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Erratic1

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Posts posted by Erratic1

  1. 36 minutes ago, JayboH said:

    Strictly glancing at your totals window in the pic, doesn't it seem that end use is kinda crazy vs recovery?  Wouldn't you drain fairly quickly?

     

    Efficient Adaptation should drop the endurance use by a chunk. Not sure if that is their plan, but I built my SS/Brute completely around Efficient. He's fine to leave it, but is built to never run out while in it.

  2. 9 hours ago, Troo said:

    Titan Weapons might be hard to do on Stalkers, similar to Ninjutsu for Brutes & Tanks.

     

    So:

    Battle Ax, War Mace, & Super Strength to Stalkers.

    Super Strength to Scrappers

     

    No.

     

    If Super Strength goes to Scrappers, then I am going to get my Brute Ninja. 

     

    All or nothing.

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  3. 4 minutes ago, Ukase said:

    When they design these sets, are they aware that accuracy is low? And that damage is too high? I guess they are, because I don't think there's a set in this game that I've looked at where the numbers were green. Like, not any of them. I went with the full 6 for this set because I wanted that recharge buff. But now, I'm rethinking the entire build to prevent these kinds of diminishing returns. 

     

    Pretty sure they know and it is meant to be another design hurdle/consideration to keep in mind and met by choice of sets or takinng powers which increase Accuracy/To-Hit.

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  4. 5 hours ago, bAss_ackwards said:

    Jessica Jones is a super strength scrapper.

     

    But really, the better question for the topic (in general, not directed at you) isn't "Are Scrappers and Stalkers capable of super strength?" the better question for a video game would be "Would players have fun with it if it were ported over to scrappers and stalkers?" Whether it gets modified or not during the porting proccess, to that I say: Who doesn't love new toys and more ways to express the characters we make? 😄

     

    There are a lot of things players would enjoy but which are not good for the game. The ability to just push a button and insta-defeat any one opponent, on even a one day recharge would is an exmaple. I feel power proliferation has been an overall negative for the melee classes and argued against for years. But at this point there is little left to proliferate--basically just Super Strength. So as I noted above, why not at this point, the damage is done.

  5. 40 minutes ago, Thraxen said:

    I swear if they nerf scrappers im gonna demand a refund. 

     

    Heaven help us if the game goes the Shadowbane route where each class that got nerfed spawned a chorus for the next class to get nerfed, and around and around it went.

  6. 8 hours ago, tidge said:

    Blatant lies. Don't confuse my "there was no reason to change Scrappers/Brutes/Tankers" attitude with someone who thinks "haw haw, this AT should be best."

     

    I apologize for mischaracterizing your position.

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  7. 5 hours ago, tidge said:

    Thanks for actually reading what I wrote...

     

    12 hours ago, tidge said:

    Scrappers only outperform Brutes on any of the forum-favored tests because of the Scrapper ATOs. Asking for a an improved Brute %proc ATO, to either make them sturdier than Tankers or do more damage than Scrappers is crazy talk. You may as well propose reworking Fury.

     

     

    Maybe you should read what you actually wrote, since you are suggesting there is talk which is utterly lacking in evidence.

     

    5 hours ago, tidge said:

    Related: asking for a nerf to the Scrapper ATOs so that Scrappers don't outperform Brutes seems to be simply  petty.

     

    Has anyone actually asked for such? 

  8. 54 minutes ago, Warboss said:

    Was it just implied or stated that Brutes would be okay with receiving a 10% damage reduction (because 10% wouldn't be a big deal)?

     

     

    It was implied about as much as it was implied there would be endless wailing if Tankers had simply had their damage reduced by a single point from old value to oldvalue-1.

     

    More notably, I am unaware of anyone speaking on behalf of all Brute players in this thread.

  9. 30 minutes ago, ZemX said:

    But second of all, we DO know what the metric was.  I've said this multiple times now.   The Devs TOLD us what the metric was right there in the dev notes to the patch: Constantly saturated over-cap AoEs caused Tankers to "overshoot" their targets.   Now sure, when and where that is happening and what their "targets" were is not being specified.  And that is where the speculation comes in.  But I've said exactly why I think this is about x8 soloing and farming.  More than once, in fact.   Because where else can you keep AoEs saturated?  Not team content, I say.  Feel free to counter that assertion if you can.

     

    That is a long-winded way of saying, "You're right, Erratic1, I am speculating." And I am sure those pointing at other sources of the nerf have their reasons too. 

     

    Well, baby steps here (for you), but teams come in many flavors and even with equivalent composition, tactics matter. Regularly there are people complaining (recently In this very forum) about Tankers moving on without the current spawn being fully dealt with. And on a team with more than one Tanker, it's all but guaranteed (nevermind likely optimal). 

