Scrapper Issues List - April Fools Edition


Desmodos

 

Posted

I actually updated and posted a new list! April Fools!

Sorry for the delay guys. I've had almost zero game time lately and even less time for the forums. It doesn't help that my work installed a web filter either.

Anyway, I'm sorry and here's the new list covering up to the pre-release of Issue 14 (all i14 stuff will be in the next issue which will be Soon™.

I'll also be talking to the Mods to get this Stickied so that I don't look like a jerk when I haven't been around for a while and the darn thing gets eaten.

And remember, this list lives and dies on your feedback. If you see something you know is wrong or fixed or needs to be added, speak up! Check the Discussion Topics near the bottom for ideas from me.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

Posted

(updated April 1st, 2009)

This thread is not for balance issues against other archetypes. It is for balance within the Scrapper power sets. It is for reporting bugs that affect Scrappers.

Please note: this is not a substitute for /bugging it. I am not a developer. Always /bug a problem you've noticed as well as reporting it in this thread or on the scrapper forum!

For the love of Positron, please do not quote this entire post to reply.

Please feel free to submit PvP issues and opinions.

Updates are written in lightgreen.

Notes for Balance Issues

  • Attacks are balanced, DPS-wise, on recharge time, not activation time, and whether they're AOE effects or single-target. Secondary effects aren't consistent in how they affect this - Stupid_Fanboy, 2006-02-15
  • The following equations are the ones used to create costs for attack powers in PVE (powers whose primary function is damage)
  • AREAMOD = (1+(0.75*(RADIUS/5))-(((0.011*(RADIUS/6))*(360-ARC))/5)
  • DMG = (0.2*((RECH*0.8)+1.8)) / AREAMOD
  • END = 5.2 * DMG
  • - have fun with these guys -SF
  • All characters, regardless of archetypes, should be able to solo a mission on 'heroic' - generally, spawns of three even-level minions, or a lieutenant and a minion - clarified by Arcanaville, 2006-03-08
  • Defensive sets are balanced against the base to-hit chance of minions, which is much lower than the base to-hit chance for characters - in PvP, all players were granted a +25% bonus to base Defense - clarified by Arcanaville, 2006-03-08

************************************************** **********

General Issues affecting Scrappers - unresolved
  • Bug: Scrapper inherent description is incorrect - should read, 'Scrappers have a chance to critical hit a target for double damage. Most scrapper attacks have a small chance to critical hit minions, pets, and other players, and a higher chance to critical hit more powerful foes.' (plus more detail if desired) - Arcanaville, 2006-09-01
  • Bug: Enemies being feared seem to attack if you attack anyone, not just the feared enemy - Silver_Snake, 2005-10-24 - partially fixed, for Touch of Fear but maybe not Cloak of Fear? - Stupid_Fanboy, 2005-11-29 - while ToF'd, will run away and buff - Stupid_Fanboy, 2006-06-06
  • Balance: There appears to be a large discrepancy between the levels of resistance and defense achievable with IO bonuses. Perhaps resistance bonuses should be paired up like defense bonuses were – Daolong, 2009-02-10
  • Wishlist: Would be nice if power icons had some kind of indicator when your target is out of range for that power - Shadow_Stone, 2005-12-13
  • Wishlist: It would be nice if eventually, all weapons could be used with Shield Defense – combined from several hundred people
  • Wishlist: More variety in Scrapper Ancillary Pools would be nice, especially considering the recent addition of Fire Melee and Fiery Aura. In addition to more pool, more variety in power would also be nice. Some better debuffs and ranged attacks for example – combined from several hundred people


************************************************** **********

General Scrapper Primaries - unresolved
  • Bug: Powers with Knock effects can ragdoll the target through or into objects on the map, making them difficult or impossible to target afterwards. Targets will also sometime be immune to knock effects if they are at a certain part of their recovery animation when hit. They will stand up and fire attacks as though the effect never hit them. combined from several other notes – SF
  • Bug: Target Reticles for Single Target and Cones need to be positioned better on NPCs as you can find yourself unable to hit with both Cones and ST attacks depending on your relative position to the target. This is particularly noticeable with very large targets, like the Jade Spider – Nihili & Desmodos, 2009-02-17
  • Wishlist Female Scrappers with Weapon Sets shouldn't run and jump like males when the sword is drawn - huge models suddenly acquire perfect posture as well - combined from several other patch notes.- SF
  • Wishlist: Removing redraw from Scrapper Ancillary pools would be nice and allow all primaries equally to use every pool – combined from several hundred people


