Concerned about Scrappers.
I skipped the last 8 pages of the thread so if I rehash anything that is why.
Johnny, no insult is meant in any of this. I am just trying to help. It seems based on the description you posted of a tanker holding back at the start of the fight and getting stronger as the fight goes on could be solved by giving tanks the old version of defiance. As the tank's health goes down he hits harder. This new defiance would have to be tweaked though since at low health having a high amount of damage will be nearly useless tanks shouldnt be spending any length of time at low health. So for this new defiance the damage should cap out at 50% health. Also increase the tanks damage cap by the max amount you can gain by through defiance. This change also represents an in character view for the tank. If an enemy is not capable of really hurting me why should I bother to use my full power. In addition to that I also think that the -res debuff in the first attack should be a stacking unresistable 10% regen debuff so that a tank can never encounter a basic enemy that he can't kill in time. I used to hate fighting a boss or EB that couldnt kill me but I couldn't do enough damage to overcome their regen.
If you wanted tanks to reclaim their niche as the most survivable increase their base hp by 25%, 2342 at 50, and increase their HP cap to 200%, 4684, from 188.6%.
Im not sure if the HP increase would qualify as power creep since all it really does it add survivability across the board to all tankers as well as putting them way ahead of brutes in terms of survivability.
Scrappers are a simple AT. "Hurting people and breaking things," without any frills. Any addition to the AT must keep to that simple playstyle and so must run in the background and not require any input from the user other than doing what they already do.
One of the ideas I had was giving them 25%-50% inherent across the boards debuff resistance. The idea here is that it will take more than 1 or 2 debuffs to keep a scrapper from hurting his target/s.
Another idea I had was to make scrapper criticals hurt more than other ATs criticals either by increase their critical hit damage to 125%-150% of the damage that would be dealt, or by applying a damage over time effect to their critical hits in addition to the double damage, or by applying a long lasting 20% resistance debuff to a critical hit as a way of saying that the critical hit has damaged the enemies defenses.
Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR
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Also, these threads are a way to refine ideas that we are presenting to the devs. If you don't like what is being said, don't read the thread. It is that simple.
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Scrappers uniqueness has been mentioned but some don't want to accept the facts and are yes at this point crying for something that is not needed, has not been needed for 8 years and will not be needed for another 8 years should the game last that long.
If being told the truth about this bugs people then that is really too bad as far as I am concerned since I feel threads like these are very 4 chan like and don't really serve a purpose other than to stir it up.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
IMO barrier is overrated. It gives you a good buff for, like, 30 seconds, then it is basically just a maneuvers. I have Core Epiphany slotted onto my WP tank, and I usually keep it up for that 5% defense boost that I get for the whole 2 minutes.. Puts me at the soft cap for all typed defenses. The radial version only gives, like, 2.5% defense and resistance for a minute and a half. It's useful as a panic button and an emergency rez, but little else.
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Don't belittle yourself trying to tell me what to read etc... The post was general and you appear to feel you qualify as one that was described which is your problem should you assume that mantle for yourself.
Scrappers uniqueness has been mentioned but some don't want to accept the facts and are yes at this point crying for something that is not needed, has not been needed for 8 years and will not be needed for another 8 years should the game last that long. If being told the truth about this bugs people then that is really too bad as far as I am concerned since I feel threads like these are very 4 chan like and don't really serve a purpose other than to stir it up. |
There's nothing wrong with WANTING though.
If scrappers got something unique that didn't hurt game balance in any way, but made them a little better at....something, I wouldn't complain.
I'm not pushing for it myself because, to be honest, I can't think of what that thing could be. I made suggestions earlier in the thread, and rescinded them when my own math proved to me they were unnecessary.
Maybe a regen debuff that triggers when you land 2 crits on one target within a given time span? Probably wouldn't even be noticed by most people, but it would help in long fights with hard targets, which seems to be a scrapper specialty.
I'm just throwing stuff out there, I don't have any serious ideas what could be added that A) Doesn't complicate them, and B) Doesn't upset the current balance.
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. |
With the recent stalker changes I started looking at the niche roles the 4 melee archetypes are supposed to fill.
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I been trying desperately to get a Blaster I can live with for 4 months. My main is an Elec/Elec scrapper I made, after leaving Brutes (4 years+ of Brutes)
Exactly what niche are Scrappers being knocked out of? "Absolute bestest archetype ever made of all time and the rest of you can go pound sand" -niche???
I gotta admit, Bosstone has a point.
Scrappers are the only AT that doesn't have a unique mechanic. That makes them the only one of something. If something is the only one of something, it is, by definition.......unique. Well played, sir. |
Scrappers do not play the same way as Tankers or Brutes or Stalkers, because they explicitly do not have to rely on Fury or special critical mechanics, nor are they designed to draw aggro like Tankers. That makes them provide a different gameplay experience, or at least the option for it. The notion that this has to come through some special mechanic is an odd notion to me.
