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That's a very big debuff. I think having it be so significant would remove the benefit of having Parry, which is probably the strongest power in the set at the moment. For a penalty like that, you would need to be gaining an enormous benefit.
Now, a debuff half that size would be much more acceptible. But I don't know that I like the idea to be honest. I'd rather see it stay normal Build Up than run the risk of dying when I used it.
It would be acceptible in the form of a Rage clone, but that runs the risk of being too powerful, and may be the reason why Super Strength hasn't been ported to Scrappers yet. Rage is simply Build Up with a 120s duration and 240s recharge. It is followed by a defense debuff that lasts 10s, a loss of 25 (I think) endurance, and a 10s debuff that basically makes you do no damage. I can see why Rage warrants that penalty at the end. But that's a key difference, it's at the end. Not the whole time it runs.
So basically, for -20% defense while running I would have to see really high numbers, something like +300% damage and +20% to-hit for 10s. I don't think that's going to happen, but it would be worth taking a few hits. -
Quote:I'll have to second this opinion. There's a lot of talk about Street Justice right now because it's new and shiny. Really any Scrapper or Brute would be able to do what you're looking for. This particular combo of Katana/Willpower is a well tested and very solid combo.I'll suggest a Katana/Willpower for an easy leveling experience. Katana has good St and aoe damage and parry to make willpower even more sturdy. Willpower only has one power that is a click so no redraw problems from being a weapon set. The good defense/resistance/Regen of will power will mean almost no downtime.
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Quote:While I agree that measures would have to be taken to prevent the power from making Broadsword OP, I'm not sure this is the way to go. I'm reading these numbers as they'd be listed in game, which would mean the first 5 seconds would be a boost of 225% damage and 30% to hit. Is that what you meant? If so, that's way too much. If not, then the numbers you gave add up to 40 seconds, not 30. It would be better to just increase the recharge and remove the penalty.So I'm thinking, we want to keep our campy Burst feel, but give it some good love at the same time. 90/s Rech, 30/s total power duration:
5/s 120% +Dam & +15% To-Hit
5/s 80% +Dam & 10% To-Hit
10/s 25% +Dam & 5% To-Hit
...and the latter 20/s (of a 30/s duration) would be -20% Recovery, -10% Spd with the last ten seconds including -10% To-Hit.
With this nature, if it starts to "Stack", the expense becomes greater, and the last ten second -10% To-Hit will cancel out part or all of the start for the new one, the -20% Recovery will potentially double, and the -Spd will start to double. It keeps its "Bursty" feel, averages out it's damage a little bit without giving it the capacity to jump ahead, and specifically penalizes super-charged builds to avoid it from gaining the potential to match or exceed its current limit while improve it's desired effect. The -Recov emphasizes exhaustion from suddenly pushing the "crazy" button, slowing you down (-Spd).
So it would work like this:
30 sec duration, 120 sec recharge (need 300% recharge boost to make it perma)
When you click the power it gives you the following buffs all at once:
30 sec buff of +25% to Damage, +5% To-Hit
15 sec buff of +50% to Damage, +15% To-Hit
5 sec buff of +45% to Damage, +10% To-Hit
Thus, for the first 5 seconds after activating the power you have a buff of +120% Damage and +30% To-Hit. It's more powerful than standard Build Up but only gives you time to fire off one or two attacks. For the next 10 seconds you have a buff of +75% to Damage and +20% To-Hit. That's still a pretty hefty buff to your attacks. The final 15 seconds have the steep drop to only +25% to Damage and +5% To-Hit.
