Scrapper Issues List - Lazy Updater Edition!
Patch Notes: September 18th , 2009
- Electrical Melee (all ATs) - Jacob's Ladder should look correct on male, female, and huge models now
- Obliteration will now sell for the proper amount of influence/infamy during a respec.
- Dark Armor now has a "No Fade or Pulse" theme, which will allow players customizable FX without the dark light pulses of various powers or transparency in Cloak of Darkness
- PVP - Scrapper - Super Reflexes - Practiced Brawler's protection versus debuff effects should last the full 120 second duration.
- Electric Armor - The help text for this power set no longer states that it contains any healing powers. Instead it states that it offers no defense enhancing powers.
- Darkness Mastery - Night Fall: This power should no longer state it accepts To Hit Buff enhancement sets and should correctly accept To Hit Debuff and Accuracy To Hit Debuff sets.
Patch Notes: Issue 16
- Powers Customization:Hundreds of powers have been updated to allow new color selections and customization. Players can now pick new Themes for each powerset, adjusting colors, appearance, and even animations for some sets.
- Activating Willpower/Heightened Senses while flying should no longer play the Martial Arts/Dragon's Tail animation.
- The Minimum Entry Level has been removed from many Hazard and Trial Zones in order to support upgrades to the Sidekicking System.
- The Minimum Entry Level of the Rikti War Zone has been removed in order to support upgrades to the Sidekicking System
- Brawl no longer costs Endurance when used.
- Electric Melee (All versions) - Removed erroneous reference to Fury from Chain Inductions Long Help
- Reduced Endurance cost of Origin Based powers Apprentice Charm, Taser Dart, Tranq Dart, Throwing Knives, and Mutagen from 6.5 per activation to 2.08 per activation.
- Shields/Against All Odds: Detailed Info now shows Dmg debuff numbers that are applied to foes.
- Powers with knockback and repel protection should no longer suppress knockback or repel protection when held, stunned, or slept.
- ncludes all Brute, Scrapper, Stalker, and Tanker versions of Entropy Shield, Unyielding, Active Defense, Rooted, Granite Armor, Integration, Wet Ice, and indomitable will. Acrobatics also will not suppress the knockback portion.
- To go along with our new changes to sidekicking and exemplaring, we've made some adjustments to the experience awarded from minions, lieutenants and bosses in the level 5 to 24 range. In short these enemies are on average receiving a 20% experience and influence increase. This will slightly speed up the pace at which heroes and villains advance through the 5 to 24 range.
- Powerset Proliferation: Electric Melee
- Powerset Proliferation: Electric Armor
- Electric Melee - Removed the ability to slot powers within this set with Taunt enhancements as these powers do not have a taunt component.
- Electric Melee - Chain Induction correctly jumps to additional targets when slotted with proc Ios.
- Spines - Ripper: Removed extraneous sound effect from Barb Swipe.
- Spines - Quills. The body spines will now appear when this toggle is activated. However, they will go away if the player enters and then exits spines combat mode while the toggle is on.
- Electric Armor - Lightning Field: Removed the ability to slot this power with Taunt enhancements as this power does not have a taunt component.
- Electric Armor/ Power Sink: This power should no longer accept taunt enhancements.
- Enhanced Difficulty Options: The old notoriety system has been removed and replaced with a new difficulty system of independent settings. You can now fine-tune the difficulty levels of the missions you play by telling the game exactly how you want to be treated:
- Choose to fight monsters between a -1 to +4 level difference from the player's level.
- Choose to set your personal team size (1-8).
- Choose if you want bosses to scale down to Lieutenants when soloing or not
- Choose to have AVs scale down to Ebs.
- The difficulty settings of the mission owner dictate how the mission is handled. Actual team size overrides any difficulty setting, so you will always get Arch-Villains if the team has 6 or more members. The difficulty setting is per task, so personal team member sizes do not add together.
- You can change your difficulty settings at any Hero Corp.'s Representative in Paragon City or Fateweaver in the Rogue Isles.
- New Ancillary Powers!
