Make Your FF Change Suggestions Here!


Arcanaville

 

Posted

Wow. Did I say anything negative whatsoever? I don't think so. I was actually reaffirming your idea and pointing out what part I liked the best.

Man, sometimes I think people just WANT to be upset with me!


 

Posted

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Wow. Did I say anything negative whatsoever? I don't think so. I was actually reaffirming your idea and pointing out what part I liked the best.

Man, sometimes I think people just WANT to be upset with me!

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Actually, it came across as you criticizing me, saying that a low chance to disorient would be better than a minor disorient.

Hmm... maybe it was just the tone.

Anyway, no harm no foul. I'm not disagreeing with you, just clarifying that when I said "minor" it could mean in any number of ways including a low chance.


 

Posted

We are still discussing solutions rather than problems. I guess that means people think problems are pretty well defined.
<ul type="square">[*]Two-trick pony (defense, knockback), the set needs more tools.[*]No offensive buffing[*]Overly prone to cherry-picking choice powers, which is good for Controllers/Masterminds but not Defenders[/list]
Can we all sign this?


 

Posted

Moving on to suggestions, this is my list:

PFF, Deflection Shield, Insulation Shield : No changes

Force Bolt
<ul type="square">[*] Add a small knockup as per previous suggestions. Apply the knockup 0.3 seconds after the knockback to avoid having them interfere with one another. This would probably extend the prone time of the force a little, which is good.[/list]
Detention field
The trouble here is not that the power is bad, but that it is annoying to teammates. It is actually very useful as a personal defense or to put particularly troublesome mobs out of action.
<ul type="square">[*] Make it much more visible. Ages ago, before the current change in appearance, there was a suggestion to tint it red. That still seems like a very good idea. Red is an obvious warning color. All variants of the current FF color are likely to be drowned in other FF FX.[*] Increase the immobilize magnitude and add -teleport.[*] Reduce duration and recharge, and allow us to slot it for duration. The current version lasts too long; this way, each FF user gets to decide how long his version should last. (This since making it a time-limited toggle has been shown to be impractical).[/list]
Dispersion Bubble
A very nice power, but annoying in that drawing any aggro is very likely to get you slept at higher levels, thus forcing the force-fielder into a passive play style.
<ul type="square">[*] Replace immobilize resistance with sleep resistance. This might be too powerful, but would be an immense quality of life change. Perhaps apply the sleep resistance only to the FF user tough. Sadly, I think this will never happen, so it’s not really a serious suggestion.[*] Add some defense debuff resistance.[/list]
Repulsion Field
Repulsion Field and Force Bubble are redundant; they do very similar things, only one is too large and one is too small. The solution; merge them, making one power with a size that is in between.
<ul type="square">[*] Make this a power similar to Hurricane (but replace the redundant -Acc with a slow). 25 ft. radius, the slow at 30 ft radius. A set End cost with no end cost per mob. Fast pulses like Hurricane has. This would give the positional control of both the current Repulsion Field and Force Bubble without the drawbacks. It would be close to Hurricane but not identical, but this is no worse than that Repulsion Field currently is a lesser cousin of Repel.[/list]
Repulsion Bomb
The current implementation of this power should go; it is unpopular and lacks any practical use. The animation is horrible for a reactive power and should be replaced with something more like Force Bolt.
<ul type="square">[*] Replace it with a single-target power like a Force Bolt with less knockback, only with 100% chance of a good stun. Trick Arrow and Dark Miasma are defense sets that have a single-target ranged hold (to stack with the hold in Electric Blast), but no defense set has a single-target ranged stun (that would stack with similar powers in archery, sonic blast, and radiation blast). Make Repulsion Bomb into that missing link. This would be a pretty large change and require a new name for the power.[*] Replace it with an AoE or cone variant of Force Bolt, with the same animation as Force Bolt and greater recharge.[*] Replace it with a Bonfire-like knockback placible.[/list]
Force Bubble
Remember the debate about base raids? One of the problem powers in base raids was Force Bubble – it was large enough to dominate large areas of a base, yet unlike Hurricane (that had similar issues) it really couldn’t be changed; Force Bubble has no other effect and any nerf would make it useless. Well, my solution is to axe it, merge it with Repulsion Field and replace it with a completely different power by the same name.

