Ultimo_

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  1. Quote:
    Originally Posted by Biospark View Post
    BINGO ! I cannot see anything here that I disagree with TURBO.

    That still leaves the question in my mind (That ALOT of folks oppose), which is WHY cannot these less solo-friendly powersets get some help. Not to the point that they are overpowered or "Scrapper-like", but to the effect that they dont feel completely gimp without a tremendous effort to make them "Solo-able" ?
    Interestingly, he didn't say anything I hadn't already said (and I didn't say anything others haven't already said).

    I honsetly don't understand the resistance to any suggestion that Defenders get a little love.
  2. Uber:

    I did look up most of what I discussed. I missed Transfusion, as I said, and fool that I am, I figured it would be comparable to other Tier 1 heals, which are 13%. Transfusion, as I said, is 23% (saying it's 178% of other heals may be accurate, but it's misleading unless you note the level of the other heals).

    I checked and confirmed your data when I was informed I'd missed Transfusion. Either way, my point remains valid.


    Clouded:

    I have said nothing about my specific build. You're referring to a different thread. A Force Field Defender will have only 15% Defense. That's all. He can't get any more than that from his powers. I did note that he has powers to bounce foes around, but they're often not reliable, and are thus of limited benefit.

    If you look at the huge post I made, you'll see that I noted that Kin and Dark are not typical of the other sets, inasmuch as they provide decent offense and defense (respectively). Storm does too, but only indoors. Other sets, like Rad, Cold, FF, and Sonic don't provide adequate offense OR defense (compared to other ATs).
  3. I wasn't aware Fulcrum Shift is a common usage power. As I think back, I don't believe I've ever seen it in use. Either way, it's a Tier 9 power, which means it's coming after L30. That's a long time to wait, but it does provide significant benefits (foes lose 25% damage, heroes gain 25%), as any Tier 9 does (with the possible exception of Force Bubble). Also, this is kinetics, once again. Like Dark, Kinetics is one of those sets that works pretty well. People keep referring to kinetics as proof that Defenders are just fine, but I just don't see it as typical.

    As for Transfusion, I've never played a Kinetics character to any appreciable level, but it didn't seem to do much more than Rad's healing aura. Mids confirms your analysis, Radiant Aura is a 13% heal, Transfusion is 23%. Healing Aura is 13%, Heal Other is 25%.
  4. Quote:
    Originally Posted by Corebreach View Post
    What about Fulcrum Shift?


    What about Enervating Field?

    Six of the nine Defender primaries have full use of their damage-output-boosting tools even while soloing, and one of the other three has partial use. Do you really consider that "some"?


    If you're counting powers that can keep you alive, and not "mitigation" in a strict dictionary sense, there is also Transfusion. (And Repel, technically, but it's awfully tough to leverage as a defensive tool.)
    I left out Fulcrum Shift on purpose, because like many Tier 9 powers, it's not a normal part of the character's usage. We don't consider Unstoppable, for example, when talking about Tanker mitigation.

    I thought I mentioned Enervating Field.
    Quote:
    Radiation Emission has a small heal, and powers that debuff enemy to-hit and damage, and even a hold. that makes it one of the most effective defensive sets. However, it has limits. RI reduces To-Hit by 48%, which is pretty decent. However, if your foe DOES hit you, you have no defenses. Fortunately, Enervating Field reduces damage by 25%. The other drawback is the extreme endurance cost. Before Stamina, the endurance cost of running these toggles and attacking is prohibitive.
    I missed Transfusion. Yes, it's a small heal, but it helps a little.

    Yes, I call this SOME. Decent mitigation or decent damage is not available to all Defenders, so that means it's only available to SOME Defenders. The only question is, what's decent?

    Some sets are designed to improve damage, and they have less mitigation. This is as it should be. The problem is that the amount of damage is still too low (in general).

    Some sets are designed to provide survivability (mitigation) at the expense of damage. The problem here is that the mitigation provided is usually too low to let the Defender survive long enough to fight most foes with their minimal damage.

    Worst of all, sets that buff instead of debuff can't use many of their powers on themselves, rendering them weaker than ANYONE. It's my feeling that this is where the Defenders suffer the greatest disparity. I'd like to see things improved for all Defenders, but for buffing sets in particular, as they are the most disadvantaged.
  5. I would have done it as a flip toss. That is, the character digs his hands into the ground then swings both arms up, flipping a big chunk of rock up and at the foe.
  6. I take exception with the notion that Kin/Sonic is supposedly representative of Defender damage. It's widely considered that Sonic is "broken" to some degree with the stacking Res debuffs and Kin is a set devoted to building up damage.
  7. Quote:
    Originally Posted by Talen_Lee View Post
    Doesn't solo as well as scrappers <> can't solo.

