Current Defender Issues
[ QUOTE ]
[ QUOTE ]
Oh yeah, Dark Servant slotting. That reminds me.
Dark Miasma
Dark Servant is a damage dealing pet, but does not accept damage enhancements or Pet Damage invention sets.
[/ QUOTE ]
It doesn't accept Damage Enhancements, thus no Pet Sets.
(Why no Damage Enhancements? Don't ask me)
[/ QUOTE ]
I think that was the point. It doesn't make sense that Dark Servant doesn't take Damage Enhancements or Pet Damage sets, since it deals damage. Therefore, this probably belongs on the current issues list.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Oh yeah, Dark Servant slotting. That reminds me.
Dark Miasma
Dark Servant is a damage dealing pet, but does not accept damage enhancements or Pet Damage invention sets.
[/ QUOTE ]
It doesn't accept Damage Enhancements, thus no Pet Sets.
(Why no Damage Enhancements? Don't ask me)
[/ QUOTE ]
I think that was the point. It doesn't make sense that Dark Servant doesn't take Damage Enhancements or Pet Damage sets, since it deals damage. Therefore, this probably belongs on the current issues list.
[/ QUOTE ]
Uh...huh. Fluffy has two powers that can cause minor damage. One of which is a PBAoE, the other is Tenebrous Tentecles.
You REALLY think Pet Damage sets are going to improve Dark Servant? More than, say, slotting for To-Hit debuffs, Heals, Immobilizes, of Holds? You know, those things that he's actually throwing around, that occasinally have a secondary effect of damage?
-This Space Intentionally Left Blank.-
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Oh yeah, Dark Servant slotting. That reminds me.
Dark Miasma
Dark Servant is a damage dealing pet, but does not accept damage enhancements or Pet Damage invention sets.
[/ QUOTE ]
It doesn't accept Damage Enhancements, thus no Pet Sets.
(Why no Damage Enhancements? Don't ask me)
[/ QUOTE ]
I think that was the point. It doesn't make sense that Dark Servant doesn't take Damage Enhancements or Pet Damage sets, since it deals damage. Therefore, this probably belongs on the current issues list.
[/ QUOTE ]
Uh...huh. Fluffy has two powers that can cause minor damage. One of which is a PBAoE, the other is Tenebrous Tentecles.
You REALLY think Pet Damage sets are going to improve Dark Servant? More than, say, slotting for To-Hit debuffs, Heals, Immobilizes, of Holds? You know, those things that he's actually throwing around, that occasinally have a secondary effect of damage?
[/ QUOTE ]
I'm not sure that I thing that I would ever slot one, but sometimes it's nice to have extra flexibility for set bonuses. And I'll make the observation that Dark Servant does a lot more damage than some damaging powers defenders can take that do take damage sets.
Chill of the Night alone from a Dark Servant has the potential to do many times more damage than the early blast powers. And that's before even counting Tenebrous Tentacles. I could imagine that a Dark/Sonic trying to maximize damage output might actually want to buff even relatively small damage output powers.
And even without slotting for damage, I can imagine that some people might want to slot additional defense or resistance into a Dark Servant to make it more survivable, using the sets.
Then again, I think I probably hold an extreme viewpoint on this sort of thing. I also think it would be great to be able to slot slow enhancers in blaster's Rain of Fire.
I wouldn't argue that any of the above would necessarily be a good way to slot these powers, but one of the things I really like about this game is that the enhancement system provides some interesting ways to customize our powers and abilities. The game is better with more variety.
I am not sure if this is somewhere in these pages, (I tried to look but there are a lot of comments) but I do have one issue with the APPs. None of them provide a defense armor--all are resistance.
Therefore, a forcefield controller or /ice corrupter can boost their own defense in ways that a defender cannot.
I propose either adding energy armor as an option under the energy set (which has issues since you then have two armors under one set) or adding a new Ice APP now that there are ice defenders.
Try out my AE Arcs! (solo friendly, canon related, & some contest winners)
| #529832 Rularularian - Heroic - 41-54 | #515140 The Serpent Beyond the Horizon - Heroic - 46-52 | #183832 Save the Diver, Save the World - Vigilante - 25-30 | #245534 Condemning Croatoa - Villainous - 25-33 | #540585 Robolution - Villainous - 25-34 |
Not a new issue, but I found a patch note relevant to the issue of defender elec blasts not draining any more than other ATs.
