Devs and Defenders
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BUT....I'm extremely concerned about the perception that Defenders "aren't needed" and thus "can't find a team" at high levels. Defenders should fill a valuable role at ALL levels and help Archetypes achieve levels that they can't reach by themselves. After all, Defenders are all about buffs (and debuffs). Every Archetype should be extremely happy when the Defender provides a resistance or defense buff...
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thanks for listening to the peeps, States.
my 1st opinion is on the "perception" part... maybe if we didn't go so unnoticed, like i hit some1 with Fort and they get a +%Def/+%To-Hit set of numbers above their head, or the combat notes gave actual figures to my RA, AB, Manuvers, Tactics, Assault, etc. percentages. even de-buffs could get a % above affected foes. so peeps can SEE that we're making a difference. would be great to have an option to turn these off for those who don't want to see it - or lag issues.
please consider building-up defenders who share the same powers as their troller brothers. last thing i want is to destroy some1's build that they love playing, at the expense of making my char more "needed".
one thing that could be applied to all defenders is the ratios on primary powers going up, ie:
-larger AOE diameters and longer ranges would help the +40 teams cause they spread out more as the mobs get bigger.
-shorter recharge and/or longer effective times would go a long way, like u can hardly keep a team of 8 CM'd as the 1st one wears off by the time u get done with the last. AOE CM any1?
-higher base percentages for heals/buffs and remove the cap, why do i have a heal-cap anyway???
-and less End cost is the easiest way to give 'fenders a reason to smile. would be nice to have 1 AT in the game that doesn't HAVE to take stamina (regen's still need it cause of IH), but i realize thats prolly too much to ask.
-improvements to Epic pools would help the +40 issue alot without hurting the 1-40 play. auto-Def powers with moble status protection? AOE holds instead of single target? does Power Build-Up effect Leadership pool?
there's prenty of individual issues for each set that can/should be looked into. i'm just suggesting a blanket increase in PvE effectiveness for all of us.
for PvP? well if you're an Emp/* your better off rollin a different char to have any sucsess in the arena. i'm a liability to my team no matter what i do... no way to protect myself, and no way to hinder the enemy. if i'm seen, then i'm dead. i have LOTS of other chars at just as high LvL, and i'm pretty sucsessful with them. so i don't think it's just me having this problem. unfortunately, i don't have and real suggestions to fix it either. so i won't complain, i'll just have fun on other chars.
thanks for giving us a chance to talk to ya about this. PLEASE don't hit troller secondaries with the nerfbat. it's not their fault!!! lol
Kyser
All this mess about Defenders feeling unneeded at high levels... how? I don't have a high level defender, so I can not comment on it personally, but I mean... huh?
If I'm going against a tough AV, I'm going to want some Defenders with me - and since the last 10 levels are predominately AVs... Rad Defenders sure do make things die quicker, as do Kineticists, and Darks. Force Fields and Empaths allow the team to last longer... I just don't see why they would feel useless...
I do not discriminate against anyone LFT when I form a team, just as long as I get a balanced one who can tackle the mission at hand. (I'll even take Kheldians that everyone seems to neglect foolishly).
My only guess at the problem would be, that a Controller can replace a Defender with most of their secondaries... but, a Controller's primary focus is to Control the mob, not let it run rampant and just heal the team.
Many defenders I know don't take their own missions - maybe after level 38-41 or so when their arsenal of Offense is forming up, they should accept their own missions, form their own teams. My controllers can't ever get their own missions until level 33 or 34, but when they do, I call the shots, ha.
Thanks for eight fun years, Paragon.
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With my Rad/Rad I usually feel like one of the most important members of any team I'm on. AM, healing, debuffing, rezzing, even quality AoE damage, what is it that I can't do?
What crazy world are people living in where people don't like getting their metabolisms accellerated?
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And two, count 'em two AoE holds, one of which is widely acknowledged to be the best in the game.
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With my Rad/Rad I usually feel like one of the most important members of any team I'm on. AM, healing, debuffing, rezzing, even quality AoE damage, what is it that I can't do?
What crazy world are people living in where people don't like getting their metabolisms accellerated?
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One where a controller can do it just as well as you and hit a pile of pets at the same time. Then lock your anchor down in place and massily hold, slow, immbolize etc. everyone else next to your debuff?
Just a thought hehe
I just want to say (even as a FF defender) I always felt needed and always felt I was contributing in the 40+ game. I'm glad the devs are happy with us
A rad/rad defender is perfectly capable of performing mass lockdown with an EMP or a well-slotted Choking Cloud.
