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Originally Posted by Aitchuu
Regardless it does nothing to alter my point that there is no difference between the various Set Taunts. This is proliferation in a bad way - distributing the same power out across many sets.
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There is nothing inherently bad about this. It can be done so that each powerset within the AT can perform the AT's role in a similar fashion, without having to worry about balance issues between sets of that AT. Look at how Rage works versus Build Up, for instance, and you'll see what I'm talking about when trying to compare sets.
While offensively, they tend to stack up well together, maybe with a slight edge to Rage (but the rest of the set is built with it in mind), but if you look at it from the crash's perspective, you'll see that Defense-based primary sets get hit harder from the crash than Resistance-based sets. As such, Rage is not easy to balance with the other Tanker secondaries because of how different it is.
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Archetypes without a Taunt in their power set can go to the Presence pool; so why force it on Tanks, Scrapers, and Brutes? By force I mean deny a thematic power, and offer instead a power anyone can have. A Dark Controller gets to chose from 9 Dark powers, but a Dark Tank only gets to chose between 8 plus Taunt. Use that ninth power to further define/diversify the Set theme. If a player thinks Taunt is a must for his/her character - allow the player to decide which of the set powers to replace with a pool power - dont deny the option.
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I know of very few Tanks who mind having to take Taunt, and most don't mind having a power that helps them to do their job well. Like was said above, Tankers used to HATE having to take up a power pool slot just to do their basic job. DO NOT take Taunt out of the Tanker secondaries. 8 powers is enough to diversify the sets, IMO.
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Look at any power set shared by different archetypes. Invulnerability for example Tankers get better defense benefits from the set than Scrappers do, generally on the order of +33% more defense. Force Fields are another good example; the Defender version grants better protection, but the Controller version has better secondary effects Knockback and a stronger Detention Field. The Mastermind version is the worst of all, having neither of these advantages. And this plays exactly to my point. Why create all these individually tuned versions of powers when you could make one power which is then augmented by the archetype of the character using it?
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Because it is far easier to just use AT Modifiers than to create individual powers for each AT within a shared theme? You seem to really misunderstand where these differences between the powersets is coming from. Very few are actually coded differently when moved to other ATs (Masterminds being the one major exception to this, because of how their primaries are set up). Most of the time, a set can be shared with very few problems, because the basic groundwork has already been done.
For instance, you could straight port Ice Armor to Brutes. Just take the set, and allow them to use it. The Devs don't need to make a new set exactly like Ice Armor for them to use. As soon as they got it, their Defense and effect values would be already set up, with the Defense values lower than that of the Tankers, because of the AT modifiers. There's no need to make a new powerset to do it. It's already handled.
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Heres the thing if there is an ability common to the majority of sets within an archetype, something that they all can do thats called an inherent power. And it should be recognized that there are more than one inherent power per archetype. Below I have collected the archetypal abilities into 4 inherent powers which are earned at levels 1, 6, 10, and 20. Inherent powers are not currently enhance-able, but I suggest these be, and come with one free slot when you get the power. Most are auto powers; and those that are not rarely allow endurance or recharge reduction, and never allow enhancements from invention sets.
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This right here I'm interested in seeing a bit, but it does have an inherent problem when you look at some of the individual ATs that you'll be looking at. I will address each one individually below, but that "and never allow enhancements from invention sets" is going to be a problem.
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Does it mean a lot of work? Yes it does. Will the game be better? My answer is that the game would be more diverse. The math that Ive done (and probably not entirely correctly) is based on 2-slotting the appropriate Archetype power with SOs of the same level. This leaves the opportunity for undervaluing an archetype power, which could be disastrous. Players could also super enhance their archetypal abilities. With these archetypal powers diluting the enhancement supply, those powers that are heavily slotted will stand out even more. You would see diversity in archetypes far more than you do today: the Gauntlet Tank focused on mob control, the Robust Tank focused on occupying the boss, the Hale Tank (meatshield) sponges up damage for the team, etc.
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Using up extra slots on powers might not be as well received as you might think. If people are slot-starved (like the EATs tend to be), then adding other, additional things that they need to slot won't be seen as a positive for them.
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Tanker Powers:
1) Gauntlet (auto) this is an AoE secondary taunt attack against the same target as your primary attack. Any target(s) hit increase their aggro towards you and suffer a -25% debuff to attack ranges. This power allows you to slot Taunt enhancements on any attack power you take, and adds +60% to the taunt value of every attack you make. It also adds 1 to your threat rating. Enhancements: taunt. Replace Taunt in all secondary sets with another theme power.
