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I really like the set, but I'd like to see it given some more attention. Much like DM had done to it.
Then again, with the expansion coming out, I can see why they'd be a bit busy to do QoL fixes to a set that doesn't technically have anything 'wrong' with it.
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What they *need* to fix:
~ Fix the End cost of Storm Kick. It's still almost 1 end too high and since it's our best DPA attack builds that use it a lot might throw it 12-15 times a minutes. I would love to have somewhere between 10-15 endurance per minute thrown back into my build.
What I'd like to see:
~ Since we lack AoE and do smashing damage I'd like a little to see some more beef in our single target damage. We need a 70-75 DPA attack to pair with Storm Kick.
~ Make Crippling Axe Kick do -Recharge like the description says. It would be a nice mitigation tool against foes that can't be stunned like AVs and EBs.
~ Make Cobra Strike useful. Since it's one of our few hand strikes it would be nice if it pumped out around 70-75 DPA to give us some single target beef. You could also bump the stun duration.
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I'd like to see those things. -
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QR
The day I'm not out-damaging half the Scrappers I meet while managing aggro for a team the entire time is the day Tankers are overspecialised.
Scrappers in all but a few build combinations are single target specialists and can't really pull off much more than that, beyond taking the odd alpha strike. Meanwhile, Tankers often end up far more balanced between single target and AoE while being able to take alphas and manage the aftermath. In that way, shouldn't we say that Scrappers are far more specialised than Tankers?
The beautiful thing is that Scrappers are, as they should be. It's the required essence of Scrapperlock.
Brutes fall somewhere in-between. They only reach Scrapper-like damage levels when the priority is on them on a team (either they are being buffed or are taking enough and landing enough attacks to keep Fury up high). The more balanced a team, the less a Brute contributes.
So no, overspecialisation isn't a Tanker's "problem," it's simply that J_B hates managing aggro, yet likes the name of the AT.
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I'll readily agree that a lot of Johnny's arguments are logically invalid and hyperbolic, but that doesn't mean you should respond in kind.
If you're out-damaging half the scrappers you meet, you're likely..
* Not meeting a lot of scrappers.
* IO'd out.
* Just playing with bad scrappers.
Tanks don't deal more damage than scrappers, on average. The distinction between the two is fairly noticeable, especially in the shared sets. (82.6 vs. 58.7 Scrapper/Tanker Smite damage, before enhancements and things like criticals)
And even if you *are* doing more damage than a Scrapper, chances are if you're also managing team Aggro as you say, your damage is likely being spread out amongst multiple enemies to not have a noticeable impact (hit, change target, hit, to maximize your use of punchvoke), or you're having gaps in your attacks while you use Taunt.
I'm also fairly sure most Scrapper secondaries allow them to take alphas for teams without too much trouble. And in a team environment, what support they might need is likely there. They're certainly not 'squishy', and they can certainly handle the aftermath.
I don't see how you can say Scrappers are overspecialized at all. They're a more balanced version of offense and defense which allows them to have personal survivability and team-aiding offensive capability which makes them one of the most independently functional AT's of the game.
Meanwhile, Tankers are a decidedly Team-oriented AT which is meant to manage aggro. They can solo all they'd like with minimal risk, but then the pace which they can set is distinctly sub-par to what most consider preferred, and certainly is below that of what Scrappers can do.
And though you say Tanker's problem isn't overspecialization, Brutes have the same inherent Tankers do, with the *only* change being that it is single-target instead of a five-target cap. The same duration and taunt magnitude. They also have fury. They also have taunt auras (which are, for most sets, the big thing) at the same magnitude and duration as tankers.
Johnny might be crazy, but that doesn't make everything he says crazy. Of course, given how much he talks, I can totally understand if you decide to stop listening because you just don't want to try to sift through it all to see which part is worth listening to. -
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Know what would be great? If Cobra Strike got the same treatment Clobber from War mace did. Damage doesn't have to be Extreme like Clobber but hey, at least give us something.
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I'd rather see the damage of an actual attack power increased.. or something done with CAK. I'm not a huge fan of how CAK is currently.
Or better yet, turn Cobra Strike into the attack and CAK into the stun power. :P That'd be pretty awesome, and finally give Martial Arts a 'punch' that does damage. -
It'd be nice if MA got a little attention, but there's nothing really wrong with it.
