Current Defender Issues
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Fulcrum Shift has no Attack Type listed for Typed or Positional Defense powers to check against to see if they can dodge. If the caster has slotted for enough Accuracy, the only way to dodge the power is to have a buff to Base Defense (of which there are few) or to get lucky and have the power affected by the constant 5% chance to miss. Is this intended?
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This powers first effect is auto-hit from what I understand. This is the case with all powers where the power is to summon a pet based on the target. This is much like the old glue arrow, and any targetted summons by NPCs. Although the opposite is true about the other kinetic powers. Transfusion/Transferrence do the same thing but require a hit check to summon the invis pet, otherwise there would be no check on if the power would heal/recover or not. Since Fulcrum Shift is designed to affect multiple enemies, it would be unfair to have a hit-check on the first target, so this is auto-hit.
Freeedom
H: Victra Defile (Rad/Dark) & Hot Hits (Fire/SD)
V: Spike Cream (NW) & Crescent Wind (Nin/Storm)
Sub Hero Inc ARC: 1541
--If you don't like what I have to say, it was probably a typo you are refering to.
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Fulcrum Shift has no Attack Type listed for Typed or Positional Defense powers to check against to see if they can dodge. If the caster has slotted for enough Accuracy, the only way to dodge the power is to have a buff to Base Defense (of which there are few) or to get lucky and have the power affected by the constant 5% chance to miss. Is this intended?
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This powers first effect is auto-hit from what I understand. This is the case with all powers where the power is to summon a pet based on the target. This is much like the old glue arrow, and any targetted summons by NPCs. Although the opposite is true about the other kinetic powers. Transfusion/Transferrence do the same thing but require a hit check to summon the invis pet, otherwise there would be no check on if the power would heal/recover or not. Since Fulcrum Shift is designed to affect multiple enemies, it would be unfair to have a hit-check on the first target, so this is auto-hit.
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The note is actually about the -Damage power used by the Debuff "psuedopet", which is not auto-hit.
With Fulcrum Shift, the initial "psuedopet" summoning is autohit. The +50% Damage pet is summoned at the caster, and then up to 10 -Damage pets are summoned at up to 10 foes. Each -Damage pet will roll a tohit check, and if it's successful they'll cause the -25% Damage debuff and then summon a third pet at their location that grants +25% Damage in an AoE.
Because that debuff power used by the -Damage pet has no attack type, neither Positional Defense nor Typed Defense will help to evade it.
So, the note is there because I don't know if it's intended to be difficult to avoid. All other Kinetic powers that have a ToHit check don't have a Damage_Type listed for Typed Defense (though, they should be considered Energy_Attack, imo), but they do have one for Positional Defense (Ranged_Attack).
I'm not sure if this has been posted but in Kinetics i used Siphon Speed on a rikti gunman who teleported to another floor it seemed then my siphon speed BUFF disappeared and i lost my effects but when the gunman reappeared the siphon speed debuff still seemed to affect him.
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
[ QUOTE ][*]Added note about Combat Text for Howling Twilight.
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Was this from my report? I don't know what the combat spam says for Howling Twilight, but I do know the little "Do you want to be rezzed?" window says something like "partial hit points and endurance." That's what I meant to report, the rez confirmation yes/no text.
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[ QUOTE ][*]Added note about Combat Text for Howling Twilight.
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Was this from my report? I don't know what the combat spam says for Howling Twilight, but I do know the little "Do you want to be rezzed?" window says something like "partial hit points and endurance." That's what I meant to report, the rez confirmation yes/no text.
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<.<
Fixed
The second post with the issues as of October 1st has been updated.
Thank you to all involved.
Regards,
Ex
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[*]Vigilance is almost unanimously seen as a poor inherent. It benefits very few of the Primary powersets and, despite an attempt by a developer to explain why its defender-y, there is little about it that genuinely feels that way. All other inherents assist or reward the AT for performing their role. Vigilance rewards the Defender that is not performing their role well enough.
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This should be priority 1, starred, asterisked, etc. Especially after the nifty defiance changes blasters got. Defenders are the only AT left with a "bad" inherent. Domination might still need work, but everyone else has something appropriate and useful.
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The second post with the issues as of October 1st has been updated.
Thank you to all involved.
Regards,
Ex
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Thanks, Ex! You're the bee's knees!
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Defenders are the only AT left with a "bad" inherent.
[/ QUOTE ]Your Kheld brothers would disagree with you. But yeah, Vigilance does pretty much stink.
Champion.
Freedom.
We just coded it on a simple X-currentDate formula, so it nerfs itself automatically. -Babs on Accuracy Nerfs
Over 3 years, 1 - 50, whole lotta alt's, still having fun.
I respectfully disagree.
Nemsis lv50 Inv/SS
Arch-Nemsis lv 50 SS/Inv
I love Vig.... I never pay for anything with this... heck, with no End Red, i still never have End problems unless facing sappers.
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I love Vig.... I never pay for anything with this... heck, with no End Red, i still never have End problems unless facing sappers.
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Wow, it must be nice to always play on a large team!
'cause that's the only situation where I EVER see Vig do anything noticeable for me. And since I am lucky if I can find one or two teammates - much less 6 or 7 - I end up forgetting that Vig even exists.
Face it, as long as Controllers are capable of buffing/debuffing at a near-equal level to Defenders, they will be the ones that teams look for. Which means - again, in my experience - that Defenders get treated as cut-rate Blasters, forced to solo regularly, and may as well make room for their new best friend: Debt, because he's never leaving.
Personally, I have to agree that Vig isn't working. I have no idea how to fix it, but as it is, it may as well not be there for Defenders.
