Moonlighter

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  1. Quote:
    Originally Posted by UberGuy View Post
    The do not have taunt effects on the Scrapper versions.
    From what I can tell, a well slotted Cloak of Fear often pins minions in place cowering, preventing them from running. Damage ticks give them an opportunity to attack, but the fear keeps them from running.
  2. Quote:
    Originally Posted by InfamousBrad View Post
    Really. Men live in terror that someone will accuse them of liking it, because if that happens, they lose all of their heterosexual male privilege. If someone catches me looking at a crotch, they'll feel entitled to treat me the way they treat gay men, and all women, so I don't dare risk that.

    After all, just by existing, this splash screen is already treating them the way the comic book genre treats women. (See also: Shortpacked.com, "False Equivalence".)

    You know as well as I do that this is what's going on.
    If the splash screen was drawn such that the entire layout drew my eyes to an exaggerated view of Statement's nostril I would still not like the picture. It has nothing to do with sexual preference, and everything to do with questionable layout.
  3. I agree with the previous posters. Scrappers should not, as a default, be given a taunt aura on every set. They are not designed as tanks and there are many times when pulling off the tank is bad.

    That said, I'd love to see scrappers get an optional taunt as a unique IO or in one of the Incarnate slots so high end scrappers could build towards that type of play, but I wouldn't want to see it added in to additional sets as a default.
  4. Gratz on 50!

    The previous posters gave a lot of good advice. As you start making alt scrappers (and other melee) you will find the themes they laid out above to apply to a wide variety of characters. The strategy of mitigation usually starts on whether you will stack typed defense or positional defense. Sometimes that is chosen by your secondary (SR, Shield go positional for example, while WP, Invuln, and EA go typed) and sometimes it doesn't matter to your secondary.

    When a secondary is defense neutral I tend to favor typed defense, mostly because S/L defense gives you the biggest bang for the buck in terms of raw attacks blocked. That's because so many attacks have a partial smashing or lethal component (like Fireball for example) and the way defense works the entire attack is stopped by the highest defense.

    As for Energy/Negative, the funny thing is the latest patch, in my opinion, made Energy defense less important, because the new Incarnate content doesn't seem to be heavy on Energy like Praetoria, while at the same time making Negative much more prevalent. So stacking this defense is probably a good bet as you pursue incarnate content.
  5. Some thoughts:

    ~ Proliferation generally comes with a balance review for the sets that get ported. I don't know if Foot Stomp would remain intact if the set goes through the balance review needed for proliferation. I don't know if Rage would remain intact either.

    ~ Unlike most ATs (and games) scrapper variation seems to be much more dependent on secondaries. There isn't a whole lot of difference in playstyle between, for example, MA/DA and SJ/DA. There is a huge difference, on the other hand, between MA/DA and MA/Fire or MA/Invuln. For that reason I tend to be more intrigued mechanically by new secondaries like Ninjitsu or Ice. So primary choice usually comes down to esthetics, while secondary choice has more to do with mechanics.

    ~ I am not "jonesing" for SS like I am for Staff. I have no problem if SS stayed Brute/Tanker since it seems to fit them thematically more than scrapper.

    Edit: On the other hand, I wouldn't be against a Super Strength port to scrappers. It just wouldn't be on the top of my list for alts.
  6. I was also waiting on Staff Fighting to start playing again. I really want to play a new character using this set. I wouldn't say it's the only thing about the new issue I am interested in, but not having Staff Fighting certainly takes the wind out of my sails. Issue 22 is well timed, though, as my interesting in the new game I have been playing has waned.
  7. I add my cries to those before me who fell to despair because this letter had no mention of staff fighting for what looks like 5 weeks. Please tell us this is some mistake!
  8. Quote:
    Originally Posted by UberGuy View Post
    Well, in specific response to you (and not on the whole topic) I'm splitting hairs here and admit it, but they don't provide more mitigation. Applied to higher base HP, the combination provides better survival. But either way, fundamentally, I'm not arguing against the point you're making.

