Scrapper Issues List - Lazy Updater Edition!


Bill Z Bubba

 

Posted

(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For the love of Positron, please do not quote this entire post to reply.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

  • Attacks are balanced, DPS-wise, on recharge time, not activation time, and whether they're AOE effects or single-target. Secondary effects aren't consistent in how they affect this - Stupid_Fanboy, 2006-02-15
  • The following equations are the ones used to create costs for attack powers in PVE (powers whose primary function is damage)
    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
  • All characters, regardless of archetypes, should be able to solo a mission on 'heroic' - generally, spawns of three even-level minions, or a lieutenant and a minion - clarified by Arcanaville, 2006-03-08
  • Defensive sets are balanced against the base to-hit chance of minions, which is much lower than the base to-hit chance for characters - in PvP, all players were granted a +25% bonus to base Defense - clarified by Arcanaville, 2006-03-08

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General Issues affecting Scrappers - unresolved
  • Bug: IO procs that affect regeneration and endurance recovery are affected by the regen and recovery enhancements in the same power.[/i] (need clarification if this is a bug) - several
  • Bug: Scrapper inherent description is incorrect - should read, 'Scrappers have a chance to critical hit a target for double damage. Most scrapper attacks have a small chance to critical hit minions, pets, and other players, and a higher chance to critical hit more powerful foes.' (plus more detail if desired) - Arcanaville, 2006-09-01
  • Bug: Enemies being feared seem to attack if you attack anyone, not just the feared enemy - Silver_Snake, 2005-10-24 - partially fixed, for Touch of Fear but maybe not Cloak of Fear? - Stupid_Fanboy, 2005-11-29 - while ToF'd, will run away and buff - Stupid_Fanboy, 2006-06-06
  • Balance: There appears to be a large discrepancy between the levels of resistance and defense achievable with IO bonuses. Perhaps resistance bonuses should be paired up like defense bonuses were – Daolong, 2009-02-10
  • Wishlist: Would be nice if power icons had some kind of indicator when your target is out of range for that power - Shadow_Stone, 2005-12-13
  • Wishlist: It would be nice if eventually, all weapons could be used with Shield Defense – combined from several hundred people
  • Wishlist: Complete elimination of redraw from all primaries, secondaries and pool powers would be nice – combined from several hundred people

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General Scrapper Primaries - unresolved
  • Bug: Powers with Knock effects can ragdoll the target through or into objects on the map, making them difficult or impossible to target afterwards. Targets will also sometime be immune to knock effects if they are at a certain part of their recovery animation when hit. They will stand up and fire attacks as though the effect never hit them. combined from several other notes – SF
  • Bug: Target Reticles for Single Target and Cones need to be positioned better on NPCs as you can find yourself unable to hit with both Cones and ST attacks depending on your relative position to the target. This is particularly noticeable with very large targets, like the Jade Spider – Nihili & Desmodos, 2009-02-17
  • Wishlist: Female Scrappers with Weapon Sets shouldn't run and jump like males when the sword is drawn - huge models suddenly acquire perfect posture as well - combined from several other patch notes.- SF
  • Wishlist: Removing redraw from Scrapper Ancillary pools would be nice and allow all primaries equally to use every pool – combined from several hundred people

General Scrapper Primaries - IN PROGRESS
  • Wishlist: It would be nice to be able to hit very large enemies, i.e. giant monsters, up in the faces rather than always having to go to the hitbox located around the feet. (suggested by Houma, 2005-03-09 - NotABunny notes that there is a narrow layer above footstomp AoE where a flying/hovering scrapper can still punch/kick the giant monster, 2005-06-01

Broadsword - unresolved
  • (home of future balance issues)

Claws - unresolved
  • (home of future balance issues)

Dark Melee - unresolved
  • Wishlist: Shadow Punch's animation time was changed from .57s to .83s. Backalley Brawler cited animation concerns but there are other powers that still allowed to animate faster.
  • Wishlist: Would be nice if Shadow Maul could interrupt Embalmed Vahzilok's detonations, it doesn't because it's a DoT - Desmodos, 2007-05-22

Dual Blades - unresolved
  • Bug: The Empower combo does not work well with high level of +Recharge bonuses. If the combo is initiated less than 6 seconds after the previous one, it will not work – Nihili, 2009-02-10
  • Wishlist: Would be nice if each power's description explained what combos it was a part of and in what order. Combos are a vital part of DB attacking and should be explained in game – CrazyCorsaire, 2009-02-17


