Deus_Otiosus

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  1. Quote:
    Originally Posted by RedSwitchblade View Post
    Wasn't sure.

    Anyway I've seen a petless bots/Traps in action.

    Sit down kids, let me tell you the tale of Professor Freak.
    This entire post should receive some kind of award for being both hysterical and fantastic.


    Well done.
  2. Deus_Otiosus

    Shadow meld ?

    Quote:
    Originally Posted by Cyber_naut View Post
    How hard is it to notice the survivability gains of 30% def?
    I was thinking more on teams.

    It was easy to notice when a couple of SD Scrappers were annihilating whole rooms.

    But a Scrapper being survivable (something that's fairly normal anyway), has less of a dramatic impact.

    Don't get me wrong, I think it's an incredibly strong power. I'll be making either a DA or ELA Scrapper to take advantage of it while it lasts come Monday.
  3. Quote:
    Originally Posted by Bill Z Bubba View Post
    Mighty wide brush strokes there.

    How about I turn it around and tell everyone what Your motivations are? You know fully well that your pet set is idiotically overpowered and don't want it nerfed for purely selfish reasons. You care nothing about game balance because it makes your epeen shrink up at the thought of any reduction in performance. Correct?
    Did you take my post personal or something?

    I play a variety of sets. I play them on Brutes, so maybe AAO gets lost enough that it doesn't seem like a problem.

    I play WP, Invuln, Ela & SD all at L50 and fully IOd.

    Now that FA is getting some much needed attention, I'll probably invest in a serious build beyond just farming.

    So performance changes on one of my characters has no effects on the others, and leaves my e-peen fully intact.


    Nice try though.

    This entire thread is min/maxers (myself included) debating min/max situations, where SD surrounded by enemies is better than SR - Joe average player doesn't care about this, never has and probably never will. I doubt joe average player even considered the idea.
  4. Quote:
    Originally Posted by Werner View Post
    Well, the "solution" is based on a particular "problem". The devs probably never intended, for instance, that I be able to soft cap Dark Armor. It was intended to be more about utility, resistance, and healing. But when I soft cap it, I get something significantly more survivable than my Super Reflexes (outside of defense debuffs).
    I don't think the devs planned on DEF being supremely powerful either, and totally above all other forms of mitigation.

    Resistance + Healing unfortunately just do not provide the same amount of survivability as DEF does.

    This is a disparity in the game's inherent mechanics, I wish it wasn't this way and that there were other viable options for high end play - but there aren't.

    For high end play in the majority of cases (not all) you either build for +DEF or go home.


    Quote:
    Originally Posted by Werner View Post
    Partially agree. The enhanceable DDR in Active Defense only affects those very same min/maxers. It probably won't affect 99% of players.
    That's true.

    If the DDR SD gets was nerfed, I'd probably not play SD again.

    -DEF is everywhere in this game, and even with gallons of recharge and HOs in Active D I still get debuffed frequently ( I can count on at least 2 to 3 full crashes per ITF)


    It's a conundrum. With softcapped defenses, layered resistance and +HP - SD is better than SR. Once those defenses crash, the resistances and +HP are like a tissue paper before a storm.

    So yes, cutting down the ability to enhance the DDR would neuter SD vs. -DEF enemies. I'm not sure that's a very good place for the set to be, because while it kills faster - it doesn't kill THAT much faster as to make massive -DEF irrelevant.



    Quote:
    Originally Posted by Werner View Post
    The only other main proposed nerf I'm remembering from the thread is reducing the damage buff from Against All Odds. Yeah, that'll affect Joe Average, but it won't be a huge affect. Joe Average might not even notice. It's again probably mostly the min/maxers that pay close attention that will notice and care.

    The min/maxers paying close attention are the ones posting in this thread, joe average already doesn't care about any of this.

    The min/maxers who love SD want SD to stay as is, and the min/maxers who love some other set want SD to be nerfed.

    That's primarily what this entire thread is about, any pretense of altruism or game balance is a falsehood.


    I chose your post, because it's one of the most reasonable in the thread.
  5. Deus_Otiosus

    Shadow meld ?

    Quote:
    Originally Posted by Cyber_naut View Post
    Great, another shield charge fiasco? Well at least whoever wants to use shadow meld probably has over a year before castle realizes it's overpowered and 'fixes' it, lol.

