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To counter Demitrios claims of evils of using an exploit to gain untended power, I will return to an old point, and maybe use some info.
I can guarantee that I could take any AT and powerset combination and solo at at +0/x8 with inspirations with a build as expensive as the one I had on my scrapper. We don't have "overpowered" in this game, as every character should be superpowerful by definition. We do have class imbalances, however, and some of that is intensified by IOs and HOs.
However, understand that one my biggest points against this changes is this is cuts the usefulness of HOs in about half for me. They were only overpoweringly imbalanced before the multitude of nerfs towards them, and now are mostly overpriced curiosities.
HOs allowed me to create a melee character with enough survivability to face most content and the ability to solo a wide amount of AVs. But I can do that without HOs on numerous characters, and better. I didn't use the bug because it made me more powerful than all characters, but because it created a gameplay style I enjoyed (and I've advocated giving other defensive sets similar abilities). If I had wanted a more powerful character, I could easily have made one.
You are exactly what I was warning about when I posted earlier about how exploiting can be much more broadly defined. Specifically, you are asking to have me banned for a nondisruptive game behavior that I enjoyed without affecting others (indeed, I imagine that a few players benefited quite a bit from the influence I used to buy the HOs!). However, if we went around banning people because they used powers and enhancements available in game that were stronger than the developer's vision, you would have quite a few targets. For instance, virtually every player that uses IOs "exploits" them to gain an edge. The developers could easily state that they never intended for any player to softcap as easily as we do today, and your argument would advocate the banning of every player that used IOs in that manner (see also: Perma phantom army, perma crab pets, perma-hasten, etc.).
Obviously you have more experience with other MMOs (read the forum rules about discussing them, just a friendly warning). However, understand that PvP in CoH has a very small following, and that CoH is not like anything you have played before. Anyone has the capability of building a powerful build and getting large amounts of influence, but we have no exclusivity. Your power is personal, and will not keep you from joining any group's or doing any content, and only becomes a factor when we talk about soloing at high levels of difficulty. Yes, we have imbalance, but that imbalance does not give an edge because their isn't an edge to be gained.
Instead, the balance of sets is based around the player, rather than the people they would play with. Because we don't have any content that requires a group full of IOed out builds, the player does not "need" such a build. Instead, power affects people's personal set choices, and nothing more. The only exception to this is PvP, which is only an activity you will find if you actively seek it out. -
I do have rebirth on the shielder. It is very, very nice. Regeneration is hard for me to quantify, but it feels like half my survivability.
But if a couple tarantula mistresses hit me with scramble thoughts, it alone will not protect me.
Oh, and to Arcanaville:
Thanks for the discussion. I wasn't clear. I understood that DDR and "RDR" cannot work the same way, and instead I wanted the defensive sets to have equivalent amounts of DDR to defense in the way that RDR scales with resistance. So a set with 45% defense would have x amount of DDR (say 90%, but it could be lower in practice).
Basically, I think defense powers (set and pool) should give DDR because resistance powers by nature give RDR. So shield's DDR would be in deflection, BA, PF, and GC, and a person could take weave, maneuvers, and CJ to further improve DDR. This would also have the advantage of making those powers better for already softcapped characters.
If we used a 2 to 1 ration for DDR to defense, that would mean shield would have a base of 46% to DDR, and could take the pool powers for an additional 7%ish. I could see the ratio being less than 2 to 1 though (and the value could be different for different sets and ATs), as it would give sets like energy and ice an advantage to going for the softcap.
I'm not sure how relevant to the conversation that is, but if done that way AD wouldn't have given DDR in the first place. Anyways, just a thought. -
And my point isn't that Shields needs a buff, or is second-rate (except maybe to fire). I even claimed it was one of the better designed sets in the game.
My point was that the change was dramatic enough to change the feel of the character, and to take change it from a relatively slow grinder -that was generally effective against mobs without high levels +tohit or nonpositional psy- to a set that requires a much more mental approach and that has reduced versatility. Despite this, the set is still balanced, but the change in playstyle was enough, for me, to be dissuaded from further play, as I could only compare it with the past negatively. New people going into the set will probably not experience the same sentiment. -
Quote:Nope, never tried to solo like that on my Widow. He was built as an experiment in damage, not survivability. I don't fancy trying to survive with 0 base resists to non-psy against +4s, even with soft-cap (don't widows have scaling resists like SR? I forget). I have only tried +4 soloing on my TW/Elec Brute and my shielder, and maybe will try with my crab.Did you ever stop to think that maybe not everyone has that? I can tell you that the numbers you're quoting are ahead of those I have by a good 10% in every position. My Widow doesn't have Weave, for example. Frankly, she doesn't need it.
Even your build couldn't absorb a single +3 Tarantula Mistress's debuff. It's minus 30% if they're even level with you. That means a +3 is going to hit you with a 39% debuff, which your resistances will reduce to 28.8%. One hit with that and, yeah, you'll have just barely over softcapped melee, but now your R/A defenses are around 36%, so that all those Crabspider Longfang dudes are going to start hitting you with ranged -def debuffs.