     

    40 minutes ago, ZemX said:

     It therefore stands to reason....

     

    Words that preceded Ether Theory and Lord Kelvin's calculation both that the Earth is 20-400 millions years old and will run out of oxygen inin 3-400 years. Hint: All three conclusions were wrong. There were fact not available to those drawing conclusions. That is what I am pointing out here. Yeah, you could be right, but then so might others supporting different causes or none of you.

     

  10. 12 hours ago, Maelwys said:

    hat said; I agree with Tidge that "Asking for a an improved Brute %proc ATO, to either make them sturdier than Tankers or do more damage than Scrappers is crazy talk".

     

    Tidge's only concern is keeping Tankers number one by Tidge's standards. Not sure anyone has advocated making Brutes better tanks than Trankers but you can rely on Tidge to object to any and all Brute changes because it might cast the game back into the old days of Tankers being whipped by devils, uphill both ways in the snow.

     

    Brutes not strughling as hard to reach still inferior survivability is not going to supplant Tankers.

  11. 48 minutes ago, ZemX said:

    Now maybe you don't agree with the "no good reason" and that's fine, but this is my argument here at least.   Why should I accept any nerf, however small, because of a balancing metric we've never used before?  Since when is x8 solo and/or farm performance a reason to nerf an AT?   My point is that any Brute was already contributing more offense on any team I've been on, so why I am getting any nerf at all?

     

    I did not address this, but should have.

     

    You don't know what the balance metric was. You assert the above, some point to Brutes, others to farming. It is the proverbial blind men and the elephant. You build your argument on a foundation of your own choice without any knowledge of the actual underpinning of the decision. 

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  12. 21 minutes ago, ZemX said:

    Who cares about noticeable?  You think anybody else would agree to a 10% nerf for no good reason just because they'd need a stopwatch and a spreadsheet to know the difference? 

     

    I think on a planet with 8 billion humans there is at least one person who holds to whatever strange idea anyone can come up with. I also think it is not worth entertaining those making mountains out of molehills, proclaiming, "Tankers are utterly unplayable!!! THEYVE BEEN NERFED INTO THE GROUND!!!!!"

     

    At the point where the lack of notable impact  is meaningless to you, you have gone past academic debate and straight into philosophical--with your philsophy being charitably described as absurd.

     

    You dont want to play Tankers any longer? Then don't. But factually Tankers deal more damage than they did Live, their team functionality is unchanged, and it takes a particular herding strategy to experience any significant degradation in performance.

     

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  13. 3 hours ago, Paragon Vanguard said:

    90 to 95% of the game IS end game and solo'ing IS the best measure.

     

    No, it isn't. Solo is not teaming and end game soloing, fun as it may be, is not what drives performance on a team.

     

    3 hours ago, Paragon Vanguard said:

    I did not come here from reading about the nerf, I came here from playing my Invuln/SS tank (main) and it was so obvious a nerf I had to find out why.

     

    You, like several others are breathless over nerfs which functionally are not noticeable (except in some edge cases), which is particularly odd because many of you claim not to play in a way which would make the nerf particularly visible. Unless you are herding up and stay at overcap values, there is nothing for you to notice. Yeah, it may take 10% longer to clear a mission. That takes a 3 min mission to 3m 18s. Sorry, but there is more variability in how long it would take to do a mission based on pathing choices and other vagaries.

     

    A significant amount of the complaining and bad advice I have seen has come from people who clearly have not even read the patch notes. Someone was insisting last night that Tanker damage was cut by 12% when in fact that was the cut of self-damage buffs--something which will impact Super Strength, Claws, and Shield users moreso than those relying on Build Up, but is nowhere near a damage decrease as is being presented.

     

    Personally, I have gotten my new Tanker since the patch, Regen/Fire, to 50, and started my second, EA/Claws. One would think it would be misery unending with the way people are going on but has been anything but that.

     

    3 hours ago, Paragon Vanguard said:

    Note: If you spend more time getting to end game than playing end game, please get with me, I can teach you how to level past content you may have played too many times to count. Unless you are new, then please, enjoy the content. It's great the first few times or so and you CAN choose different mission strings.- 🙂

     

    When I noted I had gotten my first Tanker to 50 since the patch, that does not include also getting a Katana/Psi Brute to 50 and just being a bit short on a new Pyro/Dark Controller from 50 (48 I think). It does not really take me a ton of time to level a character other than dealing with altitis. I do play endgame, just it holds less allure for me due to the, "Must SPEED" attitude which is so pervasive. There are TFs and Trials I have done multiple dozens of times whose stories are utterly opaque to me because when doing them it is being done as quickly as conceivably possible. As for being new, I have played CoH since Beta.

