It's time to improve Broadsword


Arcanaville

 

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Originally Posted by Arcanaville View Post
That wasn't true with 90s MoG, if you'll recall. Moreso for the longer recharge MoG.
You might (or might not) recall that I didn't even start making the argument until the changes that made it 180s duration; 1000s recharge. Before that, MoG was an interesting option. I had it and used it myself.


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Originally Posted by PleaseRecycle View Post
Heeeere we goooo! - Mario

To exactly quote you, from memory, "It is never a good idea to use moment of glory." That is false because the instant you use the word "never" you become wrong. As you say, you won that battle so it doesn't really matter anymore, I just thought I would comment on something that annoyed me, what, five years ago? Kudos.
It never was a good idea to use MoG. Just because you got lucky and survived doesn't mean you should have used the power.

I can do this all day!


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Well anyway, I wish I hadn't brought that up because my more meaningful contribution to the thread was the concept for broadsword. What do you think the devs are more likely to do with a legacy set, add a completely new mechanic to it or give it something that is new to melee but easy to add such as -res on the aoes?


 

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Originally Posted by Arcanaville View Post
In fact, perhaps the best way to do that would be to give Broadsword build up the Fiery Embrace treatment, and have Broadsword Build Up add a large smashing bonus damage component to Broadsword attacks rather than just buffing damage strength. The numbers could be fiddled with to provide Broadsword with an edge in periodic burst damage without being unbalanced.
Oooh! Me likey.

I think people like two main things about Broad Sword. First, they like the burst damage. Second, they like the SMASH of the set. So emphasize them. If Broad Sword had a super Build Up that worked like that and produced more damage overall than a regular Build Up, it would be even better at burst damage, and even more smashy. Accentuate the positive! Its DPS would probably still lag a little, but that's fine, as it would have its specialty.

For that matter, I'd love to see something like the super Build Up adds knockdown to Hack and Slash and maybe Slice and Whirling Sword while it's active. That would also give the survivability edge to Broad Sword by a slight margin - Broad Sword for burst and survivability, Katana for DPS. That might be going too far, though. I'd have a hard time playing Katana at that point. Broad Sword would be too tasty.

Edit: And I don't think it steps on Titanic Weapons' toes because isn't that more like a mini-fury, building up to maximum DPS carnage? A super Build Up emphasizes the opposite, burst damage, all of it, right now, no waiting.


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I still say the old mog is better. New mog only delays death by 15 seconds or so. I would give anything to go back to the days of perma-mog/unstoppable/elude, maybe not elude since soft cap is easy to get now. Mog didnt really get bad until they changed the base defense to typed defense. Kind of sad how they still leave the paragon protector version of mog the way it is. Its bad enough they screw you out of the exp/inf but you still deal with them for full duration unless you got a psychic blaster on your team with aim and build up.


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Originally Posted by EvilGeko View Post
So how about this. Broadsword attacks all grant a buff called "Riposte Mastery." This power would last for 5-10 seconds and grant the Broadsword user a chance to riposte against a melee attack made against the user. The damage wouldn't be a whole lot but it would enough to count. The chance might scale up with the users level and stack. So that defense sets aren't completely left in the cold you could have the chance trigger on any hit roll above say 50 instead of only on successful attacks.
Thematically I can't see this. Per Webster: 1: a fencer's quick return thrust following a parry. While, yes, Broadsword does have an "attack" called "Parry", even that is a bit of a misnomer in a name as Broadsword is not a swift and lithe set. It is a thrust and crunch and crush set. Weapons of the magnitude to get labeled a "Broadsword" were meant for their lethal striking ability in wide and direct swings rallying the very weight of the (often dual edged) weapon. I use this definition a bit loosely as multiple cultures have varying concepts on "broadsword". Honestly, I think Parry should have been renamed to something more crunchy fitting from the get-go, but that's not the debate here.

I do agree there is some ... awkwardness to the older sets that have not seen any kind of face lift to keep in line with the expanding and evolving game. Katana is solid on it's own, but easily outshines Broadsword. Why would anyone want Broadsword when Katana does the same bag of tricks faster, with "less" endurance investment? With the prelude of Titan Weapons on the horizon, Broadsword is about to get put in the attic.

To throw my two cents in on it: What does Broadsword really entail? Heavy demoralizing strikes depending on the size and design of the weapon. Knights of the medieval era who carried "broadswords" often used the weapons not for a lethal cutting edge, but for the brute smashing force to pummel an opponent down to open a point that they could stab a killing blow or straight out lop body parts off. Often, wild and wide swings allowed the chance to catch multiple foes in punishing hits. So, thematically, the concepts of the existing attacks are sound, but they should probably be split a little (70/30) Lethal/Smashing across the board.

