Drum roll please!
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The devs have always said
Primary>Secondary>Power Pool
And let's put it like tihs: Controller secondaries *should* be working at 80% of defender primaries instead of somewhere between 80 and 110%.
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They've said all things being equal Primary>Secondary>Power Pool. When the primary is a defender primary and the secondary is a controller secondary and the power is a controlling power, all things are *not* equal.
But as I said, the rosetta stone is electric blast drain. If my view is correct, defenders should have higher end drain for electric blast than electric blast blasters. If yours is correct, then electric blast blasters should have higher end drain than electric blast defenders. Which one do you believe is proper, and which one do you believe best reflects the devs intentions?
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Sorry, but you're ignoring one thing here.
Electric Blast has two effects, Primary and Secondary. Primary effect is damage, Secondary effect is End Drain. Secondaries operate usually at 80% efficiency of the comparable Primary. However, Defender Secondaries only have 66% of the efficiency of the Primary Effect because some people are afraid Defenders could -by combining three or four powers at once- eventually outdamage Blasters. To make up for this lack in damage, Defenders have increased Secondary effects.
You'll notice that COH Defenders don't get Fire Blast. Fire Blast's Secondary effect is more damage, and that would imbalance this equation again.
However, Defenders do have powers that are 1:1 weaker than the Controller Secondary versions. Point in case Snow Storm. As Castle just said, Slows are more powerful for Controllers, and the power does nothing else but Slow. That, and Slow is a DeBuff effect. Point in case Thunderclap. The power is only a Disorient. These powers have no Secondary Effects, and the Primary Effect is slanted towards Controllers.
The actual existence of such powers unfortunately breaks your argument, as it is based on improper abstract assumptions.
Winston Churchill
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Can you elaborate on what is "slightly more damage"? Can we get the modifier number for that? We know controllers get 25% more for status effects duration (and crits) and that blasters do 50% with their attacks.
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After level 2(5?/8?), Controller powers do around 84.5% of Defender damage, and Defenders (if all things, such as slotting, are equal) do 118.2% of Controller damage. Not all powers go by this: Lightning Storm did not until recently, and some (possibly incorrect) testing with Tornado suggested that it didn't either. However, all direct attacks do follow this rule.
And actual attacks mess this up - Controller primaries are balanced differently than Defender secondaries, and as a result, don't tend to provude the same BI values.
So defeners do 18% more damage but not LS and Tornado? What's left, Gale??
Uh, Lightning Storm got fixed last patch. Tornado MAY already be working correctly, I honestly have gotten too many conflicting messages about that.
This carries over to defender secondaries/controller primaries as well. A defender blast rated for 2 BI will do 118% of the damage a controller immobilize rated for 2 BI would, for example. Because brawl index is related to recharge time, this actually does make a difference in real damage.
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I am honestly shocked that a defender would complain about this. Slotted up, you have a 975% regen buff. That's equal to Instant Healing from the regen scrappers! You can make an entire team have better healing than most regen scrappers if you use your secondary right, Regen aura is a big part of that and you call it a waste of time?
maybe, just maybe, you're asking for too much
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That is in theory, however, in practice, it is not as cool and useful as it sounds. It is no where near where a regin scrapper is when the person is taking constant damage. With a regin, at least in the past pre the last set of nerfs, the person is back to full health in a matter of seconds regardless of fighting or not. With regin aura, the regin seems much slower and does not seem to kick in right away. By the time the regin would have time to really kick in and make a difference, the empathy would have healed him. You might be thinking of Adrenaline boost which can make any one person into a regin scrapper in regards to hp regin, however, that one can only ever be used on one teammate.
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same thing here. heal aura is a base 10% heal for a scrapper. Heal Other is a base 20% heal. (that's in scrapper hp, i know that it scales off your defender hp). enhanced, you can throw out a 20% and 40% heal within 10 seconds. That's huge! and that doesn't even count Absorb Pain, a base 50% heal in scrapper hps, another huge heal that's ready every ~20s. And even then you have Adrenaline Boost, a better, single target combo of both RAs with a big recharge buff. Empaths friggin rock, why don't you guys realize that?
