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Quote:You seem to be a proponent of player based power research, so take a look at bills set statistics threads. With rage, SS is a mediocre damage dealing set. Even when using outside powers that rage buffs, there are still several sets that do better damage than SS, and those sets don't have to waste a power selection to achieve that damage, nor do they have to deal with the end crash and ten seconds of impotence every two minutes.Consider again the numbers I provided earlier. Those numbers factor in the Rage crash. Rage provides a massive untoward benefit when viewed as an individual power. When viewed as a set, it's roughly balanced. When you start bringing in outside powers, that entire concept of "balance" just drops though because you can take powers that are better than the utter pieces of crap that are supposed to balance it out.
So within the SS set, rage does not provide a 'massively untoward benefit', even when outside powers are used, and that is the only analysis that is necessary since rage is only used in the SS powerset. The fact SS drops more severely in performance in one of bills studies when outside powers are excluded simply speaks further to the fact that many of SS's powers are underpowered, even with rage. As I mentioned earlier, you can't look at an individual power within a unique powerset and balance it with powers inside of other powersets without taking into account the powers native powerset, because SS is clearly not balanced like other powersets.
Quote:You're getting something wrong right off the bat. The highest chance you can have to hit anything is 95%. The single accuracy enhancement is not going to make you more accurate than Rage will. It makes you roughly as accurate (assuming you're not enhancing Rage).
Quote:Let me get into this even further. Not only are you getting to save a slot on accuracy but you are also getting to "save" on damage slotting. Because Rage provides that massive amount of damage and it's pretty much perma with baseline slotting, you're getting 75% +dam (factoring in the downtime) in every power as well. That's 2.5 damage enhancements.
Quote:Rage doesn't just give you an accuracy enhancement to all of your powers (because it's +tohit, it actually lets you shave more off comparative when you're getting to higher level enemies), it gives you 2.5 damage enhancements in all of your powers as well. That's 3.5 slot equivalences in every power you've got. BU provides about half of a damage enhancement and virtually no +tohit, so it only provides what amounts of half of a slot equivalent. With just a single power, you're making up for whatever investment Rage requires.
Quote:Now, even more, because Rage allows you to deal more damage, you're also getting to deal more damage for each point of endurance you spend. 75% +dam over time means that you're getting what amounts to 38% more endurance efficiency. Going with a standard 3.0 end/sec consumption, you're going to deal damage equivalent of a 4.8 end/sec attack string. Losing 30.2 endurance every 120 seconds (5.2 upon activation, 25 end at the crash) equates to only .252 end/sec consumption. You're spending 3.252 end/sec to deal damage equivalent of a 4.8 end/sec attack string (remember, damage and endurance are directly related thanks to the dam/rech/end formula Castle uses to determine the numbers for powers). Rage may increase your end/sec consumption, but it more than makes up for it by making you deal more damage for the same endurance cost.
Secondly, when you experience it in game, you quickly realize getting hit with end crashes all at once is far more problematic than end costs spread out over time.
Quote:The additional tohit benefits of Rage might seem less than stellar when you consider IOs, but you're similarly having to consider that some aspects of Rage are further magnified with IO builds. +Dam is one of the hardest things to get ahold of. Rage provides that in spades. End redux is substantially more common as well and, because it's reducing endurance cost rather than increasing damage in order to increase DPE, you're multiplying the endurance efficiency effect of Rage even more, while you simultaneously gain even more endurance and endurance recovery tools to mitigate the crash.
In terms of endurance, I've made countless top-end melee builds, and SS builds give me the most difficulty in terms of end management for long drawn out fights, by far.
Quote:Remember, any time you try to argue that Rage is balanced because it's in a bad set (which is the crux of your argument), you have to remember that you can still get attacks from outside the set. Taking Boxing allows you to get get an attack that's already better than Jab, and the APP attacks let you bypass Punch as well. It's not a requirement that you take every attack from the set. The way Super Strength is designed, there are fully a third of the powers that you can easily skip (if you could skip one of the tier 1/2 powers, you could add another to that list).
And yeah, there are a lot of powers in SS that you can skip, and should when a pool power like boxing is better than one of your sets attacks, but that simply supports my argument that SS is balanced differently than other sets, in that it has some ridiculously poor powers balanced by some really strong powers. That is why you shouldn't try to balance SS's strong powers to powers in other sets that are balanced more evenly, or you end up gimping SS, because it needs those strong powers to balance out the weak ones.
