So Uh...Spines?
I don't want them to be replicas of each other, but Spines is supposed to be strong AoE, weak ST, with a strong mix of Debuff/softish control. Spines was fine in my opinion when it could be said it was the best combination of those two elements. Other set's had AoE, other sets had a strong combination of Debuff and mez, but until Titan weapons came along spines was the one that filled that role best.
With Titan Weapon's addition, it has better ST damage, strongly competetive AoE damage, and comprable soft control/debuff (with additional self buff potential). |
If Spines gets looked at, it most likely will have much of it's debuffs cut in the process, most likely the -rech and minor immobilize. The -movement would be limited to certain powers (like Impale, Spine Burst and Throw Spines) with the only secondary effect that's universal would be the Toxic DoT. IMO, that's fair.
But I'm rather tired of hearing all these calls for buffs but they don't want to give anything up (or heck, even acknowledge they're asking for a lot). They're more engaged in finding justification for their wants instead. Just because you think you deserve something doesn't mean you do.
What debuffs do TW have? A menial ST -def/-res? I don't think it compares to spines debuffs. Spines is also capable of immobilizing bosses where TW is lucky to keep a boss stunned for a few seconds (but that may be more the nature of stuns).
If Spines gets looked at, it most likely will have much of it's debuffs cut in the process, most likely the -rech and minor immobilize. The -movement would be limited to certain powers (like Impale, Spine Burst and Throw Spines) with the only secondary effect that's universal would be the Toxic DoT. IMO, that's fair. But I'm rather tired of hearing all these calls for buffs but they don't want to give anything up (or heck, even acknowledge they're asking for a lot). They're more engaged in finding justification for their wants instead. Just because you think you deserve something doesn't mean you do. |
I however wouldnt mind an animation change to Barb Swipe.
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IMHO, the biggest problem with spines isn't with spines.. it's with the NPC run away AI which makes spines beyond annoying to play. If they boosted the runspeed debuff to prevent runners from getting way (I mean REALLY REALLY slow them down) then it'd actually be a pretty sweet boost for more then quality of life reasons ... they'd turn around but not escape... that could work like a ghetto hold power.
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So we can all agree to speeding up the animation for Barb Swipe and Lunge?
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I like the Barb Swipe animation... for Ripper. Give Barb Swipe a new animation. Shorten Lunge and Impale.
I probably still wont play my spines/vuln that much either way though.
YMMV---IMO
Ice Ember
I know I said this somewhere else in the last couple of weeks here, but:
Castle's viewpoint on Spines was that (paraphrase a long since lost quote here) "The [set] is performing at an above-intended level in some aspects. While the animations do need to be revised in comparison to [everything] else that we've been working on, if [we] look into Spines, it will not be the same set when it comes back out of the meat grinder and I don't feel this will appease those who've been asking for a revision."
Basically that on an AoE standpoint, the set was still "WAI", but it did need a "review". Most of the old--and by old, I mean all sets prior I6--were revised in their animation times to work around stuff like redraw poorly impacting performance. This is what lead to the much-recalled "buff" to Claws (wasn't really a buff, but a performance adjustment that turned out looking like a buff). All the Slows, Toxic, Mez effects that come packed into Spines--per Castle--would most likely be stripped down or all together removed from most, if not all, of the powers. What Castle believed needed to happen completely went against everything the player-base wanted, so he left this one alone to appease the masses because he felt there was no way for him to win with anyone; and that once he "looked at it", there was no turning back.
He did acknowledge it was "under performing", so take that for what it's worth.
I know there is now a "new" person running the show and the vision they follow is slightly different, but all changes still had to clear the same operations-desk (which is also, incidentally, a new person now), so Castle can't really be 100% blamed for anything anyone didn't like that happened; or yell at him for not having ever addressed Spines.
If everyone keep /em Crai, over Spines, eventually they will revise it, but I'm not sure [we] are all going to like what comes out of the extractor when they're finished. I want to love what could be, but it's hard to love an expectation when we all know that right now is probably the best we're going to get out of it.
