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Quote:I'm not asking for Tankers to have Fury. I never stated such in my posts. I was only agreeing (rarely so) with JB about where Fury originally came about. It was before CoV, where the devs (at the time) aparently agreed with the majority of Tanker posters on the board that there was an issue with Tankers. Players bantered about ideas, and something akin to Fury was the one that caught on with the devs.They also gave Brutes lower Base DEF, and lower base RES, and lower base HP.
Let me know if the Tanker contingent is ready to eat the nerfs it would require to give them fury.
Let me know if for you to have fury you would accept Scrapper Base numbers for mitigation.
Maybe the reason they didn't give Fury to Tankers is because they didn't want to also give them the nerfs it would require for that to be even remotely balanced.
It was originally to be tested out for Tankers, but as CoV began, it was instead given to Brutes. There was no talk about nerfing Tankers in order to give them "Fury" originally.
If Tankers were all well and fine since then, why were they given Bruising?
It wasn't just a random buff to the AT for the heck of it. It's because there (was?) a problem with Tankers, particularly at the early levels. Two things, first lower damage, and more endurance usage to defeat mobs (measured by whatever metrics the devs use).
Either Bruising has resolved these issues altogether in its current implementation, or it quite hasn't. I'm in the opinion of the latter.
Compare the 4 melee ATs and look at what distinguishes them. This takes into account how that AT was designed to be played (iow, the mechanics and stats that define its role). Take that and compare how they level throughout the game.
Tankers: extremely safe, lower damage
Brutes: very safe, lower to higher damage (which can in turn make them almost just as safe as Tankers)
Scrapers: safe, higher damage (which can in turn make them almost just as safe as Tankers)
Stalkers: barely safe*, extreme ST damage (hopefully to soon be resolved, with increased hp caps, and correcting the ST damage issue to the point where the damage leverages their survivability a bit more)
This is an extreme generalization, but shows the range of the melee ATs from one end of the spectrum to the other. I have no problem with Tankers surviving tough situations in order to control agro and as a result, do less damage than Brutes or Scrappers.
But when Brutes, can on their own, control he same amount of agro (with just a bit more work than Tankers), survive said agro because the do more damage, theres a disparity that exists.
When Scrappers can, on their own, control a bit less agro (which takes a larger amount of work in most cases when compared to Tankers), but do a consistantly high amount of damage to defeat mobs in order to mitigate team threat, theres a disparity that exists.
When it takes Tankers more endurance in order to defeat the same amount of mobs, it should be seen as a problem. Bruising is intended to do this, but it only works for single targets and doesn't address the same issue that occurs with AoEs.
I'm pretty firm in the beleif that Bruising was a step in the right direction, but it needs some further implementation in order to address these issues.
All in all, I'm keenly aware that in the grand scheme of the game, it's not a large an issue as other ATs have. Definetely Stalkers are in need of looking into (again to hopefully be resolved soon). Blasters still need some looking into as well. I'm not certain if the Peacebringer changes are all the way there (its one of the few ATs I haven't bothered to play at all, much less through all the game content like the other ATs).
I would say after all of that is done, then Tankers should be looked into, but wouldn't go so far as to say there isn't any problem with the AT whatsoever. -
Yup, they gave Fury, the original player posted idea, to Brutes during the internal design phase intended for Tankers. Wasn't it around that time that they changed the Tanker base damage as well? I honestly don't remember when that exactly happened and don't feel like digging through all the old patch notes to find it.
With regards to those pointing to the Tanker DPS thread, please note, that those chains are pretty well geared for the extreme. Even then, if they're compared to some other melee extremes, there's but perhaps a few examples of chains occuring in the same neighborhood. It's by no means should be used as an example to state that Tanker damage is perfectly fine.
Do I think Tanker damage is fine? Mostly. I'd still think that something needs to be looked at to make them a little more competative without necessarily bringing them into the Brute / Scrapper arena. Which brings back the point of a unique mechanic for Tankers. A way to play that seperates them from the other melee sets. I think Bruising was a great place to start, but was too short sighted in its implementation.
