A Spines Discussion
Youre Silly.
Spines is an AoE Beast and MA Cant compare in the least. Between Throw Spines and Spine Burst a single well positioned spiner can decimate a group before an MA can finish Eagles Claw.
Now when you get down to Single Target Nitty Gritty, MA blows Spines away, but thats because Spines is a Burst AoE Set, and MA is a lackluster ST set.
Please don't start a thread asking for spines to be BUFFED. I'm actually afraid it will be nerfed because it's too good. Sure the activation times are awful, but the toxic dot and the secondary effects it has are anything but.
and buff ma so it hits 500 ea hit
<.<
>.>
Virtue: @Santorican
Dark/Shield Build Thread
I remember Castle mentioning that if he were to look at Spines it wouldn't be because it would needed to be buffed. He mentioned specifically the stacking slows, the random immobilize and one more thing but I cannot remember the third issue he had. I like spines the way it is, please don't bring any attention to it.
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I remember Castle mentioning that if he were to look at Spines it wouldn't be because it would needed to be buffed. He mentioned specifically the stacking slows, the random immobilize and one more thing but I cannot remember the third issue he had. I like spines the way it is, please don't bring any attention to it.
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If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
The OP does have a point. Every "original" scrapper set has received an animation pass over that has greatly increased the speed of the set. Most of these seem fairly recent (at least the swords at any rate, oh and clawlz).
edit: actually I don't think dark has been sped up, but it has been significantly buffed.
IIRC the problem with spines is that it still has baked in draw times attached to each power just like the sword sets used to. If that were removed each power would probably be like 0.7 sec (more or less) faster.
If you knocked that off of each attack the set would start to feel pretty good.
AFAIK spines is the only weapon draw set remaining that still has the baked in times (feel free to correct me though, but all I can think are probably things like the epic mace attacks still having it).
However, if you let BaB's have a go at bring the set in line with all the other "weapon/drawn sets", then Castle would probably get his knickers bunched up and go on a nerfing spree like he has implied he'd like to do to spines.
I deleted my 45 spines/regen after i started playing around with some other sets. I can't stand how slow and full of pauses spines feels, though it is certainly an aoe powerhouse. Spines feels a lot like new Energy Melee when I play it. A lot of corpse blasting.
It sounds to me like you need more practice and patience then, I have no problem with any corpse blasting.
Virtue: @Santorican
Dark/Shield Build Thread
No, the third thing is that Spines has more than one secondary effect -- Toxic DOT and slow. While many sets have one or two powers with an additional secondary effect, Spines has it in every power and some have even more (Impale and Ripper for example).
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Considering that the previous poster said exactly what you said and that there was one more thing as well....the point of your post is what?
One thing you'd benefit from is an overconfidant attitude. As a spines, you're going to be playing your best when YOU are the alpha for your team.
It's hard when you're /regen (which it looks like you are) because the enemy alpha is /regens weakness, so you've got to work out timing just perfectly so that when you attack you know your team will soon be drawing attention as well. So long as you're first you're going to make a huge contribution with only those two attacks.
Now two non-behavior tips
1.)Quills is an important toggle for it's lesser known tertiary effect, it keeps you from having to "redraw" since it keeps your spines out all the time.
2.)If teams are killing enemies so fast that you don't have time to get off spine burst/throw spines multiple times, than your team is fighting on too low a difficulty.
lastly, for extra solo-y goodness, for my spines/regen I turn the difficulty up to "team of 4-5" +0-1 (which gives you large mobs of mostly minions/lt's) then use every click defense I've got for the first mob or two. What you'll find out is after each mob you'll get so many inspirations that you can keep on pushing the rest of the map solely on that on going inspiration flow, since as you likely know, regen becomes godlike with even a single purple or orange insp.
P.S. (I only talked about two attacks) Ripper is incredibly wide range and powerful, throw spines definitely does not feel 1.67 seconds slow, I don't know the numbers well, but it's incredibly fast animating, certainly doesn't slow you down, the jump out of combat to use it was the only delay I ever felt noticeable.
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
Virtue: @Santorican
Dark/Shield Build Thread
Thanks Santorican, I admit I am going by memory, but I was trying to supply light not heat.
In response to the OP, I agree that Impale feels slow. I have less problem with Ripper since I also like Claws and Martial Arts, which also have slowish heavy hitters, so I'm more used to it. Impale sure differs from Focus in feel, though.