So either you don't solo your Widow on +4/x8 versus Arachnos (and maybe IDF, who have a smaller but more common auto-hit defense debuff), or you know this situation is manageable (though challenging) and don't want to admit it.
I mentioned earlier that I would prefer defense sets to get high levels of DDR anyway, to compensate for the fact that having high levels of resistance automatically gives you resistance debuff resistance, in order to balance the two types of survivability, and that is regardless of energy and ice (and EATs) getting high defenses in the first place. -
Quote:I have other characters without DDR. My elec brute can solo +4/x8 without a spot of DDR, because he doesn't rely on defense as his only protection (thanks, energize and resists!)If a crab is going to be your new main, you're sure to gain a new appreciation for just how handy 70% ddr can be
A crab with fortification and serum can be very tough even with debuffed defense. The build I'm looking at has 40-50% resists, 2000 life, rebirth for regen, AND softcap R/A (hover build), plus pets to take aggro.
The reason shields is hurt significantly by the DDR change is because its other attributes are low; a shielder with 0% defense after debuffs will die. Other characters either get enough defense to protect against debuffs despite the lack of DDR or have much better resists, MaxHP, and/or regeneration. -
What side do you pick more than others?
Heroes on characters that need/want teams, villain for those that prefer soloing in quiet (and good story arcs)
What play style do you prefer?
I used to be a big fan of "support", namely defenders but also controllers/corrupters. Now I am on a melee phase. Diggin' personal survivability, missing being important to the success of a team.
What power set(s) do you favor?
Usually ones that are good without being FotM. I have two shield users, but otherwise I have no repeats.
What zones do you like the most?
Praetoria and the Shadow Shard are pretty, do I guess them. Doesn't matter much anyway, as almost everything happens in missions anyway.
Do you usually play as a male or female (word of hatred) ''toon''?
I play men for several reasons. First, getting hit on is annoying, and I have sympathy for any woman that puts up with it. Secondly, because I can relate to male characters better. Thirdly, it is easier to explain me playing a random male superhero than a half-naked woman to outsiders.
Views on Role Playing?
I view my characters as individuals with wants, needs, and goals. The longer I play them, the more their personality grows. However, my RPing is almost always personal as I find RPing in a group situation to be embarrassing.
Servers?
All of the them are filled, but I spend most of my time on Infinity (home), Exalted (new home), and Freedom (lots of people, but the same cumulative IQ as any other server). -
Quote:I have a widow too. She has something like 75% melee defense, 62% R/A. I'd say a widow can get to the point that they ignore a few defense debuffs. Shield doesn't have the ability to build for more defense like the other defensive sets do, at least without sacrificing pretty deeply in other areas. For instance, my no purple Stj/EA (I had him decked out, but decided that I it wanted more on my TW/Elec Brute and didn't want to raise the money) has nearly incarnate-cap levels of defense, and could easily have more (Ice is the same way).My melee Widow has a mere 26.1% DDR, and I play her on +4/x8 against arbitrary stuff, including stuff that debuffs the bejesus out of her defense with auto-hit effects. (Hello, Arachnos Tarantula Mistresses!)
I never knew that character was unplayable all this time.
Does it make those foes a hell of a lot harder to deal with? Yeah. I don't have the expectation that I will be able to faceroll everything.
The difference is that other sets can overcome defense debuffs by simply having more defense. Because SD has less defense than the other sets, it cannot build for the same high levels without losing lots of goodies, and when debuffed does not have much to fall back on *outside of OwtS*. And no, 10% more health and 11.3% to resists is not going to save me.
Now, you can make the case the SD is still powerful, and I've admitted that. Like I said, the reason I chose DM/SD was because at the time it was the melee combination that I felt was the most versatile, able to survive against the largest number of enemy groups and AVs. Not the strongest, or the fastest, but the most versatile. Some people will still find that it can be made suitably strong for them, and that is great, but I have moved on. -
Quote:I "tested" it by removing the membranes on live (not sure of character is working), and realized that defense debuffs are EVERYWHERE. So I used the wrong tense, should have been "has" instead of "will"Maybe I didn't realize this, but you haven't actually played the toon after the change (hell, maybe it's not playable yet, I dunno), and you're ready to scrap him already? In fact, you have scrapped him already?
And given the change in value for membranes/enzymes, would have have waited to remove them? Sure, I have a lot of assets, but I didn't want to pay the billion influence opportunity cost. Anyone that had these HOs in their powers and didn't sell them off lost 200 million per HO. After I had removed the 5 or so HOs in the build (2 enzymes in deflection, 3 membranes in AD, maybe another enzyme or two thrown into odd powers), and played around for a bit it was clear that my playstyle and/or build would have to change quite a bit to enjoy the character, and instead I decided to liquidate so I could enjoy my next "main". Probably gonna be crab spider, and I already got all the purples, PvP IOs, etc., I need! -
Quote:Not Dark Miasma now. DM at I0. There were a few differences:Dark Miasma? Gimped? Did the nerd-rage break something on your mind? :P
Sorry, is a bug fix. If you (not Combat, I mean anyone) were using a exploit, you have no right to complain when such bug is fixed.
