Super Strength


Airhammer

 

Posted

Quote:
Originally Posted by Airhammer View Post
Doesnt bother me one bit. Its what like ten seconds..
Yup. This is what procs and temp powers are for.

Taunt them (and fire the PZ proc), then step up with Sands and/or Nemesis Staff (which ignore the damage crash), then back to your chain.



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Posted

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Originally Posted by Johnny_Butane View Post
At the end of the day, SS is not the best ST damage set (something like fourth now IIRC), nor is it one of the best AoE sets. It's also a commonly resisted damage type, so that's another knock against it.
Do people a favor. Give "the best" a rest.

Trying to balance against an upper-end outlier is a poor choice.

SS is a nice "plethora" set.

You get a nice powerful ST showing. You get a nice AoE showing. ANd you even get a decent ranged attack on top of that. You get a mix of stun/hold/KU/KB on top of damage.

As to swapping FS to KB. There's only one answer fitting enough for this.

HELL *BLEEP!* NO!

I'm playing a tank. Not a blaster. Not a scrapper. Not a controller. Not a *INSERT AT HERE*.

I *WANT* those guys RIGHT *BLEEP!* THERE!
I *WANT* them flopping around like landed fish.
I *WANT* them TAKING damage and unable to DO damage while WITHOUT having to chase them all over the damn place.
I *WANT* them adding to my armors on an Inv/SS tank while taking damage and unable to do damage.
I *WANT* them neutralized so they can't stand up and decide to aggro on the nearest teammate.

Sorry Johnny. But NO.

Please stop fiddling with things that are NOT broken.



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Posted

I recognize and sympathize with the urge to lament the performance of the set, and specific powers in the set, but that's not really the point of the thread. On the other hand, I did just name it "Super Strength," so I suppose anything is fair game.

For my part, I think the set is pretty decent. It performs well, and the Rage crash has never really bothered me. I don't anticipate them making any major changes to the set, though. It's my understanding they said flat out they wouldn't make any more major changes to any sets. That's why I thought to suggest adjustments that are not major. Switching the order of two powers would not alter the power of the set, and adding some cosmetic effects might make it seem more powerful without actually altering performance.


 

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Rage doesn't bother me as much since we've been able to tone down the glow.


 

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Originally Posted by Hyperstrike View Post
Do people a favor. Give "the best" a rest.

Trying to balance against an upper-end outlier is a poor choice.

SS is a nice "plethora" set.
Frankly, we don't need more jack of all, master of none sets. There's too many of those now for SS to stand out and none of those has a crash penalty. SS shouldn't have a power with a crash that ONLY brings the set up to par with the other sets that don't have such penalties. If we're to suffer a crash and any kind of penalty for Rage, it should put SS's damage above the sets that don't have those.


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ANd you even get a decent ranged attack on top of that.
Oh. Yay. A long rooting, low DPS Smashing damage attack that can only be triggered on the ground.


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As to swapping FS to KB. There's only one answer fitting enough for this.

HELL *BLEEP!* NO!

I'm playing a tank. Not a blaster. Not a scrapper. Not a controller. Not a *INSERT AT HERE*.

I *WANT* those guys RIGHT *BLEEP!* THERE!
I *WANT* them flopping around like landed fish.
I *WANT* them TAKING damage and unable to DO damage while WITHOUT having to chase them all over the damn place.
I *WANT* them adding to my armors on an Inv/SS tank while taking damage and unable to do damage.
I *WANT* them neutralized so they can't stand up and decide to aggro on the nearest teammate.
Then you can take Hand Clap, which I proposed be switched to Knock Down. With the change I suggested, you can chose to control enemies with Hand Clap OR damage them with Foot Stomp. The suggestion makes BOTH powers desirable instead of Hand Clap being an auto skip and Foot Stomp doing it all.


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Please stop fiddling with things that are NOT broken.
NO. Just to spite you I'm going to infiltrate the offices of Paragon Studios over the holidays and make these changes to SS and put them in the next patch just to spite you.



.


