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Quote:I just wanted to reply to maybe clarify the difference between your perma "1000pt heal" and the "small heal in Siphon Life".The way I built it the 1000 pt heal should be perma,along with the small heal in siphon life.
If you have the recharge for Perma Hoarfrost, that's the equivalent of healing ~40% of your HP per minute. Not too shabby and certainly with the +HP, an essential power.
However, the "small heal" from Siphon Life will heal about ~50% of your HP per minute without adding a single enhancement. Even if you slot Siphon Life as an attack and only have the about one IO's worth of heal enhancement in there, you would be able to heal ~137% of your base HP per minute. (assuming the same huge IO recharge buffs you'd have to perma Hoarfrost).
Don't underestimate the healing of Siphon Life. It's a great attack but it's an incredibly useful defensive power as well. Just as a quick comparision, even slotted with a single heal IO, Siphon Life can provide almost as much healing over time as Reconstruction, the Regen Scrapper Click Heal.
Also, for Hoarfrost, sometimes it's actually more useful for you to use it after an alpha strike instead of before due to the nature of the heal and +HP effects. Though when we're talking about perma, it's not as important to use it as carefully. -
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Honestly, for that level of play, switching even just to regular, non-set IOs will help her build alot. By using the higher values of the IOs, you'll save slots and be able to better enhance other powers.
Can you show us the current slotting?
Also, are there any powers that she loves to use and has a lot of fun with? We wouldn't want to advise you to remove something she loves. -
Or you can take CJ and Assault and throw the IO for +Tohit in CJ and get a nice dmg buff out of it too.
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Quote:And that attitude is completely fair. I think you described 95% of the playerbase there. I just wouldn't use "suck" to name that attitude.Quit applying an incorrect tone to my words.
I wasn't posting like "those classes are the worst int eh universe". I was posting from the perspective of "I don't have as much fun on them as this other one".
Fun is subjective and I'm just saying that the classes have to start and stay fun for them to hold my interest. Brutes start and stay fun and strong.
Only replied like that because there's always bit of hyperbole regarding what is considered an acceptable level of performance on an objective level. It's not nearly as bad now as it was early on though. I'm probably just a little sensitive to comments like that. No worries, I actually agree with you. -
Quote:It's just not easy to feel like you want to continue if the starting experience sucks.
It will also suck if you exemplar if that is the case. So, it is best to like a character the whole way through.
Your definition of "suck" is significantly different from my own. -
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Quote:My only response is to say that in the long run, that first 30 levels is such a short period that I wouldn't base my choice of AT on it.That's exactly my point.
I just don't want to stick around for 25-30 levels of the character not doing as well as I know another character does.
They may be balanced at the end, but things definitely feel different in the beginning.
My first Scrapper has enough hours played that it averages out to about... 3 hours a day for the last 6 years. 1-30 is a drop in the bucket.
I know not everyone plays that much on each character and I certainly don't even have any others with half that much time, but my point still stands. You'll spend much more time at the levels where things are much better balanced between the two ATs. -
No one likes EA still, eh?
My DM/EA was a fun ride up to 50.
Claws would be good with EA. Much like SR, when you get the def % up there, you can do some really stupid things. The Knock effects in Claws can help buy time when you want it as well. You'll never run out of end with Energy Absorbtion and the heal component is pretty nice. And you'll have one damn fine T9 too.
It's not as flashy a combo as some others, but it could be fun. -
Quote:Well, there's also the fact that Fury's effect is HUGE at the lower levels before one can slot to the ED cap.My kinetic melee/energy aura brute made it through Praetorian enemy spawns in missions a lot faster than my kinetic melee/willpower scrapper did so fury definitely seems to be a much higher buff than some random crits.
Either that or maybe kinetic melee just isn't critting as much as it should or something.
I'd absolutely agree that before all my attacks are perfectly slotted, Fury makes my underslotted Brute much more damaging than my underslotted Scrapper, same set or not.
And the new Fury is making it easier for my new Brutes to build and keep Fury than before. Lower levels are definitely easier on a Brute. -
Quote:Where "always" is defined as "while maintaining decent aggro in the middle with teammates who never need to stop between spawns and never die or any time after the first two spawns of a solo map that doesn't have long hallways or elevators or weird missin objectives".The brute ALWAYS has their damage buff. They don't have to hope that random average crit rate is perfect every time they rush into a mob.
Quote:I would say crits happen even less often than 10% on average because you only hit 95% of the time on average. That would mean the true crit rate is more like 9.5%. -
Quote:I like consistency too. That's why I mostly play the AT with the 1.125% base melee dmg instead of the one with .75 that needs buffs to get to get up to speed.By the way, scrapper have worse crit chance than stalkers and both are HEAVILY dependent on luck with the RNG.
I like consistency a lot more and Fury is consistent.
Instead of 1 in 10 attacks being buffed 100%, I see every attack, after maybe the first 15 seconds, being buffed 135% or more.
That trumps even the perfect crit scenario.
I'll take higher defenses and higher consistent damage thank you very much, even if it takes a little initial ramp up.
