Kyriani

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  1. Kyriani

    New Archtype

    Quote:
    Originally Posted by teflonshugenja View Post
    The way I read it was more like this:

    Salesman: Based on what you say you'd like from a car, I recommend this sedan.
    Eldagore: Well, that's not bad. But it's red.
    Salesman: Yes, it comes in red.
    Eldagore: Well, I don't like red. Does it come in Twilight Blue Mica?
    Salesman: I'm afraid not. It does come in Midnight Blue, though, which is very close, and our in-house body shop can customize the trim in a variety of ways for you. Would that be okay?
    Eldagore: No, that's not Twilight Blue Mica. Got anything else?
    Salesman: As a matter of fact we do. These eight other fine automobiles are all capable of performing according to your specifications.
    Eldagore: But they're not what I want. That one is a manual transmission and none of them come in Twilight Blue Mica.
    Salesman: You are correct. I'm afraid that we don't have any vehicles that fit all of your criteria, but we have several that come close.
    Eldagore: Well...why don't you call the factory and have them make a custom car just for me, then? In Twilight Blue Mica. I even brought these blueprints that I sketched out on the back of a napkin during lunch.
    Salesman: ...
    Eldagore: What? That's a perfectly reasonable suggestion!
    Salesman: No. No, it's really not. Have a nice day, sir.
    Eldagore: What the heck?!
    This is exactly right IMO.
  2. maybe its related to the zoning bug that doubles up benefits from IO procs briefly?
  3. I see people rave about theft of essence in dark regen but... how does it fair in powers like say Siphon Life or Life Drain?
  4. The more proliferation we see the more it is apparent to me that APP's are lacking options to match those themes. I'd like to see more thematic APP's made available to every AT. Below I have listed some (though not all) examples of what said APP's could look like. I am aware that the PPP's can offer some of these abilities but I feel there should non villain specific equivalents for those who do not wish to be villains even briefly. Thematically speaking some of the visuals for the villain powers are also starkly at odds for their powerset matches (for example soul tentacles from soul mastery uses a bright palette which is not available for character customization with dark powers).

    Defenders/Corruptors:

    Flame Mastery:
    Ring of Fire
    Char
    Fire Shield
    Consume
    Rise of the Phoenix

    Munitions Mastery:
    Targeting Drone
    Cryo Freeze Ray
    Body Armor
    Sleep Grenade
    LRM Rocket

    Frost Mastery:
    Chillblain
    Block of Ice
    Ice Armor
    Flash Freeze
    Hibernate

    Energy Mastery
    Energy Drain
    Smashing Blow
    Kinetic Shield
    Paralyzing Blast
    Energize

    Blasters:

    Mental Mastery:
    Dominate
    Terrify
    Mind Over Body
    Link Minds
    Telekinesis

    Dark Mastery:
    Nightfall
    Oppressive Gloom
    Dark Embrace
    Darkest Night
    Soul Transfer

    Controllers:

    Electric Mastery:
    Lightning Bolt
    Ball Lightning
    Charged Armor
    Power Sink
    Energize

    Darkness Mastery
    Dark Blast
    Nightfall
    Dark Embrace
    Gather Shadows
    Soul Transfer

    Dominators

    Darkness Mastery
    Umbral Torrent
    Dark Consumption
    Dark Embrace
    Soul Transfer
    Darkest Night
  5. Kyriani

    New Archtype

    Quote:
    Originally Posted by Leo_G View Post
    Now put a shield in the hands of that Defender/Corruptor...or cover them in ice or fire or rock.

    All I'm saying is theme, style and playstyle go a lot deeper than set bonuses and mitigation numbers. And you can pretend a lot of stuff in this game, doesn't quite validate your point, however. We could all pretend to have dual pistol blast back when Thugs masterminds were introduced, didn't mean a comprehensive set shouldn't have been made.



    You'll probably never know what anyone really wants, just delude yourself into thinking you're some type of Sherlock Holmes or something...

    Or maybe you just like making argumentative quips on message boards that you think are clever?

