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Quote:This is all just a ploy to make it so brutes stop asking for Ice because devs hate villians.Yup, heavy preventative-mitigation sets (both primaries and secondaries) like knockdowns, disorients, etc. really put a noticeable dent in Fury generation. On the positive side, it's now worth going for tougher secondaries like /Stone or /SR because they interfere less with Fury generation and pair them with less mitigating primaries like Fire/ for maximal Fury generation.
Also worth noting that Shadow Maul no longer causes a noticeable drop in the Fury bar. Yay!
The downside is, slower sets also have a tougher time generating Fury - I'm looking at you Elec/ and Stone/ with your 3+ second AOEs and disorients.
DOOOOOOOOOM!!! -
I'm with Ponytail on this one. While solo, I can still pump out the damage and maintain high fury, just not as high as before. In groups it will be even more difficult to keep that damage high and having 2 brutes or even just a brute and a tank on the team will make it even more difficult to build fury than before.
Yes fury probably should have been changed on the high end but not the low end. I would have put the bar at around 50% instead of 30%. Devs seem to have a flair for overnerfing things.
Only time will tell. -
And we didn't have those fancy IO thingies.
And forget making both money for yourself and prestige for your SG at the same time. It was all or nothing.
And I know you all love the ability to have hundreds of billions of different costume combinations. Well back in the day we could only have hundreds of millions of different options.
Edit to add. I acutally still use brawl, just not slotted. Now that it is 0 endurance it comes in handy at the lower levels to put it on auto with your melee types. -
Well Bill went and quoted my post before I could delete and clairify.
If you look at the sets that scrappers and brutes already share, they do similar damage over time (assuming decent fury generation). Dark, Electric, Fire and Dual blades all can put out around the same damage, over time, with either a scrapper or brute. Granted a brute has to work a bit harder for it to maintain the fury but it is possible. Claws is a bit different since the damage was increased as well as the recharge when it went to brutes so not as easy to direcly compare that one.
My point is, the devs seem to want there to be a balance point between the average damage over time when comparing the same set on the different ATs. (At least between brutes and scrappers)
Because rage is constant (or close enough) and because scrappers get a higher damage bonus, a direct port would shift that balance point to grossly favor scrappers.
So pretend for a moment that all the sets are ported over and you want to make an Axe Melee high damage dealer. You can either pick a scrapper that can crit for some serious damage or a brute that takes a little time to build fury but can put out almost as good of numbers. There the choice is up to you on what play style you want and you can put out similar damage either way. Sometimes the brute will do more damage, sometimes the scrapper will do more damage.
Now you want to make a SS high damage toon. Why bother with a brute when you can make a scrapper that will always do more damage? Some would still play brutes just because they like fury and don't like scrappers. But many others would move to scrappers just because they are able to do more damage compared to brutes. Then folks would complain that SS on brutes needs to be increased to match scrapper levels and everyone would end up being pissed because the scrapper version got nerfed. To prevent all this the devs will figure out a way to balance everything before porting it over. -
Most stuff that you would want you need to dump in 5 more slots. Most of my builds are pretty tight to begin with and I cannot find room for another power, let alone 5 more slots. Adding another power just for a mule is a waste IMHO. Now if you have to pick a power like boxing to get to tough and weave and you wish to use that as a mule, that is not so bad. (handy to 5 slot the stun purples on that one)
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Quote:Haymaker on scrapper base abt 114If Rage (and the SS powerset) is overpowered on Scrappers, then it's overpowered on Brutes and Tankers and should be nerfed immediately.
Haymaker on brute base 68.4
Slotted for 100% damage on scrapper 228
Slotted for 100% damage on brute 136.8
Plus Fury at 66% (+132% dam) for brutes 227.1
This is where the sets should be about equal. If you run the numbers for almost any set, fully slotted and at about 66% fury the damage will be very close. Now both sets can do more damage than this. BU and crits will increase the damage for scrappers and BU and higher sustained fury will increase the damage for brutes. Overall the end result is similar damage output over time. If the brute can manage to maintain their fury bar that is.
Now here is what happens when we factor rage into the picture.
Plus Rage at 100% for scrapper 342
Plus Rage at 80% for brute 281.8
Even with fury at 85% (about the highest you can sustain over time on a brute) your damage would be about 307.8. And the scrapper would crit at times for 684. All of this without any external buffs.
Thanks to rage, this puts the average DPS much higher on a scrapper vs a brute. Consider that most other sets that the 2 ATs share have similar DPS and you can see how a direct port would really put the set over the top on scrappers.
