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Quote:NEEDED? No.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 I made suggestions earlier in the thread, and rescinded them when my own math proved to me they were unnecessary.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. -
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. -
Quote:You appear to have missed the part of this thread where I admitted scrappers didn't need help. I also rescinded all the suggestions I made to that end. Including the one that upset PrincessDarkstar.It does not matter, they want something because another AT was brought up to speed and no amount of logic or lack of need is going to stop the whining and begging by certain parties.
Quote:Unless you are free player or premium with no access to Incarnate content.
Again, you can't use Incarnate content or IOs in basic AT balance.
Even more so now in the age of COH FREEDOM.
you can pretend to ignore that point all you want, but that's the REALITY now, more than ever.
I've been saying this all along.
You CAN NOT adjust the balance between ATs because one AT can slot IOs and get nearly up to another in one area or can use Incarnate powers to make up the difference.
Why? Because those things are not equally available to ALL players.
Tell me, would you play a game that told you point blank that you have to give them money and grind your character to the level cap, then grind some more to get shinies, JUST to reach a point where your character is balanced against the rest of them?
I certainly wouldn't, and I imagine quite a few people would feel the same about it.
So Brutes can almost reach Tanker survivability. So what?
To use Johnny's Shield/SS tank as an example:
He said he routinely hits the damage cap all by himself with that character, but he can only do that because he doesn't have to expend any IO slotting to get his defense soft-capped. At all. That means he can pack enough recharge onto his build to keep Rage doubles stacked for a large percentage of his playtime.
A SS/Shield brute, on the other hand, has to expend a significant portion of his IO slotting getting defense bonuses. Every power he slots to get a defense bonus is one he is not slotting for a recharge bonus. That means he is probably not double stacking Rage for nearly as much time.
A SS/Shield brute has a choice to make. he can slot for recharge and maximize his damage output, sacrificing his ability to reach peak survival, or he can slot to get his defense soft-capped, and sacrifice some damage potential by not being able to double stack Rage.
A Shield/SS tank does not have to make that choice. He can soft-cap just by slotting his powers and adding a single Steadfast Res/Def. That leaves him free to pile recharge on until his Rage is nearly perma-doublestacked.
End result: A Shield/SS tank is either A)outdamaging, or B)massively outsurviving a SS/Shield brute when placed in a similar solo situation, depending on whether the brute felt damage or defense was more important. The kicker? Even if the brute decided to slot for defense, the tank is STILL going to outlive him, due to higher HP and higher base resistances in the tank's Shield powers. So, if the brute decides to slot for defense instead of recharge, the tank is going to outshine him when solo, hands down. -
It's a clear cut case: If you want more damage, you're going to have to give up the advantage of having higher base values for resistance and defense, because THAT is what it is balanced around, NOT the caps.
You say you can hit the damage cap on your Tank all by yourself? Good for you. Show me a Brute that can do the same and you might have a leg to stand on.
In practical game play, your average player is never going to SEE the caps on a brute, let alone be sitting at them consistently enough for it to matter.
Incarnate powers are also irrelevant, because you can't tell Mr. Premium Player that he has to 1)subscribe 2)be at level 50, and 3)have run tons of Incarnate content before his character is even balanced.
That's why balancing by what an AT can do on SOs is even more important now than it was before. Because we have a lot of players with no access to anything else. Because a brute can come close to tanker survivability when it's IOed out the wazoo does NOT, in any way, shape, or form, mean that tanks deserve a buff.
You keep talking like the caps matter, while consistently ignoring the fact that your average brute player doesn't even know what his damage or resistance caps are because he has never seen them.
You talk about "potential" power like it's something every player in the game will be achieving on a daily basis, and that isn't even in the same zip code as true.
Simply put: If you give tanks the ability to hit the smae level of damage as a brute, while letting them keep their higher base values on mitigation powers, it is both unfair, and unbalancing. And it is why the devs have not done it even though you have been whining about it every day for 5 years now.