    ...but no, I'm not looking to be an overpowered purely ranged character with scrapper survivability...hell, if you were listening to anything I said, you'd know exactly this because I *said* it out loud...to your face and in plain words, even...
    Unfortunately pretending is often required. Power customization and costume auras have given us great tools to give our concepts life. You have to understand however that there are limits as to what the devs can give each AT to work with mechanically. And a new AT can't simply be thrown together purely for those who wish it for concept. There are balance factors to consider and development time and resources as well. It is up to you to make come up with a character concept within the confines of the game mechanics. It is not up to the devs to make the game mechanics conform to your character concepts. Though I will agree the devs can do more to help you make your concept thematically (within the confines of the game mechanics).

    You can say it over and over that you don't want an "overpowered purely ranged character with scrapper survivability" I simply do not believe you. You are asking for exactly that no matter what you say about "adjusting caps or numbers".

    What "cant" you make with a defender/corruptor as far as a ranged character goes? From what I see you can't make things like Fire Blast/Willpower or Energy Blast/Invulnerability or Dual Pistols/Regen or say Stone Assault/Stone Armor. Those examples are very telling. You cannot make these combos for balance reasons and no tweaking/capping of numbers will "fix it". Ranged AT's do not have access to these sets for good reason.

    I will say I would not mind seeing more APP's though. More things to match thematically... like say a Fire Mastery for defenders/corruptors to go with fire blast thermals so they can have Fire Shield as a thematically appropriate shield for example. Or say a Munitions Mastery for the dual pistol/traps def/cors but I honestly believe that's the most you can hope for.

    You are simply never going to get armor sets like the scrappers have for a ranged character like defenders and corruptors. In all honestly what I think you want (and I don't blame you) is blasters to have their secondaries overhauled into more survivability sets and I personally would be all for that though I don't anticipate that ever happening. Blasters, to me, have always felt like i was playing with only a blast set and no secondary because outside of one or two powers the secondaries did absolute squat. The melee abilities seem ridiculous to me (though I am sure it makes sense to the devs and other players) for an AT that is so fragile. If it were me I'd overhaul the secondaries to include shields and that might actually appease you. But again we aren't going to see that happen and that's for balance reasons and/or vision of the devs reasons.
  6. Kyriani

    New Archtype

    I'll be the first to admit I would love to be able to "build" my own AT and powersets.

    If I could I'd have an AT that has the domination inherent, with a primary and secondary that looks something like this:

    Subdue
    Dominate
    Telekinetic Blast
    Confuse
    Mass Hypnosis
    Telekinesis
    Total Domination
    Psychic Scream
    Psychic Wail

    Mind Over Body
    Fast Healing
    Power Build Up
    Indomitable Will (toggle version that fortunatas have)
    Quick Recovery
    Mask Presence
    Link Minds
    Drain Psyche
    Mass Confusion

    It looks fairly similar to a fortunata doesnt it?

    Sure it would be nice if we could tailor things to our specific wants and desires but that almost always throws balance out the window.
  7. Kyriani

    New Archtype

    I still dont get it... why cant you just make a defender/corruptor?

    I mean... there's no reason you cant just sit in melee as those AT's.

    And you can get armor powers from the APP/PPP's sure you wont have em at lvl 1 but you will have them from 35-50. Even tankers and scrappers dont start the game with their full array of defenses. They typically dont have the basics covered till lvl 16 or higher and still don't "fill out" till 25 and beyond when they have SOs

    I even showed, in a previous post, an example that I can make roughly ANY defender with somewhere around 21% to EVERYTHING and 23% resistance to smashing and lethal if nothing else by lvl 25 with just SO's. Those numbers go higher and have broader coverage with primaries designed to improve those aspects like force field, sonic, time, dark miasma, storm summoning, or traps. Corruptors having smaller base values would obviously have slightly lower numbers but the same can be done with them. Again this is without IOs at all.

    As a further example a dark/dark defender with ONLY SO's can achieve on the order of 29% defense to EVERYTHING, 66% resistance to s/l, 31% to energy, 54% to negative, 23% to toxic and 31% to psi. And thats not even factoring in the tohit debuffs from the blasts or darkest night. That's AMAZING mitigation on SO's alone. Can you imagine that same character with IOs? Similar mitigation can be achieved to varying degrees depending on powerset choices but all within a similar threshold.

    What you're saying you want is there , in game, right now. What you actually want will likely never come to pass because what you actually want is blaster primaries coupled with scrapper secondaries. I could be wrong but I just don't foresee that happening.

