Toggle drops changes
Just running the numbers quickly. Hopefully this will help people understand the equalities/inequalities between the new blaster and dominator toggle drops.
BLASTERS:
Trip Mine
TD: 5%, Mez: No, Act+Recharge: 24s.
TDs per 60s: 0.13. Mez+TDs per 60s: 0.
Time Bomb
TD: 19%, Mez: No, Act+Recharge: 364s.
TDs per 60s: 0.03. Mez+TDs per 60s: 0.
Charged Brawl
TD: 5%, Mez: 20%, Act+Recharge: 11s
TDs per 60s: 0.27. Mez+TDs per 60s: 0.05.
Havoc Punch
TD: 22%, Mez: 30%, Act+Recharge: 16s
TDs per 60s: 0.83. Mez+TDs per 60s: 0.25.
Energy Punch
TD: 5%, Mez: 30%, Act+Recharge: 11s
TDs per 60s: 0.27. Mez+TDs per 60s: 0.08.
Bone Smasher (Blaster)
TD: 22%, Mez: 60%, Act+Recharge: 16s
TDs per 60s: 0.83. Mez+TDs per 60s: 0.50.
Fire Sword
TD: 5%, Mez: 0, Act+Recharge: 12s
TDs per 60s: 0.25. Mez+TDs per 60s: 0.
Fire Sword Circle
TD: 22%, Mez: 0, Act+Recharge: 22s
TDs per 60s: 0.60. Mez+TDs per 60s: 0.
Frozen Fists
TD: 5%, Mez: 0, Act+Recharge: 9s
TDs per 60s: 0.33. Mez+TDs per 60s: 0.
Ice Sword (Blaster)
TD: 22%, Mez: 0, Act+Recharge: 12s
TDs per 60s: 1.10. Mez+TDs per 60s: 0.
Analysis:
Ice Sword is a nice surprise, but Energy Manipulation is still king of the hill. Fire Manipulation is a loser in I-7, and Devices is a big loser. Mez+TD from the same single power no longer appears to be a threat from Blasters-- even Bone Smasher and Havoc Punch are longshots. This will likely push more blasters than ever into primaries such as Ice Blast, and Blaster toggle dropping, sadly, will continue to be balanced against the uber Ice/EM FotY and its numerous mez+TD combo opportunities.
DOMINATORS:
Bone Smasher (Dominator)
TD: 5%, Mez: 60%, Recharge: 10s
TDs per 60s: 0.30. Mez+TDs per 60s: 0.18.
Total Focus (Dominator)
TD: 64%, Mez: 100%, Act+Recharge: 23s
TDs per 60s: 1.67. Mez+TDs per 60s: 1.67.
Incinerate
TD: 5%, Mez: 60%, Act+Recharge: 10s
TDs per 60s: 0.30. Mez+TDs per 60s: 0.
Blaze (Dominator)
TD: 64%, Mez: 0, Act+Recharge: 11s
TDs per 60s: 3.49. Mez+TDs per 60s: 0.
Ice Sword (Dominator)
TD: 5%, Mez: 60%, Act+Recharge: 10s
TDs per 60s: 0.30. Mez+TDs per 60s: 0.
Greater Ice Sword
TD: 64%, Mez: 0, Act+Recharge: 12s
TDs per 60s: 3.20. Mez+TDs per 60s: 0.
Mind Probe
TD: 5%, Mez: 0, Act+Recharge: 9s
TDs per 60s: 0.33. Mez+TDs per 60s: 0.
Psychic Shockwave
TD: 64%, Mez: 50%, Act+Recharge: 12s
TDs per 60s: 3.20. Mez+TDs per 60s: 1.60.
Skewer
TD: 5%, Mez: 0, Act+Recharge: 10s
TDs per 60s: 0.30. Mez+TDs per 60s: 0.
Ripper
TD: 64%, Mez: 0, Act+Recharge: 13s
TDs per 60s: 2.95. Mez+TDs per 60s: 0.
Analysis:
Mez+TD in the same power is handy, but redundant for all Dominators, regardless of primary. That said, the Dominator secondaries do seem to be in balance with each other as far as toggle dropping. There's lots of parity, and where disparity exists, it's give-and-take. The greater concern is whether an optimistic maximum of 4-7 toggle drops per minute gives Dominators a significant enough PvP advantage to make up for their PvP shortcomings.
DEFENDERS, CORRUPTORS, etc.
These ATs' toggle droppers don't compare well to each other. Power-to-power balance is definitely secondary to the global balancing act of toggle droppers versus the strength of toggle-based sets.
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I don't understand why melee AT think that their pve level of protection should carry over to pvp. It sure is not expected of any of my defenders.
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I don't understand why people who play ranged ATs think that characters that devote an entire powerset to defense shouldn't have that defense in PVP.
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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I don't understand why people who play ranged ATs think that characters that devote an entire powerset to defense shouldn't have that defense in PVP.
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Kali, I don't think this is what I was saying...
I know your opinion on TD - unnecessary kludge mechanics that is not needed anymore. So, do you think this is a good fix to the problem?
