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Quote:It doesn't have more, but I'd say they're about on par with eachother thanks to FSC's faster recharge than LR (Chain induction is nice, but JL and TS are about on par with firebreath imo - ie, not so great, lol). As another poster noted, they compared pretty evenly on farm tests. I have both combos at 50 and io'd to the gills and I'd say they're pretty even in farming kill speed.I agree with absolutely everything you said, except your conclusion that fire melee is king for AoE.
Fire melee gets you FSC, which is admittedly pure distilled liquid awesomesauce. After that, however, you get fire breath. Fire breath is... well... nice on a scrapper. I guess.
Elec Melee, on the other hand, nets you Jacobs Ladder (love hate, I know), Thunder Strike (again, love/hate, but more to love than JL), Chain Induction (Say something bad about this power, I dare you), and Lightning Rod (Which you can alternate with Shield Charge for massive win).
Honestly, I cannot fathom saying that fire/sd has more AoE deliciousness than elec/sd. I really don't get it.
But theres a noticeable difference in single target damage, which is why I prefer fire. -
Quote:I don't agree.
How about Soul Drain and Follow Up effects on non-SS powers?
I really don't think Footstomp is broken, it's the crown of the set.
For Brutes on SOs, SS is at the bottom of ST damage, just slightly above Electric Melee.
You can't do this with out SERIOUSLY improving the rest of the set.
Reducing Footstomp's damage would necessitate a major damage increase for the lower tier attacks.
Fantastic, now we have Stone Melee without the superior mitigation of Stone Melee.
I also think you'd need to add another PBAoE or two to the set. Footstomp is the workhorse of SS.
Where other sets can have 2 to 3 good to great PBAoEs, Super Strength gets just one excellent one.
Here's some fun numbers from Bill Z.
Thread HERE.
So there you have it, Spin with double stacked Follow Up (easy) beats Footstomp with double stacked rage (a nearly atrocious situation for any set without massive endurance recovery - that's not even taking into account the hinderance of the zero damage period every 60 seconds).
Footstomp's advantage is a massive Radius & KD vs. Spin having a 14s recharge vs. Footstomp's 20s - On top of that Claws also gets Eviscerate AND Shockwave.
Really, I'm not seeing a problem.
You're asking for an entire revamp of SS to the point that it would basically be a really gimped version of stone melee. No thanks.
Will you suggest this for other build up powers as well?
Or is it really ok for double stacked focus to affect damage auras and epic pool powers, but not rage?
NAILED IT.
Now does spin need to be nerfed, lol? Not to mention claws has some cones and shockwave too, and badly outdamages SS in single target damage as well. Again, if SS is broken, there are many sets that are hella-broken. -
It has to be, since SS's powers do less damage than claws. Would rage be to powerful in the claws powerset? Absolutely, because it wasn't designed to go there. Despite claws inferior build up power, claws still outdamages SS by a fairly wide margin.
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Quote:From the blog you cited:Perhaps, but that doesn't mean it's irrelevant, either.
This depends on your definition of "well" and "uber well."
There is also the problem of 'sub-par combination x/y has Z performance with IOs' while 'optimal combination a/b has Z+50 performance with IOs.'
Is nerfing always the way to go? No.
Is buffing always the way to go? No.
There is a balance between the two. I'd suggest reading Positron's blog entry on "nerfing" if you want to hear the reasons for it straight from a designer.
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I started writing a response to this last week, but I held off posting since I hadn't had time to corroborate my thoughts with personal performance comparisons, calculations, etc; I didn't want to pull numbers out of my ****. I thought I had saved what I had written, but I guess not.
At any rate, I've been giving this a lot of thought, and I think my main concerns with SS boils down to this:
1) Rage's Persistant tohit buff
2) Rage's effect on non-SS powers
3) Footstomp
4) Rage amplifying Footstomp's already broken nature
I don't care too much about Rage's damage bonus on lower tier SS powers, nor do I worry too much about KO Blow (due to it's slower than usual recharge). The above are the root of the issues.
Then I started thinking about what it would take to 'fix' them.
1) Lower the tohit buff
2) No way to make the buffs exclude these
3) Lower either the damage or radius. Alternatively, increase the recharge.
4) Can't make it exclusive (see #2), and even with a toned down Footstomp, it may be too good.
