Defenders balance
Interestingly, he didn't say anything I hadn't already said (and I didn't say anything others haven't already said).
I honsetly don't understand the resistance to any suggestion that Defenders get a little love. |
Storm does too, but only indoors. Other sets, like Rad, Cold, FF, and Sonic don't provide adequate offense OR defense (compared to other ATs) |
So what is it, then, that he's "telling himself"?
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
A question was asked (admittedly probably rhetorical) and an answer was given. There was little subjective content in that response, except possibly for the assertion about how much this game is soloable. I'd be interested in seeing that factually refuted.
So what is it, then, that he's "telling himself"? |
I apologize if you thought my comment was directed at anyone else besides Talen_Lee.
Snark-i-ness aside. My opinion WAS, and still IS, that there is nothing wrong with helping a few powersets out for purposes of solo play. Many Veterans here have admited that there are powersets that do not solo well and could stand some help. What people like ULTIMO and I are advocating is that these powersets are not even in the SAME REALM of solo capability as other defender powersets. I am not a person that compares or expects to have my defender solo like a scrapper. I also dont expect my EMPATHY defender to solo as well as a RAD defender. But they are not even in the same realm of solo-ability (Unless and Until you spend serious effort doing so). Also, in an effort to make a solo-worthy Empath (as an example) you could potentially harm your group worthi-ness.
people like Talen_Lee say thats working as intended, your a newb, GTFO.
I respectfuly, disagree with this view.
I will admit, that as a result of these powersets being what they are.
My only Empaths are Controllers, and thats not likely to change, as much as I wish it would.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Luminara:
It's not only about Empaths, and it's not about people skipping large chunks of their power sets. I've seen it said over and over in thread after thread by poster after poster. Defenders don't solo as well as any other class. It's said over and over that they're "not supposed to," that "they're a support class." It's not just disgruntled Blasters. I'm not making stuff up, any brief browse of the Defender forum will show that this is true. |
I'll remind you once again that I am a frequent poster in this forum, I do read the vast majority of threads in this forum and I do know what the general sentiment is in this forum, and if you can't provide proof that I've sorely mistaken what I've read or missed every one of those "endless" threads, I will continue to call your claims into question.
You're simply being dismissive, declaring that anything that you disagree with isn't a "legitimate, realistic" concern. |
Attacking me isn't going to strengthen your position. I'm not about to go looking for threads, there are many to choose from, find them yourself. |
Either put up or shut up, it's that simple. Let's see that list of "endless" threads of players saying that defenders complaining about the solo experience.
SOME have damage improvement tools. Those that do (excepting Sonic, since that's apparently broken to some degree) STILL have lower damage than anyone else. |
Yes, I know, scrappers and brutes don't follow that rule exactly. But take another look, and you'll see that in a way, they do. Ranged sets typically have more and better AoE/cone options than melee sets. So while the scrapper or brute is safer than the blaster, and may be safer than some defenders, they're also more limited in how many foes they can affect at once and they're forced to function in melee range, where they take correspondingly more damage on each successful hit than someone fighting outside of melee range typically has to endure. The ranged ATs deal damage to more foes at a time and they take less damage due to the lower damage output of critter ranged attacks, and they pay for that overall increase in damage output with a small sacrifice in personal safety.
Balance.
Kinetics can boost damage by 25% (making the effective damage 0.65+25%=0.77, which is better, but still lower than anyone else). |
Kins can cap their damage solo.
Radiation has multiple debuffs to reduce enemy defense, making them easier to hit. With accuracy a limited problem, this is actually a limited benefit, and doesn't actually increase damage output much. |
Trick Arrow has a couple of debuffs to Defense and a couple to Resistance, to the tune of around 25%. Assuming a foe has resistance to debuff, this is a boost comparable to what Kinetics provides. |
You also missed Dark Miasma's Tar Patch (30% -Res), Cold Domination's Sleet and Heat Loss (30% -Res apiece), Sonic's Sonic Siphon (30% -Res), Storm's Freezing Rain (35% -Res)... and that's not addressing -Def, which is also available in many primaries.
In fact, almost every primary has one or more powers which improve damage output.
SOME have access to defensive tools, but these tools are either debuffs, which provide less mitigation than anyone else has, or they're buffs, which the Defender can't generally use on himself. Coupled with less health, this is less defense than anyone. |
Cold Dom has several attack rate slows, which helps survivability over the long haul, but is of limited value against groups of foes or foes with strong single attacks. IT has Benumb, which reduces incoming damage by 62%, which is quite good, actually, but it's a single target power with a long cooldown. Outside of that, there's Arctic Fog, which provides 7% Defense and 20% Resistance. |
7% is nothing, and 20% is less than TOUGH provides. |
Tough is 15% Resistance to Smashing and Lethal.
And why are you using some enhanced values and some values without enhancements? Your numbers in your little rantparison are all over the place. Gosh, if I didn't know better, I'd believe you might be deliberately trying to downplay various defender abilities in an attempt to shore up an argument that you lost before you made the original post.
Dark has a variety of powers reducing enemy accuracy and damage. It also has a couple of Fear-type holds. |
As a result, it actually provides fairly decent defense. However, if the foe DOES hit, the Dark Defender has only 7% Defense and 31% Resistance. |
Yes, Ultimo, a Dark/* can cap his/her own defense using only Shadow Fall. Against everything below +3s or AVs.
And that 31% Resistance is applied after the -Damage is calculated, too. So that Dark/* has, solo, the equivalent of 50% resistance to Smashing, Lethal, Fire, Cold, Toxic, Special and Unique, and 81% Res to Energy, Negative and Psi.
I don't think any Darks are going to be crying into their drinks over taking a hit or two.
Darkest night reduces enemy damage by a further 37%. |
And Howling Twilight applies a mag 2 Stun (15s base) and 62.5% -Recharge.
Empathy has a self heal, and two auras, one for endurance and one for health. It has no other powers that help the Defender. Of course, the Regen Aura is pretty strong. Unfortunately, having very low health means the Defender cannot withstand damage long enough for the regeneration to help much. This is helped somewhat by the secondary, but if hit, the Empath has NO Defense OR Resistance. |
That translates to one tick of 5% health regenerated every 1.115s.
Survive 5s and you've recovered 25% of your HP.
Oh, hey, look at that, there's a self-affecting heal available which can be slotted up to ~25%, animates in 2.03s and has a base 8s recharge. That means an Emp/* who has slotted his/her PBAoE heal for Heal and Recharge Reduction can heal him/herself for ~25% every ~6.1s.
Hm... 6.1s with 5% HP regenerated every 1.115s and 25% HP restored by the heal... 6s, over 50% HP recovered. Somehow, I'm not convinced by your claim that Emps can't take a few hits.
