Dev Response - Defiance
One fix that I can think of would be for the defiance to tick down but not be removed when healed back up.. I know in most big battles my health yo-yo's so every dip below 40% would increase defiance and every attack would use it up.. If I am not taking damage defiance would tick its way back to nothing.
I like the accuracy idea as well but I think it would make it more powerfull then intended.
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What if all blasters had an inherant power that only became active when their health dropped below x%? ... Then if you get a heal, you have a 1-time damage increase blast to be used when you wish.
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How would you deal with the "air drop" exploit? That is, start every outdoor battle by dropping from the Zone ceiling just out of aggro range of the mobs (raising your meter to max), then get healed up and go to town...
I have been playing with a ARCH/DEV blaster, and right now he's level 12. I'll admit that I've been playing almost completely solo at this point, and I play on Heroic. I don't street sweep much, and I usually get all of my levels and experience just from playing missions.
From my own experiences, defiance doesn't play into much, as I try to kill the enemy before he can even hurt me. However, against an orange lieutenant, or a red boss, or a large group of white minions, defiance has on more than one occasion saved my bacon. It has allowed me to finish off a boss or other menancing character before he finishes me off. The damage is very noticable.
Defiance isn't part of my strategy per say, but I would hardly call it useless.
Suggustions are good but I don't think too many people are catching onto the fact that the Devs DO want us(blasters) at death's door. The Blasters are suppost to be risk takers and that's the point the devs are trying to make with defience. It's not any less useful then the other inherients: Cititicals never kicks on when I need it and Guantlet isn't that great to begin with. Along wit the Controler's power it's the only one you can knowingly exploit. The only question is 'How much of a risk are you willing to take to get extra damage?'
Am I the only one who thinks defience is cool, even if I rarely get a chance to use it?
Defiance sucks, plain and simple. It doesn't kick in soon enough. It doens't even help me in a fight because by the time it actually starts to kick in I'm already dead. I don't know if it's because my powers activate too slowly, or what but it has never ever helped me in any situation, solo or group.
Palador: Your experience will change over time. Defiance can be useful up through the late teens, but after that its utility drops off to near 0. In the low teens, you still don't take enough damage from an orange or red to drop you quickly. Therefore, Defiance has time to kick in and be useful. Fighting the same orange and reds in the late 20s on, you would be dead before the Defiance meter even thought about kicking in. Just my opinion, from having played my multiple blasters on test before I5 went live, and on the live servers since I5 went live.
It is especially useless in a team. I experimented last night and actually tried to force Defiance to be useful. This required me constantly spamming the 2 healers in my 8 man team "Dont heal me!". This typically resulted in embarassed responses from them that they forgot, were just trying to do their job within the team, etc. Also, since they were spamming their AoE heals during big fights, my choice was to either spend time I should be shooting instead trying to stay out of their AoE range, or just cave in and forget Defiance.
It is a poor concept, poorly designed, and poorly implemented.
How bout killing 2 birds with one stone....
Fix defiance by giving blasters MOG in their power selection!
No flames please, just kidding.
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No other Inherent power penalizes you for taking powers that help protect you like Defiance does.
Let me share with you what happened to me while on the test server trying out several different builds with my blaster on a freak mission....*edited for length*
So when I saw the effects of what happened in all three situations, and how having self buffing powers was actually a HINDERANCE, then I knew something was terribly wrong with this. This power should NOT make you weaker for having self improvement powers.
But if you were to duplicate the series of attacks and if each of us managed to land every attack, then you will see that NOT having self buffing powers is actually BETTER than having them. That seems like the wrong way to go about adding an inherent power to an AT, it should NEVER be a hinderance to you, at the very least it should just be a useless effect, but when it's actively making you weaker in certain instances, then it's broken and needs to be fixed.
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This is exactly why blasters aren't whining over defiance being broken. Because it IS. It's not childish at all to point out that something is broken and of no use. We're not calling out for anyone else to be nerfed, we're just saying that we were told that we were going to be given something to help us out, and I for one would rather not have it. As someone else said, we don't really need more damage. In the end, more damage doesn't help, as most blasters will point out.
If I'm fighitng an enemy, usually a boss who is hitting me hard, I don't think to myself "If only I could do more damge!" Usually my damage is not high enough where a boost would kill him in one hit. Bosses aren't supposed to be killed in one or two hits - but they can one shot me. So, damage not an actual priority.
(And let me point out that bosses should only show up when you're in a team, unless you're soloing on a high difficulty level.)
As a level 47 blaster, I'm looking for three things when I'm fighting a boss. First, to be healed by one of my teammates. If I don't have a healer, or he's busy, i'm looking to control the boss in teh several ways that I can, or have it be controlled with one of my team mates. If I can't drain it's end fast enough, or tesla it properly, and I don't have acont teammate, then i'm looking to my melee partners to take the aggro.
But the first priority IS TO GET HEALTH. I'm either self healing, or being healed. Fighting AVs and using defiance? Are you crazy? I want to be healed and I want it now.
However, several people have offered ways to fix the power, and I think they're good ideas. The easiest way I can see is for healing not to affect it at all, and to have a limited amount of time to use the power up. AS of now, it's useless to me. NOt only is it useless, it works against Statesman's philosophy: every person having a place on a team.
How can we be FOR getting injured, not letting the healer heal, and generally putting ourselves in danger if we want the team to do well? If the blaster is putting himself on teh line, he's not doing anyone any good. Not himself, not the team. He's not letting the tank draw the aggro he should, and he's avoiding the healer from healing.
In general, please look to the great ideas posted in this forum and go back to the drawing board on this one, guys.