Official Super Strength Thread
All SS Tankers (and Tankers in general who may want changes affected on their behalf in the future) who support these changes should PM this to Statesman and Positron to come and review this list and comments.
Thanks to CuppaJo for making this the Official Thread. It's much appreciated.
Thanks!
/bump
Will do.
Ok,
Where do i sign?
Question : would you like to see Footstomp working like seismic smash?
@Asymptot :
- Asymptot : 50 Invul/SS Tanker
- Extremum : 25 SS/Nrg Brute
- Many alts
http://heroesunited.free.fr
I would love to see these changes implemented as well. Especially the opportunity to drop Provoke and replace it with Hand Clap.
/signed
/agreed
/bumped
/whateverisneeded
I personally like Footstomp the way it is (recharge and damage wise). It will be a ton better (playability wise) without the KB in it when that change gets put in.
I think there are too many higher damaging AOEs floating around and that compounds the upper end game problem. AOEs for Tankers (again, in my mind) should be lower damage, agro holding types of powers. The kind of power that makes mobs go "Oh [censored]!!! Get that guy first!!!!".
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I personally like Footstomp the way it is (recharge and damage wise). It will be a ton better (playability wise) without the KB in it when that change gets put in.
I think there are too many higher damaging AOEs floating around and that compounds the upper end game problem. AOEs for Tankers (again, in my mind) should be lower damage, agro holding types of powers. The kind of power that makes mobs go "Oh [censored]!!! Get that guy first!!!!".
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Mmmm... Now you put it that way.... That makes sense.
@Asymptot :
- Asymptot : 50 Invul/SS Tanker
- Extremum : 25 SS/Nrg Brute
- Many alts
http://heroesunited.free.fr
I am happy with Rage as its stands but the rest gets my vote.
EDIT: Therefore I'd vote for the 1Mag disorient option.
This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04
/agreed
Good Luck
Alright guys. Just got a private message from CuppaJo. She has made this the official Super Strength thread (scroll up to the first post and read the red). So no further need to PM her. Thanks.
OK. I haven't always been 100% in agreement with the knockback/knockdown controversy BUT I think this proposal can fix it for everyone. I know there are a few attacks (Haymaker and Handclap) that I WANT knockback in and since Handclap doesn't really do damage any way I am more than happy to burn the slots for KB in that power and I can live with burning a slot into Haymaker for KB too. I also think we, as Tankers, do need to become united and get behind this. It is a large step in the right direction.
You have my agreement and vote for these proposals! Now pray that they do not drill Unstoppable into (even more situational) uselessness.
Question: I don't have Unstoppable (not high enough) but wouldn't a Rage End drain clash with Unstoppable Ends drain?
I this this is a legitimate question since most SS are Inv/SS.
This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04
/sign
/agree
/pray devs do this!
What do you mean clash? Just some info, but if you clicked rage a little bit before Unstoppable, you could completely negate the stun effect for rage. So, I guess technically you could stack the rage and unstoppable end drain so you only get drained once. But how would that be any differn't than completely negating the stun? Plus don't forget the -def.
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Question: I don't have Unstoppable (not high enough) but wouldn't a Rage End drain clash with Unstoppable Ends drain?
I this this is a legitimate question since most SS are Inv/SS.
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Unstoppable regenerated endurance not drains it.
It's a legitimate question.
I thought of the compounding End drains for Inv/SS builds. My thinking though is that Unstoppable by itself will counter it well and Unstoppable and Stamina put together tend to overcome it for the most part.
There is a few seconds of real down time with Unstoppable currently and that's about it. So I don't think the compounded End drains would be problematic (but that is why I proposed a 75% end drain ... I don't think any Tanker power should have a side effect that brings down all it's toggles).
Thanks to CuppaJo for making this a the Official thread (sticky would still be nice though ).
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You have my agreement and vote for these proposals! Now pray that they do not drill Unstoppable into (even more situational) uselessness.
[/ QUOTE ]
I really would be surprised if they felt they had to downgrade any Tanker primary to accept these proposals for the Super Strength secondary.
This upgrade would simply be bringing Super-Strength up to par with where the other Tanker secondaries already are.
/signed
-Senturion
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Question: I don't have Unstoppable (not high enough) but wouldn't a Rage End drain clash with Unstoppable Ends drain?
.
I this this is a legitimate question since most SS are Inv/SS.
[/ QUOTE ]
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Unstoppable regenerated endurance not drains it.
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May bad! I thought it left you drained. Blame the manual
This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04
It does leave you drained both on Health (10%) and Endurance (0%).
If you overlap Unstoppable however, the power itself has an Endurance Regen component (a pretty good one too). So the net effect is that the End drain is very temporary.
Damn fine work, friend.
Thumbs up from me! (Though I still think provoke is artificial and annoying. Perhaps a discussion for another thread? )
<signed>
Oh yeah I agree with you on a thematic front. That's why those Handclap changes are above the Provoke ones.