From the issue 4 (Arena) (May 4, 2005) patch notes:
[ QUOTE ]
Defenders and Controllers will now drain more Endurance when using powers that drain Endurance. More specifically, Defenders will drain more Endurance when using Electricity Blast than a Blaster using the same power. Controllers will now drain more endurance with powers such as Transfusion, but Defenders will still drain more than Controllers. Defenders Secondary Effects (debuffs) should be better than a Blaster's or a Controller's.
[/ QUOTE ]
Currently, defender elec blasts drain more from PvP targets, but not from PvE targets.
[ QUOTE ]
Not a new issue, but I found a patch note relevant to the issue of defender elec blasts not draining any more than other ATs.
From the issue 4 (Arena) (May 4, 2005) patch notes:
[ QUOTE ]
Defenders and Controllers will now drain more Endurance when using powers that drain Endurance. More specifically, Defenders will drain more Endurance when using Electricity Blast than a Blaster using the same power. Controllers will now drain more endurance with powers such as Transfusion, but Defenders will still drain more than Controllers. Defenders Secondary Effects (debuffs) should be better than a Blaster's or a Controller's.
[/ QUOTE ]
Currently, defender elec blasts drain more from PvP targets, but not from PvE targets.
[/ QUOTE ]
That note is why I consider it an issue. End Drain effects were specifically changed to function best for Defenders, and then scale down from there on the other ATs, and then for some reason, with no explanation or announcement, they were changed back to being equal (unless hard-coded to function at different values, rather than using the EndDrain multiplier tables).
Yeah, I meant it's an old issue Just more info about it.
Noticed today that Howling Twilight's icon is fixed.
Of all the places to find a new defender issue, I wasn't expecting it to be a popular power from one of the original launch sets! Yet here it is.
Kinetics
Balance issue: With Fulcrum Shift, only the single buff pet summoned at the user grants a higher damage buff for defenders (50% instead of 40%). The mass buff pets summoned at the targets grant the same damage buff (25% for all ATs).
Can someone double-check my numbers to confirm this?
[ QUOTE ]
Of all the places to find a new defender issue, I wasn't expecting it to be a popular power from one of the original launch sets! Yet here it is.
Kinetics
Balance issue: With Fulcrum Shift, only the single buff pet summoned at the user grants a higher damage buff for defenders (50% instead of 40%). The mass buff pets summoned at the targets grant the same damage buff (25% for all ATs).
Can someone double-check my numbers to confirm this?
[/ QUOTE ]
Well, I've only checked CoD so far, but it supports this.
It was definitely not always like this.
There's even a pet for the Controller AoE buff portion:
http://coh.redtomax.com/data/powers/...uff_Controller
Edit: Checked in-game and the power info displays also show it as giving +25%. Don't have a character to actually check to make sure that it is, though.
Sent a PM to Castle.
Still no confirmation on the Fulcrum Shift buffs, but here's something for Cold:
Cold Domination
Bugs
* Frostwork buffs toxic damage resistance, but does not accept damage resistance enhancements or resist damage enhancement sets.
[ QUOTE ]
Still no confirmation on the Fulcrum Shift buffs, but here's something for Cold:
Cold Domination
Bugs
* Frostwork buffs toxic damage resistance, but does not accept damage resistance enhancements or resist damage enhancement sets.
[/ QUOTE ]
Adding on to this, it's also missing either the flag that makes the +Resist unenhanceable OR the whole power ignore buffs.
Because it doesn't have one of these, +Damage buffs (that include Toxic damage, so PBU doesn't work) buff the amount of +Res(Toxic) it gives.
Just tested in-game.
Woo, 0-day toxic resist exploitz.
I know the following is an engine limitation, but non-stacking debuffs is a pet peeve of mine, especially when mobs get to run wild between my slows.
Cold Domination
Balance Issues
* Infrigidate's non-self-stacking nature grants targets a moment of freedom from Infrigidate's debuffs whenever the power is reapplied. In particular, Infrigidate's slow debuffs are less useful as targets move and recharge much more quickly during this period.
