End of Cottage Rule? Please?
And every scrapper/brute should have a dual build too, one where they focus on damage and the other where they focus on survivability... Oh wait. They can have one build and get both those traits. Hmmm. Well at least dominators are still like blasters... oh wait, they have high damage and survivability at the same time too.
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Or are you comparing low end blaster to high end scrapper/brute?
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The issue with Blasters and blast sets in general is the nukes. They need to remove the total crash and have it do just -Recovery (if even that). IMO that is the fix Blasters need to get back on top of where they should be. And then you might actually see a Defender with a full-nuke who isn't Ice Blast, because it would do some serious fixing for that AT as well and their low damage vs high level Controllers. Back in the day when Armor sets didn't get mini-nukes I can sort of see the argument for the penalties on blast nukes, but not now.
Forgive me, but I'm not going to believe a statistic like that without seeing the research behind it.
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Which one, that damage is to within 10% ? Go look at the pylon thread and do your own numbers. That AoE damage is wasted when you don't have enough targets for it to be meaningful ? That is practically tautological
Which one, that damage is to within 10% ? Go look at the pylon thread and do your own numbers. That AoE damage is wasted when you don't have enough targets for it to be meaningful ? That is practically tautological
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Not only that, a blaster has to sacrifice offense to attain the kind of survivability required to stand toe to toe with a pylon. Let my tank do nothing but taunt the pylon and I'm sure you'll see that 10% margin grow quite large. Yes, I'm aware that the scrapper can survive the pylon on his own. Nobody's meant to solo pylons in the first place. This kind of comparison shouldn't happen outside the SO environment.
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Because this game revolves around Pylon soloing.
Not only that, a blaster has to sacrifice offense to attain the kind of survivability required to stand toe to toe with a pylon. Let my tank do nothing but taunt the pylon and I'm sure you'll see that 10% margin grow quite large. Yes, I'm aware that the scrapper can survive the pylon on his own. Nobody's meant to solo pylons in the first place. This kind of comparison shouldn't happen outside the SO environment. |
Uhmm no because that thread gives you the numbers a scrapper can put out while being survivable, you can then simply do your calculations for a blaster for theoretical maxes.
Forgive me, but I'm not going to believe a statistic like that without seeing the research behind it.
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Uhmm no because that thread gives you the numbers a scrapper can put out while being survivable, you can then simply do your calculations for a blaster for theoretical maxes.
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Well said. Again, I'll get back to you.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Since it's derailed anyway, I actually had an argument with someone in the Stalker forums a while ago where they claimed their Blaster was more survivable than their Stalker. They were told that they're doing it wrong, but they insisted that with a ranged hover-blaster they could do more damage with better survivability than a Stalker.
So based on one person's uncorroborated claim, Stalkers are less damaging with less survivability than not only Scrappers, but Blasters as well!
*runs away from thread after throwing out troll bait*
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Since it's derailed anyway, I actually had an argument with someone in the Stalker forums a while ago where they claimed their Blaster was more survivable than their Stalker. They were told that they're doing it wrong, but they insisted that with a ranged hover-blaster they could do more damage with better survivability than a Stalker.
So based on one person's uncorroborated claim, Stalkers are less damaging with less survivability than not only Scrappers, but Blasters as well! *runs away from thread after throwing out troll bait* |
*Shrug* You seem in your last 2 posts to be very willing to insult me and call me clueless but very light on details.
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And you hit the crux of my problem with the cottage rules/guidelines. The Devs actually did fix the Stalker, and they went beyond the cottage rules/guidlelines to do so. They created the Bane.
Since it's derailed anyway, I actually had an argument with someone in the Stalker forums a while ago where they claimed their Blaster was more survivable than their Stalker. They were told that they're doing it wrong, but they insisted that with a ranged hover-blaster they could do more damage with better survivability than a Stalker.
So based on one person's uncorroborated claim, Stalkers are less damaging with less survivability than not only Scrappers, but Blasters as well! |
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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But I can ignore facts and numbers.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Its possible. You'd have to either be able to play blasters ten times better than I can after seven years of playing blasters, or play stalkers ten times worse than I can after being blindfolded, but its theoretically possible.
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Actually existing is an important prereq.
I'd bet on my blaster over any of my stalkers for completing content.
Actually existing is an important prereq. |
My Blaster can undoubtedly clear mobs of minions faster than the Stalker, but that's as should be. The Stalker still is going to be able to deal with more damage being thrown at him, as should be as well.