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I think that transfusion, even a controllers tranfusion, should heal signifficantly more than a dark defenders. To be honest, I think a dark defenders heal should be weakened signifficantly. Why? Not only is it very powerful right now, and easier to use than transfusion, but dark servants ALSO cast it. A dark defender casts it, gets a good 500+ heal, then two or more dark servants cast it, huzzah, two or more +200 heals! Don't you think this is even a -little- unfair?
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Maybe, if I were a mob of any kind. Happily, I'm not....and neither is anyone one else posting on this board. Basically I'm confused about the "unfair" part. The defender isn't hoarding all that sweet healing to themselves...gets output to the team as well if they're in range. Where's the "unfair" part? Suppose if I were getting out healed, an that suddenly made me feel bad in some way...perhaps then. Then again, on the RARE occasions I've been part of a group where a member got upset an complained about someone else doing something better then them.... 99% of the time I figure they have some personality quirks to work out *shrug*.
For that matter, an this is likely just me... but if you read into most of the balance issues... Seems there's a lot of cries to the effect "This isn't fair...AT such an such does <insert whatever>"... In most cases it's a power/situation where the entire team can benefit, but someone's ability or ego-item is get'n overshadowed....OMG rebalance the game...DOOOM is coming! Like that realization is any sort of new discovery I guess huh.
C
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TG's animation time got considerably sped up. AND it works on foes that die during its animation. If the kineticists target drops, they get no love. TG lowers damage, accuracy and regen. Having used both, TG is considerably easier, and considerably better IMO.
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TG used to have the same animation as Bitter Ice Blast (I think), which was four seconds. It was replaced with the same animation as Soul Drain, which is three seconds.
I've used both, too. Each has different drawbacks.
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How much was the kinetics controller outhealing you by? Is your TG 6 slotted for heals? Couldnt have been much, given how massive TG's heal is.
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About 100-150 points or so, actually. I had two accuracies slotted, but I don't think that replacing them with heals would've closed the gap that much.
Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)
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It would be exploited by people knowing that a mob won't follow very far. I'm more in the camp of "get too many mobs on you, you die".
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I know, I just think that it's a bad idea.
Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)
I know my Storm controller has felt just as capable as a storm defender at the same level. I have never seen anyone run out of Freezing Rain or leave Snow Storm. Earthquake+Quicksand+Freezing Rain+Volcanic Gasses+Stalagmites+my stupid pets. Just totally nullify's the enemy. Then at 35 I get Toranado, and 38 Lightening Storm. I don't have O2 boost or Thunder Clap, but the heal is not great and I already get a big disorient in Stalagmites.
What would be the benifit of a team taking a storm defender over a /storm controller? I don't know, but I can't see much of one, and that does not sound right to me.
Cheers!
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My only problem with Defenders is lack of Mez Resistance.
Nearly everything else Bar Blasters, has access to some form of Mez Resistance. (Blasters being able to Kill Quickly)
If Defenders would have access to something like the Psionic PP, then we would be better rounded, and not being the first things Held/Slept/Confused = Dead
This might just be, due to my Kinetics Origin, which in itself has some flaws that need addressing.
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Each defender's weakness is supposed to be balanced against every other defender's weakness. Some defenders are more versitle than others like the Darks but that doesn't mean there aren't problems with specific ATs. Forcefield defenders are having a hellova time with certain powers in their set.
So it's not all cake and ice cream. I wish it was.
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What would be the benifit of a team taking a storm defender over a /storm controller? I don't know, but I can't see much of one, and that does not sound right to me.
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Hobo, pre-32, the Defender gets the Storm powers faster. Also, the Secondaries
can offer new capabilities.
On Thunderclap, you need Stalag + TClap to stun some bosses. That's why my
Controller has both.
(L35, I have all Earth powers but Salt Crystals; have Gale, O2 Boost, Steamy Mist,
Freezing Rain and Thunderclap on Storm side, and just took Snow Storm at
35 for AVs. Tornado, as an anti-AV power, just debuffs defense while doing
minor damage, and 6 of 9 earth powers debuff foe defense as it is. I am
debating whether Lightning Storm is more damage than Assault would bring to
my team for 38. LS would help my soloing, but I almost exclusively team.
Maneuvers is also attractive, to stack with Steamy Mist.)
