Dev Response - Defiance


9mm_fistcuffs

 

Posted

Defiance: Tested, and it is a unique tool for blasters to better fill their role as a damage dealer. However, range does not equal defense in this game as it has been stated numerous times by Red Names, and overloaded offense only goes so far. Defiance alone doesn’t really solve the issues that blasters are having from the early 30’s to 50. That’s almost half the content in this game, where blasters struggle. The truth is, I never really had a problem with my damage dealing before this change (and I do agree with cap being raised). The problem has been the lack of protection, and the ability to hang in a battle long enough to even get the opportunity to cycle all of your attacks. Mez affects on blasters is just insane, especially as your character matures. This is what I would do with Defiance instead of what it does on test.

Defiance would give a boost in resistance or defense instead. I believe resistance would be more suitable, because of the ability to one-shot blasters. This would allow them to hang in battles a bit more before being defeated. I think it should scale in an appropriate manner, so that we get adequate protection as we fall in health.

At the 5% level I think it would be appropriate to have full status protection from mez affects as well. I’m not certain exactly what mag levels each enemy hold is, but id say at 50% we receive that small mez resistance from the leaping pool, and have it scale in higher in mag level resistance as our health goes further down. Possible at 40% we receive a specific resistance, such as sleep, and at 30% we have resistance to confuse, etc. So when we reach that 5% level we achieve full status protection. This will make it so we aren’t overpowered, and we still have to be careful as to what we are fighting.

I think that something along these lines would make the blaster AT much more fun and interesting to play. I don’t know, I was just trying to come up with something that really fills our gap, and isn’t suicide. Sorry States, I think defiance as it is know is going to get us more debt than we already have to mitigate.


 

Posted

I'm sorry if this has already been suggested, but after testing and thinking a lot about defiance, I had an idea:

As many folks have said already, by the time defiance becomes useful, a blaster is hovering on debts door. This really minimizes any bonus gained as said blaster faceplants before more than one, maybe two attacks go off. As a possible alternative, could defiance be based off of aggro instead of health? It would make more sense to me in a comic book sense. Minions should not affect the powers all that much, perhaps a cummulative 1% increase per minion beyond 3. Lts slightly higher, bosses even higher, elite bosses, AV's monsters etc. etc. until the cap is reached. I'm not saying that an AV or monster would alone hit the 500% cap, but an AV, several bosses and a horde of Lt and minions would.
Whaddaya think?


 

Posted

I am posting this idea to get some Blaster feedback on my idea for making Defiance more useful at higher levels. At low levels I think it is a great ability but as a Blaster levels up it becomes less useful due to one shots and such. My idea will also help blaster survivability at higher levels.

Defiance will now give Blasters an inherent ability to avoid being one-shotted when they are above 20% health. This means that if a Blaster is above 20% health, any attack done to him can only reduce him to one hitpoint. However, if the blaster is below 20% health his bar will turn purple signifying he can be one shotted.

NOTE: DOT attacks would be capable of one shotting a blaster since it is multiple attacks. This would be the "weakness" of this ability. Criticals would also be considered a DOT since it is two applied attacks. The other weakness to this ability would be it would not protect from being hit at the same time from multiple enemies.

This ability would essentially allow Blasters at higher levels to sacrifice hitpoints safely at higher levels without the fear of being one-shotted. It'll also give them an inherent defense versus one shots at levels. Blasters should still be careful in teams of aggroing multiple mobs or attacking mobs with high damage DOT attacks.

Thoughts?

Additionally, perhaps Defiance should scale .5% per level -- This means that at 50 your first buff +40% damage would come at 60% health instead of 40% health.


 

Posted

[ QUOTE ]
When a Blaster’s health drops below 40%, they will begin to see an increase in their damage output. A small increase at first, but the lower their health gets, the bigger the increase becomes.

This thread is for you to provide feedback to the Devs on the above issues. You are allowed to post ONCE in this thread. Make it count! If you post more than one time - the extra posts will be removed.

If a dev responds this count will be reset.

[/ QUOTE ]

[start comedy]

Manticore: "Synapse, you take the Alpha and get your Defiance Meter up. Statesman, you head in after him and pull the aggro off so he can safely blast with his boosted damage."

Synapse: "I'm all over it, Manticore!" (runs off)

Statesman and Manticore: "Bwahahaha..."

[end comedy]

The Criticism Part (the Constructive Part comes later below)

1) My testing of Defiance seems to indicate that it is an actual detriment, rather than a benefit or even a freebie.

