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Yes, there is, but you are DRASTICALLY oversimplifying it.
The max damage a power will do is determined by
A) The tier at which it appears in the set. SO you're not going to see KO Blow as a tier 1 power for example.
B) Any secondary effect the power may have. As a general rule, the more powerful the secondary effect, the less damage the power will do. That's not always true, but it is more often than not.
C) The AT using the power. This will affect both the base damage of the power and it's maximum potential.
My point earlier was that you absolutely HAVE to take Fulcrum Shift, Criticals, Fury, Defiance, Scourge, and Containment into account when you are designing a power. You can't design the power and then look at what those things do to it afterward. If you design a power without taking those abilities into account, there is a very good chance the power will end up too strong when buffed by those abilities.
Example: Say you design a blast set for Defenders that will be shared with Corruptors. You could add a very high damaging attack in the later tiers, but you have to look at what will happen when you add Scourge damage to it. If the attack is too powerful for a defender, it will be WAY too powerful when Scourge doubles it's damage.
Your Max Damage table you posted earlier makes a critical mistake. You put Brute max value at 1200 without Fury. I assume that means that is the max damage a power will do?
If that's the case and you make brutes that strong without taking Fury into account, when you add Fury after the fact your max damage changes from 1200 to 3000, with Fury increasing it's damage by 150% and blowing scrappers and stalkers out of the water. Criticals will not have the same effect of more than doubling the damage output at all times because their bonus is not reliable enough. It averages out to a 10% increase over a long enough period of time. So the assumption that because stalkers and scrappers have criticals it evens out is just plain wrong.
Now, if you want it to be balanced where it is just below scrappers and stalkers, you have to consider the effect Fury will have before you set an arbitrary amount. Setting the max value at 500 will have a net effect of the total damage ending up at 1250, which is close to the same amount you had, and takes Fury into account.
I'm not trying to bash you or your idea just for the sake of bashing. I firmly believe that if you are unable or unwilling to consider all the various things that could affect the balance of what you're trying to do, then you have no business trying to design it in the first place.
I have had a few power set and AT ideas myself. The most I do is "wouldn't this idea be cool?" rather than trying to design everything from the ground up myself. That's because I am very well aware that I am not qualified to be trying to balance a new AT in the context of this game. A power set is easier, but there's still a lot of stuff you have to consider doing that. -
Quote:You mean Blind. Flash is the PBAoE hold on a long recharge, Blind is the single target hold you can get at level 1.
Flash (your go-to hold power for gaining Containment)
Flash isn't as useful for an Illusion controller unless you have some sort of AoE attack that will benefit from AoE Containment. Most of the time you're better off just summoning Phantom Army in the middle of the spawn. -
The interesting thing is that Max HP affects your regen, but regen does not affect your max HP.
By which I mean when you get more HP, your regen is automatically improved, but getting more regen does not give you more HP. -
I'll buy high if I'm in a hurry to get logged off and want to finish something before I do.
It's probably part of why I'm broke most of the time, but the amount of money I have in the game is meaningless to me anyway. I can't pay my real life bills with it, so it only exists to make my gaming time more fun. Therefore, it has no intrinsic value to me and I don't mind blowing through hundreds of millions in one sitting when patience would have let me spend half that.
I don't understand why people are so set on getting a good deal with fictional currency. I'll happily spend a couple million more than I need to with the knowledge that I'll make it back in 15 minutes just playing a level 50 character normally.
I know full well what I'm doing, and I don't complain about being broke because of it. It's play money, have fun with it and stop acting like your real life bank account suffers when you spend too much. That's just my opinion, but I have a lot less angst about the game once I came to the conclusion that I don't care abouth the money that exists in it. -
Quote:Yeah, there's been some uproar.My follow-up question is: Has there been any uproar about the effectiveness of SBEs vs. regular IOs? The set bonuses seem like the biggest game-changer (and even that is relatively minor).