You are the only person I am aware of that thinks tankers are not being treated fairly, every one else I have seen even bring it up drops it when they are shown the actual numbers behind everything and they realize that they ARE balanced. You on the other hand, completely ignore any numbers you are shown because the numbers disagree with how YOU think things should be.
Go ahead and keep playing the martyr, Johnny. The devs are never going to let you have your way, so you can waste all the time you like whining about it. -
Quote:You left out: Thugs, Shield Defense, Mental Manipulation, Electric Assault, and Earth Assault (the last 2 are Dominator secondaries, and they count because they were both added after CoH and CoV were merged, as does the first one, being a mastermind primary)Archery, Trick Arrow, Sonic Resonance, Sonic Blast, Dual Blades, and Willpower.
There has also been a LOT of power proliferation, which, while they are not NEW sets, are sets that were previously unavailable to those ATs. So in that regard, they technically count as new sets, especially Dark Blast and Psychic Blast for Blasters, since they were changed enough to be different sets than the Defender/Corruptor versions. -
Quote:My experience SEEMS to disagree with this. However, I'm operating from memory at the moment, but it seems that if I keep attacking without using my Assassin Strike the circle will remain indefinitely, which would imply that it refreshes the stack.Based on my level 45-50+ play on my Stalker, option 1 is what happens. I don't have to think about it, I've experienced it.
I'll log on with my stalker when I get home and test it myself. I'll come back and post what I find out. -
Blazing Aura doesn't chase them away, but it doesn't have a taunt component for scrappers either.
Burn, however, WILL make them run away, but that has more to do with the damage than any mechanic it has. (It used to have a Fear component, that was removed a while back) -
Quote:It seems that, currently scrappers are pointless to play. Brutes have a larger damage potential, higher defense limits, higher HP limits ect. There is no benefit or or reason to play a scrapper. The critical hit only hits 10% of the time and it doesn't even feel like its that often. If it was every third or fourth successive hit it would be better.
As it stands now they are useless, just play a brute.
With the thread I started about being concerned about scrappers exploding into an argument about tanks.....I find this incredibly amusing.
For the record, in that thread I actually proved to myself that scrappers don't need a buff.
Yes, brutes have higher resistance caps, but they have the exact same base values as scrappers, which means that unless they are buffed by someone else their values will be exactly the same.
The Fury adjustments of a while back also made it so they deal comparable or slightly less damage in practice. At their respective damage caps (which almost never happens), brutes deal approximately 10% more damage, and that doesn't take criticals into account, it's probably about even when you count crits.
Scrappers are fine, and far from useless. And I say this without irony, having already admitted that I was wrong in the thread I referenced. -
You do realize that you can set up Practiced Brawler to go off automatically, right?
If not, here's how you do it: Hold down Ctrl and click on it. You should see a green circle appear around the power icon. When that happens it will fire automatically every time it recharges, assuming you do not have something queued up at the time.
Do that and you can get rid of Acrobatics, it's completely unnecessary for an SR scrapper. That will help your end problems by itself.
Also, you should takle Combat Readiness MUCH earlier than you have it here, and slot it with 3 recharge immediately. You don't really need even one to-hit buff in there, let alone 3.
And for the love of Pete, get rid of Jump Kick! You didn't slot it, and you don't need it to get Combat Jumping. -
Quote:I didn't blow it off. I ignored it because Tanks never had Fury to begin with. It is literally impossible for something to be stolen from someone that they never possessed. That's like me looking out in my driveway and complaining that someone stole my Bentley.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.
Quote: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.
Quote:And here you are now, laying flame bait and trying to reignite things when the discussion has moved past that. Good luck with that.
Tankers are as balanced as they are likely to get. They have roughly 75% of Scrapper damage, I proved that much. Scrappers have 75% of Tanker mitigation, I don't need to prove that as it is a known fact. The balance point was struck between Tankers and Scrappers when Tankers got Bruising. Before Bruising they had 71.12% of Scrapper damage. If Bruising is always taken into account the damage scalar effectively becomes 0.96. If you assume that Bruising will be relevant to Tanker damage output half the time it would be fair to call the scalar 0.88. That's pretty damn close to 75% of Scrapper damage when you factor in criticals.