Jeminiks is dead on in his initial reply, that Martial Arts hitting harder and faster is okay because MA cannot hope to compete with Spines for AoE or for stacked secondary effect, for that matter. You have to let the poor MA guys have something besides style.
If it helps, try and think about it this way: your job is different as a Spiner. The kung-fu types are hammering away at specific targets (nasty mezzers, summoners, bosses) while the Spiners should constantly adjust their position to expose the most baddies to a lethal atmosphere of flying spines. Crowds melt away as you flow through your attack chain at a more stately pace.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
It sounds to me like you need more practice and patience then, I have no problem with any corpse blasting.
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Two fireblasters alpha'ing with fireball as I jump in with spineburst often means I'm only hitting luts and bosses. If I lead with throw spines that is nice, but then spine burst activated with plenty of targets still up ends up only hitting the bosses because everything else is already dead by the time it goes off.
I've had much more success with my fire/sr as FSC hits before everything in the room is dead from my teammates so I'm usually the one killing off all the fodder and then I have tremendously more st damage to deal with the remaining bosses.
Solo'ing or in offensively weak teams I could see how the aoe of spines would get a chance to do wonders. Maybe with the new +con settings it will be better for me in teams as stuff won't die as easily.
Still doesn't change the fact that it is the only remaining weapon set with baked in draw times so every comment about "slowness" is accurate in that regard. Removing those pauses would probably make the set too good though, just look what it did to Kat and claws and spines would benefit even more due to extra aoe (though in tight packed spawns claws is right up there with spines for aoe, but a whole lot smoother and better st damage).
Anyway, getting the message loud and clear, you guys don't care that spines is "bugged" in a negative way because you think getting that bug fixed would also bring downward balancing to the set from another source. I don't blame you either, I dread Castle looking at things I enjoy.
take care.
Anyway, getting the message loud and clear, you guys don't care that spines is "bugged" in a negative way because you think getting that bug fixed would also bring downward balancing to the set from another source. I don't blame you either, I dread Castle looking at things I enjoy.
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While you can probably expect Spine Burst to be weakened (most likely with a reduction in the AoE size or increase in end cost and recharge time to bring it back into the AoE formula) with a likely reduction in animation time and the secondary effects to be more restricted, you'd probably also find that the ST damage would get brought up to not be so laughable (re: Barb Swipe sped up, possibly Impale as well). The set would definitely end up weaker than it is now, but I doubt that it would be weaker in all areas. I'd actually predict a bit of ST damage buffing if Castle was allowed to tweak it as he saw fit.
I am unaware of the teams you play in, but I'll harbor a guess I play in faster ones. Two fireblasters alpha'ing with fireball as I jump in with spineburst often means I'm only hitting luts and bosses. |
Of course, that's against even cons, which someone on such a fast team shouldn't fight anyway. Fighting against +4s, 2 damage capped fireballs would deal roughly 160 damage, making it impossible for that to kill minions, period. Even against +3s it'd be extremely unlikely that both your blasters would be damagecapped 100% of the time for it to work.
So, for your specific example, the answer is simple : stop fighting even cons on minmaxed level 50 teams.
Now, on a more general case, not getting into the likeness or not of playing with two fire blasters with perfect reaction times at all times, let's move on to the next point : are you seriously arguing Spines scrappers animation times need to be buffed because in the specific situation of a team with two competent fire blasters, they do some corpse blasting ? I mean, wouldn't every melee build out there have a stronger case than that complaining that two competent buffers on any team make them relatively useless ?
Not to mention FSC and Spine Burst are both ~3 seconds animation, Spine Burst being ~0.3s longer... I seriously doubt you're somehow corpseblasting with Spine Burst stuff you wouldn't corpseblast with FSC.
Anyway, getting the message loud and clear, you guys don't care that spines is "bugged" in a negative way because you think getting that bug fixed would also bring downward balancing to the set from another source. I don't blame you either, I dread Castle looking at things I enjoy. take care. |
I am unaware of the teams you play in, but I'll harbor a guess I play in faster ones.
