is unique as it is, leave it alone. If you dont like Energy because it has rubbish AoEs, dont play it lol.
You claim my only option is to not play EM if I don't like it's performance. Again, I disagree. Instead I will lobby for it to be improved so it's performance levels can become competitive with other sets.
Quote:On par is a joke of an assumption... without rage, yes it sucks big time, but with it its more powerful than the lot over time since its always got boosted damage. If it wasnt so powerful why would a majority of tankers play either that or elec?
Why do so many people play SS? Again, because it's one of the better aoe sets with footstomp being one of the best aoe powers in the game, and the fact super strength is probably the most popular super power since the inception of comic books. And in pvp, the to hit bonus rage offers is a great asset, so far as melee toons go in pvp. Same thing with electric - big time aoe abilities, most notably it's monster teir nine nuke.
Why is aoe so popular? Because 99% of this game is fighting multiple opponents. The whole game is geared towards that. Even solo on the lowest settings, you'll be facing multiple opponents in each encounter. The simple fact is, aoe is king in pve.
Quote:It isnt gone in pvp format, its just crap for stalkers which doesnt mean much because there still a pain with gank forces anyway. PvE side it was never that popular on tankers anyway outside of PvP so why try to change it now?
And I also said it wasn't that great in pve pre nerf several times. So why change it now? Gee, I don't know, maybe so more players will want to play it? Or maybe to benefit those who already have em toons in that they'll have an incentive to bother playing them again?
Quote:Again theres nothing wrong with energy melee at all, if you dont like single target hits, play an AoE based set and stop moaning for 'equality' because its talk like that, that got us i13 lolpvp.
Asking for EM to get a buff to its aoe abilities is absolutely nothing like the i13 pvp changes. If there is a similarity in your mind, please explain how. -
Quote:I agree with sanc, it sucks, lol. To take advantage of AAO, you need near or softcapped defenses (or lots of insps). And with AAO's taunt power, you're going to get some aggro, and if you can't deal with it, you're dead. This is obvioulsy most noticeable while leveling up vs large mobs, usually on teams. Obviously once you get shield charge things start to look a lot better, but getting there isn't much fun, imo. Clearly, people play this set for it's late game, IO'd up power.Well, "sucks" might be an overstatement, but I guess I don't know, because my Fire/Shield is the only character I've leveled where I've moved out of SOs and into mostly set IOs while still leveling. I did level up a Broad Sword/Shield Defense on mostly SOs, but Parry probably makes any survivability observations almost irrelevant.
But I also don't have the impression that Shields with just SOs is TOO strong. Strong enough to be worth playing, perhaps, but not particularly strong. I'd probably choose something else if it weren't for the end-game IO'd out possibilities.
It's my Katana/Dark that's getting nailed by the IO nerfs. I was apparently taking advantage of quite a few IOs that the devs have decided were overpowered or simply broken. And yeah, my Katana/Dark IS seriously overpowered, at least until I run into big defense debuffs. I wouldn't have done the IO nerfs if I'd been in charge, but I guess I can see where the devs might be coming from.
If you couldn't soft cap shields would you play it? I don't think I would. -
This reminds me of something I noticed a while ago, while watching someones av soloing vids.
Are av's still on the 5' mellee range? The reason I ask is because in the video I watched, the guy was fighting an av that probably favored ranged, and seemed to be attacking at the edge of his 7' range and the av was only using ranged attacks against him. Makes me wonder if av's ever got the 7' range increase players did. -
Quote:I call it leveraging and something I was unaware of until this particular fight when i noticed it and moved around and found it to be the case.
But ok I cheated yay me still ( making fun of myself here)
Meh, it's no more 'cheating' than using AAO fuel or picking SD for that matter. You just used a game mechanic to your advantage, nice job, imo. -
Quote:Castle already stated ages ago on forums that he wasnt sure if SS would keep perma rage, but he hasnt nerfed it yet so theres hope yet. The fact its survived so long surprises me in all honesty.
Usually when the devs want to feed the nerfhammer they feed it within a couple of months but SS has been the same for at least a year now.