If this is not about a bug fix, and rather about a set that underperforms, feel free to open a thread stating why and why such sets underperforms, suggestions on how to fix, and whatever
Fear made baddies run away instead of cower/attack, making it virtually useless.
Tar Patch didn't have -res.
Dark Servant was immobile, had worse powers (including the runaway version of FS).
I also believe that twilight grasp didn't have -regen, and was weaker (and possibly that howling twilight lacked that affect as well), but I am not certain.
Of course, when DM was buffed it immediately went from suckiest support set in the game to overpowered, as they gave tar patch the same amount of -res as it had now with the ability to stack 3 at once, along with the sudden strength of having 3 fluffies out at once. And then subsequent reduction gave us the set we know today.
Quote:Just to clerify for anyone following along at home. /SR has 3 powers that can slot enzymes that would benifit from the additional defense. The teir 9 power already soft caps you so there's no need for more defense. The passives cannot slot enzymes as they don't use endurance. Quickness can't slot it.... Practiced brawler uses endurance so it can slot it, but it doesn't give defense.
And just so people listening at home can understand what I was trying to argue:
My personal reason for disliking the change was that it changed the feel of SD, by giving it a new weakness to a very common threat (my DM/SD character was created as a thought experiment originally, as a melee character that could solo the broadest swath of content).
I responded to claims that it wasn't that big a deal by showing that a relatively small change in DDR of 25% would actually make shields 6 times weaker to debuffs.
I did not mean to make any claim that SD was weak or needed help because of this, as it is still a balanced set on the fringe of being too powerful for a melee set. However, the change definitely changed Shields relationship to FA for the worse, despite the fact that SR gained an advantage over SD; but more importantly to me it makes the character completely different (which I is why I felt I needed to show that I had some reason to feel like my character was greatly changed).
The rest of my argument was around the nature of the exploit because I felt that my character was in question from using the bug. Arcanaville is 100% right, of course, that leaving bugs in a system is generally not a good idea. However, in this specific case it appeared to give HOs a unique advantage that IOs couldn't (and those advantages are very small in number), and taking that away would cause more harm than good to enhancement balance unless the developers gave something back to HOs.
It was then that I started talking about why exploiting is not necessarily evil. The main argument I had heard for the change was that the bug itself wasn't intended by the developers, and that the lack of intention was enough, in itself, for a change. I disagreed with that idea because it seemed very similar to the old Jack Emmert style of design, and because accepting that argument would allow it to be used on more extreme examples of developer disagreement. I combined with the supports vs melee argument to show that just about anything could be against developer intention, as the strength of the strongest support classes was certainly NOT intended by current or former devs. I don't want support classes to be nerfed to make them equal to melee, and that was actually the point of my argument. The difference is that support characted benefit from an unintended scale of strength, while SD and those using the HO bug benefits from unintended code.
So, in TLDR form: Yes, SD is powerful. My character will be feel completely different after the change, and that was reason enough for me to scrap him for parts (I didn't delete him though). Even after this SD will be a decent set, with less survability than other sets but added offense, but will be outclassed by fire in many situations.
However, changes should not be made just because "the developers didn't intend it", but rather on whether they affect the game positively or negatively. This change would be positive if they made HOs a better alternative to IOs, and the easiest way to do that is to boost the levels of enhancement.
Actual TLDR version:
HOs are fixed, but are now even worse than IOs. Make them comparable, and I won't even be mad about my Shielder. -
Me and JustBling got into an argument/shouting match. Mostly over my use of proportional math vs. his "real numbers". Others joined in. Also argued about other stuff, but the math argument was the main one (though not actually my main point).
Arcanaville posted smart stuff.
Demetrios ranted about HOs.
That's about it. -
Quote:"Hamis are fixed, suck it up and move on."I didn't tell you to shut up. I still haven't, I'm just pointing out that your arguments aren't as compelling as you feel they are, which I have every right to do.
Quote:Which has nothing to do with the value of your current argument.
Quote:Actually, they are directly deterministic of exactly what happens in game from the inside.
A newcomer to the game could correctly infer by my approach that defense, resistance, and debuff resistance all increase in strength nonlinearly, and become more and more powerful the closer they are to the relevant cap. Indeed, knowledge of this this fact is critical to understanding survivability in this game.
Personally, I don't even like DDR. I think it should work like RDR (resistance debuff resistance), or in other words, defense should resist defense debuffs. Obviously, we can't change the mechanics of game to do that, but we can approximate it by giving defense sets higher DDR. Given how easy it is for IO-sets to softcap defense, perhaps IO sets shouldn't give DDR, but I could easily see giving defensive sets equivalent amounts of DDR to their defense. In fact, I thought it was a bad idea to give AD DDR at all, as it doesn't give defense. I would rather have the DDR of AD distributed across the other powers in the set.