Two fireblasters alpha'ing with fireball as I jump in with spineburst often means I'm only hitting luts and bosses. If I lead with throw spines that is nice, but then spine burst activated with plenty of targets still up ends up only hitting the bosses because everything else is already dead by the time it goes off. I've had much more success with my fire/sr as FSC hits before everything in the room is dead from my teammates so I'm usually the one killing off all the fodder and then I have tremendously more st damage to deal with the remaining bosses. Solo'ing or in offensively weak teams I could see how the aoe of spines would get a chance to do wonders. Maybe with the new +con settings it will be better for me in teams as stuff won't die as easily. Anyway, getting the message loud and clear, you guys don't care that spines is "bugged" in a negative way because you think getting that bug fixed would also bring downward balancing to the set from another source. I don't blame you either, I dread Castle looking at things I enjoy. take care. |
Also you're still doing it wrong by letter blasters get a head of you. A proper scrapper is always 200 steps ahead of the team
Virtue: @Santorican
Dark/Shield Build Thread
I had no idea this topic would be debated as such. As the OP, I feel obligated to respond to some of what's been said.
Jeminiks: Spines may be an AoE beast, but by the time I get into the action on a team, the blasters and trollers have done their jobs a little too well. I'm left to say, "Oh, look...a boss is still standing." *Lunge* "Good thing I was here to make that one attack, eh?"
Fury Flechette: I'm not looking for a buff, per se...Just a shave off some of the animation times. I honestly don't see why it would be debuffed, since most of its damage is "moderate" at best. The toxic DoT is minor, and the slow effects...Well, unless I decide to experiment and slot slow enhancements, I'm only seeing it slow baddies severely underpowered against me. (Those Hellions in AP don't stand a chance against the slowing powers of my 50! Mwahahaha! )
Katten: Quills or no Quills, all of the attacks have a draw. So, as Spines/Regen scrapper, I activate all toggles, including Quills...Target an enemy...the power draws...I attack. It, at some time, I use any other ability along the way...run back to Aid Other, use Body Mastery: Laser Beam Eyes, or Vet Reward: Sands of Miss (Mu)...I have to draw again once I want to use a Spines attack.
When I team, it's not with weak opponents...It's more along the lines of being with skilled players who've slotted their powers properly. Their own AoEs are set in such a way that the two blasters and two trollers on the team can wipe out mobs before I've crossed the distance to the fight. I'm often left to joke, "Hey! Save some for the melee types!"
Frosticus: Let me be clear that I am not looking to see Spines made "an uber set." Remove the draws, and there are still lengthy animations to deal with. Remove the lengthy animations, and there'd still be draws to cope with. My point is that removing the fragmented seconds at some point would be appreciated. I'd like to be a bit more useful to the teams I join. The combat log almost looks like, "So-n-So defeated everyone," followed by, "You receive Rikti Alloy." It's as though I'm getting paid for doing no work. Some might enjoy that, but it's not my style.
Nihilii: I know you weren't addressing me directly, but I'll address something you said to the other poster. No one told me that I was slower; it's an observation I made while on damage heavy teams. I tend to end up on full teams, composed of, say, three scrappers (including myself), two blasters, a tank, a defender, and a troller. The blasters and troller seem to have most mobs wiped out before the tank can even attempt to control aggro. This leaves the four melee players on clean-up duty, and that's if we have the chance to cover the ground between where the team is and where the injured baddies are still standing.
Meanwhile...As for nerfing the set...well, the DoT is minor at best. Three or four ticks of 11 damage are probably not making a world of difference; I still have to make a full attack to finish off fights when I'm solo, because the DoT is half, or less than half, of the damage given by a regular strike. The slow effect? If I could see it without having to slot if, (as with cold attacks, Mudpots, Hotfeet, or Caltrops), I might gripe if it went away...but I don't see it. Not unless I happen to have Quills hit a bunch of level 10 Hellions at a fire in Steel Canyon or something. So, by all means, feel free to nerf the DoTs or the nearly nonexistent slow effects. Honestly, I wouldn't mind if they took one and boosted the other...That would make the secondary effects worth having.
But the laborious animations...? Shave SOME, not all, of them down. Please?
And no fighting, folks. I'd like to see this remain a civil discussion. Again: Please?
Be well.
+G
"The acquisition of any knowledge is of use to the intellect, for nothing can be loved or hated until it is first known."
Leonardo da Vinci
It's not "bugged" in a negative way. It's inherently balanced by the fact that, even though it breaks so many of the normal balance rules that are present/required by new and proliferated sets, it's also got to deal with the fact that the powers have long animation times, which is only just now being addressed as a balancing factor.
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It is the only set left with baked in draw times. I've been told a "bug" is also a "design flaw" in other discussions. Call it w/e you like, its the only one that hasn't been updated with the new system. Despite how many people have jumped on me now, that is not really debatable as it is indeed fact.
