Why do Mercs "suck"?


beyeajus

 

Posted

Quote:
Originally Posted by SuperFerret View Post
I see your point, but I wasn't talking about including IO sets.
Well without taking procs into consideration then yes they are quite a lot weaker especially since their powers do the 2nd least damage (genins hit weaker but they recharge faster and smashing is less resisted) and they do lethal damage (which I find very odd)

Also, I find those 2 procs to be very important because unlike other MM summons, the 2 main attacks that spec ops use, all the soldiers attacks except brawl, all the medics attacks except grenade all have a chance to proc it.

To them, Lady grey gives around +15-20% damage then add another achilles heel proc then they get really buffed. BUT that doesnt even put them to lead with the damage they do. It only puts them to a more 'balanced' damage potential thats comparable to the rest of the primaries


 

Posted

Sticking a Lady Gray in the Soldiers and Spec Ops is a good idea, but sticking an Achilles Heel in both is not. The proc does not stack, no matter where it comes from, so having it in more than one power is kind of a waste. My understanding is that when the Achilles proc goes off, it grants the target an auto power that gives -20% resist, and it can only have one copy of this power at a time. I'd just give one to the Soldiers and use the slot on Spec Ops for something else.

Don't forget that the Commando can also take procs. I suggest the Force Feedback: Chance for Smashing proc, because it can go off from Slug, Buckshot, and M30 Grenade. Between the three, it'll get more use than another Lady Gray would, which would only have a chance to go off from Burst.


 

Posted

Quote:
Originally Posted by MechaCrash View Post
Sticking a Lady Gray in the Soldiers and Spec Ops is a good idea, but sticking an Achilles Heel in both is not. The proc does not stack, no matter where it comes from, so having it in more than one power is kind of a waste. My understanding is that when the Achilles proc goes off, it grants the target an auto power that gives -20% resist, and it can only have one copy of this power at a time. I'd just give one to the Soldiers and use the slot on Spec Ops for something else.

Don't forget that the Commando can also take procs. I suggest the Force Feedback: Chance for Smashing proc, because it can go off from Slug, Buckshot, and M30 Grenade. Between the three, it'll get more use than another Lady Gray would, which would only have a chance to go off from Burst.
Ohhh thanks for the force feedback suggestion o.o never thought of thaat!
And absolutely right, theres no need to put it onthe spec ops and definitely not the commando (only has 1 attack that gives -def irrc) .

Now Im off to buy a force feedback proc for the commando! (Atm my commando only has 2 acc, 2 dam, 2 dam/end enhancements lol.


 

Posted

Quote:
Originally Posted by MechaCrash View Post
Sticking a Lady Gray in the Soldiers and Spec Ops is a good idea, but sticking an Achilles Heel in both is not. The proc does not stack, no matter where it comes from, so having it in more than one power is kind of a waste. My understanding is that when the Achilles proc goes off, it grants the target an auto power that gives -20% resist, and it can only have one copy of this power at a time. I'd just give one to the Soldiers and use the slot on Spec Ops for something else.
I've never understood this line of thought. It doesn't stack, but then it's also a very short duration debuff (5 seconds?) with a small chance of going off. So what if I have it slotted in both spec ops and mercenaries? The odds of both procing the debuff at the same time are slim to none, but isn't slotting it in both increasing the odds of it going off at all?

It's like slotting a Gaussian's chance for buildup in Tactics and being upset that it goes off in Wentworths - the fact that it procc'd at an inconvenient or less than optimal time doesn't reduce its odds of going off when you need it. Same goes for Achilles' Heel IMHO - slotting it into two powers doesn't necessarily mean that both will fire simultaneously, and it certainly doesn't decrease the odds that it will fire at all.

But it does increase the odds of getting a single buff.


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies

 

Posted

Its not as useful anymore BUT it does get its use from keeping the debuff up and when they are targeting different enemies.

Also since you can red your accuracy and damage out with 4 slots, you can t slot spec ops and get away with it. You can just remove achilles heel completely if your build is slot hungry but aside from that, theres really no harm in placing it in spec ops.

And the debuff lasts 10 seconds or 20 iirc.


 

Posted

Quote:
Originally Posted by Smiling_Joe View Post
I've never understood this line of thought. It doesn't stack, but then it's also a very short duration debuff (5 seconds?) with a small chance of going off. So what if I have it slotted in both spec ops and mercenaries? The odds of both procing the debuff at the same time are slim to none, but isn't slotting it in both increasing the odds of it going off at all?
I could be wrong but I thought AH Proc lasts at least 10s? And yeah, I would definitely put it in both Soldier and Spec-Ops but it's not like Spec-Ops have other good things to slot for. Increase stun duration? Nah.. . the recharge is so long that I think it's better off procing AH and Lady Grey.

I wish they could add Accurate Defense Debuff in Merc because then I can add Chance for Lethal too. :P


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

A Primary set shouldn't be balanced around having Sets and Procs. I have two lvl 50 Merc/Poison and Merc/Storm. Merc/Storm is a lot better than /Poison IMO.