    What I leapt on here was was they way it was said, which to me came off as "yeah, Shields is one of the only powersets it's better to play on a Scrapper, because the other secondaries 'work better' on Brutes". In this climate of so many people grousing for buffs to Scrappers because Stalkers were made to mostly not suck, that sounded like yet another dig at something being deficient with Scrappers, because they're not a Brute or Stalker. I think it's pretty self evident that X% damage mitigation applied to higher HP survives better, but I don't know if I'd have said it the way Moonlighter did. But maybe that's just because I'm looking for people saying something he wasn't.
    I apologize if my comment came out an overly negative. I love scrappers, and can't wait to reroll my main as Staff. I really like Staff/Energy aura on test.
  9. Quote:
    Originally Posted by PleaseRecycle View Post
    Not only is scrapper damage potential higher, the ATOs widen the gap. Average brute performance is improved a great deal, yet nothing can help a brute that is already damage capped. Now scrappers have a larger crit window than ever. So yes, scrappers definitively have a performance advantage. The annoying part is that brute boosters, or brewsters as I like to call them, tend to selectively ignore that because they're so high on life due to their sheer bruteyness. I admire the enthusiasm, it's great that you love brutes, but they're not objectively better, they have certain pros and cons just as scrappers do. I personally have come to accept that Moonlighter, mauk2 and others simply prefer brutes but that's where this mini-conflict is coming from.
    Um, my main is a scrapper and I far prefer the scrapper play style to that of a Brute.
  10. Quote:
    Originally Posted by SpyralPegacyon View Post
    Except she was twenty-one levels away from Shield Charge and two from AAO when she was rockin' through the Midnighters' arc and her first couple radios. Her damage definitely felt stronger. I think the real difference was having all four DFB buffs and the Prae Origin enhancements, they all help a great deal in the early going.
    Interesting. That is not my experience. Early before substantial damage enhancement Fury makes my Brutes hit *much* harder until SOs were my scrappers catch up.
  11. Quote:
    Originally Posted by UberGuy View Post
    I understand why AAO works better on a Scrapper. That wasn't at all what I was taking issue with. It was the idea that apparently most anything else works "better" on a Brute.
    There has been a lot of discussion over whether a scrapper offers advantages that make it worth playing over an equivalent Brute, and there are players on both sides of the fence with a variety of opinions and arguments there. I think it was established early on in most of these discussions that /Shield Defense was definitely a set that favored Scrappers for a variety of reasons previously discussed.

    If someone wants to jump on add anecdotal evidence that Scrappers offer as much as Brutes then Shield Defense is probably not the set to use to make that comparison. It is pretty well established that the set is awesome on scrappers.
  12. Quote:
    Originally Posted by UberGuy View Post
    I wish people would stop posting stuff that makes me want to come here and roll my eyes at them.

    So "one of the few secondaries that work better". Really. Is this more slavish attachment to "taunt-auras-or-bust", or just a really bitter way to state the obvious that a mitigation powerset is going to "work better" with higher base HP?
    Um, it's the fact that Fury dilutes the big AAO damage bonus, and chasing Fury means sometimes opening with a Shield Charge means you'll be doing less comparative damage. The scrapper higher damage modifier really makes a big difference here and isn't boosted by Fury like damage auras are. And yes, it has a taunt aura as well.

    PS: Taunt aura or bust!
  13. Quote:
    Originally Posted by SpyralPegacyon View Post
    CSB time:

    I've had the impression for over a year now that brutes were more fun than scrappers. Fury meant I could slot early for acc, end, and rech, while my scraps were either scraping for damage or blue skittles. And since I mostly did tips and groups, I was never really at a loss for enough mobs to keep the fury up. Jump in, whale away, and let fury make the good times roll.