The question we, as players then, should be asking, as it seems to have come up in this thread, is should Tankers be able to do more damage (in some form or fashion besides simply increasing damage caps or base damage)? - Team assistance via debuffs, and damage.
Or do they need more agro control mechanics (which may include given them an increased agro cap}? Team assistance via agro management. -
Quote:First, allow me to address the issue of the "wall of text". Not a single post I've pretty much ever written has been done in a wall of text. I use appropriate paragraphs, and when necessary, seperate statements (because I can't stand to bullet point on boards).How is +25% health, defence, resist, higher caps not an inherent that gives them no advantage while soloing? Or how about bruising for irresistable 20% resistance debuffs?
It's inherent.
It lets you solo x8 spawns without IOs.
That sounds like an advantage.
Sorry to respond to your wall of text with so little but I basically disagree entirely.
Secondly, having higher resists, hps, etc.. is not an Inherent Ability, that's AT design. One may agrue that they are one in the same, as some ATs are built around their Inherent Ability. But having those stats where they are at is not an Inherent Ability.
I have Scrappers that can solo x8 spawns, without IOs. There are trollers that can, and the list goes on. I guess none of them would need a Inherent Ability that make them unique. Prior to the damage buff when solo, Defenders had no real problem soloing (some set combos moreso than others), but they received it.
Guantlet was the Tankers only inherent and it all it really did was to somewhat curb runners from fleeing melee and that wasn't always guaranteed. Now Tankers have Bruising, and it's great don't get me wrong. All I'm saying is that every AT has an Inherent Ability (some already have 2 like Controllers, Defenders, and now Tankers), some probably need two (Blasters, Stalkers).
All I've said was that if any changes were to be done for Tankers, what should be done at the very least is to increase the agro cap to 20 since they have the ability to taunt more targets at a given time than a Brute.
Not to mention that Brutes have Fury, and a single target version of Guantlet as well.
Outside of that, the only problem that I see stems from the fact that Tankers really don't have an ability that makes them stand out from other melee sets. Yes, the stats work in favor of Tankers standing out, and at certain levels, this shows. But the higher in levels you get, the less this difference is noticeable, even without IOs being taken into consideration.
Hence, if there were to be any other changes that Tankers were to need, it should be something that's unique as to distinguish them from the other melee ATs more and has a noticeable effect on how the AT performs on teams and solo.
Please note that I'm not seeking major buffs to the AT. I summarized the ideas from this thread in my previous post, and provided another idea of my own.
Lastly, please take note of my use of spaces throughout my post. Spaces break lines of text so as to not create a wall, thank you. -
Quote:That's a rather subjective statement. I can roll up any AT that can't die while soloing. The thing is, every one of the main ATs has an inherent ability that aids them while both grouping and soloing. All the original red side were built with this in mind. Some of the changes to blue side ATs show that at one point, this was a consideration. To the point that the last change added a damage mod to Defenders while soloing that decreased as team side increased.Your benefit while soloing is that you can't die. What more did you want?
It could be that data showed Defenders leveling more slowly solo compaired to other ATs, including Tankers. If so, I can live with that. Any change being done at this point should at least take into consideration soloing. Bruising does this quite well. Though I do kind of wish that Bruising was on all the Tanker attacks.
Something like, faster, less damaging attacks have a lower, shorter duration debuff. AoE / cones would have even less debuffs, with shorter durations, while harder hitting, longer recharging attacks had longer lasting, higher debuffs.
Allow Bruising to stack up to a certain amount from the same Tanker, say 3 stacks, which may total 20% or slightly better. Upon the third stack, the next attack dealt by the Tanker deals a Pummeling Blow. It could be a minor crit (not double damage per se), or a proc of smashing damage with a short duration stun or a knock down.
