Are Scrappers Broken?
While all the other AT forums are busy complaining, the Scrappers are coming up with deadlier and deadlier builds.
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tl;dr version of the OP: zomg! There are idiots and false statements on the internet!
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Or whining about how Brutes do more damage with better survivability - although admittedly those threads are several months old. It's not like the Scrapper forum is immune to the "grass is greener" mentality. |
tl;dr version of the OP: zomg! There are idiots and false statements on the internet! |
Be well, people of CoH.
Scrappers aren't broken... their enemies are!
No, their enemies WILL be broken
Scrappers never provide force multiplication. They provide large force addition, as do ATs such as Blasters, Brutes and Stalkers. Each one you add to the team adds a large amount of damage potential. (Other ATs also provide this direct addition, but generally in smaller degrees.)
Force multiplication means you take what force you already have on the team and, quite literally, multiply it by some scale factor. ATs like Defenders, Corruptors and Controllers have very strong capabilities in this regard, although they also do other things. Adding one Defender to a team of heroes can, with powers like Enervating Field or Tar Patch, cause the existing team to do 130% of its damage without them. Adding a Kinetics character can cause a team to do 200-250% of their damage without them (if they can saturate Fulcrum Shift on the whole team and depending on whether the team's characer's damage buff caps are +300% or +400%). Adding both types of Defender is multiplicative with itself - a team with saturated FS fighting foes on a Tar Patch are doing 260-325% damage. You're never going to be able to add that kind of damage by adding on 1-2 damage dealers. |
Sorry for the late reply, this thread was something I was late or had little chance of stumbling on ever again.
My scrapper can do more for some team make ups, than your Kinetic defender can, even on a STF, trust me on that.
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.
By your limited idea of force multiplication all a Scrapper has to do is take assault.
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My definition of force multiplication is not "limited", but founded in game mechanics and basic algebra. Force multipliers are exactly that - things that multiply the effect (specifically the damage) of the whole team.
The only Scrapper powers that offer true force multiplication from their secondary effects are those with -defense, because it potentially makes the entire team more likely to hit the foe, increasing average DPS. Personally, I consider -defense to be a weak form of force multiplication even in the hands of ATs where its effect scale is large. The reason is that many characters slot such that their individual chances of hitting foes are already at or near the cap of 95%. This does leave -defense as potentially useful against foes with +defense or that might be smothering the team in -toHit. However, I would suggest that a Scrapper with Tactics might actually be more help to their team than one with -defense effects.
I think under what else would be mezzed, debuffed or detailed conditions for other ATs without a Scrapper offering certain flexibilities; versus certain obstacles for a team who otherwise would be limited or force dismissed; you can be sure that the force is multiplied. |
Force multiplication has a specific meaning. Adding a Scrapper to a team is certain to contribute something to the team, contingent on the skill of the player behind them. However, except for -defense, what that contribution is will not be force multipliers. In that context, Scrappers (along with Blasters) contribute a force that's good to multiply.
My scrapper can do more for some team make ups, than your Kinetic defender can, even on a STF, trust me on that. |
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
It's worth emphasizing that "provides force multiplication" is not equivalent to "is an asset on a team."
It's also worth emphasizing that, while Scrappers can indeed be assets to teams, their well-rounded effectiveness specifically sets them apart from Holy Trinity ATs - Tankers, Blasters, and Defenders - who are specifically designed around sacrificing some aspect of their solo capability in order to obtain unparalleled power in another aspect. In short, Scrappers can be useful on teams, but the trinity are designed around teaming with complementary archetypes, and provide a great deal of benefit when they do.
@SPTrashcan
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If Scrappers are broken, what does that make Brutes?
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Better.
Be well, people of CoH.
But still not as broken as MMs.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Controllers, man.
Sorry you dont see teams often looking for a scrapper as a necessity .
They will look for a scrapper but not usually to tank or pack of scrappers to replace a tank .
But the main reason for wanting a scrapper is to provide a team balance or a wild card .
But honestly any player worth there salt or any AT worth there salt , can do that wild card trick a lot beter in team cooperation .
Scrapper like brute except for certain builds (every AT has a exception build or had a exception build prenerfs ), are more a single target with limited AOE abilities,
Truth is you are comparing it wrong .
Solo play almost nothing beats a scrapper till 32+ (thats the stage where corruptors dominators , controllers masterminds takes over and leap away )
For team play scrappers are not that bad or terrific . its more the player behind it that makes it terrific or plain .