This is because of the Defiance Meter. Please allow me to turn it off or have it default to off. If I am paying attention to my Defiance meter and making it a factor in how I choose my shots when I am below 40% health, I am getting myself killed. It is an unhelpful (since you can't actually control your hp well enough) distraction. Without the Defiance meter, Defiance would actually be better, more like a random Critical in feel.

2) When someone does figure out how to consistently exploit Defiance, it will be just that; an exploit. Then Defiance will be nerfed. Let's not go there.

3) Having 40% more damage is not going to save me if I am at 40% hp, except in very rare situations, even if I am farming greens or blues, in which case I don't need it.

4) Defiance should not be able to cap your damage; that steps on the role of the Defender.

5) Many Blasters can reach 400% Damage without Defiance. Losing enough hp to get Defiance up to the +100% level is not wise to do on purpose, and if you lose enough hp to get there accidentally, you should have already been running.

6) Consuming Red Inspirations does the same job Defiance does, only better.

My suggestions (the Constructive part):

1) Defiance should kick in sooner and have less of an effect. A direct ratio of 'Your % of missing hp = your % of added damage' would be much more useful. A Blaster running around at 60% Health with +40% Damage is way better than one running around at 1% with capped damage.

2) Remove the Defiance Meter. Please.

3) Remove the advice on how to use Defiance. Pretty Please.

4) Have Defiance work like this, instead: Have your Defiance meter fill in the range of 75% to 25% hp. For every 1% hp lost, starting at 75%, you gain 2% of your Defiance meter (so at 25% hp or less, your meter is full. At 25% hp or less, you should run, btw). The percentage your Defiance meter is full determines the percentage of your damage that is irresistable, as per PvP.

5) When a Blaster is defeated, he automatically fires a ranged attack at an enemy if he has one targeted. This attack is chosen randomly from among non-interruptible attacks that have enough range to hit the target, if any. This attack is boosted by Defiance as if the Blaster had fired just before being Defeated.

6) Have Defiance work in fewer, larger chunks. After all, if an enemy knocks a Blaster to 40% Health, the Blaster is likely to need more than 40% extra damage to finish him. Ergo:

Blaster hp at 40 to 30%? Damage Boost +100%
Blaster hp at 30 to 20%? Damage Boost +200%
Blaster hp below 20%? Damage Boost +300%

In conclusion:
Something special for Blasters? Yes! However, Defiance does not work toward the goal of making them 'less squishy' at all.


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

Posted

Has anyone PM'd States on the developers lack of response to this thread yet?


 

Posted

I think it would be better if after a certain lvl, blasters got a click power that allows them to force more dmg from their blasts, at the cost of HP. You hurt yourself to do more dmg. Add this to regular defiance and i think alot of the problems will be reduced. This way you dont have to already have aggro to use defiance. It sounds more heroic to sacrifice your health to punish evil more, then to act like a cornered terrified animal and lash out just befor being slaughtered...
All that needs figured out is the numbers, and the way it should be activated. Click like build up, or a toggle.... Maybe even put the defiance bar to good use and have it fill up slowly from geting hit (not the current HP percent.), then when its filled you can turn on the power untill the bar drains.

Just would rather be an enraged superhero who is willing to put his life on the line to bring foes down, then a scared bunny rabbit lungeing at a predetor just befor it dies...


 

Posted

I'm been thinking about this. My thoughts are that it's nice but irrelavant. Similar to the Scrappers critical, it's not something that should be relied upon not counted upon. If it's happens cool. If it doesn't happen life goes on.

An additional percentage chance of secondary effects would be nice as well, but also rather irrelavant.


 

Posted

Well, nothing really new in my tests. Defiance is great at low levels (several 100+ attacks at lvl 10). With my main, by the time Defiance is giving me any bonus my death is basically unavoidable.


 

Posted

Hi guys & hi devs.

ok this is my take on Defiance.

I just tested my blaster in test. For me as a lvl 21 blaster, Defiance was the last thing I was thinking about as I was fighting, & really never came into play. & when it did, I could miss.