And your argument that SS is somehow superior to other sets because it can take outside powers that would be buffed by rage, simply does not match up with the information we have. Again, if you look at bills study, even in the study where sets could take outside powers to create a 'best' attack chain, SS came in mediocre to poor in damage dealing ability.
Quote:I am willing to bet virtually anything that Super Strength is not going to get proliferated in its current state. Castle knows the set is borked. He's not going to proliferate it without changes to address that (just like he didn't do with Elec Armor or SR, and those required substantially less work than Super Strength would). -
Quote:There are certainly things they could do to lower the burden of endurance in the early game. Another thread proposed a zero (or near zero) recharge on rest. I think that would be great. It would allow endurance to remain a constraint to combat, but not a major set back between fights.
I'm not convinced more is warranted, stamina really is an optional power if you are teaming. It is very nice, like hasten at that point, but it only really becomes "necessary" if you are solo'ing. And again, imo I don't think a team focused MMO should be actively encouraging solo'ing on par with teaming. Endurance is just one of those things that a team can really help facilitate, but is still quite easily built to be overcome while solo with one powerpool and slotting options.
Love the always up rest idea. That would fix the problem right there, imo. I'm pretty sure allowing players to 'spam' rest can't be equated to an 'i win' button. -
Quote:Learn to build?
I've rarely, if ever, hit any endurance issues on my characters once they hit their mid 20's, and are properly slotted and enhanced.
It's fine once you're in your mid 20's and have slots and SO's to work with. I'm currently leveling a brute and the end use is BRUTAL (no pun intended) from 1 to (currently) 18. There's not much you can do build-wise with limited slots and training to do enh.
I'd love to see them ditch training and do enhancements and just start SO's from level one, and perhaps scale back end use for the early levels until you have more slots to work with. -
Quote:Since rage's dmg buff only allows SS to do dmg on par with competing sets, I would hope there would be some sort of advantage to the power since you have to use a power choice and slots on it, and the power has some nasty negatives to it, including an end crash and ten seconds of impotence every two minutes. Without the to hit bonus, rage would offer no real beneficial effect, you'd get the end crash and no damage for 10 sec/2 min in exchange for being able to do damage on par with other sets, while wasting a power choice and slots.Not really.
First, the "does not stack with same caster flag" causes effects to replace each other rather than preventing use while the first effect is active. This would allow you to completely circumvent any crash while getting all of the benefits of the power (because the crash is actually a delayed effect of the power and you would be replacing the instance of the power with the new version before the delayed effect of the initial instance occurred).
Secondly, while many people capitalize on the +dam aspects of Rage, the biggest problem (pre-IOs) is actually the 20% +tohit that power provides. The 20% +tohit combined with basic slotting (3 tohit and 3 rech) allows you to have a 95% chance to hit against +0-1s without any accuracy slotting and have a 95% chance to hit against anything less than 5 levels above you with a single acc. Rage essentially gives you carte blanche to either ignore or underslot your attacks. This means less when you're using IOs (because it's trivial to get high levels of acc while getting dam, rech, and end redux thanks to the sets), but it's a major advantage outside of SOs because it can allow you to get more recharge or end redux in attacks that otherwise wouldn't be able to benefit thanks to the 6 slot limitation.
And again, how beneficial is an accuracy advantage in this game, pve-wise? In the vast majority of situations, it's ridiculously easy to hit just about anything. And you noted that with no accuracy enh, rage gives you a 95% chance to hit an even level opponent. While that is true, it's also true that a single accuracy SO gives you a 100% chance to hit. So rage is letting you skip a single accuracy SO, which you're probably going to want to slot with an end reduction to deal with the end issues rage creates, which kind of mitigates that 'advantage'. Then when you get to IO sets, the advantage becomes even more irrelevant. The only place it provides a real, tangible advantage is in pvp, so I'm sure the ten people who do that are pretty excited. -
Quote:It would be cool if NCSoft would hire on 50 temporary software engineers fix most or all of the major issues that players have with each powerset and then let them go. It would be awesome!
I'd rather them create new powersets than trying to 'balance' sets that are already all in the same neighborhood ability-wise. -
First of all, I hope the devs don't try to 'balance' SS based on perma double stacked rage, like some posters do, lol.
SS is one of the most over-rated sets in this game, based on all the cries of 'overpowered' I see in these forums. I like the set because I have a preference for melee and the concept of characters with super-strength. I think some are falsely swayed by the fact it's popular in large part because of that, and because the set relies on a couple of great powers balanced by a bunch of mediocre to lame powers, and also how some of the powers work (ie. the massive screen shake and booming sound effects - I remember someone listing similar reasoning for why they felt shield charge was overpowered outside of numbers).
