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Quote:Just to add a stale two cents worth... I personally don't feel that EA needs stamina now.I cranked up a km/ea brute last night. Yes, EA is weak. KM's -damage should help out some, though.
Sure does look cool.
EDIT: On the plus side, with fitness going inherent in I-19 and EA having the ridiculous overkill on endurance management that it has, should be pretty easy to handle the cost of maneuvers, weave, combat jumping and hover for the defense it needs and tough to buff up the piddly S/L damres it gets.
In a lot of ways the fitness inherent will benefit EA less than most others...
Though I admit swift, health and hurdle are nice to have on an EA.
The only think I've found that EA can do... that the other sets CANT is chain mako cones relentlessly at high recharge for a true blast brute... weird and fun. -
Quote:I love the swords in fire melee, I'd love to have sword animations for all the fire melee attacks, and my pick of firey swords to boot!Something that's really irked me for the longest time for Scrapper/Brute Fire Melee is that half of the powers in this version of the set seem to revolve around swords. Don't get me wrong, the set is marvelous for damage but, if I really wanted to swing a sword around, I would've taken Broadsword or Katana or Dual Blades.
In my humble opinion, Fire Melee should be about burning everything to a crisp and not about swinging around a sword(unless that's what somebody else wants).
Perhaps some new animation options would be in order? I think that'd be awesome!
But sure, more animations is always good.
The lethal/fire lethal damage type argument has been made but I'm more than willing to overlook that completely if I get a couple more sword attacks. -
Quote:We both agree that this build is not overpowered... I believe I stated that. It's protection is considerable... but not more than that.This is where your opinion is breaking away from fact. You've made a build here that has considerable resist, so has Smersh. You even have some damage. And lots of recharge. I'll ignore the fact that this build would be hard to obtain for a great part of the player base, because it won't be needed to point out that this build is not over powered. No more than an elec tank that has managed to get 45% defense to S/L or melee.
Quote:Take Granite. It can achieve the numbers you have, and put on considerable defense to all but Psi. It has a heal. It has meaningful regen. It's the example of what you're talking about, and it's completely balanced because it makes a sacrifice.
Quote:Your build sacrifices defense for capped resists. Everything is going to hit you, including debuffs of all kinds. And with end game content, there's plenty of that.
Quote:If you make the option to build for resists something that people have to choose between that or defense, then you're going to have balance.
None of these suggestions, all of which I agree with, contravene my basic concept, or my basic premise...
If you want to go further than these and also say that:
1. Capping def is a good game mechanic
2. Capping res will not be worse than capping def
and therefore
3. "Res bonuses should be made significantly more available, such that they are as easy to cap as def bonuses, or at least in the same ballpark"
Then so be it. However, as I've stated, I dissagree with both 1 and 2.
EDIT: suggesting that you think that res bonuses should be made "significantly more available" may be a bit of a straw man, for which I appologise. Significant is a grey area at best.
What I wll say is that while the build I posted isn't going to break things, I submit that it, or one like it, would break things if it got much more to work with. Even doubling the existing bonuses would put it over the top. -
Quote:I'm not going to dispute 1 or 2, though I'm ambivalent about def-capping rather than against it.
Three and four need to be addressed, however.
When you talk about being able to cap resistances being undesirable, you're going to have to be more specific. Several melee sets can already cap one or two resistance types, though sometimes Tough is required. Clearly, the devs do not consider that overpowered. So how much capped resistance *is* overpowered? 3 damage types? 4? All of them?
This isn't a rhetorical question, because since you say in 4 that there's little room to improve resistance bonuses without running into "capping issues", you really need to define how many capped resistance types you consider to be too many. (And whether the devs agree is, of course, a whole 'nother question.)
Because as Rylas and I have pointed out, even if resist bonuses were improved, it would be extremely difficult, if not impossible, for even resist sets to cap them all. As it is, simply saying that improving resist bonuses would be overpowered looks like hand-waving without specific examples of builds that can achieve capped levels of resistance to most or all damage types.
Keep im mind my focus is on the desireability of using res bonuses.
With regards to 3: I'm not sure if you are concerned about that argument or not, I'd just like to re-iterate it here because it's important to my point. If it holds water, then it's important to the discussion. If not, well, we should establish that.