    It could go even longer, unlike Shield Charge which even a cantaloupe propped up at a keyboard could see was overpowered, in the age of IOs I think it will be a lot harder for most players to recognize any impact Shadow Meld is making. (It makes an impact of course, just hard to notice).

    Time will tell.
  6. Deus_Otiosus

    HPT and RttC

    Speaking on IOs, for these two powers, I tend to 3 to 4 slot both of them depending on available slots.

    In HPT I like 3x Numi + the steadfast unique. I don't bother slotting for more resistance as the return is not high enough IMO.

    For RttC, 3 x Numi and then +1 to 2 slots depending. I like 1 golgi to squeeze out more regen & end rdx, but there's several choices here.

    As a Brute, I don't bother with slotting Taunt IOs into RttC. If your primary has decent AoE capabilities, you'll be fine on aggro generation for the vast majority of situations - if you want to make sure you grab aggro for fury or helping your team grab taunt, something especially useful if you have a very single target focused primary.
  7. Quote:
    Originally Posted by runt9 View Post
    Ohmahgod. Doms with Rain of Fire and Fireball and Melt Armor? I guess a million and a half corruptors and brutes aren't the only things I'll be bringing hero side...
    Yeah the idea has me already planning to sacrifice my current softcapped Fire/Fire/Mace dom for all that extra AoE.
  8. Quote:
    Originally Posted by PhroX View Post
    Incidentally, regarding making Blaster nukes crashless, it seems to work fine on Fortunatas. Psychic Wail is a full scale nuke (albeit on a Fort's damage scalar) with no crash. It's very much a "use whenever it's up" power, but unless you've got ridculous amounts of +rech, then it's not up often enough to make it truly unblanced IMO.

    It's not unbalanced at all, as you said, due to the Fort damage scale.

    It does less damage than Scrapper (post nerf) Shield Charge and is up less often.
  9. Quote:
    Originally Posted by EvilGeko View Post
    Fury is variable, not situational.
    Fury is variable, team composition which has an effect on Fury is situational.


    Quote:
    Originally Posted by EvilGeko View Post
    No Brute is in combat and without the benefit of Fury.
    How much Fury?

    All calculations of Brute vs. Scrapper are always done at max Fury as if that's always a given on a team.



    Quote:
    Originally Posted by EvilGeko View Post
    And Brutes are ALWAYS more survivable than Scrappers. Not sometimes, always. The Max health advantage is always there.
    Well at least you've come down from 'could rival Tankers'.

    Not that I'd mind if more people suddenly started playing Cold, Therm and Sonic in the same numbers that Rad, Kin and Dark get played.


    Quote:
    Originally Posted by EvilGeko View Post
    I would not mind that actually.
    I agree. I'm looking forward to any stalker improvements that put them at the top of the heap of melee damage output.

    I've had several PvE Stalker builds I've wanted to go through with, and then compared them to a Scrapper and saw how far short they came up every time.
  10. Quote:
    Originally Posted by EvilGeko View Post
    It ignores nothing..

    I know lot of players take it as a given that every brute everywhere has been running around with perma-90% fury and perma-resistance cap from buffs while sitting at the HP cap regardless of their secondary - but just because people tout it as so, doesn't make it true.


    Seeing as little to no real testing was done on Fury in group situations, I'll wait til I can get some regular teaming in before my final judgment on the whole of the changes made to Fury.

    Solo it's not a very large nerf and nothing people should go crazy about, and I agree that the improvements made to degradation will help the average player while solo.


    Quote:
    Originally Posted by Warkupo
    While I can't speak for the testing of Closed Beta, there has actually been a *lot* of documentation about the disparity between Brutes and Tanker/Scrapper previous to GR in the Scrapper forum. I imagine that such documentation has become more accurate in Closed Beta, where the AT's could be examined side by side in the actual game on a more consistent basis, rather than the confines of a spreadsheet.
    I wouldn't be so sure.

    There was a lot of testing done in Jury rigged AE situations using custom mobs, some spreadsheet calculations and some simulations.

