New defender inherent.


ArchGemini

 

Posted

Since most people seem vehemently opposed to increasing defender's damage for some reason, what if you had something similar to a brute's fury bar, but instead of increasing damage, it increased the effectiveness of your buffs/heals/debuffs/secondary effects?

An endurance discount when you're on teams is boring and in most cases, unnecessary.


 

Posted

I still think we should get a recharge bonus instead. It would allow us to use all of our powers faster, both offensively and defensively.


If you ask me, a recharge bonus would make more sense for an inherent called "Vigilance" than endurance reduction. I can pop a blue to get endurance. I can't pop an inspiration to make my powers come back faster.


 

Posted

I'd much rather anything that helps both offense and defense. Anything that rationalizes to make us better healers for not doing our job is still chasing the wrong tire.


 

Posted

Wouldn't your powers coming back faster help your offense and defense?


 

Posted

I just want it to work when I solo. I mean come on. Defenders do solo.


 

Posted

Giving defenders an inherent that increased the powers of their buff/debuffs would make them crazy overpowered.
More so than they already are I mean.


 

Posted

Wait, new inherent?
You mean we have an old one?
<.<
>.>










[color=#666666]---------------------

Negligence actually is sometimes useful, on teams, in certain situations. Sadly i tend to build my Defenders with the assumption that teammates will not be badly injured for more than a brief time and also with soloing in mind, so endurance is not usually a major issue even in tough fights. This of course frequently makes Vigilance not very useful overall. Then again my Defenders are pretty darn good anyway.


Dr. Todt's theme.
i make stuff...

 

Posted

[ QUOTE ]
Giving defenders an inherent that increased the powers of their buff/debuffs would make them crazy overpowered.
More so than they already are I mean.

[/ QUOTE ]

I'm curious what defender combinations you feel are overpowered right now.


 

Posted

All of them. We're way too powerful. NERF DEFENDERS!


 

Posted

[ QUOTE ]
All of them. We're way too powerful. NERF DEFENDERS!

[/ QUOTE ]
/sign


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

[ QUOTE ]
I still think we should get a recharge bonus instead. It would allow us to use all of our powers faster, both offensively and defensively.


If you ask me, a recharge bonus would make more sense for an inherent called "Vigilance" than endurance reduction. I can pop a blue to get endurance. I can't pop an inspiration to make my powers come back faster.

[/ QUOTE ]

If it was coupled with the endurance discount it could be fairly potent. Although, still wouldn't help running solo....


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

Recharge bonus with Endurance bonus tied to something other than your teamates health bar would be the ticket.

Recharge bonus helps a little on doing more Damage because it allows you to use your better attacks more often. This will increase damage slightly without being a huge change. Recharge bonus would also allow heals, debuffs, and buffs to be up more quickly.

Now if your powers are up more quickly you'll use more endurance. I think that's why people have said that the two should be tied together.

The other big change people would suggest is not completely tying the inherent with the number of people on the team.

A possible idea is to have it function like Domination only have its recharge be based on the number of people on the team. That way it would come up when you are solo, but not all the time, but you could also control when you use it. Possibly if you have 6 or more teamates it would be perma.

Devs could balance, I'm just throwing out an idea.


 

Posted

The recharge inherent sounds like a decent idea. You'll be more likely to need your Tier 9s and stuff when on a large team after all.


 

Posted

I've posted this before, but I'll hit it again...

Vigilant - alertly watchful especially to avoid danger.

My idea is to make the inherent mirror the name. Here's the idea...When solo a defender has increased damage and decreased buffs/debuffs as there are no teammates to be Vigilant over, only yourself so you can concentrate on damage and thus be more viable solo. Adding members to the team decrease damage and increase buff effectivness per member until a full team of 8 that will put the defender at current damage/debuff (or buff) that is on live right now.

This way defenders (all defenders) will level as fast as other ATs and still not be overpowered in teams.

Cheers...


BALANCE IS A NERF
Liberty Server
@Energy Aura and @Ill Conceived on Global
Han Solo: [laughs] Hokey religions and ancient weapons are no match for a good BLASTER at your side, kid.

 

Posted

Well, I posted elsewhere about this, but here's my suggestion.

Make Vigilance work such that the endurance cost of using your powers decreases as your reserve of endurance decreases.

That is, the less endurance you have, the less endurance your powers use.

The reason I say this is as follows.

I'm playing my FF/Nrg Defender (I'll post the build in a moment). The goal of this character was to emulate, to some degree, Iron Man. The truth is, he actually does it pretty well. However, I recently Veteraned up sufficiently that I gained access to the Nemesis Staff. I was astounded.

My BEST SHOT using my own powers does around 30 damage to a white conn Freakshow Slammer. Air Superiority does around 24 damage. The Staff does close to 150 damage. Yes, that's right, 5 TIMES the best damage I can do.

I tried an experiment.

I came upon a spawn of three Freakshow, two Slammers and a Gunner. I used only my own powers. I was OUT of endurance after the two Slammers, and was forced to struggle against the Gunner (I was never in danger of defeat, but it was VERY slow and frustrating).

I later came upon an identical spawn, but this time used the Staff as it became ready. I defeated all three foes and was a little above half endurance. Again, I wasn't in any real danger, but instead of having to stop and rest (or stop and wait for rest to recycle since it's necessary after every spawn), I was able to carry on playing.

What's more fun, Resting, or fighting foes?

Defenders need a bonus to their damage, or they need to have endurance equalized somehow. Because Defenders do a fraction of the damage anyone else does while using the same endurance, they end up using much more endurance to defeat the same challenges.


Here's the build:

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Warpath: Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Personal Force Field -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3)
Level 1: Power Bolt -- Acc-I(A), Acc-I(5), Dmg-I(5), Dmg-I(7), Dmg-I(7)
Level 2: Force Bolt -- Acc-I(A), Acc-I(9)
Level 4: Energy Torrent -- Acc-I(A), Acc-I(9), Dmg-I(11), Dmg-I(11), Dmg-I(13)
Level 6: Hover -- Flight-I(A), Flight-I(13), Flight-I(15)
Level 8: Air Superiority -- Acc-I(A), Acc-I(15), Dmg-I(17), Dmg-I(17), Dmg-I(19)
Level 10: Hurdle -- Jump-I(A), Jump-I(46)
Level 12: Dispersion Bubble -- EndRdx-I(A), DefBuff-I(19), DefBuff-I(21), DefBuff-I(21)
Level 14: Fly -- Flight-I(A), Flight-I(23), Flight-I(23)
Level 16: Boxing -- Acc-I(A), Acc-I(25), Dmg-I(25), Dmg-I(27), Dmg-I(27)
Level 18: Health -- Heal-I(A), Heal-I(29), Heal-I(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
Level 22: Tough -- EndRdx-I(A), ResDam-I(31), ResDam-I(33), ResDam-I(33)
Level 24: Weave -- EndRdx-I(A), DefBuff-I(33), DefBuff-I(34), DefBuff-I(34)
Level 26: Power Burst -- RechRdx-I(A), Acc-I(34), Acc-I(36), Dmg-I(36), Dmg-I(36), Dmg-I(50)
Level 28: Repulsion Field -- EndRdx-I(A)
Level 30: Repulsion Bomb -- Acc-I(A), Acc-I(37), Dsrnt-I(37), Dsrnt-I(37), Dsrnt-I(39)
Level 32: Maneuvers -- EndRdx-I(A), DefBuff-I(39), DefBuff-I(39), DefBuff-I(40)
Level 35: Explosive Blast -- Acc-I(A), Acc-I(40), Dmg-I(40), Dmg-I(42), Dmg-I(42)
Level 38: Nova -- RechRdx-I(A), Acc-I(42), Acc-I(43), Dmg-I(43), Dmg-I(43), Dmg-I(50)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 44: Temp Invulnerability -- EndRdx-I(A), ResDam-I(45), ResDam-I(46), ResDam-I(46)
Level 47: Total Focus -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance


 

Posted

[ QUOTE ]
I can't pop an inspiration to make my powers come back faster.

[/ QUOTE ]

I've always thought that should be an Inspiration


 

Posted

[ QUOTE ]
[ QUOTE ]
I can't pop an inspiration to make my powers come back faster.

[/ QUOTE ]

I've always thought that should be an Inspiration

[/ QUOTE ]
Me too


 

Posted

[ QUOTE ]
[ QUOTE ]
I can't pop an inspiration to make my powers come back faster.

[/ QUOTE ]

I've always thought that should be an Inspiration

[/ QUOTE ]

I'd trade Oranges for this.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
I can't pop an inspiration to make my powers come back faster.

