firespray

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  1. Quote:
    Originally Posted by Miladys_Knight View Post
    That's because numerically they don't. Blaster don't out damage them and don't have anything to make up for it.
    At least we can agree on this.

    Quote:
    Originally Posted by Miladys_Knight View Post
    So what do you do when you admit that a blaster hasn't really ever had a functional core concept? At this stage in the game they most certainly don't. Their role of "damage king" (a canard by the way. Damage king has always pretty much been lip service in describing them, part of that has to do with the ZOMG no tank mage business) has been usurped by most of the other ATs so that those other ATs can solo reasonably well. The blaster all ready had enough damage to solo, what they lacked was mitigation.
    This here is really the crux of the problem. While I would argue the point that blasters haven't ever had a functional core concept, I agree with you that they don't really now. And that's why I think fixing blasters is going to be so hard. I think to really do it right you would almost have to redesign the AT from the ground up, and I don't picture that ever happening.

    Quote:
    Originally Posted by Miladys_Knight View Post
    Glass cannon. That gets bandied about so much that I am quite frankly sick of it. The entire idea is absurd. NO one would ever cast a serious cannon out of glass. It's not even reasonable think of it that way. Besides which, who ever heard of a cannon being locked into place by a wussy little ring of fire? What cannon isn't going to fire if you put ice around the outside? What chance does a mind control ray have of putting out the fuse and stopping the cannon from going boom? Contrary to the bugs bunny cartoons, sticking your finger in the barrel of a gun doesn't prevent it from going off nor does it make the gun explode.
    I don't think it's meant to be realistic.

    Quote:
    Originally Posted by Miladys_Knight View Post
    Glass cannon goes hand in hand with the other equally false platitude of range = defense. Range only equals defense if you have a ranged advantage. The blaster doesn't have that advantage, the mobs do. The blaster can't even keep the mobs at range to preserve that fictitious advantage. Only Dark Blast and blaster PPPs have the tools to attempt that, they are both fairly new additions, and they don't have enough range in those powers (excepting Mace mastery) to succeed.
    The range = defense thing has been crap for a long time now. Back before they gave every enemy a ranged attack of some type it conferred some advantage, but now it's meaningless.

    Quote:
    Originally Posted by Miladys_Knight View Post
    Except that you just said that they need increases in both. In actual fact blasters have enough damage to solo effectively since other ATs that have less can do so. The blaster lacks the ability to continue to apply that damage which is why they fail.
    I think this kind of goes to the core of our disagreement here. You clearly want improvements that will make blasters easier to solo. I couldn't care less about that. I don't play this game to solo. 90% of the time I'm playing, I'm on a team with at least 6 people. Generally on a team that size, I can survive okay. Maybe not as well as a scrapper or brute, but it's not like I'm dying constantly. What I really want is for my impact on a team to be felt more. I don't want to be interchangeable with every scrapper or brute. I want there to be a fair tradeoff to playing a blaster. I want the team leader to say "Okay, it will be harder to keep the blaster alive than a scrapper or brute, but the blaster will do a lot more damage".

    I do realize that the devs have mostly tried to make sure soloing was a valid option as well, but this is still primarily a multiplayer game, and I feel any fixes should be focused primarily on the multiplayer aspects of it.

    Quote:
    Originally Posted by Miladys_Knight View Post
    This should concern me why?
    I'm not saying it should. I'm just saying that "Giving blasters mez protection and nothing else is good enough for me, so by god it should be good enough for everyone else too" is a selfish argument, and isn't likely to convince a lot of other people.

    Quote:
    Originally Posted by Miladys_Knight View Post
    Notice that nothing in the unfun list has anything to do with lacking damage. I think that it is a pretty reasonable conclusion that adding a little damage or even a moderate amount of damage isn't going to solve any of the not fun issues. Especially when mez and defeat prevent you from using increased damage. It might reduce the issues slightly but it can't solve them.
    Uh huh, which is why I've repeatedly said that blasters should get survivability buffs as well as a damage buff. I just don't want survivability buffs instead of a damage buff.