The increased recharge makes it possible to get perma, but it's not easy. Part of me wants to say increase it to 150 sec recharge, but then you almost have to build for a massive recharge boost to get any use out of it. 120 seconds should be sufficiently long that only experienced/dedicated players will be running around with insane damage boosts all the time. Though, it could also be given an endurance crash like Hasten, where it takes like 20 endurance or something when it crashes. That would discourage stacking to avoid having the crash happen twice in a short period. -
Quote:That's an excellent idea. That's the question that needs answered. The most appealing (and simplest) option so far has been a unique replacement for Build Up such as a modified Rage or Inner Light.Well, let's back up a moment, and ask that question:
How would you balance Katana and Broadsword numerically, without adding/swapping mechanics, if the mandate was that Katana should continue to be faster with higher DPS, and that broadsword should have higher burst and/or higher DPA?
I can figure out the exact details of the differences tomorrow, as it's getting late. Once I have all the numbers written out, I'll type them here to show quantitatively how Broadsword needs adjusted. -
The thread title is "It's time to improve Broadsword" not "It's time to make Broadsword different". Differentiation is important, but the set will still be unappealing if it quantitatively underperforms every other weapon set, which it does. I'm not saying that the mechanic is in itself a bad idea. It is a very good one. I'm just saying it won't do much to fix the issues the set has. Something needs to be done to increase and emphasize the strengths of Broadsword. If you told me this mechanic was being implemented AND a unique Build Up replacement was coming with it, I'd be on board.
On a side note, I understand that 5% is the minimum chance to miss, a.k.a. streak breaker. If what I'm reading about your idea is correct, there's a 10% chance for this effect (whatever it is) to occur IF you miss to begin with. So if I miss 10 targets, I would (on paper) hit one with this extra effect. I see how that is different, and I see how it could sometimes be useful. What I don't see is how that improves Broadsword enough to justify choosing it over Katana, or say, Titan Weapons. Keep in mind Titan Weapons has a new mechanic all it's own to draw in new players. -
Quote:Yes, I'm aware that it has Slice and Whirling Sword. I've been playing my BS/Invuln almost exclusively for 6 years. I almost never miss more than one or two targets when I use an AoE. The detoggling would be a valid point in my mind if PVP was the main thing under discussion. I find that it's a non-issue in PVE. Most enemies that have toggles die quickly, and AVs are usually under extreme debuffs from the team anyway. And yes, things can't attack when they are asleep. But you would be negating one, maybe two attacks before you or a teammate woke the target up.1. Sleep means they cannot attack.
2. Unlike terrorize, sleep detoggles.
3. Broadsword has AoEs.
I'm under the impression that we want something that makes Broadsword have a unique effect that also gets it to be on par with other Scrapper sets. A 5% chance to negate one or two attacks will not do that. -
That's true, but I don't believe that a 5% chance of something happening is the change Broadsword needs. It needs more. An interesting idea, but it needs something else with it.
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That's just not enough of a change then. It might as well not change anything. How different would it be that the one target you miss falls asleep? Especially since sleep would get broken on your next attack.
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I don't see how the redraw would be a problem at all. Start out with the arrows to debuff your foes and lay down Oil Slick. Then pull out your Beam Rifle and go to town. I like this idea so much I might make one lol
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MA used to be the ST scrapper damage king. It's very appealing for Tankers because of the defense from Storm Kick. I have a Shield/MA Tanker that is enjoyable. I would pair MA with a set which is based on positional defense, as the extra 10% from Storm Kick would be most helpful there. For instance, my Shield tank most likely won't need IO bonuses to softcap (haven't done the math yet, he's level 15).
Street Justice has great ST damage from what I know of. However, MA shouldn't be far behind and the defense bonus may make it worth picking over StJ. -
Suppose instead of having a sleep effect that applied when the attacks missed, you gave every attack a small chance of causing terrify on the target. The idea is similar in that it is a soft control, since terrified foes still attack you if they are being attacked. It also goes with the concept of Broadsword since the opponent would be terrified of your powerful attacks.
