It's time to improve Broadsword
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I think the real argument is more along the lines of what I stated at the top of this post. That said, a DPA argument (which I am NOT making) WOULD be much more relevant to a comparison of Katana and Broad Sword specifically because their powers are functionally identical. The same cannot be said of Spines. They are drastically functionally different. The result is that Spines excels at AoE and is poor at DPS (and burst is questionable, as it would be good at burst AoE and only mediocre at burst single-target, and I haven't felt the need to draw a distinction before, but of course there is one). Now, how do we compare a set that is good at AoE and poor at DPS to, say, a set that is bad at AoE and good at DPS? That gets very subjective, and depends on play style, what you normally fight, and so on. Apples to oranges, as already mentioned. But when comparing Broad Sword and Katana, we're comparing apples to apples in a way that no other two Scrapper sets can be compared.
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and that third point of data might shed light, might muddy the waters, I dunno. But we now have a third that is very very similar and that might help clarify some with the "kat is good, BS is middlin' why buff and cause power creep when you can nerf and balance" question.
Anyway, I dunno. Just tossing it out there.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
Mace is altogether a different set design and all things considered, isn't horrible.
The discussion at hand came about because originally, Kataka and Broadsword powers are exact copies of each other except for animation time differences and some damage differences.
The idea (we believe) is that Katana would lesser damage, but faster. While Broadsword would do higher damage, but take longer. So that when the sets were compaired over a set period of time, they'd be even. But it doesn't work out that way, Katana ends up slightly ahead of BS except when looking at a single attack being done to a single target.
For the normal player, I don't think that this is a noticeable issue and the choice between the two sets is aesthetic (concept).
Yet for those that are concerned with numbers, or just Scrapper sets in general, this difference is at least something interesting for comparing, theorizing, discussing, and a great place to ultimately put some ideas out there and see where we, as a community, end up.
Thus far I think this is where things lie:
Change Build Up to grant a higher damage buff that decreases over time, with a longer duration, and higher recharge.
Change Build Up to grant a Smashing damage proc to all attacks for its duration. Duration and recharge time again may need to be altered.
And my last idea which I'm wondering if its workable or even desireable, is to leave Build Up alone. Instead, grant BS single target attacks a new mechanic called Follow Through. If the primary target is hit, this then causes a chance to have damage spread akin to how Disentegration or other chain powers jump to targets, but keep the range of the spread small so as to only affect nearby targers (from the primary) and limit the number hit to 2-3. The spread would be pure damage similating that the weapon hit with such force that you unintentionally struck those nearby as well.
So, while against single targets, Katana still pulls ahead, but, hopefully if done right, against multiple targets, the sets end up pretty even over a given period of time.
Can we add Mace now that it is a scrapper primary as well and while it lacks parry/DA it is otherwise very, very similar to katana/broad sword.
and that third point of data might shed light, might muddy the waters, I dunno. But we now have a third that is very very similar and that might help clarify some with the "kat is good, BS is middlin' why buff and cause power creep when you can nerf and balance" question. Anyway, I dunno. Just tossing it out there. |
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If we were/are going to put together an actual proposal for the Devs, I'd like to suggest that any solution change at least 3 powers. That way, any balancing doesn't 'miss' everyone who chose to skip that particular power.
So I would think that we would want to propose minor numbers changes to the first two powers (the must takes) and the Rename/Mechanical buff turning Build Up into some sort of Berserker mode.
The main question at this point I would think is how much (5 seconds, 10 seconds 20 seconds) of a Burst advantage Broadsword should have over Katana, and against what rank (minions, lieutenants, boss+) targets.
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And my last idea which I'm wondering if its workable or even desireable, is to leave Build Up alone. Instead, grant BS single target attacks a new mechanic called Follow Through. If the primary target is hit, this then causes a chance to have damage spread akin to how Disentegration or other chain powers jump to targets, but keep the range of the spread small so as to only affect nearby targers (from the primary) and limit the number hit to 2-3. The spread would be pure damage similating that the weapon hit with such force that you unintentionally struck those nearby as well.
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Steal some of Titan Weapon's momentum mechanic. After you hit with one Broadsword power, additional ones are sped up a bit. Not to the point of being equal to Katana, but closer.
