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Posts
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I hate non-combustible, ostensibly non-explosive objects that nonetheless explode when you finish beating on them. Why did that reliquary explode when I was done punching it?
I despise objects that, when they explode (no matter whether it's sensible that the explode, or whether a sane person would have knowingly exploded them at point-blank range), they proceed to push you for yards and yards. They don't knock you away, they slowly repel you from the point of the blast. That mechanic does nothing but irritate the living crap out of me every time I experience it. Sure, blowing me up can be very frustrating, but repelling me down the hall or road for five seconds after the explosion? That infuriates me. -
Ah, I remember those names. I really enjoyed reading The_Gamemaster's stuff, but I remember all those folks.
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Quote:There seems to be a culture on Justice that is more than willing to grind out the same trial multiple times. Sure, some people want to alt or just leave if they come across a trial they've already run, but most seem to just want as many reward tables as they can get, and if they can get the other trial rewards (such as Emps, or 60-Thread bonuses), so much the better.It isn't an expectation. It's an explanation for something I see happen regularly. I see mention of people who just alt and people who just run trials all over again despite the emp limit, but every time I go for a consecutive run only a handful of people stay around, and forming a MoM/DD/UG after another person finishes theirs is incredibly slow to form even if you don't put up any requirements, and almost always does not run as smooth as the ones from earlier that were +3 only. It isn't much of a stretch for an explanation, since I hear the "already done this trial" or "going to do that other trial" explanations enough from the few people who will speak when they're going to quit a league.
Edit: I do agree with Aura, though, that few of them are willing to re-run Undergrounds. That one is long enough that most folks who are willing to run it at all are happy to stop after one, no matter how well it goes. -
Quote: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.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.
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. -
Never took it. There was always something else I wanted more. Sure, it takes decent sets, but that requires slot investment that I could spend on powers that I want slots in more. If that means I can't hold aggro because it would be my only source of taunt magnitude, I don't worry about that, because I don't consider that my Scrapper's job, especially not in a mass of 20-odd other people like an iTrial, where a Brute or Tanker is likely present. A Brute or Tanker gets much more bang out of slotting Taunt because it's applicable to more than just single targets. I let them focus on that, I focus on dealing damage and surviving.
Hell, the folks I play with don't especially value direct aggro control at all. We frequently substitute crowd control (mezzes) or outright raw survival (buffs) and don't worry about whether there's someone with a taunt. On occasion that means something runs around. We still melt it. -
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The power you put it in doesn't affect its function, so the question comes down to what would you lose from any given power by placing it there. In the case of ToD and Obliteration, you're obviously going to lose melee defense if you replace anything at all.
I have Scrappers who haven't slotted this set at all because they're built for positional defense. The extreme high-end possible with this set allowing for +10% L/S defense by splitting the Superior version of the set across two powers is a strong motivation to build for combined L/S+Range. However, I am not compelled to retool my builds for the critical bonus piece alone - I would only do it for all six pieces (as you mentioned), and even then purpled only. -
Quote:Everyone's job, especially solo, is to kill things. For the vast majority of the game, that's the only way to progress through content. Even the ATs who don't have a primary role of killing things themselves have a primary team role of either making either easier for others to kill things or making it safer for them to kill things. What matters for Scrappers and Stalkers especially, and more diffusely for Brutes as they blend over into the aggro-management role of Tankers, is that they do not play the same way when they kill things, at least not if you want to leverage their strengths maximally. Yes, a Stalker gets Hide and Placate, but those exist to support their role in killing things.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.
Again, I maintain that you are calling a difference that you do not prefer no difference at all. Lack of uniqueness implies a lack of difference. You want a different difference, and you are arguing for it under the auspices that Scrappers are completely covered by all the existing options. Yes, if you look around enough, you find all their features in all the other ATs. But you don't find them all in one place except specifically as Scrappers. -
I infer he means that they might need someone to champion a drive to make them more unique, based on his interpretation of what it means for an AT to be/play uniquely. Que disagreements on whether such perceived uniqueness can be created without resulting in an unwarranted buff.
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Quote:But single-target performance is only one aspect of the game, and it's an aspect that Stalkers are expressly supposed to be very good at, at least by Synapse's declaration. By extension, based on your assertions about Regen, a /Regen Stalker should be the one eking out better performance.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:I don't disagree with this. But in the world of inherent Stamina, QR isn't the boon it once was. -
Quote:What am I missing? (That's a real questions by the way, I think I am missing something)Quote:Scrappers possess a unique set of defining attributes and features which are not shared in that specific combination by any other CoH AT.
