Official Super Strength Thread


Aggromonger

 

Posted

Dual Purpose enhancements already exist, AFAIK. So one enhancement can improve 2 features of a power. *shrug*

Maybe Geko knows if this works...


 

Posted

Yep yep ... but they are currently coded at less functionality then a single SO of the same level (individually). They are also high end rewards and not sold in stores and I doubt Geko wants to code in a special enhancement type either as store buyable or as part of the built in status of a few given powers.

Wouldn't mind if he did though


 

Posted

/singed


Lead us Krunch....



LEAD US!!!!


 

Posted

Skulker,

I was suggesting the lowered recharge rate as well. Basically, taking whatever positives there are in both powers (Hand Clap and Provoke) and combine them and keep the power name Hand Clap. Then put Hand Clap in the place Taunt currently resides in the SS line (so it can be taken early in the build, and then follow suit with similar powers for all tanker lines).

After the changes Hand Clap would be a 10 second recharge targetted AOE taunt that has knockDOWN and Taunt on successfully hit mobs. The power would allow Taunt Duration, Accuracy, Recharge Reduction, and KnockBACK enhancements.

I totally agree that the current Hand Clap recharge rate would not work even in the slightest. Combining Provoke and Hand Clap, taking and merging only the positives, would create a wonderful and beloved super strength power.


 

Posted

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If you read the suggestion for Handclap you will notice it says "decrease recharge time to 12s". With 6 slots in recharge timers that puts it down to 4 second recharge. Or 3 slots recharge and Hasten.

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Yeah, I saw that, but somehow didn't let it sink in.

The combined changes to Hand Clap are pretty big... that's a huge ask to the devs. But hey, I'd love it if they'd do it!


 

Posted

I guess I'm confused. Will SS tankers be using Handclap (revised to be superior to Provoke) while other tanker secondaries will just have Provoke inserted to replace taunt? Will SS tankers get the super-handclap-provoke and also get Provoke replacing Taunt?

Making the single-best tanker CC be a SS only power would appear destined to leave the other secondaries saying "well, we get provoke, but I wish we had Aggroclap"


 

Posted

Seriously though,

Thank you very much Krunch for uniting the SS tankers.


Man, basically I think we want to be at least equal to the other AT secondaries.

Super Strength (and this has been said before) is probably one of the most widely noticable and common SUPER hero power because of its association with the ICONIC super heroes of comics today (Superman, Hulk, Colossus, Thing, Thor, She-hulk, wonder woman). It seems to me that such a power should be given careful consideration and done right.

I just want our favorite secondary to be equal to the other power sets. Krunch seems to know how to do that so I think everyone should listen to his opinions.


 

Posted

What about a compromise (with the Devs) and make the upgraded Hand Clap have a hard 7 second recharge rate and NOT allow recharge reducers? So better than Provoke (hard 10 seconds), but also impossible to get down to the old quick recharges?


 

Posted

Awesome! Coun me in. (I have two tanks in addition to the scrappers in my sig)


 

Posted

Bonesnap,

I think Krunch was primarily focused on Super Strength in collecting the suggestions and feedback here (re: the title of this thread). I would hope that if they decided to go ahead with the proposed changes to Hand Clap that they would make similar power changes for each of the Tanker lines.

My thought was that every Tanker should be able to provoke in a way that fits their line's theme.


 

Posted

By the way, count me in. My first hero was a SS tanker and I still have a fondness for him.


 

Posted

Excellent thread Krunch, I agree with just about every point!

Good to see someone work so hard for their AT, your a real hero!


 

Posted

Good list, Krunch...

But, if they're not going to up the damage significantly on at least certain powers, I demand a name change to the Secondary. Super Strength is just too misleading. In fact, it's insultingly ridiculous that so many people chose a Secondary with obvious, archtypal notions in mind, only to be flatly confused by its mis-named feebleness.

I'm not saying that THIS Secondary shouldn't exist, or that we shouldn't try our best to fix it, as we are, but I just can't get over how Un-Super Strength the skills are... Very weak.


 

Posted

Stateswoman, I understand and agree to an extent.

