Why no Super Strength Scrapper?
For the same reason theres no Energy Melee Scrappers, Spines Tankers or Ice/Ice Stalkers.
devs only know. likely they havent gotten to it yet in proliferation. or wont get it for some reason or another.
Why no Super Strength Scrapper? |
Be well, people of CoH.
'Cuz then you aren't Scrappin'. Then you're breakin'.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
I dont think they want everything to be proliferated..
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
For crying out loud, what's the problem with letting some archtypes have exclusive power sets ONLY for that archtype?
Not everything needs to be proliferated, or should.
Now, I have no personal problems with Super Strength as a scrapper set. It's not like requesting it as a stalker set where the entire mechanics of what makes Super Strength it's own unique set would have to be chunked out the nearest window. That being said, it is my opinion that Super Strength is one of the sets that should not be proliferated.
I realize that a significant amount of the player-base hardly cares about game design mechanics, and that possible a larger amount of the player-base doesn't care about thematic design elements either. My argument for not proliferating Super-Strength to scrappers is largely centered on the thematic design rather than the mechanical design.
I realize that a significant amount of the player population does not think their should be a different gameplay experience for each separate archtype. I realize that a significant amount of the player population does not think that their chosen archtype should fill any mechanically designed role in the game as a default setting. I realize that a significant amount of the player population will leverage any in-game mechanics that they can to make their chosen archtype into something it was not designed to be.
Ergo, I realize that the positioning of my argument against proliferating the Super Strength set is only going to be a viable argument for those who care about thematic and mechanic design elements. It is not going to be an effective or useful argument against a player who cares about neither design elements and simply wants the set to be ported.
From a thematic standpoint each of the melee archtypes is supposed to have their own unique play-style that their specific powers leverage:
- Stalkers: These guys are supposed to be experts at hit and run tactics. Their powers sets are geared towards striking at a single target inflicting maximum burst damage, then getting the heck out of dodge.
- Scrappers: These guys are supposed to be the lean / scrawny athletic type. They can dish out the damage to single targets or alternatively just shred entire mobs with mass point blank area of effect attacks. A scrapper cares not for the battle strategy. All they care about is just taking out the next target, and getting in as many photos of themselves as they can. A scrapper is about taking down the other guys as quickly as possible, while trying not to get too scuffed up.
- Brutes: These guys are supposed to be nuts. They charge into a fight with anything they have on hand to fight with and just wail on stuff till something dies, be it the Brute or the Brute's opponent.
- Tanks: These guys are supposed to take damage. Yes, they can dish it out too, but a tank approaches each fight as a strategic battle. A tank stands their ground where a scrapper would come to it's senses and leave, or a brute would die from exhaustion.
The Super Strength set as it's exposed to Tankers is just a solid animation set. It's not fancy, it's not over the top. It's a simple collection of strong punches.
For scrappers, it's almost too simple. Which is why Scrappers get Martial Arts. A Martial Artist leverages their whole body when attacking. It's a fancily animated set that fits the thematic design of the scrapper archtype.
Super Strength works on Brutes because Brutes are insane.
While I realize that these thematic elements are hardly set in stone, as various new power sets like Kinetic Melee and Dual-Blades aptly demonstrate, they tend to hold up for the classically designed powerset.
I also realize that for a lot of players, Martial Arts does not quite fit their idea of a punching scrapper. There are continuous threads requesting for a proper set featuring street fighting or otherwise named dirty fighting powers.
These entirely new design sets typically fall prey to one of the basic design limitations of the City of Heroes engine: Lack of 1 to 1 character effect animations or synchronization.
In City of Heroes each player is presented to the game world as a bubble. There is no direct interaction between the player and a targeting enemy or object.
This becomes a bit of a serrated chainsaw from an animation standpoint. Many of the powers that players would like to see in a street fighting or dirty fighting set, such as elbow punchs, leg locks, shin kicks, nut cracks, and so on, simply do not look right when animated from within the players bubble.
The bubble limitation means the camera has to be pulled back where only a limited number of animation types still look believable. The key word here is types. I'm not saying the animations themselves are limited. What is limited is just how many places a punch or kick can end up, and still look like it hit the player's target within the limitations of the physical size of each character model loaded.
Basically: A kick from somebody who took the Huge Frame and made it as tall as possible still has to look like it connected even if the target of the kick took the female frame and made it as small as physically possible.
Elemental, Preternatural, Supernatural, Augmented, or Weapon based powers are easier to fudge. The animations of these sets can be designed so that the effect of the set reaches outside of the player's model and is not necessarily constrained by the physical limitations of how far the skeletal frame itself can move within the bubble.
As is, both Super Strength and Martial Arts cover a wide range of the existing types of attacks that don't look utterly ludicrous without an animation augmentation. From this aspect, I could see the developers looking at porting the Brute version of Super Strength to Scrappers to satisfy the desires of players who want a set that is mostly made up of basic punches. I can also see the developers porting Martial Arts to Tanks for those Tank players who want something that's over the top and flashy.
My personal opinion is that the developers should try and stick to their guns on these power-sets and leave them where they are.
For crying out loud, what's the problem with proliferating all of the melee powersets to all the melee archetypes when the devs have already completely tossed out all the old concepts with the new powersets they've added?
"Scrappers are skill based." That's why all 4 melee ATs got dual blades.
"Tanks and brutes are the elemental based sets." That's why scrappers and stalkers also get dark melee, stalkers got energy melee and scrappes got fiery melee.
Old argument is old. Old rationales against the port are old and refuted.
Be well, people of CoH.
For crying out loud, what's the problem with proliferating all of the melee powersets to all the melee archetypes when the devs have already completely tossed out all the old concepts with the new powersets they've added?