    I saw very little in the way of "testimonials" from people testing fury in a team situation, it might be fine but I don't think there has been really much testing on that particular aspect.
  11. Quote:
    Originally Posted by Santorican View Post
    Shield Charge for my Dark/Shield with full SD and AAo does about 500pts of damage to about 75% of a x8 +1 spawn of council and about 300ish to the rest.
    Quote:
    Originally Posted by Fury Flechette View Post
    This is a screenshot I took in Beta with saturated AAO: 419 + 173 or 592 at 5' point of impact; 419 at 20' against even cons.



    Comparing it on live now: 789 total damage against even cons.


    Interesting, thanks for the numbers guys.

    Does anyone have numbers for Tankers? I'm curious to see where the 3 different shield charges stand now.

    On test I was getting, I think, 260~280 or so per shield charge on my Brute with about 75% Fury, AAO & Rage vs. even con Cims on the wall.
  12. Quote:
    Originally Posted by Carnifax_NA View Post
    2) Yes, but does it really matter that much? It's an outlier situation and Lightning Rod falls into the same trap. At least Shield Charge is an armour set so it's somewhat less "wrong" than LR given that Tanks are meant to be Armour specialists.
    Yes it matters.

    400% is not too great a +damage bonus and on teams that can happen fairly frequently.

    It's irrelevant that it's in an armor set, because we are discussing damage.


    Quote:
    Originally Posted by Carnifax_NA View Post
    Shields have always been slightly less awesome on Brutes than Tanks or Scrappers for various reasons. Some proliferated sets suit one AT over another. Tis the nature of the beast.
    And an increase in the base damage for the Brute version of SC and LR would solve the disparity issue with Tanker LR & SC.

    Something I feel is completely fair, considering the Tanker's massive advantages in +def numbers (easier to softcap) from powers, higher base HP, higher HP cap and higher native resistances.
  13. Quote:
    Originally Posted by Ryuuk View Post
    So what I didn't get so far is why after all these years they felt it necessary to make this change, or any change to Brutes. In my opinion, Brutes are pretty balanced compared to Scrappers. Brutes have better peak performance but Scrappers are much more consistent. This change seems like it was designed to make Brutes play more consistently like Scrappers, except that they still start off fights extremely weak. Certainly Brutes don't need any more incentive than they already have to solo.
    The answer to this is...



    This.

    Quote:
    Originally Posted by Silver_Tooth View Post
    T
    I'm pretty sure it all boiled down to the doomsaying that "archetype X is going to replace archetype Y come Going Rogue". People claimed corruptors were going to replace defenders. Vigilance was buffed recently. They claimed brutes were going to replace tankers. Tankers got a HP buff and the Bruising effect. Brutes got a Fury nerf.


    Quote:
    Originally Posted by EvilGecko
    Brutes had the damage of Scrappers and defenses that could rival Tankers
    Your statement here completely ignores several very important factors.

    I'd go over them, but I'm pretty sure that you're aware of them and will probably continue to ignore them anyway.
  14. Quote:
    Originally Posted by Carnifax_NA View Post
    Brutes Base Damage is slightly lower than Tankers, because Brutes rely on Fury to raise it up.
    I still have a few problems with this.

    1) Brutes get penalized on damage using it as an alpha strike/spawn breaker when they have no Fury vs a Tanker.

    2) Shield Charge uses the pseudopet damage cap, which is 400% - so once both a Brute and Tanker are at 400% the Tanker version is doing more damage (someone correct me if I'm wrong on this).
  15. Quote:
    Originally Posted by EvilGeko View Post
    Damage lowered to just ridiculous instead of frikken stupid on Shield Charge.
    Out of curiosity, solo + self buffing (any) what kind of damage does SC do vs. a typical spawn now?
  16. Deus_Otiosus

    Brute as damage

    I'm in full agreement with Dechs on this.

    Here's my take on it.


    Quote:
    Originally Posted by Deus_Otiosus
    Brutes are Brutes. They are the fast moving, armored spear-tip of the team.

    Capable of maintaining and surviving aggro in varying degrees while simultaneously dishing out excellent damage.

    Brute builds, particularly as it pertains to their secondary, dictate where on the scale of survivability vs. damage output each particular brute falls.

