Trickshooter

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  1. I remember when the Master of Statesman Task Force Badge came out and my Trick Arrow Defender was one of the first 8 people to get and register the badge on badge hunter. I mean, not only did my team accomplish it, and most likely as one of the first to do it on Live, but they did it with ME. On a TA. I mean, come on.

    Oh, and I remember also taking Lighthouse (remember that guy?) on his first Statesman Task Force. And waiting for like an hour for him to slot up his DevPL'd AR Blaster.
  2. Trickshooter

    Confessions

    I got Corruptor/Controller Fulcrum Shift nerfed. Not by a lot (5% less +Damage per target). But still. Mwaha.

    Also... I always wanted to be the Liz Lemon to Arcanaville's Jack Donaghy. Unfortunately, i r not enuff gud brane.
  3. Quote:
    Originally Posted by Oedipus_Tex View Post
    Scenario: Trickshooter is a long-term fan of the game who creates very detailed characters with awesome bios and costumes. Another CoH player, who is a comic book artist, decides to steal several of his ideas, and modifies the character just enough that it avoids violating CoH's IP. What defense does Trickshooter have?
    Is crying a defense? Because that's probably what I'd end up doing.
  4. So with the recent news, I guess my crusade for Trick Arrow buffs is over, though not exactly in the way that I had expected...

    Hold on, sadness moment, give me a few.

    And back.

    In the meantime, I'm very curious how you guys (the rednames who I'll miss so much and no other developers will ever compare to because they were so fun and always excited to chat with us about stuff and see us get excited ourselves over stuff they were doing...

    Sad moment again.

    Alright... in the meantime, I'm very curious how you guys would have liked to fix up some of the sets considered "underperforming" (even if it was just by the players)? And were any discussed changes inspired by suggestions from the players?
  5. Quote:
    Originally Posted by Oathbound View Post
    With Frozen Aura vs Foot Stomp, it's not that Frozen Aura deals less damage than it should, it's that Foot Stomp has a larger radius than it should, but is allowed to break the rules since SS has no secondary AoE.
    ^This right here. Footstomp breaks the formula in order to compensate for SS having only one AoE.

    For those curious, the damage formula is:

    ((Recharge*0.16)+0.36)/(1+0.75*Radius/5-(0.011*Radius/6)*(360-Arc)/5) = DamageScale

    So for Frozen Aura:

    ((20*0.16)+0.36)/(1+0.75*10/5-(0.011*10/6)*(360-360)/5) = 1.424, rounded to 1.42.

    With Footstomp having a 15 foot radius, it would normally have:

    ((20*0.16)+0.36)/(1+0.75*15/5-(0.011*15/6)*(360-360)/5) = ~1.095, which would probably be rounded to a damage scale of 1.1, or about 48.94 damage instead of the 63.17 it does now.
  6. Quote:
    Originally Posted by PRAF68_EU View Post
    Freezing Touch and Freezing Aura need damage scaling as full attack powers.
    Do you just mean Frozen Aura should do more damage in general? Because it currently does the correct damage for it's recharge, radius and PBAoE nature; it doesn't suffer any kind of penalty for having a control in it.
  7. Quote:
    Originally Posted by JayboH View Post
    Ah, thank you. That's kinda weird. I wonder if Synapse/Hawkward are aware of this.
    Why wouldn't they be? This isn't new behavior for these IOs.

    Performance Shifter and Panacea already grant healing and/or endurance to a target if they're in a power that hits an ally. Numina, Miracle, and Regenerative Tissue have been slotted in ally-only heals since they were introduced and they've always only ever benefited the caster.
  8. Quote:
    Originally Posted by Psylenz View Post
    Our team played show and tell with the CoH Powers tab and couldn't produce a screen that showed any +end from lifegiving spores even with two patches down. Is that because the +end is so small over a four second tick?
    By "powers tab" do you mean the real numbers display stuff?

    If so, the +Endurance from Lifegiving Spores won't show up there, as it's not a change to any Endurance or Recovery stat. It's essentially a 1% heal, but to your endurance bar instead of your health bar.
  9. Assault Rifle is going to favor the Corruptor unless you're really planning to take advantage of the Defenders' higher knockback modifier. >_>

    For Traps, Defenders get a longer immobilize and higher -Speed/-Recharge from Web Grenade, higher -Resistance and -Defense from Acid Mortar, higher +Defense from FFG, and then higher -Damage and -ToHit from Seeker Drones. Corruptors get more damaging Trip Mine and Time Bomb.

    So for the most part, unless you really value the damage from Trip Mine and Time Bomb, they're fairly close in performance, with the Defender of course getting a few slightly higher buff/debuff values (with a couple that pull farther ahead if you can get them to stack).

    It's worth noting that a Traps Defender with Mace Mastery can get 44.15% Defense to Smashing and Lethal and 36.35% Defense to Energy on just SOs and with no extra power pool choices needed.
  10. Trickshooter

    REVAMP EM set

    Quote:
    Originally Posted by ClawsandEffect View Post
    One thing I will say that is relevant to this thread:

    Any power that was changed due to PvP needs to be reversed back to what it was before, since PvP and PvE can work differently now.

    The animation and cast time of Energy Transfer was changed, if I recall correctly, because the 1 second hard hitting power was too strong as a follow up to Assassin Strike in PvP, effectively allowing it to circumvent the anti-one-shot code.
    To start, I agree with the majority that Energy Transfer's change was heavy-handed and it had a negative effect on the overall performance of the Energy Melee set that has yet to be addressed, BUT...

    If I remember correctly, it was changed because it was considered a long-standing anomaly (having ridiculous DPA) and they finally had the time to go back and review it. In fact, I remember Castle stating that he still had an internal email from when he was first hired about Energy Transfer because he noticed right away how far ahead it was compared to other powers.

    PvP was not the reason for it's change. The only role PvP played was as a data point that players could easily see for themselves. That is to say, back then, if you intended to use any other melee set for PvP, it was almost universally considered "not as useful as Energy Melee would be", and most of that was attributed to the very quick burst damage of Energy Transfer.

    The reason it's not fair to blame PvP has to do with this line of thought:

    Quote:
    Any power that was changed due to PvP needs to be reversed back to what it was before, since PvP and PvE can work differently now.
    Almost every power that ever worked in PvE by targeting a Foe was already able to work differently in PvP since Issue 4 when PvP was introduced. If Energy Transfer's PvP damage was the real cause for concern, it could have been done separately between PvE and PvP long before the change to Energy Transfer's animation.

    Damage values, debuff values, and mez durations have always been able to have separate values based on whether the target is a "Critter" or a "Player". That's how we had things like non-resistable damage in Blaster attacks and Scrapper criticals, non-resistable debuffs in Defender primaries, and triple damage on players in Controller primaries back then.

    The Issue 13 changes simply gave the devs the tools to do something similar with all powers.
  11. For Corruptors, Poison Gas Arrow is the second highest Damage Debuff AoE they have available in their secondaries (Dark Miasma's Darkest Night is the highest), and the recent change to make the source of the debuff and sleep from a pseudopet has really improved it. The sleep's duration is now effectively much, much longer because the pet continually reapplies the effect, and with extra recharge, you can actually stack a second Poison Gas Arrow for double the Damage debuff and the ability to sleep up to Boss rank foes.

    The only downside is the debuff is no longer 'sticky', having a duration only slightly longer than the activation cycles, but I guess it just makes Glue Arrow that much more useful to have.
  12. Quote:
    Originally Posted by Stone Daemon View Post
    I changed some of the enhancement picks in NA powers to get rid of unneeded enhancement values (like endurance reduction in Lifegiving Spores--that power has a .07 drain at it's base). I also removed end mod slotting out of it because it looked like overkill.
    Just a quick note (4 days later :B), Mids actually has the incorrect endurance cost in Lifegiving Spores.

    Lifegiving Spores actually drains 1.04 endurance every 4 seconds (so about 0.26 a second, which is about half the cost of typical support set toggles). It grants 1% Endurance every 4 seconds though, so even unslotted, as long as the caster stands in the AoE, it only costs about 0.01 endurance a second to keep on.

    Anyway... out of curiousity, why does neither build include Regrowth?

    It heals the caster for 50% more than Empathy's Healing Aura, but only takes 2 seconds longer to recharge and only costs 0.52 more endurance to use? It even animates faster than Healing Aura. And it gives a 30 second stack of Bloom.
  13. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Personally I think people tend to underestimate Flash Arrow. Yes it is weak compared to other To Hit Debuffs available to Defenders but it's still pretty useful and unlike the rest it isn't a toggle. If you slot it up then it's a 12% To Hit Debuff which basically means an extra 12% Defense for you. Additionally since it's not a toggle you can use Power Boost or Power Build Up before casting it to give it a bit more oomph (plus both of these powers enhance EMP Arrow so they're handy for a TA/A anyway).

    If you take Power Boost then you can do this at least every other spawn and possibly more depending on your Global Recharge. Power Build Up is up less but I like it for the added flexibility since I use it for the damage buff on RoA in cases where I don't need the extra To Hit Debuff or Hold Duration (plus Force of Nature is an AWESOME power for a Defender).
    Small thing, but ToHit debuff enhancements are Schedule B, so the total -ToHit it can offer on a Defender is around -9.75%.
  14. Trickshooter

    Nature feedback

    Quote:
    Originally Posted by Nightchill_EU View Post
    The HoT heals for about 200 (fully enhenced) every 5 or 6 seconds. It tics 11 times.
    Unless the Controller version is vastly different from the Defender version, the heal should be much higher. On a Defender, it's 11 ticks of 60.85 healing, which is a Scale 5 Heal (same as Absorb Pain).

    Quote:
    My tooltip states (enhenced) 41,86%. The healthbar also shows about 40% absorb. The shield last for one minute.
    I wasn't talking about the Absorb part, I meant that the Heal over Time adds up to about 60% of the heal of Empathy's Absorb Pain but in an AoE.
  15. The two most skippable powers in Trick Arrow are Flash Arrow and Entangling Arrow. Unfortunately, you have to take at least one of them. Besides them, you could possibly also go without Ice Arrow, but it can be useful as a hard control (and can stack with EMP Arrow to hold bosses). I would not recommend skipping anything else.

    From Archery, you can probably go without Stunning Shot (especially if you take and slot Ice Arrow well enough) and Ranged Shot, though you may want to keep this if you end up building for the insta-snipe stuff currently in beta. I used to skip Explosive Arrow and still performed well enough, though Archery works best when you take and use all 3 of it's AoEs. My current build has enough recharge now where I rarely need to use the ST attacks (besides Blazing Arrow).
  16. Trickshooter

    Nature feedback

    Quote:
    Originally Posted by Nightchill_EU View Post
    Hello.

    I had the feeling the enhencement of healing in Wild Bastion wasnt affecting the absorb part. I may be wrong, its just a feeling.
    IIRC, Mids is bugged and not showing the +Absorb benefiting from slotting, but testing was done and it is affected in-game.
  17. Trickshooter

    Nature feedback

    Just a couple of quick things:

    Quote:
    Originally Posted by Nightchill_EU View Post
    Powers:
    - Corrosive Enzimes:
    This power isnt really great. The -res portion is always nice to have but numbers arent amazing for a ST debuff. The -dmg is pretty worthless since onely a small portion will affect big targets, again, if it was AoE it could have been good. It also doesnt take any IO sets.
    Now you have to take it on a non defender but I wish I could skip.
    What do you mean by "big targets"? If you mean AVs, they don't inherently resist damage debuffs. Damage debuffs in general aren't affected by 'rank', only by level (but everything is affected by level). The only thing that resists damage debuffs is damage resistance, but it's still based on damage type. So damage debuffs are really only ever terrible on targets who have high resistance to a damage type that they also fight with (like Infernal, who resists Fire and fights with Fire attacks).

    Quote:
    - Lifegiving Spore:
    I would love to say that this power contribute to the whole team regeneration thing and that the endurance isnt meaningless. But seriously, this power is crap.
    It tics every 3 seconds for a ridiculous amound of health and endurance. Even if it was teamwide, huge range and passive it would still be skippable but ground targeted toggle? Seriously.
    Its kina sad tho, it looks pretty...
    I believe it actually ticks every 4 seconds.

    Quote:
    - Wild Bastion:
    So this is some kind of "oh ****" team heal. I'm not calling it "oh ****" because it has a good effect but just because it has a long recharge... The absorb is fine the HoT is kina weak. Half the recharge would make it a reliable team heal but 240s base recharge is just too long for the impact it has.
    Unless a lot has changed, I believe Wild Bastion is a pretty powerful heal. Just over 400 HP unslotted on a level 50 Defender in an AoE. That's about 60% of the Heal of Defender Absorb Pain, but in an AoE. I assume the idea with Wild Bastion is... you put Absorb on allies to protect their health bar while it slowly fills from the Heal over Time.

    Quote:
    At first I was existed because I hate rezes. I thought it was great design to have a power that rezes dead allies but actually works as a buff/heal on living targets. Sadly the effect on living target is complete junk for a single target heal and hardly worth casting.
    So hey, its a rez, some people like rezes.
    The Heal over Time on living allies is the same strength as Empathy's Absorb Pain. It's a lengthy recharge for just an ally heal, but the recharge is balanced for it being a rez (which I think all recharge in 180 seconds).