Reality is that I love both ATs and with all the inherents and damage slotting factored in, Scrappers and Brutes are buffed to similar levels of damage output. The only significant different is powerset choice. -
Quote:It wouldn't be a new Issue without at least a token nerf in Regen's direction.So I was thinking....
is this a silent stab on a regen nerf???
ohhh when is the madness gonna stop!!!
To add insult to injury, many people will probably grab Aid Self too. They've basically given everyone the chance to have 3/8s of the Regen Set now. All we need next is to give everyone a free small orange and a level 2 Revive and all we'll have left are DP, Int and IH. -
When are the devs goiing to get around to nerfing the clearly broken buffs that HeroStats gives? Enough, I say!
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=) Dark still gets these posts more than any other primary.
I'd run HeroStats like MattB said. Problems with accuracy melt away in the harsh light of statistical certainty. -
Quote:Thanks for all the MA feedback. That issue with the IO sets sounds like a Bug to me.Okay, here's some of my preliminary thoughts on Martial Arts as well as a little bit on Regen....
[...]
I would personally like this to be made as a Balance issue after comparing Regeneration to all the other Secondary sets available. Even though Regen benefits greatly from +recharge buffs and suffers just as much from -recharge debuffs, I can accept not including Recharge Debuff Resistance within the set from a purely thematic perspective. However, not to include any form of native debuff resistance, even against -regen debuffs, seems to be overlooking the set's balance with other secondaries. Below is a list of each set with their native debuff resistance (outside of tier 9 powers), as well as other perks whether they are thematically appropriate or not:
And I'll move that Regen issue to Balance.
While I like your opinion on self-Rez powers, I'd like to see a bit more discussion/ other opinions before adding it as a balance issue. -
Quote:Well, there is the fact that you get Repulsing Torrent before 20 and Energy Torrent after 40.Wish - I'd love to see repulsing torrent be buffed a little. Right now, I see no reason to choose it over Energy Torrent other than it keeps the PS counter up. It would be great if the animaton was shorter. Necessary? No. It has a nice recharge and from a mitigation stand-point it works well enough (not Shockwave nice). However, with reasonable recharge, I believe Energy Torrent is better since you can sacrifice PS tally and Knockback for just Knockdown.
But, it is another complaint on a power that others don't like. I'll see what comes of the discussion and use of the power before I add something to the list. -
Patch Notes: August 16th, 2010
Issue 18: Going Rogue- Ancillary Power Pools are now available to all characters that reach Level 41, regardless of Hero or Villain status.
- Once a Patron Pool has been unlocked as a Villain, it remains unlocked even if you later switch sides.
- Scrappers get Stalker Patron Powers, and vice versa.
- Kinetic Melee is a melee attack set based upon siphoning your opponent's energy and using it to power your own attacks. Each individual attack adds a damage debuff to the target (strength and duration dependent upon the tier of the power used) and Tankers inflict even stronger debuffs than the other ATs. Additionally, if Power Siphon is active, the caster gains a damage buff.
- The following Kinetic Melee powers are intended for Scrappers, Tankers and Brutes:
Quick Strike,
Body Blow,
Smashing Blow,
Taunt,
Repulsing Torrent,
Power Siphon,
Burst,
Focused Burst,
Concentrated Strike - Fiery Embrace power now adds bonus fire damage for all Melee Power Set attacks instead of being a normal damage Buff. All Melee Power Set attacks made for 20 seconds after activating Fiery Embrace will do bonus damage based on that attack's damage. This bonus damage IS affected by enhancements and outside buff/debuff effects. At low levels, this means Fiery Embrace will have lower impact than the old implementation, while at high levels or on teams with lots of +Damage effects, you will see increased damage output.
- Critical damage is not affected by the new Fiery Embrace
- Spines Toxic Damage Over Time effect is not affected by the new Fiery Embrace
- In PvP, Fiery Embrace uses the previous Damage Buff version.
- Fixed Thunder Strike Fiery Embrace bonus - it was not properly applying the split radius effect.
- Electric Melee - Corrected combat spam for Lightning Rod
- Shield Charge: Made several changes to correct balance problems introduced a few months back: Scrapper Version: Damage broken into 2 stages -- stage one has a 5' radius and does scale 2.7 Stage 2 has a 20' radius and does scale 1.9125
- Fiery Aura: Burn. *changed power substantially: Added initial hit damage, Removed Fear effect, Decreased tick rate by 4 (now ticks every 0.8 seconds, instead of 0.2 seconds)
- Consume: Added Recovery boost per target hit and flat Endurance Drain Resistance value.
- Martial Arts/Cobra Strike. Decreased Recharge Time from 20 seconds to 10 seconds, Increased Endurance Cost from 10.14 to 10.19, Increased damage scale from 0.25 to 1.96, Reduced Stun chance from 100% to 75%
- Scrapper's Martial Arts/Eagle Claw: Eagles Claw now increases the Critical Chance of Martial Arts attacks by 33% for 2 seconds after it has been activated.
- Scrapper's Martial Arts/Crippling Axe Kick - increased recharge to 11 seconds, and increased damage and endurance cost appropriately. Added 10 second scale 1 Defense Debuff.