Having merged Repulsion Field and Force Bubble's old functionality into one, we are left with a hole here. A hole that could fill the other glaring fault of the set; lack of offensive buffing. Replace all of the current effects with one or more of the following area buffs.
<ul type="square">[*] Give it a +damage effect, something like a 25-50% increase to all damage. Much lower than what Kinetics can achieve, but more reliable (a toggle).[*] Give it a + End component, increasing the endurance regeneration of all allies in the bubble.[*] Give it a - End drain component, reducing end drain against all allies in the bubble[*] Give it knockback resistance, increasing the knockback/knockup resistance of allies in the bubble.[*] Make it a general mez resistance power, offering limited resistance to all kinds of mez effects.[*] Make it a weakened area version of Fortify; a click aura effect that buffs damage and accuracy but has a long recharge timer.[/list]


 

Posted

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Make it much more visible. Ages ago, before the current change in appearance, there was a suggestion to tint it red. That still seems like a very good idea. Red is an obvious warning color. All variants of the current FF color are likely to be drowned in other FF FX.

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Quoted For Truth, Bolded for Emphasis


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Repulsion Bomb
The current implementation of this power should go; it is unpopular and lacks any practical use. The animation is horrible for a reactive power and should be replaced with something more like Force Bolt.

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Bolded for Emphasis


 

Posted

make force bolt do some damage like the npcs get and greatly increase its kb mag. make it actually good for its sole purple, kb.


 

Posted

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Second, and better idea, make it a targeted-location stationary pet like Disruption Arrow, only with knockback instead of -resistance. You drop it wherever you want it and any foe that tries to enter gets knocked back. In this case no disorient is necessary. I can't even begin to count the ways this power would be useful, as opposed to what we have now that is universally considered useless. Since the user is not tied to the bubble you don't generate tons of aggro (the pet does... but who cares, it can't be hurt) and you're free to maneuver around without worrying about inadvertently tossing things all over the place.

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I really really like this idea.

The other thing I wanted to add was to build off Arcanville's reverese PFF idea for Detention Field. A while back there was alot of talk about having someway to "turtle" a teammate when their health gets really low. Turning Detention Field into a reverse PFF and giving it the ability to work on friends and foes, assuming the code supports that, accomplishes that while also leaving the core functionality of the power in tact, keeping trouble foes out of the fight until your ready for them. It could use different timers for the duration depending on whether its a friend or foe you used the power on. Obviously there are probably some team mechanics and grieving concerns to mull over but I think it might merit some consideration and possibly give detention field a life beyond mostly being used while soloing.

Anyway just some thoughts.


Synergy Lvl 50 Def FF/Electric/Psy - Protector

Cimarron - Protector Mascot
My DA Page

 

Posted

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Second, and better idea, make it a targeted-location stationary pet like Disruption Arrow...

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I really really like this idea.


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This is essentially what Bonfire is, except the -Res part.

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The other thing I wanted to add was to build off Arcanville's reverese PFF idea for Detention Field. A while back there was alot of talk about having someway to "turtle" a teammate when their health gets really low. Turning Detention Field into a reverse PFF and giving it the ability to work on friends and foes, assuming the code supports that.

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Afraid the code doesn't allow a power to target both friends and enemies.


 

Posted

Repulsion Bomb:
Projects an expanding Force Bubble around an ally that knocks down and Disorients nearby foes. This power cannot be used on yourself.

Why not just make it do what its description says I think it would be more helpful in team situations if you could put a timed repel ball around the blasters controllers or defenders on the team. Make it recharge like fortitude or other simular powers so that it would need to be reapplied fortitude is generally given to the tanks scappers etc why not have someting for everyone else.
Just a thought.


If your gonna play follow the leader just make sure the leader is taking you where you want to go.

 

Posted

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The other thing I wanted to add was to build off Arcanville's reverese PFF idea for Detention Field...Turning Detention Field into a reverse PFF and giving it the ability to work on friends and foes...It could use different timers for the duration depending on whether its a friend or foe you used the power on.

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This idea has merit. It would have to be a toggle power to make this work effectively.

If the power was a PFF type it would give the 5% chance to hit the captive target while not allowing the target to affect others.

On the plus side: It would give an indirect heal effect by allowing a teammate time to naturally heal during combat with relative safety. A foe would not be able to attack which maintains the flavor of the current power. Targets are not entirely unable to be harmed, so there is some balance built in.

On the negative side: It would still have the ToHit buff defense blow-thru issue though. Also, teammates may have issues with suddenly being unable to affect others. In PvP captured targets would have a chance to be damaged while being removed from a fight (which makes it a frustrating power to fight against).

