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Quote:Yep! Lets hope that they (Hawk, Synapse, and others) never change their stance and approach regarding this. They will keep a happy playerbase IME.Every MMO runs into challenges there, but I what I intended to highlight is that CoH has the extra problem of actually wanting to surrender a lot of conceptual freedom to the players that most MMOs don't. WoW doesn't allow players to have their own conceptual definitions of the races or classes. They get to declare those, and then provide as much freedom within them as they feel appropriate. We have archetypes, but even there the devs have tended to let the players "bend" the archetype definitions to a high degree. Our archetypes today are far more the devs deciding what the players were ultimately doing with them, as opposed to being what they were originally intended to be.
In fact what I don't think players fully appreciate is that Arbiter Hawk may be tweaking Blasters in the sense of the powers changes being made, but he's also completely redefined what Blasters even are in City of Heroes in one stroke. It happens in other MMOs to be sure, but not frequently and not with the same latitude it has happened here over time.
I, for one, was VERY surprised to hear about the upcoming blaster "balance pass". This type of change is unheard of in other MMO games, and certainly not what I was expecting for Blasters. BRAVO!, is all I can say. -
Quote:Well, I was excited and (at the same time) disappointed with the Sniper changes.Interesting.
Been playing a E3 for a very long time.
I have always felt, E3 is more of a controller heavy blaster type, with a cost to single target. Plenty of single target power choices to take if you want that.
It will be interesting to see what the changes entail, but probably not a real big effect to me.
None of the power effected are on all of my builds.... Zapp is situational, so on a few builds. My nova, same situation.
Thunder Clap?
Bwahwhahah! No one uses thunderclap!
But... let me tell you, Crashless nukes made me need to change my underpants.
In the words of Dr. Doom... "THIS is going to be fun !" -
Quote:I would say, OTOH, that most of them DO run into it face first, but choose a much more rigid Archetype structure and "role delineation" to ever be considered in the same breath with the concept of "structural freedom". In fact, most of them move farther and farther away from this as they age.
Few MMOs run into this problem face-first like City of Heroes (and its spiritual cousin Champions Online) does.
Quote:So true! In other settings I find I don't mind the limits as much. I can live with alot different ideas in builds when it comes to a fantasy setting or even a sci-fi space opera setting (tho I have issues with that one too >_>)
With my superheroes tho, I want a more freedom in power choices! Im not looking to be uber with it either. What I accomplish in game now is about as uber as I want to feel with my superheroesBut some of those combos require powers I dont want to take (Hover) to get there :/
When I left to play that other (800lb gorilla) game, I absolutely loved the three separate talent trees and how that allowed some structural freedom, but they managed to continually push the game BACK toward a standard "role-delineated" structure with each passing expansion. Horrible decision if you ask me. -
Quote:Very interesting way to improve these type of powers ! Personally, powers like Infrigidate, Sonic Siphon, and Time Crawl are ones that have limited appeal because they effect only one target and cut into my DPS chain. If they were dual action powers, that would certainly make them much more appealing for corruptors, controllers, and masterminds ( who are forced to take these powers ).Very interesting proposition.
Would single target debuffs get the same treatment?
For example, Benumb would work as a Power Boost when you cast it on a team mate?
Benumb (and Frostwork for that matter) are much harder to quantify for balance, but my opinion is this; "what is good for the goose is good for the gander" -
Quote:I was thinking a sleep power would be cool too. Fairly limited in the fact that any AoE powers would negate the effect. This would make team use limited as well. The problem with the Clarity-style powers is much like heals and ally shields ; they recharge fairly fast. If the status effect was too good, defenders become too "controllery", while a minor effect makes it questionable to use while solo. This was why I suggested a short duration effect (un-enhanceable perhaps) so that repeated use of the power would at most hold one hard target or a couple minor targets. Repeated use would also then cut into your DPS.I like the similar but opposite idea. I wouldn't make the the off-setting debuffs nearly as strong as the ally buffs (on teams, the buff should be the clear way to use the power), but it would be great if 1/3 of some Defenders' primaries weren't useless solo.
