More answers....
I can field the invulnerability question I think.
Invulnerability already provides a def bonus and resist bonus to every attack in the game with the base powers and two toggles. <well psychic attack excluded of course> The stacking of other powers is more to allow a broad spectrum of resistances much like Invulnerability based tanks and scrappers can do already.
Well, I'm not trying to speak for the development team, but the reason I can see is it's poorly balanced for a Scrapper set. KO Blow is what, the 6th power? What level of damage does it deal? Extreme? Ouch, my Scrapper has to wait till level 32 to get that, and you're getting it at level 18 or so.
Statesman, could you look into kinetics defender/controller transfusion (and maybe their other powers)? They are healing exactly the same. I think the bonus to kinetics defenders was lost somewhere.
I think some defenders are also concerned about the amount that controllers heal compared to defenders, and how little defenders deal damage compared to blasters.
Please note Statesman,
that "tweaking" Regen might just "kill" regen. Honestly sir, try playing a Regen without the ut-most optimal build, you'll fully understand. Try no tough, try no weave, try no resilience....things would get ugly fast. Our healing rate is just enough to keep up with attacks from bosses, some Lt's, Monsters, and AV's. I can hardly see exactly "how" you would fix this? Unless we recived some kind of resists to more than just smash and lethal, any decrease in IH and Regeners will become "AT's of the past" Honestly.
Sir, Regen is one of the most balanced AT's imo actually. It is a very nice build to solo with (just as scrappers are suppose to be able to do) yet when we do group, we face the dilema in which the scrapper AT should. We don't fit quite right. We can't tank, we can't blast, we are right in the middle. We simply give the defender a break, because we are soloable, we don't HAVE to depend on her to heal or buff us too much if we're smart. She can focus on the rest of the team more, and that's about all we really bring to the table in terms of teaming. But isn't that what scrappers should bring? We were suppose to be the AT that can't really fit into a group too well, and that's what Regen is. Honestly, check it out for yourself, and think about it for a moment.
We can't tank. We can't blast. We fall in shy of both the tanker in defense and the blaster in damage. But we are almost totally independant from the healer. Sounds like the "perfect" scrapper to me. Fits the "solo" scrapper role JUST right.
Resists to more damage types and less healing = ok, livable, good
NO resists to anymore damage types and less healing = extinct, bad.
Thanks for your time.
Laterz.
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16. Adding Tanker damage has become a little problematic. It makes the almost too powerful...but it's an ongoing issue internally. We are definitely adding more aggro control to the Tanker.
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Just one concern here, and I'm sure you're already on it, but adding aggro does not help the solo tanker...if anything, it makes the situation worse.
I've learned to not try to solo everything, but it's not just preferrable for some of us, it's downright unavoidable sometimes.
Is there a system planned for controlling how much aggro you draw? Are there any plans to have the added aggro optional?
Statesman,
Why is it that you only have 4 stars next to your name? You are clearly the best information giver-outer and worry crusher.
I understand that Invulnerability stacks already, but the defense is moderate. Stacking of Stone Armor for example, would provide high to extreme defense plus psionics. Yeah, the armors run on endurance, but that can be compensated for. So, how will Invulnerability now compare to the Armor power sets?
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Statesman, could you look into kinetics defender/controller transfusion (and maybe their other powers)? They are healing exactly the same. I think the bonus to kinetics defenders was lost somewhere.
I think some defenders are also concerned about the amount that controllers heal compared to defenders, and how little defenders deal damage compared to blasters.
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This really isn't a flame so don't take it that way...
You want Controllers to heal less than Defenders and rightfully so, but you also want Defenders to do more damage like Blasters?... That's kind of hyprocritical isn't it?...
Flight isn't getting looked at? so that means it's going to stay the same? I still think it should be changed somehow. Maybe a little faster. And I REALLY would like the 4th power changed, no one uses it at all. Like MANY have suggested, some sort of super sonic quick speed boost for the 4th power.
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Please note Statesman,
that "tweaking" Regen might just "kill" regen. Honestly sir, try playing a Regen without the ut-most optimal build, you'll fully understand. Try no tough, try no weave, try no resilience....things would get ugly fast. Our healing rate is just enough to keep up with attacks from bosses, some Lt's, Monsters, and AV's. I can hardly see exactly "how" you would fix this? Unless we recived some kind of resists to more than just smash and lethal, any decrease in IH and Regeners will become "AT's of the past" Honestly.