-B.


Crey Threat Assessment: Bayne
Virtueverse: Bayne
The Defenders of Paragon

 

Posted

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Second, and better idea, make it a targeted-location stationary pet like Disruption Arrow...

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I really really like this idea.


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This is essentially what Bonfire is, except the -Res part.


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True, and y'know that never occurred to me at the time that's it's basically Bonfire without the damage.

Now a lot of people don't like Bonfire, mostly because it doesn't mesh at all with the rest of the Fire Control set, and frankly there are much better control powers for them to take.

But this isn't the case with FF. For us it fits much better. It's a perfect example as to how some powers that are universally reviled aren't necessary bad powers, they're just in the wrong set.


 

Posted

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The other thing I wanted to add was to build off Arcanville's reverese PFF idea for Detention Field...Turning Detention Field into a reverse PFF and giving it the ability to work on friends and foes...It could use different timers for the duration depending on whether its a friend or foe you used the power on.

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This idea has merit. It would have to be a toggle power to make this work effectively.

If the power was a PFF type it would give the 5% chance to hit the captive target while not allowing the target to affect others.

On the plus side: It would give an indirect heal effect by allowing a teammate time to naturally heal during combat with relative safety. A foe would not be able to attack which maintains the flavor of the current power. Targets are not entirely unable to be harmed, so there is some balance built in.

On the negative side: It would still have the ToHit buff defense blow-thru issue though. Also, teammates may have issues with suddenly being unable to affect others. In PvP captured targets would have a chance to be damaged while being removed from a fight (which makes it a frustrating power to fight against).

-B.

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The biggest problem I see with something like this, besides the mechanics of having a power that can be used on both allies and foes alike (perhaps it could be done with a confuse component??) is the high potential for misuse.

You would definitely need to have some kind of confirmation box pop up asking if you want to be caged. Without it, the griefing potential is off the charts.

I like the idea of a reverse PFF, but foe-only. You cage them, they can't move or attack, and even though we can attack them the cage grants them an enhanced defense (which I'm not too crazy about) and/or damage resistance (much more palatable to me).

Allowing us to put it on teammates would be like Grant Phase Shift. Not necessarily a bad idea for a temporary power or future powerset, but not something I'd like to see shoehorned into Detention Field or other cage powers.


 

Posted

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Second, and better idea, make it a targeted-location stationary pet like Disruption Arrow...

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I really really like this idea.


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This is essentially what Bonfire is, except the -Res part.


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True, and y'know that never occurred to me at the time that's it's basically Bonfire without the damage.

Now a lot of people don't like Bonfire, mostly because it doesn't mesh at all with the rest of the Fire Control set, and frankly there are much better control powers for them to take.

But this isn't the case with FF. For us it fits much better. It's a perfect example as to how some powers that are universally reviled aren't necessary bad powers, they're just in the wrong set.

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I mostly used Bonfire from the blaster epic set. As a blaster epic, it rocks.


 

Posted

magicj's list of concerns with changing FF

[u]General Concerns[u]<ul type="square">[*]Force Fields generally works as-is for every AT other than Defenders. This suggests to me that the problem is with Defenders' secondaries, not Force Fields. This general concern is based both on which ATs tend to complain about FF and which don't, and from personal experience playing FF in varous ATs including Defenders.[*]I personally see it likely that any changes other than minor tweaks to existing capabilties will ripple through to ATs other than Defenders. Because FF is working so well for me in other ATs, I personally don't want to see this happen. [*]I do not wish to see any changes in Force Fields take priority over known issues, such as the performace of Defense based sets against ToHit buffs, particularly in PvP.[/list]
[u]Power Specific[u]

