change to rage


Alvan

 

Posted

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OMG

This whining really makes me angry.

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Just for the record.. how long do you play this game?
Or you are one of those people that run around with Perma rage and call himself a true teamtanker?


I was already highly amused by your post about AR
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Considering the really nice changes to the archery and trick arrow set to animation times, it makes me wonder why assault rifle wasnt changed, which was and is much more unblanced than ta or archery ever was.

Comparing assault rifle to other sets, the damg is lower the end cost AND recharge much higher and the animation time almost tripple to other sets.

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I serious dont think you even know power normalisation recently done, and by FAR not the true potention of AR. (trust me, i can outdamage many people with my AR).

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I play this game since US-Beta , how long do you play it if ?

If you outdamg so many ppl with your AR you must be teaming with really bad player
This thread isnt about AR btw,try post you comments there and i will show you in numbers why your statement is totally false


 

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31% tohitbuff thats 1 lvl 50 acc IO you can skip in ALL powers.


[/ QUOTE ]Acc != ToHit

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Never said it wasnt, but if you look again you will see i said tohitbuff.................. and thats a huge difference, if you dont think so try slotting tohitbuffs in your normal attacks instead of acc.

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#1: You can't slot ToHit Buffs in attacks.
#2: It's not until you start fighting stuff with High Defence that +Tohit becomes better than +Accuracy.

The appropriate formula is: NetToHit = Accuracy * (BaseToHit - Defense)

NetToHit = 0.75 * (100 - 0)
= 75% chance to hit something (with no buffs, no defense)

NetToHit = 1.0 * (100 - 0)
= 100% chance to hit something (with +25% Accuracy, no defense)

NetToHit = 0.75 * (125 - 0)
= 93.75% chance to hit something (with +25% ToHit, no defense)

You get capped at "95% chance", but +Accuracy is better than +ToHit against normal, unbuffed PvE foes.

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If you outdamg so many ppl with your AR you must be teaming with really bad player

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AR is one of the better Blaster primaries when it comes to AoE damage. The damage type is quite well-resisted, and much of it's output is damage-over-time instead of spike damage, but it's not "low damage".


 

Posted

I was just reading back, Max Recovery = 0.00% was said.

Isnt the Nuke of Blasters also with the same 'debuff'? If blasters getting heavely buffed with +rec they can overcome the no-regen. (or that was just a -1000% recovery?)


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Posted

A Blaster's Nuke inflicts -1000% Recovery, which can be overcome by an Empath's Adrenaline Boost.
(The controller version of AB requires one Endmod to do this)

The proposed change to Rage means that even with 7 Empaths firing AB at you, you're not going to recover.


 

Posted

Hm, makes transference again the 'benefit' above the others (afaik the only 'friendly' end-transfer power).

Oh well, lets see how long this version will last


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Sign the petition, dont let CoH go down! SIGN!

 

Posted

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31% tohitbuff thats 1 lvl 50 acc IO you can skip in ALL powers.


[/ QUOTE ]Acc != ToHit

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Never said it wasnt, but if you look again you will see i said tohitbuff.................. and thats a huge difference, if you dont think so try slotting tohitbuffs in your normal attacks instead of acc.

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#1: You can't slot ToHit Buffs in attacks.
#2: It's not until you start fighting stuff with High Defence that +Tohit becomes better than +Accuracy.

The appropriate formula is: NetToHit = Accuracy * (BaseToHit - Defense)

NetToHit = 0.75 * (100 - 0)
= 75% chance to hit something (with no buffs, no defense)

NetToHit = 1.0 * (100 - 0)
= 100% chance to hit something (with +25% Accuracy, no defense)

NetToHit = 0.75 * (125 - 0)
= 93.75% chance to hit something (with +25% ToHit, no defense)

You get capped at "95% chance", but +Accuracy is better than +ToHit against normal, unbuffed PvE foes.

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If you outdamg so many ppl with your AR you must be teaming with really bad player

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AR is one of the better Blaster primaries when it comes to AoE damage. The damage type is quite well-resisted, and much of it's output is damage-over-time instead of spike damage, but it's not "low damage".

