EvilGeko

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  1. Quote:
    Originally Posted by DMystic View Post
    This focus of yours on the 138 HP is really starting to annoy me for these arguments.
    It's 134 actually. (1338 v. 1204) And I mean no disrespect, but your annoyance is neither my goal or my concern.

    Quote:
    Yes Stalkers have 138 HP less than Scrappers at the base. However the big difference come from the HP caps.
    Less than half of the Scrapper sets (Will, Shield, Regen, Invul) have health buffs. So this is not an AT wide distinction until we get in teams. And even there, there are very few HP buffs.

    Quote:
    Compare any Scrapper Secondary set to the same Stalker Set, with the same powers and slotting where applicable. The Scrapper will always have Higher HP, which means a higher Regen rate, a higher benefit from self heals, and more time to react to incoming damage.
    I never said anything different. In fact, I've said that the base is 134 and the cap is about 400. But it's presented as if it is this chasm of difference and it's not.

    Quote:
    In a teamed situation The Scrapper will get more benefit from any Ally +HP powers that may be available. A Stalker will never have more than 2006 HP, whereas a Scrapper can get to 2409 a difference of 403HP which is a significant number.
    To my knowledge, there is exactly ONE non-Incarnate ally buff and that's Frostwork. And Frostwork can't be kept up on the whole team. Having a 50 Cold Dom, I must tell you that I prioritize the non-tank melees exactly never when using this power and I doubt I'm the only one.

    Quote:
    HIDE does not add anything significant to survivability after a fight starts. When Hide is suppressed it adds all of 2.5% percent defense and adds absolutely 0 +Stealth.
    For simplicity let's take an even level minion with a 100 damage attack. No other defense powers for this example.

    Chance of hitting the Scrapper = 50% for an expected health loss of 50
    Chance of hitting the Stalker = 47.5% for an expected health loss of 47.5

    That's 5 percent mitigation.

    Quote:
    Every other Stealth power in the game still adds some +Stealth when suppressed.
    All Scrappers get a +Stealth power?

    Quote:
    Placate when granting HIDDEN status does not in fact cause Hide to become unsuppressed. Placate can cause a single enemy to stop attacking for up to 10 seconds, however there are situations where this won't work. Yes Placate is quite a survivability tool, but isn't significantly better than other types of controls
    I never said Placate was better than other types of controls. I said that it has a significant effect on survivability if used properly.
  2. Quote:
    Originally Posted by Another_Fan View Post
    And I don't accept your idea that hide and placate, make up for the loss of AoEs, survivability tools, and less HP. NANNY NANNY Boo Boo
    What survivability tools do Scrappers have that Stalkers don't? What AoEs did Electric Melee, Kinetic Melee (Oh right Repulsing Torrent, LOL), Street Justice and soon to be Staff lose?

    Quote:
    Seriously that isn't even a good strawman you are building there.
    Kinda hard to call something a strawman when it's taken directly from a quote.

    Quote:
    Scrappers , stalkers, brutes all have better fireballs than blasters the only thing this proves is that something is wrong somewhere
    Scrappers and Brutes can have a 50% crit rate Fireball?

    Quote:
    Yes except that I specifically said what the price was BUZZZ
    That might be what you meant. But that's not what you said.
  3. Quote:
    Originally Posted by Another_Fan View Post
    ROFL. Stalkers now do one thing a little better than scrappers. They pay for that privilege with lowered survivability and less AoE. The price of getting a problem fixed for them is that they likely won't have another serious adjustment before the servers shut down and will be pigeonholed in 2nd banana position till the end.
    Discussing these issues in turn:

    1. Stalkers do not have lower survivability than Scrappers. I simply will no longer accept any argument based on 134 Health and completely ignoring Hide and Placate.

    2. On average Stalkers have less AoE options than Scrappers. This is true. It is not a constant. It is not always true that if you take any Scrapper and put him up against any Stalker, the Scrapper wins in AoE. However, every single Stalker can have Fireball and that's better than some Blaster combos have access to, so Stalkers don't get much sympathy from me on this front anymore.

    BONUS: Your castigation of Arcana and Leo is misplaced. You wrote a paragraph. The first sentence of which uses the word 'now'. The only reasonable interpretation is that you are discussing the state of Stalkers after the Issue 22 buffs. You then state in your second sentence that "they pay for that privilege," with the survivability and all that. You tied the two concepts together.
  4. Blasters: Fire/Fire - (Note the devs actually used Johnny Storm as the template for things like the nukes)

    Scrappers: Claws/Regen - Nuff said, bub.

    Tankers: Superstrength/Invulnerability - It's a bird...

    Defenders: Storm Summoning/Lightning Blast - Because....just 'cause!

