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Quote:No one is owed "reparations" for anything in CoH remotely close to the area of archetype design. That you hold such an attitude and express it regularly (though in various ways) contributes meaningfully to the way other forum regulars view your opinions. If your perspective on things makes your fellow players take your opinions with a chunk of salt the size of Minnesota, do you really think its convincing to the devs?Too many people are ignorant of that fact and too many deny it for me to stop reminding everyone. I'll 'let it go' when proper reparations are made for it.
Understand that I hold it's not impossible that you could have a good idea, or that you might point out a legitimate problem with the game. I do read your posts. I don't think you're dumb. I think you have a completely unreasonable set of expectations about not just what Tankers should be, but what the devs owe you or any other player.
It's one thing to want something, no matter how much other folks might feel it's unreasonable. It's another to proclaim, in effect, that you're owed it. -
We have dev-blessed information provided indirectly through the Beta forums that says the AoE damage adjustment factor is indeed the correct adjustment.
Can we figure out why reported testing does not appear to confirm that, or possibly report a bug? One possibility I considered, based on figuring out what was wrong in testing of my own: are tests allowing for the base PPM calculation exceed 100% chance to proc before dividing by the AoE factor?
In other words, did we try to correlate tested values with:
MAX(1.0,CycleTime/60*PPM/AoE)
or
MAX(1.0,CycleTime/60*PPM)/AoE
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Quote:With a little disrespect as possible meant to your friends, I think they are downright weird.I have never been so glad in my life that players have so little control over the game. I have been told for years (by very good friends) that letting a scrapper on a Master run of anything was a pity spot, and I was the only person they would do it for. They never said that about tanks or brutes.
If there's anyone my friends worry about on a "master" spot (and for the most part, there's not, as long as we know the player is competent), it would be a Blaster or Stalker. -
Quote:I know that I, for one, was aware of that. Unlike you, I don't attribute that to Tankers somehow sucking at their designated role. I attribute that to their designated role having never been in high demand in this particular game. It doesn't mean it has no place or offers no value.Granted, the last time they released the numbers was years ago before side swapping, but Brutes and Scrappers were the most popular ATs on their sides and Tankers were the second least popular blue side, just ahead of Defenders.
I can't imagine side swapping, power proliferation and defense softcapping helped Tanker numbers.
Consider it a whole-AT version of how the player base values the Empathy powerset versus a set like, say, Cold Domination. Is Empathy useless? Hardly. Are there places where Empathy shines like few other sets? Absolutely. Does that mean Empathy is widely highly regarded and something tons of people want to play? No.
Does all that mean that everyone who plays Empathy is actually bitter about that? If this was you talking about Tankers, that's surely the message I'd be getting. But I don't believe that about Empathy players as a whole, because I know players who either really like it, despite its niche role, or who at least go in to it accepting that it has a niche role that they're willing to fill. Something you seem to assume no Tanker player is willing to do with being a meat shield, simply because you aren't willing. -
Quote:No, that's not the case. DR debuffs are normally resisted by any resistance you have. A 50% resistible DR debuff applied to someone with 90% resistance becomes a 5% debuff, resulting in 85% net resistance.As far as bruising goes, everywhere I have seen it listed says it is a "resistable damage resistance debuff". Key word here is "resistable". Damage resistance debuff resistance isn't listed as a stat for players or enemies, so I have to assume it doesn't exist and the resistable part of the damage resistance debuff must come from the purple patch.
[edit] Irresistible debuffs do not work this way. They apply their rated % right off the top, without being resisted first. So a 50% irresistible debuff applied to 90% resistance would result in 40% resistance. [/edit]
Any resistance due to the purple patch is applied before this. So if you have a -50% debuff applied to a +2 critter, it becomes a 40% debuff (+2 critters resist effects by 20%), and that applied to 90% resists would result in 86% resistance. Even if the debuff is irresistible, the purple patch still applies. -
Quote:Thanks for reminding everyone that you don't speak for the community here. IYeah, sure, pretty much everyone I know would run around like a kid in a candy store if Tankers got a major damage boost. Pretty much no one I know thinks its a sensible thing to do.You only say that because it's a mantle nobody else wants because it doesn't benefit them.
