Rumored Scrapper "Rebalancing?"
If rebalancing Scrappers is needed, maybe it's in relation to their capabilities vs the other melee ATs.
Tankers have the better aggro and mitigation.
Stalkers have the better straight up ST DPS (barring extras like damage boosting secondaries)
Brutes and Scrappers tend to be in the middle, with Brutes having the defensive edge and better AoE in general (again, barring pseudo-pets like Shield Charge and Lightning Rod).
Maybe, if Scraps are rebalanced, it is to make their AoE more potent...but that's just my opinion. I'd probably look into making all Scrapper ST attacks only have 5% crit chance (barring special case powers like Storm Kick or what have you) and boosting their AoE powers to crit 15% on Lts&up and 25% on minions.
I could even see boosting their self-dmg buff mod higher (so BU would be 115% dmg buff) while boosting Stalker self-dmg buff mod to 100%...basically, shave off some dmg from ST attacks but put it back as their self-buff mod. Give Stalkers the better ST DPS while giving Scraps more edge over Brutes in AoE.
As they should. IOs grant way too much of it which caused the devs to crank up the base tohit on new critters which in turn nerfed all the defense based sets.
Critters need to go back to base 50% tohit across the board and IO-based defense needs to be slashed. |
Are all Scrapper players going to commit suicide if Stalker beats Scrapper in single target dps?
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To my mind melee dps should be as follows:
Melee blaster first (yup, better than scrappers, stalkers and brutes) High damage with no protection
Stalkers second
Scrappers/widows/banes
etc etc...
The cake is a lie! The cake is a lie!
This is an excellent thread.
It is a reminder of why despite the things the devs messed up or could improve upon, they are WAY better and will ALWAYS be my choice for the ultimate deciders on balance issues. Players IMHO can rarely if ever be trusted with this responsibility, its too much for the majority to handle.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Opus got rickets from rats?
This is an excellent thread.
It is a reminder of why despite the things the devs messed up or could improve upon, they are WAY better and will ALWAYS be my choice for the ultimate deciders on balance issues. Players IMHO can rarely if ever be trusted with this responsibility, its too much for the majority to handle. |
- Xyzor, Lightning.Rod, Kagyx - Rubber Mulch / Wholesale Candy - Freedom Server
But shields has +Hp, while EA and nin have a self heal.
All /sr has is def. |
I wish there where more IO sets that increase resistance.
1. The only way I'd buff /SR is to get capped def and DDR w/o needing fight lead or leap pools. Let it stand alone in what is does: avoid stuff
2. Tanks should be able to resist *all* damage (even if "unresistable" checks their rez and ignores 75% of it) and have a higher cap in incarnate content: 95%. Let their secondary effects from all primary and secondary powers respond to buffs (even taunt - duration and amount taunted) - one could use 7.5% of the damage buff given would be the % increase to secondary effects from the primary set, so 300% damage would be a max 22.5%. The secondary effect buff for the secondary power set would be 4% of the damage buff amount: 12% (all this on top of what they are inherently/already). Taunt would be increased by 33.33% for every 100% buff max double duration/amount taunted if damage was 300% (max).
Edit: nah, forget #1 that would be too strong
Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server
There's pretty much one thing Scrappers actually need: taunt auras in sets that still lack them.
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Edit: I'd be fine if they did this through one of the Incarnate slots.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
Types of Swords
My Portfolio
1. The only way I'd buff /SR is to get capped def and DDR w/o needing fight lead or leap pools. Let it stand alone in what is does: avoid stuff
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...I can get 45% on SR with only Agility/Nerve
...I can get 45% on SR with only Weave and IO's
...I can get 45% on SR with only IO's
...I can get 45% on SR with Weave, Maneuvers, and Combat Jumping, without using any IO's or Alphas.
45% Wasn't supposed to be "easy" or generally "within reach", just relatively close. I9 changed the game, IO's changed Defense for many players (put it within reach). SR may be a defense-specific power set, but they will never give it "permanent 45%" within it's own design. And yes, I would love to eat those words.
Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again. |
This is an excellent thread.
It is a reminder of why despite the things the devs messed up or could improve upon, they are WAY better and will ALWAYS be my choice for the ultimate deciders on balance issues. Players IMHO can rarely if ever be trusted with this responsibility, its too much for the majority to handle. |
Virtue: @Santorican
Dark/Shield Build Thread
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
And this. Tankers have been getting kicked for a long time. the game/tactics have moved away from them in standard high functioning teams. the incarnate Trials are the worst. The unresistable damage, unavoidable agro rings, etc. The Devs either need to completely look at what they are handing Tank players for an arctype (if they are not gonna tune damage upwards, they need to tune survivable up, and larger taunt caps) and they need to give Tanks an edge in Incarnate Trials, resistance to all the crap that lays low the other archtypes.
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Tankers should be removed from the game, and enemy damage rebalanced around scrappers and brutes being the toughest characters. Since that will never happen, you can at least take some comfort in that tankers are now pretty good debuffers with Bruising, and that recent trials now involve a lot of pulling and precision aggro control.
Well, considering the WWD part 5 end boss ignores capped defense (note, not soft capped but hard capped) like it's not even there.. It makes the arc rather unfair to anyone who relies on defense such as Super Reflexes. Seriously, elude plus popping lucks till I hit the defense cap and he still could hit me with impunity.
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Arc #40529 : The Furies of the Earth
"Idiotic reasons"? C'mon; when you get right down to it running away because there's a scrapper after you isn't idiotic at all! I'd run away if there was some guy with claws or a sword chasing after me, screaming something about how he needed me for a badge.
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Be well, people of CoH.
"Idiotic reasons"? C'mon; when you get right down to it running away because there's a scrapper after you isn't idiotic at all! I'd run away if there was some guy with claws or a sword chasing after me, screaming something about how he needed me for a badge.
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It's idiotic when a GM runs from you when you put a debuff or DoT on them, even though it would take you 15 minutes of bashing on them to defeat them, if you even could.
They don't just run from Scrappers. They run from everyone who can DoT or debuff them, who flies, who has high defense, or any combination of these things.
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
In all seriousness, yes, as a game mechanic, enemies fleeing under most circumstances is incredibly annoying.
It would be funny if it were to only happen when it made sense, i.e. you land in the middle of a spawn, hit your aoe, most of the minions and lts die, all that's left is the boss and two minions that you missed... the minions bolt leaving the boss to fight you solo. That I would enjoy.
But when something is supposed to be a powerhouse of a foe runs away as soon as my reactive kicks in, I get annoyed every single time.
Be well, people of CoH.
The scrapper AT set is being changed to function how I initially thought it did, i.e. such that it modifies the specific crit rates of powers as opposed to applying a flat buff to the basic 5% rate. There's your scrapper buff right there. I wouldn't have made that change myself but I'm not going to complain about it!
"Idiotic reasons"? C'mon; when you get right down to it running away because there's a scrapper after you isn't idiotic at all! I'd run away if there was some guy with claws or a sword chasing after me, screaming something about how he needed me for a badge.
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The scrapper AT set is being changed to function how I initially thought it did, i.e. such that it modifies the specific crit rates of powers as opposed to applying a flat buff to the basic 5% rate. There's your scrapper buff right there. I wouldn't have made that change myself but I'm not going to complain about it!
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The crit bonus got higher, but it did not change the way it functioned.
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All /sr has is def.
SR doesn't have a ton going for it, but it has more than just +def.
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