Scrapper Issues List - April Fools Edition


Desmodos

 

Posted

Is this by any chance more common while you're fighting Malta or Freaks?


 

Posted

Are you sure it's random? I've found that my regeneration toggles drop whenever I run out of endurance.


 

Posted

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Life Guardian 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.

[/ QUOTE ]I believe that note about Thunder Kick has more to do with the uselessness of the Stun in TK rather than the ability to stack stuns on Cobra Strike. If no one objects, I can edit that to be more specific to TK.

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Jack_NoMind 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.)

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We as the players can certainly see why this is a workaround for the powers that give toxic resists on top of heals but I'm not sure that the devs are convinced of this solution simply because it's a rather obvious one, i.e. I'm sure they thought of this and rejected it for some reason. The resists are not close to being the main point of the power clearly but they wanted that slotting option left in for some reason. Perhaps this option wasn't possible. A dev post plus some digging around in the dev digest might shine better light on this subject

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Jack_NoMind 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.)

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The debuff for damage trade is probably more doable than improving cycle time. The devs place a very high value on end recovery in most powers and making that effect stronger isn't something I see them doing.

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Jack_NoMind 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.

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I'd need to see better reasons for why Fire needs these and are thematic.

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Jack_NoMind Eliminate redraw on Fighting and other power pool attacks

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We all know it's a ton of work but I'll add it to the General Scrapper Issues as a wishlist item. That's all it can be until they have the time and ability to do this.

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Jack_NoMindAdjust click heals for current base HP; regeneration automatically scales, but click heals can only be scaled via level and Enhancing.

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I think this is very much an intended effect of those heals. I don't believe they want them scaling with HP. All heals in the game are coded as hard numbers for their base values, not % which is why I think that. Making specific exceptions for Scrappers isn't something I see happening.

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

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No, it's gone in the next list.

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

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Yep, also gone in the next list

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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

[/ QUOTE ]Transhade 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.

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I agree which is why I added my reasoning for the change. If no one objects, this will be removed from the next list as well.

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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

[/ QUOTE ]Transhade Is someone trying to say fear duration enhancers do not make someone feared longer in PVP?.

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yes, I believe that was the point of that item. From your response and the general PVP changes, I'll have this item removed if no one objects.

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Jack_NoMind 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.

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This really sounds like bug to me. I'm going to put it on here as such because I can't think of any other IO that lets you do this. If the devs say otherwise, then I'll remove it and treat it as "working as intended". Until that time, this is Bugged IMO unless there are some compelling reasons to believe this was intended.

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_Prankster_ 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.

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Sounds like a legit issue if it pans out but I'd like to hear more from other WP users and some repeated results of this happening. When and how does this occur?

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Transhade Now we need Fanboy to clean up the list.

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Woah there, partner. No need to click Burn, now.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

Posted

Don't make me crack my whip! ;p


 

Posted

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A dev post plus some digging around in the dev digest might shine better light on this subject

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The closest I've seen to a post addressing that issue is one (from Posi, I think?) explaining that that was how it worked, but not why it was like that. I'm inclined to suspect the reason that it (and similar powers) hasn't been changed is either because they want to eliminate the kludge at the root, or because it's on some list somewhere with a little "pending balance review" sticky on it. (This list and sticker may in fact be inside Castle's head.)

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The debuff for damage trade is probably more doable than improving cycle time. The devs place a very high value on end recovery in most powers and making that effect stronger isn't something I see them doing.

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Reducing the base endurance recovery per target in exchange for faster cycling would be acceptable, but I don't feel (subjectively) that not doing so would make the power vastly more potent than it is. Objectively/mechanically, there aren't really enough examples of similar powers for me to draw any conclusions about it. But since the slow effect would work to mitigate many peoples' concerns about Burn, making it available more often would be very beneficial. Cutting the end per target in half in exchange for cutting the recharge down by a third would be a net gain for the set.

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I'd need to see better reasons for why Fire needs these (res(end), res(rech), perc) and are thematic.

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Fire is a click heavy set; it benefits from res(rech) as do other click-heavy sets. res(end) is valuable for much the same reason; very low endurance will kill its ability to recover with Healing Flames. Perception is simply valuable for every damage AT.

The reason I think these are thematic to fire: Fire suggests speed, heat, and light. Speed suggests +rech or res(rech), and I think +rech is inappropriate for the set; heat, in-game, is also opposed to cold, which is -rech. Light suggests +Per. Res(end) is less thematic than the other two, perhaps, but doesn't seem that far divorced from the 'speed and heat' connotations of fire.

The mechanical reason I think Fire could/should have these (after all, the benefits I listed would apply just as much to, say, Regeneration) is because they would help Fire retain a consistent level of mitigation against all types of enemies, even though that level is lower than other Scrapper secondaries. Dark works similarly, with a lower level of overt mitigation but very smooth overall mitigation (high levels of res(end), psionic resistance, and built-in Perception) compared to other Scrapper secondaries. Fire is even weaker than Dark, but lacks the exotic mitigation Dark possesses.


 

Posted

Throwing this in:

Firey Aura: Blazing Aura's animation still causes some individuals migraines (similar to old sonic animations). Would be nice if there were a slight change to get rid of this. Possibly related to the 'pulsing' nature of the animation. Would also be of help to Tankers/Brutes.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

I will monitor it better to find out more information but the problem is that it happens and I don't even notice it till I'm knocked across the room or I start dying (which doesn't happen often unless debuffed all to heck. As far as malta or freakshow, I avoid Malta at all cost and Freakshow it may have happened but I have noticed it on more than that. And on a side note It takes alot for me to run out of Endurance and with the 14 toggles(exaggeration) I only one drops and it seems to be anytime while fighting or not. Like I said I will play him for a few days and see if I can get a little more detail on the situation.
~O.P.


 

Posted

Fire Armor- Wishlist- Removal of Immobility resists in Burn and instead have it distributed between the two toggles. A +Regen factor be put into burn in it's place.

While I understand the concept of forming a burn patch to free you from immobiles, your body is always on fire when your toggles are on. Why doesn't that fire remove the immobiles? Plus a +regen benefit in Burn would help it's usefulness more than -Immobile.

Fire Armor- Wishlist- Temperature Protection giving a major resist to fire as it does now, and a minor resistance to S/L, NE/E, and cold. Also retaining the + resist to slows.

Temperature Protection is still one of the worst powers in the game. The resist to slows still doesn't make this power that worthwhile. A +resist to other forms of attacks would increase it's usefulness. Also all other secondaries seem to have an auto power that helps it's primary strength (Invince's resist physical, SR's various 3 autos, etc...) FA needs something like that.


The petition link to Save CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

A regen issue that was brought up as a wishlist/balance issue would be to add -rech resistance to a regen.

Regen relies on recharge to stay alive, just as SR relies on def to stay alive, and WP relies on regen.

SR has def debuff resist, Will Power has -regen resist.

But sadly Regen can take a nasty hit when hit with -rech


50s:
White Valkyrie - BS/Regen Scrap
Fear of Silence - Ninja/Dark MM
Corporate Zombie - Necro/Poison MM
Ardent Cataclysm - Stone/Fire Tank
Angelic Heart - Peacebringer
Maelstrom - Elec/Elec Brute
Novastar - Energy/Fire Blaster

 

Posted

Congratulations on getting this list stickied!


 

Posted

Um, yeah, so the formatting really got fu... messed up with the forum switch. I'm still messing with the list to redo all that formatting. It's a lot of work and I'm lazy and busy with life so it's gonna take me some time to get it in there.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition