Devs - Super Reflexes


AllHazzardi

 

Posted

But wait, isn't defense damage avoidance? I think adding a couple resistance powers in there would be a good idea, liek someone said earlier, taking hits to your arms would be less lethal than taking them to your head or your chest.


 

Posted

Like I said above, y'all need a power called Glancing Blow.

I still like my Deflection idea. I think it suits the Super Reflexes set rather well.


 

Posted

Why would it be non-psionic? All of my defense powers defend against psionic. (Yet another reason SR is a little better than everyone thinks it is)


 

Posted

Psionic just seems like something you'd need something unnatural to defend against, imo. They're supposed to be absolutely intangible attacks. They just get nice glitter and pomp in this game to demonstrate that you are being attacked in that manner.

I just don't see how you could take a glancing blow against a mentally-directed attack. I guess you could consider that Super Reflexes being a union of mind and body and having a well-disciplined mind, etc., but that's something for the devs to decide.


 

Posted

I still think the Glancing blow power is weird as you describe it, I already get 95% damage avoidance, but if they happen to get in that 5% chance, I now have an extra 15% avoidance? It just seems unnessecary.


 

Posted

Well, by avoidance, I mean resistance. It basically means that you're not able to dodge the attack entirely, but able to dodge it enough so that you don't take the full brunt of it. Hence, a glancing blow.


 

Posted

I see. Adding a resistance power to Super Reflexes is a good idea. Ooh, maybe an ACC boosting power or something. Blasters get one, why not me?


 

Posted

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I see. Adding a resistance power to Super Reflexes is a good idea. Ooh, maybe an ACC boosting power or something. Blasters get one, why not me?

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Yes, actually it is a good idea.


 

Posted

Heh, or even for those foaming-at-the-mouth Matrix fans you could have a power that "slows time", which would slow movement and attack rate of all villians in a certain radius of you.


 

Posted

Intel.. exactly! Inv Tankers have that weakness because they are all about body.. not mind.

I think what we should be doing first is wondering what the devs are WILLING to do. We could throw all the ideas in the world and it might not matter if the devs aren't willing to make room for them.

I sort of love/hate how that works. On one hand this stop whiners from screwing the game up. The devs won't do things at the drop of a hat from what I have seen. On the other hand it makes them slow to fix what really does need help. That or they might skip over it completely.

Personaly? Just make it two toggles and two passives. I could care less what they replace it with. Just reducing how many REQUIRED powers there are would help so very much.

Not to say that I don't like the ideas. Of all the suggestions i have heard from diffrent threads I like the damage resistance and counter attack powers the best. Particularly the counter attack


 

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If we can keep this thread alive until the times that the Devs usually start checking the boards, then they'll at least see it.

Until then, keep coming up with ideas!


 

Posted

I'd really like to see a reply from the devs about their thoughts on SR. The number of slots it takes to get your defense up is to high. I'd like to see some powers combined and some new interesting stuff added. (ie reduce end cost power, accuracy boost power, resistance etc)


 

Posted

Glancing Blow: This is what I originally thought Lucky was. (Way back in the days of the dinosaurs, before Beta) Your character is "lucky", and even if he IS hit, it's a non-critical shot, or he manages to avoid most of it.

I can't understand why no SR Scrapper can have any form of damage resistance. Batman wears body armor, Spiderman has tough skin and superhuman musculature, Jackie Chan picks up things and ducks behind them as shields, nearly every "agility" superhero out there has some way of going, "Oops, that's going to hit me, I'd better minimize the damage." Even if a hero chooses NOT to wear any kind of armor, like Samurai Jack, that's a choice he made. He just didn't pick that Power.

And for the final straw, there's a perfectly good +RES power available, Practiced Brawler, and the same power in the Regeneration Power Set (Resiliance) was given damage resistance after Beta. So apparently Regen Scrappers had a problem, but SR Scrapper's don't...

Heal: I don't particularly think healing goes with the Super Reflexes style, no. But come on. Dull Pain is described as "Using ancient techniques, you can make yourself more resilient to pain." What could be more martial arts? If Super Reflexes is the Defense counterpart to Martial Arts, then why can't my kung fu master use "ancient techniques to dull pain"?

Personally, I'd rather have the resistance, though.