General Scrapper Primaries - IN PROGRESS
  • Wishlist: It would be nice to be able to hit very large enemies, i.e. giant monsters, up in the faces rather than always having to go to the hitbox located around the feet. (suggested by Houma, 2005-03-09 - NotABunny notes that there is a narrow layer above footstomp AoE where a flying/hovering scrapper can still punch/kick the giant monster, 2005-06-01

Broadsword - unresolved
  • (home of future balance issues)


Claws - unresolved
  • (home of future balance issues)

Dark Melee - unresolved
  • Wishlist: Shadow Punch's animation time was changed from .57s to .83s. Backalley Brawler cited animation concerns but there are other powers that still allowed to animate faster.
  • Wishlist: Shadow Maul's tray icon should signify it's a cone (white arc across top of button) - Mystic_Amethyst, 2005-08-02 - Castle has said it's not intended that people try to hit multiple enemies with it regularly - 2006-12-14 - but it only takes PBAOE damage IO sets - Desmodas, 2007-09-06
  • Wishlist: Would be nice if Shadow Maul could interrupt Embalmed Vahzilok's detonations, it doesn't because it's a DoT - Desmodos, 2007-05-22

Dual Blades - unresolved
  • Bug: The Empower combo does not work well with high level of +Recharge bonuses. If the combo is initiated less than 6 seconds after the previous one, it will not work – Nihili, 2009-02-10
  • Wishlist: Would be nice if each power's description explained what combos it was a part of and in what order. Combos are a vital part of DB attacking and should be explained in game – CrazyCorsaire, 2009-02-17

Fire Melee - unresolved
  • Bug: Greater Fire Swords costs 0.83 more endurance than it should. - SF
  • Bug: Fire Sword Circle costs 0.666 more endurance than it should and it recharges 0.8s too slowly. - SF


Martial Arts - unresolved
  • Balance: Lacks AoE attacks but doesn't have more single-target damage compared to other sets - SpiderTeo_OC, 2007-09-07
  • Balance: Lack of AoE attacks limits the kinds of IO sets that can be slotted. Status Effect sets are little consolation as enhancing for their effects at the cost of Damage, Accuracy, End Cost and Recharge hurts the Scrapper's build - SpiderTeo_OC, 2009-02-10
  • Balance: Storm Kick seems to cost too much end (7.0044, should be 6.864) for its damage - Arcanaville, 2006-07-24
  • Balance: Martial Arts lacks a general secondary effect (Katana and Broadsword have -Def, Dark Melee has -Acc, Spines has Slow, Claws is faster and less END-costly) - SpiderTeo_OC, 2006-07-03
  • Balance: Martial Arts status effects are not nearly as consistent in application as other sets - SamChoice, 2005-10-31, clarified by Arcanaville
  • Balance: Cobra Strike does too little damage for its recharge time, compared to utility powers in other sets like Divine Avalanche, Follow Up, and Impale. Mag 3 stun is useful but lacks a consistent stun power that can be paired for bosses - Arcanaville, 2006-03-10
  • Wishlist: Crippling Axe Kick has a chance to immobilize, but no visual indicator - Impact_Hazard, 2006-07-26
  • Wishlist: Crippling Axe Kick's impact sound is wimpy - TheArtifex, 2006-02-13
  • Wishlist: Thunder Kick's disorient was more useful as a 100% chance of a mag 1 disorient which could then be stacked with Eagle Claw's disorient or Cobra Strike's disorient, than a 10% chance of a mag 2 disorient. - reported by Heroic, corrected by Arcanaville, 2006-12-08

Martial Arts - IN PROGRESS
  • Bug: Combat chat for Crippling Axe Kick says it slows attack rate, which the power doesn't do - Arcanaville, 2007-04-05 - Castle aware and fixing