    Melee types have mitigation sets like they do because they have little to no option but to engage foes in melee and thus put themselves at risk to greater harm from the stronger melee attacks. Ranged characters have less mitigation because they are not subject to melee attacks as often due to have the option to deal their damage from range. What is the point of having ranged attacks if you want to stay in melee and just let everything beat on you? I honestly believe despite your claims, that you actually want to stay at range and pew pew without concern for mez affects and incoming damage, with mez affects probably being the REAL key here.

    Only controllers have an option to get comprehensive mez protection and they dont get that till 35 the earliest. But controllers dont have all the pretty blasts you want and even the blasts they can get dont do enough damage for your taste without containment being set up. I'm sorry I just dont believe you when you say you want a low damage ranged attacker with armor set mitigation. You can already have that. What you WANT is a full selection of blast or assault sets with scrapper styled armor sets which include high values of mitgation and mez protection. I'll be shocked if you even have a ghost of a chance of that ever happening in this game.
  8. Quote:
    Originally Posted by Noble Savage View Post
    I don't have any problem with that personally. Please understand though: concept art is merely a recipe for the 3D artists to follow, and I don't actually have any direct control over how the final assets are made.

    Bottom line, there's no correlation between our interest in semi-realistic visuals and tints on costumes. Those are decisions made by two different groups of artists. That said, I'll try to communicate the issue to the team.
    Can you pass that same issue along to Tunnel Rat regarding power customization? Being stuck with a "dark" palette on a number of powersets (dark blast, dark miasma and pain domination come to mind) because the art team thinks that's thematically correct really hurts our ability to customize to OUR tastes.
  9. Kyriani

    New Archtype

    Quote:
    Originally Posted by Jibikao View Post
    The epic attacks are pretty terrible for Stalker. Not sure about scrapper. I took dark blast on stalker but it's mostly for killing off runners or pulling. It is not a reliable source of damage at all. Not to mention 3 out of 4 epic sets cannot critical (body, weapon and darkness. Soul can critical).
    Well for a scrapper they are petty nice actually.. I'm playing in mids now with a fire/fire/fire scrapper built to be a ranged attacker and it actually looks pretty impressive... I may need to consider building this in game >.>

    Sure the ranged damage wont be as high as its melee but its still pretty good and its kinda exactly what we are talking about here... "less than a blaster ranged dmg with scrapper lvl defenses"
  10. Kyriani

    New Archtype

    Quote:
    Originally Posted by Mod_Noc View Post
    I just want a character with Dominator assault powers (4 melee, 4 range, and 1 self buff) as a primary with stalker defensive secondary numbers, defender damage numbers and with a 1606hp cap. I will be happy with that.
    Couldn't you just make a stalker and take an APP/PPP for ranged attacks?

    I mean I know it's unorthodox to use an AT like a scrapper or stalker as a ranged attacker but it is mechanically possible. Especially with a high recharge build.
  11. Kyriani

    New Archtype

    Quote:
    Originally Posted by Psiphon View Post
    As I stated in an earlier post, I put forward a similar proposal a while back - my suggestion was actually for an Assault/Defense AT.
    Personally I'm not looking for massive damage at range just a new experience.

    Downside of the Blaster scenario - end game build, I'm looking at standard play/levelling.
    Defender (FF/Fire for example) - this would achieve the goals but ties you into buffs.
    Veats - can achieve the goals but ties you into specific damage types, back story, and design.

    Why can't we have an AT that has a similar capability to Veats but with more options for customisations?
    At first glance I want to say "sure I don't see anything wrong with a VEAT like character with a wider variety of options" but then I think about the possible ramifications... and I also believe you don't actually want a VEAT with more options because you seem to be anti-team support/buffs. The VEATS provide a great deal of support and buffs to their teams.

    Here are possible reasons why you MIGHT not be able to get what you want:

    1) VEATS might have specific damage types for balance reasons. The devs may have issue with a VEAT like character having access to other blast type sets and the abilities that encompass them. The VEAT powersets are set up with specific abilities and aren't just ported over sets from other AT's. The Fortunata for example has a mix of mind control and psi blast abilities. Part of the uniqueness of the VEATS is their versatile toolkit.

    2) Scrapper Blaster: The character it really SOUNDS like you want IS something with a blaster's primary and a scrapper's secondary. It seems to me you're looking for broad spectrum resistances and/or defense with mez protection alongside a Blaster primary. That's not something I think the devs will find as balanced gameplay. You're never going to see a Fire Blast/Willpower archetype... I'd get that idea out of your head ASAP.