Quote:Ha ha. Okay man, whatever, clearly there is no reasoning with you. I've acknowledged the instances in which your math is easier to work. Your error was stepping away from "6x more survivable" to "it's just like 83% DDR". Using numbers in that manner is nearly the same as making crap up. I'm not trying to shut you up, I'm calling you as I see you, in the hopes that someone else who is on the fence won't take your arguments at face-value./
To be clear, however, I am not making the argument that going from 95% DDR to 70% reduces survivability by a factor of 6, but rather that the change in effectiveness vs a very common debuff is affected in a way that is numerically similar. Which is why it is such a big deal to me; my shielder couldn't beat mobs as easily or quickly as one of the signature options (SS/Fire for melee, examples given numerous times for other sets), but he was good enough and consistent enough to beat a wide variety of foes. In order to be as consistent, I would have to rip my build up and probably would lose either the recharge necessary for the top chain or the ability to sustain it, which means that I cannot use him as a general soloer in the way I did before. -
Quote:The basic argument was that the change to shield is inconsequential. I've tried again, and again, and again to show that it IS a big change.Now you're babbling. For the record, your use of incorrect maths underscores that you are conceptually wrong. So yes, you are wrong at both levels.
This thread, since about page 3 or 4, has had nothing to do with reality, and everything to do with your butthurt. Your use of numbers--particularly substituting proportional for real numbers and vice versa--only underscores the fact that you really don't know what they mean.
(And...is that a little man of straw I see there? Has someone suggested getting defense was easy? I suppose we'll never know.)
Hamis are fixed, suck it up and move on.
What you call being butthurt is what I call having character. I don't think this is right, and I'm not going to shut up about it, back down to competition, or retreat just because you tell me to (what happened to "I'm not telling you to shut up?"). I have a fairly long record of being a high-quality poster, and I'm not inflating this thread because I like to throw tantrums or because I am pissed about one character being weaker. I'm doing this because I do not feel it is good for the game. And just like your "real numbers", which do not accurately reflect what happens in the game, you have made the argument that an exploit should fixed regardless of the actual affect on the game. That, my friend, is the main argument. I think a change should, or should not, happen because of what it does to the game.
You are the one trying to make a real numbers vs proportion numbers argument. And despite what you seem to think, your math does not apply to the game. It doesn't. Mine does. I can tell someone that they will be twice as survivable if they get to 45% defense as compared to 40%, whereas your method states that they are only 5% stronger. In every way, my method makes predictions that accurately shows what actually happens in the game world, which makes it makes it the better math, end of story.
When I say that now defense debuffs are 6 times stronger against my shielder than they were before, that is literally true. It means that now I have to be 6 times as much defense over the softcap (30% was chosen for easiness sake) for the same security, which wrecks havoc over any min-maxed build.
At the same time, this only positively affects balance between 2 powersets, SD and SR (and SR was the one needing love). Note, that SR actually had the most potential of ANY class to use enzymes, as virtually every power in the set could have used the enzyme side of the exploit, so it is also negatively affected. SD was powerful, yes, but it was already overshadowed by fire and was below every set besides SR for actual survivability (and I'm not saying THAT should change, but that SD was balanced at that point). And outside of melee characters, it doesn't compare in team or solo situations to the top sets (Illusion, Sonic Blast, Traps, Cold Domination, Radiation, etc.).
Additionally, this change makes HOs even more irrelevant. They are too rare, and thus expensive, to be used by casual frankenslotters, and yet offer very little over IO sets (which can even get to similar levels of enhancement in some situations). I wouldn't have a problem having enzymes fixed if it meant that cytos were more made more useful, but as of now all it does it make me use IOs in every defensive slot.
And looking back at the thread:
1. I stated I am fine with shielder being nerfed if it is good for the game, multiple times.
2. I stated I am fine with HO fix in general, if HOs became more useful, multiple times. -
So you dismiss the argument that I am mathematically wrong in place of an argument that I am conceptually wrong?
Let's say you get hit by a 30% defense debuff, say something like Anti-matter's RI. With 83.3% DDR that would deal 5% after resistance, a change in magnitude of 1/6, or perhaps a reduction of scale 6. That would make 50% the "safe-zone", the required amount to be safe from a single debuff.
Now let's return to shield assuming 70% DDR after the change and 95% before. If hit by that same debuff, shield would take 9%, making 54% the "safe-zone". Under previous levels of DDR, shield would have taken 1.5%.
Hmm. Strange. 1.5% is 1/6 of 9%. I wonder how that happened. Well, it is so EASY to get 8.5% extra defense to every position to reach the safe-zone, right? After all, at 3% per set, it would only take 9 more sets of defense to have the security! And of course, high-level builds running the top chain can easily afford to switch 9 of their sets over to achieve higher levels of defense. -
So, are you telling me that going from 0 to 83.3% DDR would not be the same magnitude of change as going from 70-95%?
