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Let me put it in a different way.
Would giving fire, stone, or electric 83.3% resistance to debuff buffs be considered a big deal? Yes, probably.
Functionally, that is the same amount of difference that shield's DDR has been reduced, but in the opposite direction. Those sets would be 6 times stronger against defense debuffs than they were before while shield is now 6 times weaker.
If this is not a large change in a set's survivability, then adding that to the other sets would not be a large change. In other words, this change decreases shield's DDR in the roughly the same proportion as going from 85% resists to none. Basically, it is the same difference as a Warshade with maxed eclipse vs. a blaster with no resists.
And to those attacking me for my highly expensive builds, let me explain. I used to be an altoholic. I have filled every english-speaking server with alts. But recently, I have found myself investing in my characters. They begin as a generic concept, and as I level I make that concept stronger and flesh it out. At the same time, I begin investing resources into that character. A character of mine with a very expensive build is one that I have invested time, influence, and perhaps more importantly feeling into.
You may spit on me for having a "lamborghini", but it was easy to make the influence. Despite my dislike of this change, I have made good use of it and am now hundreds of million of inf richer (thanks lotg: defense and def/end!). Nerfing the high-end does nothing but hurt people who have devoted large amounts of time and effort towards a single character.
And shields IS less survivable than other sets. That is the way it was designed. The thing is, it still has enough survivability for most things, and unlike most builds it was consistently survivable. This change removes the consistency. -
Quote:Quite simply, the difference between 0 and 70% DDR is less than 70 and 95% DDR, so SD is now closer to fire than it is to it's old self. That math may seem flawed, but going from 0 to 70% DDR only reduces the debuff by a little over factor of three, while going to 70 to 95 reduces it by a factor of 6. Therefore, assuming both have cascading defense failure, fire will have more resists and the second best self-heal in the game to fall back on.What I don't get is how the claim is being made that a bajillion inf /FA character surpasses /SD, while at the same time crying DOOM over SD's DDR reduction. NEWSFLASH: the tiniest bit of DefDebuff is going to severely hamper that overpriced /FA. But not the /SD.
Oh, and for the record, I always make 10-20 billion inf. builds on all my characters. And I still use Hami's. -
Quote:To me it is very similar to the energy melee change a while back. It kills the spirit of the character; and for that spirit was consistency. He didn't rip through enemies as fast as an SS/FA or other AoE FotM, but he had very few actual weaknesses. Now he is weak to the most common debuff in the game. Maybe the nerf won't effect others as much as it has me, but it completely changes the feel of the character to me.All right, as someone who does do excessive things with expensive builds, let me chime in and say that while I understand that any reduction in effectiveness is annoying, going from 90+% to 70% DDR really shouldn't be that big of a deal. The only place that could conceivably make a difference that carrying two or three lucks couldn't alleviate is trying to solo a +4x8 no-incarnate TF as a couple other people have done in the history of the forum. The very fact that you are so quick to give up on the character, though, tells me that if you were planning on doing that you'd do it with one of the characters that you already like more anyway.
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Quote:Heh, I probably would have stopped posting if people didn't contest every post I made.What you're complaining about is the alleged performance of the sets at a level of investment that the vast majority of players will never experience. I'm not even sure if your allegations are accurate, or to what degree fire has "greater survivability". The inability of the devs to balance around such numbers is less an indictment of class balance, and more of a shining example that some people will complain about everything.
You knew Hami-O's were broken. Your earlier performance as shield was the result of an exploited mechanic. Only now you point out the alleged disparity between shield and other armors.
This isn't about the actual powers or sets at all. It's about you and your anger, which should be more self-directed, as it was you that took advantage of a broken mechanic for however long it was relevant. Any wasted investment in the character that this change "ruins" is your fault.
Maybe you should have been in the forums a few weeks before this change was announced, pointing out that fire is way better than shield at ridiculously high levels of investment. The fact that you weren't doing so makes you appear simply petty.