Kruunch had stated however, when this thing started rolling, that the Provoke changes were intended to be a change across all the secondaries. This came after the questions from numerous tankers of other secondaries wondering where they would be left in the wake of the SS changes.

Increasing damage or recycles or even effects of the SS powers is, by and large, something that may not, or doesn't necessarily *have to* impact the other secondaries except as a way to balance their relative effectiveness within the AT.

Basically making Provoke, one of the absolute cornerstones of the entire AT, a power that only the other secondaries have to take, while SS takes a superior version of provoke + knockdown (+ KB capability perhaps and even suggestions of damage), seems to me to be needlessly divisive.

In my opinion, the SS players would do well to get as many tankers under their tent as possible. Devs are probably less likely to make changes that will cause envy within an AT.

I know SS is hurting, and hurting bad, but I think it would be wise to keep the focus narrow and zero in on must-haves. Kruunch has been really good about not over-reaching so far and I thought I would just offer a bit of feedback along these lines.


 

Posted

I agree with pretty much all of Krunch's OP *especially* the build order changes!

One thing on rage ...is it true it only increases base damage not enhance slotted damage? Is this by design?


 

Posted

[ QUOTE ]
Stateswoman, I understand and agree to an extent.

Kruunch had stated however, when this thing started rolling, that the Provoke changes were intended to be a change across all the secondaries. This came after the questions from numerous tankers of other secondaries wondering where they would be left in the wake of the SS changes.

Increasing damage or recycles or even effects of the SS powers is, by and large, something that may not, or doesn't necessarily *have to* impact the other secondaries except as a way to balance their relative effectiveness within the AT.

Basically making Provoke, one of the absolute cornerstones of the entire AT, a power that only the other secondaries have to take, while SS takes a superior version of provoke + knockdown (+ KB capability perhaps and even suggestions of damage), seems to me to be needlessly divisive.

In my opinion, the SS players would do well to get as many tankers under their tent as possible. Devs are probably less likely to make changes that will cause envy within an AT.

I know SS is hurting, and hurting bad, but I think it would be wise to keep the focus narrow and zero in on must-haves. Kruunch has been really good about not over-reaching so far and I thought I would just offer a bit of feedback along these lines.

[/ QUOTE ]

Hey Bonesnap, sorry for the confusion. The Handclap changes were listed as a preference. The Provoke changes were thrown in there (across all Tanker secondaries) should the Handclap changes not be desireable the devs (as an alternative suggestion basically). My thinking is was that if they made the Handclap changes, they would go across the rest of the Tanker secondaries and make similar changes (as the rest of the Tanker secondaries have a non-damaging AOE I believe). It should have really been an either or under the same suggestion. Hopefully they don't get tripped up when reading that.

Flip: Rage (and Build-Up and Aim and most damage buffs) are based on base damage and not enhanced damage. That's by design (or at least I would fervantly hope it is).


 

Posted

Great job, I'd love to see all or at least some of these changes come through.

If in doubt, all that the Devs really need to confirm that Super Strength needs work is to make a side by side comparison between it, Energy Melee, and the other tanker secondaries. They are all ahead on damage (with the exception of Ice) and utility, despite the fact that Super Strength should be the defining powerset because of its comic book legacy.

We don't want it to be the best, just more or less equal.


 

Posted

[ QUOTE ]
One thing on rage ...is it true it only increases base damage not enhance slotted damage? Is this by design?

[/ QUOTE ]

Yes and yes. I'd say it was done this way so that builds with little or no attack slotting would still get a good damage boost.


 

Posted

Great work Krunch, and thank you again for taking the lead on this, and to all the other tankers out there for making great suggestions and keeping them grounded in reality.

Just to echo Sturm375, it would be nice if they could fix the animation codes to make Jab a jab etc as well. [and if you guys haven't seen it yet, check out what Sister_Aurora suggested as a name change for Punch in Solo's OT thread about the locked thread oops... /chuckle]


 

Posted

[ QUOTE ]
Hey Bonesnap, sorry for the confusion. The Handclap changes were listed as a preference. The Provoke changes were thrown in there (across all Tanker secondaries) should the Handclap changes not be desireable the devs (as an alternative suggestion basically). My thinking is was that if they made the Handclap changes, they would go across the rest of the Tanker secondaries and make similar changes (as the rest of the Tanker secondaries have a non-damaging AOE I believe). It should have really been an either or under the same suggestion. Hopefully they don't get tripped up when reading that.

