It's time to improve Broadsword
I understand the idea of a Berserker Rage sort of power, but a defense penalty while it is running is not the way to implement that. In DnD and other RPGs, that sort of thing is represented by bonuses which are then followed by penalties. This is the case in CoH already as well, as represented by the existing Rage power in Super Strength.
After a rage, the penalty is usually associated with fatigue. This would translate to a loss of endurance better than a defense penalty.
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I understand the idea of a Berserker Rage sort of power, but a defense penalty while it is running is not the way to implement that. In DnD and other RPGs, that sort of thing is represented by bonuses which are then followed by penalties. This is the case in CoH already as well, as represented by the existing Rage power in Super Strength.
After a rage, the penalty is usually associated with fatigue. This would translate to a loss of endurance better than a defense penalty. |
Its so difficult to balance, that arguably *none* of the endurance crashes in the game are anywhere near being correctly balanced against reasonable design requirements. They are either far too strong or far too easy to ignore, and given the ability to manipulate I mention above, sometimes its actually both simultaneously.
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I'd be more open to negotiation on a negative Elusivity debuff (which would affect everyone proportionately the same) but the devs seem reluctant to employ that feature. I think they want to compartmentalize Elusivity for PvP, which is ironic given its primary intended purpose was to solve PvE issues.
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Some good ideas here.
I say, give BS a mini rage and then change the secondary to fear.
Mini rage- makes it easy to change the feel of the set from katana or titan weopons. Look how different super strength plays from stone melee....well from anything. i would alter the effect to a shorter duration and a higher dmg buff. Something in between rage and build up, and a lighter crash to go with it. It would be a new power, but only in that it has different values for dmg buff and rech and crash, so it shouldnt be a dev time nightmare.
Fear- this fits the idea of demoralization mentioned earlier, and both gives the set a unique feel and also helps with mitigation-needed as the set's aoe is meh which leads to longer battle times. The kicker would be give the powers fear on target, but also aoe fear. For instance, whirling sword would have the fear on each target, hack would also(that targets actually being target) but then on say, disembowel give the fear a target cap of 3 and make it aoe,(the fear not the dmg) and say on headsplitter give it a target cap of 5 or 6.(again only the fear part) The secondary effect could be applied like taunt where each power is given its own aoe radius and a cap.
So then we have foes cowering in fear at the giant hurt you just put on their buddy, and a mini berserk mode thats adds burst dmg and also makes the set play differently then the other weapon sets.
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Okay, another crazy idea...
Start with good old Build Up. No penalties, no changes whatsoever.
Add to it a series of extra bonuses, based on the character's current state that represent various 'styles' of combat.
For instance, if your hp is currently high, you are "Focused" (with handy pretty floaty): you get additional bonuses to Recharge, MoveSpeed and your attacks have a Chance to Knockdown. Essentially, you are in 'minion mashing mode'.
If your hp are currently low, you are "Angered": you get extra bonuses to Damage and Recovery and your attacks have a Chance to Stun. This is 'boss killing mode'.
Again, the idea is tacticality: you have the option of choosing between various modes of a single power based literally on how you approach the fight.
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Wow, nice thread. Good to see that people still think about this stuff.
Since I'm so late to the party, naturally I will throw in my own ridiculous idea.
I like the berserk thing. I like the burst damage thing. I like the AoE thing.
So make a click power, 20s duration, 180s recharge.
Mobs within a 10ft radius at the time of the click take an extra shot of Crit from your attacks for the 20s of the power.
You do 2x normal damage on that mob for 20s, with crits putting you at 3x damage.
Cap it at 10 targets.
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If Broadsword Build Up imposed say, a -20% Debuff to Defense while it was running, would there be any amount of +% Recharge, Damage and Accuracy that would make the power acceptable?
