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BunnyAnomaly, there are two problems with that analysis*.
First is that you have not factored alpha survivability. How big of an alpha can each set survive to react and heal back? That is very relevant for tankers that, well, tank. Although its not that big of a deal solo, it can be leveraged while solo.
The second point is that Fire Armor has that level of sustained survivability litterally as penalty for it's heavy damage tools. Its not acceptable for a set that is purely defensive to barely surpass Fire Armor's survivability, much less when said survivability is very limited to specific situations (regen would still be inferior at taking the alpha.)
Saying a set, using every tool it has, can be a bit better than fire against sustained dps, is the same as admiting the set sucks, since fire does that with very few powers and gets insane offensive tools on top of that.
Try calculating how much damage is needed to kill each tank in exactly 4 seconds (thats enough to at least pull out one heal, not two.)
Although MoG may help there, it has too high of a recharge to be used on every spawn and comes too late to be factored in the game until level 32. Alphas is not something you take only when a click is available, its something you have to be ready for spawn after spawn.
Maybe the only change the set would need to be viable is to change the duration/recharge and level of availablity of MoG.
*I have not double checked to see if your math is accurate, just a disclaimer. -
Quote:It is a minimum level of balance for tankers to be able to take alphas without being forced to go into pool powers or use their secondaries.Okay, so now it's Regen with no pool powers, such as Tough or Weave? And without taking secondaries into consideration? How does that have any bearing on how the game is actually played?
It does not mean that a set that cant pass that test would be impossible to tank with, considered the proper set combination, pool usage and IOs, but the set would be at a disadvantage compared to any tanker, and risk being considered a gimp set if you take the wrong offensive set or are not high enough to fit Tough/Weave and have them slotted by lvl 20.
Is it possible to build a current stat transfer regen to tank? Sure. But it would be the easiest tank to gimp in the hand of a non-VIP player.
Its just bad game design to consciously allow that. -
Quote:The biggest issue there (and mind you it would not have helped with the alpha tanking issues) is that RTTC is the power they should had turned Instant healing into, instead of nerfing it into a click.Quite literally if I made changes to Regen it would look alot like like Willpower..
I'll have a pop though later for something more recogniseable to a fan of Regen.
Now you cant go that path without making it, indeed, look like Willpower. -
Difference being: regen was not stacking that smash/lethal on top of anything, making it extremely weak. Invuln at least stacked it on top of something. Arguably still weak but not that bad.
And I know its a "recent" change, but Resist elements also has slow resistance and has been doing 7.5 resist (10 for tanks) for a while. I think those things combined to a better overal power than the old Resilliance.
And yea, I know im now bringing power combinations... dont call me out on that because I still am being realistic. :P
Quote:Personally, I think its very borderline for the average player. If Dull Pain's +health was fully enhanceable, I'd say go for it and see what happens in beta. But with the set in its current state, I don't think it scales well enough for tankers. -
Quote:Hey I didnt make the rules!!It's not like tanks don't have better mitigation tools than shockwave in their primaries. Fault, Ice Patch, and Foot Stomp can all be hugely effective at cutting incoming damage. And the guy who posted the claws Regen scrapper doing a RWZ*2 also did it with just using followup and spin on auto... With no alpha slot. Granted you can't see the IO bonuses on the build, but you can build to take an alpha with MOG, and Darkest night is almost as good for Regen as shadow meld.
BUT there is also the fact that tankers may be running Energy Melee, Fiery Melee or Dark Melee. None of those have anything near the level of mitigation Shockwave provides and not familiar enough with Elec Melee, Street Justice or Kinetic Melee to say if any have anything on those lines.
You cant say a set is good for tankers with a conditional requirement to specific primaries. Even a bigger No No is to say a specific Epic pool is required.
Quote:It won't be easy mode by any means, but the tools are there to get the job done. The problem is the set relies on player skill to keep you alive more than any other set. -
I would say end game raids are an entirely different ball game. Not only are you forced to have a vip account (meaning access to IOs) but also likely already started building on your incarnate powers.
At the very least, CoF and OG both serve as potential taunt auras. OG would be the endurance free one.
Unfortunately, most of the arguments in this thread have no much weight when we dive into that bucket of game content, since as you stated in your first post, it is free and premium players that will find the set's endurance cost an issue. -
Quote:I am not sure where to start, but i do know i want to keep it very short.I think you're drastically underestimating the survivability of a well-played regen.
If it were as bad as you say, why do the people who know the numbers inside and out still like the set, seeing as how you're basically saying the only thing it's good at is dying?
If a Regen scrapper can pull off a double RWZ Challenge, then I think a well played Regen tank will be just fine.
For one, RWZ Challenge runners tend to be heavily IOd, often with softcapped defenses, between other things. It's not something you can use to measure tanking efficiency from level 1-50.
Second, regen can be a great set for survival, as long as you are not confronted by heavy burst damage. the RWZ challenge is rather constant and is nothing like jumping 16 foes that all have their heaviest attacks ready to fire, and all will fire at once.
