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Quote:The problem is do the Defender's more powerful Buffs/Heals/DeBuffs make a substantial impact to a team versus a Controller or Corruptor with the same secondary. Does that extra 25% to Buffs/Heals/DeBuff justify the lack of damage it does? Does the fact that the a good portion of defender abilities require another teammate impact on the defender ability to take out opponent without outside assistance?That you don't like/agree with something doesn't make the counter position dead. There's still a place for a support role. Just ask most of the Controllers who aren't Fire/Kin. Because, you know, not all Controllers are Fire/Kin - something people taking your position seem to conveniently overlook all too often.
Look at the secondaries:
Cold Dom: 3 powers Teammate only, 1 PbAOE shield. 5 enemy debuffs
Dark: 1 AOE heal, 1 rez, 1 Hold, 1 cage, 1 pet, 2 debuffs/soft controls, 1 debuff. 1 PbAOE shield
Empathy: 1 PbAoE heal. 4 Teammate only, 1 rez, 2 PbAOE buffs
Force Field: 1 Affect-only shield, 2 Soft controls, 2 teammate only, 1 PbAOE sheild, 2 PBAoE soft controls, 1 cage
Kinetics: 1 AoE heal, 5 PbAOE buffs, 1 PbAoE soft control, 2 teammate only
Radiation: 1 PbAOE Heal, 3 AoE debuffs, 1 PbAoE buff, 1 rez, 1 pbAoE controlish, 1 teammate only, 1 PbAoE Debuff
Sonic: 2 Debuffs, 5 teammate only, 1 cage, 1 PbAOE buff.
Storm: 1 soft control, 1 teammate only, 1 PbAoE buff, 1 PbAoE debuff, 1 debuff, 1 Pet-ish, 3 Debuffs
Traps: 3 Soft controls, 2 Debuffs, 2 PbAoE buff, 2 Damage powers
Trick Arrow: 4 soft control/debuffs, 2 Debuffs, 2 Holds, 1 Soft control/damage
My point is certain mixes work better than others, depending on the spread of abilities and whether it's a "support-focused" set.
Things I'd look at:
See if the "Repel" PbAoE fields have too high an endurance cost, particularly the ones where the Endurance consumed is based on the number of enemies affected.
See if sets that have a large portion of teammate-only buff could be tweaked so they're of some use to the defender who doesn't have a team. I'm not saying cater to the Solo defender, but give the defender some flexibility if he cannot get a team at a particular time of day. Using Temp pets and Alting to a more solo-friendly AT aren't viable solutions.
Consider the possibilty of giving Defenders the "Overpower" ability (Able to crit with Mezzes increasing the magnitude of that Mez)
Some sort of "scaling defense/resist" ability based on HP levels, the less HP the more base defense/resist you have. Maybe even toy with the notion of a PVE version of the base Defense/Resist they get in a PVP environment. Because any PVPer worth his salt will know to always take out the Healer/Force Multiplier first. Sure the AI is brain-dead stupid and doesn't think like that, but it usually has muscle to compensate.
I hate trying to compare this to fantasy MMO archetypes, but to me a Defender most resembles a Cleric/Priest. It's a defensive class that focuses on supporting other teammates with some offense. The difference between a Cleric and a Defender is that a Defender has the damage capacity of a Wizard/Sorcerer (none). You have your tanks, your Dps/off-tanks (scrappers), your glass cannons (blasters), and your crowd controllers. The Villain ATs fill the various gaps in between the established Hero classes with the Corruptor filling the gap between Defender and Blaster.
There are other methods of improving the defender, but all of the above ideas require a total rethink of the AT, and I doubt the devs would do that unless the AT was getting left in the dust in a provable (something measurable by server metrics/data mining) way. Removing the AT limitations on Blue/Red Side might go a long way to proving that. -
Quote:Change the numbers so it's more on par with a tank's defense/resists then. The defender has a chance to go *squish* but he has more options than just "run away".I really like the idea of turning PFF into a major damage debuff instead of only Affecting Self. With a few qualifiers.
It would also have to neutralise Knockback though, Force Bolting with PFF up seems too good.
I'm not too sure about mezzes either, should they get reduced duration through the PFF?
Having a FF/Rad/Dark being able to stun a boss and his minions with Oppressive Gloom and Cosmic Burst with their PFF up all the time is too much.
It would have to apply its debuff to Sands of Mu vet power. Using this during the Rage crash isnt a killer, but using it with +67% Defence is out of balance.
It would have to neutralise Dispersion Bubble. The team oriented FF-er shouldnt be able to run around with their PFF up without impunity.
Come to think of it, I'm not really sure what you should allow through. Just debuffs maybe? Even that could be overpowered. The more I think about the details, the less I like this idea.
