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People are so sensitive - I have never had much of anything against defenders, defenders are beautiful people. BUT - when I hire a defender to come on board my teams, it is not for their damage. I could give a heck less what flavor of defender they are, they all taste great and are less filling.
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I don't have a problem with looking for Defenders when you need defense. I'm pointing out that your decision to skip them when you need offense is based on misconceptions.
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But the purpose of a defender is to defend.
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A purpose of a Defender is to defend. Another is team buffing/mob debuffing. They're the closest to a hybrid AT this game has. The greatest flaw in their design is the name "Defender". Among the original ATs, they're third-best at protecting teams from the bad guys. In fact, the only ones worse at it are the two that weren't designed to even try.
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If they increase our damage in the process, bonus. If I need damage, I hire blasters, scrappers, or khelds.
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But that's the thing. Adding anything but a FF Defender to a medium-to-large team will increase that team's total damage output by at least as much, and probably more, than adding one of those ATs you mentioned will. I'm not "chafing against the archetype stereotype". That's simply how the DMG bonus/RES debuff math works out. Nothing personal.
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I was just on a nearly-all defender/controller team the other day. Drove me nuts - We were doing OK considering, and we were making headway, but it was just fundamentally wrong. We were all linebacker and no running back.
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We'll just have to disagree here. If it works, it works. One of the consequences of CoH being deliberately designed so no AT is vital is that teams of all one AT can perform surprisingly well.