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Quote:/everything he said/This.
If I've been working on the "Save 20 magicians" mission (for instance,) I'm down to two or even the last one, and you send me a team invite? Guess what, sparkles, you are *waiting.* Finding a last glowie, finding a wandering patrol in a big cave or lab map? You're *waiting.* I am NOT starting that over for YOUR convenience. The people I WOULD drop that for in an instant? They're also good enough players and considerate enough *people* that they wouldn't ask me to.
And as for "Hang out at pocket D," so what? What business is it of yours what they're doing there? They could be waiting for a PVP match with a friend to get set up, could be RPing (you know the whole MMORPG thing,) or anything else - it's their $15/month.
If you can't wait that long, too damn bad. And if I tell you "Need to find the last glowie here" and you fire back some crap about not waiting, you instantly go on /gignore and get single-starred (then I log in to the second account on the other machine and do the same thing.)
I also agree with what others said: The bonus xp, faster rate of killing, and improved odds of survival that come with teaming certainly act as an adequate incentive to me. -
Quote:Yeah, the only cases for magnitude that I truly stand behind are in the event that they always happen, like some fire melee attacks. They always take place, so affecting the chance wouldn't work. You'd have to just make the duration of the DoT linger or the power of the DoT greater.Actually, I find gauntlet rather useful in controlling runners, but that is a very narrow use indeed.
That said, I really would like my status effects to last longer and longer as a tank, even if they're not higher magnitude.
I will admit, Gauntlet's current effect has shown some purpose. I mean, if I have Snowstorm and Shiver and who knows what other recharge debuffs, Brawl/Mutagen/Apprentice Charm/etc. still grab that last runner when other moves are recharging still. Minimal damage, but they get that quick taunt. I just feel it's a small benefit to cling to when you could be soloing better or tanking better in general. -
Quote:Fancy adequately tickled. *thumbs up*A lot of players are right there with you, I want to add the new heal for ElecArmor on my brute, but I don't have the time now to take screeenies of multiple identical sets, which powers got the procs etc, etc.
Bill mentioned Mids earlier, maybe that's spoiled us, but the current means of respecing is needlessly time consuming if you have 99.99% of your build just the way you want it, and only want to make a small change.
Someone sent me a pm telling me they liked the idea and to keep pushing it, so I'm going to keep bumping it for the heck of it until Going Rogue is ready to ship and we know it will be in there, or it wont.
Feel free to bump it too if it tickles your fancy. -
Quote:Definitely. I get so annoyed when I exemp and find out that I took powers at dumb times when I respec'd, lol. We need two major options when respec'ing: Respec from lvl 1, or Reverse Respec. The reverse respec option could be to step back one level at a time, alternating slots and powers as necessary, until you get to the point you want, then add them back in the new order you want. This would keep your respec from screwing up your functionality when you exemp down to a low level.Especially after a recent hard drive crash and loss of my hero builder files, I'll have this very very hard time of trying to remember which power I took at level 6 when all I wanted is to swap something at level 44. I recall I was hoping a respec would be like a big undo-list, where you can go back step by step.
If it doesnt allow that or the suggested feature, it should at least show what you chose at each level last time. -
Quote:I was expecting Primary/Secondary respecs too, but I kinda like this idea. The only possible hiccup I can see is if you wanted to get those other moves at different points in time (like picking your pool powers at a different level), you would have to move your other powers and thus need a full respec.When I first read "Freeform Respecs" I assumed you meant changing your primaries/secondaries, but I was very pleasantly surprised. I like your idea, and I think it would definitely improve QoL. I wouldn't be suprised to see it implemented.
Something I've been annoyed with: Making a new character and deciding to change the idea partway through their design, only to find out that you forgot to change their origin after all that, and you have to delete and go back through. Like making a Tech Suit guy who was originally going to be a wizard, then you have a magic origin in a tech suit and think, "well now what?" I do like that you can fix that during character design, but after you finish if you forgot ONE thing, it's back to the drawing board (unless you save your character design every time you make one).
Would it be possible to include things like Origin in these Freeform Respecs? -
Hmmm, my experience tells me it would be abused (perma everything, just keep clicking a million of those and nuke every fight or what have you).
What WOULD work though... Recharge Debuff RESIST + Speed Debuff RESIST. That way you can't abuse it, but it would prevent quicksand from being such a deadlock or prevent web grenade spam/snowstorm from making your Practiced Brawler not come back in time or keep your heal from coming around in time to save the tank or whatever.
Increasing your overall recharge rate could pose issues that PREVENTION of debuff to such a stat would not. I felt throwing speed debuff resistance in would be helpful and fit the theme pretty well.
The color could maybe be silver. -
With death so common, and dare I say intended, lol, might I suggest making sure the mez protection armor is a toggle? Nothing like dying right after a clickable one is activated, only to rez without it for 2 minutes...