My third point was something like: Capped res would be more problematic than capped def because it would not be so subject to debuffs, and it would not be destroyed by high tohit buffs. There are not too many unresistable resistance debuffs around.
Moving on: You're right, I am saying there's not too much room to add resistance bonuses (probably a little, but not much) and I'm saying it without an exhaustive study. I can do some hand waving in a minute because it's fun
I'm making the following argument though: Res cannot be increased to the point where it is functionally competative for damage capping with def. Again, refer to point 2, which I understand you have mixed feelings about. Actually, res needs to be meaningfully lower than that, see point 3. This is basically what I was going on about in point 4.
I guess all I'm saying, and I don't feel that exhaustive builds are needed to say it is:
Res bonuses are poor in comparison to def bonuses, they should be improved
That def is broken, buffing res bonuses by giving them comparable mitigation to def would be broken. (potentially they'd be broken even with slightly less mitigation due to debuff/thb lets not break res too.)
Why not add something to them that won't break the situation?
Provided one subscribes to the assumptions (obviously not everyone will) the only problem I see is the suggestion that there's a perfect middle ground where res stacking will just start to be more usefull, than def stacking without causing the same scaling issues that def has.
This is probably where the exhaustive study and hand waving come in. I've been arguing that we're probably very close to that point for some specific builds even now, and all it takes is one.
Electric is the obvious first candidate, and while mids wouldn't let me import smersh's data chunk, here's the build I'm working towards myself:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3), ImpArm-ResPsi(5), ImpArm-ResDam(50)
Level 1: Scorch -- GS-Acc/Dmg(A), GS-Dam/Rech(5), GS-Dam/End/Rech(7), GS-Acc/Dmg/End/Rech(7), GS-%Dam(9), Mako-Acc/Dmg(46)
Level 2: Fire Sword -- GS-Acc/Dmg(A), GS-Dam/Rech(9), GS-Dam/End/Rech(11), GS-%Dam(11), GS-Acc/Dmg/End/Rech(13), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 4: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(13), Sciroc-Acc/Dmg/EndRdx(15), Sciroc-Dmg/Rchg(15)
Level 6: Static Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(17), ImpArm-ResPsi(19)
Level 8: Grounded -- ResDam-I(A), S'fstPrt-ResKB(50)
Level 10: Taunt -- Taunt-I(A)
Level 12: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(19), Dct'dW-Heal/EndRdx(21), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23)
Level 14: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/Rchg(36), ImpArm-ResPsi(36), ImpArm-ResDam(48)
Level 16: Swift -- HO:Micro(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), RgnTis-Regen+(34), Heal-I(46)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(33), EndMod-I(33), P'Shift-EndMod/Rchg(48)
Level 22: Hover -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(25)
Level 24: Fly -- Winter-ResSlow(A), Winter-RunSpd/Jump/Fly/Rng(25)
Level 26: Boxing -- Amaze-ToHitDeb%(A), Amaze-Stun(27), Amaze-EndRdx/Stun(27), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(31), Amaze-Acc/Rchg(33)
Level 28: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(29), TtmC'tng-ResDam/Rchg(29), ImpArm-ResDam(31), ImpArm-ResPsi(48)
Level 30: Power Sink -- RechRdx-I(A)
Level 32: Fire Sword Circle -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(37), Armgdn-Dmg(37), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(43)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 38: Greater Fire Sword -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(39), Hectmb-Dmg(39), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(40)
Level 41: Gloom -- Apoc-Dmg/EndRdx(A), Apoc-Dmg(42), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43)
Level 44: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(45), Sciroc-Dmg/EndRdx(45), Sciroc-Dmg/Rchg(45)
Level 47: Lightning Reflexes -- HO:Micro(A)