Remember: a tanker must be able to tank (this means taking on alphas and surviving them,) without IOs, without Incarnate powers, with only it's own powers and SOs, and perhaps, just perhaps with pool powers (but they cant be factored in the set balance design, or at least have never been in the past.)
Quote:That was done with a Claws/Regen scrapper. If a scrapper can pull something like that off with Regen, what would a tank be able to do with 1,000 more HP and similar ability to leverage KD for mitigation?
The power can often bring more mitigation than our preservation set may bring. -
Quote:Not saying it does not happen or that i dont believe it, just that I have never seen it.Being that my Masterminds ususally have Challenge or Provoke, I've done it. :P
The last Mort Kal SF I ran, my Thugs/Pain kept the AVs challenged since I had the best survivability on an all Blaster/Corr team.
I would love to be in a team where it happens and see it. I rarely played red side before GR and have not played enough to be in a team with masterminds doing this since then. -
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Quote:Well, when you put it that way....You mean the one where the first major tab doesn't make it clear you have two major choices to make and the second tab doesn't make it clear that this step is optional and the third tab which has blurry and nearly non-sensible pics of the ATs and the fourth tab has an easy-to-miss sub-tab and then when you leave the character creator you have a tutorial screen with 'enter' and 'next' and aren't sure which is supposed to do what?
But its pretty!!! -
Quote:Maybe I'm too easy to please but I love the new character creation UI. If that dev is still here, I would love to see him tackle the in game UI (starting by the power manager.)Let's face it, the UI of this game is getting long in the tooth and is covered with a bunch of band aids applied by those with no medical experience.
God bless the engineers who have to do UI work on CoH... they're not trained to do UI work. I've never seen CoH advertise for a UI expert.. and it unfortunately shows.
... This includes:
- the new overlay to the character creator
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Id say the power is there mostly for a scrapper that wants to tank.
But in summary (since it was all covered here)
Code:PS: hate this forums code tag that does not use fixed widths fonts.Power: Taunt / Provoke Range: 70.00ft / 60.00ft ToHit: Auto Hit / 75.00% Chance Cast: 1.67 / 1.67 Duration: 41.00s / 16.40s Radius: 15.00ft / 15.00ft Recharge: 10.00s / 10.00s Bonuses: -Rng 75.00% / n/a
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Quote:You see, as sucky as flury may be, I was able to take advantage of it in a few low level characters to fill in level gaps (mostly tankers that got slow access to attacks.) Sure, there are other better pool attacks, but before fitness was inherent, and you were limited to 4 pools, I found myself sometimes stuck with the speed pool. Dont take me wrong, not defending the power. It does suck, big time, but I still feel old Resilliance was even less useful.Come on, Starsman, that's being overly melodramatic. It's not a remarkable power, but far from the worst:
* Flurry - Why would you pick this up instead of Hasten? Ever?
* Sonic Repulsion - Toggle radial knockback that you can't use solo and can't control. (Target can proceed to be a bonehead with it.)
* Invoke Panic - Terrible uptime, accuracy, end costs, and prerequisites. [edit: Also, it's only MAG 2.]
[edit: Or for a more direct analogy: Blasters / Munitions / Body Armor - 8.75% res. No toxic, stun resistance, or stun protection.]
Body armor, when mods are accounted for, still was better given it was the equivalent of 9.375 resist for scrappers. Would not take it over it's toggle peers, but it was still not as bad as Resilliance.
OK, Sonic Repulsion is a... blach sheep. But mostly due to it's endurance drain (it has one of those per foes end drain right?) Else it would be a very good team support power.
But I digress, I guess some would find in their personal views powers that were "worse off", but for me, who mostly plays melee classes, I found Resilliance to be just horrendous and only took it to have a place to put resist IO sets.
We can agree it was the worst passive in the game, right?
Edit: wont go into Invoke Panic because it was victim of one of the most stupid nerfs from the Statesman era. -
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This is the change I would advocate for Dark Armor:
Add -3 Knock-back protection to Obsidian Shield, no KB resistance.
It would not make you immune to knock-back, but it would take a really strong knock-back to actually knock you out of your feet.
There are situations where almost every enemy has knockdown, making it unbearable to tank without KB protection. Since Knockdown is knock-back with less than 1mag, a -3 should protect you from those and from weak knock-backs.
Enemies with powers like Power Push and Energy Torrent will still knock you down. This would serve as a more acceptable penalty for the set, a better middle ground between the squishies that always get knocked down and the other melee sets that are literally immune to knock-back.
BTW, I would also do this for Fire Armor, in their case it would go in Fire Shield. -
Changes may not necesarely be drastic.
The question is how willing would Synapse be to do tanker specific version of regen (very few mods) or change drastically powers on all existing versions of regen.
I would for one do just two changes:
Resilience: I am not sure the exact change this power had with i21, I know now it adds resistance to all, but if it's still the same magnitude as the old Smash/lethal then it still sucks. If its the same magnitude as the old toxic, then the power is OK.
Remove instant healing. Replace with a taunt aura that adds HP per target affected. Perhaps keep some small regen boost per target there too.
If you are fast (same goes for invuln) the taunt aura will have buffed you before enemies actually are aware of you and toss the alpha your way. -
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Regen tankers would SUCK unless they do some huge revamp or tanker specific changes.