Force Field has Dispersion Bubble for personal defense, and several powers to toss foes around. However, these powers are not always reliable, |
And that FF defender gets something that only one other type of defender gets, protection from Holds and Stuns, in exchange for having lower personal protection than some other primaries.
Play a defender without any status protection, play it to 50 solo, and you'll have some clue just how much of a difference that makes and why it makes FF not just tolerable, but very, very good solo.
leaving the Defender open to attack while having only 15% Defense and NO Resistance. He does have the PFF for emergencies, however. |
No defender is in any real danger, regardless of primary, unless he/she is taken out of the fight by a status effect. FF sidesteps that for two of the three most common and debilitating status effects. It does matter. It does make a difference.
Kinetics can debuff foe damage by up to 25%, and has no other defensive measures. |
Radiation Emission has a small heal, and powers that debuff enemy to-hit and damage, and even a hold. that makes it one of the most effective defensive sets. However, it has limits. RI reduces To-Hit by 48%, which is pretty decent. However, if your foe DOES hit you, you have no defenses. Fortunately, Enervating Field reduces damage by 25%. The other drawback is the extreme endurance cost. Before Stamina, the endurance cost of running these toggles and attacking is prohibitive. |
Sonic has only the Sonic Dispersion Field, providing 23% Resistance, but it does have the stacking Resistance debuffing, which can increase damage output where the foes have resistance to debuff. |
Storm fares rather well, actually. Hurricane is nearly all it needs, as it just floors enemy accuracy (-58% to-hit). It also has Steamy Mist, providing 7% Defense, and 31% Resistance to Energy, Cold and Fire. Outside of this, it has a number of powers to knock foes around, slow them down and so on. The irony of this set is that it spreads foes out, making it less useful in open areas, such as outdoors! |
Trick Arrow also has a variety of powers to reduce incoming damage, but no direct defenses. There's a hold in the Ice arrow, but it's single target. Poison Gas reduces enemy damage by 31% and Flash reduces to-hit by 10%. None of these are staggering numbers. |
Only Blasters have less defenses, but they are compensated by having large damage, meaning they are taking less damage (defeated foes do NO damage). Defenders have less damage, limited defensive options and less health. |
Not my numbers, the numbers I'm referring to are from Mid's, and from threads like this one. |
I've used a lot of terminology before that I figure has flown over your head because you're not listening to me, and to actually ask for an explanation would be to admit you don't know what you're talking about, and that I do.
'You're a newb, gtfo' is inappropriate posting - and indeed, you should happily report such posts as they are against the forum rules - because it does not explain the problem.
I explained the problem. You are simply not paying attention to them, because to do so would be to approach this situation as anything but an authority. You keep shifting the goalposts back to your original premise, assuming a priori that you can simply assert what you want over and over again as though they are proof. When that fails to convince, you attack the people you disagree with, demonising the position of those around you. You act incredulously, shocked and stunned that anyone would oppose something so reasonable. You are, in essence, not engaged in a discussion - you are simply asserting your opinion over and over again, and it shows because when you're called upon to produce evidence, we hear such things that apparently, Storm and Rad aren't good for soloing.
By definition, individual powersets have differences that determine how the play experience constructs itself. Most of the time, these powerset choices are simple and intuitive, and pull the player towards emphasising their strengths over their weaknesses, in a simple gaming process designed to both assist the player in achieving, and to give him latitude to approach larger challenges, those things he is not given to achieve so easily. This is very basic and a common practice, part of making gameplay flow naturally. In fact, in game design, for differentiated sets to have no actual differences is considered a failure - it's creating layered design space, which wastes player currency and diminishes the potential interest they might have in one set or another. Consider how Katana and Broadsword were once, identical, and now are very different while still sharing quite a lot of mechanical themes.
The thing is, this is not an MMO where everyone has to do the same jobs with a uniform reliability. This is a game with a lot of freedom and flexibility. Therefore, the developers took two sensible design directives:
First, the game isn't all that hard. Operating on the idea that even if you got eight incompetents together and they all played as if they were soloing, they'd still get to the end of missions, the game content is geared to be relatively simple for any team. You can generally achieve anything if you throw enough people at it, assuming nobody is actively harmful to the gameplay experience of other players. Eight people with no synergy can still complete content, as the content is simply the same as solo content, but more of it.
The other is, this game is designed that just as much as you don't need other players to complete content, you have options if you want to. There is a sliding scale of characters; on the one end, you have things like stalkers as an archetype, energy and dark melee, or trick arrow, who for the most part don't care about teammates at all. These sets are wholly team-agnostic, focusing instead on doing the exact same thing in team situations they'd do in solo situations. The only distinction for these sets is that there are now more people who can benefit from the effect (dead people don't attack teammates, after all, and debuffs multiply by the teammates). That these sets are good on small teams or even on large teams is incidental to their design. These sets eschew team support abilities for consistant solo performance. Energy Melee is a headliner in this front. I've never felt it a weak set, but people complain quite vosciferously about the potential for kill-stealing having two long animations can cause.
The other end of this is that there are sets who are willing to reduce their solo ability in exchange for greater team synergy. These sets receive, in return, amazing benefits. Empathy and Forcefields as two fine examples, offer unparalleled team buffs. While in many cases I regard either sets of buffs as overkill, they are undeniably incredibly powerful - Fortitude on its own is a complete world-changing power for lower levels. By standing solidly at one end of the team-assistant power spectrum, these powersets get to reap benefits above and beyond the other end when they do have teams. Neither is significantly ahead of the other - they are simply good enough, generally speaking, to all succeed in the format presented, which is the game that has been mentioned as not being that hard.
So, if the sets are balanced already, and I'll note the three years of pretty much no changes I"ve seen as a good sign that they are, any added power you give an empath or forcefielder for solo play would be applicable on teams as well. Congratulations, you've made two things that were already powerful in their chosen niche better, and in doing so, you have unbalanced them.
If you wish to add to them for solo, you will have to take away from them in teams, which is not a situation that those of us who do like these powersets are likely to tolerate. Nerfing my team-based empath so you can solo better seems to me like a very unreasonable thing - especially since I was here first, and since my empath is very happy the way he is without your 'help.' Selfish of me perhaps, but I can at least point to evidence that the game is working as intended, while you offer no such counterproof, merely offering the empty-mouthed platitude of 'it wouldn't be unbalancing,' or 'it's just for solo play.'
If you explicitly made teaming turn off the benefits you have an additional problem - the defender suddenly views teaming as 'losing' a benefit. He goes from soloing well to making other people play well. If the powerset stakes itself out clearly as team-oriented to start with, you don't get this illusion. Anything that turns off or reduces when you have teammates is bad design because it discourages social behaviour on a social game, and social behaviour is one of the anchorstones of MMO marketability. Very, very few people who play this game genuinely want to be alone while they do it - even if they play solitarily, they will socialise in some other fashion. Now, making a team-oriented archetype with a team-oriented powerset suddenly lose power in exchange for teaming up, and you change their focus from that of an ally-based team buffer who is supposed to buff teammates to a decent soloist with neat powers who punishes himself joining teams. This is how you already perceive the problem, I know, but that perception is entirely your own fault.