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I think your calculations are wrong. Base ToHit in PvE is 75% so using the simplified formula NetToHit = Accuracy * (BaseToHit - Defense + ToHit)

With no Acc or +ToHit
1.0 * (75 - 0 + 0) = 75%

With 25% Acc:

1.25 * (75 - 0 + 0) = 93.75%

With 25% ToHit:

1 * ( 75 - 0 + 25) = 100% (but caps at 95%)


Octavian Vanguard
@ohmsEU and @ohms 2

Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.

 

Posted

Bloody hell. Why do the devs have to give in the one hand and take from the other every time?

All we want is the ability to taunt during rage drop. That's it really.

Even though all rage does is grant a damage parity with SOME Tanker sets, accept the acc bump means we need a balancing penalty. 25% drop in endurance and defence drop plus the inability to do damage for 10 seconds every 2 minutes is pretty fair.

No end recovery isnt. It'll cause chaos, particularily amongst non experienced Tankers. Sometimes I toggle drop during rage drop. Who doesnt?
Imagine you cant get your toggles up for 10 secs.

Makes a joke of being able to hold aggro, doesnt it?

The big question is, assuming you have no blues, how do you prevent 10 seconds of toggle drop?
The only way is to decrease your attacks prior to drop, which reduces our damage output over time. In other words- reduce us by de fault.

Making rage a situational power is fundamentally unfair because
a) it wasn't designed to be one
b) try playing an SS tank without it.
That's why they gave Tankers rage in the first place.
Because SS was an underperforming set.
Not so we can situationally catch up other sets.
This is starting to feel like a nerf.


Don't get into a flap. It's only my opinion and I'm thick

Arc 56763 Lord Anarchys heaven

2 mission arc. Bring friends cause Lord Anarchy means business...

 

Posted

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I doubt -recovery will survive long in testing.

Devs don't play like real people, they only turn on the shields they absolutly need.

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You're right about the way the devs play the game but I have a bad feeling about this. Castles attitude was too smug. "well, we could do this (-35) instead.."

I think this is in to stay. I just don't for the life of me understand why they would want to do it.
I don't see the net gain and I dont see why they would want to mimimise our playing experience when SS isn't overbalanced in the first place.


Don't get into a flap. It's only my opinion and I'm thick

Arc 56763 Lord Anarchys heaven

2 mission arc. Bring friends cause Lord Anarchy means business...

 

Posted

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Making rage a situational power is fundamentally unfair because
a) it wasn't designed to be one

[/ QUOTE ]I'd imagine it was. A lot of powers were designed to be something completely different than what players eventually used them for.
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b) try playing an SS tank without it.

[/ QUOTE ]Any tank that's focusing on taking damage instead of dealing it is just fine without rage.


 

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Making rage a situational power is fundamentally unfair because
a) it wasn't designed to be one

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I'd imagine it was. A lot of powers were designed to be something completely different than what players eventually used them for.

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Yes but after the perma unstoppable debacle (and hasten actually) I'd like to think the devs wouldn't make a power perma unless they wanted to and felt it right.
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b) try playing an SS tank without it.

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Any tank that's focusing on taking damage instead of dealing it is just fine without rage.

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This is not correct for so many reasons.
Firstly Tanker outcry at low damage output prompted the devs to give Tankers a blanket 10% damage increase in the first place and further down the line, added rage to SS because without it, SS underperforms.
In other words Tankers did not wish to be merely meatshields, something Statesman learned when he encountered Tankers anger at his suggestion that that's what they should be.

Besides, even if your point holds up, SS is weaker in terms of damage out put than most Tanker sets (minus rage.) We have no build up and the overall chain of powers is no where in comparison to, for example, energy melee. (Although I accept footstomp wipes the floor with whirling hands)

And thematically it's wrong, especially in a game like this. If anything SS should be the strongest Tanker set because of the images super strength conjures up in the super hero community.

That it isn't is one thing. But to say it doesnt matter qwhat damage we give out because we're meatsheilds is just plain wrong in my view. (And as I say, in the view of an awful lot of Tankers who brought us to where we are today.)


Don't get into a flap. It's only my opinion and I'm thick

Arc 56763 Lord Anarchys heaven

2 mission arc. Bring friends cause Lord Anarchy means business...