Katana - unresolved
  • Wishlist: Right fist is closed instead of opened when jumping (blade held in left hand) - Neutrino_Siphon, 2007-08-15
  • Wishlist: Female katana (and broadsword) scrappers shouldn't run and jump like males when the sword is drawn - huge models suddenly acquire perfect posture as well - EvaDestruction, 2006-01-27 - GreyDog, 2006-07-14

Spines - unresolved
  • Bug: Throw Spines crit is resistible in PvP (scrapper crits are normally not resisted) - Saint_O_killers, 2005-11-15
  • Bug: Spines does not speed up attacks to compensate for having to redraw spines - reported by Thornkiller after testing attack chains with minimum/maximum spines redraw
  • Balance: Spines/Ripper is claimed to be a 'wide' cone but is about 90 degrees, far less than Slice's 120 degrees.
  • Balance: Attacks with notably long cast times compared to damage/effects: Spines/barb swipe
  • Wishlist: Would be nice if Spines/Quills noise faded away like other togglable AOE powers (Death Shroud) do - Hellblaze, 2006-01-21

************************************************** **********

General Scrapper Secondaries - unresolved
  • Wishlist: Regeneration/Integration and Fighting/tough and other defenses should not emit /tarzan animation, this is a character role-play issue. This is okay for trolls but not for many superheroes - can work around by moving while toggling these powers - VoodooCompany, 2007-03-27
  • Wishlist: Click powers in secondaries, like Reconstruction, Dull Pain, Practiced Brawler, etc.. , all cause weapon redraw which is really annoying in combat - combined from several other notes - SF
  • Wishlist: Click buffs can sometimes be triggered during death, never giving their potentially lifesaving buff to the player but still entering a potentially long cooldown. It would be nice if the buff was applied when the cooldown was triggered - combined from several other notes - SF
  • Kludge: Self-heals with slottable toxic resistance, such as Reconstruction, are unable to benefit from Enhanced Heal Invention set bonuses due to current game mechanical limitations - Arcanaville, 2007-04-26

Dark Armor - unresolved
  • Bug: Dark Armor/Cloak of Fear is not properly enhanced by fear duration enhancers at least in PvP, probably not in PvE, though accuracy enhancers do work - Aeryn, 2005-10-16 - Castle says 'not certain what this means' - but that it has a low base accuracy - 2005-11-18
  • Bug: Dark Armor/Oppressive Gloom received the same 12.5% damage boost as all other scrapper powers in issue 5 - problem is this power does damage to the scrapper, not enemies - InfernalNight, 2005-08-03 - Castle says this doesn't seem to be a huge difference - still, was this intended for what should have been a buff? - 2005-11-18 - all damaging powers work off of the Scrapper damage scalar, so it is logical that OG is affected. Should it be affected? Castle has to answer that - SF[/b]
  • Balance: Scrapper Cloak of Fear was diminished in magnitude to only affect minions instead of lieutenants; given low accuracy, high endurance cost, might be nice if it were rebalanced in some fashion - Wyvern, 2006-08-18
  • Wishlist: Most other dark attacks in the game has -tohit as a secondary effect - why not Death Shroud, Dark Consumption, and Dark Regen? - hudsonsmith, 2006-01-07 - Desmodos added other dark attacks that lack -acc for players, 2006-11-01 - Desmodos removed Soul Drain from list because powers cannot have both +hit buff and debuff, 2007-03-23
  • Wishlist: Dark Armor effects too obscuring, should reduce quantity of effects - effects have been toned down but are still very obvious and obscuring - some scrappers like obscuring armors - would be nice if this was tunable with customized power effects (TheSpeedingSkull, 2005-05-08)
  • Wishlist: Would be nice if Death Shroud could do criticals - suggested by StarmanDX
  • Wishlist: Would be nice if Dark Regen could critical hit on the damage it does to enemies - suggested by He_Who_Watches 2005-03-12
  • Wishlist: Mag 4 knockback protection in an auto power would be nice – Hejtmane, 2009-02-12