Continuing with this idea, -Def is reasonable in the attacks, but its not so much about "breaking their defenses down" so much as creating such brutal strikes that subsequent attacks are more effective due to the heavy damage being inflicted each time--hence Resistance loss. I'd suggest something along the lines of a "Demoralizing" effect. Subsequent attacks on a target stack an amount of -Res. Have one or two attacks (Hack/Slash) provide -Defense, and have a couple others provide "Demoralize" (Whirling Swords/Headsplitter) ala the same mechanic as Degenerate. All the remaining attacks in the set will include a follow-up mechanic that if a target is "Demoralized", the attack will add a small -Res (2-4%, stackable, and capped at some point) while adding a small DoT (one damage every two seconds, nothing special, but something that says "they're bleeding!").

Further from that, concerns with Build Up. It shouldn't be "Oh, I suddenly feel STRONG!", it should be "I'm getting angry...bloody thirty... ATTACK!" Say, Berserk Mode. Similar mechanic to Rage from Super Strength, toned down just a bit to accommodate the -Def/-Res. Thematically, I'd also include a punishing effect for stacking it. 90/s-120/s Duration, capable of being stacked, but a second stack only gives 50% bonus and causes a significant -Def/-Res to the player to signify "Yes, you are dishing the pain, but you've become reckless, and it'll kill you."

So in short, my suggestion:

Split the damage type 70/30 Lethal/Smashing, add a Demoralizing Mechanic, and provide a more unique "Build Up" (Berserk) to overall give the set a very defined and unique appeal that will interest people to move away from other sets without shoving it into the "Best Set Ever".


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Originally Posted by Arcanaville
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Originally Posted by John_Printemps View Post
So in short, my suggestion:

Split the damage type 70/30 Lethal/Smashing, add a Demoralizing Mechanic, and provide a more unique "Build Up" (Berserk) to overall give the set a very defined and unique appeal that will interest people to move away from other sets without shoving it into the "Best Set Ever".
I like it!


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Originally Posted by EvilRyu View Post
I still say the old mog is better.
The old, 90s duration, 300s recharge, base defense MoG was better than the current version. But they nerfed that.

The 180s duration, 1000s recharge, def to all but psi MoG was crappy.

We are getting a bit off-topic. But this discussion has progressed exactly how I hoped.


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Ahhhh my very 1st primary...



I'm sure anything you guys come up with would be good


 

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Originally Posted by John_Printemps View Post
So in short, my suggestion:

Split the damage type 70/30 Lethal/Smashing, add a Demoralizing Mechanic, and provide a more unique "Build Up" (Berserk) to overall give the set a very defined and unique appeal that will interest people to move away from other sets without shoving it into the "Best Set Ever".
I like this as well... however, leery of the developer time required to create yet ANOTHER new mechanic...

Seems to me that adding -Res on top of the -Def, and maybe allowing that -Res debuff to crit with damage would be easier, and enough to differentiate it from everything else, while not OP'ing it.


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Originally Posted by EvilGeko View Post
The old, 90s duration, 300s recharge, base defense MoG was better than the current version. But they nerfed that.

The 180s duration, 1000s recharge, def to all but psi MoG was crappy.

We are getting a bit off-topic. But this discussion has progressed exactly how I hoped.
Was only crappy against psi mobs which could totally be avoided now by cherry picking your content. Either way broadsword is the last on the list that needs help now. If you had said broadsword for stalkers you might have gotten my support since it would mean stalkers would get looked at then.


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Originally Posted by EvilRyu View Post
Either way broadsword is the last on the list that needs help now.
Actually Super-strength is last on the list. Broadsword is quite a bit above it on the list. Where, who knows? Synapse keeps the list.


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Originally Posted by Errant View Post
I like this as well... however, leery of the developer time required to create yet ANOTHER new mechanic...
That's the thing, this isn't another new Mechanic. It would be a modification of the currently-existing Degenerate mechanic from Beam Rifle. You hit someone with the attack Degenerate, and it adds that "state" to the target. Then, for the other attacks in the set, when a target has "Degenerate" on them, you apply an additional DoT that has the chance of spreading to other targets around it.

So, same mechanic, in essence. Just change it from "Degenerate" to "Demoralize" (simple name change in the coding), and instead of "DoT" it adds "-Res" (again, code copy/change to a pre-existing function).


Quote:
Originally Posted by Arcanaville
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Originally Posted by Errant View Post
I just want Katana to be correctly handed... WHY ARE ALL KATANA SCRAPPERS MIRROR-IMAGED? *nerd wails and gnashing of teeth*
Some of us left-handed people like it that way :[


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Originally Posted by Iggy_Kamakaze View Post
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
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Oh sure, make me rethink now that I've finally convinced myself to re-roll my oldest character, a BS/Inv, with Titan Weapons once they come out.