That said, I would like to see the devs at least alpha test this concept and see if it can maintain a decent balance with the others... I worry that without any +HP or resistances it won't work against some bosses, EBs, or AVs, but I guess that's kinda the point. I'd say a -Damage AoE toggle like Shield Defense: AAO or Ice Armor: Chilling Embrace would be useful too. Far away enemies might get the better of you, but your survivability could come from being in their face... isn't "in your face" the whole idea of the suicidal maniac? LOL, it has a frighteningly Chaotic/Neutral allure to it that keeps drawing me in.
My brain keeps saying, "ooooo, that's different..." followed by "ow, that won't work" followed by "but then again, maybe it would..." followed by "ow, the pain!" followed by "$#@% it I'm goin' in!" LOL
I say they toy with it and at least see if it's worth while without overdoing it. -
Vet Reward would be a little late-coming for an issue like this. I mean, I like my vet rewards just fine, I just feel some people will never get to enjoy the full benefits of vet rewards. Vet rewards should be cosmetic for the most part.
That being said, I LOVE the idea of this being an accolade! Earn it later on in your character's career and you won't have to ever worry about it again. Laziness earned through achievement, not money paid over the years. -
Personally I think it would be a great idea to move stealth out of a tanker's primary set into the pool version for those classes. This would cause melee class stealth moves the same functionality they already have without limiting the scope of the power set. An Energy Aura brute could easily take Concealment: Stealth and replace his Energy Cloak with a duplicate version. A DA tank could easily grab Stealth too, and get his +perception and immobilize protection from another power in his current set, like his other two mez protection toggles.
This would not only leave the same options open to current builds of Brutes/Scrappers/Tankers, but would also provide a replacement power much more suited to tanking. Sure stealth without suppression helps you limit your aggro, but to say its better is to assume that every other person playing the game with you is competent enough not to charge in when you are still trying to herd. Sometimes, no matter how many times you ask people to "wait here", there's always that one who doesn't. Plus, a good tank doesn't need to limit his aggro radius. Although it doesn't directly create problems, it merely leaves the door open to potential aggro on the other members of the team without you being the primary target, and no tank wants that. Even if you feel "they earned it", it's still a tank's job to not let it happen in the first place, even if the other person is inexperienced or just doesn't listen, lol. Two wrongs don't make a right.
Energy Aura could easily be given a move that gathers aggro from nearby enemies, like Invuln: Invincible and WP: RttC. It would obviously have to be thematically relevant, but it could be managed. Tanker: Dark Armor, on the other hand, is lacking in overall hardness compared to other tank sets. Granted, tanking is possible with it, but it just doesn't compare. A move with +HP or +Defense, or even more -Acc, would help solidify a Dark Tank to be on par with the others. Sure DA has it's controller-ish benefits, but they still only work if they work. Resistance, HP, and Defense toggles don't just "not work" sometimes. Their benefit is far more reliable, predictable, and toughening. A -Acc -Rech AoE toggle or a +Def +End Recovery auto power could even do the trick here.
Granted, the only issue would be builds with 4 pools already, but with 4 pools being so important to making a build effective, I think that's already a sure sign that the primary or secondary sets chosen are already missing something. Why would a DA scrapper need Acrobatics if he was offered a tad more in his mez protection (knockback)? Why would an EA brute need Maneuvers with another survivability move accessible? A lot of the reasons to delve into so many pools could be alleviated with this change. Most people get a travel set (1), Fitness (2), possibly survival methods like Fighting (3), and then some choose to take a fourth pool to cap stats or to make optional personal choices outside their travel choice, like stealth/maneuvers/medicine/hasten/TP Foe/Recall Friend/Hover to mesh with TP or to get distance with a blaster, etc. (4).
Still, when it all comes down to it, a tank not being seen opens doors for danger to a team that is being seen. Stealth for potential tank sets should be moved to the personalizing options that are pool powers. -
Quote:I see your point, defenders have a lot of functionality that varies so much from one primary set to the next that there is no one particular bonus you could give them that would truly help them all equally, so they settled with an end discount. I personally think the end discount is lame for two reasons: it's only usable when teaming, not solo, and it's of greater benefit to some primary sets than others. For example, it makes Empathy insanely cheap (discount when teammate's HP is low, and no one heals when they are all at full health anyway) and makes Forcefielders expensive (you keep them from getting hurt much in the first place and don't often get much of a discount, especially if a healer of some sort is also on the team). I won't lie, it's always cheaper than NOT having it, lol, but still, something else would be better, but the key issue is... WHAT? What else is there for them. I think you pretty much covered all bases in your post.But Defenders?
What do you do?
It's something like two-five ATs stuffed into one skin.
