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Statesman: how is it that Defenders "aren't needed" at higher levels? Emp Defenders maybe, but a Defender is a vital part of any archvillain-hunting team. I've never run into any trouble finding groups with my Dark/Dark...
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I find this absolutly true. I play 3 different defenders. My highest toon however is a scrapper. And you know what, for my AV hunting or arc-teams it's defenders that are hard to find, they are always in teams, the lot of them. I am lucky to find a single unteamed defender even close to my level (main is 45). Same can be said about controllers. How can they have trouble finding teams when there are no unteamed ones at many times, and many just don't want to team.
Some people don't get teams because of their builds or perhaps even their personality, nothing to do with AT thou.
But to be honest, saying that a defender doesnt bring damage is about one thing. Crappy "pure" defenders. A well build defender using both primary and secondary well can be very effective both in defending and in damage. I play 2 controllersmyself, but in a team i lead, whichever AT i play (i have two 32+ of each with 15 alts total). If we need to add another teammember a defender is NEVER the wrong choice. Some sets can be however. If there is a bubbler already we don't need another one, if there is a empath, getting another one isn't that optimal.
Especially since empaths seems to be the ones mostly playing "pure". A pure empath 40+ is a waste of space many times, not because they don't defend well, they do, but because after buffing the heals aren't that needed 40+. If they then just stand around waiting to heal instead of blasting, they are not doing much.
Defenders are about balanced builds. People like to focus on one thing, which for defenders just doesnt work as well. Because a balanced defender is better then a "pure" defender in most situations.
The biggest issue is controllers, they aren't less needed but they team less, because they can finally solo, if they could have before they would be more inclined to team, but this is gonna change. A controller is either a good controller in which case he can never do the same thing as a defender, because frankly controlling requires some hefty slotting. Or he is a crappy controller focused on his secondary, in which case the controlling is lacking and a defender would have been better.
A balanced controller uses both effectivly, but a defender still adds more.
The issue about pets isnt about their damage. Because not even imps are overpower without the secondary.
The thing is, nerfs, "rebalancing" won't solve anything. Because it's the mindset of the players.
THe one thing that WILL make both defenders and controllers more wanted, and WILL make controllers focus on control more, and WILL make tankers less unkillable is better mobs.
Not more damage. Not more of them. Smarter and more diverse.
More "defender-ish" mobs, like tsoo sorcs. 8 person team vs tsoo? get a controller. Or a defender.
Mobs coordianting powers, mobs using buffs/debuffs, mobs playing "smart" would make both defender/controllers/blaster more wanted.
Although i do agree that resistance based tanks are in somewhat degree overpowered. duoing with a stone tanker with granite, and myself playing a high level inv. I feel tanks are just to unkillable, which has lead to increasing damage on mobs which inturn has made squishies deadmeat.
Lowering the resistance cap to 85%, adding some more -res powers, some more -def powers (no uber remove all power, just small debuffs, like sonic rifles council have, make them stack and you can't herd them that easy).
What worries me the most, is that each time Statesman posts about perceptions in the game, it somehow seems based on some random arbitary number, because in noway does it represent the game I play. And i play 15 alts, ranging from 12 to 45.
--how its should have been:
Controllers: Control/melee+utility (ala energy secondary for blasters)
Melee (replaceing tanker+scrapper): Melee/Armors (mostly resitance based, very little def based stuff)
Blasters: Blasts/utility+defense (more like Devices but with slightly more +def powers and one or two utility/meleedamage)
Defenders: Buff+debuff/Blasts (without controllers having access to the buffs/debuffs defenders would be better, also with mostly just resitance or def on melee armors more buffs/debuffs are better, no sets with both should have been made)
Powerpool should have not contained: Hasten, Fighting -
One of the bubbles resist endurance drain.
Perhaps the +end from kinetics is the same ffect as endurance drain only positive
so end-drain resists resist end-recovery from transference too? -
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Agreed.
We should try NEVER to change a power because of PvP alone (BTW, this is what I've always promised). The changes now aren't solely because of PvP - there's signifcant PvE issues, too.