Rage is a nice power, but even with the damage boost the power offers, SS doesn't blow other sets away in dmg output, it simply allows SS to do dmg on par with competing sets. Without rage, SS is a bottom feeder in dmg output, plain and simple. The accuracy bonus is nice, but overkill in the vast majority of game situations. And you pay for that with a glaringly annoying ten seconds of impotence, and an end crash that creates serious endurance issues with most combos. And the way the end hit is delivered, all in one shot, can be very problematic in a lot of situations. So in the end, you're using a power selection and slots to do dmg on par with other sets, and you get a great accuracy boost (in a game where hitting things is not very difficult in most cases) in exchange for endurance problems and an annoying ten second crash every two minutes. I'm not seeing that as overpowered at all. In terms of double stacked rage (which is not nearly as easy to create and maintain as some seem to imply), I'd gladly see it made non-stackable in exchange for removing the ridiculously unfun ten seconds of no damage every two minutes, and perhaps less of an end hit.
In terms of damage, it's single damage output is mediocre to subpar for brutes and tanks, and if you look at bills workup, even when ported to scrappers, it's not a top single target dmg set, so I'm not sure how anyone could cry 'overpowered' (of course the same cries could be heard by the calculator crew when katana got its animations tweaked, yet the game survived without becoming city of samurai...). Those who list the numbers on kob ignore the in game reality that in most cases it's just overkill. One, even with this high damage attack, SS is mediocre in terms of single target damage over time. Two, spending three seconds one-shotting a minion is no different than another set dropping it with two speedier attacks. Three, thanks to it's long animation, there are plenty of instances where all of the damage and end is wasted as you uppercut a corpse, lol. It's a very fun power, but nowhere near as powerful or valuable as some try to imply by simply posting numbers and ignoring how it actually works in the game.
As far as aoe goes, SS is definitely one of the better sets, but there are plenty of sets on par with it. Another power that gets tagged with 'overpowered' is footstomp, because some folks just post the numbers that support their position and ignore the other circumstances that do not. Footstomp is probably the best aoe attack in the game. But it should be because it's in a set that is devoid of aoe outside of footstomp, and its in a set with mediocre to subpar single target dmg, so it should have strong aoe abilities, and if it isn't getting a bunch of 'good' aoe powers, it should get one 'great one, and it does. FS basically supplies ALL of SS's aoe dmg and mitigation, and it comes at lvl 32/35, so it should be the best aoe attack in the game (don't even try to pass off handclap as a useable power, lol). If you weaken FS, the set will underperform. You simply cannot balance FS with other sets aoe powers, because the other sets have their aoe capabilities more evenly distributed throughout their powerset, where SS gets it all from this one power. If FS was weakened, then you would have to add a couple of cones/aoes to earlier powers, and/or buff handclap to compensate, or you end up with another crippled set like EM. -
With all the new content coming up, especially the incarnate stuff, it would seem that there will be more value in being level fifty in the very near future, at least that's what I'm hoping for. I agree with your idea that right now, there is far more value in 'leveling-up' abilities since most people spend most of their time leveling up toons rather than grinding on their fifties with the games limited 'end-game' content. But in terms of balancing, I think you have to look at both situations, while maybe weighting one more than the other due to which characteristic gets more play.
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I think it was a decent idea for a promotion - a little perk that has some value to new players, but not very much value to experienced players.
BUT, if some vet players are interested in them (for some reason...), why not make them available on your website store for purchase instead of aggrivating any of your current customers? Granted, I can't see any reason a vet player would want them, but apparently there are a few that do, so why not make a few bucks and sell them what they want? It won't take away from the fact it's a free bonus if you purchase from the cooperating retailer, and certainly won't make them any less desireable to new players buying the game in stores. -
Quote:Unless you want to do more damage, then it's easy to be happy with many other scrapper primaries.Once you make a katana, it's hard to be happy with any of the other scrapper primaries.
Katana is a great primary, but mostly due to DA, which can be less effective with other combos. -
Anything/WP would probably work for your dad if he doesn't like clicking, since WP is just turn on your toggles and go.
If he likes punching and survivability, as has already been stated, DM/WP would be a great combo for him. I'd go DM over MA because imo, DM has much better damage mitigation than MA with siphon life, and DM's build up power is awesome. If he makes a brute, SS/WP is a great punching type combo. -
Grats guys!