Critical Buff/Debuffs? That would seem to be the obvious answer, but they're already butting their heads into the buff/debuff caps as it is and they're well beyond the useful limits of what they can do (as in they already debuff and buff things to hell and back). An extra 100% buff past killing machine or below sick puppy is barely noticeable. Besides, some defenders are actually more characterized by controls and pets than buffs and debuffs.
Basic enhanced Buff/Debuffs? Their modifiers already give them that, WELL beyond what is practically useful. Adding more would be something like dropping a nuke on an anthill.
Enhance Damage? Not every defender focuses much on doing damage.
Enhance Defense? Ideally, the defender isn't going to be taking attacks.
Break Debuff Resistance? And that helps Force Field or Empathy, how? Not to mention a few other sets that focus more on buffing.
Critical Enhanced Effect Duration? Doesn't help every set equally enough to be a good inherent.
Recharge boosts have the same problems as Enhanced Duration.
There's nothing really that equally benefits all types of Defenders.
The only thing that equally effects all Defenders is endurance: hence Vigilance.
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The second problem with defenders is that they're really somewhat...extra.
Like I said, they butt their heads against the HARD Limits and step hard past the Useful Increases.
Controller buffing/debuffing ALONE steps hard past the Useful Increases. Heck, controller buffs take me to max in several categories. Defender buffs send me 30-60% past the light-blue level, wasted effort, effectively meaning there's no difference between a Defender buff and a Controller buff.
Not to mention the fact that some of the Defender primaries are somewhat...less than active and less than useful as a solo player. It's the only AT that has so much primary space spent on things that can't help itself. Empathy and Force Field are good controller secondaries, more than good, excellent, but they're....rather boring primaries. (unless you team with people that make a habit out of dying hideously in Empathy's case).
All that said, I like playing defenders, they're fun.
They just weren't well planned.
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On that note, what about Guantlet? I keep hearing from people that it's broken, and I would really like some elaboration on that because when I hit someone, they turn and face me, end of story. Seems to be working to me. The problem is, with adequate Threat Value numbers, this would be duplicated in an already implemented game statistic. Just make the tank have more threat (which they did) and you don't need Gauntlet.
Gauntlet does nothing to help while soloing, only teaming. Blaster Defiance was changed for a balanced potential when solo and when teaming. Gauntlet could use some of this balancing.
My suggestion is to make tankers have a bar much like Brute Fury, but instead of a damage buff, a bonus to secondary effects of your attacks (either duration or chance, that would depend). Gauntlet, by definition, (besides being armored gloves, which I doubt is the definition used here) is an assault from all directions. To "run the gauntlet" is to make a dash through an angry mob or something of the like. It's to face attacks from all directions and press on anyway. With my suggestion for Gauntlet, when the tank keeps getting struck and keeps fighting back, he builds up a Gauntlet bonus that lets his War Mace stun more, or his Battle Axe knock things over more, or his Fiery Melee to catch them on fire for even more damage. That way a tank would be able to put in that last ditch effort as the fight wears on, without making him overpowered or making his inherent power useless when solo. -
What about a Healing over Time set???
I've been begging for one of these for the longest time. I even asked that Radiation Emissions: Radiant Aura and Thermal: Warmth be given a higher overall heal but a trickle of smaller numbers, so that it can stand out from Empathy: Healing Aura.
To have a healing set designed around the idea of slower but more sustained and powerful healing would be a healthy addition to the game. Every other MMO seems to have some of this but CoH. Disciples of Kane and Warrior Priests in Warhammer are fine examples, except that they have to be dealing damage for it to take place. Resto Druids from WoW have healing over time down to an art. I'm not saying +Regen, I mean actual heal numbers trickling over heads of teammates when you cast on them.
Make them stackable like attack DoTs are, but not to the point of being overpowered. I mean, endurance costs alone should limit that from being an issue. Cast too many HoTs on the tank and he'll never die... that is until you spammed to the point of bottoming out your end bar and now he has none, lol. They'd have to scale the cost to the amount healed to do this. Even though Heal Other would do less, it would do it sooner and cheaper. Same with Healing Aura. Maybe give the set one heal that isn't over time, but maybe isn't as strong, but is just as filler in the event of a powerful sudden hit, then has a tinier trickle of health after (like a fire blast move dealing a small DoT after). You could even incorporate a move that drains slowly the HP of a target enemy and passes similar values to the people around you.
Since there is already defender sets themed around ice, fire, general healing (empathy), dark, energy (kinetics/sound), and radiation, I figured this one could be focused on nature, earth, or psychic.
For example, an earth related build could draw energy from the Earth to heal your teammates over time or fortify them and give them various rock armors.
A psychic set could use soothing mental projections and emanations to promote the body's natural healing processes. This could include heal over time, an HP buff, a general resistance barrier (like sonic dispersion), and potentially redirected damage on teammates (reduced damage on people near the anchor by 25%, but the anchor receives that passed damage).