    The set IS a lot of Heal over Times, rather than upfront heals but this is also a set with +Resist(All), +Absorb, and a -ToHit/-Damage toggle.

    Edit: Oh, and only one power even needs an ally. That's gotta be worth something, right?
  18. Quote:
    Originally Posted by Aett_Thorn View Post
    Besides the two often-repeated reasons for why Ice was pulled, there's also the fact that when Brutes came out, Ice Melee was far and away the worst offensive melee attack set in the game. Barely any AoE, bad single-target damage, and enough control to further hinder fury generation (at the time, you could basically remove 6 enemies of anything under EB rank from the fight). A lot of the problem came from Ice Melee, not Ice Armor. The slows were only part of the problem. The problem was a combination of the slows, controls and the horrible damage.
    ^ This is what I remember.

    The set's Recharge Slows and Controls (like the original, stacking damage-less sleep of Frozen Aura) were just too good at slowing down incoming attacks. That made for slower Fury generation. Combine that with a set that was poor at single-target damage and had only Frost (with a shorter range than it has now) for AoE damage and it was just not a good set for the Brute AT at the time. Original Ice Melee was clearly designed with Tankers in mind and that design didn't translate well to Brutes.

    Ice Armor wasn't as bad on it's own, but it was still a set that combined Slows, End Drain, and then Hibernate which was pretty much "heal your wounds, lose all Fury".

    The two being a thematic pair certainly didn't help, either.

    It's also important to keep in mind Fury used to be much more difficult to maintain. The rate at which it degraded was slowed down in Issue 18 (with the devs instead making it much more difficult to reach higher amounts of Fury).

    I can't say I recall 'all ATs needing a unique powerset' being a reasoning. Afterall, CoV launched with Brutes having no unique powersets.

    I'd say these days, with Ice Melee's better AoE potential and the change to the Fury mechanic in Issue 18, the Ice sets should be okay with the Brute AT. Fury is easy to build at the start of combat, which wouldn't be hindered by Recharge Slows (since an enemy would need to use all their attacks first to feel its effects), and with Fury degrading slower, it would be easier to maintain these days than it was in CoV beta.

    The only real issue I see is Mob AI, which runs away if no attack will be recharged in 10 seconds.
  19. Quote:
    Originally Posted by Mister Rik View Post
    I busted out my low-level Psychic Blast/Kinetics corruptor yesterday, and while I got her bumped up to level 10, it was a horribly frustrating experience:

    • Inability to hit - It was appalling how difficult it was to actually hit my enemies with ... anything. I've harped on this before, about ToHit/Accuracy issues in the low-level game, but based on the constant denial of the problem I get back from other players, I'm starting to suspect that there is a problem with the "Beginner's Luck" bonus in the Mac version of the game not functioning properly, because what I see in the game does not match up with what other people seem to see (and it's safe to assume that everybody responding to my complaints is playing on a Windows machine, not a Mac). But in any case, the problem is even worse on this particular character.
    By level 10, Beginner's Luck is reduced to only +7% ToHit, which results in less than 1% better chance to hit than you'd be getting with a single Accuracy TO in each attack. Don't rely on Beginner's Luck passed like level 5.

    Quote:
    • Low damage - her attacks, when they hit, seemed to do little damage to enemies, particularly in comparison to my Psychic Blast blasters. It was taking forever to defeat anything, even with the help of possessing a Blackwand and a Nemesis Staff to provide additional attacks.
    Outside of Scourge, Corruptors do only about 67% of the damage of Blasters. Also, it's difficult to compare Blaster Psi Blast to Corruptor/Defender Psi Blast because damage scales were shifted amongst powers.

    Blaster Psi Dart is the same scale as Corruptor Mental Blast.
    Blaster Mental Blast is the same scale as Corruptor's Telekinetic Blast.
    Blaster's Telekinetic Blast is the same scale as Corruptor's Will Domination.
    Blaster's Will Domination is almost the same scale as Corruptor's Subdue (0.08 less).

    Quote:
    • Ineffectiveness of non-damage effects: Subdue, when it hit, frequently failed to immobilize even same-level minions. I'm aware of the need to apply mezzes 2-3 times before they'll fully affect lieutenants and higher-level enemies; I've very rarely had to repeatedly apply mezzes to same-level minions on other characters. Similarly, while doing a Kings Row safeguard, Martial Gloom walked right through my Repel shield, stunned me into complete helplessness, and kicked me to death while I could do nothing. Twice. This was exacerbated by the fact that he got to me in the bank lobby while I was still trying and failing to defeat the entire group of Skulls there. So when I rezzed at the hospital and ran to the escape point to try to stop him there, he arrived with the entire group of Skulls in tow and proceeded to stunlock/kick me to death again.
    Subdue only as an 80% chance to Immobilize; it's not guaranteed like Blaster's Subdual.

