Bodyguard


5th_Player

 

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I see so many blapper/scrapper/stalker insta-deaths for MM's. This should help cushion those initial attacks quite a bit. Offensively, I'm sure some nice tricks will develop.

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Well, I wouldn't go THAT far... 30% of all Blaster damage is unresistable and Scrapper crits are the same way. ..so umm.. 30% of 60%(assuming you even have all your pets close and are getting the full %)... would be 42%. ...It might be more like 51% against Scrappers though(unless there's one using powers with increased chances of critting like Gamblers and Eagle).

But I guess that's not SOOO bad, it does afterall turn most 1-shots into 2 or 3 shots.

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Thats another good point: Would this count as resisting the attack, since it is sharing out the damage? if it doesn't count as resisting, it might mean that all of the unresitable damage will be shared just like normal.

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Excellent points, but I did say "cushion." Turning a two-shot into a 3-5 shot might not seem like much, but any amount of added time for the pets to lay into an enemy is a pretty big deal.


 

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Sounds like something Tankers should also be able to for their team.

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My tanker has no interest in spreading damage he takes among his team-mates.

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Note, he said "for" not "to", so invert the effect.

Unless, of course, you already understood that and were just being a jerk.


 

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So you're saying they'll divy up the Unresistable portion too?
I duno man, that sounds like more coding than it's worth to me...

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It takes the entire block of damage and apportions it by the ratios described. For the Mastermind, he then gets his Resistances applied, while the pets get no resistance to the shared damage.

In the case of unresistable damage, therefore, all damage is apportioned, then resists apply normally -- the unresisted portion is still unresisted, but it is reduced by the Bodyguard.

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Thanks Castle


Always remember, we were Heroes.

 

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It takes the entire block of damage and apportions it by the ratios described. For the Mastermind, he then gets his Resistances applied, while the pets get no resistance to the shared damage.

In the case of unresistable damage, therefore, all damage is apportioned, then resists apply normally -- the unresisted portion is still unresisted, but it is reduced by the Bodyguard.

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So it's applied First then...Meaning the Unresistable portion IS divied up. Thanks for clearing that up Castle... After I said that comment, a little voice in the back of my head said "you're missing part of the math, stupid"...and it was right. (Note to self: Must drink heavily, and KILL the little voice)


 

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Definite thumbs up on bodyguards. It fits with the theme of the mastermind, provides some badly needed resistance, and doesn't seem to be overpowering.

Also, who wants to set up a 16 vs 16 thug MM Raid. lol. That would total over HALF A THOUSAND pets if all the MM were to use Gang War at the same time. lol. Do I hear lag? No, because the sound of fun is too overpowering!

-Silver


 

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Nice. Will we be seeing a feature like this for tankers and possibly scrappers soon? Confront isn't really cutting it, PvP-wise.

I'm also curious if this will result in pets taking a longer time to summon in PvP during combat, since taking down henchmen will be a signficant part of taking down a mastermind now.


The Paladin
Steel Canyon, Virtue
Exalted

@Paladin

 

Posted

This is a nice way to give a buff. Not changing base values so people can't cry nerf, and this tactic could become a pain at times for some so it won't be really abused.


Arc ID: 475246, "Bringing a Lord to Power"

"I'm only a simple man trying to cling to my tomorrow. Every day. By any means necessary."
-Caldwell B. Cladwell

 

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I don't like this. Here's why: I have my Medic set to Defensive/Follow, so that he doesn't run about blasting everything with his subar damage. Instead, he heals. Now, he's going to be taking a beating instead of giving a healing.

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Why are you taking a beating? And if you're taking enough of a beating that it would hinder your medic, how are you alive?

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I stand beside my henchmen, with force fields up, NOT PFF, rebubbling and directing.

Why? What difference does it make?