Now Bruising would be useful for both single target and aoe situations, would aid in Tanker soloing and teaming. And would provide a noticeable effect while on teams that is somewhat unique to Tankers. -
The taunt portion of an attack as a to-hit check on the target, but not the additional targets. Brute's have the same thing going on as well.
What I'm not sure about is if there's an actual in-game impact because of this, but really, a to-hit check shouldn't be there in the first place.
Thus far we have this:
Agro management role needs to be addressed:
1. Increase radius of Tanker Taunt auras and / or Gauntlet effect.
2. Increase Tanker agro cap to be above Brutes (my suggestion is 20 since Taunt hits 4 more than Brutes).
Tanker inherent needs to be changed:
1. Allow Bruising effect to stack from different tankers, with or without some type of dimishing returns(?).
2. Using Vigilence as a spring board idea;
a) As team health depletes Tanker damage rises
b) As team health depletes Tanker health cap rises
c) The more members on a team with a Tanker, the more of a team defense bonus is provided.
d) The more members on a team with a Tanker, the more of a damage bonus Tankers receive (did I get that one right?)
e) *new idea* as team health depletes, Tanker radius of Guantlet, Taunt-aura, and Taunt increase, as does the Agro cap from (20 what the new # should be), once all team health is down to 0 all agro ranges return to normal just as 100% team health.
The problem with many of the team roles is that they don't provide any benefit while solo, while all other inherents except khelds, do. -
Most of the "problem with Tankers" posts I've seen seem to rather tie into the late / end game where everyone ends up being buffed and / or well built with IOs and / or Incarnated to the point where, really, no matter what the team make up, things will die quickly, and anyone with a taunt can manage agro of the single hard target that needs to be controlled thus.
Personally, I think that's rather a wash, and not how Tankers should be viewed. Is it a data point? Sure, but not the only one and certainly not significant in comparison to the rest of the game.
What needs to be looked at is how the AT operates at it's core, and at that core, does it fulfill it's design intent well? Does it underperform in certain game metrics compared to other ATs in PvE significantly enough in one or more areas that change is needed to address this?
Which is in part why Bruising came about. Early levels of game play had Tankers taking a little too long to defeat mobs.
The poster above that stated Guantlet should no longer affect to-hit rolls is spot on. That needs to be addressed as well. It affects Tankers at all levels of the game.
And speaking of Guantlet, I think that the one major problem is that every other AT has an inherent that provides a quite visible impact on how that AT operates, both while solo and on teams. Well, Vigilence is a close third, and I'd say that Defiance is a second, if not first (blasters need to be looked at next after the Stalker changes are tested imop).
The fact that Tanker Guantlet, grabs the agro of 5 mobs vs. the 1 mob of Brute guantlet is something that's over looked by the majority of players in the game. I've spoken to quite a few newer people in the game that had no idea that Tankers had that type of effect (I was teaching them how to tanker on a lower level team). It really doesn't make much of an impact solo, and is practically insignificant on the high end of the game. It's the in-between, in normal game play, with normal builds where it can be useful, but just barely above what Brutes can provide.
If nothing else, give Tankers that 4 mob edge in the agro cap, to make it 20, Brutes and Scrappers can still remain at 16.
But something else needs to be done that will help Tankers stand out a bit more, and have more of an impact while both soloing and teaming. -
I was originally going to post about how to differentiate Scrapper, Stalker, Brute, Tank damage and survivability roles, which included an idea for changing Brute's Fury to allow the player to choose a damage or tanking role but the more I thought about it, the more difficult it would be to implement.
Reading through the thread, I saw Arcana's Blaster posts, and I thought that my idea may be more relevant if it were changed to suit Blasters.
So, we're at an issue where the Blaster AT is being marginalized by every AT's ability in the game to deal damage at a relatively decent scale. Or, survive better in order to deal enough damage to defeat mobs.
