Concerned about Scrappers.


Acemace

 

Posted

Quote:
Originally Posted by Zyphoid View Post
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.
Lets take a step back. If we're saying that Brutes might be a bit too powerful, we can't turn around and say "compared to brutes, tankers need a buff." That's illogical. If tankers need a buff, it has to be compared to stalkers and scrappers. Compared to stalkers, no they don't. Compared to scrappers, its very debatable that they need a buff. Quantitatively, I don't see it.

Going back to brutes, even setting aside that most people think they are at least performing higher than likely originally intended, if not outright overperforming, the question is what sort of buff would it dictate to tankers even if that fact is neutralized. Having identical defensive caps is not the same thing as having the same defenses, no matter how much people like to compare to maximal conditions that occur in 1% of the actual game (in teams with the levels of buffing commonly considered to be normal on the forums no one would ever die unless they deliberately used self-destruct, but we know they do). For the most part, with a few corner case exceptions, brutes have about half the defensive survivability of tankers. The offensive gap is closer to 40%.

If you're an offensively minded player, its better to have 40% more damage and 50% less survivability, but if you're a defensively minded player the reverse is true: its better to have 100% better survivability 29% less damage (the numbers are relative, which is why they are different going in the opposite directions). What happens if you are offensively minded and pick a tanker? Then you picked wrong.

There's no singular quantitative way to say X% more offense is equal to Y% defense any more than there's a way to say that A% regen is exactly equal to B% resistance: they not just quantitatively different, but qualitatively different. So the question is whether they are *close enough* by important metrics that are quantitatively measurable, and if the qualitative option they present to the players addresses a valuable gameplay option.

Or to put it simply, the question is not whether Tankers should have less offense and more defense relative to Brutes in the way they do. If its *too* far out of whack that it affects overall performance that should be addressed. But once the difference in performance enters an acceptable range, the question becomes should we *allow* players to decide, for themselves, to select more offense and less defense, or more defense and less offense. If the answer to that question is yes we think its a reasonable choice and yes we want to offer it, then the "trade" is a good trade to *offer* players. Its up to the individual players to decide which way they want to go, and there's no justifiable reason to take that choice from them.

Which choices we present to the players is design prerogative for the devs. But the only choices provably bad are choices where the options are qualitatively congruent and one is quantitatively superior to the other (in other words, one is in all respects calculably better) and choices where unknown to the players the combination of factors will create a situation where they will underperform in a way the game deems unacceptable, for example by statistically being likely to level vastly slower than other players.


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Posted

Brutes are not OP. You all need to go out and get some fresh air.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

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Originally Posted by Arcanaville View Post
Its too easy to build fury. The end.
Ah, but the devs just gave Brutes an ATO that helps them build Fury even easier. And the last change to Brutes improved their Fury building speed as well (at the cost of maximum Fury...which the Brute ATO seems to correct...wait, what?)

The devs' actions seem indicate they disagree with you.




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Posted

Scrappers, Brutes and Tankers are all easy mode (can't comment on the new Stalkers, yet). Other ATs like Controllers can be very powerful as well, but they require more involvement by the player. With my Tank, I can put Footstomp on auto and go get a drink. The melee ATs really don't need any help.

Tankers, like Defenders, give up some damage in exchange for better support abilities (aggro and defenses to survive it). Unlike (most) Defenders, Tankers can still solo very well, even at low levels (hint: slot your attacks!)

Tankers still fit the offensive powerhouse concept like Superman, they weren't given eye beams by coincidence. But for game balance reasons, some of that offense is represented as "threat", rather than damage. From a role-playing perspective, there is no difference.


 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
Brutes are not OP. You all need to go out and get some fresh air.
For the record, I don't think they are.

If the Tanker damage cap was increased to be comparable to the Brute damage cap (minus 30-25% damage output to make up for Tankers having 10% better HP and Bruising) I'd have no big issue with Brutes.



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Posted

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Originally Posted by Johnny_Butane View Post
Maybe you need to look at it another way.

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.




First, most of the content in the game does NOT require Tanker-level toughness.

