Concerned about Scrappers.
This is cool info to have. There is something I would like to comment on, though. When dealing with an assortment of minions, Lts, and bosses, the total scaled HP of that spawn needs to take into consideration that by spreading out amongst multiple "nodes" it provides a means to multiply the damage done by cones, auras, and AoE attacks to this HP base. For this reason, if we have a regular spawn of 1 boss, 3 Lts, and 6 minions, then an AoE will do up to 6 times the damage to minions than on bosses, and twice the damage to minions than Lts. Though many cones have a 5 target maximum, so this becomes 5 times bosses and 66% more than LTs.
This is a far greater difference than the changes in critical hit rates applied to different classes of enemies. As far as the overall damage output goes, I am unsure of exactly how much threat each boss and minion poses through their damage and accuracy and other abilities. My *perception* has always been that the bosses do more damage than the minions that surround them, though this may be mistaken. Regardless, the ease of which minions are killed or overall disabled means they are not as much of an overall threat as the stronger but fewer bosses and LTs that occupy the spawn. Exceptions do apply. |
Or if that is not convincing, you can always long-hand a calculation with one boss, three LTs, and six minions and see if whether you use AoEs or not to defeat those targets will be meaningful to the calculations. Considering that whether you analyze each target separately or groups at the same time shouldn't generate different results might be helpful.
The fact that minions die faster than bosses due to AoE damage can affect their relative threat to the player, but that wasn't being discussed in relationship to how the variable critical chance affects damage output.
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The fact that the first attack doesn't benefit from the buff makes it an overall nerf.
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And still, think of all the benefit it would do for the team. Don't you wanna help the team? I mean, who doesn't want to take a damage hit just to help the team, AMIRITE?
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Some people count Bruising as a full 20% damage increase, even though it's not on the first attack either, nor does it affect AoE damage, and has to be maintained by a special attack chain. So I thought that wouldn't matter to them.
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And still, think of all the benefit it would do for the team. Don't you wanna help the team? I mean, who doesn't want to take a damage hit just to help the team, AMIRITE? |
If we take everyone's post-launch damage buffs away, we end up with Scrappers with no intrinsic critical effect and a 1.0 modifier, and Tankers with a 0.65 modifier and no bruising, and the gap between Tankers and Scrappers would actually be slightly larger than it is today.
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The AoE issue isn't relevant to calculate average critical chance, because that's normalized to AoE damage. Or to put it another way, the critical chance is being estimated in the first place to see how it affects damage output in general, and that means what's important is not the crit rate per second, but the crit rate per damage point. Whether five targets are hit by an AoE or by five single target attacks in rapid succession won't affect the critical chance contribution to damage output.
Or if that is not convincing, you can always long-hand a calculation with one boss, three LTs, and six minions and see if whether you use AoEs or not to defeat those targets will be meaningful to the calculations. Considering that whether you analyze each target separately or groups at the same time shouldn't generate different results might be helpful. The fact that minions die faster than bosses due to AoE damage can affect their relative threat to the player, but that wasn't being discussed in relationship to how the variable critical chance affects damage output. |
I was referring more to what we should consider the level at which we are comparing ATs rather than the overall average critical hit rate. My case for considering the 10% base critical hit chance wasn't on an averaged per hit enemy hit basis but rather on a threat neutralization basis. Minions, while affecting the critical hit rate, are much less consequential to the outcome of a battle than their hardened brethren, who will stay alive and keep attacking. The critical per second aspect (or critical per attack used) becomes more important than critical per damage point when factoring in the enemy's damage rate. Though doing so would have to be on a set by set basis where you compare AoE DPS to single target DPS...
So I guess it it isn't about what the average critical hit chance is as much as how relevant the average critical hit chance is to balancing.
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It does help on teams. But tankers did not take a damage hit to get that benefit.
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Even if they do mind it not being on the first attack, for helping the team so much that's a tiny price to pay; "It is wafer thin!"
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But what makes a Scrapper more fit than a Brute, who actually needs the fitness more thanks to the nature of the Fury mechanic? I'm not saying this to challenge you, by the way. I'm genuinely interested in an explanation.
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In my mind Scrappers are like Batman, Bruce Lee, Iron Fist, Night Wing, or a host of other characters/people who are that good because they train that hard. The fighter that wins is the one who is in better condition than the other. Scrappers represent that conditioning to me.