Fix - Make blasters become MORE defiant according to their lvl.. If This is how you guys have defiance set at lvl 1
=>40% Health: no buff
< 40% Health: +40%
< 30% Health: +80%
< 20% Health: +160%
< 10% Health: +320%
< 5% Health: +500% (this is the damage cap for Blasters as of Issue 5)

I'd say that at lvl 50 it should look like this..
=>65% Health: no buff
< 65% Health: +40%
< 50% Health: +80%
< 40% Health: +160%
< 30% Health: +320%
< 20% or 15% Health: +500%

Reason - A Higher lvl group has much better ways of killing blasters fast, often at high lvls a blaster can get murdered in 2 hits by a rikti..(excuse me because my numbers may be off but you get my jest) if even. I would also think, that the more powerful a character is, the more defiant he is because of his power. If Batman is Defiant being mortal.. imagine if he had the powers of Superman. He would be VERY defiant, More power = More Defiant. I'd say every 10 lvls The Defiance abilties should change. Like getting a Costume, your also more Defiant.

Secondly. Instead of Defiance Picking up every 10% health loss, How about more intricutely? Every Percent??

=>40% Health: no buff
< 40% Health: +40%
< 39% Health: +42%
< 38% Health: +44%
< 37% Health: +46%
< 36% Health: +48%
< 35% Health: +50%
< 34% Health: +52%
< 33% Health: +54%
< 32% Health: +56%
< 31% Health: +58%
Lastly..
< 30% Health: +80%

This way you can keep the increments you set for every 10% but there is a more definetely increase for when the chips are down. These increments show me how more damage to me makes me more ANGRY. In the comics, every hit makes a person more defiant not every 3 or 4.

Lastly. How about a Bit of accuracy for the power too. Obviously if your Defiant your looking to put someones Lights out, Your not likely to miss. So I'd say

At lvl 1 (Total Accuracy from 1-100%)
=>40% Health: no buff
< 40% Health: +10% Acc. Buff
< 30% Health: +30% Acc. Buff
< 20% Health: +60% Acc. Buff
< 10% Health: +80% Acc. Buff
< 5% Health: +100% Acc. Buff

Obviously that last bit of Anger would mean nothing if you Totally miss, Hey at 5% health your not looking to fight your looking for a Dieing Blow, at least make sure it Hits!!

Just a note - I think for PVP the high End defiance could be Gummed down a bit if you think it would be to powerful.. Just a argueable thought.

So, Thats my Idea. Once again I thank the devs for trying their best to make everyone happy. I just hope some of the ideas here are heard. & if I have offended anyone please forgive me I wasn't trying to.

P.S - If everyone agreed on an Idea, The least the devs could do is try it. So if you can, find an even Better Idea then This, then post.. PLEASE. Just not the complaints, I think things would be fixed alot faster if everyone was giving Ideas to problems instead of saying things don't look good. The devs are greek gods in this game, but.. They aren't perfect. Lets help change that.
Thanks. (Last but not least excuse my spelling )


 

Posted

[ QUOTE ]

Defiance would give a boost in resistance or defense instead. I believe resistance would be more suitable, because of the ability to one-shot blasters. This would allow them to hang in battles a bit more before being defeated. I think it should scale in an appropriate manner, so that we get adequate protection as we fall in health.

At the 5% level I think it would be appropriate to have full status protection from mez affects as well. I’m not certain exactly what mag levels each enemy hold is, but id say at 50% we receive that small mez resistance from the leaping pool, and have it scale in higher in mag level resistance as our health goes further down. Possible at 40% we receive a specific resistance, such as sleep, and at 30% we have resistance to confuse, etc. So when we reach that 5% level we achieve full status protection. This will make it so we aren’t overpowered, and we still have to be careful as to what we are fighting.


[/ QUOTE ]

If defense is what blasters need, then maybe the EPPs should be made available at level 32 instead of 41. Most if not all of the blaster EPPs have some sort of armor.


FireWild - lv 50 Fire/Fire Blaster (Justice)
FyreWyld - lv 40 Energy/Energy Brute (Justice)
... and way too many others

 

Posted

Devices:
Cloaking device - 7.5 defense vs. all attack types - does not get "suppressed")

Energy manipulation
Bone smasher - replace with a self version of deflection shield

Electricity manipulation
Lightning field - replace damage with resistance to smash and energy damage

Fire manipulation
combustion - replace with fire shield

Ice manipulation
Chilling embrace - replace with frozen armor

Of course these need to be balanced properly but if the point is to survive better, limit the cap on defense and resistance.
I don't think it will "overpower" an AT that is easily one shotted. Good grief, if you want to talk about "realistic" in
terms of a video game about super heroes (yes suspend reality) than why can't some one with fire MANIPULATION not
surround themselves in protective flames? With the right testing and balancing, I think this will make the AT more fun,
more survivable and not overpowered.
Of course, the epic powers help here but what about the pre 41 game? Where MOST people spend their time playing?


