Turbo_Ski

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  1. Quote:
    Originally Posted by Tatmia View Post
    I’m going to have to respectively disagree as I feel that “some defender combinations” are more difficult to solo than other ATs.

    Even though my Emp/Dark can solo, that would be a little silly on my part. She shines on a team. However, when waiting for teams in PI, I’ve been known to run around the parking lot having a blast. My Cold/Archery is still just 28, so I definitely prefer to team her. Even after ROA at 38, I’ll probably still keep her team oriented. Same with Sonic.

    Those are the sets I avoid solo'ing.

    My Kin/Sonic is an offensive juggernaut. Soloing her is similar to soloing a blaster.

    My Dark/Psi solos like a controller in the 20s, extremely safe if not a little slow.

    My Dark/Rad solos at a little faster clip than my Mind/psi dominator.

    My Rad/Elec was built for a Superteam and I'm not a big enough fan of /elec to respec her. I’ve enjoyed my husband’s Rad/Sonic enough that I’ll be rolling one soon.

    Once my Dark/Traps corr hits 50, I plan to start focusing on my Storm/Dark. I plan to solo her all the way to 50.
    specific build combinations are irrelevant if the average defender solos incredibly slowly compared to the average build of every other AT. Defenders however are so far behind in damage that corruptors and controllers bring more team support simply by their damage advantage completely outweighing the support value loss (damage is a form of support in and of itself).
  2. Quote:
    Originally Posted by Starsman_NA View Post
    Because in theory, a defender that can debuff the foe's resistance by 30% already has in average a modifier of about .84, higher than tankers. Make that .9 and you suddenly have the defender at a theoretical 1.17. Add a second one and it becomes average of 1.44 per defender. At this point why bother with anything but defenders? Only reason not to do so is because there are no defenders around to pick into your team.

    The idea with defenders buffing damage is not that they should be dealing damage, is that they make others better at dealing damage. Wanting both is wanting to have a cake and eating it too. You can't have it both ways.
    Unless you're suggesting to make Enervating Field an inherent for all defenders and corruptors and controllers, I don't see how that is relevant to balancing damage modifiers. You can't include anything that isn't available to all sets at lvl 1 thru lvl 50 when balancing damage modifiers, unless it's a recurring consistent theme like Assasin's Strikes/Placate/hide for stalkers. -Res/+dmg support powers aren't consistently the same value or available at the same levels or even available at all for some sets.
  3. Quote:
    Originally Posted by Garent View Post
    I thought your argument was that the difference in corruptor damage potential is too large compared to the difference in defender support potential.
    You could include -Res/+Dmg on both sides and corruptors would still be ahead in damage vs support. However AT base damage is never balanced around around the presence of -res/+dmg powers in support powersets, that is something to be left for power balance not AT balance.
  4. Quote:
    Originally Posted by The_Alt_oholic View Post
    I solo on my Doms quite often (when I play them - I play Heroes far more than Villains). I think it is much easier to solo with a Dom than it is to solo with a Defender.
    I second this. It's a lot easier to level any other AT solo than it is to level a defender solo, including EATs here.
  5. Quote:
    Originally Posted by Garent View Post
    Hey remember that part of this thread where I proved that less than half (five out of eleven) of the buff/debuff modifiers have a 25% advantage for defenders?
    Damage advantage gained through -res/+dmg powers is irrelevant to the discussion since those aren't available in every set, and a 25% advantage in a -res/+dmg power doesn't translate into a 25% damage advantage. We're talking about base+inherent damage here, a subject that covers every level range and isn't balanced around when you finally get that special -res/+dmg power from whatever set you chose, if there even is one.
  6. Quote:
    Originally Posted by PennyPA View Post
    I am saying "balance" in that a buff would be balanced by a nerf, especially a free one like the OP suggested.

    The devs are always looking at balance. Did ET get changed to be balanced by its damage? Did the dom sets get changed so whole sets bring more instead of one power? Did the animation times for blaster powers all get balanced out? Yeah, no evidence there.
    There is a difference between Power Balance and AT Balance. Stalkers, Dominators, and Kheldians all received massive buffs at no cost. There is no rule that says you have to nerf something just because you buffed something else.
  7. Quote:
    Originally Posted by PennyPA View Post
    And I want to keep defenders as great as they are and not be weakened so we can blast a couple of meaningless mobs. Maybe you team with poor defenders/buff bots. I see defenders blasting all the time.