I believe the issue was stacking rage, not perma. Again, without perma-rage, SS would do subpar damage vs competing sets.
I'd support removing rage's ability to stack if they threw out the ten seconds of not being able to do any damage. Hell, if they dropped that ten seconds of no damage, they could even bring the to hit bonus down. I hate not being able to smash for ten seconds every two minutes...
The sudden end crash should be penalty enough for the 'bonus' of being able to do damage on par with other sets and a to hit bonus, imo. -
Quote:Ha, that explains a lot.I've heard rumors of a dartboard being utilized more than once.
Ya that's what I was trying to hint at when I stressed easily. I know the devs mentioned not being through with rage after the last round of changes. I like to keep stuff off of Castle's radar as I usually don't like the changes he does.
And yeah, the last time they tried to 'fix' rage, they added a no recovery to the crash. People screamed bloody murder but it went to test anyway, and sure enough, death after death occured as the crash left players with empty blue bars, and consequently, no toggles, and sure enough it was reversed. But just the simple fact that a dev couldn't see how broken that kind of change would be and had to test it really shocked me.
People see 80% dmg bonus and are shocked by it without understanding the dmg bonus only puts SS on par with competing sets dmg wise. The power does nothing more than put SS on par with other sets dmg, while giving a great to hit bonus (which is overkill 99% of the time in pve) that is paid for with a def penalty (which can be negated by stacking the power, though I feel the penalty is overkill to begin with) and an end crash (that can be dangerous in the middle of a battle, especially while leveling if you don't have your end fully worked out yet), and 10 seconds of doing virtually no damage every two minutes which is really frustrating on a damage dealing toon. In short, rage is not as great as many believe it to be.*
*Obviously the to hit bonus is huge in pvp, but pvp is another game now entirely. -
Quote:First of all, Ive got a 50 tank, brute, 2 blasters and stalker that all use EM, so when I talk about the set, I'm talking from experience not mids.I stopped reading here.
Energy is not an AoE based set and I wouldnt have it any other way. Energy is my second favorite attack set on tankers now, it used to be my favorite pre-i13 because of energy damage. SS being 2nd at the time and now first.
If anything its SS that needs changing, Rage buffs power permenantly and doesnt affect resist based sets like elec, fire or dark at all.
Energy is usually my PvP first choice, Build up > Energy transfer > Total Focus is great spike damage, and the best there is on tankers. SS however has the advantage in current pvp simply because it has a range attack and perma rage with knockout blow.
Energy has its own specialisation, which is good it makes it unique. Dont knock it until you have tried it to 50. You cant judge a powerset you have only seen in mids, which a lot of people seem to do.
Even in PvE, although it has its lack of AoEs, taunt and whirling hands is more than enough to hold agro combined with taunt aura. I know, I did it for 3 years on union lol and got team invites from people the second I logged on because I was in that much of a demand, it is in no way gimped like some people claim it to be and the -hp part of energy transfer is a minor annoyance yes, but since when does that much -hp bother a decent tanker with SO's or IO's? Never once have I died because of it.
The set is aimed at doing more damage to the Alpha targets such as AV's, EB's and bosses, not at taking down full mobs. Fire excels at that however you should try that.
Also if you did change it, it wouldnt just affect tankers, the same set is also on brutes and stalkers too (not sure about scrappers, never play them) Those two would also get a remodification and Energy is still one of the brutes best sets too. Stalker not so much since the Energy Transfer nerf but you still see them running around.
I should mention I have played a few energy tankers to 50, in fact upon just checking now, I actually have all the possible combinations of energy to level 50 except for elec, which I havent tried yet since Ive moved to american servers.
The hardest hit by -hp was fire and dark, both heavily heal reliant. However this can be said about SS using rages -defence debuff with ice or shield. Its part of the set, you work around it however you can. Tankers can perform wonderful things with any build, if you know how to use them.
Ice is the most gimped set in tankers abilties by far. Even Dual blades despite needing most of the powers in the set could still deal damage with combos. Dark has its -tohit, fire has DoT and AoE heaven, axe and mace are both average sets at best but they have been buffed since i played them, stone melee is basically SS without rage but higher standard damage and slightly better control, and SS its heavy damage alround because of perma rage whilst energy has single target damage in bursts higher than any other.