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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Then role a Brute. If you don't think you need the superior toughness, and can get that feeling you're looking for from a Brute, roll the Brute

I see your call to buff tankers (and Im not against it), and really I think what you want can be found in the devs making IO sets that give more +DMG potential, but you want to play the Superman, you say you want that feeling of playing Superman...

If you can get that feeling by playing a Brute, why are you so fixated on playing a Tanker for that role? Is it just because of the game mechanics of Fury? Is it just because that seems the closest ideal to Superman?


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Posted

Quote:
Originally Posted by Johnny_Butane View Post
Ah, but the devs just gave Brutes an ATO that helps them build Fury even easier. And the last change to Brutes improved their Fury building speed as well (at the cost of maximum Fury...which the Brute ATO seems to correct...wait, what?)

The devs' actions seem indicate they disagree with you.




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I do wonder why they didnt use the ATO as a way to increase Tankers damage. A Proc that gives stackable +DMG.


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Posted

Quote:
Originally Posted by Johnny_Butane View Post
No, but they did trade damage to help the team more, apparently.
In the trinity era, yes. Tankers had less damage and more survivability as a calculated measure to make them dependent on the offense of others, in the same way Blasters were given high damage and no survivability, to make them dependent on the defense of others.

Current tanker damage bears absolutely no resemblance to the notion that they rely on the damage of others. Their damage modifier plus the effect of bruising places them in striking distance of Dominators, and Dominators are declared damage dealers.


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Posted

Quote:
Originally Posted by Vox Populi View Post
Tankers still fit the offensive powerhouse concept like Superman, they weren't given eye beams by coincidence. But for game balance reasons, some of that offense is represented as "threat", rather than damage. From a role-playing perspective, there is no difference.
Yeah, 'threat' doesn't smash Lex Luthor's giant robots. In fact, it makes you less threatening IMO, since they're more willing to attack you.

And no amount of pretending will make Tankers, as they are currently, a powerhouse. I sincerely hope nobody with more than a month of gameplay and one Tanker under their belt can be that deluded.

But I will admit, held up against Superman, I find Tankers (and eye beams) very offensive. Not in the way you mean though, I think.



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Posted

I am an offensively minded player, which is why my highest tank is I think lvl 35 and bores the crap out of me. I choose between brutes and scrappers based on concept alone in most cases. StJ/Invul made more sense to me as a scraper for the reasons I listed above a cool head, and training to win the day.

My TW/EA is a Brute because he is a Werewolf, and they are all about fury and rage.

It is a good thing that now stalkers are in the mix, but I still see them as assassins, and I have very few concepts that fit with that because I like being a hero.

I agree with what you post Arcanaville. The question to me though is do the other melee ATs level faster than the Tank solo, and the answer is yes (based on my experience alone). That is assuming we are using leveling as the thing we are comparing.

I play on Virtue, so concept and back story weigh very heavily into my AT choice. That however is not what the OP was about. Scrapper still do not have anything unique to them, and I think the should.

Also, Johnny you should visit the scrapper boards more. They (we) notice EVERYTHING when it comes to their toons. Someone would notice the orange numbers are lower.


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Posted

Quote:
Originally Posted by Johnny_Butane View Post
Ah, but the devs just gave Brutes an ATO that helps them build Fury even easier. And the last change to Brutes improved their Fury building speed as well (at the cost of maximum Fury...which the Brute ATO seems to correct...wait, what?)

The devs' actions seem indicate they disagree with you.
Or, the devs are not good at fine tuning. I should point out that the original version of the Brute ATIO did almost nothing. Was their original intent to deliberately do nothing?


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Quote:
Originally Posted by BrandX View Post
I do wonder why they didnt use the ATO as a way to increase Tankers damage. A Proc that gives stackable +DMG.
That would do Shield Tankers, and anyone with SS and Hasten, or anyone with a Kin on their team, little with the current damage cap.

Maybe, if they upped the cap, for the next round of ATOs.



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Posted

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Originally Posted by Zyphoid View Post
Also, Johnny you should visit the scrapper boards more.
Agreed.