Or make a much more significant mechanical change. Turn Whirling Sword into Pommel Sweep, which is a cone with the same arc and range as Slice, but with the back of the weapon so it inflicts pure smashing damage. Give it a small (10-15%) chance to inflict a mag2 disorient, bump the damage up a bit from Whirling Sword (since it's no longer a 360 degree AOE) and decrease the recharge by a small amount. Of course the drawback there is that it turns Broadsword into a pure cone-and-single set. Would it still be appealing with no PBAOE power at all?
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Free us from thought and responsibility
We shall read things off of you.
Then do them
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Matuse, ya gave me a genius idea.
At level 1, grant a Toggle power akin to Swap Ammo - "Back Blade" (Please, think of a better name y'all)
Back Blade - Toggle, 1 Sec Rech, 0 EPS.
Your training with the Broadsword has taught you that not all targets should be cut down. So you beat them instead. By using the dull, backside of your blade, your attacks deal blunt force wounds and trauma, instead of cutting. These blows bruise when they hit, instead of weakening your opponents defenses.
Swap all BS Powers to Smashing Damage, same scale as normal, and all attacks now give a stackable -Res, same mag as the -Def.
Allows the Broadsword user to tailor damage on the fly.
Only issue I can see is it would need to be an added 10th power, automatically granted.
Alternately, could swap Slice and Slash's tiers, and then swap Slash for Back Blade. (losing a marginal ST attack for a mechanical trick, and making it completely optional)
I am the 99%. Occupy the World.
Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
http://www.change.org/petitions/ncso...city-of-heroes
Mace is altogether a different set design and all things considered, isn't horrible.
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For the normal player, I don't think that this is a noticeable issue and the choice between the two sets is aesthetic (concept). |
I'm particularly sensitive to it, because my bs/regen is my favorite character. So I'm that guy who bought a red car and then thinks everyone else did too because I suddenly see them everywhere. They were there all along, but if you're not looking for it, you won't see it. Once you get tuned into it, there's quite a bit of it out there.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
Don't get me wrong, my second Scrapper that I levelled was a BS / Regen that teamed through the 30's primarily with a Kat / Regen Scrapper. (Pre IO days mind you). And yes, I noticed the difference quite too. It'd be very obvious if we split up to take on two different equal spawns, or start off at a single hard target at the same time.
But I've also been on teams with BS and Kat users and neither complained about what was going on. So perhaps it's all subjective. So let me restate, that from my own experience, the average user hasn't seemed to take notice of any major difference between the two sets. All things considered, BS isn't that bad off when there are other more glaring issues for other powersets out there. But it's worth discussion because because it's closest couzin, Katana does beat it out in almost every scenario.
I still don't agree that Mace should be compared to BS and Katana. While its in the same family, and we've already gotten the apples to oranges comparison before in this thread, then I'll call it comparing bananas to apples :P
With regards to the momentum mechanic being applied to BS, I'm not too sure that'd be anywhere near likely. Each attack that uses momentum actually replaces the animation with the sped up on. It doesn't actually increase the animation itself. That's a lot of work for a set that's pretty much okay.
Which is why the idea of chaing Build Up, or adding a short-cone-range chaining effect would be more likely as it doesn't require all that additional animation work.
The simplest change is to rework Build Up in 1 of the 2 ways I previously summarized upthread. It doesn't require a new animation or art work, only numbers work for the damage boost, duration, and recharge time.
The damage spread would require more work, but does make the set more unique.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
If we were/are going to put together an actual proposal for the Devs, I'd like to suggest that any solution change at least 3 powers. That way, any balancing doesn't 'miss' everyone who chose to skip that particular power.
So I would think that we would want to propose minor numbers changes to the first two powers (the must takes) and the Rename/Mechanical buff turning Build Up into some sort of Berserker mode. The main question at this point I would think is how much (5 seconds, 10 seconds 20 seconds) of a Burst advantage Broadsword should have over Katana, and against what rank (minions, lieutenants, boss+) targets. |
Slash is a power that almost everyone skips as far as I know. I think it needs a reason to be selected. Suppose that an additional secondary effect was given to it. If it contained a -Res effect from a painful wound, DoT from bleeding, or a slow from severed tendons then I think it would become a much more appealing power.
