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Or what if Tough stayed tier 2, but changed it so that Boxing reduced the endurance cost of Weave and Kick reduced the endurance cost of Tough?
Or Boxing added 5% psionic resist to Tough and Kick added 5% toxic resist to Tough? -
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Quote:Boxing Stuns, kick does knock-down. Boxing will be more helpful combined with a set with a number of stuns, kick will be more helpful with a set with a lot of knock-down.There is no material difference between Kick and Boxing aside from having two copies of essentially the same attack.
Quote:There is no need to tier defence behind offence when these can be added half-and-half between the first two tiers. One tier offers defence and offence, the next tier offers more defence and offence. It then becomes my choice of what combination of the two I want, which isn't there when the only choice is "get an attack first then we'll talk about it."
However, say that they do make Tough a tier 1 power. It provides 5% resistance (for tanks), and if you have Boxing or Kick, it increases to 15%. Wouldn't you then still complain about having to take a power you never use to get the 15%? -
Quote:I suppose this is where playing a Super Strength tanker flavours my experience with the fighting pool: Both punch and kick are on par with the tier 1-2 attacks and the new Crosspunch does comparable damage to Haymaker.A good incentive imo is to just make it so Boxing/Kick was an attack worth taking (I think this of the other pool attacks as well).
Up the damage on them. Put them on par with tier 1 - 3 attacks.
That way you can replace one of the attacks you get from your offensive powerset with Boxing or Kick or have a decent one if you lack the option.
So I drop Air Superiority and Haymaker and pick up boxing and Crosspunch. -
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Quote:No, because by selecting Mercenaries, you've already paid the cost for any power in the set, you just need to meet the level requirement at that point. What's the cost of taking Mercenaries? Not being able to take Hell on Earth, or Gang War, or Summon Swarm (that's a beast mastery power, right?).It'd be like me having to take Assault Rifle Burst or Assault Rifle Blast before I could take Solders on a Mercs Mastermind.
However, the cost for choosing power pools is much lower. You're allowed four of them instead of just one. So they have to increase the cost for the very desirable powers somehow. -
Quote:On the build I copied from live, my invulnerability/super strength tank Major Decoy gets to 90% smashing/lethal without tough now, and gets about 15% incidental resists to everything else. And all status effect durations (save placate and taunt) are reduced by at least half.but the Brute I copied to beta has ~19% S/L resist from set bonuses with just the build I copied from Live.
That seems significant. -
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Quote:Level shifting the people who don't use IOs isn't the best solution because not all IO builds are equal. There's possibly someone out there whose only IO is the knock-back to knock-down unique.The IO changes will take time to absorb, but if Arbiter "Looks way too young and has way too nice hair to be a Developer" Hawk REALLY wants to shake things up..Battallion needs some IO bonus resistance, or at least make SOd characters level shifted when fighting them.
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What if set bonuses had archetype modifiers?
Tankers would get the best regeneration, +max Hp, +defense, and +resist modifiers.
Brutes would get screwed.
Scrappers and Blasters would get the best +damage and +accuracy modifiers.
Defenders, masterminds, and corruptors would get the best +heal, +recharge, and +status resistance modifiers
Controllers and Dominators would get the best +control modifiers.
etc. -
Indeed, Ki Push is awesome. It makes me wish Ranged Attack sets came with more +range bonuses. And it makes me which Power Push was like that, instead of just knock-back.
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Quote:It's actually pretty common, and taking powers IS a cost. There's no other way to view it.I want to comment on the notion that taking powers is a "cost." This is just backwards design.
You have a finite resource and more power options than you can have. This means that for every power you get, there are powers you don't get. The cost of getting Temporary Invulnerability at level 1 is not getting Resist Physical Damage at level 1. -
Quote:Just to join the bandwagon, I also proposed a mechanism that would reduce the problem of defense bonuses.I proposed a mechanism that would reduce the problem of overstacking defense bonuses as well.
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1) Slow and -recharge resist.
2) Endurance drain resist.
3) to-hit debuff resist. -
Quote:That's not at all what they mean when they say the game is not balanced around IOs.Luckily, they've given themselves the caveat they dont balance around IOs, so if the game's broken with IOs, who cares, right?
They mean that no content will ever require that your character is IO slotted to be able to complete it.
They don't mean that they don't balance power sets and IO set bonuses around what might be possible with combinations of those elements. -
Well, building for resistance instead of defense does have some bonuses:
For characters without DDR, 10% defense is not necessarily better than 20% resistance, as the 10% defense can fail to defense debuffs pretty easily, but the 20% resistance will resist resistance debuffs, which are a lot less common anyway.
For characters with high regeneration, resistance doesn't have the damage spikes that defense does.
And on teams, defense buffs are still significantly more prevalent than resistance buffs. -
Quote:36% for incarnate enemies, actually. They have 64% to-hit, which is why 59% is the soft-cap.%41 for incarnate enemies but having every other attack hitting is far worse than having only 1 out of 20 attack hitting.
But I didn't need to talk about any of that to counter the idea that 90% resistance wasn't letting 10% of the damage through. Even against enemies with 200% accuracy, 90% resistance and no defense will only let 9.5% of the damage through, not 10%. -
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Quote:You forget that enemies have a 50% miss chance even if you have no defense.Soft cap defense is better than hard capped resistance even on a tanker, and with everything else its no contest. With soft cap defense you are taking about 5% of incoming damage, while (on a tank) you're taking 10% damage with hard capped resistance. The difference only gets bigger from there.
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Quote:The tanker sitting at 80% Smashing/Lethal will see the most benefit from more smashing/lethal resistance. The tanker at 90% will see the least.Lazy to open Mids but say your run of the mill Tanker/Brute is sitting to about 80% S/L (spitballing), and at that point you aren't going to really get any benefit. Now if they did something like Elusivity where you would get off-primary res from your toggles that might be interesting. It's still better to build to softcap your defense, then let your resistance soak up the rest I'd wager.
I do have some small concern here though. Set bonuses don't vary by archetype, and resistance will become another one of those things where "It's easier to hit the cap on a tanker, but you can still do it on a brute."