Street Justice - Some info, review, and FAQ
This set appears to have the worst AoE capability of any melee set, (well, okay, maybe second worst, Whirling Hands is pretty awful). Just having looked it over, (didn't test it in beta), it has no PBAoE attack, has a pretty standard melee cone, and a targetted AoE with a pathetic 6-foot radius, (even Thunder Strike, which you're lucky to hit 2-3 enemies with, has a 7-foot radius!). I am not really sure what the point of this set is, if it's supposed to be awful at AoE it certainly fits the bill, but if it's supposed to be great at ST damage... I'm not entirely convinced. It does seem to have a few more high DPA attacks than most sets, but its final attack, Crushing Uppercut, has the same recharge as Knockout Blow while dealing less damage (and less DPA). Add Rage on top of that and Super Strength slides ahead, even more so when you consider that Knockout Blow comes at level 8/20 as opposed Crushing Uppercut at 32/38. Even with the Combo system taken into account, Mids is showing me that with a single stack of Rage Knockout Blow is still marginally ahead.
I strongly believe that Spinning Strike's radius should be increased to at least match that of Thunder Strike. I understand that it has a lower recharge time and higher DPA, but considering it is one of only two AoE powers in the set, and the other is a melee cone, I really think it's necessary.
This set appears to have the worst AoE capability of any melee set, (well, okay, maybe second worst, Whirling Hands is pretty awful). Just having looked it over, (didn't test it in beta), it has no PBAoE attack, has a pretty standard melee cone, and a targetted AoE with a pathetic 6-foot radius, (even Thunder Strike, which you're lucky to hit 2-3 enemies with, has a 7-foot radius!).
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Not to mention if you use them as finishers they do more damage than your traditional AoE attacks. So it has as good or better AoEs than sets with just two AoEs, and should come close to sets with three (or two and a half, like Head Splitter et al). It should beat out EM, MA, Dark, Stone, and Kin easy. It may be on par with or close to Katana, BS, Axe, Mace, DB, and Claws. It probably won't beat SS, Fire, Elec, or Spines though.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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You're weird, or haven't had much actual field experience with the set. It's shockingly easy to hit badguys with both Thunder Strike and StJ's AoE. It's centered on your target, meaning you can just aim it where it will do the most damage. Just goofing off and running around after hitting 18 I had no trouble hitting large groups of enemies gathered around me. My main farmer is Elec Melee, and I was glad to see another melee TAoE power surface because I like the mechanic.
Not to mention if you use them as finishers they do more damage than your traditional AoE attacks. So it has as good or better AoEs than sets with just two AoEs, and should come close to sets with three (or two and a half, like Head Splitter et al). It should beat out EM, MA, Dark, Stone, and Kin easy. It may be on par with or close to Katana, BS, Axe, Mace, DB, and Claws. It probably won't beat SS, Fire, Elec, or Spines though. |
IM finding it exceedingly difficult to hit more than 2 or 3 enemies with sweeping cross.
Its aoe is beyond horrid.
Edit, Ultimus just put a post on this, pretty much confirming what I was feeling, its inferior to SS for brutes and I would assume tanks.
Boycott Ncsoft if they close down Coh.
I have a 50 elec/elec brute, though granted he has no IO investment so I'm not swimming in x8 enemies on every mission, so that could be a large part of it, but I find that Thunder Strike rarely hits more than three enemies, simply because the enemies don't all conveniently bunch up together, instead preferring to spread out and surround me.
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This set appears to have the worst AoE capability of any melee set, (well, okay, maybe second worst, Whirling Hands is pretty awful). Just having looked it over, (didn't test it in beta), it has no PBAoE attack, has a pretty standard melee cone, and a targetted AoE with a pathetic 6-foot radius, (even Thunder Strike, which you're lucky to hit 2-3 enemies with, has a 7-foot radius!). I am not really sure what the point of this set is, if it's supposed to be awful at AoE it certainly fits the bill, but if it's supposed to be great at ST damage... I'm not entirely convinced. It does seem to have a few more high DPA attacks than most sets, but its final attack, Crushing Uppercut, has the same recharge as Knockout Blow while dealing less damage (and less DPA). Add Rage on top of that and Super Strength slides ahead, even more so when you consider that Knockout Blow comes at level 8/20 as opposed Crushing Uppercut at 32/38. Even with the Combo system taken into account, Mids is showing me that with a single stack of Rage Knockout Blow is still marginally ahead.