- Blaze Mastery (Scrapper) NEW
- Ring of Fire - Ranged, Moderate DoT(Fire), Foe Immobilize
- Char - Ranged, Minor DoT(Fire), Foe Hold
- Fire Blast - Ranged, Moderate DMG(Fire)
- Melt Armor - Ranged (Targeted AoE), Foe -Res, -DEF
- Fire Ball - Ranged (Targeted AoE), Moderate DMG(Fire/Smash)
- Body Mastery (Scrapper)
- Physical Perfection - Auto, +Regen, +Recovery (50% of the values offered by Stamina and Health)
- Darkness Mastery (Scrapper)
- Nightfall - Ranged (Cone), Moderate DMG(Negative), Foe -To Hit.
- Energy Mastery (Tanker)
- Physical Perfection - Auto, +Regen, +Recovery (50% of the values offered by Stamina and Health.
Patch Notes: July 15th , 2009
- Damage resistance bonuses granted by Invention Origin sets like Aegis or Shield Wall will no longer be modified by archetype modifiers. This means that all archetypes will get the advertised bonus on the enhancement.
- All damage proc effects in Invention Origin enhancements will now state the rate at which they will be triggered, the damage type they inflict and the measure of damage they inflict.
- Activating "Heightened Senses" with Claws out no longer plays the Slash animation.
Patch Notes: Issue 15
- Fiery Aura/Temperature Protection: Clarified that this power grants slow resistance by adding this to its short and long help.
- Sprint: The dust trail from Sprint will no longer continue to play in air if a Flight power is turned on while sprinting.
- Fixed a bug where cones could hit significantly more enemies than intended.
- Capped the base duration of all mezzes in PvP zones and Arena to 4 seconds. Strength mods can still increase the duration of the mez beyond 4 seconds.
- Stun duration for all versions of Rise of the Phoenix is now correctly set to 2 seconds in
- Weapon Mastery/Exploding Shuriken: Fixed a typo in this power's combat channel text.
- Activating Willpower / Heightened Senses while in Claws combat mode will now play the correct animation.
Patch Notes: April 20th, 2009
- Fixed bug that caused various buff powers and Invention Set bonuses to suppress after zoning.
- Multiple Builds: Fixed bug that allowed set bonuses to persist when switching between builds.
Path Notes: Issue 14
- PVP CHANGES
- Phase Changes: Any player in a phased state, including Phase Shifted or Dimension Shifted, can be attached by other phased players. Hibernate and Cage effects are still impenetrable since they do not phase the player.
- Elusivity Bonuses: The elusivity bonus on Melee Defense Armors and Personal Force Field has been reduced slightly. We are adjusting this carefully since the elusivity bonus is intended to keep Aim, Build Up, or Tohit bonuses from negating defense armors. Overall, Defense armors are performing well when compared to Resistance based Armors and the intention is to keep them a strong contender in PVP.
- Melee AT Ranged Attacks: Melee Archetypes had their ranged attacks in their primary, secondary and Ancillary Pools reduced slightly. Since Melee archetypes use ranged attacks that are set on the melee damage table, they do much more damage than they should with ranged attacks. We're reducing this slightly but overall we're comfortable with the ranged attacks being very useful.
- Taunt: Tanker, Brute and Scrapper taunt now displays a message when the taunt portion of the power misses in PVP. Stalker taunt is unchanged.
