Are there any Dev plans for changing Burn?


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Posted

I just returned from a long break but I was excited to hear the news of Burn being fixed. However Scrappers do not have a Taunt so when using Burn it still causes mobs to flee which is an annoyance , especially on a team, and a lost of damage since one cannot practically use any subsequent AOE attacks after using the power.

Have there been any mention by the Devs to address this issue by changing Scrapper Burn or replacing the power with another attack or do they feel Burn is fine the way it is on Scrappers?

Thanks


 

Posted

Hi there, welcome back.

Not to be nitpicky, but a few scrapper secondaries actually do have a taunt effect, such as Shield Defense, Invulnerability and Willpower (though WP has a very weak one.) If I'm not mistaken, they should function the same as brute or tanker auras for holding mobs in a burn patch (with the scrapper AT threat multiplier used instead.)

I share your frustration, though. I have a spines/fire scrapper and a dark melee/fire aura brute and it really displaces mobs for follow-up AOEs on the scrapper.


 

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Originally Posted by Kenji_Naginata View Post
Hi there, welcome back.

Not to be nitpicky, but a few scrapper secondaries actually do have a taunt effect, such as Shield Defense, Invulnerability and Willpower (though WP has a very weak one.) If I'm not mistaken, they should function the same as brute or tanker auras for holding mobs in a burn patch (with the scrapper AT threat multiplier used instead.)

I share your frustration, though. I have a spines/fire scrapper and a dark melee/fire aura brute and it really displaces mobs for follow-up AOEs on the scrapper.
Thanks for the welcome and info. Cant use those taunts though if I am picking Fire as a Secondary. Maybe a small taunt can be added to Fire Aura ?


 

Posted

That's one of the reasons /Fire is not very popular on scrappers while everyone and their mother has a /Fire Brute (including me). Burn is awesome on a Brute even as a ST attack.

There's been no mention about changing Burn, and as with all scrapper secondaries with damage auras, they'll probably never get a taunt added.


 

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Cant use those taunts though if I am picking Fire as a Secondary.
Sorry, I herp'd for a second there. You're absolutely right, of course.


 

Posted

Now would be a good time to ask the devs to make a DMG + Taunt Proc for Interface!


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Posted

As if Brutes didn't have enough advantages over Scrappers, chasing enemies all over the maps basically takes all scrappers except for Shield, Invuln, and WP out of play for me. Remember when people were concerned that Brutes would marginalize Scrappers when the sides were consolidated? That's basically what happened for me. Other than Shield, which is better on scrappers, I just make all my scrappers Brutes now. The small advantage scrappers have in damage just doesn't compare to large boost to survival Brutes have.

But hey, I could overlook the small statistical advantages I see with non-Shield Brutes. They are fairly small and you have to be able to work with the Brute Fury mechanic. It's the utter frustration of enemies running everywhere that kills scrappers for me.

Quote:
Now would be a good time to ask the devs to make a DMG + Taunt Proc for Interface!
If I could obtain something like this without sacrificing damage that would be awesome and basically fix the problem assuming the taunt was long enough to last until my AoE(s) recharge.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

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Posted

That's kind of where I feel like I am right now too, Moonlighter. My main and first to 50 was a scrapper, and I've always loved the AT. Unfortunately, I've gotten to the point where every time I try to roll another one, I end up comparing them in Mids and convincing myself I'm better off just rolling a brute.

The 'scrappers can just jump in' argument doesn't hold a lot of weight for me because I find that the pace I play my brutes at pretty much makes fury dropping off a non-issue.


 

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Me too, especially with fury being so easy to maintain now. I like protecting the squishies so I take taunt on the Broots.

That's why I rerolled my fav scrapper, DM/DA, into a Brute. The only scrappers I have now are ones that I find better for numerical or power reasons (fire/shield because sd is awesome on scrappers, kat/regen because I don't wanna tank with a regen brute and I can get shadow meld on a scrapper).


 

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Originally Posted by Moonlighter View Post
As if Brutes didn't have enough advantages over Scrappers, chasing enemies all over the maps basically takes all scrappers except for Shield, Invuln, and WP out of play for me. Remember when people were concerned that Brutes would marginalize Scrappers when the sides were consolidated? That's basically what happened for me. Other than Shield, which is better on scrappers, I just make all my scrappers Brutes now. The small advantage scrappers have in damage just doesn't compare to large boost to survival Brutes have.

But hey, I could overlook the small statistical advantages I see with non-Shield Brutes. They are fairly small and you have to be able to work with the Brute Fury mechanic. It's the utter frustration of enemies running everywhere that kills scrappers for me.



If I could obtain something like this without sacrificing damage that would be awesome and basically fix the problem assuming the taunt was long enough to last until my AoE(s) recharge.
I don't think anythings going to beat Reactive in damage with Fire DoT and -Resist

And Energy Aura has a taunt aura too.