When looking at balance, you have to look at the BASE values, NOT the caps. Sure, Brutes have the same damage resistance caps as Tankers, but how many Sonics or Thermals do they have to have with them to reach those caps? Same goes for damage caps. A Brute will be at his damage cap for approximately 0.01% of his time spent in the game. I have never been at the damage cap for more than a few seconds at a time with either of my higher level brutes (1 50, 1 42). In practical gameplay, a Brute is only slightly more survivable than a Scrapper, and deals slightly less damage. The fact that their caps are that much higher is barely even relevant because they will not spend enough time AT those caps for it to impact overall game balance.
I've said it before and it bears repeating: Balancing something by the absolute peak of performance is sheer folly, because it is impossible to maintain that peak consistently enough to affect balance. Unless you can show me a situation where a Brute is constantly at his resistance caps and damage caps simultaneously. then that can't be used as a balancing metric. -
Quote: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:
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. -
I think it's option 2.
I've kept attacking with my stalker while I had the little orange ring around my AS and it stayed there much longer than it would if you let it expire.
So I suspect it just refreshes the stack.
I can't prove it one way or the other, because I have not noticed a way to tell how many you have stacked anywhere. But my experience tells me it's probably #2. -
Quote:And I have also since admitted that any buff to scrappers is unnecessary and would be unbalancing. I rescinded my suggestions for improving them within the last page or two. After running through the numbers myself, I saw that I actually was wrong about scrappers being threatened by stalkers. (which led to this argument being started, which wasn't my intention at all)
This is why you're a hypocrite.
Your entire argument boils down to: "Let Brutes have their way. They don't have to pay as much for their survivability; screw Tankers, they do."
Not to mention, you started this whole thread because Stalkers got a small, much needed fix that you felt threatened Scrappers (cause Scrappers are totally an endangered AT).
Honestly people, let that sink in for a second.
So you've got no business questioning anyone else's motives or reasoning for wanting AT changes.
I can admit when I was wrong about something. Can you?
Not that I'm expecting you to, you never have that I'm aware of.
(Yes, Claws admitted he was wrong about something. It doesn't happen often, but I can't argue with the numbers) -
Quote:You seem to have missed or disregarded where I mentioned that everything I was calculating was with the assumption that both ATs were solo.It only supports if you ignore everything else I brought up, like AoEs and having to maintenance bruising by taking away from the attack chain.
Scrappers opening with a critical is irrelevant, since their damage is averaged out over time to get those numbers. Because of this, a scrapper is always performing at their peak regardless of whether or not any particular attack lands a critical. A tank isn't suddenly doing more because they have the option to open with a bruising attack. Opening with a bruising attack isn't itself always optimal, since you may need to open with a taunt /+ an AoE in order to draw aggro before the enemies run off and pwn the blaster.
The scrapper ATO doesn't discriminate: it applies its effects to all scrappers that slot it. It is readily available as low as level 7 to free players and provides a global bonus applied to all all relevant attacks. The only reason why someone would not slot this enhancement given the resources to own it is by some personal ideology that would stand firmly against ATOs. It must be taken into account because at any point in which we are comparing ATs we must compare them when they are being set towards optimum performance and not when being purposefully gimped. Doing otherwise creates a problem where we can arbitrarily limit the performance of any AT based on chosen slotting. For example, I have seen many tankers that work specifically around AoE attacks and do not slot their first attack or use it regularly in an attack chain. Because of this, you can assume arbitrarily that bruising does not apply to all tanks due to player actions, much like the ATO.
The ATO bonus takes special mention because it is a unique buff to the AT; the critical hit increase exists outside the regularly available methods of increasing damage output and is unique to that particular AT. It is not restrained by recharge rate or damage caps, and it costs no endurance. It is not an additional damage proc. It is because of this uniqueness and ease of usage that it has to be a factor when comparing Scrappers to anything else. Though you can neglect the SATO version since undoubtedly not every scrapper is level 50 with a catalyst.