But the same counts for all AT . even the worst assault rifle blaster can make a huge impact in wellplayed hands . there dpa plain stinks :P
It's worth emphasizing that "provides force multiplication" is not equivalent to "is an asset on a team."
It's also worth emphasizing that, while Scrappers can indeed be assets to teams, their well-rounded effectiveness specifically sets them apart from Holy Trinity ATs - Tankers, Blasters, and Defenders - who are specifically designed around sacrificing some aspect of their solo capability in order to obtain unparalleled power in another aspect. In short, Scrappers can be useful on teams, but the trinity are designed around teaming with complementary archetypes, and provide a great deal of benefit when they do. |
Pick what military science buzzwords you prefer, whether it's "force multipication" or "combined arms" or "local combat superiority". A good scrapper can provide for all of these.
Pick what military science buzzwords you prefer, whether it's "force multipication"
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Force multiplication has been explained multiple times in this thread. Its definition here is not the same as the military term. Instead, it is more specific. It is a game mechanical definition, while the military term encompass effects such as morale, terrain, or equippment/arms.
In the game context, force multipliers are things which multiply the game mechanical statistics of the team, usually DPS, through direct effect. The most common examples are +damage on the team or -DR on foes. Effects such as -Defense and +toHit can also assist under the right conditions. +Recharge is also a powerful effect, though it's multiplier is more dependent on the character's powers than some others. (A character with long recharging, fast activating powers benefits more than one with long activating, fast recharging powers.) +Recovery is sometimes used an indirect example, as it but this is crossing over into mitigation, which is subtly different.
Force multiplcation in this context is not effects which prevent your team from taking damage, such as +Defense, +DR, or Controls (which the Dark Armor Scrapper above would specialize in). The term "force multiplication", in this game community, is typically reserved for offensive multipliers. While defensive multipliers can increase a team's speed through battles by reducing the need for caution, offensive multipliers increase their speed even in a situation where the team needs no caution at all.
Scrappers do not provide this game mechanical force multiplcation, except through some Leadership powers or -Defense debuffs. These force multipliers they can provide, for those who can provide them, are quite weak when compared to those provided by ATs with strong buff or debuff features.
Your DA Scrapper can slow the speed at which foes are able to harm your team, but not multiplicatively increase speed the speed with which your team can harm the foes. At best, you can reduce the amount by which the foes can slow your team. This means your ability to benefit your team is limited by how much the foes actually threaten the team, where as offensive buffs are limited only by the AT caps.
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
Riiiight. Like they do so much better than Stalkers...heh, Scrappers can't even use Dark Melee (and soon Electric Melee) right.
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It is impossible to accurately compare ATs. Not a single one can do 100% of the content better than all the other ATs.
What you described is not force multiplication...
Scrappers do not provide game mechanical force multiplcation, except through some Leadership powers or -Defense debuffs Your DA Scrapper can slow the speed at which foes are able to harm your team, but not multiplicatively increase speed the speed with which your team can harm the foes. At best, you can reduce the amount by which the foes can slow your team. This means your ability to benefit your team is limited by how much the foes actually threaten the team, where as offensive buffs are limited only by the AT caps. |
You're right in saying that the scapper's contribution towards the "force multiplier" is not necessarily beyond that provided by other team members. Such is the wonder of a well balanced team with the many other archetypes and powers. And that's where the concept of "combined arms" (a balanced mix of offense and defense effects) come into play.
A scrapper in particular has the advantage in "local combat superiority"; that is, capability to take on a single or a few or several foes in an area of conflict and deliver more damage and effect than they receive, while protecting the remainder of the team from adverse effects due to the aggro drawn. Combined with dark melee, the shield defense truly allows a scrapper to go "against all odds" (a power) versus an entire enemy group.
Whether this is a multiplicative effect depends a lot on the team makeup, because many of the other team members can contribute just as effectively, depending on their archetype and power sets. The good thing about the scappers sets, though, is that it's almost always at least complementary, if not multiplicative.
wtf does that even mean? you are just making yourself sound like an idiot to any half-educated person that reads your post
It is impossible to accurately compare ATs. Not a single one can do 100% of the content better than all the other ATs. |
The OP says Stalkers can't scrap. And you call out *MY* statement as idiotic and half-educated!? LOL again.