Level 49: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1403;700;1400;HEX;| |78DA9D934B73124110C767B38B0458028410206F0309106009B73C7C949AA44A030| |965624E2A8538495084D442347AF20378D28327CB839FC2F2EADB0F853DFD9FE4E2| |CD2DF8FFE6D1DDD33D8FEAD9862DC4EBEBC2B06FB51BBD5E7DBFD1792A5D4FB571D| |46A0AAF10621A23F50D79283B3DE96CB665B3EFB69AF51BEEB3AE9BD0B355D996D2| |D96A49F725DA91DB9D63E9CA4EDF396FD8B56EB74D26FD8EECF502E8B45B47C7FDA| |09EA066AB73E4E7DEDE89948FE39B27ADA673D33DEDCBFA5EF7B45DAF367A7D5A21| |4169E5E8FF354462D05F0C2CE150A32C8696803CC3CA1132A29C6544FC427F038F4| |8996C90665C5A00328CE12CA378281446FD7A0DF232E0350C2F3FBCFC30B7E15C7C| |C25EDF283513A999E6731EB25F30465E01678C1F64E7D1761E941046096194308A1| |27E929D177686B7C0AEE504F5A7C518E5E7437EC257E6995F641C80B127B08B3035| |C6D83650618C57811DC677F20AEADD0C2295CB482585545248A584DDF4D0E508C15| |C84D6099629BC3416D1D5440E10E21E708D932DA639C161B28B6ABBE8FB213534F7| |16986383D23BEEF9C82E86DA8C588C0325B6799B033413D733F1491E4A241906CD2| |4F579257739CCC41D608731B30D54B060956192D7A42E7E12C54FA1F829143F83AA| |4BD8833F21558DC1C54FE739E5389DC3AC5E77F62A074D5F0156189955C6D21AB0C| |E98A775E7B1EED03C02A5803490A4B00B3AEC429E7D169780452083E85920C768D2| |5664E1656597792857008A80832C4A8C282D9287B999C76D2DE09A1670690BB8ADB| |FA96C479FB9A3CF7C9C7C97F5492C7FE270E58F8C29EBE2BDD18F3E51F967A4665D| |BC2E61F048CEBA78D4035F985E1166FFF7FB6C9F87F3DD55EF7F5F494DBDE903D5B| |AAFE481EA3E54AD866A3D52D254DDC117FB3CE1D08ACA6B55C99A92752531CA4FBC| |5196DE00494089AD24A86444494849584954C984920F4A067F01D851E81C| |-------------------------------------------------------------------|
[edit: something odd happened to my posting here, adding the missed bit:]
I don't actually see much in the way of scaling problems with this build, but you don't have to add much res to the thing to have to really start worrying.
Still you asked me a question about what I felt was broken, and where the line was, so I'll take my best shot at it, and give my best opinion:
I have no problem with any tank capping against it's area of strength, fire to fire, cold to cold.
If the area of strength was an uncommon type, add in even one more and you're probably ok, if you want to add in an additional exotic (toxic/psi) that's probably also not broken.
After that things start getting sketchy. I think adding s/l capping to a set that doesn't have that as it's strength should be on the bleeding edge of what's possible, and you should have to surrender a lot to get there, not to mention fight like hell for the inf/IOs to do it. I think that's about where we are.
I think capping your primary strength, adding caped, or nearly capped S/l, and having any other two common types above 80 especially if your build had any meaningful regen or healing, is going to cause too many of the same problems def has. -
Wrt lotgs, doh, sorry about that. That's what I get for trying to re-create something almost 2 years old in 15 minutes!
I'm not sure what you think my point is, I think I've been stating it clearly, but perhaps not so I'll try again:
1. Currently, stacking def is more desireable than stacking res. res stacking is relatively underperforming. I don't THINK you're contesting this point. I don't think many are... If you want to make very careful word choices about whether the bonuses are larger, or more common, etc. etc. so be it, but I'm more than content to say that stacking def is generally the better strategy.
2. The capacity to cap def is not necessarily good design. This is an opinion statement, I think that's been clear throughout my posts.
3. The capacity to cap res would be worse than the capacity to stack def, since it is less vulnerable to debuffs, and to tohitbuff.
4. There's not much room to increase available resistance (either the quality of the buffs, or the comonality of them) without running into the same capping issues that def has. There may be some tiny magical middle ground, but I doubt it. If the available sources are good enough for some sets, they're likely to be off for others. Either you're close enough to the asymptotic limit, or you're not. Either you're better than def, or you're not, and the case will be different for different sets.