MA is only a King next to the aces of other sets. Nothing wrong with wanting it to be an Ace as well, but there's less room to complain when there's still twelve others it's better than. -
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actually yes, i have a katana/sr scrapper at 38. brutes have the same numbers power for power defense wise. their advantage is in more hp which helps when a hit gets through
although have you tried a katan/sr scrapper? soft capped defense to melee and lethal at level 8. actually, over 50% to lethal
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Compared to Scrappers, Brutes are about as survivable overall, about as good offensively overall, but have slightly more diversity in powerset choices. My guess is based on the belief that the number of casual players for which that will be a factor is likely to exceed the numbers of more performance-minded players that look at any other feature of the archetypes. In a sense, every powerset brutes have that scrappers don't have is practically a powerset proliferation to scrappers, if both archetypes have equal freedom to play both sides. Just considering the number of players blue-side that might want to play an electricly-themed melee hero suggests that such choices will likely be more important to overall numbers than performance ones (I'm not making a specific judgement on either electric powerset here, except to say I believe most players wanting to play such a combination on the blue side are unlikely to want to do so for numerical reasons).
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Am I the only one that thinks that Brutes will be hugely popular Blueside because of the fact that they'd be able to team with Defenders constantly? Brutes are the most buffable AT in the game, and bringing them around Controllers and Defenders just seems like it'd make Brutes into powerhouses. I'm not saying anything negative about Tanks, I just think that will be a distinctly popular reason to take a Brute onto a team. They have damage comparable to Scrappers, and can achieve Tanker defenses, and all they really lack is an AoE version of Gauntlet, since their sets have aggro auras. Use Taunt and they could tank fairly well.
And on the other side, I think Tanks would be fairly popular Redside just because they're still the only AT with defensive sets as their primary, solving the issue of having Brutes and/or Masterminds off-tanking when Tanks can do it better in a low-buff environment. -
Last Defense IO slotting example has DEF listed twice, with the second instance actually being Endurance reduction.
I think you've done a great job with this. I really like it. Very informative. You don't really mention the additional benefits of slotting with IO's (set bonuses from your recommendations), but even without that it shows you how powerful IO's can be, set bonuses aside. -
Out of curiosity, does anyone know how low you could get the downtime on for IH with IO's allowing you to get Perma-hasten again (or, very near it)? Combining that with a ED-maxed IH and the IO recharge reduction bonuses, would it be possible to get IH on almost all the time?
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I'd like to attach that to my signature as well. That is amazing.
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Personally I think it should be stickied in the Dev Digest, but whatever floats your boat.
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lol. Posting in this thread pretty much invalidates any feedback you give in the eyes of the devs, so I'm not so sure that's likely.
However, the original lounge was stickied in the Dev Corner.
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THAT is why I've yet to have a Dev reply to my posts. -
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My main is a Fire/Fire/Energy TankShe was going to be F/F/F but I didn't like the Fire ancillary pool as much as I had hoped I would.
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This isn't at all surprising, to me.
I always knew Cuppa had max resists to Flames. -
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As a matter of fact, I wasn't even playing with IH on most of the time, and yes, I was soloing missions on Invincible. I only turned IH on for bosses and larger spawns, or when I was on a big team (like you said). It was still pretty much Easy Mode.
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Question... was your Regen Scrapper a "pure" Regen, or did you dip into the Fighting Pool to get added Resistance and Defense?
I ask this because when I initialy built Major T, I didn't plan on taking Tough [and Weave]. He was going to be a "pure" Regen Scrapper in that the only meaningful form of damage mitigation he had was healing it back. After doing a respec on the test server to see how Tough affected his survivability, I couldn't believe how much more he could take on. If I had skipped the fighting pool as I initially intended, he wouldn't have been able to take on the +2 Nemesis Bosses as easily rapidly as he did in the previous Issues.
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I take on Invinc Missions with little difficulty in them without having the Tough pool.
Although, admittedly, I do have the Medicine pool. -
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As I said in the Regen nerf wars of I3 and I4, Regen by itself was incredible, but it was only with the addition of these other powers that it crossed into godly.
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And that is why I qualified my story with the fact that I was using Claws as a primary and using Tough. Regen by itself is useless if the opening attacks from two Bosses is enough to put you down... except for Revive.