 

Posted

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Intel.. exactly! Inv Tankers have that weakness because they are all about body.. not mind.

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Of course, it goes without saying that the damage resistance would ONLY be for physical damage. It's that way with Resiliance, and it's that way with Tough.

I won't comment on how it's possible to dodge a psychic attack. (Maybe the Scrapper is just so agile that he doesn't let himself be seen for long enough, and the psychic needs line of sight...)


 

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Tis called mind over matter!


 

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Super Reflexes is also the only secondary set where it *doesent* make sense to have a self heal. I mean... It's Super Reflexes. How does a guy who can move fast enough to dodge bullets manage to use that to heal himself?

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Hear hear! Super-Reflexes is for people who don't want to get hit. Resistance and healing is for dumb palookas.

I'd like to see an endurance-shield type power - where hits that do manage to beat your defense are dodged at the last moment, expending a proportionate amount of endurance instead of health to represent the superhuman effort of getting out of the way in time.

Either that, or have the Super-Reflex powers augment the Scrapper's offense: killing mobs before your +def luck runs out. If a character has the speed and skill to dodge supersonic projectiles, imagine what they could do with something sharp?

Ah well.


 

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Tis called mind over matter!

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Heheh.

I kind of wonder if Dull Pain should be a "standard" defense. Like Taunt/Build Up for Melee, Aim for Ranged, and... well, okay there are no common elements in Buff/Debuff or Control.


 

Posted

My idea ...

5-Endorphin Release - Click, heals 10% of hitpoints (0% if at full health), also buffs hero damage by the 2x the % healed for 30secs. Endorphins flood your nervous system, allowing you to shrug off the effects of some of your wounds, this also supercharges your muscles making you more damaging for a short period.

6-Quickness - Auto, (33%) Reduce Recharge of powers, 20% RES on Any Hit that would do more damage then 55% of the players total hitpoints. With your extreme speed you are able counter the momentum large blows when you are unable to avoide them outright.

9-Delude - Click, Summons 1-2 mirror images. 30secs. clones do no damage, they draw extra agro and have 50% less HP. You are moving so fast you target is seeing double/tripple missing makes them angry drawing extra agro


 

Posted

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Hear hear! Super-Reflexes is for people who don't want to get hit. Resistance and healing is for dumb palookas.

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Nu uh.. It is also for people with no attention span who give up after 1 minute of trying to make a SR build in hero builder. *Sniffle* Not my fault brain no work.


 

Posted

Any thoughts on my Deflection concept (Page 1). IMO, SR scrappers needs something that makes them unique. A "class-defining" ability that the rest of the powersets have (Instant Healing/Moment of Agony (definitely needs fixed), Invincibility/Unstoppable, Death Shroud/Oppressive Gloom). SR's just have Elude, and it makes for a pretty dull-looking set, especially since Elude is the "unreachable" level 38 power.

I was thinking that something along the lines of a damage mitigation/reflection power would be right up your alley.


 

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Any thoughts on my Deflection concept (Page 1). IMO, SR scrappers needs something that makes them unique. A "class-defining" ability that the rest of the powersets have (Instant Healing/Moment of Agony (definitely needs fixed), Invincibility/Unstoppable, Death Shroud/Oppressive Gloom). SR's just have Elude, and it makes for a pretty dull-looking set, especially since Elude is the "unreachable" level 38 power.

I was thinking that something along the lines of a damage mitigation/reflection power would be right up your alley.

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I agree wholeheartedly on the Deflection type power.

How about this, along those lines:

(name i can't think of): You dodge the enemy and trip him, causing him to fall down, and take some damage. (auto type power, 20% of every shot dodged causes it to happen on minions, 10% lts, 5% bosses)

How does that tickle your fancy?

EDIT: Melee attacks, that is


 

Posted

Yeah, PB would make a good resistance power. I always have it up, so it would be a real good addition. I also want to see the AoE combined with the ranged defense. The fact that you get AoE defense so late is kinda lame.


 

Posted

Leave it open so that the reflection of damage is whatever you want it to be. I was thinking more of in an Aikido manner where you redirect your attackers force back at him. Any concept works.

