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Haijinx
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I use a KB to KD there, its a great "Sitdown!" power.
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Scrapper Melee Primary Testing: "Standard" environment
Haijinx replied to Galaxy Brain's topic in Scrapper
So War Mace with IOs is only a step behind Titan Weapons. Kinetic Melee is a bad outlier on the low end, considering it has two AOE powers, including a ranged cone. -
I think there's also the contingent that is railing against placing Brutes into the "tank" category, they want them to be a DPS class. I mean they want them to be able to tank just as good as now. But they don't see why that should affect Tankers any since its not like Brutes are "tanks" So they will propose things like bigger Tanker aggro caps, more Tank support ideas etc. I mean after all they aren't DPS like brutes .. The problem with this idea is there are already two DPS melee ATs and neither of these has anywhere near the aggro tools or Resistance caps and HP of a Brute.
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I disagree, who else should Brutes compete with if not Tankers? The "Tankiness" and "Damage" of Melee classes and Damage should be a graduated spectrum. You have The Tank melee classes Tanker / Brute Brutes should be the higher damage tank. Tankers should tank better. You have the DPS classes Scrapper / Stalker Stalkers should be the higher damage. Scrappers should scrap better. If Brutes can tank almost as good as Tankers, then Tankers should DPS almost as good as Brutes. If Scrappers do almost as much damage as Stalkers, then Stalkers should scrap almost as good as Scrappers. Right now all those statements are true with two notable exceptions. One older stalker (except ele) sets have crap AOE. So those stalkers fall behind. Two, more relevant for this thread, Tankers don't do anywhere near Brutes damage. Their survivability difference starts to narrow markedly late game with IOs or buffs, but their damage does not. So you have to buff damage for tankers to be viable late game. Early game the tanker has much more survabilty, but these damage increases won't really matter because tankers can't really access the better attacks due to secondary level progression.
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I don't think its a nitpick The reason it was changed Accuracy is the same reason. Because people were able to get too much +To Hit.
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SR is a great set. You can comfortably survive most content at level 50 with a fairly basic build. Scrapper SR though has poor level progression. You don't get your AOE defense toggle until level 35. Making leveling up and exemplaring sometimes dicey. The Brute progression is much better.
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Blaster melee attacks that were ported not following the established pattern should be fixed. The old sets don't need a melee damage buff, its already built in to their powerset by having longer recharge times. So the scale is fine. For the older sets, Blaster damage is slot limited rather than power limited. You can't actually slot up all your blasts and all your melee attacks AND build for controls/defenses. So it doesn't really matter if they can be better at melee than scrappers.
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Cant do dps if dead. So only sets where pets stay alive can DPS reliably. Putting Ninjas and Mercs out of the running.
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Arguing you want a clear advantage for this set for a part of the game that does exist is at least a genuine arguement. Super Strength ironically is the best set for fighting bad guys who are often ghostlike.
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Obtuse, no? Im trying to understand how a permable double build up is not potentially OP from a to hit stand point when only one set can do it? Most sets need to scrape by with either a low uptime or a reduced modifier. Its proposed that it doesn't matter and thus its okay to keep. But if it doesn't matter then why keep the outlier? But if it does matter sometimes, well then, the fact its the best to hit available by a good margin would matter a lot more. I suggest it is actually the reason proponents want it kept. A clear advantage in certain parts of the game. Now maybe that is considered justified? I personally think its OP. But when the proponents seek to minimize what it is as part of their arguement, it makes me wonder why.
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So it does matter then? In that case isn't +40 to hit ( perma that others can't get) a bit OP?
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Kay .. lets say this is true .. so the driving force for needing it to stay is? Or perhaps there are situations where it matters?
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Focused acc is acc now, not to hit . For this reason.
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So ... assuming thus arguement actually holds water .. why does double rage to hit need to stay?
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Difference being everyone can get hasten ... And IO sets can get you more than 70 even without hasten. No one else can get +40 near perma +to hit, and you can only get 6% with IOs It helps to have a level of detachment when discussing this stuff.
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you don't feel being able to run +40% to hit all the time a little bit OP?
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That kind of is the main gist. It has enough +DMG that well built characters can reliably bounce of the damage cap for much of the time with no buffing from other characters. And in return some of its attack powers have pitiful base damage.
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Well its good on Blasters ...
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Not till they fix the curb thing. Its just too embarising for a scrapper to be unable to hop a curb
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I tripped over a curb on my way into this thread. But hey i like these ideas!
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Brutes still need to move to their victims. Blasters can shoot them, then melee, then shoot the ones trying to get away, then quick snipe the next group, and start over. All with having bigger AOEs that hit more targets for more damage. Some ATs might do more against a single AV but the blaster left a smoking path of wrecked baddies to get there.
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3 an hour is insanely fast. I can't help you go faster 0.o But can say WTG !