This is my stance.
Further to this, we have Ultimo's reputation of talking foolishness. He has claimed that tankmages aren't overpowered. He has claimed that he can run out of endurance just spamming one attack that actually can't run him out of endurance. He has claimed Rad's no good for soloing. And on and on and on. In essence, he either makes statements about the game based on highly flawed memory, or he is a deliberate liar intent on emphasising his own points and his own agendas, which are not made based on analysis or understanding, but on entirely emotive points, which he furthers by bolstering his position with emotional-sounding but factually-incorrect anecdotes that are typically fabricated. In essence, he lies. He also threatens people who comment on this behaviour, as I've found, further evincing that he is not a man given to reason and debate, but to emotion and threat.
You do not 'respectfully disagree.' You simply reject, wholesale. You have no reasoning behind your motivations, and shod yourself about with ignorance and emotive, sniping commentary that does nothing to expound or enlighten. You drape yourself with a shameful lie of politeness and act as if I'm the unreasonable one for wanting you to know what you're talking about before you talk about making sweeping changes to my characters after establishing you don't like them.
So if that's 'gtfo, newb,' might I add 'lrn2balance.'
I left out Fulcrum Shift on purpose, because like many Tier 9 powers, it's not a normal part of the character's usage. We don't consider Unstoppable, for example, when talking about Tanker mitigation.
|
I thought I mentioned Enervating Field. |
Yes, I call this SOME. Decent mitigation or decent damage is not available to all Defenders, so that means it's only available to SOME Defenders. |
Talen_Lee
Thank you for that well-spoken response. In this one post you have taken the time to more thoroughly state you opinion. Previously, your responses struck me in a harsh, condescending manner.
I would like to respond to a few of your points in the post, but there is quite a bit, so I will have to review each section once more before I do so.
I will say a couple things however, so you understand where I am coming from.
First off, I dont do all the number crunching that (perhaps) would be more convincing as an argument for my point of view. I like to get in my games and just play by "feel" for awhile, and once I reach "mid-levels" I start looking into more of the science of a game.
I figure, why keep playing a character for immense numbers of hours if its not my "cup of tea". I never play a character to the end-game to find out whether I like it or not.
So, in essence, that "proof" or "substantive argument" you are asking from me is not going to sound like anything other than my opinion. I can only apologize for that.
Secondly, you will notice that my login start date is only last year. I am actually on my second account, since I left COH for a couple years to play other games, and the original computer and game copy essentially were lost. I actually started playing under the global name "Heirophant" in May 04. So, I understand that the game has undergone changes in many ways, but some things have remained unchanged. Hence your belief that it must be "OK" and balanced.
I have said before, that we may have to just disagree. And, for me thats fine. Its what makes everyone who they are.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
If you're hoping we hit a point where we 'agree to disagree,' I'm afraid that I'm philosophically opposed to that. If you can't prove me wrong, and you're saying something I think is wrong, I'll agree to think that you're wrong. I'll even let you walk away if you want to. But 'agree to disagree' is an annoying intellectual aphorism that assumes that both sides of the argument are of equal weight even at their conclusion, and it feels like a disohnest attempt to houdini one's own way out of a losing argument.
As far as protracted periods without change indicates balance, it's a pretty good yardstick. Big problems do get dealt with proportionate to what can be done. Buffs and debuffs have gone almost unchanged aside from the -regen changes in I7.
So you can't produce a list of those "endless" threads by defenders claiming that they're having horrible experiences with soloing?
I'll remind you once again that I am a frequent poster in this forum, I do read the vast majority of threads in this forum and I do know what the general sentiment is in this forum, and if you can't provide proof that I've sorely mistaken what I've read or missed every one of those "endless" threads, I will continue to call your claims into question. No, I'm telling you that you're making things up, that you have no idea what you're talking about and that when you do try to back up your statements, you typically do so with deliberately skewed or simply wrong data. I don't have to attack you and I'm not the one in the weak position here. I don't invent problems and demand solutions, I don't make up numbers to bolster erroneous idealistic beliefs about how I want the game to work and I don't tell other players to go find the proof for themselves when I insist that something's wrong. Either put up or shut up, it's that simple. Let's see that list of "endless" threads of players saying that defenders complaining about the solo experience. And they compensate for that lower damage output with higher damage mitigation. That's balance. Safer = lower damage output. Less safe = higher damage output. Yes, I know, scrappers and brutes don't follow that rule exactly. But take another look, and you'll see that in a way, they do. Ranged sets typically have more and better AoE/cone options than melee sets. So while the scrapper or brute is safer than the blaster, and may be safer than some defenders, they're also more limited in how many foes they can affect at once and they're forced to function in melee range, where they take correspondingly more damage on each successful hit than someone fighting outside of melee range typically has to endure. The ranged ATs deal damage to more foes at a time and they take less damage due to the lower damage output of critter ranged attacks, and they pay for that overall increase in damage output with a small sacrifice in personal safety. Balance. Kins can cap their damage. Kins can cap their damage solo. Rad has a very powerful Resistance debuff. TA debuffs Resistance by 40%, and can debuff resistance by 60% if Disruption is double-stacked or 80% if the Achilles' Heel proc is used. You also missed Dark Miasma's Tar Patch (30% -Res), Cold Domination's Sleet and Heat Loss (30% -Res apiece), Sonic's Sonic Siphon (30% -Res), Storm's Freezing Rain (35% -Res)... and that's not addressing -Def, which is also available in many primaries. In fact, almost every primary has one or more powers which improve damage output. Please name which defender primary or primaries cannot use any damage mitigation powers solo. You said "SOME", so you must have a specific powerset or powersets in mind. Cold Domination has Sleet, which offers the same Knockdown chance that Ice Slick, Oil Slick and similar powers provide, 5% chance every 0.2s. Powers which are proven to be highly effective damage mitigation tools. Sleet is on a 60s recharge with a 30s duration, so it can be used in every fight by a solo Cold/*. Oh, look more Ultimo numbers. Tough is 15% Resistance to Smashing and Lethal. And why are you using some enhanced values and some values without enhancements? Your numbers in your little rantparison are all over the place. Gosh, if I didn't know better, I'd believe you might be deliberately trying to downplay various defender abilities in an attempt to shore up an argument that you lost before you made the original post. It has a Fear and a Hold. It doesn't have "a couple of Fear-type holds", there's no such thing as "Fear-type" Holds. A Hold is a Hold, a Fear is a Fear, they're different types of control. The math for hit