My Defender is Storm/Elec, and I am gaining Short Circuit (must be 6 slotted,
1 acc, 5 end drain SOs to be effective vs. bosses and such; Aim + 6 end drain
or yellow pill + 6 end drain also not a bad idea.) and Tesla Cage (single hold),
plus eventually a Ranged Nuke (the 9th elec blast power).
(At L26, I have O2 Boost, Steamy Mist, Snow Storm, Hurricane, Thunderclap
and Tornado. I likely will respec out of Tornado to take it again at L35 for the
AV missions, so I can take and slot up Lightning Bolt in the meantime. I also
have Ball Lightning slightly slotted.)
Now, to keep on track on this thread, here's how they play:
My Controller plays almost exactly as you describe yours; O2 boost has saved
many a party member, and the resistance to end drain is vital vs. Sappers and
Carnies. Keeps the tanker alive long enough to swat them if he mistimes a
Foot Stomp...
My Defender hangs back with other squishies, protecting them with Hurricane and
using Freezing Rain's fear effect to *make mobs leave the squishies*. So count me
as one who likes Freezing Rain's damage and fear, as a tool to keep squishies
safer. I have Snow Storm with 3 Slow SOs in it, which floors up to +2 mobs.
Snow Storm + Freezing Rain is not as perfect as a mass immob, but it's not
awful. Some in my SG are perfectionists who prefer me to be a Steamy Mist and
O2 Boost machine and do nothing else. I rebuke them heartily :-)
In a melee heavy party, my Secondary Blasts are my main contribution after
Mist and O2.
This would not necessarily be bad, if the other Defender sets had the same amount
of situational powers.
But, I watch Dark and Rad defenders happily use ALL their powers (ok, fallout
requires that someone be defeated) in every battle, with the melee guys quite
happy, and the ranged guys are just as happy.
The teams that value my Storm Defender the most (when not facing Carnies and
Sappers) are teams with ONLY Controllers, Defenders, and Blasters. Also
Kheldians, who are blaster-multiclasses anyways.
Our first 50s were a tanker/scrapper duo, and my storm defender was often mocked
for bringing nothing to the table but weak blasts. Sure, I could Short Circuit, but
they were self-sufficient, and only SCing a Sapper might mean something to them,
and I could just O2 them instead.
Then they made 50 and made Kheldians.
And suddenly they were appreciative of my anti-melee shield (hurricane),
extra defense and some resists (Steamy Mist), my usual healing (O2),
and sometimes even Thunderclap if too many minions were firing away.
I haven't tried it yet, but heck, I bet I could superspeed+steamy mist
(double stealth) into a pack of earth thorn casters (minions), fire off my
almost-guaranteed-auto-hit Thunderclap, and Disorient them all before they
can fire Quicksands.
Of course, my Controller could stand at range, and toss Earthquakes, Volcanic
Gasses, summon a pet into their midst... sigh.
What's sad is the learning curve. The Controller was my first character, and is
much easier to play, and plays well with others, at any comparable level to my
Storm Defender.
I relish the challenge of the Storm Defender, but let me leave you this quote from
one of our 50s, the Tanker, while teaming his Peacebringer with me:
"[for all I faceplant as a Kheldian, having hit debt cap by level 10] A Storm
Defender seems to be harder to run than a Kheldian, because any little mistake
you make [with hurricane/gale/tornado/etc.] could either slow down arresting
speed by causing scatter, or cause a team wipe by aggroing the mobs in the
next room."
I have not built a solo, offender-style, storm defender, but I think nearly half
the powers help the solo Stormie, not the teaming Stormie. Tornado is
relegated to an anti-AV power.
Why all this?
Arresting speed revolves around herding and timing AoE powers. I mentioned the
Inv/SS tanker's Foot Stomp in an earlier post.
Even with a non-offensive Tanker who slots defense, and has just enough attacks
to keep punchvoking, can still herd, and let a 32+ blaster fire a built-up nuke.
Have a second blaster on the team for good measure, or maybe a Rad defender
with Enervating field.
A large portion of players want to fight more total battles per hour, not less. The
risk/reward tradeoff for the safety-via-chaos Storm brings is a bit off.
The genie's out of the bottle on the level cap having been raised from 40 to 50,
which is what makes Controllers more useful than Defenders in the end game,
but there's still work that can be done.
So thanks for this thread.
Statesman:
I appreciate you posting this. With the Unofficial Storm Summoning thread being on the boards since release, I honestly was starting to feel that you just do not put much weight into defender concerns. The fact you feel defenders are fine is a little concerning, considering I cannot think of another AT that gets turned down by teams daily based on their chosen primary power set.