On the subject of Rage, my train of thought kept going. Suppose:
1) Tohit buff is lowered
2) The damage buff operates at a lower value for pool powers
3) The damage buff is averaged out with the crash (no crash, lower dmg buff). (This would likely result in stacking being eliminated.)
What would this accomplish? It would create a click power that provides a damage buff that is basically the same as other sets... unfortunately, it would be quite bland.
I always thought Rage would've made more sense if it was strong, but either not perma or the penalties would be enough so that you may not want to perma it. An offensive 'god mode,' if you will. In this case, it would mean tweaking the set such that the lower tiers aren't as lack luster as they are now so you didn't feel like you needed Rage to be competetive, but it would provide a lot of oomf when something needs to die.
That would make the set progress through the levels smoother and be more flavorful, imo. As always, there is a catch: it would involve changing more numbers, which has a higher chance of using a 'wrong' number, and there is a higher chance people won't like it.
"Eventually, the populace of the game will see that one class/ability has an advantage over everyone else. They too want that advantage so they reroll so they can have that ability as well. What we then get is Flavor of the Month builds that are simply put, better than everyone else. And what happens if everyone adopts the FOTM? Well, there is ridicule to those NOT using the FOTM, as well as a level of uniformity coming to your game world that you didnt design for. Suddenly everyone in your game is a Cleric, because Clerics are overpowered. In that case, why develop anything but stuff for Clerics to do? Because that game would eventually become a boring world of just Clerics and die the death it deserves."
SS is not so good that it's FOTM, 'everyone' has not adopted it, and coh is not a world of SS'ers. This despite the fact that SS is probably the most popular super hero power in comic book history. SS is simply one of the better sets that players enjoy - so leave it the hell alone. When I see brutes and tanks running around, I see a pretty good mix of powersets. In fact the only set I don't see getting any play is ice melee, which would certainly seem to be a case where you could buff to bring balance rather than nerf.
In terms of your suggested fixes:
1)The to hit buff in rage is nice, but it's overkill in 99% of the game, and since rage only brings SS's damage up to par with competing sets, you're basically paying for this with the aggrivating end crash and ten seconds of impotence, along with the def bonus that's negated by stacking. I'd gladly give up some of the to hit bonus in exchange eliminating the terrible game mechanic of not being able to do damage for 10 seconds every two minutes.
2)Rages effect on non ss-powers - what's sad about this is that rage needs to use pool powers, with the rage bonuses, to compete on par with other sets damage wise. So to feel this is some sort of overpowered situation doesn't mesh with reality. I don't see SS brutes running around spamming sands of mu, and again, those that incorporate epic pool powers into their chains need to do that just to do damage on par with the competition - without pool powers, SS does subpar damage when compared with other sets.
3)Everyone that claims footstomp is 'overpowered' ignores the fact it's the sets only aoe power, and the fact SS goes without aoe for 30 some levels, depending on at. And aoe is the strength of this set, so if you nerf it, you need to improve the sets aoe or it's going to underperform here as well. But if footstomp is 'overpowered' as you claim, they're going to have to nerf a lot of aoe powers, and sets, to be consistent, because lots of sets give you similar aoe ability, just in different ways and with a variety of powers - SS simply packs all of it's aoe into one power.
But utlimately, I think most people have a problem with ss, and rage in particular, because they confuse different with 'more powerful', and the facts simply don't support the idea that SS is definitively more powerful than competing sets. Bills study showed SS to be mediocre in st damage, and those findings were duplicated in starsmans charts, along with superior aoe scores, yet still not the best in aoe despite the claim that footstomp is overpowered. -
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Quote:Mine just hit 50 yesterday! Yay!
Now to figure out what I want to do with the guy.
While the game doesn't give rewards for it, I've always felt pretty rewarded by damage mitigation. Just not quite enough to find a Tank satisfying. Think I'll go the opposite direction on my Fire/Shield, though. I've made too many survival machines. Time to put out some serious damage.
Grats wern. That's what I did with my fire. Sure there's some things that I can survive better with more defensive builds/set ups, but those things are rare and far between. It's a nice change of pace to just obliterate stuff with massive aoe's. Jump into a big group, let aao get juiced, then shield charge, FSC, fireball... so nice... -
Quote:The OP was asking what is the 'best' primary to couple with SD. Obviously, that is going to be a matter of opinion, hell what he means by best isn't even certain, but I'm assuming he means what combo is best for the overall game.The synergy isn't lost, it just becomes unnecessary. Team composition shifts the "best" goalpost, but it doesn't affect any of the synergy aspects.