[/ QUOTE ]

Actually, the other secondaries would be hard pressed to have an ae aggro power similar to Superclap worked in without giving them an even bigger "powerup" than the Clap would be.

Axe - No non-dmg ae. Whirling Axe is ae but it's a superior dmg attack

Energy - Whirling Hands is ae and is Moderate Damage. They have a non-damage power in Stun, but I don't see them changing it to an AE Provoke/Stun

Ice - Ice Patch is ae, but it's pretty small so wouldn't be good for a Provoke addition. It's also quite powerful as is and an expansion of it's range significantly would be too much

Stone - Here's what you're referring to. Fault is knockup-disorient/0 dmg ae

Mace - See Axe. They have the same powerset basically but get disorient instead of KD/KB

So, unfortunately, only Stone and SS are likely candidates for this type of power change. I think it's probably much more balanced to just slip in Provoke in place of Taunt.

That does beg the question though of what to do with Taunt. Some people like it.

I guess you could put it in the Presence pool, but that pool is so weak already that removing Provoke will pretty much doom it to "never used" status. It already has Challenge which is watered down Taunt as is. Sure, a handful would take Taunt, but if people are concerned about blowing a pool on Provoke, imagine how irritated (to the point of not bothering) they'll be when Taunt is the only thing in there worth having.

If I had to guess, I'd expect to see Provoke replace Taunt in the tanker secondaries, while the Presence pool remained the same (with both provoke and challenge).

That way, Tankers get the not insignificant advantage of not having to take a power pool for provoke, but the Presence pool remains at least a viable option. I'm not saying Scrappers should have access to Provoke, something some tankers take issue with, but I don't see how you can remove the ability from the pool without just deleting the entire pool itself due to uselessness.


 

Posted

I say bump up the damage and bump down the recharge and activation time of Hurl so we can complete with blasters. See how much THEY like feeling useless.

The idea of turning KB/KD off and on is great so no one feels like their enhancements are wasted or they spent too long developing the "wrong" tactics.

Handclap does KD only, disorientation was so bad they fell over.


 

Posted

/signed

Good work Krunch, if we can get some of these changes through Super Strength will be brought up to par and more fun to play for a casual player.


 

Posted

[ QUOTE ]
I guess I'm confused. Will SS tankers be using Handclap (revised to be superior to Provoke) while other tanker secondaries will just have Provoke inserted to replace taunt? Will SS tankers get the super-handclap-provoke and also get Provoke replacing Taunt?

Making the single-best tanker CC be a SS only power would appear destined to leave the other secondaries saying "well, we get provoke, but I wish we had Aggroclap"

[/ QUOTE ]
Whoa, hold on there a sec. Lets not confuse equality with fairness. My SS tanker is in no way equal to a fire tank in terms of offense, but I don’t feel fairness means giving me the same offensive capabilities.

I believe every primary and secondary needs something to make it appealing. With the lack of any significant damage capability, I see no reason why SS can’t be THE definitive aggro management secondary.

It’s not like we’re going to do any power leveling with Handclap as a taunt.


 

Posted

[ QUOTE ]
Just to echo Sturm375, it would be nice if they could fix the animation codes to make Jab a jab etc as well.

[/ QUOTE ]

Have any of you ever tried using SS while Hovering? The animations are totally different... as in CORRECT! A jab is a jab, punch a punch, and so on. Just copy those over to standing sets, and we're good to go!

[ QUOTE ]
and if you guys haven't seen it yet, check out what Sister_Aurora suggested as a name change for Punch in Solo's OT thread about the locked thread oops... /chuckle]

[/ QUOTE ]

Can you smell what the Krunch is cookin'?


 

Posted

Looks like the Knockback enhancement changes are up on the test server, worth checking out if you can.