Edit: To be honest, I'm not sure if my response is "I'm sorry you feel that way" or "cry moar pls" regarding your character.
This change affects top-end builds. End of story. Most of the characters I make eventually get a top-end build. I have an TW/Elec brute with a similar build, and a upcoming crab spider that will also be expensive. Influence is easy to get, so it doesn't bother me much.
And yes, only now I point out disparities between shield and other armors because that is how much I think a nerf to DDR affects shield . Before, shield was a top set for scrappers and tankers because you could have enough of everything; softcap defense, minor resists with a resist T9, some health, and added offense. Now it loses quite a bit of ground to other sets at the high end and at the lower end is already significantly less powerful because of the nature of defense and resistance in this game (40% is actually only half as effective as 45%, just like 70% DDR is only 1/6th as effective as 95%).
I know many people don't have the funds to invest in high influence builds. But this change won't affect those people because they probably couldn't afford HOs in the first place. Maybe you see me as a dirty exploiter who abused a cheating mechanic to gain power greater than normal players could see. I tell you that I did not choose DM/SD because it was the best powerset in the game. I could name at least 10 powerset combos than could do all my character could do and more. Having 95% DDR is no different to me than ElA having great end drain resist; defense sets should have very high levels of DDR.
If I wanted to exploit the game, I wouldn't have made a single target specialist that relied on large mobs to achieve the best levels of damage. An SS/Fire Brute, Bots/Traps MM, Crab, Ill/Rad controller, Mind/Fire dom, Sonic/Traps corrupter etc. could all exploit the game more than my scrapper ever could. This change is mostly just an annoying nerf, but unfortunately is enough to dissuade me from continuing playing a character. Luckily, I've already achieved most of my goals with that character. What is does is make HOs even less desirable for the only group of players that still commonly use them. -
Quote:Put 20-30 billion into a fire build and the same amount into a /SD build, and the FA build will be tougher. You are comparing SD with defense softcapped to fire with no defense added, and yes, SD ends up on top at that level of investment. But if you add a lot of defense (usually smashing/lethal instead of positional) to fire, it becomes a much tougher set. This is part of the problem IOs have created; resistance sets can add tons of defense but defense sets cannot add similar levels of resistance. Before I would have agreed with you because any defense added to fire would be susceptible to defense debuffs while SD would remain at the softcap, but now that SD takes 5 times as much debuff the advantage is much less....
What? Seriously, what makes you say that? In the case of a scrapper, even resist sets have to be content with 75% mitigation via resists if they can hit the cap at all. With a tank or brute, they are likely to approach 90% mitigation only on fire (for a fire armor toon). A shield toon (at some investment, true) approaches that mitigation regardless of AT via the defense softcap. I do not understand, therefore, how you can make the assertion that resistance sets, under any circumstances, really, somehow offer better mitigation. At the very best, fire offers similar survivability in niche circumstances such as a fire farm.
Quote:Is it rational to compare what 8 support characters can do with what a single melee character can do?
Quote:Your basic argument in this thread seems to be that since Shield Defense will no longer be the number one and best possible defensive set, then it therefore has become be the worst set. Doom and gloom! The reasoning just isn't there, however, as you have brushed aside up to half the powers from /SD to try and make your point seem valid when comparing it with other sets.
Quote:For years the general consensus on these forums has been, "Why go /SR when you can just exploit /SD and get soft-capped defense with the same DDR plus a whole lot more?". Super Reflexes has been the red-headed stepchild for far too long, mainly due to a well known and long abused exploit.