 

Posted

Defiance= Swing and a miss!

Try again Devs.

Maybe get someone who actually knows how the game is played to come up with the ideas? It would be a start at least.

PS: Out of the 100s if not 1000s of ideas of improving blasters on the forums, and the devs came up with Defiance?

/em boggle


 

Posted

Defiance is not an effective boost to the higher end blaster and since that is where the majority of time is spent (XP halfway point is level 38 for all ATs IIRC), the majority of blasters see no boost from defiance.

At least not a boost a few red inspirations wouldn't provide while still at 100% health!

Further, while we're tempting blasters to walk on the razor's edge after removing any defenses they could have mustered together it is important to point out that just two deaths in a mission (even at higher slider settings) will provide you with more debt than XP when that beloved completion bonus comes around even with instanced missions providing halved debt.

Blasters need to stand out as the offensive juggernauts you have labeled them as from 100% health on. They have sacrificed defense, resistance, status protection, buffs, group control, and heals for damage. They have given up EVERYTHING for damage and are outdamaged by even MORE people in I5.

Drop defiance.


Fireclad - Neon Peon - Inner Voice - Confused Larry - Pep Squad - Bob's Secret - Squidclad

 

Posted

I played around a little with defiance with my level 33 AR/Dev blaster. I didn't really notice a difference. What did happen though is that I almost died against a single -2 Rikti boss and I was unable to survive against a single +0 Crey agent (I died 3 times before I finally gave up). The reason: Sleep! Once they hit me I'm basically helpless right until I die.
So my suggestion for defiant is:
* Remove the increased damage - it just doesn't make any sense that I deal more damage with my rifle when I get annoyed.
* Give blasters an inherent status protection that increases with the amount of damage they have taken. Of course the amount of protection would need to be balanced and should be zero at full hit points.

Just my 2 cents.


 

Posted

I definatly agree that defiance is too little, too late on a blaster to actually help.

What if it had a duration though? So if you are knocked into the range where you become defiant you gain the bonus, but after being healed, you keep the bonus for, say, 1 minute.

Or what if there isn't a duration so much as when you take damage, you gain X bonus damage spread out over your next few attacks. This would work like so; in a battle a blaster is beaten down to 40% health, here the blaster gains 500pts of bonus damage at a 33% bonus. So an attack that does 100pts of damage would deal 133, and the bonus damage drops to 467.
Each time the blaster reaches that 40% mark he/she would gain another 500 bonus(or whatever), but if hurt past 35% the bonus would increase to 66% and another 500 pts bonus would be added. So a blaster that had been knocked down to 35% health would have a 66% bonus damage and 1500 bonus points to use.
(The numbers I used are just to illustrate the idea)


 

Posted

Ok...so here is my take on all this defiance crapola.

Quick Summary: Defiance is pewp....remove suppression instead.

Explanation:

Back in the day...a blaster could zoom into range and do heinous damage and then get out of range if it all goes bad. - The Devs don't like this.
However this is the style of play I used for pretty much the whole 50 levels of my Fire/Fire Blaster's career. My SG often teases me because I would end up with debt so often from employing dangerous "all or nothing" strategies.

This seemed to be fine....right up until heroes started fighting other heroes in the arena. All of a sudden the melee classes are complaining because the blasters are using their range advantage and their travel powers to keep the range advantage. -The Devs don't like this.
So they put in the infamous accuracy penalty on all the travel powers (so they are now all as screwed as flight has always been). The world nearly comes to an end because everyone has such a fit about this (even non-blasters....who'd have thunk it). -The Devs don't like this.

So they come up with this suppression business...which though not as sucktastic as the -acc penalty (which they removed from flight....thanks...it's about time ) is totally annoying and puts blasters in great danger. So now all the blasters moan and complain (I include myself in this btw) about how our survivability is pewp now. -The Devs don't like this.

So...they try and "make good" by "hooking up" the blasters with the following in i5:
More Hitpoints - Who's going to complain about this? Maybe Defenders...but they are getting the most new powersets so we will just tell them to hush.
Raised Damage Cap - Thanks...not really needed from my standpoint...but I'll take it.
Defiance - Same sentiment as the Raised Damage Cap...but even more so because it encourages me to get into 1 shot range (aka not full health).