So why is rage not OP on a brute or tank?
The set has been balanced with low damage, faster recharge attacks at the lower tiers and extra long recharge attacks at the higher end. The set was also given jab, which is only slightly better than brawl and also handclap which is slightly worse than brawl. So overall the set has been balanced against other sets for brutes and tankers based around rage.
As others have said, in order to port to scrappers the devs would either have to rework rage, rework the damage on all the attacks or both. First they are porting over the sets that are the easiest to port and once those are done, they will work on the more difficult ones. SS will end up being one of the more difficult ones. -
That 2nd build spends way too much on not getting hit and not enough on doing damage.
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Quote:No it is still brute-ing. It is in my power to let my teamate learn from their mistakes so they do not repeat them. I feel this does both the player and the community a much better service. Thereby being a social and very unselfish way of helping out. In addition I will gladly make a wakie for them if they do not have one.Thats just an unsocial and selfish way of tanking... but tanking none the less. If its in your power and requires very little effort why wouldnt you help a teamate out? Sorry but thats something I will never understand.
Sure if he steals your aggro then its his own fault... but more often then enough there are things like adds and ambushes or some boss is running rampant because he somehow escaped from your reach. Would you let the team wipe or have some losses in such an situation instead of saving it with just one simple klick on the taunt button only because you are not a "tank"?
I am normally set at x8 on my brutes so if there are ambushes I do the best possible thing in that situation. Kill stuff as fast as I can. Once you hit the aggro cap there is really nothing you can do to help your team other than that (at least on a brute or tank or scrapper). Thankfully I am on a brute and not a low damage tanker so I will be able to chew through the mobs faster to keep that awesome bar high.
As far as a boss that escaped my reach, so what? If the others on my team cannot handle a boss by themselves then getting beat up by one will help them learn. Again assisting not only the player but the entire community. Oh also I don't have taunt because I am not a tank. I am a brute.
Why are there some people that cannot figure out that they are different? That is something I will never understand. -
So what type of damage would water do? All smashing? To be realistic another damage type would have to be put into the game. Water vs Fire one would think would do much better than Cold vs Fire. And elec vs water would be better than elec vs cold. And then psychic would do double damage to poison and fighting but be weak vs bug........
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Quote:Tanking means doing your best to keep aggro off of others to keep them safe. If someone manages to get some aggro? A tanker would say "I must help them by taunting or attacking that mob to prevent my friends death. If they die, I was not able to do my job."Yes... its only an issue with bad brutes. But in all honesty, I never encountered one of those "lol I'am not going in first I'am not a tanker!" brutes which was a good player. You dont even need to discuss a topic like this with a good brute cause he knows tanking is part of his job... and with tanking I dont mean standing around and spaming taunt like some people here assume
Brute-ing means doing your best to keep aggro on you so you can fill up the awesome bar. If someone takes some of your aggro? A brute would say "Not a big deal as long as that awesome bar is near full. If they die, then maybe they will learn to kill the stuff that they piss off a bit better."
Tanking is never part of my job while I am on a brute. Brute-ing is. -
Quote:^^^^^^ THIS!!!!The simple answer? Rage. The devs don't like how it works on Tanks and Brutes, so they sure as hell aren't going to try to port that headache over to Scrappers and, dare I say it, Stalkers. It would require some serious rebalancing to not break the game wide open.
When they are satisfied with how that power is balanced, then we may see it proliferated. Not likely till then.
Rage on a scrapper would be way OP as a direct port. Some big changes would have to be made to bring it over to scrappers. Lets see slotting +95% damage, Rage +100% damage, Double rage +100% damage AAO up to +55% damage = potential of +350% damage without any external buffs or insp. On a brute or tank, not a big deal since their base damage is pretty low, (and rage is only +80% for them) but on a scrapper it would be game breaking.
Devs can either tackle this issue now, or bring us things like GR and other new power sets and put SS on the back burner until later. -
With dark I would probably not go with fire as the pirmary. I would probably go with claws due to lower end cost and better mitigation but to each his own. End game both would be decent but leveling up would probably be easier with claws.