(Just kidding! I like Scrappers.)


 

Posted

Quote:
Originally Posted by Zyphoid View Post
I agree with what you post Arcanaville. The question to me though is do the other melee ATs level faster than the Tank solo, and the answer is yes.
I don't know that for a fact. They might on average, but the offensive difference in Tanker primaries might be higher than the difference between the average tanker and average scrapper, say. If the overlap is high enough, and the overall average difference is not high, the difference may be within the acceptable limits of a game that cannot exactly match the performance of every powerset combination identically.


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Posted

Quote:
Originally Posted by Arcanaville View Post
I don't know that for a fact. They might on average, but the offensive difference in Tanker primaries might be higher than the difference between the average tanker and average scrapper, say. If the overlap is high enough, and the overall average difference is not high, the difference may be within the acceptable limits of a game that cannot exactly match the performance of every powerset combination identically.
It may also seem that way to me because it seems (mater of perception) that they take longer to have a good attack chain, or enough attacks to suit me. Someone with more experience on tanks would have to chime in on leveling while solo.

Depending on the server though, 1-20 on a DFB with an XP boost is trivial.


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Posted

Quote:
Originally Posted by Johnny_Butane View Post
I'm civil and respectful to those who are civil and respectful to me, both at present and in the past.



You say that.

And the first thing you said in this thread was this:

Quote:
Originally Posted by Johnny_Butane View Post


My Tankers are playing this for Scrappers.




How's it feel having another AT come in and hijack your mechanic and assume your place?

After all the complains I've made about Tankers not being the team's heavy hitter and having Fury stolen from them by Brutes and how you and others responded to those 'concerns', I find your present concerns to be deliciously ironic. By all means, try to refute and say that the two situations are nothing alike. Meanwhile, I bask in your anguish. Mmmmm, delicious.




Maybe it's just a perception thing, but I feel that Scrappers are getting exactly what they had coming for years. Go back to your Pylon challenges and take your tears with you.

Tell us another one Johnny.

I've responded to your attitude plenty, and we've all seen that I'm not shy about it.

Never once have I come into one of YOUR threads with the intention of starting a fight. And if you didn't mean to start a fight, why did you post in the thread I started the way you did? Certainly looks like someone trying to start a fight to me.

I disagree with you. You take it personally, and the fight is on. Every. Single. Time. That's how it has started every time we've gone 'round.

If anyone cares enough to search our post histories they can verify it for themselves. I've been actively AVOIDING you for months now because I'm sick of having the same damn argument every week.


Quote:
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.

 

Posted

Quote:
Originally Posted by Zyphoid View Post
It may also seem that way to me because it seems (mater of perception) that they take longer to have a good attack chain, or enough attacks to suit me. Someone with more experience on tanks would have to chime in on leveling while solo.

Depending on the server though, 1-20 on a DFB with an XP boost is trivial.
I wonder how many casual players who don't know much about the game and who team infrequently realize the same thing you mention above and thus tend to take more secondary attacks than primary defenses as they are leveling up, only taking defenses when they feel they have enough offense. That may mitigate some of the attack chain gap issues, at least for enough of the player population to shift the averages.

If the people who team more than they solo tend to take more defense, and the people who solo more than team tend to take more offense in the early levels, then they would be self-selecting themselves to avoid the worst of this problem.


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Posted

Quote:
Originally Posted by Johnny_Butane View Post
Too many people are ignorant of that fact and too many deny it for me to stop reminding everyone. I'll 'let it go' when proper reparations are made for it.
No one is owed "reparations" for anything in CoH remotely close to the area of archetype design. That you hold such an attitude and express it regularly (though in various ways) contributes meaningfully to the way other forum regulars view your opinions. If your perspective on things makes your fellow players take your opinions with a chunk of salt the size of Minnesota, do you really think its convincing to the devs?

Understand that I hold it's not impossible that you could have a good idea, or that you might point out a legitimate problem with the game. I do read your posts. I don't think you're dumb. I think you have a completely unreasonable set of expectations about not just what Tankers should be, but what the devs owe you or any other player.