I've made suggestions in the New Power Suggestion forums for stuff like this before, but felt maybe I should mention it here. Gotta advertise where you can, right? -
Quote:I think what he meant is "Damage over time" vs. "Instant full damage effect" (or straight damage) on a DPS class. DPS means damage per second, but is often used to just refer to a class or power set that is meant to hurt stuff. Every single class in the game deals some sort of DPS, but as you know we don't call them DPS classes. It's not their "job", so to speak.Just something I have to point out:
you said you would deal "more damage that straight DPS"..
You obviously don't know WTF DPS means.
Damage Per Second
If you deal more damage than a straight 'DPS' char.. that makes you.. a straight DPS char
Tha aside.. naw, I'm fine with DOT as a secondary effect.
To say that damage over time is worse is just plain wrong. Anyone who has played WoW will attest to the insane damage of Warlocks. The thing is, they are given methods of survivability that blasters don't often get. That being said, for a damage over time build to be more effective than a straight damage build, there would need to be survival methods, which is why I would rather suggest a DoT attack set to scrappers. With the ability to last during that melting HP would be of great benefit to the scrapper. Also, when DoTs are used in games, they are always better in overall damage than burst/instant damage attacks BECAUSE you have to wait for them.
FYI, fire is not a DoT build. It is as strong as all the other blast sets on the first hit, then has a chance of more damage over time. To call Fire Blast a DoT set just because it has a chance of DoTs is like calling War Mace a controller set because it has a chance of stun.
As much as I'd love for a blaster with this kind of set, I can't see a way they could survive quite as long as would be necessary for the set to show it's true power. For a scrapper/brute/tanker, maybe I could see it working. Possibly even a defender, granted they'd probably need a team. On that note, teaming would make this power set incredibly powerful, potentially too much so. Why would the blaster need the survival ability of a Warlock when he has a team's support? Even so, it can't "only" be balanced for teams, which is why I suggest a melee class getting something like this.
That being said, I would love to see some actual powers listed for a set like this. Perhaps a corrosive acid blast set or a bleeding damage set for melee that deals little to no initial damage but leeches HP for an extended duration. More elaboration might get the ball rolling. -
/em standingovation
This is a fantastic idea! Truly awesome!
I had been toying with the idea of having a special move that combines your primary and secondary set to make a nice level 50 reward, like Broadsword/Dark Armor = Doom Slash or something, but this would allow for that and MORE. This is an amazing, albeit challenging, concept to design, balance, and implement, but it would be so sooooo worth the time and effort!
CAN YOU HEAR US, DEVS!? THIS WOULD ROCK!!! JUST FYI!
A tree system would be great, too. It would help with the balance of the powers. For example, to get an "over time" effect, you'd have to have chosen Healing or Damage, then you'd get the DoT or HoT bonus to drag that effect out for an extended duration chosen by your points you allocate. If you look at the Elder Scrolls series like Morrowind, there is the ability to make your own spells, and it follows along the same lines as this concept. Adding more duration to a damage spell adds a DoT effect, but begins to dramatically increase the power's mana costs. Then adding range to it does the same. Recharge and end cost might increase as the power gets better in order to maintain balance. What you choose the power to be in it's first Tier on the tree (damage, heal, buff, debuff, control, etc.) might set determine what these costs will be compared to. For example, choosing a single-target attack with one debuff might not take as long to recharge as a self-buff/self-heal like Dull Pain would, but an AoE mez would definitely recharge slow. The thing is, a tree forces these kinds of prerequisites to help keep the custom power idea balanced. -
I would have to agree with Memphis Bill on this one. Even if you don't tier the travel powers and make them all available at 6, if you do your first and second Mayhem/Safeguard missions, you'll have Fly and SJ powers that will last you for quite a while. My characters rarely pick up a travel power at 14 anymore and sometimes put it off until their 20s just because I had those temporary ones still working. Just gotta use them conservatively. And I'd end up getting them around lvl 6 anyway.
The main problem I have with this is that generally they have tried to make the pools pretty balanced already and have done so rather well. By having different powers that do different things split into themed pools like this (instead of putting all the attacks in one pool and all the defensive moves in another), they have allowed us to not need to take quite as many pools. If I want my controller to be capable of close combat, I can get Air Superiority with my Fly travel power and not have to get two different pools (Travel and Offense). I can also get Boxing/Kick and Tough and not need to get an Offense set and a Defense set to push my total pools up to three. It's risking the chance to break what we already have working fine and potentially screw up a lot of heroes/villains powers. Good intentions, to be sure, but I just feel it wouldn't accomplish as much positive as negative in the end.
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That being said, I have an idea for the pools.
