S.charge nerf has made S.defense...


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Posted

Quote:
Originally Posted by MunkiLord View Post
So somehow spamming one power every 40-60 seconds isn't easily entertained?
Well, you know what they say about opinions.... And to be honest, EVERY power is spammed. Some just have longer recharges.

I am very glad the recharge wasnt adjusted, since apparently the damage modifier was off.


 

Posted

Quote:
Originally Posted by eryq2 View Post
Well, you know what they say about opinions.... And to be honest, EVERY power is spammed. Some just have longer recharges.

I am very glad the recharge wasnt adjusted, since apparently the damage modifier was off.
My dark/dark scrapper would like to have a word with you concerning spamming Dark Regeneration.



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Posted

Quote:
Originally Posted by ShadowNate View Post
My dark/dark scrapper would like to have a word with you concerning spamming Dark Regeneration.
Just as long as you're not spamming Soul Transfer.


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Posted

Quote:
I havent played mine yet (busy with GR) but i cant asy i agree with the nerf. Ill tell you why.

The game is suppose to be balanced around SO's. IF that is the case, then why nerf powers (not just SD) because IO's make them stronger? Isn't that the point of IO's? Especially purples, since they offer such big gains in %'s.

I think the DEVS need to take in alot more consideration of the effects of IO's and instead of nerfing everything AFTER the time and money is spent on them and make the weaker from the start of just let them be. If the game is truely based around SO's, then accept the fact that IO's are goning to make toons stronger. If people don't want to IO toons, then they shouldn't complain about powers being "overpowered" because that's teh whole point of IO's. (IMO)
IO's have very little effect on Shield Charges damage, which is what was changed. IO's can help you get shield charge up more often, but other than a few damage bonuses (not really worth slotting for imo) these do not affect Shield Charge very much.

Shields is very good under IO powers because it is easy to soft cap, this has very little to do with Shield Charge. Notice how the Defensive values of Shields wasn't changed at all?

So logic says, Shield Charge wasn't changed because of IO sets.


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Posted

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Originally Posted by EarthWyrm View Post
It's quotes like this that make me miss the rep system.
ditto


 

Posted

Well I can definitely tell that they nerfed shield charge on my scrapper. Only hitting for about 350-400 now, was doing 750-800. Still, if I throw out fireball (or ball lightning now), I can take out most everything without even using lightning rod. I'm so glad I have lightning rod though, since it can do a good 500+ to everything. It actually does more than shield charge now, most of the time.


 

Posted

I'm just happy I can finally play Shield Defense characters without feeling like I'm cheating. Pre-update, having a powerful SD character was like bringing a rocket launcher to a knife fight and then bragging about how much better you are afterwards.


 

Posted

Quote:
Originally Posted by eryq2 View Post
The game is suppose to be balanced around SO's. IF that is the case, then why nerf powers (not just SD) because IO's make them stronger? Isn't that the point of IO's? Especially purples, since they offer such big gains in %'s.

I think the DEVS need to take in alot more consideration of the effects of IO's and instead of nerfing everything AFTER the time and money is spent on them and make the weaker from the start of just let them be. If the game is truely based around SO's, then accept the fact that IO's are goning to make toons stronger. If people don't want to IO toons, then they shouldn't complain about powers being "overpowered" because that's teh whole point of IO's. (IMO)
The only times powers have been nerfed because of IOs are in cases where certain slotting had unexpected interactions with the power that caused disproportionate effects. In other words, bugs. Damage procs in Poison Gas Trap, for instance.

Shield Charge was nerfed, and rightly so, because a math error had made it be massively overpowered. We're talking about a power that's not only a secondary power for the characters who it was doing massive damage on, but one that's in a defensive set. I can't emphasize that enough. A secondary, defensive power was doing as much damage as a blaster nuke (which is a primary power in an offensive set), on a shorter recharge and with no ill effects such as an endurance crash. It was completely unbalanced.

Sure, it was fun, but it needed to change, and everybody knew it.


 

Posted

Quote:
Originally Posted by MTS View Post

Sure, it was fun, but it needed to change, and everybody knew it.
Yeah, yeah... we all knew, but it wasn't just fun, it was ALOT of fun.


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Posted

I don't see why anyone who ever used Shield Charge is surprised at this. It's like Smoke Grenade all over again. One use of this power slotted with just SOs ought to have told you "Hold on... Something's off kilter here!" When you're running around doing just about Blaster nuke damage at a quarter of the recharge and no crash, it ought to be obvious that the power ain't working like it ought to be working.

I have to echo the comments from before - it felt like cheating. I mean, sure, it's awesome to spawn-wipe once every, what, 60 seconds? Sure, it was cool. But when I start having someone remark about how much damage I'm doing ON EVERY TEAM I JOIN, I start to suspect shenanigans. And I was right to.

The power was broken. Simple as that.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post

The power was broken. Simple as that.
It wasn't just broken, it was stupidly broken.


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Posted

I had a level 33 Elec/Shield...