I'm just spitballing here, but the direction I would go for the defender would result in a rethinking of how the defender is actually played as something more that just a heal/buff/debuff bot with low damage ranged attacks.
Look at the other "Buff" classes:
Controller: Crowd Control with Buffs
Corruptor: Ranged Damage with Buffs
Mastermind: Pets (Damage/Cannon Fodder) with Buffs
Defenders are "Buffs with Damage" and that damage is the lowest amongst all ATs now, when you adjust for Containment. That's why Arcana's DPE idea interests me, it would be nice to be able to solo a defender and not be sucked dry for endurance and still have angry enemies to deal with. -
My two cents:
One of my SG-mates nearly broke his keyboard out of frustration trying to play a FF/NRG defender.
You can create some really broken enemies with the custom enemy maker in AE.
I like Arcana's idea of reducing END costs for defender secondaries. The additional debuffs relative to Blaster/Corruptor's primary attack debuffs just don't cut it. It does feel the Defender gets short changed somehow. Buffing damage seems like the "easiest" way to buff the class where the primaries vary too much. Also when you have the Corruptor class, which is a re-working of a Defender, the idea of "Defender damage = Corruptor Damage - Scourge" doesn't seem too out of line with the changes to Khelds, Blasters, Stalkers, and Dominators.
Here's the thing about Defenders: The class is showing it's age and by that I mean the idea of a "pure support" character. It's nice to be the force multiplier and I've heard the lament of "We need a Healer" more times than I care to remember, but I think there are more people who want to be more "Proactive" than "Reactive" in their gameplay. Sure being able to buff is nice, but the feeling that your attacks amount to no more than a ranged taunt is kind of a buzzkill.
Just going by the inherent: It's inherent is too situational, it requires a team and that team to perform poorly and even then the utility of the inherent is questionable even then. You could leverage Defiance 1.0 although it require a lot of skill to do, Vigilance... not so much.
I have a some questions for those still following this:
Could you do what "Repeat Offenders" do with a team of Corruptors built along the same lines?
When GR comes out and mixed teaming (ATs if not faction) is commonplace, will there still be a place for a Defender if you can get a Corruptor?
To be honest I would like to make the defender more... defensive or at be able to self buff to a degree. Something that doesn't make the defender the automatic "weakest link" in team PVP. Yes, the Defender can make the team fairly awesome but can be taken out almost as an afterthought at times.
Go nuts... Turn PFF into something other than a "phase, but not really". How about the idea of getting rid of "only affecting self" for "-9999% damage" similar to what happened to rage. They'd at least be able to provide teaming buffs or debuffs.
Sometimes progress requires the slaying of sacred cows. -
This was an idea I was tossing about to freshen up the defender. The main idea is that the single target ally-only buffs/heals and single target debuffs provide a smaller temporary buff to the defender.
Now where it gets interesting is the idea of allowing the defender to use single target ally-buffs without a target to get a small, watered down bonus of some sort.
The idea is to give the defender a little help when they solo, but at the same time try to give a benefit that all of the powerset could give. Each set would have different buffs based on the powers involved, but they'd all have some benefit.
I realize you could create a "Solo build" and a "Team build" but due to the way some of the powersets interact it would be difficult to create an effective solo build.
Just throwing the idea out, see if anyone likes it. -
Awesome BAB, look forward to seeing what it all looks like.
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My two bits FWIW:
If you're able to get to level 45, not being 50 is rather pointless. By 45 you can access all of the content except Epic ATs, if you haven't already hit a 50.
What's really the difference? 2 powers and 9 slots? I believe your inspiration try is maxed out by lvl 40. About the only thing a 50 really gets you is the ability to optimize your character from the ground up without worrying about leveling up on the fly.
Now on the other hand if you feel like the first 45 levels are a pointless, yet quick, grind. The you really have to re-examine how're you're playing.
The biggest thing though is characters are a work in progress, there's always something you can do with them if you've already invested that much time into them.
Sure, I'd like to see more 45-50 level content, but I'll be patient since it looks like the Devs have been busy with Going Rogue. -
Quote:BabB as a long time Villain Player I would be fine with "Splitting the difference" as far a Patron Customization goes.That is only true for patron powers, not ancillary powers.
The issue with epic archetypes is the powers come from the same fictional source, function in the same ways, and presumably should look the same. This is somewhat true of patron powers as well, where the powers are boons granted by a particular patron and aren't really a power of the player character. We haven't made any firm decisions to do or not do customization for Epic Archetypes or patron powers. Ancillary powers is perfectly reasonable, but we wouldn't be able to do those without doing patron powers at the same time...even though we hate villains.
All of them would happen after Pool power customization, and that isn't likely to happen anytime before Going Rogue gets wrapped up (requires tech and UI work).