I don't think a mez for Clarity/Clear Mind/Enforced Morale is the way to go, but perhaps a -Perception debuff?
Those are my reasonings anyway. -
Thanks for the feedback folks. It certainly is an interesting idea and why I posted.
One of the balance factors with the single target buffs is that while other sets have debuffs, mostly they are AoE debuffs, so allowing one good ST debuff for a Buff set would not offset the parity of a primarily debuff set like Radiation, for instance.
And here is another thought. Since we are talking about making Sonic's Ally targeted Debuffs dual-action (enemy OR ally), who is to say that Radiation Infection or Darkest Night could not get the same treatment. I love radiation as a set, but the main reason I dont play one is that enemy targeted toggles really suck when you are on a team. Its hard to maintain your "support" tactics of choice when your anchors get wiped out 2 seconds after the long activation. -
Call me slow, but I just realized that some new tech has been added which could potentially fix the parity concerns that I(we) have been talking about for years. The new medicine power "Injection" will have dual effects, one effect when targeting an ally and another effect when targeting an enemy. Hmmmm...
So let me offer some food for thought. One of the biggest problems with some defender primaries is that some powers are useless solo. What If....
slow recharging Ally Buff powers like Frostwork, Fortitude, Adrenaline Boost, Forge, and Painbringer would debuff an enemy with a similar strength but opposite debuff. (Ex: Fortitude would lower Acc, Dmg and Def).
ally Rez powers could give a signature buff to the caster if targeting a defeated enemy.
Ex: Fortitude-like buff for Empathy, Forge-like buff for Thermal, etc...
Clarity type powers would have a short duration mezz effect. Confusion for Clear Mind, Domination for Clarity, Fear for Enforced Morale, etc...
Now for the special ones:
Disruption Field and Sonic Repulsion (same effect, just able to target friend OR foe)
Mutation : PBAoE mag 2 Stun
Fallout : Same Effect on enemy corpse and on friend
There is SOO Much that can be done with this.
The only powers that probably cannot get this kind of treatment are A) ally heals and B) Shield Buffs (Sonic Barrier, Ice Shield, Insulation Shield, etc...) Although in theory they could get a dual effect, the problem is the recharge on these powers is too short.
Hawk, Synapse, please tell me you already have done this. -
Quote:Rakeeb, I have been around since launch, took a 3 year break around the time of the big nerfs, and it is very obvious that the current crew is much more willing to make changes to the game than those even three years ago were. I too wish that certain changes were more forth-coming, but am happy that they are making the effort AND giving the playerbase an opportunity to give feedback whenever they DO.So now because true balance is "impossible", ie folks don't want to work that hard, we're trying to compromise with "fair"?
I didn't realize that Arbiter Hawk and Synapse were actually Castle.
No compromises. Fix the game. It's not hard; it simply requires commitment.
Your characterizations of the Developers and the Players is not helping your case, it is just making you look bad. -
Quote:You would still like Empathy Strato, you know itThey already took the joy of managing Speed Boost away from me, might as well kick my Empathy joy into the dirt as well.
Managing the buff cycles is why I play Empathy (and I miss it on my kins and bubblers). YOU may not find it fun, but I do.
Besides, it would just make you find new ways to test the limits of your defender -
Quote:Really, to be honest I would just be happy if I could perma my Auras. Those two powers are just so dang tasty
As for Empathy, as a whole, I love the set. Sure its not "teh uberest omg droolz" but that doesn't make it bad either. I mean, if you see a well played one it is a true work of defender art. Now, that doesn't mean it couldn't be tweaked but it should stay as a purely buff set as it is now. Its just what makes it feel right I think.
You are spot on with this.