- PVP Invention Origin Enhancement recipes have a small chance to be earned in all PvP Zones and Arena matches by defeating another player. Once a PVP IO recipe has been earned, there is a 10 minute timer before the player that earned the recipe can have a chance at earning another recipe. PvP Invention Origin Enhancements have two groups of set bonuses PvE bonuses and PvP bonuses. In a PvE zone/area the player will not benefit from set bonuses marked with (PvP). While in a PvP zone or arena match the player will benefit from both PvE and PvP set bonuses. Below is a list of the new IO sets being introduced by this feature:
Fury of the Gladiator (Melee AoE Set) (Recipe Level Range 10-50)
Javelin's Volley (Ranged AoE Set) (Recipe Level Range 10-50)
Gladiator's Armor (Resistance Buff Set) (Recipe Level Range 10-50)
Gladiator's Javelin (Ranged Damage Set) (Recipe Level Range 10-50)
Gladiator's Net (Hold Set) (Recipe Level Range 10-50)
Gladiator's Strike (Melee Damage Set) (Recipe Level Range 10-50)
Panacea (Healing Set) (Recipe Level Range 10-50)
Shield Wall (Defense Set) (Recipe Level Range 10-50) - Gladiator's Armor: +Defense and Teleport Resist now has a 20% chance to grant immunity to teleportation for 10 seconds instead of always on total immunity.
- Shield Wall: +Resistance and Teleport Resist now has a 20% chance to grant immunity to teleportation for 10 seconds instead of always on total immunity.
- Panacea: Chance for Heal/Endurance: This enhancement will function normally in PvE zones, however in PvP zones this power will grant a regeneration bonus much like Numina's Convalescence: +Regen/Recovery. This was done to prevent healing suppression from being triggered by this effect.
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
Wishlist: More variety in Scrapper Ancillary Pools would be nice, especially considering the recent addition of Fire Melee and Fiery Aura. In addition to more pool, more variety in power would also be nice. Some better debuffs and ranged attacks for example combined from several hundred people
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*) New ranged attacks (Fire Blast, Fire Ball, Nightfall).
*) Debuff power added (Melt Armor).
*) Utility power added (Physical Perfection).
Resolved?
I do have a bug to add relating to APPs, even if this one is fixed. Last I heard Nightfall's damage was terrible because it was using the Scrapper's range damage mod (0.5) instead of our melee damage mod (1.125). Intuitively this makes sense, but all other APP blasts I'm aware of use the Scrapper melee mod. (I'm now down to the bottom of your first post and see the General APP section. This should probably go there.)
Bug: Throw Spines crit is resistible in PvP (scrapper crits are normally not resisted) - Saint_O_killers, 2005-11-15
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Wishlist: Dark Armor effects too obscuring, should reduce quantity of effects - effects have been toned down but are still very obvious and obscuring - some scrappers like obscuring armors - would be nice if this was tunable with customized power effects (TheSpeedingSkull, 2005-05-08)
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Balance: Would be nice if Temporary Invulnerability were swapped with Resist Physical Damage. It's a small amount of resistance, and TI would give Invuln scrappers a good defense power out of the gate - Defense_Options, 2006-06-08 - Liquid points out two other scrapper sets get more effective powers out of the gate, moved to balance issue 2007-08-17
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Wishlist: Would be nice if -regen effects stood out better. It's too easy to get debuffed and not notice until you're dead - _Pax_, 2005-06-13
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Wishlist: Regen effects too obscuring, constant looping sounds are annoying - repeating sounds should fade after a while and effects have been toned down but are still very obvious and obscuring - some scrappers like the obscuring effect, so perhaps a slider should control this - Halon, 2005-06-17
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now that we can edit all our posts, i'm going to add those suggestions into this list.
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
Spines - Barb Swipe animation time is much too long especially when compared to it's recharge time. Brawl is arguably a better power due in part to the I16 changes.
Wish list - Shield Defense - Active Defense should function as a break free to make the power more equitable compared to toggle mez protection both for the early levels and post defeat/recharge. Reduce animation time to .5 seconds to compensate for forced weapon redraw and to smooth out attack chains.
Wish list - Super Reflexes - Practiced Brawler should function as a break free to make the power more equitable compared to toggle mez protection both for the early levels and post defeat/recharge. Reduce animation time to .5 seconds to compensate for forced weapon redraw and to smooth out attack chains.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
do have a bug to add relating to APPs, even if this one is fixed. Last I heard Nightfall's damage was terrible because it was using the Scrapper's range damage mod (0.5) instead of our melee damage mod (1.125). Intuitively this makes sense, but all other APP blasts I'm aware of use the Scrapper melee mod. (I'm now down to the bottom of your first post and see the General APP section. This should probably go there.) |
Be well, people of CoH.

