It's time to improve Broadsword


Arcanaville

 

Posted

Quote:
Originally Posted by Werner View Post
If the recharge is similar to Soul Drain, then extreme recharge builds would have near perma Build Up, and outdo Katana's DPS in addition to beating it at burst damage.
You could make the power immune to recharge buffs.


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Posted

Some good stuff here.

I like two things.

One, broadsword already has a +damage mechanism, bleeding. Simply apply it to more attacks. Voila, Broadsword is teh better.

However, the 'burst damage set' idea has merits. Fiery embrace is a proven mechanism, so steal it whole-cloth, changing only the added damage to be smashing. I've even got a great name for it, lifted from Lichtenauer School sword-fighting: Mordstreich. Voila, broadsword is teh better.


However, I sincerely believe that all of the 'heavy weapon' damage sets need a re-look. Mace seems pretty good after it's revamp a few years back, except maybe raise the stun/kd percentages a few points on the lower attacks. Ax needs a damage boost...maybe add bleeding there.

Ehn. We'll see if anything happens.


 

Posted

How about, when you hit Broadsword Build Up, your next hit is a critical hit.
No exceptions. No duration limit. This in addition to the normal Build Up effects.

Straightforward Use:
Build Up -> Critical Hit

Tricky Use:
Build Up -> Wait around outside combat -> Critical Hit -> Build Up -> Critical Hit


This:
- Makes Build Up attractive to Brutes, where it's usually less awesome due to Fury stealing its thunder.
- Lets Stalkers guarantee their Headsplitter-from-Hide (or Slice, I guess) being critical against everyone hit, giving the set some slightly better AoE power.
- Makes Scrappers happy with big orange numbers.


 

Posted

Ok then Berserk would be a decaying damage buff, so as to provide immediate burst damage with additional damage for a short period of time.

Throwing out immune to rechage buff issues, Werner is right, the design would need to consider:
Duration of the buff / Base Recharge: too long and non-high end recharge builds may suffer in the long run, too short and BS out performs Katana

Amount of buff and rate of decay: Is a + to-hit, + damage should be what we're looking for here, or is it a proc effect that would work better?

I'd say that if Berserk were made to copy something like Fiery Embrace with a 20 second duration and 180 second recharge. Very difficult to perma, it might be possible with an extreme high end recharge build with a set like /SR or /EnA. The endurance usage would definitely be an issue with /SR though, and there may be sacrifices for /EnA to drop some defense IO bonuses in favor of recharge bonuses. EnA would probably be able to mitigate the endurance issue better, but in turn that would lower a constant attack chain.

Otherwise the only way I could think of to make sure the damage buff is balanced against Katana is to add a penalty after Berserk wears off, like I suggested before.


 

Posted

Or add a penalty while it is running; "Berserk" type abilities in many games penalize Defense or the equivalent. Then you make it perma at your own peril.

A penalty to Recovery while it is running would also be appropriate.

I'd also like to see a bonus to Recharge and possibly movespeed while the power is running; that would also be thematic.


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Posted

Quote:
Originally Posted by Werner View Post
I'm not entirely opposed, but I'd personally prefer to do more damage more often, just for a shorter period of time, instead of chasing a perma Build Up build. It also probably makes it easier to balance against Katana if they have the same duration and recharge, even if their effects are different.
Basically similar to what Calhou is suggesting, they could add a short +damage effect to Build Up. In other words, you get the +100% damage, plus all your BS attacks (and probably only the BS attacks) inflict +X% base damage (Lethal or Smashing, based on some arbitrary concept decision). This bonus damage would only last for say 3-5 seconds, instead of the full ten seconds of Build Up.

I would recommend that this be kept separate from critical hits. This would mean that if you did critical, your attack would deal the base damage, the critical duplicate of that base damage, and your bonus X% damage, all boosted by Build Up. On that note, I would like for the X% damage to be affected by other damage buffs, so its scale would need to be chosen with the awareness that it always would benefit from Build Up.

Depending on the X chosen and its duration, this would make Broadsword attacks hit really hard after Build Up, and Build Up would still do all the things it does today, like grant +toHit and make non-primary attack powers hit harder. Overall impact on DPS would be smallish, but increase with global recharge. Since Broadsword has some catching up to do on sustained DPS, I think this could strike a good balance - even low recharge builds get the increased burst damage, but higher ones get to catch up better if X is chosen carefully.

If that doesn't do enough for sustained DPS, I'd toss in some moderate -RES on one attack that usually finds its way into a BS attack chain.


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

 

Posted

Quote:
Originally Posted by Kitsune9tails View Post
Or add a penalty while it is running; "Berserk" type abilities in many games penalize Defense or the equivalent. Then you make it perma at your own peril.