I would think that of any developer, you would be concerned about that. Surprisingly you have not been thus far.
I will say upfront that the only defender I have played to a significant level is my Storm/Psy defender (currently 40).
For the record, I have not neglected my secondary at all. In fact, my enhancements are probably split about equally between primary and secondary. Of course, psy is pretty crap-tastic, especially in the late game, so I still feel that I do less damage than any other AT after pets come into the picture. Hell, a good Fire troller puts my scrapper to shame, damage wise.
Now, I have a level 50 scrapper (DM/DA), and have teamed with many defenders since beta. I duoed with my friend's SKed Dark/Elec for a long while too (with both my Def and Scrapper). My thoughts are that in the later game, many defender abilities become unneeded for a team. Healing becomes less important. Buffing becomes less important. Debuffing becomes less important. Powers that worked really well in the early levels (i.e. Hurricane) become outclassed by villains as the defender levels up, and teams start facing tougher, higher level opponents. My friend mentioned numerous times when he duoed his Dark/Elec with my Scrapper that he felt useless, unneeded, and bored. It was basically true. It was slightly safer for my scrapper (Dark Armor isn't the greatest set), but by and large he didn't add anything truely significant to my fights (this was before the uber tar patch buff).
Team strength is primarily determined by your tank. The highest level/number of villains your team can take on and defeat is primarily determined by what the tank can take. Defender abilities really don't influence this in the later game. They do in the early game, but by late game the defender powers do not have enough of an impact to change that. I feel that is a problem.
The main thing defenders seem to add toward the higher end game is damage. Resistance debuffs (though many can reach their caps anyway), Damage Buffs, and even endurance boots for some select sets.
However, if you look at my storm defender, the only thing he can significantly add is Freezing Rain, which is a resistance debuff, and some damage via Lightning Storm. However, the fact that the storm version of damage resist debuff causes scatter and fear makes it quite unwelcome most of the time in teams. It's a fact. Geko seems content with that, but it is a huge factor in the later game.
Add in the fact that /Storm controllers do the exact same damage with Tornado and Lightning Storm, can lock down enemies to remove the scatter of FR, and I just cannot see how a Storm defender is in any way better than a Storm Controller.
Other than FR and LS, my Storm defender generally just adds some smallish buffs via Steamy Mist, and then simply blasts. I have some smallish endurance drain resistance in O2 boost, but the duration is so short that it is pointless to try and keep it on the team. While several of my powers are "okay" in select situations, by the end game the powers are just not significant. Hurricane is good if I need to corner a boss, but there is no way I can debuff a bunch of +3's with it, without getting myself killed in the process. Not on a large team anyway.
I think several defender sets (both primary and secondary) are much more beneficial to a team than others, which is hiding the issue many defender sets (both primary and secondary) are facing. When was the last time a scrapper was denied a team because they were SR or Dark Armor? It certainly does not happen every single play session as it does with my Storm defender.
Statesman, while I can understand your point-of-view that if several defenders are still desired, that it's just a smallish issue with a few sets. But if those sets are being denied teams, what exactly is more imporant in the game? That, or tweaking some numbers on other AT sets issue after issue?
Last week I was lucky enough to join an Eden team through these forums. We were actually defender heavy, with three kineticists on the team (two defenders, one troller). And then there was my Storm defender.
Before we began the team was bragging about how great the team was, and listing the abilities we all added to the team. The only person there who didn't get any mention was my Storm defender. I thought they just didn't realize what I could add, and chalked it up to the few stormies around.
Well let me be honest. I was dead weight on that team. I used O2 a few times (not that it was needed with 3 kineticists), and used snow storm. I had steamy mist running, but that didn't seem significant.
My storm defender was massively outclassed by the kineticists. Lightning Storm? Useless. Nothing lived long enough for that stationary storm to do anything, other than the big baddie himself. My slows were pointless, as everything died nearly instantly.
Honestly, the only part I felt I added to was slowing the walls, but even there the kineticists did it much better with Siphon Speed.
A day in the life of a stormy.
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Um I have an Idea....
Go make a Storm/Psychic defender and play on the main public servers.
That will give you and all the other developers a quick view of what you are hearing about defenders.
In fact try to get in a task force of somekind....that will really let you see what the defender community is refering too...very quickly.
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Excellent suggestion. I have thought the same numerous times in the past. I think the developers need a big reality check when it comes to defenders.