And I didn't mention it, but probably should have, but I was also assuming both ATs were slotted with SOs, since that is what the majority of the game is balanced around. And as far as I'm aware that has not changed (with the possible exception of Incarnate content).
IOs break balance between ATs. They broke balance between them the day they were introduced, when people discovered they can get a crap ton of defense on an AT that was never meant to have it.
It is fairly safe to assume that any balance point between ATs is not taking things like 90% global recharge and soft-capped defenses on resist-based sets into account. -
Quote:Agree completely with this.I have never been so glad in my life that players have so little control over the game. I have been told for years (by very good friends) that letting a scrapper on a Master run of anything was a pity spot, and I was the only person they would do it for. They never said that about tanks or brutes.
Tanks have a role, it is just not the role you like.
Also I agree, Brutes are still OP. their resistance cap should have been lowered to 85% when the fury chances were made. I say that with all but 3 of my 15 lvl 50 toons being scrappers and brutes.
Quote:remove Scrappers and Brutes from the game entirely
I don't like Masterminds, but I would NEVER advocate removing them from the game. I can just not play them. -
On another note, I rescind my suggestions of buffing scrapper Crit chances and resistance caps.
In all the math I did, I basically proved to myself that they are unnecessary and would probably overpower scrappers compared to Tankers.
Yes, I CAN do the math when I choose to. I just seldom choose to.
And the conclusion I reached with all of that is that if the devs decide they are going to balance all 4 melee ATs, then Brute players are going to be REALLY pissed at them.
Probably best to just leave well enough alone at this point. -
Quote:So because YOU don't enjoy that role, it means that role should.....not exist?Yeah, if I were you, I wouldn't bring the popularity of Brutes and Scrappers versus Tankers into this. Granted, the last time they released the numbers was years ago before side swapping, but Brutes and Scrappers were the most popular ATs on their sides and Tankers were the second least popular blue side, just ahead of Defenders.
I can't imagine side swapping, power proliferation and defense softcapping helped Tanker numbers.
Johnny, my math proved you wrong. Specifically, it proved that Tankers are balanced at least in regards to Scrappers. It also proved that Brutes are overpowered compared to both of them, which we all already knew. I didn't even have to do the math to prove that one.
If you despise being wrong so much that you will outright ignore anything that you can't refute because it destroys your argument, that's on you.
It changes nothing though.
Have a nice day. -
Quote:I didn't take the ATO proc into account because it is not something that applies equally to 100% of the Scrappers in the game, you simply can't assume that every scrapper ever created and played will have that enhancement slotted. The base Critical Hit chance, however, DOES apply equally to 100% of the scrappers in the game.1.181 vs. minions, 1.203 w/ ATO minions, 1.215 w/ SATO minions, 1.238 vs. others, 1.2823 vs others w/ ATO, 1.305 vs. others w/ SATO.
Bruising applies equally to 100% of the Tankers in the game as well.
Interestingly enough, my effective damage scalar for tankers of 0.96 is almost exactly 75% of your Critical Hit value against LT or higher WITH the ATO proc slotted. (75% of 1.2823 is 0.961725, which would round to 0.96).
That means the effective damage scalar of a Tanker against a target Bruising has been applied to is actually somewhat better than 75% of a Scrapper's. And since Bruising does not apply to the first hit of a given fight, as Johnny so snarkily pointed out, it would probably just about even out in the end. The first hit of the Tanker's fight will not have Bruising applied, but conversely the Scrapper will only start a fight with a Critical 1 time in 20 (1 in 10 if the target is a LT or higher). As balance goes, I would consider that "close enough".
So, thank you for giving me the numbers for Critical Hits. As it turns out, it supports my point pretty well. Namely: When you factor in Bruising and Critical Hits Tanker damage is close enough to 75% of Scrapper damage that it can be considered to be about as balanced as it's ever going to get.
I also suspect that with the buffs stalkers just got that they fall pretty closely in line with that as well now.
That just leaves Brutes as the outlier....... -
Okay, in the interest of squashing the "Tankers don't deal enough damage" argument once and for all, I did some math.