    In addition, as a Brute you can expect fluctuating performance with a high risk/high reward playstyle.
  17. Quote:
    Originally Posted by Tangler View Post
    As the title suggests, I want a brute that should have no problem dealing with the current end-game TFs i.e. ITF, LGTF and the LRSF. I often run speed runs with a group, so ideally I want a brute that can hold their own be it against an army of cimerorans, nictus or rikti when it's time to split up objectives, and can act as the main tank for the LRSF too.
    I think there are several secondaries you can go with for this.

    Invuln and Stone for sure.

    I do all of that, on my Willpower Brute with the following caveats:
    • You will most likely want darkest night for the ITF (if you want to pretty much never die)
    • You will need a fortune in IOs for multiple Numina sets, Kinetic Combats and LoTG 7.5s.
    • Build for at least 30% SM/L/Ene/Neg DEF
  18. Quote:
    Originally Posted by rsclark View Post
    So, you've played nothing but masterminds and low end hog defenders? What you describe is what you do in addition to stamina for most characters, not instead of.
    I recognize the name from global chat.

    He solos nearly exclusively, and therefore plays at his own pace.

    Which is fine, but it means he doesn't have a frame of reference of the actual endurance management needs of players who play at any pace faster than he plays or against larger amounts of foes, on teams, etc.
  19. Quote:
    Originally Posted by Dr_Unholy View Post
    I stalled out leveling the toon. I think I'm going to keep him safe until the next DXP weekend and make a push to get him into the proper IO range then (35-40). But, yeah, I imagine it's amazing when the end drain is managed.

    Well, if you're willing to spend the money you can acquire and slot the miracle unique now, believe perf shifter goes as low as L20 as well.

    And at L27, you can slot the Numi unique.

    Until you're capable of getting the accolades, that should alleviate some of your issues. Be sure to heavily slot for End Rdx, especialy footstomp & KO Blow.
  20. Deus_Otiosus

    So... Stalkers.

    Quote:
    Originally Posted by Aumakua View Post
    My opinion

    * Keep the HP cap at 1606 (Lowest of all melee AT's)
    * Raise the damage modifier to 1.25 (highest of all melee AT's)
    * Increase the allowed radius for team-size-based criticals from 30 to 60 feet. (Agreed 100%)
    * Increase the damage buff modifier from 0.8 to 1.0 (same as Scrappers). (Agreed 100%)

    There has to be a trade off for having the lowest HP and that is having the highest damage output. I think the max damage should be raised from 500% to 675% to exceed the new brute max damage.

    I think raising both the damage modifier AND the damage cap might be a bit too much.

    Otherwise, I like the other 4 suggestions very much (the bullet points)
  21. Quote:
    Originally Posted by Dr_Unholy View Post
    The only problem I'm having is that the combo is an end-pig. I'm wondering what the best way to IO is to remedy this and not cut into the potential to soft-cap? Are the passive + End health IOs, the two + end accolades, and the + end IO in Stamina enough to eventually solve this issue or would you guys suggest going further and slotting for +end and +end regeneration bonuses when able?
    You'll also want the accolades.

    Even then, you will have issues unless you simply hold back.

    But on a Softcapped, 50-60% global recharge build - you will still have issues.

    That's the monster that is SS, regardless of what some people might think.


    Luckily, once you are softcapped you will have little need for anything but blues and greens. Keep your tray full of these.

    I also usually keep 1 crafted recovery serum (5 uses) for long, drawn out fights (the ITF for example has a couple of these).
  22. Quote:
    Originally Posted by Grey Pilgrim View Post
    *sighs* Well, all of this has already been covered in this thread. But we'll go back and forth some more, I guess.

    If you really want to get down to numbers, all melee ATs are screwed. Ranged ATs have larger cones and more AOEs (along with potential buffs and debuffs to handle aggro), so who needs melee? Drop 'em.
    And melee ATs have better defenses, resistances, Hit Points, Mez Protection.

    You're not really making a point here, because no one ever suggests to not take Melees onto a team on any regular basis.




    Quote:
    Originally Posted by SBeaudway View Post
    If you gave Stalkers the same AOEs as Scrappers and Brutes wouldn't that just make the Stalker functionally better in nearly every circumstances with their guarenteed crits and higher crit percentages?

    They would still be less survivable, hold no aggro and overall be a relatively niche use AT.

