Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

10 Good
  1. I feel the opposite. I see no issue with one class - notably a very solo friendly, noob friendly class - having a "do nothing" inherent. The Scrapper ATOs are the real problem compared to Stalkers. 3% crit chance is 3% extra damage (equivalent to probably close to what 6% or so global damage, which for a single slot is great) but it's also absurdly boring and will never be directly noticed. 50% chance to crit over 2.5 seconds is roughly 2 attacks, which is similar to Stalker's 1 crit on paper, but Stalkers can prioritize a high damage attack and be sure the crit is coming, so Scrappers mostly end up worse off here, though I wouldn't be surprised if an edge case like Claws or Katanta or something could fit 3 attacks in and have it be "better". Scrappers were never crit machines by design.
  2. Which is why specific ATs giving a bonus that does essentially nothing is awful. I shouldn't think to myself "God, I hope I don't team with x" as a selfish aside - 1 mag mez protection isn't anywhere near the level of usefulness as even the Slow Resistance, which is itself pretty blatantly just filler.
  3. I'd really like if the Kheld inherent got bumped up to 2 or even 3 points of protection per Controller/Dominator. 1 does nothing. There's other thoughts on the Kheld inherent, but that one is huge because it's glaring. I've found Vigilance to be extremely useful in specific kinds of content - Summer Blockbuster being a big one, where I find running low or out of end isn't particularly unusual, especially at low levels. I don't think it needs touched; it's semi-useful when Defenders are probably at their worst and largely unnecessary once they're absurdly good. Controllers already have Overpower, I think? If there was a way to get increased control over it - the Stalker ATO that procs hide comes to mind - I think it would be substantially more useful.
  4. Nin on Stalkers feels like a "what could have been" where Stalkers have way more utility / way less defense than a normal armor set. In an ideal world I'd wish that all Stalker sets were built around this concept to add an extra layer of archetype diversity, but that's not where we are, unfortunately. I'm even a big fan of the "bad" filler powers because it feels so unique.
  5. I think that, if we moved to a stack-based system for electric attacks, I'd either give Voltaic Sentinel the ability to build them up or would make summoning it give full stacks; both would make it feel more impactful, and the current issue with it is that on paper it does pretty decent damage but you obviously barely notice because it's an extra ST attack every 4 seconds. Or make it fully instant cast (or very fast cast) with max stacks, that'd also work for me.
  6. I'm personally a huge fan of the Patron Pools being high concept, and honestly wish there were more Patron Pools that were clearly taken directly from a character; however, I seriously wish the arcs ended with me supplanting the respective Patron (and a piece of their power) at the end rather than ending up their lackey - something I always felt like was vaguely written in with Barracuda's absurd prominence in the villain arcs over every other villain, but dropped in favor of what we have now. I particularly love Leviathan Mastery. Almost all the powers feel so cool, especially because they're absurd, and I don't feel like I need to concept them into my characters, personally - and that's honestly what I really like about the Patrons vs the Ancillary pools, since I'd had to take Body Mastery for the 100th time on every melee just to fit a concept. I will say that I sort of hate that 3/4 are pretty magic-oriented; considering Mako a mutant patron is a little disingenuous when he's clearly giving me access to some kind of magic powers instead of an infusion of his mutant powers. I think that's more of an overall downer in the general design choice of the game, however, since my "would never use magic" characters are kind of drawn into it by incarnate progression being magic except not.
  7. I like a lot about Dark, but I do agree that the final pet is very out of place. I don't love anything the way I love Carrion Creepers, Phantom Army, or Wormhole, but I don't think that's a specific design failure. The truth is that, despite having a Dark controller, I really don't think about the set that much; it's pretty well designed, nothing stands out as particularly overpowered or underpowered. Most of the powers are worth taking, but you can skip plenty of them as well, especially on a high recharge build. It's a very good example of a powerset that's in a good place, at least in my opinion. It's not Illusion, Plant, or Fire, but it's also not Ice. As an aside, I can't think of the last time I saw a Dark Controller that wasn't also /Dark, but I don't think that speaks to any specific deficiencies or overwhelming synergies of either set. Ice and Earth both get their AoE holds at 26 instead of 18; Earth and Dark both, to my understanding, have "stronger" AoE holds in that they're psuedopet effects, so I think it's fine personally. Ice is just an outlier (in a lot of ways).