I love Empathy from a playstyle perspective. No silly bubbles. No Debuff Toggles that your friendly neighborhood scrapper just HAS to defeat. No Pseudo pets. No actual pets. No crazy FX that turn your whole team into ice-cubes. Just the simple elegance of all your primary powers are for friends and all your secondary powers are for enemies, make me keep coming back to the set. -
Quote:Nor should it be super-solo-friendly. As many people know, Empaths are pretty decent team players when they know how to buff. So I am OK with the trade-off in solo-ability. It would just be nice to be closer to the middle of the pack than near the bottom.Well sure it's never going to be as solo friendly as the top end sets but it would be more solo friendly.
I don't think it could be made as solo friendly as the top sets without becoming something other than Empathy.
Making Fort a PBAoE would also help Empaths to be more fun while teaming. The rotating buff nature of the current Empathy makes it hard for me to team for too long at a time. It is almost like work keeping fort on as many teammates as possible. This leaves less time to actually blast stuff while teaming, especially on a "squishy-heavy" team. I would love to "team-fort" and go. Then use healing and other buffs like CM and AB more selectively during battles. More Blasting makes Biospark a happy camper. -
Quote:Yep. Empaths start with Healing Aura as a solo power and to some extent it works, but you need to wait until level 26 to get Regen Aura, which is your next best solo power. Recovery Aura is nice at level 18, but has limited use in "survival". Fortitude is right at a very nice spot in power selection to help carry a low level defender thru the hardest solo levels (17-25).
Well if Fortitude was a group buff then it would affect you while solo, which would help solo Emps a lot.
To be quite honest, if they were to make Fortitude a PBAoE buff, I would be very tempted to try my solo quest all over again just to see how much better the trip would be. -
Quote:Because Fortitude has 3 bonuses to Farsight's 2, I would say that the effect should be around 2/3rds of its current effect. Maybe 10% Defense, 10% ToHit, 15% Damage (for a defender). The auras should be perma with approx 300% recharge at their current values (360 sec recharge) and "non-stackable". These numbers would still have decent team effect, but make solo-ing much more satisfying from 1-50.ith the new ATO version. The PBAoE Fort sounds nice, I really enjoy that idea. Also like the idea of the Aura's recharge reduction under the guise that they cannot stack. However, I don't know if getting both would be fair. I mean, on my own I get sooo much regen and recover with the RA's. Now, mix that with a PBAoE Fort (24% def and 29% roughly) and OMG! Not that I am ever against getting more power but... well.. OHMYGOD THE POWAH!!!! Sadly, there would have to be some reduction in effect to one or the other me thinks.
Now, I am no numbers expert but what are your feelings on if fort were to be a pbaoe power? What would you make the defender base for it. (I know this is sidetracked from the OP and if you all like we can make another thread for this.)
EDIT : Actually, the more I think about it, the +Dmg in Fort could remain as is, since Defenders are a low damage AT. 18% is not really that great, and does much more when applied to a teammate. -
Quote:I know that there are others that share your viewpoint, and have gone around and around on this in the past. To each his own. Simply by being a Defender powerset, being "team-oriented" is a given, however, I feel safe in saying that the developers did not "intend" for such a large disparity in solo performance between defender primaries. In Fact, Empaths were quite solo-able before the GDN and ED changes. Since then, they have not recieved ANY review that I am aware of.Have to say I don't see that as a problem with empathy. It's a team-focused set. That's not a bad thing. And we do have a second build available that lets you open up to other options for soloing - and with empathy (and thermal, and pain, and FF) that can be a lot of options that let you focus more on your own offense, damage and/or survivability.
As far as optional builds go, I have three builds that are quite well developed. Two of them are solo builds (one for soft-capped defense, and one for tiered defenses). I have my awesome team build as well. You see, my preferred "team role" is support, but I also like to solo. Before you say I should make a new character, I have done that too. All roads lead back to my first chosen path, and would like that to have a boost in "solo-ability" without making it over-powered. That's all I ask for. -
Quote:On the other Hand, I would not like to see the absorb mechanic get slapped on older sets in any way. Its a cool new feature, that is fine on new things, but lets not go crazy and over-do it.This, so much this. I would love too see some kind of secondary effect added to the heals. Like a small absorb shield, slotting would be easier, or even some Psi resistance added to CM as long as the Mez Protection can still stack.
