EvilGeko

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  1. Quote:
    Originally Posted by Forbin_Project View Post
    And the Universe is vastly larger and more heavily populated than this one tiny little planet in the outer spiral arm of the Milky Way Galaxy. Which means there are uncounted duodecillions who have never encountered more than one Green Lantern and don't know more than one even exists.


    Besides Green Lantern isn't even a super hero name. It's a job title they get when they join the law enforcement agency known as the Green Lantern Corps. They get called "green lantern" just like guys that join the police get called "officer".
    Right. But on this one tiny little planet there are four super-heroes running around with the name Green Lantern and they have been on the evening news of this planet, so the people of THIS planet (where CoH takes place) know there are four.

    I don't mean to be a xenoist, but I don't give a rat's patoot what the people of other planets know.

    EDIT: And the "officer" thing just supports my point. Right now people don't have the ability to be the same if they want. They are FORCED to be unique. Where's the choice?
  2. Quote:
    Originally Posted by Memphis_Bill View Post
    When we have a population in the billions in-game, they can rethink it.
    How many people named Michael are there in America? Where you live? Are they not all unique and beautiful snowflakes (Tyler Durden's theories to the contrary)?
  3. Quote:
    Originally Posted by Deus_Otiosus View Post
    Your statement here completely ignores several very important factors.

    I'd go over them, but I'm pretty sure that you're aware of them and will probably continue to ignore them anyway.
    It ignores nothing and we went over this for untold pages in beta. I play just as many Brutes as Scrappers and Tankers. Brutes were broken, and the very, very mild reduction they got is well and truly balanced by the improvements to Fury.
  4. Quote:
    Originally Posted by Silver_Tooth View Post
    I'm pretty sure it all boiled down to the doomsaying that "archetype X is going to replace archetype Y come Going Rogue". People claimed corruptors were going to replace defenders. Vigilance was buffed recently. They claimed brutes were going to replace tankers. Tankers got a HP buff and the Bruising effect. Brutes got a Fury nerf.
    It actually started from a completely unjustified buff on beta for Brutes which started a larger conversation about Brute's role. Brutes had the damage of Scrappers and defenses that could rival Tankers. That's broken and it took long enough, but we're closer to being balanced.
  5. Quote:
    Originally Posted by Captain_Electric View Post
    I'm sure you're aware that this model would not be as entertaining if it were used with every comic book character.
    Let's say that the devs went to a single shard architecture with globals being the unique identifier. Do you truly believe that every, or even most characters would be walking around with the same name?

    Sure people with no imagination will take stupid names like "Tiger" and think they're great, but I think most people will find something that's unique and not mind that every 45 hours or so they run into someone else with the same idea.

    EDIT: I'm not for server merges per se, other than a move to a single shard type of game where we're all on one big server and many mainline zones are instanced.
  6. Quote:
    Originally Posted by Forbin_Project View Post
    That's your example?

    An organization that only has 7200 members who are scattered across the known universe so far apart that most beings who are aware of their existence, only know of one.

    The fact that there are a few examples where more than one Green Lantern is assigned to more dangerous sectors of space only spreads the remaining GL's further apart and makes it more likely that the remaining lifeforms will only know of one particular green Lantern
    We live on Earth (well I do, you might live in another galaxy and just use your CoH account as a sockpuppet), but here on earth we've had four men in recent history all using the same name and right now they're ALL using the same name AT THE SAME TIME.

    So the argument that a person's reputation is tied to their uniqueness in holding a name is weaker.
  7. Quote:
    Originally Posted by ClawsandEffect View Post
    On the unique name thing:

    Which inspires more of a sense of dread?

    "It's Batman, let's get out of here!"

    -OR-

    "It's one of the Batmen, let's get outta here!"

    Being unique is what makes Batman feared by criminals. They know if Batman comes after them, they aren't getting away. If there are dozens or hundreds of people ALL calling themselves Batman, it very much takes away the impact of the name. He goes from being a superhero to being a lifestyle choice, and would become much less effective for it.
    I'm not sure that's consistent with the comics, certainly having the same name hasn't hurt these guys' reputation much.
  8. Quote:
    Originally Posted by HelinCarnate View Post
    Well Bill went and quoted my post before I could delete and clairify.

    If you look at the sets that scrappers and brutes already share, they do similar damage over time (assuming decent fury generation). Dark, Electric, Fire and Dual blades all can put out around the same damage, over time, with either a scrapper or brute. Granted a brute has to work a bit harder for it to maintain the fury but it is possible. Claws is a bit different since the damage was increased as well as the recharge when it went to brutes so not as easy to direcly compare that one.