    Quote:
    Originally Posted by Miladys_Knight View Post
    I can just about guarantee you that getting the amount of damage buff required to fix the problem is FAR more than the devs will ever consider giving to the blaster. You CAN'T balance low survivability with high damage. This game has spent years failing to do so. The fulcrum is just too far from the center of the lever. The weight you would have to add to the short side to achieve it is too much.
    I agree with you that at the moment blaster survivability is too low to balance strictly with a damage buff. I am not, nor have I at any point said that the devs should buff damage and be done with it. I'm not sure how to get that across to you any more clearly.

    Quote:
    Originally Posted by Miladys_Knight View Post
    The best I can see the devs doing is making ranged 1.25 and melee 1.125. That would be spitting in the wind.
    I see no reason why it couldn't be a bit higher than that.

    Quote:
    Originally Posted by Miladys_Knight View Post
    Except that a damage buff won't make up for the lack of survivability.
    It will if you also increase survivability a bit at the same time.

    Maybe I can explain a little better what I'd like to see done. The example below may not hold 100% true to reality, but hopefully it is close enough that you can get the point I'm making.

    If you look at the 4 melee archetypes, they sit on various points along two spectrums, damage and survivability. If we say the high end of those spectrums is a 10, and the low end is a 1, then for survivability, you have tanks sitting at 10, brutes at maybe 8, scrappers at 7, and stalkers at say 6. For damage, you have stalkers at 10, scrappers at maybe 9 (I realize stalkers may not be higher damage than scrappers, but bear with me), brutes at 8, and tanks at 6 or so. For the most part, the archtypes are balanced, because tradeoffs are fair. For any given archetype, the higher they are on the survivability spectrum, the lower they are on the damage spectrum. If you add together the damage number and survivability number for each archetype, you get 16 for each one, meaning they're pretty well balanced.

    Now if we add blasters to that spectrum, They sit quite high on the damage spectrum. Probably a 9 or 10. On the survivability spectrum though, they sit at about a 2, maybe a 1. So the combined number for a blaster is 10-12, well below the other archetypes, meaning blasters aren't balanced with them, as everyone is perfectly aware.

    So if we're going to fix blasters, we need to bring them up to a 16 somehow. You could leave their survivability at 1 or 2, and bring their damage up to 14 or 15. That's very unlikely though, and may not even fix the problem, since you'd still get mezzed a lot, and die frequently. So overall that's probably not a good fix. You could also go to the opposite extreme. Leave their damage alone at 9 or 10, and bring their survivability up to 6 or 7, on par with a stalker or scrapper. I think that's just as unlikely, and I don't think that's a good solution either, since other than having more ranged and less melee attacks, I'm not sure the blaster would play much different than the stalker or scrapper. And then there's the combined approach. Bump the blaster's damage damage up a modest amount, say to 12, and bump their survivability up a modest amount as well, say to 4. Then you have an archetype that is to scrappers as scrappers are to tanks. They'd be more survivable than they currently are, but still less survivable than the melee archetypes, but there would be a reward to balance out that risk as well. They'd do more damage than the melee archetypes. And that I feel is the best solution to fix the issues with blasters.
  2. Quote:
    Originally Posted by MaestroMavius View Post
    One concept I'd like to see is a new EAT, a heroic version of MM's.

    Manipulators.
    The set would be based around having coercion powers, which would act as permanent confuse. Basically you'd be able to turn 3 or 4 bad guys into pets until they died, complete with MM controls once coerced. You wouldn't have control over their enhancements/slotting. But you'd be able to cherry-pick your group or just roll with whatever group is in the vicinity. Could be tricky to pull off but interesting to play. You could have the health bars turn blue to indicate that the coercion power is being applied, which takes time. Then once fully manipulated they con as allies, etc.
    It's interesting that you mention this. I've thought of the same mechanic, though I wanted to replace mind control's mass confuse with it, to give the set a real pet.
  3. Quote:
    Originally Posted by Jalandir View Post
    I wonder how this would work in mechanical terms. Toxic has no type or positions, if I recall correctly, and is rarely resisted.
    I think toxic attacks still have positional components, there's just no typed defense against them.