Electric Melee - unresolved
  • (home of future balance issues)


Fire Melee - unresolved
  • Bug: Greater Fire Swords costs 0.83 more endurance than it should. - SF
  • Bug: Fire Sword Circle costs 0.666 more endurance than it should and it recharges 0.8s too slowly. - SF


Martial Arts - unresolved
  • Balance: Lacks AoE attacks but doesn't have more single-target damage compared to other sets - SpiderTeo_OC, 2007-09-07
  • Balance: Lack of AoE attacks limits the kinds of IO sets that can be slotted. Status Effect sets are little consolation as enhancing for their effects at the cost of Damage, Accuracy, End Cost and Recharge hurts the Scrapper's build - SpiderTeo_OC, 2009-02-10
  • Balance: Storm Kick seems to cost too much end (7.0044, should be 6.864) for its damage - Arcanaville, 2006-07-24
  • 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
  • Balance: Martial Arts status effects are not nearly as consistent in application as other sets - SamChoice, 2005-10-31, clarified by Arcanaville
  • 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
  • Wishlist: Crippling Axe Kick has a chance to immobilize, but no visual indicator - Impact_Hazard, 2006-07-26
  • Wishlist: Crippling Axe Kick's impact sound is wimpy - TheArtifex, 2006-02-13
  • Wishlist: Thunder Kick's disorient was more useful as a 100% chance of a mag 1 disorient which could then be stacked with Eagle Claw's disorient or Cobra Strike's disorient, than a 10% chance of a mag 2 disorient. - reported by Heroic, corrected by Arcanaville, 2006-12-08

Martial Arts - IN PROGRESS
  • Bug: Combat chat for Crippling Axe Kick says it slows attack rate, which the power doesn't do - Arcanaville, 2007-04-05 - Castle aware and fixing

Katana - unresolved
  • Wishlist: Right fist is closed instead of opened when jumping (blade held in left hand) - Neutrino_Siphon, 2007-08-15
  • Wishlist: Female katana (and broadsword) scrappers shouldn't run and jump like males when the sword is drawn - huge models suddenly acquire perfect posture as well - EvaDestruction, 2006-01-27 - GreyDog, 2006-07-14

Spines - unresolved
  • Bug: Spines does not speed up attacks to compensate for having to redraw spines - reported by Thornkiller after testing attack chains with minimum/maximum spines redraw
  • Balance: Spines/Ripper is claimed to be a 'wide' cone but is about 90 degrees, far less than Slice's 120 degrees.
  • Balance: Attacks with notably long cast times compared to damage/effects: Spines/barb swipe
  • Wishlist: Would be nice if Spines/Quills noise faded away like other togglable AOE powers (Death Shroud) do - Hellblaze, 2006-01-21

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General Scrapper Secondaries - unresolved
  • Wishlist: Regeneration/Integration and Fighting/tough and other defenses should not emit /tarzan animation, this is a character role-play issue. This is okay for trolls but not for many superheroes - can work around by moving while toggling these powers - VoodooCompany, 2007-03-27
  • Wishlist: Click powers in secondaries, like Reconstruction, Dull Pain, Practiced Brawler, etc.. , all cause weapon redraw which is really annoying in combat - combined from several other notes - SF
  • Wishlist: Click buffs can sometimes be triggered during death, never giving their potentially lifesaving buff to the player but still entering a potentially long cooldown. It would be nice if the buff was applied when the cooldown was triggered - combined from several other notes - SF
  • Kludge: Self-heals with slottable toxic resistance, such as Reconstruction, are unable to benefit from Enhanced Heal Invention set bonuses due to current game mechanical limitations - Arcanaville, 2007-04-26

Dark Armor - unresolved
  • Balance: Scrapper Cloak of Fear was diminished in magnitude to only affect minions instead of lieutenants; given low accuracy, high endurance cost, might be nice if it were rebalanced in some fashion - Wyvern, 2006-08-18
  • Wishlist: Most other dark attacks in the game has -tohit as a secondary effect - why not Death Shroud, Dark Consumption, and Dark Regen? - hudsonsmith, 2006-01-07 - Desmodos added other dark attacks that lack -acc for players, 2006-11-01 - Desmodos removed Soul Drain from list because powers cannot have both +hit buff and debuff, 2007-03-23
  • Wishlist: Mag 4 knockback protection in an auto power would be nice – Hejtmane, 2009-02-12