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  14. 9 minutes ago, Paragon Vanguard said:

     

    Please, just an honest answer. Who can finish mobs...dragging left overs or whatever....quicker? Even before the nerf, bearing in mind that the Brute, while taking more damage, should not be dropping. Who cleared the mobs and moved on? That's a measure, albeit simple, of over all performance. 

     

    9 minutes ago, Paragon Vanguard said:

     

     

    All of my answers have been honest.

     

    Who clears a single spawn of whites in a +0x1 mission faster? The Brute, obviously. Not going to suggest such does not exist, particularly at low levels, but it is usually a bit more varied, particularly as you get out ouf low level missions. The Rikti which greet you when rescuing a Midnighter are likely to be yellow and orange, for example. 

     

    Now for your honest answer: Who is more likely to have to stop and recover from damage taken after fighting a spawn, particularly those with lieutenants and bosses?

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  15. 11 minutes ago, tidge said:

    As @Maelwys points out just above: Tankers have a little bit more wiggle room than Brutes for 'surviving' ... but as can be demonstrated by Scrappers, with a lower level of survivability than both Brutes and Tankers and access to the same armors, for a lot of content it is the damage that contributes to faster clear times (and thus in-game rewards).

     

    Brutes and Scrappers have same base resistance and defense values in their powers and identical defense caps. Scrappers are only limited as goes resistance caps. As for a lot of content where they do more damage, that is a factor of when Scrappers get their ATOs.

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  16. 9 minutes ago, Paragon Vanguard said:

    No I was not. I was talking about over all performance. Don't accuse me of being disingenuous just because you don't agree. I have not been rude to anyone, except a troll, you don't need to be rude. I am very much in conversation, and if you don't like the conversation don't get involved. Pretty simple son. 

     

     I am calling you disingenuous because you keep asserting difference in performance which aren't there. The Brute doesn't take just one hit because he kills faster...he spends less time, true, but multiple hits are coming in and going out otherwise Fury would not be up and he would not he dong more damage in the first place.

     

     

     

  17. 10 minutes ago, Maelwys said:

    Whilst this is true... another way to look at it is that for the vast majority of the game (without thinking of extreme survivability scenarios...) Tankers often simply don't need to chase additional resistance or defence or MaxHP; because with just bog-standard ED-capped slotting of their core abilities and no set bonuses a Tanker's elevated base values result in a substantially higher immortality line than an equivalent Brute. And that baseline survivability ends up being more than enough to survive indefinitely against whatever they're likely to be fighting (outside of very specific content).

     

    And what that added survivability turns into (at least for me) is playing in ways I dont on my Brutes until much later in the scheme of things). Repeatedly In this and other threads there is the accusation that nerfs are because of edge cases involving edge set builds, procs, and/or +4x8. On simple SOs, Tankers reach considerably greater survivability than Brutes. That additional survivability can be parlayed into approaches to clearing a Brute doesn't dare attempt until later or with more investment.

     

    My Tankers gather up groups because area damage is more effective than soloing groups down and the Tankers WILL live. When I'm down to a few foe left, I move on because the time spent dispatching them is better served by maximizing how many I am hitting than working those few down and they are going to follow any way.

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  18. 4 minutes ago, Paragon Vanguard said:

    If I can take the 400 damage hit and drop the mob, then you are definitely at a huge advantage when the tank, while only taking 200 damage, survives, but takes longer to drop the mob.

     

    Stop being disingenuous. You are not one-shotting things as a Brute and you are fighting more than one thing at a time ( otherwise your complaints mean nothing here....you were complaining about AoE changes, weren't you?).

  19. 9 minutes ago, Paragon Vanguard said:

    Yes, I do reach max resist in battle, but he is an incarnate. One of the points missed is 80% resist or 90% resist, you aren't dropping either way.

     

    The difference between 80% and 90% is 100% more damage getting through. A hit for 2000 damage takes 400 health from the character with 80% resistance but only 200 from one with 90% resistance. Health regeneration/healing is therefore 100% more effective at keeping you standing.  So there is a quite meaningful difference, particularly when you factor in Brutes having lower base health.

     

    18 minutes ago, Paragon Vanguard said:

    If I can only get my brute to 80% resist in an effort to push damage, the damage is more desirable, and while a dead brute cannot do damage, dead mobs dont kill brutes.

     

    The Brute hits fewer targets and can survive fewer targets. Yeah, against a single target the Brute will dispatch it faster. Allow me to note the game as actually played has Faaaaaaaaaaaaar more situations of groups than single targets.

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