Each attack set specialises in something, and as they are its only ice I think thats underperforming, everything else works great if used right. Frozen Aura is a laughable power in any level, the fact its tier 9 is just an insult.
In short: Energy is fine as it is. Any changes to it would be stupid and pointless and hurt the powerset rather than do it good.
If you want to change any tanker set, it should be SS with rage, it makes all the other sets pointless despite the fact without it, it is poor but who skips a perma +damage power that high?
It should not be able to be perma simple as, make a 10s or 20s gap after set bonuses to put it in line with other sets.
The fact that a lot of the population of tankers is SS or Elec tells you something.
I dont think ive seen anyone without a concept playing an /ice tanker high level since I began the game. Its just a poor set, the slows dont do enough to justify such terrible damage and a useless tier 9 power. Frozen Aura is the single worst power in game, it needs changing to a long recharge hold or something not a sleep to make the set worthwhile.
Secondly, nobody said the set is unplayable. We're saying it's sub par when compared to the sets it competes against. And it is, especially on the aoe side, which is more valuable in far more situations in this game, than its top notch single target ability is. That is why we are suggesting a buff to its aoe ability. So I'm not sure how you can argue this change is 'stupid and pointless and wouldn't do the set any good'... lol.
In regard to SS, it sounds like you should take your own advice and play a set to fifty before commenting on it. Because in terms of SS, if you nerfed rage in the manner you discusse, SS would be hands down the weakest set in the game. Why? Because SS flat out relies on rage to simply do damage on par with competing sets. The only edge rage gives SS is the to hit bonus. And while that bonus is nice in a few instances in pve, and allows for lower acc slotting, you pay for it with the rage crash which is at best annoying and at worst a pain on your blue bar. So if the devs did decide to nerf rage, they would need to rework the entire set.
And finally, most of the sets get lots of play. Obviously the aoe heavy sets get more play because again, aoe is more valuable than single target ability in this game becuase you are almost always facing more than one foe. Thats partly why SS (though as I said earlier, ss also benefits from being a very popular comic book power), elec and fire are so popular, and even SD which offers a great aoe nuke to pair with any alternate set. That's a big reason why we are arguing to buff EM's aoe abilities. Sure people played EM before the nerf, but that was primarily becuase it was so dominant in the old pvp format, which is now gone, along with any advantage EM had on competitors. -
Quote:I dunno if I'm 'overselling' dark melee's aoe ability when I call it mediocre to below average, and saying its about on par with ma's, lol. In terms of shadow maul, if you played fifty levels of DM, you should have positioning down pretty good by then and it shouldn't really be an issue. If you enjoy MA's aoe more, that's fine, but I wouldn't consider either set very strong in terms of aoe ability, and neither one significantly better than the other.Having experienced all of these (I especially loved the period of time where I'd get laughably easy saturation of Shadow Maul), I can say that, in general, I agree with you, but, I still think you're overselling the AoE capabilities of Dark Melee. Shadow Maul's biggest problem is that horribly long animation time. When you factor in the need to adjust position, Shadow Maul can easily be on a slower cycle time than Dragon's Tail thanks to that long animation time.
Quote:I'd have to agree with this, though it's not like MA hasn't gotten bits of love over the course of the game. Storm Kick has gotten some major love over time. Keep in mind, however, that the DM weren't quit in the same scale that would be needed to tweak MA. Similar changes could probably be made to EM (tweaking the damage on a couple of powers), but MA needed a bit more of a holistic change (like a secondary effect unification along with some animation time reduction on EC).
Quote:It comes from doing number crunching for Elec ST attack chains when the set first came out. I recall making a number of simple attack chains to provide Elec with decent ST damage that did about only a bit less than the the comparative attack strings for DM.