While you can probably expect Spine Burst to be weakened (most likely with a reduction in the AoE size or increase in end cost and recharge time to bring it back into the AoE formula) with a likely reduction in animation time and the secondary effects to be more restricted, you'd probably also find that the ST damage would get brought up to not be so laughable (re: Barb Swipe sped up, possibly Impale as well). The set would definitely end up weaker than it is now, but I doubt that it would be weaker in all areas. I'd actually predict a bit of ST damage buffing if Castle was allowed to tweak it as he saw fit. |
If it allowed impale to not suck so bad I'd take the reduction in burst heh. Others probably wouldn't.
Yes we get it, spines does need to be looked at, BUT in the event that spines is looked at we won't like the result. Yes we may get faster animations but say good bye to stacking slows and toxic dot in every power as well as the immobilize in impale.
Also you're still doing it wrong by letter blasters get a head of you. A proper scrapper is always 200 steps ahead of the team |
I probably could stray far ahead of the team, like when they are mopping up the remaining of the group, that is good and very effective and probably the thing to do. I don't really like when people do that though because it is usually a few bosses that remain and scrappers are labeled "boss killers", so it always kind of bugs me when a scrapper runs ahead to minion sweep. Even though I realize spines is a much better minion-muncher than boss killer. I guess I've always sort of seen it as a person trying to be the "big shot", no matter how effective.
If spines were looked at I'm not sure the immob in impale would disappear, but maybe. I'd certainly enjoy it with a ~1.7 cast time though. I'm sure all the little 0.33 mag immobs would go bye bye though, but most people don't even know they exist and I'm not sure how much they really do in practice.
edit: I should note, that if I make the team this is less of an issue, it is something I encounter when I join existing teams that are already doing well. I mean yes scrappers are often superfluous in teams, but I think their must be a solution beyond quit and joining a crappier team. I'll reiterate, this is not a problem I've been having on my fire/sr, but was quite prominent on my spines/regen and I really feel like the only meaningful difference between the two in an aoe alpha is that spineburst is so slow. Anyway , have fun out there guys.
While I wouldn't kick an animation upgrade to Spines out of bed, it doesn't actually need a buff. Now that they've fixed the 'rotten banana' graphics I'll be happily playing mine when they shut down the last server.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Jeminiks: Spines may be an AoE beast, but by the time I get into the action on a team, the blasters and trollers have done their jobs a little too well. I'm left to say, "Oh, look...a boss is still standing." *Lunge* "Good thing I was here to make that one attack, eh?"
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Mobs have a finite amount of hit points. The Blaster(s) on your team have enough damage to kill those mobs without your help. Even if you got Spine Burst off before them (be it getting to the spawns faster, animation tweak, etc) it would be completely superfluous because the Blaster(s) would have killed the mobs anyways. The only difference is it made pretty graphics and more orange numbers. Performance wise, the team wouldn't have noticed. Yeah, corpse blasting isn't fun, but for the scenario you described it's just perception - the mobs were already dead.
Personally, I have a hard time imagining that most groups level spawns that fast. When I play my Tanks, I generally get off AoEs that take as much time or more than Spine Burst (Combustion - 3s, Tremor - 3.3s). My WP routinely gets off at least Taunt (1.67s), Combustion (3s), and Fire Sword Circle (2.67s) before spawns are dead. The only thing I can really suggest (besides pointing out the minions are dead anyways) is that you move between spawns faster. (Not very helpful, and I'm sure it sounds a bit harsh, but I can't think of any other way to phrase it. It's not meant to be an insult.)
While I wouldn't kick an animation upgrade to Spines out of bed, it doesn't actually need a buff. Now that they've fixed the 'rotten banana' graphics I'll be happily playing mine when they shut down the last server.
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I can understand why he'd do it for weapons too, he generally does pretty tight animations and the old pauses and hitches in the sets were...not tight.
First. Lets be real. Two buffed fire blasters that are GOOD are going to make *everyone* corpse blast. That's an awful example. That's like two fire blasters complaining that two Elec/Shields are tele nuking everything and causing them to waste their AoE's.
On top of that....Throw Spines + Fireball (or Energy Torrent) Is FASTER than a Fire blasters AoE Volley by an whole second.