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Posted

if you really are intent on using it on a scrapper, then i would look into getting an immob power

blaze mastery has ring of fire, it would at least keep your main target immobed and give you lead to get fireball as well

weapon mastery has web grenade to immob your target as well as caltrops to help add more dmg and slow the mobs some (i know a lot of people dont like it but i use it on my spine scrapper all the time)

the last option could be to get darkness mastery and work towards tenebrous tentacles, its a cone immob though so you would have to pop it before you jumped in to get the biggest bang for your buck but it is an option


 

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Yeah, I sent a PM to Arbiter Hawk before even finding this thread today.

It doesn't seem right that Scrapper Burn does the LEAST damage of any other version. I know it is a pet, but it seems there should be some way to flag it as the scrapper version.

What about increasing the target cap and making it do even more damage up front?

I doubt that they can flag it to have the AI work differently without major headaches.

It just seems unfair that Scrapper's Burn is the only version that doesn't have tools to cause it to deal all of the damage.


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Posted

Quote:
Originally Posted by Kenji_Naginata View Post
That's kind of where I feel like I am right now too, Moonlighter. My main and first to 50 was a scrapper, and I've always loved the AT. Unfortunately, I've gotten to the point where every time I try to roll another one, I end up comparing them in Mids and convincing myself I'm better off just rolling a brute.

The 'scrappers can just jump in' argument doesn't hold a lot of weight for me because I find that the pace I play my brutes at pretty much makes fury dropping off a non-issue.
That's kinda funny, every time I make a brute, I compare it to a scrapper and I convince myself I'm better rolling a scrapper.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

I actually enjoy that Brutes and Scrappers have one signature armor set each. Shield is for Scrappers - it plays to their advantages over brutes (higher base multiplier, critical hits). Fire Aura is for Brutes - it plays to their advantages over scrappers (higher health, higher resistance cap, taunt effect on attacks).

Over all, though, I agree with _Pine_ - if gimmick-less straight up damage is what you want in an AT Scrapper beats Brute. The extra toughness of brute is never really a factor if you're not tanking, even on sets like Elec Armor. 75% isn't as cool as 90% but the Mu you just crit into oblivion in less than 10 seconds to open the fight would be hard pressed to tell the difference.


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Originally Posted by TheBruteSquad View Post
I actually enjoy that Brutes and Scrappers have one signature armor set each. Shield is for Scrappers - it plays to their advantages over brutes (higher base multiplier, critical hits). Fire Aura is for Brutes - it plays to their advantages over scrappers (higher health, higher resistance cap, taunt effect on attacks).

Over all, though, I agree with _Pine_ - if gimmick-less straight up damage is what you want in an AT Scrapper beats Brute. The extra toughness of brute is never really a factor if you're not tanking, even on sets like Elec Armor. 75% isn't as cool as 90% but the Mu you just crit into oblivion in less than 10 seconds to open the fight would be hard pressed to tell the difference.
For the most part, I agree with this. For me, it depends on two things:

A) Which suits the character concept better? Are they a berserker that never stops hitting, or a scrappy fighter that won't quit? If the former, go Brute, if the latter, Scrapper.

B) Does the secondary in question have a taunt aura as a scrapper? The thing in the game I can't stand most on a melee character is enemies running to the hills because you can't keep them on you. As such, for sets with damage auras I tend to roll brutes, for the added yummy damage and lack of Yakety Sax shenanigans.


 

Posted

Brutes just feel stronger to me, mainly cause of Super Strength. Feels weak to be Scrapper karate chopping and slashing people with a Katana. Do not care what numbers say really, to me my SS Brute does more damage. Only Scrap Primary I really like is Fire Melee.

There was really one thing that attracted me to a Fire/Fire Aura Scrapper in mids....... Shadow Meld. Since Brutes do not get that I will just stick with my old school SS/Invul. I will role another scrap though if they do manage to change Burn. Having a Fire/Fire/Soul Scrap with Burn working just seems sick.


 

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Quote:
Originally Posted by JayboH View Post
Yeah, I sent a PM to Arbiter Hawk before even finding this thread today.

It doesn't seem right that Scrapper Burn does the LEAST damage of any other version. I know it is a pet, but it seems there should be some way to flag it as the scrapper version.

What about increasing the target cap and making it do even more damage up front?

I doubt that they can flag it to have the AI work differently without major headaches.

It just seems unfair that Scrapper's Burn is the only version that doesn't have tools to cause it to deal all of the damage.
Cool, did he say anything about it yet? If he says anything about it please let us know.


 

Posted

The Burn power scattering everyone on my scrapper drives me crazy as well. But I've been thinking about trying the new Spectral interface power that adds a decent chance to immobilize (4-10%) on every attack power. Spectral might naturally lock foes in place enough to make Burn useful. Just a thought.....