Just curious. |
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While I agree that measures would have to be taken to prevent the power from making Broadsword OP, I'm not sure this is the way to go. I'm reading these numbers as they'd be listed in game, which would mean the first 5 seconds would be a boost of 225% damage and 30% to hit. Is that what you meant? If so, that's way too much. If not, then the numbers you gave add up to 40 seconds, not 30. It would be better to just increase the recharge and remove the penalty.
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So it would work like this:
30 sec duration, 120 sec recharge (need 300% recharge boost to make it perma) When you click the power it gives you the following buffs all at once: 30 sec buff of +25% to Damage, +5% To-Hit 15 sec buff of +50% to Damage, +15% To-Hit 5 sec buff of +45% to Damage, +10% To-Hit Thus, for the first 5 seconds after activating the power you have a buff of +120% Damage and +30% To-Hit. It's more powerful than standard Build Up but only gives you time to fire off one or two attacks. For the next 10 seconds you have a buff of +75% to Damage and +20% To-Hit. That's still a pretty hefty buff to your attacks. The final 15 seconds have the steep drop to only +25% to Damage and +5% To-Hit. |
The increased recharge makes it possible to get perma, but it's not easy. Part of me wants to say increase it to 150 sec recharge, but then you almost have to build for a massive recharge boost to get any use out of it. 120 seconds should be sufficiently long that only experienced/dedicated players will be running around with insane damage boosts all the time. Though, it could also be given an endurance crash like Hasten, where it takes like 20 endurance or something when it crashes. That would discourage stacking to avoid having the crash happen twice in a short period.
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Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again. |
Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again. |
Yeah, I figured you probably didn't mean what I thought you did. At any rate, you may be right about the end drop. I was just suggesting that because it is present in the game already for Rage and Hasten. But in light of Arcanaville's point, end drop is probably not the best way to go. In fact, I'm having a hard time figuring out a penalty that would be appropriate.
@Rorn ---- Blue Baron ---- Guardian
Take a Broad Sword/Shield Defense or Super Reflexes with a high recharge build that soft caps without Parry. Now Parry, Build Up, and crush your enemies while still soft capped. Repeat frequently.
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Shadow Meld would work better except for the long cast time. If we're talking about an effect that would only last ten seconds, both the buff and the debuff, then I might consider going Shield Defense but not specifically to attempt to beat the debuff with more defense. Every time I used Build Up, I would immediately follow with Shield Charge. Bang: ultrahigh buffed SC, and an immediate knockdown to mitigate much of the defense debuff for about half the debuff time total (from SC activation to the critters rising from the knockdown).
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Parry is still Melee/Lethal, right?
Shadow Meld would work better except for the long cast time. If we're talking about an effect that would only last ten seconds, both the buff and the debuff, then I might consider going Shield Defense but not specifically to attempt to beat the debuff with more defense. Every time I used Build Up, I would immediately follow with Shield Charge. Bang: ultrahigh buffed SC, and an immediate knockdown to mitigate much of the defense debuff for about half the debuff time total (from SC activation to the critters rising from the knockdown). |
I look at the Parry as almost a freebie. I'm not wasting my Build Up on it; I'm hitting it before Build Up, and it does some damage. After Build Up, I'm going to unleash hell, such as Shield Charge, Whirling Sword, whatever I have. I might throw Shield Charge in later to cover the non-Parried time. I tend to wait with Shield Charge until I'm more fully surrounded anyway.
Shadow Meld is tasty, though. It's on the same 90-second recharge as Build Up, so you can always use them in tandem if you slot them with the same recharge. As for the long cast time, what happens if you trigger it in mid jump towards a spawn? I'm guessing it grounds you and is annoying?
In any case, give us a Build Up like that, and we'll find a way to abuse it unmercifully.
The idea has put a smile on my face. I suspect that means it's a bad idea.
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Yes, but it could be argued that players will find a way to abuse anything. In fact, it could be argued that at least one player has abused everything in the game by now. The change can't be focused on the extremes of the player base, but on the largest number of players. Sure, some attention has to go to keeping it from being an obvious exploit. However, we have to be careful not to let that bog down the discussion.