You mention other ATs having higher numeric values for some attributes, but other AT having higher numerical values for any given attribute doesn't make Scrappers non-unique. If those ATs have the highest values of some of those scales, or of some compound metric derived from those scales, that might make them unique. And in this regard, Scrappers do have specific uniqueness: having the highest base damage scale and unconditional crits makes them unique, because it gives them the highest average DPA and EPA for any given power damage scale of all the ATs. -
Quote:I don't think you have to prove the single-target performance to me, if nothing else because of how CS interacts with Build Up.Kinetic/Regen/Fire
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ST - Not even close anymore with Assassin's Focus. I have to theorycraft here because I'm not willing to run one to 50 just to do a pylon run. But next time we have a beta bump I will play both. I suspect this fight is going to go on awhile.
Quote:AoE - With 50% crit rate out of hide, Burst will do significantly more damage overtime when set up with Placate or used as an opener. Same with Fireball. Furthermore, Build Up provides a large infusion of damage buffing at one time. Power Siphon may or may not be built up (no pun intended) to enough of a damage buff when using the AoE. As you know AoEs have to be leveraged in such a way to maximize their targets. Build Up gives you the damage buff all at one time and on demand.
Quote:Survivability - Stalkers have Placate which gives them another defensive click. This can give them time for Recon and other clicks to recharge. MoG gives a Stalker enough time to reenter Hide, making escapes easier. Once in Hide, the Stalker has capped (if slotted) AoE defense.
Edited for EG fixing of post:Quote:This again goes back to the old fight. I don't accept that the Stalker's unique powers (Hide and Placate) are survivability neutral.
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.)
Quote:You define Scrappers as unique and then argue that they are unique. Let's be fair here. -
Quote:No, it's like saying you don't have to masterfully juice your stickshift to get from 0-60 in 4 seconds because you have a high-end automatic with a large enough engine that it does it for you.Yes, you don't need to manage anything on a Scrapper, but that's because there's nothing to manage. That's like saying that a Blaster doesn't need to manage their mez protection. (That's an exaggeration for illustration, I am not saying that is an identical situation, I AM NOT SAYING THAT IS AN IDENTICAL SITUATION.)
Quote:The argument seems to be that it's OK for Scrappers to have inferior performance to Stalkers because they don't have to manage anything. Well, it's not exactly like we've been given the choice either.
Quote:If Scrappers in every combination did superior AoE damage than Stalkers, then that would be OK. But there are Stalkers combos that are superior to Scrapper combos in survivability and AoE damage and ST damage.
Quote:All Stalkers have the advantages of Hide, Assassinate, Assassin's Focus, and team scaling crits. I will acknowledge that Scrappers have higher self-damage buffing, but for most Scrappers that's limited to Build Up. The higher damage mod gets lost in the Stalker's higher crit rate and ability to create controlled crits.
Quote:No, you're arguing that the absence of uniqueness is uniqueness. I don't buy that. -
I'm going to be blunt about something. [Edit: If] people keep going on about how superior taunt is at keeping things in range, it's going to lead to one of two things.
(1) What I would vastly prefer, enough of a stink is raised that the devs do something about how much critters run.
(2) If the devs actually like how critters run and don't want to change it, then something needs to be changed about how this interacts with taunt effects so that taunt effects are not so effective in improving the damage of melee ATs.
This is a common topic in discussion of Scrappers vs. Brutes. Taunt effects are [edit:not] handed out with the intent to improve damage efficiency in this way. They have this benefit as what I consider an unintended, if somewhat obvious, side effect of being able to keep critters focused on you, combined with the ability to easily convince most AI to close to melee range by breaking LoS, assuming they don't come into range on their own just to use their own melee attacks. If taunts are really so good at allowing leveraging of melee AoEs that it shapes player choice of what AT to choose, and the AI won't be adjusted to moderate the effect, then it's taunts that need to change. That should not be allowed to stand. -
Quote:That you wish to ignore that players think about how they go about hitting things differently does not change the fact that there are differences in how you play the ATs. Yes, you can just run around and just hit things on a Stalker or Brute, and it works pretty well. If you want to eke out the best they offer, you need to pay more attention to Fury for one and AF for the other. Yes, I think right now you need to pay more attention to AF than to Fury, but that does not change that the need exists. That need does not exist for Scrappers, and that indeed makes them unique.But Scrappers just hit things. Everybody else just hits things...but they do this other stuff too. What else does a Scrapper do? In a Venn diagram, Scrapper sit within Stalkers at points and Brutes at points, but at no point are they anything unique.
What you're really arguing is that you're not satisfied with that particular brand of uniqueness. That's not the same thing as them not being unique. -
Reppu's rebuttal to EG's position also sums up a lot of my objection to the core argument that lead to the OP, such as it is*, to why anything needs to change. I don't agree with the position that these "benefits" of Brutes and Stalkers vs. Scrappers are that meaningful in practice across the ATs, with notable exceptions for specific powersets, of which Scrappers have their own example (Shields).
* I do not say this to belittle the opinions behind the core argument, but rather to acknowledge that both you and EG claim to feel that Scrappers don't "need" a buff, but would like one just the same, which isn't a very forceful argument. Thus "argument such as it is." -
Indeed. I believe it's more that they cannot post as devs from a personal account, and likely vice versa.
