Make Your FF Change Suggestions Here!


Arcanaville

 

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I'd like to be able to put Detention Field on an Enemy or a friend...

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Too griefable. I'd just get together a team of 4 FFs and 4 kins to SB them, throw on Hasten and cage all the lowbies in Atlas

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Make it only team targetable, like recall friend and Grant Invisibility.

Even though that isn't as fun


 

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I have no clue what you mean by no cottages.

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Try actually READING the full original post. Then you'll know why there are no cottages.

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Adding "Affecting others" ability to PFF isn't asking for a cottage. It doesn't change the "Core function of the power".

Which is to provide high personal defense at a trade-off.

A -To-hit, or -Dam, or -Acc, or other effects, would still be a trade off.

Unless you'd like to say that the "core function" of PFF is to prevent you from affecting others, and that the +Def is a side effect that we could remove or change entirely.


Mission Arc: Metatronic Mayhem (Id 1750): A tale of robots gone wrong, rogue robots gone right, and madmen gone every which way but loose.

 

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Personal Force Field (PFF) needs to be upped to be total invincibility or decrease base defense by about 1% and let FF Defenders use their tier 1 and tier 2 powers through it.


 

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I have no clue what you mean by no cottages.

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Try actually READING the full original post. Then you'll know why there are no cottages.

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Adding "Affecting others" ability to PFF isn't asking for a cottage. It doesn't change the "Core function of the power".

Which is to provide high personal defense at a trade-off.

A -To-hit, or -Dam, or -Acc, or other effects, would still be a trade off.

Unless you'd like to say that the "core function" of PFF is to prevent you from affecting others, and that the +Def is a side effect that we could remove or change entirely.

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EDITING: (Just woke up, let me rethink what I wrote)

The "core function" of PFF is that you SACRIFICE affecting others for "ultimate defense". It's both, not one or the other. If you take one away, you have to take away the other. Allowing someone to still attack and still affect the outside world, even with adding a -ToHit -Acc or -Damage along AND still giving the person 15% Defense..... how is THAT as much a sacrifice as losing the ability to do ANYTHING at all? PFF is now a thinking man's power, you have to make some tough decisions to use it and to use it will requires making the right decisions at the right time. I like that. I wonder if that was the reason why they took away the "suppression" during Beta? Maybe they considered it overpowered even WITH the debuffs. We'll never know unless a dev comes in here and tells us.

Either way, we have to keep in mind the fact that the simplest changes are the ones that are most likely to actually happen. All sorts of fantasy changes to the powers are nice, but I don't think that they are all that helpful. That's just my opinion.

And I REALLY need to refrain from posting as soon as I get up in the mornings, man I'm BITTER when I first wake up!


 

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It's ironic that the users of the only defender primary solely dedicated to overall team safety ...

... have some of the lowest /personal/ damage mitigation in all of defenderdom. Even weirder: kin, defenderdom's best set for amping up offensive performance, can provide better damage mitigation than FF in certain situations.

What FF needs is a broader array of tools for keeping the entire team (including the bubbler herself) safe.

As an addendum: FF is the only defender primary whose entire arsenal of mob-affecting powers can be neutered by AVs and monsters. That is an awesomely stupid design decision.


 

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The "core function" of PFF is that you SACRIFICE affecting others for "ultimate defense". It's both, not one or the other. If you take one away, you have to take away the other. Allowing someone to still attack and still affect the outside world, even with adding a -ToHit -Acc or -Damage along AND still giving the person 15% Defense..... how is THAT as much a sacrifice as losing the ability to do ANYTHING at all?

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PFF went through several changes in the original closed Beta. Here's a few versions I personally experienced during Beta:

1) PFF protected the character from all attacks. The 5% chance to be hit was not part of the power. There was 100% protection from everything. That was changed because it was too easily abused by low level characters. A level 1 character could stand in front of level 40 mobs without risk. It became easy for the player to go places they normally wouldn't have a chance of surviving. It was also deemed "not very fun" since the PFF would allow the character to survive a team-wipe at will. No damage reduction was included in the power since it was not needed. The character could not affect others with powers.