The only trick /SR has ever really had is not getting hit, so it just makes sense that it should be the only set that can achieve capped DDR without much effort. Shield Defense still has a host of tricks up its sleeve that /SR will never have: higher base hp, passive and (oh snap!) clickable t9 resists to most damage, toggle damage boost and damage reduction for foes, tele-nuke. -
Quote:What I mean is simple. Invuln, granite, electric, and dark are all solidly ahead of shields for survivability because they have much higher natural resists + healing, and when they are at the softcap they are much more naturally tough (but because they don't rely on defense, they can handle defense debuffs better). /SR gets immunity to resistance debuffs and passive resists, which makes it basically /SD level survivability with higher DDR. Ice and energy can both easily build enough defense to take a few debuffs and get healing and soft-control mitigation. Regeneration is regeneration; it requires a much more active approach but it still can be surprisingly survivable.What kind of drugs are you on and where can I get them? Because the set still everything it had before except now you have to be more careful. Fire can get squashed like a bug where as shield has a lot of tools to rely on.
None of this really changes with the membrane change, as SD outside of its T9 was still probably intentionally less survivable than those sets. The only difference is that now I would put it below fire, which has higher natural resists and a great heal. Again, this is at the very high end where every one has softcap and a ton of recharge, so that's how I am comparing sets. Before, I would have said that a consistentally being above 45% and having OwtS would be better than the extra resists and healing flame, but now the balance tilts more towards fire in my mind.
I'm done for awhile. After all, I still have to play the game. -
I know it may sound like nerf-calling for /fire, but really I just find that resistance tends to be better for survivability than defense in today's game and that /fire is better for offense. On Brutes, /fire is by far and away the most common secondary, and there is a reason. It outclassed /shield in every way and when you add defense and recharge becomes very survivable (and SD characters can't use IO sets to make up the difference because of the way those sets work). Tankers have it a little better because they can cap resists while in OwtS, but outside of it they have the same problems; FE is better for damage than AAO by its nature and a base 119 damage power that hits 10 and recharges in 90 seconds isn't as useful as a damage aura and a attack that deal 107 base, hits 5, and recharges in 25 seconds. That, and the difference between resists + HF + added defense and just softcapped defense + resists.
On scrappers the case is harder to make because every statistic is skewed more towards SD (resists, resist cap, HP, etc. are all lower while AAO is higher). I'd still say that /fire is potentially better than a less consistent /SD, but the difference is arguable.
And yes, I know that diminishing returns should NEVER happen. But still, any combination of 8 defenders, controllers, corrupters, or VEATs is more broken by definition than any melee character can possibly be. Imbalance does exist between melee characters, but in general they will always be less valuable than a buff/debuff character by the rules of the game. My point wasn't that we should fix buff stacking instead of HOs but that sometimes exploits sometimes become features of the game. And fixing this particular imbalance was perhaps the main use for HOs, and only impacts overall gamebalance by nerfing SD slightly.
Oh, and I did forget that Ageless radial gives debuff resistance, but giving up 70 hps for that debuff resistance would be a hard trade to make. Maybe it would be worth it against PPD or other debuff happy critters though. -
Quote:Well, removing the enzymes and membranes before they become practically worthless is just common sense. After that, I didn't see any reason for nostalgia to stop me from kiting out my next character.If you're willing to post it (or even PM it to me), I'd like to see this supposed "worthless to fix" */SD build you speak of. I had my own open yesterday and flipped a couple things around to take Maneuvers out of the build and add Spring Attack for a bit of fun. Removed Maneuvers, build is now 48/47.5/47.8 M/R/A, 37.7 S/L Resists, and over 2,000 HP and 300% Regen. 70% DDR means I can take at least one debuff and still be at 45%, two and still be "okay", and considering they average 7.5% a piece, and only last ~10/s in the first place... I'm more likely to have the first one wear off before I get hit a second time. If I was really concerned, I could leave Maneuvers in and stay at 51/50/50 and have enough room to take two debuffs; again still "safe.
I fully understand that the "feeling" is gone, the love for the character shattered. I still think it is unfortunate, though, that you went so far before you had a chance to take off the blinders.
The build was pretty simple. A little over 45% defense, perma-hasten, sustainable attack chain, and as many damage procs as I could fit in. I probably could still achieve those goals. But I still don't want to make the effort and spend the money to get a lower performance character, and he definitely would have lowered performance.
