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I think it'd be enough to separate bases into unraidable hideouts and raidable bases. Hideouts should have much cheaper equipment, but absolutely everything would be ornamental (except teleporters and medical devices, which will also be full price). Raidable bases can have functional control/energy/defense (but still less expensive, please, cause it will get destroyed).
So people who just want a base to hang out in can have it, and people who want the IOPs and to raid can have that also, and small SGs won't have to pay over 1million for a new room to put in their TV and vending machine.
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This is really the best solution in my opinion. Reducing costs just makes small, RP-minded SGs equal targets for some juggernaut PvP-minded SG. I'm sure that's why the costs are so high, to prevent huge groups from sending in 40+ level-capped into the base of 6 people. So let's not wish too hard for lower costs, which benefit larger SGs even more than smalls.
But dividing base plots into raidable and non-raidable, now that's a good idea. Some additional PvE type functions would be much appreciated too (teleport to any zone, omni-inspiration vendors, a mission computer that doesn't require a raid teleporter for half the contacts, etc). The bases need to reflect that some of play PvE and some PvP, and have a clear division in the editor just like there are clear divisions between PvE and PvP zones. -
Just wanted to add a few things from my experiences on my blaster and FF defender:
1) Aid Other is also a low-mag mez breaker.
2) The duration of Stimulant is very short, so short that it is of little value before a fight. I use it as a pre-battle buff rarely, and then only on the defender or controller.
3) I highly recommend an Interrupt Reduction in the first slot, even if you only have 1 slot in the power.
I'll have to test to see about the heal values. For a very simple comparison, Aid Self with no Heal enhancements on a lvl 40 blaster heals for 181, or roughly +20%. -
I really felt my Emp/Psy was unwanted during the 40s, maybe staring around 39. At 39, everyone has had a chance to take and slot their last secondary - everyone is running full bore. At 41, it was far worse, as EPPs were available. My reaction was to take and slot my own EPP, and become more controller-like. So much so, in fact, I've been experimenting with a Mind/Emp with the notion that I could accomplish the same things only better levels 1 to 50.
I'd also like to be wanted for my strengths rather than others' weaknesses. But what are my strengths? Buffs/Debuffs are good, but a hard hold is the best damage debuff I can think of. Defense and Accuracy debuffs are part of some controller primaries. And other buffs/debuffs can be acquired through their secondary. Our blasts are no match for a controller's pets, so advantage Controller again. We need a real edge.
Rather than "nerf" controller secondaries (well, maybe a little...), it seems more logical and easier to just make villains tougher. I think it's great that the mission difficulties were increased, but folks are still out there soloing on insane levels. If adding a Defender means bumping the slider up a notch or two, a notch they can't do otherwise, now we have an edge. More resilient enemies make buffs/debuffs more desireable, more noticeable.
Other ideas I like for raising the profile of the Defender:
-- +1 Mag base status resistance for the AT
-- Boost base Hit Points closer to Medium
-- Slight increase to base damage
Improved survivability and better early soloing should make Defenders a more compelling choice than now. Oh, and about the recharge times on those Psi Blasts..... -
Put me in the camp of Fly Is Just Fine. It is slower, no question there, but full 3D mobility and control more than makes up for it. I started out as a Teleporter, added Hover for safety/convenience, then found I needed better control. Fly get's you anywhere on the map at the listed speeds, and usually in a straight line too.
These are great numbers, great work IN!