 

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Quote:
Originally Posted by Johnny_Butane View Post
Just to spite you I'm going to infiltrate the offices of Paragon Studios over the holidays and make these changes to SS and put them in the next patch just to spite you.
Well, just to spite you, I'm going to just to spite you infiltrate the offices of Paragon Stuidios just to spite you over the holidays and make changes so that your tank can't use rage just to spite you.


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Posted

well, since we're wishing into the wind, here's mine.

First, I'd change the way knockback works. ALL Knockback in the game would be changed to knockDOWN. Slotting even one Knockback enhancer in the power would make it knockBACK. More enhancers would mean more knockback. Additionally, Knockback would do damage (it should hurt being dropped on your head after flying 30 feet). Again, more knockback would do more damage.

Second, the set should have SLOW, EXTREMELY DAMAGING attacks that use low endurance. This is at the base level before "Rage." The idea here is the unmodified attack is refelctive of the character holding back. You can rationalize it as a subconscious or a deliberate self-control. "Rage" would be renamed and would become a toggle. It would increase damage, but also greatly increase endurance use, and possibly slow attacks even further. I don't know, balancing would be needed.

Third, Super Strength is defined, not by just hitting things, but by other feats - by lifting, holding, carrying and by collateral damage. I'm sure you've all seen this, but if not watch it.
http://www.youtube.com/watch?v=B2BvSqqmidM
THIS is how Super Strength works in comics. Observe the titanic knockback. Massive environmental damage, dust and smoke. Lifting heavy objects to clobber each other with. Thus in my perfect world, the set would incorporate these things. There would be fewer attacks based on punching things, and more that make use of hitting things with objects (it would probably have to be chunks of ground in each case since we can't interact with the environment). I once posted a thread that included a new list of powers but it seems to have been purged when they changed the forums. I'll see if I can find it again.


 

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Ultimo, your posts (and any posts about SS for that matter) fall of deaf ears.

The devs are too busy creating massively overpowered AVs who's attacks we must run away from to worry about allowing players to be able to do cool things. Because what does punching someone through a wall or throwing cars have to do with super heroes and villains anyways?

Besides, if it's not aping something that's in D&D or a WoW encounter, Positron can't be bothered, no matter how fundamental or iconic super strength is.


.


 

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Originally Posted by Johnny_Butane View Post
Ultimo, your posts (and any posts about SS for that matter) fall of deaf ears.

The devs are too busy creating massively overpowered AVs who's attacks we must run away from to worry about allowing players to be able to do cool things. Because what does punching someone through a wall or throwing cars have to do with super heroes and villains anyways?

Besides, if it's not aping something that's in D&D or a WoW encounter, Positron can't be bothered, no matter how fundamental or iconic super strength is.


.
While I understand your frustration (and share in it), I don't think that is a terribly constructive attitude. I prefer to think that if we present logical ideas that might be beneficial, someone might eventually have an epiphany and say, "Hey, maybe they're on to something there."

They may not, but we lose nothing by trying.


 

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Originally Posted by Ultimo_ View Post
Third, Super Strength is defined, not by just hitting things, but by other feats - by lifting, holding, carrying and by collateral damage. I'm sure you've all seen this, but if not watch it.
http://www.youtube.com/watch?v=B2BvSqqmidM
THIS is how Super Strength works in comics. Observe the titanic knockback. Massive environmental damage, dust and smoke. Lifting heavy objects to clobber each other with. Thus in my perfect world, the set would incorporate these things. There would be fewer attacks based on punching things, and more that make use of hitting things with objects (it would probably have to be chunks of ground in each case since we can't interact with the environment). I once posted a thread that included a new list of powers but it seems to have been purged when they changed the forums. I'll see if I can find it again.
I'm all for an interactive environment, picking stuff up and clobbering eachother with it, but I have a feeling those ideas are better left for a City of Heroes 2. The closest we can probably get with the current game engine is the often suggested "change Hurl to throwing objects like Propel" idea.

An old idea I liked was applying extra knockback to "killing blows"- attacks that drop the target to zero Hit Points. It doesn't matter if they're knocked away when they're not getting back up, and it would look cool. Years ago the devs said this couldn't be implemented, but they've done a lot of surprising changes since then, so who knows.