- Scrappers will no longer "Drift" more than other AT's when coming to a stop while Flying or Hovering.
- Power Pools/Fitness/Health - Fixed a bug that made this power selectable at level 12 instead of level 14.
- Purchasable Raptor Packs are no longer usable on 'Master of' attempts
- To reduce the travel times involved in larger zones, we've made a couple QOL changes to some movement powers: Increased base Flight Speeds by 50% , Sprint now improves Runspeed by an additional unenhancable portion equal to its previous value (0.5 scale enhancable + 0.5 scale unenhanceable buff)
- PVP: Tanker and Scrapper versions of Fiery Embrace were set to cause Travel Suppression in PVP, while Brute and Dominator versions were not. The Tanker and Scrapper versions have had the Travel Suppression flag removed.
- Players now have the ability to set all Auras to "Combat Mode".
- Pocket D - The Tiki Room - Trina the Body Sculptress has looked into a mirror and didn't like what she saw. She's undergone a fabulous makeover.
Patch Notes: June 8th, 2010- Shield Defense (all) - characters will no longer walk on air when jumping with a shield drawn.
- Fiery Aura Fiery Embrace will no longer cause Travel Suppression in PVP
- Broadsword and Shield Defense - the Head Splitter power will no longer play the Air Superiority attack animation when flying with a shield readied.
- Katana - Weapon draw animations now work correctly again.
Patch Notes: April 28th, 2010
Issue 17: Dark Mirror- Blessing of the Zephyr: This set's bonuses were significantly decreased as the 2 and 3 piece set bonuses were far too powerful, allowing players to easily stack 5 copies of these buffs for minimal slot usage.
- Decreased the 2 piece set bonus from this set from +3.125% Ranged Defense, +1.563% Energy and Negative Energy Defense to +1.25% Ranged Defense, +.625% Energy and Negative Energy Defense.*
- Decreased the 3 piece set bonus from this set from +3.125% AoE Defense, +1.563% Fire and Cold Defense to +1.875% AoE Defense and +.938% Fire and Cold Defense.
- Player Buff fix. Some buff powers had been recently changed to affect a max of 16 player allies (including pets), which had implications in some groups and in large outdoor fights. These are now fixed to affect up to 255 targets. The powers affected are:
- Stealth and Invisibility powers will now cause your character to cast no shadow. This does not apply to the Stealth from SuperSpeed.
- It is no longer possible to use Teleport Foe on enemies while they are inside Hospital recovery rooms.
- You now respawn with full health and endurance when you spawn in a hospital in Bloody Bay, Siren's Call, Warburg, and Recluse's Victory.
Patch Notes: March 2nd, 2010- Fixed animation used by Nemesis Staff and Blackwand in Shield Combat mode
- Invulnerability (all ATs) - Invincibility: restored some missing/incorrect FX
- Fixed animation issue with resting while in Shield Combat mode while Ninja Run is active
- Fixed issue that caused some falling animations to loop when in Shield Combat mode
- Fixed jittering flight/hover animations with Shield mode
- Natural Super Booster pack costume change emotes should now play if in a weapon combat mode.
- Invulnerability sets - updated FX for Invincibility
- Custom Color Palette was not defined for Martial Arts - Eagle's Claw
- Fixed an issue with Custom Animations for Super Strength and Martial Arts that would prevent them from playing while in Shield Combat mode.
- Fixed a bug that would cause Numina's Convalescence: +Regen/+Recovery to have its effects boosted by being slotted in a power with enhancements that would increase regeneration or recovery rates.
- The Vanguard Katana can now be purchased for use with the Dual Blades and Broadsword power sets.
- The Vanguard Broadsword can now be purchased for use with the Dual Blades power set.
- The Vanguard Dual Blades can now be purchased for use with the Broadsword power set.
Patch Notes: December 1st, 2009- Added Shield (without weapons) and Claws/Pistols animations to Ninja Run.
- Players using the minimal Visual FX theme for Invulnerability powers will now have sound effects when activating Invulnerability toggles.
Patch Notes: November 12th, 2009- Flight - Fixed a bug with windup animations while flying. (They were being interrupted by pre-flight animations, which were then interrupted by the windup animation, etc.)
- Shield Defense (All) - Fixed a bug that made leaping animations and sounds stutter while a character had a shield out.
- All references to 'Talsorian' in the game have been changed to 'Vanguard'. Any character that currently uses any of these costume pieces or custom weapons will be required to change them when they make any changes at the Tailor/Facemaker.
Patch Notes: October 28th , 2009- Flight / Hover : Fixed a number of minor issues with Hover animations when using Shields and Weapons
- Spines / Quills: Restored some of the visuals and sound for the hit effect.
Patch Notes: September 30th , 2009- Invulnerability (all Archetypes): Invincibility will now play the activation sound only when the toggle is first turned on.
- Willpower/Resurgence: Fixed a bug that would cause this power's animation to play multiple times.
- "Fx in PVP only" now works correctly on all Invulnerability powers.