I wonder if by changing Defiance to allow it to not only build damage, but also mez protection. The more a Blaster attacks, the more difficult it is to affect him with mez effects. Once mezzed, the Blaster may continue to attack, but only with it's earliest powers (as it works currently). Only now, the Blaster isn't just building up damage, but may attack long enough to break free from the effects and continue the fight. -
I'm all for unlockable costume pieces. I actually find getting a costume piece that comes along with a badge more rewarding than just getting a badge for the sake of it.
In fact, I'd say we need more unlockables, like some of the souveneirs in game. Hellions Headband, Skull Mask are just two such things. I wish there was more stuff like this.
I never liked the costume recipes concept myself. Even though it makes more sense to need a recipe (schematic) for say, rocket boots, than it does for a mutant to need something that further augments his powers (science mixed with mutation?).
Which means I'm teetering on the edge of that fence when it comes to a dropable recipe from a raid. I hated raiding for dropable gear in other MMOs. At the very least, CoH raids are fairly short instead of the multi-hour, sometimes requiring a day or two in several hour gaming sessions just to get to that boss that might drop that loot that everyone will want to bid / roll on etc...In that reguard, CoH does things better, I'll give the devs that.
Yet still, I'm not sure I like this as of now minor implementation of dropable, craftable loot from a specific mob. It kind of opens the door to this happening more often with other mobs. Which can be a slippery slope that slips CoH away from it's unique loot drop design to something that looks a little too much like those other types that I abhore. -
dug, read up thread a bit. Arcana provides a rough description of what's expected of Tankers at a given range within the game and even goes so far as to state how close to that edge a regen tanker would be.
She also stated the issue here is that yes, Tankers should be tougher than either Scrappers or Brutes, and usually, when we look at ported sets, the Tanker modifier for things such as resistance and defense automatically assists in that area. But either the modifier for regen is the same for Tankers as its for the other melee ATs or that how regen works is the same for all. Even though regeneration works off of hit points (the more you have, the higher the regen rate) and Tankers have a higher hp pool, the amount of regen still isn't enough (apparently).
The idea that IOs / pool powers make the set work better has pretty much gone to the way side early on in the thread. It's a given that adding powers, using set buffs makes sets work better, that's the design of the game. Now the issue is, what changes for Regen are necessary to make Tankers able to perform well enough to tank with the set. -
Don't misunderstand me, I completely get why you posted your DP idea for Tankers because of the AT mod issues. I also don't necessarily have any issues with changing sets in ways to fit the AT using it better, or in this case, more equally suited for the AT. It'd be just nice if there were ways to adopt changes that were applicable across the ATs that use a set. Which may not be possible in this instance.
But what if a change were made that allowed Tankers to tank with regen, but that change were applied to the other ATs which in turn increased their survivability by some degree. Tankers would now be able to do their job, the set would play the same for the other ATs (for the most part all things considered). Or is the very idea that Scrappers, Brutes, and Stalkers become more survivable under regen even if the change to Tankers wasn't equal due to mods, but enough to allow them to Tank, an undesireble scenario? -
Merle, who has been tracking the group, finds the girl in the woods while she was making her way back to the highway. He manages to cover up his tracks well enough to keep them guessing while he waits for the oportune moment to get some quality time with his brother.
There, that's two birds, one stone. -
Quote:Resurgance from WP doesn't grab agro, requires death and dept for its use. I see no issue with Revive doing the same unless the issue is that all the self rez powers for tankers must help grab agro and that WP's rez needs to be changed too.It would be easy to do, but you'd still be dead and still collect debt to use it. I think most people would go along with the notion that if Revive somehow protected against receiving debt, then its not really dying: its a bounce-back.
Also a real death in game terms would be potentially problematic for a tanker because they would instantly lose aggro. Dark Armor solves that problem by giving a rez that pretty much allows a tanker (and anything else) to mez everything in the room short of an AV with triangles up. Its a legitimate tanker act to die and pop back up with essentially the most powerful player mez in the game. You're still "tanking." But dying, dumping all aggro onto everyone else, and then having to rez and retoggle is probably less practical from a tanking perspective than Soul Transfer is.