Personal Force Field:<ul type="square">[*]FF already has the ability to protect the player with Dispersion Bubble. This, combined with Epic/PP shields offers significant personal protection while still using other powers. I don't see any great need to modify PFF to add to that protection. Edit: As an example, an FF Controller with Dispersion Bubble and the Epic Ice Shield has stronger Smashing/Lethal Defense than an Ice Tank.[*]Any change to the power that significantly lowers it's Defense will cripple not only this power, but the entire set. I consider PFF to be the single most important power in the set. It is _the_ keystone power of Force Fields.[/list]
Deflection and Insulation Shields:<ul type="square">[*]I have no concerns about these powers and don't consider them to be key powers in the set for ATs other than Defenders. Useful, yes. But not key.[/list]
Dispersion Bubble:<ul type="square">[*]I'd like to see this power retain it's current Defensive capability. I have no concerns with raising its Defense (other than an increase is not needed. See the PFF section for an example why), but don't want to see it lowered as part of a trade off for an "improvement".[*]I don't want to see it's Hold or Stun protection lowered.[*]I naturally have no objection to adding Sleep protection, so long as there is no trade-off in Defense or Hold and Stun protection.[/list]
Force Bolt:<ul type="square">[*]I personally don't consider this to be a key FF power for any AT other than Defenders. I have no concerns with changes to this power.[/list]
Detention Field:<ul type="square">[*]I have no objection to buff the Defender version of this power so that it can "cage" AVs.[*]I have no objection to making this power more visible.[*]Other than that I do no want to see any changes to this power's existing capabilities.[*]I have no objection to the Devs adding +Pie to the power, so long as existing capabilities are kept.[/list]
Repulsion Field :<ul type="square">[*]I do not want to see this power changed to a drop. Such a change would _reduce_ it's effectiveness. A PBAoE toggle can simulate a drop simply by standing in one place. A drop cannot simulate a PBAoE toggle.[*]I do not have any objection to buffing the power's current capabilities, such a pulse increase or Endurance reduction if the Devs feel such changes are not overpowered. I do not consider such buffs to be a need.[*]I do not consider adding +Pie to this power to be a need, but would not object to it.[/list]
Repulsion Bomb:<ul type="square">[*]I do not wish to see this power changed to Knockdown as this _reduces_ the capabilities of the power. All Knockback powers can be made to cause Knockdown with the use of positioning. The reverse is not true.[*] I do not wish to see the power changed to a cone, as this would _reduce_ the capabilities of the powers. A cone effect is already possible with the use of positioning. But a cone power cannot provide 360 Knockback with positioning.[*]I do not wish to see this power changed to work off an teammate. I find this power to be extremely useful solo.[*]I have no objection to buffs to existing capabilities such as damage, Endurance cost, casting and recharge time if the Devs feel such buffs are not overpowered. I do not consider such buffs to be a need.[*] I do not consider +Pie to be a need, but would not object to it.[/list]
Force Bubble:<ul type="square">[*]I do not wish to see the size of the bubble changed.[*]I have no objection to adding +Defense or +Resistance to the power. I do not consider this to be a need.[*]I do not want to see any other form of +Pie added to this power. In particular, I do not wish to see a -Speed, -Recharge, or -Damage capability added.[/list]

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That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

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Posted

I like pie.

Arcanaville likes Pi.


 

Posted

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I like pie.

Arcanaville likes Pi.

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As an example of the pie already in FF, here's a herding with FF video I just put together. Yes, there is a Mind Control section, but the FF section is all FF. I think it's useful for context in this discussion.

Herding with FF video


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

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Posted

That's a nice little video, who does the music?

As a side note, I can see where you might think that Defenders' blasts are "weak" because we can't really do the same things that controllers can like what you showed in the video.

Then again, most archetypes can't do everything that other archetypes can. There is some spillover, the edges are gray and not solid, but there are some things that we just weren't meant to do.


 

Posted

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That's a nice little video, who does the music?

As a side note, I can see where you might think that Defenders' blasts are "weak" because we can't really do the same things that controllers can like what you showed in the video.

Then again, most archetypes can't do everything that other archetypes can. There is some spillover, the edges are gray and not solid, but there are some things that we just weren't meant to do.

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The music is Janet Jackson.

And just to be clear, I don't consider an FF Defender weak. The set works for Defenders. I just doesn't work as well for them as it does for other ATs. I think only minor changes to the secondaries are needed to change that. Fix the cones so they work with Knockback. Lower Endurance drain on nukes to 85%. Do those simple little things and Defenders _could_ do the things I do with my Mind/FF.

Also notice how Repulsion Field saved my bacon from those PPs. As soon as PFF was lowered, it knocked them all down and gave me time to get things under control.

"Fix" Repulsion Field by changing it to a drop and not only is my bacon not saved, I couldn't use it during that herding sequence at all.

Nor could I use it for chaos control.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Magicj, while the video is well-done and the feats impressive, I don't see anything in there that wouldn't work with the changes I proposed. Merging Force Bubble and Repulsion Field would still allow it to do both the aggro-holding and the personal-defense part (especially against the flying Protectors that aren't sensitive to Knockback anyway). And the power Defenders have most gripe with, Repulsion Bomb, wasn't used at all.