To add my own two cents about the cottage rule, I honestly do not understand why people despise it so much. I can only think it's a misconception of how it works. It doesn't keep the developers from adjusting powers to work better, it gives design consistency and also reminds developers how drastic changes tend to tick off people you didn't even realize would be ticked off. People are annoyed about some of the EA changes, even though it's overall a buff to the set. Same thing happened when they suggested removing Ancillary powers that "no one takes." That one fell on its face.
Stop with the hate folks, it's an effective design philosophy.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
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Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Originally Posted by Grey Pilgrim;3733449[B
]Not quite sure what you mean by existing, but Stalkers should not have issues completing any content. They're fine solo, and I've tanked for small teams with my Nin Stalker.
My Blaster can undoubtedly clear mobs of minions faster than the Stalker, but that's as should be. The Stalker still is going to be able to deal with more damage being thrown at him, as should be as well.[/B] To add my own two cents about the cottage rule, I honestly do not understand why people despise it so much. I can only think it's a misconception of how it works. It doesn't keep the developers from adjusting powers to work better, it gives design consistency and also reminds developers how drastic changes tend to tick off people you didn't even realize would be ticked off. People are annoyed about some of the EA changes, even though it's overall a buff to the set. Same thing happened when they suggested removing Ancillary powers that "no one takes." That one fell on its face. Stop with the hate folks, it's an effective design philosophy. |
Some of the statements in this thread even. Like the one alluding to stalkers not being able to complete content when compared to blasters. LMAO. NO.
I think Arcanaville summed that situation and the one with the cottage rule up fine.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
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... I take it you didn't see this post that Arcanaville made two days ago in this very thread?
http://boards.cityofheroes.com/showp...&postcount=113 |
I don't think there needs to be any "rule" or "restriction" on completely changing certain powers. If people want to argue that it's better to compromise and attempt to appeal to everyone possible by adding extra effects to existing powers or keeping the old primary effects as secondary effects or whatever, then I guess we'll just agree to disagree. There are certainly cases where that works fine. But then there are cases that I don't think it would work at all. How do you keep a phase effect on Black Hole or Dimensional Shift while also making it a good power? Heck, how do you keep it as some form of mez without stepping on toes of the rest of the set? I am sure there could be some ideas put forward for the latter, and I'd like to see them, but I'd also be totally cool with changing these kinds of powers so that they aren't mezes at all. There will be a vocal minority that are opposed to it, but you don't always HAVE to appeal to vocal minorities.
Not quite sure what you mean by existing, but Stalkers should not have issues completing any content. They're fine solo, and I've tanked for small teams with my Nin Stalker.
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My Blaster can undoubtedly clear mobs of minions faster than the Stalker, but that's as should be. The Stalker still is going to be able to deal with more damage being thrown at him, as should be as well.
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... of course, my standards are a little skewed since I have my main rigged up for tanking, so most things seem frail in comparison. Which isn't fair, because it takes a lot of IOing at level 50 to meet that kind of survivability (except on a tanker, of course, which I don't enjoy due to the perceived punishment factor).
They learned precisely what player reaction would be when they violated it again in - I forget the issue, but in one issue's beta. You'll note we have *five* powers in our PPPs/APPs now. Know why? To avoid being lynched after they *flat out replaced* what they called the "least popular" powers in the PPPs with "something more useful" - for instance, in one personal example, they replaced the AOE blast in Mace Mastery for Dominators with Personal Force Field - replacing a power I certainly used with one that was 100% useless for me.
Not only did this remove powers people were using, but rendered (sometimes expensive) IOs completely useless and require a respec. Needless to say, after player reaction and a small mob with pitchforks and torches showing up at the offices, they decided to put in a fifth power instead of replacing them. They went from violating the cottage rule to *not.* Examples of other things people suggest that, yes, would be violations of the cottage rule: - Replacing Black Hole/Dimension shift - Replacing cage powers |
For mace mastery (your example), replacing an AoE blast with a personal Def power is a 180 degree change and yes, should not be done (obey the cottage rule) as some people are perfectly happy with the original power. But replacing Dim Shift (an AoE control) with New Power X (a different AoE control) would not and should not be barred based on some 'cottage rule' as the spirit of the power remains the same. The reason to use Dim Shift is to take several targets out of a fight for a limited amount of time. This same effect could be achieved using a newly designed power that people would actually take as it wouldn't have the problems associated with phasing targets. With the example of the mace mastery potential switch, the devs were replacing an AoE damage power (something doms had little access to with their secondaries) with a personal defense buff. That completely would have violated the original intent of the AoE dmg power... to provide more damage to multiple targets... and replaced that damage potential with a personal survival tool that 'phased' the dominator out of action (lowering DPS) while PFF was active.