2) PFF allowed the character to attack others, but there was a huge ToHit debuff included in the power. This version was hard to use. The restriction on attacking was so strict that the percentage of attacks that hit was very low. Most characters found it more effective to not waste the endurance attacking since you rarely hit your target. In other words, this version sacrificed accuracy for personal protection. Honestly, I forget if I could affect teammates or not with this version. I could affect NPC mobs if my attack hit. No damage reduction was included in the power.

3) The version that went into the live game. 5% chance of being affected along with damage reduction in case you are hit.

I'd say the "core function" of PFF has always been to protect the character inside the PFF. Sacrificing others for that protection was in the mix, but I see it as more of a secondary nature of the power than it's core purpose.

- B.


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

 

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As an addendum: FF is the only defender primary whose entire arsenal of mob-affecting powers can be neutered by AVs and monsters. That is an awesomely stupid design decision.

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I agree.

Where's the "unresistable power" of the FF set? Where's the "purple triangle for Knockback" effect? Why is the FF set rendered so impotent against AV's and Monsters? The design decisions that allowed this to happen need to be challenged.

- B.


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

 

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PFF is fine, so are the friend shields and Dispersion Bubble.

Detention Field: Oh boy...being unable to use powers in this would cause all kinds of issues in (yes, I AM bringing it up) player vs. player areas. I wouldn't mind seeing some kind of counter to DF (either inspirations or whatnot) to alleviate it. And this is coming from someone that cages people without a second thought.

In PvE, I quite like that Detention Field can be used to cage Archvillains. It makes some of that higherend content so much more fun. If anything, I wouldn't mind Detention Field having an aforementioned 'placate' effect on teammates.

Actually, if I can go to 'cottage country' I'd like DF to shift someone like that crazy Grav power (called Dimension Shift I believe ) so that teammates wouldn't 'see' the person and so on.
Force Bubble: Reduce its endurance cost slightly, to match Dispersion Bubble's. It's listed at 0.68/seconds, slightly higher than Dispersion. I'm a huge, huge fan of this power though. If anything, I would tweak it 'geometrically'. Currently when I use it, it seems that mobs directly in front of me get repelled/knocked down first while ones on sides get 'brushed' but not so much repel. I wouldn't mind if the 'pulses' were more consistent.

Repulsion Bomb: Increase Stun to Mag 3 to put in on par with Controller holds/stuns. Little seen or used power (though I do use it occasionally and have it planned in some builds) this might make it more attractive.

Overall, my namesake being my first hero and character...gives me respect and fondness for the Forcefield set.

My only issues with Defense in general are pvp related...Don't really feel safe under bubbles/PFF when facing heroes and such. But this isn't the veteran PhilocticKnight's point, really.

Cheers and thanks for the thread.


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes

 

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I agree.

Where's the "unresistable power" of the FF set? Where's the "purple triangle for Knockback" effect? Why is the FF set rendered so impotent against AV's and Monsters? The design decisions that allowed this to happen need to be challenged.

- B.

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It's Detention Field; it can cage archvillains...which makes combat with them somewhat moot but can help with multiple AV spawns.


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes

 

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What if PFF's defense was made like the stealth's defense suppression? Basically make it just like stealth and stalkers hide, sans the stealth part.

+Remove the "Can't Affect Others" so Dispersion can affect everyone.
+If player attacks, defense suppresses from whatever it is to 3% for 15 seconds (which is a lot in current combat time).

Code is already there. Only problem I see is that currently stealth's defense also suppresses if you are hit, and that would really be a problem for a PFFed character, as one hit will cause a domino effect leading to death.

This sort of follows the no Cottage rule. You can still use PFF just like you've always had (well, maybe Aid Self would cause suppression?), but it has a new functionality.



 

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Repulsion Bomb should work more like Bonfire.

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This is a really brilliant idea.


 

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I agree.

Where's the "unresistable power" of the FF set? Where's the "purple triangle for Knockback" effect? Why is the FF set rendered so impotent against AV's and Monsters? The design decisions that allowed this to happen need to be challenged.

- B.

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It's Detention Field; it can cage archvillains...which makes combat with them somewhat moot but can help with multiple AV spawns.