Invulnerability - unresolved
  • Bug: Unstoppable's +Recovery is flagged as unenhancable even though the power accepts end mods - Sarrate, 2007-08-15
  • Balance: Would be nice if Temporary Invulnerability were swapped with Resist Physical Damage. It's a small amount of resistance, and TI would give Invuln scrappers a good defense power out of the gate - Defense_Options, 2006-06-08 - Liquid points out two other scrapper sets get more effective powers out of the gate, moved to balance issue 2007-08-17
  • Wishlist: Would be nice if tough hide and/or invincibility had a positional component (i.e. melee) for more compatibility with IO set bonuses - Daolong, 2007-08-15
  • Wishlist: Would be nice to have teleport foe resistance, i.e. on Unyielding - Sky_Hawke, 2007-04-12

Fiery Aura - unresolved
  • Wishlist:Mag 4 knockback protection in an auto power would be nice – Hejtmane, 2009-02-12

Regeneration - unresolved
  • Bug: Some mob powers that now do -regen need to have that in their debuff descriptions - for instance, EM Pulse, Twilight Grasp, Howling Twilight, Transfusion, Lingering Radiation - Stupid_Fanboy, 2005-06-14
  • Balance: Post-Enhancement Diversity, is it still necessary that regen powers have both enhanceable and unenhanceable healing? - MAS0N, 2005-10-11
  • Balance: In comparison to the Regeneration % that Willpower can achieve, is it still necessary that regen powers have both enhanceable and unenhanceable healing? - SpiderTeo_OC, 2009-02-10
  • Balance: Resilience seems useless as a power with the very small, limited resistance and status resist provided - VoodooCompany, 2005-07-18 - Castle commented none of the passives in protection sets seem popular - 2006-07-16
  • Wishlist: Would be nice if -regen effects stood out better. It's too easy to get debuffed and not notice until you're dead - _Pax_, 2005-06-13
  • Wishlist: would be nice if debuffs on the scrapper were reduced in length due to enhanced metabolism
  • Wishlist: Regen effects too obscuring, constant looping sounds are annoying - repeating sounds should fade after a while and effects have been toned down but are still very obvious and obscuring - some scrappers like the obscuring effect, so perhaps a slider should control this - Halon, 2005-06-17


Shield Defense – IN PROGRESS
  • Bug: Phalanx Fighting doesn't show buff numbers when hovering over the icon – Kractis_Sky, 2009-02-10
  • Wishlist: One With the Shield: It has no heal to go along with the +HP of the power. A small enhanceable heal would be nice in this power – Rhysem, 2009-02-10
  • Wishlist: One With the Shield should have defense debuff resistance. That's one of the situations where Shield Defense can be hurt badly and having protection from that in OwtS would help greatly – Rhysem & Daolong, 2009-02-17
  • Wishlist: We can appreciate having a powerset that helps out teammates more than the other secondaries, but encouraging us to take the “team” powers by putting effects in them that are necessary for the solo Scrapper is bad design. We should want to take the power because it is good for teaming and interesting when solo, not because something vital like resistance against defense debuffs and -recharge – many people