rolls doesn't work like you seem to think it does. That 7% +Def is added to all of the -ToHit, it's not calculated separately. It's 7% base ON TOP OF the cumulative -ToHit that the Dark/* applies with the other powers in Dark Miasma. Yes, Ultimo, a Dark/* can cap his/her own defense using only Shadow Fall. Against everything below +3s or AVs. And that 31% Resistance is applied after the -Damage is calculated, too. So that Dark/* has, solo, the equivalent of 50% resistance to Smashing, Lethal, Fire, Cold, Toxic, Special and Unique, and 81% Res to Energy, Negative and Psi. I don't think any Darks are going to be crying into their drinks over taking a hit or two. Uh... Twilight Grasp not only heals, it also reduces damage by 12.5%. Doing nothing but keeping Darkest Night active and using Twilight Grasp allows a Dark/* to reduce enemy damage output by 50%, and again, that's discounting the ridiculously good base heal in Twilight Grasp. And Howling Twilight applies a mag 2 Stun (15s base) and 62.5% -Recharge. Regen Aura, slotted with three +0 SOs, provides ~975% +Regen. Including the base 100% Regen, this results in a regeneration rate of ~1075%. That translates to one tick of 5% health regenerated every 1.115s. Survive 5s and you've recovered 25% of your HP. Oh, hey, look at that, there's a self-affecting heal available which can be slotted up to ~25%, animates in 2.03s and has a base 8s recharge. That means an Emp/* who has slotted his/her PBAoE heal for Heal and Recharge Reduction can heal him/herself for ~25% every ~6.1s. Hm... 6.1s with 5% HP regenerated every 1.115s and 25% HP restored by the heal... 6s, over 50% HP recovered. Somehow, I'm not convinced by your claim that Emps can't take a few hits. Yeah, some critters are resistant to KB/Repel. And sometimes a power misses. And that's not really going to slow down a FF defender the way you think it will, because critters with resistance to KB/Repel aren't common and most players do slot their powers appropriately, such as adding Accuracy to powers with hit checks. And that FF defender gets something that only one other type of defender gets, protection from Holds and Stuns, in exchange for having lower personal protection than some other primaries. Play a defender without any status protection, play it to 50 solo, and you'll have some clue just how much of a difference that makes and why it makes FF not just tolerable, but very, very good solo. And Hold/Stun protection, which is more valuable than you appear to understand. No defender is in any real danger, regardless of primary, unless he/she is taken out of the fight by a status effect. FF sidesteps that for two of the three most common and debilitating status effects. It does matter. It does make a difference. 50% -Damage, the most powerful AoE heal in the game, auto-hit Repel, the ability to completely drain a target's endurance, 20% -Recharge... Accelerate Metabolism. Lingering Radiation. EM Pulse. Sonic Cage. Sonic Repulsion (auto-hit). Liquefy. Storm can also floor recharge times, has the single best KD patch power in the game (yes, i rate it above OSA, as much as that may surprise some people), has a PBAoE Stun (mag 2) and has a couple of powers which significantly contribute to damage output on their own, without even taking Freezing Rain's -Def and -Res into account. So a Storm doesn't have to scatter foes when playing solo, even if that's the only thing you imagine happening. Then it's fortunate, isn't it, that TA also has 45% -Recharge, the best AoE Hold in the game, a 66% chance for mag 2 Sleep and a KD patch which is capable of defeating +1 minions by itself. Defenders do have lower base damage output than blasters. And they do have lower HP. Everything else you've said, even many of the numbers you claim to have quoted directly from Mids, has been wrong. You missed more than a few, and you understood none of them. |
Sigh.
I've already said I'm not going to go searching for threads when my claims have been attested to by other posters IN THIS THREAD.
Legitimate, realistic complaints about difficulty soloing are rare, and when they do crop up, they're typically because it's a new player who knows nothing about the game, or how to slot/use enhancements. |
I didn't invent any problems, they exist. Others noted them before I ever did. Any data I've used has usually come from Mid's, though I have pulled numbers directly from the combat logs, on occasion. If you have an issue with my numbers, I suggest you tell Mids that his numbers are wrong, and inform the devs that the combat log is producing false data.
And they compensate for that lower damage output with higher damage mitigation. That's balance. Safer = lower damage output. Less safe = higher damage output. |
There are Defenders that have low damage AND low defenses. You can't possibly dispute this, yet for some reason, you continue to try.
Interestingly, you describe how Defenders have the ability to boost their damage, and say I missed so many things, but you don't seem to realize that I have never suggested increasing Defender damage. I didn't mention those powers because they don't provide any kind of defense.
I never said that there were sets that have NO mitigation, only that there are sets that suffer from FAR LESS. A Force Fielder can only use Dispersion Bubble (though the powers that bounce foes around help, when they work). An Empath can use only THREE of his 9 powers for his own benefit. Cold and Sonic suffer similarly. You'll notice these are all BUFF sets, and AS I KEEP SAYING, this is where Defenders need some help.
Tough, fully slotted is 23% so Cold Dom's 20% is less than Tough. You can't compare an unslotted power to a slotted one, so I compared them fully slotted with SOs. These are not "Ultimo numbers," they're from Mids, so I suggest you take it up with him.
7% Defense is negligible, however you choose to spin it. Yes, Dark does better with less Defense because it's coupled with debuff to the foe's accuracy, but 7% is still negligible. I've been told that Defense really only starts to be useful around 20% (though, in fairness, my own experience with it, while limited, has shown that 15% is where you start to notice it's value). And AGAIN, I've already said Dark does fairly well.
Regen Aura does provide a very serious regeneration boost, but you have to live long enough for it to be of any use. When foes are often doing 30-50% of your health with every hit, you're not going to last long even with the aura in effect.
The Force Fielder does have protection against most status effects, that's true, but I've seen PLENTY of foes resistant to knockback. Add to this that knocking them back is VERY endurance intensive, and you have little choice but to PFF after a couple of foes (because you have little ability to take damage).
I will say, however, that I'm playing a Force Fielder because by the time he gets into his Epic Pools and picks up Temp Invulnerability, he's going to have 71% resistance to smashing & lethal, as well as 30ish% Defense to everything! Not small numbers, by any means. He just has to wait a rather long time for them.
Until Fulcrum Shift, Kinetics is limited to 25% damage reduction, if it hits. Same for the heal, it's not always reliable. Same with Repel, it's not always reliable. I didn't realize Transference could drain ALL the endurance from foes, and in an AOE, no less! That is useful, indeed. Again, though, I've said all along that Kinetics, like Dark, seems to perform fairly well.
Accelerate Metabolism is only a 30% regeneration increase. Relatively minor considering the Defender's low health. It's most important use is the recovery buff. I already addressed Lingering Radiation, and EMP Pulse is an occasional use power. It's the equivalent of a Nova, and can't be considered a power for regular use.
Sonic Cage, like other similar powers, is of limited value, but can be useful. The repel in Sonic suffers the same disadvantages (reliablity, endurance cost) as other repels, and Liquefy is another occasional power.
