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Posts posted by Brutal Justice
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On 1/19/2022 at 7:24 PM, BrandX said:
Quick Strike 1.056
Body Blow 1.32
Smashing Blow 1.452
All three of those match the animation times of Claws, if not LOWER...
Follow-Up 1.056
Focus 1.32
Slash 1.584
Not sure where you get that Kinetic Melee is so slow.
It’s partially a perception issue. Some of the animation times may be similar but it’s the time at which the damage is applied that people notice.
Kinetic melee generally winds up then strikes very quickly applying the damage at the very end of the animation. Claws and other sets apply the damage right away and have pauses at the end of the animation which makes it “feel” quicker even though you spend the same amount of time in the animation.
However, repulsing torrent is laughable compared to shockwave, and concentrated strike’s critical is not as impactful as similarly slow attacks like devastating blow and energy transfer.
Power siphon is also a 2.112 animation with no initial +damage and slow stacking minor +damage. Build up is 80% damage in a 1.32s animation. Repulsing torrent doesn’t even add a stack of plus damage with power siphon!
I think repulsing torrent is super fun, but it’s actual performance and handicaps are offensive in a bad way. Power siphon is also terrible. Fixing these two powers is likely all kinetic melee needs.
Data to provide info about the “perception” of kin melee being slow.
Animation time before effects:
kin melee
BB - 1s
QS - .5s
SB - 1.233s
RT - 1.833s
Burst - 2.167s
FB - 1.667s
CS - 2.533s
claws
strike - .5s
swipe - .5s
slash - .5s
spin - 1.2s
fu - .5s
eviscerate - 1.7s
shockwave - .633s
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It’s nice to see I can still get a bunch of thumbs downs from people who still think a defensive scrapper at 45% defense is in any way balanced with a resistance scrapper at 75% resistance.
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Defense hard caps in line with the resistance hard caps is the answer you seek.
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One of the interesting things about grounded is that it lacks knockback/up resistance. The other armors like unyielding don’t just have KB protection, they also have +10000% resistance. It’s this resistance that makes you nearly immune to KB.
If repel and lift stack a grounded tank will get knocked down, an unyielding tank will not. It’s not very common for an electric tank to get knocked down, but it is more common for an electric tank to be knocked down than any other tank with KB protection.
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Twice now I have encountered an issue with the first mission door of Positron part 1. The first time I was leading the tf and clicking the door to enter the first mission would engage my character, show an hour glass, then disengage my character without entering the mission.
I logged out and back in, no change. My whole team was inside and I could not get in. I tried the train, it worked. I came back into the zone, still didn’t work. We had to reform the tf. That fixed the issue.
Just last night it happened again. This time I wasn’t leading the tf so it didn’t happen to me. It happened to the team lead again. Luckily I knew exactly what was wrong when they said they were having issues. We reformed and the problem was fixed.
I believe I was playing a tank when it happened to me, and last night the team lead was also on a tank. Both times it was a tank and both times it was the team lead. Nobody else had the issue.
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Crey’s Folly and Eden are criminally underused. The zones are amazing and appear to have rich backstory just waiting to be used. They are also in that level range where things start to feel very grindy.
I pug pretty much exclusively, 95% of the time running my own team. People don’t like to travel zone to zone which is part of why people run radios. It’s much easier to recruit and run a team when you can advertise zone specific content.
You even get a badge and a nice little merit reward for finishing all the arcs for the specific zones. Also, if you’re just starting Wincott or Tremblor, the first contact for the zone, level appropriate teammates can start the contacts as well and joint complete the missions for their own merit rewards. I always encourage qualified teammates to do this.
Not only is recruiting easier, the missions provide a sense of build-up as you progress. This keeps teammates around for longer. I’ve had several teammates stick around for the entirety of the faultline content. That’s a pretty long play session. Same for the hollows, if you let them know you’re not done at frostfire, the entire team often sticks around.
The current zones this is possible in. Hollows, Faultline, Striga, Croatoa, First Ward, Night Ward, Dark Astoria. I don’t run Striga very often because I’m sick of Council/5th. I wish for zero new content that involves them. It’s tough to get people into the Wards. I’m often on to a new toon once I’m DA worthy. These are all great zones though. Hollows, Faultline, and Croatoa are my bread and butter. Again, it’s hard to get people into the Wards so post Croatoa is a real dead zone for this type of experience. If a toon isn’t going to make it to 50, this is often where they die.
The new ASF is great but I hope for more of this type of content in the 35-45 level range as opposed to more 45-50 content. I believe the magic of this game lies in its enabling of altaholics like myself.
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It seems like it would have been substantially less dev work to just place a defensive hard cap of 40% on non “tank” archetypes and 45% on “tank archetypes.
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It’s common courtesy to default to whatever method the team lead is using. They are the one who is putting in the extra effort it takes to form and run a team.
That means. If they don’t say stealth to the end, then you don’t. If they run to the end without a word then you do as well, if you are capable to do so.
When you default very little communication is needed. They only need to communicate if they wish for you to do something different from what they themselves are doing.
People who solo on teams want the fun of soloing plus the clear speed efficiency of a team. They’re using the team, not participating. If seven other people are suffering with corpse blasting, due to the current state of the game, then you should be also. It’s selfish to use the team for its benefits, while not also sharing in its downfalls.