As it is, it'd be nice if Revive did something more than what it does. Even WP's rez provideds dept protection, and some self buffs for its use. But I don't think it's an absolute must change situation in order for the set to be ported over to Tankers. You're idea about the change for Tanker only Dull Pain is intriguing, and would definitely help, it'd be nice though that any changes that were made to the set would be applicable across the ATs that use it (whatever change that may be). -
Wouldn't it be easier to just make Revive heal for full health, plus provide some type of regeneration boost, along with a short 5 secord or so immunity upon use?
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Quote:Is that even possible? I'd rather not have the devs play around with negative numbers for the live environment. I'd probably break things the in ways unforeseen like unresisted damage did for pveWhat if you added a certain amount of health that acted as negative health. So it would work something like this:
Regen player has 2000 Health and 500 negative health. Takes a hit for 2200 HP. Instead of dying right on the spot, the Regen is at -300. The player is laid low (held) until they or another player returns their health to 0 or above.
So you would have time to use your heals that you might not now. -
Quote:The thing about changing Build Up is that it's simple. No new artwork, animation changes, or changes to attack powers. It also works for both single target and aoe comparisons. The only things that are needed is how high of a damage buff, for how long, and what cool down is needed if the duration is lengthend.I'm not sure that the idea of Pommel Strike/Smash doesn't accomplish the same thing as changing Broadsword Build Up in single target comparisons, though I suppose it accomplishes much less to help Broadsword AoE.
I have an alternate solution to help Broadsword AoE as well: increase the arc of Headsplitter by 10-20 degrees. That would make it somewhere in the neighborhood of a 30-40 degree cone which would make it significantly easier to catch multiple targets.
So that while both Katana and BS use their build-up, BS will do more damage per hit, but katana will still pull ahead after muliple attacks. This also negates the issue of BS consistantly out performing Katana by using -res on attacks.
The downside, is that it's not entirely interesting as so many other ideas that provide the set with something that sets it apart from katana in how the set plays. I'm not sure if that's an absolute necessity at this point as I still contend that the difference for most players is probably at first, asthetic (concept). Which is why it may not be necessary to re-evaluate how the powerset plays by adding an entirely new mechanic. I'm betting that's partly why new mechanics are being delivered to players in new sets instead of changing old sets. -
I'm not certain if that's the right way to look at balancing the sets.
Instead, I'd say that they should be balanced to end up as even as possible given an amount of time.
So say, in the time that it takes for BS to pull off 2 attacks, Katana does three. The result is nearly the same amount of endurance cost for nearly the same amount of damage done.
This is an extremely general description, because as we know, what attacks are used, how long of an amount of time should it take etc..
It's one thing to say, if we had a graph of both sets performance over time that there were spikes that showed Katana was ahead at certain points, and BS ahead at others, but when the interval was done, they were nearly even. As it is now, at least in dps comparisons, katana pulls ahead, and stays ahead.
So, if we stick to dps comparisons, that pertains to single targets (generally, since there's no discusion of aoe dps), than BS needs something to catch up to Katana.
The only alternative to is move away from single target analysis and look at multiple targets, so that the sets end up at the same place, at the same time, against a group of foes. In that instance, BS needs a new mechanic which is what I suggested earlier. While I like the idea, it's not ideal since it requires adding a completely new dimension to BS vs. the simplest change which is to temporarily increase BS damage via changing it's Build Up. -
What if the, IH was still a click, but instead of just a high regeneration power, it was changed to add +HP (heal) like DP, which in of itself would increase the regereation rate of the set, and then instead of just having lots of regeneration, it acted more like a self only heal over time. Either a steady heal every x seconds, or with burst heals that decreased in the amount healed and with longer duration ticks inbetween.
This way, it could be used prior to jumping in to absorb an alpha, or reactively to recover from sudden burst damage. -
Autumnal Control / Assault is perfect coming from devs that live in California. There are autumn days where you can be surfing at the beach in the morning, and skiing in the mountains in the evening.