    Read what's said, not what would make you right.

    I'll be responding to several people, but I'll start with Talen.

    Take your own advice and read what's said. I didn't say Defenders can't solo. I didn't say they can't solo as well as Scrappers (specifically). I said they solo with greater difficulty than anyone else.


    Luminara:

    It's not only about Empaths, and it's not about people skipping large chunks of their power sets. I've seen it said over and over in thread after thread by poster after poster. Defenders don't solo as well as any other class. It's said over and over that they're "not supposed to," that "they're a support class." It's not just disgruntled Blasters. I'm not making stuff up, any brief browse of the Defender forum will show that this is true.

    You're simply being dismissive, declaring that anything that you disagree with isn't a "legitimate, realistic" concern.

    Attacking me isn't going to strengthen your position. I'm not about to go looking for threads, there are many to choose from, find them yourself.

    SOME have damage improvement tools. Those that do (excepting Sonic, since that's apparently broken to some degree) STILL have lower damage than anyone else.

    Kinetics can boost damage by 25% (making the effective damage 0.65+25%=0.77, which is better, but still lower than anyone else).
    Radiation has multiple debuffs to reduce enemy defense, making them easier to hit. With accuracy a limited problem, this is actually a limited benefit, and doesn't actually increase damage output much.
    Trick Arrow has a couple of debuffs to Defense and a couple to Resistance, to the tune of around 25%. Assuming a foe has resistance to debuff, this is a boost comparable to what Kinetics provides.

    SOME have access to defensive tools, but these tools are either debuffs, which provide less mitigation than anyone else has, or they're buffs, which the Defender can't generally use on himself. Coupled with less health, this is less defense than anyone.

    Cold Dom has several attack rate slows, which helps survivability over the long haul, but is of limited value against groups of foes or foes with strong single attacks. IT has Benumb, which reduces incoming damage by 62%, which is quite good, actually, but it's a single target power with a long cooldown. Outside of that, there's Arctic Fog, which provides 7% Defense and 20% Resistance. 7% is nothing, and 20% is less than TOUGH provides.

    Dark has a variety of powers reducing enemy accuracy and damage. It also has a couple of Fear-type holds. As a result, it actually provides fairly decent defense. However, if the foe DOES hit, the Dark Defender has only 7% Defense and 31% Resistance. Darkest night reduces enemy damage by a further 37%.

    Empathy has a self heal, and two auras, one for endurance and one for health. It has no other powers that help the Defender. Of course, the Regen Aura is pretty strong. Unfortunately, having very low health means the Defender cannot withstand damage long enough for the regeneration to help much. This is helped somewhat by the secondary, but if hit, the Empath has NO Defense OR Resistance.

    Force Field has Dispersion Bubble for personal defense, and several powers to toss foes around. However, these powers are not always reliable, leaving the Defender open to attack while having only 15% Defense and NO Resistance. He does have the PFF for emergencies, however.

    Kinetics can debuff foe damage by up to 25%, and has no other defensive measures.

    Radiation Emission has a small heal, and powers that debuff enemy to-hit and damage, and even a hold. that makes it one of the most effective defensive sets. However, it has limits. RI reduces To-Hit by 48%, which is pretty decent. However, if your foe DOES hit you, you have no defenses. Fortunately, Enervating Field reduces damage by 25%. The other drawback is the extreme endurance cost. Before Stamina, the endurance cost of running these toggles and attacking is prohibitive.

    Sonic has only the Sonic Dispersion Field, providing 23% Resistance, but it does have the stacking Resistance debuffing, which can increase damage output where the foes have resistance to debuff.

    Storm fares rather well, actually. Hurricane is nearly all it needs, as it just floors enemy accuracy (-58% to-hit). It also has Steamy Mist, providing 7% Defense, and 31% Resistance to Energy, Cold and Fire. Outside of this, it has a number of powers to knock foes around, slow them down and so on. The irony of this set is that it spreads foes out, making it less useful in open areas, such as outdoors!