    In my opinion, it's not just Brutes and Scrappers that cause problems for Stalkers but VEATs like Night Widows and Bane's as well.



    Quote:
    Originally Posted by Frosticus View Post
    The issue is that if we compare them to scrappers the scrapper can put out roughly the same st dps, less st burst, and lots more aoe burst/dps. Scrappers also tend to help keep heat off of teammates via their agro generation.

    Stalkers doing more st burst probably doesn't offset their loss of aoe damage and they tend to shed agro onto teammates rather than attract it.

    There usually isn't a compelling reason to pick a stalker over a scrapper unless your team is already strong enough that it can make do with someone deflecting agro onto the other people AND you have less use for aoe damage.
    The entire issue neatly summarized.
  23. Quote:
    Originally Posted by Grey Pilgrim View Post
    Lower amounts of AOE is only a problem if you put blinders on. There are plenty of places where you want good single target damage, and someone putting that damage where it needs to be. Stalkers are fine since they were adjusted... it's just the folks with blinders that seem to think they are not.
    It has less to do with blinders and more to do with the AoE centric nature of this game.

    I've personally never experience a stalker's contribution to ST damage having tipped the balance so decidedly as to make me want a Stalker over another AT.

    I have however experienced, many many times, how buffs or debuffs, or massive AoE damage have made a grand impact on a teams overall performance.

    It's not just the lack of AoE (barring spines and Elm of course) that hurts them, its basically the lack of anything else.


    Blinders is for the players who confuse what they feel is more fun as being the same thing as more effective.

    It's beyond CoH and is basically an MMO wide (and a pretty natural Human motivation) to gravitate towards that which is most effective.


    In this entire thread, people who are saying that Stalkers are fine have yet to do anything to prove it. Which is important if you actually want to change other people's perceptions.
  24. Deus_Otiosus

    Heroic Brute

    Quote:
    Originally Posted by Logan Storm View Post
    Hmnnn good point, though I wont been needing to hold agro and we'll
    have a couple of tanks I will more than likely need to be able to take
    damage as I build up my bar to give even more nasty damage back to
    the targets.

    Hmnnn so add Weave and Tough and cancle the 'Leadership' powers
    hmnn would 'Combat Jumping' be worth considering as well?
    You want Cobat Jumping for Mobility.

    I highly suggest Hasten to improve your attack chain, attacking faster is important for fury.

    You want the Fighting Pool, no questions.

    If you want to hold aggro, with Taunt in your build, Whirling Mace and Crowd Control - you will have more than enough aggro. I like Superspeed because it means I get to the fight first.




    Quote:
    Originally Posted by Adeon Hawkwood View Post
    I disagree about Leadership. Yes all of the toggles are weak individually. The reason is they are intended to stack on a team. If everyone on a team takes a leadership toggle or two the team gets a strong benefit.
    That's fine, but as a Brute neither the leadership pool nor the presence pool are priorities. Staying alive, and dealing damage are priorities.
  25. Quote:
    Originally Posted by Umbral View Post
    If you stop attacking for the 10 seconds every 120 seconds that you do virtually no damage (because, at that point, you're operating with the outright worst DPE you could ever hope to have) and you have Stamina, you won't have the same problems. Slotted Stamina increases your base recovery up to 2.48 end/sec. Factor in some end drain thanks to toggles, and you'll get around 15-20 end if you don't attack for those 10 seconds, which means that it only costs you about 5-10 end unless you insist on attacking for no real effect.

    Many player's will continue to leverage Footstomp's mitigation during the rage crash (it's exceptionally valuable on the ITF for example)

    I also use my attacks to maintain threat during that period.

    Tankers are a bit luckier as they can use their low tier attacks for gauntlet in this case, but any Brute trying to maintain aggro that doesn't have taunt will continue to attack for both fury and threat.

    Quote:
    Originally Posted by Umbral View Post
    Now, if you want to get even more involved when talking about endurance issues,


    Oh wait... SS has end issues right? And it's not just because you don't know how to leverage what SS brings, right?

    You can get as complicated as you like with the math, if you think Rage crashes don't cause END issues I'm forced to assume you've never played the set.

    Throw hasten in there and it get's worse.

    You don't always suffer a rage crash when you're at 100% endurance, it can (and will) often come at extremely inopportune times.