Iron_Pirate

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  1. Iron_Pirate

    Changes to Rage

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    I did not realize that Mace was that bad. Never played that powerset. Hasn't really fit any of my character concepts yet. But I am sure I will get around to it.

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    Oh, it's far from bad. I've never felt that my damage output was anything other than perfectly fine. Hell, I thought it was fine before they raised it back in I2. I was mostly just making the point that, with or without Rage, SS isn't as bad off as a lot of people seem to be making it out to be, and that the lowered damage looks to have been intended as a balancing factor.

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    Actually, I would trade my disorient and knockup for more damage, on everything but Knockout Blow and Footstomp. It can be fun to do a chain of knockdowns on a boss, but it is not a sure thing. Even Knockout Blow does not always knock the bad guy over, and it has the best chance. But more damage? That always does what it is supposed to.

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    That seems to be a reflection of the relative ineffectiveness of pretty much ALL the secondary effects, unfortunately. Unless you're a dedicated debuffer/controller or don't care about damage enough to be willing to slot those effects, they're simply not potent enough to be anything more than a somewhat neat "extra". And until the game becomes more than strictly combat (and therefore damage) oriented, most people aren't going to bother. Personally, I really enjoyed slotting a disorient in my attacks, it made a noticable difference and made me feel like I was doing a bit more than just taunting and absorbing damage in a team - I couldn't keep up with the scappers and blasters as far as damage went, but I could do a bit of low-end controlling by keeping people woozy. Even then, though, with a good team we'd be scything through most everyone fast enough that my little bit of control wasn't really needed.

    However, this is more of a topic for the general CoH discussion threads, or the tanker forums, so I'll zip up and bring it back to topic by adding my voice to the calls for some kind of audible or visual cue that your power's cycling down. If these things are meant to be temporary it'd be nice to have a way of knowing things are crashing - we can't feel what the hero feels, after all.
  2. Iron_Pirate

    Changes to Rage

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    And even with Rage, we are not close to being damage dealing monsters. I am sure someone has the damage done by the other Secondaries around here. Probably in the Brawl Index. I believe it will show that SS is actually next to last in damage dealing. (Poor Ice)

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    The Brawl Index can't be used to accurately show damage output because it doesn't take animation/recharge times into account. It's a start, but it alone doesn't really prove anything. Super Strength may not be as strong as some secondaries, but having teamed my Mace tank with several SS tanks during his career, you're definitely ahead of us as well as Ice as far as DPS is concerned. Being in the middle can't be THAT bad, can it?

    Here's a thought - Logically, the potential to take a foe out of action for a couple of seconds with every shot coupled with shorter animation/recharge times (therefore, more chances to get that effect) would seem to be a big factor in why SS's damage is lower than Axe/Energy/Fire. Would you trade your knockdown/up/back effect for more damage?
  3. [ QUOTE ]
    Toxic protection will be practically required with all the Vahz missions you get through level 20, heck 2 whole story arcs involve Vahz. And 90% of their attacks will be Toxic. Very bad choice considering you just got an influx of new players.

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    Hahahaha ninety percent. You kids with your lack of a grasp on reality.