The results were....interesting. For the record, all of my calculations are assuming the AT in question is solo.
Scrappers have 75% of the Tanker base value for resistance and defense powers. This is inarguable fact. I'm just putting it here for posterity and because it supports my point.
When I did the math to find out what percentage of the Scrapper damage scale te Tanker damage scale falls at, I discovered to my slight surprise that Johnny is technically correct in that tankers are shortchanged on their damage scale. But not really.
I'll explain.
Scrapper damage scale is 1.125 and Tanker damage scale is 0.8.
That works out to Tankers having exactly 71.12% of Scrapper damage scalar. So, on the surface it would appear that Tankers need 4% more damage to equal 75% of Scrapper damage, which is where it should be if Scrappers get 75% of the base defense values of Tankers. So, if you increased Tanker damage scale to 0.844 you would be at exactly 75% of Scrapper damage. This would probably get rounded to 0.85 just to make it easier.
But then you have to look at the variables: Critical Hits and Bruising.
Bruising adds a flat 20% damage to any target it is applied to, and this is independent of Tanker damage cap. In damage scalar terms, that would make that Tanker's damage scale against that particular target 0.96 (because 20% of 0.8 is 0.16, which you'd simply add to it). For the record, that would be almost exactly 85% of Scrapper damage. (85% of 1.125 is 0.95625, which rounds up to 0.96%)
Now, I did not calculate what effect Critical Hits has on Scrapper damage, mostly because I do not know the formula to determine exactly how much average damage the chance of Critical Hits adds. But, with that said, I very much doubt a 5% Critical Hit chance adds more than 10% to a Scrapper's damage over time. I strongly suspect that 0.96 is very close to 75% of Scrapper damage when you factor Criticals into the equation.
End result: With the addition of Bruising, Tankers and Scrappers are very close to perfectly balanced against each other, receiving almost exactly 75% of each other's values for defense/resistance and damage when you factor in the variables.
Also, until Tanker Max HP was buffed, Scrappers got exactly 75% of that as well. It's more like 68% after the HP buff.
That pretty much proves that Tankers are right where they need to be damage-wise. Numbers do not lie, or make subjective assessments based on how they feel about something.
That leads me to the conclusion that it is Brutes that are broken and throwing the balance point between the 4 melee ATs off, not Tankers. I didn't do the math to back that up, but it's a strong hunch. -
Quote:You already admitted earlier in this thread that you want tankers to outdamage brutes, while retaining their survivability advantage.I know EXACTLY what the Tanker is SUPPOSED to be doing. Even if the developers have forgotten and sold them out.
Or was that not what you meant when you said they should have the same damage cap, while saying nothing about defense values or base damage?
Simple fact: An AT that is simultaneously the most survivable AND among the highest damaging is brokenly overpowered and has no place in a game that even attempts to have any kind of balance between character classes.
Brutes can approach tanker survivability, but they have to make extensive use of IOs to reach the level tankers are at with just SOs. And at the end of the day, the tanker will STILL live longer.
The part you don't seem to get is that THIS. IS. NOT. A. COMIC. BOOK. You cannot have a Superman-level powerful character in a video game played by thousands of people, because it isn't fair to anyone who doesn't want to play that class.
Oh, and your comment about not wanting to buff your teammates' damage? Why the hell not? They're your TEAMMATES, when the team succeeds, YOU succeed. When you're on a team it is not about your own personal glory. Unless of course you want spectators instead of teammates. -
Quote:I actually agree with this, even though I made the suggestions.I really think a Scourge mechanic that anyone could notice is too much. And if we couldn't notice it, I think people would complain it should be stronger. I definitely think any such a mechanism on top of the flat crit rate and the DR increase would be very much too much buffing.
I definitely don't think ALL of those things should happen. If anything, pick one and do that and change nothing else.
And if none of them happen? No big deal. -
To clarify my position further:
I do NOT believe that scrappers NEED anything at this point.
I would LIKE them to get a minor tweak or two.