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Like I said, in the past, HA was enough to make an impact, even if it was still only a small one for a tank, now however, it makes almost no impact at all. HA is also definitely not really enough to use on a scrapper. An empathy would be wiser to not waste their time and end using it unless there are multiple people badly damaged and instead wait for HO to kick back in and use that instead if it is a scrapper. AP is cool and all and I have always taken it, but because it has such a long animation time and then it has a second animation to take hps away from empathy before the hp ever reach the scrapper, it is not a great emergency heal. I generally only ever use it if the other two are recharging. Relying on AP is basically hoping the person does not get hit in the next 4 to 5 seconds and if that is the case, waiting for HO usually suffices. It makes an awesome third heal if the other two are already used, but unless it is a tank in red or near red, I do not see much point in using AP to be honest.
As for AB, you are right, it is an awesome power that can only ever be used on ONE person. On a team of 8 people, one person will love you for it and think you rock. You did forget one thing that to me makes AB rock the most, it also protects against slow. It is the only power in the class to do that.
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perhaps their intention was that you would not be able to perma buff someone with it?
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Might be, not sure though. I know it went through like 3 or 4 big buff changes to finally be considered balanced though so I am assuming if they did not want it perma, they would have changed that in one of the other three or four times they changed it.
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* Balance: Entangling Arrow and Ice Arrow have 25% longer durations as Controller secondaries than as Defender primaries. (Rigel_Kent, Concern)
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As they should. Controllers are better at control type powers. The point you want to make here is that a Controller Secondary power is outperforming a Defender Primary power. We are aware of that and want to correct it at some point in the future.
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This is INCREDIBLY unfair. What makes Controllers special enough to get two primary sets? Half each of Storm, Force Field, and Dark (if it were availble) and most of Trick Arrow are better as secondary power sets BY DESIGN? That's messed up. Move this to the top of the bug list.
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How ever Short Curcuit's primary function is end drain.
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It largely depends on whose hands it's in, really. For defenders, the endurance drain is enough to make it it's primary function. For blasters, the end drain is smaller, but it doesn't do bad damage at all. It does quite a bit of damage, actually.
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Except that even for Blasters the optimal slotting was always 6 End Drain. I would say the vast majority of Elec Blasters, and every Elec Blaster guide I ever read btw, considered it a drain power not a dmg power. But this is why I say you cant balance sets on what a power's "primary function" is. In your own words "it depends whose hands it's in". Too much grey area.
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Primary function of a power is unimportant because then you get into philosophical type discussions about what a powers "purpose" is and you cant balance an entire game around that. For instance Electric blast is primarily about dmg, Ill buy that, but the damage in Short Circuit is not it's primary purpose, the endurance drain is. So then shouldnt Elec Blasters drain more endurance with it? The Defender version of Short Circuit outperforms the Blaster version, your secondary is better than my primary.
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That's the thing, other people's primarys *rarely* have a large debuff. Where as many Defender primary powers are mezzing in nature.
Basically, about 1/3 to 1/2 of our *primary* powers are not allowed to be the best, because they happen to be control. Even though almost all of the controls are fairly limited in comparison to a well built controller.
Heck, Dark Miasma is about 2/3rds controller and every single control power is only set at 100% and we don't get perma-pets.
Ie. a lot of my "primary" powers are gimp, because I *might* control about as well as a controller, even though I don't have an AOE hold and don't have any mezzing ability that I can stack from two powers in my primary (a heavy consideration against bosses.)
Controller's powers generally synergize better and overlap nicer.
Still here, even after all this time!
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* Bug: Hurricane, when used to push an enemy who is under the effects of a hold by another player, sometimes pulls or pushes the enemy in a different direction than intended. (Theory: Hurricane repels enemies Immobilized by another player as if that other player (caster of the Immob) were the origin of the Hurricane.)
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This is on my buglist, but I've not been able to reproduce it. In any case, it is almost certainly a code issue, which means until I get a reproducable case, it is problematic that it will be corrected.
