Ive said this before and I will say it again, I am all for increasing difficulty as long as there will be no archytype blacklisting or preferd acytype only etc
One idea would be to block hospital, once down, u either stay down or wait for resurect or team to wipe to disengage from combat. Increasing from +4 to +5 should not reward more influence/xp than +4 to stop exploitation from farmers.
issue i find with pa isnt when its available, or how long it takes to get, which isnt long, buts its long cd leaving you stuck with 2 single target damage abilities and fear isnt part of containment inherent, but this isnt relevant to discussion,
My blaster has an aoe hold with ioed out is 18.8 second mag 2 hold with 21.37 sec cooldown, obiviously fulled ioed incarnates etc. My flash on my troll lasts longer but even with massive recharge bonus is 52 second recharge (with 331% haste)
Get it, but im all for variety of colours regardless of saying "dark power" such as soul storm is based on dark powers but uses light colours etc, would be interesting to use dark armor or other abilities but instead of thinking darkness to reduce chance to hit, but brightness reduces hit, bit more roleplaying in powers and colours
This doesnt just effect brutes wouldnt mind other classes or archytypes getting both light and dark colour pallates or god forbid, all colours and shades in 1 option rather than split into 2.
Incarantes depends on your build and if there are any wholes that need filling to attain your goal. I use musculature since I have enough recharge not to need spiritual. Since im a form build, I use rebirth radial since I dont have endurance drain issues.
If im assuming your meaning stalkers and scrappers being made obsolete, then probably also need to add both keldian classes into it as well makes 4 ats, fully human keldians are more close to sentinels.
tbh, if you look at defenders inherent which provides a reduction in cost of endurance for abilties based on overal teams health, how does that benefit pro-active sets such as force fields, how will having more endurance benefit the powers?
This is a snapshot of page 5 stats, yes out of date but still interesting
Primary
FullName
Archery
Name
Lvl
Acc
Base Dmg
Scale
Scale2
Dmg
Dmg2
DPA
Act
Cast
Arcana
TimeHit
Rch
End
Rng
Radius
Arc
Tgts
Area
Outside
Primary
Blaster_Ranged.Assault_Rifle.Burst
Assault Rifle
Burst
1
1.05
62.5615
1.0800
-
67.5664
-
56.8741
-
1
1.188
0.27
4
5.2
90
-
-
-
SingleTarget
-
It was just an example of getting different numbers based on damage, scale etc and not using archytype modifer to prove that there is much more to the numbers that the modifier it self.
Why i said much more, ive got an old data sheet with every stat for every archytype. Also got accuracy, recharge, to hit, cast time, endurance cost, targets, radius etc
What the guy you quoted needs to understand, that the archytypes damage is only part of the equation, Base damage x scale x archytype modifer.
For example, blaster vs defender on snapshot
Defender is base of 36.1466 scale of 0.68 which gives damage of 24.5797
Blaster is base of 62.5615 scale of 0.84 gives damage of 52.5517
Understanding how each archytype does damage isnt just based on modifier but much more.
Info i have is from page 5, but since there has been no damage update, should still be accurate for keldians (PB)
CoH_Homecoming_of_Data_Page5_20200928.xlsx