i18 Brutes the sad tale


Another_Fan

 

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Originally Posted by Socorro View Post
I soloed 5 tip missions last night at +0/+8 (my typical setting).

I didn't change my playstyle or speed at all and I noticed No Difference in my effectiveness.

Yeah, I know there was a minor difference but if I can't even notice it, how big a deal is it?

I'm fine with these new 'nerfs'
Was noticeable to me, but I was used to running around in the Fab at 90% or higher Fury the day before GR/i18. Not game-breaking but a minor annoyance to see fights go a few hits longer than I'm used to there. I'll probably sit my brute for a couple weeks and then go back to him, see if it's still as noticeable.


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Originally Posted by Soulwind View Post
He's most likely meaning his total damage bonus from fury, not the fury percentage itself.
Even then, it'd still not go over +200% DMG.


 

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Originally Posted by carbo View Post
Here is the Patch Notes on new, nerfy BRUTES

BRUTES

Fiery Aura/Fiery Embrace - The Brute version of this power had a 30 second duration on the Fire Damage buff. This was inconsistent with the Tanker and Scrapper versions and has been reduced to 20 seconds. Note with the changes above, this only applies in PVP.

Dark Armor/Aura of Fear - The Brute version of this power has a magnitude was set to 3. This was inconsistent with the Tanker and Scrapper versions and has been reduced to 2.

Decreased Brute Damage Cap from 850% to 775%.

Modified the Brute Fury Formula so that there is a more gradual degradation of Fury Build Up while attacking/being attacked instead of a sharp fall off at 80%. The fall off begins at 30%.

Reduced Fury Decay Rate from 2 points per second to 0.75 points per second.

The overall result of these two changes to Fury Generation is that it will be easier to maintain low levels of Fury, while gaining very high levels of Fury will be more difficult.

Fixed a bug which prevented bonus Fury generation when attacking other players or very difficult targets such as Archvillains. The bonus is a flat 5 points per qualifying target hit by the attack, up to 70% Fury. Note that unlike standard Fury generation, this bonus only applies if the attack hits the target.
First off, You didn't look for the positives

I'll keep it simple:

-Fiery Embrace is now an incredible power. It makes /Fire a viable option for ANY primary; previously, the power was only useful if you were Fire/. Think of it as using Incendiary Ammo, but for your fists.

-The damage cap nerf was nothing special or painful. I've only been at the previous 850% cap when I had 4 Kineticists pumping max-spawn Fulcrum Shifts on me all at the same time with full Fury and a capped Soul Drain.

-Fury now generates way easier. WAY easier. And it degrades way slower. WAY WAY WAY slower. This means you can chain sweep entire spawns without losing that high-output edge Brutes are so notorious for. It's especially helpful to low-level Brutes, who now generate Fury at a phenomenal rate (compared to pre-i18), which allows them to take on more enemies and rack up more kills faster. Higher level Brutes lose Fury slower, making them able to sprint from one group to the next without needing that slow climb to get them back up to speed.

-Aura of Fear's mag nerf was nothing special, either. In order to generate Fury, a Brute needs to hit and BE hit. In my case (Dark Melee/Dark Armor/Soul Mastery) Aura of Fear was only useful when I wanted to lay down a fear on an EB/AV. Otherwise it was just an end-waster that didn't get me any more Fury.

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I personally welcome these changes, as they've made my Brutes feel far more efficient (especially my newly-made Kin/Invul). Fury now feels like a true berserk; when you enter the fight, you get the blood pumping and feel the adrenaline flow. If the fight lasts too long, you say "I'm finishing this." Then you generate past 80 Fury and get the job done, maxing out your damage and slaughtering people. And when you get done, you still have that combat high, and you're ready to unleash on another group of unsuspecting enemies.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

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<QR>

Farmed for tickets (Battle Maiden farm in AE) last night, noticed that 80% was pretty much my ceiling with spikes into what looked like 85%ish (when surrounded by 16 mobs, including 8 bosses). I was able to jump from from 0 to 70 fury in what felt like a snap.

Yeah, I supposed I'll miss the 90%+ fury averages of a strong farm, but really in between double stacked rage, 70% fury and pile of reds, I guess I just didn't notice.