If res is better than def, see 2.
If def is better than res, see 1
So, lets provide res something other than a shot at capping mitigation. -
No time to do most of the reply, I'll need to do that later, but here was Zandram a few years back...
There might be a better way now, this is an old build. I threw a heal in energy drain, but this build was before that power could heal, so... it's kind of an afterthought.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Energy Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(50)
Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), LkGmblr-Def/Rchg(9)
Level 2: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(39)
Level 4: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(15), LkGmblr-Def/Rchg(15)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg(46)
Level 8: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(21), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(39), Hectmb-Dam%(40)
Level 10: Entropy Shield -- Empty(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(17)
Level 14: Hurdle -- Empty(A)
Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(19)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 22: Energy Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(29)
Level 24: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/Rchg(31), S'fstPrt-ResDam/Def+(31)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(34)
Level 28: Energy Drain -- RechRdx-I(A), Heal-I(46)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/Rchg(36)
Level 32: Foot Stomp -- Sciroc-Dam%(A), Sciroc-Acc/Dmg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(46)
Level 38: Super Jump -- Jump-I(A)
Level 41: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Dam%(42), Apoc-Dmg/EndRdx(42), Apoc-Dmg(42), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(43)
Level 44: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Acc/Immob(45), Enf'dOp-Acc/Immob/Rchg(45)
Level 47: Summon Widow -- S'bndAl-Build%(A), S'bndAl-Dmg/EndRdx(48), S'bndAl-Dmg(48), S'bndAl-Dmg/Rchg(48), S'bndAl-Acc/Dmg/Rchg(50), S'bndAl-Acc/Rchg(50)
Level 49: Darkest Night -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
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Quote:Minor points in a preamble to a major one: /ea brutes can hit around 35% psi def while softcapping everything else (potentially a little more in an extreem build). Throw the soul mastery ppp and you're there for the few freakish fights where you'll need it. Granite can protect itsself surprisingly well from psi in a pinch with modest psi def and lots of +HP and regen. Sure it's not the soft cap, but it's not too shabby. For corner case entertainment value I could also mention that extreem WP builds can also get most of the soft cap, though there's generally going to be one type they have to choose to miss. Ice can probably hit 38+ psi def in addition to it's other tricks, at least so long as you take a patron pool with a pet.Ice/Fire seems to get a lot of the resist bonuses. Helpful for Ice tanks, but the better bonus values come from Purples. Which is odd, because it takes three from a Purple set to get 2.52%, but you get basically the same resist values with three Gift of the Ancients. So GotA needs to come down, or (and I would prefer) Purple sets need to be adjusted upward on their fire resist bonus.
First off, it's only a few sets that can even achieve a def cap to a) positional or b) typed defense. And the latter usually doesn't include psi. Some squishy ATs can make the soft cap for one position or type, but not across the board without making extremely gimped builds. Only melee toons can achieve real significant across the board numbers, and only in a few sets.
Those sets would be Shields, Super Reflexes, Stone (in Granite) and Energy Aura. Those last two have no Psi protection. The first two have no heals.
Ice Armor will only be capped to S/L/E/N. A good amount of coverage, but hardly as impressive as the rest
I submit that def bonuses are far more popular, and they are far more popular because they are far more powerful and useful than res bonuses. I submit that the market prices of these sets can stand testament to this fact if nothing else can.
I further submit that +res needs a cookie. I don't think you, or in fact most on this thread would dissagree with that.
Quote:
Second, I don't think anyone here is asking that they be able to cap res across the board on all their armor sets. Mainly because, unlike many defense sets, resist numbers vary quite a bit within resist sets. Electric, Dark and Fire only have very high resist in one damage type, and low to moderate numbers in the rest. Dark doesn't even self-cap in ANY type. So even if the devs made resist bonuses more available in moderate numbers, it would be difficult or impossible to see a tank sitting at the cap on all resists.
As it stands now, a defensive tank with across the board soft-cap numbers is still not as durable as high-number resist set with moderate defense bonuses. Nor is it overpowered for resist sets to have those defense bonuses, because it does require making sacrifices in most cases. Defense Debuff and +to hit in NPCs is numerous enough to overcome those bonuses. Where does this leave a soft-cap melee toon with no (or low) resists?