    Controllers: Mind Control/Force Field

    Brutes: Street Justice/Willpower

    Stalkers: Ninja Blade/Ninjitsu

    Dominators: Illusion/Psi (NOTE THE PRIMARY DEVS!!!!11!! )

    Masterminds: Thugs/Pain

    Corruptors: Rad/Rad
  5. Quote:
    Originally Posted by UberGuy View Post
    Yeah, that's completely awesome for about 10 levels, that last like an hour for an experienced player. I contend that inexperienced players aren't likely to benefit from its true awesomeness. (For reasons mentioned a couple of posts up.)
    I disagree. You all keep talking about leveraging the most you can out of Fury and speaking as if we're talking about experience players. That's not the question presented. The question was what was a good archetype TO START WITH. I maintain that no newbie player needs to be an expert at using Fury to get excellent results. All the melee ATs are awesome and survivable. But Brutes, even if played the exact same way as a Scrapper will do more damage until the early 20s.

    Likewise a new player may actually...you know...play the game and not run the sanctioned powerleveling trials.
  6. Quote:
    Originally Posted by Da_Captain View Post
    To me that just null and voided what you were trying to say. For me, not just because I am a scrapper fan, but I would have to say Scrappers are a bit easier than brutes to play, you don't have to keep up with much, and you don't have to learn anything, just wait for the critical hit.
    At low levels before AT modifiers kick in at full strength, a Brute's Fury, even if completely ignored will provide more damage, more consistently than criticals. Newbie Brutes are thus much easier to start of with than the other melee ATs. The amount of free damage you get is staggering.
  7. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Claws/Something Brute. Probably Willpower since it's basically designed to be COH on training wheels.
    This. This combo is unique in that many, many noob mistakes will be covered by Fury, Claws' recharge and endurance discount, Willpower's Quick Recovery and fire and forget nature.

    Just make sure your friend knows that other ATs and even other Brutes Combos can be weaker.
  8. Quote:
    Originally Posted by Brimmy View Post
    Yes, they are.. my main scrapper can solo GM's, AV's and run mishes against any enemy group at +4x8... keep your changes, leave my scrapper alone
    Your Inventions are doing that.

    Quote:
    Any 'change' made in this game comes with one third gain and 2 thirds loss... at best..
    That's patently false. So much so that I won't even bother providing any of the dozen counter-examples. I'll stick with one: Stalkers.
  9. Quote:
    Originally Posted by Arcanaville View Post
    Not even the devs have the ability to just randomly add slots to a character in general.
    No, but Geko and Statesman were able to pretend really hard!
  10. Mine is the default with an extra (4th) tray I use for macros like Wentworths and the Vault.
  11. Quote:
    Originally Posted by Texas Justice View Post
    Somewhere around 1600 Paragon Points per month sounds about right to me.

    No permanent license.
    That's more than the sub? Were you being serious?

    Personally, I think all games which bill themselves as Free 2 Play need to have an ala carte option for everything. A temporary license could work, but a sub is a temporary license so it would have to be sensible.
  12. If they were to do this, I would like it if it looked like:
    • Make access to the system a Tier 9 reward (either sub for a long time or pay a lot either up front or over time)
    • The Tier 9 reward would give access to the Alpha slot and shard drops
    • After that permanent access to the rest of the system would be 2400 points ($30)
  13. EvilGeko

    Testers needed

    Quote:
    Originally Posted by BrandX View Post
    Controller ATO Proc in Fearsome Stare seems to proc everytime I cast.
    This. I also have a store-bought fear proc in it and it's a very decent cone attack now.
  14. Quote:
    Originally Posted by Arcanaville View Post
    It took me a while to realize Jack tended to speak in generalities and specifics intermixed, so he was often more general than people thought he was being, then over-generalized when he was trying to be very specific.

    I'm certainly not an expert at Jack, but in my opinion nearly everything commonly believed about Jack with regard to the design of this game is probably wrong. And that's a lesson the devs learned about being "open" about intentions. You can be open, but unless you're eloquent being open doesn't mean the players will actually know what you're trying to express to them. If anything the players are more likely to invent a narrative that vaguely resembles what the devs actually said.

    I still shake my head over the whole "three minions" thing.
    I don't know. There must be at least one person at Paragon Studios who has mastered the art of writing cleanly. EDIT: And failing that, the devs should recognize that the players are trying, some fairly, some not to understand what they are trying to do. Observation doesn't give us insight into the devs thoughts. So if that's the primary means of communication between players and developers, then the developers have no right to complain that they are misunderstood. And they should recognize that and filter what the players are saying accordingly.

