Garent

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  1. And I lose a little bit more faith in the current powers team.

    Quote:
    Originally Posted by Redlynne View Post
    The overall sense I got from Arbiter Hawk is that he is substantially "okay" with Trick Arrow and sees the powerset as being "undervalued" by many players.
    I would have had trouble keeping a straight face and would have been forced to excuse myself before I did something very rude.
  2. I think that it would lead to a more balanced and more interesting game if enemies had mez suppression as well, but only in the long term. In the short term, you're looking at the standard problems that come with such a big design change. That is, a lot of players being unhappy because their cheese has been moved, a lot of players being unhappy because they've been nerfed, and a lot of balance changes for mez powers (as you mentioned, area mezzes wouldn't need such a big penalty at that point) and the mez system in general to accommodate this new design paradigm.

    For example, how do you make it so that a controller can't be screwed up by an energy melee tank using whirling hands before the controller fires off their area hold? There are some potential solutions to it (such as making a system where mezzes are 'ranked' so that harder mezzes such as hold replace softer ones such as fear) but it would take some time to decide on the method and balance it correctly.

    My stance on it is that if we were dealing with a game that hadn't been released yet, I would definitely support a system like this, but since we're dealing with player expectations the amount of boat rocking is greater than the long term benefit in my opinion.
  3. Quote:
    Originally Posted by Energizing_Ion View Post
    I've said it before though, I think that there should be some sort of "scaling" mez. protection for everyone so that by lvl 50 (or the max lvl in whatever game you may play) you can at least withstand 1 application of a mez attack (be it sleep, hold, disorient, etc...).
    If we're going to talk about changing mez balance in general, what I've been thinking is that mezzes should use the mez suppression mechanic from pvp. You can't be affected by mezzes or knockback until a certain amount of time after recovering from one, and there's a limit to how long you can be mezzed.
  4. Quote:
    Originally Posted by Energizing_Ion View Post
    That is if the hold (st or aoe) lands. There's always ambushes as well.
    I think you're misunderstanding the argument. No one is arguing that controllers or defenders are immune to mez. The argument is that blasters have fewer tools to deal with mez compared to the other archetypes, and that's an accurate one in general.
  5. Quote:
    Originally Posted by Synapse View Post
    Okay, here's what I've come up with. The differences are FAR less dramatic than my first proposal:

    .......

    Thoughts?
    I support this strongly. The proc equation taking into account the ~100% recharge enhancement in powers was something I wanted from the beginning, and your proposal covers that well.

    As for area powers and PPMs, you mentioned that you think they're being penalized too much, but from what I've seen of the (current live) numbers, cones are the ones with the poor proc chances while targeted area attacks are just fine. For example, blaster's wrath has an 89% chance of going off in fireball and a 58% chance of going off in breath of fire, despite both of them having the same recharge and breath of fire having a much smaller area and target cap. Honestly, I think procs in area powers in general could use a nerf.

    Also, I think that proc chances in toggle powers should ignore the recharge time of the power. Again using blaster's wrath as an example, it doesn't make much sense for the 8 radius blazing aura to have a 23% chance to go off because of its 2 second recharge time while the 20 radius hot feet has a guaranteed proc chance because of its 20 second recharge time.
  6. It's about time this happened. We've been trying to get you guys to make IOs more like attuned IOs from the start.
    However, depending on how it's implemented, the modified recharge based proc chance would very likely mean that any recharge buffs past a full attack chain would be a penalty instead of something that doesn't affect me at all.
    I'd suggest keeping the procs per minute based on the base recharge of the power, tweaking them slightly so it's not so absurdly easy to hit 100% with them (I don't see anything wrong with a 100% hard cap myself), and then enforcing a hard limit to how often they can proc per minute.
  7. Numbers time!

    Force bolt has the same recharge rate, endurance cost, and range of a standard tier 1 blast. Compared to power bolt, it has significantly larger knockback that happens 100% of the time instead of 20% of the time, and also has an accuracy bonus of 1.4x. If we did buff force bolt's damage to be in line with power bolt, then it would have only one drawback, but it's a large one when talking about single target damage output, and that's DPA. Force bolt's animation time is by no means large, but it's still bigger than power bolt's. The argument could very easily be made that force bolt would be better than an actual attack power at that point (and I would agree with it) but because it would still have a lower DPA, it wouldn't have a large effect on the damage output of high end defenders, especially considering that we're talking about a set that doesn't have the 30%+ resistance debuffs that other sets do. It would be pretty nice on controllers who desperately need the extra single target damage pre-epics, but again not anywhere near overpowered for them at high level because it has to compete with ancillary pool powers and its total damage output is still lower than the likes of radiation and kinetics as it should be.

