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Posted (edited)
2 hours ago, Laucianna said:

Scrapper:
28 seconds, 19 attacks in total, 0.679 attacks per second, 78.807 DPS per attack

Peacebringer:

35 seconds, 81 attacks in total (Not including the Inner Light half way), 2.314 attacks per second, 15.10 DPS per attack.

So if we are judging it by percentage a Peacebringer does 81.707% the DPS of a Scrapper whilst performing at 340.796% of the speed.

It's interesting to note that a Scrapper only needed 23.5% of the attacks to do the same job as a PB, and was 7 seconds faster at that.

 

A PB needing to make an additional 62 attacks over what the scrapper did to kill the same target speaks volumes about how bad the DPA of a PB is.

Edited by SeraphimKensai
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Posted
2 hours ago, battlewraith said:

Pylons. The game should run on vibes.

 

Someone would find a way to punch the vibes, tally the dps and complain about balance. 

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Posted
54 minutes ago, Skyhawke said:

 

Someone would find a way to punch the vibes, tally the dps and complain about balance. 

 

starship-troopers.gif

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Posted (edited)
On 7/9/2025 at 5:33 PM, battlewraith said:

Pylons. The game should run on vibes.

 

City of Heroes used to run on vibes.  It wasn't that good a way to run a whole game.

 

The original devs didn't understood numbers in a Role-Playing Game that well, less than I did at the time (from examining numerous Pen-&-Paper RPGs).  I could have told them scaling up a factor by 3 or more would likely break something.  Especially the more.

 

Then as the game was released and they got some feedback, they realised that those vibes were not good vibrations.  And we got a lot of massive changes in the first few pages.  That many players still are sore about.

 

Feel, vibes is important.  But so are numbers.

 

 

Edited by Jacke

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Posted
17 minutes ago, Jacke said:

Feel, vibes is important.  But so are numbers.

 

Not convinced about that. I suspect that if you asked people what their favorite time period was from the history of the game, it would've been points where things were pretty broken. The fixation on numbers and balance lends itself to this formulaic, cookie cutter sameness where nothing is really surprising or stands out that much imo. 

Posted (edited)
On 7/10/2025 at 3:16 AM, battlewraith said:

Not convinced about that. I suspect that if you asked people what their favorite time period was from the history of the game, it would've been points where things were pretty broken. The fixation on numbers and balance lends itself to this formulaic, cookie cutter sameness where nothing is really surprising or stands out that much imo. 

 

Any game depends on a knife-edge balance of providing enough of a challenge without veering into being too tough or too easy.  Often some of the things become at least routine with at least good enough Toon builds and operation.  Currently I think the MSR is a good example of this level.  A Hami raid is a bit more challenging but with a well formed League that does a current tactic to take down the Big Blob is rather safe too.

 

I came into the game just as the Global Defense Nerf was impacting the game, but I didn't play at a high enough level to notice it.  I did notice the impact of Enhancement Diversification.  ED I think was necessary to stop some builds forcing the numbers too far and making some builds outstanding but somewhat problematic.  We got back some of what was lost when the Invention System was added.  Now builds are a rather steep cliff of design knowledge and I often wish that a simpler design system had been used (I think the one in Champions Online was interesting, but it also had its own problems like the Free-Form Builds being way too powerful).

 

To a degree, a lot of that stuff is now baked into the game.  Massive changes--including glibly turning back the clock to an earlier version--would demand too much volunteer effort.  Even smaller versions of radical changes would be rather fateful; they risk having their own serious issues that weren't visible without letting thousands of players at it for a month or two to break.  And making radical changes to a game long established has its own dangers as well.

 

So we see step-wise refinement.  I think most of the changes are good.  And I can live with all of them.

 

 

Edited by Jacke
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Posted

Thing I love: Seeing Bitter Freeze Ray land sometime this year and before the target is dead. 

 

Thing I would change: Decrease the cast time and damage on Bitter Freeze Ray and increase the recharge. And add the ability to slot slow enhancement sets in to Freeze Ray (good idea from @Ukase)

Posted
On 7/9/2025 at 1:36 AM, twozerofoxtrot said:

Hate:

Certain windows that can't have their internal frames resized, like the email window. You can't even scroll down if the message is too long, lol.

 

Recipes / Workbench in the game has the same problem.  If the list of recipes is too long, then that last recipe will be cut off and there's no scroll bar.  I think it's an issue with rendering windows--the game doesn't always recognize when an "internal frame" being displayed is too large to fit and the scroll bar needs to appear.

 

Hate: internal frames that are always divided at 50/50, regardless of the size of the text in each.  Example: START vendor and the top half Auction House.  Both of these might benefit from a vertical division that you can pull left or right as needed.

 

 

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