    Regarding Martial Gloom, his stunning kicks are melee only, so if you want to avoid them you have to stay out of melee. This really isn't an issue with Kinetics or Psi Blast, or even Corruptors, though. It would be the tactic multiple ATs and powersets would have to use at that level.

    Quote:
    • Endurance issues - I realize this is largely due to the way Repel works, but I kept finding myself running completely out of Endurance while attempting to take out a single group of three same-level minions. Of course, in addition to Repel, the previously-stated problems with ToHit, damage, and ineffective other powers contribute to running out of endurance before the enemies are down, purely because it just takes way too long to put them down.
    As you said, that's probably mostly due to Repel. Repel costs as much endurance to run as 3 toggles on a Melee character, and drains 1 Endurance every 0.5 seconds for enemies knocked away. If an enemy is close enough to be affected by multiple tics (or if they just don't get knocked away), they'll keep draining you at a rate of 2 points of endurance a second in addition to the cost just to keep the toggle on.

    Repel should not be a power you keep on like Dispersion Bubble. You turn it on and off when absolutely necessary.

    Quote:
    Now, I can solo effectively on pretty much all of my other characters, which include other corruptors, even at low levels. But trying to solo on this particular character has proven to be nothing but an exercise in frustration. So I have to wonder, did I just have the misfortune of running into a ridiculously bad RNG streak (that went on for more than an hour), or is Psychic Blast/Kinetics just a really bad combination? Will it get better at higher levels, or should I just reroll with a different secondary?
    I have a Kinetics/Psy Defender and I can tell you it gets better. And with the nuke changes in Issue 24, you better believe I'll be Fulcrum Shift+Psychic Wail-ing my way through every mission. It's just that Kinetics can be a fragile set before you have all the powers or at least teammates to take advantage of some of the earlier powers, though.
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    All of the above sets were released in the last 18 months. As a VIP you get more than half of them for free. Lets see....that's 16 sets in the last 18 months. How many sets did we get at all in the previous SEVEN YEARS?

    Lets count:

    Archery
    Trick Arrow
    Sonic Attack
    Sonic Resonance
    Dual Blades
    Willpower
    Shield Defense
    Mental Manipulation
    You forgot:

    Electric Melee
    Electric Armor
    Pain Domination
    Earth Assault*
    Electricity Assault*
    Thugs

    But still, that's only 14 sets in 7 years. About 2 a year.

    Meanwhile, in the 11 months since Freedom launched, VIPs have gotten 4 free sets (5 if you count Darkness Manipulation for Blasters), with 2 more on the way.

    And then 7 pay-for sets, with at least 2 more on beta right now, the sales of which are indirectly funding the production of MORE powersets.

    I'm always scratching my head when people say "My $15 a month used to get me ALL new sets for free!" Well, yeah, but we only ever got 1 or 2 every three issues or so. Since Freedom, we've gotten 4 (or 5) free with the last 3 issues.

    *I'll give you that these two sets might be debatable as "new" sets.
  21. I feel like the only person not excited about the possibility of Kinetics on Masterminds. I mean, I'm all for proliferation. It's not going to hurt anyone to give Kinetics to Masterminds. I'm just not seeing what about it is going to be so incredible from a performance perspective. >_>

    Fulcrum Shift at it's most potent on a Mastermind will only be +180% Damage (if they set it up correctly, anyway; they might end up just copying the Corruptor/Controller version), and on Henchmen that doesn't sound all that awesome to me. I mean, even the tier 3 pets only have Defender-level damage mods. On top of that, the pets don't benefit from Speed Boost's +Recharge (at least they shouldn't, I think a couple of their powers are a bit bugged) and you won't be able to heal them unless you can get them to go in to melee (and some refuse).

    Just those couple of things could really dampen Kinetics blitzkrieg method of support.

    It'll be okay, I just don't see what will make it more awesome than some sets Masterminds already have.

    Now... when Masterminds get Cold Domination, that will just be ridiculously good. Like why-play-any-other-secondary good.