Brutes are like the Hulk, they get mad they hit harder.
Stalkers are assassins that strike from the darkness and never really need the conditioning for a sustained fight, after all the target is dead. Cassidy Cane Bat Girl is what stalkers are like now. She is awesome in a fight, but she is not Batman or Nightwing.
Tanks really are like Superman, not because the hit hard, but because it doesn't matter how hard you hit them.
Scrappers are those who fight the way they do because of training and dedication. They are the College Wrestle who runs an extra 10 miles a day. They are the martial artist who stays for the extra sparing sessions. They are the energizer bunnies of the ATs. They just keep going and going and going. Spiderman is still going long after the Hulk is breathing hard, Batman has the physical and mental fortitude to never stop.
It also fits with how people say they like to play them. It fits for them over the other melee ATs precisely because the don't need it.
Also, of my 4 kids, 3 are girls. I love the Power Puff girls! To me though, scrappers are more like Kick Buttowski. Also I choose to use characters from Marvel and DC for refrence on purpose. I stepped outside of comics because I know you are not a big comic fan.
Also Ken and Ryu were perfect copies of one another in SF1, in the following versions Ryu had a better Fire Ball, and Ken had the better Dragon Uppercut. Either way it would be hard to argue against the majority of the SF characters being anything other than scrappers. Perhaps Honda and Zangif could be Tanks or Brutes.
Sam, I hope that answered your question. If not I can go on.
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I really could see tanks getting a small boost in damage, but I think it would be better (man I HATE nerfs) if brutes Resistance Cap were lowered to 85% and they lost punchvoke.
I agree that tanks should have a defined role, one that they are better at than anyone else.
Also, Devs take note as to how passionate the players of these ATs are. This discussion is the way it is because we love our melee AT's.
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Tanks really are like Superman, not because the hit hard, but because it doesn't matter how hard you hit them.
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So does Statesman.
FYI, Darrin Wade didn't steal Statesman's powers so he could stand there and act as a distraction while someone else did the real fighting.
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In my mind Scrappers are like Batman, Bruce Lee, Iron Fist, Night Wing, or a host of other characters/people who are that good because they train that hard. The fighter that wins is the one who is in better condition than the other. Scrappers represent that conditioning to me.
Brutes are like the Hulk, they get mad they hit harder. Stalkers are assassins that strike from the darkness and never really need the conditioning for a sustained fight, after all the target is dead. Cassidy Cane Bat Girl is what stalkers are like now. She is awesome in a fight, but she is not Batman or Nightwing. Tanks really are like Superman, not because the hit hard, but because it doesn't matter how hard you hit them. |
When I define the characters an AT can represent, I try to figure out how a character of a particular AT would approach a fight. Historically, I've defined the Scrapper vs. Brute dynamic as: The Scrapper is someone who is instantly dangerous and tough only after that while a Brute is someone who is primarily hard to kill AND THEN dangerous as a result of this. A Scrapper is thus someone most of a fight pushing to hurt his enemies while a Brute is someone who would spend most of a fight absorbing or dodging and advancing on enemies through their own fire. Whether we're talking about a highly-trained human (which I don't do as a rule) or a robot or a ninja or a wizard, it has less to do with who the character is and more how said character fights, as derived from the abilities that enable this fighting style and serve to encourage it.
To me, a Scrapper is someone whose primary goal is dealing damage and his secondary goal is paying more attention to his primary goal. As such, he isn't in it for the punch-trading competition so much as he is in it to push at the enemy aggressively and take the fight to them. This doesn't really reflect staying power to me, and especially does not reflect a victory by attrition, so much as it reflects punching power and overall well-roundedness. In other words, the Scrapper can take care of himself, in all ways, but he can't be lazy and just fall back on his powers, needing instead to put pressure on the enemy. Again, to me this means a lot of damage and more than a little survivability.
I'm not discounting your interpretation of your own characters, but I would really suggest you give ATs a wider berth of what they might mean, not least because none of my Brutes derive their strength from anger or frustration.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Superman disagrees.