 

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Right now the only thing I'd ask from Broadsword is faster animation/activation times and something more like The Witcher's combat animations. Frankly though I don't expect it, it's a decent set but nowhere near being the top and it'd likely take a lot of time to fix if it were ever looked at. I wont hold my breath for it but it is unfortunate that quite likely, like StJ to MA, Titan weapons will outshine BS.


( my other prediction is that Psi-Melee will likely beat KM x3 )


 

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All this broadsword talking make me want an Iaia katana power set. If you don't know the word which is plausible iai is japenese word for drawing your katana hitting and resheating it with one swift fast movement and cutting through anything it touches :P. It could have slow recharge burst damage powers and fast recharges low damage powers. its effect would be -damage res or maybe a combo build up like current street justice.


 

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Originally Posted by Arcanaville View Post
If I was going to alter Broadsword with an eye to differentiating it from Katana, I might consider doing something like adding smashing bonus damage to Broadsword, to make it a harder hitting crunch set. In fact, perhaps the best way to do that would be to give Broadsword build up the Fiery Embrace treatment, and have Broadsword Build Up add a large smashing bonus damage component to Broadsword attacks rather than just buffing damage strength. The numbers could be fiddled with to provide Broadsword with an edge in periodic burst damage without being unbalanced.
I like this idea.

Broadswords are big and heavy, it would make perfect thematic sense for it to deal some smashing damage as well.

Setting it up like Fiery Embrace would work nicely as well, representing that you put everything you have into your strikes for a short time and the sword almost turns into a bludgeoning weapon.

A small -res debuff on some of the attacks would be thematically appropriate as well (a small one, like 5%), since broadswords were made so heavy in order to be more effective against armored opponents. Hack, Disembowel, and Head Splitter would be the attacks I give it to.


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Originally Posted by Dechs Kaison
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I like the idea of the berserk build-up: ~10 sec duration of build-up, during that time one gets a 20% chance to do *additional* smashing damage, each successful hit increases the likelihood of the "chance-to" by 10%, get 3 and foe gets hit with a mag 3 fear and -dam rez -20% or nix the -dam rez and allow the build-up to increase recharge for all attacks in the primary +40%

*or should the smashing damage chance be higher (like 60%) to start with some cancel on miss thing?


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Originally Posted by Warkupo View Post
While I am looking forward to the upcoming Titanic Weapons set, I believe it's introduction means that any reasonable fix for broadsword probably isn't going to happen. Judging by the powers as they are described in the game right now, Titanic Weapons is supposed to be everything I always envisioned broadsword *should* have been: big, smashy, and angry. With it's introduction any balancing done to broadsword is going to have to simultaneously avoid stepping on both Katana and Titanic Weapon's toes. I think it's more logical to assume that broadsword will remain as some sort of 'grand fathered' option so as not to upset whatever player base enjoys the set as it is, while Titanic Weapons is meant to replace it.

I'd be delighted to be wrong, of course.
I'm pretty sure you're right. Synapse said in a recent chat that he had ideas in revamping old sets that he's using for entirely new sets. Titan Weapons may have been what he had in mind for ol' Broadsword.


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Originally Posted by Elegost View Post
Some of us left-handed people like it that way :[
I understand that... but the Katana wasn't/isn't a left-handed weapon.

It can be used as such, but the vast majority of techniques, strikes, and any formal school uses it as a Right dominant weapon... even for y'all Southpaws.


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Originally Posted by ClawsandEffect View Post
A small -res debuff on some of the attacks would be thematically appropriate as well
Over the years I've noticed that -res seems thematically appropriate for everything. By my recollection, its been thematically suggested for Martial Arts, Dark Melee, War Mace, Spines, Radiation Blast, and Brawl.

Stackable -res seems to be one of those things the devs really hate, until they come up with it themselves and add it somewhere. So its something I generally avoid suggesting.


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I'd just be happy to have the top tier attack have a cool animation like Katana.


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Posted

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Originally Posted by ClawsandEffect View Post
A small -res debuff on some of the attacks would be thematically appropriate as well (a small one, like 5%), since broadswords were made so heavy in order to be more effective against armored opponents. Hack, Disembowel, and Head Splitter would be the attacks I give it to.
Hack is already the better of the low attacks, give some love to slash.


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Posted

This is something I always wanted Broadsword to do but I think cant be done due to technical issues and may help the set and actualy fit conceptually given the set design:

After you parry successfully (land parry) any attack from the victim of parry against you while at melee range from you will trigger self damage and a visual FX to imply an extremely qucik slash hit him.
I think now with the universal proc technology this is possible. The caster's parry may land a "proc" to the victim that is set to target itself and cause damage every time they attack anyone but only if the player they attack is under the effect of Parry's buff.

Not sure if you can make a condition based off distance, but you can in theory add some aura to the "Parry buff" that helps the enemy critter realize he is within melee range of a Parrying player.