Examples of Full Customization: Any Patron Power that recycles existing customizable powersets. (Electrical attacks, Normal Dark attacks, some of the more generic Ice attacks)
Examples of "Color Customization": Any power that has a signature "Animation" but allow for people to select the color. Mostly this would apply to Mako Shark Attacks, and possible the bile spray.
Ghost Widow's hold is iffy in terms of customization. I'm not sure allowing color customization would make the power look any better that it does now.
Summoned Arachnos Pets: If it's possible to recolor the various Pets ala the AE custom mob generator, I'd say go for it. However if it's not really possible then I'd say drop it.
Examples of "Limted/No Customization": Scorpion's Mace attacks have a certain amount of Weapon Customization already, being able to color the mace. That leaves the Patron Sheilds which you could leave at "No Customization" since the aminations for them are unique and subtle. AT MOST I could see recoloring possible for the Electric and Dark Shields, but not the other two since the effect isn't that noticable. -
Thanks for trying to take a serious look at the whole "running on water thing" BaB.
To be fair, keep at it.
Here's the thing though BaB, it's super-running on water so I wouldn't expect for you to stand on the water if you were motionless.
It's too bad you can't add something like "doesn't lose altitude when super speeding"
For what it's worth I got a good approximation of an Ice Slide power by combing Jump Pack, SS, and the Power presitge slide power. My only enemies are the 30 second timer on the jump pack and gravity if I stop "jumping". -
Quote:It is subjective. 90% of the time it usually doesn't matter too much which travel power you take. There are instances though one outperforms the other though.No travel power is "best". A travel power may be most preferred or preferable to a player, but every player is different and what is "best" for that player is entirely subjective.
On the other hand, there's also no reason not to take them, since there aren't special limits imposed for playing according to concept. You aren't hindered by not having "free" Invisibility or Stealth, or not hitting the run speed cap.
Sure you can get Teleport to a managable level with the correct slotting, but why does it require more slotting that the other powers do?
Here's a different tack: Alter the base range of TP to account for the difference betweek Range Enhancement and Fly/Jump/Run Enhancements. TP hasn't really changed since issue 1 AFAIK but between ED and the schedules of Range Enhancements players have had to adapt to the new system. These changes weren't specifically directed at teleport and the end result isn't as balanced as it could be. -
Quote:Doesn't that seem like an excessive use of slots though? Flying, Jumping, and Super-speed need at most 2-3 slots to be really workable as a Travel power. I find two good speed IOs fast enough to the point where I can barely control it.I may be in the minority but i always 6 slot TP 3 range and 3 end, fastest travel by a mile.
not very "in mission" friendly, its the most difficult travel to use, and has little accuracy. and i think that would be good enough reason to reduce the cost.
Teleport need close to four slot just to be usable to go from one end of the Zone to the other an not run out of slots.
I've used all four modes of travel, even using super-speed in grandville and never really run into issues with NPCs I don't want to fight. Of the four, teleport is the most END intensive though. -
Quote:Range Enhancement caps closer to 40-50% So you're talking more like 450ft range cap.Each of the Costs
Teleport has a base endurance usage of 13 endurance, and at 50, a range cap of 300ft+98%, so just under 600 feet.
Quote:Super speed is the fastest travel power, and one of the riskiest. If you have Super Speed you'll be running through mobs, over obstacles, and have to find uinque paths through several different zones. Try getting to the reactor in Terra Volta with just Super Speed. It's a hoot. However, Super speed offsets it's risk twith a small stealth.
[QUOTE]Teleport's advantages are that it can be used while immobilized or slowed. It can also be used to go around / through obstacles. If you position you're camera right, you can put a tank on one side of a wall smack dab in the middle of some enemies on the other side of the wall. Teleport is also the safest over all mode of transport. It also can be used to get around lag effects that might rubber-band SJ and SS users.[QUOTE]
Teleports ability to go around/through things depends solely on good camera angles. It's possible to teleport around a warehouse corner or over a wall but only if you can see over the said corner or wall. In the small council tunnels it's less useful, but generally so are the other 2nd tier travel powers.
I suppose you have to put a price on it but for something not meant to be used in combat it doesn't stack well against something like Super-speed.
My general feeling is Teleport needs something, reducing the END cost seems like the simpliest thing to do at this point. -
Anyone feel that for the amount of distance Teleport can cover it has a very high END cost? I mean sure it's point to point and you can port while immobilized and slotting it can help.
I use the Shift+Click Bind, and I've gotten the hang of TPing without relying on hover. but it generally feels like I get more "bang for the buck" with Fly, SS, and SJ.
I'm not evening going into the lack of precision/higher learning curve or the issues with Travel suppression. -
Seek the psychic plane mission from Harvey Maylor's. The mission point was the first floor AE behind the lobby desk.