I'd rather manage agro through my actions then a "god-in-the-machine" game mechanic personally.
I'm all for this, I've had a new interest in my tanker, after watching Justice League, this Sat.
Come on devs, art guys, where is my Maid costume for my characters! 5 years now, its a simple request.
I agree with all of those suggestions, however .......
I would like to Hand Clap to have at least minor damage and a louder more devistating sound effect (sound not that important though). This way it's like the sonic blast from your hands clapping together pop the eardrums of your foes, or gives them a slight headache.
I mean, if it's enough force to knock you down, it should cause sonic damage, or you should bruise a knee or scrape your arm hitting the cement. Especially like doing it to Sky Raiders on top a shaft in Terra Volta, where they go flying off the side, falling hundreds of feet, just to eventually make it back up unscathed.
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VanHeath - lvl 26 Inv/SS tanker
This is now the official Super Strength thread. Standard rules apply. All other threads will be locked.
Ok here it is as promised and in priority order. The goal of this was to get the SS line up to snuff with the other Tanker secondaries. The basic gist was to concentrate on damage and drawbacks with some utility and build schedule thought thrown in. This is from the ideas circulated around the boards and specifically hashed out in the follow threads:
http://boards.cityofheroes.com/showf...part=1#1234216
http://boards.cityofheroes.com/showf...part=1#1264247
These changes are listed in order of priority. We (the SS Tanker community as a whole) would like to see these changes implemented within the Content Issue #2 patch. The majority of these changes reflect small number tweaks to existing code. These changes have been requested with thought to balance and gameplay being foremost.
In order of priority:
1) Knockout Blow changes. The current buffed up Knockout Blow on test is decent but everyone seems to agree that it still needs more bolstering. Slight damage hike to place it solidly in the Superior Damage category (rather than just at the low end doorstep) and a recharge time of 16s rather than the current 25. This is to bring the power in line with other Superior damage category powers across the other Tanker secondaries (mind you this will be the first SS damage power that will exceed a Heavy rating while every other line has at least 2 that do).
2) Rage changes. Drop the disorient component and put in a -DEF penalty while in use (-25% suggested) and a 75% endurance drop at the end. Raise the recharge time to 8 minutes with a 2 minute buff duration. Alternative suggestion is to make the disorient component a Mag 1 disorient instead of the current high Mag disorient.
3) Hurl changes. Bump Hurl up to Superior damage (change of graphic to match Propel would be nice too, but certainly secondary). Increase recharge time to 16s (this is to bolster the SS line with a second Superior or better damage power to match all of the other Tanker secondaries). Many people are asking for Extreme damage considering the double KB effect being proposed for this by Geko (and SS has no Extreme category damage power currently).
4) KB changes. While currently in the works and in line with what has already been proposed by Geko, we would like to see the Knockdown rule apply across the board for all SS powers (all Tanker secondaries really) that currently have Knockback in them (including Hurl and Handclap) with the ability to add Knockback enhancements in them as the player chooses. Additional suggestion is just to have a KB/KD switch that a player can run in game to choose whether to have knockback or knockdown. The rationale being that players who like knockback shouldn't be penalized moreso for having to replace a damage enhancement with a knockback enhancement on top of the DPS penalty for the actual knockback itself.
5) Exchange Footstomp and Knockout Blow on progression order (important for build schedule). If Hurl changes (#3 above) are implemented then place Hurl at the L38 spot, Knockout Blow in place of Hurl in progression and finally Footstomp in the L20 spot in place of Knockout Blow.
6) Handclap. Add the ability to enhance Handclap with Taunt Duration enhancements. Buff base Taunt Duration slightly. Allow enhanceable knockback but knockdown by default. Decrease recharge time to 12s. This would be a replacement power for Provoke ideally (#8 below).
7) Jab. Raise damage to match Stone Fist. Alternatively switch Jab and Punch on progression chart.
8) Replace Taunt with Provoke (across all Tanker secondaries) in effect for Tanker secondary version of Taunt. Most Tankers feel they shouldn't have to give up a power pool set for this one power that is essentially, a Tanker-only power to begin with. Alternative suggestion is to add to base taunt duration and allow Taunt Duration enhancements to be placed in all AOE non-damaging Tanker secondary powers (1 per secondary) as per suggestion #6 above.
The vast majority of Super Strength Tankers that post on these boards have agreed that they would like to see these changes. We feel that they are not unbalancing, but rather leave the Super Strength Tanker, while still still in a lower position when compared to any other Tanker secondary, in a much more playable area then the current status of Super Strength.
Thank you in advance for any and all changes that you might do (and have already done) to this line to help it become more fun to play.
- Super Strength Tankers
P.S. - I have sent copies of this to Statesman, Positron and CuppaJo (to sticky this thread).