I also concur with the people who would like them to remain simple. Any tweak they receive, which is at this point completely theoretical, should keep that in mind. I've put a couple ideas out there, I'll just run through them to compile what I've said thus far:
1)Critical chance increase to match stalker base crit chance, with no team scaling like stalkers get.
Incidentally, I like the idea of a Scourge-like mechanic that increases the chance to Critical as the target's health gets lower. I don't think that chance should get TOO high though, maybe have it increase up to 20%?
The idea of increased Critical chance as the scrapper's health gets lower is intriguing as well, and might be the better route to go.
Neither of those things would be a gimmick that you need to pay any more attention to than the current Critical Hit mechanic, though I could see some scrappers intentionally remaining low on health to leverage it, much like blasters used to do.
2) Slight increase to resistance cap for both Scrappers and Stalkers. I explained this earlier, but I'll do so again: It just seems odd to me that a combatant meant to be in the thick of combat at all times should be capable of no more resistance than a Defender. I think Brute resistance should actually be lowered a little as well, like the devs originall planned along with the Fury changes. 85% cap as opposed to 90% isn't going to make a huge difference in Brute survivability, and it will widen the gap between them and Tankers.
Speaking of Tankers. Bill Z mentioned making Tankers the undisputed king of agro management, and I agree with that idea. Brutes stomp on that territory a little too much in my opinion. I propose that 3 things occur to meet that goal:
1) Tanker Taunt target cap increased from 5 to 10. If 10 is too much, maybe up to 7 or 8.
2) Strengthen Tanker Taunt auras so it is more difficult to pull agro off of them. I don't know how to go about that, so I'm not going to get into how to do it.
3) Increase the agro cap for Tankers ONLY, if at all possible. I don't know if that is something that can be adjusted by AT or if it's hardcoded into the game itself. Maybe increase the agro cap to 21-24 for Tankers. With the huge amounts of enemies you fight at once in Incarnate Trials, this could almost be seen as a general improvement to aid the survival of the entire league.
Basically, make it so that if you want agro control on your team, a Tanker is the single best choice for that role.
Johnny Butane won't like that idea, but Johnny doesn't seem to grasp very well what a Tanker is meant to be doing in this game. (Hint: It's not dealing massive amounts of damage, hence the defense primary)
Those things occurring should balance things out pretty well. At least in my opinion.
Thoughts? -
Quote:This is along the lines of what I was getting at in my OP.Scrappers are one of my favorite ATs. The only ones that came close (and recently tied with) them was Stalkers, and before Stalker buffs it was purely out of love of the concept were they up there.
So that said, I can say, I'm not one of those "Buff my AT because my AT hasnt seen a buff" type of players. Do Scrappers need a buff? Nope. Would I like to see a flat crit rate across enemy types instead of the 5%, 10% they have now? Yes.
Do I think scrappers need a buff to be competitive? No, not at all.
Would I like to see them get something that improves them? Yes. Would I like to see them get something unique that doesn't add a gimmick that needs to be monitored? Absolutely.
A slightly improved crit chance would be nice, I would even accept an averaged out crit chance just so it's consistent. I don't think it's strictly necessary though.
Another slight buff I could see as not being game-breaking is an increase to resistance caps from 75% to 80%. I've always found it odd that a Scrapper is supposed to be a survivable melee combatant and has defense/resistance secondary sets, yet has the same resistance cap as a Controller or Blaster. 80% resistance would be irrelevant for most scrapper secondaries, but it would be enough to separate them from the other ATs without stepping on the toes of the tank and brute.
I think Stalkers should get an 80% resistance cap as well, so it's not just a Scrapper buff I'm after here. All four of the melee ATs should have a higher resistance cap than a Defender, not just two of them. -
Quote:This I can agree with.I think this proves the devs did a great job with the stalker buffs.
Stalkers do more Single Target DPS/Burst, while Scrappers have better survivablity, and better AOE.
Kudos Synapse, and associated team. The stalker buffs saved my subscription, and I thank you for them.
The fact that the buffs had me concerned about the role of scrappers, however minor my concern was, is a good indication that the buffs were well done.