Originally Posted by Kangstor
-Sarcasm detected-
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Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again. |
Originally Posted by Kangstor
-Sarcasm detected-
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Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again. |
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. |
This game has evolved over the years. It's a much better game because it's become more complex/involved/detailed. IO's were a great addition to the game because they allowed players to make their characters more detailed, allowed for more flexibility in builds, and provided improved layered defenses so their super heroes could actually feel 'super'. SR suffers because of what you pointed out - the game has evolved to the point where defense sets need layered defenses, both from the set itself, as well as IO's, and now incarnate powers, to be competitive. And while IO's did improve defense ability of all sets, this did devalue the strength of SR, because again, that's pretty much all SR offers. Yes, I know it has scaling resistance as you get low on health, but from my experience it's not very valuable relative to what pretty much any other set has. And not only was SR's strength devalued by IO's, it was further eroded as the devs have introduced many defense busting mechanics in recent releases, especially in the incarnate content. |
I've always felt scrapper survivability was a little too good in this game. We're more vulnerable then tanks, but honestly, when you're jumping into full +4 spawns ahead of the tank anyway, isn't that good enough? Granted the tank is needed to keep the squishies alive, and the squishies are needed to... um... well... I think their primary role is also to help keep the squishies alive.
Let me explain my point a different way. If I had a choice between getting more surviablity or more damage, I'm going to vote for more damage 95% of the time because frankly I don't need to survive anymore then I already am. I honeslty don't mind dieing 1-2 times per play session. But damage? More damage is always a good thing. If they're going to mess with scrappers, It wouldn't bother me all that much if they took away a little survivabilty at the highest levels of gameplay. I'm a primary damage dealer and I'm extremely well equiped to fill that role. Taking away a little survivabilty that was already overkill to begin with isn't going prevent me from filling that role at all.
That said... This whole discussion is just based on false rumor anyway, isn't it?
They need to stop buffing altogether. No AT in this game really needs help anymore.
Nerf BRAWL!
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. |
I think at this point a major across the board nerf to IOs and defense would be a big detriment to the game.
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Still?
I am so tempted to ask what kind of buffs they need (they do need something), but that'd be semi-derailing, maybe. |
Still?
I am so tempted to ask what kind of buffs they need (they do need something), but that'd be semi-derailing, maybe. |
They need to stop buffing altogether. No AT in this game really needs help anymore.
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I solo content most of the time. I am a lightweight at it compared to some forum performance mongers, but I do occasionally pull stunts like soloing GMs. (Soloing single AVs is relatively mundane among regulars, and barely warrants mention in this forum any more.) And I would prefer to solo not just with a melee AT like a Scrapper, Brute or, yes, even a Stalker, but with any of the "support" ATs than I would prefer to solo with a Blaster. Balls-to-the-wall damage only gets you so far - being able to survive what you're fighting long enough to defeat it eventually comes up, and to do that, broadly speaking, I'd rather play any other AT than a Blaster. And yes, I do have a high-level one. He's level 47, and he soloed most of his way there. He's Ice/Devices, which is a fairly hardy but rather conservative combo for soloing, sacrificing melee damage for stuff that keeps foes at range. What can I say, I created him back in the days when being in melee on a Blaster was actively deemed dumb by a lot of the community.
Looking at my own preferences, and how far so many of my non-Blaster characters have come from where they started, yeah, I think Blasters need some love, and badly.
Hold that thought.
I don't think on average SR needs to be *buffed* in the sense of having its overall performance improved. I think its weak in some areas - too many, probably - but also very strong in others. When we're talking about leveling and SO performance, you can get away with that: it tends to average out and the lows aren't too low when you're dealing with what people normally deal with in SO builds. But when we get to the higher level builds and the end game, what SR lacks more than anything else I believe are *options*. I mentioned this when ED went in, and when the invention system went in. Being (almost) all defense doesn't just make SR's defenses one-dimensional. It eliminated options for reslotting under ED. It limits options for slotting invention sets. It keep winnowing down options until the only thing you can do is soft-cap, take tough, and get as much regen as you can. Its no coincidence that all high end SR builds seem to be soft-capped with tough and a lot of regen: there's nothing else you can do: the only option seems to be whether to take aid self or not. And SR tends to burn a lot of slots besides, which means even if you were to add slotting options, most SRs would have only limited ability to take advantage of them. You can make SR stronger: add +health or regen somewhere, for example. But I think the real problem, one that would require a set redesign that is not going to be forthcoming, is that it lacks options. More than any other defensive secondary, its build choices are extremely constrained if you are building for performance of any kind. You could say that other sets have the same problem: the best option tends to be a singular one: soft cap the set. But that belies the fact that soft-capping non-defensive sets is huge: they essentially get to wrap Elude around their already strong defenses. But when a defense set soft-caps, they are only increasing their already strong defenses by a much smaller amount. Soft cap Willpower and you reduce incoming damage by a factor of ten *and* you also have Willpower itself. Soft cap SR and you reduce incoming damage by something like a factor of 3 to 4, and that's basically all you have. Everything else has other options, and they also get to have the best option defensive sets especially SR have. But as I said, I don't think this is fixable without the kind of radical changes the devs frown upon when they don't think they are necessary. |
I've always felt scrapper survivability was a little too good in this game. We're more vulnerable then tanks, but honestly, when you're jumping into full +4 spawns ahead of the tank anyway, isn't that good enough? Granted the tank is needed to keep the squishies alive, and the squishies are needed to... um... well... I think their primary role is also to help keep the squishies alive.
Let me explain my point a different way. If I had a choice between getting more surviablity or more damage, I'm going to vote for more damage 95% of the time because frankly I don't need to survive anymore then I already am. I honeslty don't mind dieing 1-2 times per play session. But damage? More damage is always a good thing. If they're going to mess with scrappers, It wouldn't bother me all that much if they took away a little survivabilty at the highest levels of gameplay. I'm a primary damage dealer and I'm extremely well equiped to fill that role. Taking away a little survivabilty that was already overkill to begin with isn't going prevent me from filling that role at all. That said... This whole discussion is just based on false rumor anyway, isn't it? |