Super Reflexes - unresolved
  • Balance: Mind Control's Dominate and Illusion's Blind seem to have extremely high accuracy or are autohit - noted by Patient_V, 2006-03-10 - Sockem notes per Arcanaville/Castle PMs, these powers are not categorized as Melee/Ranged/AoE - 2006-06-06 - moved to balance issue per Arcanaville, 2007-05-22
  • Balance: SR has mainly defense slots, reducing options for IOs compared to other sets - Arcanaville, 2007-04-05
  • Balance: Positional defenses only exist as a set IO buff with 5 or 6 of a set, compared to non-positional defensive buffs that don't stack with SR's defenses - Arcanaville, 2007-04-05
  • Balance: Super Reflexes toggles take too long to activate, compared to other sets' defensive toggles, especially Evasion - Arcanaville, 2007-01-13
  • Balance: SR has no powers that can usefully take multiple types of enhancers that increase defensiveness, versus Regen/Reconstruction, Dull Pain, Dark Armor/Dark Regeneration - WanderingCat, 2005-10-12
  • Balance: PvP: SR is very vulnerable to enemies with accuracy buffs, i.e. Aim, Build-Up, Focused Accuracy, Super Strength/Rage[/b], accuracy inspirations - Colette, 2005-10-06 - Arc_Salvo, 2006-02-22
  • Balance: SR is a power set where you must take almost every power to succeed, made more true by the fact elude can no longer be made permanent. Every other defensive power set gives you some choices. Even as small a change as adding 5% defense to all in Practiced Brawler would allow SR scrappers some choice about which powers to take and slot heavily - Arcanaville, 2005-07-22
  • Balance: Devouring Earth Quartz emanators give what appears to be a 100% to-hit buff increase to nearby enemies, which devastates any defense-based scrapper - updated by Arcanaville, 2006-07-01
  • Balance: Super reflexes AOE defense is gotten fairly late in the game - with increased damage from boss AOE attacks in the 30s, now more important to get AOE defense earlier - noted by PicassoCat
  • Wishlist: Would be nice if SR could apply highest type of defense (melee, ranged, AOE) against attacks that combine several types (enemy melee cone attacks) similiar to stacked force fields of different types using highest defense - Arcanaville, daolong, 2005-08-02
  • Wishlist: Since it is easy to get defense from other sources such as force fields and inspirations, it would be nice if defense specialists like Super Reflexes scrappers and Ice tankers got a higher cap for defenses, i.e. a lower to-hit floor, than other archetypes. (Arcanaville 2005-05-04)
  • Wishlist: Super reflexes/quickness should give 33% recharge reduction. Because SR must run three toggles, but does not receive an innate endurance recovery power like regen, giving recharge reduction is its way of substituting for having to put an end recovery SO into powers to achieve the same effect. However, a 20% recharge reduction is barely more than a DO.
  • Wishlist: Allowing Damage resist Ios to be slotted into the Passives, even if they do not affect the scaling resists would help SR slot different IO sets – many people

Willpower - unresolved
  • Bug: No longer awards puppy temp pet when AVs are defeated - numerous AV soloers

For Discussion
  • Balance: Please take a look at all the issues for the secondaries, I know there are some things that are resolved that we could change and/or eliminate from the list now – SF

Note: Internal balance issues are not things like how melee damage is 3x to 5x that of ranged damage (still true? so far as I know, they are heavy-hitting but slower, so actual melee DPS may be only 1.7 times per Fulmens' comment 2005-05-24) or how blasters can do more damage despite putatively equal damage/attack because they can start attacking at a great distance. Internal balance issues are not about how we balance against other archetypes. This also includes comparing Scrapper versions of a powerset to the versions used by other ATs. Those are issues for discussion outside the scope of this thread.

Internal balance issues are things like Super Reflexes having no maximum hit point increase to protect against one shots despite other power sets all having some form of damage mitigationThey're errors, discrepancies, bugs in the Scrapper archetype. Also note that many balance issues are a matter of opinion. Some weaknesses may well be by design. However, it would be nice to know which weaknesses are by design and which are unintentional and needed to be called to the attention of developers.

Developers: we would much welcome responses to these issues, even if only to say 'Will look into it' or 'Working as designed'.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

Posted

Patch Notes: January 22, 2009

  • Matched cast time to animation changes made to dual Blades Power Slice.
  • Modified the amount of Recharge Resist in Shield's Grant Cover. It is now a static 30% resistance at all levels.
  • Shield Defense / Shield Charge: This power will now do one tick of damage at 2.4 scale damage instead of one for 1.7 and another for 0.7.
  • Corrected an issue with Super Reflexes / Focused Fighting giving Confuse Protection instead of Resistance in PVP.
  • Group Invisibility no longer causes travel suppression in PVP.
  • Fixed a bug where trades would not work properly after switching between builds.
  • Fixed a bug that made Purple IOs invisible after switching builds.
  • Right handed Weapons should be visible when customizing your shield.
  • General Scrapper Issue: Player damage buffs (Build Up, Follow Up, Blinding Feint) will no longer have their damage buff reduced by the player's own resistance.
  • Corrected Ranges of some Scrapper Cones and AoEs
    Dual Blades – Typhoon's Edge - 8 feet
    Dual Blades – Sweeping Strike – 7 feet
    Dual Blades – One Thousand Cuts – 7 feet
    Spines – Ripper – 7 feet (range and radius)
    Martial Arts – Dragon's Tail – 8 feet