    Unless the devs are datamining this AT, I haven't seen defenders as underperforming or not working as intended. So, for me at least, I am concerned the devs would not give buff without some kind of negative balance attached.
    There would be no reason to nerf them just because you buffed them. There is no past evidence to even support that claim.
  8. Turbo_Ski

    Self Buffing

    Quote:
    Originally Posted by Biospark View Post
    Hello Dr. Mike,

    I can see your examples, but they seem to be the extremes and not normal play.
    Although I am sure that there ARE people that have put together teams of 8-empaths, do you think everyone would role an empath if they got a little boost to their self-defense.

    I am skeptical. I think it would convince more people to try one, but they would likely find that Empathy is still not the best solo-platform, just better than before.
    The best solution for making empathy more solo-friendly, is to add a self-only fortitude buff into Recovery Aura and a self-only adrenaline boost buff in regen aura. Yes it's a really strong and late-blooming combination but Healing Aura is the only other power you could even use while solo and it certainly would help empaths out in teams higher than 5 people.
  9. Quote:
    Originally Posted by Biospark View Post
    Wow, this brings back memories for me. My SG leader and my main team leader levelled an INV/SS tanker right after game launch. By the time we hit our 30s I was playing a Mind/EMP controller. I have seen this with my own eyes. I began to feel like nearly all my mitigation tools were completely unnecessary. And more often than not, my healing was the best tool I brought to the team.
    Which is why it's not uncommon to find MoSTF teams looking for a dedicated healer for a granite tanker specifically for the tower phase.
  10. Quote:
    Originally Posted by PennyPA View Post
    Honestly, are you saying defenders don't bring enough for teams? And one of my defenders is emp/psi - do I really bring a whole lot more with my paultry few psi blast to help wipe out mobs? I still disagree that a free buff to defenders would be given as described. It may make defenders more soloable, but bring less to teams.

    And after reading again, I just don't see how the OP will expand a defender's perceived team role.
    You're misinterpreting the context here. We're comparing Defenders to Corruptors and Controllers, both of which defenders are inferior to in team support when you look at the AT as a whole. Corruptors achieve this superiority through the rather large damage gap between them and defenders. Controllers achieve this both through damage and the fact that their primaries are all about mitigating damage. Defenders support numbers are supposed to make them superior to corruptor in overall team support but that's not going to happen unless you buff defender base damage some to lessen the corruptor/Defender damage gap so their 25% support advantage can catch up to the corruptor damage gains.



    Quote:
    You disregarded my examples as irrelevant. I wonder how just a bunch of buff bots beat a number of TFs if they were just standing around like your version of a defender. Even, that short MSTF run. You mention in the OP about fast paced battles - did you read that 3 of the 8 members were defenders? They were never fell out of it.



    They are fun now. Why ruin it by taking away what we bring to teams?
    The stacked TF examples are irrelevant since a team of 8 controllers is always going to be better than a team of 8 corruptors, and a team of 8 corruptors is always going to be better than a team of 8 defenders. All of those combinations however can complete any "Master of" challenge without breaking a sweat. Having the lowest base damage amongst all ATs and a low damage cap only limits defenders when 8-stacked since once all mitigation buff/debuffs are laid down it all comes down to base damage output.

    Of course, simply having a good tanker causes defenders the same issue as support stacking since the tanker is damage mitigating through his shields, making damage mitigation from support sets rapidly less valuable and damage capability rapidly more valuable.
  11. Turbo_Ski

    ?/Sonic

    Quote:
    Originally Posted by Quaver View Post
    A TA/Sonic will also have much more opportunity to actually *use* all of this above-average damage as they have FAR more mitigation compared to Kinetics.
    actually, TA honestly doesn't have much. The debuffs as a whole aren't that much stronger than Kin's debuffs but it's the in-set heal that helps kin out more defensively than TA. Frankly I see this more of an issue with Flash+PGA+Glue still not being very fluid or potent. Adjusting flash's -tohit a bit higher (not too much) and making PGA's sleep more reliable would make TA's mitigation less spotty without being higher than rad's.
  12. Quote:
    Originally Posted by Garent View Post
    However, I think that saying that scourge is a 12% damage buff isn't accurate. Scourge has a habit of causing wasted overkill: damage far over the enemy's remaining hp total which doesn't actually help you at all. The proper way of measuring scourge's benefit would be to see how likely it is to come into effect on attacks in which a normal non-scourge attack would not have killed the enemy. This is a value that varies greatly depending on enemy rank, level difference, and powerset. Because of these variables, I think any attempt to show scourge's benefit in numbers, while interesting, won't really reflect how it works in game.
    12% is the average buff against minions/lts/boss taken from extensive data simulations by Starsman. This data factors in overkilling, without factoring in overkill you end up with a number like 21.25%.
  13. Quote:
    Originally Posted by Miladys_Knight View Post
    Containment is only vastly overpowered when combined with kinetics. The rest of the time it's just about right. The real problem is that controllers have kinetics available to them as a secondary. That was probably the biggest, can't really be fixed now, developer mistake.
    nevermind that controller and corruptor fulcrum shift are currently using defender values. Also Kinetics completely gets screwed going from corr/troller <-> defender even if fulcrum shift functioned as it was intended. The Transfusion and Transference powers are appropriately higher but heals and +end are rather meaningless upgrades in value when overhealing and overending are frequent. Siphon Power and Fulcrum shift are the only other powers that differ and have meaning (when the difference is there as it currently isn't for FS). Speed Boost and Siphon Speed are indentical on all ATs.
  14. Quote:
    Originally Posted by Garent View Post
    In the way things currently work, don't corruptors currently deal 15% more damage (not counting scourge) than defenders while defenders have support values that are 33% higher?
    Defender support advantage is 25% the majority of support powers at the moment mainly because most look directly at the ranged buff modifier (1.25 for defenders compared to corruptor's 1.00).