I will say that I don't want defenders to become necessary. No AT should be absolutely necessary (even though tanks pretty much are). However, it would be awfully nice if my defender added something significant to a high level team besides padding the number of bad guys the tanks/trollers/blasters get to arrest.
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With a good high level Defender, you don't always need a Blaster.
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You have to be getting your damage from somewhere, and not all Defenders can substitute for a Blaster by any means. Maybe I'm weird but I would never pull a Defender onto a team if I were looking for a damage dealer, I'd get a Blaster or Scrapper. Or even a Controller depending on the levels we're talking about.
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Now that is what we're talking about with the perception problem. With tar patch, my dark defender can up total team damage by 30%, and, in long battles, by 60% with stacked tar patches. Do the math: the increase in damage by my 1 defender will be like adding 2 or 3 blasters if you're running an eight person team. And my DDD will be doing some other nutty things.
The only defender that can't increase damage is FF.
Just something to chew on. In large teams, blasters and scrappers are not the kings of damage. Defenders are through their buffs and debufss.
Thank you for the Storm post. I was in no way trying to bring down Storm Defenders, just showing how it is easy to overcome a slightly less effect difference between primary and secondary. Mineis similar to yours. At 32 I have all earth powers except for Salt Crystals and from Storm I have Gale, Freezing Rain, Hurricane, and Steamy Mist, 35 and 38 will be Torrnado and LS. Most of my Primary is slotted up besides my pet so I can spend a ton of slots on my secondary, which already has FR and SM slotted decently. The only pool power I have is Speed, Fitness and TP Foe.(The first design was a PVP only toon.)
But thanks for the break down!
Here is my problem Jack:
I have 2 accounts now and 2 50's: FF/Energy Defender and Invul/SS Tank.
Problems with my Force Fielder:
1- Not needed by most types of characters in high levels except blasters who suck.
2- I can go into arena by my self and walk my 50 invul tank up to my 50 FF defender, and without using ANY rage or insp, and only one acc SO per attack, I can hit my FFielder 9:10 through his 5 Cytoskeleton+1 Membrane Dispersion Bubble. Now I have read on the boards that this is because of the ACC>DEF issue at the high levels particularly with HOs, but I can not find one FF defender that is worth anything in PvP unless they have 5 [censored] repell powers making them a joke in PvE. I will be happy to demonstrate just how good, and how crappy being a level 50 Force Fielder can be anytime you like. PLEASE GIVE US SOME DAMN LOVE! I will really start [censored] when I get uber-famous.
-MrHeaven
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Why is Dark so good? Because it's like a Controller
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I have to say this is true. I usually play controllers, but I've taken to dark/dark like a fish to water because it's more controller-like than my grav/kin. That is not to say that this is a bad thing; on the contrary, it's why I think my dark/dark is so much fun to play, so I hope they don't change it.
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/agreed
My high-level 4D is in an interesting situation on her usual SG-based team: she's role-reversed with the Controller (mc/emp). The controller is the "healer" (and is very good at it). Spookie is the "lockdown and debuff" specialist. Not that they don't cross over. The Controller's primary set also has terrific lockdown capabilities and Spookie's (and Fluffy's) heals often give the Controller more opportunity to use those powers. But for the most part, they tend to do "each other's job."
Dark/dark/dark defenders = honorary Controllers!
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I respectfully disagree. a Dark/* Defender should NOT be played like a controller. It should be played as an accuracy and damage debuffer. When I have 3 pets out, I can debuff damage on a single target by 95%. Can a Controller do this? The answer is no.
Just because you have Fearsome Stare doesn't mean you should play like a controller. Stick to what you're AT is for: ie buff/debuff/blasting. If a defender was playing like that on my team, they'd be kicked off.
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We do indeed disagree, at least in part. Most of Spookie's buffs/debuffs are toggles or come from Fluffy. Once they're triggered and she's free to use other powers. Sometimes it makes sense for the next thing to be Tar Patch, but just as often Fearsome Stare is called for, then Tar Patch. Her lockdown powers are often more important to team success than any additional buffs/debuffs that she might employ after triggering her toggles and making sure she's got all possible Fluffies deployed. Her blasting, while fairly formidable (many damage slots...) is third prioroty behind buffs/debuffs and lockdowns. On the team she most often runs with, this prioritization is what works, as the controller on this team is the primary healer. On a different team, she would very likely choose different tactics - that's the great strength of Dark Defenders: versatility.