  8. I would agree that that's absolutely what the original devs were thinking of, but the game, at launch, was also occasionally called "City of Statutes" because of the general overpoweredness of AoE mezzes. I would say that, if this game didn't have other sources of mezzes (how many other MMOs have mezzes even remotely near as widely available and spammable as CoH?) KB could have been a problem, but by launch I think it was already well past that point, and the accuracy penalty feels a little off - but Gale is such a "love it or hate it" power that I don't think anyone has really championed that cause.
  9. The problem is that Gale is not a slight breeze. It's a very visible burst of air, and the knockback sends things hit flying. If this was a knockdown power, I think there'd be a legitimate argument that what's happening is that some individuals are braced for the push, but the knockback in Gale is greater than that of most of Energy Blast, and only a little weaker than Tornado. The accuracy element isn't emulating this post-hoc explanation, it's a balancing measure because the original devs thought knockback was quite a bit more useful than it actually turned out to be. And I think it's time we removed that balancing measure, because Gale just isn't that strong.
  10. My only issue with Gale currently is that it has an accuracy penalty that I really don't think makes any sense on it, both thematically - you're telling me you can dodge a huge gust of wind? Easily? - and mechanically - knockback is not SO strong to warrant missing more and is substantially worsened by misses breaking up packs. I'm not a big fan of it being mandatory, but I think I have a substantially different conceptualization of "Storm Summoning" from many people in this thread and wouldn't find O2 Boost to be an acceptable replacement for concept.
  11. I get the reasoning behind this, but part of my problem with this is that it doesn't really lower the number of "casts" I have to make of AoEs vs trash mobs either way (though, to be fair, neither does current Scourge). If a DPS boosting inherent isn't making me use less attacks, it's not doing anything. Personally, I think Scourge could use bigger values in the early part of the ramp up, but it's a pretty precarious balance - I think the current value might be too low, though, if there's any core problem with Corrs as an archetype. Damage relative to Defenders is also mildly problematic, but I'd fear that a ramp up in damage scale could send Corrs flying from "good but occasionally outclassed" to "ridiculous". I think current Scourge is slightly better in that it's physically possible for it to lower my AoE casts from ~4 to ~3 in niche situations, though. On a sort of tangential topic , my personal biggest issue with Corruptors is that there's really one piece of content where I feel like they should, mechanically, shine - Summer Blockbuster - and they just. don't. There's not really a fix for it, but it's kind of frustrating that the only content I could really describe as a "Boss rush without incarnates" ends up locking Corrs out of 2 powers that would let them differentiate themselves from Defenders. I really like Summer Blockbuster as a piece of content, so it's just disappointing. Edit: Favorite Primary is for sure Water - it's very active, has access to a great "burst window" power in tidal forces, and has several AoEs, which feel like they mostly scale well with Scourge. Ice and Fire are also obvious standouts. Secondaries - Time, Cold, Dark. Proactive sets that let you throw out your debuffs and then get to attacking, hopefully just after the first wave of AoEs hit so you Scourge better.
  12. Part of the purpose of recharge-heavy builds is to let you not have to take or use a "full" attack chain. There's inefficiencies in using powers that aren't your best. It's interesting that you specifically cite Claws because Claws is a huge offender in this regard; Follow Up and Focus are just so much better than the other attacks that, should you be looking to make a single target attack chain, you'd want to get it as close to Follow up > Focus > Follow Up as physically possible - procs notwithstanding. While we know this obviously isn't doable, stacking recharge on a Claws Scrapper, or any other powerset where some attacks are better than others, is hugely beneficial in terms of DPS. One of the appeals of high recharge, perma-hasten builds is to have them only impact 2 - 3 powers because the overall impact of having extremely high recharge lets you fully stop caring about garbage powers you put in your tray to fill up time and space. And if we're not arguing about top-tier, efficient builds, then who cares? This game is playable on SOs. There's no coherent "build" discussion that isn't based on maximizing either efficiency or value, and value has gotten so low as to be meaningless unless your build needs like six sets of Winter IOs or something wild.