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CoH Demofile - editted to protect the identities of the innocent, otherwise untouched.
You'll notice that the Crusher under the effects of the Gravity Distortion first repels directly away from heroa, not from Gattsuru, even when Gattsuru's on the other side of the enemy from heroa. This continues for close to ten seconds after the application of Gravity Distortion, after which, normal repel effects take over.
Information I've gotten from Champion controllers suggests there there may be a link to the knockback prevention Gravity Distortion gives (and similar powers give).
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* Bug: Flash Arrow gives a perception debuff. However, when the power is recast from within enemy's normal perception range, the Defender will be spotted, regardless of whether the second Flash arrow hits or misses, and regardless of how much time is left on the first Flash Arrow. (Voiced by Concern, several others)
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I wasn't able to reproduce this. Is it still happening?
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Flash Arrow Bug
This one's fairly self-explanatory. My character Flash Arrows an enemy, and can walk fairly close to them. He can even jump up and down next to them. However, casting Flash Arrow again instantly starts up aggro.
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PSI IS NOT A RARELY RESISTED DAMAGE TYPE. IT IS ONE OF THE MOST RESISTED DAMAGE TYPES IF NOT THE MOST RESISTED IN THE GAME
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Just want to add that +range also does not make Psy balanced. If we were talking about a blaster, +range would be awesome, but for a defender, they would get booted quickly if they stayed all the back at max range where they can no longer use any of their buffs/debuffs/heals or bubbles because they are too far away to reach.
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The devs have always said
Primary>Secondary>Power Pool
And let's put it like tihs: Controller secondaries *should* be working at 80% of defender primaries instead of somewhere between 80 and 110%.
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They've said all things being equal Primary>Secondary>Power Pool. When the primary is a defender primary and the secondary is a controller secondary and the power is a controlling power, all things are *not* equal.
But as I said, the rosetta stone is electric blast drain. If my view is correct, defenders should have higher end drain for electric blast than electric blast blasters. If yours is correct, then electric blast blasters should have higher end drain than electric blast defenders. Which one do you believe is proper, and which one do you believe best reflects the devs intentions?
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Sorry, but you're ignoring one thing here.
Electric Blast has two effects, Primary and Secondary. Primary effect is damage, Secondary effect is End Drain. Secondaries operate usually at 80% efficiency of the comparable Primary. However, Defender Secondaries only have 66% of the efficiency of the Primary Effect because some people are afraid Defenders could -by combining three or four powers at once- eventually outdamage Blasters. To make up for this lack in damage, Defenders have increased Secondary effects.
You'll notice that COH Defenders don't get Fire Blast. Fire Blast's Secondary effect is more damage, and that would imbalance this equation again.
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I dont think that's right. With what we know now it's not a matter of Defenders getting "increased secondary effects" it's a case of Defenders getting "increased buffs/debuffs". Electric Blast has dmg and a debuff just like most blast sets, so the debuff operates at a higher level for Defenders.
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However, Defenders do have powers that are 1:1 weaker than the Controller Secondary versions. Point in case Snow Storm. As Castle just said, Slows are more powerful for Controllers, and the power does nothing else but Slow. That, and Slow is a DeBuff effect. Point in case Thunderclap. The power is only a Disorient. These powers have no Secondary Effects, and the Primary Effect is slanted towards Controllers.
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Actually doesnt Snowstorm also have -recharge? So theoretically the -recharge would be more effective for Defenders than Controllers. But I see what you're saying here. Personally I think -speed should be counted as a debuff for one, not a control. Secondly Defenders shouldnt have powers (or at least not many, I think a few here and there wouldnt be that bad) that have no aspect that is better for them than for Controllers (ie Thunderclap). And certainly when you consider a powerset as a whole it should be obvious that it will function better in the hands of a Defender than a Controller, even if one or two powers are more effective for the Controller.
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The actual existence of such powers unfortunately breaks your argument, as it is based on improper abstract assumptions.
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I disagree with your assumptions.
I don't want to discourage such effort, openess and candor but I've got a question and a suggestion. Bear in mind though, I appreciate your efforts on these matters. You did a good thing for us.