Electric Armor - unresolved
  • Balance: Electric Armor concern : with a resistance cap of 75%, the set is much weaker against energy damage than the brute version, which was the original design. Power Surge is also a much weaker power, suffering a very heavy crash for the relatively few resistances it offers. While Invul and Fire suffer from the same issue, Elec pays the price twice as it is affected in both its normal resistances and its tier9 power. - Nihili, 2009-09-22


Invulnerability - unresolved
  • Bug: Unstoppable's +Recovery is flagged as unenhancable even though the power accepts end mods - Sarrate, 2007-08-15
  • 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
  • Wishlist: Would be nice to have teleport foe resistance, i.e. on Unyielding - Sky_Hawke, 2007-04-12

Fiery Aura - unresolved
  • Wishlist: Mag 4 knockback protection in an auto power would be nice – Hejtmane, 2009-02-12

Regeneration - unresolved
  • Bug: Some mob powers that now do -regen need to have that in their debuff descriptions - for instance, EM Pulse, Twilight Grasp, Howling Twilight, Transfusion, Lingering Radiation - Stupid_Fanboy, 2005-06-14
  • Balance: Post-Enhancement Diversity and the addition of Willpower, is it still necessary that Regen's powers have both enhanceable and unenhanceable healing? - combined from several notes
  • Balance: Resilience seems useless as a power with the very small, limited resistance and status resist provided - VoodooCompany, 2005-07-18 - Castle commented none of the passives in protection sets seem popular - 2006-07-16
  • Wishlist: would be nice if debuffs on the scrapper were reduced in length due to enhanced metabolism

Shield Defense – IN PROGRESS
  • Bug: Phalanx Fighting doesn't show buff numbers when hovering over the icon – Kractis_Sky, 2009-02-10
  • Wishlist: One With the Shield: It has no heal to go along with the +HP of the power. A small enhanceable heal would be nice in this power – Rhysem, 2009-02-10
  • Wishlist: One With the Shield should have defense debuff resistance. That's one of the situations where Shield Defense can be hurt badly and having protection from that in OwtS would help greatly – Rhysem & Daolong, 2009-02-17
  • Wishlist: We can appreciate having a powerset that helps out teammates more than the other secondaries, but encouraging us to take the “team” powers by putting effects in them that are necessary for the solo Scrapper is bad design. We should want to take the power because it is good for teaming and interesting when solo, not because something vital like resistance against defense debuffs and -recharge – many people

Super Reflexes - unresolved
  • Balance: Mind Control's Dominate and Illusion's Blind seem to have extremely high accuracy or are autohit - noted by Patient_V, 2006-03-10 - Sockem notes per Arcanaville/Castle PMs, these powers are not categorized as Melee/Ranged/AoE - 2006-06-06 - moved to balance issue per Arcanaville, 2007-05-22
  • Balance: SR has mainly defense slots, reducing options for other forms of mitigation and IOs compared to other sets - Arcanaville, 2007-04-05
  • Balance: Super Reflexes toggles take too long to activate, compared to other sets' defensive toggles, especially Evasion - Arcanaville, 2007-01-13
  • Balance: PvP: SR is very vulnerable to enemies with accuracy buffs, i.e. Aim, Build-Up, Focused Accuracy, Super Strength/Rage[/b], accuracy inspirations - Colette, 2005-10-06 - Arc_Salvo, 2006-02-22
  • Balance: SR is a power set where you must take almost every power to succeed, made more true by the fact elude can no longer be made permanent. Every other defensive power set gives you some choices. Even as small a change as adding 5% defense to all in Practiced Brawler would allow SR scrappers some choice about which powers to take and slot heavily - Arcanaville, 2005-07-22
  • Balance: Devouring Earth Quartz emanators give what appears to be a 100% to-hit buff increase to nearby enemies, which devastates any defense-based scrapper - updated by Arcanaville, 2006-07-01
  • Balance: Super reflexes AOE defense is gotten fairly late in the game - with increased damage from boss AOE attacks in the 30s, now more important to get AOE defense earlier - noted by PicassoCat
  • Wishlist: Would be nice if SR could apply highest type of defense (melee, ranged, AOE) against attacks that combine several types (enemy melee cone attacks) similiar to stacked force fields of different types using highest defense - Arcanaville, daolong, 2005-08-02
  • Wishlist: Since it is easy to get defense from other sources such as force fields and inspirations, it would be nice if defense specialists like Super Reflexes scrappers and Ice tankers got a higher cap for defenses, i.e. a lower to-hit floor, than other archetypes. (Arcanaville 2005-05-04)
  • Wishlist: Super reflexes/quickness should give 33% recharge reduction. Because SR must run three toggles, but does not receive an innate endurance recovery power like regen, giving recharge reduction is its way of substituting for having to put an end recovery SO into powers to achieve the same effect. However, a 20% recharge reduction is barely more than a DO.
  • Wishlist: Allowing Damage Resist IOs to be slotted into the Passives, even if they do not affect the scaling resists, would help SR slot different IO sets – many people