Personally, I consider it a good tradeoff.
And I also feel that if I'm spending real money on these enhancements, they damn well better be superior to the ones I can get in-game in some way.
I think they made a good compromise with them. They have an advantage over the in-game acquired enhancements, but they don't outperform them at the high end. Meaning, while you have a larger range during which the bonuses are active, at the high end they give you no more benefit than a regular enhancement of the same level.
Now, if they had allowed SBEs to go to level 50 that don't in the in-game versions, I would have been a little pissed about that, but since they cap at the same level as the regular ones I'm okay with it. -
For IOs on a Spines/Fire, I would focus on defense and recharge.
The general rule I follow, which is usually a good plan is this: If your build has typed defense in it already or has no defense at all, slot for typed defense. Your build would fall into this category. If your build has positional defense in it already, slot for positional defense. There are exceptions to that one, but they don't apply to your build. A good exception would be any secondary paired with Katana or Broadsword, they can go either way, and you usually get more mileage out of slotting those builds for positional defense if you have none to begin with.
Priority wise, I consider recharge and defense about equally important for a Spines/Fire. You want your AoEs, Fiery Embrace, and your heal recharging as quickly as possible. And you want to have as few attacks landing as possible.
I would prioritize Smashing and Lethal defense slightly over Energy and Negative defense. I wouldn't worry about Fire and Cold defense at all, because you'll be capped to Fire resistance, and the vast majority of Cold attacks have a Smashing or Lethal component that your S/L defense will apply to.
Sets to look at:
Kinetic Combat for S/L defense, it's a melee damage set. Eradication for E/N defense, it's a PBAoE set.
There are 2 schools of thought on Eradication, mostly revolving around whether it is better to 3 slot it with 3 Cleaving Blow or 4 slot it with 2 Multistrike. I would 3 slot it with 3 Cleaving Blow in Spine Burst and maybe Ripper, and I would 4 slot it with 2 MultiStrike in Quills (because Quills is an expensive toggle and Eradication has very little in terms of End reduction). 4 slotting Eradication gives you the largest Max HP bonus found outside a purple set, that's why I like doing that. You also have a few powers in your secondary that take PBAoE sets. I would 4 slot Eradication in Blazing Aura with 2 Multistrike and do the 3 and 3 in Burn.
For Impale, I would go with 3 Thunderstrike for the E/N bonus, and 3 Devastation for the 12% regen and 2.25% Max HP.
Throw Spines is a no-brainer. Either Positron's Blast or Ragnarok (if you can afford it) They give the exact same bonuses, Ragnarok just has larger amounts.
For Fire Shield and Plasma Shield, 4 Reactive Armor would be the way to go. I would take Temperature Protection for the Fire resistance capping and the slow resistance and slot Steadfast Protection Res/Def in teh default slot. I frequently add a second slot to Temp. Protection so I can put a Steadfast KB protection in the second slot (which will give you a recovery bonus combined with the Res/Def)
You'll need a couple more KB protection IOs. You can slot a Steadfast in each of your armors, or you can put a Karma and a Blessing of the Zephyr in Combat Jumping, your choice.
I highly recommend the Fighting pool if you don't already have it. The extra S/L resitance in Tough will be handy, and Weave's defense is invaluable if you're building for more defense.
APP wise, I'd go with Blaze Mastery here, both for thematic reasons andbecause you can slot useful sets in the powers in it. Now, which power I open the pool wit hdepends on my slotting needs. You're probably in good shape on E/N defense at this point, so I would consider taking Ring of Fire and slotting 4 Enfeebled Operation in it for the S/L defense bonus. Alternately, you can slot 3 Thunderstrike and 2 Basilisk's Gaze in Char for the E/N defense bonus.
Fire Blast can get 3 TStrike and 3 Devastaton, or 5 Decimation (I'd lean toward Decimation here, you won't have a great deal of recharge if you've followed my plan to this point). Fireball should be 5 Posi's Blast or Ragnarok if you didn't use it in Thow Spines.