-This Space Intentionally Left Blank.-
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I love Vig.... I never pay for anything with this... heck, with no End Red, i still never have End problems unless facing sappers.
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Try playing something other than empathy.
FF/ and cold/ can soft cap the teams defenses. They take 5% of the incoming damage and you get no break from vigilence.
Dark/, rad/, and Storm/ can all reduce an enemy's to hit values so far that they do the same.
I was on an 8 man team today. There were 2 defenders me (FF/dark/dark) and a sonic/sonic/power. I have all my blasts and shields slotted at or near ED capped end red. I have numina +/+, and miracle + slotted in health. I have stamina slotted with a common end mod, pshifter end mod and pshifter proc and a few other +recovery bonuses and I don't have hasten.
I and the sonic/sonic/power kept running out of endurance because no one on the team was taking any damage.
Once the Fire/kin on the team figured out what was going on she spent less time concentrating on imps and kept us speed boosted which finally relieved the problem. Vigilence certainly didn't.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I don't know if this is a Defender issue so much as an observation about powers.
Tornado - 20.8 end cost, minor damage, knockback, fear, disorient, -DEF. Duration: 30, Recharge: 60
Water Spout - 26 end cost, minor damage, knockback, fear, disorient, -DEF. Duration: 240s, Recharge: 180
Magnitudes and duration of mez powers are identical. The only difference is Water Spout uses a little more endurance for a much, much longer duration and an overlapping recharge.
Considering most epic powers are dulled down with increased recharge times or even weakened beyond use (I'm looking at you, Stalker snipes!), it's very strange that a Stalker has access to Tornado that has eight times the duration and is permable out of the box, slottable for double and nearly triple-perma, while the Defender version has to be three slotted for recharge to keep one up. On top of that, the Stalker version offers the same debuff and mez potential. Even with the slightly increased end cost, Water Spout is a much better end/use power, and with the ability to easily summon 2-3 without outside recharge buffs, it becomes a much better debuff power.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Water Spout - 26 end cost, minor damage, knockback, fear, disorient, -DEF. Duration: 240s, Recharge: 180
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I have no idea where you got the duration from on this, but as someone who has a level 50 Stalker with Water Spout, I guarantee you that it does not last long enough to even double-stack.
<edit: snip - see below>
Edit: Water Spout lasts 30 seconds, so is the functional equivalent of Tornado with triple the recharge and a higher cost. It just looks prettier.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Mids is wacky then, which is what I was looking at. After double checking, for some reason it was listing 240s as the duration. But mousing over the stuff, the 240 seems to come from... knockback...? It lists some sort of 240 second knockback duration and is listing that instead of the 30 second Water Spout duration. Weird.
That being said, it looks like Tornado/Water Spout duration/magnitude is the same regardless of the AT that summons it. Unless Mids is off there?
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Mids is wacky then, which is what I was looking at. After double checking, for some reason it was listing 240s as the duration. But mousing over the stuff, the 240 seems to come from... knockback...? It lists some sort of 240 second knockback duration and is listing that instead of the 30 second Water Spout duration. Weird.
That being said, it looks like Tornado/Water Spout duration/magnitude is the same regardless of the AT that summons it. Unless Mids is off there?
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No, that's probably correct (I didn't check the actual numbers) since it summons a pet - all pets have the same AT modifiers, so the only way to change it would be multiple copies of the pet.
It's why Defender and Blaster Ice Storm and Blizzard do the same damage, they summon the same pet. Corruptors do slightly more once the target(s) get low because the pet they use has Scourge.
And if they're the same, so what? It has a higher cost and triple the recharge. It's already weaker due to that.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Wait... defenders have an inheritant power than lowers end usage?! .. then why do i have stamina? oh yeah.. BECAUSE IT DOESNT WORK!
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
To add a note on Vigilance.
I was on an 8-man team the other night, and when ever a Plant/XX Controller summoned Carrion Creepers, my Vigi count jumped to between 12-14, and all my powers were practically free.
Anyone else notice this?
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To add a note on Vigilance.
I was on an 8-man team the other night, and when ever a Plant/XX Controller summoned Carrion Creepers, my Vigi count jumped to between 12-14, and all my powers were practically free.
Anyone else notice this?
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Yes. All pets, including pseudo-pets OSTarget, pets of teammates (including pseudo-pets of teammates, like Creeper vines) and NPC combat pets like Fusionette or Shivans count as teammates for Vigilance.
Doesn't make it a less crappy inherent, just makes it easier to find ways to leverage.
Oh, wow, I never knew that. So guess at least Darkies can use the inherent while solo hehe.
I haven't read the whole thread, so I'm sorry if I missed someone else saying this, but the defender melee modifier is currently smaller than its ranged modifier. This causes an issue with power pools as well as the epic melee attacks, though those would probably be poor damage even after the change because of their animation time.
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I haven't read the whole thread, so I'm sorry if I missed someone else saying this, but the defender melee modifier is currently smaller than its ranged modifier. This causes an issue with power pools as well as the epic melee attacks, though those would probably be poor damage even after the change because of their animation time.
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I'm pretty sure this is working as intended. The various AT modifiers are supposed to be what defines what the ATs are good at. Being as defenders are advertised as buff/debuff and ranged damage, I can see the lower melee damage modifier being there. Blasters, as damage specialists, have high modifiers for both ranged and melee damage but low buff/debuff modifiers.
Although, melee ATs using ranged attacks seem to have gotten a special waiver. Strictly by the modifers defender ranged attacks should (slightly) outdamage scrapper ranged attacks. It's been a while but I believe my scrapper friend's dark blast significantly outdamaged mine.
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I think the -regen issue is still relevant.
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It isn't.