I submit that with overslotting and tough, even a modest increase in the general availablility of IO +res will very quickly lead to the same scaling problem that def has, only I submit that it would be a more severe problem, for the very reasons you yourself list: lower vulnerability to debuffs, and THB. I'll conceed that some areas of + res could be more available without much problem. Toxic res, for example, is not likely to break too many builds, but for physical and environmental... I don't think much can be added. Electric, fire and dark with tough are all pushing on various levels of "close" even with current IO builds. Adding another +10% here or there would probably be ok, but more (the kind of more that +def can muster) is going to get sketchy.
I think this is the fundimental point on which we'd dissagree. Can +res be increased without causing issues, and if so, by how much?
Would an ele tank that caps everything but toxic and negative be ok? What if they only missed negative? [edit:I just threw that in because I personally feel that toxic +res really is one place where builds should be able to go hog wild... feel free to ignore this case if you wish]
How about a fire tank that only misses toxic and cold?
How about a granite tank?
Any low increase that avoids potential problems is likely to be sufficiently low, that for the majority of builds, stacking def is still going to be the way to go.
Thus my suggestion that we give +res something else. -
I'm not sure why tohit buff hasn't really entered this yet, but there are some very significant problems that any defence set has with that...
I'm also going to be a bit of a broken record and repeat that I'm not sure that it's a good idea to assume that one broken mechanic deserves another
Just because def can cap just about everything doesn't mean that it's a good design decision, and it doesn't mean that we should desire the same capping power from res sets. -
Quote:No one likes EA still, eh?
My DM/EA was a fun ride up to 50.
Claws would be good with EA. Much like SR, when you get the def % up there, you can do some really stupid things. The Knock effects in Claws can help buy time when you want it as well. You'll never run out of end with Energy Absorbtion and the heal component is pretty nice. And you'll have one damn fine T9 too.
It's not as flashy a combo as some others, but it could be fun.
I'd suggest EA with a melee set that has a solid mez opener...
something that lets you leverage stealth to make a tough mob less of an issue.
Claws... meh, maybe. -
I doubt that this'll get anywhere, but what the heck:
I have a couple of 50 EMs.
if you only count levels above 25, I still probably have over 100 levels of EM play on my various EM characters.
I think one, or perhaps at most 2 of those levels happened after the ET nerf. I loved the old power, I hate the new one.
With a passion.
While I doubt it'll happen, I'd love to see the old animation restored, and the new power rebalanced for a 12 second recharge time. It'd be more damaging than other 12 second recharge powers due to the self damage, and it'd still be hellishly fast, but it would be flat out broken the way the old power was.
EM would probably still underperform a bit, but at least it would feel cool again -
Quote:I'd echo those who suggest this math isn't ideal, and for a couple of reasons:Getting 20% resistance to S/L through IOs should be as trivial as getting 10% defense to S/L.
Most AT cap at 75-85% resistance, whereas defense caps at 45% for all. So defense still wins.
Defense cracks under defense debuffs, Resistance gets hit by every debuff thrown at them. I'd call that even.
1. Two wrongs don't make a right. I don't think capped resists or capped def are necessarily great design
2. There is more tohitbuff in the game than there is unresistable damage. If the DE had an emanator that made all their damage unresistable, maybe you'd have something.
3. As you've mentioned: Defence debuffs are more common/stackable/generally effective than res debuffs. Now: start throwing around some partially unresistable res debuffs and again, res moves closer to parity.
I'm not saying that in the current state of affairs, res beats out, or even equals def when it comes to stacking, but at the cap, it would have more serious issues than def has now.
And of course there will be stoners who do both. How can you possibly balance content for them and for everyone else?
I agree with you in feeling that res IO bonuses need more, I think quite a bit more... Thus the debuff resist suggestion. -
Actually, more resist bonuses is what I wouldn't prefer, at least not a LOT more.
Def can cap, res generally can't. I'm not saying that's right, but I don't think adding extra resistance in a huge way is the right answer either.
I don't really think that a bunch of res capped tanks is great design.