    And if we're talking about proliferation we want to see, I'm oddly kind of wanting to play a Poison Defender. I think the set will actually work fairly well with their mods.
  22. Quote:
    Originally Posted by Shadey_NA View Post
    Trickshooter,

    I've played a NA quite a bit on beta and while I don't have the numbers on Lifegiving Spores, I can tell you that the heal patch is quite good. I've been using it extensively on my NA/DP defender and with it on I do not see any end issues. At level 31-33 I've used it to take on several EBs and the like and except for Malaise (end draining jerk) I've been able to stand with em for 10-15 minutes at a time while only popping one or two blues.

    Granted, I've been using chem rounds quite a bit so I can stand toe to toe with em, but the build has no IOs and end usage is quite nice. For normal mobs and even Boss levels, I rarely use the heal now.
    Note: with an EB, you will have to use the heal some, but not exhaustively.

    I did skip rebirth and Entagle Aura as I was trying the Sorcery PP too.
    For clarity, I'm not claiming that Lifegiving Spores is some end hog. Far from it. Unslotted, it will effectively only cost 0.01 endurance a second if the caster stands in it, which is not going to make a dent in what players naturally recover per second (about 2.08 end per second with unslotted Stamina).

    The thing that bothers me is that it's a toggle that costs endurance to grant endurance, and because it costs more endurance than it grants, the caster essentially doesn't get access to that bonus endurance. That leaves it as just a weak heal over time with an effectively small endurance cost for the caster. It's not horrible, but it's not that impressive either, which is why I said that I'd skip it if I had to (my current build plan includes it, but with only the single base slot). This is all while unslotted, by the way. A single slot of either EndRedux or EndMod and the power will give more endurance than it takes away. I'm just not sure slotting should be required to avoid a power making one of it's own buff values be effectively a negative value.

    Toggles that cost endurance and grant endurance or recovery are very strange and, minus Lifegiving Spores and (I think) some bonus effects in the upcoming Bio Armor toggles, these kinds of powers typically have no endurance cost.

    Obviously, as a team toggle it should have an endurance cost. With that said, I don't think it should be granting endurance. I think the +Endurance (possibly converted to +Recovery) should be moved in to one of the Click powers, and Lifegiving Spores should gain some other effect to replace the +Endurance. Perhaps add 25-30% +Recovery to Wild Growth (1% Endurance every 4 seconds is comparable to about 15% +Recovery, so I'd increase that to compensate for the reduced uptime of Wild Growth compared to Lifegiving Spores), reduce Wild Growth's +Regen to 50%, and then add another 50% +Regen to Lifegiving Spores.
  23. Quote:
    Originally Posted by Neuronia View Post
    Yeah, Defenders need something.
    How abooouuut...

    Tanker-strength mods for self-Defense/Resistance powers
    Dominator-strength mods for Controls
    Self +ToHit/+Damage mods second only to Blasters and Scrappers
    25%-33% stronger Ally Buffs and Foe Debuffs.
    14% stronger Ally Heals

    Meanwhile, Corruptors have:
    Tiny bit more HP
    Scourge
    About 15% more damage without Scourge

    So I mean...

    >_>

    Fire/Kinetics is better on a Corruptor, yes, but it's really a special case. You take an AT with a higher damage cap, give them a powerset that lets them hit that damage cap, and then give them an attack set with a secondary effect that Defenders can't be better at and well... you create a situation where the choice is easy to make.

    The opposite would probably be... Rad/Sonic Defender? Better -Res and +Damage from both sets for the Defender.
  24. Quote:
    Originally Posted by seebs View Post
    I suspect that, in addition to "it also helps other people", there's the issue that it is thus susceptible (perhaps) to +endmod or endredux.
    True, but it's still strange.

    Going back to my other example, let's say there was a toggle that granted 10% Defense to a team including the caster, but also cast an 11% -Defense on just the caster. Unslotted, it's a net -1% for the caster, but 10% everyone else.

    You could slot it up to 15.6% Defense for the team, but the 11% -Defense (which we'll assume is unaffected by enhancements for simplicity) would still leave the caster with only 4.6% Defense.

    It's not terrible, no, but should the caster have to slot just to get a non-negative net value from their own toggle's effect? That's what I have an issue with.
  25. Quote:
    Originally Posted by Yogi_Bare View Post
    Devs sez its because it gives END to an entire group.
    I mean, I know WHY... Support toggle end costs have to be balanced for more than the caster getting their benefit. But toggles that cost endurance and grant endurance and/or recovery are still weird to me. It'd be like a toggle that granted 10% Defense to a team, including the caster, but also cast an 11% -Defense on just the caster.