In my experience, the most common defense debuffs are around 10%, while many are quite a bit more dangerous than that. For instance, the two common cimeroran sword attacks deal 7% and 9% each, respectively. Tarantula mistresses use an attack that is closer to 20%, and many radiation and peacebringer blasts deal more 10%. To me, that is too great a weakness, especially considering that the my main reason for making this character was because he played at a similar level to most groups, so I could solo the most content.
What this does for me is make me much more apt to use fire as a secondary instead of shield. Burn > Shield Charge, FE + BA > AAO, and Resists + HF + added defense > SD's protection. FA is already a much better set for brutes and arguably tankers, and now I think it is arguable that FA may the be better set for all 3 ATs. -
It wasn't "broken", it probably would still better than most melee characters even after the change if I reslotted. But considering the amount of effort and influence I spent on the build, it isn't worth it for me to try and rebuild. Scrappers and brutes in general can't break the game as well as a good defender/mastermind/corrupter/controller, and most defense sets have enough added survivability to make up for the lack of offensive tools. Shields doesn't give enough extra offense for me to justify the weaknesses (unlike fire, which can be made very survivable and is definitely better than shields on tanks and brutes for offense).
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Quote:Red fortune gives 5% recharge and 2.5% to melee. Those both require significant slot investment, slots better used for other powers as they will both give more needed enhancement values and potentially better values for one or the other, such as purples. Reactive is decent for nonpositional defences, but is pretty crappy for shields, though aegis is decent for AoE defense (though it still uses way to many slots for a defense power). Again, first priority almost always goes to recharge and defense buffs in powers that needs multiple aspects enhanced, and defense and resist sets generally don't qualify. And if you think my scrapper was OP, I will tell you virtually any character could solo that TF with incarnate powers and a similar level of investment. Actually, my character would have considerably more difficulty now than many sets at the same investment level.The defense set I didn't name, red fortune, gives both recharge and defense bonuses and is an excellent low budget alternative to luck of the gambler for characters who can afford the slots either because they need the ranged defense or because they have the leeway. This is without even bringing up reactive armor and aegis, sets which can deliver exceptional amounts of defense considering the values you can get, or gift of the ancients and impervium armor which are more esoteric but can be godsends on certain builds. Then again, we aren't talking about certain builds, we appear to be talking about TF soloing shield defense characters.
Quote:Obviously "I might want to go with barrier over my current rebirth, in order to gain protection against defense debuffs, and..." is incredibly hyperbolic since we both know that for a set with as much resistance and defense as shield plus fighting has, rebirth is better by leagues. What you might have to do is take two or three lucks in the course of soloing an ITF. Is that really a big deal? You can still use inspirations on a master of! I'm also fairly sure that you enjoy thinking about builds given your posts that I've seen so I don't buy that it's too much trouble, either.
Quote:The funny thing is, by far my most defended meleer lately has been EA and it has I believe the standard 51% DDR. You're right, I don't have trouble with defense debuffs on that character, even on ITFs and such. Know what else I've been running lately? Fire armor, dark armor, willpower and regen. If you split all of their DDR between them they wouldn't have enough for the bus ride to Cimerora, yet that has somehow failed to stop me from abusing our distant ancestors' evil cousins with a variety of fighting techniques. In that light I find it hard to believe that a mere 70% DDR is completely insufficient for an effective character.
Again, all of those characters either do not rely on defense or have other means of protection. I mean, if shields gets an additional 20-40% resistance to all resistances, or 100+ hps you may have a point, but as of now it takes only a few sword swings to basically lose my main protection. And resistance sets do not have to worry about incredible amounts of resistance debuffs because very few enemies have them; in contrast almost every enemy group has some manner of defense debuffing.
Shield has roughly the same amount of protection outside of defense as invulnerability has with its passives and tough. Do you consider that sufficient protection?