- Shield Defense - Shield Charge: Modified this power's damage to have it correctly be multiplied by the Scrapper damage modifier. The end result is a large increase in damage to this power.
Patch Notes: September 18th , 2009- Electrical Melee (all ATs) - Jacob's Ladder should look correct on male, female, and huge models now
- Obliteration will now sell for the proper amount of influence/infamy during a respec.
- Dark Armor now has a "No Fade or Pulse" theme, which will allow players customizable FX without the dark light pulses of various powers or transparency in Cloak of Darkness
- PVP - Scrapper - Super Reflexes - Practiced Brawler's protection versus debuff effects should last the full 120 second duration.
- Electric Armor - The help text for this power set no longer states that it contains any healing powers. Instead it states that it offers no defense enhancing powers.
- Darkness Mastery - Night Fall: This power should no longer state it accepts To Hit Buff enhancement sets and should correctly accept To Hit Debuff and Accuracy To Hit Debuff sets.
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Long time no see. Aside from some animation fixes and a couple changes, I didn't really feel like enough happened since practically Issue 16 to really go through and do a new list. But clearly with the coming of Going Rogue and new powers and lots of changes, a new list must be made. Here we go!
As always, let me know if I missed something in the update. I'll fix it.
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(updated August 21, 2010)
This thread is not for balance issues against other archetypes. It is for balance within the Scrapper power sets. It is for reporting bugs that affect Scrappers.
Please note: this is not a substitute for /bugging it. I am not a developer. Always /bug a problem you've noticed as well as reporting it in this thread or on the scrapper forum!
For the love of Positron, please do not quote this entire post to reply.
Please feel free to submit PvP issues and opinions.
Updates are written in lightgreen.
Notes for Balance Issues- Attacks are balanced, DPS-wise, on recharge time, not activation time, and whether they're AOE effects or single-target. Secondary effects aren't consistent in how they affect this - Stupid_Fanboy, 2006-02-15
- The following equations are the ones used to create costs for attack powers in PVE (powers whose primary function is damage)
AREAMOD = (1+(0.75*(RADIUS/5))-(((0.011*(RADIUS/6))*(360-ARC))/5)
DMG = (0.2*((RECH*0.8)+1.8)) / AREAMOD
END = 5.2 * DMG
- have fun with these guys -SF
DPS for your attacks should be calculated using not the cast time listed in the game, but the "Arcanatime", Arcanaville's eponymous game stat. This is calculated as:
Arcanatime =[RoundUp(CastTime / ClockInterval) + 1] * ClockInterval
Cast Time is the in-game cast time.
Clock Interval is a constant with a value of .132.
This is very important because actions are reported to the server and back at certain invervals. If your action takes place in the interim, you have to wait the miniscule fraction of a second for the server to do its magic. So a 1 second attack really takes ((1/1.32)+1) * 1.32 = 1.188s- All characters, regardless of archetypes, should be able to solo a mission on 'heroic' - generally, spawns of three even-level minions, or a lieutenant and a minion - clarified by Arcanaville, 2006-03-08
- Defensive sets are balanced against the base to-hit chance of minions, which is much lower than the base to-hit chance for characters - in PvP, all players were granted a +25% bonus to base Defense - clarified by Arcanaville, 2006-03-08
General Issues affecting Scrappers - unresolved- Bug: Scrapper inherent description is incorrect - should read, 'Scrappers have a chance to critical hit a target for double damage. Most scrapper attacks have a small chance to critical hit minions, pets, and other players, and a higher chance to critical hit more powerful foes.' (plus more detail if desired) - Arcanaville, 2006-09-01
- Bug: Enemies being feared seem to attack if you attack anyone, not just the feared enemy - Silver_Snake, 2005-10-24 - partially fixed, for Touch of Fear but maybe not Cloak of Fear? - Stupid_Fanboy, 2005-11-29 - while ToF'd, will run away and buff - Stupid_Fanboy, 2006-06-06
- Balance: There appears to be a large discrepancy between the levels of resistance and defense achievable with IO bonuses. Perhaps resistance bonuses should be paired up like defense bonuses were Daolong, 2009-02-10
- Balance: Short term offensive and defensive buffs are penalized by the activation time of the power which can 20% of the buff's time away, making a 10s buff more like 8s. All such powers should still be applied when the power is clicked but have their durations extended by the animation time of the power itself. - Nihili, 2009-10-07
- Wishlist: Would be nice if power icons had some kind of indicator when your target is out of range for that power - Shadow_Stone, 2005-12-13
- Wishlist: It would be nice if eventually, all weapons could be used with Shield Defense combined from several hundred people
- Wishlist: Complete elimination of redraw from all primaries, secondaries and pool powers would be nice combined from several hundred people
General Scrapper Primaries - unresolved- Bug: Powers with Knock effects can ragdoll the target through or into objects on the map, making them difficult or impossible to target afterwards. Targets will also sometime be immune to knock effects if they are at a certain part of their recovery animation when hit. They will stand up and fire attacks as though the effect never hit them. combined from several other notes SF