    Trick Arrow also has a variety of powers to reduce incoming damage, but no direct defenses. There's a hold in the Ice arrow, but it's single target. Poison Gas reduces enemy damage by 31% and Flash reduces to-hit by 10%. None of these are staggering numbers.

    Only Blasters have less defenses, but they are compensated by having large damage, meaning they are taking less damage (defeated foes do NO damage). Defenders have less damage, limited defensive options and less health.

    Not my numbers, the numbers I'm referring to are from Mid's, and from threads like this one.

    I don't know what a FUD is, but I assume it's just an ad hominem comment, so I'll not address that further.


    Amy_Amp:

    I find my Controllers are rather binary, at least at lower level. If they can control their foes, they're gods. If they miss, or can't control their foes, they're dead. There's little middle ground. My experience with Defenders has been that there's no higher ground to speak of. Defenders are either struggling, or they're dead (or they're on a team).


    Uberguy:

    The assertion is not just mine. I've seen it said repeatedly all over the boards.

    Quote:
    Yes, some Defender powerset choices are among the poorest soloers in the game. The AT has the 2nd lowest base damage scalar and no AT-inherent way to increase it the way Controllers do. That means that if you choose a powersets that are not generally force multiplicative, you will have some of lowest damage output of the game, which is limiting for solo play.
    This low damage, coupled with low defenses and low health makes Defenders harder to solo than any other AT. Of course, this is a generalization, as you say, but that doen't make it invalid. Either way, I've been pushing for the BUFFING sets to be examined, as the debuffing sets tend to do satisfactorily (I'm still not sure I agree, but it's debatable).


    Combat:

    If you look back, you'll see that I've been arguing for endurance equalization for ages. That is, if a power is going to do less, it should COST less. Both the Blaster and Defender pay 5.2 endurance for their Power Bolts, but the Blaster does almost TWICE as much damage. That means the Defender is using twice as much endurance for attacks AND has to run toggles and such. This is also a Tanker issue.
  8. Remember that ranged damage does less damage than melee. That is, the supposed defense supplied by range is "paid for" with reduced damage output. Of course, whether range actually does supply defense is debatable, especially at later level when there are mainly foes with longer range and more damaging attacks at range.
  9. Speaking as a veteran Tanker player, don't feel badly. If he's trying to herd the whole room, he'd better have better aggro management tools. WP is not very strong in that regard, just using his aura, and EM has mainly single target attacks. That means he was planning on holding aggro with just Gauntlet. As a Tanker that has never used Taunt, I know that Gauntlet isn't going to hold whole rooms.

    In short, you did the right thing. A real Tanker doesn't care how it happens, he just wants the team to be safe. Your guy is a glory hound. He should be playing a Scrapper.
  10. Quote:
    Originally Posted by Luminara View Post
    I just don't believe other players should be given the impression that defenders can't solo, or experience abnormal difficulty soloing, because a few players present opinions derived from either deliberate attempts to "prove" that defenders are badly designed or rooted in misunderstanding of game mechanics, or even outright refusal to play their defenders to their full capabilities. Wrong is wrong and it doesn't become right no matter how you spin it.
    I'm afraid I have to take exception here. It's well known that Defenders solo with greater difficulty than ANY other class. If you're suggesting otherwise, you're just wrong. There are ENDLESS threads that describe how weak Defenders are solo.

    Consider that they have lower damage than anyone (Controllers, with Containment to help them, actually do quite significant damage, particularly at later levels). Consider that they have lower health than anyone (except Controllers, who have the same health, but better mitigation). Consider that they have less mitigation than anyone else (yes, the debuffers can get some mitigation from their debuffs, but the degree of mitigated damage is very small compared to other ATs; buffing sets have almost no personal mitigation).

    These are not debatable, the numbers simply don't lie. Can Defenders solo? Of course. I could solo a character through the entire game using only Brawl. Would it be easy? Would it be fun? Of course not.

    Soloing some Defenders is just painful. Defenders in general solo more slowly, and with less safety than any other class.
  11. The other side of that is that the Defender is going to be doing less damage than the Tanker.

    It's the same equation I mentioned. If the Defender is going to have low offense, they have to have high defense, in order that they have the time to defeat the foe.

    Defenders also have a fraction of the health of the Tanker, so while his defeses would be comparable, he's not going to last as long as the Tanker. He's also not going to have the status protection of the Tanker.