Build Up has been debated quite a bit in this thread. I would like to put forward a new proposal, based partly on the ideas of "Back Blade" put forward a few posts back. What if Build Up functioned as a Swap Ammo power which changed Broadsword damage to Smashing and added a substantial amount of Lethal DoT. Conceptually, this would be a Berserker mode in which you struck with incredible force and left deep, bleeding wounds. Mechanically, it would have the effect of increasing Broadsword damage directly in the form of DoT and indirectly in the form of being less resisted by a considerable number of enemies. It would also be a gimmick to attract players to the set, since it would be the only Swap Ammo sort of power in a melee set - as well as the only such power to be a click power and not a toggle.
@Rorn ---- Blue Baron ---- Guardian
I'm very late to the party...in so many ways. While I have calculus thru the multi-variable level I bring (happily) absolutely no numbers to this. No Arcana time, no DPs, nada. I do bring my years of RPGs, and art though.
You gotta give Broadsword just one little cool thing. Doesnt have to be a major buff, doesnt have to bring 'parity'. You just gotta give it something so a % of players love it for that one unique thing.
Could be increasing one attacks damage, the big wallop. Just enough so that crit number looks even cooler.
Or, give it something (else) Katana does not have. It already has the ability to be paired with shield. What other cool little thing can it have that makes it attractive without changing game balance at all?
You can argue numbers and buffs all day long, or debate, or discuss or whatever. They might even get implemented, gratz. But what is gonna make people really enjoy the set (andrun it) is that they love it. Show it some love.
Christmas on a stick, no. Stop suggesting things that make the set worse.
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Granted, it still may not be the best solution, and it may not be your preferred solution, but that doesn't equate to it being automatically a performance degradation just because you don't personally prefer it.
I'm very late to the party...in so many ways. While I have calculus thru the multi-variable level I bring (happily) absolutely no numbers to this. No Arcana time, no DPs, nada. I do bring my years of RPGs, and art though.
You gotta give Broadsword just one little cool thing. Doesnt have to be a major buff, doesnt have to bring 'parity'. You just gotta give it something so a % of players love it for that one unique thing. Could be increasing one attacks damage, the big wallop. Just enough so that crit number looks even cooler. Or, give it something (else) Katana does not have. It already has the ability to be paired with shield. What other cool little thing can it have that makes it attractive without changing game balance at all? You can argue numbers and buffs all day long, or debate, or discuss or whatever. They might even get implemented, gratz. But what is gonna make people really enjoy the set (andrun it) is that they love it. Show it some love. |
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
Yeah, but then it's not much of a Follow Up, it's just a Build Up with a tohit check.
Yeah, but then it's not much of a Follow Up, it's just a Build Up with a tohit check.
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But I have a personal loathing for click powers that aren't attacks. I want all of them to be toggles or auto. =) When I'm smashing things I don't like to have to stop even if what I'm doing means I get to smash even better.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
Broadsword should do -res instead of -def. Boom! Fixed.
If nothing else, I would love to see some alternate animations for Broadsword. Some of the powers look or feel slower because of the animations. And some variety for us weapon types would be appreciated.
Counter that with a small increase to overall damage and I think BS would see some new life.
Not that I think there's anything wrong with it now, just ideas and options that could change things up.
Life is pleasant. Death is peaceful. It's the transition that's troublesome.
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It means that you don't need to stop attacking to use it and done right it is a fun change to the usual head-hack-dis-hack so that every third rotation or something it's follow-head-hack-dis-hack.
But I have a personal loathing for click powers that aren't attacks. I want all of them to be toggles or auto. =) When I'm smashing things I don't like to have to stop even if what I'm doing means I get to smash even better. |
Now, if we could only agree on the nature of the buff needed we could write up an informative and detailed description of the problem and our solution. I'm now thinking that a change to Build Up might actually be too much in Broadsword's favor. I'd rather see a flat increase to damage in Broadsword attacks to bring it even with Katana numerically. I'm not enough of a math wiz to calculate the increase that would be needed though.
Another idea I had was to change Slash to deal more damage or cost less endurance or something. That would possibly allow for Broadsword to pull ahead in burst damage and/or DPS by making Slash more ideal in attack chains. I'm not sure if that would be the best solution though, since I'd expect Broadsword to conceptually deal greater AoE damage than Katana.
@Rorn ---- Blue Baron ---- Guardian