"Scrappers are skill based." That's why all 4 melee ATs got dual blades. "Tanks and brutes are the elemental based sets." That's why scrappers and stalkers also get dark melee, stalkers got energy melee and scrappers got fiery melee. Old argument is old. Old rationales against the port are old and refuted. |
I can understand Je Saist's arguement, but in the end, its somewhat of an old and invalid one, and at the same time, Pre-GR, Dev's Concept of an AT =/= Player's Concept for a character.
My main Villain Redcoat is a Dual Blades and Super Reflexes BRUTE, but is not much a brute by either personality, style, or nature.
"Why not just roll him up as a Stalker"? Because Stalker's DB sucks and by his concept, he's supposed to be able to take punches, shake himself off a little, and punch right back.
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Game mechanic wise:
Super strength has stuns.
Martial Arts does too.
Super Strength has knockbacks.
Martial Arts does too.
I know I'm a new player but I have two characters, a Tanker with SS and a Scrapper with MA. I have yet to see any real difference between the two other than Martial Arts has a more flow feel to it while Super Strength feels like it's just random button hitting.
So in my mind, Scrappers are find the way they are. I don't have any logic to it other than I do not see the point in adding a powerset to an AT that already has a powerset that essentially does the same thing already.
Game mechanic wise:
Super strength has stuns. Martial Arts does too. Super Strength has knockbacks. Martial Arts does too. I know I'm a new player but I have two characters, a Tanker with SS and a Scrapper with MA. I have yet to see any real difference between the two other than Martial Arts has a more flow feel to it while Super Strength feels like it's just random button hitting. |
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
my answer, give em time. they generally only proliferate a set at a time per at, and we only had 2 passes, i suspect that eventually it will come over.
@Doctor Gemini
Arc #271637 - Welcome to M.A.G.I. - An alternative first story arc for magic origin heroes. At Hero Registration you heard the jokes about Azuria always losing things. When she loses the entire M.A.G.I. vault, you are chosen to find it.
Super Strength has a ranged attack, a knock up, a better AoE, and Rage.
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This reply here (not to Tenzhi in perticular) makes it more of a "I want this for a game mechanic reason only" instead of "I want this for concept"
At which point, I say leave it there then.
And with the alternate animations of Martial Arts, I find it hard to think people can't use Martial Arts for their super strength scrapper concepts. It has the punches! Take them.
It only lacks one thing, and that's ripping the chunk of earth from beneath them and throwing it, and which time, a lot of people skip it anyways in those "optimal builds" so that arguement gets lost to.
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For crying out loud, what's the problem with proliferating all of the melee powersets to all the melee archetypes when the devs have already completely tossed out all the old concepts with the new powersets they've added?
"Scrappers are skill based." That's why all 4 melee ATs got dual blades. "Tanks and brutes are the elemental based sets." That's why scrappers and stalkers also get dark melee, stalkers got energy melee and scrappes got fiery melee. Old argument is old. Old rationales against the port are old and refuted. |
Brutes Dual Blades should of looked more savage and brutal compared to the finesse they have now. But they didn't go the route of "whole lotta animations" and instead went "one animation to rule them all"
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I like the idea of play style choice not limiting power choice. I'm glad the devs are planning to proliferate everything they can as time allows.
From a thematic standpoint each of the melee archtypes is supposed to have their own unique play-style that their specific powers leverage:
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Even the points you bring up don't have any holding over what sets shouldn't be proliferated. That a Stalker is a precision fighter (they are not hit-and-runners...anyone could hit and run) or a Scrapper is a generalist fighter (of all the melees, it is the most flexible) wouldn't dictate how physically strong or built a character is. Nor does the fury of a Brute suddenly make them 'nuts' or some kind of barbarian minded creature that clubs things with anything just lying about.
That said, I was against proliferation at the start and I'd even say I'm still sort of against it...but not completely. The sets across the ATs shouldn't be basic copies. I always thought, for Scrapper's Super Strength should have 1 or 2 of the powers replaced with a more scrappier like power, like replacing Hurl with a cone Backhand power or something. Honestly, *all* the powersets shared should have had at least 1 power unique to that AT to give it a bit more of the AT's flavor to it.
That said, I still want my SS stalker. Martial Arts doesn't get the knockdown/knockup or the shockwave strike visuals that SS does. The only way MA would be able to aptly simulate SS is if you could take all those effects and replace them into the MA set...you might as well just proliferate the set instead. Much easier.
The majority of powersets have already been proliferated it's only time till every Melee set is given to every Melee AT.
This is where I get lost on the proliferation arguement.
This reply here (not to Tenzhi in perticular) makes it more of a "I want this for a game mechanic reason only" instead of "I want this for concept" |
And with the alternate animations of Martial Arts, I find it hard to think people can't use Martial Arts for their super strength scrapper concepts. It has the punches! Take them. |
It only lacks one thing, and that's ripping the chunk of earth from beneath them and throwing it |
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
an uppercut of Popeye-ian proportions, perma-strongest-one-there-is mode, and those satisfying super strength impact explosions.
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I'm popin' an' sailin' man!
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where a scrapper would come to it's senses and leave |
However, it turned out that Smith was not a time-travelling Terminator
It seems an obvious choice, but isn't allowed in game. Is there a numbers reason for this? Or just a holdover from the game beginning?
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The simple answer? Rage. The devs don't like how it works on Tanks and Brutes, so they sure as hell aren't going to try to port that headache over to Scrappers and, dare I say it, Stalkers. It would require some serious rebalancing to not break the game wide open.
When they are satisfied with how that power is balanced, then we may see it proliferated. Not likely till then.
It seems an obvious choice, but isn't allowed in game. Is there a numbers reason for this? Or just a holdover from the game beginning?