    3) Balance: A character like what you are looking for doesn't exist for good reason. Said character would be too strong offensively and defensively compared to other AT's. Consider that existing ranged damage AT's can already become astronomically sturdy, imagine how insane this blast/defense AT would be given all those options.

    4) Role: What role would this "tankmage" AT fill? A ranged damage dealer? We have several already why would we need another?

    5) Redundancy: What you want can already be achieved. No it can't be achieved from lvl 1-10 on but it can be achieved... just not on your timetable. Frankly you probably already know better. Because if you've ever played a melee AT you know they don't start off much sturdier than anyone else. They need to level to pick up key powers that stack with each other to give them survivability. Ranged AT's are no different. You can stack various powers for mitigation... you just dont have as many or as strong options as the melee AT's. For example an invuln tanker doesnt have much more resistance to s/l than a kheldian early on. It's only after they stack other powers does that sturdiness grow. The fact that ranged AT's can improve their sturdiness through pool powers and APP/PPP's provides more than enough blurring of the lines between AT's.

    Just for kicks I opened Mid's and made a thermal/fire/power defender. With no incarnate powers at all and just the right power picks and slotting it ends up with 27% melee defense, 40% ranged defense, 36% aoe defense, 70% resistance to s/l, Force of nature throws up 70ish% resistance to everything else but psi when needed and it has 25% bonus damage on top of vigilance. I skipped all but 3 powers in thermal but since this would be a solo character it doesn't matter. I chose power for Power Buildup so I could have a similar toolkit to a blaster. I could have gotten a broader spread of resistance types with another APP/PPP like mu mastery or soul mastery. Even at lvl 25 with just SO's this character has about 21% defense to everything and 23% resistance to s/l. That's an impressive amount mitigation for a ranged character. I can probably do that or better with just about any powerset combo on a defender and to a lesser extent a corruptor. About the only thing such a character lacks is mez protection and thats what break frees are for not to mention all that defense will help avoid mez affects as well.
  12. Kyriani

    New Archtype

    Quote:
    Originally Posted by Leo_G View Post
    You, and others suggesting work arounds, are being intentionally obtuse.

    Okay, so what if someone wants to make a character that uses 2 pistols, can regenerate super fast and cannot be 'killed'? You know what experience matches that to a T? Dual Pistols/Regeneration or Willpower. Want to know what is just a cheap substitute? DP/Energy blast with +regen IO bonuses and Rise of the Phoenix from epic pools. Or Empathy/Pain Domination + Dual Pistols and Soul Transfer.

    What if someone wants a character that shoots ice powers but also covers their body in stone/granite? Or a character that shoots fire and carries a shield? Or fires arrows and covered in flames?

    It's nice to build work-arounds to fulfill a concept that is otherwise impossible, but that's not what this thread is for, now is it?
    I still say a perma-light form peacebringer is exactly what you're asking for in function.
  13. Kyriani

    New Archtype

    I'm surprised no one mentioned Peacebringers... with all the changes they got it sounds exactly like what you want... except you can't customize the powers.

    That said...

    Human Form Only Peace Bringer focused on the ranged attacks with Perma-Light Form and the right set bonuses has about 30% resistance to psi and 85% resistance to everything else. Basically perma Inner Light for solid ranged damage. Hell it's even got some mez protection without clarion and the ability to heal itself and others if you're so inclined.

    I'm currently building one right now >_> and she's been a blast to play so far.

    I basically just charge in and blast away letting resistance shields (till i get light form) and reform essence take care of the incoming damage.
  14. The issue seems to be setting the UI up to handle the pools/APP/PPP

    Personally I think they should simply have a horizontal slide bar at the top that lets you cycle through each pool power with the typical vertical list of each power. That way you only have one or two powersets on the screen at a time and the UI isn't cluttered.

    Of course I have no idea how difficult such a simple sounding idea would be to implement.
  15. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Don't tankers get a s/l defense bonus? How does that help SR?
    Or as stated, how does a s/l res bonus help Invuln tankers?
    And yet, the majority of tankers will see benefit from these. So they are acceptable bonuses. If you wanted set bonuses that applied to ALL sets in a specific AT, you would end up with basically identical bonuses for all the ATIOs. They almost all have a +rech, +def(of some kind, some not even useful if a set focuses on type/pos and the bonus focuses on the oppostie), and a +acc. That leaves 2 bonuses per set to be AT unique.