    I wouldn't see it being a huge problem for a toxic-themed powerset anyway. With the exception of smashing/lethal, it's not super common to run into enemies that are resistant to your attacks. Toxic attacks would have a slight edge there, but probably not enough to make it out of the question.
  4. Quote:
    Originally Posted by Zyphoid View Post
    When buildings start to go up in your area
    How'd you know about that? That was supposed to be a secret. I swear it was an accident.
  5. Quote:
    Originally Posted by Zyphoid View Post
    I would say drop it completely, and stick an attack there. Give every scrapper set a ranged, or ranged like attack in that spot.

    Katana and BS should have an attack like shield bash. Give MA Forms, or a fire ball, well you get the idea. Or Stick superior conditioning there.
    Give martial arts a Street Fighter style Hadouken attack.
  6. I'd like to see some more improvised weapons for the set. I'd love to go around hitting things with a tree. Or maybe a big i-beam.
  7. Add a third vote for Fire/SR. To this day that remains my favorite character ever. He can pretty much do anything I can think of to try.
  8. Quote:
    Originally Posted by Miladys_Knight View Post
    Blaster dead and boss at 2/3s health or blaster dead and boss at half health instead. The problem is still blaster dead.
    Yes, sometimes it may mean that. Other times it will mean the difference between blaster dead and boss with a sliver of health and boss dead and blaster with half his health bar left. It may not be a large effect, but it WILL have a positive effect on blaster survivability.

    Quote:
    Originally Posted by Miladys_Knight View Post
    I don't care one way or the other if the devs give blasters enough of a damage buff to put them head of scrappers.
    I do. I want blasters to live up to what they're supposed to do. Damage, and lots of it.

    Quote:
    Originally Posted by Miladys_Knight View Post
    I'm of the opinion that most of the people that think blaster damage is too low spend most of their time mezzed or dead. The former reduces damage output to a pittance (especially in comparison) and the later reduces damage output to 0.
    I'm not sure about most people. That doesn't apply to me though. I mainly play my blasters on large teams. I don't spend an appreciable amount of time mezzed, and I die infrequently. And despite that, I can't conclusively say that my blasters outdamage brutes or scrappers on the team by an appreciable amount.

    Quote:
    Originally Posted by Miladys_Knight View Post
    I just want to be able to use the damage I all ready have continuously just like all the other damage ATs get to do.
    I just can't see that ever happening. While there have certainly been changes made to archetypes over the years, none of them have strayed too far from their core concept. And like it or not, blasters' core concept is the glass cannon. I don't see them ever getting rid of the glass part of that. While blasters may see some minor increases in survivability, I can't imagine it ever even approaching the level of melee archetypes.

    Quote:
    Originally Posted by Miladys_Knight View Post
    What I'm arguing is, that if blasters get a survivability boost. they may not NEED a damage boost. I could do it with mez protection alone. I know that from having Clarion on a couple of blasters.
    I disagree with this. Blasters need increases in both survivability AND damage to become competitive. And I think the game's design philosophy makes it more likely that we'll see the damage increase than the survivability increase.

    Quote:
    Originally Posted by Miladys_Knight View Post
    I don't know if that is enough to help the average blaster player but I know that it would make the difference for me and by extrapolation for any other players like me.
    This just seems selfish.

    Quote:
    Originally Posted by Miladys_Knight View Post
    Except that the logic doesn't follow because you are only looking at the damage side of the issue. It isn't that other arch types do comparable damage to blasters. It's that they do that damage with MUCH higher personal mitigation.
    I'm focused on the damage side of the issue because to me that is where the problem lies. Yes, melee archetypes can do comparable damage to a blaster with much greater survivability. But blasters always have been, and have always been intended to be, high-damage, low-survivability archetypes. I wouldn't mind so much my blasters being harder to keep alive than my scrappers IF they did more damage while they were on their feet.