Some things I'd like to see balanced in Spines:
Give Spine Burst a mechanic that coincides with Quills. Have Quills emit some kind of "Toxin", and when Spine Burst hits, it checks for that status toxin and if found on a target applies an "Immobilize" in the nature of a paralytic. Each Application of Spine Burst increasing the duration. Throw Spines should come with a reasonable Slow attribute. A Toxin that hits the system and starts impeding your targets nerve responses so they react "slower" making it easier to keep a mob clustered together so you have time to get in the middle, quills to fire off, and trigger Spine Burst.
Ripper needs to be toned down from a Cone into a ST with lower End/Rech (upping its potential for consistent and performance-beneficial use). Reduce and alter Impales Animation/Time to something more appropriate than a base-ball pitch. Honestly, Lunge and Impale need to be switched graphically as their names are not appropriate to their animations. Fix. Barb. Swipe's. Damage. This is a global-consensus for sure. Take away most of the secondary effects from these three powers and the previous mentions for AoE effects will fit without creating some kind of imbalanced monster. Although a good way to add a hair more balance would be: If a target has been imbued with Quills' toxin, ST attacks will have a chance for +Toxic damage DoT (Like Disintegrate). This will empower the AoE nature of the set while opting for a chance at improving the ST DPS of the set at the same time.
Originally Posted by Arcanaville
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I know there is now a "new" person running the show and the vision they follow is slightly different, but all changes still had to clear the same operations-desk (which is also, incidentally, a new person now), so Castle can't really be 100% blamed for anything anyone didn't like that happened; or yell at him for not having ever addressed Spines.
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Some things I'd like to see balanced in Spines: Give Spine Burst a mechanic that coincides with Quills. |
Have Quills emit some kind of "Toxin", and when Spine Burst hits, it checks for that status toxin and if found on a target applies an "Immobilize" in the nature of a paralytic. Each Application of Spine Burst increasing the duration. Throw Spines should come with a reasonable Slow attribute. A Toxin that hits the system and starts impeding your targets nerve responses so they react "slower" making it easier to keep a mob clustered together so you have time to get in the middle, quills to fire off, and trigger Spine Burst. Ripper needs to be toned down from a Cone into a ST with lower End/Rech (upping its potential for consistent and performance-beneficial use). Reduce and alter Impales Animation/Time to something more appropriate than a base-ball pitch. Honestly, Lunge and Impale need to be switched graphically as their names are not appropriate to their animations. Fix. Barb. Swipe's. Damage. This is a global-consensus for sure. Take away most of the secondary effects from these three powers and the previous mentions for AoE effects will fit without creating some kind of imbalanced monster. Although a good way to add a hair more balance would be: If a target has been imbued with Quills' toxin, ST attacks will have a chance for +Toxic damage DoT (Like Disintegrate). This will empower the AoE nature of the set while opting for a chance at improving the ST DPS of the set at the same time. |
And I like the baseball pitch of Impale...I just wish it was a *faster* pitch. That power is the hinging element of my Spines Stalker, using the concept of 'spines' as 'thrown poison blades'. Impale and Throw Spines is what really make my character and wouldn't want that changed.
Barb Swipe could probably use an animation/name change to Toxic Barb, a very short, quick animation of slashing the foe once then leaving the target bleeding and poisoned. I'd imagine the attack would be quick enough to actually stack the DoT of one Toxic Barb with another.
But any changes should not hinge on Quills. Quills is not a buff power to make your other attacks stronger, it's just an attack. To change an attack to a buff power that Stalkers don't get just make balancing it more complicated.
I say just remove the recharge and -movement debuffs and the minor immobilize from all powers, change Barb Swipe to a faster animation, speed up Impale and Spine Burst then add back some of the effects with adjusted values and not across the whole set (KD/toxic DoT for Ripper, Immobilize/toxic DoT for Impale, slow/DoT for Spine Burst, Throw Spines, Quills and the rest just toxic DoT). Adjust damage/costs numbers as needed...