You guys are getting hung up on the difference between synergy and best performance. They aren't the same thing.
When examining shields dark melee fills the weaknesses the set has. You may find yourself in a situation where those weaknesses no longer matter, but that doesn't equate to some other set synergizing better.
Here's a few more examples to hopefully help:
storm/dark is the most synergistic pairing you do for storm (when looking at blast sets). It provides a heal, an aoe immob, and an aoe stun to stack with the aoe stun of storm. That doesn't equate to storm/dark being the "best" storm you can make for specific different scenarios. It just means it is most complimentary.
stone/willpower is likely the most synergistic pairing you can do for willpower. The extreme control of stone allows the regen of the set to work to maximum effect and willpower offers extra recovery to fuel stone. But that doesn't mean stone/wp is the best stone melee toon or the best willpower toon you can make in specific situations. It just means they are the most complimentary pairing across the largest array of encounters.
And imo, the answer is fire, hands down. And I have 3 lvl 50 sd scrappers, all fully io'd up, a fire/sd, an el/sd and a dm/sd. The dm/sd is best for inspless av soloing, but that's about it.
Now I understand your 'synergy' argument, but even by swapping 'best' with 'synergy', it's still a matter of opinion, and I'd still argue fire. Why? Because fire adds more value to the combo. Sure dm adds more 'stuff', but most of it is less valuable than the primary thing fire adds. Damage. Specifically, aoe damage. This game is an mmo, and most people team a lot in an mmo. That means lots of enemies to kill at one time, which means aoe damage is of very high value. It also means teamates who may might heal you or give you endurance buffs. Then there are inspirations that can be used to heal or recover end. That lessens the value of siphon life and dark consumption (even solo, i rarely ever need to pop a green or blue insp). But no teamate or inspiration is going to give you more aoe damage. That's why fire is better than dm, both in terms of 'best' combo and which 'synergizes' better. Of course, that's just my opinion... -
Quote:Ya, DA is a BEAST when it's pimped out. In groups (even with just 2 or 3 enemies), the heal alone makes you pretty invincible - pretty much a full heal every... i think i had mine recharging in 13 seconds lol.soft-capped defense
48% average resists (weighted by frequency of damage type)
1766 hit points (would be 1833 with task force commander)
22 HP/sec regeneration
Dark Regeneration (full heal) recharges in 12.7 seconds
Nothing hits me. If it hits me, it does half damage. Passive regeneration tops me up and handles singular big hits. Dark Regeneration puts me back at full when there are multiple big hits in a row like when an AV gets lucky. Basically, you have less than 15 seconds to kill me through soft-capped defense and 50% damage resistance. That's pretty difficult to do. It even handles most minor defense debuffs without incident since my melee and lethal defense are 55%+.
So unless there are big time defense debuffs, it stomps all over my Dark Melee/Super Reflexes. Same defense, much better resists, better heal, similar hit points, similar regeneration.
Feels awful fragile against the big time defense debuffers, though. -
Quote:Aw christ, what's the nerf to the numina and miracle uniques?I have two sets, so in a sense, not bad, only a few percent. But as we all know, dropping a few percent BELOW the soft cap is BAD. I'm also getting hit whenever they decide to nerf Miracle the same way they nerfed Numina. I'll need to figure something out. Figure I can trade some stuff that isn't as critical for the critical stuff. But I'm waiting until I17 actually comes out and everything's actually nerfed and Mids' is updated and so on. And I'll enjoy what I have while I have it.
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Quote:Ha, they answered my question!Wooo! Now that it's been Officialy Answered, I have no worries about bringing a Scrapper to Redside:
Looks like I'll also be taking quite a few of my Villains to Vigilante, doing a respec, and then taking them back to Villain. Body Mastery Brutes, here I come!! -
Quote:To clarify the pvp argument in regard to the em changes, I'm not arguing they changed em to alter it's performance in pvp. I stated that ems performance in the old version of pvp, where it excelled, led to countless posts by players mocking other players for not taking em, as it was the only truly effective melee set in pvp. The devs saw these posts and mistook them for unanimous sentiment that em was overpowered in terms of overall gameplay, even though it clearly was not an overpowered set in pve. A dev specifically stated that these posts influenced their decision. This is not a myth but a fact - I was in that argument and recall without question reading that post with shock.OK, I have not read throughout the full thread but I'd love the myth of ET's nerf being done due to pvp to entirely vanish as they are just that, myths. The changes came though slightly before the PvP changes, if anything, the changes made sure that it was not nerfed in PvP because in it's earlier form, it would had been entirely destroyed, the power would had been the biggest laughingstock of PvP. A power that's so fast as the old ET would had been forced to do minimal damage and then hurt yourself in the process.