    And the heal benefits over half of the AT, so that means it benefits the majority, and let's be honest; that majority would be upset if the healing bonus became (the only proposed substitution) an immob resist.
    I swear I want to hit all you people in the head with a brick till what I am saying makes sense.

    I don't know any other way to say it.

    A soft capped super reflexes character still sees a benefit from a defense bonus. The number goes up no matter what. Even if that bonus is useless in the grand scheme of things that is IRRELEVANT.

    Let's say your SR character gets detoggled somehow. You've lost your defense toggles for a short time but that defense set bonus is still protecting you no matter how slight that protection might be

    With a +heal bonus and no healing powers what do you have? A big fat nothing.

    I'll say it again. And I will keep on saying it till you people stop being obtuse and understand:

    THIS IS NOT ABOUT HOW GOOD, BAD OR OPTIMAL THE SET BONUS IS.

    THIS IS ABOUT HAVING A SET BONUS IN AN AT SPECIFIC SET THAT IS NONFUNCTIONAL FOR PRIMARY/SECONDARY POWER COMBINATIONS IN THAT AT BECAUSE THEY DO NOT POSSESS ANY POWERS THAT THE SET BONUS AFFECTS.

    A global bonus always does something whether you want to bury your head in the sand about it or not.

    A +heal bonus does not. A +heal bonus only does something if you have a power that can heal.
  16. Quote:
    Originally Posted by William_Valence View Post
    And I just checked. The Mastermind AT set goes into the summons. So 2% damage for the AT with the lowest damage modifiers, that often skips personal attacks anyway and isn't transfered to the pets, weak Toxic resistance on the 5 slot, and a primary defense bonus in the 6th slot that's just barely more than the 5th or 6th slot secondary defense bonuses in Blood Mandates. The 10% AoE defense might be valuable for a combination that doesn't have the best defenses, like Ninja/Thermal or something, but I really don't see it as valuable.

    Add to that terrible enhancement values for a Summon Power and you have the biggest loser (not in the heartwarming way) of AT enhancement sets.

    Masterminds and their summon powers are too obtuse to follow the same template as other ATs for their set. It needs a big overhaul.
    You're another person who doesn't get the problem.

    A 2% damage bonus is perfectly fine for a mastermind. Why? because whether you choose to take those attacks from your primary or not... you have the potential of benefiting from that 2% damage bonus from your primary/secondary attack powers.

    A set designed for your AT that gives a healing bonus when several of your primary and secondary combos can result in not possessing ANY healing powers at all isn't useless... it's non functional because you do not possess even the possibility of choosing the powers that set bonus would benefit.

    As an MM you CAN take your primary attacks and that set bonus will help you. As a FF/Psi defender I cannot take any power from my primary or secondary that can get any benefit from that set bonus.
  17. Quote:
    Originally Posted by BrandX View Post
    Then take Dark Blast? >_>

    Seriously, I wouldn't mind it changed, but I think all the sets need change. You say no use out of +Heal, and say no use out of S/L Defense unless building for it. Really, 1.2% S/L Defense is akin to nothing.
    A global bonus like defense is very different from a +healing bonus

    Allow me to explain. A global bonus like defense is just that a benefit that is on all the time that requires no input from the user, is not contingent on your AT or powersets. It does something regardless of what powers you have chosen. Now no matter how inconsequential or useless you think that defense bonus might be (whether cause you aren't stacking defense or your powersets arent really defense focused) is irrelevant. You are getting a defense bonus. You are getting something that does something however useless that something might be.

    A healing bonus does nothing. For the healing bonus to do something it requires the player to activate a power that heals either themselves or another target. Let me clarify that HEALING and REGENERATION are two different animals. A +healing bonus does not benefit a regen power. A +healing bonus non functional if the player has no powers that grant healing.

    You still don't seem to get it. Your point about how useless a s/l defense bonus is to this or that at/powerset is IRRELEVANT. Those bonuses DO SOMETHING whether you want to acknowledge that or not. A +healing bonus DOES NOTHING if you have no powers that heal. Now when you couple that with a set of IO's designed for a specific archetype and that archetype has primary and secondary powerset combinations that can result in no healing powers being available to choose you have a problem. This set bonus isn't bad for these powersets... its non functional. It doesn't work. It does NOTHING.