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It sounds like a more deliberate mindset would favor the scrapper over the brute. However, the brute would be tougher and have better taunting ability than a similar scrapper, so bruting is still an option.
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Quote:...Again, you're talking about proportional numbers, which are only useful when you compare them to prexisting numbers. Your problem is taking a proportional number and assigning it a real number value, then asserting it in a situation without cause.
That 5% defense everyone goes on about reduces incoming damage by the exact same number of damage points whether it is added to zero (0) or forty (40) defense. I'm not talking about "survivability percent" which is a proportional measurement. I'm also not talking about a comparison to the damage taken before the extra 5%, which is again a proportional measurement. I'm talking about damage sustained, which is a simple number in points of damage.
Proportional numbers are fine when compared to other proportional numbers, but when assigned real numbers based upon their proportional value, lose all meaning.
I'll put this simply.
Let's say 4 minions = 2 lts = 1 bosses, and a hero can survive 3 minions with no defense or resistance.
At 25% defense, incoming damage would go from a value of 3 minions worth of damage to 1.5 minions worth of damage. Therefore, said hero would be able to survive against 6 minions, or 3 lts, or 1.5 bosses.
Increase that to 37.5% defense. That is half the value of the previous defense increase, and yet incoming damage is again proportionally decreased to .75 minions worth. Since our hero can survive 3 minions worth of damage with no defense of resistance, he can now survive 12 minions, 6 lts, or 3 bosses.
Half the defense, same effect. The value of each point of defense increases as it approaches 45%. 1% of defense does not equal x amount of damage avoided. The same is true for resistance. -
Quote:It is more complicated than just knowing which enemies you can't kill. It requires knowledge of an AV's abilities, aggro control (ideally you would get the enemies to attack you in such a way that they do not use their most dangerous abilities), and the ability to find a very fine balance between damage and death. And a good build...I understand your proposition about having to maintain an area of saturation around you. I just note that the use of debuffs and having to continually shunt aggro is probably more complicated than having things around you which you can't kill without gimping yourself.
Quote:Proportional math? Is that what it is?
I understand that people say that after a certain threshold, every point of DDR has the effect of multiple points. This is only a useful assertion when trying to expound upon the importance of more ddr, not a value that can be asserted without any existing DDR.
From a real number standpoint, every point of DDR reduces the defense debuff by the same amount.
Taking, say, a 25 percent reduction in shield's DDR and then saying it's just like 80ish DDR--which you then suggest adding to other sets to test player response--is simply wrong. Of course people would object to adding that much DDR to these other sets, especially in this amount, because you have artificially inflated the real numbers and many of these sets function just fine as they exist.
Even without the exploit, shields is better designed. Heck, even with its extra offense, it is better designed. It allows the user to stack IO sets to reach the cap, gives and gives minor boosts to resistance and MaxHP, which makes the defense more effective. AAO has a side affect of reducing enemy damage (which is not directly resisted by AVs or GMs), and shields godmode is functionally useful even after reaching the softcap. Grant cover allows a shielder to be marginally useful to a team, and phalanx fighting makes a shielder gain benefit from shielding.
In contrast, SR is defense, defense, defense, and more defense, combined with DDR, DDR, DDR, and more DDR. They've been given slightly useful resists in the passives and quickness is a good power, but SR still is way too one-sided to work well in today's game. -
Quote:PA is a good example of the old devs not understanding what they created. Some sets had ridiculously overpowered tools, like Illusion, while others were incredibly gimpy, like Dark Miasma. Still, don't forget that other controller sets were soloing AVs at the same time as Ill/Rad started too, and faster (Fire/Rad for example.) And nowadays we have tons and tons of characters that can do similar things without radiation or illusion. Some can't. FF for example. But that doesn't mean that quite a few combinations are more exploitive than any melee character can be, by design.Invincible pets? Ah, you're talking about Phantom Army?
Yeah, PA is pretty game-bending, if not game-breaking. But its' not in a debuff set.
If you're talking about Illusion/Rad Controllers, just come out and say it. There are a LOT of buff/debuff sets that are orders of magnitude less powerful than Ill/Rad, and it sounded like you were talking about them.
Quote:I don't think anyone would argue with that, but these abilities have a cost of less margin of error, and a playstyle that is far more finessey than your description of your shield character's soloing technique.
Quote:Bonker's solo everything project is quite impressive. He also began the TF's fully IO'ed. He wasn't purpled or PvP IO'ed out, to my knowledge, but he does state that he hit 50 and IO'ed first.
This is a poor example of what you can do without IO's, isn't it?
Quote:I don't believe that I have suggested that you shut up, just that your level of outrage was unwarranted. You keep inflating these things. At first, it was just a minority of players that were affected, and I thought that you agreed with that. Now, you state this change, in short, is somehow indicative of the dev's changing attitudes to the player base.