So does Statesman. FYI, Darrin Wade didn't steal Statesman's powers so he could stand there and act as a distraction while someone else did the real fighting. . |
Wade stole Statesman's power because he was an incarnate, the strongest incarnate.
Sam, that is how the devs have described the scrapper ATs in the past. It also fits with the games description of scrappers the best as I read it.
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Superman disagrees.
So does Statesman. FYI, Darrin Wade didn't steal Statesman's powers so he could stand there and act as a distraction while someone else did the real fighting. . |
Here's the thing...they're not really Tankers in the sense of Player Characters. They're above that. And if what they were, were allowed in the game, why would most people roll anything else?
Hmmm...do I roll the Spider-Man or the Superman? Survive anything and take out anything! Yeah, like most players wouldn't choose that.
Though I am curious...I notice people say "So and So AT can be made to be as tough as Tankers"
Now while solo this isn't true. Even at softcapped defenses, the Tanker will be tougher than their counterparts due to higher resists and higher base health.
So only in a team situation will a Brute surpass a Tanker on the same team as the Brute in that the brute can be at 90% Resists and do more damage (again on the right team).
But, I'm still for dropping Brutes down to 85% Max Resists. Though I'm also for raising Scrapper max resist to 80%, and also making it so the squishie ATs get better returns from Tough/Weave than the Melee ATs
I'd keep Stalker max resists at 75% to go with being the squishier Melee AT.
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I was referring more to what we should consider the level at which we are comparing ATs rather than the overall average critical hit rate. My case for considering the 10% base critical hit chance wasn't on an averaged per hit enemy hit basis but rather on a threat neutralization basis. Minions, while affecting the critical hit rate, are much less consequential to the outcome of a battle than their hardened brethren, who will stay alive and keep attacking. The critical per second aspect (or critical per attack used) becomes more important than critical per damage point when factoring in the enemy's damage rate. Though doing so would have to be on a set by set basis where you compare AoE DPS to single target DPS...
So I guess it it isn't about what the average critical hit chance is as much as how relevant the average critical hit chance is to balancing. |
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But that is the very definition of Fury. I am curious as how you define fury if it is not anger or frustration. As you said, not a challenge, just really curious.
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So they'll have the Spider-Man type hero/villian, but use the Brute AT because they like the Brute ATs game mechanics better.
While I was never one for adding taunt auras to existing Scrapper secondaries after they were added to ported versions for Brutes, due to legacy issues (there are just players out there who don't want the aggro aura), I don't discount it's usefulness at all.
I have a character I want to roll as a scrapper but wish I had an aggro aura so enemies actually stay around. It's a useful mechanic.
So basically...I wouldn't let game/AT mechanics dictate the type of character concept a person is rolling.
But going by Brute, I think saying a SS/INV Brute is Superman, and that Fury represents him using more of his strength as the fight goes on. Starts out holding back, notusing his full strength as he's pulling his punches to start, and as the fight goes on it becomes obvious that the enemy can take it, so the punches get harder and harder untill...BOOM!
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I've known many who consider their Brute AT character to basically be a Scrapper, except Fury is a game mechanic.
So they'll have the Spider-Man type hero/villian, but use the Brute AT because they like the Brute ATs game mechanics better. While I was never one for adding taunt auras to existing Scrapper secondaries after they were added to ported versions for Brutes, due to legacy issues (there are just players out there who don't want the aggro aura), I don't discount it's usefulness at all. I have a character I want to roll as a scrapper but wish I had an aggro aura so enemies actually stay around. It's a useful mechanic. So basically...I wouldn't let game/AT mechanics dictate the type of character concept a person is rolling. But going by Brute, I think saying a SS/INV Brute is Superman, and that Fury represents him using more of his strength as the fight goes on. Starts out holding back, notusing his full strength as he's pulling his punches to start, and as the fight goes on it becomes obvious that the enemy can take it, so the punches get harder and harder untill...BOOM! |
I think I will still stick by my suggested buff for scrappers in a growing end total increase. I still feel like it would have the least impact on game balance, and give scrappers something uniquely theirs.
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Dude, you just can't seem to get it. You think we are all against what you are saying about tanks, but we aren't really.