    Now you have to understand there's a difference between a bonus that is inconsequential or not useful vs. a set bonus that relies on you having very specific powers to gain any use out of.
  18. Quote:
    Originally Posted by BrandX View Post
    Looking at the list of bonuses linked on the first page, I'd actually say most ATs would likely not miss them, except for the Tanker set, that had it's +RCH bonus in the 4th slot.

    The thing that really made the sets look good were the 8.75% +RCH (which the Tankers don't get).

    And the Defender one, with the +HEAL is better imo than the Positron's Blast set, so, as long as it can go into any attack and not limited to ST blasts, eh, that's still more +RCH.

    Let's look at some other sets as well.

    Increase S/L Resist on the Tanker set. What does my INV Tanker need that bonus for? :O Or that Tox/Psi Resist bonus, my DAr and WP Tanker doesn't really need that one.

    My point being, is there are a lot of useless bonuses in those sets.

    Not going after S/L Defense, looking for positional on your melee AT, the sets are wasting your time, unless you can use that +RCH bonus.

    So it's not only Defenders getting a set bonus that doesn't help every build, it's all of them.
    Again... you still dont get it... seriously are you people being intentionally thick headed?

    THIS IS NOT ABOUT WHETHER A SET BONUS IS GOOD OR BAD OR OPTIMAL.

    THIS IS ABOUT AN IO SET DESIGNED SPECIFICALLY FOR YOUR AT HAVING A SET BONUS THAT AFFECTS POWERS YOUR POWERSET DOES NOT HAVE.

    How hard is it for you to understand?

    Imagine as a scrapper that the 4pc set bonuses is +10% stun duration... thats a nice bonus... IF you have any powers that can stun

    Now the defender set 4pc adds 8% healing... that's a great bonus... IF you have any powers that heal.

    This is an archetype specific set.

    All powersets should be able to get SOMETHING from each bonus. Even if it was something as "useless" as 4% immob resistance. An 8% healing set bonus does NOTHING if you have no healing powers. And since these sets are meant for a specific AT then ALL the powerset selections for that AT should get some benefit from each set bonus. Currently for defenders this is not the case.

    AGAIN this is not about whether a set bonus is good or bad.

    It is about a set bonus that DOES NOT FUNCTION for specific primaries of the AT intended to use the set.
  19. Quote:
    Originally Posted by EvilGeko View Post
    I would prefer to have the healing bonus for the characters that can use it.
    I'd prefer the 4 pc bonus to do multiple things INCLUDING a +heal bonus.

    Even something as simple as +X% healing and improves the duration of all buffs and debuffs by X% would be acceptable.
  20. Quote:
    Originally Posted by EvilGeko View Post
    OK so if they change it to the boring and useless 7-9% accuracy that the other sets have, would that make everyone happy? Because, they aren't going to give it much more of a benefit than that. And then everyone can feel that the bonus is useless.

    Of my three defenders, my main Cold/Ice doesn't benefit at all. My Kin and Time benefit to varying degrees, but I'm not even looking at the set for that. There are dozens of set bonuses that are useless. This one isn't even necessarily useless because everyone can have a heal if they want one.
    An accuracy bonus would be far more useful to a forcefield or sonic defender than a +healing bonus... and all defenders can use accuracy... especially since most of their blast sets apply a debuff.
  21. Quote:
    Originally Posted by Talen Lee View Post
    But every defender has a power that benefits from +healing. No really, every one.
    +healing does NOT benefit powers like health that provide REGEN. There is a fundamental difference to the bonus provided by a healing enhancement (which does enhance a HEALING power and a REGEN power) and a % gain for a HEALING power (Powers such as Reconstruction or Heal other benefit from +heal but powers like Regeneration Aura or Health do not).

    And since every AT can get aid self and aid other why not replace the 4pc bonus for EVERY AT specific IO set to a +healing bonus? I am sure the other ATs will be quick to jump on the bandwagon for why a +heal bonus on an AT specific set when some primary powersets of that AT have no healing powers is not a good idea.
  22. Quote:
    Originally Posted by Obitus View Post
    Easy fix: replace the heal bonus with immobilize resistance.
    That would actually be more useful to EVERY defender than a +heal bonus... now really think about that...
  23. Quote:
    Originally Posted by Pyro_Master_NA View Post
    The issue I have is that there is always going to be a bonus for defenders that not everyone will benefit from. Even if it was a +% to all buffs, then you'd still have TA gripes. +% to debuffs and you get empath gripes. And just because other ATs can heal, doesn't mean that those ATs would benefit more from a +heal% set bonus in their AT IO set. If the devs want to add in a +heal in any AT's IO set, then as the only AT with heals available in their primary, defenders make the most sense.