Quote:So it's fine to give Brutes too much survivability for their damage if they give Tankers a token aggro buff because, "hey who cares?" Nobody is lining up for the Presence pool.
Quote:Seriously, Tankers don't need a buff that helps everyone else BUT them. "Happy Birthday. My present to you is I donated $1 to charity." -
Quote:That's correct. Rank does not incur the purple patch. There is one effect that is resisted by rank, which is toHit debuffs, but that is an explicit, and, as far as I know, singular effect.I don't think this is how it works. As far as I've been aware, the purple patch only applies for level difference. The native +2 con level for bosses is just a way to let the con system show bosses are more dangerous than other enemies, not a purple patch modifier.
Quote:Also, isn't bruising is a grantpower, not an effect? That would make it like interfaces where it's immune to the purple patch. The only thing that would lessen the magnitude would be any resistances held by the target. -
Quote:I can buy that. However, I think the horse representing correcting that imbalance probably left the barn a couple of issues ago.That leads me to the conclusion that it is Brutes that are broken and throwing the balance point between the 4 melee ATs off, not Tankers. I didn't do the math to back that up, but it's a strong hunch.
Sadly, I don't think the circa-I6/CoV devs thought very hard about mixed CoH/CoV AT balance. I don't know if they didn't think the ATs would ever be co-mingled, or if they just didn't have time and resources to plan that mixing out that far in advance. I believe Brutes at CoV release were pretty much too good to be true when compared to either Scrappers or Tankers. While this made CoV-release Stalkers extremely superfluous in PvE, it didn't really break much else, because Brutes didn't really compete with hero ATs for roles on the same teams.
Notably, I believe the circa-I18 devs, meaning basically the same ones we have now, realized the issues this caused once side switching (and, later, wide-open AT selections) were allowed. And this led to the various attempts to reduce Brute performance during I18 beta. Unfortunately, the I18 devs were by this point painted into a corner of hard decisions to make. Brutes rank among their greatest success stories as far as popularity among ATs go - nerfing them was going to be pretty unpopular no matter what, and buffing everyone else raises lots of other concerns. So they tried a few things and settled on reducing Brute damage to a hair below Scrappers. Probably not far enough below Scrappers to really represent the "correct" ratios you're talking about for Tanker vs. Scrapper, but enough to keep Brutes from trodding all over two ATs.
I think a safer bet than further monkeying with Brute (or anyone else's) damage or mitigation levels would be to try and ensure that a Tanker was far and away the king of aggro, along the lines of the math Sarrate mentioned earlier in the thread. Yes, a Brute can stand in for a Tanker, and perhaps too well, but at least let a Tanker clearly be in command of aggro when they are present. Some people play the meatshield not because it's the "right" ratio of damage to toughness, but because they really enjoy doing that. Let them do it it with authority when they take on that mantle. -
Quote:What you seem to be missing is that doing that would neuter the threat against the characters its actually targeted at.And with all my talk of iTrials and Hami, I do mean all Unresistable/autohit damage. Sewer kill patches, Hydra damage, Crystal titan damage, Caltrops, PPD acid mortars. From 1 to 50, make it part of the inherent that damage can't bypass Tanker mitigation. If enemies can overcome tanker mitigation, cool it happens, but things shouldn't simply bypass the survivability tools.
Irresistible damage isn't especially more scary than plain old everyday damage to most Blasters, Defenders, Dominators, Controllers or Corruptors, because, with the common exception of L/S damage after getting epic shields, most of them aren't used to resisting a lot of damage across the type spectrum anyway. Even if they have an epic shield with third or fourth resistance type, they are pretty used to having other damage types bypass them. They might not be used to being hit with autohit damage, depending on how good their inventions access is, but otherwise they're probably pretty used to being hit, and being hit hard when they are hit.