[EDIT]Oh and costume option to remove the body spines, please? Can leave the arm spines but I'd like the option of the spines coming from the characters' back/torso/feet to be made invisible...kind of like how crystal spines are just slightly translucent slate spines with different color options...
I don't think anyone was blaming Castle (could be and I just missed it). Even though I like spines now, I'd probably like it a lot more it it just looked better. Performance can be adjusted for but aesthetics (looks, sounds and animation) are probably what really sells the set.
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I'd never suggest doing to Ripper what they did to Eviscerate on Stalkers. If you want to tone it down, shortening its radius a bit would be fine.
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Also, as an additional note on Ripper: Eviscerate for Claws has a lower Endurance cost, and a lower Recharge, and a bonus critical chance versus Ripper's +4 End, +4/s Rech, KB, Slow, and +24 Damage of which is half of the 50pts of Toxic DoT the power does meaning you only get an up-front hit of (base Scrapper) 117 when Eviscerate does 143.
And I like the baseball pitch of Impale...I just wish it was a *faster* pitch. That power is the hinging element of my Spines Stalker, using the concept of 'spines' as 'thrown poison blades'. Impale and Throw Spines is what really make my character and wouldn't want that changed.
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But any changes should not hinge on Quills. Quills is not a buff power to make your other attacks stronger, it's just an attack. To change an attack to a buff power that Stalkers don't get just make balancing it more complicated.
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In either case, I doubt the power-crew would port an Immobilize mechanic like this over to Stalkers anyway. And I'm not hinging the entire set on Quills. I'm just adding a... "Correction to AI" if you will, and isn't creating a real buff in any circumstance, but just making it easier to use your abilities in the manner they should be.
Sets with linchpin-power mechanics: Staff Fighting, Dual Pistols, Titan Weapons, Street Justice and Dual Blades (in a sense to the Combo styles). Time Manipulation. The newer the sets are, the more the Development Team is including unique mechanic twists that linchpin off one key part of the set. Expecting something like I suggested is not actually out of anticipateable expectation.
So Stalkers don't get Quills, not a big deal. Thematically speaking, Stalkers are all about the damage from hide (or, well, used to be. I22 Stalker is a bit different). I'd say, following that mechanic, if a Spine Burst triggers from Hidden then it should have a chance to tag a Mag 2 Immobilize. All this is doing is changing the "look for" code in Spine Burst from "Quills Toxin?" to "Is Hidden?"
I say just remove the recharge and -movement debuffs and the minor immobilize from all powers, change Barb Swipe to a faster animation, speed up Impale and Spine Burst then add back some of the effects with adjusted values and not across the whole set (KD/toxic DoT for Ripper, Immobilize/toxic DoT for Impale, slow/DoT for Spine Burst, Throw Spines, Quills and the rest just toxic DoT). Adjust damage/costs numbers as needed...
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*I'm sure someone is masochistic enough to play spines for its look.
Overall, still remember, this is coming from personal opinion and review from years into the game (and Spines as well) and at the base end of it all: it is only my opinion.
Originally Posted by Arcanaville
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I can tell you it isn't aesthetics that sells Spines. Most people HATE spines' look. The set sells itself on mechanic/purpose (AoE, and lots of it). [Nobody]* plays it because they think it looks pretty.
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No body praises BS for looking pretty either but people love(d) it for other aesthetic reasons.
I suppose I mean 'cosmetic'...which can also be related to 'pretty' but I'm speaking of the set's presentation and flavor. Lots of people like it because it looks cool, sounds painful and feels powerful. It's like broadsword. I can't tell you how many people sing its praises (or did, at least) and yet it really wasn't that powerful. I'd always get stuff like "the red pillar of pain" and "love that crunch" despite the attacks looking like ***.