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Actually, Detention Field is the best control there is against archvillains. Cage the AV, eliminate all mobs around it, then gank the AV at your leasure.

The dangerous part of an AV fight is the opening, when there are still minions around to hurt the team in addition tot he AV. Detention Field handles that.

A graphical upgrade along the lines of Sonic Cage is really needed, tough. The changes implemented were not good enough.


 

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It's ironic that the users of the only defender primary solely dedicated to overall team safety ...

... have some of the lowest /personal/ damage mitigation in all of defenderdom. Even weirder: kin, defenderdom's best set for amping up offensive performance, can provide better damage mitigation than FF in certain situations.

What FF needs is a broader array of tools for keeping the entire team (including the bubbler herself) safe.

As an addendum: FF is the only defender primary whose entire arsenal of mob-affecting powers can be neutered by AVs and monsters. That is an awesomely stupid design decision.

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It might be ironic, but it's by design. The FF users teammates are better protected than they would be by almost any other set. So the FF user needs them to protect him.

I'm not clear on what situations Kin has better damage mitigation...maybe you could explain that to me.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

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Actually, Detention Field is the best control there is against archvillains. Cage the AV, eliminate all mobs around it, then gank the AV at your leasure.

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With I7, many AVs (but certainly not all) in the upper game were given protection against caging.


 

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I'm not clear on what situations Kin has better damage mitigation...maybe you could explain that to me.

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Lt. Sefu (Longbow hero in RWZ) in particular, and many (most?) AVs in general. In a nutshell, I had to swap my FF defender for my fire / kin corruptor because Sefu was mopping the floor with us, and we couldn't dent his regen.

-Damage, a big AoE heal, and the rest of the goodness kin brings meant Sefu dropped in a couple minutes with no one's health dipping past green for long. Boy, did that encounter make me bitter FWIW, Castle responded very nicely to my late night rant about that one.


 

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I'm not clear on what situations Kin has better damage mitigation...maybe you could explain that to me.

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Lt. Sefu (Longbow hero in RWZ) in particular, and many (most?) AVs in general. In a nutshell, I had to swap my FF defender for my fire / kin corruptor because Sefu was mopping the floor with us, and we couldn't dent his regen.

-Damage, a big AoE heal, and the rest of the goodness kin brings meant Sefu dropped in a couple minutes with no one's health dipping past green for long. Boy, did that encounter make me bitter FWIW, Castle responded very nicely to my late night rant about that one.

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That's funny, because if I remember right, Sefu IS an FF/Energy Defender... I remember because I whooped his [censored] solo as an FF Defender myself... I thought it was pretty funny actually, lol. I never expected to be bubbled when I was playing solo, and then I REALLY never expected to have to fight another bubbler when he turned on us.

Oh yeah... SPOILER ALERT! Heh.


 

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3. DETENTION FIELD: This skill would be highly useful if it did not confuse and annoy teammates. To deal with this we need either a means to turn it off (toggle perhaps) or some other way to discourage teammates from attacking a detained target. The placate idea seems complicated and, if I understand it correctly, might take away from people the ability to control their own chars (which always is unpopular). I think the simplest fix frankly is to change the graphic to where its super super obvious that thing has been detained. Stick the mob in side a glowing Iron Maiden or something . . . or something thats not as dorky as that but you get the idea.


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You could stick them in a giant trash can and then close the lid. Then there would be this ending animation of them getting out of the trash can and angrily kicking it away.

Scrappers who would have easily killed the enemy boss anyway and were in the process of doing so could then cry (upon it being put in detention) "Don't trash my enemy!" You could then say something like, "But he would have trashed you."

FF'ers could then create characters like "Radical Trashman" (ff/rad in hippie clothes) or "Trashman Hobo" (Hobo Healers new FF char) or "the Eliminator" (when you look at their character description there are allusions to poop and waste collection.)

It would revitalize the whole FF scene, as well as making it abundantly clear you shouldn't attack the guy in the trash can.

If this doesn't seem futuristic enough for FF, you could just put some atomic symbol on the trashcan. There ya go...can't get more futuristic than that.


"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator

 

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Another major problem is that FF is the only defense set that does not resist defense debuffs.


 

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Repulsion Bomb should work more like Bonfire.

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This is a really brilliant idea.

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I responded to this just before bed yesterday; I want to elaborate on it now.

I feel a power like this fits the name Repulsion Bomb and the FF concept very well. It is like we project our powers away from ourselves, creating a virtual center for our repulsion powers some distance away. It doesn't break the basic use of the power (pushing mobs). It would change targeting (making it a drop power) and make it persistent.

I don't know how many have used Bonfire - its a clearly underused power from Fire Control and the blaster ancillary fire set. It is not that great a power for a controller, but works wonders for a blaster.

What it does is set up an area like an Ice Slick, only it has knockback - and lots of it. Mobs cannot stay in the area unless they have a lot of knockback resistance. Fliers are thrown out of the area but don't fall over. The slick lasts around 30 seconds, and also does pretty decent damage in the fire version - tough few mobs stay in it long enough to take much damage. Baiscally, it creates a roadblock. It has three uses:

It can create an area where it is safe for squishies to stand because enemies are knocked out of it. Not very interesting for force field, as we can already do this.

It can be placed behind a group of mobs, pushing them towards the user and making it impossible for them to run away. This can contain fights and keep groups separated. If placed in a corner, it can split a large group of mobs in two and allow you to defeat them pieacemeal.

It can be used in a dead end to push mobs against the walls, basically perma-knockbacking them. This use is very conditional, but also very powerful. Again, something we can already do, but knockback is better than repel here.

Thiven that the FF version of this power would not do any damage, and that we already can do 2 of the three functions of this power, I say a FF version of Bonfire should have a longer range than the controller/blaster version - range being the major limitation on this use of the power.


 

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Force Field is actually one of the strongest buff/debuff sets against an AV. First, because we can actually cage them (though maybe not all). Second, because we buff teammates rather than debuff enemies - and AVs have around 50% debuff resistance. So when Radiation Emission, Trick Arrow, or Dark Miasma bebuffs their accuracy, they do so at only half effectiveness - while FF still has its full effect.

The issue here, of course, is that most groups have enough staying power against an AV, but the punch to take them out in a timely fashion. FF doesn't help at all in the damage/accuracy department, nor can we debuff either resistance or regeneration. This is a major flaw in the set, but conceptually very hard to change.


 

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Force Field is actually one of the strongest buff/debuff sets against an AV. First, because we can actually cage them (though maybe not all). Second, because we buff teammates rather than debuff enemies - and AVs have around 50% debuff resistance. So when Radiation Emission, Trick Arrow, or Dark Miasma bebuffs their accuracy, they do so at only half effectiveness - while FF still has its full effect.

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It's true that AVs resist -ToHit debuffs heavily, but they do not resist -damage particularly well, and this is where things start to get a little odd.

Everyone knows that kin is good at -damage, but not so many know that Dark Miasma is as well, especially against single targets. Darkest Night, which most people think of as -ToHit also has a 37.5 damage debuff. Further, Twilight Grasp has a 12.5 damage debuff that, AFAIK, stacks with itself with a base 20 second duration and 8 second recharge.

Further, Fluffy throws out Darkest Night for another 30 debuff, and his Twilight grasp is a 10 debuff. I've never been able to wrap my head around the fuzzy dude's AI and The Purple Patch working together, but it probably averages out to something like a 15% debuff.

In other words, a DD is probably debuffing an AV's damage by 35ish% on top of a hefty ToHit debuff. That's a massive decrease in damage /for the entire team/. Throw in a big AoE heal, -regen, and -resistance, and Dark Defenders are largely unfair to AVs, especially if the AV does neg, NRG, or psi damage.

Dark Miasma takes a layered approach to team protection and performance against AVs, while FF is leaning very, very heavily (if not exclusively) on The Big Three. In protracted fights, hits get through to a bubbled team which adds up to a lot of damage taken over time. This is especially if the bubbler hasn't taken Maneuvers.

This is, largely, why I think FF needs a wider variety of tools for keeping teams safe.

And, yes, I'd be OK with a nerf to the small bubbles to see this happen.


 

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It's ironic that the users of the only defender primary solely dedicated to overall team safety ...

... have some of the lowest /personal/ damage mitigation in all of defenderdom. Even weirder: kin, defenderdom's best set for amping up offensive performance, can provide better damage mitigation than FF in certain situations.

What FF needs is a broader array of tools for keeping the entire team (including the bubbler herself) safe.

As an addendum: FF is the only defender primary whose entire arsenal of mob-affecting powers can be neutered by AVs and monsters. That is an awesomely stupid design decision.

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Let me echo again my proposal for switching the numbers in Dispersion and the targetted bubbles, which other people have brought up earlier in the thread. I can't think of an easier change to make, it's just switching values, yet the effect on the set would be dramatic. It would also not need to differentiate between Defenders, Controllers, and Masterminds, as I'm sure all three would love to have more personal defense.

In a team it means that the FF could provide the exact same amount of defense as he/she does now, as long as dispersion was located in the right spot, or the teammates were in dispersion. That's much more tactically interesting than throwing the bubbles and not having to worry about teammates for two minutes.

Also, this would be a straight swap. The FFer gets much better soloability and survivability while essentially being just as effective in groups. I admit this is one of those things where I can't understand why anyone would NOT want this to happen, but that's probably a limitation on my part. I'd love to see this specific change discussed further.

So make that change, then add DEF (for only the FFer) into Force Bubble. Now the level 32 power is a real goal. I would make FB slightly smaller, but not a lot, so that the FFer could run it in groups without ticking off the meleers more easily. I don't think FF would need to exchange anything for that bit of DEF in the power, if they do, let it be the smaller radius that provides the negative.

Change the graphics of Detention. No exchange needed here either, and we know they know how to change it. Just make it almost opaque and move on.

I like the idea of the bomb becoming a placeable knockdown pet. It fits the set, and as it's the level 8 power and is currently horrible I see no reason that FF would have to exchange anything for it. The only problem I see is the potential work in making the change, but since they already have the code for such a thing, I think it's a realistic possibility.

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The issue here, of course, is that most groups have enough staying power against an AV, but the punch to take them out in a timely fashion. FF doesn't help at all in the damage/accuracy department, nor can we debuff either resistance or regeneration. This is a major flaw in the set, but conceptually very hard to change.

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First off I think it would be well within the concept of FF to add a Defense Debuff somewhere in the set. Perhaps to FB, or the Bomb. FF after all is all about Defense, and there's nothing saying it has to all be buffing defense. Were I going to pick I'd say make the Bomb the placeable knockdown pet, like Ice Slick, and give it a Defense Debuff. I don't see where that's too powerful, considering it's level 8, and there's precendent for similar powers with RES debuffs and slows.

Even if all the changes above were implemented, including the defense debuff, FF wouldn't be on the same map as Rad or Dark or Kin. They would sure help though. I also don't see anything there other than the big change to the bomb that couldn't be done quickly and easily.


 

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Defender Bonfire = Cottage.

The final "goal" of the two powers is the same, but one is a placeable "object" and the other is a targeted AoE "bomb" that disappears as soon as it hits. They would basically have to completely take out the original Repulsion Bomb code and put this new code in.

It's a nice idea, but it's still a cottage. No cottages.


 

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Also, this would be a straight swap. The FFer gets much better soloability and survivability while essentially being just as effective in groups. I admit this is one of those things where I can't understand why anyone would NOT want this to happen, but that's probably a limitation on my part. I'd love to see this specific change discussed further.

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I'll discuss it further. It completely goes against 2/3rds of our set. Knockback, Repel, and "Phasing". It will cause FFers to NOT want to use MOST of our powers, because we won't be free to run around or reposition ourselves. We'll be firmly established as "buffbots". Dispersion Bubble will then be our new "aura" and we will be required to "rock" it just like our sisters the Empaths are. I say a very STRONG no to this. I am not and refuse to be a buffbot. And I am strongly opposed to anything that will solidify that as "The Way, The Truth, and The Light".

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FF after all is all about Defense, and there's nothing saying it has to all be buffing defense.

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Again, FF is NOT "all about Defense". At least not with a capital D. FF is all about defense, with a lowercase D. What's the difference? Defense is just one number, whereas defense is ANYTHING that you can do to stop your enemies from hitting your allies, with capital Defense being included as a PART of that. Lets take a look one more time at this supposition that "FF is all about Defense".

Personal Force Field - Defense to the bubbler only, turns OFF the Defense from Dispersion Bubble while it's up.

Force Bolt - No Defense, but provides plenty of defense.

Deflection, Insulation and Dispersion - Defense all the way.

Detention Field - No Defense, provides defense.

Repulsion Field - No Defense, provides defense.

Repulsion Bomb - No Defense, provides defense.

Force Bubble - No Defense, provides defense.

FIVE powers do NOT provide Defense. ONE power provides Defense to the bubbler and turns OFF other Defense to the rest of the team. Only THREE powers in the set provide Defense. That's ONE-THIRD of the set. Which means that the other two-thirds aren't primarily about providing team Defense. Instead, they are all about defending your team in other ways.

So once again, is FF really "all about Defense"? I don't think so.

P.S. Anything that I DON'T comment about in anyone's post, that doesn't mean I don't value your comments, it just means I see nothing wrong with them. Things that I think are good or even feasible ideas, I won't comment on. I will let them stand on their own. Anything that I have a problem with, I will comment on and tell you exactly what my problem with it is. So if I don't comment, good for you! If I do comment, good for me! If Ultimus makes a new thread about it, good for him!


 

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I'd like to add an addendum to my comments in this thread, because I'm sure anyone that looks at them will say "who is this dill-weed and who does he think he is?"

The short answer is this: I am nobody. I have NO authority, I do not work for NCSoft, never have, probably never will. I also have never had any personal relationship with any NCSoft employee and as far as I know, have never had ANY of my PMs responded to. The title under my name was given to me by a forum moderator. It MEANS nothing. That's the short answer.

The long answer is that my first hero was a Mind/FF Controller that lasted for about 14 levels, my second was a Gravity/FF Controller that lasted for about 14 levels too. My third, fourth, fifth, and SIXTH characters were all The Philotic Knight. PK was first a level 50 FF Defender on Justice. I deleted him. I then remade him on Freedom, got him to 50 and deleted him. I did it a third time. I didn't delete the third PK. Instead, I created a copy of him on EVERY server and have him at various levels on all of the other servers. All in all, I have over 200 levels of ForceField Defending experience over a three year period. I've also played almost exclusively in pick-up-groups. This means two things: that I've been on alot of bad AND good teams, and that I've had the freedom and opportunity to test ALL the powers in the set in almost EVERY given situation with almost EVERY team makeup imaginable. I probably have more experience and game time playing as a ForceField Defender than any other person in the game. My only authority whatsoever comes purely from those experiences. You can judge my comments based on that, you can judge my comments purely on the value of the comments themselves, or you can throw them out the window. The choice is yours.

I LOVE this set, if that wasn't obvious. I would love to see more and more bubblers come out of the woodwork and more and more newbies try out bubblers and enjoy them the same way I do. That being said, I'm open to change, but the change that I'm open to has two restrictions: it has to be REALISTIC minimal change over time otherwise there is little chance of it ever happening, and it has to maintain the "flavor" and the "essence" of the ForceFields set. ForceFields is ENTIRELY about damage MITIGATION, and that's IT. It doesn't add damage, it doesn't debuff mobs. All it does is provide Defense so that enemies that attack your allies miss most of the time, and provides "soft control" to prevent the enemies from attacking in the first place. That's all the set does, and in MY opinion, it does that one thing better than any other set.

I'd like to see that continue, but I'd like to see our current powers "tweaked" so that people will be MORE interested in using the other 2/3rds of our powerset actively the same way I do. I play in a very unusual manner that makes use of ALL the tools in my toolbelt to their full advantage. I DON'T expect everyone to play like me, I don't WANT everyone to play like me. What I DO want is for more bubblers to stop thinking of themselves as "buffbots" and realize that they have alot more powers that do alot more things than just "give Defense buffs".

Any changes that encourage FFers to explore using their other powers I commend. But it has to be realistic and it has to maintain the flavor of the set. That is my FF Defender Manifesto.