- Bug: Target Reticles for Single Target and Cones need to be positioned better on NPCs as you can find yourself unable to hit with both Cones and ST attacks depending on your relative position to the target. This is particularly noticeable with very large targets, like the Jade Spider Nihili & Desmodos, 2009-02-17
- Wishlist: Female Scrappers with Weapon Sets shouldn't run and jump like males when the sword is drawn - huge models suddenly acquire perfect posture as well - combined from several other patch notes.- SF
- Wishlist: Removing redraw from Scrapper Ancillary pools would be nice and allow all primaries equally to use every pool combined from several hundred people
General Scrapper Primaries - IN PROGRESS- Wishlist: It would be nice to be able to hit very large enemies, i.e. giant monsters, up in the faces rather than always having to go to the hitbox located around the feet. (suggested by Houma, 2005-03-09 - NotABunny notes that there is a narrow layer above footstomp AoE where a flying/hovering scrapper can still punch/kick the giant monster, 2005-06-01
Broadsword - unresolved- (home of future balance issues)
Claws - unresolved- (home of future balance issues)
Dark Melee - unresolved- Wishlist: Would be nice if Shadow Maul could interrupt Embalmed Vahzilok's detonations, it doesn't because it's a DoT - Desmodos, 2007-05-22
Dual Blades - unresolved- Bug: The Empower combo does not work well with high level of +Recharge bonuses. If the combo is initiated less than 6 seconds after the previous one, it will not work Nihili, 2009-02-10
- Wishlist: Would be nice if each power's description explained what combos it was a part of and in what order. Combos are a vital part of DB attacking and should be explained in game CrazyCorsaire, 2009-02-17
Electric Melee - unresolved- (home of future balance issues)
Fire Melee - unresolved- Bug: Greater Fire Swords costs 0.83 more endurance than it should. - SF
- Bug: Fire Sword Circle costs 0.666 more endurance than it should and it recharges 0.8s too slowly. - SF
- Balance:Fire Melee DoTs are not taken into account in the Crit damage at at. - Kyria_Shirako, 2010-08-13
Katana - unresolved- Wishlist: Right fist is closed instead of opened when jumping (blade held in left hand) - Neutrino_Siphon, 2007-08-15
Kinetic Melee - unresolved- here's some issues that have been put forth from the beta boards. Some wider discussion over their merit would be nice.
- Bug: Burst - does knockdown but doesn't take knockback enhancements or sets. On the other hand, it takes stun sets yet lacks a stun effect. Nihili, 2010-08-21
- Balance: Kinetic Melee damage debuffs are too weak, either in duration, strength or both. -Beelzy, 2010-08-13
- Wishlist: Conceptually, Power Siphon should also trigger the ability to debuff the target's mez abilities, a la Benumb. -Beelzy, 2010-08-13
Martial Arts - unresolved- Wishlist: Lack of AoE attacks limits the kinds of IO sets that can be slotted. Status Effect sets are little consolation as enhancing for their effects at the cost of Damage, Accuracy, End Cost and Recharge hurts the Scrapper's build - SpiderTeo_OC, 2009-02-10
- Balance: Storm Kick seems to cost too much end (7.0044, should be 6.864) for its damage - Arcanaville, 2006-07-24
- Balance: Martial Arts status effects are not nearly as consistent in application as other sets - SamChoice, 2005-10-31, clarified by Arcanaville
- Wishlist: Crippling Axe Kick has a chance to immobilize, but no visual indicator - Impact_Hazard, 2006-07-26
- Wishlist: Crippling Axe Kick's impact sound is wimpy - TheArtifex, 2006-02-13
- Wishlist: Thunder Kick's disorient was more useful as a 100% chance of a mag 1 disorient which could then be stacked with Eagle Claw's disorient or Cobra Strike's disorient, than a 10% chance of a mag 2 disorient. - reported by Heroic, corrected by Arcanaville, 2006-12-08
Martial Arts - IN PROGRESS- Bug: Combat chat for Crippling Axe Kick says it slows attack rate, which the power doesn't do - Arcanaville, 2007-04-05 - Castle aware and fixing
- Balance: Lacks AoE attacks but doesn't have more single-target damage compared to other sets - SpiderTeo_OC, 2007-09-07
- Balance: Martial Arts lacks a general secondary effect (Katana and Broadsword have -Def, Dark Melee has -Acc, Spines has Slow, Claws is faster and less END-costly) - SpiderTeo_OC, 2006-07-03
- Balance: Cobra Strike does too little damage for its recharge time, compared to utility powers in other sets like Divine Avalanche, Follow Up, and Impale. Mag 3 stun is useful but lacks a consistent stun power that can be paired for bosses - Arcanaville, 2006-03-10
Spines - unresolved- Bug:Enemies are no longer showing any hit effects from being attacked with Quills. No graphical changes, no damage numbers, no debuff effects. - katten, 2009-10-07
- Balance: Attacks with notably long cast times compared to damage/effects: Spines/barb swipe
- Wishlist: Would be nice if Spines/Quills noise faded away like other togglable AOE powers (Death Shroud) do - Hellblaze, 2006-01-21
General Scrapper Secondaries - unresolved- Balance: Click Mez protection powers lost some of their luster when toggles were changed to not turn off when Mezed. While the click powers are still active when mezzed, the players feel that allowing them to be clicked when already Mezzed keeps them on more equal footing with Toggle Mez protection. - from several people - 2009-10-7