I don't feel particularly betrayed by this, and maybe it makes sense to make /SD a much less consistent defense set. It has made me lose interest in a character because of the level of effort required to make that character the same, but I have already scrapped him for later projects. However, with this change HOs are even further reduced in usability, and that is concerning for both nostalgia reasons and for game balance reasons. -
Quote:Yes, they are horrible. They don't give defense bonuses or recharge bonuses in general, and those are the most common build goals. It isn't that 4 slots of luck of the gambler aren't better than 2 enzymes (I usually use 1 +7.5% lotg and an enzyme actually), it's that those 2 slots could better be used other powers, which are usually give better set bonuses.They're horrible, are they? So 10% regen, 1.13% max hp, 7.5% global recharge and 9% global accuracy along with 55% defense enhancement and 40% endurance enhancement for four slots is objectively worse in all ways than 55% defense enhancement and 66% endurance enhancement for two slots?
Quote:Uhh well there aren't any purple defense sets so I fail to see how you'll have to spend billions to alter your character. You may have to give up a few slots in certain powers to get the same enhancement values in your defensive powers but as I said they'll come with a raft of bonuses you never had before and can take advantage of. It's possible you'll need to be slightly more careful with your endurance management. Woe is you?
Quote:The list of caveats presented here indicates that you already know the answer to this question, but how many sets do you think there are with better DDR than shield in i22? Surprise, there's one set. How many sets even get close to shield's DDR in i22? Only the one that exceeds it.
What does shield have? 17% resists to all outside of tough and OwtS, and some minor -damage from AAO. That is basically nothing. On top of that, it is much harder to put defense on a shield user compared to an EA or ice character. With this change, shield drops in my eye down to probably the worst overall set for survivability, or perhaps slightly above /fire for scrappers. Maybe that's where the devs intend for them to be, but I see no reason for me to try to fight the changes with influence in time when I can simply scrap him and make something else that is more survivable and deals more damage. -
Quote:Enzymes were just an annoyance, and will just result in me using +5 LotG: defense instead. Membranes are the big nerf. Like I said, the difference between 70% (50% without GC) and 95% DDR isn't tiny. It means any group with defense debuffs will be at least 5 times deadlier. That's an 80% drop in survivability, not a 1%. And shield has none of the tools other defense sets without 95% DDR have except for OwtS.I think, yes, that calling shinanigans might be in place at this point. The difference of an Enzyme build versus a full IO build was 1%. For the most part, the Agility Alpha makes up for HO's (and then some) while still maintaining what most players sought (the recharge of Spiritual). In regard to Membranes, so you can't get 98% DDR, 70% isn't all that bad and a hell of a sight better than some secondaries get (which is like, none, actually).
It definitely comes off like you're /em crai a lot heavier than some. To completely strip and delete a toon over 1%? You're not going to go stand at the front of the forums with a picket-sign screaming about the "1%" are you? You're entitled to your opinion on this, of course, but you might be taking it a liiiiiiiiiittle too harshly.
I've played other defense sets to 50, and I know what they have in compensation for a lack DDR. Energy and ice can easily get their defense high enough to blow off a defense debuff or two (and get heals to keep them up if they do get debuffed), and willpower, invulnerability and stone both have amble resists/regeneration to make up for their lack of debuff protection. Shield has nothing except a godmode that will not always be available. Given the commonness of defense debuffs, that means a shield character is now much more susceptible to losing their defenses (even with 70% protection, it would only take a few hits to lose all their defense), and at that point they basically have the defenses of a squishy without epic shields.
