New Shield Charge


Another_Fan

 

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Originally Posted by Carnifax_NA View Post
1) Yes. That's the downside of being a Brute, from cold you start with crap damage.
A Lamborghini Diablo starts at zero mph with the parking brake on. But it's still cool.


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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

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Originally Posted by Carnifax_NA View Post
2) Yes, but does it really matter that much? It's an outlier situation and Lightning Rod falls into the same trap. At least Shield Charge is an armour set so it's somewhat less "wrong" than LR given that Tanks are meant to be Armour specialists.
Yes it matters.

400% is not too great a +damage bonus and on teams that can happen fairly frequently.

It's irrelevant that it's in an armor set, because we are discussing damage.


Quote:
Originally Posted by Carnifax_NA View Post
Shields have always been slightly less awesome on Brutes than Tanks or Scrappers for various reasons. Some proliferated sets suit one AT over another. Tis the nature of the beast.
And an increase in the base damage for the Brute version of SC and LR would solve the disparity issue with Tanker LR & SC.

Something I feel is completely fair, considering the Tanker's massive advantages in +def numbers (easier to softcap) from powers, higher base HP, higher HP cap and higher native resistances.


 

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Originally Posted by Techbot Alpha View Post
^ This.

The change was needed, IMO. At least they kept the recharge the same. Shield is still an excellent set.
I'm glad Castle kept it at 90s it was originally going to be put at 150 seconds with a higher amount of damage.


Virtue: @Santorican

Dark/Shield Build Thread

 

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Originally Posted by Santorican View Post
I'm glad Castle kept it at 90s it was originally going to be put at 150 seconds with a higher amount of damage.
Yes, keeping it synchronized with Build Up's recharge is important to me. Seriously, if they recharged at very different rates, I'd have a much harder time deciding when to use either one. Both together kind of makes up my mind for me.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

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Originally Posted by Biospark View Post
This change does not sadden me at all.
The Damage is still great and the fact that you even get a damage dealing power in a defense set is soooo nice.
If they adjust these sets, I'd much rather see them adjusted in a way that actually decreases the damage before seeing changes that muck up the flow of power usage and the rhythms of playing a character. Sounds to me like the chief effect will be to require it to be targeted with a bit more care. It will still make a good alpha and attention grabber. Good enough for me.



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And it STILL makes blaster nukes look like crap in comparison.

Doesn't crash your end bar, and you can use it FOUR times for every ONE time the blaster gets to nuke.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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Have to be honest I'm happy. It now makes it easier to spam it. I don't have to go crazy looking for high end IO's to get recharge down. Now I can use a cheap build and cover all the defenses and just spam the 2 aoe attacks.

Yea I will do less damage then before, but I can do it more often now. As long as I have the defenses it don't matter how many times I need to spam it now to kill a bunch of mobs.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
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Originally Posted by Deus_Otiosus View Post
I still have a few problems with this.

1) Brutes get penalized on damage using it as an alpha strike/spawn breaker when they have no Fury vs a Tanker.
That's why brutes run full speed from one spawn to the next. Not a penalty if you don't let your fury drain away. Working as intended.


 

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Originally Posted by plainguy View Post
Yea I will do less damage then before, but I can do it more often now.
Unless you were beta testing, you can do it exactly as often as you could before.


 

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Originally Posted by rsclark View Post
Unless you were beta testing, you can do it exactly as often as you could before.
Obviously the devs should put fake stuff along this lines in the patch notes every issue just to keep people who don't check values happy.

"Lowered recharge on Adrenalin Boost from 10 decades to 300 seconds."


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Originally Posted by Santorican View Post
Maybe its time Blaster nukes are reevaluated then.
YES ! I am on board with that. I cannot stand powers that crash your blue bar.

End drain of some amount is fine, heck make the nukes COST 50 end, but to heck with "crashes" !


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HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

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Originally Posted by Santorican View Post
Maybe its time Blaster nukes are reevaluated then.
The crashing nukes are kinda lackluster by comparison to things like Shield Charge/Lightning Rod/Rain of Arrows. On the other hand, if every Blaster, Defender, and Corruptor ended up getting access to a crashless nuke like that... well, teams would get a little silly. I already end up getting bored to tears when I'm teamed with a few Shield Charge-spammers (in its current Live version,) since 90% of any given spawn evaporates in the first two seconds of a fight. Crashless nukes are nice powers when there's one or two of them on the team, but it just gets ridiculous with much more than that.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Originally Posted by Kelenar View Post
The crashing nukes are kinda lackluster by comparison to things like Shield Charge/Lightning Rod/Rain of Arrows. On the other hand, if every Blaster, Defender, and Corruptor ended up getting access to a crashless nuke like that... well, teams would get a little silly. I already end up getting bored to tears when I'm teamed with a few Shield Charge-spammers (in its current Live version,) since 90% of any given spawn evaporates in the first two seconds of a fight. Crashless nukes are nice powers when there's one or two of them on the team, but it just gets ridiculous with much more than that.
Agreed. But IF this were to ever happen (highly doubtful), I am sure the damage would be adjusted downward and/or the recharge made "unenhaceable".


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

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Originally Posted by beyeajus View Post
still reeks of awesome. Now if we can just let stalkers get their stealthy mitts on it we can crit it out of hide
Ugh, God I hope not. Stalkers with Shield Defense would be ugly.