CB>JL>CB>CI does a base of 60 DPS compared to Smite>Siphon>Smite>MG's base 75 DPS. That's 80% effectiveness for Elec melee. The difference between the two isn't insubstantial, but Elec is capable of some decent ST damage, especially when you load up those attacks with procs. I wouldn't say it's great, but it's not mediocre. It's decent, when you consider what Spines does, though, a lot of this is semantic debate because we're probably using different scales of effectiveness.
But this brings up an important point. The gap in single target effectiveness is not that great, and on top of that, single target damage is not nearly as useful as aoe ability in the vast majority of situations in this game - which makes the nerf to et without improving em's aoe ability even harder to understand. Because even with it's dominant single target damage pre-nerf, em was an underperforming set*.
*Outside of pvp... it's dominance in the old-style pvp is the only reason it was so heavily played, and the only reason there were post after post of people laughing at players for not taking em, post the devs apparently confused for posts regarding overall gameplay.
Quote:End drain isn't what I'd call particularly useful utility. It's one of the least effective secondary effects out there. Even so, EM still has one of the best secondary effects for PvE simply because it takes out targets completely for a decent period of time, even if it is only a chance to do so. The biggest problem with EM's secondary effect is the same problem with DM's secondary effect: it's only really effective on soft targets while using AoE. Tohit debuffs aren't that useful when you're having to stack them up on a single target that will likely be dead before you get more than a couple attacks on them. The same applies to Energy Melee. On the hard targets that both sets are designed to excel at, their secondary effects are virtually useless because (for DM) AV resistance laughs away tohit debuffs and (for EM) AV resistance laughs away mez effects for 2/3rds of the time (though, the fact that you get full effectiveness of secondary effect for 1/3rd of the time lends some greater usefulness to EM's rather than DM's).
The only real way I can see about adding greater utility to EM would be to increase the chance to stun on the lowest chance powers (like Barrage, which only has a pitiful 10% chance, and Whirling Hands, with its 30% chance) so that the secondary effect is more reliable and/or to provide some area stunning for other powers (like Stun: imagine if you could have a 50% chance for a mag 3 stun on all enemies in a 15' radius whenever you used it; there would be no additional damage so it would still be an AoE attack but it would allow the power to stun additional targets without breaking Cottage Rule or generating IO set problems) so that you can actually manage to keep more than 1-2 enemies stunned at a time.
Increasing stun ability would be fine, but as i've argued, the sets aoe ability really needs to be improved first, including aoe mitigation. Back when the set was nerfed I suggested the stun be made an aoe deal also, so I like your idea there, lol.
(And just to be clear, I don't think the set needs to be buffed with ALL of the ideas I've suggested just a few, or even one or two to start.)
Quote:I will admit that my only experience with EM is with my DA/EM Tanker. I designed her explicitly because I knew Dark Regen would overcome the -hp of ET and because the chances to stun would stack excellently with OG.
And lots of secondaries will make the health drain of et less noticeable, but on some sets, not so much.
Quote:To me, a set that is comprised almost entirely of bad powers that need to be buoyed by a small number of overpowered ones is a poorly designed set. While it's not necessarily imbalanced (though an argument could be made for SS and Stone Armor when you consider their excellent performance in all areas with easily mitigated penalties), it's bad design. I honestly believe that bad design should be fixed.
Stone Armor is one of the only defensive secondaries I haven't played, and I have no desire to play it because of it's penalties. First of all, getting to granite sure doesn't look like any fun, and once you get there, you look exactly like every single stone armor tanker in the game, your ability to move is shot and you take an additional hit on offense.
But I guess opinions vary.
Quote:First off, the popularity of Stone Armor and Super Strength is almost assuredly tied into their obscene performance in game. If you honestly don't believe that SS's ridiculous performance with AoE and ST damage, along with the respectable mitigation mechanisms it has, doesn't skew its play numbers in an upward manner, I'd have to ask you to stop smoking before you post. The same applies to Stone Armor.
Secondly, to attribute the amount a set gets played is equal to its performance ability, is flawed logic, or this past month would indicate dual pistols is the best set in the game, lol.
Most importantly, we don't have the numbers on how much a set gets played.