The whole point of irresistible damage is to hurt the people who are most used to shrugging it off. Yes, it hurts them a lot more than they're used to being hurt, by definition. But it doesn't hurt them worst, because they start from such a much stronger mitigation position. A well-built Tanker who has lost half his HP to irresistible damage is still far, far better off than a Blaster who has lost half of his HP. If you make a Tanker able to ignore irresistible damage, they establish pretty firmly that nothing is able to threaten them unless it blatantly takes them out of the fight a-la sequestration, Ghost Widow or Reichsman grade mezzes. And that is almost certainly the point of those irresistible damage types. -
I do believe Scrapper challenges did exist before Inventions. Primarily they took the form of diving into level 52 Rularuu around the Storm Palace.
However, long before Inventions and before anyone was talking about Scrapper challenges in anything like the format they talk about them today, people used to solo AVs with Scrappers. It wasn't nearly so common as it is today, and only a few powersets were known to pull it off with what passed for regularity. -
Quote:This right here is at the heart of why some of us are disagreeing with you. No one has been kicked down the ladder. Uplifting one AT cannot be viewed as lowering another. Viewing it this way is the very essence of what perpetuates power creep.This part of your post makes it sound like you are happy that scrappers have been kicked down the latter.
Scrappers lost nothing. Nothing was changed. That other ATs might be viewed as viable alternatives to playing Scrappers is a good thing. There is a difference in providing players with other ATs they might like to play (which "steals" away players) and having an AT that people stop playing because there is something wrong with it. Your position comes across as if you view the two things as equivalent, and they are not. Nothing is wrong with Scrappers. If more people play Stalkers now, it's because they now view Stalkers as more viable/enjoyable as alternatives to Scrappers than they used to be.
In an ideal world, all the CoH ATs would be equally popular. We should not strive for one AT to continue to "out do" the others if the others are actually made more comparatively popular. -
Quote:That's me too. I have never had a level 50 Controller before, and was working on getting one there. I really wanted to go through all the 40-44 story arcs, and ended up doing that on DXP weekend. So I got to 44.9 and turned off XP after two arcs, and spent the rest of the weekend earning double Prestige.This is why I only play my level 50s on DXP weekends.
I don't speed level anything that I don't know how to play.
I dinged 50 last night, though. -
I actually forgot it says "PACIFIED". I was talking about the fact that there's a power icon in your status tray that tells you what the effect does (in short form) when you hover over it.
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Quote:In general, I agree with this sentiment. I think the War Walkers in the Underground are an example of this - they have mechanics that there is no good way to understand without outside guides. There are no in-game indicators that can show you how to deal with them. However, I think the Telepathists are a much weaker example of this.Which shows how poorly designed the trial actually is. If you have this major mechanic that's the difference between success and failure and the people on the trial can't readily identify it than that mechanic isn't well thought out.
It's pretty amazingly obvious that the league is supposed to care how many Telepathists are in play - there's a status bar showing you it on the objective status window. Also, there's a debuff icon with a power name that matches what the windows say the Telepathists are doing. (Pacification.) If people choose to blindly ignore that the objective window might be telling them something important, that's not something I'm willing to lay at the Devs' feet. Ignoring it in an informed way is one thing - that can be a viable strategy. Ignoring it without understanding what it may do is fairly dumb, IMO.
I consider that separate from the rock throwing thing, though. -
Quote:You really are the king of "can't let stuff go".I have NEVER seen a game that had the gall to un-ironically call you a god or even demigod and then have civilians throwing rocks at you for massive damage.
Look, honestly, I don't know anyone who thinks the rocks in the TPN was a good idea. I think it was dumb, too. It's too late now, and it seems incredibly unlikely to me that they'll revamp that trial in a way that corrects that dumbness, because of the time it would take away from other effort.
Apparently unlike you, I can look past that shining example of dumbness. I'm sure there's plenty of other stuff about how the Incarnate Trial content doesn't live up to your expectations of personal power, given how you think Tankers ought to work, but overall I'm happy with them, because my characters can do stuff that's absolutely ridiculous with Incarnate powers compared to what they could do without them. Yeah, the story could be better. I care about the results more, and I find the results fairly spectacular. -
Quote:People say this a lot, and I can sort of forgive it, because it can seem like the debuffs do nothing. I can promise you, they do something very extreme at max stacking. When leagues feel they do nothing, that means that league has plenty of buffs (probably +defense, but maybe also +DR) and/or lots of +3 Incarnates.On all the TPNs i've done they completely ignored the telepaths and finished easily.