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If you're new, picking from what you listed, I'd suggest dm/inv. Regen takes a lot of practice to get good at. With the dm/inv combo, you just turn on your toggles and work siphon life into your attack chain and you should be pretty survivable. And if its your first scrapper, you're probably better off with a more single target set like dm than some of the aoe sets you listed, like fire or elec.
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Quote:I have a SM/WP brute and a EM/WP brute. The EM has purple sets and better survivability numbers (def, res, regen, hp, etc) than the SM.
And there's not a single thing that the EM can do that the SM can't.
However, there's a lot that the SM can do that the EM can't.
I don't understand the context of your comment.
Exactly, sm wipes its butt with em, but only when there is no other option because sm doesn't want something as lowly as em touching it's butt. -
Nonsense. Bare bones, it does above average damage compared to other melee sets with great aoe abilities and mitigation. With improved recharge and epic powers added in (with the same being available to em), it surpasses em, even in terms of long term single target dps. Then take into account stones attacks animate faster than em's big hitters, and in real game performance, stone cleans em's clock in just about every category, except corpse smashing.
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Quote:LOL, yeah, you'll lock down one minion or lt with your stuns while the guy with SM locks down the entire spawn. Single target mitigation is a joke compared to aoe mitigation.Right back at you.
I linked the post where the math was done, and it did not take into account any resistances. Also, EM does more smashing damage than it does energy.
Stun is the guaranteed attack, and the majority of the others stun more often than they don't. Stun->TF->Bone Smasher->ET should have anything stunned much more often than it doesn't. No other attack set can boast that kind of reliable control. -
Quote:Or, just improve em's aoe abilities a bit so it's more competitive. You'll never have perfect balance, but em is far and away underperforming vs. competing sets.Here's an easy way to balance everything perfectly: Change all the sets so that they do the exact same thing just with different animations.
No more shield charge, lightning rod, soul drain, fulcrum shift... none of that. Dark Miasma, Radiation Emission, Trick Arrow, and Empathy will have all their powers replaced so that they all have the same effects for enemies. Same treatment given to every other set of powers. They will all do the same exact thing, and now we're perfectly balanced.
Of course that's a ridiculous idea, but it's the only way to make things perfect.
Balance isn't a simple equation, but at its simplest principle is "If it's the best at one thing, it should suck at something else."
I'm fine with the little differences between sets. -
Quote:Nonsense. Teaming was and is absolutely considered by the devs - the very at descriptions display that, and it's a good thing, considering the fact this game is an mmo, lol.Keep in mind that performance and balance are done around SO play on standard +0/x1 difficulty, where you primarily are fighting single targets. Soloing on that difficulty, EM is perhaps the best powerset for the job. It offers second only to brute fire single target damage, but has enough mitigation to render bosses reliably stunned.
In a team setting, EM may be less useful than other melee sets, but I'm not here to argue that.
I'm here to argue that different sets do different things. Fire does more damage than anything else, but offers no mitigation. Ice does much less damage, but is very control and mitigation heavy. EM is second only to fire for damage, but offers reliable mitigation. Those heavy pros are offset by the con of lacking AoE damage.
If you don't like it, roll something else.
Secondly, even if you solo, you're fighting more than one enemy at a time, and with the new difficulty settings, you can fight a lot more than that.
So again, overall, em is a massive underperformer vs competing sets. The only thing it is competitive at, is sustained single target damage vs hard targets like av's or gms. On teams, the big time single target damage is nearly useless thanks to ridiculously slow attacks. The mitigation of the set is pitiful because it's single target, while most competing sets have aoe mitigation - the more enemies you are fighting the more painfully obvious this becomes. And the set has pitiful aoe damage as well, in a league all of its own in aoe futility, yet there are several competing sets that are in the same league as em in terms of single target damage (that are also more capable of effectively delivering it, in in-game situations thanks to faster animating attacks), that blow em out of the water in terms of aoe ability. That's not balance, that's a massive disparity.
But if you think that's balanced and 'ok', that's fine. You can think the sky is filled with cotton candy too, but you'd be wrong about that as well.
And the argument of 'if you don't like it, roll something else' doesn't negate the fact that em is an underpowered set. So many players are noting this hoping the devs listen and take a look at the set, and perhaps improve it. If you don't like hearing us talk about it, then don't come into these threads, or complain about it, whatever floats your boat. But telling people to just go play another set sure sounds like the last resort to a failed argument to me. -
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Quote:This would make sense if single target ability was equally valuable vs aoe ability, but it is not, especially in a game when you routinely fight more than one enemy at a time.I think BillZ has the final word on how well EM is performing.