Empathy does need something, but I would prefer that they address the fact that only 3 powers are useful solo. All three powers are Dynamite!, but just not enough.
Before Time Manipulation, I would have been against a PBAoE version of Fortitude, and actually was lobbying for a PBAoE Clear Mind. But now.... Fortitude does not seem all that outrageous next to Farsight, which is perma-able AND nearly as good. So, my current belief is PBAoE Fortitude plus a slight reduction in the recharge of the Auras and Empathy is fixed. -
Hello Neogumbercules,
I like the second thought regarding AIM. That could work. However, both suffer from the same issue of making each power become more mandatory. I would prefer that VS be an optional power, but that is just me. -
Decided to join in the "Endurance Drain" debate.
Although I like the general idea of Arcana's proposed 'MaxEnd' and 'ENDdiscount' debuffs, there is a HUGE darkside to that solution. What is to stop the Devs from giving this to in-game enemy groups ? :::shiver::: I think that I will pass.
Instead, I would rather see this (not my idea, was suggested long ago for Electric) ; Add -end Recovery to ALL Electrics attacks. Here is the deal, getting a mob to zero endurance is not that hard, as long as you build for it and actually attempt it. As StratoNexus pointed out, 10-14 seconds is not a long time. The payoff is huge, if you can pull it off. Myself personally, would not want that "payoff" changed (read 'broken') in order to get some 'soft-control' of some kind. But KEEPING enemies at Zero End once I get them there, THAT is what I want.
Making drain work is not hard. Making drain work without building for it, or as a side-effect, is not possible. Trying to make it work in both situations is not what we should do, because of its nature. You will just 'break' one person's style to satisfy another's. -
Great Thread ! Here are my powersets that should be reviewed;
SONIC RESONANCE : Needs major help. Lots of ideas have been discussed on this one (here and elsewhere). The following powers should ALL be reviewed and improved ; Sonic Siphon, Disruption Field, Sonic repulsion, Clarify, and Liquefy.
FORCEFIELDS : Needs a modernization. Back in the day, being a one-trick pony was.... ah heck, it has never been a good thing. The same still holds true. I would like some kind of de-buff added and/or additional damage. The following powers should ALL be reviewed; Forcebolt, Force Bubble, Repulsion bomb.
EMPATHY : Needs something to help with Solo-ing. Too many ideas have been discussed on this one so I will just say that Empathy suffers the most because ONLY 3 powers are helpful solo. Without breaking the Cottage rule, this cannot be changed. But something SHOULD be done to update this powerset.
THERMAL RADIATION : So if Empathy needs help AND both Sonic and Forcefields need help, then it stands to reason that this set would need major help. Not having played this set very much, I cannot offer suggestions. The extensive amount of Empathy, Sonic and FF experience that I have, makes it true that I will NEVER play this set unless it gets some help.
ELECTRIC BLAST : Like many folks in this thread, I would like to see Electric Blast get a look-over. Kind of hesitant for that to happen at the same time since I build my Electric characters to "sap", so any re-vamp could likely "break" this in order to "fix" something else. In the end it is worth the risk, because Electric is simply not as good as other blast sets. The powers that should be looked at are ; Short Circuit, Tesla Cage, Voltaic Sentinel.
MIND CONTROL : I don't understand why this powerset seems so good, but then as you get towards the high-end of the levels 35+ it starts to really "under perform". Love this set, but cannot get into the 40s with it on any combination that I have tried. One major change that could really turn this set around though would be a fix for Telekinesis. Here is an idea ; what if TK was a chain hold (ala Synaptic Overload). Have it target one enemy and the cost increase for each enemy held, and each tick would check for "un-held" targets in the area of effect. In general, I also believe that controllers 4-min recharge holds need to be re-vamped. ED is still haunting many powers, but none more-so than these. I would change them all from 240sec to no more than 180sec. -
Congrats, You found Soul Mastery.