A penalty to Recovery while it is running would also be appropriate.

I'd also like to see a bonus to Recharge and possibly movespeed while the power is running; that would also be thematic.
No thank you. I'd rather they leave it alone than do this sort of thing to it. I'm not "interested" in improvements to the set that come with some sort of penalty.


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

 

Posted

Maybe give BS buildup Double Crits for 2.5 seconds, or automatic crits for 10s. Doing the math over 30 seconds, that puts BS almost dead even with Katana. I'd go for that. You could just as easily boost the +damage on BU, but I like the Crits idea. The first one or two attacks out of BU really really hurt. Orange Numbers FTW!


 

Posted

Quote:
Originally Posted by Errant View Post
I'll trust you on numbers, since you're campaigning did such benefits for us /Regens way back when, so consider me /signed.

One of the laments of BS/ Stalkers is... they suck. They are arguably worse than EM/... And no one wants that.

Two other thoughts though...:

1) Add a DoT/Bleed mechanic to Slice, akin to Whirling Sword (both with 4 ticks)?

2) Add the upcoming Titan Weapons momentum mechanic? Pro'ly more appropriate for a 2-handed Claymore though...
From a Stalker point of view.

Broadsword outshines EM.

Based on cast times alone. Head Splitter is 2.33 while EM has ET with 2.67 and TF 3.3.

BS is very good on a stalker because of BURST damage, and one of the underrated primaries for stalkers and scrappers.

If you want a lethal set that has a dot that is what Dual Blades is for.


 

Posted

The best possible change that could be made to Broadsword is to have its secondary effect be changed from Defense Debuff to being Resistance Debuff. And given the "fact" that 1 Defense = 2 Resistance ... all the Powers Team would need to do is take the Defense Debuff values, double them, and change them to being Resistance Debuff instead.

DONE.

Broadsword ought to be the Resistance Piercing powerset ... while Katana/Ninja Blade acts as the Defense Piercing powerset. I mean, conceptually speaking, you'd expect to want to be using Broadsword against an ARMORED or otherwise "invulnerable" target, which this game models as being Resistances ... while using Katana/Ninja Blade against a "nimble and unHITable" target, which this game models as being Defenses.

Simply changing Broadsword to being Resistance Debuff, instead of Defense Debuff, would be enough to differentiate the powerset away from Katana/Ninja Blade into being its own (unique) thing ... rather than a "copy" of anything else.


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Posted

I have not seen this anywhere else, so I think there is some new info out on the new Titan Weapon and Staff Fighting sets.

Type the following in-game for details. Just in case it's all sekrit.

Just to see what the design space is looking like, for 'old set' improvements.


Titan Weapons:
[Arc of Destruction]
[Follow Through]
[Defensive Sweep]


Staff Fighting:
[Sky Splitter]
[Eye of the storm]
[Guarded Spin]
[Shatter Armor]


Put that in yer number cruncher and smoke it.

Titan Weapon has Momentum, Staff Fighting looks like there are 'forms' and 'perfection'.

Innnteresting.

Looking that over, I'm thinking the 'broadsword gets changes to Build Up' camp has a little room to run, as does the 'broadsword gets -res debuffs' school of thought.

Doooo it devs! DOOOO EEEETT!!


 

Posted

Nice!

Also looks like there are powers that both benefit and penalize the player: interesting.


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Posted

Quote:
Originally Posted by Redlynne View Post
The best possible change that could be made to Broadsword is to have its secondary effect be changed from Defense Debuff to being Resistance Debuff. And given the "fact" that 1 Defense = 2 Resistance ... all the Powers Team would need to do is take the Defense Debuff values, double them, and change them to being Resistance Debuff instead.

DONE.

Broadsword ought to be the Resistance Piercing powerset ... while Katana/Ninja Blade acts as the Defense Piercing powerset. I mean, conceptually speaking, you'd expect to want to be using Broadsword against an ARMORED or otherwise "invulnerable" target, which this game models as being Resistances ... while using Katana/Ninja Blade against a "nimble and unHITable" target, which this game models as being Defenses.

Simply changing Broadsword to being Resistance Debuff, instead of Defense Debuff, would be enough to differentiate the powerset away from Katana/Ninja Blade into being its own (unique) thing ... rather than a "copy" of anything else.
While I would love resistance debuffs on broadsword the 1 def = 2 res formula is AT BEST a rough estimate for a character's defenses, trying to apply it to resistance debuffs is going to produce WAY to much damage. Keep in mind that most def debuffs are wasted with good slotting on the players part, as you can't get better after you hit 95% acc, where a resistance debuff isn't limited by any caps.