Having said that, I'm sure super strength is a very popular set, but I guarantee you that a great deal of that popularity is due to the fact it's the iconic superhero power from comic books. Most kids grow up wanting to be super strong like superman, not swinging around a stone mallet, lol. And it's performance is far from 'ridiculous'. It's on par with other sets in terms of aoe ability, but keep in mind all of the sets aoe ability comes from a single power that you can't access until late game, which is certainly a drawback, when other sets get their aoe capabilities much sooner. And in terms of single target damage, many sets eclipse what SS can do, including some that rival it's aoe abilities. So if SS's performance is 'ridiculous', than there are some sets in the game that are 'uber-ridiculous'.
I don't agree that stone armor is played much more than many other sets. I'm fairly certain sets like WP, Inv, and SD get similar amounts of play, if not more. Sure, its 'god mode' power draws a lot of people to the set, but the negatives of the set, that you feel are easily mitigated, keep a lot of people from playing it (or at least getting to level 32) because they don't feel the negatives are so easily mitigated.
Quote:I would say that they do, in fact, hurt the game. Both sets are stronger in virtually all areas than similar power sets and, while they may not have a monopoly, they most certainly command a larger portion of the population specifically because they're a helluva lot stronger than their counterparts.
And I'd be very suprised if SA gets way more play than competing sets. Sure it has superior survival ability, but it pays for it with crippling movement and damage penalties. You're 'stronger in virtually all areas than similar power sets' argument really falls apart here.
Quote:And you don't see a problem with this? No other set so thoroughly hinges on the use and abuse of a single power to make it a viable set. That's bad design of a powerset and bad design of the powers in the set. It's an atrocious amalgam of powers that allows for ridiculous capability to abuse it. SS relies on permanent build up and Stone Armor relies on permanent god mode.
And using a sets best power, isn't 'abusing' it, lol. Babe Ruth was a great baseball player, but he wasn't great at everything. In fact he kinda sucked at some things. Wasn't a very good basestealer. Didn't move around very well. Nope, all he did was 'abuse' his swing and hit homeruns. And he was a very popular player. And there were other great players through history that were great in their own way. Some were imbalanced like ruth, others were more balanced. I like diversity. You would seem to prefer a team full of players that were decent at everything but not great at anything. Sounds pretty boring to me, but again, opinions vary.
Quote:That metaphor is pretty much abandoned when you have to realize that you get to pick which stones you get from the set. You can take only the good powers and go to pool powers and APPs for all of your other needs. If you had to get every power in the set, then it would be a much more apt argument, but, when you can completely ignore the bad powers and only take the good ones (i.e. the 4-5 powers in SS and Stone Armor that are actually worth taking), then the teeter-totter comparison goes out the window.
Quote:It doesn't take a set being monopolistic to be overpowered or to need fixing. In fact, I can assure you that no set is going to be monopolistic within the confines of CoX simply because CoX has a lot of thematic choice involved in character creation. Stone Armor might be brokenly strong, but it doesn't mean that everyone and their cousin is going to take it just because it's strong. People that want to play with fire are still going to play with fire even if stone is stronger.
You also have to remember that there are many people that can't stand the poorly designed sets. Even if they're stronger, SS and Stone Armor are complete and utter ******* to level up because it takes so long to get them playable. The low level powers are virtually useless so you have to either suffer through the first 20-30 level of utter weakness to reach the final levels of completely loltastic overpoweredness or farm them up because you don't want to bother with those levels.
Poor set design isn't something that can be ignored. There are a lot of people that play around with sets but abandon them early on because they can't stand how they play. Set design is intrinsically involved in how a set plays and both Stone Armor and Super Strength fail miserably in set design.
But your arguments that these sets are overpowered simply is not true. There are several sets that compete with or exceed SS in terms of single target and aoe performance. And while SA is the most survivable set, it is clearly eclipsed by every competing set in every other area due to it's limitations.
Now in terms of 'fixing' sets, it's simply bad business to fix sets that your customers clearly enjoy, and enjoy in large numbers, unless those sets are ridiculously overperforming - and clearly they are not. I personally, don't enjoy being underpowered for 30 plus levels on these types of sets, and I'm sure I'm not alone. But theres a better solution to simply changing a set so many enjoy and pissing them off, to appease a few other customers. You simply make an SS2 and a SA2, which shouldn't take much longer than it would to rework the first set.