Add more options in the pools.
Pools have 4 options each. Patron/Epic Pools have been increased to provide more functionality, but not the normal pools.
For example:
Teleport:
1. Recall Friend (Lvl 6)
2. Teleport Foe (Lvl 6)
3. Warp Strike (Lvl 6)
4. Teleport (Lvl 14)
5. Team Teleport (Lvl 20)
6. Rift Jumping (Lvl 20)
Since the other travel pools have an attack move, I thought TP could too. I pictured this move working kind of like a short ranged blast attack, but using melee damage multipliers. You click when within a range of maybe the short ranged blast moves like Cosmic Burst, and your character warps in really fast, attacks, and warps back to their previous position. The secondary effect could be an accuracy improvement over the other pool attacks since you are catching them off-guard.
I also thought adding a final move with some defensive capabilities would be interesting too, since some of the other travel sets have them. Rift Jumping could be a way to avoid an attack by teleporting. Make it a click buff like Build Up, short duration but nice effect. Make it so when activated, your character will disappear when struck, causing the attack to miss, and you will be invisible and phased. After a few seconds or when you next attack, you will reappear in your current location. How it could play out is that the enemy is charging you and you click Rift Jumping. They swing and you disappear. You run a few yards away (travel powers should be suppressed for it to keep it from being overpowered) and shoot back, causing you to reappear. As far as they are concerned, you vanished and appeared behind them, never got hit, and shot back. Some would say this one-time avoidance thing would be dumb, but used right this could make you rather slippery. Not sure what the recharge and all would be on a move like this, but I don't see a minute or 1.5 minutes being unreasonable. Even a melee class would get the benefit of fully avoiding a move, if not also the potential to either run or get a stun in next.
Other pools could do this too. The Flight pool could have a move like "Favorable Wind" that helps team endurance recovery for a short time. Leaping could have a move like "Into the Fray" that will be like Shield Charge, but with a knockdown effect only and no damage. Make the character's movement an arc instead of a straight line and you'd have an effective "dive into the fight" style move. The Speed pool could have a "Counterattack" move. It could be a temporary click buff that causes you to strike the opponent with half damage whenever you are hit, for a short time. There could be a streaky animation of your character, like with Shield Charge, that zooms over and back whenever you are attacked, and the person gets hurt. I figure it could last for a short time like Build Up. Ok, so half damage might be a bit much, considering you could have ten NPCs attacking the tank; for him to activate such a move, that would be crazy powerful, so perhaps just a base damage upon being hit would be better, but I digress. I mainly mean to point out possible additions to the thematic pools that exist.
I'm by no means saying this should be done 100% as I suggested, but merely that having more diverse options in our pools would be great. I'm sure my ideas for new moves would need some balancing, but the general concept I think not only fits the pool, but can be used by most classes just fine while still providing a thematically relevant but new twist on the power set. -
Quote:I never said the stealth power was broken. If you read all of my posts and made any sense in your assumptions about me and had any grasp on reality, you would have noticed that I said that I LIKE stealth powers, I have no issue with how the melee stealth powers work, I have no arguments against people wanting stealth powers on tanks or brutes or scrappers, and I even went as far as proposing an idea that would give you YOUR choice while not forcing others who don't share your opinion to adhere to it.
I feel it's appropriate to explain *why* I disagree with other's opinion on a power being literally broken.
Quote:PS: Have we moved on from "broken" powers onto "I just wanna buff my powers" powers?
Quote:Just to nit-pick again, BaB has said after the recent issue that he never said it *couldn't* be done, just that it would be too time consuming to accomplish. The man might have lied and said he didn't but I tend to trust him.
Quote:Then explain to me why a Scrapper is more stealthy than a Blaster. There is no thematic, AT modifier or player functional need that would justify it. By your logic, the only AT that should get this stealth revision is Stalker because they are inherently better with stealth powers.
Go on to explain why a Defender or Controller wouldn't get this stealth change when they have better self buff mods than Scrappers or Brutes.
Quote:To be fair, the ATs didn't even have inherent abilities either. Those were added in the wake of Villain ATs, IIRC. Any issues with AT mods and inherent abilities in relation to pools is simply an oversight that was fixed.
Quote:If you take away EA's stealth, you take a tool it uses for survivability.
Quote:Okay, a WP tank outlasts a DA. Big woop. Now show me that a DA tank *can't* tank. As far as I can see, a DA tank has comparable survivability, it's just a different (and to weak players, harder) method than WP's toggle and forget style.
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I have a suggestion. Since this is a thread to post ideas for potential improvements to powers that either don't make much sense or don't serve as much of a purpose as they should for their intended classes, you start posting some ideas, and I'll keep posting my ideas, and this whole dissecting of posts in an attempt to discredit or stain the opinions of others can stop. I am not shooting down your ideas on what powers are inappropriate (yet I haven't really seen a post from you about that yet), and all I have asked for is the same level of respect. Call me altruistic, but I like to consider "respect" to be a default position. In every event that I had made a mistake, I had even thanked you for the correction, and immediately modified my suggestion to better mesh with it.