Storm's Thunder Clap is borderline useless. Its accuracy is appalling, and it only affects minions. On the upside, if it DOES hit something, it can be stunned for a very long time.
Freezing rain spreads foes out as the run. Hurricane and Gale scatters them. Snow Storm causes them to scatter (very slowly). Tornado tosses foes around randomly. Lightning Storm has significant knockback and will scatter foes too. Only O2 and Steamy Mist don't scatter foes, and O2 can't even be used by the Defender while the mist provides very limited protection. Since the only other source of protection is Hurricane, Storm Defenders facing scattered foes are at a disadvantage. Indoors, they can't scatter as far, and can be pinned in corners. Outdoors, that's not possible.
Slowing an enemy's attacks isn't going to help you if they're demolishing you in a couple of hits. The Trick shooter is still not going to have any actual defenses and his damage is still going to be low, so he's still going do get killed. The "best AOE hold" you refer to is another Nova-style occasional power. If you're going to start counting these, then Tankers have well over 100% mitiagtion (and we both know that would be misleading).
I didn't miss anything. What you say I missed were powers to boost damage, and I wasn't referring to that. Again, I'm simply quoting the numbers directly from Mids. if you don't believe them, I suggest you complain to him.
If you're hoping we hit a point where we 'agree to disagree,' I'm afraid that I'm philosophically opposed to that. If you can't prove me wrong, and you're saying something I think is wrong, I'll agree to think that you're wrong. I'll even let you walk away if you want to. But 'agree to disagree' is an annoying intellectual aphorism that assumes that both sides of the argument are of equal weight even at their conclusion, and it feels like a disohnest attempt to houdini one's own way out of a losing argument.
As far as protracted periods without change indicates balance, it's a pretty good yardstick. Big problems do get dealt with proportionate to what can be done. Buffs and debuffs have gone almost unchanged aside from the -regen changes in I7. |
He was just trying to be polite.
Lack of change doesn't imply balance. It could as easily be that the changes needed would be far too sweeping or damgerous to make without considerable time.
There is so much of this game that is aggressively soloable, and you guys are here to try and change the tiny fraction that isn't, because you see being 'different' as being 'wrong.' This is why there is resistance. Because you think you can just flat-out add to powersets that already are strong. Because you don't understand the powersets you think are weak. And because those of us with those characters, who aren't obssessed about solo speed, knowing that it's just one point on a large scale, don't want to lose the effectiveness we built for in the name of people who don't even understand what they're talking about getting what they want when their desire is already well-provided for.
|
There has been much evidence to show that some powersets are NOT strong, that what we want ISN'T already provided for. When this evidence is presented, we are told we don't know what we are talking about and dismissed out of hand.
If you're hoping we hit a point where we 'agree to disagree,' I'm afraid that I'm philosophically opposed to that. If you can't prove me wrong, and you're saying something I think is wrong, I'll agree to think that you're wrong. I'll even let you walk away if you want to. But 'agree to disagree' is an annoying intellectual aphorism that assumes that both sides of the argument are of equal weight even at their conclusion, and it feels like a disohnest attempt to houdini one's own way out of a losing argument.
As far as protracted periods without change indicates balance, it's a pretty good yardstick. Big problems do get dealt with proportionate to what can be done. Buffs and debuffs have gone almost unchanged aside from the -regen changes in I7. |
I dont expect to "Win" this debate with you. Nor so I expect any 'warm and fuzzy' memories from our debate. But you have not succeeded in convincing me that my opinion is invalid, so we are left on opposite sides of the aisle still.
One thing that seems to escape everyone, is that you ask me for proof that changes would NOT be unbalanced. But unless some of these "Ideas" that myself and others have proposed are actually implemented and tested. We cannot "PROVE" they are not unbalanced, any better than you can prove they are.
So, If I "Walk AWAY" from you and your opinion, I neither view that as a "WIN" or "LOSS" for your side or mine. If you choose to view it in your own way, thats your free right.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
See, this is just obstinacy |
When you make blatantly wrong statements like...
Quote: Storm does too, but only indoors. Other sets, like Rad, Cold, FF, and Sonic don't provide adequate offense OR defense (compared to other ATs) You lose a lot of creditability right off the bat. |
I didn't say anything that was wrong.
Rad doesn't provide adequate offense or defense (it provides a bit of both - what's to be considered adequate is the issue). Cold, FF, Sonic and other sets don't have the tools to provide offense or defense to the Defender. I've already shown this.
No. This is principle. I'm saying that he will actually need to convince me - but I have no intention to simply 'agree to disagree' and move on.
|
You're refusing to stop arguing unless he convinces you, when you've made it clear he can't, regardless. That's obstinacy.
You've already made it abundantly clear you will not be convinced. He's made it equally clear HE will not be convinced.
You're refusing to stop arguing unless he convinces you, when you've made it clear he can't, regardless. That's obstinacy. |
I am willing to be convinced, and I have outlined at length in this very thread exactly where I'm coming from. Biospark has not yet responded to the discussion itself, merely to attest that he will respond. I made it known that I'm not going to simply 'move on' from a discussion if he enters same.
You, on the other hand, are further attempting to demonise my position. Do you fancy actually going forth and expounding upon any of my points? Refuting them? Actually contending with facts rather than the lies you make up to justify your bad play coupled with your bad arguments?
I explained the problem. You are simply not paying attention to them, because to do so would be to approach this situation as anything but an authority. You keep shifting the goalposts back to your original premise, assuming a priori that you can simply assert what you want over and over again as though they are proof. When that fails to convince, you attack the people you disagree with, demonising the position of those around you. You act incredulously, shocked and stunned that anyone would oppose something so reasonable. You are, in essence, not engaged in a discussion - you are simply asserting your opinion over and over again, and it shows because when you're called upon to produce evidence, we hear such things that apparently, Storm and Rad aren't good for soloing.
|
As far as Storm and Rad being bad for soloing, you have me mixed up with someone else, I certainly dont put either of those 2 sets on the 'Hard to solo' list. In fact RAD is perhaps the EASIEST set to jump right into and solo like a champ of all Defender sets.