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Heh... I can kill purple Lost bosses with my lvl 13 corruptor... I could never do that with my scrappers at that level.
Regen and invuln used to be a "quest for the holy grail" type powerset with you getting to lvl 28. Now they have a much more balanced power progression... Though now regen has become more front heavy than anything.
You get all your must have powers by your mid 20s, the rest is mostly situational.
I personally dont like having 20+ levels of "situational" power picks... But maybe thats just me
I will say one thing though, I am whole lot better at killing stuff now than I used to be (gameplay wise, not power wise).
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I suppose I'm one of few; Personally, I loved the fact that for 28 levels I had no secondary, and then when I hit 28, I was a monster.
I daresay go far as to say it was " fun " for me, even if it doesn't add up to Statesman's version of " fun ". Good thing I was educated with his " Small Tweak ". -
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I tested this and it is possible to reach full fury for a brief period of time. You need to get attacked by several critters (preferably bosses) at the same time and will probably die by the burst damage but you can hit the 1.0 fury mark. Some of you may have experienced this but were too preoccupied with the whole dying thing without realizing you were at max fury.
I think what's misleading is that the fury bar isn't as precise as we'd like it to be. It goes up and down in increments of .1 so even though you're at .99 fury, the bar will look as if you're at .9 fury.
For all you numbers people, we're going to change fury to display in the 100s. When you right-click on the fury bar, you'll no longer see it display as 0.0/1.0. It will be displayed as 0/100 so you can see how close you are to hitting the max. Please keep in mind that this won't visually change the fury meter.
Note: Edited post so it says you need to get attacked by several critters instead of hit by several critters.
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Anyone remember my suggestion to change it to a % instead of .1-1.0?
Yeah, that's right. I'm a Prophet. -
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You DO realize that it was States himself that stated (paraphrasing here), "Tank Power +RES limits in Issue 5 exist so that Sonic Defenders have a job"?
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Why should a def have to protect a tank? Tanks and Defs do the same job. If anything, the sonics should say "Hey, we don't want to have to bubble those guys, its saves us end and allows to focus on the ones who need it and allows us to blast without having to worry saving everyone.
Prof
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And I'm fairly sure if Statesman were to reply to your post, he'd cite a scenario of 7 tanks teaming with 1 defender, or some similar equation, which would end up the Defender feeling like their primary is " useless " or that they're " not contributing enough to the team ".
Of course, now they just changed who feels that way, and they didn't realy solve any problem, but hey.
The defenders are balanced now, so we're good! -
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For most Defender builds that are somewhat Team-centric, a Level 40 and under toon can't put out enough damage to solo on Heroic.
I can't imagine that this is unintended...
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Don't troll. This isn't the Defender Forum.
plus you just got Castle looking at the bug list. Chill out. -
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Castle = coolest dev EVER!
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Dev, maybe. Red name? Cuppa still wins
She has an insanely tough job: herding belligerent nerds in an online forum.
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CuppaJo and her team do a fantastic job.
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I have to say that Castle has made my job much easier, as have all the AT reps we have. Thanks Y'all!
And believe me, Cuppa is the #1 advocate for Hero AT reps. I think the producers hate hearing me on the phone about it.
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Cuppajo,
She always steals the show!
( Not that I'm complaining--I'm not a schmo! ) -
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Actually all scrapper attacks have a chance to crit. anytime.
Also IIRC all 9th tier scrapper attacks except for DM have an even greater chance to crit.
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I don't think that's true. I don't know about Spines, but I'm fairly sure Shockwave for Claws/ doesn't have an increased crit ability. That's in Evis [ and, I would assume Ripper for Spines, since they mirror each other so much ]. -
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how can it be a bug, if an ability has a chance to crit at normal and all stalker abilities have perma-crit while "hidden" then this isnt a bug.
check it out this is its description
you perform a golden dragonfly attack that deals a massive amount of damage and can even knock a foe down to the ground and reduce it's defense. this attack has exceptionally god critical hit capability, bette than any other katana attacks, that can sometimes deal double damage. the power of this attack can actually extend a short distance through multiple foes.
enjoy
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I just don't see how they would want any class to make two criticals with anything. there is no other power or ability that works this way, as far as I know.