No more post dissecting and nitpicking. Either come up with some real ideas or leave. If you want to nitpick, go be a republican senator; they seem to be all over that these days. -
Trick Arrows: Acid Arrow
I understand a move with both -Resist and -Defense debuffs involved is a great move, but I still don't see the reason to make it's radius so small. Acid Arrow tends to only hit two or three enemies, and they have to be practically humping each others' legs for this to be the case. It's radius is 8 ft. It already has a hit check, unlike most TA moves, and I'm ok with that, but giving it the hit check AND the blast radius of a firecracker is really overdoing it, lol. Glue Arrow, Poison Gas Arrow, and Disruption Arrow all have radii of 25 ft and have equally effective debuffs, and they can't even miss. Since this one can miss, I say make the radius bigger and keep the hit check. The damage is already minimal too, and that doesn't have to change. It's a support set anyway. -
Oh, a new strange power:
Devices: Taser Dart
Decent ranged stun... how many people actually get it? I'm just curious. I mean, I know on paper the power isn't half bad, but with most of the other moves the set has access to, I can't remember anyone particularly looking forward to the power or ever getting it. Those I have seen get it end up respec'ing it out for something better.
I'm not knocking on the power's usefulness, lol, don't get me wrong. I'm just wondering how many actually get it and KEEP it, lol. -
Quote:Oh, absolutely. Repulsion moves are horribly inefficient.To be fair, if the didn't COST SO DAMN MUCH, I'd be much more inclined to take repulse powers and use them more often. I'm a great believe not in raw power, but in final worth. A power must be not just strong, but also cheap enough to be worth it, and I just don't think repulsion powers are worth the cost.
Now, Force Bubble, that's another matter entirely. It's roughly in the same boat, but it isn't nearly as costly.
I can't seem to find the post, but someone had mentioned Sonic Resonance: Sonic Repulsion. As if Repulse/Repel/Repulsion Field weren't limited in cost vs. benefit to begin with, making a version that you can't even use unless it's anchored to a teammate is just ridiculous, lol.
Force Bubble doesn't cost as much and pushes enemies back more reliably, but I still feel it suffers from a lot of the issues these moves do. Great for cramming into corners, but as a final power... meh, I could take it or leave it. I consider pretty much every other lvl 32 defender primary move to be better. That's not to say my Plant/FF controller won't get it someday, just that if they offered a tier 9 move that was on par with other defender final moves, I'd probably take it in a heartbeat, even if it meant leaving Force Bubble out. (Personally I've suggested replacing it with a click buff that creates a shield around a teammate that must be destroyed before they can take damage, or essentially a +HP move castable on teammates, but that's just me, lol.) -
Quote:I did check it. It means exactly what I said it meant. Thank you for the numbers that prove my point. Tankers get a 5% bonus, whereas Scrappers get a 3.75% bonus, and Blasters get a 3.5% bonus (all base values, no enhancing). My point was that in the end different classes get different benefits based on what the devs wanted them to get in order to maintain balance.... *points above at your numbers* Are you not also seeing the damage dealers having less defenses from pool powers than the Tanker/Defender/Controller values? I'm looking at YOUR statistics here. The devs chose to make it so that DPS classes didn't benefit as much from armor. You have statistical proof of it right up there in your numbers. Yes the power has a base effect that disregards class, but that effect is ALTERED depending on what class chooses it, and you think it's weird that I'm asking for another alteration on a different pool power in order to make more people satisfied? You're acting like if gay marriage was legalized it would mean you would have to marry a man, lol. This is giving both sides what they want without taking anything away from either. Your personal opinion isn't the ONLY opinion on melee stealth, and shouldn't be the ONLY way to go.
A Scrapper has a Melee_Buff_Def mod of 0.075, a Blaster has a mod of 0.07, and a Tanker has a mod of 0.1. This means a Blaster would get 0.5*0.07 = 0.035 = 3.5%, a Scrapper would get 0.5*0.075 = 0.0375 = 3.75% and a Tanker would get 0.5*0.1 = 0.05 = 5%. Check it! -
Granted there is a special enhancement you can use to make up for that shortcoming, I would have to agree with you. If the stealth effect was dropped from that move and knockback protection was put in its place, I'd be thrilled too, lol. Save me the slot to make a different power better.
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Quote:You act like AT modifiers are arbitrary numbers that were secretly underground deep in the core of the game and existed there forever, affecting random powers you choose.