I strongly believe that Spinning Strike's radius should be increased to at least match that of Thunder Strike. I understand that it has a lower recharge time and higher DPA, but considering it is one of only two AoE powers in the set, and the other is a melee cone, I really think it's necessary. |
Thats what it feels like it was nerfed then not properly tested.
Boycott Ncsoft if they close down Coh.
I only got 1 question, where to get my 800 points back.. Serious what a waste of money that was, they said it was unique and all, but all i see is a SS/brawl/MA stylish play with followup style 'buildup' (since you can stack that to 3 also but has longer duration).
I serious serious serious hope Staff and Titan will be some decent quality.
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
I only got 1 question, where to get my 800 points back.. Serious what a waste of money that was, they said it was unique and all, but all i see is a SS/brawl/MA stylish play with followup style 'buildup' (since you can stack that to 3 also but has longer duration).
I serious serious serious hope Staff and Titan will be some decent quality. |
Honestly, though, if you feel it's that similar to SS and MA, I have to ask if you feel Dual Blades is too similar to Claws, or Warhammer and Battle Axe are too similar.
To me, Street Justice has a unique feel for the following reasons - It's not full of kicks like MA (yes, I know there's some alternate punches). The combo building is its own little minigame. And the animation doesn't look as 'super' as Super Strength does (Footstomp, to me, is *especially* hard to justify on a Natural character).
I'll give it a try, but their EULA is pretty clear on this.
Mace and Axe are basicly identical, the final tier powers really give you that 'WHOOMP' feeling, even though their are identical to broadsword animations. Yes they are identical, but that was the 'trade effect' from both weapons, aside i never had to pay for such.
Dual blade is okish, some animations are lovely, some are plain crap (resulting in unnatural movement of your character) and the walking is just terrible. But its far different from Claw, both feeling as animation.
I see each weapon as a certain 'playstyle', like Broadsword is slow and hard hitting, katana is nible and swift prepared strikes. Dual blade in several other games are done so freaking nice, CoH version then looks kinda gimpish. In that line, i see no 'playstyle' for street justice, it feels like a mixup of several styles but not making it into a 'whole set'. (kinda jack of all, master in none).
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
I like it.
I'm not overly concerned about it having massive AoE. (what is with the obsession with everything having massive AoE anyway? Does everything have to be a farming set?)
I haven't gotten to Spinning Strike yet, but Sweeping Cross feels very similar to Shadow Maul as far as hitting multiple targets goes. And it's faster than Shadow Maul is.
Seems to me like the people complaining are bent out of shape that the set isn't better than everything else in the game. It's actually pretty well balanced from what I've seen so far. Balanced is good, if it were too good you'd have people pissed because they have to pay money for the best set, if it were too bad you'd have people pissed and wanting their money back (good luck with that, do your research first next time).
So far, I like it. It very much has a natural feel to it, or at least an "untrained street fighter" quality. I suspect it will be an effective AV soloing set as well, but that remains to be seen.
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. |
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
I see each weapon as a certain 'playstyle', like Broadsword is slow and hard hitting, katana is nible and swift prepared strikes. Dual blade in several other games are done so freaking nice, CoH version then looks kinda gimpish. In that line, i see no 'playstyle' for street justice, it feels like a mixup of several styles but not making it into a 'whole set'. (kinda jack of all, master in none).
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Not that I'm playing it mind, I reverted to my Ice/Time Corruptor since I figured it'd be good to be a ranged damage / debuff / buff character with all these new SJ Brutes and other meleers (most of the ones I've seen are Brutes) running around.
Beam Rifle sorta falls into the same boat, a nice middle of the pack set (although I still think the last patch forgot Defenders in terms of Spread changes) with some interesting new models/animations and mechanics but not a "Better than all the Free sets" powerset, thankfully.