Depending on where you live in CA, you may only experience two season: summer and not summer
I'm still hoping for some form of Dark Illusion (not a direct port of Illusion control) and Dark Assault as well. I wouldn't be remiss if they created Autumnal control and assault where you have a mixture of fire and ice combined into the powers. It's a way of offerince something not quite seen yet and if done, only opens the possibility for other power cominations for the future.
Add me to the line waiting for a Gadgety Control and Weapons Assault set. -
the -res thing was brought up earlier in the thread and never gained much traction. I guess it's not a popular thing for melee sets or something.
One problem here though is, if the numbers are too small, it won't close the gap between Katana and BS. Too large and BS will take the edge in dps, which we've figured is Katana's thing.
So the idea is to change Broadsword in a way that fits the set, without making it necessarily about dps. The theme is to make BS about burst damage, ie slow, heavy hitting attacks, vs Katana's quick hard hitting attacks.
Which is how the idea of somehow changing Build Up to provide either an higher damage buff that degrades over its duration, or having it work like Fiery Embrace, whereas it only buffs Broadsword attacks with a proc for smashing damage.
I'm not too sure if it's possible to only set up a way for a buff to proc only certain attacks, which may be a limitation.
The last idea I posited was to change the set in a different way, which was to give it a chance to chain damage off the main target, but only in a nearby cone area for the single target attacks. As if the sword struck the first target with such force that it went through and hit someone else nearby (but for less damage as it wasn't a direct, intended attack).
This way, Katana, still has dps vs a single target, but with multiple targets, the sets may end up coming out even, on the average.
Right now, the simplest way to change the set, that doesn't require new mechanics, art or tons of testing, is the first, one. To change build up to have a higher damage buff that fades over its duration. There may need to be some fiddling with the recharge if the duration is increased, which may not be necessary at all. As long as the change doesn't make BS out perform Katana. The idea is burst damage (BS), will end up even with dps (Kat) given the same duration of time. -
There are a couple of things to consider in all this.
First, the tempermanent travel powers require points to obtain. Sure, for those VIP memebers that save up the points it's "free", but if they use up too many points on such things, they're either gated by time to save up points again, or end up having to purchage points.
Premium members have to purchase the tempermanent travel powers.
Power Pools take up power slot choices and can end up being used to slot with enhancements as well, but everyone can access this without cost.
Now, I wouldn't mind being able to pick a movement power from the start either, but there should be some limiting factor or cost to it.
I'd like to echo the call for even more power pools though. I'd love at Gadgetry Pool.
T1: Net Trap (like web grenade).
T2: Lazer Sighting click power - affect self, adds slight to-hit buff, and minor range boost.
T3: Grappling Gun: movement power - target location triggers swing to that spot.
T4: Gas Pellets: targeted location, foe knock down, sleep. You throw out a hand full of gass pellets which may cause foes to slip and fall. Some may crack and release a gas cloud causing foes to fall asleep.
Biogenic Augmentation:
T1: Hardened Skin: passive minor resist to smashing, lethal damage
T2: Adrenal Leech: click power, single target foe - endurance, self + endurance, minor resist to endurance drain for a short duration.
T3: Walk Walking: travel power, the verticle movement on walls.
T4: Biomorphic Boost: click power, pboae affect: for a short duration you slightly alter how your body, and that of other's near you operate by increasing recharge, movement speed, regeneration rate, and damage. -
Don't get me wrong, my second Scrapper that I levelled was a BS / Regen that teamed through the 30's primarily with a Kat / Regen Scrapper. (Pre IO days mind you). And yes, I noticed the difference quite too. It'd be very obvious if we split up to take on two different equal spawns, or start off at a single hard target at the same time.
But I've also been on teams with BS and Kat users and neither complained about what was going on. So perhaps it's all subjective. So let me restate, that from my own experience, the average user hasn't seemed to take notice of any major difference between the two sets. All things considered, BS isn't that bad off when there are other more glaring issues for other powersets out there. But it's worth discussion because because it's closest couzin, Katana does beat it out in almost every scenario.