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I'm just trying to understand the problem. Your medic will only be taking a portion of the damage that you would have taken at a 2:1 ratio. I guess I'm just trying to figure out how this is harming what you do. Is your Mastermind taking enough damage that it would kill your medic to receive 1/3rd of it through bodyguard? I'm not sure on the HP ratios, but how exactly are you surviving this now?

I guess I'm trying to figure out how this is actually hurting your medic.


 

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Any chance this will be coupled with a fix to Melee Pet AI? Cause otherwise this is non-exsistant for Ninja/* MMs.


 

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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
what are dom's getting?

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Great... Good for MM's...
BUT WHAT ARE DOMINATORS GETTING?

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Hopefully, muzzles.



Anyways, regarding the Bodyguard ability -

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Sounds like something Tankers should also be able to for their team.

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As a toggle, as opposed to inherent, right? If so, /signed.


 

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Ooh, I like. You give up quite a bit, but your henchmen don't just stand there doing nothing while acting as your meat shields, either. I honestly think I'll be able to safely wander out into PvP now; all 6 robots guarding me should easily give me enough time to dose a foe up with all my debuffs before ordering the attack.

However, I'm not quite sure I see where Personal Force Field would be abusive here. Given that Supremacy shuts off like most other external powers, you can't be guarded by your henchmen while in the bubble. And rapidly toggling the thing on and off is no more abusing with Bodyguard than it was before. Why the nerf, then?


Arc #41077 - The Men of State
Arc #48845 - Operation: Dirty Snowball

 

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Freaking awesome! This will provide a huge amount of survivability in pvp! No more shall my necromancer be one-shotted! I shall keep a pahalnx of bodyguarding undead with me at all times! Mwuhahahaha!


 

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Sounds like something Tankers should also be able to for their team.

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My tanker has no interest in spreading damage he takes among his team-mates.

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As Foo noted, it’s the tanker is the one that should be getting damage for the team in this fashion, not the other way around.

Additionally, right now there is little stackability between tankers, there is little reason to have 2. With a feature like this one, having 2 tankers would split the damage between them, having 3 tankers would split the damage taken between them, and so on. This suddenly would make tankers useful against more enemies than they can hold agro off, and at the same time they would make having more than one tank actually mean something.

Difference I think is for tankers it should be an endurance free toggle with no recharge time or animation time. If they get hold or disoriented or whatever, they loose it.

I’m also thinking from Castle's post that the Bodyguard inflicted damage is irresistible for the pets. I think a tanker version should not only be resistible, but also able to be deflected (else it would be worse than unfair for def based tankers)


 

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Sounds like something Tankers should also be able to for their team.

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As a toggle, as opposed to inherent, right? If so, /signed.

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Inherent toggle? Not all inherents are pasive.


 

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I thought the whole reason for the Taunt limit was so that one Tanker can only hold on to so many enemies in a spawn, thus possibly requiring more than one on a big team?


Arc #41077 - The Men of State
Arc #48845 - Operation: Dirty Snowball

 

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Bodyguard is going to be incredibly powerful on /Dark MMs since it can effectively multiply the effect of Twilight Grasp.


Gothika (Grav/Kin) Marionette (Ill/Rad) Terra Firma (Earth/Storm) Alana Dale (Arch/Nrg)
Iceblink (Ice/Dark) Fantasia (Mind/Fire) Shadow Minx (Claws/Nin)
--Virtue

 

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Now here's what I'm wondering. This is going in the same time as thugs so how will this effect a bruiser's fury? Will the attack on the MM while the bruiser is acting as bodyguard build it or not?

Honestly I think it won't but it would be good to know for sure.


 

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Sounds like something Tankers should also be able to for their team.

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That's why tanks can taunt.

-Silver


 

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Sounds like something Tankers should also be able to for their team.

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As a toggle, as opposed to inherent, right? If so, /signed.

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Inherent toggle? Not all inherents are pasive.

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Inherent toggles? Let see...Peacebringers getting inherent Energy Flight at first level, and a level 10 they get Combat Flight as another inherent power ...Nah! Never heard it.