By definition, individual powersets have differences that determine how the play experience constructs itself. Most of the time, these powerset choices are simple and intuitive, and pull the player towards emphasising their strengths over their weaknesses, in a simple gaming process designed to both assist the player in achieving, and to give him latitude to approach larger challenges, those things he is not given to achieve so easily. This is very basic and a common practice, part of making gameplay flow naturally. In fact, in game design, for differentiated sets to have no actual differences is considered a failure - it's creating layered design space, which wastes player currency and diminishes the potential interest they might have in one set or another. Consider how Katana and Broadsword were once, identical, and now are very different while still sharing quite a lot of mechanical themes. |
The thing is, this is not an MMO where everyone has to do the same jobs with a uniform reliability. This is a game with a lot of freedom and flexibility. Therefore, the developers took two sensible design directives: First, the game isn't all that hard. Operating on the idea that even if you got eight incompetents together and they all played as if they were soloing, they'd still get to the end of missions, the game content is geared to be relatively simple for any team. You can generally achieve anything if you throw enough people at it, assuming nobody is actively harmful to the gameplay experience of other players. Eight people with no synergy can still complete content, as the content is simply the same as solo content, but more of it. |
The other is, this game is designed that just as much as you don't need other players to complete content, you have options if you want to. There is a sliding scale of characters; on the one end, you have things like stalkers as an archetype, energy and dark melee, or trick arrow, who for the most part don't care about teammates at all. These sets are wholly team-agnostic, focusing instead on doing the exact same thing in team situations they'd do in solo situations. The only distinction for these sets is that there are now more people who can benefit from the effect (dead people don't attack teammates, after all, and debuffs multiply by the teammates). That these sets are good on small teams or even on large teams is incidental to their design. These sets eschew team support abilities for consistant solo performance. Energy Melee is a headliner in this front. I've never felt it a weak set, but people complain quite vosciferously about the potential for kill-stealing having two long animations can cause. |
The other end of this is that there are sets who are willing to reduce their solo ability in exchange for greater team synergy. These sets receive, in return, amazing benefits. Empathy and Forcefields as two fine examples, offer unparalleled team buffs. While in many cases I regard either sets of buffs as overkill, they are undeniably incredibly powerful - Fortitude on its own is a complete world-changing power for lower levels. By standing solidly at one end of the team-assistant power spectrum, these powersets get to reap benefits above and beyond the other end when they do have teams. Neither is significantly ahead of the other - they are simply good enough, generally speaking, to all succeed in the format presented, which is the game that has been mentioned as not being that hard. |
So, if the sets are balanced already, and I'll note the three years of pretty much no changes I"ve seen as a good sign that they are, any added power you give an empath or forcefielder for solo play would be applicable on teams as well. Congratulations, you've made two things that were already powerful in their chosen niche better, and in doing so, you have unbalanced them. |
but what I propose is NO change that would improve these sets in a team environment by any significant amount.
Using FF again as an example. An 8-man team receives the full benefit of 3 shields (or 7/8ths of the team) That 1/8 (lets call it 12.5%) is the Defender. So, your view is that if that 1 man gets defenses as high as the other 7 this is unbalanced. I will admit that the team, is improved by that change, but more along the lines that the defender is less of an achilles heel than before. But I dont see this as such an earth-shattering change for groups at all. But certainly could bring a FF more in-line with the other 'solo-friendly' sets.
If you wish to add to them for solo, you will have to take away from them in teams, which is not a situation that those of us who do like these powersets are likely to tolerate. Nerfing my team-based empath so you can solo better seems to me like a very unreasonable thing - especially since I was here first, and since my empath is very happy the way he is without your 'help.' Selfish of me perhaps, but I can at least point to evidence that the game is working as intended, while you offer no such counterproof, merely offering the empty-mouthed platitude of 'it wouldn't be unbalancing,' or 'it's just for solo play.' |
If you explicitly made teaming turn off the benefits you have an additional problem - the defender suddenly views teaming as 'losing' a benefit. He goes from soloing well to making other people play well. If the powerset stakes itself out clearly as team-oriented to start with, you don't get this illusion. Anything that turns off or reduces when you have teammates is bad design because it discourages social behaviour on a social game, and social behaviour is one of the anchorstones of MMO marketability. Very, very few people who play this game genuinely want to be alone while they do it - even if they play solitarily, they will socialise in some other fashion. Now, making a team-oriented archetype with a team-oriented powerset suddenly lose power in exchange for teaming up, and you change their focus from that of an ally-based team buffer who is supposed to buff teammates to a decent soloist with neat powers who punishes himself joining teams. This is how you already perceive the problem, I know, but that perception is entirely your own fault. This is my stance. |
What I have advocated is precise and surgical changes to certain powers to improve the solo ability without changing the team effects. Additionally, I think only certain powers need to be touched, not ALL ALLY only powers. Could be that you have me confused with others.
The best way I see in helping certain Powersets is to target a power(or 2) and change them into PBAoE much like Accellerate metabolism. I will not list ones I think should be changed, unless you are willing to realistically discuss WHY it would be overpowered.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Further to this, we have Ultimo's reputation of talking foolishness. He has claimed that tankmages aren't overpowered. He has claimed that he can run out of endurance just spamming one attack that actually can't run him out of endurance. He has claimed Rad's no good for soloing. And on and on and on. In essence, he either makes statements about the game based on highly flawed memory, or he is a deliberate liar intent on emphasising his own points and his own agendas, which are not made based on analysis or understanding, but on entirely emotive points, which he furthers by bolstering his position with emotional-sounding but factually-incorrect anecdotes that are typically fabricated. In essence, he lies. He also threatens people who comment on this behaviour, as I've found, further evincing that he is not a man given to reason and debate, but to emotion and threat. |
I described a character running out of endurance while spamming a single attack, because that's what happened. Again you omit that I pointed out that the character was fighting endurance drainers (I dont' recall now, but I think it was Freaks). Any anecdotes I provide are simply that, anectodes. I've always described them as extreme examples that illlustrate in no uncertain terms what I'm referring to. You call these "fabricated," in essence calling me a liar. It's this kind of personal slur that I threaten with reports. Personal attacks are not allowed, and I will report them. You are notorious for them. I always approach every new thread from a position of respect and courtesy. It' is only after extreme provocation that I step back from that position.
I didn't say Rad is no good for soloing, I said it, like other Defender sets is at a disadvantage relative to most other ATs and power sets. I subsequently providede numbers from Mids in support of this.
Of course I support my agenda, that greater balance be provided for power sets currently at a disadvantage. Are you suggesting that I shouldn't?
I'm all for reason and debate, but every time I come here, and especially when certain members of this community participate in the debates, I find my person under attack. If choosing to defend myself from personal attacks is indicative of "a man given to reason and debate," then I will take that description with pride.
Storm's Thunder Clap is borderline useless. Its accuracy is appalling, and it only affects minions. On the upside, if it DOES hit something, it can be stunned for a very long time.
Freezing rain spreads foes out as the run. Hurricane and Gale scatters them. Snow Storm causes them to scatter (very slowly). Tornado tosses foes around randomly. Lightning Storm has significant knockback and will scatter foes too. Only O2 and Steamy Mist don't scatter foes, and O2 can't even be used by the Defender while the mist provides very limited protection. Since the only other source of protection is Hurricane, Storm Defenders facing scattered foes are at a disadvantage. Indoors, they can't scatter as far, and can be pinned in corners. Outdoors, that's not possible. |
In the above post you mention that Snow storm causes enemies to scatter (very slowly). This is the secret to a large part of Storm Summoning's damage mitigation. By dropping snow storm and freezing rain on a mob, you trigger its escape AI which makes them -stop attacking- you. Freezing rain + snow storm will put enemies at the movement floor, which means that it takes a -very- long time for them to escape, during which they aren't attacking anything. This is often more than enough time for your team to AoE death most of the spawn, leaving a few enemies left to be picked off.