Quote:Do you really believe that SS and/or Stone Armor aren't being overplayed? Maybe it's just Freedom, but I can randomly pick a Tanker on at virtually any time and chances are better than even that it will either be an */SS or a Stone/*. If they weren't being overplayed, you would see just as many of the 9 other attack sets and 7 other defense sets. I can assure you, the two of those sets are being overplayed, whether you want to admit it or not, and it has to do with those sets being completely borked.
But like I've said, performance wise, SS and SM are very similar, yet I'd agree that SS gets more play than SM. But again, it's not because of performance, it's because one is SUPER STRENGTH (superman, hulk, spiderman) and the other is stone melee (???).
I absolutely do not agree that stone gets much more play than competing sets, at least from my experience. Do you only run STF's, lol?
And it's not about me 'admitting' anything, I'm not being dishonest. I simply don't agree with you. Sure SS is very popular, but I don't agree that it's due to being overpowered, because there are sets that are on par and better out there. And I don't agree that SA is being played considerably more than it's competitors - sure it has a survivability edge, but it clearly pays for that with severe disadvantages.
Quote:In the same way that I'd rather the devs fixed old existing zones before they start throwing in new zones, I'd rather the devs fixed old powersets where possible before throwing in new powersets. I would love to play a Stone Tank as long as it didn't have a crippling dependency on its permanent god-mode. I would similar love to play an SS toon as long as it didn't have a similar crippling dependency on its permanent Build Up. Try playing either set without using the power in question and you'll see just how broken the entire design of the set is, especially when you realize what Rage (lol to acc slotting) and Granite Armor (lol to dying) do in a holistic manner.
Quote:Hell, I bet you can ask any developer on staff about SS and Stone and they'll agree with me that the sets are poorly designed and that they would love to be able to fix them. The biggest reason they haven't (and Castle has actually said this) is because of the player backlash. Of course, if they fixed them in the ways that I would like them to (i.e. in a holistic manner rather than trying to spot fix the set like was done with EM), I doubt they'd receive much backlash beyond the players that are pissed that they now have to rebuild their characters because they don't like how Rage/Granite Armor is no longer the defining characteristic of the set (or because they don't like how they can't automatically own everything's face like they used to).
I'd support 'fixing' SS if nobody was playing it and/or there was nothing on it's level performance wise. That simply is not the case, so 'fixing' SS would do nothing more than piss off a large chunk of their paying customers. If they have a 'holistic' change in mind for ss, then offer it as a new powerset and make everyone happy. Same thing for stone armor. -
From what I understood, some uniques and procs weren't working correctly and were set to be fixed, but I didn't think anything besides botz was getting hosed, was I wrong?
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Quote:Nailed it - completely agree.Katana/WP is easily the most solid scrapper I've played on SO enhancements, and with strong IO slotting it can survive many situations (like being hit by Ghost Widow's Soul Storm, to name just one example) which would kill FM/SD. FM/SD has its corresponding advantages, like superior defense debuff resistance, but the really ubiquitous defense debuffs are lethal typed, so if you can get to 45% lethal defense on a single DA, you just use a second DA when you're facing defense debuffers and cascade failure never happens.
But FM/SD will be offensively superior in every way (ST/AoE/dmg type) compared to Kat/WP.
Although none of my toons are hit hard by the BotZ change, if I were sitting on a high-end FM/SD build, I'd just respec it with the change in mind; post-nerf FM/SD can still be built with an awesome combination of damage output and survivability. I mean, I'd probably still roll a new scrapper every so often ANYWAY (and Kat/WP doesn't disappoint), but I certainly wouldn't shelf my FM/SD because of the BotZ issue.
The botz nerf is lame imo, and very unnecessary, but it doesn't ruin fm/sd. I run mine with the fire epic, and the only thing I had to do was swap out a purple set for a regular IO set to make up some range defense and I lost very little. You could no doubt do the same for an elec/sd.