I still don't agree that Mace should be compared to BS and Katana. While its in the same family, and we've already gotten the apples to oranges comparison before in this thread, then I'll call it comparing bananas to apples :P
With regards to the momentum mechanic being applied to BS, I'm not too sure that'd be anywhere near likely. Each attack that uses momentum actually replaces the animation with the sped up on. It doesn't actually increase the animation itself. That's a lot of work for a set that's pretty much okay.
Which is why the idea of chaing Build Up, or adding a short-cone-range chaining effect would be more likely as it doesn't require all that additional animation work.
The simplest change is to rework Build Up in 1 of the 2 ways I previously summarized upthread. It doesn't require a new animation or art work, only numbers work for the damage boost, duration, and recharge time.
The damage spread would require more work, but does make the set more unique. -
Mace is altogether a different set design and all things considered, isn't horrible.
The discussion at hand came about because originally, Kataka and Broadsword powers are exact copies of each other except for animation time differences and some damage differences.
The idea (we believe) is that Katana would lesser damage, but faster. While Broadsword would do higher damage, but take longer. So that when the sets were compaired over a set period of time, they'd be even. But it doesn't work out that way, Katana ends up slightly ahead of BS except when looking at a single attack being done to a single target.
For the normal player, I don't think that this is a noticeable issue and the choice between the two sets is aesthetic (concept).
Yet for those that are concerned with numbers, or just Scrapper sets in general, this difference is at least something interesting for comparing, theorizing, discussing, and a great place to ultimately put some ideas out there and see where we, as a community, end up.
Thus far I think this is where things lie:
Change Build Up to grant a higher damage buff that decreases over time, with a longer duration, and higher recharge.
Change Build Up to grant a Smashing damage proc to all attacks for its duration. Duration and recharge time again may need to be altered.
And my last idea which I'm wondering if its workable or even desireable, is to leave Build Up alone. Instead, grant BS single target attacks a new mechanic called Follow Through. If the primary target is hit, this then causes a chance to have damage spread akin to how Disentegration or other chain powers jump to targets, but keep the range of the spread small so as to only affect nearby targers (from the primary) and limit the number hit to 2-3. The spread would be pure damage similating that the weapon hit with such force that you unintentionally struck those nearby as well.
So, while against single targets, Katana still pulls ahead, but, hopefully if done right, against multiple targets, the sets end up pretty even over a given period of time. -
Quote:I had been using 11.2 for the longest time as well, but made the jump to 11.9 a few weeks ago and have not experienced any issues. In fact, I had everything turned up, but was getting problems with AA on 11.2, but not so anymore.I'm clinging, scared, to 11.2. Think I will watch this thread and see what occurs.
This is with a 6850 card. -
I'd also go with a crowbar for my melee weapon. Great for skull bashing, and a wonderful tool. It's more realistic to obtain than a real Katana (the ones in the mall are garbage). I'd double that with a .22 of some sort as well, rifles are great for cover fire but not so great in close quarters where'd I'd rely on melee more as a last resort. Pistols are great for close quarters, but not so well for the precision of cover fire for a friend on the move.
All in all I'd probably go with the pistol as its easier to carry, since the crowbar has weight to it, ease of use and all. -
Not to derail the thread too much further (but I will
), but do you mean when at the defense soft cap?
Because, outside of that, there is a quite noticeable difference between the two. For one, the lower hp pool makes getting hit on stalkers way more noticeable than Scrappers, pretty much across any of the sets prior to getting a soft cap. Which is I think the biggest difference. If Stalkers were given a higher hp cap (but same base) this may help (which is what I believe you were alluding to).
I've noticed that using placate as a defensive tool in order to shed agro at the earlier levels so that I could hit a heal or down some inspirations in order to survive an encounter occured quite often, where as a Scrapper could have duked it out longer.