[/ QUOTE ]

I've always thought that should be an Inspiration

[/ QUOTE ]

I'd trade Oranges for this.

[/ QUOTE ]

I wouldn't.

But I would still love a +Recharge Inpiration.


-This Space Intentionally Left Blank.-

 

Posted

[ QUOTE ]
Wouldn't your powers coming back faster help your offense and defense?

[/ QUOTE ]

For attacks, yes.

Sets like FF and Rad are less excited about a rech boost. Rad has a lot of powers that are toggle, or like AM that don't self-stack. LR and EMP are the only powers that benefit from recharge, and EMP is pretty situational. Assuming you put in the investment to get AM perma, or near-perma, additional recharge doesn't help much.

Force Field is even worse off with its cast-and-forget buffs, and some powerful toggles, the only recharge bonuses they see would be for highly situation powers.

So recharge would be a blessing for Dark, Cold, Kin, TA, decent for some sets, and almost irrelevant for the above.

On the subject of attacks, I don't think I would benefit much from faster attack cycling, since I'm already using primary buff/debuff powers in combat, attack recharge time isn't a limiting factor in my damage dealing, its that I'd rather be using my far-more effective primaries and let others do the killing.


 

Posted

I wouldn't mind a /small/ damamge buff to defenders, but I don't really wanna see a +rech inherit power. Like stated above, Rads and FFs won't use it much, and that makes them wanna be blasters with their attacks.

Ex: Rad/Rad Defender. Toggle base Debuffs, with quick attacks already. +Rech Inherit to an already perma- Neutrino Bolt = worthless.

I can see a TA/A Defender liking it a LOT, or even a Triple Dark Defender, but it's not ok for the class as a whole.

Just my response to it all


 

Posted

I'd rather see the inherent changed to something like domination where you are able to charge something that can be activated to instantly refill your end bar.

It is a pain not being able to fight as much as you would like for fear of running down your end to far and not being able to heal/buff/debuff when things get really hairy all of a sudden.

This kind of "instant end bar refill" would solve that issue by allowing defenders to have a way to suddenly get end when they need it most.

If it is seen as too powerful, then just charge it half way or have heals/buffs/debuffs (just primaries) cost no end for a short period of time once the power is activated.

Another idea might be to increase defender base end recovery rate based on the number of members on their team. They more you have to buff and heal, the quicker you recover end. Kind of like the new Blaster inherent, but with end recovery instead of increased damage.

I'm still open to the old idea of changing the inherent to one that would divide some damage done to a Defender amongst the other members of the team. As Tanks are not as prone to take Taunt as often as they should, Squishes often take the brunt of attacks that they should be shielded from in a good team. Sending their damage to the other team members is one way for Defenders to get some kind of armor/defense that they are critically lacking and it counter balances their lack of powerful offenses.


 

Posted

[ QUOTE ]
Sending their damage to the other team members is one way for Defenders to get some kind of armor/defense that they are critically lacking and it counter balances their lack of powerful offenses.

[/ QUOTE ]

That idea sounds like it would have horrible social dynamics. People would demand that Defenders never do things that could cause them to take large bursts of damage (getting in close to an AV, for example). It could also drive even more people to prefer Controllers to Defenders. ("Their buffs are larger, but we eat their damage! Screw it, grab a Controller.")


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Change Vigilance to Determination.

Determination = The less endurance the defender has, the less his powers cost to use (similar to how Defiance used to work, ie. as Blaster health decreased, attacks did more damage).

Simple. It allows the Defender to have Endurance when the team needs him, and it increases damage output by allowing the Defender to attack longer, while maintaining damage output relative to other ATs.


 

Posted

[ QUOTE ]
Change Vigilance to Determination.

Determination = The less endurance the defender has, the less his powers cost to use (similar to how Defiance used to work, ie. as Blaster health decreased, attacks did more damage).

Simple. It allows the Defender to have Endurance when the team needs him, and it increases damage output by allowing the Defender to attack longer, while maintaining damage output relative to other ATs.

[/ QUOTE ]

Numerically that works out the same as just reducing the endurance cost of all powers across the board.

What I've suggested in the past is that each Defender added to the team increases the effect of inspirations used by anyone. The first Defender would add a 10% buff, the second 8%, the third %6, and so on, up to a maximum 30% buff (or whatever number). When fighting solo the Defender would always have the base 10% buff.