Hope that helps give you an idea what to shoot for. None of that is set in stone, so if you feel you need to slot for more recharge than defense, go for it. I would not expect to get your defense much higher than 35%. I would shoot for 32.5% to all 4 types, so you can soft-cap with a single small purple. As an added bonus, that will give you room for more recharge bonuses.
Download Mids' Hero Designer if you don't already have it. It will let you plan out your build and share it on the forums for critiquing and advice.
You can find it here: http://www.cohtitan.com/
It's right on the first page, so it should be easy to find. -
Quote:For your particular character I would recommend the following:
FWIW, my character is Spines/Fire.
For incarnate slots, are there preferred abilities for each slot for scrappers or is it preference? Do you still do Musculature in Alpha even if you don't have defense debuffs/immobilization abilities to benefit from it? What do I want in other slots?
Musculature for the Alpha. More damage is always nice, and you actually DO have an immobilize effect in Impale that will benefit from it. And it will get the full benefit of the Musculature slot, because I think it unlikely that you slotted Impale for immobilize duration.
I would go with Pyronic for your Judgement power. It's a Fire attack, so it's thematically appropriate. It's a Targeted AoE, so you can fire it at a guy standing right next to you and it will behave like a PBAoE. It's also extremely quick, with a cast time of 1 second or so.
I would go with Reactive Interface, with the higher chance for DoT. Again, it's Fire damage, so it's thematically appropriate, and it will give you the most benefit for your slotting.
You can go with whatever you like for Lore. And Destiny will depend on exactly what your build is in need of. For a Spines/Fire who is (probably) a little short on defense, I would seriously consider Barrier.
That's just what I would do. You can follow my advice or do your own thing as you see fit. After all, it's your character and YOU need to be happy with it, not me. -
Quote:Not quite how it works.i guess ive misunderstood the rule of five for a long time so just to make sure i understand
1 you are limted to 5 of a set type (doctored wounds)
2 you are limted to 5 of a particular bonus as well (10% regen)?
wow i had no idea it was so restrictive that changes everything sigh.
You are limited to 5 of a given bonus with the same name.
So, you are technically limited to 5 sets of Doctored Wounds, but not for the reason you're thinking. You can slot as many sets of Doctored Wounds as your build has room for, but you will only get the benefit of the 5% recharge bonus 5 times.
And that bonus counts for any OTHER 5% bonus as well. So you could have 3 Doctored Wounds, 1 Obliteration, and 1 Crushing Impact and you will have reached your limit on 5% recharge bonuses, if you added a 6th 5% recharge bonus it would have no effect.
That applies to any set bonus, but it's the NAME of the bonus that matters, not the amount of it.
For example, Thunderstrike gives you a 2.5% ranged defense and 1.25% E/N defense bonus for 6 slotting it. You could have 5 of those in your build if you have enough powers that will take that set.
Now, you could then add 3 Cleaving Blow, which has a 1.25% E/N bonus in it and it would still count. That's because, even though you are getting 6 1.25% E/N defense bonuses, the bonuses from Thunderstrike and Cleaving Blow don't have the same name, and therefore don't count against each other's limits.
The Thunderstrike bonus is listed as "2.5% ranged, 1.25% E/N" while the Cleaving Blow is listed as "1.25% E/N, 0.63% ranged".
Even though the percentage is the same, the bonus is different, so the Cleaving Blow bonus won't count against the 5 you got from Thunderstrike.
Make sense? -
Quote:Are you STILL crying about that?
You mean Brutes and Scrappers fighting alongside me got a damage increase.
News flash: Very seldom does a scrapper or brute player that has half a clue what they're doing target the same thing as a tank. It's pointless.
Unless you expect me to believe that scrappers and brutes should be following you like lost puppies waiting for you to hit something first before they start attacking.