Replacing Dim Shift with another AoE control would NOT violate any sort of cottage rule and your comparing such an idea with the PPP potential changes (and rightful outrage at the thought) is an apples to oranges situation. If you want to compare the two fairly, you'd have to say that the devs were looking to replace the mace aoe dmg with a new aoe dmg power that didn't have redraw. And the lack of redraw was enraging some who really liked the look of the mace as it was redrawn.
Please buff Ice Control.
So what? You gotta pick at me for not reading every post in the thread because I happened to agree with Arcanaville on one particular point without realizing it? Or pick at parts of my post that are irrelevant to the main point in order to distract people? Arcanaville said the same thing a few pages back... how, exactly, does that invalidate my repetition of it? I was and am fully aware that Arcanaville knew of the origins of the "cottage rule". There isn't really much about this game that Arcanaville doesn't know, but that doesn't mean I have to agree with everything. Even despite said post the argument seemed to be that it was good to have some sort of preventative design rule, though in Arcanaville's own words, the supposedly existing "cottage rule" is not actually a rule at all.
I don't think there needs to be any "rule" or "restriction" on completely changing certain powers. If people want to argue that it's better to compromise and attempt to appeal to everyone possible by adding extra effects to existing powers or keeping the old primary effects as secondary effects or whatever, then I guess we'll just agree to disagree. There are certainly cases where that works fine. But then there are cases that I don't think it would work at all. How do you keep a phase effect on Black Hole or Dimensional Shift while also making it a good power? Heck, how do you keep it as some form of mez without stepping on toes of the rest of the set? I am sure there could be some ideas put forward for the latter, and I'd like to see them, but I'd also be totally cool with changing these kinds of powers so that they aren't mezes at all. There will be a vocal minority that are opposed to it, but you don't always HAVE to appeal to vocal minorities. |
I COMPLETELY disagree that the devs should take up the rule that they can arbitrarily change any power into basically any other random power for any random reason. I truly hope I misunderstood you (and others) and that's NOT really what you're advocating. Cause that would be full of EPIC FAIL.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
This is completely off-base. The example from changing the PPPs is totally different from changing something like Dimension Shift.
For mace mastery (your example), replacing an AoE blast with a person Def power is a 180 degree change and yes, should not be done (obey the cottage rule). But replacing Dim Shift (an AoE control) with New Power X (an AoE control) would not and should not be barred based on some 'cottage rule' as the spirit of the power remains the same. The reason to use Dim Shift is to take several targets out of a fight for a limited amount of time. This same effect could be achieved using a newly designed power that people would actually take. With the example of the mace mastery potential switch, the devs were replacing an AoE damage power (something doms had little access too with their secondaries) with an individual defense buff. That completely would have violated the original intent of the AoE dmg power... to provide more damage to multiple targets... and taken away that damage potential to replace it with a personal survival tool that 'phased' the dominator out of action while PFF was active. Replacing Dim Shift with another AoE control would NOT violate any sort of cottage rule and your comparing such an idea with the PPP potential changes (and rightful outrage at the thought) is an apples to oranges situation. |
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
I'd bet on my blaster over any of my stalkers for completing content.
Actually existing is an important prereq. |
Stalkers are not in my roster. Characters which do not exist cannot complete content.
I've never enjoyed a stalker well enough to get it to 50, is all. They aren't my thing; for melee I go with scrappers or brutes. Tankers feel like punishment, and stalkers feel (comparatively) frail. ... of course, my standards are a little skewed since I have my main rigged up for tanking, so most things seem frail in comparison. Which isn't fair, because it takes a lot of IOing at level 50 to meet that kind of survivability (except on a tanker, of course, which I don't enjoy due to the perceived punishment factor). |
Your playing or not playing an AT isn't all that helpful in that context, either, so I'm not sure why you felt the need to post that. I personally hate Masterminds, but I'm not going to announce that as pertinent information as to whether they can get things done in the game.
I would still say Stalkers need a little nudging to get them appropriately balanced with Brutes, Scrappers, and Tanks, though I would never go to the hyperbole some do with how much they suck. There aren't any flat out broken or unplayable ATs in the game. Some could use some small tweaks, as well as powersets, but I just have to roll my eyes whenever someone says an AT absolutely sucks or is unplayable.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Its possible. You'd have to either be able to play blasters ten times better than I can after seven years of playing blasters, or play stalkers ten times worse than I can after being blindfolded, but its theoretically possible.
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Or, to put it another way... I read it on the internet, it must be true!
And wow did people miss the point on the whole non-existent Stalker being unable to do anything compared to a Blaster that you can actually log on to.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.