Ok, there's probably a little room to move up in that regard too, but maybe not much. -
And yes, you can tell I'm Canadian by the way I spell... assuming I spell at all.
If this has all been said before, forgive me, I've been away for a bit.
I'm back after a break... and in the past I limited myself almost totally to def builds.OK, I did a /fire brute and a Dark brute, and sure I have a spines/regen scrapper from I5 or something, but at least so far as the age of IOs go, everything has been about def stacking. I just didn't think much about res... except perhaps on the Naylor arc... but that's another story.
Now I'm trying out an ele/ tank. I'm committed to getting to end game with him, and maybe in a few dozen levels, I'll have a totally different opinion, but it seems self evident that res bonuses are weak at best.
It also seems evident that simply increasing the numbers is a very bad idea. It'll just lead to some of the same scaling issues that def sets currently have.
I would instead suggest that +res IO bonuses be given another benefit
Just before I left, Def IOs were given a substantial buff, they were given read across to other, semi-related def types.
I propose that res IO bonuses be given read across to semi related debuff types. There's no glaring need to match every cold res buff to the same debuff res type, but as a general guidelines, some relationships would seem to make sense.
Some Ideas?
Energy: end drain resists, perhaps -recovery.
Negative: tohitdebuff, maybe -regen
fire: -recovery resists
cold: movement slows
toxic: maybe regen
psi: recharge debuffs
Smashing and lethal are a bit trickier.
I'd actually be inclined to give lethal defence resistance. There's not enough of it out there to seriously modify things anyway.
Smashing attacks? ok, forget debuffs, how about minor dissorient res, or even -knock?
A well, maybe in a while I'll IO my electric tanker to be so tough I'll look back on this suggestion and laugh
But I doubt it
Thoughts?
edit: I'm not suggesting that the % bonuses need to be the same, a wild guess might be about 2-4X the res bonus to start... or whatever works -
Thanks for all the attention guys
I think I'll give my FM/Ele a go... We'll see.
I've got everything I need except the very expensive PvP enhancemtns here, and I've got a dozen or more sets of KC enhancements from before I left, If I sell them all I hope to have nearly enough for something like this:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Charged Armor -- ImpArm-ResPsi(A), TtmC'tng-ResDam(3), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(5), ImpArm-ResDam(34)
Level 1: Scorch -- GS-Acc/Dmg(A), GS-Acc/Dmg/End/Rech(11), GS-Dam/Rech(11), GS-Dam/End/Rech(13), GS-Acc/End/Rech(17)
Level 2: Conductive Shield -- ImpArm-ResPsi(A), Aegis-ResDam/EndRdx(5), Aegis-Psi/Status(19), Aegis-ResDam(19), ImpArm-ResDam(21)
Level 4: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Dmg/EndRdx(7), Sciroc-Dmg/EndRdx(9)
Level 6: Static Shield -- ImpArm-ResPsi(A), TtmC'tng-ResDam(9), TtmC'tng-ResDam/Rchg(13), ImpArm-ResDam(15)
Level 8: Grounded -- ImpArm-ResPsi(A)
Level 10: Swift -- Flight-I(A)
Level 12: Hover -- SW-ResDam/Re TP(A), LkGmblr-Rchg+(17)
Level 14: Fly -- Winter-ResSlow(A), Winter-RunSpd/Jump/Fly/Rng(15)
Level 16: Energize -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal/EndRdx(42), Dct'dW-Rchg(42), Dct'dW-EndRdx/Rchg(43)
Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(21), RgnTis-Regen+(33), Heal-I(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(37)
Level 22: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(23), Amaze-Acc/Stun/Rchg(23), Amaze-Acc/Rchg(27), Amaze-EndRdx/Stun(34), Amaze-ToHitDeb%(48)
Level 24: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam(25), TtmC'tng-ResDam(25), TtmC'tng-ResDam/EndRdx(27)
Level 26: Power Sink -- RechRdx-I(A)
Level 28: Fire Sword Circle -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(29), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(33)
Level 30: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(45), Sciroc-Dmg/Rchg(46)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 35: Fire Sword -- GS-Acc/Dmg(A), GS-Dam/Rech(36), GS-Dam/End/Rech(36), GS-Acc/End/Rech(36), GS-Acc/Dmg/End/Rech(37), C'ngImp-Acc/Dmg(50)
Level 38: Greater Fire Sword -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(40), Hectmb-Dam%(40)
Level 41: Soul Tentacles -- GravAnch-Immob(A), GravAnch-Immob/Rchg(43), GravAnch-Acc/Immob/Rchg(43), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(45), GravAnch-Hold%(46)
Level 44: Lightning Reflexes -- HO:Micro(A)
Level 47: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(50), Apoc-Dmg/EndRdx(50)
Level 49: Build Up -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 1: Ninja Run
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Any comments on the sanity of this? -
This has probably all been said, but there are so many pages now. Consider these votes, not suggestions:
1. Aid Self, obviously
2. Some new hammers for stone and new swords for fire melee. There's huge scope here, and I can't believe pasting in some new models would be that hard