Since scrappers and brutes are very rarely targeting the same thing as you, exactly what benefit are they getting from your single target resistance debuff again?
I know exactly what the problem is. You're going to deny it, but it's written all over your posts. You think the game is only working right when the entire team depends on what YOU are doing, and waits with bated breath for your next move.
News flash #2: It really isn't all about YOU. I would wager a decent sum of money that you couldn't care less if other people's tanks benefited from any changes you got to happen. You'd be perfectly fine if Johnny Butane's tanks got buffed and no one else's.
It really is quite narcissistic. You prove that every time you completely ignore anything anyone says that refutes your "facts".
I think I'm about done listening to you whine about how unfair it is that you don't get to be the most indispensable part of every team you're on simply by virtue of playing a tank. You've been whining about the exact same thing for nearly 4 years now. You are by FAR the least reasonable person on these board when it comes to campaigning for a change that no one else thinks is necessary.
I guess we'll just have to accept that 90% of the other forum posters, the majority of the players in the game, and the devs are ALL wrong, because Johnny Butane can't possibly be anything less than absolutely right.
Right?
Not that my opinion of you has ever been a particular secret, just thought I'd make it crystal clear.
And you never did answer my question.
I'll repeat it one more time:
Since you keep insisting that the mitigation advantage tanks have is unnecessary, would you be willing to accept a reduction to it in return for more damage.
I'm betting you're going to tell me "No, tanks shouldn't have to give up anything to get more damage" because that's what you've told me every other time I've asked it.
Which leads to a follow up question:
If that mitigation advantage is so unnecessary, why are you unwilling to give it up?
I think it's because yo know damn well that it DOES make a difference, and you want to have your damage without giving up your mitigation.
That's called having your cake and eating it too. Usually seen in people with entitlement issues.
Have a nice day -
Quote:What about the VIPs who don't care about IOs or Incarnates? Or don't they count either?No offense to premium or frees but the developers have stated themselves the majority of their income is from VIP players. You shouldn't balance a game around the players that contribute the least to the game.
On top of that, an IO license is only 2 or dollars a month. Not to mention Frees and Premium are already inferior once they hit 50 since Incarnates come into play.
My point being, the basic 1-50 game is available to every player, regardless of their account status.
You should NOT make changes that affect that basic game because of something that only occurs at level 50 that only some players even have access to.
Scrappers and brutes reaching survivability levels comparable to a tank, at level 50, with Incarnate powers, is a really crappy reason to make changes that affect the 1-49 game.
Just because they're playing free doesn't mean it's fair to force them to play an unbalanced game. Especially since a lot of them are still spending money, they just haven't subscribed in order to get the things you want to base these changes on. -
Quote:You still haven't answered my question.Oh snap.
"We came to a decision at the meeting. We're tired of dealing with Tankers so we're shipping them off to Aion. Your wings arrive next month."
Since you keep saying that tanker's survivability advantage is irrelevant, would you accept a reduction in tanker survivability -or- a buff to scrapper survivability in return for more damage potential on tanks? -
Quote:I saw it.Not sure you guys missed it but I said Synapse said they are going to have a meeting regarding Tankers.
I'll be surprised if their conclusions differ greatly from mine.
I'll be even MORE surprised if they decide scrappers and brutes reaching comparable survivability with extensive use of IOs justifies tanks getting a buff to damage potential that is effective with just SOs.
If they DO decide that it pretty firmly puts a nail in the coffin of the notion of the game being balanced around SOs.
I'd hate to be the guy who gets to tell the free and premium players they have to become VIPs before they get to play a balanced game. -
Quote:So, with your stance here firmly stated, would you accept a reduction in tanker survivability in return for more damage?I don't care if your numbers are correct or not. 260% more theoretical survivability does not translate to "dies 260% more often".
I asked this before:
Of all the scenarios in the game, and that includes everything from fighting green con enemies to +4x8, what percentage exists that a Tanker can survive that a comparable Scrapper or Brute can not? 5%? 20%?