- Wishlist: Regeneration/Integration and Fighting/tough and other defenses should not emit /tarzan animation, this is a character role-play issue. This is okay for trolls but not for many superheroes - can work around by moving while toggling these powers - VoodooCompany, 2007-03-27
- Wishlist: Click powers in secondaries, like Reconstruction, Dull Pain, Practiced Brawler, etc.. , all cause weapon redraw which is really annoying in combat - combined from several other notes - SF
- Wishlist: Click buffs can sometimes be triggered during death, never giving their potentially lifesaving buff to the player but still entering a potentially long cooldown. It would be nice if the buff was applied when the cooldown was triggered - combined from several other notes - SF
- Kludge: Self-heals with slottable toxic resistance, such as Reconstruction, are unable to benefit from Enhanced Heal Invention set bonuses due to current game mechanical limitations - Arcanaville, 2007-04-26
Dark Armor - unresolved- Balance: Scrapper Cloak of Fear was diminished in magnitude to only affect minions instead of lieutenants; given low accuracy, high endurance cost, might be nice if it were rebalanced in some fashion - Wyvern, 2006-08-18
- Wishlist: Most other dark attacks in the game has -tohit as a secondary effect - why not Death Shroud, Dark Consumption, and Dark Regen? - hudsonsmith, 2006-01-07 - Desmodos added other dark attacks that lack -acc for players, 2006-11-01 - Desmodos removed Soul Drain from list because powers cannot have both +hit buff and debuff, 2007-03-23
- Wishlist: Mag 4 knockback protection in an auto power would be nice Hejtmane, 2009-02-12
- Balance: Electric Armor concern : with a resistance cap of 75%, the set is much weaker against energy damage than the brute version, which was the original design. Power Surge is also a much weaker power, suffering a very heavy crash for the relatively few resistances it offers. While Invul and Fire suffer from the same issue, Elec pays the price twice as it is affected in both its normal resistances and its tier9 power. - Nihili, 2009-09-22
- Bug: Unstoppable's +Recovery is flagged as unenhancable even though the power accepts end mods - Sarrate, 2007-08-15
- Balance: Would be nice if Temporary Invulnerability were swapped with Resist Physical Damage. It's a small amount of resistance, and TI would give Invuln scrappers a good defense power out of the gate - Defense_Options, 2006-06-08 - Liquid points out two other scrapper sets get more effective powers out of the gate, moved to balance issue 2007-08-17
- Wishlist: Would be nice to have teleport foe resistance, i.e. on Unyielding - Sky_Hawke, 2007-04-12
- Wishlist: Mag 4 knockback protection in an auto power would be nice Hejtmane, 2009-02-12
- Balance: Post-Enhancement Diversity, is it still necessary that regen powers have both enhanceable and unenhanceable healing? - MAS0N, 2005-10-11
- Balance: In comparison to the Regeneration % that Willpower can achieve, is it still necessary that regen powers have both enhanceable and unenhanceable healing? - SpiderTeo_OC, 2009-02-10
- Balance: Resilience seems useless as a power with the very small, limited resistance and status resist provided - VoodooCompany, 2005-07-18 - Castle commented none of the passives in protection sets seem popular - 2006-07-16
- Wishlist: Revive: Revive is not a good power for resuming a fight immediately. Without some defensive power or inspirations, it is better used when the enemy has left the area. A Short large defensive or regen buff in addition to the HP and End recovery would be nice. from several requests - 2010-09-21
- Wishlist: Regeneration is the only secondary set that does not have some sort of resistance to the debuff that affects its main strength, in this case Recharge or Regen. from several people 2009-10-07
- Bug: Phalanx Fighting doesn't show buff numbers when hovering over the icon Kractis_Sky, 2009-02-10
- Wishlist: One With the Shield: It has no heal to go along with the +HP of the power. A small enhanceable heal would be nice in this power Rhysem, 2009-02-10
- Wishlist: One With the Shield should have defense debuff resistance. That's one of the situations where Shield Defense can be hurt badly and having protection from that in OwtS would help greatly Rhysem & Daolong, 2009-02-17
- Wishlist: We can appreciate having a powerset that helps out teammates more than the other secondaries, but encouraging us to take the team powers by putting effects in them that are necessary for the solo Scrapper is bad design. We should want to take the power because it is good for teaming and interesting when solo, not because something vital like resistance against defense debuffs and -recharge many people
- Balance: Mind Control's Dominate and Illusion's Blind seem to have extremely high accuracy or are autohit - noted by Patient_V, 2006-03-10 - Sockem notes per Arcanaville/Castle PMs, these powers are not categorized as Melee/Ranged/AoE - 2006-06-06 - moved to balance issue per Arcanaville, 2007-05-22
- Balance: SR has mainly defense slots, reducing options for other forms of mitigation and IOs compared to other sets - Arcanaville, 2007-04-05
- Balance: Super Reflexes toggles take too long to activate, compared to other sets' defensive toggles, especially Evasion - Arcanaville, 2007-01-13
- Balance: PvP: SR is very vulnerable to enemies with accuracy buffs, i.e. Aim, Build-Up, Focused Accuracy, Super Strength/Rage, accuracy inspirations - Colette, 2005-10-06 - Arc_Salvo, 2006-02-22