 

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Originally Posted by Rad_Avenger View Post
<QR>

Farmed for tickets (Battle Maiden farm in AE) last night, noticed that 80% was pretty much my ceiling with spikes into what looked like 85%ish (when surrounded by 16 mobs, including 8 bosses). I was able to jump from from 0 to 70 fury in what felt like a snap.

Yeah, I supposed I'll miss the 90%+ fury averages of a strong farm, but really in between double stacked rage, 70% fury and pile of reds, I guess I just didn't notice.
Soul Drain makes me happy.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

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For non min-maxed sporadically IOed brutes the fury adjustment is barely noticable. I ran my DM/SR last night and was a few seconds slower wiping out a spawn. And I kept the majority of my fury between spawns.

I concur with Bill Z for the most part, brutes are about where they should have been in the first place. Right between tanks and scrappers.


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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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The Brute "nerf" is in many ways similar to the Dominator "nerf". Brutes have had their highest performance levels taken away for a greater average performance level overall. The biggest impact is to those who were already tweaked for the greatest possible Fury at all times. Similar to those who had double- or triple-Dom.

Meanwhile, this helps those Brutes with slow activating attacks and fewer foes to go up against. And even for a good build that fluctuated a lot between low Fury and the 90% mark, now it should average higher.


 

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Originally Posted by Bright Shadow View Post


I love you.

And yes, I too am enjoying the Brute changes on my low-level Brute. I no longer have to deal with "OH CRAP OH CRAP I'M RUNNING OUT OF ENDURANCE...BUT MY FURY IS DROPPING...SCREW ENDURANCE! CHAAAARGE!!!!"
Heh true. However unless they one day change it so you get higher stamina regen the lower you fury is life before 20 is still going to be rough for Brutes who have a lot of toggles or a few early high endurance attacks.

People just don't like Nerfs, balance or no. Typically people are having fun, even when over powered, and a nerf threatens that. Negativity is only natural, particularly if holding fury wasn't a problem for your character before and see this only as a negative rather then giving a little to get a little.

Probably why some of the new new powers sets seem a little under powered since no one is going to be complain if they are buffed later to improve them after the flashy shock of the new has worn off.


 

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I didn't even have to switch my difficulty settings after the change, didn't really notice a drop in dps either.


 

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Originally Posted by carbo View Post
Dark Armor/Aura of Fear - The Brute version of this power has a magnitude was set to 3. This was inconsistent with the Tanker and Scrapper versions and has been reduced to 2.
Brutes should do more fear. What's wrong with that? Not like Dark Armour is the goto set for FotMers is it?


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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The damage bonus is 2x the fury bar, iirc. So it's 200% max, but that's no longer achieveable. At a more reasonable 55% fury maximum, the bonus would be 110%.

So the basic problem is he's making numbers up and has no idea what is actually going on.


 

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I still laugh at the Doomsayers when ET got "nerfed."


Doomsayer: "NOTZ MAH PRESHUS DEE PEE ES!"


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You will return, for you are the mighty City of Paragon, the City of Heroes.

 

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Originally Posted by Smiling_Joe View Post
Pardon my ignorance.... but you're running around at how much fury?

'Cause I thought the bar thingie filled up at 100%
I generally run my brute around 10,000% fury.

He's really, really mad.

All the time.


 

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Originally Posted by SevereCalamity View Post
I generally run my brute around 10,000% fury.

He's really, really mad.

All the time.
Wow! He needs to relax a little! Sheesh!


 

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Originally Posted by Neutrino_Siphon View Post
I still laugh at the Doomsayers when ET got "nerfed."


Doomsayer: "NOTZ MAH PRESHUS DEE PEE ES!"
Actually if you'd look back most of the complaints were about Energy Melee going from a good single-target set to a good-at-nothing set, and years later that still hasn't been rectified.