Your argument is odd in that you claim the idea that pvp influenced the change is a myth, then go on to say that maybe it was done to make the power useful in the new pvp? I don't know whether or not the new pvp influenced the change or not, but the end result is clear, the nerf to et made the power, and the set, an underperformer in both pvp and pve. -
Quote:I think we seem to agree that the recent 'set designs' and 'set balances' have been on the underpowered side? People were playing dp because it was the new shiny, once the newness wears off, I doubt it will get much play with it's current stats and playability, at least in terms of performace (did I see something in the i17 beta that they're already buffing one of dp's powers...). I hope the new kinetic melee is not designed in a similar fashion, but I'm also pretty worried that it is.Editing
The formula does takes into account the power's AoE capabilities. The formula, however, does not automatically design a set. It is the set designer that gets to pick how much utility/damage the set will get.
He can intentionally make the attacks faster so they dish more damage, he can also intentionally give the set 2 or 3 AoE attacks with large radius, or he can just give it a one AoE attack with minimal radius.
These are all design choices.
The problem is not the formula, but the early developer's over-reliance on it to balance everything without them looking too much into things. These days, Castle is much more aware of the issues and tries to balance sets according to his goals. After the result of Dual Pistols, I'm not sure if the new power guys fully grasp the concept or if I just underestimate their goals with the set (and that set is a Swiss army knife of secondary effects so it's very likely it's the later.)
It also may just have to do with the developers, Synapse and the new animation guy, not working as tightly together as Castle and BaBs have learned to do. In this game's power set design phase, it is critical that both these people work very close together.
Dual Pistols seem to show a lot of things that are considered issues in Martial Arts, namely long and beautiful animations that are too long for the attacks they are placed in. From the video I saw on Kinetic Melee, I'm already afraid it may be similar there.
I don't mind if sets are slow, but the negatives of slow animations should be compensated with more damage, certainly more than their current method allows, whether that method is via some formula or just pick and choose. The problem being that whatever method they are using is not taking into account the inherent negatives a slowly animating set has for a player, in terms of killing corpses on teams, getting stuck in long animations when you need to click a heal or defense power, etc. That's why I mock the 'magical balancing equation' I continually hear about - it clearly does not take into account enough of the variables that exist in this game. In fact, there are far too many variables in this game to create one simple equation to use for all sets.
Ultimately, i think the devs are missing the point of a super hero game. People want to feel SUPER. They don't want to struggle against three or four minions, certainly not at level fifty. They want to be able to get to the point of being able to defeat av's and gm's, even if it's very hard to do. And yes, I know this is all achievable in some ways at this point in the game, but recent moves seem to suggest they might be trying to weaken top end performance, and new sets seem to be aimed at 'really special' hero rather than 'super' hero. I'm not saying make sets 'auto win' deals, but there are no sets in the game right now that are ridiculously overpowered, so start balancing the underpowered sets to match the top sets that people like, rather than ruining the sets people like by 'fixing' them and balancing them to the lowly, unpopular sets. Same thing with creating new sets, make them comparable to the one's people like, not the pitifully underperforming sets players hate. -
Quote:For the nems, if you're just farming for drops, your fire/sd scrap should be able to handle +0/x8 or +1/x8 with minimal difficulty.Yeah, I pretty much settled on Fire/Shield for the Scrapper, though that does mean I'll have to bypass the Television Farm, since it's Nemesis...
And for Brute, SS/WP wasn't an option. Either SS/SD or SS/FA.
At this point, I'm almost ready to just go ahead and make all 4: Claws/WP and Fire/SD Scrappers Gone Rogue/Villain, and SS/SD and SS/FA Brutes Gone Vigilante/Hero.Of course, I may scrap those, and do KinMelee, depending on how it turns out.