The simple problem would be implementation. I was thinking that it should be inherent, but actually, like the rest of the Class Definers, it should be a toggle. And this toggle would blur your appearance. Not savagely, ruining your costume appearance, but basically have a "Matrix" effect. You know, like Flurry and Shadow Maul, only using a constant, full-body motion trail. Youl may be a little blurry when you move, but clearly visible when standing still.

Something like that would make SR a desireable powerset for sure, imo.

What it needs is a good chance to reflect a portion of the damage, being a toggle, that chance should be fair, around 20 to 25%. The damage mitigation should also be fair. After all, you have to remember, the sake of this is to help make up for a complete lack of mitigation in the SR line, and even so, SR scrappers are intent on not getting hit in the first place. This should maybe go off every other or every 3rd hit, when fully slotted.

I think the mitigation and reflection values should scale both with the level of the mob (you'll mitigate less as the mob's level increases, also returning less), and though the mitigation will be nominal, the return will scale down based on the rank of the mob. It would just be unfair for anyone to reflect 50% of an AV's damage back against it. lol, though it would fit the "boss-killer" role to a tee.

Whatever the case, even though I don't play an SR scrapper, I definitely recognize their need for appeal. Currently, the idea of just being missed isn't that glamorous. Not when other powersets can take up similar abilities (Weave, Hasten, Stealth, Combat Jumping, etc.) with powerpools and combine them with their nifty powers as well.


 

Posted

My main these days is a DM/SR scrapper. Quick question for those who have Elude...as far as I know, you can't do anything while elude is active except "dodge". Meaning you're harmless so long as it's active. Given this definition of the power, my inclination to get it is zero. Elude, as I understand how it works right now, is pretty much useless as far as I'm concerned. I gave up playing a tank for a more active role than just standing around doing nothing while something couldn't hurt me as I made faces at it.

Now on to this "Glancing Blow" thing. What you're talking about with someone with super human reflexes is rolling with the blow, as a strike connects, the Hero's reflexes automatically make him move with the direction of the blow, thus robbing it of some of it's energy. This could fucntion exactly like resilience and should be part of Quickness.

2nd point. SR does one thing very annoyingly, it breaks up melee, ranged, and AOE into 2 different defenses each, a active and a passive. AOE attacks should be included in the ranged defenses and those slots previously devoted to AOE defenses should have a different power to them. This is especially true when you consider to have his defenses running, he has to put up 3 End draining toggles!! And he doesn't hit his cap without Weave, yet another Toggle. SR should be a powerset that does not require Weave to hit it's cap, it should hit it's cap all on it's own.

The problem comes in with what do we add into SR's line to address this? One solution is a Acc buff power, make it a active toggle that costs enudrance to run. A hero with this power active is attacking so swiftly that his opponents have a harder time defending against him. (Note, Invincbility adds to both Def and Acc and doesn't break a line that's devoted to damage resistance).

Another thought is Superior Quickness, a 2nd instance of Quickness that adds another 15% power activation reduction and allows one to have a defense against energy/fire/ice attacks similiar to Resilence. Oh but wait, Resilence doesn't granta defense against energy! That's true, but instant Healing does, in fact IH doesn't care about what kind of damage it deals with, it heals it all equally. And since we're not discussing puting any healing in SR, one has to address the two major forms of damage. Note that SR Scrappers remain just as vulnerable to psionic damage as before, both physical and energy/elemental attacks still hurt, but there is a measure of mitigation.

For those who say just pick up Tough. I did, and it's end drain, along with the end drain of all the other active toggles, makes it so the only time I can use it is when I have Recovery Aura on me. And that's with 2 SO End Redux in it.

As for what to replace Elude with? Tough to say. Both Regeneration and Dark Armor also have lousy level 38 powers IMHO, Unstoppable is the only one that works reasonably well (Yes, you're at 10% health, but you're not stunned and can pop a Insp or use Dull Pain, my Tank used to do it regularly and only once couldn't recover enough hits in time to avoid defeat). So it seems that Elude along with Moment of Glory and Soul Transfer will be tossed onto the "Don't Bother" heap.


 

Posted

I remember Statesman saying he likes to observe a change for about 8 weeks or so before they make any more changes. Has it been 8 weeks since they made the changes to SR? Could be that's the reason we haven't heard anything about it for awhile.

Keep up the great ideas folks!