Your demonstrate one particular playstyle in the video - herding with what is usually a non-herding archetype. A Defender could do that just as well (or slightly better due to higher defense numbers), but would then be unable to finish those protectors off solo. Defender solo damage is a major issue with all Defenders, not just FF, but is really a completely separate issue.

If I look at how I'd play that encounter with my Mind/Sonic Controller, I'd have pulled those Protectors one by one, and once out in the hall would have crushed them individually. With no area damage capacity, If I accidentally pulled several, I would Confuse (or possibly sleep) all but one, then crush that one. I simply see no point in herding as a solo Mind Controller. Fire Controller or Claws Scrapper, sure, but not as the largely single-target Mind Controller. But that is my playstyle, not yours.

The point with herding as I see it is to gather mobs so that they can be conveniently disposed of using area attacks, and area attacks are best supplied by Blasters. Since the Defender is a team archetype, a Defender on a team could use FF this way if he saw a point in it.

But Force Field is so much more, and could be even more with modifications, especially to Defenders. You are opposing changes that would enable playstyles different from your own, and I can't agree with you there.

[ QUOTE ]
<ul type="square">[*] Force Fields generally works as-is for every AT other than Defenders. This suggests to me that the problem is with Defenders' secondaries, not Force Fields. This general concern is based both on which ATs tend to complain about FF and which don't, and from personal experience playing FF in varous ATs including Defenders.[*] I personally see it likely that any changes other than minor tweaks to existing capabilties will ripple through to ATs other than Defenders. Because FF is working so well for me in other ATs, I personally don't want to see this happen. [/list]
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Read this statement from a Defender perspective, and its pretty insulting. This is how it reads: "My secondary works better than your primary, and I want things to remain that way". And this is what you have been saying all along. This is your opinion, and you are definitely entitled to it, but don't expect everyone on the Defender boards to cheer you. You say "I personally don't want to" (my emphasis), and that makes it ok to say these things; everyone can have a personal opinion. Just don't expect everyone else to agree. In fact, rebukes like those from PhiloticKnight earlier are a more likely response.


 

Posted

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Repulsion Field :<ul type="square">[*]I do not want to see this power changed to a drop. Such a change would _reduce_ it's effectiveness. A PBAoE toggle can simulate a drop simply by standing in one place. A drop cannot simulate a PBAoE toggle.[*]I do not have any objection to buffing the power's current capabilities, such a pulse increase or Endurance reduction if the Devs feel such changes are not overpowered. I do not consider such buffs to be a need.[*]I do not consider adding +Pie to this power to be a need.[/list]
Repulsion Bomb:<ul type="square">[*]I do not wish to see this power changed to Knockdown as this _reduces_ the capabilities of the power. All Knockback powers can be made to cause Knockdown with the use of positioning. The reverse is not true.[*] I do not wish to see the power changed to a cone, as this would _reduce_ the capabilities of the powers. A cone effect is already possible with the use of positioning. But a cone power cannot provide 360 Knockback with positioning.[*]I do not wish to see this power changed to work off an teammate. I find this power to be extremely useful solo.[*]I have no objection to buffs to existing capabilities such as damage, Endurance cost, casting and recharge time if the Devs feel such buffs are not overpowered. I do not consider such buffs to be a need.[*] I do not consider +Pie to be a need.[/list]

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I presume you got Repulsion Field and Repulsion Bomb mixed up here?


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

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I simply see no point in herding as a solo Mind Controller. Fire Controller or Claws Scrapper, sure, but not as the largely single-target Mind Controller. But that is my playstyle, not yours.

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Well, with Mass Confusion, Fireball, and Terrify, Mind Control has the tools needed to handle large herds quickly. Check out the video in my sig for an example of me killing a herd of Demons quickly with Mind. That said, this probably isn't the place to debate the merits of Mind.

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Defender solo damage is a major issue with all Defenders, not just FF, but is really a completely separate issue.

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It's the biggest problem I see with Defenders. One which FF is not only unable to mask, but actually makes worse. So no, the problem with Defenders' secondaries is directly related.

Fixing those problems should be the first step.

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This is how it reads: "My secondary works better than your primary, and I want things to remain that way"

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The way it reads to me is FF works and from what I can tell Defenders' main problems with the set arise from shortcomings in their secondary.