 

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Originally Posted by MallardDuck View Post
The Burn power scattering everyone on my scrapper drives me crazy as well. But I've been thinking about trying the new Spectral interface power that adds a decent chance to immobilize (4-10%) on every attack power. Spectral might naturally lock foes in place enough to make Burn useful. Just a thought.....
Actually after this week's patch Spectral is now 20% core side and 12% radial side. That only means on the core side that you will only see it go off as often as a normal proc does - so when using a PBAOE you might see it immobilize 2 targets when fully saturated for 4 seconds. I took the radial side for my /dark to fight the occasional OG wandering and for theme.


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Posted

Quote:
Originally Posted by New_Dark_Age View Post
Cool, did he say anything about it yet? If he says anything about it please let us know.
...not a peep, not sure if he logged in after I sent it.


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Posted

Quote:
Originally Posted by Moonlighter View Post
As if Brutes didn't have enough advantages over Scrappers, chasing enemies all over the maps basically takes all scrappers except for Shield, Invuln, and WP out of play for me. Remember when people were concerned that Brutes would marginalize Scrappers when the sides were consolidated? That's basically what happened for me. Other than Shield, which is better on scrappers, I just make all my scrappers Brutes now. The small advantage scrappers have in damage just doesn't compare to large boost to survival Brutes have.
How small is small to you?

Some sets or combos, especially ones that can leverage musculature as well as persistent +damage boosts can see something like +20 to +30% higher ST DPS.

DB/Ela with musc for example.


This isn't to downplay your frustration, but the ST DPS difference can be pretty pronounced.

Whether or not you value it personally, is another story.


If you're focused on team play, and you're not interested in holding aggro - I think the Scrapper is just a better choice as a damage dealer.

Solo, I agree in that I stick to sets with Taunt auras for my Scrappers. Luckily, SD is probably one of the best sets in the game and it works very very well for Scrappers.


 

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The extra toughness of brute is never really a factor if you're not tanking, even on sets like Elec Armor. 75% isn't as cool as 90% but the Mu you just crit into oblivion in less than 10 seconds to open the fight would be hard pressed to tell the difference.
This is where I strongly disagree, and is one of the primary reasons I tend to favor brutes. I solo very frequently, and I tend to push my difficulty as high as I can manage. Survivability between the two boils down to a lot more than just what their resist cap is. Brute's higher base HP increases the effectiveness of healing and regen very significantly, and the difference scales with bonus HP. It also gives a layered defense significantly more mileage by dramatically increasing your effective HP, since your defense and resist values have "more room" to do their jobs before you go down. This can make all the difference in the world if you're specifically building on these strengths, especially for sets like Willpower.

Crits are unreliable. Even when you factor their average damage into DPS for mids, they tend to be pretty close to a brute with about 85% fury in most situations. They pull ahead when you can stack enough +Dmg% to make scrapper's superior scaling relevant. To that effect, this is why I'm also not much of a fan of the "better with incarnates" argument, since there's a very large portion of the game that is completely unaffected by it. Yes, it matters if you play your character exclusively at the level cap, but my personal build philosophy is to make a character stable and effective across all level ranges because I do a pretty significant amount of content exemplared down.

Your mileage will obviously vary depending on how much teaming you do and at what levels, so to each their own... but it hardly makes the extra survivability a "non-factor."


 

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Quote:
Originally Posted by Deus_Otiosus View Post
How small is small to you?
Two things:

The damage would have to be high enough to counter both the time and the annoyance involved in chasing enemies all over the map.

If a Brute can climb over the 75% resistance cap the mitigation difference becomes a bigger advantage than the damage difference.

Beyond those two things I feel that Scrappers and Brutes are fairly well balanced. The extra hit points for Brutes is worth the damage difference.

(While Brutes have gloom their damage doesn't seem to be that much lower than Scrappers.)


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

Quote:
Originally Posted by Moonlighter View Post
Beyond those two things I feel that Scrappers and Brutes are fairly well balanced. The extra hit points for Brutes is worth the damage difference.

(While Brutes have gloom their damage doesn't seem to be that much lower than Scrappers.)
Gloom only helps to a point, not even Gloom can make up the gap on a combo like DM/SD for example. The combination of AAO & Soul Drain is just too powerful on the Scrapper for the Brute, even with Gloom, to compete.

Overall, yeah I agree that Scrappers & Brutes are fairly well balanced against each other. Each has a few advantages over the other depending on powerset combos.


 

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Crits are unreliable.
This is a bit off topic, but it has been bothering me since the Coffee Talk on Wens.

All of the ATs seem to be getting improvements and tweaks to their inherent powers. Now, scrappers don't NEED a change, but crits are the most unreliable and basic of any of the inherent I can think of.

I think it is time to make it more reliable, or at least more predictable.


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