 

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I dislike the way this works, especially for the melee MMs like Ninja, this means to use my abilities I have to be hit first, and it PvP with low MM HP, even 75% resists won't cut it.

In any zone all someone has to do now is just kite me, if I don't plan on switching out of body guard, as defencive stance is fairly unreliable, I've been beaten to death in defencive standing neck deep in henchmen and none attacked my target, or if they did, they went into a mini aggresive stance, and after using the pitiful Ninja Ranged Alpha strike, would run around attacking anything near by, and the ones that did decide to go into melee would run out of supremacy range, which would negate bodyguard.

What if someone with TP foe ports me onto a building? my ninja desplay the remarkable ability to be unable to understand how to get on one, so I'd be hosed anyway, same with storm summoning users, who could just gale your pets off a building, or scatter you and your minions with hurricane, switching your pets in melee mode and making them just run futally into hurricane.

This doesn't solve the travel issue either, PvP is about speed, and pets don't have that, it's even worse if you set up and have to move, as the only way to get from point A to point B with any speed while using pets is to set them on passive and just run, once again negating Bodyguard. Before you mention the group "travel" options in the power pools, they are horrible for traveling, they're slow and endurance intensive.

What does passive mode get us anyway? We can't order our pets when held, so we can't switch to defencive/follow when being bullied by a controller, or ice blaster (which are much more frequent in PvP).

If you want my opinion, make Bodyguard work as it does for defensive, but make it also work in all passive modes but "Attack my target," as the attacker isn't in danger, the only one screwed if the pets are in passive is the MM.


 

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Sounds like something Tankers should also be able to for their team.

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My tanker has no interest in spreading damage he takes among his team-mates.

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Note, he said "for" not "to", so invert the effect.

Unless, of course, you already understood that and were just being a jerk.

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Dividing a large amount of damage which is focused on the Tanker and dispersing even portions of it among the team could be a viable tactic. Just not one I'm interested in using. There are a lot of Tankers complaining lately about their "survivability"--even on MM threads.

EDIT: Meanwhile, he's clarified what he meant. I think that would be good in a certain Primary, but I don't see absorbing/deflecting damage directed at teammates as being .. what's the word .. characteristic of all Tanker types. That gets into the Defender/debuffer realm, and as someone said -- Tankers have taunts.

Edit2: Actually now that I think about it, Bodyguard as a skill for Tankers does make sense. Sacrifice themselves for a team-mate. Take 2x damage to intercept hits on the Bodyguarded. Something like that.


 

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I thought the whole reason for the Taunt limit was so that one Tanker can only hold on to so many enemies in a spawn, thus possibly requiring more than one on a big team?

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No, it was simply preventing them from pulling a full map with a defender keeping them alive. In other words: it was about herding.

Also note a big issue right now (few mention but i find it huge issue) is the tanker has no way of helping the team mates against AOE damage. This would so help there.


 

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A buff to Masterminds that also gives some of those who zerg rush as much damage as possible a reason to apply some strategy. (Which isn't to denigrate those many masterminds who already did, mind you.)

I feel for those who fear for their medics, but I think even that will be workable. For the other sets, this should be golden.

I like it.


 

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That would honestly tempt me back into playing a tank, if implimented correctly..


The Paladin
Steel Canyon, Virtue
Exalted

@Paladin

 

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Dividing a large amount of damage which is focused on the Tanker and dispersing even portions of it among the team could be a viable tactic. Just not one I'm interested in using. There are a lot of Tankers complaining lately about their "survivability"--even on MM threads.

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Tankers have two issues:

1) Some sets (not all and defintiviely not invuln) suffer survivability issues. This needs to be addressed on a set by set basis.

2) Tanker on itself tends to bring less benefits to a team than any other AT, this would add a higher degree of safety that may be able to compensate there.


And what I mentioned is that the tanker should be taking a bit of damage out of every harmed team mate within a distance of him, not distributing his damage to the team.