When I take a power such as domination (a controller power) from the epic power pools, should I expect to do more damage with that power than a controller would? If your logic is consistent, then it seems I should.
I guess it is the fate of defenders (by design) that we should be the whipping boys of controllers. All of this could change and the defender community might even accept some of the things you have said if you just gave us a halfway decent inherent power. Here, I have a suggestion. Much like corrupters have a power that increases their attack damage when a foe is low in health points, defenders should receive a power that increases their own health points when they attack a mob (sort of a weak self heal on every attack). That would seem fair.
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This is nothing personal directed at you, but I so strongly believe this idea needs to die, that I believe the time has come to rename them "Alpha Sets" and "Gamma Sets" just because it seems it is impossible to break this notion.
There is absolutely no reason for one AT's primary to have any direct relationship of any kind to another AT's secondary: the actual ATs themselves should have a much greater impact in distinguishing the sets first, and then the internals of the sets should come second, and somewhere on page six hundred and forty five, item number ninty three thousand seven hundred two should be "oh, and maybe other people's secondaries shouldn't be stronger than my primaries."
Scrapper secondaries should have more damage mitigation than most other people's primaries, except tankers. Tanker primaries are more effective than scrapper secondaries because they are tankers, not because the set is a primary. If scrapper defenses were primaries, and damage was secondaries, and tankers were similarly reversed, tanker defenses should still be stronger than scrappers.
Blaster damage in the secondaries should be stronger than most people's primaries, because blasters in general are more damage-centric. Energy punch alone out-does most all controller attacks in controller primaries, and that's both appropriate, and logical.
In general controllers should have stronger control than defenders, and defenders should have stronger buffing/debuffing than controllers, regardless of where those powers are in the sets, as a general rule, all other things being equal.
The whole notion that "secondary" means "lesser" fails in a lot of areas. Scrappers are not "primary damage dealers, with a little bit of defense." By the devs own direct statements, scrappers are supposed to be balanced damage/mitigation ATs - meaning they really ought to have two "primaries." But the way the power trees work, something has to be primary, and something else secondary. Corruptors appear to have a similar balance; they are flipped defenders of a sort, but much more balanced in the buff/debuff and damage roles, similar to scrappers in that sense.
Kheldians are another good example where the primary/secondary distinction breaks down. It is not obvious that kheldians are meant to be "whatever is in the primaries first" and "whatever is in the secondaries second."
The *strongest* case, though, is electric blast. If all primaries should be stronger than all secondaries, then you'd basically be advocating that electric blasters should have stronger end drain than electric blast defenders, and I'm not sure you'd agree with that.
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If this were the case then Defender damage needs to be bumped way up, since damage is their "gamma" function (as it is with Tankers).
The problem is that in the current scheme Defenders get the shaft in both of their roles except for the heal/buff-bots.
Thank you for responding to many of the defender complaints and issues.
Your responses are honest and gives players a great deal of information that most hoped wasn't true.
What really gets me is the developer attitude that broken released content (by broken I mean it either has balance, game play, or fun issues) can sit on the back burner while the development team rushes to produce more content. Well, congratulations you have managed to convince me that I should not play any defenders until the Defender AT finishes being on the back burner and the developers start to take a policy towards finishing what they started. If you release powersets with issues like TA has then players are going to stop being excited over new power releases. I suggest that the developers start to shift manpower to start dealing with old issues that require revamping to correct. Starting with damage debuffs and their incorrect notion that everything is hunky dory with them only debuffing the base value of damage instead of debuffing the base value of damage that enhancements are applied to.
With the design of containment and the position of the developers that controller powers trump many of the powers in defender primary powers there is little reason to play a defender in this game.
It is disheartening to hear that the debuffs to damage are not going to be changed to affect the enhanced amount or even the base damage that the enhanced amount is applied to. I halfway suspect that you don't realize what we mean when we say it only debuffs the base damage, if you do understand then it would be great to know whose brainfart it was to not change it after PvP was released or who thought it would be balanced in PvP.