Patch Notes: December 09, 2008
  • Fixed issue when an attack power was in animation, you were unable to turn off a toggle. The fix now allows for all toggles to be turned off except costume changing powers.
  • Dark Armor / Soul Transfer: This power's stun effect now correctly has 2 second duration in a PvP zone instead of 10 seconds.
  • Temporary toggle powers with now offensive effects should now suppress instead of being de-toggled.
  • It is now possible to purchase Hold, Intangibility, Interrupt Time, Slow and Taunt SO enhancements from the Merit Vendors


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

Posted

Eagle's Claw was changed to a 100% mag 3 stun, wasn't it? So that would be something that can pair with Cobra Strike to stun bosses. That said, Cobra Strike still needs more damage for its recharge.


 

Posted

Some wislist for Fiery Aura:

<ul type="square">[*]Disable enhancements on Toxic resist component of Healing Flames, allowing the power to be unflagged for "ignores buffs and enhancements." Possibly increase duration slightly to compensate (more stacking). (Possibly redundant with one of the "Kludge" entries, but provides a workaround.)[*]Consume: Improve cycle time and add a Slow debuff to the power's effects on enemies. Removing the (paltry) damage component would be an acceptable trade. (Slow would be thematic -- absorbing heat from the bodies of others -- and would combo well with the scatter in Burn.)[*]Increase Slow resist in Temperature Protection, and/or add Endurance Drain protection. Losing the fire resist component would be acceptable.[*]Add movement slow resist/breaking to the effects of Burn.[*]Add perception, endurance drain protection, or recharge debuff protection to the effects of any power(s). These seem thematic for the set and would go a long way towards offsetting its overt mitigation weaknesses.[/list](Don't really care about inherent KB mitigation.)

Couple've random others:

<ul type="square">[*]Eliminate redraw on Fighting and other power pool attacks.[*]Adjust click heals for current base HP; regeneration automatically scales, but click heals can only be scaled via level and Enhancing.[/list]
And not for your list, but something I'm putting here anyway:

<ul type="square">[*]If Stalkers get Critical Hits as a free additional Inherent, give Scrappers higher base and maximum Perception as a free additional Inherent. =P[/list]
Edit: hey, and some bonus discussion of one of the points:

It was commented that expanding Resistance coverage in IOs would be nice. Adding Resistance in addition to the large amounts of Defense already available seems pretty imbalancing, and it's unlikely that Defense buffs will be significantly reduced or removed. Besides which, resistance bonuses already usually do come in pairs.

Regarding Super Reflexes issue list:

Issue 3 on the list has been addressed. Issue 5 on the list is redundant with Issue 2. Issue 6 on the list has been addressed. Issue 11 has long since been addressed with things like scaling damage resistances and the like; SR isn't unique in that it benefits from some types of buffs much more than other types.


 

Posted

[ QUOTE ]
Eliminate redraw on Fighting and other power pool attacks.

[/ QUOTE ]
I was going to say the same thing. I was really surprised and disappointed to find out Kick forced my Katana to sheathe, making it 100% useless for me.
And for the sake of balance, compared to other power pool attacks it seems to have too slow of an animation for it's strength and the knockback chance is way too low (Air superiority, which Kick seems to have no benefit over, has a 100% chance of knockup).
I think if they greatly improved the second-effect chances on the power pool attacks to be comparable to Air Superiority, they'd gain value with melees as well without potentially overpowering them like upping the damage could. The reset times would have to be upped to match as well.


 

Posted

[ QUOTE ]
Wishlist: Would be nice if tough hide and/or invincibility had a positional component (i.e. melee) for more compatibility with IO set bonuses - Daolong, 2007-08-15

[/ QUOTE ]

With the changes to type defense in I13, is this necessary?


 

Posted

[ QUOTE ]
Balance: Positional defenses only exist as a set IO buff with 5 or 6 of a set, compared to non-positional defensive buffs that don't stack with SR's defenses - Arcanaville, 2007-04-05

[/ QUOTE ]

Is this not resolved now that IO set bonuses for non-positional defense give half bonus to a positional defense?

eg. Thunderstrike's 2nd bonus is 2.5% Negative/Energy defense AND 1.25% Ranged defense.


 

Posted

Wish list for fiery melee. Change the sound for greater fire sword so that it fits better with the sounds for other powers in the set.


