Revised Scrapper SR order


Aett_Thorn

 

Posted

That's why I was suggesting the change to practiced brawler all my /SR's are tight on slots. Plus I would like some more always on resist so I could get a smoother HP decline.


 

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Originally Posted by Leo_G View Post
I have to agree, I don't know why everyone has such a boner for per-foe buff auras. It only gives the impression it actually has an affect on sustained survivability (which it doesn't, unless you're killing minions very slowly) and encourages herding behavior. Worse yet, the moment knockback rears its head, *EVERYONE* complains about their buff auras.

I always viewed the buff auras as a *bonus*, not a necessity.

I'm all for thinking up a new mechanic/power for the set, though. As for alterations to Elude, don't forget the runspeed buff. That's one of the things I use it for. I'd also think about improving its resistance to runspeed and jump debuffs while using Elude.
I wasn't saying the buff/debuff aura for the "sustained survivability" but for the more effective Taunt aura. The original comment was an example of being a useless SR/TANK because I couldn't keep taunt.


 

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Originally Posted by Bill Z Bubba View Post
"Rolling with punches" being a description for adding dam-res to the set was something I was asking for before ED/GDN. When the scaling dam-res was added to the passives after those two events, I was surprised at how correct it felt.

I got hit more, I took more damage, but they got weaker. Instead of being able to dodge out right because of the pain I was enduring, I was rolling with the hits more.

While allowing the passives to be slotted for dam-res would make SR an even MORE slot heavy set, I find that the tradeoff would be worth it.
I would actually be ok with the res the way it is if the scaling was a little different.
instead of res scaling from 0-70 (I'm guessing) how about scaling from 20-70. I believe it would make the health loss and the res scaling a little more smooth.

combine the ranges into one power, and move up the toggle AoE. Then add a +HP power. That should vastly improve the survivability of the set.

More HP, a more steady scaling.


 

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Originally Posted by Twigman View Post
I would actually be ok with the res the way it is if the scaling was a little different.
instead of res scaling from 0-70 (I'm guessing) how about scaling from 20-70. I believe it would make the health loss and the res scaling a little more smooth.

combine the ranges into one power, and move up the toggle AoE. Then add a +HP power. That should vastly improve the survivability of the set.

More HP, a more steady scaling.
More HP for better use of the scaling passives is part of the reason I remade my main as a brute.

They could easily tweak the equation for the scaling resists and need to anyway for tanks since they should have higher resistance values.

As it stands, with all three passives, you'll hit 60% dam-res at faceplant with the scaling starting at <60% health. They could have it begin at 70% health with 1 change. They could set it at 75% so that the scrappers would hit their dam-res cap right as they faceplant.

Will they do this? Maybe, if a strong enough case can be made for it.


Be well, people of CoH.

 

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Originally Posted by Bill Z Bubba View Post
More HP for better use of the scaling passives is part of the reason I remade my main as a brute.

They could easily tweak the equation for the scaling resists and need to anyway for tanks since they should have higher resistance values.

As it stands, with all three passives, you'll hit 60% dam-res at faceplant with the scaling starting at <60% health. They could have it begin at 70% health with 1 change. They could set it at 75% so that the scrappers would hit their dam-res cap right as they faceplant.

Will they do this? Maybe, if a strong enough case can be made for it.
Just curious. But even with a +HP power, wouldn't SR then just be be better on Brutes anyways, as they'll always have higher HP.

Not saying it's a bad buff idea, but like you said, you partly rerolled to Brute for the more HP (my guess is the other part is aggro aura).

So would the buff have people going "Hmmm...Scrapper or Brute" or still "YAY BRUTES!"

Basically, something I'm thinking that would be interresting, is if they rolled the AOE into the Range, and then gave each AT something unique to them to really spice them up. Something that caters to each AT that stays within the theme of the set.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Yes to the better on brutes and adding something unique for each AT would be great but even though they did it for shields, I don't see the devs altering the powers as they would have to to roll the aoe into focused senses.


Be well, people of CoH.

 

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Originally Posted by BrandX View Post
Basically, something I'm thinking that would be interresting, is if they rolled the AOE into the Range, and then gave each AT something unique to them to really spice them up. Something that caters to each AT that stays within the theme of the set.
*WWOOON'T! HAPPEN!*

Back before power proliferation I suggested the sets have minor power alterations/swaps to keep the unique flavor amongst the ATs and more replay value of the set theme as a whole. I suppose, like all my other ideas, this was forgotten/ignored but any attention it did get, focused on unlinking power theme by AT goal and instead reenforce that modifiers were enough to differentiate the ATs and their respective sets.

Funny that though, there have been band-aide fixes added that typically does this such as Gauntlet applying a -res debuff on the tier 1 attack, suppressing toggles for Stalker armors, instant recharge of the buff power on Kinetic Melee, Martial Arts' Storm Kick buffing def for Tankers, Eagle's Claw buffing crits afterward and EC just doing more damage for Stalkers.