So here is my suggestion...forget all these travel power substitutes....just give us back our travel powers. You can keep defiance...it's no good...compared to the ability to escape a bad situation. You can keep your extra hitpoints...if I do enough damage and play it right...I shouldn't need that many. The damage cap raise...it would be nice to keep...but I take my mobility back in a heartbeat in place of it.

If you are worried about the melee guys in the arena...please don't. So many melee AT's have a range trick up their sleeve that immob's or stuns you it isn't funny. You can bet that if they are hardcore PvP'ers they are definitely going to have those tricks built into their builds. And also there are probaby a great number of people who don't give a damn about PVP and just want to fight the villains in PVE.


 

Posted

People have already stated most of what there is to say about Defiance. Namely, that it's mostly useless, kicks in too late, etc. I want to talk about the UI for it. The Defiance bar has clearly been unceremoniously shoved into the display. You can see the borders of the overlapping bars through the transparent parts. The Defiance bar also inexplicably has the same symbol on it as the Endurance bar. And what's with the icon for Defiance in the Blaster's list of active powers/buffs/debuffs? Why does it indicate that it DECREASES attack power?! So, visually: very unprofessional and rushed-looking, especially with the blatant mistake about the icon. I can be nitpicky about icons, but come on, that is just plain wrong.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Just joining the chorus here.

1. Defiance has no appreciable benefit in the 35+ game, as far as I can tell. Even with ~18% increased hit points, the time between not-quite-dead and dead is so small that you can get maybe one extra Defiance-enhanced shot off. Maybe. Whoopee.

2. All the damage in the world is useless if your accuracy is not there. If this power is to be implemented, I'd rather see it boost accuracy over damage.

3. It really should start to scale as your Health goes down, starting from 100% Health.

4. The implementation of Defiance is a symptom of a larger problem, IMHO. Defiance, the decrease in power pool defenses, the absolutely incomprehensible changes to Stealth/Cloaking powers, the bugs in powers such as Trip Mine that go unfixed, the lack of attention to Secondary sets that are sub-par (Fire secondary still mostly useless after a YEAR of existence), all point to the fact that there is no major developer that plays or cares about Blasters in the 35+ game. Statesman himself can describe tactics for Controllers in multiple paragraphs, but his only words for us are to take MORE damage to use Defiance better???

As one poster put it, the Blaster changes are "meant to make us go away. Not go away mad, just go away." It sure feels that way.

My suggestion to fix most of the I5 complaints: Sack your current testers. Then, please, assign developers or their representatives to the archetypes and have them correpond regularly on the boards. Make sure they actually PLAY and understand the AT they are affiliated with. Then, perhaps, we will get useful, desireable changes to our ATs that players will actually USE and ENJOY.


Ideally, the tank will die precisely as everyone else starts fighting, allowing aggro to be spread evenly among the blaster. -seebs, "How to Suck at CoH/CoV" Guide

 

Posted

[ QUOTE ]



3. It really should start to scale as your Health goes down, starting from 100% Health.



[/ QUOTE ]

I agree completely, i think as you lose health, you should gain damage. In the late game if you are below 40% then you are taking damage still, and chances are your mezzed or taking a huge beating. Example: You lose 10% health, you gain 10% damage or something within reason.


 

Posted

[ QUOTE ]
When a Blaster’s health drops below 40%, they will begin to see an increase in their damage output. A small increase at first, but the lower their health gets, the bigger the increase becomes.

[/ QUOTE ]

From my experiences playing City of Heroes, I seem to think that time of battle can grow wearisome for many, not be very exciting. As such, the longer a battle has gone on, in terms of minutes, the more damage a character should be able to do. This can also be seen as a replacement to the current system for Defiance, as has been mentioned: high level blasters tend to fall swiftly so as their health diminishes, it diminishes so fast that a single defiance-enhanced blast isn't going to help them very much unless they are very lucky.

Also, in comic books, I notice that a blaster seems to do more damage as drama builds, which *can* mean when they're in trouble, but rarely means if suddenly they're hit with extreme damage in the first panel of a battle.

Example: In the fictive comic book Platinum Paladin, a sequel issue in a series... Splendid Sapphire, after exhorting the Platinum Paladin to join her villainy and be her paramour is bluntly refused, and sics her minions on Platinum Paladin. Platinum Paladin is struck by twenty minions at once in a single panel, and in the next illustrated panel, hit by Splendid Sapphire's new Diamond Desire Ray.