Give me 1 place where to see power animations and power specs prior release? (beta only had it for a few days). pathetic excuse.
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As for seeing the exact power numbers, I do agree that is a valid complaint. Your best option there is to get the latest MIDS update (which is already out) and investigate the powers there.
Give me 1 place where to see power animations and power specs prior release? (beta only had it for a few days). pathetic excuse.
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Wait until Mid's has the set in it so you can check it out before you buy it. For the record, Mid's has the set in it NOW, so if you'd waited ONE DAY before dropping the cash on it you could have found out everything you wanted to know.
Sorry, I have no sympathy for someone who is going to spend money on something they know nothing about and then complain because they don't like it. Just because it came out yesterday doesn't mean you had to BUY it yesterday. If you had waited until Mid's released the information you could have seen it and saved yourself some buyer's remorse.
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. |
No offense but isn't that kinda the point of Street Justice? It's meant to be a bit of a mongrel in terms of how it looks and works. It actually reminded me of some Tekken moves & characters (Brian Fury and Bruce mostly)
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The mixup i mean as in inconsistant animations, that have no 'red line' through it. Like each power is made individualy by several designers and at the end just added a few 'common moves' to make them more alike (like the few steps back).
But preview video's, like dual blade was shown 'spectacular' untill people actualy started playing it? Oh well, luckely i'm not really someone who needs sympathy. I probably get my free 400 points soon, so only a mild loss of 3 bucks, i will survive.
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
As for seeing the exact power numbers, I do agree that is a valid complaint. Your best option there is to get the latest MIDS update (which is already out) and investigate the powers there.
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Maybe they could allow you to preview the set in the character creator before you buy it, similar to how they do costume pieces. That's going to be about the best you can ask for I think.
As far as the "no theme to the set" complaint goes: How many untrained street fighters specialize in a particular kind of attack? I see some stuns and knockback in there, which is thematic for a set in which you are hitting people, and matches up nicely with the similar themes found in MA and SS (also sets in which you hit people). Street fighting, by it's very nature, does not have a central defining characteristic, since all street fighting really is is doing what you have to do to win the fight.
And as far as lack of AoE goes: How many different ways are there to hit more than one person at a time with your fists and feet when you have no metahuman powers? Answer: Not many. Even the best multiple-opponent fighters are only actually hitting one person at a time.
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. |
IM finding it exceedingly difficult to hit more than 2 or 3 enemies with sweeping cross.
Its aoe is beyond horrid. Edit, Ultimus just put a post on this, pretty much confirming what I was feeling, its inferior to SS for brutes and I would assume tanks. |
As far as Sweeping Cross: Its range is 7 feet, 50 degree arc, 8s recharge, 1.67s animation, 103.2 damage (126.7 at combo lv3, Scrapper numbers unslotted. I'm also using Mids so I don't have to pop in game this morning, so the numbers all include average crits, which means it already figures in that crits don't help combo levels).
In other words, its arc should be treated like Jacob's Ladder (50 degrees) or Shadow Maul (45 degrees). It's easier to hit people than with Head Splitter or Golden Dragonfly (20 degrees). If you haven't played any of those sets and aren't used to using those powers, I could see how you'd have to relearn how to use Sweeping Cross. But it's not hard to hit people with it.
It has less of an arc than Flashing Steel and Slice, but it does way more damage for the same recharge, even at combo lv0. It does about as much damage as Mace's t9, for less recharge, you just have to aim it better. At combo lv3, it does almost as much damage as Axe's t9, for half the recharge. And it animates faster than basically any other set's cone except for katana.
Incidentally, Spinning Strike does 106 damage at combo lv0, which is more damage than Whirling Axe, Whirling Sword, Typhoon's Edge, Lotus Drops, Burst, Dragon's Tail, Spine Burst, and Whirling Mace. Its recharge is 16 while most of those are either 14 or 15, but most of those powers do 70-80 damage, and have an animation time much longer than 1.8s. And that's all without any combo levels at all. At combo lv3 it does more damage than Fire Sword Circle for a shorter recharge and animation. And still does knockdown and fear.