My guess is the number is lower rather than higher since the devs have said Scrapper and Brutes solo better.
Once you are above the immortality line, more survivability than that doesn't matter. And Scrappers and Brutes are well above the immortality line in far more than 50% of the content of the game that Tankers can also survive.
If every one of those situations, even in the ones that aren't even going to remotely threaten a Scrapper, they retain their damage advantage while the Tanker doesn't get anything more from superfluous survivability. -
Have you done the math to figure out exactly how much of a survivability advantage tankers have over scrappers? I have. I'm leaving brutes out of it for the time being, just to keep it simple, and I'm using round numbers instead of actual comparisons between powers to A) make the math easier on me, and B) make the math more easily understood.
Given identical circumstances, say fighting an enemy that makes a mockery of defense (like a Quarts buffed DE for example, just to show that they DO exist), the following scenario will happen:
Assuming both ATs are at their respective caps, and are running the same powerset combination (so the powers can be more easily compared).
Okay, say the scrapper and tank are both using an attack that deals 100 damage. The tank's damage scalar of .8 will make that 80 damage, while the scrapper' scalar of 1.125 will make his damage 112.5.
Multiply that by their respective damage caps and you have:
Tank: 80 x 400% = 320 damage that attack will do at the cap, 384 with Bruising.
Scrapper: 112.5 x 500% = 563 damage that attack will do at the cap.
Fighting an enemy with 10,000 HP, it will take the tank 27 attacks to kill it if you count Bruising, while the scrapper needs only 18 (brutes need the same amount as scrappers at their damage cap). With that many attacks, odds are one of them will be a critical for the scrapper, reducing the effective number of attacks to 17.
Now, for the survivability difference.
A tank's HP cap is 3534, and their resistance cap is 90%.
A scrapper's HP cap is 2409., and their resistance cap is 75%
Now, if the enemy that both ATs are fighting deals 1,000 damage with each attack, the respective resistances will work out to the tank taking 100 points of damage with each hit, and the scrapper taking 250.
Now, with the respective HP caps, it will take that enemy 36 hits to drop the tank, while the scrapper can only take 10 before it's dead.
Why is that a big deal? Because the scrapper needs 17 attacks to win the fight, while the tank needs 27. The scrapper requires more hits to win than it can take, while the tank can take more hits than it needs to win.
End result: In identical circumstances at the caps that Johnny keeps going on about, the tank will win that fight while the scrapper will die.
For the percentage minded:
If you take the scrappers survivability in that situation as the baseline, the tank will have 360% of that amount, for an advantage of 260%.
Conversely, the scrapper needs 17 hits to win to the tank's 27. That works out to just over a 50% advantage in the scrapper's favor. (it's exactly 50% if you remove Criticals)
Just for the comparison, that is a 260% survivability advantage enjoyed by the tank, while the scrapper only has a 50% damage advantage
Now, if you were to increase the tanker's damage cap by 100% (to the same value as a scrapper's) and change nothing else, the tanker's attack would then deal 480 damage per hit (counting Bruising) and it would require 21 attacks to win the aforementioned fight, reducing the scrapper's damage advantage from 50% to 30%. (or in the neighborhood, my math is a little fuzzy on the exact formula I need to use to figure it out, maybe someone better at math than me can plug in the correct percentage)
Now, the tank already survives 260% better than the scrapper, while the scrapper in return does 50% more damage.
Would you consider it "fair and balanced" if the scrapper's damage advantage were reduced from 50% while not changing the tank's 260% survivability advantage one iota?
I wouldn't. If tanks want to reduce that 50% damage advantage scrappers have over them, they better be prepared to give up some of that monstrous 260% survivability advantage they have.
Now, I used a bunch of round numbers to make the math easier to compute and understand, but my percentages should be pretty close to accurate. Since I see that Arcanaville has popped into the thread, maybe she could do me the favor of checking my math for accuracy? -
Quote:Really.End game the game is not balanced around SO's. Also Stalkers do fine when compared to other ATs with SO's its with IO's they start to lose a ton....