Sir, Regen is one of the most balanced AT's imo actually. It is a very nice build to solo with (just as scrappers are suppose to be able to do) yet when we do group, we face the dilema in which the scrapper AT should. We don't fit quite right. We can't tank, we can't blast, we are right in the middle. We simply give the defender a break, because we are soloable, we don't HAVE to depend on her to heal or buff us too much if we're smart. She can focus on the rest of the team more, and that's about all we really bring to the table in terms of teaming. But isn't that what scrappers should bring? We were suppose to be the AT that can't really fit into a group too well, and that's what Regen is. Honestly, check it out for yourself, and think about it for a moment.
We can't tank. We can't blast. We fall in shy of both the tanker in defense and the blaster in damage. But we are almost totally independant from the healer. Sounds like the "perfect" scrapper to me. Fits the "solo" scrapper role JUST right.
Resists to more damage types and less healing = ok, livable, good
NO resists to anymore damage types and less healing = extinct, bad.
Thanks for your time.
Laterz.
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/agree
Not added Aggro. Added Aggro CONTROL.
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16. Adding Tanker damage has become a little problematic. It makes the almost too powerful...but it's an ongoing issue internally. We are definitely adding more aggro control to the Tanker.
[/ QUOTE ]
Just one concern here, and I'm sure you're already on it, but adding aggro does not help the solo tanker...if anything, it makes the situation worse.
I've learned to not try to solo everything, but it's not just preferrable for some of us, it's downright unavoidable sometimes.
Is there a system planned for controlling how much aggro you draw? Are there any plans to have the added aggro optional?
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Flight isn't getting looked at? so that means it's going to stay the same? I still think it should be changed somehow. Maybe a little faster. And I REALLY would like the 4th power changed, no one uses it at all. Like MANY have suggested, some sort of super sonic quick speed boost for the 4th power.
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From what I know, a lot of Controllers use the 4th power to for their Pets...
It's _really_ great to see this kind of thing from the devs.
2 thumbs way up
thank you for the lists youve been providing us lately states, 3 thumbs up .
1.) will there be any changes to make the defender secondaries closer to the blaster primaries. Kind of how i feel the secondaries for controllers are comparable to defender primaries?
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2. Fear changes are across the board. Any power with fear will change from "foe running away" to "foe cowering and not moving."
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What do people think about this? Will the small personal radius Invoke Panic be really good now?
Any chance of making stores appear on the maps and making them clickable? Or at least allowing us to put tacks on points permanently? With everything else on the map it's kinda silly that stores and Icon shops aren't on there...
Will you also be looking at the perviously suggested "Stop timer on timed missions when offline" thing? It would really help alleviate the dislike for such missions even if we're jumped by stealthed ones.
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This really isn't a flame so don't take it that way...
You want Controllers to heal less than Defenders and rightfully so, but you also want Defenders to do more damage like Blasters?... That's kind of hyprocritical isn't it?...
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I'm not offended Just to clarify, we've been discussing some of this on the defender forums. It was our understanding that some controller heals were supposed to be 75% of defender heals but in reality they're 86% on live. Similarly, defenders were supposed to blast 75% of blasters but in reality it's 65% because the blasters received a bonus right after beta that defenders didn't scale with.
But anyway, the most important thing I'd like to see is a very simple fix (bolded so he will have a higher chance of seeing it):
Can you give kinetics defender transfusion its bonus back please? Right now controller and defender kinetics heal exactly the same
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Any chance of making stores appear on the maps and making them clickable? Or at least allowing us to put tacks on points permanently? With everything else on the map it's kinda silly that stores and Icon shops aren't on there...
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That would be nice
Also, could you please remove the restriction on TF's/trials where you can't talk to npcs or do your own missions or buy inspirations?
This would go a long way in making it easier for the casual people.
Yes, we'll put stores on the map.
Yes, we'll look into timed missions counting while offline.
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Statesman,
Why is it that you only have 4 stars next to your name? You are clearly the best information giver-outer and worry crusher.
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Because at least one person rated him less than 5 stars, and the rankings always round down.
Unless you're a very new or uninvolved poster, 4 is the practical upper limit.
I was 5-starred...until I had over 250 posts...then I pissed off a whole group of people (dev blasters) and went downhill fast. lol
Statesman,
Any Cryptic info to give out regarding a possible Magic Origin Epic Archetype?
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My main is a fire/energy blaster and so I was just a little concerned about upcoming changes to AOE. Any more info on this?
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Ditto. I realize your last post had "Look at AoE alpha strikes" scheduled for some time from now, but I'd like to know what the current thoughts are as far as how badly (or "in what way", I suppose "how badly" sounds unfairly negative) it's going to get hit. Damage nerf to all AoE powers, upped mob hitpoints, reduction of all-minion spawns, damage reduction over area or number of mobs...what's currently in the front running? I'd like to know how badly I need to motor my way to 50 before Issue 3
Statesman,
Can you give us a little more info about what is being looked at concerning AOE?...
Is it damage?... Aggro?... Animation times?...