Why couldn't they just have done this in the first place? Replace Storm Kick with a new power for Tankers that does [whatever], Replace Siphon Power with a new power that does [whatever] for Scrappers, Give Stalkers a new power instead of Chilling Embrace that does [whatever], all balanced to *do* whatever you need it to do for the AT rather than needing to prospectively fix the AT to accommodate the sets?

/rant

I still think offensive additions to a power would be better for SR. An idea: Quickness could give a short duration (like 10sec) moderate recharge buff (20-30%) upon landing a critical hit in addition to its base buff. ATs that don't crit, changing the +res passives to kick in earlier would be grand...of course, in addition to perhaps making the AoE defense available earlier for Scrappers and Stalkers.


 

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Quote:
Originally Posted by Bill Z Bubba View Post
More HP for better use of the scaling passives is part of the reason I remade my main as a brute.

They could easily tweak the equation for the scaling resists and need to anyway for tanks since they should have higher resistance values.

As it stands, with all three passives, you'll hit 60% dam-res at faceplant with the scaling starting at <60% health. They could have it begin at 70% health with 1 change. They could set it at 75% so that the scrappers would hit their dam-res cap right as they faceplant.

Will they do this? Maybe, if a strong enough case can be made for it.
Worth noting: the original version of the SR scaling passives was, in fact, 0-25% per passive in CoV beta. I believe when someone realized that would mean it scaled to the damage cap for scrappers (stalkers only have two passives) they changed it at the last instant to 0-20% per passive instead.

Literally the last instant: it was 0-25% on the last day of beta, and 0-20% on the first day of CoV headstart.

Also, it was originallly Res(All).


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Originally Posted by Arcanaville View Post
Worth noting: the original version of the SR scaling passives was, in fact, 0-25% per passive in CoV beta. I believe when someone realized that would mean it scaled to the damage cap for scrappers (stalkers only have two passives) they changed it at the last instant to 0-20% per passive instead.

Literally the last instant: it was 0-25% on the last day of beta, and 0-20% on the first day of CoV headstart.

Also, it was originallly Res(All).
What's your take on increasing the base value for tanks? Should it be increased based on other tank versus scrapper/brute values?


Be well, people of CoH.

 

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Originally Posted by Bill Z Bubba View Post
What's your take on increasing the base value for tanks? Should it be increased based on other tank versus scrapper/brute values?
I think its a little too low period, but I wouldn't scale them up for tanks. Applying the logic that they should increase commensurate with the tanker mods would mean they would scale up to 80% resistance, which is too high. I think the fact that SR tankers can soft-cap right out of the box itself is higher than you'd normally expect a tanker to get, and I think that allowing the defense to scale normally and the resistance to not scale is a compromise to prevent the set from getting too powerful in non-exotic damage mitigation.

Interesting thing about the scaling passives: their behavior has different properties depending on how numerically strong they are. For example, on SR scrappers no matter how low in health you go, the SR passives *slow down* damage, but don't reverse it. In other words, you don't ever actually get stronger as your health drops: the resistances don't "overtake" your drop in health.

Stacking slotted tough (tanker) on passives that scaled from 0-80% (60% to zero as they work now) would actually make SR tankers *stronger* as they lost health. Sounds counter-intuitive, but its true. At 60% health it would take a burst of damage equal to about 78% of max health to kill the tanker instantly from that level. But at 20% health, it would take 86%. At 10% health it would take 100%. It would actually be harder to one-shot an SR tanker with smash lethal damage when the tanker was at 10% health than at 70% health.

I don't think the devs want to go there.


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Posted

Quote:
Originally Posted by Arcanaville View Post
I think its a little too low period, but I wouldn't scale them up for tanks. Applying the logic that they should increase commensurate with the tanker mods would mean they would scale up to 80% resistance, which is too high. I think the fact that SR tankers can soft-cap right out of the box itself is higher than you'd normally expect a tanker to get, and I think that allowing the defense to scale normally and the resistance to not scale is a compromise to prevent the set from getting too powerful in non-exotic damage mitigation.

Interesting thing about the scaling passives: their behavior has different properties depending on how numerically strong they are. For example, on SR scrappers no matter how low in health you go, the SR passives *slow down* damage, but don't reverse it. In other words, you don't ever actually get stronger as your health drops: the resistances don't "overtake" your drop in health.

Stacking slotted tough (tanker) on passives that scaled from 0-80% (60% to zero as they work now) would actually make SR tankers *stronger* as they lost health. Sounds counter-intuitive, but its true. At 60% health it would take a burst of damage equal to about 78% of max health to kill the tanker instantly from that level. But at 20% health, it would take 86%. At 10% health it would take 100%. It would actually be harder to one-shot an SR tanker with smash lethal damage when the tanker was at 10% health than at 70% health.

I don't think the devs want to go there.

Why not. If an AV can one shot you from full to less then half health, why wouldn't an SR want to be able to survive atleast one more of those shots before death? Or, if a mob is leveling you that quickly, why shouldn't I as an SR be able to make as much damage as possible before the inevitable death. Most of the other sets can. Also, with IO slotting and pool options, other sets can get soft cap def, why can't a SR have the ability to get more the just a tiny bit of res? it seems to be balanced away from both regen and def sets.