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well look at scrapper then cause they have the same exact attack in katana and looks like broadsword has something similar, also only ninja sword, katana, and broadsword actually say sometimes deals double damage. so i guess out of stalkers the ninja sword users get the uber damaging attack, but remember out scrapper buddies get the same attack and pay attention its not that it crits as important as it sometimes deals double damage. that is the key.
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I'm telling you right now. I -highly- doubt the fact that you can double-crit is an intentional occurance.
The powers that have an increased chance to Crit weren't still allowed for stalkers to be able to " double crit " like you and others can do. They were allowed because without hide, a Stalker has 0% chance to crit when not hidden / placated [ Scrappers, contrarily, always have a certain % chance ].
Those powers were, as far as I know, only to be unique to the point of being the very few for Stalker's use that can crit while not hidden. Not so that they can double-crit while hidden / placated. -
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how can it be a bug, if an ability has a chance to crit at normal and all stalker abilities have perma-crit while "hidden" then this isnt a bug.
check it out this is its description
you perform a golden dragonfly attack that deals a massive amount of damage and can even knock a foe down to the ground and reduce it's defense. this attack has exceptionally god critical hit capability, bette than any other katana attacks, that can sometimes deal double damage. the power of this attack can actually extend a short distance through multiple foes.
enjoy
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I just don't see how they would want any class to make two criticals with anything. there is no other power or ability that works this way, as far as I know. -
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This sounds buggy to me... I wonder if it is at all related to the GD missing when target is moving.
While the extra crit is nice, I would point it out to Castle. Better for a power to work as intended then have a bug that will just inspire cries of "NERF!"
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Ohh, this is most definitely a bug.
Ohh, this is most definitely going to be fixed.
Enjoy it while it lasts, though. =) -
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Or does your -valueless- post indicate acceptance with everything aforementioned, excepting of course that most trivial sentence?
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Not really, i just didnt think it was worth commenting on because Castle has already stated that they are changing the coding in game so that any PvP attack that would kill a player in one hit will instead leave them with 1hp. With that in mind almost the entirety of your post was better off ignored.
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Correction here. The 1hp threshhold is only one of the ideas being considered. We've still not determined exactly how we are going to deal with 'One Shot Kills' (and the final decision will almost certainly apply to both PVE and PVP -- so no more AV insta-kills.)
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Wow, that's obscene. I would swear in Beta it was clearly stated this would be a PvP change only. -
Quit trying to show the Stalkers as overpowered. It's fairly blatant, when you decide to factor in something [ Inspirations ] that completely invalidate your argument, because anyone could just as well pop as many blues or oranges or a combination of them to get obscene levels of Def/Res and go around like a god for sixty seconds. Would you call their AT overpowered because of their inspiration choices?
Your questions are rather stupid. I'm tired of hearing people whine about Stalkers already, and it's not even been a month. Give it a rest, and either roll a Stalker yourself or get smart. You're placated? Move!
You're AS'd? hunt the stalker!
It all balances out.
It just doesn't balance out easily enough for you.
What if you had a power pool consisting of:
1 tier: Null Placate [ Auto ]
2 tier: True Sight [ Auto, sees through Hide + Stealth ]
3 tier: No-hide zone [ Toggle, makes all people hidden within 50' of you unable to hide ]
4 tier: Impenetrable [ Auto, can't be AS'd / Crit'd ]
Would that be good enough? Or would you like every AT to get those as powers automatically, in addition to their power choices at levels 14/16/18/20? -
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ugh! quit being so serious!
Clearly, none of you know what the *real* nerfs will be.
All of the I6 nerfs:
FH: 800% regen
Recon: 300% heal, short recharge
QR: 1200% recovery
DP: 200% max Hp boost/heal
Integration: mag 36 status protection(to all,) 3000% regen, auto power
Resilience: 75% resistance to all, mag 45 status protection(to all)
IH: click(120 second recharge and duration) 10,000% regen(Team PBAoE)
Revive: PBAoE knockback/disorient, self full heal/recovery, self +max hp, self debt protection
MoG: 75% defence and resistance to all, 7,500% boost to regen and recovery, 90% cut to recharge time
It's all true. states told me!
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That's what I call serious. -
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And that is why we need to do testing, gather data and present arguments in a calm manner.
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I think we need to start a new campaign to remove the unenhanceable portion from our powers. That little gem makes no [censored] sense anymore with the new enhancements.
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/signed
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/signed