 

Posted

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Besides, even if your point holds up, SS is weaker in terms of damage out put than most Tanker sets (minus rage.) We have no build up and the overall chain of powers is no where in comparison to, for example, energy melee. (Although I accept footstomp wipes the floor with whirling hands)

[/ QUOTE ]Of course it's weaker without rage, it's been balanced around rage.

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And thematically it's wrong, especially in a game like this. If anything SS should be the strongest Tanker set because of the images super strength conjures up in the super hero community.

[/ QUOTE ]SS should be balanced with the rest of the sets. It certainly shouldn't have the highest total damage output considering it has quite a few secondary effects, compared to, say, fire.

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That it isn't is one thing. But to say it doesnt matter qwhat damage we give out because we're meatsheilds is just plain wrong in my view. (And as I say, in the view of an awful lot of Tankers who brought us to where we are today.)

[/ QUOTE ]Oh, I wasn't saying tanker damage is irrelevant, just that you can quite easily play an SS tank without rage and still be efficient.


 

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Of course it's weaker without rage, it's been balanced around rage.

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Rage is balanced around super strength NOT the other way round. Rage was a quite late add on to SS.
And, if you remove the accuracy buff, all it does is enable us to match MOST powersets damage output.
Not exceed them.

And for the extra accuracy and all that entails we get hit pretty good.


Don't get into a flap. It's only my opinion and I'm thick

Arc 56763 Lord Anarchys heaven

2 mission arc. Bring friends cause Lord Anarchy means business...

 

Posted

Please also consider that SS is a Brute primary and the 10 seconds you cant hit stuff is a massive penalty to maintaining a decent level of fury.

I'd be very suprised if there was a Tank or Brute build out there that couldnt stand still for 10 seconds without hitting things, just running toggles, without running out of end.

Now if thats the case and your build forces you to stand there and do nothing then aren't you in exactly the same position as you were before?

Now in reality there are so many options for reducing the end cost of toggles that it should be easy for even a decent build to stand there with toggles on and fire off taunt each time it recharges.

I'll take that as opposed to being able to hit diddly squat for 10 seconds, lose 25% of my end bar and also -25% defense (killer for defense based brutes and tanks).


 

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Now if thats the case and your build forces you to stand there and do nothing then aren't you in exactly the same position as you were before?

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No, because whilst previously you lost 25-27.5 Endurance on a Rage crash, now you will lose 25-27.5 Endurance AND not be able to recover ANY endurance for 10 seconds. That includes the endurance that is eaten by your toggles, and any extra endurance that you use through attacking during that 10 second period.

It works out at anything from 50 to 70 Endurance, just for hitting that "Rage" Button. Do you actually expect a Dark, WP or INV Brute to deal with losing out on 60-70 Endurance every time they pop Rage? Like Tanker Ice/, Brute /NRG and /Elec get endurance drains... but the other secondaries (even Fire) will really struggle.

I don't even want to THINK about trying to double-stack Rage under the suggested new system.


 

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I didnt realise that you got 0% recovery and the crash as well. That is harsh.


 

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No, because whilst previously you lost 25-27.5 Endurance on a Rage crash, now you will lose 25-27.5 Endurance AND not be able to recover ANY endurance for 10 seconds. That includes the endurance that is eaten by your toggles, and any extra endurance that you use through attacking during that 10 second period.

It works out at anything from 50 to 70 Endurance, just for hitting that "Rage" Button. Do you actually expect a Dark, WP or INV Brute to deal with losing out on 60-70 Endurance every time they pop Rage? Like Tanker Ice/, Brute /NRG and /Elec get endurance drains... but the other secondaries (even Fire) will really struggle.

I don't even want to THINK about trying to double-stack Rage under the suggested new system.

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I just can't understand how they, sitting in their offices, got together and thought that this would be a workable idea. Never mind get it to the stage where they actually mention it on the boards.

Can anyone see a logic here?


Don't get into a flap. It's only my opinion and I'm thick

Arc 56763 Lord Anarchys heaven

2 mission arc. Bring friends cause Lord Anarchy means business...

 

Posted

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Firstly Tanker outcry at low damage output prompted the devs to give Tankers a blanket 10% damage increase in the first place and further down the line, added rage to SS because without it, SS underperforms.

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Do you want to check your facts?