I was going to suggest a Tanker or Brute with Soul Mastery.
Dont forget to take the incarnate Interface that debuffs ACC like I did with my tanker.
The amount of -to-hit you can pile up for this is pretty awesome indeed. -
Quote:We've been spoiled by secondaries with 3-4 useful powers that let us take all the primary and pool powers we want. Now we actually have to make decisions.
Emp-Electric here. You said exactly what I was thinking.
But as My boss likes to say, "It's a good problem to have" -
Quote:I think a less easy, universal fix would be to change ALL Knockback powers to Knockdown, except powers that should remain Knockback. And THEN, add non-unique IOs that increase the Knockdown Magnitude of the power they are slotted in to change them from Knockdown to Knockback.Well, of course. I more meant in specific to the power in question in this thread.
An easy, and needed fix, until something else can be figured out is just removing the flag of accepting Universe Damage IO sets from Bonfire.
Easy, simple, people can quit literally breaking the game.
It is apparent that the developers are designing all new powersets around Knockdown (ex: Electric Control, Water Blast), so why not just go all-out with Knockdown, but allow the crazy folks like me to turn Knockdown into Knockback, power-by-power. -
FUN : Solo-ing anything in the game with a character I have worked hard to make better.
Not-So-FUN : Solo-ing anything in the game prior to Single Origin level enhancements.
FUN : Teaming with 7 other good players on a task force or fun story arc.
Not-So-FUN : Teaming with any number of players on a Trial or Multi-team event of any kind, especially when it is a required part of some in-game reward.
FUN : Discovering thru my Alt-itus some incredibly new and fun combination of powersets, and promptly building a character concept and costume around it.
Not-So-FUN : Trying a new combination of powersets with high hopes only to realize after 25 levels that it does not get any better. RE-ROLL
FUN : Meeting new players in game that are fun to group with, who share similar game interests and who show off some amazingly creative costumes. *Yes, I too have borrowed some of those awesome costume ideas* Well... in spirit, not complete copies.
Not-So-FUN : Trying to get a new character name that meets with my personal standards for an actual superhero name. Years of my life seem to have disappeared into the character generator screen. -
Quote:If a game is designed well, people (fans of the game, that is) would debate endlessly on the merits of each opinion, with no one having an obvious and unanimous choice.I'd say nobody, but people don't like that.
So in that case, the "bottom" AT should have enormous value on teams - I'll go with Defenders / Corruptors / Controllers in no particular order. Maybe Kheldians as well, if Cosmic Balance and Dark Sustenance were actually baseline multipliers rather than additive damage and resist bonuses.
That is also a good sign of balance. -
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Quote:Sorry to Paraphrase Tex, but something that I have been thinking about regarding someone's idea of putting the tohit "magic number" out of reach without Aim is this ;
[ADDENDUM2: Just thought about super inspirations. While I'm not cynical enough to assume the power is designed this way to push players to use the cash shop, it wouldn't surprise me if some people are. IMO that's an argument against, not for, some of what I have said about putting the value out of reach. I think if it were in reach via more methods it might be fine. We may need to look out for strategies that ladder off of Tactics + super inspiration unlocking the ability.]
So let's say the devs decide on that path and make no manner of powers + IO + slotting to get the magic number, and instead have the number something only reachable thru AIM like +35%. Ok, fine, everyone can ONLY use it the same way. No build hassles, just take and use AIM. What happens when you are debuffed by enemy mobs and now EVEN WITH AIM, you cannot hit that magic number ?
Raising the "Magic" number is even worse than the current proposal. Hopefully the devs will find a good (fair) solution that allows all ATs to choose and use the power in the new (fast) way.