My message has always been that you and others like you used an exploit, and should accept the consequences.
One argument I kept hearing is that this change is minor, so I used proportional math to show how much of a change it is.
Others have stated that it is a good change simply because it was an exploit. In response, I tried to show that simply being unintended does not mean that a change is positive, especially considering that many things unintended by the devs have been positive additions to the game (and the old dev mindset of "only play as we intend" was destructive).
One claim was that the change was good because SR will be in better balance with SD. And while that is factually true, I don't think that SD should be penalized for being designed in a better way; rather, I believe that SR should buffed in a way that makes it a better match with the modern game (on an aside, I think any defense set that relies on defense as its main protection should get capped DDR).
Finally, many have said that I should just accept the change because I abused a bug knowing the developer stance on it. However, to me it was just a tool, and the one of maybe a half-dozen ways that IOs were still useful in the modern game. Removing these tools is understandable, though the effects of the game economy have already been a great drain on the resource's of those who used those HOs. However, I don't think is good for the game to remove these tools because it gives nothing positive to the playerbase while taking away the tools of builders and min-maxers on the whim of developers.
I would approve of this change if HOs became more useful because of it, but as of now all it does for me is dissuade me from playing one of my favorite characters, remove a viable build option that doesn't rely on IOs for effect, and make fire an even MORE popular set while doing little to help the sets that are relatively struggling. Developer intent should not be the deciding factor, but instead the affect of the game should be the critical focus. As of now, I can only see this change as a negative one, and it makes no sense for me to support it. -
Quote:ex·ploit (ksploit, k-sploit)You've cherry-picked one inapplicable definition of the word in order to justify yourself. This is about "Exploit (online gaming)" which means "you are cheating".
n.
An act or deed, especially a brilliant or heroic one. See Synonyms at feat1.
tr.v. (k-sploit, ksploit) ex·ploit·ed, ex·ploit·ing, ex·ploits
1. To employ to the greatest possible advantage: exploit one's talents.
2. To make use of selfishly or unethically: a country that exploited peasant labor. See Synonyms at manipulate.
3. To advertise; promote.
[Middle English, from Old French esploit, from Latin explicitum, neuter past participle of explicre, to unfold; see explicate.]
ex·ploita·bili·ty n.
ex·ploita·ble adj.
ex·ploita·tive, ex·ploitive adj.
ex·ploita·tive·ly, ex·ploitive·ly adv.
ex·ploiter n.
The American Heritage® Dictionary of the English Language, Fourth Edition copyright ©2000 by Houghton Mifflin Company. Updated in 2009. Published by Houghton Mifflin Company. All rights reserved.
exploit
n [ˈɛksplɔɪt]
a notable deed or feat, esp one that is noble or heroic
vb [ɪkˈsplɔɪt] (tr)
1. to take advantage of (a person, situation, etc.), esp unethically or unjustly for one's own ends
2. to make the best use of to exploit natural resources
[from Old French: accomplishment, from Latin explicitum (something) unfolded, from explicāre to explicate]
exploitable adj
exploitation n
exploitive , exploitative adj
Better? -
Quote:Exploit: Make full use of and derive benefit from (a resource): "500 companies sprang up to exploit this new technology".To be clear, it's not a "change", it's an exploit fix. What you liked the most about your shielder was his ability to use a known exploit to become more powerful than he was meant to be in the first place. The devs fixing this exploit does not equate to a "QoL nerf" for anyone but exploiters.
Yes, I exploited it. That's what min-maxers do, by definition. And you know what? I enjoyed it. *Gasp*
And do you want to know why? Because the build with the exploit was a piece of art to me, like any high-end build. Just enough defense, just enough procs, end sustainability, and the ability to protect himself from his greatest weakness.
An exploit is only evil if it negatively impacts the players. This didn't. Using IOs to reach the soft-cap is much more exploitive than using a bug to gain higher DDR. Being able to keep Hasten permanent and 3 decoys out is much more game-changing. Did the devs intend for virtually any character to get soft-capped defense and high recharge with enough influence? Probably not. Therefore, the usage of those sets in such a manner is just as much an unintended consequence as the HO bug, and more exploitive by the actual definition.
Just because the devs didn't intend something doesn't mean that it can't be good for the game. We tried the "Developer's Rules" way of balancing with Emmert, who knew exactly what he intended (3 minion rule anybody?). Instead of judging something by whether or not the devs intended it, judge by the consequences. This change means that anyone who used an enzyme to eke out a little more defense will lose influence and have to remake their build, and it means that any high-end shielder will have to spend tons of influence in build remake (unless they were already using cytos and didn't use membranes, but I could argue that they weren't truly high-end then). It doesn't make other options better, and it only causes player frustration without positively affecting overall balance.
I would be fine with the change if a few things happened.