    Quote:
    Originally Posted by Miladys_Knight View Post
    Except that I don't believe the devs will bring up blaster damage to the level required to give damage based mitigation. I know what point my survivability changes from adding raw damage. It's the point where I have 3 or more small red insps active and some of that (perhaps even much of that) comes from the faster rate of receiving insp drops by killing quicker. I can't see the devs buffing blaster damage by 75%.
    And I don't believe that the devs will bring blaster survivability up to the level required to balance them with melee archetypes without a damage buff as well.

    And as I've mentioned before, I don't want a damage buff BECAUSE it will increase survivability. That's icing on the cake. I want a damage buff to make up for the lack of survivability.
  9. I'm not sure a lance would really work with most of the animations for the set. A lot of them are swings from one of the sides or from up or down. A lance only really works with stabbing.
  10. What would I do to enhance my CoH experience? I'd buy everything in the paragon market. And I'd build myself a $20,000 absolute top-of-the-line gaming computer to play it on. And connect it to the fastest internet I could buy. That's really about it.

    The rest of it? Some would be given to family and friends. Some to charity. Some would go towards buying my new house, a few new cars, and my P51 mustang. Most though would be tucked away in investments, insuring that I wouldn't be one of the people who won the lottery and went broke 5 years later.
  11. I'm addicted to fire. 2 fire blasters, 2 fire corruptors, 2 fire scrappers, an earth/fire dom, a fire/kin controller, and an ss/fire brute. Several other toons also have the fire epic pools.

    I also play a lot of /wp, and I've rolled several energy aura toons since the changes, though most are low level.
  12. Quote:
    Originally Posted by Miladys_Knight View Post
    Mob hit points by rank usually increase in a regular progression. ie: a minion has 500, a lieutenant 1000, and a boss 1500 for example.

    BUT they also con in a linear progression. So in one spawn the minions may all be white, the lieutenants will be yellow, and the bosses orange. That means that rank also applies the purple patch which means that progression isn't linear anymore. It might take 3 shots to kill a minion but instead of the 6 you would expect to need to kill a lieutenant it takes 7 and instead of the 9 you might expect it to take to kill a boss it takes 11.

    Another thing that also isn't being taken into account in your reckoning is that higher hit points totals means that when a higher ranking mob gets a tick of regen it heals for more HP. That can up the required number of shots by another one based on rank especially if the animation times of your chosen power set are lengthier than a more optimal power set.

    You have also forgotten to account for higher ranking mobs having a larger selection of powers. They do more damage per unit time and are more likely to have mitigation powers and ALL mobs that are ranked boss and higher are essentially immune to a single application of what ever hard control a blaster may have available.
    These are valid points, but I didn't feel the need to account for them because you won't change. Those things are all true now. And they don't change the fact that a modest damage increase will still have more of an effect on the kill speed of bosses than it will on lower ranked enemies.

    Quote:
    Originally Posted by Miladys_Knight View Post
    There are several boss types in the game that have the ability to 2 shot a SOd blaster in melee range and some of those powers have the chance to apply a deleterious secondary effect to the blaster, like mez, further reducing the blaster's ability to survive and sharply curtailing what attacks that can be used and how much damage output the blaster has. Most blasters can't exchange blow for blow and expect to live.

    This is the main reason that I believe blasters should have dependable mez protection either as part of their inherent or part of their secondary (or better yet in both)
    I'm not arguing that blasters shouldn't get survivability boosts outside of a damage boost. I'm saying they should get a damage boost in addition to boosts in survivability. My reasoning is pretty simple too.

    Most of the melee archetypes (barring tankers) do comparable damage to what blasters can do. Logically then, in order for blasters to be balanced with melee archetypes, they'd need to have survivability on par with them. And I really can't see that ever happening. It smacks too much of tankmages, and for good or ill, that concept seems to be considered unacceptable in this game. And even if they did decide to do it, I'm not sure I'd want them too. I like the glass cannon concept, but I want to actually BE a glass cannon, rather than a paper mache shotgun.