And they are being buffed. The game being balanced around SO's is ancient history, we got a new developer team now.
Are you going to be the one to tell the free and premium players that they don't get to have balanced characters unless they shell out money to be a VIP?
It is NOT a coincidence that the only part of the game in which you are expected to have some IOs slotted is ALSO the only part of the game that you can never play unless you are a VIP and automatically have access to IOs.
And it's still not balanced around everyone being IOed. You can do just fine on an Incarnate trial on SO builds. I've done it myself, and seen many other people do the same. -
Quote:Tanks fit just fine too.Except if you're talking Wolverine. Then Scrappers fit just fine. Or the Hulk Brutes. Or Human Torch Blasters. Or Invisible Woman Controllers.
The problem you can't seem to wrap your head around is this: Superman is not a tank.
Superman is an overpowered Mary Sue. He's invulnerable to everything, and can single-handedly level an entire city in a matter of minutes. His only weakness is a mineral so obscure and rare that only the most well-connected and resourceful villains can even hope to acquire some. If he is sent to handle a situation, the rest of the JLA might as well stay home and play video games for all they're actually going to contribute.
That's not a tank. That is the very definition of what a tankmage is. A character who can do anything with no realistic weakness. The only way Superman's weakness would actually BE a weakness is if you routinely found chunks of kryptonite laying by the railroad tracks. Since it's so rare, for all practical purposes he has no weakness at all.
As far as tanks in comics go, you're looking at the the wrong character and pinning the "tank" tag on him.
Think more along the lines of Colossus, or the Thing, or even Rogue if you want to find examples of tanks in comics. They're tough, but they are not the most damaging members of their respective teams. Unless you expect me to believe a punch from Colossus is going to do more damage than an optic blast from Cyclops, which has been proven to not be the case. Those characters take the hits for their less sturdy teammates, and they are decidedly NOT the ones doing the most damage in a given fight.
(With apologies to any Superman fans out there, I'm not bashing your favorite character just to be bashing him, but you have to realize yourselves that he doesn't fit the definition of what a tank is)
I notice that Johnny hasn't addressed my point about ATs being balanced around SO performance. Wonder why that might be....... -
Quote:AT performance should be based on how that AT performs by itself, with no outside help. Because there is no guarantee you will have the exact same teammates at all times. Balancing an AT around another AT being on the team 100% of the time is just dumb.^This! Massively, this.
The other argument I see is that Brutes and Scrappers can reach Tanker levels of survivability if they have X AT supporting them. Well, then we're looking at 2 characters being as powerful as one defensively. Then if we bring up the fact that we could just give the Tanker a damage buffer or resistance debuffer, and they can do more damage, we're somehow not comparing apples to apples.
By itself, without IOs, a brute won't come close to tanker survival. Fact.
Sure, they can get there using inspirations.......1 minute at a time. But if brute is eating enough purples and oranges to reach tanker survivability, there isn't enough room in their tray to carry reds as well to keep their damage advantage.
The tank could just eat reds and equal brute damage output.....1 minute at a time.
If the brute were to eat a bunch of reds instead, their damage would blow a tanker's out of the water...but it won't help their survivability any.
The ATs are actually remarkably well balanced if you look at it from the perspective of using only SOs and no outside buffs. -
Not exactly.
If you watch your damage buff display, which I do frequently, you'll notice that your maximum total damage buff will cap at 300%.
That counts damage set bonuses, build up effects, Fulcrum Shift, Assault, and inspirations. But it is NOT counting the enhancement of your powers against that cap. If it were, your damage buff display would start at whatever the enhancement level is of the power you are currently using.
You'll reach a maximum amount of damage you can do with a given power that is hardcoded into the AT you are playing, but enhancements aren't really part of that equation.