    A couple days ago, I decided to take my main brute on a solo journey to talk to Tina pick up Portal Jockey. It wasn't until I found myself running down way too long corridors with way too few robots to smash that I found that maybe a scrapper who did something other than lethal wouldn't totally suck. So after pondering, I shifted a spare brute over to another server and rolled a StJ/SD. Two days, four DFBs, and nineteen levels later, and I'm sold. She hit like a truck right out of the sewers and keeps on trucking without gasping for breath every other mob. I love her concept, her costume, how Street Justice flows, and how she can dive right in without needing a few warm up hits.

    So I'm with UberGuy: Scrappers are good the way they are.
    Yes, when using Shield Defense as the comparison scrappers are awesome. They have the brute advantage of a taunt aura, and they are one of the few secondaries that work better on scrappers because of the AAOs and the mechanics of Shield Charge.
  14. Moonlighter

    Premium IO's?

    Quote:
    Originally Posted by TheSummerEvening View Post
    Don't forget that first time they log on, new players are most likely not making level 23+ characters, and thus IOs won't matter to them.
    We are not talking about new players though.
  15. Moonlighter

    Premium IO's?

    Quote:
    Originally Posted by Natsuki View Post
    I've returned to several different MMOs months or even years after I gave up on them. The first thing I do while the game is redownloading is spending 30 minutes to an hour (sometimes two hours) learned what all changed, so I understand what I am getting into and to make sure I'm not gimping my character if I need to respec.

    I can't really speak about how others do their business, but personally, if I am planning to spend my time in a game I am returning to, I want to be informed of what the current state of the game is rather than being frustrated at my own ignorance, and the only person to blame for not spending the proper amount of time researching is the returning player.
    Yep.

    There is some percentage of players that will have no problems coming back to a game and spending 30 minutes to an hour of busy work running around to make their characters playable.

    There are also many players that when confronted by a long set up period for a game will not bother.

    Guess whose money is valuable to this company. All of those players.

    Making some design decisions to give players a smooth transition back into the game when they return and try to play their old characters is generally a smart move. It won't inconvenience you. You will read up and spend your time futzing with builds before you play. Other types of players will be able to try out content immediately and the chance of retaining them is increased. Everyone wins, provided a method can be implemented in a reasonable time frame and the revenue stream is not compromised.

    I am not suggesting IOs simply be free. I am only suggesting some ways the game can make it easier for returning players to jump right into the action.
  16. Moonlighter

    Premium IO's?

    Quote:
    Originally Posted by Forbin_Project View Post
    To bad there isn't a Trial that they can run where being unslotted doesn't matter while they sell the drops to make inf. Maybe somewthing in the Sewers, and a way to toggle off exp so they don't have to worry about leveling while they reslot their builds.
    Returning players have no way of knowing about this trial. Most wouldn't even know about the second build. You know what a returning player probably doesn't want to do? Research the game and its options after 4 years and doing 30 minutes or an hour of busy work before they go and bash heads.

    In my experience of trying to get my friends back to the game the most likely scenario is this.

    They ***** about whatever game they are playing and I mention I still love City of Heroes. We talk about MMOs and I reiterate the game's strengths; the best endgame of any MMO I play, sidekicking and exemp, the best customization of any game, and much improved content.

    At this point almost every single one logs in some night while I'm not around out of curiousity. The game has that one shot to give them a good experience. If they are turned off, that's it I lose them. If they log onto their main and can't try the game out because their whole slotted character is functionally unslotted they will log off and go play their normal games. I've seen this multiple times.

    These are people who have no problem spending money, but if they are forced to go through the process of spending money immediately to play they won't, not because they have an issue spending money but because it's easier to log off and play another game they are familiar with rather than go through the hassle.

    When a returning player is in the "dip my toes in the water" phase of returning, it is my experience that hassles make them abandon the process not because they don't want to spend the money, but more because they don't want to be confronted with research to try out recent game developments. Forcing a player to swap builds and make decisions on powers and slotting after 4 years away makes them log out.

