UberGuy

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  1. Quote:
    Originally Posted by Zyphoid View Post
    For some reason I had thought that did happen with the fury changes. Was it proposed and changed?
    It was. It came at the same time as an increase in their base self-buff values for DR. (I don't recall if Defense was also affected.) The increase in DR received a lot of opposition, and both it and the cap reduction were dropped together.

    At least that's what I recall.
  2. Quote:
    Originally Posted by William_Valence View Post
    Or, make them the only AT that can resist unresistable damage (as has been mentioned they -do- have mitigation as a primary), and the only one that gets taunt auras and Punch-Voke (Brutes don't need it anymore as they are no longer the exclusive aggro managment AT redside, which IIRC, was the reason it was added in the first place).
    That doesn't seem to follow, to me. If it's a multiplier (which matches my understanding), they could make the Tanker have the larger multiplier. I don't understand it to be a fixed multiplier shared among ATs.

    In any case, it seems to me that the issue (when there is one) is not one of Brutes simply stealing aggro from Tankers. If a Brute steals aggro and dies, then the Tanker can still step in. The issue is that the Brute can steal aggro and usually survive it, which means the Tanker didn't need to be there to start with.

    Honestly, despite all the gnashing of teeth about cheaty mechanics and irresistible damage, I find Tankers much more reliable in this regard in Incarnate content than Brutes. Don't misunderstand, I know full well that well built and well played Brutes can successfully tank even the most annoying of iTrial bosses. The point is that Tankers seem to have a sufficiently easier time of it that it takes much less optimal builds and/or skilled play to achieve the same result. I think that if there's anywhere that Tankers get to show off how tough they are, iTrials are that place.
  3. Quote:
    Originally Posted by ClawsandEffect View Post
    What it seems to have done, in an effort to appease stalker players, is make stalkers more like scrappers and less like a unique AT of their own.
    Unfortunately, the things that made Stalkers unique were not very practically valuable in the game, for several reasons. For one thing, their AT-specific abilities relied on mechanics that didn't mesh well with the way lots of teams play. They also were generally able to match the sustained damage of other melee ATs only under highly specific conditions, usually with a more single-target focus, while simultaneously being the most fragile melee AT.

    There may well have been other changes that would have kept Stalkers "more unique", but I honestly do not think many people would have valued that sense of uniqueness as much as having the perception that Stalkers were highly competitive in damage dealing. I don't know what motivations the Devs had for the course they took with the change Stalkers got, but I suspect that they were simply something they realized they could leverage relatively easily from several new-ish tech features added to the engine - the DB\StJ combo features and the Titan Weapon power "swapping". They were probably looking for a "quick hit" change, which probably simply made Stalkers into slightly different Scrappers.

    Edit: To be fair, I think Stalkers were always functionally closer in my mind to Scrappers than Scrappers were to Brutes, because of how Brutes straddle the Scrapper / Tanker role. Stalkers just weren't as good at it as they are now.
  4. Quote:
    Originally Posted by Madadh View Post
    Which was exactly my point. Everyone builds to be as able to handle as many situtations as possible and plans to rely on the inspires after. You DO plan to use them. You do accept that there are going to be times regardless of build care and tactical care that you will need them.

    It's each person's playstyle that define when 'last resort' happens.


    Disclaimer: Yes, some people use them 'before' last resort situations. But almost everyone plans to use them at or before the last resort option to cover what build and skill can't.
    That has nothing to do with factoring them into my builds. I don't to that at all. I make the build as capable as possible, and that thought process does not include "and for the rest I'll use inspirations".
  5. Quote:
    Originally Posted by KnightofKhonsu View Post
    Leo, what part of WITH ASSASSIN'S STRIKE do you not understand? Give it up while you have a chance. You are wrong. Nice editing in using a quote out of context.
    KoK, are you not aware that Stalkers deal critical hits with their normal attacks? They have a flat base chance to do so that has nothing to do with being Hidden, and which goes up in chance the more teammates are within 30' of them.

    Edit: The chance to crit on mezzed opponents was removed ages ago. It only applies now in PvP.
  6. On the topic of inherent powers being updated, as I said in the Beta forums, Scrapper players should view that as a sign of an AT that's been working correctly. Inherent changes have been a sign of perception that an AT is deficient in some way, not some gift that Scrapper players should feel left out because they didn't get.

    Critical Hits were effectively the game's first "inhenernt". They didn't call it that back then, but it was the first feature added to an AT with a little icon to tell people it was there. Calling it the AT's "inherent power" was something that came later, after fixes were being tried on other CoH ATs, and the "inherent" was the place they lumped them in. (Defenders got what many people felt was a "no-op" inherent too, because there was ostensibly nothing wrong with them.)