    Thus, even in your example, the Defender is still weaker in general than the Tanker.
    They have similar defenses, but the Defender has less health, less damage and less status protection.
  12. Well, my 2 cents...

    I think a SMALL boost in overall damage would be good, but the problem isn't just damage.

    There are sets that debuff the enemy. These sets suffer less overall because their debuffs are having the effect of increasing damage (thereby making the fight shorter, which reduces the damage taken, as well as the endurance used), or mitigating damage (thereby reducing damage taken and giving the defender time to defeat his foe, since his lower damage and high endurance use means he needs more time).

    It's the sets that have no debuffs that suffer. Sets like Force Fields and Empathy are largely useless to the defender himself, meaning he's soloing with only his one power set, and his secondary, at that.

    To be able to survive, a character needs high damage if he's to have low defense, low damage if he's to have high defense, or a balance between the two. Many Defenders have low defenses, but also have low offense. This is a broken combination, as it puts these characters at a serious disadvantage relative to everyone else.

    What I'd like to see:

    A SMALL overall damage boost to all defenders.

    A reduction in the endurance use - we shouldn't have to use 2-3 times as much endurance to accomplish the same things as others do.

    Allow defenders that buff to buff themselves. This may require some rebalancing of the buff powers themselves.

    An inherent power that is actually useful in a positive way, both solo and teamed.
  13. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Guys it really shouldn't matter what support primary you take, if the damage is way too low on every blast set that isn't Sonic Blast...

    [/ QUOTE ]

    I think it's clear there's not a consensus on that matter.

    [/ QUOTE ]

    Yep, Thats the impression I have gotten after 4+ years.
    Personally, global changes like more DMG, more HPs or a better Inherent would be nice ( I certainly would not complain), however I dont think they are going to solve the real Defender balance issues.

    What I have always advocated (and been shouted down for) is to let ALL defenders defend themselves as well as their team. I dont mean EVERY power needs to be fixed, but targeted changes to CERTAIN powers in CERTAIN powersets, will help low level (and High End) Defenders considerably.
    And they will not break the game.

    [/ QUOTE ]


    Which is what I've been saying all along, too.

    And of course, been shouted down too.
  14. [ QUOTE ]
    [ QUOTE ]


    I'm not categorically against any attempt to change the current structure of raids. But your ideas still slap a "temporary" label on a mechanic that requires me to change my plans for the gaming session beyond moving to another zone and coming back in 15 minutes or so - or to rely on the actions of others to clear the zone. You still have not answered what happens if everyone on at the time just refuses to participate - are we all then SOL for using that zone until server reset? And then it spreads to the next zone and the next?

    [/ QUOTE ]

    He's been quite clear that if the raid isn't stopped it'd spread, so yeah.

    He's also not against the idea that if a server can't stop the raid from spreading the server should be shut down, so that's an even bigger consequence.

    It's so brilliant that I'm still at a loss for words.

    [/ QUOTE ]


    I NEVER freaking said this. NEVER.

    I was told that there are servers that can't stop a raid as I described it. I said I doubted it, and that a server that has so few people shouldn't be running, since it must have NO ONE on it. That's because if even ONE player was on the server (and was interested in stopping the raid - that point was well taken, though again, I've never seen less than 50 people, even on QUIET servers), ONE SINGLE PLAYER could stop the raids.
  15. [ QUOTE ]
    [ QUOTE ]
    I didn't think I had to spell it out, I was under the impression that you all knew something about the subject.

    [/ QUOTE ]

    You're making it hard to believe you know something about the subject with quips like those.

    Most defenders have a harder time soloing than other archetypes. Everyone knows this. It's accepted. They can still solo all content they're intended to be able to solo (everything a single character on heroic can get short of some elite bosses). Buffing defenders suffer disadvantages no one else suffers. They also benefit from advantages debuffing defeners don't.

    Point out something you think needs to be achievable by a character than cannot be done by a particular defender powerset combination, and we'll either show you how it can be done or why it isn't intended to be done by all solo characters. You're playing merry-go-round on this type of topic for years because your attempts and citing specific examples shows problems with builds or expectations, not powersets or archetypes.

    [/ QUOTE ]

    It's obviously NOT accepted, or there wouldn't be endless threads like this.
  16. And that is exactly my point. These buffs cannot help the Defender, but the debuffing Defender's debuffs DO help HIM.

    Assault, eh? Sounds like someone is making a MAN build, using powers from outside his set in an effort to do what his own powers should be doing.