Tankers have to be able to absorb huge volleys of damage in the all too famous alphas. Regen relies almost exclusively on the ability to heal back damage, not reduce it. It would be like expecting an Invuln tank to survive an alpha with no passives, and no toggles, just wearing dull pain randomly and expecting an Emapth to keep them healed. -
It's long overdue. It's been my number 1 complaint for many years now, even before I cared about balance I hated the power management screen.
Obligatory repetition of a recommendation:
Whatever new interface you make, Devs, remove the Primary/Secondary barriers. Group powers by type instead of source (attacks/survival/support/debuff/control).
For instance, if a fire/super strength tanker goes to his "Attack pool", he will see both, Burn and Jab in the same "pool".
It would add no extra build options but it would add a perception of free-form building, and remove (at least for new players) the misconception that primary always being better than secondary.
OH, and make it searchable. -
NICE!
So... they doing the same for Nemesis vengance? -
Quote:If you consider no immob or KB protection are issues, then the thread should address solutions to those points directly.yes, and you have no immob protection or KB protection either. I understand the idea you present, but your comparison is apples and oranges as invuln gives complete mez protection in this comparison. you would have to add accro and CoD, and then protection values likely will not compare well as DA should come out on top at that point- but it's endo use should be higher also.
How does that scenario play out if you use SR or WP or something different like ninjitsu?
Endurance cost reduction in Dark Regen will not compensate for those issues. Reduce the end cost of Dark Regen and in a few weeks you will see other users asking for a different buff in the name of lack of KB and Immob protection.
I actually would find a case for native KB protection a much more valid one than a case for buffing Dark Regen. I would even advocate it myself, since its insane to tank without KB protection in this game. The only issue there is that IO's negate most arguments on the topic and it may be hard [not impossible] to push such a change just for the sake of free players.
Quote:1. I know CoD gives immob protection, thats why I said you would need to add it for your invuln comparison. And accro for the KB hole.
It's not too different in that sense from Fire Armor, who's Immob is only available after landing a burn patch. -
Quote:Unlike attacks, self defense powers are not balanced in issolation, but as part of a whole set. Just because Fire Armor gets to have Healing Flames, does not mean Regen can have the same (and you will see both heals are different.) Same goes for Dark Armor, you cant justify a change to it's heal just because another set has the heal you want.That's a good point and I completely agree. I don't think the recharge would need to be affected at all - the idea is that the heal/end cost/recharge would be in line with reconstruction/healing flames except that it requires a tohit check, which would be the balancing factor.
Dark Regen has a high endurance cost not to pay for the heal, but precisely to avoid you using it often. The goal is for you to be able to heal to full in a croud, to be weaker against single foes, and to not do it too often. That is the design for the set. If you remove that penalty, you force the devs to use a standard technique to prevent you from using it often: recharge.
Quote:No doubt many players can get away with underslotting for acc since one hit = massive heal and heavily slot for endurance cost. With full end cost slotting, it STILL hits your blue bar hard.
Quote:For those arguing about CoF, the same argument could be made - you can easily get around the accuracy and end problems with slotting.
That is part of the intended design of Dark Armor, even after the many balance visits. It's not a set for you to turn on every toggle and forget about them, its intended for you to pick the aura that best suits the current situation and use it. CoF can be extremely redundant, and should you be facing end issues it should be the first toggle to go out the window. Same with Death Shroud for tanks since you can fall ack on Oppressive Gloom as your main taunt aura as early as lvl 26. -
Quote:3 Slot for endurance cost. 1 slot for accuracy. That should lower end cost to a more manageable 17.34. Still no pocket change but still extremely powerful.Okay, is there other solutions that you could present for problems that affect freebies?
As it stands, Dark Regen can be insanely powerful and its endurance cost technically keeps it in check. A decrese on it's endurance cost would force a heavy recharge nerf, one that may not necesarely be proportionate to the endurance reduction (it may be much more than 2x the current recharge.)
As for Oppressive Gloom, and Tanks: you dont need to run it all the time. That being said, an endurance starving dark armor tank that is restricted to SOs may want to consider using Oppressive Gloom as his taunt aura, and not run Death Shroud nor Cloak of Fear.
Since the power does damage based off your melee damage modifier. This means tankers already suffer way less damage from the power than scrappers. 71% the damage to be exact.
Not only is the damage lower for tankers, but their extremely higher HP means that tankers take a 50% less proportional damage than scrappers do. The damage it removes by stunning just one or two minions should be enough to make up for the self inflicted damage. -
If I was going to change it in any way, it would just be cutting down on the cast time. Somehow leave the visual FX (the one with the yellow hand shadows) last as long as it does now, same with the DOT.
Idea being, this is a Super Speed attack. You are so fast, to the point you can hit from two directions at once. -
Quote:This. Due to the akward choice of rebalancing PvP attacks around steady DPS mechanics, slow animating attacks with low recharge rates are insanely powerful there.Wasn't it ridiculously useful in PVP all of a sudden? Or was that changed?
Cant think of anything that would make that power useful in pve, though, other than a touch from a developer's hand.