Anyway, looks like the devs are going forward with this as they mentioned nothing and the only updates so far are just minor fixes. I know i won't pvp with my stormie when I7 comes out. The only fun I had was using T-Clap (and to some extent Tornado and Snow Storm). I'll respec him to a pve build and have my fun doing something else. I'm sure there are going to be lots of defenders in RV when it comes out.
I don't understand why an entire set devoted to Knockback, Repel and Toggle dropping should be neutered so Melee ATs can be Uber.
This is the problem with PvP everyone thinks that thier AT/Power sets should not be neutered so that the other guy can enjoy PvP.
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I don't understand why people who play ranged ATs think that characters that devote an entire powerset to defense shouldn't have that defense in PVP.
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Kali, I don't think this is what I was saying...
I know your opinion on TD - unnecessary kludge mechanics that is not needed anymore. So, do you think this is a good fix to the problem?
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So, it's okay to have powersets that can completely detoggle a melee character with combined toggle drops and mezzes?
And this doesn't count as not having that defense in PVP?
As far as I'm concerned, toggle-dropping should probably just go away entirely. Find some other way to balance PVP.
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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I don't understand why people who play ranged ATs think that characters that devote an entire powerset to defense shouldn't have that defense in PVP.
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Kali, I don't think this is what I was saying...
I know your opinion on TD - unnecessary kludge mechanics that is not needed anymore. So, do you think this is a good fix to the problem?
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So, it's okay to have powersets that can completely detoggle a melee character with combined toggle drops and mezzes?
And this doesn't count as not having that defense in PVP?
As far as I'm concerned, toggle-dropping should probably just go away entirely. Find some other way to balance PVP.
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If you are refering to Dominators, then the implication that Toggle Dropping and Mezing together is overpowered is so far off base that its sad.
Even with the minor buffs received by Doms with i7, they still have easily the steepest challenge in PvP. Frankly, if toggle dropping is going to stay in PvP, then Doms should get an increased likelyhood. After all, if a low hit point and miniscule defense Dom actually survives melee long enough to detoggle a Tank or Scrapper, then mez them, they deserver to get the kill. But after all that work the Tank or Scrapper can simply pop a breakfree and negate the Doms primary or wait on Suppression to kick in because a Dom's low damage will likely let the battle go that distance.
Dominators don't need mitigation from their secondaries. Even if they did, there's ice (slows), psi (-recharge), and fire and elec (death).
-Talen_Lee commenting on Energy Assault's Utility
After testing I7 a bit and playing on live with it, I'm going to have to say I am for toggles being droppable a fair bit. In RV, the squishier ATs were the normal challenge they always were. They could attack for a chunk of life as could I. We'd go back and forth til one got in a string of good hits, or someone ran out of insps.
Against Tanks/most Scrappers (and Im sure Brutes for heroes), the guys were near unkillable without toggle drops. One point, we had two masterminds and a dom fighting a tank by himself. Both of us MM had the purple elite boss heavies as well. The blaster and controller dropped under concentrated fire fairly quick, and a passing dark scrapper even had a nice chunk of life taken out before he fled. The SS/invuln tank... He three shotted the dom, hit me for half my life with a rage filled smashing and luckily didn't see me pop a BF to avoid EM stunning to slip into PFF for a second. Over three minutes later of attacking with him chasing us literally in a big circle disregarding force bubble 100%, he finally clicked his tier 9 power, and decided to go for our pets. He smacked them up good, though we had recharged fully to respawn more pets by then. Right before his unstoppable ran out, he booked it with us chasing, and almost got away before it gave out and faceplanted.
So when as a player I see him three shot a dom and almost two shot myself, then take over three minutes of sustained retaliation to almost get away scot free (he would've if he took teleport) I cannot understand how detoggling is a problem. Even moreso as I have more damage than a dom who they have insanely high mez protect against...
Yes I am sure it is annoying to reclick a few powers, but those toggles are up a lot more than most squishy lifebars. For having great damage output the survivability right now is too darned crazy good from my experience.
Try looking at it this way... two masterminds and a dominator went up against a blaster, a controller, and a tank. After a long fight, and despite a dark scrapper rushing in to help and fleeing the battle, they successfully wiped them out to the man, suffering only the loss of the dominator.
Say it that way and it seems like masterminds are the problem, not the tank.
BM3 - 50 Claws/Regenation Scrapper
Base Medic - 50 Gravity/Empathy Controller
Numerous others...
- The Earthguard -
Well now lets examine your statement:
You dropped 2 heroes (nearly 3) quick whereas the tank was able to stay up and remain viable for the duration of his tier 9 power. For the tank (a brute or some scrappers even) I wouln't expect anything less.
You detoggled the squishy and vulnerable heroes easily, and with the -regen they probably couldn't get any toggles going before being faceplanted, or run. A tank is built to take punishment, and dish it out, albeit not at the same rate as a dmg dealer. So he didn't get detoggled and made your life a living hell until his tier 9 dropped.