When confronted between a choice to buff to Trick Arrow that you admit there are problems with you choose to instead leave a power weak and simply change the graphic to show it's properly weak nature. I am refering to acid arrow if you don't know what I am talking about.
The Trick Arrow and Archery was supposedly being looked over according to Positron, but we find that instead of making choice decisions that would reflect the set actually being monitored we are told that some sweeping endurance reductions should help. Even though the majority of complaints in either the blaster or defender forums are about the animation lengths of the powers.
Trick Arrow users are told effectively that a controller will be a better trick arrow defender than a trick arrow defender. Their slows will work better in Glue Arrow, and their immobilize will be better in entangle Arrow. The sleep from poison gas arrow will last longer. The durations on Ice Arrow also last longer on a controller, and hell the slow that Oil Slick has is probably better on a controller as well. It would not surprise me that EMP Arrow also functions better for a controller.
Oil Slick. The set that supposedly was being looked over since it's release yet the text has never been changed to reflect that there was no longer any -def? When were the developers planning on telling us? Hell, would it have killed you to give it a -def debuff and leave the text alone? The set is hurting, is there any reason to kick it while it is down, can it not do something better than a controller that is not a measly 8% acc debuff? Flash Grenade in field has been tested to be the same as smoke grenade. If the numbers are in fact different you may want to consider making the difference larger so that players who test them can actually test and find a difference because so far, we haven't seen a difference. Once again, another power that a controller can do better. Fire/TA controller can stack Smoke (auto-hit debuff power compared to a defender who has a to-hit roll) and Flash Arrow and thus arrive at a debuff value (with both powers slotted) similar to a dark defender (without enhancements) and have all the controll of Fire and TA and also have the damage of TA (oil slick, which should auto light to make it balanced for all secondaries (psi) and primary sets) with the damage of Fire (Imps, containment HotFeet). It puts a TA defender to shame.
I don't have the heart to go line by line and shred everything you said. You said it in good faith and I respect you for that but I will be just as honest back. I don't like the developer positions towards defenders. I as a player feel that the time I spent playing defenders has been betrayed.
Just on TA alone I feel like the developers have basicaly stabbed me right in the back again (EF Nerf issue). I actually thought they were monitoring the data on Trick Arrow defenders.
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If this were the case then Defender damage needs to be bumped way up, since damage is their "gamma" function (as it is with Tankers).
The problem is that in the current scheme Defenders get the shaft in both of their roles except for the heal/buff-bots.
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What really bothers me is that all other secondaries are by *nature* downgraded between 65%-80% if they are secondaries, yet Controllers secondaries are not. They are pegged at 100% effectiveness for non-mezzing powers and 125% for mezzing powers.
This is not a fair and equitible situation. You are basically saying that the only difference between Defender primary ability and primary power sets is a mere 25% (buffs/debuffs) even when they are secondaries.
Yet Defenders are only allowed to have 65% of 100% damage in our own secondaries (where blasters have an additional 25% "best" bonus.)
Defenders are getting it coming *and* going. Controllers really *are* getting two primaries at full effectivness.
What happened to not encrouching another Arch-Type's speciality?
Still here, even after all this time!
Brasswire, Arcanaville, and everyone else :
Can we stop argueing apples and oranges? With the exclusion of Tornado, not a single one of these defender issues is talking about a power even remotely similar to Short Circuit
Why?
Because Short Circuit has (currently) two valid effects. You can slot for damage, and kill every minion around you in two shots, or slot for end mod and drain every enemy around you in two shots. BOTH of those are VALUABLE effects.
Most of these powers don't have two valuable effects. They have a control, and that's it. There's no useful part of them that performs better for Defenders rather than Controllers.
Again, I don't expect the balance mechanism to change - for some whatever reason, controllers seem to have some sacred ground where none may tred, and as a result, anything considered a mez or soft control they get a bonus on. Fine. I don't expect to change that.
But let's try to make it so that an entire power perform subpar as a primary rather than a secondary? Cause this arguement sure as hell isn't helping that.
r-e-g-e-n
e-n.
sorry, my name should be Stupid_Nitpicker sometimes.