I had a GM clear the mission for me. -
Here's my question. Is having Super-Speed vital for playing in Zone PVP? I've notice with a lot of the PVP patches everything but super-speed moves like mud now.
Fly's a problem due to how easy it is to get an -Fly power.
Teleport doesn't work at all with Movement supression.
That leaves SS and SJ. I've heard SS + SJ is the combo du jour. But I've seen more Super Speeders lately that having both. -
Is it possible to resize the store window with out resizing the rest of the windows? I tried using the /window_scale command but it didn't work. I didn't see an option to put it into the wdw.txt file either.
The reason I want to make the store window bigger is due to the fact it's incredibly hard to read but I don't want to make the rest of my windows huge. -
I haven't seen it since the Forum changeover, did it die due to lack of interest?
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I can comfirm that the Marcone Consigilare bosses in St. Martial still do not give credit for Untouchable properly despite the badge text being changed to indicate that they now do.
I'll check Oakes, Nerva, and Sharkhead but I have the feeling it still doesn't work properly. -
Actually, it sounds like the requirements for Demonic became the requirements for High Pain Threshold.
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I tried out Stone Armor back when Dual Blades were testing in Beta, I was meh on it then. It'll probably the last set I'd every play seriously.
If you want to try to come up with something new BABs feel free, but it sounds some people want that whole "Large and in charge" experience.
Throw up some idea and see what sticks, I'm sure the forums will let you know exactly what they think of it. -
Here are the problems with "Just use the test server":
1) It's not common knowledge to newer players. Not everyone who plays CoH reads the forums.
2) It's fragile. The test server could be down, closed for beta, or the character copy tool (which is described as a work in progress) could be broken.
3) Lack of access to resources on live server. When you copy to test you only have what you copied on your specific character at the time. I know you don't have access to storage on the market or in your SG base, I'm not 100 percent sure you have access to vault storage. My point is that you can only take what you have on you and you might have forgotten something. It a way were possible to do it on the live server then it would be simplier to get the missing item, rather than re-copying the character to the test server.
4) I don't know if this is possible but I'll put it out here anyways, a respec is currently an all or nothing process. You repick your powers, and you repick slots for those powers. Sometimes you only want to make 5 levels worth of change. Not all respecs require a complete rebuild of the character, especially those that are mistakes.
Call these QoL issues if nothing else. -
It'll take people a whole five seconds to figure out where this idea comes from, but frankly I don't care.
Make a store, which could even be it's own zone or be like the AE store buildings, where a player can freely respec his/her character "temporarily" and try out new and different powers and slotting.
I know there are dual builds, which is a step in the right direction, but you only have one shot to get those builds perfect.
Due to the final nature of the respec process, any respec tends to be valued very highly. From the new issue freespec to the Trial/Patron respecs to the respec receipes.
As it stands now our only real option is to copy the character to the test server and perform the respec there to test it. This creates several problems:
Closed Betas and similar times when the test server is offline.
Having to perform the "Final" respec twice, once on test and then once on live.
The test server isn't explicitly designed for this and the game interface isn't designed either. It requires copying the CoH client and using an external web tool to perform the character copy.
I realize with a Given AT/Powerset combination there are only so many builds that could be made. This is more for people who want to get a first hand feel of how the new character plays without creating the feeling they wasted time and money getting the respec. -
My request is this: Don't microtransact costume pieces to the level that Champions is doing.
Let me be clear: The current system of "Booster packs" where you get whole theme outfits is fine, the system of invention receipes is fine, even the whole Candy Cane bit is okay (even though I wish you could move the candy keeper elf to the pocket D so we could at least use the shop year-round)
What I don't want CoH/V/GR to turn into is where you become like Itunes charging .99 cents (real money) for every individual costume piece.
As it is Champions has something like 5 different pre-order deals with varying costume widget. I know that also happened with CoV pre-orders, but didn't care for them back then, and at least they became vet rewards. So they were obtainable long after the pre-order disks disappeared. -
Good Luck at College AC!
Remember, you'll always have the summers off so don't feel guilty about dropping in. -
Quote:The only thing I can think of is that they can't reorder a powerset that has already "gone live". If they swapped the powers then after I16 went live you'd have LR turn into Energize slotted like LR or some variation thereof.I don't understand why Brutes and Stalkers are denied what is clearly considered an improvement to the Electric Armor set. Castle even refers to their lack of this as being "unfortunate".
To be honest I'd be more than happy to burn a respec when I16 hits. I'd have to do one anyways because I want to see if Energize make a real difference in the set performance. My current Fire/Electric brute needed a lot of specialization in order to be competent against anything other than Energy damage.