I find Merc's damage very low without procs. Procs are interesting way to make them deal more damage at the loss of other enhancements but I just don't think Merc should be balanced with procs. Merc should be balanced even without procs and sadly, Robots and Thugs are better than Merc at this point. Robot's defense is consistent and the two healing powers go off almost instantly. Assault Robot deal better aoe damage than Commando. Commando's cones are quite tricky. Spec-Ops have no aoe and their controls are on very long recharge. And what is the point of stealth in Spec-Ops? I still can't figure out.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post
A Primary set shouldn't be balanced around having Sets and Procs. I have two lvl 50 Merc/Poison and Merc/Storm. Merc/Storm is a lot better than /Poison IMO.

I find Merc's damage very low without procs. Procs are interesting way to make them deal more damage at the loss of other enhancements but I just don't think Merc should be balanced with procs. Merc should be balanced even without procs and sadly, Robots and Thugs are better than Merc at this point. Robot's defense is consistent and the two healing powers go off almost instantly. Assault Robot deal better aoe damage than Commando. Commando's cones are quite tricky. Spec-Ops have no aoe and their controls are on very long recharge. And what is the point of stealth in Spec-Ops? I still can't figure out.
Exactly!

I dont understand this at all either but I do agree that if there are no procs to be slotted, I would definitely NOT take mercenaries. I would go with something else entirely. Actually the only reason I chose Mercs was in fact because I saw that Soldiers and Spec ops have the ability to use lady grey and achilles heel very well. Nothing more, nothing less.

If I wasnt able to find that, I was going to settle for bots, demons, ninjas, or undead.


 

Posted

At this point, I can care less about Serum. I've played two Merc to 50 without it and it doesn't break/make the set. I've tried Serum before and respec it out. With I19, I may pick i up but I'll probably forget to use it anyway. :P

I know if the dev is going to "balance" the sets, they'll give Merc something that others are lacking. One of the followings will be good:

1. Improve AoE damage: Spec-Ops has no aoe damage: Add some decent aoe damage in both aoe controls. This will at least enhance Merc set's burst damage nature (with Commando having Rocket and Full Auto as well). Increase Soldier's cone width or give all 3 of them Grenade.


2. Improve Controls: Lower Spec-Ops' controls recharge. I really don't know why they haven't lowered them. Or change Riflebutt melee stun to Bean Bag range stun.

3. Increase Merc's ST-damage. If you take out Lethal resistance, Merc actually does more ST damage than Robot BUT Lethal resistance is almost everywhere (and as high as 36% from the whole Malta group) and Robot has -regen so Merc's ST damage isn't all that superior. To improve Merc's ST-damage, I would:

A. Add Stealth strike in Spec-Ops (does Stealth gives Spec-Ops more defense?)
B. Either increase Snipe damage (to enhance burst damage nature) or reduce Snipe recharge so Spec-Ops cycle them more often. I am leaning towards even higher damage.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Interesting tidbit about Mercenaries: Once upon a time, City of Data had the Commando listed as possessing the old Gun Drone power - before it was turned into it's current incarnation. I vaguely recall someone having once stated that the Commando did, in fact, have said power at some point - but it was removed because his AI just wasn't capable of using it.

What if, then, the new Gun Drone was given to him (or a lesser version to both Spec Ops along with a tweak to their crowd control abilities, turning them into more dedicated utility specialists)? It could be 'summoned' in the same way that the Bots summon their Seeker Drones, I imagine. You might even consider a Traps power or two - a watered-down Triage Beacon for the medic, and/or an Acid Mortar replicant for the Commando/Spec Ops - perhaps in place of the Gun Drone.

I've always had a fondness for Mercs because of their consistency. Until they began running into melee at every turn, I could always count on them to stay where I put them and unload from one particular point. Something like the above would help that 'mobile tactical battlfield' vibe I've always imagined them having - and might make them a little more interesting than just another damage pet, I think.

Another thought - this one in the 'boring damage' department: Offer Spec Ops the 'Stealth Strike' ability that the SWAT come loaded with. It wouldn't do much for the utility of the set - but it would give Stealth a reason for existing, and provide a little extra damage output.

Far-out-there thought: Implausible as it might be to implement - having the ability to swap the ammo types of all your mercs using Dual-Pistols-inspired toggles would be interesting.

Last-minute thought: In fact, any of the above could be turned into a click power and made into a Serum replacement.

Edit: Further Serum Idea: Or, perhaps, you could turn it into a targetted AoE - an Artillery Strike/Air Support power that rains down one of multiple types of explosive - styled after some very watered-down versions of the Warburg Nukes; and even more impressive to watch.


 

Posted

Quote:
Originally Posted by Smiling_Joe View Post
I've never understood this line of thought. It doesn't stack, but then it's also a very short duration debuff (5 seconds?) with a small chance of going off. So what if I have it slotted in both spec ops and mercenaries? The odds of both procing the debuff at the same time are slim to none, but isn't slotting it in both increasing the odds of it going off at all?
There are two reasons. One is that it's a 20% chance to go off, and the debuff lasts for ten seconds. If all three of my soldiers are shooting at something, that debuff is going to stick, and it's going to stay up because it will be refreshed before it can wear off.

The second reason is opportunity cost: yes, I could stick a second Heel in my Spec Ops, but I'd have to give up some accuracy, or some damage, or find somewhere else to put the +10% resistance IO. And short of purples, I can't see a way to get my goons to at least +50% accuracy, ED capped damage, and room for procs.