Doubling the -def as you propose would result in a 15% resistance debuff on each attack. A broadsword scrapper would become the best resistance debuffer in the game. While it might be fun there is no way the dev's would do it.

I suspect the only way broadsword would get a resistance debuff is either on a single power, like rib cracker from StJ, or in very small amounts on each power (like 2%-3%) if it is stackable.


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Posted

Quote:
Originally Posted by John_Printemps View Post
Going off the animations of just Broadsword, they would imply a more Longsword like technique or use that I was erroneously connecting to "Broadswords" when the definition between the two is (apparently) significant. There's also the likelihood that you really couldn't use the term "******* Sword"* for a verging Super-Hero MMO.
*Edit: See, it even gets blipped off the forums despite the fact I'm referring to a literal term for a specific weapon.
Those swords of questionable parentage are also referred to as Hand-and-a-Half Swords. So that name could work, however then there'd be the potential issue of people calling for a 1 or 2 Handed Wielding Mechanic, and the possible issue of animating the different stances/grips.


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Posted

I agree that Broadsword needs changes. Badly, in fact. I've been saying this since launch. I started by saying Broadsword and Katana shouldn't be the same thing. Then the game advanced, Katana got changes, and Broadsword ended up lagging behind. As it stands right now, concept is the only reason to take Broadsword over Katana. Something needs to happen to fix that. Especially with the new melee sets that are coming out. The concern here isn't that Broadsword doesn't play well. The concern is that other things play better, and pretty soon, nobody will be playing Broadsword.

I've read a lot of interesting solutions in this thread. However, some just don't seem like they have much chance of being implemented. Of what I read, I like two ideas the most. That's why those ideas are what I'm using to form this one.

First, take Build Up and replace it with a power like the new Peacebringer Inner Light power. It starts as a large damage bonus that slowly decays over time. This is more effective for a Scrapper than a clone of Rage, and requires little work on the part of the devs as it is essentially a clone of an existing power.

Second, add a chance for -Res to the AoEs. These powers emphasize the wild swings one would make with a broadsword, and also wouldn't take any new animation or art. It's just numbers. From what I understand, the art department at Paragon Studios is currently swamped and that was a part of the reason why the recent Kheldian changes did not include such things as faster form changes, which a dev (I forget which) posted and said they did in fact want to include in some future update. That means that any change which includes new animations isn't going to happen for any other AT/power sets either.

I think this would give Broadsword what it needs - damage more on par with Katana and something that makes it mechanically appealing as an alternative choice.


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Posted

Quote:
Originally Posted by Redlynne View Post
The best possible change that could be made to Broadsword is to have its secondary effect be changed from Defense Debuff to being Resistance Debuff. And given the "fact" that 1 Defense = 2 Resistance ... all the Powers Team would need to do is take the Defense Debuff values, double them, and change them to being Resistance Debuff instead.

DONE.

Broadsword ought to be the Resistance Piercing powerset ... while Katana/Ninja Blade acts as the Defense Piercing powerset. I mean, conceptually speaking, you'd expect to want to be using Broadsword against an ARMORED or otherwise "invulnerable" target, which this game models as being Resistances ... while using Katana/Ninja Blade against a "nimble and unHITable" target, which this game models as being Defenses.

Simply changing Broadsword to being Resistance Debuff, instead of Defense Debuff, would be enough to differentiate the powerset away from Katana/Ninja Blade into being its own (unique) thing ... rather than a "copy" of anything else.
In this game, the notion of being "armored" or otherwise "invulnerable" is emulated by separating that into two different effects: being able to withstand a lot of damage taken, and being so tough that many attacks simply don't do any damage at all: they "bounce off." The former is implemented with resistances, and the latter with defense. This is how the Invulnerability set itself is conceptually constructed.

Defense is not uniquely tied to evasion in City of Heroes. Its tied to (at least) three separate conceptual effects: evasion (dodging), deflection (attacks bouncing off or otherwise striking and having the damage redirected away from the target), and absorption (attacks having their damage completely nullified in some manner).

In this game, if you were trying to emulate the effect of attacks hitting and reducing the ability for armor to deflect future attacks, that would be a defense debuff.


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Posted

Quote:
Originally Posted by Arcanaville View Post
In this game, if you were trying to emulate the effect of attacks hitting and reducing the ability for armor to deflect future attacks, that would be a defense debuff.
If anyone knows the answer to this, you would Arcana. Could you tag a secondary effect to be auto-hit while the primary function (damage) still has a to-hit roll?

I would guess yes, since I think Fury works that way, but I'm not sure.


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Posted

You can have the primary effect, if it hits, place a 'state' on the target, then have the secondary effect 100% do something IF it detects the prerequisite state.