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Yes, but it could be argued that players will find a way to abuse anything. In fact, it could be argued that at least one player has abused everything in the game by now. The change can't be focused on the extremes of the player base, but on the largest number of players. Sure, some attention has to go to keeping it from being an obvious exploit. However, we have to be careful not to let that bog down the discussion.
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The basic idea I understand, though. If we're buffing burst enough to make it really, really attractive, we're going to have to pay the piper somewhere. I suggested taking a DPA hit on most attacks, but we have a lot of non-damage possibilities being thrown around as well, which might be more interesting. In a very broad sense, I think a lot of us are thinking along the same lines. It's the details we're brainstorming.
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In the interests of the OP, finding something for BS to excel at....and summarizing some of the ideas presented in this thread.
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Premise: BS is the best melee weapon set for alpha striking, but correspondingly is less sustainable than other melee weapon sets.
To make that true, BS build up has its bonus doubled, but also its END cost and recharge increased commensurately (though not necessarily equally)
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Premise: BS is the bleeding lethal set modeled as DoT's, but lethal damage is widely resisted and thus less useful than energy based DoT sets.
To make the first part more true, the bleeding mechanic dot effect is applied to all or most of the BS attacks, differing in number of ticks; this damage is over and above the base damage currently inflicted, thus padding BS's overall damage output relative to it's current state. The downside is already true.
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Premise: BS is as much about wailing on foes as it is about cutting them, but correspondingly is resisted by the higher of smashing or lethal def.
All or almost all of the BS attacks have a small additional amount of Smashing added.
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Premise: BS is the DPE king of the melee weapon sets, but the individual endurance costs of its attacks are abnormally high.
Increase all of the attack's END costs by 1.5 or so, and all of the attack's Damage per Endurance by 1.75 or something along those lines such that though the END expenditure is steep, the damage output per END spent is advantageous to BS overall. A BS character will float big fat orange numbers, but have to manage the blue bar more carefully.
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Premise: BS hits hard, leaving foes disoriented. However, it's damage output is outpaced by faster lighter weapons.
Add a Mag 1 Stun chance to each BS attack (except maybe Parry), with something like a 10-20 second duration. Piling on the hits can stun almost any opponent. The detriment is already true.
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Premise: BS inflicts a lot of trauma with its deep, heavy cuts and even though it's overt damage output isn't fabulous relative to similar melee weapon sets, it is particularly effective against fast recovering foes.
Add a stackable Regen debuff to all or most of BS's attacks. This has very little practical effect effect vis a vis standard content, but it does advantage BS vs AV's and Monsters, and regen based opponents relative to other melee sets.
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Personally, I would like just about any approach that brings BS up to par with other melee sets or even just the other sword sets. There's got to be a reason to play a BS other than "i want a sword AND a shield".
This is not untrue, but could be said of everything on your list. No melee players has much to complain about, stalker or no. And even the weakest Controllers are better than the majority of other ATs.
Gravity plays pretty damn well as it is, too. Substantively, I tend to disagree with this objection as I'm not sure anyone can conclusively state what AT or set needs the most help. |
Honestly, the big draw broadsword had for me was always... well, it's crude but
BIG ORANGE NUMBERS.
Your suggestion with an AoE def buff would be more balanced, but I'd personally prefer a set wide increase to crit chance.
Brutes and (hopefully) tankers? Give them a much smaller bonus chance in keeping with dps balance.
Yeah it's unlikely, but if I had my pick, that's what I'd go for.
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Premise: BS is the DPE king of the melee weapon sets, but the individual endurance costs of its attacks are abnormally high.
