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Haijinx

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Everything posted by Haijinx

  1. Keep in mind that Rage is UP ~92% of the time, so that is actually a HUGE -damage cost ~8% of the time. This is what I meant about detachment. You state the downside without also acknowledging the very high uptime. The Downsides are significant, yes. There is also the Defense cost, that hurts defense sets, particularly on Brutes. Potentially a survival issue on them. But for a limited time. There is an Endurance cost also. But this is mitigated by the fact that you probably have enough recovery to handle this, especially since you have enforced rest breaks. You seem to be okay with a cost to Rage, but not okay with the current cost of Rage. Where do you stand on Double Rage? It seems like Capt PHs solution would have been good for you. Its unfortunate that one got killed by the Double Ragers. Another point of Detachment is that I am not talking about you. There have been Rage arguments in COH for YEARS going back to before I even owned a cell phone. So I am sort of simplifying impressions I have gotten form dozens of flamefests. Not this one, nor this set of posters per se.
  2. Sort of. Foot Stomp is more powerful than other PBOEs, even without rage. KOB is pretty strong as well. Rage also effects epic attacks. As to the Buicks bit, I was responding to Marshal who specifically mentioned Follow-up.
  3. Rage has crash downtime, some of which will occur between fights. It does has very small activation time. Follow Up decays a lot faster. You can only keep so many stacks going. And the number will depend on what you are fighting. I think 3 stacks can happen a lot during AV fights or Pylons, but usually it does not. PLUS you need to build stacks. You only get one stack per rotation after all.
  4. Double rage for Tankers and Brutes would equal 5 stacks of Followup damage wise
  5. SS flame threads seem to me to be these amazing contests of filtered arguments. Like a critical mass of (hopefully unintentional) disingenuouity. You have the people who cant seem to see past the crash. The crash that is all that matters. They can't seem to see past the crash. They don't care that removing the crash would make give SS the highest sustained, stackable build up effect in the game with no downside. You have the people who say that Getting Mad, then getting tired ruins their Kryptonian or whatever inspired concept. Like somehow this is the only power in the game that doesn't follow their pet comic book lore exactly. Its a game. They had to call it something. They wanted SS to have a long duration build up instead of a bursty one. This is what they came up with. They were not trying to come up with a power or even Powerset to describe all Super Strong characters in Comic Books. You have the people who say that SS needs Rage "just to be as good as" other sets, when this is only true for HALF the set. Their argument is fine if you are looking at the pathetic Jab, Punch, and Haymaker. Maybe include the ridiculous throwing power whatever. But they conveniently ignore a very effective Knockout Blow and the stellar Foot Stomp, neither of which seem to be "balanced around" rage at all. With the Irony being that those are the powers you get closer to actually having Rage. Then you have the die hard double ragers. Who will eventually show up. If they haven't already. They tend to make 3 arguments. That even with Double Rage SS is underpowered, That the crash kills all fun, BUT when faced with actually seeing something happen to Double Rage will sabotage any compromises on the power at all. Thus nothing will ever change. How could it? Many of the people most interested in the changes refuse to look at the Power with any sort of academic detachment.
  6. You run into the classic MMO problem of balance. You need to balance both based on how most people use something, and how some people are capable of using something. Then weigh that against the fact that some people may be put off by it. In this case, Most people ignore the crash effects because they like have a 1:50 out of 2:00 build up effect. Some people will rabidly hold onto Rage as it stands because they aren't playing the single rage game at all. They want double rage for as long as they can. Then there are some who are put off by the no damage, or the defense debuff or the END hit, etc. To fix the issue that you speak of here, you still need to not somehow make life too easy on the double rage folks. Because Double rage is extremely powerful.
  7. yeah but its the 1:50 though ..
  8. Follow up cant run +40% to hit, +160% to damage for a significant time. With Double Rage you can. Even Single Rage is slightly better than double follow-up, and although you can possibly do triple follow-up for brief periods during things like AV killing, its requires levels of recharge that would net you double rage most of the time anyway on a comparable SS character. Capt Powerhouse offered to eliminate penalties on Single Rage entirely, and to make them spread out between def and resist on Double Rage, but people Balked.
  9. Fire I believe was resistance because ICE was defense Even though with how things have changed, you'd think they should be the opposite
  10. I don't see Rage underperforming. Not unless you are on some team where there is a lot of +DMG available, since then SS's poor DPA attacks will become a liability. But Rage's big strength is that you are running around with a lot more +DMG than most people. Compensating for those attacks (specifically Jab, punch and haymaker)
  11. I don't see a power or powerset name and what your character's powers are in a "Roleplay" sense are necessarily linked by unbreakable graphine titanium chains But it sure seems like a lot of people do. For example to me that Street Justice guy could be super strong Or that Strange Visitor from another world's "Rage" might just be a couple minutes of intense focus, followed by a quick breather.
  12. Defense in the Early days of COH was more like Armor Class in Dungeons and Dragons. It wasn't only dodging. It included Deflecting, or just being so tough that things bounced off. Thus the Rage letting you hit harder also allowing you to smash through force fields, thick hides, rock armor, and so on .. made sense in that context. In Dungeons and Dragons you gain a Hit and Damage Bonus based on Strength as well.
  13. I was waxing nostalgic, that's all.
  14. Not NOW ... way back before COV though it would have been an awesome fix.
  15. Haijinx

    Regen 3.0?

    Came for the nerf
  16. Nothing lives against Scrappers long enough for it to matter
  17. The fix for Rage got turned into the Brute Inherent
  18. Hahahahahahahaha
  19. Please note, I didn't mean caps there. I meant scaling So you'd get for armor set scaling 100% Tankers (same as now, PRIMARY) 80% Brutes (Improvement from now, Secondary) 75% Scrapper, Stalker (Same as now, Secondary) 70% Sent (same as now, Secondary) Could you argue Tankers should be LESS than 100%? Probably. But I was only trying to suggest a nudge Brutes up slightly to compensate for the damage they already lost. Not address Tankers generous Damage Buff at all.
  20. Tanks were heavily buffed Damage wise, making them far more competitive to Brutes on damage Brutes had their damage output reduced, so that they would not eclipse Scrappers, now they are a fair bit behind. So they are less competitive with Scrappers. While its true that Brute caps for resist are higher, they do not have higher base values for this function. Nor do they gain any defense advantage over scrappers. So Brutes primary reason they are more durable than scrappers are hit points, Not Resistance caps. Not unless you heavily build for Resistance. Or are using one of a couple of resist friendly primaries. So they lost out. So no one wants to give up taunt auras for scrappers, ok. Some want more taunt auras for other scrappers. Whatevs. But what about Brutes? Seems like BS from their standpoint. I generally hate power creep. But if you are going to have it anyway, deal it out fairly.
  21. That is where they are now. 100% for Defensive values on their Primary.
  22. They had that before their damage was reduced and tanks were buffed though, didn't they?
  23. I like EA because the silhouette aspect is easier on my poor old eyes. Numberwise Invul looks very very good on Stalkers SR looks good as well compared to scrappers with hide plugging that low level AOE def hole caused by evasion being level 35.
  24. Its a situation where if you keep the taunt auras for scrappers, what are you doing for brutes? Their damage was after all, reduced. My suggestion - bump their Secondary up to 80% from 75% Making it 80% Brute 75% Scrapper/Stalker 70% Sent With Tanker Primaries at 100%
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