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Quote:MMs are the aggro control on villian side. Brutes are more aggro magnets. Not so much controll as it just happes because that is how they are made.Then why team up when everybody just plays for themselves? During leveling only very few squishys are able to manage a situation where ~80% of a full eight man spawn is comming at them because the brute dosnt care about aggro and prefers to do some "dueling" with a random Lt. If I want to kite enemies in circles across half the map because nobody is holding aggro I dont need a team... I just need to log on my lvl30 Blaster and set the difficulty to x8 -.-
Honestly there is absolutely no difference between a well played tanker and a well played brute. Both should be the first ones to charge in and take the alpha, both should have no trouble holding most of the aggro simply through auras and damage dealing and both should use their taunt from time to time to save someone else *** if he is in trouble (its called TEAM PLAY... not "8 solo players in one mission" I would consider something like that common sense). The only difference between the two AT's is the brute will deal more damage but will need a heal thrown at him from time to time on the contrary to the tanker.
On a team there is something called "team play" and every AT should do his best to use his abilities in a way which makes this team play more enjoyable for everybody. Only because some AT's like brutes or corruptors are hybrids and can also deal some damage that dosnt mean they are relieved from their secondary role, no, it means they should do their best to fulfil both the roles they can cover.
Just imagine a corruptor coming into your team which dosnt heal or buff or whatever else his secondary set offers... and then he tells you "no sorry thats not my job, I'am not a defender"... or a dominator who dosnt CC because he's no controller. Everybody would tap one's forehead at someone like that, so why should the brute be treated differently?
And taunt on a brute? They are not tanks. If I want to taunt something I will put my fist through its face. If someone decides to attack a huge spawn of mobs before they are in my aggro aura then they must want that aggro pretty bad. At that point it would just be mean to try and steal the aggro from them. I mean I am a villian but I am not going to steal from my team mates. -
Quote:While they may not stack well, they sure do split well. Brute 1 and squishies take care of first mob while brute 2 runs to the next mob. Squishies catch up to finish off what is left and brute 1 runs ahead to grab the next mob and so on.This actually sums it up pretty well for me. If I'm playing a redside AT and I actually need you to take agro for me, I'm doing something wrong.
The downside of being a brute is they do not stack well. If there is more than 1 brute on a team you will both (or all) be struggling for agro so you can maintain fury.
That said, if you're playing a brute, I'm not going to expect you to tank, but I am going to expect you to try and hold as much agro as you can handle. As a brute, that serves a couple purposes A) it clumps things up to AoE to death, and B) it enables YOU to deal more damage, thus speeding our progress through the mission. -
Good ------ Great ------ Awesome, ----------------------------------------------------------> way over there is SS/WP.
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Best thing to do is to find something that does only one type of damage and that does not do DoTs when you farm your damage badge. From my observations, this is how it seems to work.
If you have say 800 bonus HP and you get hit for 1000 points in one hit that should count for a full 1000 points for the badge.
Now if you get hit for say 600 fire damage and then 400 smashing in one attack, depending on what is counted first you would get either 600 or 400 points since that amount is the amount that took you past the 800 bonus HP. Same idea with DoT attacks. Only the attack that went past your bonus HP and aything beyond count.
Although if they ever get the badges fixed to show all damage, then they need to bring back the higher badge numbers. -
9 attacks? That is a bit much. With a little recharge you can get away with 5-6. All those extra slots and powers can be put to keeping you alive instead of being on attacks that do not get used that often.
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Agree. I tend to use my brute stealth on flasback missions to get the merits. Low levels however, I tend to do the story arcs without stealth. I just kill the stuff that is in my way rather than kill all every single mission.
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Now having additional arms for the sake of being able to use something like claws or dual blades with shields I could get behind. Not for the sake of having quad pistols or dual archery.
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Quote:So you should be able to hit a target that is in the middle of combat, jumping around and trying to avoid attacks form another player 100% of the time because nothing is attacking you?What if strikes and snipes had 100% hit if the user doesn't have ANY AGGRO....
Which means if you have aggro and placate one target, you still have a chance to miss because 2 others see you and you're "stressed" because you're under fire.
However, if you have the time to totally focus without any retaliation.... why would anyone miss a target standing still. -
The part that really bugs me is it is unscheduled and furthur infomration cannot be found in the forums like it says in the post.
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[Admin] Attention! In 30 minutes, the City of Heroes and City of Villains server will go down for maintenance reasons. Further information can be found in the City of Heroes Forum.
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You can't. You can only search for people that are not hidden.
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So you miss mobs sometimes. I can deal with that. The only thing I could support is removing the cap on objects. Or at the least change the verbage so it says deflected instead of missed to show you hit the object but you were just being so cockey that it ended up being a glancing blow that caused no damage.