Freefall

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  1. Quote:
    Originally Posted by StratoNexus View Post
    Don't confuse the blaster's role with the defender's!
    I actually conciser the defender very much in line with the blaster. Instead of crazy DPS and no survivability, it is crazy buffing power with no survivability. A single character that is that much of a force-multiplier simply should not also be a tank.

    Quote:
    Originally Posted by StratoNexus View Post
    Some people want to help certain primaries more than others, but that should not be how AT wide buffs are decided.
    I am not sure what you where saying with this. I am all for a defender buff, it is one of the ATs I play. I find it harder to play as well as any of my others, though that is something that draws me to it, it does seemingly indicate that a buff would not be out of line.

    Quote:
    Originally Posted by Garent View Post
    Defenders are very close to tanks as it is. There is no design intent for them to be the squishiest members of the team. Defenders share the self defense buff modifiers of tankers, so it's clear that the "reliable support" playstyle is one that is intended to be viable.
    I think part of the problem is the name 'defender' causing thoughts of defensiveness and not 'the ability to defend others'. The fact that they have the defense buff modifiers could also be seen as an attempt to make up for their poor survivability, not 'they where intended to be tanks'.

    [QUOTE=Garent;4227432]my main character [defender] has 70% smashing/lethal resistance, resistance to everything else except negative energy and toxic, over 1500 hp, and uses aid self.
    [QUOTE]

    That only speaks to the terrible design of enhancements making nothing matter.
  2. Forcebolt gives you 100% def against one target for 5-6 seconds...other attacks of an equal level dont do that...if there is only one target, he is held [functionally]. That is decent for a tier 1 attack. With better recharge, and some coordination skills, it can keep 2 targets on their backs while you kill their friends...or push them off cliffs to be dealt with later...or into groups to be AoE'd...or onto melee teammates while they whine about KB [you chose to not have range, stfu]. I feel utility should count for something even if you are unable to use it well.

    RepBomb as it was 6hrs ago, when last I used it [in game, not on paper], was quite good at what I needed it to do. Now, I am unslotted, so I assume it can only get better.
  3. Turning the defender into a tank is a bad idea.
    You are supposed to be the weak point in the team...if the enemies kill you first, the team is that much easier to kill. classic.

    I do think the current inherent is going in the right direction. When solo, the defender needs something to make up for not being able to use an array of his own skills.

    The endurance discount is fantastic for a suffering group and at the very least, lets you 'go all out' in an attempt to save the team. That is a team bonus though...defenders are already pro teamers. Personally I dont think this should change.

    The SP bonus is +30% damage with -10%[capped at 0%] per teammate. +30% damage is NICE, +20% and a friend is even more amazing...but it does not make up for the fact that I have two bubbles, or a pile of heals/buffs, or what-have-you, that I am unable to use on myself. I don't think defenders should turn into juggernauts just because the suck when solo [comparatively].

    TBH, I can come up with 20 ideas to fix the problem, but I have managed to pick them all apart while writing them. Having them get a similar bonus to buffs from any source as their offense bonus was one. +30% bonus to all buff effects with -15% per teammate. Sounds neat, but then you have to go through and see all the ways THAT can be abused to hell and back. This game tends to be super easy and leans far more towards casual, unfailable gameplay, so making the defender a tank when solo might be a viable route...at least it is somewhat thematic, but dont make them a wall of immortality when teamed, that is just silly.
  4. Quote:
    Originally Posted by DoctorWhat View Post
    I don't think changing Trip Mine is a good idea.

    I can kill Elite Bosses in 2 seconds with them. So long as I stack a bunch of them before hand.

    10 Trip Mines + Charging EB = Dead EB. A team I was on with was surprised when they saw Marauder (At EB level) charge over a field I laid out and just DROP like a sac of potatoes.
    I do enjoy that very much when using trips. In devices, per the topic, my idea was to make it more run-and-gun friendly...as /devices tends to be. I would never advocate the above change to Traps, as that set is better suited to fortifying.

    I do think that your example is actually a problem in another direction, but that is another topic.

    All in all it is just a thought, and I would never expect it to come to light given the number of people that would prefer it NOT be changed, like yourself.
  5. I kinda like the idea of making snipes the ranged assassin strike.
    It could be done a number of ways.

    Easiest is to massively increase their damage and their animation time. Make them something you can open a fight with, but you simply cant use DURING a fight without some decent luck. If you could start a fight by one-shotting a support Lt. or MAYBE even just outright killing the boss, it would certainly be worth it. The cooldown would have to change, and whatnot, but it would make them a valuable tool.

    A more thematic way would be to make them do 2x, or more, damage from cloaked...or maybe a large multiplier against idle targets, because once you fire, that aggro bloom is getting everyone's attention.
  6. just tossing my thoughts in..

    Tripmine --> Quick-deploying Mine

    Same ol' tripmine, but you can toss it caltrops-distance and it arms itself in half the usual 'setup time'. The interrupt would be quite short, you put your gun away, pull out a mine, hit a few buttons and toss. Make up for any OPness with a longer cooldown or damage reduction.

    Timebomb --> Remote Mine

    Clicking the power turns it on [like a toggle] and gives you the placement reticule. It is the usual affair setting it up. When you turn the toggle off, or the bomb is killed, BOOM!

    Gundrone

    TBH, I would just like to see it compare to the malta drones and be on a toggle like the buff pets.
  7. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I've teamed with your PB on a wide variety of TF's in the game which are standard group content. Your Peacebringer sucks, just like every other Peacebringer in the game. It constantly griefs my Warshade's self buffs and AOE's
    heh heh...this made me think "LOLZ, warshades suck because they need everything clumped together." and "LOLZ, melee sucks because a little KB and they suddenly cant hit targets that ranged characters still can"
    It seems like the standard "Play like me or you are doing it wrong!" affair.

    People seem to like my PB on teams. I fill in for what the team lacks, or I just go after Lts if the team is balanced. If it is an all DPS team, they are happy to have a lobster smashing around sending enemies flying all over the place. If it is too tanky, they have never minded a bomber-squid or smashy human doing the DPS that they cant. If it is balanced, I tend to solo-crush LTs while the DPSers murder bosses and AoE minions before either really matters.
    I can't say I have ever gotten complaints, or anything but "That was awesome, thanks for joining us." for that matter. Solo, I am better at ST anyway, so spread enemies are just a bunch of ST soon-to-be victims...and if they are melee, they are emo-raging about not being able to hit me because they got KBed out of their reach XD

    then again...my point may be invalidated by the fact that I don't play with TEH S00PER 1337 HAXorz Min/Maxorz...and I am a noob...*shrug*

    Disclaimeroid - my WS is 50 while my PB is only 40something...I love them both. I prefer soloing with my WS, and teaming with my PB. I choose to play classes that are not effected by things like KB [control or ranged].

    --

    WAAAAY BACK to on topic.
    Your idea seems to make just another patch out of photon >seekers<. I am curious what changes you would make and keep them as pets? I was thinking a self hellfire power, similar to deamon summoning, but without the buff...or, summon weaker seekers, but one per target within a LARGE range [to a cap ofc] and have them go after their intended targets, but follow/agressive on you if none remain. Like an AoE that hits up to X targets, but X targets WILL GET HIT even if the seeker as to follow you [for a min? 45sec?] to find something to hit.
    Personally I am not a fan of KB on the seekers, but it is a thematic dislike...it would be cooler to just have them absorb into their target and do a bunch of damage with no KB or explosion. My absortion effect could even lend itself to stunning...catering well to those that whine about KB.