Further, in RV, you're dealing with probably a 50 or high 40's Tank, vs your what, maybe low 40's toons? So of course he's going to survive longer than you expect. You'll have to report back when you get your toon to 50, then start comparing apples to apples.
I'd rather see the other heroes get more resistance to toggle drops. I've had my non-tank heroes 2 shotted or toggles dropped on first attack right along by most any villian AT, let alone group of villians. Yet the attacks I've thrown at any villians apparently are shed 90% of the time, without toggle drops.
I believe that if anything, squishy heroes need a greater resistance to holds and toggle drops so they don't get 2 shotted/held as fast, then we'll see how courageous stalkers with AS, corrupters w/holds and MM's with 5 pets really are!
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After testing I7 a bit and playing on live with it, I'm going to have to say I am for toggles being droppable a fair bit. In RV, the squishier ATs were the normal challenge they always were. They could attack for a chunk of life as could I. We'd go back and forth til one got in a string of good hits, or someone ran out of insps.
Against Tanks/most Scrappers (and Im sure Brutes for heroes), the guys were near unkillable without toggle drops. One point, we had two masterminds and a dom fighting a tank by himself. Both of us MM had the purple elite boss heavies as well. The blaster and controller dropped under concentrated fire fairly quick, and a passing dark scrapper even had a nice chunk of life taken out before he fled. The SS/invuln tank... He three shotted the dom, hit me for half my life with a rage filled smashing and luckily didn't see me pop a BF to avoid EM stunning to slip into PFF for a second. Over three minutes later of attacking with him chasing us literally in a big circle disregarding force bubble 100%, he finally clicked his tier 9 power, and decided to go for our pets. He smacked them up good, though we had recharged fully to respawn more pets by then. Right before his unstoppable ran out, he booked it with us chasing, and almost got away before it gave out and faceplanted.
So when as a player I see him three shot a dom and almost two shot myself, then take over three minutes of sustained retaliation to almost get away scot free (he would've if he took teleport) I cannot understand how detoggling is a problem. Even moreso as I have more damage than a dom who they have insanely high mez protect against...
Yes I am sure it is annoying to reclick a few powers, but those toggles are up a lot more than most squishy lifebars. For having great damage output the survivability right now is too darned crazy good from my experience.
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"It is that balance, the ground between EB and AV, where the PvP struggle should exist. Where a 1v1 becomes a struggle of equals, and 1vMany gives the benefit to the 1."
Freedom: Fireocity, Electro Imp, Gotya
Infinity: Meteor Storm, Mutai Kid, General Bot, Da Smasher
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Try looking at it this way... two masterminds and a dominator went up against a blaster, a controller, and a tank. After a long fight, and despite a dark scrapper rushing in to help and fleeing the battle, they successfully wiped them out to the man, suffering only the loss of the dominator.
Say it that way and it seems like masterminds are the problem, not the tank.
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No no no. More of two MM, a dom, two heavies which should equal more than a character using Statesman's rules. Without the heavies, us with the dom vs. just the blaster and controller would've been somewhat in our favor. It is beyond noticable they are a pale comparison to what melee ATs can accomplish in pvp.
Yes tanks are meant to take damage. But to call several minutes of our attacking with the heavies and pets, to their being able to three shot or less had we stopped to do something other than run in circles Benny Hill style "a fair match" is ludicrous.
MM aren't the problem, as we ran like crazy. Without the heavy assistance (which only two villains at a time in RV can have if heroes do not stop them) then we surely would have blasted the night away til he closed in and laid the laws of pvp on our faces.
As far as other comments from another poster dwindling down to a "nyaa! you be not fitty yet, so y00 can't comment til you are! n00b!" I call shenanigans. It is very apparent the descrepancy as many have described in the RV test and boards. What will my PPP have for 41-50 that will make so "ubar-133t!!11 " for you that I can take on a melee-AT? An immob they resist, hold they resist, damage power that would hold me in place where they could get 1-2 hits in before I run unless stunned by EM, and a weak shield which pales to their HP+def. To say those powers would magically stop a tank is bogus and you should know much better. :P
Point is: One AT dies in 2-3 hits of another AT. The other AT which can kill them in 2-3 hits, can take 100+ shots at by four other villains (two of which are purple con elite bosses to them) and more often than not live to tell the tale. Yes they are built for punishment, but they deliver it too and take too much punishment in pvp. For the amounts of both att/def/hp they get vs other ATs, something is off balance. Rocket science isn't needed to see such.
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As to the toggle drop changes, I see them as positive. I can't remember the amount of times I've been stunned and toggle dropped by an Energy Melee or even Assault Rifle and gone squish.
If, in the end, this adds more survivability to the various archetypes and makes more people try PvP, it's a positive change.
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It only adds more survivability to ATs that already had a high level of it. The change actually lowers the survivability of my stormie as now no melee AT is going to fear getting close to him. This change goes far more to the extreme than just correct the imbalance that the blaster melee attacks had with high damage, toggle drops and mez all included in one attack.
I don't understand why melee AT think that their pve level of protection should carry over to pvp. It sure is not expected of any of my defenders.