Regen wishlist : Moment of Glory could use a faster activation time. While it has a 15 second duration, the 3 second animation effectively turns it into a 12 second power. This long animation also makes it harder to use it reactively, which is counterintuitive to the idea of a defensive build up.
Claws wishlist: Alternate animation for Eviscerate. Anything will do.
I've punched this one off to Castle, possibly twice. My memory sucks. It Should be considered a bug since the other APP attacks use the melee modifier.
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Regen wishlist : Moment of Glory could use a faster activation time. While it has a 15 second duration, the 3 second animation effectively turns it into a 12 second power. This long animation also makes it harder to use it reactively, which is counterintuitive to the idea of a defensive build up.
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Regeneration
Wishlist: Other secondaries have debuff resistance to their primary or major form of damage mitigation. It would be nice if Regeneration had some form of Recharge or Regeneration debuff resistance. Either placed in Integration or Resilience or just like Reconstruction gives Toxic resistance Dull Pain could grant debuff resistance.
Virtue: @Santorican

Dark/Shield Build Thread
Spines
Quills - Enemies no longer react to the power in any visible/audial form (no spines inside enemy, no soundeffect played, no red damage marker)
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Also... I hardly think the quartz eminator is a balance issue, it seems like a unique strength of an enemy that hits the weakness of it's opponent. Just like voids to Khelds, -regen to regen/wp, or malta sappers to every non SR or Elec. Just need to be killed (easily) when you see them.
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
Originally Posted by Milady's Knight
Spines - Barb Swipe animation time is much too long especially when compared to it's recharge time. Brawl is arguably a better power due in part to the I16 changes.
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Originally Posted by Milady's Knight
Wish list - Shield Defense - Active Defense
Wish list - Super Reflexes - Practiced Brawler |
"Click Mez protection powers lost some of their luster when toggles were changed to not turn off when Mezed. While the click powers are still active when mezzed, the players feel that allowing them to be clicked when already Mezzed keeps them on more equal footing with Toggle Mez protection."
Nightfall's damage issue |
Originally Posted by Nihili
Regen wishlist : Moment of Glory could use a faster activation time. While it has a 15 second duration, the 3 second animation effectively turns it into a 12 second power. This long animation also makes it harder to use it reactively, which is counterintuitive to the idea of a defensive build up.
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"Short term offensive and defensive buffs are penalized by the activation time of the power which can 20% of the buff's time away, making a 10s buff more like 8s. All such powers should still be applied when the power is clicked but have their durations extended by the animation time of the power itself."
Sound good?
Originally Posted by Katten
Spines
Quills - Enemies no longer react to the power in any visible/audial form (no spines inside enemy, no soundeffect played, no red damage marker) |
Originally Posted by Santorican
Regeneration
Wishlist: Other secondaries have debuff resistance to their primary or major form of damage mitigation. |
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
perhaps in place of this issue: "would be nice if debuffs on the scrapper were reduced in length due to enhanced metabolism" we could have a general Regen issue about adding some sort of debuff resistance? |
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
Hi guys. New Issue approaching anything new I can throw into a new list, other than the stuff discussed here?
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
Martial Arts - unresolved
Balance: Lacks AoE attacks but doesn't have more single-target damage compared to other sets - SpiderTeo_OC, 2007-09-07
The ST damage got a buff for Martial Arts bringing it up to one of the better sets this issue should be resolved in I18/GR
Balance: Martial Arts lacks a general secondary effect (Katana and Broadsword have -Def, Dark Melee has -Acc, Spines has Slow, Claws is faster and less END-costly) - SpiderTeo_OC, 2006-07-03
This I think was also addressed they gained -def (non enhanceable) as well to the set along with the other changes to Cobra Strike making it a more desirable power to use.