The debuff does jack shite if you ignore the telepaths and just bum rush the rest of the trial. . . which kinda makes the rock thing even sillier.
YMMV
The reason I say this is that if you dive into a spawn of IDF at something like -20% defense and -20% DR and you don't have enough buffs or controls or something to offset the debuffs on you, the IDF will have their way with you most unpleasantly. The less shifted you are, the more heinous this will be. I have experienced leagues where the leader didn't pay attention to how equipped the league was to ignore the Telepathists. After all, it had probably always worked, and he just didn't realize exactly why. The result was too much death fighting the IDF, which meant taking too long to defeat the Technicians, which meant too much loss of PO, which meant failure.
I'm sure a lot of leagues do just fine, because a lot of leagues do have a lot of buffs just by accident of having 24 people on hand. A couple of Cold Domination characters or a lot of control can make the debuffs not mean much. It's not guaranteed, though. That's why it bugs me when people say the debuffs don't do anything - that suggests than any old league can ignore them and be fine, and that's just not the case. -
Quote:When they did that, I had three Scrappers (more than any other AT at the time). A Kat/SR who was already collecting dust, a BS/Invul who I loved but for Unyielding Stance (hey, self-stacking Invincibility was pretty hot), and a DM/Regen, who I created because, at the time, Regen was the only Scrapper secondary with unconditional, toggle mez protection that protected against all standard mez types. The fact that IH was pretty much god mode didn't factor in for me until later.This is a fair question, the AT as a whole has never been nerfed that I can remember. However do you remember this "Regen may be too good, it is going to see some small tweaks." At the time only scrappers had regen, my main and namesake was spines/regen made two weeks after live. I guess I am still bitter about that, where the heck was the Cottage Rule when Jack pulled that one?
I think Regen did need to change, because (especially once Invincibility was fixed) I think it stood head and shoulders above most of its peer powersets. I also think it was over-nerfed. That was, frankly, SoP for Cryptic at the time - the standing joke among my playing friends was that Cryptic would think of three ways to nerf something and then implement them all.
That said, I have actually come to enjoy click-happy Regen's play style. I do think it could use a couple of small buffs. I'd like Integration to be fully enhanceable, and I'd like click Instant Healing to have an up front heal to make it usable reactively. I'd love resistance to recharge debuffs, but I don't see Regen getting it.
I understand why some people prefer a "toggle-and-go" playstyle, and I sympathize that they might very much dislike modern Regen. I just don't share that dislike. And I definitely don't count the changes as a nerf against the AT as a whole. -
The Tanker stuff is more appealing to me than the Scrapper stuff.
Don't get me wrong. If somehow, someone talks the devs into buffing Scrapper crit rates and (Scrapper and Stalker) resist caps, I will accept it with a smile.
I really think a Scourge mechanic that anyone could notice is too much. And if we couldn't notice it, I think people would complain it should be stronger. I definitely think any such a mechanism on top of the flat crit rate and the DR increase would be very much too much buffing.
It's been asked a few times why people would oppose buffs when they feel an AT doesn't strictly need them. Thinking about these suggestions crystallized the answer for me. If the AT doesn't need something, and you give it something, there's the chance that it will produce something that's viewed as overpowered. There are two outcomes to that: buff everything else (power creep) and nerf the AT that was changed. But there's no guarantee that the nerf will be to the area that was just buffed. They may decide to keep the new buff and reduce the AT somewhere else. But those of us who like the AT as it is like its other features where they are. We oppose risking future change to those features to pay for added features we don't feel the AT needs.
As far as power creep being thrown out the window by Incarnates, I disagree. While Incarnate abilities clearly represent a sea change in power level for level 50 characters, that does not mean that we are free to ask willy-nilly for new power on top of that. Any changes to buff ATs will just compounded with the power we gain from Incarnate abilities and IOs before them. Just because those things represent a new tack of power progression doesn't mean that the gloves are completely off and all possible power creep we can think of is now an option. -
Quote:Have you, like, every played any other games that purported to make you into gods? Because I have, and I consider this completely standard and normal.So, congratulations. We graduated from being the Phalanx and Recluse's lackeys to being doing what Prometheus tells us and being threatened by him, civilian thrown rocks and enemies we used to solo but can now fight off you and 23 other 'demigods'. Oh, and you get to feel a little more insignificant because the actual cosmic movers and shakers are the Ascended.
