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Reduce Scrapper Hit Points


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Scrapper hit points are too high in context of the modern game and the ATO mechanic. Currently, level 50 base HP is 1338.6. Base HP should be lowered to 1337: it is a more representative number in light of current game factors and the playability of the archetype.

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The Splintered Soul Project: (Nyght****) 21 and counting (18 max). 

 

DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

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2 hours ago, SwitchFade said:

Also, nerf Regen to 1hp.

 

Because, too stronk.

 

1 hp max should trigger the anti 1 shot code.  If you take a hit at 100% hp that should 1 shot you,  you are left at 1 hp instead.  That should make you invincible unless there is more to the coding to detect you are at 1 hp max.  We can get to 1 hp against the crimson prototype but its not common.

 

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1 hour ago, nihilii said:

But then that one Scrapper I have at exactly 2000hp with IOs and accolades would end up at 1999hp. Unacceptable.

But then you could party like it's 1999...

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Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

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While we're at it, blasters deal too much damage.  Let's nerf their base damage.

Stalkers are a little too stealthy, so let's nerf their stealth bonus.

Masterminds have more pet control than controllers...  Can't give that control to controllers, so let's nerf MM's ability to control their pets.

 

Anyone have other AT nerf suggestions to add?

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22 minutes ago, Player2 said:

While we're at it, blasters deal too much damage.  Let's nerf their base damage.

Stalkers are a little too stealthy, so let's nerf their stealth bonus.

Masterminds have more pet control than controllers...  Can't give that control to controllers, so let's nerf MM's ability to control their pets.

 

Anyone have other AT nerf suggestions to add?

I think you've missed the joke here...

 

23 hours ago, Nyghtmaire said:

1337

 

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15 hours ago, TheZag said:

 

1 hp max should trigger the anti 1 shot code.  If you take a hit at 100% hp that should 1 shot you,  you are left at 1 hp instead.  That should make you invincible unless there is more to the coding to detect you are at 1 hp max.  We can get to 1 hp against the crimson prototype but its not common.

 

This reminds me of my old endeavor Aron in Pokemon during a sandstorm and then we'll get taking out lvl 100 pokemon in battles.

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1 hour ago, Player2 said:

While we're at it, blasters deal too much damage.  Let's nerf their base damage.

Stalkers are a little too stealthy, so let's nerf their stealth bonus.

Masterminds have more pet control than controllers...  Can't give that control to controllers, so let's nerf MM's ability to control their pets.

 

Anyone have other AT nerf suggestions to add?

Brutes are way too strong.

Their dmg output should be ...

*briefly checks notes*

...

Nevermind

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/e poofgone

 

 

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2 hours ago, Player2 said:

While we're at it, blasters deal too much damage.  Let's nerf their base damage.

Stalkers are a little too stealthy, so let's nerf their stealth bonus.

Masterminds have more pet control than controllers...  Can't give that control to controllers, so let's nerf MM's ability to control their pets.

 

Anyone have other AT nerf suggestions to add?

Little nerfs for theme and to accentuate the essential nature of the AT. Like:

 

1. Stalkers - when hidden, the character sparkles like a moody vampire;

2. Blasters - when activating build-up, costume changes to a generic murder hobo for duration of the buff;

3. Masterminds - any attack+aggressive command activates a 3 Stooges inspired comedic pet routine.

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The Splintered Soul Project: (Nyght****) 21 and counting (18 max). 

 

DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

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