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The mechanic that Brutes use for furry was taken right off the tanker boards. |
but even you have to admit that having a character with more HPs, Higher DR cap, AND higher damage than any other character would be broken. |
Tankers need a buff, no arguing that. The last buff they got didn't do enough to put them even with or above brutes. |
Given the devs' track record with Tankers, throwing "devastating hand to hand combatants" out the window, making them aggro monkeys, stealing Fury for Brutes...heck, killing the most famous Tanker like a punk...why exactly should I give them any good faith?
Again man, it is not what you are saying, but how you say it. |
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Well, you said it'd be an even break. So, Scrappers help the team more, lose nothing themselves.
Even if they do mind it not being on the first attack, for helping the team so much that's a tiny price to pay; "It is wafer thin!" |
Attempting to portray it as an equivalent situation doesn't make it one. We can talk about certain differences as being "trades" from a mathematical perspective for simplification purposes, but from a game design perspective Tankers trade nothing for Bruising. Bruising is itself a free damage buff that has no justification for its existence except to make Tankers that want more damage than the archetype can quantitatively justify happier. Its only problematic for people who believe their own personal concepts for how things should work supersede game balance requirements.
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I'm perfectly willing to let the devs decide if that is a rational course of action or not.
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To repeat: Tankers did not pay anything for Bruising. Reducing Scrapper damage modifiers and replacing it with a resistance debuff has to be justified. I only said the change would be an even swap given your stated assumptions about it. By mine, it would be a nerf with no justification.
Attempting to portray it as an equivalent situation doesn't make it one. We can talk about certain differences as being "trades" from a mathematical perspective for simplification purposes, but from a game design perspective Tankers trade nothing for Bruising. Bruising is itself a free damage buff that has no justification for its existence except to make Tankers that want more damage than the archetype can quantitatively justify happier. Its only problematic for people who believe their own personal concepts for how things should work supersede game balance requirements. |
I would rather see the Tank brought up than the Brute nerfed, but the situation does seem to be a bit unbalanced.
What I really hope comes from this thread is that the Devs see that we the players see some problems within the melee ATs. The brutes OP, the Tanks need of a buff, and the Scrapper's lack of uniqueness. Really stalkers are perfect to me at this point. Scrappers are not broken, just something unique would be nice.
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Hmmm...do I roll the Spider-Man or the Superman? Survive anything and take out anything! Yeah, like most players wouldn't choose that.
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Spider-Man gets up, fights four muggers armed with handguns and gets his "Inf" for the day.
How is that any different than Thor waking up, fighting 4 giant robots and getting his "Inf" for the day?
It's not. It only becomes a problem when you force Thor to fight four muggers armed with handguns and they wreck him. Because the reverse, Spidey taking down four giant robots, just makes him look awesome.
Though I am curious...I notice people say "So and So AT can be made to be as tough as Tankers" Now while solo this isn't true. Even at softcapped defenses, the Tanker will be tougher than their counterparts due to higher resists and higher base health. |
Second, if a Brute can jump into mobs of +4X8, and win out, what does it matter if the Tanker is tougher?
In a world with Barrier and Rebirth, this is a reality. My Brute face planted ZERO times in all of the DA arcs. He didn't need to match my Tanker's numbers to do that and did better damage than my Tanker the whole time.
So I ask: If they've balanced Tanker damage against survivability, including forcing low damage caps on Tankers, how is giving Brutes and Scrappers a level shift or temp powers that improve survivability (making them that much tougher against ALL content in the game), but still keeping their damage relative to Tankers just as high, fair to Tankers?
I don't think it is.
It boils down to a simple fact:
There are diminishing benefits to being tougher. Once you can survive whatever they throw at you, when you are above the "immortality line", being tougher than that isn't really an asset.
The more powerful everyone becomes, the more Brutes and Scrappers climb above that line for a larger and larger percentage of the content. Having their damage stay superior to Tankers even when none of them are really going to faceplant just isn't fair. Those times that none of them are going to face plant are only becoming more and more frequent, but the damage gap is staying the game.
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Reducing Scrapper damage modifiers and replacing it with a resistance debuff has to be justified. I only said the change would be an even swap given your stated assumptions about it. By mine, it would be a nerf with no justification. |
To make it truly unique, I'd be fully willing to let Tankers give up Bruising in trade for a straight 20% damage increase. Since you and I seem to be the only ones who can tell its not the same, nobody else should mind.
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