Ripper has a 2.17 Activation time, a pretty wide cone, and with the toxic DoT... it hits hard! It might not be quite as hard as headsplitter or GFS but it is a cone attack that when all the DoT hit, it isn't far behind. Its also right around the same speed, if not a little faster than the big hitters. So again if you are corpse blasting against hard targets on a spines scrapper... you shouldn't be doing much better on most of the other primaries. (I think Katana and DM are the only two that are actually faster with their "Big hit")
Spine burst and impale *are* slow. But they come early and are effective during those levels. Later they can be replaced by an epic attacks that end up much quicker. Spines is fine as is.. its probably better than fine. It does give up ST damage for its awesome AoE potential. But if I wanted a great ST set I'd play my Fire or DM scrappers....
I'm gonna go check for threads asking for Plant Control, Radiation Emissions, and Fire Blast to be buffed while I'm at it. Make sure I haven't been trolled here.
It would be a legitimate complaint if their powers were bugged... Look beyond the examples given. I realize they make for an easy strawman, but that is all you guys are doing.
I can't find an appropriate thread in which to discuss my issues with the Spines power set, so here goes...
My first reaction: it's GREAT! I mean, going solo, and I see a runner, my lvl 50 scrapper will use Impale to pin that runner in place, then finish hit off at my leisure. If I find myself surrounded, Spine burst and Quills wears them down until, once I'm done with one guy, I can move on and quickly dispatch the next...and the next...and the next. I'm not necessarily a killing machine (Oh...I'm sorry...we "capture" and "defeat" on CoH, not kill ), but I can handle things when I'm running solo.
But then I find myself on a team, and suddenly I'm not as confident on my power choices from years ago. Watching who is defeating what, I find myself cursing the slow animations of Spines. I mean, first I have to await the redraw of my powers after using a power like Reconstruction. So I save my skin with a quick heal, hit Impale, and...there's the wind-up...the pitch...and it's...GOOD!...after some blaster has reached out a hand and zapped the baddie to unconsciousness. In fact, the blaster has handled it with two attacks while I'm still trying to get that one off.
Using Mid's as a source for my powers...
1: Barb Swipe - 2.43 seconds
2: Lunge - 1.63 seconds
3: Spine Burst - 3 seconds
4: Impale - 2.43 seconds
5: Ripper - 2.17 seconds
6: Throw Spines - 1.63 seconds
I won't include Quills, since it's a toggle that does minor damage continuously.
But now let's look at a couple of other powers...
Claws
1: Swipe - 0.83 seconds
2: Strike - 1.17 seconds
3: Slash - 1.33 seconds
4: Spin - 2.5 seconds
5: Focus - 1.17 seconds
6: Eviscerate - 2.33 seconds
7: Shockwave - 1 second
Spines only has two attacks under 2 seconds, while claws has five.
Martial Arts
1: Thunder Kick - 0.83 seconds
2: Storm Kick - 0.83 seconds
3: Cobra Strike - 1.67 seconds
4: Crane Kick - 1.67 seconds
5: Crippling Axe Kick - 1.6 seconds
6: Dragon's Tail - 1.5 seconds
7: Eagles Claw - 2.53 seconds
*sigh* Only one attack over two seconds for MA, which has greater accuracy, and what seems to be greater damage than Spines. I certainly get the feeling they get more crits than I do whenever I'm teamed with an MA scrapper. And MA has the added advantage of not having a "draw" to its set.
Looking at all other sets, it would seem that they have, at most, three powers that have animations over two seconds. (Katana has NONE over two seconds!) And so it seems that the Spines set is the red-headed step-child of scrapper attacks.
It's distressing to see that while I'm getting attack number three off during a big fight, other ATs are getting off their sixth or seventh. If I happen to take out a large group, it's usually with Spine Burst, and it's well after the rest of the team has whittled the baddies down. Or maybe Quills happens to do the job. But on a full team, once a mission is complete, I often feel as though I was there as a decorative piece. Mind you, this is with various IO sets that have me recharging powers faster than it takes to activate them. (My Lunge recharges in 1.57 seconds, down from four, and takes me 1.63 seconds to use it. )
In the end, I would like to see the activation times of Spines reduced. I'm not sure how this could be done, but this is my beloved main I'm talking about. If it were possible to go back a few years and change his primary powers altogether, I would. But I can't, and I'm feeling a bit "stuck" with him.
Does anyone else feel this way about the set? Or am I alone in thinking Spines takes too long to use? Is there a dev out there willing to respond to my issues? Or am I praying for the impossible?
Here's hoping people won't be throwing flames at me for this seemingly minor complaint.
Be well.
+G
"The acquisition of any knowledge is of use to the intellect, for nothing can be loved or hated until it is first known."
Leonardo da Vinci