Increase all of the attack's END costs by 1.5 or so, and all of the attack's Damage per Endurance by 1.75 or something along those lines such that though the END expenditure is steep, the damage output per END spent is advantageous to BS overall. A BS character will float big fat orange numbers, but have to manage the blue bar more carefully. |
@Rorn ---- Blue Baron ---- Guardian
I know we are in the scrapper forum, but I think if anything is going to be modified in Broadsword it has to be a mechanic that can translate over to all AT's with broadsword. Clearly some ideas can't be export from on to another without modifications. So, why not something along the lines of the following.
For scrappers and stalkers: Why not have broadsword provide a tempory stacking critical strike buff. The base for all scrapper crits are 5% for minions and 10% for lts. and bosses (Right? Might be 5% for minion/lt. 10% for boss+). Why not do something that for every attack that broad sword makes that does not crit the critical strike chance increases by x%. When a critical strike is landed the counter clears. (I think this would translate into larger orange numbers a reasonable amount of the time)
For brutes, I'm kind of stumped on. I was thinking something tied into fury generation, perhaps an increased fury generation rate, or something as simple as a stacking damage buff that continues to build until a certain duration passes and then it resets.
For example, one the first attack the brute would receive x% damage bonus (not including fury). This damage buff would have a set duration. On the second attack x% damage boost would increase by y% and the duration of the buff would still be what was ever left of the counter when the first attack was started. I think it would give Broadsword a neat constant build up effect that I'm sure can be balanced enough to be worthwhile, but reasonable and still provide the same kind of effect that scrappers and stalkers would receive.
Sure, the idea is unrefined at the moment, but I thought it might work.
I like the increased Crit Mechanic from Build-Up... how about this?
Berserk - 15 Sec Duration, 135 second Recharge (increased Duration and rech by 50% over Build Up) - The Broadsword is a mighty weapon, and your training allows you to show your foes JUST how much damage it can deal. After channeling your strength, your next attack will be a Critical, and for the duration of the power, all other Broadsword attacks have a chance to critical.
100% crit with next attack, then a flat +20% (adjustable, of course) critical chance for the duration of the buff. Identical +Damage and +ToHit of Build Up otherwise. No penalty. And have this Crit chance apply to Brutes/Tanks as well, with it being ADDED to Scrappers Crit chace (can we mechanically do that?) so they'd have a 25% vs. minions, and 30% vs Lt+ mobs.
Main catches I see... How to adjust/mod/balance for Stalkers (giving them Build Up doesn't address the issue BS has), is it possible to stack the Crit chance/give Crits to NON-Scrapper AT's, and what percentage would be... Fair?
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My definition of "win" is a little more specific than yours is. Also, I tend to ask for things that can go horribly wrong if the parameters aren't very carefully adhered to, so I tend to be much more specific. Even when I'm specific and I explain why veering off is a bad idea, sometimes a variant of a suggestion shows up that deals more harm than good, which makes me even more cautious than most.
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Give them something specific like, "Construct this new form of avoidance based protection called elusivity. Elusivity would fix PvE by...yadda....yadda." Castle proceeds to steal the idea for PvP and use it in the update that is generally considered to have destroyed PvP. Arcanaville at fault!
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I know we are in the scrapper forum, but I think if anything is going to be modified in Broadsword it has to be a mechanic that can translate over to all AT's with broadsword. Clearly some ideas can't be export from on to another without modifications. So, why not something along the lines of the following.
For scrappers and stalkers: Why not have broadsword provide a tempory stacking critical strike buff. The base for all scrapper crits are 5% for minions and 10% for lts. and bosses (Right? Might be 5% for minion/lt. 10% for boss+). Why not do something that for every attack that broad sword makes that does not crit the critical strike chance increases by x%. When a critical strike is landed the counter clears. (I think this would translate into larger orange numbers a reasonable amount of the time) For brutes, I'm kind of stumped on. I was thinking something tied into fury generation, perhaps an increased fury generation rate, or something as simple as a stacking damage buff that continues to build until a certain duration passes and then it resets. |
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