I've been playing a /ss tanker since just after I1. My launch pack instruction booklet lists rage as a super strength power, which indicates that it's been in the set an awful long time (as books take a few months to be proof read and printed generally).

You're right about tankers complaining about lack of damage, but rage wasn't introduced because of this.


 

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Firstly Tanker outcry at low damage output prompted the devs to give Tankers a blanket 10% damage increase in the first place and further down the line, added rage to SS because without it, SS underperforms.

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Do you want to check your facts?

I've been playing a /ss tanker since just after I1. My launch pack instruction booklet lists rage as a super strength power, which indicates that it's been in the set an awful long time (as books take a few months to be proof read and printed generally).

You're right about tankers complaining about lack of damage, but rage wasn't introduced because of this.

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Ok I'll pause here. I only ever actually concentrate on news pertaining to MY set or general health of the game info.
Back when the game started I played an SS but found it to be anti climatic. Was set to drop the game (before I1) when my friend joined and I restarted with a Stone Melee. So my memory here may be cloudy but....

Firstly I wasn't clear and that's my fault.I did imply that rage was created after the event but that was bad writing on my part. Sorry.

I was referring to the fact that from memory I believe they buffed rage significantly following an outcry from SS Tankers.

the point remains though. Rage is there to stack up an otherwise tepid power set. And they did it because SSers felt the damage they could distribute was too low.


Don't get into a flap. It's only my opinion and I'm thick

Arc 56763 Lord Anarchys heaven

2 mission arc. Bring friends cause Lord Anarchy means business...

 

Posted

I thought the SS buff was that KO Blow changed from a clobber like power to a high damage power.


 

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I thought the SS buff was that KO Blow changed from a clobber like power to a high damage power.

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Yeep. Can someone help us out here? I said my memory was cloudy about this.
Did I get the two confused?
Now you say it it does ring a bell.


Don't get into a flap. It's only my opinion and I'm thick

Arc 56763 Lord Anarchys heaven

2 mission arc. Bring friends cause Lord Anarchy means business...

 

Posted

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OMG

This whining really makes me angry.
There are so MANY powers in the game that are totally broken and underperforming to the degree of uselessness and you whine about a change to rage, eat some blues if you low on end.

Let me see, RAGE gives:

80% dmg buff thats TWO lvl 50 dmg IOS you can theoretically skip in your powers and STILL be about same as all other sets.

31% tohitbuff thats 1 lvl 50 acc IO you can skip in ALL powers.

SO this let you slot 3 end reducers in your attacks if you have end issues.

No other selfbuff in the whole game this overpowered, so stop whining about it beeing changed especially if its not a nerf but only an adjustment to auras......

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Having Rage brings SS up to the other sets. SS isn't overpowered at all. Rage has effects that not all armour sets give a hoot about and so I guess they're looking to penalise everyone over the crash equally.

After much though I think they should cap end recovery at 1 end per sec or have it stalled for 5 secs and go focus on something the whole playerbase might like. There was a lot of thought before there was a [censored] it


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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I thought the SS buff was that KO Blow changed from a clobber like power to a high damage power.

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Yeep. Can someone help us out here? I said my memory was cloudy about this.
Did I get the two confused?
Now you say it it does ring a bell.

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Knockout Blow had got damage!1!!!1!


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

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After much though I think they should cap end recovery at 1 end per sec or have it stalled for 5 secs and go focus on something the whole playerbase might like. There was a lot of thought before there was a [censored] it

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Quite funny that it actualy affect only 1 set.. Tanker SS. Brute doesnt need the damage, they have the tripple ammount easy with fury. Only accuracy might be usefull (tankers can get FA).

On the other hand, i like this sort of attention, or at least for now. It means they also look at little left in a corner crying powers that they maybe give some extra attention. (like why make such ammount of changes to Mace, while maybe at top 10% of all tankers, hence 1% of the entire playerbase, is actualy playing mace?). It will also be SL, always be a weapon. As long it has the stupid redraw, no thx for me. (i already fed up enough with all redraw sets i currently have - with merc/TA/mu hitting the max).


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(50)MaceX/(50)Encore

Sign the petition, dont let CoH go down! SIGN!

 

Posted

Well, my Rage bit was covered, so moving onto the KOB comment:

Knockout Blow: A slow attack that deals little damage, but can knock out most opponents.


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