Then I took a two year break...

I came back just over a week ago. I read that Shield Charge was changing, and thought I would grind up a bit to get it to experience it a bit before it was toned down, but life got in the way and I didn't even make it to 34.

So it's fun reading all of these stories of ridiculousness. Being that the Blaster nukes are my most favorite powers in the game, I think I would have loved it. Tell me more!


Thanks for eight fun years, Paragon.

 

Posted

Quote:
Originally Posted by eryq2 View Post
I havent played mine yet (busy with GR) but i cant asy i agree with the nerf. Ill tell you why.

The game is suppose to be balanced around SO's. IF that is the case, then why nerf powers (not just SD) because IO's make them stronger? Isn't that the point of IO's? Especially purples, since they offer such big gains in %'s.

I think the DEVS need to take in alot more consideration of the effects of IO's and instead of nerfing everything AFTER the time and money is spent on them and make the weaker from the start of just let them be. If the game is truely based around SO's, then accept the fact that IO's are goning to make toons stronger. If people don't want to IO toons, then they shouldn't complain about powers being "overpowered" because that's teh whole point of IO's. (IMO)
Just curious… the game being balanced around SO's is just part of the equation, right? Isn it supposed to be balanced around SO's, against even cons (I guess the setting would be 0/1 now)? If so, I think pretty much any combo, especially Scraps, is fine. I can't imagine the new SC not being able to destroy even cons.

Old SC was EXTREMELY fun…. if you were the Shielder. From my experiences, if there are 2 /Shields on a team, you might as well not bother bringing a damage class. Or at least not a Scrap. I can totally understand that it was considered OP.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
For the amount of damage the power did it should have recharged once every other wednesday.
I could see some shielders being a bit put out with that sort of recharge.

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Posted

Quote:
Originally Posted by Sir_Lionheart View Post
Just curious… the game being balanced around SO's is just part of the equation, right? Isn it supposed to be balanced around SO's, against even cons (I guess the setting would be 0/1 now)? If so, I think pretty much any combo, especially Scraps, is fine. I can't imagine the new SC not being able to destroy even cons.

Old SC was EXTREMELY fun…. if you were the Shielder. From my experiences, if there are 2 /Shields on a team, you might as well not bother bringing a damage class. Or at least not a Scrap. I can totally understand that it was considered OP.
Well, i just tried mine out. Against even con i was still hitting over 600 hp of damage with Melt Armor. Around 550 with just BU. So, i cant really feel the change. I was dealing over 850 with MA previously.

Maybe i misunderstood Castles post. But my way of thinking is it was a nerf. Due to the way different changes were made, other than just to the damage modifier. Since it was supposed to be a known fact. To change the timing, seems like they were tinkering with different ways to nerf it. And to say under normal conditions it was ok. That means (to me) that heavily IO'd toons were stronger. Well, they are supposed to be. (imo) Why else do we IO them? To be worse? Not I.

As far as teaming. Its up to the Star holder to gather the right "pieces" to form a team. To say after picking 2 SD toons, no more scrappers would be needed is true. How much more damage would you want? Unless you want a team of 8 scrappers.

Just my opinions. Take em or leave em.


 

Posted

Quote:
Originally Posted by eryq2 View Post
Unless you want a team of 8 scrappers.
Why not a team of 8 shielders with high recharge?

8 Shield charges coming back up in under 45 seconds a piece should tear a new one on just about anything.



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Posted

Quote:
Originally Posted by EarthWyrm View Post
It's quotes like this that make me miss the rep system.

It's quotes like these that make me glad Castle doesn't listen to Arcana as often as she'd like


 

Posted

Quote:
Originally Posted by Marsquake2 View Post
It's quotes like these that make me glad Castle doesn't listen to Arcana as often as she'd like
That's ironic, given what I wanted to do with the power.

*I* wanted to give you all a totally way cool version of the power, but Castle said


You can't handle the power!


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Posted

I think it is less fun, but more fair. So I am all for the change.

Lewis


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Posted

Quote:
Originally Posted by Hyperstrike View Post
Why not a team of 8 shielders with high recharge?

8 Shield charges coming back up in under 45 seconds a piece should tear a new one on just about anything.
Yeah, I wonder if the folks who are defending Stupidly Powerful Shield Charge mostly soloed. Multiple Shield Charges rolling together could literally annihilate crowds so fast as to render much of the rest of the game moot.

One of my shielders leveled into it a few weeks ago and was doing 600-700 or more damage UNSLOTTED. Yes, with build-Up and a small red or two, but was clearing rooms full of yellow bad guys with a power that had nothing at all slotted in it, and the rest of the team was reduced to following me around laughing.

That's patently absurd.


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Posted

I like the change and I have a L50 shield scrapper. It was in danger of becoming City of Shields, so common were shield using melee characters. Now it seems a bit of balance has been restored. I also feel better about making a ma/sd concept I had, as it doesn't look as much like bandwagon jumping nowadays.