1. HOs increased in effectiveness to old levels (50% for class A, 33% for class B?). Personally, I feel that they should be level-less and uncombinable, but I would be fine with the current system if they enhancement values were increased.
2. SR changed to be more competive with Shields. I'd suggest some added damage buffs (though not a copy of AAO) and increases to maxHP.
This would be a positive change, and worthy of developer time. It would give players genuine reasons for picking SR over SD or vice versa, and it wouldn't be a slap in the face to builders. If anything, I would spend hours salivating over how to work in the improved HOs into my builds and would make me feel happy about game balance, despite melee-support discrepancies (which will never truly be fixed without a huge playerbase backlash like the SWG fiasco).
I believe that he hovered about the pylon to protect pets from the AoE, and stacked large amounts of -res on the Pylon. Having 6-8 pets with 2xAssault and lots of -res equals a lot of damage when they focus on a single target. Strategy would be harder on AVs and GMs, who use PBAoEs and move, but would be possible with an immobilize (I've practiced the method on a Crab on test, and it does work). -
Quote:Perhaps stacked was not the correct word to use. I meant more like "complimentary", like -resists and -regen and invincible pets on one character. Many sets have access to both -res and -regen or extremely high amounts of one or the other, and those sets can fairly easily eclipse any melee build in solo or team play. Unfortunately, some support sets bring less to the table (FF for example), and like SR aren't adapted to the new style of play: blitzkrieg, tons of stacking buffs, recharge and defense from IOs, and only +dam, -res, and -regen as useful buffs.Uh...stacked Shields is just as good as stacked debuffs at wasting everything on the screen. You seem to be arguing that one Shield character is eclipsed by several debuffers. Well, yeah. One debuffer is eclipsed by several Shielders.
Quote:You keep using that word. I do not think it means what you think it means.
There's actually no way to tell whether extreme melee or extreme de/buff builds solo content easier, at least not from the player's end. The devs have access to that kind of actual data, but players do not.
*sarcasm alert*Yeah, let's look on the forums, I'm sure we'll get an adequate sample of what the entire playerbase is doing. *end sarcasm*
These are extreme builds at extreme levels of player skill. At that level, I'd argue that most toons could do what you are proposing they do, melee or support.
We actually do have ways of telling who can solo better. Pure single target DPS is one great way, and that's why we have Pylons. We also do field tests, actually trying to fight high level foes without using inspirations or temps. In both tests, support has shown a greater aptitude because they have more tools. Illusion for example doesn't have to worry about survivability and when coupled with a suitable secondary can greatly affect AV regeneration and improve damage. A shield scrapper on the other hand would have to worry about being to survive the AV, keeping enough enemies nearby to overcome the AV's regeneration, and can only overcome AVs and GMs by throwing enough damage at them; if they can't do enough, they fail.
And many of these characters can do these feats without the same amount of investment. For example, I have soloed AVs and GMs with only SOs, before IOs even existed (right after Dark was buffed on my D3). In fact, Silverado has been soloing these foes for quite a while (I think he started before IOs). For a final example, look at the Solo Everything thread (I think it is on Freedom), where an Elec/Cold controller has tried to solo every soloable content in the game, including TFs, AVs, GMs, etc. Before lore pets, virtually NO melee character could have possibly put out enough DPS to hurt a GM. Even now, many sets are simply incapable of achieving these feats at any level of investment.
And you keep making the point that we shouldn't care because only a minority of players ever reach this level of build. Guess what, it still matters. It shouldn't be a focus of developers, but these changes do impact what a fair number of players do, and shouldn't be ignored just because it takes an extreme amount of effort to reach those levels. Remember, you are a minority of one, and you still want your opinion and viewpoints to be considered. So do players like me, who take enjoyment from planning and achieving goals. -
Quote:Bots/Traps: Can solo any GM or AV in the game in complete safety.You keep mentioning debuffs. And I personally keep tossing out your exaggerations. No single debuffing class is going to solo as quickly and as safely as a /shield. Stacked debuffs? Like, say, 4 fire/rads? So you want to compete with multiple characters' ability?
My Plant/Storm and Earth/Storm can solo x8... and at about 4x as long per spawn as it takes a /shield to do so. The same for my /Dark. My fire/kin can solo pretty quickly, but one mis-step and I'm dead. You seem to think debuffs are on a pedestal. Well, they are... it's the price those classes pay for not being able to two-shot a spawn like a SS/Shield or Elec/Shield or live through potential mistakes.
70% DDR. WTF, really. All this whining over the second-best DDR available in the game! What I wouldn't give to have HALF that on my new crab! Waaaah! Waaaah! I can't idle in the middle of 30 defdebuffing mobs for all eternity! Cry me a river.
Ill/Rad, Ill/Cold, Ill/anything with a regen debuff: No risk, same deal.
I'm going to stop there, but you are wrong. You assume stacking buffs and debuffs meant that my character was better than multiple support characters, and that is wrong. He isn't as good as ONE. Look up Silverado, and notice what he doesn't use: melee characters. And for good reason; they aren't as good at what he does.
Look in the Rikti Pylon thread. Notice that many of the top times are not held by scrappers, but by controllers, corrupters, and masterminds. And since you have a Crab, I'll just let you know that the fastest time ever was set by Crab, for a total of over 1000 DPS, over 3 times better than the fastest DM/SD with max mobs in AAO and Soul Drain. So don't cry to me about my character being overpowered when I can safely say that he wasn't the best at any single aspect of the game. And remember, every one of the support characters is much more valuable to a team than any melee character.
To be clear, I'm not angry about losing what I liked about my shielder. I can fairly easily replicate everything that he did on another character, though I am said that I will lose the invested time and effort I put into him. What makes me angry is that this change is not positive in any way. At best, it is a QoL nerf. And when developer time is used to negatively impact the playerbase, something is wrong. I would be willing to lose the ability to slot membranes if it meant that HOs were buffed to the point of actual usefulness, but right now it is just a net loss in usability. -
Quote:I've made the point probably 5 times in this thread that SR and SD should not be judged in a vacuum. Yes, SD was better in almost every way. But that isn't a function of SD being overpowered, but instead that SD was designed in a way that matches today's mechanics much better than SR does. Even with this change, shield is arguable better than SR. I do think that SR needs some love, because it currently is way too much of a one-trick pony to compete in today's world. My suggestion was to make evasion a reverse-AAO; giving the strongest damage bonus at 1 enemy, but have it give a defensive buff that scaled upward with more enemies. Rememeber I HAVE a level 50 SR character, and he actually was created before either of my shielders.Eh. How about giving Super Reflexes Against All Odds? So that it matches Shield for damage output?
Because Shield's alleged survivability was only achieved using an exploit to make it better in every way than SR.
WITH the "nerf," Shields plunges to "very rugged" when softcapped. Sure, it's LESS rugged than SR against SOME enemies -- but it ALWAYS has more hit points and does a ton more damage.
Frankly, if they took away AAO form shields entirely, it would STILL be stronger than SR in some situations, because it has 20% more life.
This change leaves shields monstrously strong -- just not mind-bogglingly strong.
Speaking as someone with a lot of Shields characters, I say, "it's about time."
And if being adjusted relative to other sets makes you angry and makes you lose interest in your characters, stop and think about how SR players have felt since the HO exploit for Shields was discovered. The shoe is simply on the other foot this time.
Personally, I think shields and willpower are the best designed sets in the game. Both were designed to fit with the modern game, and use multiple ways to gain survivability, and both are adapted to many situations. In contrast, fire and stone are poorly designed, IMO. You can't balance them because they are so niche oriented that they need to be the best at what they do. I think SD and will should be what we aim for balance-wise as opposed to older sets, and recent changes have tried to do that (EA buff for example). This change goes contrary to that. I've accepted the loss of my Shielder, but really I would be okay if HOs became more useful (ie, go back to 50%/50% enhancement values), however as of now this change is solely negative.
I've also made the point that melee in general isn't OP in this game. Anything a melee character can do can be achieved with support sets, and melee only shines in one specific scenario (no temps/insps soloing on high levels of difficulty). So making the case that SD was monstrously overpowered is a case of exaggeration; nothing can approach the OPness of stacked buffs and debuffs. -
Quote:And you are just wrong and using an incorrect argument.You're going back into fallacious nonsense at this point. You used a broken mechanic, and now it's going to be fixed. Your hyperbole doesn't change that. Your use of nonsense numbers and false equivalency doesn't change that.
My point is that this change makes a very big difference, refuting the argument made by many this isn't a big deal. My numbers are 100% correct; they are factually true. A 10% defense debuff used to deal .5% after DDR, and now it deals 3%. If that same debuff affected a toon at exactly the softcap, it would increase incoming damage by 60%, whereas before it would have increased incoming damage by 10%.
This change does little good to overall game balance. It makes HOs much less valuable than IOs, and they already needed help in that department. It hits hardest at the demographic developers should most want to keep: people with a lot of investment in the game and who are probably long-time subscribers. It makes shields MUCH less of a competitor to fire, and fire was already one of the most popular sets. The only good it could possibly do is make SD closer to SR, and to be honest, the problem in that relationship wasn't SD (and ironically, the enzyme change could affect SR the most, as they do not the flexibility of slotting that other sets possess).
But most of all, it shows that the developers no longer balance around SOs. If they did, than they wouldn't try have fixed this "exploit", which only affected high-end characters and could even have been considered a feature by this time. -
Actually, I just realized the most annoying enemy group would consist solely of Master Illusionists. However, they would have a few extra abilities. Personal force field from fake nemesi, old-style MoG, and last but not least, Romulus' soul transfer. Combine that with tons and tons and tons of pets, and you have made the most annoying group in the game. Consider giving them Phantom Gang War as well (just like gang war, but replace thugs with decoys...)