3. I know this isn't what you're talking about but... how about a few new models for granite and rooted's "boots"?
4. Any animation that involves pounding on one's chest -
Has anyone had any experience stacking res buffs?
Yes, I know, there aren't many, it's tough to get enough, etc. etc...
The costs are going to be astronomical
But... has anyone actually tried it? -
Quote:First, I will note, this is actually for the third time, I'm not suggesting that this is a bad change. I am arguing something else....Thats false on so many levels. Thats assuming that no one else took Stamina on their Brutes/Stalkers... Heck, people still take fitness atm with Willpower and Regen, and I bet a few take it with EA anyway.
The changes just means that EA is doubly good at keeping end. Stamina doesn't magically make all your endurance problems go away. It just means your not absolutely smegging useless past level 20.
Secondly, with regards to the comment that stamina doesn't make endurance problems go away... And? this doesn't actually support your argument here, in fact it weakens it.
EA DOES make your endurance problems go away. That's WHAT it does. It does it sooner than Ele.
I've leveled a few EA brutes to 50, I'm not sure if you have or not, but I'm just going to say that now, as it stands, even without IOs, an EA brute does NOT require fitness. Never has, even with fighting leaping leadership builds which had 38% + def before there were IOs. Been there. Got the weird looks.
You could take it, and I often did, lets face it, swift and hurdle are pretty good for a brute too... I often took them least for some level ranges or between some respecs. it was a choice, but... You didn't have to. The same will now be true.
Whatever choices EA has without 3 slots spent in fitness, it already had. The same is NOT true of most other secondarys.
I am not claiming that EA is impoverished in an absolute sense. I am claiming it is impoverished in a relative sense. Given that, as far as I know, grav is still the way it was (haven't played it in a year) EA is not the very first set in need of attention, but... EA is hardly the strongest brute set out there, and it just lost a little something that made it special: If you wanted to, you got to pick more powers than everyone else. -
Quote:As I stated, I think this is generally a very good change.No. More slots would make people actually more powerfull. That is not the intention of this change. As it is done now nobody gets more powerfull (much) It just makes the -20 game faster and less boring.
Quote:How does this change in any way affect /EA different or more than other brute secondareis? It's not as if Brutes went without stamina before ...
Consider: /EA does not provide a lot of survival. It doesn't provide more offence, it doesn't even provide solid aggro management tools that are beneficial to a team.
What /EA can do is provide an end hungry AT with enough endurance even without the fitness pool. That's a lot of powers you don't need to take on an EA brute (I still do, but at least players had a solid option).
There were a very few sets that didn't need fitness before. In the case of /EA, that was almost (not quite totally) all it provided by way of unique advantages.
That's a lost relative advantage. -
The goal is to make a tank I'd like enough to take to 50... something I've never actually done. At least in theory, anything but stone or ice would fit.
It's also not that I have anything against def, I've soft capped a lot of characters over the years... but I'd like to do something else now... -
Ok, back at this after a long break
I never really liked my /ele brute. Sure this was before IOs and energise, and yes, brutes arent' tanks, yadda yadda
But my impression of the set was that it was so soft all around that it just wasn't worth the trouble
How viable is ele/ as a large team tank for pick up groups and TFs these days?
Any and all comments appreciated.