It's one thing to want something, no matter how much other folks might feel it's unreasonable. It's another to proclaim, in effect, that you're owed it.


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Posted

Quote:
Originally Posted by Zyphoid View Post
The question to me though is do the other melee ATs level faster than the Tank solo, and the answer is yes (based on my experience alone).
Apparently, at least as recently as the last update to Blaster defiance, Blasters leveled slower, even solo.


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
You say that.
I do.

I also say you've blown off Brutes stealing Fury from Tankers how many times in the past? So I find you taking issue with Stalker criticals hilarious.

I also find you making any complaints and suggesting someone else's perspective on AT balance is skewed, after having seen you gloat about Pylon soloing on both Scrappers and Brutes, also giggle worthy. I'm sorry your Porsche isn't fast enough.

And here you are now, laying flame bait and trying to reignite things when the discussion has moved past that. Good luck with that.



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Posted

Quote:
Originally Posted by Johnny_Butane View Post
I also say you've blown off Brutes stealing Fury from Tankers how many times in the past?
Brutes did not steal Fury. Tankers never had Fury for it to be stolen.

I'm with you that Scrappers don't need a buff, though.


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Posted

Quote:
Originally Posted by UberGuy View Post
If your perspective on things makes your fellow players take your opinions with a chunk of salt the size of Minnesota, do you really think its convincing to the devs?
I'm far past trying to convince the devs of anything. They're either fully aware if the problem and don't care about it, or don't have the time/resources to address it. To the latter, five years on, patience is running a little short. To the former, there's no point in trying to even be reasonable.

There's been some talk about looking at Tankers I'm very skeptical given their collective past treatment of the AT. I think that's justified. If you don't, fair enough.


Quote:
Understand that I hold it's not impossible that you could have a good idea, or that you might point out a legitimate problem with the game. I do read your posts. I don't think you're dumb. I think you have a completely unreasonable set of expectations about not just what Tankers should be, but what the devs owe you or any other player.
I think wanting the damage cap adjusted and there to stop being a double standard with the melee ATs is very reasonable.

I also want for Tankers to meet the same expectations set by their comic Tanker counterparts as reasonably well as Scrappers meet the expectations set by that short hairy guy with the claws and as Brutes do for the big green guy with the anger issues, without having to pretend being a decoy means you're a powerhouse because some guy played too much DnD designing the game instead of referring to guys like Kirby, Lee or Bruce Timm.

Why those ATs are allowed to, but Tankers have to get the shaft for "balance" that I don't think is really balanced isn't something anyone will ever convince me of.



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Posted

Quote:
Originally Posted by Johnny_Butane View Post
I'm far past trying to convince the devs of anything. They're either fully aware if the problem and don't care about it, or don't have the time/resources to address it.
You've committed a logical fallacy here: False dichotomy. There is a third option: There is no problem.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Brutes did not steal Fury. Tankers never had Fury for it to be stolen.

I'm with you that Scrappers don't need a buff, though.
In a way they did. The idea of fury originated on the tanker boards, and was even said by Geko (who I am sure we all remember and love /sarcasm) to be a good idea. Then all of a sudden it turned up on the Brute. So I can see where he coming from.

I also think we have moved past saying scrapers need a buff, and more towards scrappers need/want something unique to them. I have been very vocal about what I feel the best path is and why.

If one person sees something then it may be an issue their perception. If multiple people see something, then there may actually be something there. I am not the only person saying scrappers should have something uniquely theirs. I am just the most vocal. I am sick, school is on hold because of it, and I am not physically able to do much. Expect me to be more and more vocal about this issue (and costumes) every chance I get.

I also apologize in advance as the radiation kicks in, I may be more of a jerk than normal.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Brutes did not steal Fury. Tankers never had Fury for it to be stolen.
The saddest thing is the dev post about Tankers possibly getting a mechanic like Fury was almost eight years ago. Kids have grown up and finished college in that time.

Not to mention that Tankers got a significant damage increase instead of that idea, which was probably better because with Fury they would have kept the really low base damage.