    This is only my anecdotal evidence of what I have seen from getting friends to come back to the game so take it with a grain of salt.
  17. Moonlighter

    Premium IO's?

    I think it's fair the way it is.

    That said, I do have sympathy for people logging in and the first thing they encounter is realizing their IO build can't be used. The player probably hasn't played for a while and won't welcome making build choices and acquiring and slotting an entire build worth of SOs instead of running off and playing.

    That said I think there are some solutions that won't make free to play too good.

    Option #1: Returning accounts can use slotted IOs, but are prevented from slotting new IOs without a license.

    With this option existing characters can be used as is, sort of as a benefit of previously paying, but they can't slot IOs so they can't change their build or use IO with new characters. This retains the value of IOs as a paid option but let's returning players run off and play their characters so they can get hooked on the game again.

    Option #2: Returning accounts can use slotted IOs, but they don't get their set bonuses until they unlock full IO access. This can be combined with option #1.

    One problem with returning players is that they are entirely unslotted which makes their characters unplayable. I think expecting them to run to the trainer, swap builds, completely rebuy their character, and buy SOs just to try the game is too much. This option let's them run off and play fine at normal difficulties in most cases I can think of.
  18. Quote:
    Originally Posted by PleaseRecycle View Post
    So with the clipping issue resolved*, you see absolutely no way that critter melee AI could be improved beyond "scramble madly over one another to form a sphere around the object of their aggro?" That seems to me to be a lingering AI issue.

    *It actually isn't resolved at all, but it is more difficult to reproduce on demand now.
    Sorry, where did I suggest that the AI needed no improvements? My point is exactly what you said; that "fixing" dumpster diving wasn't so much a giant improvement in AI as not allowing creature stacking, having definitive AoE caps, and having an agro cap.

    The person I was replying to was suggesting that any AI fixes we were talking about (ie. less sensitivity to debuffs and DoTs when checking for a flee condition) would re-introduce dumpster diving, and one could even interpret their response to suggest that the goal of those who wouldn't mind AI tweaks would be to re-introduce dumpster diving and similar tactics. I was refuting that, pointing out that the "solution" to dumpster diving wasn't really an AI solution in the first place, and the changes we are talking about wouldn't allow us to replicate those tactics.
  19. The problem with AoE sets.

    ~ Posi's gives up recharge enhancement for range. There are many builds where I would much rather have the power recharging faster than giving it extra range. Like Fireball.

    ~ We have no good set that adds to mitigation. I would love an alternate targetted AoE set with some defense for example.
  20. Quote:
    Originally Posted by Hopeling View Post
    If the fleeing was from situations they can't win, it would be less annoying. (Arguably that's most of the situations in the game, but...) But the fleeing has very little to do with their chances in the fight, and very much to do with certain effects being arbitrarily scarier than others. Your buddies getting eviscerated next to you: not scary. Somebody carrying a lighter: Very scary.
    Agreed. If we are discussing AI tweaks, we are only suggesting making enemies somewhat less sensitive to low grade debuffs.
  21. Quote:
    Originally Posted by Fugacity View Post
    Hell yeah! Bring back the AI from 2004 when entire zones of enemies would willingly flock to a single flaming dumpster only to be burned alive!
    The problem with dumpster diving wasn't an AI issue. It was the game allowing enemies to stack / overlap each other combined with no real AoE caps. A character with a taunt aura can still get enemies to clump, and no one is suggesting a change to the agro cap.

    Let's be reasonable here, I think if we are talking AI tweaks we are looking for the AI to be somewhat less sensitive to low grade debuffs.
  22. Quote:
    Originally Posted by UberGuy View Post
    It sounds to me like you want to prefer the Scrapper play, but you can't overlook how much you value what you see as the benefits of taunt, so you can't justify it to yourself any more.
    That's fair.