Lightning storm does not have significant knockback, and does not cause a notable amount of scatter. It will always attack the closest targets, meaning that all it will do is push a group in a certain direction as long as you don't summon it in the middle of a mob.
Also, hurricane is perfectly usable outdoors. In fact, I find it -easier- to use on outdoor maps than indoor ones. Outdoor herdicaning involves circling an enemy group, pushing them very lightly into a small clump. Getting them together on an indoor map is actually harder since many rooms are too narrow to hit a group with hurricane from multiple angles without running through the middle of them.
This is all really a moot point though, since this is about soloing, and the only powers I use while soloing are my blasts, toggles, and lightning storm. Freezing rain is used on bosses/elite bosses only. And in case anyone points out that I'm sonic blast, I do the same thing with my storm/energy and storm/ice.
Sigh.
I've already said I'm not going to go searching for threads when my claims have been attested to by other posters IN THIS THREAD. |
Third time, are you going to show me those "endless threads" of people complaining about defender soloability, or are you going to continue to weakly insist that "they're there, you just have to find them"?
Put
Up
Or
Shut
Up.
THIS is dismissive. I've aready said these complaints are not rare, so you simply declare I don't know what I'm talking about and wave your hand. It's not going to make me go away. |
First page of the defender forums, I see this thread. Scrolling down, I see a second thread, but by the 9th post of that thread, the OP's complaint was already proven to be dramatization on his part. Nothing else on the first page.
Second page... nope, no-one insisting that defenders suck solo.
Third page... first post, someone demanding a damage scale increase for defenders, but not because of solo concerns, no, it's a Going Rogue "no-one will team with me because corruptors are teh betarer!" panic attack. One more post complaining about defender damage, but as before, it's entirely focused on teams, not solo.
If I keep going, is this mythical "common complaint" going to manifest? No, because no matter how many times you insist that it's happening, it isn't.
So once again, your hyperbole and ranting has been proven to be just that, hyperbole and ranting. Just like every other time you've done this. You provide no evidence when asked. You offer nothing but personal opinion backed by "facts" invented on the spot. And when pushed, you insist that everyone else is wrong and tell us all to go find the proof ourselves.
But we all sit here, trying to explain things to you, trying to reason with you, and you ignore us, then tell us that we're being dismissive because we don't accept your statements without question or stop asking you to provide proof of your statements. I am dismissive because I refuse to acknowledge another one of your blatantly deceitful attempts to get an AT buffed after seeing you do it over and over again dozens of times in the past. Yes, that must be it, I'm the one who's not being reasonable here.
You know, you're about one step away from portraying yourself as a paranoid raving drama queen. Might want to back up a bit before you go completely over the edge. Take it from me, crazy isn't as fun as it looks on television.
I didn't invent any problems, they exist. |
Bull doody.
Others noted them before I ever did. |
Any data I've used has usually come from Mid's, though I have pulled numbers directly from the combat logs, on occasion. If you have an issue with my numbers, I suggest you tell Mids that his numbers are wrong, and inform the devs that the combat log is producing false data. |
Neither the game nor Mids' shows TA defenders having "around 25%" -Res. And you can't even say that you might have had some enhancements skewing this because -Res is not enhanceable, so there goes your only weasel hole.
Do you really think tens of thousands of players who use Mids, or over one hundred thousand who play the game, wouldn't notice these things? Especially after many, including myself, have tested these numbers and verified them so often?
How stupid do you think we are?
There are Defenders that have low damage AND low defenses. You can't possibly dispute this, yet for some reason, you continue to try. |
No, there is nothing to dispute because your entire foundation for the statement is in error. YOU skip key powers and complain about the solo capabilities of your defenders, and YOU see that as a flaw in the AT or game. I don't do that. Talen_Lee doesn't do that. Uberguy doesn't do that. Almost no-one else does that, and of the few who do, they ask for help and we help them by telling them what those skipped powers do and why they're worth taking.
But you keep doing it, and coming back here to fuss about it because you do not want to accept that the game is not City of Ultimo.
You prove nothing, except how inflexible and demanding you are. You certainly don't prove that there's a problem, nor do you prove that any intelligently built defender, regardless of primary or secondary, cannot solo efficiently, safely and easily.
There is no dispute here because you bring nothing but your own personal fantasies to the table.
Interestingly, you describe how Defenders have the ability to boost their damage, and say I missed so many things, but you don't seem to realize that I have never suggested increasing Defender damage. I didn't mention those powers because they don't provide any kind of defense. |
If you don't even know what you're saying at this point, it's a good time to stop saying anything.
I never said that there were sets that have NO mitigation, only that there are sets that suffer from FAR LESS. |
That implies that others do not.
How far are you going to backpedal? You are aware that everything you've said has been quoted, so even if you try to edit it all out or change it, you're still hoist on your own petard.
A Force Fielder can only use Dispersion Bubble (though the powers that bounce foes around help, when they work). An Empath can use only THREE of his 9 powers for his own benefit. Cold and Sonic suffer similarly. You'll notice these are all BUFF sets, and AS I KEEP SAYING, this is where Defenders need some help. |
You take the most extreme corner cases and try to paint them as the most common situations. Not just once in a while, consistently, and at the same time, you categorically deny that the defender has other tools to deal with those corner cases, you simply say "He's going to do this, then the enemy will do this and the defender is toast! TOAST! DOOMTOAST!". You refuse, absolutely refuse to accept that the defender in question could do something else and sidestep his/her "kryptonite", you just insist that the only solution is to buff the buffing sets.
Don't think or use any other powers, the solution is to change the game!
No.
Tough, fully slotted is 23% so Cold Dom's 20% is less than Tough. You can't compare an unslotted power to a slotted one, so I compared them fully slotted with SOs. These are not "Ultimo numbers," they're from Mids, so I suggest you take it up with him. |
Need some catsup for that foot?
7% Defense is negligible, however you choose to spin it. Yes, Dark does better with less Defense because it's coupled with debuff to the foe's accuracy, but 7% is still negligible. I've been told that Defense really only starts to be useful around 20% (though, in fairness, my own experience with it, while limited, has shown that 15% is where you start to notice it's value). And AGAIN, I've already said Dark does fairly well. |
What is 7% Defense plus 30% -Damage and 20% +Resistance?
Stop thinking in one dimension.
Regen Aura does provide a very serious regeneration boost, but you have to live long enough for it to be of any use. When foes are often doing 30-50% of your health with every hit, you're not going to last long even with the aura in effect. |
Is that really how you play? I doubt it, but I'm starting to wonder, since you're so adamant that the only way to survive as a defender is by relying on one power in your primary.