It “might” be quicker and more efficient for someone to split off and solo. In general, It’s not quicker for 8 people to split off in 8 different directions.
If you’re the 1 who is splitting you’re being selfish because you’re probably not the only one who is capable of doing so. If everyone who was capable of splitting off did, then the team would suffer. To think you should be able to while the rest of the team stays together is a case of self entitlement.
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Never have I put someone on ignore.
Never had a toggle on Brutal Justice my inv/stone tank from live.
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After leveling several sentinels I would say it’s the lower target caps that I feel the most. I’m not sure why they have to do less damage AND hit less foes.
Just increase the target caps and I’d be happy. I enjoy the tanker buffs more for the increased aoe sizes more so than the increased damage. Tanks would have been great with the aoe size increase only, and I believe sentinels, as well, would be great with just normal target caps.
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Stan was so ahead of his time! Talking about going to the movie theater and finding a girlfriend in the Hellions. Now we go to the movies for the Summer Blockbuster and we have girlfriends in the hellions!
genius!
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I have confirmed through the use of the interwebs, and an in-law of my cousin, that the new tf will apply a temporary power to all characters, similar to the vahz wasting disease. This power will lower your defense cap to 40%. Therefore raising the ceiling and not the floor. While also providing value to control and support sets without making them mandatory.
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1 hour ago, arcane said:
I never knew about this. I just figured these baddies were a tad tougher solely due to debuffs.
It’s clearly a counter for the lack of a defense hard cap and a perfect example of the live devs acknowledging and recognizing the problems caused by the missing cap.
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4 hours ago, America's Angel said:
Spent this afternoon running a few more tests with this:
Had some interesting findings. Will share once the videos are uploaded.
I’ve been anxiously waiting for the non softcapped times!
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3 hours ago, Luminara said:
Ignoring imbalances doesn't make creep less of a problem. There is a lack of parity between how Resistance and Defense function with debuffs in play, as you noted, and that disparity should be dealt with in order to properly moderate creep. Nerfing Defense won't change that, unless you nerf it drastically (or add new mechanics which allow debuffs to bypass Defense), to the point of gutting entire power sets, such as Energy Aura and Super Reflexes. Defense will always be superior in that regard unless and until Resistance offers comparable mitigation. By addressing that imbalance, setting a baseline across the board, we can find a fairer and more reasonable solution to creep than crudely hammering things until they conform.
45% defense performs better than 90% resistance on average but I believe the disparity isn’t so large that it causes a huge issue. like Bill said
3 hours ago, Bill Z Bubba said:Or we accept that resists have their own benefits and leave that issue well enough alone.
40% defense also still outperforms 75% resistance but still results in about the same disparity as 45 def vs 90 res. It is the balance metric we seek. People just don’t want to accept it yet. Nerfing defense will address it. The math proves it every time.
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When do we talk about how Scarlet Witch should be in prison? Is it before or after we talk about a 40% defense hard cap?
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Just give me current regen on a tank and I’ll be happy
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Banes should be able to fire the venom grenade from the mace like crabs can from their arms. Also maybe a slight overall damage increase just to bring it more in line with post clobber buff warmace.
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On 7/10/2021 at 11:36 AM, nihilii said:
You're right, the lack of catchphrase for Homecoming is a problem. Now let me tell you how nerfing defense to a 40% cap will solve that problem.
Amen! There is a new thread that is just about ripe. Stay tuned.
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3 minutes ago, ZemX said:
Good news! That's completely wrong!
People can stop worrying about Blasters vs. Sentinels because it's Tankers vs. Sentinels. Here's what we've established so far in this thread about Sentinels and Tankers:
Tankers:
- Do more damage
- Are way tougher
- Can control aggro with taunt
- Hit way more targets with their AoEs.
Sentinels:
- *checks notes*... umm... Blasting is "fun".
Yeah, that's all I've got.
You also forgot that tanks have more hair on their chest. Which arguably could be argued as a good thing or a bad thing.
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6 minutes ago, Apparition said:
Sentinels don't do enough damage?
Its been mentioned several times in the thread now that sentinels do enough damage and that the issue is actually blasters become too durable for the gap in dps between the two.
Not by me.
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4 minutes ago, drbuzzard said:
Not on a sentinel since I can stay at range and pull little enough aggro due to lower damage. On a scrapper? I'd say yes. I've played exactly one, and it died like a mayfly because I played it like the rest of my melee builds which are generally either softcapped or at 90% resistance.
I appreciate you recognizing the imbalance between defense and resistance on non tank/brute.
With our current levels of power I am not about to recommend 90% resistance hard caps for all. I would rather curtail the power creep than continue its current inflation.
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3 minutes ago, drbuzzard said:
Yeah, just not going to fly. I mean if you really want the trinity on all teams, this is your path. Though that would certainly upset the apple cart.
Do you already need a trinity when you play a resist based sentinel or scrapper?
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6 minutes ago, Apparition said:
You didn’t like my oxygen levels recommendation so I had to go back to one that was more relevant. 🐳 🦑
Sweeping defense changes
in Suggestions & Feedback
Posted
Except I provided all the math to support the existing imbalance and the resulting balance.
A chance for insta death is always better than the guaranteed death resist based scrappers face. Like skydiving. The defense scrapper has a parachute. The resist scrapper doesn’t.