- Balance: SR is a power set where you must take almost every power to succeed, made more true by the fact elude can no longer be made permanent. Every other defensive power set gives you some choices. Even as small a change as adding 5% defense to all in Practiced Brawler would allow SR scrappers some choice about which powers to take and slot heavily - Arcanaville, 2005-07-22
- Balance: Devouring Earth Quartz emanators give what appears to be a 100% to-hit buff increase to nearby enemies, which devastates any defense-based scrapper - updated by Arcanaville, 2006-07-01
- Balance: Super reflexes AOE defense is gotten fairly late in the game - with increased damage from boss AOE attacks in the 30s, now more important to get AOE defense earlier - noted by PicassoCat
- Wishlist: Would be nice if SR could apply highest type of defense (melee, ranged, AOE) against attacks that combine several types (enemy melee cone attacks) similiar to stacked force fields of different types using highest defense - Arcanaville, daolong, 2005-08-02
- Wishlist: Since it is easy to get defense from other sources such as force fields and inspirations, it would be nice if defense specialists like Super Reflexes scrappers and Ice tankers got a higher cap for defenses, i.e. a lower to-hit floor, than other archetypes. (Arcanaville 2005-05-04)
- Wishlist: Super reflexes/quickness should give 33% recharge reduction. Because SR must run three toggles, but does not receive an innate endurance recovery power like regen, giving recharge reduction is its way of substituting for having to put an end recovery SO into powers to achieve the same effect. However, a 20% recharge reduction is barely more than a DO.
- Wishlist: Allowing Damage Resist IOs to be slotted into the Passives, even if they do not affect the scaling resists, would help SR slot different IO sets many people
Willpower - unresolved- (home of future balance issues)
General Issues affecting Scrapper Ancillary Pools - unresolved- (home of future balance issues)
- (home of future balance issues)
- (home of future balance issues)
- Bug: Nightfall appears to be using the Scrapper's Ranged Damage modifier. All other Scrapper ranged attacks in primary and ancillary pools use the Scrapper's Melee Damage modifier
- (home of future balance issues)
For Discussion- Let me know what you guys think of the i18 MA changes! - SF
- Feedback on anything with Kinetic Melee would be great too. - SF
Note: Internal balance issues are not things like how melee damage is 3x to 5x that of ranged damage (still true? so far as I know, they are heavy-hitting but slower, so actual melee DPS may be only 1.7 times per Fulmens' comment 2005-05-24) or how blasters can do more damage despite putatively equal damage/attack because they can start attacking at a great distance. Internal balance issues are not about how we balance against other archetypes. This also includes comparing Scrapper versions of a powerset to the versions used by other ATs. Those are issues for discussion outside the scope of this thread.
Internal balance issues are things like Super Reflexes having no maximum hit point increase to protect against one shots despite other power sets all having some form of damage mitigation. They're errors, discrepancies, bugs in the Scrapper archetype. Also note that many balance issues are a matter of opinion. Some weaknesses may well be by design. However, it would be nice to know which weaknesses are by design and which are unintentional and needed to be called to the attention of developers.
Developers: we would much welcome responses to these issues, even if only to say 'Will look into it' or 'Working as designed'. -
Quote:Phalanx has two buffs. One is the base, unenhanceable buff that is on all the time. It's 5% for Tanks, 3.75% for Scrappers.Phalanx Fighting says it accepts Defense Buff enhancements but the defense buff is flagged as unenhancable. Should that be added to the list? It seems like someone would've reported it by now since the set's been out so long, but it doesn't seem like anyone has.
Then there is the buff gained from having teammates in range. This teammate buff is affected by enhancements AFAIK.
I believe there is a weird technical reason why the in game detailed info can't show both the teammate and self buff from this power. The fact that the game can't do this could be considered a bug but the power itself is not bugged. -
Hi guys. New Issue approaching anything new I can throw into a new list, other than the stuff discussed here?
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Quote:No, it doesn't. Every bit adds more +regen in exactly the same way.Also +regen has a diminishing return for regen scrappers.
if you look at it like your health is recharging, and the +regen increases the recharge rate, it can look like there are diminishing returns. But in the game, and in terms of what you'll be healing in hp/sec, there are none. Every point of +regen is more regen. -
Yes, I still play.
This thread brings me back. For those of you not here since launch, I actually managed to find a list I made of every change to regen, sorted by Issue. So here's a look at all the early changes to the set.
By the way, since all of this was before Real Numbers, you had to spend a long time testing out your regen rate by flying to a zone ceiling, falling all the way down repeated until you could time how long it took to see 10-15 ticks of regen go by.
Oh, and you had to do this many, many times, first without any enhancements to see if the base rate changes, then again to see if the enhanceable % of the power changed.