Regarding Regeneration Aura: all of the guides say that it gives the same passive regen buff as Adrenaline Boost so any difference is likely due to perception. Also, the way you just described how it affects the way someone takes damage, that's exactly how my regen scrapper plays.
part of the the problem people have adjusting to the past regen nerfs is that other heals in the set become used for maintanence, not emergencies. Once of your points on Heal Other even mentioned waiting till an emergency to use it. From the way the changes have gone, I'm willing to bet that's not how the devs want it used. I'm not saying their way is best, I'm just trying to frame in it their thoughts. I will not presume to tell someone how to play a combo I never have, but I just want to note that alot of the arguments I responded to are very, very similar to stuff I've seen people new to regen or new to this newer version of regen complain about.
Based on how the powers act, I pretty much consider regen a self-empathy set at this point anyway and from what I've read of empathy players' posts(i read posts about the other healing set too) the idea of maintanence is one that people seem to avoid; on regens because they'd rather spam attacks and on emps because they don't like being heal bots(i wouldn't either).
none of that means the set couldn't use a couple shorter animations though. =)
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
Well. The way it was sold to us was 'increased Secondary Effects'. Also, I believe it was stated that Defender/Archery had a higher Accuracy Bonus than the Blaster version, but I might be wrong here. The KB on Energy Blast, I admittedly find hard to measure.
The Snow Storm part you're starting to confuse me. IIRC, 'Slow' covers both -SPD and -SPD, -Recharge (but not a lone -Recharge). I assumed that...
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Controllers AT modifier for Slows is higher than Defenders. I'll talk to geko to make certain this is by design.
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...applied to both attributes of the power. Clarification needed, I'd say. That said, I'd consider everything that has a minus in front of the short form a DeBuff (unless it's Mez Duration but even then it technically is a DeBuff).
Either way, you can't compare how at the very least T-Clap behaves for Controllers and Defenders respectively to how, say, Ball Lightning behaves for Defenders and Blasters respectively. One has two effects, with the Primary (and generally more important as mobs that are reduced to no End don't yield XP) effect being much more powerful for Blasters and the Secondary effect being more powerful for Defenders to balance out the unusual difference in effectiveness (above and beyond how other Secondaries behave). The other only does one thing and the Controller Secondary is superior to the Defender Primary.
Apples and oranges.
Winston Churchill
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PSI IS NOT A RARELY RESISTED DAMAGE TYPE. IT IS ONE OF THE MOST RESISTED DAMAGE TYPES IF NOT THE MOST RESISTED IN THE GAME
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i'm pretty sure there are some assault rifle blasters, trick arrow and archery defenders who might want to argue this point with you.
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
It looks like Kinetics is screwed out of getting any of their major PvP problems fixed unless major reworking of the system happens. How lovely.
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PSI IS NOT A RARELY RESISTED DAMAGE TYPE. IT IS ONE OF THE MOST RESISTED DAMAGE TYPES IF NOT THE MOST RESISTED IN THE GAME
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i'm pretty sure there are some assault rifle blasters, trick arrow and archery defenders who might want to argue this point with you.
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Actually, the way he and others described it, Psi sounds like it's kind of up there with lethal and smashing as a very resisted set. Maybe not as bad as lethal in particular, but very close, imho. And given the low damage Defenders do already, that's a big problem. I mean, I complain about lethal damage being halved with 100% Blaster damage. With your damage being cut down that much with 66% Blaster damage... well... ouch basically! This should get looked into, imho.
Arc Salvo: Okay hold one sec guys, we can't just rush in blindly vs these Nemesis, they've got these ranged aoe's tha-
Teammate1(charging in): Shut up, Arc Salvo, you lame*$% Viewtiful Joe wannabe! What do you know?!
Teammate2(also charging): yeah, ST#& arc salvo u PWR RANGR U!
Arc Salvo: *sigh*
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i'm pretty sure there are some assault rifle blasters, trick arrow and archery defenders who might want to argue this point with you.