    Corruptor's scourge benefit against minion/lt/boss is a 12% damage buff for corruptors. On top of their 0.75 damage modifier it comes out to really be a modifier of 0.84. That's a 29.2% gain over the defender modifier (0.65). Keep in mind that -Res/+Dmg debuffs/buffs in support sets are part of that 25% defender gain and don't contribute to the damage difference because they aren't consistently found in every set, thusly are irrelevant when talking about base+inherent damage balance.

    tldr; it's 25% defender support gain vs 29.2% corruptor damage gain at the moment.
  15. Quote:
    Originally Posted by Mad_Hatter_Man View Post
    I rather just see defenders get a buff to their primaries and a new inherent, buffing the damage would just turn defenders into corruptors
    If you read the OP's post you would know that he is saying to raise defender to be balanced with the support<->damage trade off with corruptors and corruptor damage to be balanced with what controllers put out under containment. Corruptors would still deal 25% more damage than defenders and defenders would still have support values 25% higher than corruptors.
  16. Quote:
    Originally Posted by PhiloticKnight View Post
    It would put us out of balance with the rest of the ATs, that's how it would hurt us.
    No, it wouldn't since they are underperforming compared to all other ATs

    Quote:
    I could go a few more rounds with you Turbo, but there really is no point. Controllers are the only AT out of balance with their abilities. The rest are fine when you compare their damage to EVERYTHING ELSE THEY CAN DO.
    Controllers are dealing appropriate damage compared to every other AT except defenders.

    Quote:
    Scrappers can do damage and stay alive. Tankers can stay alive slightly better and do slightly less damage. Blasters can do awesome damage but have a problem with death. Defenders do slightly less damage and have less problem with death.

    Controllers have virtually NO problem with death and are at the top ranks in terms of damage. They are the ONLY outlier in the balancing act. They are the farmers because of their complete mitigation of enemy damage PLUS the damage that they get which is comparable to the top tier of every other AT.
    Funny because tankers, scrappers, brutes, and dominators also are popular amongst farmers.

    Quote:
    You've conveniently never answered just why it is that Controllers outnumber every other AT by a significant factor Turbo. But that's what you do, only answer what you want to answer and ignore the inconvenient questions.
    I already did here

    Quote:
    I've said it once, and I'll say it again, Controllers are the only nail sticking out of the board and they need to be hammered down, EITHER in the damage department OR in the support department. Because they do both too much better than everyone else. If they want to keep their damage sure, but lower the ability of their secondaries.
    It's funny that you hate controllers with such a passion and calling for nerfs. Are you going to call for the same when Corruptors greatly outweigh defenders in GR too?

    Quote:
    With, that, I'll exit the thread as there is no reasoning with Turbo and it just goes in circles. I'm tired of it. I've said my piece and I'm done with the whole debate. I'm not going to engage in that debate again. The devs will do what they choose to do.

    And yes, that means I'm taking my toys and going home like a little kid.
    You have bias with no logical reasoning to support it. You refuse to look at or understand the numbers behind the ATs and instead go on what you feel is right. That's not thinking, that's believing.
  17. Quote:
    Originally Posted by PhiloticKnight View Post
    I think Defenders are just fine as they are. Except the inherent, which is pointless.

    Replace it with something else and I'll be happy. Hell, I'm happy right now and I just ignore the inherent.
    So how would a damage buff hurt you? You seem adamantly opposed to the whole idea and yet don't state how you are going to suffer because of it.
  18. Quote:
    Originally Posted by StratoNexus View Post
    I disagree. The history of game changes suggests more damage is the most likely thing to be done.