    So since they probably aren't going to buff survivability enough to bring blasters in line with the various melee archetypes, the next best thing would be to bring survivability up somewhat, and bring damage up as well.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Oh goodie, one of these; always a time saver for me:





    Since you're now saying you're not saying what you were saying, there's no longer anything that needs to be discussed. Like I said: time saver.
    Exactly, thank you for pointing out the quote. Nowhere in that quote do I say they should do it all the time, and nowhere in that quote do I say that there couldn't possibly be a problem with that level of damage. I said it sounds about right to me.

    While my post could have been clearer, you're making incorrect assumptions based upon it.
  14. Quote:
    Originally Posted by Miladys_Knight View Post
    To buff blaster survivability with damage output you need to increase damage out put in such a way that it takes 1 less shot to defeat EACH mob 100% of the time. If a 25% buff to damage doesn't reduce number of shots required it looks like a buff but doesn't function that way since it still allows the mobs to put out the same amount of damage in the same time which is still going to kill the blaster before the blaster can kill the spawn.
    I disagree with your premise here, particularly the bolded part. I mainly disagree with it because not all enemies present the same level of threat to a blaster. Barring a few specific enemies maybe, minions are much less of a threat than bosses. And because of the way hit points scale based on rank, damage buffs become more effective at lowering the number of attacks required to drop an enemy as you go up in rank. A 25% damage buff might not change the number of attacks required to defeat a minion, but it would certainly lower the number of attacks required to defeat a boss. And since bosses are considerably more able to kill a character than minions are, that would certainly have a positive effect on survivability.
  15. Quote:
    Originally Posted by Arcanaville View Post
    I didn't say you said they *needed* to do it, I said saying "since I can one-shot things sometimes, there can't be a problem with making blasters one-shot things all the time" is false.
    Well, I didn't say that either. It would be great if you would stop putting words in my mouth.

    Quote:
    Originally Posted by Arcanaville View Post
    I'm aware of the BU calculation. You forgot to include the fact that your damage drops to zero during BU's cast time, which actually makes BU's average damage buff even lower than that.
    Then I'm not sure why you said going from buildup active a third of the time to buildup active all the time is a threefold increase in damage, when it clearly isn't.

    Quote:
    Originally Posted by Arcanaville View Post
    *But* when you get down to the difference between two-shotting and one-shotting, even if that only requires 1% more damage in points, that's doubling kill speed. And kill speed is ultimately what's balanced for, not damage points. Damage points are *usually* comparable to kill speed, but 1% more damage and twice the kill speed is not going to be seen as only 1% more damage. Its going to be seen as twice the kill speed.
    I agree with you there, but that's not the argument you made.

    Quote:
    Originally Posted by Arcanaville View Post
    Technically, though, I should have said its a three times incremental increase in kill speed. If you are killing things one-third of the time with one shot, and two-thirds of the time with two shots, then killing everything with one shot (of these kinds of targets) equates to an increase in net kill speed of 67%. That's still high enough to make the one not say anything about whether the other is reasonable.
    Yes, this is the argument you should have initially made. And I agree with it.

    My point has never been that blasters should be able to one-shot minions all the time. My point has always been that there is room to increase blaster damage so that blasters can again legitimately claim to do the best damage in the game without breaking anything.

    If someone can legitimately prove otherwise, I'll listen, but so far no one has.
  16. Quote:
    Originally Posted by Arcanaville View Post
    The difference between being able to do it one third of the time and all the time is essentially a three-fold increase in damage. Just because X is ok, doesn't mean 3X is also ok.
    Not true at all. When buildup is active, I do roughly 300% of base damage for the power (100% base, +100% for buildup, +100% for slotting). When buildup isn't active, I do roughly 200% of base damage. Buildup being active one third of the time means on average I would do roughly 233% of base damage. So going from buildup active a third of the time to buildup active all the time would mean my damage increased roughly 30% over what I normally do. That's a long way from a three-fold increase in damage.

    Quote:
    Originally Posted by Arcanaville View Post
    Also, for Build Up to be up a third of the time requires +200% recharge, or if BU is slotted at least +100% global recharge. That's not typical, and certainly not typical while leveling up.
    I realize this, and even mentioned myself that these characters were pretty high on the performance spectrum.