This is his chart of single target damage set comparison.
Notice that EM is only behind fire for damage with brutes, and would be the top performing scrapper set.
EDIT: Curse you Bill! You beat me to the topic.
I don't argue that EM is near worthless to teams, but if a set is top dog in one department and offers good mitigation, it has to suffer somewhere else.
Then you have the balance problem in terms of several em competitors doing close to the same single target dmg and mitigation, while completely blowing em out of the water in terms of aoe dmg and mitigation.
Then on top of that, em's single target abilities are rendered nearly useless on teams, thanks to how the set plays. When you fire off the sets best single target attacks on a team, good luck getting them to land before teamates kill your target with their much faster hitting single target and aoe attacks. EM users routinely end up wasting thier single target strength pummeling corpses, and when they use their sets best power, many times the only one taking damage is the EM user, lol.
EM is clearly an underperforming set in this game. -
Listen to Gaiden. If you're s'uper poor', SR is the cheapest secondary to make your toon av-proof. And it provides all the mitigation you'll need in most cases, so you can concentrate on damage with your primary, and for pure damage, you can do a lot worse than fire melee. But if you don't like popping green insps, you'll need to fit in aid self - or go with dark melee, which does similar damage to fm, but has an attack that heals you, pretty much eliminating any need to pop greens, outside of ridicucrazy situations.
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If you can't find a use for a god-mode power, even one that lasts only 15 seconds, on a regen scrapper, then we need some kind of scrapper manual in here... lol.
But like it was mentioned earlier, it's great for taking alpha hits on a secondary that is often vulnerable to them due to its unique nature. Also when you get the common scrapper urge of doing a 'watch this', you click that power first and your chances of survival go up dramatically. -
The reason kat/wp is 'common' is because it's a great combo, the two sets really go well together. Use d/a to cap your melee and lethal, and wp can cap en/neg and fire/cold with io's. WP also gives you crazy recovery abilities, a crashless tier nine that ups your survivability and end recovery, nice survivability vs psi, and great regen so you don't need a heal or greens. It's one of the more versatile combos in the game, imo.
I'm with you on kat/sr, seems like a waste of one of katanas best powers, da. You will get higher dps out of it by not needing da, but then why pair kat with sr when you can get much better dps out of several other sets? DM is the best set to pair with sr, imo, because the heal from dm fills sr's no heal hole. DB/SR is fun too, and you can get better single target and aoe dmg than kat, so if you've got a sword itch, I'd suggest DB for sr over kat.
Electric is a very fun set, one of the better aoe primaries, but provides little dmg mitigation. But if you are focusing on single target, go with kat or db. DB is probably the most balanced providing strong aoe and st damage, along with average dmg mitigation. Katana is probably last in aoe by a bit to db, and second in st to db, but has great mitigation with DA. -
Quote:I can understand stopping exploits like the one where people were going 1-50 in a day or two killing MM pets, but they went too far with the recent nerfs, and they even admitted it in several posts.Really, this has to end. Where do you people keep getting the idea that the devs are trying to kill off farming? They added the SUPER SIDEKICKING system for crying out loud. That's the best farming tool I ever saw in any game. And you know what? That's fine, the devs don't care, I don't care. If you can fight groups set for 8 you deserve the rewards for 8.
What the devs ARE cracking down on is exploitive farming in the AE that give far greater reward than what they should according to the risk they pose. And they should. Yes, things with the AE rewards balance have been messy as a result but leaving exploits in a game will do far more damage than fixing them.
Also the idea that people who farmer are the 'many' and the rest are the 'few' is absurd. Yes, it is.
There's no question that the economy and other external factors have contributed to the decline in customers, but what they've done, or not done, recently has had a pretty big impact too. They need to release new things to do more often, rather than focusing on large releases. And rather than eliminating things players enjoy, focus on creating more things for players to enjoy. Who cares if some dimwit is getting to 50 in a couple of days, that's not hurting any other players. Why worry about players farming purples or pvp io's, aren't the ridiculous prices in the markets high enough as it is anyway? Hell, I've been a fanatic of this game and I don't even think about trying to get pvp IO's due to their ridiculous prices and drop rates. And speaking of pvp, how can any reasonable person look at the changes done there and consider them a good move?
In short, stop messing with things large segments of the playerbase enjoy, fix the things that nobody likes and release new things to do in a more timely fashion.