6) Robust (auto) +23% boost to any power that provides defense, protection, and/or resistance. It also adds 1 to your threat rating. Enhancements: defense, resistance. Reduce values of defensive sets to same values as Scrapper/Stalker.
10) Hale (auto) +50% hit point boost. It also adds 1 to your threat rating. Enhancements: heal. All archetypes use the same schedule of hit point improvement per level, this power augments it.
20) Build-Up (click) +20% to hit and +80% damage to all melee attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Replace the Build Up power in all secondary sets with another theme power. Note that as a click power, using this anywhere but prior to starting an attack chain should spoil the sequence.
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1) Taunt is a good power that has its uses. It's auto-hit, and is in fact the ONLY auto-hit Taunt effect versus AVs and Giant Monsters. It also has one other useful benefit: It's ranged. Yes, this might seem anti-thematic for Tankers, but having that ranged Taunt option can help in a number of situations. Removing it, and just replacing it with a different version of Gauntlet (though why you'd change something that's working fine as it is is beyond me) and another attack (when a lot of builds already have a complete attack chain) is beyond me.
2) Why? Why not just have your armor values be stronger from the get-go? There's absolutely no need for this to be a level 6 "inherent" power when the armors can just be set to their correct value at the beginning of play. Also, Tankers already have the highest AT modifier for their Threat rating. Boosting it by 1 wouldn't help all that much. Also, Tankers have their powers as about 33% more effective as Scrapper secondary powers. Lowering their base to Scrapper values, then boosting them 23% would be a nerf to Tankers across the boards. Something that they'd now need to slot to get back to the same status quo. That's a bad idea.
3) Hale is just a bad idea. Several Tanker sets can already get to the HP cap, and some can perma-it. Adding 50% HP to an already-capped Tanker does nothing.
4) This means creating whole new powers in every Tanker set, then creating new animations for each of those attacks, three times over. I'd rather have them make a new set, honestly, then try to do this.
5) Additionally, I know a lot of tankers that use enhancement sets to get the bonuses. You'd be taking that option away from them.
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Scrapper Powers:
1) Critical Hit (auto) 3% (plus any value from the power) chance of critical hit with any attack. It also adds 1 to your threat rating. Enhancements: to hit buff.
6) Build-Up (click) +20% to hit and +100% damage to all melee attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Replace the Build Up power in all primary sets with another theme power.
10) Hale (auto) +25% hit point boost. Enhancements: heal.
20) Challenge (auto) Targeted secondary taunt attack and -20% debuff to targets range. This power adds +30% to the taunt value of every attack you make. It also adds 1 to your threat rating. Enhancements: taunt. Replace Challenge in all primary sets with another theme power.
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Honestly, these would all be either a nerf to scrappers or again completely unnecessary. Their Critical values are higher than that now, especially against bosses. Also, I think that you really need to learn how "inherents" work on many ATs. The Scrapper "inherent" of Critical hits isn't an AT-wide thing. It's baked into each individual attack as a separate value. Adding an across the board 3% value to criticals isn't as easy as you might think that it is.
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Controller Powers:
1) Containment (auto) +50% damage to targets Held, Immobilized, Slept, or Disoriented. Enhancements: damage.
6) Protection (auto) Your primary and secondary power sets each give you one of the eight damage keywords, each of these keywords gives you 3 pts. of protection from secondary effects of that type. Enhancements: defense. The secondary effects do not carry the damage tags as far as I can tell, but they need to.
10) Magnify (auto) +20% boost to the magnitude and duration of any secondary effects of your powers (cage, fear, hold, immobilize, intangible, knock back/down/up, placate, repel, sleep, slow (movement), stun, taunt, teleport foe) Enhancement: accuracy (standing in for all secondary effects).
20) Amplify (click) for a short time the damage and range of all your attacks are at -25% but the magnitude and duration of secondary effects improves +20%. Enhancements: to hit buff (which boosts the magnitude of any cage, fear, hold, immobilize, intangible, knock back/down/up, placate, repel, sleep, slow (movement), stun, taunt, teleport powers you have, not the duration).
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1) Containment now does +100% Damage to mobs that are somehow controlled. Making it 50%, and then requiring the Controllers to add two slots to the inherent just to get back to current baseline would be seen by most as a nerf, because it would be.
2) I honestly am not sure what you're suggesting here. Are you suggesting that if a Controller uses a hold power, that they get Mag protection from holds? If so, that is a huge buff to many sets, but not so much to others (look at Illusion Controllers, for instance). Also, there would be absolutely no way to slot that, since Defense buff enhancements don't buff Mag protection.