    TLDR: Force bolt would be above the bar for powers if it was set to damage scale 1, but it is not significant enough to unbalance mid-level play and due to the context of the power and the set that it's in it would not unbalance high level play either.
  8. Scale 1 damage for force bolt was exactly what I've been suggesting too. I'm not too big on debuffing being added to force field, but only for conceptual reasons. My ideal conceptual vision of force fields is defense buffs, knockback/down, and damage.
  9. Now I am extremely conscious of the state my feet are in. Thanks a lot.
  10. Quote:
    Originally Posted by Shadey_NA View Post
    And slightly off topic, but take out the end crash on defender nukes. They don't do a lot of damage anyway and they can make things hard if used at the wrong time.
    I think that any change to nukes should apply to all archetypes.
  11. Quote:
    Originally Posted by DreadShinobi View Post
    I didn't say that either 0.o
    Quote:
    Originally Posted by DreadShinobi View Post
    No, he doesn't run Hasten due to personal preference, so it's not perma drain psyche. But if someone was trying to mirror his build in some way it could certainly be added to their build.
    You didn't mean to say that, but it's easy to interpret it as such because the pronoun "it" isn't clear. It could mean 'hasten', 'perma drain psyche', or just 'drain psyche'. I thought you meant perma drain psyche at first too.
  12. The only vigilance buff that I ever thought of that I could get behind was status protection if a member on your team was dead.
  13. Quote:
    Originally Posted by sypher_vendetta View Post
    it seems like a useless inherent power, a waste of the defenders potential, so i vote that we either come up with an idea nad maybe show it to the devs, or we could just discuss about it here, but im anxious to see your ideas
    This discussion has come up a lot ever since vigilance was introduced. Everyone agrees that the current version isn't ideal, but every idea that people come up with runs into problems because defender primaries are so different from each other.
  14. AR/Ice was the poster child for bad synergy and poor performance back in the day. AR has been buffed a significant amount since then though.
    I'm casting my vote for electric/devices. Nonexistent area burst damage and terrible sustained single target damage. Learning how to properly leverage devices would be key, and even once you did you aren't looking at a very high level of performance.
  15. Sets have to be balanced against each other. This isn't debatable. We can't speak of only the maximum in a discussion that also has to include the minimum, and most importantly the average.
  16. Quote:
    Originally Posted by Oliin View Post
    So they're basically saying they can out single-target damage most blasters with their four attacks as long as the blaster only uses their 3 (on average) single target ranged attacks that tend to do less damage than their melee attacks.
    You say that as if I terribly limited the blaster while stacking the deck in favor of the soldier. It's 8 powers vs. 9, and I was actually using three powers (pummel is a bad attack) vs. 3 on average for the blaster. The numbers work out that way because ranged sets are poorly designed (but not as badly as blaster secondaries). Allowing the soldier to use the 10 powers that come in their advanced class will just increase the number of blaster sets that soldiers outdamage primary vs. primary.

    On a related note, blaster melee attacks are actually pretty poor in a void, because their melee damage modifier is lower than their ranged damage modifier. They have the same melee modifier as VEATs do. The reason why blaster melee attacks are good in general is because they tend to be powers with high recharge values and low animation times, and because it's not hard to beat the DPA of the blaster attacks that aren't outliers.

    If I add secondaries to the equation, I'll cease to be displaying that blasters are underpowered and will only be showing that VEATs are overpowered, and at that point I'd be derailing the thread even more than I already have.

    Speaking of which, sorry about that.
  17. Fun fact: Arachnos soldiers, without specializing and only using the four single target attacks that come in wolf spider, deal greater single target damage on average than a blaster who has not taken or does not possess melee attacks in their secondary.
  18. Archetypes have to be balanced against other archetypes both with IOs and without them. If an archetype is unbalanced without IOs, then the archetype should be changed. If an archetype is unbalanced with IOs when it was previously balanced, then the IOs should be changed.
  19. It potentially could, but you're looking at far too much work just to drain one boss. The immobilize from electric fence will be a much more effective method of defense against those.
  20. Quote:
    Originally Posted by Laevateinn View Post
    I don't agree at all. Top-tier builds, correctly played, can solo crates, clear terminals, pull NS/Siege...
    You got me there.
  21. Quote:
    Originally Posted by Vimes_NA View Post
    qft. I don't really understand how this power has remained this bad for this long while oppressive gloom ticks twice as frequently for about 6x the duration at the same magnitude in a 50% larger radius.
    Don't get me started on defender epics. I'm convinced that they're the reason why defenders suddenly fall behind in high level play compared to the ATs that get ridiculous powers in their epics.
  22. To go further in depth, the reason it starts at nothing and scales up is because at low levels everyone has the same or very similar modifiers to their damage and such. Archetypes slowly grow in to their normal damage as they level up. I think the level at which they finally reach normal levels is 20 or 21.
  23. Hard to argue with two tornadoes.
  24. Kinetics encourages you to be in melee range, so cones don't work as well with it. It's not like it gimps you to use a blast set with a cone with it, it's just something that makes combat a bit more of a hassle.

    Your ideas of time and storm will both work well with the combo, and arachnid's suggestion of cold is a good one too. Each of them have their own respective drawbacks though. Time is pretty defensive and low on the offense, storm has a good number of tough to use/situational powers, and cold is painful until it gets its later debuffs.
  25. Quote:
    Originally Posted by Zombie Man View Post
    The common wisdom is to slot him for -ToHit to make him an even greater black hole of no-hit zone.
    To elaborate on this, Dark Servant has an ability called "chill of the night" which is a to-hit debuff of things that are close enough to him. This debuff has the same power as the two other big debuffs in dark miasma, darkest night and fearsome stare, so it's a big deal.