The sleep idea is interesting, but I agree with EG that it would be working against the existing traits of the set - and I like those. -
I agree that Broadsword needs changes. Badly, in fact. I've been saying this since launch. I started by saying Broadsword and Katana shouldn't be the same thing. Then the game advanced, Katana got changes, and Broadsword ended up lagging behind. As it stands right now, concept is the only reason to take Broadsword over Katana. Something needs to happen to fix that. Especially with the new melee sets that are coming out. The concern here isn't that Broadsword doesn't play well. The concern is that other things play better, and pretty soon, nobody will be playing Broadsword.
I've read a lot of interesting solutions in this thread. However, some just don't seem like they have much chance of being implemented. Of what I read, I like two ideas the most. That's why those ideas are what I'm using to form this one.
First, take Build Up and replace it with a power like the new Peacebringer Inner Light power. It starts as a large damage bonus that slowly decays over time. This is more effective for a Scrapper than a clone of Rage, and requires little work on the part of the devs as it is essentially a clone of an existing power.
Second, add a chance for -Res to the AoEs. These powers emphasize the wild swings one would make with a broadsword, and also wouldn't take any new animation or art. It's just numbers. From what I understand, the art department at Paragon Studios is currently swamped and that was a part of the reason why the recent Kheldian changes did not include such things as faster form changes, which a dev (I forget which) posted and said they did in fact want to include in some future update. That means that any change which includes new animations isn't going to happen for any other AT/power sets either.
I think this would give Broadsword what it needs - damage more on par with Katana and something that makes it mechanically appealing as an alternative choice. -
Hello tanker gurus! I'm sure you're sick of getting questions like this, but I'm looking to build a Superman/Statesman clone. The combos that have come to mind for this are Inv/SS (naturally) and WP/StrJ. I've played a /Inv scrapper as my main for over 6 years, so I'm well aware of the positives and negatives of that set. However, I've never played WP or StrJ and have only played a low level SS. StrJ seems faster paced than SS and has better animations imo, but I'm not sure how it performs in comparison. WP seems a lot like Inv, but with enough difference that I won't feel like I'm reinventing my main. Again though, I'm not sure how well it performs. I was hoping to get some advice on this, and maybe a link or two to builds (even post an example if you have the time).
What I want from my character is this:
*Extremely high survivability. I want to be able to stand next to a Granite and 9 times out 10 live just as long as he does. This is going to be the tank that I offer to bring to TFs and Trials to help out friends and sg mates. I want it to be very good at being a tanker.
*Superman concept. Flight and either LBE or Arctic Breath being the primary requirements. Arctic Breath seems like a pretty good power, but I'm uncertain if it's worth going through the trouble of switching to villain and back.
*Feel "super". I know this one is a bit subjective, but a lot of my characters have a natural feel to them and/or use weapons. While they are fun, most of them feel kind of first person shooter-y. So I'm looking to put the super back into hero with this character.
Any and all advice is very much appreciated. -
Some general observations about the DM/Invuln combo:
1.) Dull Pain - This is an HP buff, not a heal. Having it a little better than perma is good so that slows don't make it have downtime.
2.) Siphon Life - This is your heal. Either this, or green insp.
3.) Perma Hasten - Not needed. Sometimes useful, but not needed. All you need is a full attack chain and perma dull pain. I've had builds on my /Invuln that did perfectly fine without even having hasten.
4.) Unstoppable - Not worth it. For Tanks, this might be needed to cap their resists and save the team. They'll survive the crash because the team will save them. In my experience, if the Scrapper needs to turn this power on, the fight is lost already anyway.
5.) Shadow Meld - I could see how it might have been useful with Unstoppable in the build. However, you should be aiming to soft-cap your s/l defense anyway. So even then the benefits would be negligible. Without Unstoppable, Shadow Meld is a waste of a power slot.