3) Again, a huge buff to an AT that largely doesn't need it. And again, look across all controller sets and you'll see a large disparity here amongst powersets within the AT.
4) This would be used by very few people. The duration and strength of the powers are usually enough, but the damage is where they tend to need help.
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Defender Powers:
1) Vigilance (auto) endurance discount as teammates are injured. Any power you have with the keyword group (group fly, group teleport) has a -30% endurance discount. Enhancement: endurance
6) Protector (auto) any granted power you provide has a +20% effectiveness. Any Healing, Recharge, and/or Recovery that you use on a teammate has a +20% effectiveness. Enhancements: defense, resist, heal, modification, recharge.
10) Aim (click) +42.5% to hit and +42.5% damage to all ranged attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Aim should be replaced in all secondary sets with another themed power.
20) Aware (auto) +12% buff to power and perception range. Enhancements: range. Your powers extend into your senses, allowing you to see the big picture as well as notice the little details.
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1) Same crap-tastic inherent as they have now, only with an extra bonus to powers that are very rarely taken. Gotcha.
2) Depending on the set, this can be overpowering. Force Fields, Sonic, Empathy, etc would be vastly improved by this, while other sets that focus on debuffing, like Radiation, Storm, and Dark would be largely unaffected. This would throw off balance within the AT.
3) Again, animation issues means time I'd rather see the Devs spend on new sets entirely).
4) Not that useful, but not that bad, either.
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Blaster Powers:
1) Defiance (auto) your initial powers can be used even if you are mezzed or stopped. Additionally each successful attack you make adds a +1% damage buff per (10 pts. of damage done) to future attacks for a 10 second duration. Enhancement: damage.
6) Aim (click) +37.5% to hit and +62.5% damage to all ranged attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Aim should be replaced in all primary sets with another themed power.
10) Hale (auto) +25% hit point boost. Enhancements: heal.
20) Build-Up (click) +15% to hit and +100% damage to all melee attacks for the next 10 seconds. Enhancements: endurance, to hit, recharge. Replace the Build Up power in all secondary sets with another theme power.
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1) Isn't this slightly worse than current defiance?
2) Again, animation times
3) Why do Blasters get a HP boost, again? They're supposed to be offensive-minded characters. Giving them more defensive values seems anti-thematic.
4) Animation issues, and a nerf to low-level Blasters, as most of them can get Build up sooner than level 20.
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Peacebringer Powers:
1) Energy Flight (toggle) allows you to fly quickly. Enhancements: endurance, fly
6) Cosmic Balance (auto) grants damage boost, damage resistance, recharge resistance, and/or protection based on your mix of teammates. Enhancements: damage, defense, resistance.
Now enhance able.
10) Combat Flight (toggle) allows you to fly, slower than energy flight but using less endurance and providing some defense. Enhancements: defense, endurance, fly
20) Energize (auto) grants teammates +3% to maximum endurance, health, and movement, as well as 1 pt of protection from Sleep powers. Enhancements: endurance, defense, fly, heal, jump, range, run.
The energy emanating from a Peacekeeper energizes his teammates. [quote]
1) They already get this at level 1, but they'd basically loose their team-based buffs until level 6, which would be a nerf to really low-level PBs.
2) Fine with this, but PBs tend to be slot-starved as it is. Adding another power for them to add slots to would be seen as a nerf.
3) Again, they already have this. IF your idea were to go through, then you'd be offering buffs to other ATs, while leaving PBs pretty much as they are, which would throw them out of balance.
4) 3% would be a waste. It's just too small to even notice on most things.
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Warshade Powers:
1) Shadow Step (click) allows you to teleport long ranges. Enhancements: endurance, range
6) Dark Sustenance (auto) grants damage boost, damage resistance, recharge resistance, and/or protection based on your mix of teammates. Enhancements: damage, defense, resistance. Now enhance able.
10) Shadow Recall (click) allows you to teleport a teammate to yourself. Enhancements: endurance, range, recharge.
20) Vampiric (auto) Grant teammates +3% to regen, recovery, and recharge rates, as well as 1 pt of protection from Fear powers. Enhancements: endurance, defense, heal, recharge. Your dark energy increases your allys metabolic rate, which in turn feeds your own Dark Sustenance.
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Mostly the same as my comments on Peacebringers.
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Special Note: Both the Nova and Dwarf forms already have a Morphic power that behaves like an archetype inherent power while that form is active, which could be expanded upon slightly. Both Dwarf forms should add: Increase threat rating by 1.
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Please note that Khelds shifting to Dwarf Form already get a higher AT Threat modifier.
Stopping here because I'm getting tired of writing.