 

Posted

[ QUOTE ]
Wish list for fiery melee. Change the sound for greater fire sword so that it fits better with the sounds for other powers in the set.

[/ QUOTE ]

I'd veto that. The screeching sound is part of the appeal, for me.

(Note, that's just my opinion; I'm not saying yours in wrong.)


 

Posted

There's sound on this game?
I thought it was just Kashmir over and over and over...


 

Posted

Bug: Dark Armor/Oppressive Gloom received the same 12.5% damage boost as all other scrapper powers in issue 5 - problem is this power does damage to the scrapper, not enemies - InfernalNight, 2005-08-03 - Castle says this doesn't seem to be a huge difference - still, was this intended for what should have been a buff? - 2005-11-18 - all damaging powers work off of the Scrapper damage scalar, so it is logical that OG is affected. Should it be affected? Castle has to answer that - SF

This issue should really be removed from the list. The damage from OG at its current levels is no way breaking OG and really is fine at the level it is at.

Bug: Dark Armor/Cloak of Fear is not properly enhanced by fear duration enhancers at least in PvP, probably not in PvE, though accuracy enhancers do work - Aeryn, 2005-10-16 - Castle says 'not certain what this means' - but that it has a low base accuracy - 2005-11-18

Is someone trying to say fear duration enhancers do not make someone feared longer in PVP?.


 

Posted

Oh, hey, as long as we're talking issues, here's a question: Has anyone gotten word whether or not it's intended behavior that the Numina's and Regenerative Tissue procs are enhanceable? I mean, yeah, I'm scared of the answer being "no" as well -- my flimsier scrappers might cry, in game, if they lost that +~45% regen -- but I'd have a bit more peace of mind about it if I knew they were going to stay that way.


 

Posted

[ QUOTE ]
Willpower - unresolved

* Bug: No longer awards puppy temp pet when AVs are defeated - numerous AV soloers




[/ QUOTE ]

I want my puppy.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

-Don't just rebel, build a better world, comrade!

 

Posted

[ QUOTE ]
Bug: Dark Armor/Cloak of Fear is not properly enhanced by fear duration enhancers at least in PvP, probably not in PvE, though accuracy enhancers do work - Aeryn, 2005-10-16 - Castle says 'not certain what this means' - but that it has a low base accuracy - 2005-11-18

Is someone trying to say fear duration enhancers do not make someone feared longer in PVP?.

[/ QUOTE ]

Ok, I don't do much PvPing, but perhaps this issue can be removed. It's been there since before the PvP changes, but I can't see how it would have made any difference then. I can't imagine how it would have any impact today. No one is gonna stand in CoF range long enough for this to even be noticeable.


SI Radio has many DJs and listeners whom hold City of Heroes close to their hearts. We will be supporting many efforts to keep CoH ALIVE!!

 

Posted

And the duration under PvP rules would be awful. Not to mention that fear went from being vaguely overpowered (against louts who went into PvP with no BFs) to being pretty dumb - everything is like a Fear now.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
- everything is like a Fear now.

[/ QUOTE ]

Seriously, don't get me started on this


SI Radio has many DJs and listeners whom hold City of Heroes close to their hearts. We will be supporting many efforts to keep CoH ALIVE!!

 

Posted

Throws some fear to Desmodos. =)


 

Posted

[ QUOTE ]
Throws some fear to Desmodos. =)

[/ QUOTE ]

Obsidian Shield


SI Radio has many DJs and listeners whom hold City of Heroes close to their hearts. We will be supporting many efforts to keep CoH ALIVE!!

 

Posted

I still want that HP cap for scrappers increased...



Well not really an issue but more of a suggestion...


 

Posted

This thread has been marked to save and stickied by request of the Community.

Ex


 

Posted

Thanks Ex.


SI Radio has many DJs and listeners whom hold City of Heroes close to their hearts. We will be supporting many efforts to keep CoH ALIVE!!

 

Posted

Now we need fanboy to clean up the list.


 

Posted

Bug: Willpower non offensive toggles randomly drop like "Mind Over Body" or "Indomitable Will" and when I say randomly I mean at any point while playing, on top of being mezzed.