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I am interested in knowing what aspect of SS and SJ is so overwhelming off-kilter in PvE that they need to be so curtailed?
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It wasn't fair.
Nerfing 2 powers, established for a year is easier then buffing one power (removing -acc from fly) for balance.
Check the "patch explation" by statesman. -
Facts about streak-breaker:
According to the devs, the streakbreaker is not there on mobs.
It only kicks in when a PLAYER misses a mob many times, then it gives you a guarenteed hit, based on: your level vs mob level and number of consecutive misses.
I do not know if this is in effect in PvP (but testing shows not, i've missed an elude scrapper 50+ times in a row), but in PvE there is no streakbreaker against your ice tank.
The mobs can miss infinite number of times in a row, depending on your luck that is.
But they can also hit many times in a row, when unlucky.
And there in lies the gripe of +def, especially on a tank.
Problem here lies in the fact that minion acc and boss/av acc differs so much.
They can't just raise the toggle +def values, because that would make it to easy to floor minions. While against AV's with high acc, ice tankers (and toggle SR) gets hit way way to much.
My suggestion? Make EA work better against more powerful foes.
It currently gives +18.75% def / mob , draing from a max of 5 mobs (on test).
How about 18.75% from minions, but higher from others up to 30% from an archvillain.
That would give us help against the tough bosses/AV's.
This would however not remove the problem of oneshotting.
Ice tankers needs less weaknesses as compensation.
The psi-weakness we will keep, nothing will change that most likely.
Removing the weakness to toxic/fire would be a good start.
How about: same defense to everything except psi.
Keep the cold resist on the toggles.
Temp-protection changes name (to something like, frozen skin or such)
and becomes 10% fire/lethal/smash resist.
a slight resist would really make a world of difference.
If we can avoid one-shotting only the unlucky streak will be a major drawback, but as a +def based set that's unavoidable.
Remeber that CE really DOES mitigate damage on the long term. -
Although that was a good idea, with the confusee not knowing what he is doing, that requires some complex coding.
What would be simpler is no icon, but when you fire of a power under the influence of confusion it targets at random and you get a huge yellow text in your face that says "CONFUSED!" and you can see that you hit someone else then who you were aiming at. With no icon you'd stll not know when under the influence so it would still be a gamble after that but you would never have a doubt if it was a bug that made you fire at your teammate or not. -
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Roland goes back farther than The Gunslinger. hehe.
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Yes it does, but as you already named the initial Dark Tower book where Roland appears, (The Gunslinger) and the fact that he's a gunslinger boss...
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Worth noting that Stephen King has in a foreword stated that Childe Roland was one of his inspirations to write The Gunslinger.
Now King, he is a REAL master of references, after reading the Dark Tower series you realize how interconnected most of his books really are (read em all). -
This sounds like a good solution, with one big but, that is to NOT change the binds for already existing characters unless invoked from a option or slashcommand.
i use the ctrl+# keys all the time, bound to custom binds.
Most usually to select a teammate and execute a power.
(for instance, pressing ctrl+3 executes speed boost on teammate nr3 onmy kin defender).
When we are on the subject, how about a "sticky" version of trayselect.
a slashcommand that "sticks" to alt-tray without actually switching places on the trays
meaing that pressing but not holding alt would put you in alt-tray mode, pressing again to put back in bottom tray mode, and now ctrl to stick in 3rd tray mode etc.
Getting lots of handcramps on some toons which uses 1-5, and alt 1-5, and all the of QWEASDZXCRFVT
yes i use a lot of binds -
Yeah, i got an answer to my PM for instance, i sent it 3 weeks ago, i think, might have been 4.
I tend to agree, respond to the regens, what IS going to happen. -
You forgot one important and useful chat-bubble attribute
duration
adding a <duration 1> or any other number you can change how long the bubble with stay visible
very good for Roleplay or catchphrase bubbles, you don't want them up long, that's just annoying during combat, but a second is ok.