 

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Quote:
Originally Posted by Ultimo_ View Post
Third, Super Strength is defined, not by just hitting things, but by other feats - by lifting, holding, carrying and by collateral damage. I'm sure you've all seen this, but if not watch it.
http://www.youtube.com/watch?v=B2BvSqqmidM
THIS is how Super Strength works in comics. Observe the titanic knockback. Massive environmental damage, dust and smoke. Lifting heavy objects to clobber each other with. Thus in my perfect world, the set would incorporate these things. There would be fewer attacks based on punching things, and more that make use of hitting things with objects (it would probably have to be chunks of ground in each case since we can't interact with the environment). I once posted a thread that included a new list of powers but it seems to have been purged when they changed the forums. I'll see if I can find it again.
In response to that video, you should watch the rest of that season. Superman got so much grief for that episode that the government tried to put the Justice league in jail two episodes later. And they agreed to it.

The only way for a hero to be excused from property damage is if the threat is so major there was hardly a choice left for the hero. Such is not the case in City of Heroes.


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Personally, I like superstrength the way it is. Nothing feels more 'super' that footstomping (or in my case, groundpunching) the floor causing the 12 or so baddies around me to fall on their arses. There was a suggestion made by someone a while ago suggesting that the set recieve a "Wham!" "Pow!" balloon appear on screen under certain conditions when punching someone. That suggestion was made a long time ago, so I'm guessing it won't likely be occuring. 'shrugs"

I do however like your debree and dust floating across the ground. That'll definately spruce up the set some. As for hurl and handclap, I never take them anyways, so do with them what you want.


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Originally Posted by Vox Populi View Post
I'm all for an interactive environment, picking stuff up and clobbering eachother with it, but I have a feeling those ideas are better left for a City of Heroes 2. The closest we can probably get with the current game engine is the often suggested "change Hurl to throwing objects like Propel" idea.

An old idea I liked was applying extra knockback to "killing blows"- attacks that drop the target to zero Hit Points. It doesn't matter if they're knocked away when they're not getting back up, and it would look cool. Years ago the devs said this couldn't be implemented, but they've done a lot of surprising changes since then, so who knows.
I know, the engine just doesn't support that kind of interaction. It's my feeling it should have from the beginning, but we have what we have. This is the reason I didn't suggest full on interaction with the environment - because I know it can't happen (not that it won't, but that it can't).

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Originally Posted by Auroxis View Post
In response to that video, you should watch the rest of that season. Superman got so much grief for that episode that the government tried to put the Justice league in jail two episodes later. And they agreed to it.

The only way for a hero to be excused from property damage is if the threat is so major there was hardly a choice left for the hero. Such is not the case in City of Heroes.
That was just one example. There are many, both in the comics and in tv shows like JLAU.

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Originally Posted by Rowdy View Post
Personally, I like superstrength the way it is. Nothing feels more 'super' that footstomping (or in my case, groundpunching) the floor causing the 12 or so baddies around me to fall on their arses. There was a suggestion made by someone a while ago suggesting that the set recieve a "Wham!" "Pow!" balloon appear on screen under certain conditions when punching someone. That suggestion was made a long time ago, so I'm guessing it won't likely be occuring. 'shrugs"

I do however like your debree and dust floating across the ground. That'll definately spruce up the set some. As for hurl and handclap, I never take them anyways, so do with them what you want.
That suggestion was an April Fool's Day prank, it was never a serious suggestion.



To be clear, the debris and dust is what I'm suggesting as a substitute for the environmental damage we saw in that video. Some persistent rubble and cracked ground decals would go a long way.


 

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Originally Posted by Ultimo_ View Post
Second, let's switch around Hurl and Hand Clap. Getting Hurl earlier will let the set feel strong sooner, making it more fun to play. Further, it will add the ranged attack earlier, making it easier to fight flying foes. Hand Clap at the higher level could recieve a little buff by adding a bit of damage, if desired. Just swapping them around shouldn't affect the balance of the set at all, so I see no reason not to do this.