  13. I've had some minor thoughts about the sets I personally think underperform but I also want to make it clear I personally believe supports in CoH are, as a whole, very strong; I think parity is difficult to achieve, and the focus on underachieving sets - Sonic, Poison, Trick Arrows, Empathy, Traps, Pain Domination, Force Fields seem to be the ones generally agreed on - should be primarily on fixing bad powers rather than trying to make every set as good as Kin/Time/Rad/Cold feel now. (and Storm is its own beast, of course). Not interested in giving my full thoughts on each set but there's some major points with Sonic I think need touched on. Multiple powers (Sonic Siphon, Disruption Field) are just worse than peer powers. Like, Siphon is -30% res, corrosive enzymes are -25% res and -30ish dmg. Fix that, and then the set still has obscene end costs for what it provides. Fix the numbers on both ends and I think I'd say whatever fix goes to FF should go here - if we're giving absorb, Sonic with absorb could be strong. Also Clarity (and its peer powers) sucks and has no real place in Sonic specifically; I would really like to see it made into a +recovery buff or something (alongside its peer powers honestly). Also, this set is really keyed into providing -res and +res but somehow isn't the best at providing -res, in an AoE or otherwise. It just seems intentionally undertuned as a whole. I'd like numbers adjusted slightly upwards and end costs adjusted way downwards. Also, Liquefy is simultaneously a godsend and wack which I think speaks volumes about everything wrong with Sonic; the power that does something else from the other ones ends up being really solid just because you're doing anything else.
  14. In all fairness, in other MMOs (I believe FFXIV is the one I'm thinking of) a damage increase of a lower scale for a few seconds has largely contributed to classes being "meta". I think we might want to be careful about saying "only" because sometimes those small values are the difference between top tier and unviable (though they clearly aren't in this situation, I think the tar pit nerf is substantially more relevant to the argument than the twillight grasp nerf). For a Controller who isn't using procs (ie a leveling controller), 6% less of a res debuff probably eclipses the actual damage they're providing. That being said - does this actually matter? And I sincerely doubt it does in 99% of gameplay and the other 1% are situations we'd never notice. A BIG question here regarding Fade is "Should Power Boost even work this way?" and on some level I think Power Boost just shouldn't affect defense and that defense powers should never be balanced around the belief that it should, even if we're fine with it doing so. That's more of an opinion-oriented choice, but it's hard for me to see this as a true nerf when we're just "fixing" something that is a mechanically nonsensical choice when we really take a step back and think about what it means. I imagine a very large portion of it is that To-Hit debuffs are now considerably less relevant, solo play feels much less common as a whole, and groups move quickly which makes Tar Patch and Darkest Night much less useful overall because they need to be set up. We also saw the introduction of sets like Time and Nature that really raised the bar on what a support set could do. The game changed around Dark, but I think there's at least three other Support sets in an obviously worse spot and probably more like six or seven if we're being honest. edit: Forgot to clearly state my position; these changes are fine. Supports as a whole in CoH (even the ones I think are underpowered!) are very strong and I don't think that there's any AT modifier fixes that has the potential to throw any set out of whack unless that set is already doing very, very poorly.
  15. Scrappers are in a strange place - I don't actually think there's anything wrong with them exactly, I just struggle to see why I would want to play the majority of powerset combinations on a Scrapper in the current environment. Not because Scrappers are bad, but because Scrappers sort of lack any kind of overarching identity. Brutes absolutely step on their toes quite a bit as a damage AT while also having a built-in taunt that provides a lot of utility even when you're not tanking. Stalkers have the utility of a very strong built-in stealth, and plenty of newer Stalker primaries aren't giving up AoE anymore. Tankers are tanks, and the recent buffs make them very appealing. And that's where the strange place for Scrappers is; they're not in a bad spot, they're not bad at all, but they just have no identity and less utility than other melees and I don't want to play most combinations on a Scrapper because of that. I don't think they need buffed. I don't think there's anything glaringly wrong with the archetype. I think that any given buff would probably either not resolve the identity issue or would send them flying out of control into being the "best" melee AT again. I think the core issue is that we have 4 ATs who do very similar things, not that Scrappers are somehow broken. And that makes them boring. I like Kinetics/Shield largely because I like Kinetic Melee and the Power Siphon mechanic is less impactful on a Brute and doesn't exist on a Stalker. Shield's damage buffs on Scrappers are more impactful than on Brutes, and I like the core mechanic of Against All Odds as being surrounded vs. what I believe Stalkers get.
  • Create New...