Nothing against Scrapper DM, but Stalker DM is a monster. It takes the rounded out parts of Dark Melee and sharpens it into a fine, specialized point. Yeah, Stalker DM ultimately has less AoE but DM itself is pretty poor AoE anyway. In exchange, Stalker DM does *MORE* ST damage, *MORE* upfront burst damage and 2 effective pacifying powers instead of just 1.
So Scrapper DM = Amazing DPS, Great Burst potential (saturated Soul Drain), great utility (Dark Consumption is nice but not the corner-stone of the set. The utility comes primarily from Siphon Life), wonderful mitigation but Poor AoE.
Stalker DM = Similarly amazing DPS, Even Better Burst potential (Build up is static and AS adds to this), decent utility (the loss of DC ain't hurting much), *Better* mitigation (just add Placate and stir) but Poor*er* AoE.
The same pretty much goes for Electric Melee. Stalkers get pretty much the same out of it as Scrappers but do *more* burst and ST damage (thanks to AS and controlled AoE crits) but less mitigation (awww, no Lightning Clap).
Take what you will from that. Not saying Stalkers are better than Scrappers but Stalkers definitely get advantages for what they sacrifice (mainly that extra HP).
The good thing about the scappers sets, though, is that it's almost always at least complementary, if not multiplicative.
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I also want to take the opportunity to make clear that I am not trying to convince anyone that Scrappers (or other damage delivery focused ATs) are inferior.
For example, I wouldn't want to convince anyone that they should universally choose a buffer over a damage-dealer. They do different things for the team. So while the nature of force multiplying powers (in the game mechanical sense) means you can do exceptionally with a team of nothing but buffers and debuffers, there's no need to play the game that way. In practical terms, it's usually easier to assemble a balanced team with a core of damage dealers and a few buffer/debuffer characters, optionally including some sort character capable of aggro management (depending on how good the team's mitigation is). Sometimes one character can provide more than one of those things.
There are people who fixate on what's optimal and only seek to play or play with that combination of powersets, ATs, or what have you. Its fine to play that way specifically because you enjoy it, but I dislike when people preach it as the "best" way to play, or proclaim on the boards how they never invite "X" to their teams because it's not up to their standards. That's definitely not what I'm trying to promote here.
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
Lol, a bit serious? Although it was only half-sarcasm.
The OP says Stalkers can't scrap. And you call out *MY* statement as idiotic and half-educated!? LOL again. Nothing against Scrapper DM, but Stalker DM is a monster. It takes the rounded out parts of Dark Melee and sharpens it into a fine, specialized point. Yeah, Stalker DM ultimately has less AoE but DM itself is pretty poor AoE anyway. In exchange, Stalker DM does *MORE* ST damage, *MORE* upfront burst damage and 2 effective pacifying powers instead of just 1. So Scrapper DM = Amazing DPS, Great Burst potential (saturated Soul Drain), great utility (Dark Consumption is nice but not the corner-stone of the set. The utility comes primarily from Siphon Life), wonderful mitigation but Poor AoE. Stalker DM = Similarly amazing DPS, Even Better Burst potential (Build up is static and AS adds to this), decent utility (the loss of DC ain't hurting much), *Better* mitigation (just add Placate and stir) but Poor*er* AoE. The same pretty much goes for Electric Melee. Stalkers get pretty much the same out of it as Scrappers but do *more* burst and ST damage (thanks to AS and controlled AoE crits) but less mitigation (awww, no Lightning Clap). Take what you will from that. Not saying Stalkers are better than Scrappers but Stalkers definitely get advantages for what they sacrifice (mainly that extra HP). |
There's a reason I don't play Scrappers...
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
Then again, I guess that as a kid I was conditioned not to enjoy things that came too easy, so you may be on to something here.
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
scrapper=sexy
don't hate the sexy
"If a system can be exploited, it will be exploited. And if a developer thinks their system cannot be exploited, it'll be exploited like a new actress in her first porn movie." Sanya Weather MMORPG Examiner
Then again, I guess that as a kid I was conditioned not to enjoy things that came too easy, so you may be on to something here. |
If you find playing Scrappers easy, then you're not trying very hard.
Scrappers are powerful and playing the game normally is very easy. Which is why many Scrappers don't play the game normally. Post-I16, challenge is there for the taking. Pre-I16, there was always fillers!
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
While all the other AT forums are busy complaining, the Scrappers are coming up with deadlier and deadlier builds.