Willpower - unresolved
  • (home of future balance issues)


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General Issues affecting Scrapper Ancillary Pools - unresolved
  • (home of future balance issues)

Body Mastery - unresolved
  • (home of future balance issues)

Blaze Mastery - unresolved
  • (home of future balance issues)

Darkness Mastery - unresolved
  • (home of future balance issues)

Weapon Mastery - unresolved
  • (home of future balance issues)


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For Discussion
  • Balance: I can't think of anything right now. Suggestions? Maybe some discussion on the sets that have the largest lists? Or maybe all the new powers in the 2 powersets and the other ancillary powers? – SF

************************************************** **********

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

 

Posted

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

 

Posted

Quote:
Originally Posted by Stupid_Fanboy View Post
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
*) Blaze Master added for Fire Armor / Melee synergy.
*) 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.)

Quote:
Originally Posted by Stupid_Fanboy View Post
Bug: Throw Spines crit is resistible in PvP (scrapper crits are normally not resisted) - Saint_O_killers, 2005-11-15
Scrapper crits are resistible in PvP since I13.

Quote:
Originally Posted by Stupid_Fanboy View Post
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)
Power Customization. I believe BABs is adding a NoFX / Minimal FX option for DA as well. (I need to double check Test...)

Quote:
Originally Posted by Stupid_Fanboy View Post
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
Not sure which secondaries this is referring to, but other sets have been added since the note was written with better t1 powers, too.

Quote:
Originally Posted by Stupid_Fanboy View Post
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
We can monitor Regeneration via Combat Attributes now.

Quote:
Originally Posted by Stupid_Fanboy View Post
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
Power Customization.


 

Posted

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

 

Posted

Quote:
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.)
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.


Be well, people of CoH.

 

Posted

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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Claws wishlist: Alternate animation for Eviscerate. Anything will do.


 

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Quote:
Originally Posted by Bill Z Bubba View Post
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.
Yeah, I remember you saying that you PMed Castle about it, Bill, I just wanted to make sure it was recorded and not forgotten about in the meantime. Did you ever get a response, btw?

Quote:
Originally Posted by Nihilii View Post
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.
I believe that the def/res hit at the very beginning of the animation (instead of in the middle), so you're instantly protected, but just can't act for 3s.


 

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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

 

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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

 

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Quote:
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.
Already on the list.
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Originally Posted by Milady's Knight
Wish list - Shield Defense - Active Defense
Wish list - Super Reflexes - Practiced Brawler
I thought this was on there, dang. I will add this one as a general note about Click Mez protection.

"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."

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Nightfall's damage issue
Definitely sounds Like a bug. It will be added.

Quote:
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.
Good point. Perhaps a General Scrapper note about all short term buffs in both primaries and secondaries should be added that addresses this? This would apply to Build Up, Follow Up, Soul Drain, Fiery Embrace as well as MoG.

"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?

Quote:
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)
First I've heard of this. Can we get a confirmation from another spines?

Quote:
Originally Posted by Santorican
Regeneration

Wishlist: Other secondaries have debuff resistance to their primary or major form of damage mitigation.
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?


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

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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?
That would be an excellent item to add into resilience, it fits with the definition well, and it would be nice, as it is the only set with no form of defense to incoming debuffs of any sort.


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

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Quote:
Originally Posted by Stupid_Fanboy View Post

First I've heard of this. Can we get a confirmation from another spines?
Confirmed, posted in the i16 bugs thread in technical about it and i think i even bugged it in game. Havent bothered BABs or Arbiter Kim yet.


 

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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

 

Posted

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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Originally Posted by Stolid View Post
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 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.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

Posted

Quote:
Originally Posted by Stupid_Fanboy View Post
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.
I knew there was a reason it wasn't on the list already. Never paid much attention to SD until I started playing one recently. Thanks for the clarification.