    Quote:
    Originally Posted by Arcanaville View Post
    Just because something exists, doesn't mean its valid to allow everyone to have it all the time. Right now someone somewhere is at the damage cap, the resistance cap, and the defense floor. That doesn't mean it wouldn't be game-breaking to allow everyone to have that all the time.
    Nowhere did I say that blasters need to be able to do that kind of damage all the time. I was simply countering the hyperbole that was posted as an argument not to buff blaster damage. While I feel that blasters need a damage buff (among other things), I don't think it needs to be that large to make them competitive. There's a lot of room to work with between the damage an average blaster does and the damage a purpled-out, fully-incarnated dark/shield scrapper does. The former shouldn't equal the latter, but I think it could be moved closer without hurting anything.
  17. Quote:
    Originally Posted by Arcanaville View Post
    Not consistently. One-shotting a 430 health minion at level 50 requires the equivalent of about 6.9 DS. Assuming slotting in the area of +100% damage, that would then require an attack of 3.45 DS to one-shot a minion outside of a critical. Only one scrapper attack hits that hard - concentrated strike.
    No, I can't do it all the time. It takes buildup on my fire/sr scrapper, which is only up about a third of the time IIRC. My dark/shield can do it more consistently since he has both soul drain and AAO. And both are admittedly purpled to the gills and have T3 or T4 incarnate abilities in all their slots.

    However, my point was that what Miladys_Knight was using as an example of game-breaking amounts of damage is already available, and isn't breaking anything.
  18. Quote:
    Originally Posted by Miladys_Knight View Post
    Not really, there is a glass ceiling for damage. Blasters are near it. Getting enough damage to make up for the lack of survivability would push us far over that ceiling.
    I strongly disagree with this. There are already many melee sets that can do more damage than most blaster sets, both in burst damage and sustained DPS. Blasters are nowhere near the 'glass ceiling'.

    Quote:
    Originally Posted by Miladys_Knight View Post
    The amount of damage required to give the survivability comparable to other ATs would mean that we'd be one shotting minions, 2 shotting lieutenants, and 3 shotting Bosses.
    I hate to tell you this, but my scrappers can already one shot minions and two-shot lieutenants. They can't 3-shot bosses because bosses have way to many hit points for that. I would say that dropping a boss in 3 hits, and one-shotting minions and lieutenants would be about right for blasters. Especially considering many enemies are capable of two-shotting a blaster easily.

    Quote:
    Originally Posted by Miladys_Knight View Post
    The problem can't be solved by increasing blaster damage without breaking the game. That means that other things are needed instead.
    No, I'm pretty sure buffing blaster damage would work just fine. It certainly isn't going to break anything.
  19. Quote:
    Originally Posted by thgebull0425 View Post
    Hmm, is it perception, or is it reality. It does seem as though there has been a mix of powers coming out recently. Having said that, it seems as though it has been melee heavy.
    It is definitely melee heavy, no doubt about it. There's a reason for that though. When they create a new melee powerset 4 ATs can use it, almost unchanged. So they get a lot more benefit for the same amount of work. Conversely, things like dominator and blaster secondaries, and mastermind primaries can only be used by a single AT, and are just as much work as a melee set (or a whole crapton more work in the case of mastermind primaries). That's why there are something like 18 melee sets, and only 7 blaster and dominator secondaries.

    I would like to see more non-weapon sets as well. It seems like there are some relatively easy concepts that could be explored. Psychic melee, radiation melee, radiation armor, gadget or devices control. All have been mentioned many times before. And all are concepts that are already in the game in one form or another. I'd love to see them explored.
  20. Quote:
    Originally Posted by Reppu View Post
    DPA indeed. Also a very useful secondary effect. I also don't consider overpowered Pay 2 Win sets like Titan Weapons, a set I STRONGLY feel needs a few hits with the nerf bat, but never received and never will now. You will not find me harping on about a set needing nerfs like Titan Weapons does.