And as someone mentioned earlier, with the sharing of epics, you could get more end help for your SS/SD brute, so that's good news for that set up. -
For the scrapper go Fire/SD, it's got massive aoe with SC, FSC, and go fire epic for fireball. It's also got a great single target chain for hard targets.
For the brute SS/SD sounds great, but it's gotta be murder on the blue bar. And while SS/SD would definitely be better for farming in most cases, you could farm almost anything (albeit a bit more slowly) with an SS/WP thanks to WP's more layered defenses (as others have mentioned, nems absolutely shred my SD's, while my wp's have little problem with them). And with wp you'll have much better end recovery to deal with rage crashes. And on top of that, it's a lot cheaper to make a SS/WP work than a SS/SD. If you get FS recharging fast enough, the mobs in a farm go down pretty quickly anyway. -
How bad is that DA gonna get hit by the BotZ nerf, wern?
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Quote:Bill, while I don't agree with the Da Captains arguements, I think you're over simplifying - and not taking into consideration your own skill or the skill of any other top end player vs. the average player who might not be capable of surviving the amount of mobs it takes to generate fury quickly.
As for using attacks...
I just went to the RWZ Vanguard base and used the practice dummies in the armory.
145% Global Recharge with hasten running, hasten's downtime was irrelevant as I waited for it to be recharged before starting the test and both tests were completed in less than or equal to 2 minutes.
These aren't exact times, but they're close enough.
Attack Chain 1 = Punch > Boxing > Brawl
50% Fury took approx 30s
90% Fury took approx 50s
Attack Chain 2 = KO Blow > Gloom1 > Haymaker > Punch > Gloom2 > Haymaker
*.5s gap between punch and Gloom2
50% Fury took approx 74s
90% Fury took approx 120s
So under the best circumstances, where I would do no damage of any real value, I can be at 50% fury in 30s chaining the worst of the worst attacks. This would be in any situation where I either don't have enough enemies present, or someone else has aggro to prevent me from using that to generate fury.
30s is a long time. That's practically an entire fight in the CoH/V combat system.
If others are interested in doing some more tests, one test just using enemy attacks and another using both fast personal attacks as well as being attacked by different sized mobs - that would be interesting to see.
Some things to think about would be enemy type, number of enemies (maybe something like 3 mobs / 7 mobs / 10 mobs) and survivability levels across the full L1-50 spectrum.
I'm not sure how the rwz dummies work - do they attack you? I'm guessing no, which means your fury will go up much more quickly in regular gameplay, especially since even on the lowest mish settings solo, you'll have a few enemies firing off attacks at you, that also generate fury.
Really, the best way to do it is to simply make a brute and play it in missions. If you do that, you'll see how easy it is to generate fury, and keep it at reasonably high levels while you're playing. There will be a few instances where you're fury levels will be too low to do scrapper level damage, but there will be more instances where you will be doing scrapper level damage and above. But you'll ALWAYS have more health, and better defense and buff caps. That's why brutes are slightly more powerful overall than scrappers. It kind of pains me to say it, because scrappers are my favorite at, but it's simply the truth. -
Quote:OK with Going Rogue coming soon and Incarnate levels coming with it which of my shelved 50s do you think is most worth bringing back to life? What do you think your pick would be best used as or capable of? (i.e. Team toon, Solo AVs, Solo GMs, Farm Toon)
Dual Sword / Will Scrapper
Rad / Rad Defender
Fire / Ice Tank
Dark Melee / Invlun Scrapper
Ice / Storm Controller
The dark melee/inv scrapper could be io'd up to do some crazy solo stuff, the rad/rad defender would be most valuable on teams. -
Quote:Ah! Now it makes sense. So the Katana Invulnerabilty is better than the Broadsword Invulnerability because the defense from an attack move! Now, are any Psi attacks melee? Would finally be nice to have a invul anything with Psi protection.
No, both katana and broadsword get an attack that boosts your defense, katana gets divine avalanche and broadsword gets parry. -
I'm guessing you're looking for the best balance between offense/defense and aggro control.
In no particular order...
kat/wp - wp not the best aggro control secondary though
dm/wp
dm/inv
kat/da - needs lots of io's to really shine
dm/sd
bs/sd
Offense is your best defense scranking...
fire/sd
elec/sd - but these builds need to be heavily io'd up for survivability -
Quote:Only if its a new SS set that will be offered along with the old one. Too many players like the old SS, so to 'fix' it would be 'ruining' something many, many customers love, and since it's been clearly shown that SS does not blow the competition away in terms of performance, no 'fix' is needed.There are some good arguments for and against changing rage/SS. So I ask you all, with GR, I17 & I18 coming out, 4 new power sets and old sets like EM (that is no longer played much because it was changed) do you really want the developer spending there time reworking Super Strength?