Therein lies my biggest area of disagreement, I suppose: that there's any cut-and-dried "what your AT is for." Sure, Spookie's never going to be a tank, but within certain rational limits, an AT is "for" whatever it can best accomplish at that time, in that situation.
Trust me, you'd be making a big mistake kicking Spookie. But I doubt that you would, since she's pretty good at adaptting her tactics to the team and the combat situation...
Respectfully,
Dollhouse
"And in this moment, I will not run.
It is my place to stand.
We few shall carry hope
Within our bloodied hands."
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Some one PM'ed me about this issue - and I've talked about Defenders a bit at conventions - so I thought I'd at least post something on them.
Basically, we've already committed to looking at several Archetypes and builds for I5 and afterwards, but I've said nary a word about Defenders. Why? Because of all the Archetypes, we're happiest with them. There are certainly issues with individual sets and powers - and those we're always looking at. Defenders, however, don't have any overarching problems.
BUT....I'm extremely concerned about the perception that Defenders "aren't needed" and thus "can't find a team" at high levels. Defenders should fill a valuable role at ALL levels and help Archetypes achieve levels that they can't reach by themselves. After all, Defenders are all about buffs (and debuffs). Every Archetype should be extremely happy when the Defender provides a resistance or defense buff...
Anyway, just wanted to post our view on Defenders right now.
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So this means every other AT is getting the nerf of nerfs? For them to need defenders more means they are due to be much weaker as I5 approaches; instead of making the mobs harder/tougher/faster/stronger/smarter and defenders better.
The Alternative, some people don't know JACK!
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Here is my problem Jack:
I have 2 accounts now and 2 50's: FF/Energy Defender and Invul/SS Tank.
Problems with my Force Fielder:
1- Not needed by most types of characters in high levels except blasters who suck.
2- I can go into arena by my self and walk my 50 invul tank up to my 50 FF defender, and without using ANY rage or insp, and only one acc SO per attack, I can hit my FFielder 9:10 through his 5 Cytoskeleton+1 Membrane Dispersion Bubble. Now I have read on the boards that this is because of the ACC>DEF issue at the high levels particularly with HOs, but I can not find one FF defender that is worth anything in PvP unless they have 5 [censored] repell powers making them a joke in PvE. I will be happy to demonstrate just how good, and how crappy being a level 50 Force Fielder can be anytime you like. PLEASE GIVE US SOME DAMN LOVE! I will really start [censored] when I get uber-famous.
-MrHeaven
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Um, this is the way that Forcefield works. Because he can't do his single target bubbles on himself, he has the lowest defense, but he can grant a much higher one to his team mates. Do a duo with him and try to hit his friend that he super-bubbles.
Still here, even after all this time!
If that tanker has Focused Accuracy or Build Up, even the "super bubbled" friend is easily hit.
Savant
Level 50 Defender - Force Fields/Psychic Blast
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Now that is what we're talking about with the perception problem. With tar patch, my dark defender can up total team damage by 30%, and, in long battles, by 60% with stacked tar patches. Do the math: the increase in damage by my 1 defender will be like adding 2 or 3 blasters if you're running an eight person team. And my DDD will be doing some other nutty things.
The only defender that can't increase damage is FF.
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And this is pretty much what I was getting at... past a certain level (call it 40+), certain AT's will be able to step in and do what you normaly kept those other AT's around for. Everyone is useful higher up, we just no longer have to rely on looking for one type of AT anymore when someone else may do just fine.
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If that tanker has Focused Accuracy or Build Up, even the "super bubbled" friend is easily hit.
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As it should be. Third party buffs should never be as good as an entire primary or secondary powerset (Ice for Tankers and SR for Scrappers).
So. . .let's see if I've got this straight. Blasters suck because they actually benefit from your Force Fielder doing your JOB?
Huh.
I like making Blasters into Tankmages. (I was teamed with two Fire Blasters and a Kin Defender, sk'd up to 42, last week. . . it was glorious. We had to slow down for corners, we were moving so fast.)
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
"Level 43 Storm Defender LFT"
...
...
"chirp, chirp, chirp"
...
...
"I guess only the crickets are out tonight. Time to go see what's on Leno." <click>
...
...
"He He He" comes from the tanks, scrappers, and controllers hiding in the bushes. "He's gone, lets go lay the smack-down."
With my Rad/Rad I usually feel like one of the most important members of any team I'm on. AM, healing, debuffing, rezzing, even quality AoE damage, what is it that I can't do?
What crazy world are people living in where people don't like getting their metabolisms accellerated?