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let Shield Charge not break Hide, then use Fireball >.>


 

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Originally Posted by Biospark View Post
Agreed. But IF this were to ever happen (highly doubtful), I am sure the damage would be adjusted downward and/or the recharge made "unenhaceable".
One the one hand im thinking 'To Hell with that!' Because I like being able to slot Nukes for recharge while doing insane damage. I hate, HATE powers with unenhanceable recharge. Its like 'Whats the damn point in giving me this and balancing the set around it, if the damn thing is only up so much of the time?' Im looking at WPs semi godmode, mostly. Sure, it doesnt crash so hard as, say, Unstoppable. But at least I can slot Unstoppable so that, should I happen to need it again sharply, I can use it.

On the other hand...we have Rain of Arrows. Now, yes, sets arent balanced against each other, only internally. Even so, RoA is in a decent AoE and ST set, which then crowns it off with a crashless nuke. Because thats what it is. Not Full Autos 'Viscious Cone' as I call it, but a full on large AoE 'Stand in this and your dead' nuke.

While I love high damage, there CAN be too much of it, in a way. I mean, with Build up and Aim its possible to put a vanilla slotted Fire Blasters Inferno into the 1000 damage figures. Does any basic mob even have that much HP? That leaves the minions as piles of ash, the LTs dead or very nearly, and only the Bosses left as any threat. Oh, and you have no End. And its on a large recharge.
While Rain of Arrows...can do just that, without end crash, and on a fiendishly quick recharge, usable nearly every spawn.
So....thats even? Uhm....riiight. Sure.
Hmn.


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Originally Posted by Zwillinger View Post
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Originally Posted by Captain_Photon View Post
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Originally Posted by Novella View Post
Ugh, God I hope not. Stalkers with Shield Defense would be ugly.
How does that argument even work? The 'hiding behind a shield' is a dumb idea?

Well how does it not look ugly on a Brute who should simply be whacking everything with it? Or a scrapper who'd probably just throw it and leave it embedded in a lowlie minion?

By that argument, only Tankers should have Shield Defense because it only makes sense that someone who puts defense over offense to carry a shield.

Yeah, your argument makes no sense.


 

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Originally Posted by Kelenar View Post
Obviously the devs should put fake stuff along this lines in the patch notes every issue just to keep people who don't check values happy.

"Lowered recharge on Adrenalin Boost from 10 decades to 300 seconds."
Nooooo 300 is a much bigger number than 10!!!!!!!!!!!It must be worse!!!


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Originally Posted by Techbot Alpha View Post
One the one hand im thinking 'To Hell with that!' Because I like being able to slot Nukes for recharge while doing insane damage. I hate, HATE powers with unenhanceable recharge. Its like 'Whats the damn point in giving me this and balancing the set around it, if the damn thing is only up so much of the time?' Im looking at WPs semi godmode, mostly. Sure, it doesnt crash so hard as, say, Unstoppable. But at least I can slot Unstoppable so that, should I happen to need it again sharply, I can use it.

On the other hand...we have Rain of Arrows. Now, yes, sets arent balanced against each other, only internally. Even so, RoA is in a decent AoE and ST set, which then crowns it off with a crashless nuke. Because thats what it is. Not Full Autos 'Viscious Cone' as I call it, but a full on large AoE 'Stand in this and your dead' nuke.

While I love high damage, there CAN be too much of it, in a way. I mean, with Build up and Aim its possible to put a vanilla slotted Fire Blasters Inferno into the 1000 damage figures. Does any basic mob even have that much HP? That leaves the minions as piles of ash, the LTs dead or very nearly, and only the Bosses left as any threat. Oh, and you have no End. And its on a large recharge.
While Rain of Arrows...can do just that, without end crash, and on a fiendishly quick recharge, usable nearly every spawn.
So....thats even? Uhm....riiight. Sure.
Hmn.
Yep, lots of things that are debateable on this subject.

I only mentioned "unenhanceable" as one of the possible ways they would choose to balance a "crashless" nuke. Its definitely not the choice I would want.

If they were to make the nukes "crashless" and keep the damage the same, they would need to do something to the recharge so it doesnt become part of a regular battle.

or... If they left the recharge the same and made them "crashless", the damage would have to be reduced.

Of the two choices, I personally would prefer the reduction of damage and retaining the ability to slot the power however you see fit.


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HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

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Originally Posted by macskull View Post
You do realize that almost nothing in this game takes any skill, right?
im kinda curious, what is the almost to which you're refering?


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I would say Master of Runs. But with how buff's and debuffs work.

So a Mo Run that isn't almost entirely Buff/Debuffers.


 

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SC needed this, for sure. I'm glad they lowered the damage instead of killing the recahrge (and lowering the damage). Killing the recharge would totally change the feel of two of my favorite characters. At least I don't have to make any gameplay or build changes to compensate.


 

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Originally Posted by PC_guy View Post
im kinda curious, what is the almost to which you're refering?
99% of the game?


 

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Incidentally, regarding making Blaster nukes crashless, it seems to work fine on Fortunatas. Psychic Wail is a full scale nuke (albeit on a Fort's damage scalar) with no crash. It's very much a "use whenever it's up" power, but unless you've got ridculous amounts of +rech, then it's not up often enough to make it truly unblanced IMO.