I think I have the option to feel strongly about my character. This is the character I have soloed TFs with, done every level 50 storyarc at /x8/AVs, and soloed almost every GM. I invested billions into him. If just enzymes were changed, I would simply change my slotting and perhaps give up some damage procs to maintain 45% to all. But the membrane change means that I cannot never be nearly as strong, and would either have to forgo large amounts of +recharge and damage procs in order to build more defense or have a much larger drop in survivability in order to get a character that cannot achieve what my old character did. And given how nicely my other projects are going, I cannot justify spending billions more and hours rebuilding him because of this change. -
Quote:Defense and resist IO sets are horrible, which is why I always try to avoid slotting them except for the uniques. And the LotG: Defense has already shot up drastically. Enzymes allowed builders to avoid putting more than 2 slots in most defense powers, allowing us to focus on areas that give much great band for our buck. If we had a defense/resist purple set, enzymes would never have been needed.I don't think lotgs will skyrocket because it seems based on extensive use of the market that most people, myself among them, already use lotgs rather than enzymes. This is because, I suspect, most people don't come up with builds where the best choice they can make is to spend only two slots per toggle and get no bonuses from them while simultaneously overslotting endurance reduction.
GDN was the global defense nerf. Paragonwiki has a page about it. My point was not that that and ED were horrific blights upon the game but that they were handled much more stupidly than this. Here we have an exploit with limited use that has been acknowledged as broken by the devs. Their changing it now, three or four years after they last called attention to it, is the polar opposite of the sweeping, abrupt changes they put through in the first two years of the game.
The weird part is that you yourself acknowledge in what I've quoted there that there are plenty of ways to make up for enzymes finally being reined in. Are you sure you want to call this the worst thing that has ever happened to the game?
Quote:I used a few Membranes on some builds, but this change doesn't royally screw me over, nor does it make me want to play my SD characters less. This situation feels much like the BotZ nerf; we'll change our builds and move on with our lives.
Defense debuffs are ridiculously common, and now a single one will double incoming damage and start cascading defense failure. Other defense sets either have enough defense to protect themselves, like ice or energy, or alternate means of protection, like willpower. With this change SD is weakened in a way completely changes the way I would have to play the game and is not something I can build to change. Therefore, I've decided it isn't worth the effort. -
Ah, guess if thats what you meant I can accept it. The forum had eaten that post a couple times, and the original said "Calling this an exploit isn't really true. I used it, but really it I only used those HOs because they were the only ones that had any use to me."
Curse me and my revising mind! -
Haha to you maybe. I scrapped the character that used it the most (which has paid for my next character), and my current character doesn't use it at all. It is an inconvenience that makes the game less fun and doesn't effect balance much, but I am more concerned that HOs have lost most of their utility because of this. As it stands it is hard for me to justify using HOs in my builds at all because their cost is not even close to their utility.
Perhaps in the future you too will have a "fix" that makes a main character less fun to play without greatly effecting game balance. I'm guessing you are new around here; we don't buff/nerf cyclically to make different classes popular like the competition does, and we don't make a point of laughing at people when their OP characters go down in flames. And SD is hardly OP compared many non-melee classes and for brutes at least is just a poor man's /fire (I have 2 shield characters at level 50, a SS/SD brute and a DM/SD scrapper).
You want to know what real exploits look like? Limitless buff-stacking is a 1000 times more exploitive and imbalancing than these HOs were. Would I laugh at you if the devs tried to fix that and made your characters less fun to play? NO! I'm better than that.
I have a shield user, and shield is much more fun with capped DDR. I also have a level 50 SR brute. This change does not make me want to play my SR character any more than before, but has significantly decreased my desire to completely rebuild a build that cost me 10s of billions to make and hours to plan. I have suggested solutions to the SR/SD imbalance that wouldn't rely on a "fix" to SD, so I am not being a hypocrite.
Welcome to our community, but if something you like is "fixed" like this you shouldn't feel bad when the community has no sympathy for you. This change is much like the Energy melee change to me. It makes the set less fun and nothing else. -
Too be honest, calling this an exploit is over-stating it. I used the exploit because it was the one of very, very few situations where HOs were better than IOs (membranes in active defense, or low-slot defense powes). Those situations are gone now, meaning that I am down to one, maybe two situations I would use HOs. To be honest, enzymes were as powerful as cytos SHOULD be (33% def), in order to make them a viable option.