Balance: Cobra Strike does too little damage for its recharge time, compared to utility powers in other sets like Divine Avalanche, Follow Up, and Impale. Mag 3 stun is useful but lacks a consistent stun power that can be paired for bosses - Arcanaville, 2006-03-10
This is fixed with a revamping of CS
Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA
Phalanx Fighting says it accepts Defense Buff enhancements but the defense buff is flagged as unenhancable. Should that be added to the list? It seems like someone would've reported it by now since the set's been out so long, but it doesn't seem like anyone has.
Phalanx Fighting says it accepts Defense Buff enhancements but the defense buff is flagged as unenhancable. Should that be added to the list? It seems like someone would've reported it by now since the set's been out so long, but it doesn't seem like anyone has.
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Then there is the buff gained from having teammates in range. This teammate buff is affected by enhancements AFAIK.
I believe there is a weird technical reason why the in game detailed info can't show both the teammate and self buff from this power. The fact that the game can't do this could be considered a bug but the power itself is not bugged.
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
Phalanx has two buffs. One is the base, unenhanceable buff that is on all the time. It's 5% for Tanks, 3.75% for Scrappers.
Then there is the buff gained from having teammates in range. This teammate buff is affected by enhancements AFAIK. I believe there is a weird technical reason why the in game detailed info can't show both the teammate and self buff from this power. The fact that the game can't do this could be considered a bug but the power itself is not bugged. |
(updated October 7th, 2009)
This thread is not for balance issues against other archetypes. It is for balance within the Scrapper power sets. It is for reporting bugs that affect Scrappers.
Please note: this is not a substitute for /bugging it. I am not a developer. Always /bug a problem you've noticed as well as reporting it in this thread or on the scrapper forum!
For the love of Positron, please do not quote this entire post to reply.
Please feel free to submit PvP issues and opinions.
Updates are written in lightgreen.
Notes for Balance Issues
AREAMOD = (1+(0.75*(RADIUS/5))-(((0.011*(RADIUS/6))*(360-ARC))/5)
DMG = (0.2*((RECH*0.8)+1.8)) / AREAMOD
END = 5.2 * DMG
- have fun with these guys -SF
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General Issues affecting Scrappers - unresolved
************************************************** **********
General Scrapper Primaries - unresolved
General Scrapper Primaries - IN PROGRESS
Broadsword - unresolved
Claws - unresolved
Dark Melee - unresolved
Dual Blades - unresolved
Electric Melee - unresolved
Fire Melee - unresolved
Martial Arts - unresolved
Martial Arts - IN PROGRESS
Katana - unresolved
Spines - unresolved
************************************************** **********
General Scrapper Secondaries - unresolved
Dark Armor - unresolved
Electric Armor - unresolved
Invulnerability - unresolved
Fiery Aura - unresolved
Regeneration - unresolved
Shield Defense IN PROGRESS
Super Reflexes - unresolved
Willpower - unresolved
************************************************** **********
General Issues affecting Scrapper Ancillary Pools - unresolved
Body Mastery - unresolved
Blaze Mastery - unresolved
Darkness Mastery - unresolved
Weapon Mastery - unresolved
************************************************** **********
For Discussion
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Note: Internal balance issues are not things like how melee damage is 3x to 5x that of ranged damage (still true? so far as I know, they are heavy-hitting but slower, so actual melee DPS may be only 1.7 times per Fulmens' comment 2005-05-24) or how blasters can do more damage despite putatively equal damage/attack because they can start attacking at a great distance. Internal balance issues are not about how we balance against other archetypes. This also includes comparing Scrapper versions of a powerset to the versions used by other ATs. Those are issues for discussion outside the scope of this thread.
Internal balance issues are things like Super Reflexes having no maximum hit point increase to protect against one shots despite other power sets all having some form of damage mitigation. They're errors, discrepancies, bugs in the Scrapper archetype. Also note that many balance issues are a matter of opinion. Some weaknesses may well be by design. However, it would be nice to know which weaknesses are by design and which are unintentional and needed to be called to the attention of developers.
Developers: we would much welcome responses to these issues, even if only to say 'Will look into it' or 'Working as designed'.
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