How do we feel about Absorb Pain dealing more penalty damage to defenders than to controllers?
For comparison, the penalty damage on Energy Transfer was adjusted to account for stalkers having a higher damage multiplier: 3.00 self-damage to stalkers, 3.75 self-damage to tankers, so after AT multipliers they're exactly the same self-damage for both ATs after level 20.
Defenders have a higher damage multiplier than controllers, so Absorb Pain's self-damage would have to be reduced from 3.00 to about 2.54 to equalize the damage in the same way as Energy Transfer.
It's been a while since I've posted any bugs so apologies if this is in the wrong place.
The I15 bugs thread has an issue with TA's Oil Slick Arrow not working in MA missions. When the Slick is targetted and attacked, the attack launches at an enemy mob rather than the slick, meaning you can't ignite Oil Slick inside an MA mission.
It's really annoying.
Not sure if this needs to remain as an I15 bug (as it happened post-launch) or as a general Defender bug. There aren't many (that I can find) posts talking about it though, so I thought it would be worth publicising on here.
-H
[ QUOTE ]
How do we feel about Absorb Pain dealing more penalty damage to defenders than to controllers?
For comparison, the penalty damage on Energy Transfer was adjusted to account for stalkers having a higher damage multiplier: 3.00 self-damage to stalkers, 3.75 self-damage to tankers, so after AT multipliers they're exactly the same self-damage for both ATs after level 20.
Defenders have a higher damage multiplier than controllers, so Absorb Pain's self-damage would have to be reduced from 3.00 to about 2.54 to equalize the damage in the same way as Energy Transfer.
[/ QUOTE ]
Honestly for me personally, it's a non-issue. Or rather, it's such a minor issue that unless it only takes 5 minutes of work I don't feel it's worth taking time from other problems. The damage from AP is minor enough that it's not a huge concern, the -heal and -regen debuffs have far more impact then the self damage, and I believe the two versions are penalized equally there. Then you add in that regen aura allows you to work around the penalties and is found in the same set.
[ QUOTE ]
How do we feel about Absorb Pain dealing more penalty damage to defenders than to controllers? For comparison, the penalty damage on Energy Transfer was adjusted to account for stalkers having a higher damage multiplier: 3.00 self-damage to stalkers, 3.75 self-damage to tankers, so after AT multipliers they're exactly the same self-damage for both ATs after level 20. Defenders have a higher damage multiplier than controllers, so Absorb Pain's self-damage would have to be reduced from 3.00 to about 2.54 to equalize the damage in the same way as Energy Transfer. [/ QUOTE ] Honestly for me personally, it's a non-issue. Or rather, it's such a minor issue that unless it only takes 5 minutes of work I don't feel it's worth taking time from other problems. The damage from AP is minor enough that it's not a huge concern, the -heal and -regen debuffs have far more impact then the self damage, and I believe the two versions are penalized equally there. Then you add in that regen aura allows you to work around the penalties and is found in the same set. |
I'm not sure how to phrase this one, it's hard to explain what's going on visually.
Sonic Attack
Graphics: Siren's Song's graphic effects continue to play after the cast animation completes. This causes the effects to move to stay in front of the user, if the user turned to face another direction while casting.
Wow, I take a break from defenders for a month and suddenly I'm on a roll.
Cold Domination
Bug: Benumb drains endurance from targets but does not accept endmod enhancements or IO sets.
Possible. But the Wet Ice change was made back in the stone ages. Before IOs, specifically. The "inefficient slotting" rationale doesn't hold up anymore, for any power. Benumb also has a second problem with endurance draining, which has me suspecting it's not working as intended on either count.
[ QUOTE ]
Oh yeah, Dark Servant slotting. That reminds me.
Dark Miasma
Dark Servant is a damage dealing pet, but does not accept damage enhancements or Pet Damage invention sets.
[/ QUOTE ]
It doesn't accept Damage Enhancements, thus no Pet Sets.
(Why no Damage Enhancements? Don't ask me)
If Brevity is the Soul of Wit, Why are You Reading This?