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We had this debate in an earlier Issues thread. Ended up having people drag out herostats. Put simply, there are a *lot* more psi resistant mobs in this game than you realize, enough so that the distinction between lethal resistant and psi resistant actually, well, justifies players looking at how many enemies they've killed.
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* Bug: Hurricane, when used to push an enemy who is under the effects of a hold by another player, sometimes pulls or pushes the enemy in a different direction than intended. (Theory: Hurricane repels enemies Immobilized by another player as if that other player (caster of the Immob) were the origin of the Hurricane.)
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This is on my buglist, but I've not been able to reproduce it. In any case, it is almost certainly a code issue, which means until I get a reproducable case, it is problematic that it will be corrected.
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CoH Demofile - editted to protect the identities of the innocent, otherwise untouched.
You'll notice that the Crusher under the effects of the Gravity Distortion first repels directly away from heroa, not from Gattsuru, even when Gattsuru's on the other side of the enemy from heroa. This continues for close to ten seconds after the application of Gravity Distortion, after which, normal repel effects take over.
Information I've gotten from Champion controllers suggests there there may be a link to the knockback prevention Gravity Distortion gives (and similar powers give).
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* Bug: Flash Arrow gives a perception debuff. However, when the power is recast from within enemy's normal perception range, the Defender will be spotted, regardless of whether the second Flash arrow hits or misses, and regardless of how much time is left on the first Flash Arrow. (Voiced by Concern, several others)
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I wasn't able to reproduce this. Is it still happening?
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Flash Arrow Bug
This one's fairly self-explanatory. My character Flash Arrows an enemy, and can walk fairly close to them. He can even jump up and down next to them. However, casting Flash Arrow again instantly starts up aggro.
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Thanks for doing this so I wouldn't have to. I only recently saw this post after seeing another post by Castle on a different subject.
It makes me really wonder if we are able to communicate effectively with the developers when they aren't seeing the same thing that we are. Actually, it just reinforces the notion that they are not playing the same game.
His post on the damage debuffs had me tearing my hair out. Then he didn't realize that the reason that kinetics powers don't work on dead bodies is because the targeted spawn cannot drain endurance on the dead body to power the effect. It effectively can't affect the target because the target is dead when the spawn goes to hit it. I think this was confirmed by Geko. There are too many developers working on creating new and shiney and not enough on fixing what people are playing, or now that they aren't getting fixed, not playing.
The one good thing out of all of this is that now I know I don't have to waste any more time on my defenders. It is apparent that many issues that were making them not very fun are not going to get fixed so, there is very little reason to continue to level one when there are other ATs (my new Earth/Storm controller I made a few weeks ago for instance) that are working well and better than defenders.
And that doesn't even get to the Mastermind and Corruptor ATs. From what I remember being told, they are "100%" effect too, so *anything* that is not a buff/debuff is exactly the same effectiveness, even though they both get it as secondaries.
So even Dark Miasma get caught in a catch-22 situation, as it only has two powers that are primarily *only* debuffs/buffs. Everthing else has mezzing components.
So even that 25% boost that Defenders get is for some effects.
The difference between a Defender to Controller, Corruptor and Master Mind is actually *much* smaller than we'd thought.
I have to say with a gimped secondary and infringed on primary, that Defenders have very serious issues even though the developers are supposedly happy with them.
I think Defender Primaries really need to be rethought in how they relate to the other "buffing" archtypes.
Still here, even after all this time!
Well then if we consider that the damage can be seen as the primary function of Short Curcuit. Then it is performing its primary function better for a Blaster than a Defender. So in atleast one way the power does indeed function better for a blaster.
That still leave a power like Thunder Clap function in all ways better for a controller (secondary power) than a Defender (Primary power).
Lets see defender are supposed to be better at buff/debuff and damage than controllers so....
How about letting Thunder Clap do Moderate damage for defenders and no damage for controllers. I thing that would balance them out nicely.
Or maybe a massive defense debuff effect.
Actually now that I think about it. The vast majority of controller primary powers have extra secondary debuff effects attach to them. The more I campare the two the more the defender just come up with the short end of the stick.