    I agree with you about how Jack tended to communicate. It took me awhile to introduce my own filter into what he said.
  15. Quote:
    Originally Posted by UberGuy View Post
    You'll notice I made no specific claim to any particular "ideal" regarding balance. What I dismiss out of hand is the notion that, because the devs have escalated our relative power compared to the environment in the end game and with some powersets in particular, that the reigns are completely off.
    I was actually talking about the lowbie game. The end game is supposed to be crazy. I actually find character power against the trials to be almost right on target. In that you can still fail and still die if you aren't paying attention.

    I look at the low level game and I think your train analogy is apt.

    Quote:
    What I believe is a non-starter in that is the very assumption that the devs think they're ramming the throttle to the max as the train races down the mountainside. Your position says hey, we might as well throw more coal in the engine, right? Except I don't believe there's any chance at all they think they're driving the train that way. They may think the train is racing down the mountainside, but if so, I suspect very much that they are working the breaks and the engine to mitigate the acceleration. So I don't expect them to give suggestions based on the idea that they are driving that way more than a raised eyebrow.
    Of course they don't think they're doing that. But that's what they are doing. I can't agree that they are trying to mitigation the inflation, I would like to think that, but it's difficult to be honest.

    I was just now playing with a lowbie Stalker (level 21). You know that painful level before SOs. I was just plain shocked at how powerful he was. The character had yellowed out DOs and was tearing through missions like there was no tomorrow. Then I hit 22, slotted SOs and...wow. This Stalker is a Kinetic Melee and has the same amount of AoE that my Kin/EA Scrapper has. And a crapload more ST damage besides.

    I don't know, I'm probably wrong. I don't necessarily have the same level of investment in my arguments that some others have. But that's what I perceive. We are so far from where we were a few years ago, that I wonder what is the point of pretending that maintaining even a minor level of challenge is a goal.
  16. Quote:
    Originally Posted by Arcanaville View Post
    I'm often in a position to know when a player has completely misread the devs' intentions. Amazingly, not all that many players take advantage of my pointing that out. I'm not specifically commenting on EG here, but in general. Its strange to me, because it means many players would rather be ignored than corrected; its rare the devs pay significant attention to a post that starts off asserting the devs think something they don't, and try to draw a conclusion from that false premise. Its not like any player seems to enjoy being put in that position; I don't know why anyone would think the devs would be any different.
    I would say to that, that the devs should make their intentions known. For all his faults, Statesman would be pretty open about what he was thinking. And he had a thick enough skin to take it when we excoriated him on his reasoning.

    I still remember the portable game anecdote. Players can only divine what the devs intend from their actions most times. And for me at least, I can't see a consistent balance target in their actions.
  17. Quote:
    Originally Posted by Arcanaville View Post
    Probably not, but what I told you was an amalgamation of every balance consideration the devs have ever expressed to me when it came to accepting, modifying, or rejecting a suggestion. Collectively they do think about the game in roughly that way, albeit perhaps not in every single way all simultaneously.
    Just a note, while I give you crap, I don't think there's a person in any MMO I've ever played who considers the game holistically like you do. I tend to roll my eyes when people claim to have more knowledge than the devs about the game, but if anyone could credibly make that claim it's you.

    Frankly, I don't claim to be anything other than an opinionated jerk, but at least I'm honest about it. I equally roll my eyes in threads like this when people use high-minded ideals of 'balance' when even defining that term is vexing.
  18. Quote:
    Originally Posted by Arcanaville View Post
    Which Dominators have a better version of, called "Domination."
    As I said, I haven't really considered the issue, so I'll concede the point.

    BUFF CONTROLLERS!
  19. Quote:
    Originally Posted by UberGuy View Post
    That position is a huge non-starter. If you think the devs are going to buy into that, knock yourself out. I won't be betting on you.
    Honestly, I believe that's their position already. I can't reconcile their recent actions otherwise.

    EDIT: Just so you know, while we disagree on this. I believe buffing the Stalker AT to the extent they did really makes me wonder what they consider "balance". I asked Arcana to explain it to me, but I don't buy her reasoning. Not because I think she's wrong, but because I don't think the devs have given balance as much thought as she has.
  20. Quote:
    Originally Posted by docbuzzard View Post
    I can't very well imagine anyone saying that controllers needed a buff. It would be preposterous.
    I can. At this point, we're so far above the environment, that I'm not sure it matters anymore. That sounds more controversial than I intend. But I think of it like this.

    Let's say we upped the Controller melee damage mod to .65 to match the spread that dominators have between their ranged and melee modifiers. I wouldn't argue against that. I don't think it would do much, but it would be an unequivocal buff. Such a buff would have little to no effect on Controller's current power. So why not?
  21. Quote:
    Originally Posted by UberGuy View Post
    Viewed as a whole AT, uniqueness does not require that one possess attributes that no one else exhibits anywhere. It requires only that you combine those attributes in a way that no one else does. Your list attempts to show [edit: non-]uniqueness by illustrating that Scrappers share some individual attributes with other ATs. That does not make them non-unique.
    I don't know that I agree that represents a unique quality. Perhaps, to get to Arcana's point, if that combination led to a unique playstyle like Controllers I could see that. But as I said above, Scrappers don't really play any differently than other ATs, except in the sense that other ATs have other ways to play besides just killing things.
  22. Quote:
    Originally Posted by Arcanaville View Post
    Its unclear based on your appraisal above how Controllers are unique. The only thing really unique to Controllers based on the above appears to be they uniquely have access to the Illusion Control set, and that's problematic for two reasons, one is that all non-Illusion controllers don't get that benefit, and two you're in favor of proliferating it anyway. That would leave it without a unique aspect as you appear to be defining uniqueness above (the other unique element is containment, which is a form of crit).
    Critical controls.

    And I'm not sure that Controllers are unique. The 'critical' mechanic is, as you say, present in other ATs. But really, considering that I spend the majority of my MMO time in another galaxy these days, I can only take on the fight of buffing one AT.

    I think Blasters need a buff more than anything, but they have you and others to fight for it. Likewise, I haven't really given Controllers that much thought. Perhaps if someone suggested that they needed something, I might not disagree.
  23. Quote:
    Originally Posted by UberGuy View Post
    Edited for EG fixing of post:Placate is not neutral, but it is not, itself, an unconditional mitigation benefit that can swing the tide in a Stalker's favor. For example, it is of very limited use in the middle of a pile of foes unless you have a very high defense build, in which case you may not need it as mitigation. The exception is when you can use it to disable singularly inconvenient foes out of the pile, which is a conditional benefit. This has to be weighed against the way a Stalker often loses an AoE attack to have AS, which makes most Stalker sets less efficient at clearing those same large spawns of enemies as a Scrapper. So a Scrapper is often better at taking down the spawn as a whole while a Stalker is often better at disabling one enemy out of that spawn, and, with I22's changes, would not be better at defeating one foe at a time than a Scrapper that omitted the same AoE from their build. I do not see unambiguous superiority there.
    I think when discussing Regen, Placate becomes much more potent. As you know, Regen players cannot without significant outside boosts (IOs, Parry, etc.) survive long in a dogpile of NPCs. The burst damage overwhelms their clicks and regen very quickly. But a Regen is excellent against Single Targets, even ones with high burst abilities. In such a fight, the Stalker has another click to drop, when things are going south and the NPC is getting a little too lucky with their hits.

    Quote:
    Hide is not neutral either, but I see it only as its unsuppressed 2.5% base defense value the vast majority of the time. It comes at a cost of a lost power in the secondary powerset, of which I think there are good examples of this being a steep price to pay. (All loss of Quick Recovery comes to mind, especially given the EPS burn now associated with frequent unhidden use of AS.)
    I don't disagree with this. But in the world of inherent Stamina, QR isn't the boon it once was.
  24. Quote:
    Originally Posted by UberGuy View Post
    Except I'm using the dictionary definition of "unique", and you aren't. "Solitary in type or characteristics". Scrappers possess a unique set of defining attributes and features which are not shared in that specific combination by any other CoH AT. You are the one claiming that's not the case. I think then that you're beholden to provide a definition that defends your position other than to repeatedly declare it to be truth.
    • Self-Damage buffing mod: Shared with Blasters
    • Self-To-hit buffs: Shared with Stalkers, Tankers, Defenders, Brutes and SoA
    • Self-Defensive buffing mod: Shared with Brutes, Stalkers, Controllers, Corruptors & Kheldians
    • Base damage modifier: Technically unique in the sense that it's the only melee one, but Blasters get the same in their primary
    • Health modifier: Unique in the sense that they are the only one with that modifier, but there are two ATs (including another primary damage AT) that's higher.
    • Crits: lol
    • Unique powersets: lol (not that I'm complaining about that, I like proliferation)
    • Confront: I guess this is unique, but like with Health and crits its unique in that another AT has a superior version of it.

    What am I missing? (That's a real question by the way, I think I am missing something)
  25. Quote:
    Originally Posted by Werner View Post
    Not all sets are the same, and Fury can buff any AoE potential of the secondary (such as damage auras as you say). Combine those together, and you get Super Strength/Fire significantly outdoing Scrapper AoE. Perhaps that's what was meant about Brutes having more AoE, but I suspect it's an outlier. I've done no analysis, though.
    It's that, and the ability for taunt auras to make AoE damage more efficient. It's not that the power does more damage inherently, but it's easier to keep NPCs in range.

    Hence, why my Spines/Fire Scrapper is parked at 40.