    If your view of 'superior' is burst damage, then yes. Dragon's Tail falls behind, slightly. Still animates a LOT faster with a good base damage, though. In fact... (Skipping the flatly BAD ones)

    Dragon's Tail: 81.2 Base Damage, Knockdown, 1.716 Arcanamation.
    The Lotus Drops: 91.34 Base Damage, -Defense, 1.98 Arcanamation.
    Spin: 108.7 Base Damage, 2.64 Arcanamation
    Fire Sword Circle: 126.7 Base Damage, 2.94 Arcanamation

    ....

    Nope, giving it to Dragon's Tail. It is definitely one of the better overall PBAoE's, by a margin, of STANDARD PBAoE. AKA 8 Radius generics. It won't beat the power-creep AoE's (Spinning Strike arguably, Whirling Smash DEFINITELY).

    Note: I am aware of Damage Scaling, and Dragon's Tail keeps up very nicely. It's speed also allows a secondary AoE to be fired off quickly, for faster 'burst' damage IE: a fireball.
    Like I said, it's okay. If you like it, then great, but it's nowhere near good enough to be called the best in the game. And you can call Titan Weapons and Street Justice pay to win and ignore them all you want, but they're in the game, they exist, and they're considerably better than MA, it's just reality.
  21. Quote:
    Originally Posted by Reppu View Post
    I'm sorry, but Dragon's Tail is one of the better PbAoE's. Yes, it's Martial Arts ONLY AoE, but it is one of the best in the game, flat-out.
    How do you figure? If you compare the PBAOEs from all the scrapper primaries, Dragon's Tail is middle of the road by nearly any metric you care to come up with. If you go by raw damage, it's in the bottom third. If you go by recharge, it's about average at 14 seconds. If you go by damage/end usage, it's 4th from the top. The only metric where it is significantly better than some sets is DPA (which doesn't matter as much for AoE attacks), and even then it's beat out by both street justice and titan weapons, and isn't significantly better than katana, fiery melee, or claws, all three of which have better burst damage. So while it's not a bad AoE, it can hardly be called one of the best in the game.
  22. Quote:
    Originally Posted by Ironblade View Post
    Correct. You can't earn them from morality missions either at that point. Say you're a Rogue. You run a hero morality mission to change to hero. Then, you run ANOTHER - that earns you 50 REWARD merits as you confirm your alignment. THEN you can earn A-Merits either from morality missions or the signature arcs.
    Do you know whether it's possible to buy them without confirming?
  23. Quote:
    Originally Posted by Arcanaville View Post
    If Scrappers are vanilla ice cream, then Brutes are a cookie dough blizzard
    I'm disappointed in you Arcana. That is clearly not a cookie dough blizzard.

    I do like your analogy though I'd take it a step further. Scrappers are like a scoop of haagen dazs vanilla ice-cream. Brutes are a blizzard from dairy queen. Both are delicious, but for different reasons. For the haagen-dazs, its simplicity and quality are what make it shine.
  24. Quote:
    Originally Posted by Kitsune Knight View Post
    They changed how it worked a while back. Back when there was only one (maybe two) SSAs, I did several and had a number of Alignment Merits on a character that never did any tips, because they weren't originally required... a few days ago, when I came back, I got that notice about having to confirm my alignment when I tired to take the Hero merits. I ran the missions and confirmed it, and then I was able to get the merits again.
    I'm pretty sure I've fun SSA5 on this character after getting back to hero, and I was able to pick a hero merit then.

    Just in case I'm wrong though, let me confirm how this works.

    I can buy a-merits with reward merits without having confirmed my alignment as a hero. (I thought this wasn't the case either, I thought you had to have confirmed to even buy them)

    But I can't earn them from the SSAs until I have confirmed my alignment by running another hero morality mission?

    That seems needlessly complicated to be honest.
  25. Quote:
    Originally Posted by Denji View Post
    I'm honestly not sure why we should be able to get these via a-merits or e-merits when I've been getting them as drops just by killing normal stuff.
    We should be able to get them with a-merits and i-merits because the devs told us that we would.