BOOM!

Platinum Paladin, in the third panel, usually won't strike for greater damage than ever before... no, usually PP will fall through a hole in the ground or the Diamond Desire Ray will reflect back onto itself due to the refractive quality of the polished floor.
/endexample

What usually happens is that after a long battle, maybe seven panels, the "blaster" superhero will notice a secret vulnerability or trick they could play, and against all odds strikes out. It is combat length that should be cut short. Comicbook battles are usually fast, furious, and often full of witty reparte.


 

Posted

As neat as Defiance sounded in concept, something about its implementation and its design struck me odd. I couldn't put what was off into words until now.

Defiance attempts to add an extra game of risk-vs-reward for a Blaster to play, where red-lining one's health nets the reward of increased damage for the increased risk of death. Folks have already mentioned that Defiance's effects kick in way too late and that Blasters are too fragile to leverage their health effectively enough to "play" this game.

But there's a deeper problem here-- in group play, the one who's playing this risk-vs-reward game isn't the Blaster. It's the Defender or Controller who's healing the Blaster. So what we have are healers being encouraged to play the game of deciding whether or not to heal a Blaster, but the Blaster himself bearing the risk and paying the penalty for a healer's decisions.

Playing with Defiance is extremely risky given the volatile nature of the game at high levels... but a healer might consider sustaining the extra damage done by a Blaster at a critical moment to be well worth it, even if the blaster ends up dying once or twice in a span of a few minutes. After all, it's not the healer who has to put up with the debt that comes from letting a blaster die. So the healer could easily consider allowing a Blaster to perish a worthwhile sacrifice-- the villians are vanquished, the mission is finished, and the judicious restraint displayed in his or her heals resulted in minimal team deaths. Yet the Blaster walks away with a hour or two's worth of debt to work off, bearing the cost of the team's success.

Hopefully Defiance will get a re-haul so that Blasters don't pay so heavily for choices that others make who might be encouraged to benefit from a Blaster's loss.


 

Posted

Meh.

That's how I feel as a Blaster as my highest level toon.

It was fun for the first ten levels of a new toon but on a Level 42, not really all that helpful.

Maybe something different or altered? I like the idea of the new power Bar filling up from damage taken from 100% Health or possibly filling up as events go on. Sorta like a power up bar that builds as you Nova a crowd or some such. Each time you One Shot a Minion or Disorient a Boss. Then, when full, you can drop a massive boost for a minute or two like minor Regen or some other in game boost. Hell, it could even be random.


All I know is, it's only 'meh' as it is right now.


Sign It : http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Where is the developer response, I wonder?


while(!sleep()){sheep++}

 

Posted

When I first saw the idea of Defiance, I was completely blown away at how random this new power seemed. It made no sense to me why Blasters should have some kind of inner rage. Don't we all have that? I feel this singles out Blasters and makes us special in a bad way. For the record, I play a blaster.

I suggest that Defiance be a pool power set available to ALL archetypes. Why all archetypes? Well let me ask you, aren't we all capable of great strength and heroism in times of dire need? Why are only Blasters being given an ability which seems more suited to "Duh-duh" barbarians from AD&D?

I think Blasters are cool enough without this ridiculous "Defiance" . The reasoning that blasters almost accomplish their missions but die when the foes' hitpoints are nearly gone is not enough reason to give this skill to one AT. The same can be said for ALL archetypes, that they often die just before nearly defeating foes.


 

Posted

Defiance gives a little bit help at low levels. but it rarely helps at high levels fights. NO, ABSOLUTELY NO blasters want their HP drop below 40%. Tell me are there any high level blasters say "please dont heal me, let me drop my HP to 40%, cause defiance owns!!" i dont see any so far. my idea of fixing defiance and balance out blasters is:

80% HP >> 50% DMG; 5% Resist(all but psy); 5% Defense(all but psy).
60% HP >> 100% DMG; 20% ACC; 10% Resist(all but psy); 10% Defense(all but psy)
40% HP >> 150% DMG; 33% ACC; 15% Resist(all but psy); 15% Defense(all but psy)
20% HP >> 200% DMG; 50% ACC; 20% Resist(all but psy); 20% Defense(all but psy)
5% HP >> 300% DMG; 66% ACC; 25% Resist(all but psy); 25% Defense(all but psy).

I might not have the best number, but i think i explained my idea. please think about it Devs.