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Quote:Apparently, by your description here (which I do not agree with universally across powersets) the ability to split the difference and function without conditional performance (e.g.: no reliance on Fury or Assassin's Focus).In far too many combinations now, Scrapper don't offer any advantage over Stalkers or Brutes. Brutes leverage AoE better, and Stalkers leverage Single target better. No one here has quarreled with that idea. Most of the objections are platitudes about Scrappers being "awesome". Yes, they are awesome. But that's almost beside the point. What I am asking is what do Scrappers offer that Stalkers and Brutes don't?
To be unique does not require that you "own" peak performance in a specific area. It requires only that you not function identically to others. It's an aside that one should also not perform in a way that's meaningfully objectively inferior to others. That's not a prerequisite of being unique, but it is important for a "healthy" AT. -
Quote:Which was done with a small change, within existing powers systems (already created for other reasons), to a single power in each powerset.I disagree with the low-hanging fruit theory, because the changes to Stalkers were transformative. Truly, this was not a 'small tweak' to paraphrase Statesman. This was an overhaul. The hit and run playstyle is now all but a memory. Stalkers are now single target specialists.
The technical nature of the change had a very limited scope, yet the result was very significant. That's practically the common-use definition of something that's called "low-hanging fruit". It's something that's easy to make happen that has a large benefit.
Contrast this with what appears to be needed for Blasters, which is being discussed in the other thread as ranging from adding new features to every attack to redesigning their secondaries to adding new alternatives to Build Up. That is not "low-hanging fruit". -
My bet is what TJ said. Is the HO you're trying to "plus" slotted in something that would no longer accept that type of HO?
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I've spent $100. I bought a $50 points pack for my 2nd account to get it to tier 9. Then I bought a bunch of stuff up front on both accounts using either my bonus points (main account) or the purchased ones (second account). This was for stuff like extra enhancement trays and a power set here and there, which left my primary account with not very many points, but my secondary account with a lot.
Lately I started using Enhancement Boosters to fine tune my 50s. I'm into revisiting min/max designs on existing characters, and boosters let me free up 1-3 slots on various characters for use in other powers. This took quite a lot of boosters, which my 2nd account had points for, but my primary account did not. (I also spent Reward Tokens for some boosters, but I needed more.) So I bought another $50 of points on my primary account. Now both accounts are fairly low, so I may end up buying more. When I do, I will likely do so in $50 increments, as I want the bonus points for bulk purchases, but can't really justify $100 at a given time, even if I could afford it (and do better with it) in the long run.
I have not bought any booster packs. -
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Quote:Oh, come on. You cannot make that claim on that basis, unless you want to come out and say that you think Zwillinger's explanation for their reasoning was a flat-out lie. He gave perfectly clear explanations about how they don't have the in-house resources to maintain the regionalization of the game's text.They just pretty much shuttered most EU support for the game. Do people honestly think that's a good sign? If the game doesn't get a fully updated sequel soon, there's not gonna BE a playerbase to split because they'll be shutting the game down unless something drastic is done to attract new blood.
You're inferring that they therefore had to ditch them this because they're throwing ballast overboard to remain afloat. Sure, that's possible. Alternative explanations are that they couldn't justify the expense that it was incurring in time (or the cost of hiring someone to do it better) for the number of players those servers had. Zwil made it clear - those servers have never been big, and while PS was hoping F2P would make them bigger (thereby justifying the ongoing regionlization), that didn't happen. You can think something is a poor investment without needing the money you're spending on it to stay afloat.
I'll tell you what I see. I see my home server of Justice more populous in I22 than it's been in two issues. I saw so many multiple large-scale events going on this past Sunday evening that it was hard to form a TF at the same time, not because people weren't online, but because they were all busy taking part in pre-planned events. I see people who had left the game in I20 coming back to play on premium accounts and spending money, even if a small amount on micro-transactions.
Is any of this going to turn around the game's downward trending income? I don't know. We'll probably get our first clear indication of that (as clear as they ever are) in the next quarterly results report from NCSoft.
All things come to an end, and if CoH abruptly died tomorrow, it would have had an excellent run in my opinion. But I don't think the writing on the wall is as large or clear as you seem to think, and I certainly don't think we can assume that what's happening with the German and French clients is writ large there. -
Quote:The prior buffs to Stalkers did help, but I would not describe them as "transformative" to the performance of the AT the way this latest one was. They can't be ignored, but they just weren't as big a deal as this one. I think that by any objective measure the latest change was transformative - it made good single-target Stalker sets exceptional and poor single-target sets pretty good. I don't see how the mechanical nature of the change makes my (c) untrue - it was a change to only one power.I admit, I'm speculating as well. I agree with your points, (a) and (b). I don't necessarily think (c) is true given the number of times they've buffed Stalkers and the mechanical nature of the recent buff.
Quote:I do recognize that folks aren't exactly in agreement about what's wrong with Blasters, although it seems to be a combination of damage and survivability.