Kat/WP is a beast, especially survivability-wise, and great on single target, but you're not going to be doing the aoe destruction you get with fm/sd or elec/sd.
The great thing about scrappers and IO's though, is the fact you can take just about any combo and make it pretty nasty if theres no influence limit. -
Quote:So you didn't notice it except for the times it killed you?... lol.I never noticed the -health on my EM/SR Stalker
though I have killed myself a few times before which is always funny.
Also, I forget which Dev stated it, but they already said they wouldn't buff WH to compensate for ET's change...but who knows what the future may hold.
I hope the future holds devs who can admit they overnerfed the set and decide to buff it, similar to what they did with DM. -
Quote:LOL, if we're going to constantly tout EM's single target strength to support the nerf, it's completely fair and relevant to bring up the effect said single target attack string has on survivability when questioning it.Ya know, back when ET was overpowered with the 1 sec animation no one mentioned the -health either. It wasn't until the nerf came that people suddenly remembered this -health that applied when the power hit.
Now that the nerf is here to stay, and has been, some posters bring this up. From the various EM nerf threads I vaguely remember either Castle or a numbers type poster stating that ET still breaks the rules even with the new animation and it's probably due to the self damage.
To be honest, if the self damage is impacting your survivability then you need to do one of two things:
1. stop button smashing like a buffoon
2. reduce your difficulty
My EM/ELA Brute hardly had survivability problems when the cast time was 1 sec, and he certainly does not have survivability issues with the longer animation.
But you're still against the nerf right?... -
Quote:Your analogy is only fair if you include the fact there are still 300hp chargers in the game, along with some 600hp corvettes, lol. So of course nobody wants to drive the pinto, except pinto enthusiasts which are rare...No, I think it is more a case of the general population of the game not being young (as in very few new players relative to "old timers").
Generally when something goes from being perceived as good/great for years it is then ingrained into the makeup of the game. A reduction (especially a pretty heavy one in the case of EM) is never going to be received well, or moved past.
If we had a constant and sizable influx of new players combined with a similar rate of attrition for older players such changes are absorbed more smoothly.
The EM changes are like trying to tell a guy that has been driving a 300hp Charger for years that the 76hp pinto is just as good. He simply won't buy it no matter how you dress it up (ie arguments that EM is still numerically near the top for st damage, which ignore massive overkill and corspe blasting). You'd have a much easier time selling that Pinto to someone who has never owned a vehicle before (ie wasn't around when EM was actually good).
This game simply does not generate new players and at the same time old players don't go away (compared to the player stream of almost all other MMO's). So there is very little they could do to restore EM to its former glory short of restoring it to its former glory. The game more than ever has moved to an AoE damage focus so even if EM was restored it would still be a substandard set for anyone who values reward rates in the game.
On a personal level, I deleted my em/fire brute and my em/regen stalker after the EM nerfs. The reason was almost entirely because of how they felt compared to before. Swimming in molasses on sets that require quick reaction time on heals leaves a crappy taste in my mouth. A lot can and does go wrong on a /fire or /regen toon that is relatively squishy in the time it now takes to animate the top attacks. Being locked into ET for nearly 3x as long as before and still losing the HP was resulting in defeat too often for my liking. It seemed pointless to me and was unfun. -
Quote:Great points.I'd actually say the sheep are the people who claim EM does great ST damage, based on either looking at a few spreadsheets in a vacuum that don't take into consideration the effect of overkill damage, don't consider procs (the longest animation you have, the less you get from a proc), ET's -health, and so on, or their casual experience ingame ("oh it does good damage because there's high numbers when I hit ET" - NO ! Just, no)
If you're looking to do ST damage, there's other options that will do more DPS while also not directly harming your survivability.
IMO, the only sensible options for performance with EM are DA (stacking stuns with OG, turning TF into a guaranted boss hit, along with DR making ET's -health much less of an issue) and WP (high regen taking care of ET -hp, regen based build gets a lot out of stuns as well). Anything else, and you're fooling yourself if you think there isn't a better choice.