    Quote:
    That's fine, but don't try to turn that into a claim of wholly objective superiority. That just does not exist outside of getting stuff to hug you for AoEs, and that "superiority" is just not universally applicable across Scrapper powersets.
    Wait, what point are we discussing here? I am responding to the suggestion that at least part of the problem with blasters is melee with taunt auras, because the logical next step to that suggestion is that removing taunt auras would help balance blasters. I don't believe it would, I don't believe it's necessary, and I do believe that doing that would make other top builds pull away from melee without improving Blaster's lot in virtual like. Blasters would still need help against the other top builds, and melee would dip slightly from middle of the pack.

    You seem to be arguing that the lack of taunt auras do not make scrappers useless and that, if I read this response right, blindly adding taunt auras to scrappers is a solution you would rather avoid.

    If that's your point I don't entirely disagree.

    I am not advocating blindly adding taunt auras to scrappers. I do believe that the AI's sensitivity to low grade debuffs is currently a problem which Brutes do not need to face. I also believe that I should be able to overcome the lack of a taunt aura on a scrapper in a high end build using the Incarnate system or the IO set bonus system. I would even support having a taunt aura power in the power pools. My current favorite suggestion is having a Reactive alternate that adds a taunt aura.

    Making the AI less sensitive to inherit low grade debuffs could also help the situation.

    That said, the taunt aura issue is only one small factor in the question "Why make this a scrapper?"

    In my opinion the health difference between the two is substantial enough to warrant the small damage difference. The Brute's extra health is not only a buffer to incoming damage, but it makes heals bigger and regen better. That's great, that's their thing, and I fully support this. In my mind if Brutes had only this advantage things would be roughly balanced. Brutes have better health, heals, and regen. Scrappers have better burst damage and DPS over time.

    But Brutes get two "freebie" benefits that really make scrappers fall behind. Setting the taunt aura aside for a second, the 90% resistance cap is really a big deal. It wouldn't be an issue if Brutes and Scrappers couldn't exceed 75% without outside buffs or inspirations. The advantage is exaggerated because some secondaries can exceed scrapper resists by themselves, and the game is structured in a way to allow characters to leverage those resists. Specifically, the fact that Brutes can with no outside buffs hit 90% Fire resist (for Fire) or 90% Energy resist (for Elec) is a big advantage. Because the game has an end game that is heavy in Energy and a way to manipulate content that has only Fire damage this side benefit is exaggerated to a large degree. I have as big of an issue giving up 90% Energy resistance to play a /Electric scrapper as I do giving up a taunt aura for a Katana character.

    As for taunt auras, I think one reason I see this as a bigger deal is I have different definitions of offense. My definition of "offense" is time based, not statistic based. In other words, offense translates in my mind to "How much time will it take me to complete this combat oriented content." I am looking at survivability versus time to complete content. Because of the taunt aura and weird AI idiosyncrasies, my Brutes take less time to complete combat oriented content than my scrappers, at least once I pump up the number of enemies. To me, that means Brutes have better offense.

    You can argue with that definition, and that's cool, but the ultimate resource for me as a professional is time so time to complete is the most real definition of offense I can use. It's a personal definition.

    With that in mind, when I look at the balance here I see scrapper falling behind in offense (since on higher difficulty killing off the runners makes the entire task take longer than Brutes with a taunt aura) and in defense by a set percent because of lower health, *and* a Brute can seek out content where they are also taking 2/5 incoming damage when resists are capped at 90%.

    Still, all these discussion points are meant to support two things:

    1.) Removing the taunt aura from melee is not a good way to balance blasters. Blasters have bigger balance issues.

    2.) Having a way to add a taunt aura to high end scrappers through Incarnate powers, IO sets, or power pools would be a desire of mine and would not overpower scrappers.
  23. They are both awesome.

    I think it comes down to concept.
  24. Quote:
    Originally Posted by Arcanaville View Post
    Annoying or not, melee may rue the day they asked for, and then got, widespread taunt auras. Taunt auras negate a significant, in my opinion majority of the advantage inherent in range. And not to put too fine a point on it, but that makes me think Blasters should retake that advantage either by gaining an ability which neutralizes it, or gaining an even better advantage than that.