The Force Fielder does have protection against most status effects, that's true, but I've seen PLENTY of foes resistant to knockback. |
Add to this that knocking them back is VERY endurance intensive, |
Force Bubble is 0.69 endurance/s. For comparison, Snap Shot (the tier one with the fastest recharge) slotted with ~95% Endurance Reduction and 66% Recharge Reduction costs 0.82 endurance/s if all you do is shoot it repeatedly. It costs more to attack than it does to use Force Bubble.
Your FUD doesn't work here.
and you have little choice but to PFF after a couple of foes (because you have little ability to take damage). |
You turtle up and pretend there's no other option, then come to the forums and insist that FF is horribly broken because you chose to ignore every other tool available.
I will say, however, that I'm playing a Force Fielder because by the time he gets into his Epic Pools and picks up Temp Invulnerability, he's going to have 71% resistance to smashing & lethal, as well as 30ish% Defense to everything! Not small numbers, by any means. He just has to wait a rather long time for them. |
What, you thought no-one saw your thread about making an Iron Man homage and turning down the blaster suggestion because you didn't want to wait until 41 to pick up the Force Mastery APP?
Be honest. If you'd done this character as a blaster, you'd be having this argument over on the blaster forums, insisting that everyone who disagreed with you was just being dismissive, that the AT was broken, that half the powersets were terribly designed, etc.
Until Fulcrum Shift, Kinetics is limited to 25% damage reduction, if it hits. |
Same for the heal, it's not always reliable. |
Same with Repel, it's not always reliable. |
I didn't realize Transference could drain ALL the endurance from foes, and in an AOE, no less! That is useful, indeed. |
Perhaps you'll struggle less if you... read... pay attention...
Again, though, I've said all along that Kinetics, like Dark, seems to perform fairly well. |
So it's bad, but it's good?
Backpedaling, the new Co* travel power, courtesy of Ultimo.
Accelerate Metabolism is only a 30% regeneration increase. Relatively minor considering the Defender's low health. It's most important use is the recovery buff. |
I already addressed Lingering Radiation, |
"Radiation Emission has a small heal, and powers that debuff enemy to-hit and damage, and even a hold. that makes it one of the most effective defensive sets. However, it has limits. RI reduces To-Hit by 48%, which is pretty decent. However, if your foe DOES hit you, you have no defenses. Fortunately, Enervating Field reduces damage by 25%. The other drawback is the extreme endurance cost. Before Stamina, the endurance cost of running these toggles and attacking is prohibitive."
That's your entire commentary on Radiation Emission. Nothing about LR. I'm guessing that you don't even know what LR does, but you're going to look it up as soon as you read this then come back and backpedal around for a while to try to convince everyone that you know what you're talking about. Again.
and EMP Pulse is an occasional use power. It's the equivalent of a Nova, and can't be considered a power for regular use. |
Sonic Cage, like other similar powers, is of limited value, but can be useful. The repel in Sonic suffers the same disadvantages (reliablity, endurance cost) as other repels, and Liquefy is another occasional power. |
Storm's Thunder Clap is borderline useless. Its accuracy is appalling, and it only affects minions. On the upside, if it DOES hit something, it can be stunned for a very long time. |
Freezing rain spreads foes out as the run. |
IT HAS A KNOCKDOWN COMPONENT! IT HAS A 70% -RUNSPEED DEBUFF! IT'S IN A POWERSET THAT CAN FLOOR THE MOVEMENT SPEED OF +3 FOES WITHOUT ENHANCEMENTS!
Why do you believe all powers only do one thing and can't be used in conjunction with other powers?
Hurricane and Gale scatters them. |
Snow Storm causes them to scatter (very slowly). |
Tornado tosses foes around randomly. |
Would anything short of Castle's IWIN button make you happy?
Lightning Storm has significant knockback |
I suppose you consider a mag 0.67 KB, which is effectively KD, to be "almost as bad"?
and will scatter foes too. |
if
you
use
your
other
powers
like
Snow
Storm
or
Freezing
Rain.
Only O2 and Steamy Mist don't scatter foes, and O2 can't even be used by the Defender while the mist provides very limited protection. Since the only other source of protection is Hurricane, Storm Defenders facing scattered foes are at a disadvantage. Indoors, they can't scatter as far, and can be pinned in corners. Outdoors, that's not possible. |
Slowing an enemy's attacks isn't going to help you if they're demolishing you in a couple of hits. |
The Trick shooter is still not going to have any actual defenses and his damage is still going to be low, so he's still going do get killed. |
The only problem TA faces, at the severity you describe, is in taking the alpha for a large (5+) team.
Disagree with me. Go ahead. Talk to me like you know TA one hundredth as well as I do. I relish the hilarity that I already know will ensue.
The "best AOE hold" you refer to is another Nova-style occasional power. If you're going to start counting these, then Tankers have well over 100% mitiagtion (and we both know that would be misleading). |
And the fact that you've never used those tier 9 powers which you steadfastly deny can be used frequently just betrays how little you know about them, about how they are used, about how they can be used or about how players tend to use them.
I didn't miss anything. What you say I missed were powers to boost damage, and I wasn't referring to that. Again, I'm simply quoting the numbers directly from Mids. if you don't believe them, I suggest you complain to him. |
I didn't say anything that was wrong.
Rad doesn't provide adequate offense or defense (it provides a bit of both - what's to be considered adequate is the issue). Cold, FF, Sonic and other sets don't have the tools to provide offense or defense to the Defender. I've already shown this. |
The equivalent of soft capped defence at 22 (against anything bar an AV) is not adequate ?
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
I didn't say anything that was wrong.
Rad doesn't provide adequate offense or defense (it provides a bit of both - what's to be considered adequate is the issue). Cold, FF, Sonic and other sets don't have the tools to provide offense or defense to the Defender. I've already shown this. |
I don't understand why you keep inserting your foot in your mouth.
Artic Fog gives +resistance and +defense to the defender (and the team). Sleet provides excellent defense in the form of mitigation, and then there's Heatloss. Heatloss replenishes endurance and hits the enemy with -resistance (think of it as +damage to the defender) which gives the defender more offense.
I have limited experience with Sonic and FF but I've already seen some posters explain how off base you are with FF/ but you simply ignore their posts.
Lastly, it's obvious to me that you have very little experience with most of the sets you claim to be adequate or lacking. Perhaps you should take the time to ask about the sets or actually garner some experience. I have experience with Rad/, Dark/ and Cold/ from defenders and everything you've said regarding those sets has been incorrect.
When reading Lumi's post I was reminded of one of those many cartoons based on collectible card game where someone plays a bewildering variety of cards, ends up with a colossal monster in play against an undefended foe, and munges their foe's life total.
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
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF