Tier 9 Idea for Dark Armor
No stealing my uber-healz.
The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)
Virtue Forever.
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If you want this suggestion to have any real weight, perhaps you can come up with alternate tier 9s for all the other secondaries. Then folks could comment on balance. Without a balance discussion, I don't see something like this ever happening.
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I didn't come up with any others because I thought of this on the spur of the moment while mopping a floor at work. I typed it up on my lunch break
If I take the time to think about it I can probably come up with something. I'll be stretching on a few sets though, since there are a few that are going to be difficult to come up with something for that isn't redundant, overpowered, pointless, or just plain stupid. I'll be trying to avoid all of those things, so it might take me a while.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
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If you want this suggestion to have any real weight, perhaps you can come up with alternate tier 9s for all the other secondaries. Then folks could comment on balance. Without a balance discussion, I don't see something like this ever happening.
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The logical extension of my idea for Soul Transfer, but I suppose also extensible to Claws' idea, is to make the other scrapper/brute/tanker/stalker tier9 powers castable when dead (with appropriate modifications to make that functionality make sense).
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If you want this suggestion to have any real weight, perhaps you can come up with alternate tier 9s for all the other secondaries. Then folks could comment on balance. Without a balance discussion, I don't see something like this ever happening.
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The logical extension of my idea for Soul Transfer, but I suppose also extensible to Claws' idea, is to make the other scrapper/brute/tanker/stalker tier9 powers castable when dead (with appropriate modifications to make that functionality make sense).
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What about those power sets that already have self-res powers that aren't tier 9s (re: Regen and Willpower). Will they get similar treatment to their res powers? If Revive was actually able to be used out of combat as a third heal, it might actually be worth taking (though would still suck compared to all of the other self rezzes out there).
I came up with an idea for Willpower.
A click power with the same recharge and duration as Dull Pain.
When you click it you gain the following ability for 2 minutes:
Whenever an attack hits you you gain a short term buff to resistance to the damage type of the attack. The amount of the buff would depend on how powerful the attack was.
Maybe the percentage of health lost to the attack divided in half? So if you get hit with an Energy attack that takes 50% of your health you would gain a 25% buff to Energy resistance for 10 seconds. As attacks come in your resistance level would fluctuate up and down based on how hard you're being hit and how often. Alpha strikes would cause a HUGE gain in resistance to that type for 10 seconds and then fade, letting your regen and normal resistance/defense take over.
Maybe call the power "Tenacity". It would fill the only real hole that Willpower has: the lack of ability to deal with burst damage.
Maybe give Invuln a 30 second duration click power that grants psionic defense or resistance.
Fiery aura could get a defiance-like click power that lasts for 30 seconds, granting a damage boost based on how much damage they're taking (NOT tied to HP like old defiance, if they heal it back they keep the buff) In my experience Fiery Aura's weakness is that it sacrifices survivability for damage, but when they die it's usually because they couldn't defeat their opponent fast enough with the damage they are taking. This would help that. I'm not even going to begin to go into numbers on this one.
I have no idea what could be an alternative to Granite Armor that anyone would actually take.
Ice Armor could get a slightly watered down version of Elude without the movement bonus. Perhaps make it a boost to all typed defense specifically.
Not a clue on SR or Shield.
Maybe give regens the option of current MoG or a version of old MoG that doesn't have the end crash but still prevents healing? Maybe halve the defense and make it resistance based? (I'm stretching a little here )
There's a few ideas for other alternate tier 9s that I came up with. I'll keep posting them as I think of them.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
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I have no idea what could be an alternative to Granite Armor that anyone would actually take.
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Speed Boost?
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I have no idea what could be an alternative to Granite Armor that anyone would actually take.
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Speed Boost?
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That would be maddening to Stone tanks and brutes.
Give them the one power that would be most useful to them, but in order to get it they have to give up the power they need it for!
(Don't know if you read the whole thread or not, but the premise is an alternate tier 9 power, meaning you can take one or the other, but not both)
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
I know, but it'd be hilarious, for reasons you just described. At least it'd work with Rooted still and maybe you'd see stoners using the other armors for once.
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If you want this suggestion to have any real weight, perhaps you can come up with alternate tier 9s for all the other secondaries. Then folks could comment on balance. Without a balance discussion, I don't see something like this ever happening.
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The logical extension of my idea for Soul Transfer, but I suppose also extensible to Claws' idea, is to make the other scrapper/brute/tanker/stalker tier9 powers castable when dead (with appropriate modifications to make that functionality make sense).
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What about those power sets that already have self-res powers that aren't tier 9s (re: Regen and Willpower). Will they get similar treatment to their res powers? If Revive was actually able to be used out of combat as a third heal, it might actually be worth taking (though would still suck compared to all of the other self rezzes out there).
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I think giving self-rezzes alternate behavior when alive has a certain appeal, and giving tier9 powers the ability to be used when dead has some appeal. I doing both simultaneously has the problem that the two powersets in question may benefit too much from getting two bites at that apple. If I was going to do both ideas, I would probably state that *if* the set has a self-rez (that is not a tier 9) then it will get an alternate still-alive behavior and its tier9 will be left alone. If the set doesn't have a self-rez, the tier9 will be set to be castable when dead. No one** should get both.
** Unless the devs add a Zombie secondary for scrappers, brutes, and stalkers in I16 (primary for tankers).
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The logical extension of my idea for Soul Transfer, but I suppose also extensible to Claws' idea, is to make the other scrapper/brute/tanker/stalker tier9 powers castable when dead (with appropriate modifications to make that functionality make sense).
[/ QUOTE ]
What about those power sets that already have self-res powers that aren't tier 9s (re: Regen and Willpower). Will they get similar treatment to their res powers? If Revive was actually able to be used out of combat as a third heal, it might actually be worth taking (though would still suck compared to all of the other self rezzes out there).
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I think giving self-rezzes alternate behavior when alive has a certain appeal, and giving tier9 powers the ability to be used when dead has some appeal. I doing both simultaneously has the problem that the two powersets in question may benefit too much from getting two bites at that apple. If I was going to do both ideas, I would probably state that *if* the set has a self-rez (that is not a tier 9) then it will get an alternate still-alive behavior and its tier9 will be left alone. If the set doesn't have a self-rez, the tier9 will be set to be castable when dead. No one** should get both.
** Unless the devs add a Zombie secondary for scrappers, brutes, and stalkers in I16 (primary for tankers).
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Interestingly enough, that's probably how I'd do it to. I'm curious as to what the "appropriate" workaround for all of the various powers would be. Personally, I think that it would be best to set then as such: Rise of the Phoenix and Soul Transfer do stun and damage; Revive provides a heal; Resurgence acts as just like it normally does without the healing or endurance return and lower +rech value (making it kind of like Rage); Unstoppable, OwtS, and Elude all operate exactly the same only are capable of being used while dead and heal the user to 25% hp and 25% end.
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Interestingly enough, that's probably how I'd do it to. I'm curious as to what the "appropriate" workaround for all of the various powers would be. Personally, I think that it would be best to set then as such: Rise of the Phoenix and Soul Transfer do stun and damage; Revive provides a heal; Resurgence acts as just like it normally does without the healing or endurance return and lower +rech value (making it kind of like Rage); Unstoppable, OwtS, and Elude all operate exactly the same only are capable of being used while dead and heal the user to 25% hp and 25% end.
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I would tone down rezzes when used while alive, and boost (in some way) tier9s when used while dead, for basic cost/benefit reasons.
So RotP would do less damage when used while alive, ST would not stun at mag 30 when used while alive, and Revive would not heal as strongly while alive. Conversely, Elude would probably include a strong heal (for me, probably 40% slottable at least), and I'd consider something like a +heal/+health for Unstoppable (keeping in mind that if you had Dull Pain up under Unstoppable, well since you're dead now you don't). I think the tier9s have to bounce you back to a strong position if they are going to be used when dead, or it won't be an especially useful tactic to use (and you've already paid the death penalty to get into that situation in the first place).
Stuff like that. I don't know if the devs would go for an idea like this, but that's how I would do it if I was asked to do it.
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Well, since you've posted here Arcana, is the power I outlined in my OP at least decently well balanced?
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In my opinion, its not terribly unbalanced although I think the proper way to describe it is that its a bit aggressive - meaning it attempts to do a lot more than the devs are likely to be comfortable with, even if all of its effects are explicitly numerically not overpowered.
If I was going to muck around with Soul Transfer at all, I'd probably still do what I suggested years ago: change Soul Transfer so its castable even if not dead. However, today if I were going to do that, to balance the power I'd tweak it so that if you're not dead the stun is reduced to mag 4, and the heal and endurance are cut to 1/3rd their normal values (today I know that's probably possible with the appropriate AttribRequires magic).
This way people who like the rez will still get to keep it, and just have the extra bonus of being able to use the power at other times. Those who don't like the rez will just get a rez for free regardless. And the overall character of the powerset doesn't change dramatically, its just enhanced a bit.
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In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)