It was super annoying which is why no one did it except for, literally, about 3 people.
LAUNCH
FH - 40% regen
QR - 3% recovery
Recon - 25% heal, 60s recharge
DP - 40% max HP, 40% heal, 360s recharge. +HP was not affected by slotting.
Int - cost .8eps, only status protection
Res - 5.625% res to Smash/Lethal
IH - toggle, cost 1.52eps, 1000% base regen, fully enhanceable
Rev - 25% HP, no end
MoG - base buff of ~71% def and res. drops you to 10% HP. Res cap is 90% at this point. 400s recharge, 90s duration
-For reference, at this time, Health gave you 33% regen and Stamina was 25% recovery.
-Also, because of a lack of Real Numbers, people had no idea how Stamina and QR worked. People thought that Stamina raised your recovery amount(it would make your recovery tick be greater than 5%) and they thought that QR made the ticks come faster. Man, we were ignorant.
-DP is perma with 4 recharges and perma Hasten. Most did not slot for heals as the +HP wasn't affected. And healing didn't matter with IH.
-Just for reference, the regen cap is 3000%. You could cap if you could stand the end drain. Some DM/Regens can, most run with 2-3 end rdx in IH.
-MoG wasn't that bad because the Defense was actually bugged! It was coded as Base Defense, which works against all attack types. Not that there was any reason to take it with IH like it was.
-the goal was to skip Recon, not slot FH and tough it out until IH.
Issue 1 & Issue 2
NO CHANGES
Issue 3 version 1, on test
Recon - added 20% toxic resists
Int - lowered cost to .4eps, given 400% regen, made exclusive to IH
IH - still toggle, now 800% regen base, 1/2 enhanceable, made exclusive to Int
MoG - Res cap lowered to 75%. caps your regen at 1/4 the base rate (you'll take 16 minutes to heal a full bar), drops you to 25% HP, added toxic resists, lowered recharge such that is was PERMA, healing allowed.
---
Making IH and status protection exclusive was, frankly, frakking stupid. In Issue 3, the Tanks were rewarded for 3 issues of fighting by having all their armors switched and allowed to stack. That's right, Tanks had nonstacking armors at first. /DA remained unfixed for a long while though.
And those "geniuses" thought it would be a good idea, at the same time they gave stacking armor to the Tanks, to take it from Regen. It was perceived as incredibly insulting.
There was no ED yet, so this version of Regen was not bad as Int could be slotted to give 1200% regen. With DP, it was quite workable.
Also, this version of MoG was BROKEN. You could literally tank multiple Giant Monsters while AFK. We asked for it to be fixed before the other ATs coughblasterscough screamed bloody murder.
Issue 3 version 2, on test
INT & IH- changed to allow stacking again
MoG - regen and healing were taken away.
--
Again, this version was damn good because even though IH could only get up to 2000% regen, Integration was allowed to be 1200% enhanced. So you were still capped, it just took a lot more slots.
Issue 3, live
Integration - lowered to 200% regen.
--Call it a gross error, call it a stealth nerf, call it what you will, people were pissed. I was the one who discovered this and was not happy to be the bearer of bad news. The devs apologized after we brought it to their attention and claimed that it was a forgotten patch note.
Issue 4 version 1 on test
Int - base 200% regen was now split into 100% enhanceable, 100% not enhanceable.
IH - base 800% regen was not lowered but the enhanceable split was changed from 400/400 to 200/600, capping IH at 1200% down from 1600%.
MoG - as part of a game wide change, MoG is given a 180s duration and 1000s recharge
--
Honestly, this just felt like a big slap in the face. You have no idea how much enjoyment other ATs took at seeing these nerfs.
Issue 4 version 2 on test
Fast Healing - raised to 75% base regen.
- of course, Health was raised to 40% at the same time.
Issue 5 version 1 on test
Integration - unenhanceable portion was lowered from 100% to 50%. base is now 150%.
IH - Now a click. 60s duration, 500s recharge
--
again, people got super pissed.
Issue 5 version 2 live
IH - duration raised to 90s, recharge is now 650s
Issue 5
Enhancement Diversification.
-I didn't have my computer for a week so I missed the first day of forum reactions. People went, and this is putting it mildly, Batsh** crazy. that's all I'll say.
After all the other nerfs, this took a big chunk out of our remaining regen% and even our heals with the affect on Hasten.
Issue 6 on live
Dull Pain - max HP is now affect by slotting heals.
Integration - all mez protection in the game was lowered. Scrappers went from having max of 16 mez protection to 9.
MoG - The bug in the defense is finally found and it is switched from Base Defense (alldmg, all pos), to (S/L,FCEN,T)
-- I'll be honest, the DP change was awesome. Love that change. The MoG fix official made the power something people treated as skippable.
Issue 7
Arcanaville's Defense fixes were applied to the game, changing many tohit buffs to Acc buffs, fixing the hell out of SR but also indirectly nerfing MoG as the tohit floor was effectively raised by the inherent acc buffs now applied to the Mobs. MoG is officially less that useless in the eyes of many.