    Besides, you can't tell me you get 5 slots of crushing impact for the immob resist, right? Right, because you don't always get a practical use out of every bonus on the IOs you slot, just like not everyone will benefit from the +heal on the defender's AT IO set.
    The set bonus in question would be more useful overall if it were like the set bonus controllers get. Take a look at it... you'll see that ONE set bonus buffs the duration of every control type in the game (confusion, sleep, immob, etc) if they can do that for controllers then they sure as hell can do something similar for defenders (ONE set bonus that gives +heal, to hit buffs/debuffs, defense buffs/debuffs, resistance buffs)

    Let me just say that crushing impact's immob resistance is FAR more useful to a forcefield or sonic defender than the +heal bonus of the AT SPECIFIC SET. I want you to think about what I am saying there... the immob resistance which we can all agree is laughable as a bonus is STILL BETTER (because it actually does SOMETHING however negligible) than a +heal bonus when you have NO HEAL POWERS.

    I honestly think some people are just thick as to why this is a problem for an AT SPECIFIC IO SET.

    AGAIN example: Imagine if the CONTROLLER SPECIFIC IO SET set bonus only boosted confuse duration instead of all control types. That would mean controllers with no confuse powers would have a set bonus... IN THERE AT SPECIFIC SET that does NOTHING for them because they HAVE NO POWERS THAT CAN BENEFIT FROM IT.

    I don't know how much clearer I can make it. The issue is not that the set bonus is bad (it's not bad its great... IF you have healing powers).... the issue is some power sets for the AT dont have any powers that can benefit from this set bonus. This only only matters in this specific case because it is an AT SPECIFIC SET.
  24. Quote:
    Originally Posted by Vauluur View Post
    I'm not really seeing the big deal here. I mean, if you don't like the bonuses don't slot the set. You're raging about one little set bonus. I understand that these will be things you pay for, but again if you don't like what the set brings for you, don't buy it. There are a lot of things that it makes a lot more sense to be upset about in this game than a set bonus that probably isn't even finalized on something that doesn't officially exist yet. If you need to be mad about something, join the Dominators and complain about lack of powersets. That's actually a more relevant and better founded concern than nitpicking set bonuses.

    In addition to that, have you considered the possibility that proc in the Defender set has been coded to accept +Healing set bonuses?
    This isn't raging... and it isn't about a "bad" set bonus. It's about a set designed for a specific AT with a bonus that only benefits powers that several of the AT's powersets do not have. Consider what the Controller AT set would be like if one of the set bonuses ONLY buffed confusion duration... when not all controller sets have confusion based powers. That is the issue. A set designed for an AT should have set bonuses that provide some sort of benefit however small no matter what power sets you choose. In the defender's set this is not the case. You can actually choose powersets that leave you with no powers whatsoever that can benefit from this bonus. The bonus should have been closer to the controller set bonus that buffs all the various forms of control.

    Example: the set bonus could buff all of the following much like the one controller set bonus buffs all types of controls but instead buffs: to hit buffs, to hit debuffs, defense buffs, defense debuffs, healing, resistance buffs. Then every defender primary could benefit from this bonus. Some would benefit more than others but no set would be left with a set bonus that affects none of their powers.
  25. Quote:
    Originally Posted by Pyro_Master_NA View Post
    All I remember hearing is people complaining that defenders had a single aspect that increased healing, as if it was blasphemy to put in a set bonus as +heal for them, and they didn't even mention the other 4 bonuses.

    Anyway, that link is helpful and the first productive thing I've seen, thanks.
    I was the author of the original topic about the +heal set bonus issue. The issue isn't that a +heal set bonus is bad. The issue was that a +heal set bonus IN A SET DESIGNED FOR A SPECIFIC AT when several of that AT's primary power sets have no ability to heal at all made that particular set bonus unusable (I don't want to use the term useless or bad) by members of the very AT the set was designed for. It would have been like having the Controller AT set have a set bonus that ONLY buffed confusion duration... when not all controllers have confusion powers. Does that make sense?