Pool powers are identical for all archetypes. What makes the numbers come out different is AT modifiers, not a specific decision to make some powers better for certain ATs. Changing Stealth to work like Cloak of Darkness and Energy Cloak would be a significant and unprecedented departure from the existing system. This is the continuing problem with your reasoning: faulty assumptions backed up by incorrect numbers and misunderstood mechanics.
Why do scrappers have a different modifier on their pool armor options than tanks and even defenders? Because the devs deliberately chose to make these numbers different. If you look way back through patch notes, it wasn't until well after the games release that these multipliers were incorporated, or at least made to affect pool powers. When the different archetypes were given their inherent abilities, the pool powers didn't work with all of them. This had to be altered to allow for it. I remember the patch notes when they changed it so that scrappers using melee pool powers got their crit bonus. I also remember when they changed pool attacks so that the scrapper melee damage multiplier was used instead of the base multiplier they began with because as they specifically said in those patch notes: we want to make scrappers better with pool attacks because they are a melee damage dealing class, and it would make more sense for them to be masters of melee pool attacks as well.
Those multipliers aren't just some arbitrary hidden tome on what is and ever will be. They are numbers imposed by the devs to balance classes in the event that they have access to the same type of moves. Defenders aren't just better at Leadership and Medicine than other classes just because the numbers say so; they are better because the devs gave them numbers to make them better. They pick and choose which classes get which numbers, and they have changed those numbers on several occasions. Look at the stalker changes a little while back (increased overall damage scale and HP scale at the same time as the change to their inherent power to make them crit more).
This is not faulty logic, misunderstood mechanics, or wrong numbers; it is fact. Just because my opinion on melee stealth is not your opinion doesn't make it an invalid one. I am merely asking that when querying the pool power's stats, in the event of a melee class, they could add/remove some qualities from the pool power Stealth. I'm a programmer myself and know ways of doing this in programs and have done it on several occasions. The easiest way would be to make the initial qualities/effects of Stealth contain whatever all the classes will get, then upon accessing the power, class is taken into account (as it is now) applying multipliers and adding non-suppression and an end cost reducing multiplier for melee classes. Not impossible, just different. It's easier than most of their recent changes have been.
I'm not claiming I know exactly how they implemented pool powers, but honestly, neither do you. You know that when you click certain buttons, certain things happen, but you don't have to know all the details of what's happening in the background. It's called abstraction (or information hiding) in software design. You don't know how your character's name is stored. Is it a null-terminated array of unicode characters? Is it a unicode character linked list? Is it an instance of a string class? Frankly, it doesn't matter as long as when you type chat or someone clicks on your character, the right name shows up. They could completely revamp how something is done and you will never know as long as it still implements the same way to the end user. They kept telling us that as the game was currently implemented, they could NOT change power animation to be customizable (I read Back Alley Brawler's thread on why they couldn't do it). They told us that for quite some time, even back when Statesman was still here. But because so many people wanted it they put it in. It took a while and they had to completely redesign how powers worked, but does your radiation blast act any different now that they did that? There was a huge overhaul to the old power animation system, but nothing ultimately changed in our use of that system. For all you know, every time you click a power, a leprechaun dances over and paints the power before it's animated. User's don't need to know the "how". If implementation feels exactly the same to them, they may never know the change even took place. I can guarantee that there have been changes to the game that you weren't told in patch notes simply because you would never even know they took place anyway. -
LOL, yeah, I take it for concept or when I am out of ideas. My kin/dark defender Deity of Chaos took it for both reasons. I was going to skip it until I planned out his build and realized I had an extra spot or two for powers and had no clue what to get. He used Siphon Speed, Inertial Reduction, and only needed the Pool power Hover to get around, so he didn't delve into pools much. He also already had a way to heal his health and endurance, so I didn't need Stamina and Health. Eventually I just had no other good options, so I use it in PvP (sometimes, rarely helps much, but it's there).
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Quote:The key to your DA scrapper being so durable is his primary set Broadsword. Parry/Divine Avalanche are incredible moves that can turn a scrapper into a tank. Roughly 15% unslotted defense that can stack up to 3 times and is the strength of Gambler's Cut. My Katana/SR scrapper was able to solo the Strigga Warriors mission with Heracles in (as an Elite Boss) with +1 and +2 lvl spawns, and he only got hit once... by Heracles right before he died, lol.
I use it to great effect on my BS/DA scrapper. It is an integral part of getting him to soft cap, which I have achieved. If you think DA is squishy, watch a DA that is softcapped to all positions and can heal to full from 1 HP in a crowd.
When each application of Parry/Divine Avalanche is roughly like a stacking SR toggle to melee and lethal (so that means all close range, and a lot of long range, namely bullets), any armor set will become incredible. I have a BS/WP scrapper, and he can attest to being able to fully replace and outshine tankers without needing Taunt. He's hit by attacks so rarely that his regen rate from WP will send him up a good 10% health before he ever gets hit again. Alpha strikes are the only thing he doesn't handle better than a tank, but once those Parry's stack up, he's better. As Dark Armor, your Dark Regeneration move helps you recover from alpha strikes better than WP does, but I'm pretty satisfied with his current armor, lol.
My main beef with Dark Armor's survivability is when you don't have Parry/Divine Avalanche, you don't hold up quite as long as other armors. For example: Spine/DA vs. Spine/Regen or Spine/WP. I'm not saying the overall set sucks, just that it could use that tiny bit of love that Energy Aura/Electric Armor got recently with their heal effects added in. DA already has heals, but if it did even a small portion of +HP with that, it would help solidify it to be comparable. -
Quote:That's why I suggested upgrading the melee class versions of Concealment: Stealth to be on par with Energy Cloak. I'm saying they should have the exact same option they do now, but their personal opinions and choices shouldn't affect others who want to tank. That way you won't have to pick Weave to rebalance your defense again. As for the taunt aura, at least you'd have the option. Did you get mad when villains were finally given Epic Pools just because "aw darn, now I have to respec out some of my moves because I have NEW ones to choose from!" Of course not, it's a benefit to have more options. That's what customization is all about. This game centers around the concept.
Except you'd have to pick up a power to shore up the lost defense (it's 5% def to all once slotted and that is significant when you're trying to soft-cap, which I might add is easier for EA because of it). What ya gonna do with EA that has 5% less defense? Stick it in the taunt aura you're suggesting? Now I have to take the taunt aura. Shove the 5% defense in the other toggles? See? Told ya you'd have to rebalance the entire set for your change.
Right now, you can choose to take Energy Cloak and get the defense or just get another defense toggle like weave which'll give the same amount of defense. Or you can get both. EA won't have issues running all those toggles.
Quote:As for set balance, that's a whole 'nother debate. Some sets just have other advantages than others. You may say WP is stronger than DA but who cares? DA is great! And when you have more than 1 DA on the team, they just make eachother GREATER, unlike WP.
EA will probably be changed but not for the reason you're saying. Currently, EA has Conserve power. If EA is proliferated to Scrappers and Tankers, they'll need to replace Conserve Power with something else just like they did with Electric Armor. IMO, I hope it's a click like Energize but rather than a heal/+regen, I hope it's +resist (specifically to Psy) and recharges decently fast.
Also Energy Aura was given AoE +HP heal in with their end draining move, whereas Electric Armor was given a similar effect in its conserve power move with a +Regen effect as well. The patch notes said they did this to balance the durability of those two sets with other sets who already had +HP heals. I personally felt my EA characters were more durable than my DA ones, and think even the smallest amount of this would not overdo it and make Dark just as comparable. It is a balance issue, since they have done it in the past to help power sets that didn't perform quite as well even if intended to perform differently. They didn't have to change the style in order to make the sets better, and that's all I'm proposing. Let old habits and styles remain, just give a more tank-specific approach as well.
More happy people means more money for the company. -
Quote:I see your point and understand how threat rating works. The only problem is that the scenario you pose only works if you are the only melee class, or if the others have non-suppressing stealth as well. Stalkers, Brutes, Scrappers, Tanks, Mastermind Pets, any melee class without that non-suppressing stealth bonus will be visible at full range to that second spawn. This the what I find issue with when a tank stealths. Are the other melee people supposed to just watch and stand next to the blasters useless, or are they supposed to go in and fight too, at which point they will receive the alpha strike of spawn 2. If your stealth DID suppress though, you'd get that second spawn, but at least your teammates wouldn't. That's a tank's job, stealth or not. I'm not saying a good tank couldn't do some damage control and mop up the situation, but without stealth there would have been no situation in the first place.Stealth Radius does not affect your Threat rating*. Ergo, stealth powers (whether they suppress or don't) do not affect your ability to tank a spawn. When you engage with an enemy they start ignoring your stealth radius and pay attention to your threat rating, as do their buddies in the same spawn (though your threat rating to them is not necessarily the same as your threat rating to the first; but that's the case even if you don't have stealth).
Stealth does two things for a tank:
1) Makes it more likely that you get to hit them first (stealthy Foot Stomp > alpha strike)
2) Makes it less likely that you'll get additional spawns to join the fray (which could be dangerous to you or your team)
And, with respect to the second advantage, if you do want an extra spawn, you can still attack them and they'll ignore your stealth. So, having unsuppressed stealth is strictly superior to having suppressed stealth, or no stealth. The only possible disadvantage to stealth is that you won't get a second spawn to attack you, which you can work around by simply attacking the second spawn first.
Again, not saying there isn't a place for it, just that it causes more problems than benefits to a tank (not necessarily tankER).