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Posted

Quote:
Originally Posted by EvilGeko View Post
If anyone knows the answer to this, you would Arcana. Could you tag a secondary effect to be auto-hit while the primary function (damage) still has a to-hit roll?

I would guess yes, since I think Fury works that way, but I'm not sure.
Sort of yes. More the reverse. You can make an attack autohit, and then make one or more secondary effects require a special tohit roll.

Brute Fury does not work using this mechanism. It uses a special mechanism that actually keeps track of whether the player has activated an attack recently, regardless of whether it actually hit the target or not.

One power that works with this mechanism is Tanker taunt. Its autohit in PvE, but requires a tohit roll in PvP. The way that works is Tanker taunt is an autohitting power with two effects: a taunt that only works on non-players (critters), and another one that works on players. But the player taunt effect requires a special tohit roll to happen.


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Posted

Quote:
Originally Posted by Kitsune9tails View Post
You can have the primary effect, if it hits, place a 'state' on the target, then have the secondary effect 100% do something IF it detects the prerequisite state.
If the attack misses, none of its effects trigger. You can think of attacks like big if...thens:

If attack hits, then:
do effect1
do effect2
...

If the attack misses, then the game engine doesn't even bother looking at the effects of the power. So in your case, if the attack hits, the state flag would get applied and the secondary effect would also happen, and if the attack missed neither would happen. That's regardless of the state flag stuff. Moreover, the state flag stuff could actually cause a power like this to malfunction: changing the state of a target (including self) performs a database operation which is not instantaneous, and you could cause a race condition where the power applies the state flag, then checks the state flag, finds the state flag isn't actually there yet, fails to do the second thing, and then the flag appears later.

Either way, though, I don't think that is the behavior that EG is asking about.


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Posted

Thanks for the clarification.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Sort of yes. More the reverse. You can make an attack autohit, and then make one or more secondary effects require a special tohit roll.

Brute Fury does not work using this mechanism. It uses a special mechanism that actually keeps track of whether the player has activated an attack recently, regardless of whether it actually hit the target or not.

One power that works with this mechanism is Tanker taunt. Its autohit in PvE, but requires a tohit roll in PvP. The way that works is Tanker taunt is an autohitting power with two effects: a taunt that only works on non-players (critters), and another one that works on players. But the player taunt effect requires a special tohit roll to happen.
Thanks!

Because I do love when you tell me my ideas are screwy (I really do). What would be your reaction if Broadsword attacks applied a 2 MAG confuse with Headsplitter applying a 3 MAG confuse. For say 3 seconds for most applications?


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Posted

Quote:
Originally Posted by EvilGeko View Post
Thanks!

Because I do love when you tell me my ideas are screwy (I really do). What would be your reaction if Broadsword attacks applied a 2 MAG confuse with Headsplitter applying a 3 MAG confuse. For say 3 seconds for most applications?
You could stack it at least once, which would mean Broadsword could perma-confuse a boss. That *and* Parry seems like an awful lot of mitigation.

Stackable confuse is a very dangerous thing to give to things that aren't generally considered to be primary mezzers.

But I did have a weird thought. Sufficiently weird that I don't know if its a really ingenious idea or a really stupid one. Suppose all broadsword attacks had a chance to sleep the target: in this case the sleep would be a stun variant you could be knocked out of.

Now, just adding a sleep would be a weird ad hoc addition, but suppose the attacks only had a chance to sleep if they missed. In other words, sometimes the blow lands and you take damage. Sometimes the blow glances off the target and instead of being chopped they are struck and stunned. And sometimes the attack just plain misses.

You could do that in theory: make the attack autohit, then for all normal (i.e. current) effects make the effect require that the standard tohit roll pass. Then for the sleep effect require that the standard tohit roll plus ten passes but the standard tohit roll fails.

That's sufficiently odd that I doubt the devs would go for it, but it would be a way to add an effect unique to broadsword that actually has a significant but not overpowering benefit. Sleep is a relatively "soft" effect, and it would mainly benefit broadsword when it misses, not when it hits. But it would mean tohit rolls that normally would have caused broadsword to have no effect would now have some mitigating effect without radically increasing offensive output. And it has some moderate logical basis for distinguishing broadsword from katana: we can presume katana weapons by design and by usage don't generally strike their targets in a way to create this effect. Katana is more all or nothing, while broadsword would have a "full on hit" and a "glancing or sideways hit." I stuck the sleep in there, but the idea isn't reliant on the glancing effect always being sleep, or even always being a mez in general.


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Posted

The only concern I would have with that is that assuming the set kept its -defense and accuracy bonus they would always be working against that effect.


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