Hand Clap is often skipped because it scatters foes when you want them crowded around you. Thus, it should get a little buff to make it more valuable. Moving it to L35 and adding a little damage would do this, I think.


As I say, I don't see any downside here. Maybe I'm missing something. What do you think?
You CAN'T switch the order of those two powers. If you did it would break every single SS character in the game. The people who actually DID take Hand Clap would find themselves with a power that isn't available at the level they are at. It would essentially require there to be 2 completely separate versions of Super Strength.

For an example of this exact thing in action, look at Electric Armor's Energize. Tankers and Scrappers got it earlier than Brutes and Stalkers.....because when they ported it there were no tankers or scrappers in existence with the set, but there WERE brutes and stalkers that had it. They couldn't move it in the pre-existing characters because it would have broken things badly.

Another example is Brute SR. It gets Evasion at level 20, as opposed to scrappers getting it at 35. It makes more sense to get it earlier than 35, but they couldn't move the power because of all the characters it would break. But, when they ported it to brutes they COULD move it, because there weren't any SR brutes that would be hurt by it.

So, anything else that is done, the powers will have to remain exactly where they currently are.


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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Such a cornucopia of flavours, such sounds and tones and changing moods... these tears, the- wait, Dechs already did that?

/em kickcan


 

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Originally Posted by ClawsandEffect View Post
You CAN'T switch the order of those two powers. If you did it would break every single SS character in the game. The people who actually DID take Hand Clap would find themselves with a power that isn't available at the level they are at. It would essentially require there to be 2 completely separate versions of Super Strength.

For an example of this exact thing in action, look at Electric Armor's Energize. Tankers and Scrappers got it earlier than Brutes and Stalkers.....because when they ported it there were no tankers or scrappers in existence with the set, but there WERE brutes and stalkers that had it. They couldn't move it in the pre-existing characters because it would have broken things badly.

Another example is Brute SR. It gets Evasion at level 20, as opposed to scrappers getting it at 35. It makes more sense to get it earlier than 35, but they couldn't move the power because of all the characters it would break. But, when they ported it to brutes they COULD move it, because there weren't any SR brutes that would be hurt by it.

So, anything else that is done, the powers will have to remain exactly where they currently are.
This argument doesn't wash with me. It's an excuse not to do anything, ever. All they need do is give out a freespec, and existing characters can choose Hurl or something else. I think many if not most would agree, Hurl is far more useful than Hand Clap (at least right now), if only because it's a ranged attack.


 

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Well let me start off with this.. Let's not switch Hurl with Hand Clap let's get rid of Hand Clap altogether and get something better in there. That is the one power I took and then respec'd out of. I am a melee character and need to be in range for my attacks to work why on earth do I want a power that sends my target flying across the room (or map) and then I have to chase after them to continue? Let's replace that with something similar to Air Superiority (from Fly) or Haymaker (from the SS set). Knock them down so they can't attack again until they stand up not shoot them across the room and now I have to run after them.

Hurl isn't a bad power but to be honest it has some knockback associated with it as well and while I have taken and kept that I set it aside and only use it in special cases... If I want to taunt from a distance or if I am toe to toe with a AV (since I know it will do damage but most AVs are not going to get knocked anywhere).

Footstomp is awesome (IMO) and with damage enhancers not only taunts and knocks everything in range down it can do decent damage. I have a SD/SS Tanker and I will hit a mob with Shield charge and then follow up with Foot stomp. At that point everything is completely foused on me with ever once hitting taunt and most of the minions in the mob are close to dead before the team even opens up with AoEs.

Its true unlike say .. Superman our SS doesn't stack up well but it's a good set and could be better with one or two changes


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I'm curious why Air Superiority from the flight pool fully slotted with Rage does more damage than Super Strength's Tier 2 attack fully slotted with Rage? Doesn't really seem right. Things such as this makes SS feel weak to me.


 

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Originally Posted by Hatred666 View Post
I'm curious why Air Superiority from the flight pool fully slotted with Rage does more damage than Super Strength's Tier 2 attack fully slotted with Rage? Doesn't really seem right. Things such as this makes SS feel weak to me.