    Yes, other ATs have had their inherents revisited, because of on-going or new perceived ills with the ATs. Blasters have had their inherent redesigned completely once, and still are viewed by some (many?) as needing more change. Defenders got their inherent modified to help address the toe-stepping that being able to have heroic Corruptors introduced.

    Scrappers got what's now called their inherent during "City of Blasters", when melee damage was seen as second rate compared to Blasters (my, how things change). Since that perception faded many years ago, I don't think anyone has felt that the Scrapper AT needed further "fixing".

    Feeling that Scrappers need their inherent revisited just because other ATs did is looking at it backwards. The other ATs had issues, and changes to their "inherent powers" were part of Dev attempts to address those issues. Scrappers should only need their inherent revisited if there were an issue with the AT. Would you feel left out if you didn't get a titanium bone replacement given to someone because their original bone was defective somehow? I know that I would be happy if my original bone worked fine, even if I thought the idea of having a titanium bone sounded cool.
  7. For those of you who want some special "shiny", why not just play one of the ATs that you think provide them? I prefer simple, uncomplicated high base damage scale. I don't want to "pay" for my damage by being less tough or have to work at some fancy thing to "earn" it. Why do they have to have a schtick? After all, that is where they are unique - they don't need one to work well. And that is why I prefer them.
  8. Quote:
    Originally Posted by Leo_G View Post
    All of that? Rubbish.
    Welcome to my ignore bin. The rest of your post is just more of someone on a now-regular soapbox using any opportunity to gripe about changes they didn't like. But it's really your presentation here tells me I don't need to hear your opinion any more. Johnny Butane isn't in my ignore list.
  9. Quote:
    Originally Posted by Madadh View Post
    I'd be willing to bet almost everyone factors in inspirations, whether they even realize it or not.

    If you build to the magical softcap, and you run into enemies with Def Debuff, what to people plan to do? Just abandon the mish? Plan to make 14 trips to the hosp and back? No; they expect in the unusual situations to use a purple.
    Actually, that's not at all what I do. If I did that, I wouldn't be able to complete things like +4/x8 Arachnos missions, because there's no way I'd keep myself in enough lucks. Instead, I plan on using my powers to ride out or avoid such effects wherever possible. That can range from the brute-force approach of using some power to offset the debuff to something more indirect, like trying to disable the debuffing critter before it can get me. If everything is going to debuff me (such as Longbow, some other gun-toting factions), I try to approach the spawns with caution, either aiming to disable as many potential debuffers as possible with my opening strikes. I use lucks to offset (or avoid) the debuffs only as a last resort.

    I don't begrudge anyone else using inspirations as freely as they want and/or are able, but I do everything reasonable to build and play my characters in a way that assumes they will not be needed, so that I only need them in what I consider to be exceptional circumstances.
  10. Quote:
    Originally Posted by Shred_Monkey View Post
    Scrappers have never been #1 on the pylon test anyway.
    Since the changes to Fury that came in I18, were they not the melee AT with the majority of the top spots? The top spots usually went to AT/powerset combos who could crush the Pylon's regen.
  11. Quote:
    Originally Posted by ClawsandEffect View Post
    Maybe it's just a perception thing, but I feel that scrappers are getting a bit of a shaft here.

    Anyone else feel similarly?
    No, and honestly it bugs me that people do, because it's a perspective frequently leads to power creep for no purpose other than to make people feel like their AT is "special" somehow.

    Scrappers, Stalkers and Brutes cover a spectrum. Stalkers can deal more single-target damage, but don't do so unambiguously (it depends on the primary/secondary powersets you're comparing) and they are always unambiguously less durable for like secondary comparisons due to their lower base HP. Brutes are always more durable for like secondaries, but almost always deal less damage (sustained and peak) for like powerset comparisons.

    Achieving each AT's peak performance requires different play. Stalkers need to pay at least some attention to their Assassin's Focus. Brutes have a much easier time reaching their "soft max" Fury these days, but still cannot ignore Fury generation's impact on their damage, or the way it interacts with damage buffs. Scrappers are the only melee AT that simply is - they don't have to do or monitor any special AT mechanics to function optimally.

    And for me personally, that's exactly what I want. I do not want some special shiny AT mechanic that I need to think about when playing a Scrapper. That's what they remain my favorite melee AT.