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The development team and this community deserved better than this from NC Soft. Best wishes on your search.
I'm just throwing stuff out there, I don't have any serious ideas what could be added that A) Doesn't complicate them, and B) Doesn't upset the current balance.
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This "the archetype special bonus is that you have no archetype bonus" nonsense doesn't really cut it as far as keeping people from wanting an AT to get its own unique perk. It doesn't have to change mechanics. Hell, it doesn't have to even exist - Scrappers are the most popular AT for a reason, and it will -probably- turn out to be too much of a balancing nightmare to come up with a new perk while keeping things where they are. It'd still be nice to see the one AT that doesn't have an exclusive, unique bonus get something.
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Johnny, no insult is meant in any of this. I am just trying to help. It seems based on the description you posted of a tanker holding back at the start of the fight and getting stronger as the fight goes on could be solved by giving tanks the old version of defiance. As the tank's health goes down he hits harder. This new defiance would have to be tweaked though since at low health having a high amount of damage will be nearly useless tanks shouldnt be spending any length of time at low health. So for this new defiance the damage should cap out at 50% health. Also increase the tanks damage cap by the max amount you can gain by through defiance. This change also represents an in character view for the tank. If an enemy is not capable of really hurting me why should I bother to use my full power. In addition to that I also think that the -res debuff in the first attack should be a stacking unresistable 10% regen debuff so that a tank can never encounter a basic enemy that he can't kill in time. I used to hate fighting a boss or EB that couldnt kill me but I couldn't do enough damage to overcome their regen.
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I don't think that's a bad idea, not bad at all, but there's two problems with it:
1. The devs don't seem to like to recycle old mechanics that didn't work just to give them to another AT. Some time ago I suggested giving Tankers the old version of Domination, and I was told this repeatedly, and was told that it was probably especially true for the case of Domination.
2. Ultimately, any mechanic to give Tankers more damage is hamstrung by the Tanker's current low damage cap. No matter how many damage buffs you throw at it, a Tanker's KO Blow will only do a straight 633.5 damage. You can get there, now, with very little effort. One Kin and a SoA or two on your will do it for any SS, regardless of their slotting. Even if you're not SS, you're not getting the full amount from even Build Up under those conditions.
So before we start thinking up mechanics, the Tanker damage cap has to be increased because a lot of people aren't going to see as much from them otherwise. Unless, the mechanic itself moves the cap. Afterburner suggests a power can do that(?).
I'll setting for the cap being raised. Then at least Tankers can mainline red inspirations if they want to, or wait for a +Dam Destiny power to come along.
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The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Which squarely places this is the not needed category as stated.
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That has never stopped me from wanting one.
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. |
IMO barrier is overrated. It gives you a good buff for, like, 30 seconds, then it is basically just a maneuvers. I have Core Epiphany slotted onto my WP tank, and I usually keep it up for that 5% defense boost that I get for the whole 2 minutes.. Puts me at the soft cap for all typed defenses. The radial version only gives, like, 2.5% defense and resistance for a minute and a half. It's useful as a panic button and an emergency rez, but little else.
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I don't need a Ferrari either.
That has never stopped me from wanting one. |
Has wanting one ever actually got one for ya?
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
I've said elsewhere that the fix I would pursue for Tankers is to make them explicit force multipliers instead of implicit: make having them around has direct value for the team or league like having a Defender or maybe a VEAT does. Making them personally more survivable, better able to take aggro from ATs who don't the protection (Brutes), or adding damage IMO keeps them on the same train track they've been on forever and share with Brutes. The 2 ATs are too directly comparable and I think the best fix is to push one into being desirable for the same reason other lower damage ATs, like Defenders, often are.
Ideally, I'd like the force multiplication to be linked somehow to the Tanker's armor set. A few that provide AoE +Special would be very cool to me (i.e. as a Tanker you actually make your Defenders and Controllers shield and heal you and the team better!) Whatever is selected should stack with multiple Tankers like any other set would--the lack of stackability in general is my biggest beef with Tankers overall.
As for Scrappers: I don't see any need to change the AT.
This "the archetype special bonus is that you have no archetype bonus" nonsense doesn't really cut it as far as keeping people from wanting an AT to get its own unique perk.
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The Stalker special "bonus" is that it has mechanics to significantly boost single target damage, coupled with the fact that most stalkers have no AoE damage. That's not a bonus: that is a shift in focus, towards single target and burst damage, and away from AoE. Brute Fury is the special bonus that goes along with having the lowest damage modifier of any actual damage dealer. It tends to more than compensate for that, but that's a question of numerical detail, and it doesn't always work that way. The Blaster special bonus of damage buff and shoot while mezzed comes coupled with having nothing but damage and being killed while mezzed.