It's more complicated than that, but the gist is there. -
Also, another thing that gets glossed over by a lot of people, Johnny in particular:
You cannot adjust the base performance of an AT because of what another AT can do with extensive use of IOs and Incarnate powers. Base damage and damage caps are part of an AT's base performance.
The game is STILL balanced around SOs. And it's more important than ever before to keep it that way. A good number of new and returning players are playing through the game with no access to the things that Johnny is justifying a tanker buff with. On SOs alone, tankers survive better than anything else in the game, by a wide margin. They are the only AT that can reach the defense softcap by themselves, with no IO use at all. With no IOs, tanker's HP is much higher than brutes, because their base HP is 400 points higher. On SOs alone, there is really no comparison when you're talking about survival.
If you can prove that scrappers and brutes are reaching tanker levels of survivability on SOs alone, maybe your argument will hold some weight, but you can't justify an increase to tanker damage levels simply because a scrapper or brute can reach comparable levels of survivability when IOed up the wazoo and using Incarnate powers. You just can't.
Base it on how the ATs compare using nothing but SOs to see if a buff is justified, because SOs are the baseline performance iof the game, and are available to Free, Premium, and VIP players 100% equally.
Making changes based on performance differences using things that are not equally available to ALL players is just unfair. -
Quote:And how much resistance is that Corruptor packing?
when a /Traps Corruptor can have the same defense levels as my Shield/ Tanker and do more damage at a distance, I feel I'm REALLY not needed anymore.
Faced with something like Quartz-buffed DE, your soft-capped Corruptor is going to eat floor just about instantly, while the Shield tank can get by on some resistance and 3000+ HP to get them through the fight, at least long enough to kill the Quartz.
I don't think tanks really need much help these days, to be honest.
If a damage cap increase were pushed through, it shouldn't get any higher than +400%, as opposed to the current +300%.
Living up to classic comic book tanks is just completely unfeasible when you have to balance a video game that thousands of people are all playing. Being unkillable AND dealing near top levels of damage is too much for any one AT to be given.
Oh, and to the person that said defense caps should be lowered for other ATs: Do you really want to tell those SR scrappers and stalkers that their ONE means of survival in difficult situations is being taken away from them so that they HAVE to rely on a tank to keep them alive? Way to enforce the trinity that this game is so good at avoiding. -
Notice of the Well is a piece you need for the tier 3 Alpha if you're using Shards to make it.
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Quote:This statement right here demonstrates, to me at least, how little you actually know about how the game works in general.No... we cant have Ranged be too powerful. Thats just wrong. Just like allowing a Stalker into a PvP zone!
Stalkers are only dangerous to those who are inexperienced or just plain bad at PvP. A good player runs circles around them.
You keep coming up with ways to make your pet project work, while completely ignoring how the game actually functions.
You ignore things like Fury and Criticals. That's especially telling when you look at your Max Damage values a few posts up. You put brutes at 1,200 without Fury, only 100 points out of the top damaging spot. You're completely ignoring the fact that without Fury a brute does less damage than a tank. And you have tanks coming in last.
You ignore the benefits of Fulcrum Shift, when it absolutely has to be taken into consideration. I guarantee that when the devs balance new powersets, one of the things they look at is the damage that a set will do when fully buffed by Fulcrum Shift, just to make sure it won't deal more damage than they want to allow. You can't just completely discount things like that when you're designing something brand new.
The powers exist, and they WILL be applied to this monstrosity you're pushing at some point or another. Ignoring those powers WILL lead to brokenness when you apply them to something that was balanced without them in mind.
Another note about your max damage table: "Dominators (held targets take more damage)". Ummm, no. Controllers get that benefit, not Dominators. If you don't know that simple fact, what makes you think you have any business telling people how a new AT should be balanced? -
Fire/Kin/Stone controllers will deal stupid amounts of damage.
You have:
Fire Cages to set up Containment.
Flashfire to stun them so they can't fight back.