Its AoEs are quite good, you just have to learn how to use them. If you're used to not thinking about it because your attack radius is "the front half of my character," then you may mistakenly believe the AoEs are rubbish. But having played Broadsword, Elec Melee, and Dark Melee extensively you learn how to properly use AoEs. And since these do a lot of damage with short animations, once you actually use them correctly, you might be impressed.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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I'm not sure what to think at this point...
Street Justice seems like the cool big brother to Martial Arts feel of yesteryear. This doesn't seem fair, but I understand the underlying drive to sell something new, rather than bring something old up to date.
Street Justice makes me think Martial Arts could be REALLY cool if they added Dual Pistol style animations to it, and some other minor tweaks.
I feel a bit ripped off by the new set because I am a VIP player so.... I kept asking myself, why am I paying for this? I felt a little taken advantage of by paying my monthly fee, twice this month already just to enjoy content I apparently subscribe to.
I blame myself though. I got caught up in what I call 'Sewer Justice' and had to have one. The problem is when you've played nearly everything that interests you in this game, and have explored most of the content, it's easy to get sucked in.
That being said, I actually really enjoy the set. The sounds, and moves are what make it though. There very well may be MUCH more.... potent melee sets out there, but this is a very bone crushing, visceral, and violent looking set (no pom poms here, k, thnx)
As I hit a meager level 19, I'd have to say this set won't last longest with the min max types. It will last with concept players, and people who love the feel of a very batman-esque, bone-snapping, power set.
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)
I suck at tight cone powers, like Shadow Maul etc. I can never hit more than 2. But thats ok, I am fine with treating Sweeping Cross as a single target attack. Street Justice is Street!
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Alright, I've run my Street Justice brute (Captain McHero) up to level 10 now, and I thought I'd share some important info I've learned.
Damage, animations, and recharge times all feel solid so far. This set is great for a Natural hero.
The combo system does NOT require a specific order of attacks like Dual Blades does.
Your combo level is clearly displayed as both a "1", "2", or "3" buff on your buff bar and a red "Combo Level X" message in the corner of the screen. When you are at combo level 3, finishers in your power tray are highlighted with an orange circle.
Builder attacks do NOT increase your combo level on a miss. However, missing completely (hitting zero targets) with a finisher does NOT reset your combo level to zero either. So, if you have Combo Level 3 and miss with one finisher, you can just try another.
One disappointing aspect of the combo system, however, is that the combo level buff goes away after about 5 to 10 seconds if you do not execute another Street Justice attack. This means you will often finish a mob with combo level left over, only to see it go away in the time it takes to get to the next group of enemies. I could also see it being an issue with very clicky secondaries or when debuffed with -recharge or -end such that you have trouble chaining together a full combo.
On the other hand, all the finishers are still completely competent attacks when used at combo level zero. They still do good damage with decent secondary effects. You just need full combo level to get the most out of them.
The Combat Readiness power (at least on Brutes) gives +20% to-hit buff, +50% damage buff, and sets you to combo level 3. This is most useful at the start of a fight at low levels, but I can see it used a higher levels to do a Finisher - Combat Readiness - Another Finisher for some significant burst or AoE damage.
There's a nice variety of secondary effects - knockdowns, stuns, -Def, and even some -Damage and -Resist. The Finishers have their secondary effects massively improved by high combo levels.
The set feels nicely balanced between single target and AoE. This isn't Claws or Spines for AoE by any stretch, but it's also not Martial Arts-style ST focused either.
I have heard, but am not certain, that the Assassin Strike power for Stalkers gives 2 combo levels instead of 1, for faster building-up to a finisher for them. The also get a standard Build Up instead of Combat Readiness, I believe.
I don't think this set has any particular synergy with any given defensive set. It's well-rounded enough to go with anything. That said, a taunt aura will help keep enough enemies in range for good AoE with two AoE finishers.
Any other questions? I will be happy to answer whatever I can to help people decide if they want to buy this new (and awesome!) power set.