You don't get to cherry pick "special bonuses" out of other archetypes, and you don't get to have the strengths of other archetypes without the weaknesses of other archetypes. If you want to put Scrappers into the roulette wheel of archetype "bonuses" you can't say "gimme fury." No, you take your chances. You might land on containment coupled with less actual attacks, or you might land on shoot while mezzed and no mez protection at all.
You don't hit 20 just because the person seated to your left has blackjack. You stand on 20 knowing you've probably already won the game. And asking for an archetype-wide "special bonus" triggers an archetype-wide review before that can happen. Yes, even if someone claims its not really a buff so its ok. Its not an all-win scenario. The last time Brutes were looked at, *both* lowered resistance caps *and* lower fury levels were on the table. Both required a lot of effort to stave off (and I'm not sure they were supposed to win, either). Think it can't happen to Scrappers?
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2. Ultimately, any mechanic to give Tankers more damage is hamstrung by the Tanker's current low damage cap. No matter how many damage buffs you throw at it, a Tanker's KO Blow will only do a straight 633.5 damage. You can get there, now, with very little effort. One Kin and a SoA or two on your will do it for any SS, regardless of their slotting. Even if you're not SS, you're not getting the full amount from even Build Up under those conditions.
So before we start thinking up mechanics, the Tanker damage cap has to be increased because a lot of people aren't going to see as much from them otherwise. Unless, the mechanic itself moves the cap. Afterburner suggests a power can do that(?). |
As far as not reusing mechanics goes the old defiance has been gone for years now. I can't see much sense in refusing to use a good mechanic that was originally placed on an AT where it encouraged face planting.
Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR
"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno
And scrappers do need something uniquely gained to their archetype, and not just simply the lack of anything special. They need something that doesn't affect combat, and something that can be noticed by other ATs. There's only one solution, really. Scrappers need access to Valkyrie's Fiery Broadsword as a weapons model.
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And scrappers do need something uniquely gained to their archetype, and not just simply the lack of anything special. They need something that doesn't affect combat, and something that can be noticed by other ATs. There's only one solution, really. Scrappers need access to Valkyrie's Fiery Broadsword as a weapons model. |
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
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That has never stopped me from wanting one. |
I think I am done here. For some reason there are people in this thread want to turn this into a Fight.
Paladin, thanks for stepping in here with a good post.
I will send my suggestion and argument to Synapse in a pm. Thanks for helping me refine it.
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My suggestion included moving the cap though probably not as much of an increase as you'd prefer. I was thinking the damage buff would be a 50-75% increase at 50% health. So the cap would be moved by 50%-75%. At most it would be moved up by 100% though the damage buff would still be limited to 50%-75%.
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Brutes essentially get the same survival potential as Tankers, but way higher damage potential.
Brute regeneration, resistance, defense and MaxHP caps don't go down as their damage goes up. They don't make any sacrifice of survival potential for offensive potential they can be buffed both ways (offensively and defensively) at the same time. You can throw bubbles on them AND Fulcrum Shift them out the whazoo at the same time, all the time.
So, telling Tankers they have to choose one or the other wouldn't be fair.
So you've got a Tanker, with HP at 25%, telling people not to buff/heal him so he can leverage the damage, and beside him is a Brute with six different people buffing and healing him, full HP bar, and still putting out more damage.
No thanks.
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That implies that the problem with tankers is that they are not force multipliers, or lack team utility.
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It implies that Tankers relative to Brutes need a buff, and constant tug-of-war between the two ATs is happening because they are too directly comparable. The goal for me is to buff Tankers in a way that moves them away from the same railroad track of defense-to-damage comparison they've been hitched to for years. Force multiplication is the standard benefit of low damage ATs.
But how do you justify saying that tankers, with their aggro control tools, lack team utility while blasters and scrappers, without even that team role, don't have the same or worse problem? |
But each unique AT inherent isn't just a way to roll into how they play; perhaps it's from playing this game for too long, but I remember these perks being as much a sign of the AT's individual flavor as it was a way to combat perceived weaknesses when Inherents were first produced.
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It wasn't until CoV archetypes were created that the devs decided to take the concept of inherent powers and extend them to add differentiating features to the archetypes. But even there, in some cases they were more placeholders than anything else. The stalker inherent, for example, was just a description of a subset of its actual powers. That would be like calling Range the blaster inherent. And originally the Mastermind inherent was less than now: bodyguard was added later (the original was supremacy without bodyguard).
In both cases, the inherent powers were not "perks." Perks implies its something extra. Stalkers didn't get hide, placate, and assassins strikes as a perk. They got hide, placate, and assassin's strike as their central set of powers. Brutes didn't get fury as a perk, they were originally designed to start low and build higher. Its just that fury has been the subject of bad balancing coupled with historical inertia.
Gauntlet is not a perk. Gauntlet is an omission by the devs they should not have presumed all tankers would take the presence pool. Defiance is not a perk. Defiance is the consolation prize Blasters get for being designed to be dead. Assassination is not a perk, containment is not a perk. And really; fury, scourge, supremacy, and domination are not perks either.
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