Nice job devs. Way to move that goalpost.
What exactly do you expect? "Hey, you won! Nice job, now you can be done playing! No more goals for you..." -
Quote:I hate to say this, but if you're going to bring up how your Stalker is stealing aggro from a Tanker in a sub-thread about how Scrappers must need something because of how well your Stalkers do, I'm afraid I can't give your claims much credibility. Either you're talking about taking aggro that was beyond the aggro cap for the Tanker or your Tanker wasn't taunting to speak of, because there's no way for a Stalker to actually steal aggro off of a Tanker who's doing their job.Well my stalker is a kin/energy and i have had a DB/invuln, Ele/shield and SJ?WP scrapper and my stalker has been much easier to play on especially along the lines of surviving and yes I do get attacked directly as I jump in to the center of enemies and AOE usually stealing at least some hate from the tank
A Stalker did not and does not have better mechanical survivability than a comparable Scrapper, period. That's not debatable, it's a simple numerical fact. If your Scrappers were not surviving as well as your Stalker, that has to come down to one of: comparing unlike sets, comparing very different builds in comparable sets, or comparing wildly different playsyles that lead to better survival for the Stalker.
Here's an observation. All your Scrappers have Taunt auras, and of course your Stalker does not. If you don't play (and build) your Scrappers in a way that makes sense for the fact that they can end up with a lot of aggro, that will make all the difference in the world. -
It probably depends somewhat on your primary, but I would say yes. Willpoer has only one power that benefits meaningfully from +recharge, and that's its self-rez. That means the only place you're going to really notice Spiritual's +recharge is in your primary, where it might (for example) help you build a seamless attack chain. Barring that, and given that Vigor has higher heal enhancement than Spiritual, I would think that Vigor might be better for a Willpower.
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Brutes in general do not more damage, either in potential or practice. Perhaps you aren't aware that Brute fury was changed specifically to make this the case in I18.
Stalkers got a makeover because they were perceived as underperforming. They were less durable than Scrappers and did less sustained damage (and usually less AoE damage). Now they still usually deal less AoE damage, are still less durable, but now deal comparable or even better single-target damage. In other words, they "pay" for that damage potential by being weaker in other areas. That they finally get something worth what they pay is not a reason for Scrappers to be changed.
You makeover an AT when it doesn't perform well or when people don't like to play it, either by not creating many or by having poor retention. Scrappers suffer none of those issues. -
Then you could have been playing your Scrappers better. Before the recent changes there was no excuse for consistently performing better on your Stalker, unless you are comparing radically differently performing powersets, like, I don't know, an ElM/Nin Stalker to a MA/Regen Scrapper.
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Quote:Given the numbers Sarrate just posted, I honestly don't see how you can say that seriously.My issue is, the Blaster isn't supposed to have survivablility. Maybe someday Arcanaville will succeed, and Blasters will be intended to have survivablility, but now they're not supposed to. I don't bat an eyelash at those numbers because that's what's supposed to be. The problem is, Tanks are supposed to be gainfully more survivable than everyone else as well. I just don't know if that's the case.
Quote:When you have a Brute with it's HP level, access to buffs, and caps; I don't see Tankers as gainfully more survivable in that case. -
Quote:Actually that is the best reason possible for not giving anyone something, no matter who it is. Unless you give them something that is almost pure fluff, it perpetuates the cycle. "Hey, Scrappers got X!, why didn't my favorite AT get something?" Bonus points to the poster that points out "they needed an improvement less than my favorite AT did", because odds are decent that this would be a true statement.Yeah scrappers are fine as is, so that is such a great reason not to give them anything else (sarcasm intended). Everyone loves when the scrapper is nerfed, God forbid some kind of buff.
Now...when we Scrappers nerfed?