Actually Air Superiority and Punch do the exact same amount of damage. So even with full fury and rage, they will still do the same damage. the differences lie in the endurance, cast times, secondary effects and recharge values of the powers.

Air superiority costs 6.5 endurance, recharges in 4 seconds, takes 1.716 seconds to animate, has -fly, and a 100% chance for Knock up, and has no taunt component added

Punch costs 5.2 endurance, recharges in 4 seconds, takes 1.452 seconds to animate, and has a 30% chance for knock up and has a taunt component.

So Punch costs slightly less endurance, and animates just a hair faster, for the same damage.


 

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Originally Posted by Arbegla View Post
Actually Air Superiority and Punch do the exact same amount of damage. So even with full fury and rage, they will still do the same damage. the differences lie in the endurance, cast times, secondary effects and recharge values of the powers.

Air superiority costs 6.5 endurance, recharges in 4 seconds, takes 1.716 seconds to animate, has -fly, and a 100% chance for Knock up, and has no taunt component added

Punch costs 5.2 endurance, recharges in 4 seconds, takes 1.452 seconds to animate, and has a 30% chance for knock up and has a taunt component.

So Punch costs slightly less endurance, and animates just a hair faster, for the same damage.
Your right, I was misreading mids. Still doesn't seem right though. An attack from a travel pool doing the same damage.


 

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Originally Posted by Ultimo_ View Post
It does things many other sets do. It just feels lacking.
to you.

I personally love it.


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Posted

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Originally Posted by ClawsandEffect View Post
You CAN'T switch the order of those two powers. If you did it would break every single SS character in the game. The people who actually DID take Hand Clap would find themselves with a power that isn't available at the level they are at. It would essentially require there to be 2 completely separate versions of Super Strength.

For an example of this exact thing in action, look at Electric Armor's Energize. Tankers and Scrappers got it earlier than Brutes and Stalkers.....because when they ported it there were no tankers or scrappers in existence with the set, but there WERE brutes and stalkers that had it. They couldn't move it in the pre-existing characters because it would have broken things badly.

Another example is Brute SR. It gets Evasion at level 20, as opposed to scrappers getting it at 35. It makes more sense to get it earlier than 35, but they couldn't move the power because of all the characters it would break. But, when they ported it to brutes they COULD move it, because there weren't any SR brutes that would be hurt by it.

So, anything else that is done, the powers will have to remain exactly where they currently are.
I doubt this. After all not too long ago Fitness was a pool power changed to an inherent power without effecting those with the original Fitness at all until they respeced. They could change the powers around and not have current SS toons effected until they respec as well.

I bet it would be a pain in the *** though. I say change Handclap to do knockdown and maybe minor damage. That would be enough for me.

And if it doesn't happen? Ah well, always a power pool choice that works well single slotted. Combat Jumping anyone?


 

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I'd like to see Jab bumped up from Minor to Moderate DMG.


 

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Originally Posted by DoctorWhat View Post
I doubt this. After all not too long ago Fitness was a pool power changed to an inherent power without effecting those with the original Fitness at all until they respeced. They could change the powers around and not have current SS toons effected until they respec as well.
That's how it worked when they moved Taunt from a level 4 power to level 10 for all Tanks.

Powers can be swapped around, but I don't see any gain to switching Handclap and Hurl. Some people might like it, some people wouldn't, and a lot of people wouldn't care.


 

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Originally Posted by Vox Populi View Post
That's how it worked when they moved Taunt from a level 4 power to level 10 for all Tanks.

Powers can be swapped around, but I don't see any gain to switching Handclap and Hurl. Some people might like it, some people wouldn't, and a lot of people wouldn't care.
My thoughts exactly.

It might help some people's builds, but my SS's will look at it, shrug and move on.

I do have Hurl on my SS toons, inherent fitness helped with that, but I usually 4 slot it at best, maybe 5. And even then it's for set bonuses.

Hurl is good for the odd thing or for pulling, but it's not in my usual attack chain.