No body praises BS for looking pretty either but people love(d) it for other aesthetic reasons. |
People sing--yes, current tense--praises about Broadsword's "Crunch" effect because the animations are appropriate to their ideals. Headsplitter is a raised and heavily drop-chunked weapon down onto someone's [head] with an appropriate sound of Crush/Crunch. Visually, you look like you're crunching/crushing even without the sound and this is where that emotional appeal comes from.
No one is playing Spines and going around singing: "I feel pretty. Oh so Pretty..."
Most sets in the game (melee speaking, at least) feel appropriate to their concepts. Spines? I'm sorry, most people run around with spines and say "Man... I feel UGLY."
Edit: To be a bit more specific on an aesthetic mechanic side of things... Currently Spines carries a vast load of secondary effects that no one is playing for their benefits. Slows, Toxic DoT, a singular Immobilize in Impale? These are not the stuff of legends that anyone is dying to play with. There's no conceptual marketing going on in the secondary department. Combat-wise, again, lots of AoE, lots of bursting in between mobs, but the visual appeal is not where the money is coming from. The reason anyone plays Spines is to see the trail of bodies, and that's about it.
Originally Posted by Arcanaville
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I have to have a concept that works for me or I can't play Spines.
The ability to change the look of the spines was a huge boon for me. I'd love for scrappers to get Ice Armor so I can use it combined with the crystal spines.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Actually, I do like Spines' look. If I hadn't liked the look I never would have taken my scrapper past 10.
Except for barb swipe. A quote I remember from 2004 was something like "It makes you look like you're throwing a tantrum at someone's face."
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The problem with that, is I don't think the Spines ST attack chain took into account Quills. Which dmg auras help add up on the ST DMG (and is one of the things that will keep some combos of Scrappers equal to o surpassing Stalkers in terms of ST DPS).
Also...Impale -> Ripper -> Throw Spines -> Repeat = 115.4 DPS at 95.6% Enhancement slotting with no Procs or other sources of +DMG. Quills I believe tacks on 15-20 DPS. Since unslotted Spines does less than 80 DPS, I'm guessing your 80 DPS was with slotting. Also, the DPS I calculated doesn't put in the added DPS of using Build Up. |
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
I have to have a concept that works for me or I can't play Spines.
The ability to change the look of the spines was a huge boon for me. I'd love for scrappers to get Ice Armor so I can use it combined with the crystal spines. |
Icicles and Quills and Chilling Embrace immobilize the planet and the server would cry slow frozen tears.
YMMV---IMO
Ice Ember
I would like to see Lunge moved to level 1 (unchanged otherwise), Barb Swipe's damage/recharge/endurance modified to account for it's longer animation and moved to level 2 and finally shorten Spine Burst's animation.
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If Barb Swipe was given the Barrage treatment and maybe Lunge's animation sped up a bit (I always feel the animation goes 'I stab you!.. Uhm.. Uhm.. Now I'll do.. Something.. This!' with the short wait between animations).
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Either way, Lunge should have the pause removed at the very least and a corresponding increase to its DPS.
With Titan Weapon's addition, it has better ST damage, strongly competetive AoE damage, and comprable soft control/debuff (with additional self buff potential).
Spines standing versus other set's wouldn't be skewed if it's longer animation times were trimmed, and it's debuff ability increased. It's supposed to be better in those areas already, so any argument that sets should be buffed because of spines would need to be applied now, as well as in the case of a buff.
How much recharge does that chain need, and how much endurance does it burn? I'm positive the chain took Quills into account, but I don't believe ripper or throw spines were used do to rules on AoE attacks and endurance sustainability.
Those are the best DPS attacks, with the added benefit of having some long animations in Impale and Ripper that make the chain not that hard to obtain (at least not as hard as some of the other top chains).
Also, Spines doesn't suffer from redraw like other weapon sets.
What I never could figure out is if Fire Blast or Dark Blast added more DPS to the chain or not.
Paired with WP, ELA, or EA should at least keep the end uses under control while ELA and EA help with even more +RCH.
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