[edit] oh one more comment: I've played defence characters for years. I'm really not interested in IOing s/l up through the roof to make the build work. If that's what it takes to make an ele/ tank viable... well, I'll make something else. -
I think this'll lead to diversity, I think it's a good thing. I think following it up by giving 5 or even more slots for that 50th level would be a great counterpoint to it.
I think the tiny fraction of builds for which /EA made sense for brutes just got even smaller. -
I remember a while ago, during some special event or other, one of the devs ( I believe it was Babs, but maybe not) menyioned that they' actually tried turning ON some of the PVP reductions in a PvE zone.
This is hardly a meaningful sample, but it at least suggests that it maybe a dev could turn OFF some or all of the settings from time to time.
Saturays? I could play my old fort again... -
Quote:Very well, we'll just have to agree to dissagree on the semantics and how we percieve the context.Don't get me wrong, Spirit - I get your concerns. Many people share them. I also agree that there shouldn't be just one way to approach every spawn. They're just posted in the wrong place. A theoretical fix that affects just the stalker archetype can be tested internally and possibly be given a short run on the test server for open testing.
A change to the entire spawning paradigm of the game is going to have major balancing issues that will require internal, alpha, beta and open testing, because it involves everyone, not just stalkers.
In other words, while changes to the entire game like you're suggesting may well benefit stalkers, let's not ask them to change the entire game just to accommodate stalkers. Your concerns with spawning and the problems with this being an AoE game to the exclusion of single target have been hashed over many times by many posters.
Don't use this thread to promote a wider agenda just because you think a developer may be reading it.
If I couldn't live with that, I have no business posting on a web forum. -
Quote:Those "common builds" of which you speak are all centered around AoE damage. People choose to create and play many characters based solely on their aoe ability. Regardless of how much they're slotted, AoE powers are less efficient DPE-wise than single target attacks. Think that electric/shield scrapper is going to be happy with smaller spawns and single hard targets? How about that Fire/Kin?
See, if you're going to be spawning hard targets with every spawn then the number of minions and lt's are going to drop, otherwise you're talking about a significant shift in the difficulty of this game. Think that might impact a few playstyles? Powersets that rely on large groups of minions around them - like willpower (rise to the challenge) Ice (chilling embrace) and shield (against all odds) would indeed have their abilities stripped.
Never mind any of that, however. You're talking about changing a completely different code base when you're talking about changing the makeup of spawns verses making changes to stalkers. As such that suggestion would be better made in the suggestions forum and not the stalker forum. Yes, it might impact stalkers, but the changes are so broad that they frankly have no place in a thread dealing solely with stalkers that is in the part of the forums that deals solely with stalkers.
1. Lets be clear: I do not, nor have I suggested that hard targets should exist in every spawn. I think what I actually suggested was something along the lines of 30% of the spawns in large teams. A statement that every spawn should contain hard targets is ridiculously bad, but also fairly meaningless in this discussion.
2. Code... I'm pretty sure that the selection of mobs is something that many AI missions abused the existing code to do. If having the odd EB spawn seems technically dificult, imagine how much harder it is to get window reflections to work. Some players may remember tiny a bug from I 5 (or was it I6?) that replaced nearly all minion spawns with LTs...
3. Most importantly: I do not consider it good game design to require players to face each and every spawn in exactly the same manner. Play is different things to different people, but even if it's relatively easy going, adaptation is a good thing.
4. The root cause of selecting against the single target archtype is the lack of relevance of single target damage. I call it like I see it.
I'm not really understanding the root cause of your concerns... If it's that big a deal, imagine more controls on difficulty selection that provide the option of EBs... and adjust rewards such that it would be desireable to use those controls. -
Quote:I really don't think it would impoverish the playstyle or tactical variety of common builds to have to deal with more hard single targets.Wait, what? Are you really advocating they change the game mechanics (and the way eleven other archetypes play) just to accommodate stalkers?
While I applaud your chutzpah, I'm afraid I'm going to have to call shenanigans on that suggestion.
And I really do think there would be a lot of opportunities for marginalized single target builds. As others have mentioned, this isn't just stalkers.
EBs might or might not be the perfect scaling point for a single target, but that's not really my point.