This game has many things that truly are broken and require fixing, fixes that the vast majority of customers would actually enjoy. And if they get the urge to work on powersets, keep putting out NEW ones to keep the fans interested or buffing underperforming/underplayed sets, instead of tweaking old ones that people like, which only results in pissed off players. -
Quote:You said:
which means it was intentionally created such that the set was underpowered without Rage, but on par / balanced with it. That may not have been what you meant, but that is what you said.
Again, I doubt it. Like I said, you have to completely throw animation time out of the picture if you're looking at balance of these legacy sets. The bottom tier powers (low dmg/rech) are designed to deal more dps than the top tier powers (high dmg/rech). Simple example:
Punch: 1 scale dmg, 4s rech. 0.25 dmg/sec
Haymaker: 1.64 scale dmg, 8s rech, 0.205 dmg/sec
With that in mind, if you compare Haymaker with Stone Mallet and Bonesmasher, you'll see they have the same stats. Likewise, Punch will share the same stats as Energy Punch. They were designed to be equals, but they didn't include all factors into their equation (cast time, full attack chains, etc), so the intent fell flat.
(The only power in the set is worse than it should be without Rage is KO Blow, it should have a 20s rech instead of 25. Of course, it also is available at lvl20/8 instead ov lvl38/18 and it has a heightened range (13ft vs 7ft).)
Do these deficencies deflate Rage's potency a bit? Yes, but that doesn't mean Rage's current strength is necessarily a good idea. The problem with Rage/SS is three fold:
1) Rage doesn't just boost some of SS's deficient powers "up to par," it also boosts the strength of all attacks. So damage auras, pool powers, epics, temp powers, and vet powers are all stronger on SS than they would be on any other character. This means powerful attacks (such as Fireball) would be boosted as well.
2) Footstomp is too good. I have Footstomp, and I love it, but it is too good compared to other sets. It deals too much damage for the recharge / radius that it has. It is balanced as a 10ft radius, but actually has a 15ft. (Compare it to Frozen Aura, which has the same damage/rech and only a 10ft radius.) This is exasperbated by Rage, which makes it that much better. There is a reason a lot of people say SS is a great AoE set even though it only has one.
3) It scales very well. Since the bottom teirs are so lack luster and the upper tiers are so good, adding recharge to maximize powers like KO Blow and Haymaker while squeezing out Jab has a tremendous impact. It also means that there is room to add in better powers (like Gloom).
To sum up:
* SS wasn't designed around Rage. If it's balanced with it and underpowered without, it's a coincidence.
* Rage has farther reaching consequences than just bringing it up to par.
To sum it up - SS is balanced to other sets with rage, I see it in having played all the melee sets to 50 at least once, and it's supported in two different spreadsheets put out by reputable players. If you want to think it was completely accidental, that's fine, but I disagree.
In regard to your rage points:
1)Of course rage does more than just boost SS's damage up to par with other sets - it should since you have to use a power pick to choose it, and then slot it up, I would hope it would do more than just allow the set to do damage on par with competitors. And despite the fact it boosts attacks outside of SS, the set still does damage overall on par with competing sets, again, as evidenced in play and in various spreadsheet tests. In fact, for SS to be one of the above average single target damage dealing sets, it's forced to use 'gloom', a power outside of its set, to compete with other sets. Without gloom, SS would be a mediocre single target damage dealing set in most comparisons (actually, the brute SS is below average in single target dealing damage in bills scrapper/brute powerset comparison).
2)Footstomp is not 'too good'. Is it a great power? Yes. Is it better than many other sets aoe powers? Yes. So why is it not 'too good'? For several reasons. For one, it's the only decent aoe power the set has. Some would argue the only other aoe power in the set, handclap, is more of a detriment to the set than anything else due to the horrendous knockback and scattering of enemies. Secondly, you don't get the only effective aoe power in the set until the end of the set/late game, where every other set gets some kind of aoe ability far earlier. That is why footstomp SHOULD be better than other aoe powers. But I can see why the City of Same folks would have a problem with it, it's not a clone of several other powers, and the set is balanced differently than many of the other sets. For the countless SS fans, it's ok to be different.