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But Force Field is so much more, and could be even more with modifications, especially to Defenders.

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As I pointed out several times in that list I provided, many of the modifications proposed so far would not do more, but actually less, than the current implementation.

Other suggestions are basically harmless, but also useless. An example is adding a chance to Stun to Force Bolt to help out more with AVs. AVs aren't going to be affected by a single Stun.

Tenzhi
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I presume you got Repulsion Field and Repulsion Bomb mixed up here?

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Not that I'm aware of.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

It seems that Magicj's perspective is based on what appears (and this is just an appearance - I have no idea) to be a playstyle that focusses on FF as a controller secondary, who solos, and who likes to herd. For example, in your video you tout the purpose of Force Bubble is for gaining aggro on you when you herd. I am not sure that most defenders would see that as its main virtue though they might agree that it serves that function. Similarly, your video indicates that the two personal bubbles are not that important though, in context, you might have just meant that they are not important for herding. Certainly, they are cornerstone powers for most defenders.

The problem is that a lot of the powers that are good for solo herding (if you have the mind primary to handle the herd once they are gathered) are not good for defenders in groups and, further, defenders are not really capable of herding like that. So we get all the faults of the set and few of the corresponding benefits. First, most of those same powers create problems in groups due to scatter and disruption of your teammates powers (most of which rely on clumping). Second, while a FF defender could gather the herd, we do not have the tools to deal with it once gathered and thus the herding techniques just aren't that useful to a solo defender in the same way they are to a mind/ff controller. Third, I believe that Defenders on average like to team. Not exclusively mind you but as a general statement they want to be able to both solo and team effectively. Heck, 2 of the "big 3" powers cant even be used when solo.

Given that its a Defender primary and a controller secondary, I believe that FF ought to work at least as well for defenders as it does for controllers. If that cuts somewhat into the ability for mind/ff heros to solo herd maps, thats unfortunate but I am not sure it ought to prevent some changes.

I want to add that I really enjoyed watching the video and seeing you at work. You have obviously developed some good and fun strategies for your character and I can see why you view FF as mostly fine. However, even you seem to have found the situation quite different when you played your defender.


 

Posted

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you tout the purpose of Force Bubble is for gaining aggro on you when you herd.

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That's one of it's uses, yes, but not the only one. The reason I like the power so much is it's extremely flexable. If you experiment with it, you'll find lots of uses for it. I think it's worth experimenting with because the use it's most commonly put to, pushing baddies up against a wall or corner, is probably the least effective use of the power.

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Second, while a FF defender could gather the herd, we do not have the tools to deal with it once gathered and thus the herding techniques just aren't that useful to a solo defender in the same way they are to a mind/ff controller.

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I agree. Doing that with a Defender is a good way to get killed. So you're left without your nuke soloing and with blasts that are made significantly less effective by several powers in your primary, at least for some blasting sets.

Fixing those blasting sets to have wider cones and the nukes to have an 85% Endurance drain would enable Defenders to basically duplicate the effects in that video. Herd. AoE control. Nuke. Clean up.

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Similarly, your video indicates that the two personal bubbles are not that important though

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Well, the video is meant as a tutorial for Herding with FF and with Mind Control. It's not meant as an exhaustive statement about the uses of FF for a Controller.

But yes, the two little bubbles are not as important to other ATs as they are to Defenders. Controllers' primary form of team protection is control. Masterminds' primary form is pets. In both cases the little bubbles are of lesser importance. That doesn't mean don't take the little bubbles, however.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

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Fixing those blasting sets to have wider cones and the nukes to have an 85% Endurance drain would enable Defenders to basically duplicate the effects in that video. Herd. AoE control. Nuke. Clean up.

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You're suggesting that Defenders should be able to do everything Controllers can. Or that any AT should be able to do anything that any other AT can. I don't think I can agree to that.


 

Posted

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Fixing those blasting sets to have wider cones and the nukes to have an 85% Endurance drain would enable Defenders to basically duplicate the effects in that video. Herd. AoE control. Nuke. Clean up.

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You're suggesting that Defenders should be able to do everything Controllers can. Or that any AT should be able to do anything that any other AT can. I don't think I can agree to that.

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No, I'm suggesting that the nukes be made useful for soloing and that the blasts be changed so they aren't made significantly less effective by the small amount of scatter from FF.

Edit: To use Dark Blast as an example, Night Fall's cone would be changed to match TT's cone and Blackstar would have only an 85% Endurance drain.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage