Make Your FF Change Suggestions Here!
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My bad.
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No kidding.
Poobah, I think I've found your problem with Defenders.
So, out of curiousity, do your invuln tanks "not get XP by slotting for resistance," your ice tanks "not get XP by slotting for defense," and your scrappers "not get XP for stabbing things in the head with a big sword until they stop moving?" I'm guessing you don't have problems with that last one, but I've seen people who do ("Why is my Scrapper so weak, I fully slotted all my armors!").
Similarly, it might work better for you if you did try to debuff things to death. It works quite well for most people. (I recently saw a Storm/Psi solo half of an 8-man mission in the Citadel TF because he got bored of waiting for a couple of people to come back from a bio break...)
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So... You dont have 'cane slotted up, and your complaining about your survivability?
I can understand the lack of damage (even though your stormy can buff his damage where my FF cant) but with a few slots of investment you can pretty much make yourself unkillable by a single boss.
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I apologize, I wasn't aware we gained XP for debuffing things to death. My bad.
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More than one way to skin a cat.
Do my defenders solo like my scrappers? Heck no.
I have built them for team play, but I can still run my missions on unyielding solo if I want.
It just takes a while.
The only time I get into trouble is when I forget I am not playing my IOed out uber scrapper, and try to herd up and kill 15 arachnos with a boss in the midst.
I dont have PFF btw, so bubble herding tends to be pretty fatal for me.
So... Throw some slots in hurricane, step out of the controller mindset and play your defender for a bit, you might be surprised with the result.
I am not saying that everything with every defender set is perfectly fine.
Its not. But its not nearly as broken as everyone keeps saying it is.
Heck, Im tempted to dust off my old MAN build just to show that its literally possible to solo with anything.
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My bad.
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No kidding.
Poobah, I think I've found your problem with Defenders.
So, out of curiousity, do your invuln tanks "not get XP by slotting for resistance," your ice tanks "not get XP by slotting for defense," and your scrappers "not get XP for stabbing things in the head with a big sword until they stop moving?" I'm guessing you don't have problems with that last one, but I've seen people who do ("Why is my Scrapper so weak, I fully slotted all my armors!").
Similarly, it might work better for you if you did try to debuff things to death. It works quite well for most people. (I recently saw a Storm/Psi solo half of an 8-man mission in the Citadel TF because he got bored of waiting for a couple of people to come back from a bio break...)
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What could I have been thinking... the problem with soloing my Defenders isn't that it takes some of them 2 minutes to kill an even level boss, it's that I'm just not slotting their debuffs enough.
Now if I got XP while standing there with a boss locked in a corner with slotted up Hurricane, then I would agree with you. But I don't. I only get XP when I *defeat* that boss. Slotting up Hurricane won't make me defeat him any faster, it just reduces the number of inspirations I need to survive the battle.
Even if I did move slots around I might take a lot less damage using Hurricane, but it won't make plodding thru missions any faster or more enjoyable. It'll still be a slow, laborious trod with me constantly having to stop and recover endurance between spawns for piddly amounts of XP. Not my idea of a good time.
Now if we could slot up -resistance debuffs and I were stupid enough to not do that, then you might have a point.
You are correct in that slotting up Hurricane would allow my Storm/Electric Defender to mitigate more damage. I won't argue that. But it won't make her defeat things faster.
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the problem with soloing my Defenders isn't that it takes some of them 2 minutes to kill an even level boss, it's that I'm just not slotting their debuffs enough... But it won't make her defeat things faster.
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My experience doesn't uphold that at all. Granted Elec Blast is unimpressive on damage (no cone attacks, no "Bitter Lightning Bolt"--ick), but it shouldn't take two minutes to drop a boss with 'cane slotted.
As a general rule, I find that being safe ALWAYS increases my soloing speed (which is why my Scrappers solo better than my higher-damage Blasters). No, I may not be able to kill the guy in one attack chain, but (with Elec Blast) he's usually down by about the time of the second firing of Zapp, if not earlier. Granted some last longer, especially at high levels. Then again, I don't see all that many bosses while solo, so they still don't add much time.
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Just wanted to add that your experience closely mirrors my own with Defenders. I can solo on Heroic(that's using my 50 FF/Eng or 50 Storm/Psi) but it is slooow in comparison to my Scrapper, Controller or Tank.
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Thank you to you and the others who've echoed my experiences. As Poobah said, it's nice to know I'm not the only one having this experience.
I also have had the problem with Electric secondary in particular of running out of endurance before everything's defeated. If nothing else, boosting the damage of the Electric attack powers for the defender would at least help those benighted defenders. I have a 23 dark/elec defender who struggles to solo even blue spawns (one level lower than heroic) if they have any energy resist or defense at all. It takes a while, but eventually they're at half life and he's at zero endurance.
I don't do much controlling, but my controllers have much less trouble, even the /ff one. I prefer defenders because I like aoe blasting more than holding when on teams... it's as silly as that. I realize with the controller I'm doing more to defend my team, and probably even more damage than a defender, but cones and PBAoE blasts are just more fun for me in teams! Holds are boring So that's the deep down reason I play defenders - buff/debuff n blast is my preferred playstyle, that's all.
what I like most: offensive buffs! hurray for kinetic. If I can speed up attacks, make em hit more often, and increase damage for my team, I'm very happy. I don't really care if the damage/hit increase comes as a debuff to the enemy defenses or a buff to my team, it's all the same effect of making my team's offense stronger, that's what I like best.
Second most: seeing my damage hit a whole bunch of opponents at a time. I love my aoes. Targeted aoe's are the loser, for some reason; cones and pbaoe's seem more fun somehow. I love /dark because of the tentacles and the damage cone, a great 1-2 combo. I also really like the psy tornado - even though it's targeted - because of the knockdown. aoes with secondary status effects are great, those tentacles and the falling over are so much fun. Irradiate as a pbaoe is good too, especially since it's also making everything easier to hit!
[u]Detention Field[u]
Please... please... change the animation! Most people can not see the bubble around the enemy and will continue attacking it.
*Wishlist*
Someone mentioned the devs not being able to save stupid- well how about making FF defenders able to do that? Make it an ally or an enemy target. If it's on an ally, maybe reduced duration? I can't tell you how many times I wished I could throw my personal force field (or detention field) on someone for a last minute save.
[u]Repulsion Bomb[u]
Alright, time to change the bloody description or actually make the power do what it says. Personally, I don't care either way, but make it a worthwhile power again. I see two ways:
1) Reduce the knock back, keep the same mag of stun (or increase it), but give it a significantly better chance to stun. This might make for incentive for people to take force bolt again.
2) Increase the knock back, remove the stun, but shorten the cast/animation time and make it an ally target as per the description.
[u]Force Bubble[u]
Reduce the size but increase the effect. If they hit the edge of my forcefield, they should bounce off of it, not run into it like a squishy jello thing and be pushed back by growing force. This would allow me to utilize both of my cone attacks without scattering my own mobs when soloing and still able to contribute to herding and protecting when teamed.
Off to smack some baddies while we wait for the tweaks. Cheers!
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[u]Repulsion Bomb[u]
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1) Reduce the knock back, keep the same mag of stun (or increase it), but give it a significantly better chance to stun. This might make for incentive for people to take force bolt again.
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Look into the version of Repulsion Bomb on Test right now. There's a thread on the subject in this forum. ( here)
Oh, and I disagree with making Repulsion Bomb ally targettable again, for the same reason it was made enemy targetted in the first place. Masterminds have pets from level 1, so they have an ally target available even when solo. Defenders do not.
The description needs to be changed, especially now that it is being changed again.
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[u]Repulsion Bomb[u]
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1) Reduce the knock back, keep the same mag of stun (or increase it), but give it a significantly better chance to stun. This might make for incentive for people to take force bolt again.
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Look into the version of Repulsion Bomb on Test right now. There's a thread on the subject in this forum. ( here)
Oh, and I disagree with making Repulsion Bomb ally targettable again, for the same reason it was made enemy targetted in the first place. Masterminds have pets from level 1, so they have an ally target available even when solo. Defenders do not.
The description needs to be changed, especially now that it is being changed again.
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So make one specific to heros and vills? It's more of a wish for the ally target than necessity. *shrug* I won't qq if it doesn't happen. However, you have brightened my day by pointing out that post... so *kiss kiss* and a cookie for you!!!
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So make one specific to heros and vills? It's more of a wish for the ally target than necessity. *shrug* I won't qq if it doesn't happen. However, you have brightened my day by pointing out that post... so *kiss kiss* and a cookie for you!!!
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Well, I thought about making it a Location AoE, that way you could choose the spot to be the target. It could be an ally, an enemy, or even nothing. There wouldn't be much point to targetting nothing, though, and considering how fast foes move you would definately have to reduce the animation time to make it usable.
So I think the power does need to be either ally or foe targetted. And because of the "assist" mechanism they sort of are the same. You can target Repulsion Bomb on an ally, it'll just hit whatever target he has targetted. It's just the AoE may not hit the same targets since it's centered on the foe and not the ally.
/em Robin: HOLY THREAD NECROMANCY BATMAN!
Anyways, just to remind you all, this is still an open thread, and has been marked to NOT be purged, so feel free to continue to use this as a sounding board for all of your FF-change ideas. With the new Issues coming out, there's always the chance that one or two good ideas from this thread might end up in the powersets someday!
My suggestion for FF would be do whatever is possible to make it something other than the most boring powerset in the game.
As suggested on page one, I would make the dispersion bubble the most powerful of the buffs. I think it sucks that the least protected of the team is the guy providing the protection. I don't consider PFF anything other than a "oh crap" or "traveling through higher level regions" power.
I'd like to see Repulsion bomb and Force bolt do more damage, but from a defenders standpoint it's not needed, since they have the blaster secondary.
"...freedom isn't a commodity to compromise." -- Captain America, New Avengers #21
Guide to Base Teleporters
So I was just "chatting" with Turbo_Ski about Force Fields, and she/he/whatever STRONGLY suggested that we don't really NEED both Repulsion Field and Force Bubble.
If it ever comes to that and the devs decide they DO want to completely replace a power, here is my suggestion:
Force Wave, an "earthquake" type Tier 9, which is a location drop that acts like a constant Repulsion Bomb.... it would knock down all enemies continuously and disorient those that didn't get knocked down for 30 seconds straight. The caveat would be that it would have like an insane recharge timer... something like 10 minutes, and it would drain you of all your endurance like a nuke does... but without the loss in Recovery.
Leave my FB alone.
Replace Repulsion Field with Telekinesis.
My 2 cents.
DestineeFable's Guide to an MSTF run (fixed!)
My latest AE madness
I would love to see - COMPRESSION FIELD
Basically the opposite of Force Bubble.
A target AoE force field that compresses down and pulls in all foes in nice and close together.
Kinda like a AoE immob except the foes can move, they just cant move out of the area. (maybe an acc check to keep them in the field)
It would be nice if it had a minor DoT (due to the increased pressure)
My LotG sold for 65mil and I'm spending it all on hats
Needlepoint and Hobbytex Champion 1984
Blaming others since 2003
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I would love to see - COMPRESSION FIELD
Basically the opposite of Force Bubble.
A target AoE force field that compresses down and pulls in all foes in nice and close together.
Kinda like a AoE immob except the foes can move, they just cant move out of the area. (maybe an acc check to keep them in the field)
It would be nice if it had a minor DoT (due to the increased pressure)
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I was actually going to suggest this to Philly in PMs but I don't think it's doable with the current code.
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I would love to see - COMPRESSION FIELD
Basically the opposite of Force Bubble.
A target AoE force field that compresses down and pulls in all foes in nice and close together.
Kinda like a AoE immob except the foes can move, they just cant move out of the area. (maybe an acc check to keep them in the field)
It would be nice if it had a minor DoT (due to the increased pressure)
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I was actually going to suggest this to Philly in PMs but I don't think it's doable with the current code.
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The same thing was already suggested earlier. Just look back about a hundred pages or so, it's in there somewhere.
NEW Consolidated List of FF Change Suggestions (reposted)
These suggestions are in order of their appearance in the thread. All suggestions listed so far in the thread have been added here, whether I agree with them or not. MY favorites are listed in yellow.... just cause I can.
[u]General Requests[u]<ul type="square">[*]Add a Defense DeBuff somewhere.[*]Give us a way to add to the team's damage.[*]Suggested power: Force Wall, a placeable "wall" of force that cannot be passed, suggested 40 foot length.[*]Add "movement powers" to the set, like Kinetics has, justified as us giving ourselves and teammates "low friction".[*]Add more contextually-sensitive elements to environments that activate for various effects under various conditions. Similar to dynamite or light-able oil-slicks that already exist in-game.[*]Add a "combo system" to the powerset that would give team buffs or enemy debuffs depending on in what order powers were used.[/list]
[u]Power Specific[u]
Personal Force Field:<ul type="square">[*]Allow slotting for +Res.[*]Allow the field to be "suppressed", allowing the bubbler to fire through it with either a loss of defense or with a severe defense and/or resistance penalty.[*]Allow the user to affect allies while in the field.[/list]
Deflection and Insulation Shields:<ul type="square">[*]Switch the Defense percentages between Dispersion Bubble and Insulation and Deflection Shields.[*]Make them into PBAoE auras.[*]Add +Recovery to Insulation Shield.[*] Prevent stacking from same characters on zoning and make them last 15 minutes or until zoning.[*]Speed up the cast times.[/list]
Dispersion Bubble:<ul type="square">[*]Replace the sleep weakness with an immobilize weakness.[*]Add +Recovery to all allies.[*]Increase the size to the same as Force Bubble, or switch their sizes.[*]Add some defense debuff resistance.[/list]
Force Bolt:<ul type="square">[*] Add a low percentage chance to disorient, or a minor disorient.[*]Increase the toggle dropping ability.[*] Increase the knockback magnitude.[*]Add -Damage or -Resistance.[*]Add more damage to the power.[*]Add KnockUP Mag as well.[*]Add an immobilize component against AVs/EBs/GMs only.[*]Give it a 25-30 damage base.[/list]
Detention Field:<ul type="square">[*]Add a short-term placate effect to anyone that tries to attack the enemy that's detained.[*] Change to a timed toggle power so that it can be turned off at will but is forced off if left on too long. [*]Change the graphic to where its super super obvious that thing has been detained.[*]Add a power icon to the bubbler's status window to show when the field is about to lift.[*]Make the target of the field unable untargettable by anyone (possibly until 5 seconds before the power deactivate).[*]Make the detained target unable to affect itself as well.[*]Add -Regen to the detained target.[*]Allow it to target enemies or allies.[*]Make Cold, Fire, Energy, and Neg. Energy attacks directed at the detained target become small radius AoEs of the same damage type - a splash effect. [*]Change to a Mag 4 Sleep.[*]Allow player attacks to "move" the detained target even if they do no damage.[*]Change to an immobilize and adds -Accuracy to the enemy.[*]Make into a targettable AoE.[*]Make into a "reverse Personal Force Field". The enemy has high Defense and Damage Resistance but can't attack.[*]Add damage to the Detained enemy while it's inside the field.[*]Increase the immobilize magnitude and add -teleport.[*]Reduce duration and recharge, and allow us to slot it for duration.[*]Change to a toggle that has an increasing endurance cost to maintain.[/list]
Repulsion Field :<ul type="square">[*] Increase the endurance cost per hit and increase the "pulse" rate of the knockback pulses, or change the pulse rate the the same as that of Repel in Kinetics.[*]Add a knockback magnitude modifier that is based on the radius distance away from the PBAoE; the closer to the center of the PBAoE the higher the magnitude of the KB.[*]Either increase the magnitude to make it more powerful or decrease it to make it knockdown.[*]Add a small percent chance to disorient or a +Slow effect to enemies.[*]Add a "negative Power Boost" effect: reduces all enemy effects i.e. mez durations, defense buffs, heals, etc.[*]Give it a larger radius but decrease the pulse rate.[*]Alternatively, make it half the size of Dispersion Bubble and increase the knockback magnitude.[*]Change it to a PBAoE click power that disorients and knocks back all foes.[*]Change into a Defender version of Bonfire: It would be a placeable AoE knockback object.[*]Change it into a pet that follows you and has it's own PBAoE Repel ability.[*]Give it a 25-30 damage base, and add a ToHit check.[*]Add +Resistance to the user.[/list]
Repulsion Bomb:<ul type="square">[*] Decrease the animation and/or cast time SUBSTANTIALLY.[*]Increase the chance to stun substantially, or change the knockback into knockdown.[*]Increase the recharge time of the power to 2 or 3 minutes and/or increase the endurance cost. (Assuming that one or more of the items above are done as well)[*]Increase the damage the power does to that of a tier 1 blast.[*]Change it to an AoE or cone version of Force Bolt.[*]Change into a Defender version of Bonfire: It would be a placeable AoE knockback object.[*]Add a -Defense, -Resistance or -Regen.[*]Change it back to ally-targeted, or fix the description in-game.[*]Add a Transference effect.[*]Make it a placeable AoE or targeted AoE with a "reverse knockback" effect that sucks all enemies towards it.[*]Replace with a "Frostworks-Like Shield".[*]Change to a single target ranged 100% chance of Stun power.[*]Change it to be exactly like "the old Nemesis Staff".[/list]
Force Bubble:<ul type="square">[*]Increase the chance of knockdown/back.[*]Make it give +10% Resistance to all, or 5-10% Defense bonus to the FFer.[*] Make it the same radius as Dispersion, or switch the radii of the two powers.[*]Increase the magnitude of the Repel effect and/or add a +Slow component to the power.[*]Reduce the endurance cost or the recharge.[*]Change to a -Damage, -Speed, -Recharge, -Accuracy, -ToHit, or -Resistance aura. (Pick and choose your DeBuffs)[*]Add a +ToHit or +Damage, +Regen or +Recovery to allies. (Pick and choose your Buffs)[*]Make it exactly like Hurricane[*]Change to a 30 second click power instead of a toggle.[*]Give all allies within +perception.[*]Make mobs "stick" to the edge of the power.[*]Make force bubble into two bubbles: Inner bubble same size as dispersion and act as FB does now, outside bubble would be the same size as FB is now, but does KD instead of repel.[*]Similar to the previous suggestion but: an inner bubble that pushes out, and an outer bubble that pushes in.[/list]
All similar or identical suggestions were removed.
Please consider the following guidelines with your future suggestions:
No Cottages: The smaller the change, the more likely it is to become reality.
Maintain the Theme: Force Fields is known best for damage mitigation, it is also known for Knockback, Repel, and "Phasing".
Equivalent Exchange: For balance reasons, it's easier to give something up to get something. No free lunches unless something is vastly underpowered.
Please feel free to post your future suggestions here. I will offer no more negative criticisms of them.
Here is a shortcut so that you can refer to this post in the future as a new "starting point": http://tinyurl.com/65qdoo
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I would love to see - COMPRESSION FIELD
Basically the opposite of Force Bubble.
A target AoE force field that compresses down and pulls in all foes in nice and close together.
Kinda like a AoE immob except the foes can move, they just cant move out of the area. (maybe an acc check to keep them in the field)
It would be nice if it had a minor DoT (due to the increased pressure)
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I was actually going to suggest this to Philly in PMs but I don't think it's doable with the current code.
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Its not only a cool idea, but its quite doable in code.
I pulled off a similar trick in Freedom Force to create a "Personal Gravity Well" effect. If I could do that using just a Python Script interface, Im pretty sure Cryptic, with their full access to the source code of this game, could make it happen here.
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Force Bolt:<ul type="square">[*]Add KnockUP Mag as well.[/list]
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This isn't possible. Knockback and knockup are the same function with the modifier that knockup is simply very low mag knockback (under 1.0 mag) because the mag determines the distance of the flight. The devs would have to create an entirely new effect that is different than knockback, making it so that knockup simply has different mag and "duration" (how long you are being knocked about) than a similar knockback power, or separate the mag and "duration" of knockback, so that the 2 effects are only a difference of "duration."
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I would love to see - COMPRESSION FIELD
Basically the opposite of Force Bubble.
A target AoE force field that compresses down and pulls in all foes in nice and close together.
Kinda like a AoE immob except the foes can move, they just cant move out of the area. (maybe an acc check to keep them in the field)
It would be nice if it had a minor DoT (due to the increased pressure)
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I was actually going to suggest this to Philly in PMs but I don't think it's doable with the current code.
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Its not only a cool idea, but its quite doable in code.
I pulled off a similar trick in Freedom Force to create a "Personal Gravity Well" effect. If I could do that using just a Python Script interface, Im pretty sure Cryptic, with their full access to the source code of this game, could make it happen here.
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It's probably do-able. Sorta like a reverse Bonfire -- instead of KBing them back you KB them in. The only real trick is if you want the field to shrink over time. That's not something available on any power in the game, so it's questionable if a power can be coded as such.
But the discussion is kinda moot as we've already been told a number of times that it's extremely unlikely that a power's core function will ever change.
Better to think of ways of improving the powers the way they are now instead of coming up with completely different ones.
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This isn't possible. Knockback and knockup are the same function with the modifier that knockup is simply very low mag knockback (under 1.0 mag) because the mag determines the distance of the flight.
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Low mag KB is knockDOWN. KnockUP is a different effect.
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Force Bolt:<ul type="square">[*]Add KnockUP Mag as well.[/list]
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This isn't possible. Knockback and knockup are the same function with the modifier that knockup is simply very low mag knockback (under 1.0 mag) because the mag determines the distance of the flight. The devs would have to create an entirely new effect that is different than knockback, making it so that knockup simply has different mag and "duration" (how long you are being knocked about) than a similar knockback power, or separate the mag and "duration" of knockback, so that the 2 effects are only a difference of "duration."
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I don't believe this is true. Knockdown is knockback of MAG of 0.75 or less. Knockup is a completely separate effect, and powers have KU MAGS that range from ~2-9 or so, where the MAG level determines how high the target travels upwards.
There are many critters in the game that are resistant against knockback and knockdown, but not knockup. I asked Castle if he'd be willing to change the knockdown in Repulsion Bomb to knockup, and he said no. As for Force Bolt, why would you want to add a KU component? I'm not sure it really fits the power. And it would look really odd against foes that have KB/D resistance and not KU, as you'd fire off this ball of force and the target would go straight up into the air. It would look very weird.
Here are my player opinions about the consolidated list of requests.
I see all powers in the game should fit thematically, and the list, IMO, contains a lot of things that just don't fit. But YMMV. I am also not commenting on any new power suggestions because I don't think it will be possible with the current powerset. (You can't say "Gun Drone" is a new power, if any want to use that as an example.)
General Requests
* Add a Defense DeBuff somewhere.
I don't see where it could be added.
* Give us a way to add to the team's damage.
Why?
* Add "movement powers" to the set, like Kinetics has, justified as us giving our selves and teammates "low friction".
Could as well make the allies fly inside their bubbles :P It would be funny as hell but I don't think it's likely to happen.
* Add more contextually-sensitive elements to environments that activate for various effects under various conditions. Similar to dynamite or light-able oil-slicks that already exist in-game.
That would apply somehow to all powers in the game. But how would they fit in Force Fields?
* Add a "combo system" to the powerset that would give team buffs or enemy debuffs depending on in what order powers were used.
The "order" of powers would not make sense. Perhaps "combination." Say, if a player has both Deflection and Insulation Shields on, extra buffs would happen.
Power Specific
Personal Force Field:
* Allow slotting for +Res.
Would make the power way too powerful. It is already powerful enough.
* Allow the field to be "suppressed", allowing the bubbler to fire through it with either a loss of defense or with a severe defense and/or resistance penalty.
This is a good suggestion.
* Allow the user to affect allies while in the field.
The "OnlyAffectsSelf" flag is binary. Either you affect everyone, or noone. I don't think the current engine supports this.
Deflection and Insulation Shields:
* Switch the Defense percentages between Dispersion Bubble and Insulation and Deflection Shields.
What would be the reason for this? In the end, wouldn't the percentages be the same? I'd not like to see that changed, because I want my castable shields to be more stronger than Dispersion Bubble, as they are currently.
* Make them into PBAoE auras.
I wouldn't like to see this. There are situations I need to stay away from my tanker. Let's say, an AV casting Targeted AoEs on him. Even with all the Defense, eventually the hits will get through, and that would mean debt to the bubbler. I vote against this change, even that it would make both shields affect the bubbler.
* Add +Recovery to Insulation Shield.
Why?
* Prevent stacking from same characters on zoning and make them last 15 minutes or until zoning.
This affects all single-target buffs and should be looked at as a global bug that needs to be fixed.
* Speed up the cast times.
Absolutely.
Dispersion Bubble:
* Replace the sleep weakness with an immobilize weakness.
I think the devs have decided that the main weakness of Force Fields is sleep and psi. Since both are related, I see it makes sense. Because you can say sleep relates 100% to mental powers, but you can't say the same for holds, disorients or immobilizes. A solid shield cannot block a mental power, and that's probably working as designed.
* Add +Recovery to all allies.
Why?
* Increase the size to the same as Force Bubble, or switch their sizes.
That would be awesome.
* Add some defense debuff resistance.
It would be interesting, but I think that debuff resistance only relates to self-powers that grant defense. Super Reflexes, for example. Even so, a minor def debuff resistance would be something.
Force Bolt:
* Add a low percentage chance to disorient, or a minor disorient.
Would make some sense, but if it does, all attacks that are blunt and do knockback would deserve the same treatment, so I don't think it's likely.
* Increase the toggle dropping ability.
Not a PvPer so I can't comment.
* Increase the knockback magnitude.
I'd say DECREASE the knockback magnitude. Maxed out, it can actually go around 50 Kb mag. It overcomes pretty much anything, and it's WAY too overpowered in my opinion.
* Add -Damage or -Resistance.
* Add more damage to the power.
* Add KnockUP Mag as well.
* Add an immobilize component against AVs/EBs/GMs only.
* Give it a 25-30 damage base.
Why?
Detention Field:
* Add a short-term placate effect to anyone that tries to attack the enemy that's detained.
Does placate makes the affected enemy unable to be targeted? That would be good.
* Change to a timed toggle power so that it can be turned off at will but is forced off if left on too long.
That would be an improvement.
* Change the graphic to where its super super obvious that thing has been detained.
Please!
* Add a power icon to the bubbler's status window to show when the field is about to lift.
That, too.
* Make the target of the field unable untargettable by anyone (possibly until 5 seconds before the power deactivate).
* Make the detained target unable to affect itself as well.
That would be a hold.
* Add -Regen to the detained target.
Why?
* Allow it to target enemies or allies.
Affecting ALLIES would be PvP, really. I'd HATE to be stuck by a power like this.
* Make Cold, Fire, Energy, and Neg. Energy attacks directed at the detained target become small radius AoEs of the same damage type - a splash effect.
Very interesting, but would it be possible?
* Change to a Mag 4 Sleep.
I'd say "Nerf!" but giving how useless the power is in PvE these days (compared to other powers), I'd not be so sure.
* Allow player attacks to "move" the detained target even if they do no damage.
So we can all play pinball, I see that...
* Change to an immobilize and adds -Accuracy to the enemy.
I'd change it to a Hold instead, where the field would smash the enemy, like Fossilize does.
* Make into a targettable AoE.
Huh?
* Make into a "reverse Personal Force Field". The enemy has high Defense and Damage Resistance but can't attack.
How that would change the problem the power is? It would make a really minor difference to be worth the trouble of changing it.
* Add damage to the Detained enemy while it's inside the field.
If the field smashes the enemy, sure.
* Increase the immobilize magnitude and add -teleport.
Immobilize mag really needs to be increased. I see Roman bosses running around with Sonic Cages on (I believe the same happens with Detention Field). They're supposed to be caged and not move, I believe.
* Reduce duration and recharge, and allow us to slot it for duration.
There are "Intangibility Enhancements" in the game that I have no idea where they can be used at. Does Phase Shift even accept them?
* Change to a toggle that has an increasing endurance cost to maintain.
I like that idea.
Repulsion Field :
* Increase the endurance cost per hit and increase the "pulse" rate of the knockback pulses, or change the pulse rate the the same as that of Repel in Kinetics.
Increasing the pulse rate = good.
* Add a knockback magnitude modifier that is based on the radius distance away from the PBAoE; the closer to the center of the PBAoE the higher the magnitude of the KB.
I think that would be tricky, code-wise. But it looks like +Pie, too. It wouldn't change the power much, if at all.
* Either increase the magnitude to make it more powerful or decrease it to make it knockdown.
I think the mag is good the way it is now.
* Add a small percent chance to disorient or a +Slow effect to enemies.
Repel would demand the same benefits. And why +Slow?
* Add a "negative Power Boost" effect: reduces all enemy effects i.e. mez durations, defense buffs, heals, etc.
Why?
* Give it a larger radius but decrease the pulse rate.
* Alternatively, make it half the size of Dispersion Bubble and increase the knockback magnitude.
I'd vote against that. For precise positioning, a small PBAoE is better.
* Change it to a PBAoE click power that disorients and knocks back all foes.
I don't see the repulsion hit is strong enough to disorient. I can understand Force Bolt with disorient, but not this power.
* Change into a Defender version of Bonfire: It would be a placeable AoE knockback object.
That would be very useful in some situations. I'd say, in more situations that the power currently can be useful for.
* Change it into a pet that follows you and has it's own PBAoE Repel ability.
Eek! I bet it's gonna be suicidal. I vote no.
* Give it a 25-30 damage base, and add a ToHit check.
Same reason as disorient, I don't see the hit being strong enough to cause damage.
* Add +Resistance to the user.
I'd say Defense, not Resistance. The repel effect would deflect things away more than slowing them down (and causing less damage). But maybe both would fit.
Repulsion Bomb:
* Decrease the animation and/or ca st time SUBSTANTIALLY.
Don't touch the animation. I love it. One of the best in the game. My opinion.
* Increase the chance to stun substantially, or change the knockback into knockdown.
Knockdown is already in place, and with the damage it now does, I don't think the stun check would be changed.
* Increase the recharge time of the power to 2 or 3 minutes and/or increase the endurance cost. (Assuming that one or more of the items above are done as well)
I'd hate to see that.
* Increase the damage the power does to that of a tier 1 blast.
It does better now, doesn't it?
* Change it to an AoE or cone version of Force Bolt.
I don't want another Gale power.
* Change into a Defender version of Bonfire: It would be a placeable AoE knockback object.
While I can understand the reason behind Repulsion Field to allow that, I don't see it applying to this power.
* Add a -Defense, -Resistance or -Regen.
Why?
* Change it back to ally-targeted, or fix the description in-game.
That was done already (description fix).
* Add a Transference effect.
Why?
* Make it a placeable AoE or targeted AoE with a "reverse knockback" effect that sucks all enemies towards it.
It would take away one power with an controller AoE KB capability (Force Bubble can't fit that role). While the idea is interesting, I'd see it in another new powerset, say, Force Field Armor for Tanks.
* Replace with a "Frostworks-Like Shield".
What?
* Change to a single target ranged 100% chance of Stun power.
That would change the power completely.
* Change it to be exactly like "the old Nemesis Staff".
How was it like?
Force Bubble:
* Increase the chance of knockdown/back.
I'd say increase the Repel magnitude.
* Make it give +10% Resistance to all, or 5-10% Defense bonus to the FFer.
Both would be fine. Force Bubble is already looked down upon (I respec'd it out long ago, but used it for a long time before that, too), but I wonder if a buff like this would make the power more interesting.
* Make it the same radius as Dispersion, or switch the radii of the two powers.
I think that, due to lag reasons, that would become a problem. Enemies would be able to get into melee range if the server response isn't fast enough to understand the enemy is being repelled. I already saw that happening with the current version of the power.
* Increase the magnitude of the Repel effect and/or add a +Slow component to the power.
Slow is good, while within the bubble, as Poobah said long ago in a reply to my first post here.
* Reduce the endurance cost or the recharge.
The endurance cost is not a problem, currently, I don't think. For Controller, that would be good.
* Change to a -Damage, -Speed, -Recharge, -Accuracy, -ToHit, or -Resistance aura. (Pick and choose your DeBuffs)
That makes sense. The enemy is strongly affected by a repel effect that affects most things he can do.
* Add a +ToHit or +Damage, +Regen or +Recovery to allies. (Pick and choose your Buffs)
But that would not. Why buffing teammates with a Repel aura?
* Make it exactly like Hurricane
Wouldn't it be better to say "Add a -ToHit component on it"?
* Change to a 30 second click power instead of a toggle.
That would be a nerf, IMO.
* Give all allies within +perception.
... why?
* Make mobs "stick" to the edge of the power.
That would be great.
* Make force bubble into two bubbles: Inner bubble same size as dispersion and act as FB does now, outside bubble would be the same size as FB is now, but does KD instead of repel.o Similar to the previous suggestion but: an inner bubble that pushes out, and an outer bubble that pushes in.
That would be ideal.
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Does placate makes the affected enemy unable to be targeted? That would be good.
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Yes, that's the point of the suggestion.
And as far as all the Repulsion Bomb suggestions go, this list was made up before the changes in the power. Honestly, I love RB exactly as it is now.
[QR]
Damn, wrong thread...... nothing to see here, move along....
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