    My point is, the devs seem to want there to be a balance point between the average damage over time when comparing the same set on the different ATs. (At least between brutes and scrappers)

    Because rage is constant (or close enough) and because scrappers get a higher damage bonus, a direct port would shift that balance point to grossly favor scrappers.

    So pretend for a moment that all the sets are ported over and you want to make an Axe Melee high damage dealer. You can either pick a scrapper that can crit for some serious damage or a brute that takes a little time to build fury but can put out almost as good of numbers. There the choice is up to you on what play style you want and you can put out similar damage either way. Sometimes the brute will do more damage, sometimes the scrapper will do more damage.

    Now you want to make a SS high damage toon. Why bother with a brute when you can make a scrapper that will always do more damage? Some would still play brutes just because they like fury and don't like scrappers. But many others would move to scrappers just because they are able to do more damage compared to brutes. Then folks would complain that SS on brutes needs to be increased to match scrapper levels and everyone would end up being pissed because the scrapper version got nerfed. To prevent all this the devs will figure out a way to balance everything before porting it over.
    The current changes on beta are intended to ensure that Brutes on average are between Tankers and Scrappers in damage and survivability. Thus is it no concern that Scrapper would do more damage with SS. In fact, that should be the case with all melee sets they share since Brutes are always more survivable than Scrappers.
  9. Quote:
    Originally Posted by Fiery-Enforcer View Post
    So, what you're essentially saying is that a straight port wouldn't be overpowered on Scrappers because it's suppose to be overpowered?
    If Rage is overpowered on Scrappers, then it's overpowered on Brutes and Tankers and should be nerfed. If Rage is OK on Brutes and Tankers, then it's OK on Scrappers. You people keep saying Rage is overpowered. I'm not.

    Scrapper have less survivability than either AT and thus it is not a problem at all for the AT to do superior damage.
  10. Quote:
    Originally Posted by Werner View Post
    Each attack in the chain occupies (roundup(Cast Time / 0.132)+1)*0.132 seconds. Add up that time for each attack between two hits of the attack you're calculating. That's the recharge time you need.

    To get a recharge percentage enhancement you need, it's base recharge time/needed recharge time - 100%.

    So let's say I have an attack that takes 1.17 seconds to cast, and I'm using it every other attack, and the two other attacks each take 1.5 seconds to cast.

    (roundup(1.5/0.132)+1)*0.132 = 1.716

    That's the only attack between the hits, so that's your needed recharge time. Let's say your attack normally recharges in 5 seconds. Then you need:

    5/1.716-100% = 192% recharge enhancement

    Your recharge enhancement includes both your slotting and your global recharge. If your slotting gives you 62% recharge, then you need 130% global recharge to pull off that chain without gaps. (Assuming you don't need even more recharge for the other two attacks.)
    Thanks Werner!
  11. I'm trying to figure out how to get my Stalker a decent ST attack chain. How do you figure out how much global recharge you need for a particular chain?
  12. Quote:
    Originally Posted by Marcian Tobay View Post
    Give me your angsty, your mind-wiped,

    Your huddled PUGs yearning for Mayhem mIssions,

    The glowing paragons of your self-righteous server.

    Send these, the level-capped, Blue side Completed to me,

    I offer my buffs and dominations beside the log-in button!

    Who is going Red side when Going Rogue hits?
    Why would I leave Paragon for that hellhole?

    All my villains are packed and have their pardon applications and letters of recommendations written.
  13. Quote:
    Originally Posted by Castle View Post
    Possibly. I couldn't remember when I was posting and decided to err on the side of caution.
    Pretty sure I read in a patch note that you changed it to work on all powers because it was causing issues.
  14. Quote:
    Originally Posted by Bill Z Bubba View Post
    Yea, he made some changes, people freaked out, he pulled the changes. At this point I wish he'd cut the buff in half, make it a toggle and remove all the downsides. It would still be better than buildup, followup and blinding feint as a 50% persistent damage buff.
    This.

    You could even give it more damage if the end cost was high enough.
  15. Quote:
    Originally Posted by Bill Z Bubba View Post
    I still won't touch the set, but for lovers of damage that can handle the squishiness of FA, the changes are nice.
    I think my and Bill's experiences taking EM/FA brutes to level 50 has soured us on the set, buffs or no. I'm sorry I don't have more info, I wasn't paying the best attention.
  16. Damage lowered to just ridiculous instead of frikken stupid on Shield Charge.

    Firey Aura got a ton of buffs:

    Fiery Embrace now provides extra fire damage to ANY attack you have for 20 seconds;
    Consume grants protection to endurance drain;
    Burn is now a standard AoE IIRC.
  17. Brutes are going to be more steady for most people after this change. Lower, but steady. With appropriate spikes for hard content.
  18. Quote:
    Originally Posted by Neuronia View Post
    Can someone remind me whether I can start a Mastermind in Praetoria and work my way into Paragon City through the various arcs? This is key for my plans to world dominance...starting small in Atlas Park.
    Right now, Praetorians don't step foot into Paragon until level 20.
  19. Critical Hit should give an additional chance for the critter to be ported to the hospital in critical condition!
  20. Quote:
    Originally Posted by HelinCarnate View Post
    Haymaker on scrapper base abt 114
    Haymaker on brute base 68.4

    Slotted for 100% damage on scrapper 228
    Slotted for 100% damage on brute 136.8
    Plus Fury at 66% (+132% dam) for brutes 227.1

    This is where the sets should be about equal. If you run the numbers for almost any set, fully slotted and at about 66% fury the damage will be very close. Now both sets can do more damage than this. BU and crits will increase the damage for scrappers and BU and higher sustained fury will increase the damage for brutes. Overall the end result is similar damage output over time. If the brute can manage to maintain their fury bar that is.

    Now here is what happens when we factor rage into the picture.

    Plus Rage at 100% for scrapper 342
    Plus Rage at 80% for brute 281.8
    Even with fury at 85% (about the highest you can sustain over time on a brute) your damage would be about 307.8. And the scrapper would crit at times for 684. All of this without any external buffs.

    Thanks to rage, this puts the average DPS much higher on a scrapper vs a brute. Consider that most other sets that the 2 ATs share have similar DPS and you can see how a direct port would really put the set over the top on scrappers.

    So why is rage not OP on a brute or tank?

    The set has been balanced with low damage, faster recharge attacks at the lower tiers and extra long recharge attacks at the higher end. The set was also given jab, which is only slightly better than brawl and also handclap which is slightly worse than brawl. So overall the set has been balanced against other sets for brutes and tankers based around rage.

    As others have said, in order to port to scrappers the devs would either have to rework rage, rework the damage on all the attacks or both. First they are porting over the sets that are the easiest to port and once those are done, they will work on the more difficult ones. SS will end up being one of the more difficult ones.
    Scrappers are supposed to do more damage than Brutes and tankers. That's why Scrappers have higher modifiers for self damage buffing. Superstrength is supposed to be much better on Scrappers. It would be broken if it were not.

    Rage is either broken or it's not. I'm not saying it is, but if you're saying it's broken for Scrappers you're saying one of two things:

    1) The AT system is broken;
    2) Rage is broken.
  21. Quote:
    Originally Posted by Dr_Mechano View Post
    Scrappers do get 100% from Buildup and similar powers vs the 80% for Brutes and tanks IIRC, you can stack rage quite easily which means Scrappers would get 200% damage buff compared 160%, the Scrapper would also got Criticals on top of that. Considering Scrappers also start out with a higher melee damage modifier means they would be putting out stupidly high damage without much effort.
    If Superstrength on Scrappers would do too much damage, then relative to other melee sets it does too much damage.

    I'm not saying SS is overpowered, but the fact that it would do a lot of damage on Scrappers is not a reason to say it would be overpowered if proliferated. It SHOULD do a lot of damage. That's what Scrappers do.
  22. Quote:
    Originally Posted by Robson View Post
    I have 3 or 4 new alts that I'm waiting to make so they can grow up in Going Rogue-land... anyone else doing this?
    I'll be creating no alts for Issue 18.
  23. Quote:
    Originally Posted by GreenFIame View Post
    Rage + Critical Hits= over power
    If Rage (and the SS powerset) is overpowered on Scrappers, then it's overpowered on Brutes and Tankers and should be nerfed immediately.
  24. Quote:
    Originally Posted by GMan3 View Post
    How many respecs do you need? I mean seriously, we get like 8 or nine already so sure one more can't hurt right? Then do a respec trial and earn it. Stop complaining when you are given something for free that they don't have to give you at all.
    No. I'll complain about whatever I want and you'll do nothing about it. So there.
  25. Quote:
    Originally Posted by GuyPerfect View Post
    As for me, I'll take a Vernon Von Grun over an Unai Kemen any day of the week.
    Saving multiple realities or being the hired stooge of a trainee mad scientist.

    HARD CHOICE!