6.) Hibernate - If you want a T9 armor power because you have an aversion to xp debt, this is the patron power for you. I had it until recently and dumped it to pursue a new concept for my main. But it really is a spectacular power to have. I almost never died when I had it. -
I''m currently on an iPad so I don't have access to Mids to post the build, but I'm looking for some opinions on the idea of a near-perma Mu Adept on my BS/Invuln Scrapper. The build gives up a lot of the defense I've grown accustomed to, but it is still soft capped to melee and lethal. I haven't had the Mu pet before, so I'm not sure how good it is, but I'm hoping that it will contribute a decent amount of damage to make it worth it. I was looking for a way to increase the damage output of my build, and this seemed like a good way since the extra damage would be coming from a pet. That way it circumvents the damage cap and might not be affected by a debuff if I'm taking most of the aggro. Theoretically, Invincibility and my AoE attacks should allow me to keep that aggro.
I apologize if this is difficult to read. Again, I am on an iPad. -
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Quote:Thanks for the build, I'll be going with something like this, though I will probably sacrifice just a small amount of recovery and regen to pick up Mu Bolts for a concept that's growing on me. As I currently have both Rebirth Radial and Ageless Core at T3, I imagine that I can live with the small losses.garrh, sorry, I posted the build before I finished it, dopey me.
Here's what I'd recommend, honest.
You get more damage by more recharge and much better slotting in the attacks, not to mention perma-hasten. You get even more damage by being able to handle almost anything without having the unst/hibe your way to survival. This isan't as fast as it's possible to get with a bs/inv, but it's pretty up there and gives up very little in other aspects. Plus, it's still as close to your current build as I could manage, so it should feel familiar to play. The big difference in attacking is that parry is now optional versus most things, which is another big boost to your dps. -
Besides http://boards.cityofheroes.com/showthread.php?t=264110 I have little to add. Nobody does in fact. Not much has been revealed at all about Titan Weapons or Time Manipulation. Personally, I'm more interested in the latter, but Titan Weapons could prove interesting.
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Pretty sure it's a new powerset. That kind of disappoints me, as it completely makes my main Sword/Invuln outdated. I wish it was just a new sword animation.
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My current build for my main is fun and very survivable. However, I have found the damage to be somewhat lacking compared to other Scrappers that I team with. I often end up being more like the off-tank with a bit of extra damage than a true Scrapper. That's largely due to the incredible combination of Unstoppable and Hibernate, which makes the crash a non-issue. I was hoping that perhaps someone would be willing to assist me with making an alternate build that has higher damage for those times when DPS becomes more important than staying alive. If it maintains similar survival capability than I'll just use a respec instead of an alternate build. Anyway, this is my current in-game build:
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Thanks for the reply. I hadn't seen the combo before so I was hoping that someone at least thought it was a good idea lol.
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I was wondering if anyone has ever played a Merc/TA MM before? It seems like a good combo because the Mercs are typically seen as lacking in the control department and TA has some nice controls mixed with debuffs. And Oil Slick Arrow is always fun. I'd go tech origin probably so that I could light the slick. I am somewhat concerned though that the debuffs won't offset lack of defenses in the end game content. What do you guys think?
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Well then, I now dislike them being disabled more than before. From a design standpoint it was acceptable. Now I suppose I'll just have to live with the fact that they disabled taunt procs in auras because they were busy making Praetoria the center of the multiverse and didn't want to work on a bug.
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If I place a Chance for +Recharge proc in Water Spout, will it affect me? I know some summoning-type powers cause strange things to happen with procs.
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Quote:If so, then why is Lightning Storm still allowed to use ST damage sets? The procs in those occasionally deal damage to the summoner don't they? Of course, I have no stormers myself so I'm basing that only on rumor.That doesn't sound right to me. As I understand it, the reason taunt sets were removed from taunt auras was because some procs would effect the Tanker as well as their targets. The one that really comes to mind is Triumphant Insult: Chance to Disorient. When it was slotted into (some?) taunt auras, it would proc on the Tanker, effectively reducing their stun protection.
I believe that was why they were removed, not because they allowed taunt auras to (minor) deal damage.