    (I only say this because I've been attacked for posting a build using pools for exactly that reason. If it's wrong for me, it's wrong for you, too. No offense intended.)
  17. Sigh.

    OBVIOUSLY, there are powers in the set that do some mitigation. I didn't think I had to spell it out, I was under the impression that you all knew something about the subject.

    Tell me exactly how a Force Field Defender's Insulation Shield increases his mitigation. Tell me how an Empath's Fortitude increases his damage.

    My point remains the same, and it remains valid.

    Buffing Defenders suffer a disadvantage that no one else suffers, not even debuffing Defenders.
  18. [ QUOTE ]
    [ QUOTE ]
    Defenders have low damage, and so need more time to defeat their foes. However, they lack the defenses and the health to give themselves the time.

    [/ QUOTE ]

    *rolls eyes*

    Whatever you say...

    Note, that was back before I had IOs, back when I was using SOs. No set bonuses, not even using the Fighting pool that I had selected OR any of those inspirations.

    [/ QUOTE ]

    *rolls eyes*

    I note that this clip is of a L50 character. I also not that this character makes extensive use of veteran powers. I note that I've said repeatedly that Defenders become more balanced late. I note that I've said before that not everyone has access to veteran powers.

    What I said remains true. ALL CHARACTERS must have the capability to defeat their foes. That means doing enough damage to defeat THEM before they defeat YOU. That capability depends on the balance between DOING damage and WITHSTANDING damage.


    If Defenders are to have low damage, then they must have high mitigation to allow them the time to defeat their foes (since it takes more time with lower damage output). Note that this also feeds into the endurance issues.

    If Defenders are to have low mitigation, they must have high damage to allow them to defeat their foes more quickly (since they will be suffering more damage).

    Some Defenders have debuffs reducing enemy accuracy or damage (eg. Dark). This is the same as increasing mitigation. This allows the defender more time to do damage with low damage attacks.

    Some Defenders debuff enemy defenses, effectively increasing damage output (eg. Sonic). These Defenders can afford less mitigation because they have the damage to compensate.

    Other Defenders have buffs, but they are unable to buff their own abilities. Force Fields cannot increase the Defender's mitigation. Empathy cannot increase the Defender's damage. These buffing characters are thus left with less offense and less defense than anyone else.
  19. I did respond, I was editing it in...
  20. [ QUOTE ]
    False. All characters are not meant to and aren't DESIGNED to "face the same challenges".

    [/ QUOTE ]

    Actually THIS is false. If my Scrapper goes to Azuria for a mission, or calls up a radio mission, they're identical to the missions my Defender gets. It's the SAME content, the SAME challenges. Both the Scrapper and the Defender are expected to be able to overcome them.

    I've NEVER said that Defenders sould solo as fast as Scrappers. I've said, over and over, that ALL ATs have to be able to do enough damage to defeat their foes before their foes do enough damage to defeat them. Different ATs do this differently.

    Tankers have high enough defenses and health that they have time to do the damage required.
    Blasters have high enough damage that they can defeat their foes and not take damage in the first place.
    Scrappers have a balance of the two.
    Controllers avoid damage by way of controls (but also through debuffs and self heals), giving them time to do the damage required.

    Defenders have low damage, and so need more time to defeat their foes. However, they lack the defenses and the health to give themselves the time. Debuffing sets fare better, as they CAN give themselves more time or more damage. Buffing sets suffer because they can't increase their OWN damage or defenses.


    G_Tanker

    I've said that exact thing (I'm posting in a buch of similar threads, and have lost track of where). Tankers and Defenders suffer more from endurance issues because they are forced to use more endurance to accomplish the same ends as other ATs.

    You call my build a MAN build, but the reality is that I have almost all the powers I can use in both of my power sets. Only Force Bolt isn't in there. The other powers I took actually INCREASE my personal defense, as I have already said.

    All characters, even Defenders haev to be able to defeat their foes. That's what the game is about.

  21. [ QUOTE ]
    This thread is a bit bizarre. You posted about defender vs scrapper solo performance, your error was pointed out to you, and you're still on about it.

    Soloing anything in this game is for the bored, masochistic, or people who don't know how the game works at all. It's not just that soloing is not the best test of a defender, it's that it's wildly irrelevant.

    [/ QUOTE ]


    That's your opinion. Doesn't make it a fact. The fact is that every character needs to be able to solo. That means they need to be able to do enough damage to overcome the threat, while surviving long enough to do it. Since all characters face the same challenges, they all need to have the same general ability.

