The balance metric for defense
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Just wondering, what do you guys think the balance metric the developers are using when they compare defense to resistance?
I'll readily admit that defense, in theory, is probably better than resistance if only because you avoid some of the debuffs. But I get the impression that there is some hate against defense, because "not ever being able to hit your target is unfun" Though to be honest, I'm not sure that it's any more fun than wailing away at a target whose combination of resistance and regeneration is such that you can never significantly harm it.
If you invest an absurd amount you can get 45% defense or more in pvp. But any blaster with aim and build up will laugh right through it.
Just wondering do resistance sets have a similar hole that defense sets have with (power boost), aim, build up (targeting drone, focused accuracy, tactics, fortitude, mind link, etc.)?
Call me cynical, but +ACC bonuses and + to Hit, is a lot easier to come by with set bonuses or commonly available powers and damage bonuses are rather more rare.
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Defense was decent even during I12, but moreso for heroes than villains (villains lacked - and still lack - the Aim/Build Up combo, and Focused Accuracy just wasn't available for them). As it currently stands defense is the way to go but that may change with I14. Defensive sets will still be good because they'll still have a bit of Elusivity and tohit caps at a much lower number than defense (I believe it's in the 20-30% range for most squishies).
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
IMO there both going to be = bad. As irresistible debuffs from say stormys and Rads have been amped up in i14 to the extent that + to-hit is almost irrelevant from a offensive standpoint . I haven't tested the -deff debuff effect to say how much it will impact resist based ATs but I'm assuming it will be just as bad.
I also havent tested these effects with DR so I guess I can't fully comment how ever. I know eluctivity got nerfed, mixed with a defense debuff Forts and others that utilize eluctivity will be easy to take down. So in conclusion Melee ATs brutes/Tankers have yet again been taken out of the PVP game. Corrupters/Doms/Trollers/Defenders are going to be the ATs to be in i14, Sonic/ems will be the only Blasters to be in PVP. This is in accordance to the little testing Ive been able to do on test. More needs to be done. IMO if there going to amp up debuffs then I think Buffs should get an amp as well, so they can be utilized effectively in a Team setting. With DR the way it is now, the little buffs and heal ability they have would be made obsolete bye debuff stacking.
Just wondering, what do you guys think the balance metric the developers are using when they compare defense to resistance?
I'll readily admit that defense, in theory, is probably better than resistance if only because you avoid some of the debuffs. But I get the impression that there is some hate against defense, because "not ever being able to hit your target is unfun" Though to be honest, I'm not sure that it's any more fun than wailing away at a target whose combination of resistance and regeneration is such that you can never significantly harm it.
If you invest an absurd amount you can get 45% defense or more in pvp. But any blaster with aim and build up will laugh right through it.
Just wondering do resistance sets have a similar hole that defense sets have with (power boost), aim, build up (targeting drone, focused accuracy, tactics, fortitude, mind link, etc.)?
Call me cynical, but +ACC bonuses and + to Hit, is a lot easier to come by with set bonuses or commonly available powers and damage bonuses are rather more rare.