    Scrappers have no role on teams. More damage in the form of crits.

    Tankers are no fun. Bump their damage mod to 0.8.

    Controllers can't solo in the low levels. More damage in the form of containment (with many counter-balancing changes reducing them in the areas one would have thought they were supposed to shine). More damage, less being a controller! (I might still be occasionally bitter about that, .)

    Scrappers are getting nerfed. Give them more damage! (1.125 melee dam mod)
    Blasters suck now that we changed everyone else (except defenders), more HPs and more damage (Yay, old defiance).

    Doms suck. Increase their damage.

    Blasters still suck. Scrap the old defiance. More damage (1.125 ranged mod) and more damage (+damage for every attack). Let them do more damage while mezzed too (using the low tier blasts is a lot more damage than doing nothing, a very fun mechanic, IMO).

    Stalkers are lame on teams. More damage and more damage in the form of more crits.

    Lets make the animations faster on a lot of powers so a bunch of powersets get more damage per second of activation.

    Doms still suck. More damage all the time, instead of just some of the time.

    The funny thing is, now that everyone does more damage, maybe they should just never have increased the enemy HPs in I3, although this has probably been a fun ride, so maybe it was better this way.
    you totally forgot khelds
  19. Quote:
    Originally Posted by Amy_Amp View Post
    And yet defenders are shown to solo AVs and do the scrapper challenge. I'm currently working on the same Tina Macintyre arc that my scrapper did and on the same diff. setting. I think you need to relook at "can't deal damage reliably."
    Controllers could solo missions in complete safety before Issue 5 but it took 20 times longer than anyone else to do so. Just because you can eventually complete a mission or challenge via damage mitigation, doesn't mean that the damage output is acceptable.
  20. Quote:
    Originally Posted by Seraphael View Post
    Defender/Total Focus: cast: 3.3, dam: 108, rech: 40, mag 3 stun
    Controller/Seismic Smash: cast: 1.5, dam 159 (318 with inherent), rech: 28, mag 4 hold
    Seismic Smash only deals 79.52 at base, 159 is actually the damage after containment.
  21. Quote:
    Originally Posted by Amy_Amp View Post
    Which means the values for corrs and controllers need to be put in line, but there's no way the devs are doing a wide sweep nerf for all of the support sets. They could have gotten away with it during ED and such because there was so much being changed that they could had added in just about anything. Now, with i16 in closed beta? Hell, I'll be happy with Vigilance being made decent at some point. Just because the game is imbalanced(surprise, a computer game being unbalanced) it doesn't mean that defenders need help.
    It does when their damage (the most common thing amongst all ATs) is far too low compared to other support ATs. This is a recurring thing with AT balance, if an AT can't deal damage reliably like it's fellow ATs it gets buffed, they did so with stalkers, doms, and khelds in the past.
  22. What you didn't like Argent Tournament? Was the sexual innuendo with the jousting events too much?
  23. I can tell you're most likely being sarcastic with this thread, but I'll answer suggestion seriously.

    Quote:
    Increase defender base HPs to scrapper level and change their ranged damage mod to 0.8; Increase corruptor base HPs to blaster level and change their ranged damage mod to 0.9.
    HP is not the issue with defenders and corruptors. Both ATs have quite a wide variety of tools to survive in both blasts and support sets. Also changing HP count directly effects all team/ally heal effects which already have support values balanced around the idea that Corr/Def/Trollers all have about the same base hp (1070/1017/1017 respectively). Any dramatic shift such as to 1204 (blaster hp) or 1338 (scrapper hp) would severely hurt this balance. HP caps are a completely different story and IMO should be raised significantly across all ATs.

    Current damage mods for corruptors and defenders are 0.75 and 0.65 respectively. With scourge the corruptor damage modifier might as well be 0.84 against standard foes (minion/Lt/boss) using Starman's quantified data. This is a 30% damage advantage for Corruptors versus about a 25% defender support advantage. A defender modifier of 0.67 would balance it at 25% to 25%, but defender damage would still be too low compared to other ATs. Controller damage modifier is 0.55 but since containment is easily achieved and doubles, it's actually 1.10. Let's assume corruptor damage should equal 1.10 after scourge, we would need to increase both defender and corruptor modifiers by 31%. That would come out to be 0.98 for corruptors and 0.87 for defenders. If controller mod was lowered to 1.00 you would have corr/def mods of 0.9/0.8. So it should really be lower controller mod from 0.55 to 0.5 in addition to increasing corr from 0.75 to 0.9 and defender from 0.65 to 0.8.