3)If it scales so good, you'd expect it to be the best single target set in the game, yet it's not. And any set can add gloom to their chain, the fact SS NEEDS it (and gloom has excellent single target dps) to compete near the top of the field in single target points to the fact the set is deficient in single target attacks. Again, when you take gloom out of the competition, SS falls to below average in single target competition. Of course that is why it has a really powerful aoe attack, to make up for that fact, which supports my contention that footstomp is not overpowered in this set. 'nuff said. -
Quote:Great post again. And like you said, the chart princess posted was with about as much recharge as you can possibly get, AND it takes into account some stacked rage (which would probably create some end issues with all the crashes), and it's still not the best single target set, so I'm not seeing how people can claim it's 'overpowered'.I'm sorry but that is a totally inaccurate picture of the thread in question.
Which can be found here
Here's what you either missed, or left out.
1) "Good Recharge"
250% Recharge is quite frankly, bordering on ludicrous.
Just so you're aware, I have a L50 SS/WP brute with 3 Purple sets, 4x LoTG 7.5s and a a bit of other recharge (5% I think) still doesn't have the 250% rech needed to run the attack chain you quoted. (Gloom is shy by about 25% Recharge in my particular build for the needed 250% - I have 65% Global Recharge, +70% from hasten and 90% in Gloom)
I could get him there, but it would require a loss in survivability.
So yes, it's doable but it will require build sacrifices as well as 5 purple sets & 4x 7.5 LoTGs. You also need to ED cap Rech Rdx at 100% in Gloom or find another 10% recharge from somewhere if you're at 90%.
2) The attack chain.
The jump in performance while somewhat due to double stacked rage from the previously mentioned 250% recharge, also has another critical source.
Gloom.
That's the attack chain that gets 212 DPS at 250% Rech with double stacked rage.
So, some final points.
- No power or powerset is balanced according to having 250% recharge.
- To reiterate, claiming SS is "overpowered" based on something like 90% global recharge before hasten & Rech Rdx slotting is added in is ridiculous as having that much recharge in and of itself is overpowered.
- It also doesn't account for Gloom, which is a major source of that ST DPS chains jump in performance.
- I specifically addressed gloom, and other PPP/APPs in my previous post. Feel free to re-read it.
Lastly, even though I could make a build with that much recharge, and double stack rage often - I wouldn't. My opinion is that suffering such frequent crashes would be more of a frustrating hindrance, and is only useful for vacuum testing pure DPS chains and not actual in-game play. -
Quote:Truth - I keep hearing people expressing the misconception that SS is somehow overpowered but that simply doesn't mesh with the facts.I do love KO Blow and I do very much agree that SS as a set does provides very solid AoE, but I disagree and I don't think it provides decent ST damage.
I've got more than a half a dozen Brutes at L50 and I can confidently say that without adding patron attacks, SS is definitely low on the ST damage as a set compared to others.
You can't really bring PPP/APPs into the equation either, because they let various sets do various things beyond their actual capability, so it's fair game at that point.
Here are some numbers, which while aren't the whole story do at least support the idea to an extent.
I hope Bill Z doesn't mind.
Original thread here
SS falls nearly at the bottom for Brute ST damage, Rage with 3 L50 Rech Rdx IOs would be just barely shy of perma. (different results for scrappers, unsure of Tankers).
On that list I've played Fiery, Claws, Warmace, Dark, Stone and Strength to 50, and while I wouldn't be able to place them that accurately I would be able to state that SS is definitely at the bottom compared to those primaries - and this is including rage.
Fiery is cleanly at the top, even though it also provides very solid AoE as well. This is mostly due to how fury affects DoTs I think, but FM as a set is still excellent in both ST and AoE damage.
Without Rage, Super strength as a set would be awful.
While the set is not perfectly balanced, I've grown to enjoy the way it plays - crash and all.
And while improvements to the set as a whole would be great, I'm extremely wary of any "fixes" that the devs might make.
And as you noted, any nerf to rage would cripple SS and immediately make it non-competitive with other sets.
There are other sets that do much better single target and/or aoe damage than SS. But you can't look at popularity and assume that is correlated to performance. A big reason SS gets more play than fire or stone is because people grew up watching superman, spiderman, hulk, etc, not super fire guy and rock kid, lol.