Handclap: The Fix


Acemace

 

Posted

[ QUOTE ]


<font class="small">Code:[/color]<hr /><pre> Aarrora Eis Geist
Boss1 52s 48s
Boss2 54s 52s
All1 52s boss dead 51s boss dead
1m21s map clear 30s minions dead
1:01 map clear
All2 1:13 boss dead 52s boss dead
1:30 map clear 36s minions dead
1:05 map clear
B Sim1 3:48 3:58
B Sim2 4:14 4:45
B Sim3 3:49 4:20
B Sim4 2:51 </pre><hr />


[/ QUOTE ]

Ok ... for all intents and purposes (and ignoring the differences in builds for a moment) and if I'm reading this correctly I would call the first two boss tests a wash (2 and 4 seconds difference, practically speaking being "as fast" in my world).

All1 and All2 being faster but they both appear to be within the time frame of a Rage cycle (i.e. no crash). BTW were some of the minions in this map Rikti Monkeys? Underlings can get one shotted by a Rage driven Footstomp, whereas you'd need to time your BU with Tremor to gain the same effect. If so that would explain the larger difference in time to me. If not, then this is the biggest telling factor (which makes sense if we're talking about more minions then anything else although it does surprise me that SS would be that much faster).

And then the Borea missions SM appears to win hands down (although I'd call B1 "as fast" (10 seconds seperation in a mission not being practically speaking a noticeable difference).

So what do you draw from this? I'd say my statement stands up from what you've outlined here. They kill, for all intents as purposes ... as fast. SS faster in some cases. SM faster in others regarding both mob type and map type.

Is this the conclusion you have drawn as well?

Hand Clap with k/d: I disagree with your opinion about bringing more "reliable" mitigation to the table. It does that now (same accuracy, same amount of mobs effected). The call for change here is bringing less "pain in the butt" mitigation to the table (i.e. giving a reason to actually take Hand Clap rather than shun it).

That doesn't exactly seem like the difference between a handgrenade and a nuclear bomb to me (your words). More like the difference between a licorice flavored lollipop and a cherry one (I hate licorice).

As for the effects and "cottage rule": You could remove the Stun component by just settings its mag and duration to 0. That wouldn't violate the altering of a power, while effectively removing it (if that was what was deemed best for balancing purposes).

Thank you for the tests.


 

Posted

Hand Clap is useful for the struggle between 16 and 22, when SOs become available to help shore up Tankers' defenses. So what if it's a little chaotic in the process?

I honestly see no problem whatsoever with Hand Clap. I've taken it, and I've respecced out of it later when it loses its usefulness. Sometimes, that's the way it should be. The rest of the Super Strength set is fantastic, so I see no issue in keeping Hand Clap exactly as it is.

Reducing the recharge time might be okay, but Hand Clap, if I remember correctly, was up whenever I really needed it. The endurance issue is a minor problem, but nothing that can't be solved with enhancements.


 

Posted

[ QUOTE ]


I honestly see no problem whatsoever with Hand Clap. I've taken it, and I've respecced out of it later when it loses its usefulness ...

[/ QUOTE ]

That's the problem with it.