    I would like to see the NPC AI made a bit less likely to run away, since it apparently motivates people to play Brutes almost just to ensure they have a taunt aura on secondaries that would not have the same on Scrappers. (I do not want taunt auras added to Scrapper secondaries, as this changes both how they play and their cross-AT role interactions - I want the root issue addressed.) Other than that, which is an indirect "improvement" for the AT, I don't want anything special added to them.
  12. Quote:
    Originally Posted by blueruckus View Post
    I wonder if you'd be able to slot these earlier than level 50. One of the main perks of the SBEs is slotting them early and having them level with you. If not, then I don't see the point as you can +5 boost the normal versions but not these.
    Given that you can't use superior ATEs before 50, I'd suspect you couldn't slot these until you're 50.
  13. When they die, they don't twist into unpleasant-looking balls with wild limbs sticking out, though occasionally I could still cause strange embeddings into surfaces with knock* powers.

    The slow standing thing still needs to be addressed, but I'm pretty satisfied with the rest of the improvement, because of the non-bizarre deaths thing.
  14. As of today's patch, mobs are no longer doing this, or if they are, it's much more rare.

    Apparently not such a big deal after all.
  15. Quote:
    Originally Posted by Plasma View Post
    It is ultimately good for everyone. Well, except people who play almost exclusively controllers and mostly bought purple mez sets. Those people are getting punked.
    I have been leveling my first Mind Controller to 50, making this the first time I've ever actually cared about sleep or confuse sets. Fortunately, I saw this coming, but I found the pending end of cheap-o purples of those sets just as I came upon a use for them bemusing.
  16. Quote:
    Originally Posted by Darth_Khasei View Post
    They should NOT have released them for purchase only for RM's which like it or not favors the people that bought Supergamble packs and/or have a strategy of hoarding RM's leaving people that hoard AM's, EM's and HM's "for the same purpose" in the cold.
    Well, it sounds like they didn't mean to, unless we assume nefarious intent that they are misleading us about. (I'm not saying you're doing that, but I'm sure some people will.)
  17. UberGuy

    Lesson learned!

    Heh. Otherwise sad story told with a good humor. Here's hoping some of that money made some new rich folks out there.
  18. Quote:
    Originally Posted by Impish Kat View Post
    In all actuality UG was making DK's point, which I understood to be, 'Why else would they code and test something, if they didn't intend to implement it?' (rhetorical).
    Well, that's why I mentioned things that have been on Beta for testing and didn't go live, even though other things "around" them did.

    In the past, I think we had a fairly consistent experience that stuff that was on Test proceed on to live servers as a monolithic set of features. So if it was on Test, and what was on Test went live, everything that was on Test was going to go to live. At least I can't remember exceptions to that. But lately that definitely hasn't been true of Beta, for whatever reasons. Today's patch isn't the first time it's happened, so I would definitely recommend that people not make assumptions about whether everything on Beta at any given time will go live all together.

    The feature under discussion was apparently not intentional, but Staff would be an example of something that's on Beta but hasn't gone live.
  19. Apparently the lack of ability to buy converters with anything but Reward Merits was not intentional. It is slated to be fixed next time they patch, which naturally could be anything from next week to next month or more.
  20. Zwil posted that this wasn't intentional. It's slated to be fixed next patch, but I have no idea when that would be.
  21. Thanks for the heads-up, Zwil. Freaky bug, but good to have word that it wasn't intentional (for nefarious reasons or not ).
  22. Quote:
    Originally Posted by Darth_Khasei View Post
    NOBODY said they did so why even make that stupid arsey snarky statement?
    Seriously, you need to take a walk or something.

    I made that statement because you asked a question for which it was the obvious answer. I'm sorry that's not apparent to you. Snark was not intended whatsoever.
  23. Quote:
    Originally Posted by Darth_Khasei View Post
    Then why bother to code then into BETA for AM's, EM's and HM's?
    To test it?

    Everything on beta at any given time does not always go live with the next patch. See: Beast Mastery and Staff Fighting, which have been on Beta since before I22 went live.
  24. I do get the frustration of folks who have a large bank of Astral or Empyrean merits and can't yet spend them on this, but as long as it comes along in the next few weeks, I have hard time being angry about it.

    I'm fairly cynical, but I am not sure it follows that this is a ploy to get people to buy Super Packs for merits to fuel these conversions with. Could it be? Yeah. But if you don't want to do that, just wait. Why wait?

    (1) If you wanted to do this to make in-game Inf on the market, so does everyone and their dog's fleas. You probably won't make what you were hoping to, because prices are diving.
    (2) If you wanted to do this because you wanted access to things that were wildly expensive by your standards, prices are diving. Try to buy them outright and skip converting for now.

    Prices will likely rise after the initial glut caused by tons of people doing the same thing at the same time. Over time, this crescendo of conversions will become a background hum. The bargain prices will rise to some higher level (still lower than before) and it will become less attractive to buy and more attractive to sell than it will for the next week or so.
  25. I actually never thought they dropped from enemies. The merit purchases were the only way I was aware of being able to obtain them.