If HOs dropped from normal mobs, I would vendor them. Right now their rarity makes them valuable to min-maxers who want one more percent in a single power, but in the long-run they are less useful than even sets like Crap of the Hunter. I'm fine with exploits being fixed, even if they make a character of mine unfun to play, if HOs become a more viable build option. -
Yep. And the hundreds of millions you spent for said enzymes will likely be wasted as enzymes plummet in value. It also makes shield defense 4-5 times weaker to defense debuffs (5% to 20-25% effectiveness).
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Quote:Well, here's a list of Synthetic HO prices today:I'm not sure what your definition of "cheap" is but I've seen Nucs (Acc/Dmg) going for 90m recently.
Synethic Centriole:
75,075
75,075
75,075
75,075
75,075
Synthetic Cytoskeleton:
225,000,000
212,345,678
212,345,678
212,345,678
212,345,678
Synthetic Endoplasm:
3,333,333
3,333,333
3,333,333
1,111,111
5,000,001
Synthetic Enzyme:
11,111,111
11,111,111
11,555,222
11,555,222
11,555,222
Synthetic Golgi:
30,000,000
25,000,000
25,000,000
1,800,018
15,000,000
Synthetic Lysosome:
10,000,000
1,250,000
6,736,383
1,250,000
1,250,000
Synthetic Membrane:
107,510,000
190,000,000
170,000,000
170,000,000
107,510,000
Synthetic Microfilament:
211,010,000
355,555,555
333,333,333
350,000,000
350,000,000
Synthetic Nucleolus:
50,000,000
77,000,000
50,000,000
80,000,000
80,111,111
Synthetic Peroxisome:
1,000,000
666,666
75,075
1,000,000
75,075
Synthetic Ribosome:
228,228,228
227,500,000
227,500,000
300,000,000
300,000,000
Quite a few are worth very a little. Most of the big money ones will become much less valuable after the change, leaving just the movement/endred (also known as the PvP HO), and the res/end as expensive, and dam/acc as semi-expensive. And the cost is not related to their utility, but to their rarity. I personally have sold my membranes and enzymes because they are now worthless to me, and I believe that these are probably the majority of HOs used (I certainly haven't used any others because IO sets are better, more easily available, and cheaper). -
I'm saddened by the loss of my DM/SD. I gave a moment of silence as I stripped him out and sold all his enhancements before they became worthless, as I enjoyed him because of his consistency and found that it wasn't worth the effort to change his build, because he would have only ended up significantly weaker.
I don't really understand the cheers of SR players, because that set really needed a buff of some kind. SD outclassed it in every way in the ingame, and now it has a weakness, but that doesn't make SR more fun to play. Speaking as person with a level 50 SR and SD, I still think that SR needs a buff and that SD outclasses it, but I think SD is more balanced and that the HO change has made a character of mine unfun to play in comparison to what he was before.
I predict that most HOs will have their prices drastically reduced in the coming days, but perhaps Dam/Acc HOs will remain expensive because lack of people willing to risk an HO roll on a LRSF or STF. It saddens me that the game's original shiny has been reduced to the point that if it dropped from normal mobs, I would call it vendor trash. And considering how hard it is to get HOs, they may be worse than vendor trash now, as vendor trash will at least be common enough to be cheap on the market. HOs need a buff. -
With the coming change to HOs in I22 (namely making Enzymes useless and stopping shield from capping DDR), I would like to see these enhancements restored to their old level, or at least enhanced.
For those that can't remember, HOs used to be 50%/50%, but were reduced to 33%/33% after the devs realized that players were able to cap their damage without any buffs by using 6 Dam/x HOs. HOs were also reduced in usefulness after ED removed the slotting advantage of 6 HOs of the same type.
Finally, IOs have rendered HOs a non-option in most cases. They are still slightly useful in a few cases, such as increasing the range of cone powers and saving slots on occasion, but they are almost always worse than slotting IOs for set bonuses, especially considering purple IOs and enhancement boosters (which cannot be used on HOs).