    The only reason why things like Scrappers and Brutes overshadow Blasters by such a large margin is because Blasters didn't even show up to the race. No one really champions them anymore, and no one really tries to protect their interests from the "buff not nerf" people who have buffed everything else to the point of marginalizing what Blasters were supposed to be, without buffing Blasters to eliminate their need for everyone else at least concomitantly if not concurrently.

    But while I'm soloing my x8 missions on my MA/SR scrapper, who has barely any AoE and no taunt aura, and has about as much problems with runners as she has with remembering to cycle Practiced Brawler, and I'm hearing that Scrappers are being screwed by Brutes I'm thinking its time to level the playing field. My MA/SR scrapper will understand.
    MA/SR is just a bad example. Since it has no debuff built in to all of its attacks, and since it has no damage aura, and since its AoE does knockdown, and since it has a lot of built in control it doesn't suffer nearly as much from runners. While runners are occasionally annoying on MA/SR, that combination simply doesn't see the large scale scatter that Katana or Broadsword see when they PBAoE and lay a defense debuff on 10 foes who all run in different directions as a result.

    It may seem strange to some, but I'd rather have an AT that is weaker but still provides an alternate playstyle (such as blaster versus Brute) than a situation where an AT is superfluous because although the playstyle is the same one is vastly superior in survivability and quality of life (such as scrapper versus brute.) In other words, I have an answer when someone says "Why do you play your blasters over your Brutes?" One the other hand, I am having a hard time answering "Why do you play your scrapper over a Brute with the same sets." My stock answer of "hate chasing fury" just isn't cutting it anymore. Fury is easy to maintain, it makes the lower levels much easier by providing much more benefit to pre-slotted characters, and the survivability and taunt aura of Brutes completely overwhelms the small advantage scrappers are seeing in pylon runs.

    I agree that blasters don't really have a champion. This not only causes blasters in general to fall behind, but blasters are wildly imbalanced from set to set. One thing I like is that the scrapper sets are very well balanced from set to set, and that is IMO largely due to a high level of good discussion and math from this forum. Blasters sets vary so much in effectiveness that you can really choose some lackluster set combos. The good sets for blasters are far superior to the bad sets - something that the scrapper forums have kicked to death long ago.

    You have a good point about taunt auras and blaster advantages. The big advantage to ranged sets should be a large damage zone where they can threaten and damage foes in a huge area without wasting time traveling. Taunt auras do serve to negate this advantage by collapsing the enemy group into a small area. I recognize that point.

    Personally I don't find chasing runners to be compelling, and have no desire to "balance" Brutes versus Blasters or Scrappers by removing taunts. I think that would make melee far more annoying to play, which I don't want to do, and also do nothing to address blasters versus other sets. But I have never been a fan of the "make them pay for their power by making their gameplay less fun" philosophy in balancing.

    Plus, in the greater scheme of things people often act like Scrappers and even Brutes are on top of the food chain. But honestly those ATs are middle of the pack in effectiveness. Crabs and Widows, Doms and some Controllers, well built Masterminds, and some corruptors and defenders can all eclipse scrappers and even brute in raw effectiveness over a wide range of tasks. There's nothing wrong with Scrappers and Brutes, and I'm not saying they needs buffs, but what I am saying is that knocking down scrappers and brutes by getting rid of taunt aura or anything else will not make blasters balanced.
  25. Quote:
    Originally Posted by PleaseRecycle View Post
    Surely, then, the correct course of action is to lobby for for AI fixes if indeed it is broken in the first place? I've seen no evidence that the devs would be unwilling to consider that, given that they've changed AI behavior several times in the past based on player input.
    Fixing the AI would work fine. It is also in my mind the least likely solution to the problem, not only because it's more difficult to do but because the devs have said that it wasn't an issue.