Hot Feet ticking away at them.
Imps slapping them.
Fissure providing the AoE punch (which ALSO stuns them)
Seismic Smash dealing huge amounts of damage, on top of being a mag 4 hold (it'll hold bosses in one hit)
And then add Fulcrum Shift, which will keep you more or less permanently at your damage cap of 300% on top of enhancements.
Controllers aren't the most damaging AT you can combine Fire and Kinetics on, bt they are by far the safest. You have enough mitigation in your primary that very little will be able to fight back, not the case with corruptors or defenders.
Truth: Dead characters deal zero damage. A Fire/Kin controller will spend less time dead than a defender or corruptor, with the end result being dealing more damage over a period of time. -
The best single target chain last I checked was still Follow Up-Focus-Slash. But you need a LOT of recharge to pull it off.
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That's funny, I haven't felt underpowered on my Street Justice characters at all.
I know it burns a lot of endurance, and I also understand WHY it does. The powers don't cost more endurance than other sets, it's just an extremely FAST set, so you're firing off more powers in the same amount of time as other sets. The set that is closest in terms of speed is Claws, and Claws gets an endurance discount as part of the special features of the set. Street Justice gets it's combo system, so it's not going to get an endurance discount as well.
I still don't think your hybrid AT idea is going to fly. It is HIGHLY unlikely that the devs are going to be willing to sit down and rebalance every single offensive power in the game to take into account Every. Single. Possible. Combination.
Because that's exactly what they would have to do. They would have to take all of the hundreds of available combinations that would arise if you combined 2 powersets into account when balancing the powers for this hybrid AT.
By comparison, when they design a completely NEW powersset, they only have to take into account 9 powers and 4 ATs at MOST. They don't take secondaries into account very often, if they did certain primary and secondary combinations would not be so much more powerful than others.
You're asking them to balance hundreds of powers in every possible permutation of power combinations that can occur when you smash 2 sets together. And then you're asking them to take all that balancing and shoehorn it ino a completey new AT with entirely new mechanics. All so people can create incredibly overpowered or incredibly gimped characters.
The game worked very much like that in beta. It doesn't work like that now, and hasn't since the early stages of Alpha testing. There's a good reason for that, and you seem completely unwilling to accept that there is a good reason for the game to work like it does.
If you're really that gung-ho about it, do the work yourself. Balance every single power in the game in every single combination that would exist.
The simple addition of Rage to powers that were not designed with it in mind is going to break things horribly. Did you realize that all the attacks in Super Strength deal less base damage than attacks in other sets, because the entire set is designed around Rage being consistently used? Now add Rage to the attacks in say, Fire Melee without adjusting their base damage and see what happens. Voila, instant overpowered character.
You know what else that means? You would have to have 2 different base damage values for every power that is NOT in Super Strength to make sure things are balanced when you combine them. The simple fact that Rage exists, and is easily made permanent (and is stackable) breaks things in bad ways when you start thinking about adding it to other powersets.
I notice that you don't want people mentioning Fulcrum Shift or Criticals or Fury. That's ridiculous. You HAVE to take those powers into account when you balance things. Much like Rage, the fact that they exist means you have to look at what will happen when you combine every power you can combine with it.
Example: Why do you think Fulcrum Shift s only available on relatively low damage ATs with low damage caps? Because it would be broken to give that power to brutes with their 675% damage cap. A Defender deals about the same damage as a brute before you add Fury, and their damage cap is only 300%. Give the ability to hit a higher damage cap with no outside help, with higher base damage to a hybrid AT that you can cherry pick powers on, and you have the potential for some of the most broken things ever seen in the game.
When you design things like this, you can't just ignore things like Criticals, Fury, and Fulcrum Shift. If you a\balance things while ignoring them, bad things will happen when you add them.
Honestly, I'm not too worried about it though. The devs would have to be pants-on-head imbeciles to implement your idea. And fortunately, they aren't.