Already, we have seen a meteoric fall in the prices of "exploitive" HOs, and most other IOs are already ridiculously cheap. These prices would make sense if HOs were easily available, but given that we have to run either a long raid or a fairly difficult TF/SF to get them, I think they need to be raised in power to be an option for build-makers. Having an enhancements that are near useless and bound behind long/hard content means that virtually no one will desire running said content to obtain the enhancements and will not be good for the game.
I have already dismantled a toon I enjoyed before the HO change and sold every enzyme or membrane I have before they become vendor trash, but I would like to see other HOs become useful enough to be an option. -
One plus is that I never again will have to question what to reward to get from a STF or LRSF.
I'm seriously considered deleting a 50 over this, something I have never done. I didn't think it would effect me this much, but it really does take a lot of enjoyment out of playing my DM/SD. I enjoyed him because he was consistent. He wasn't hurt by most debuffs, didn't have a mez defense, and had solid damage. I know, SR was weaker than SD in every aspect, but now I have no intention of ever playing one of my characters again and I am currently in the process of stripping said character of all enhancements. It is too bad I can't strip his incarnate powers down too.
This is the character I soloed a MoITF in under an hour with, who was able to beat every Preatorian AV, and who soloed most of the GMs in game. I invested a lot of time and effort into him, and now that effort is largely wasted because I cannot, with any combination of enhancements or incarnate powers, get him to the level he was once at or replicate any of my feats. I'm glad I switched to my TW/Elec Brute, because my relationship with that character is over.
I will still keep a few Dam/Acc and Dam/Range HOs, but I basically have downgraded them to the category of Kinetic Crash and other "bad" IO sets. Little to no utility for most of my builds, and certainly not better than other options in 90% of cases. General rule of thumb is that IO sets will always be a better option if you have room for them. Which is sad IMHO. -
Quote:Why do you say that? I personally I sold all my defense HOs already, and see no future use for them in the future. Literally, none.They still will be useful. I feel for anyone using Enzymes and/or bought any. This does is kill the Enzyme's value. This also probably increases Membrane and Cyto's values on the market in the future.
What will, and already has, been boosted is defense IO sets.
Again, HOs only have a future if they are boosted to higher levels of enhancement value. As they are now, they are basically cheap IOs with slightly better enhancement values than non-purples and much harder to obtain. Heck, at this point I wouldn't even be mad if HOs no longer dropped, as I wouldn't use them. -
Caltrops is for n00bs. The best slow patch is Quicksand. Auto-hit, nonresistable -defense debuff? Yay!
And psy attacks that apply tons of -recharge are lots of fun too. -
I'm busy selling my HOs now before I22 hits. Its a good thing I scrapped my DM/SD already, after achieving all my goals with him, because I don't have any desire to play him after this change.
It will mean that a lot of my builds will get a lot more LotG: Defense and Defense/End instead of an HO though.
Without this change, HOs are basically worthless. I can think of only very few situations where I would use them. I anticipate a drop down to about 4-10 million influence a piece for them.
I'm not angry, but it is a big drop in power level and will require a lot of tweaking for tons of high-end builds and basically eliminates HOs as a viable enhancement or option compared to IOs. I say that if this change goes through and we still want them to be desirable, increase enhancement strength back to what they were at the beginning of the game (50% dam/50% accuracy, for example). -
Remember a few things about the incarnate system:
1. This is not THE incarnate tree, this is the first incarnate tree. We aren't halfway done with the incarnate system, and we don't know how far we have to go.
2. We aren't full-scale incarnates. We are regular superheroes eating the scraps from the table that full-scale incarnates are eating from. We still may be able to get to their level, but it is going to require some help when they are eating a pot-roast and we are eating bread crumbs.
3. We attack those eating at the table to get more than crumbs (aka trials v. soloing).
It seems like people hear incarnate and think "Omnipotent", or at least strong enough to take on any threat. However, we really aren't that high on the ladder, and we always seem to forget that. Other than the rocks on the TPN, I think that the iTrial system is justified by the lore/mechanics.