    Tankers do less damage than other classes, but they have the defenses to survive long enough to do the damage they need to do. Blasters have no real defenses, but do sufficient damage that they can still oversome the same threats as the Tanker.

    The same basic thing applies to all the ATs, with the exception of the Defender. Defenders don't do very much damage, but they also lack the personal defenses to allow them to take the time necessary to overcome the same threats as everyone else can (again, as I've said elsewhere, this is not as big an issue for debuffers as it is for buffers). This is compounded by the endurance disparity (which Tankers also suffer from) that has them using as much endurance as other characters, with far less benefit.
  22. [ QUOTE ]
    [ QUOTE ]
    Interesting then, that so many De Fen Der characters can't De Fend themselves...

    [/ QUOTE ]

    Says the guy playing a toon that has access to personal force fields?

    Defenders are fine. Vigilance sucks, and should be removed, and Corruptors/Trollers need their static/pet debuffs nerfed appropriately, but defenders are fine.

    [/ QUOTE ]


    Ooh, because you know how much more easily you can defeat a foe while you're in your PFF.


    Don't get me wrong, PFF is a brilliant tool. It's just too bad that it's almost required for almost every single spawn (if only to sit back and let your endurance recover).


    I've said it before.


    The problems with Defenders are pretty easy to spot.

    Debuffing characters do fairly well, as the effects of their debuffs benefit EVERYONE, including themselves.
    Buffing characters do fairly poorly, as the effects of their buffs benefit everyone EXCEPT themselves (largely - the degree depends somewhat on the particular set).

    Defenders do less damage than others. That means they are attacking longer to defeat a foe. However, they use the same endurance, meaning they can't sustain attacking longer. Further, since their personal defenses are so low, and their health is also so low, they can't survive the time it takes to defeat foes.

    For example, last night I fought a yellow conn Sky Raider Captain. Defeating him required my ENTIRE endurance bar. I was then forced to PFF and wait for my endurance to recover before I could fight the Wing Raider that was with him. This is with triple slotted Stamina and EndRedx in all powers.


    Personally, I don't think a boost to damage is the answer. I would do two things.

    First, I would change the AT's inherent to something that helps the endurance issue, at the VERY least to make endurance cost in keeping with the damage done. This will allow the Defender to take the time necessary to defeat his foes.

    Second, I would modify the way the buffs work so that the Defender can buff himself. This one is hard, because you have to be careful not to seriously change how the Defender performs on teams.
  23. Interesting then, that so many De Fen Der characters can't De Fend themselves...
  24. Flipside:

    Actually, there would be an end in sight if you entered a zone that had already been captured.

    Even in the astronomically unlikely event that you were the only one in the zone, you could restore the zone AND end the raid (in whatever zone it had migrated to) simply by retaking the three defense points (whatever they may be). All you would have to do is defeat the rikti guards (I'd have guards beam in appropriate to the attackers, once the object is aggroed - such as three basic conscripts or infantry if it's a single hero of lowish level) and destroy the objects they're guarding.

    You wouldn't even have to worry about troops beaming in, I've already dropped that part of the idea (though, it seems to me that it would be appropriate to replace the defeated guards periodically).


    However, as I mentioned, you could also just ignore the whole thing and go about business as usual. The only thing you'd have to pay attention to would be the occasional rikti fighting with the local bad guys (meaning they'd likely ignore you unless you attacked them - unless they had defeated the reguloar spawn).


    Encephalon:

    Too complicated. I fear that your idea (while pretty neat) would be a big headache to make happen, both for the devs and the players.



    In any case, I'm preparing a detailed revision to post. I'll post it when it's done.
  25. [ QUOTE ]
    Why there is a vast difference in solo ability in defenders, is not insufficient damage but insufficient damage mitigation. Defenders do not have burst damage so like controllers they must survive long enough to apply steady damage to defeat foes.

    Debuffing defenders do better solo because they can apply their debuffs in a solo situation. Buffing defenders cannot, and when many of their good powers are unusable in a solo situation, they are effectively just playing with their secondaries.

    Directly buffing defender damage isn't going to solve the problem. Nor taking away containment from controller. The problem defender sets won't become more soloable.

    [/ QUOTE ]


    Thank you. I've only been saying this over and over for two weeks now in several different threads.