No matter which way you slice it, having most of your damage locked up in 3-second-ish animations doesn't make a set interesting, especially with ET's horrid animation.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

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With these new changes to brutes, it makes them getting Chill Mastery more acceptable, too. (Brutes used to be able to pick Ice Melee, but it was kicked as it wound up slowing fury generation too much)


 

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Originally Posted by Jade_Dragon View Post
The Brute "nerf" is in many ways similar to the Dominator "nerf". Brutes have had their highest performance levels taken away for a greater average performance level overall. The biggest impact is to those who were already tweaked for the greatest possible Fury at all times. Similar to those who had double- or triple-Dom.

Meanwhile, this helps those Brutes with slow activating attacks and fewer foes to go up against. And even for a good build that fluctuated a lot between low Fury and the 90% mark, now it should average higher.
This is how I see it, Brutes were normalized rather than nerfed, which needed to happen to slot them neatly where they belong between Scrappers and Tanks.


 

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I've only had a chance to test this solo on my Claws/WP, but... the Fury change actually helps there. I still plow straight to the 70-85% Fury range pretty effortlessly, but it drops a heck of a lot slower if I need to run half a mile between spawns (like, say, every freaking blue cave mission ever.)


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

 

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Originally Posted by Nalrok_AthZim View Post


-Aura of Fear's mag nerf was nothing special, either. In order to generate Fury, a Brute needs to hit and BE hit. In my case (Dark Melee/Dark Armor/Soul Mastery) Aura of Fear was only useful when I wanted to lay down a fear on an EB/AV. Otherwise it was just an end-waster that didn't get me any more Fury.

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don't believe this is correct. to generate fury, you need to swing or be swung at. doesn't matter if you hit or are hit. except maybe for special situations in PvP or with AVs.

it's why SR is available for brutes and Ice isn't. Ice slowed or stopped mobs from swinging and that has a huge negative impact on fury generation. swinging and missing at a SR brute still allows fury generation


 

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Originally Posted by kendo View Post
don't believe this is correct. to generate fury, you need to swing or be swung at. doesn't matter if you hit or are hit. except maybe for special situations in PvP or with AVs.

it's why SR is available for brutes and Ice isn't. Ice slowed or stopped mobs from swinging and that has a huge negative impact on fury generation. swinging and missing at a SR brute still allows fury generation
Except of course Cloak of Fear and OG also prevent swinging and missing because the enemy is standing there mezzes, which was in fact Nalroks (admittedly open to misreading) point.


 

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Originally Posted by Carnifax_NA View Post
Except of course Cloak of Fear and OG also prevent swinging and missing because the enemy is standing there mezzes, which was in fact Nalroks (admittedly open to misreading) point.
Good point, I didn't realize how vague my post was. Lemme rephrase:

To generate fury, you need to whiff or be whiffed at.

:P


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

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Originally Posted by macskull View Post
...especially with ET's horrid animation.
Only in your opinion!

I, for one, love the change to ET for thematic reasons!


 

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Originally Posted by Bright Shadow View Post


Only in your opinion!

I, for one, love the change to ET for thematic reasons!
And I will continue to hate it for balance reasons. As it stands, energy melee is a complete PoS set unless you're a soloist that enjoys taking on hard targets such as pylons and av/hero class targets.


Be well, people of CoH.

 

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Originally Posted by Bright Shadow View Post


Only in your opinion!

I, for one, love the change to ET for thematic reasons!
I still wish it was the old Bitter Freeze Ray animation.

Look at my hands... Yes..! RAAAH!

Instead we just got "Lemme make a football goalpost shape and then throttle you in the sternum".


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

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Originally Posted by Nalrok_AthZim View Post
-The damage cap nerf was nothing special or painful. I've only been at the previous 850% cap when I had 4 Kineticists pumping max-spawn Fulcrum Shifts on me all at the same time with full Fury and a capped Soul Drain.
What kind of kin's have you been teaming with? The one I team with had me damage capped with the old brute cap, no sweat. Now it just takes a few less stacks of Fulcrum Shift to get there..

Anyway, the nerf is nothing crushing.. it's just a small defeat in the mind of a true brute player.


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Originally Posted by Carnifax_NA
This is how I see it, Brutes were normalized rather than nerfed, which needed to happen to slot them neatly where they belong between Scrappers and Tanks.
You speak of brutes as though they are objects, not people. As an avid brute player, I take offense to that!